Пример #1
0
        private void DoExport()
        {
            try
            {
                if (!Directory.Exists(exportPath))
                {
                    Directory.CreateDirectory(exportPath);
                }
            }
            catch
            {
                Debug.LogError("Error while creating the export folder!");
                return;
            }

            FBXExporter.LightmappingEnabled = lightmapExportType != LightmapExportType.None;

            for (int i = 0; i < texturesExportedData.Count; i++)
            {
                TextureExportData tex     = texturesExportedData[i];
                string            path    = AssetDatabase.GetAssetPath(tex.Texture);
                string            expPath = Path.Combine(exportPath, tex.Texture.name);

                Texture2D texture = tex.Texture;

                // force power of 2 resolution
                if (!IsPowerOf2(tex.Resolution))
                {
                    // not a power of 2
                    tex.Resolution = Math.Min(NextPowerOf2(tex.Resolution), maxLightMapResolution);
                }

                if (string.IsNullOrEmpty(path))
                {
                    // we created this texture, just export it (were free to read it)
                    tex.ExportedPath = tex.Texture.name + GetImageFormatName(tex.Format);

                    if (tex.Resolution != texture.width)
                    {
                        Texture2D scaled = TextureUtil.ScaleTexture(tex, tex.Resolution, true, filterMode);
                        ExportTexture(scaled, expPath, defaultTexFormat, null, true);
                        UObject.DestroyImmediate(scaled);
                    }
                    else
                    {
                        ExportTexture(tex.Texture, expPath, defaultTexFormat, null, true);
                    }
                }
                else
                {
                    TextureImporter       importer    = (TextureImporter)TextureImporter.GetAtPath(path);
                    bool                  wasReadable = importer.isReadable;
                    TextureImporterFormat lastFormat  = importer.textureFormat;
                    bool                  changed     = false;
                    bool                  alpha       = importer.alphaIsTransparency;
                    if (!importer.isReadable || importer.textureFormat != TextureImporterFormat.ARGB32) // only reimport if truly needed
                    {
                        changed             = true;
                        importer.isReadable = true;
                        if (!tex.Texture.name.Contains("comp_light"))
                        {
                            importer.textureFormat = TextureImporterFormat.ARGB32;
                        }
                    }

                    AssetDatabase.Refresh();
                    AssetDatabase.ImportAsset(path);

                    if (tex.Resolution != texture.width)
                    {
                        Texture2D scaled = TextureUtil.ScaleTexture(tex, tex.Resolution, !alpha, filterMode);
                        ExportTexture(scaled, expPath, defaultTexFormat, null, !alpha);
                        UObject.DestroyImmediate(scaled);
                    }
                    else
                    {
                        ExportTexture(tex.Texture, expPath, tex.Format, tex.Quality, !alpha);
                    }
                    tex.ExportedPath = tex.Texture.name + GetImageFormatName(tex.Format);

                    if (changed)
                    {
                        importer.isReadable    = wasReadable;
                        importer.textureFormat = lastFormat;
                        AssetDatabase.Refresh();
                        AssetDatabase.ImportAsset(path);
                    }
                }
            }

            bool switchUv = lightmapExportType == LightmapExportType.BakedMaterial;

            for (int i = 0; i < meshesExportedData.Count; i++)
            {
                MeshExportData model   = meshesExportedData[i];
                string         name    = meshesNames[model.Mesh];
                string         expPath = Path.Combine(exportPath, name);
                ExportMesh(model.Mesh, expPath, model.Format, null, switchUv);
                model.ExportedPath = name + GetMeshFormat(model.Format);
            }

            // Make the index.html file
            StringBuilder index = new StringBuilder("<html>\n\t<head>\n\t\t<title>Janus Unity Exporter v" + Version + "</title>\n\t</head>\n\t<body>\n\t\t<FireBoxRoom>\n\t\t\t<Assets>");

            List <Mesh> meshWritten = new List <Mesh>();

            for (int i = 0; i < exported.exportedObjs.Count; i++)
            {
                ExportedObject obj = exported.exportedObjs[i];
                if (!meshWritten.Contains(obj.Mesh))
                {
                    string path = meshesExportedData.First(c => c.Mesh == obj.Mesh).ExportedPath;
                    string name = meshesNames[obj.Mesh];
                    index.Append("\n\t\t\t\t<AssetObject id=\"" + name + "\" src=\"" + path + "\" />");
                    meshWritten.Add(obj.Mesh);
                }
            }

            // textures appear only once, while exported objects can appear multiple times
            // that's why we have a meshwritten list, and not a texturewritten (not anymore at least)
            for (int i = 0; i < texturesExportedData.Count; i++)
            {
                TextureExportData data = texturesExportedData[i];
                string            path = data.ExportedPath;
                index.Append("\n\t\t\t\t<AssetImage id=\"" + Path.GetFileNameWithoutExtension(path) + "\" src=\"" + path + "\" />");
            }

            TextureExportData fronttex, backtex, lefttex, righttex, uptex, downtex = null;
            string            skyboxdata = "";

            if (exportSkybox)
            {
                Material skybox = RenderSettings.skybox;
                if (skybox != null)
                {
                    bool proceed = true;
                    for (int i = 0; i < skyboxTexNames.Length; i++)
                    {
                        if (!skybox.HasProperty(skyboxTexNames[i]))
                        {
                            proceed = false;
                        }
                    }

                    if (proceed)
                    {
                        fronttex = texturesExportedData.FirstOrDefault(c => c.Texture == (Texture2D)skybox.GetTexture("_FrontTex"));
                        backtex  = texturesExportedData.FirstOrDefault(c => c.Texture == (Texture2D)skybox.GetTexture("_BackTex"));
                        lefttex  = texturesExportedData.FirstOrDefault(c => c.Texture == (Texture2D)skybox.GetTexture("_LeftTex"));
                        righttex = texturesExportedData.FirstOrDefault(c => c.Texture == (Texture2D)skybox.GetTexture("_RightTex"));
                        uptex    = texturesExportedData.FirstOrDefault(c => c.Texture == (Texture2D)skybox.GetTexture("_UpTex"));
                        downtex  = texturesExportedData.FirstOrDefault(c => c.Texture == (Texture2D)skybox.GetTexture("_DownTex"));

                        if (fronttex != null)
                        {
                            skyboxdata += "skybox_front_id=\"" + Path.GetFileNameWithoutExtension(fronttex.ExportedPath) + "\" ";
                        }
                        if (backtex != null)
                        {
                            skyboxdata += "skybox_back_id=\"" + Path.GetFileNameWithoutExtension(backtex.ExportedPath) + "\" ";
                        }
                        if (lefttex != null)
                        {
                            skyboxdata += "skybox_left_id=\"" + Path.GetFileNameWithoutExtension(lefttex.ExportedPath) + "\" ";
                        }
                        if (righttex != null)
                        {
                            skyboxdata += "skybox_right_id=\"" + Path.GetFileNameWithoutExtension(righttex.ExportedPath) + "\" ";
                        }
                        if (uptex != null)
                        {
                            skyboxdata += "skybox_up_id=\"" + Path.GetFileNameWithoutExtension(uptex.ExportedPath) + "\" ";
                        }
                        if (downtex != null)
                        {
                            skyboxdata += "skybox_down_id=\"" + Path.GetFileNameWithoutExtension(downtex.ExportedPath) + "\"";
                        }

                        if (skyboxdata.EndsWith(" "))
                        {
                            skyboxdata = skyboxdata.Remove(skyboxdata.Length - 1, 1);
                        }
                        skyboxdata = " " + skyboxdata;
                    }
                }
            }

            index.Append("\n\t\t\t</Assets>\n\t\t\t<Room" + skyboxdata + ">");

            for (int i = 0; i < exported.exportedObjs.Count; i++)
            {
                ExportedObject obj = exported.exportedObjs[i];
                GameObject     go  = obj.GameObject;

                string diffuseID = "";
                string lmapID    = "";
                if (obj.DiffuseMapTex != null)
                {
                    diffuseID = Path.GetFileNameWithoutExtension(texturesExportedData.First(k => k.Texture == obj.DiffuseMapTex).ExportedPath);
                }
                if (obj.LightMapTex != null)
                {
                    lmapID = Path.GetFileNameWithoutExtension(texturesExportedData.First(k => k.Texture == obj.LightMapTex).ExportedPath);
                }

                CultureInfo c        = CultureInfo.InvariantCulture;
                Mesh        mesh     = obj.Mesh;
                string      meshName = meshesNames[mesh];

                index.Append("\n\t\t\t\t<Object id=\"" + meshName + "\" lighting=\"true\" ");

                if (!string.IsNullOrEmpty(diffuseID))
                {
                    index.Append("image_id=\"" + diffuseID + "\" ");
                }

                if (!string.IsNullOrEmpty(lmapID))
                {
                    index.Append("lmap_id=\"" + lmapID + "\" ");
                    if (lightmapExportType == LightmapExportType.Packed)
                    {
                        MeshRenderer renderer = go.GetComponent <MeshRenderer>();
                        Vector4      lmap     = renderer.lightmapScaleOffset;
                        lmap.x = Mathf.Clamp(lmap.x, 0, 1);
                        lmap.y = Mathf.Clamp(lmap.y, 0, 1);
                        lmap.z = Mathf.Clamp(lmap.z, 0, 1);
                        lmap.w = Mathf.Clamp(lmap.w, 0, 1);
                        index.Append("lmap_sca=\"" + lmap.x.ToString(c) + " " + lmap.y.ToString(c) + " " + lmap.z.ToString(c) + " " + lmap.w.ToString(c) + "\" ");
                    }
                }

                if (obj.Col != null)
                {
                    index.Append("collision_id=\"" + meshName + "\" ");
                }

                Transform trans = go.transform;
                Vector3   pos   = trans.position;
                pos   *= uniformScale;
                pos.x *= -1;

                Quaternion rot  = trans.rotation;
                Vector3    xDir = rot * Vector3.right;
                Vector3    yDir = rot * Vector3.up;
                Vector3    zDir = rot * Vector3.forward;

                Vector3 sca = trans.lossyScale;
                sca *= uniformScale;

                index.Append("pos=\"" + pos.x.ToString(c) + " " + pos.y.ToString(c) + " " + pos.z.ToString(c) + "\" ");
                if (sca.x < 0 || sca.y < 0 || sca.z < 0)
                {
                    index.Append("cull_face=\"front\"" + "\" ");
                }

                index.Append("scale=\"");
                index.Append(sca.x.ToString(c) + " " + sca.y.ToString(c) + " " + sca.z.ToString(c) + "\" ");

                index.Append("xdir=\"");
                index.Append(xDir.x.ToString(c) + " " + xDir.y.ToString(c) + " " + xDir.z.ToString(c) + "\" ");

                index.Append("ydir=\"");
                index.Append(yDir.x.ToString(c) + " " + yDir.y.ToString(c) + " " + yDir.z.ToString(c) + "\" ");

                index.Append("zdir=\"");
                index.Append(zDir.x.ToString(c) + " " + zDir.y.ToString(c) + " " + zDir.z.ToString(c) + "\" ");

                index.Append("/>");
            }

            index.Append("\n\t\t\t</Room>\n\t\t</FireBoxRoom>\n\t</body>\n</html>");

            string indexPath = Path.Combine(exportPath, "index.html");

            File.WriteAllText(indexPath, index.ToString());
        }
Пример #2
0
        private void PreExport()
        {
            Clean();

            texturesExported     = new List <Texture2D>();
            texturesExportedData = new List <TextureExportData>();

            meshesExported     = new List <Mesh>();
            meshesExportedData = new List <MeshExportData>();
            meshesNames        = new Dictionary <Mesh, string>();
            meshesCount        = 0;

            Scene scene = SceneManager.GetActiveScene();

            GameObject[] roots = scene.GetRootGameObjects();

            lightmapped = new Dictionary <int, List <GameObject> >();
            exported    = new ExportedData();

            for (int i = 0; i < roots.Length; i++)
            {
                RecursiveSearch(roots[i], exported);
            }

            if (exportSkybox)
            {
                // look for skybox and grab all 6 textures if it's 6-sided
                Material skybox = RenderSettings.skybox;
                if (skybox != null)
                {
                    bool proceed = true;
                    for (int i = 0; i < skyboxTexNames.Length; i++)
                    {
                        if (!skybox.HasProperty(skyboxTexNames[i]))
                        {
                            proceed = false;
                        }
                    }

                    if (proceed)
                    {
                        for (int i = 0; i < skyboxTexNames.Length; i++)
                        {
                            Texture2D tex = (Texture2D)skybox.GetTexture(skyboxTexNames[i]);
                            if (!texturesExported.Contains(tex))
                            {
                                texturesExported.Add(tex);
                            }
                        }
                    }
                }
            }

            if (lightmapExportType != LightmapExportType.None &&
                lightmapped.Count > 0)
            {
                string scenePath = scene.path;
                scenePath = Path.GetDirectoryName(scenePath);
                string lightMapsFolder = Path.Combine(scenePath, scene.name);

                switch (lightmapExportType)
                {
                case LightmapExportType.BakedMaterial:
                    #region Baked
                {
                    // only load shader now, so if the user is not exporting lightmaps
                    // he doesn't need to have it on his project folder
                    Shader lightMapShader = Shader.Find("Hidden/LMapBaked");
                    AssertShader(lightMapShader);

                    Material lightMap = new Material(lightMapShader);
                    lightMap.SetPass(0);

                    // export lightmaps
                    int lmap = 0;
                    foreach (var lightPair in lightmapped)
                    {
                        int id = lightPair.Key;
                        List <GameObject> toRender = lightPair.Value;

                        // get the path to the lightmap file
                        string    lightMapFile = Path.Combine(lightMapsFolder, "Lightmap-" + id + "_comp_light.exr");
                        Texture2D texture      = AssetDatabase.LoadAssetAtPath <Texture2D>(lightMapFile);
                        if (texture == null)
                        {
                            continue;
                        }

                        lightMap.SetTexture("_LightMapTex", texture);

                        for (int i = 0; i < toRender.Count; i++)
                        {
                            GameObject   obj      = toRender[i];
                            MeshRenderer renderer = obj.GetComponent <MeshRenderer>();
                            MeshFilter   filter   = obj.GetComponent <MeshFilter>();

                            Mesh      mesh  = filter.sharedMesh;
                            Transform trans = obj.transform;
                            Matrix4x4 world = Matrix4x4.TRS(trans.position, trans.rotation, trans.lossyScale);

                            Vector4 scaleOffset = renderer.lightmapScaleOffset;
                            float   width       = (1 - scaleOffset.z) * scaleOffset.x;
                            float   height      = (1 - scaleOffset.w) * scaleOffset.y;
                            float   size        = Math.Max(width, height);

                            int lightMapSize = (int)(maxLightMapResolution * size);
                            lightMapSize = (int)Math.Pow(2, Math.Ceiling(Math.Log(lightMapSize) / Math.Log(2)));
                            lightMapSize = Math.Min(maxLightMapResolution, Math.Max(lightMapSize, 16));

                            RenderTexture renderTexture = RenderTexture.GetTemporary(lightMapSize, lightMapSize, 0, RenderTextureFormat.ARGB32);
                            Graphics.SetRenderTarget(renderTexture);
                            GL.Clear(true, true, new Color(0, 0, 0, 0));         // clear to transparent

                            Material[] mats = renderer.sharedMaterials;
                            for (int j = 0; j < mats.Length; j++)
                            {
                                Material mat = mats[j];

                                lightMap.SetTexture("_MainTex", null);

                                Shader shader = mat.shader;
                                int    props  = ShaderUtil.GetPropertyCount(shader);
                                for (int k = 0; k < props; k++)
                                {
                                    string name = ShaderUtil.GetPropertyName(shader, k);

                                    if (ShaderUtil.GetPropertyType(shader, k) == ShaderUtil.ShaderPropertyType.TexEnv)
                                    {
                                        if (mainTexSemantics.Contains(name.ToLower()))
                                        {
                                            // main texture texture
                                            lightMap.SetTexture("_MainTex", mat.GetTexture(name));
                                        }
                                    }
                                }

                                lightMap.SetVector("_LightMapUV", renderer.lightmapScaleOffset);
                                lightMap.SetPass(0);
                                Graphics.DrawMeshNow(mesh, world, j);
                            }

                            // This is the only way to access data from a RenderTexture
                            Texture2D tex = new Texture2D(renderTexture.width, renderTexture.height);
                            tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
                            tex.name = "Lightmap" + lmap;
                            tex.Apply();         // send the data back to the GPU so we can draw it on the preview area

                            if (!texturesExported.Contains(tex))
                            {
                                texturesExported.Add(tex);
                            }

                            ExportedObject eobj = exported.exportedObjs.First(c => c.GameObject == obj);
                            eobj.DiffuseMapTex = tex;

                            Graphics.SetRenderTarget(null);
                            RenderTexture.ReleaseTemporary(renderTexture);

                            lmap++;
                        }
                    }
                    UnityEngine.Object.DestroyImmediate(lightMap);
                }
                    #endregion
                    break;

                case LightmapExportType.Packed:
                    #region Packed
                {
                    Shader lightMapShader = Shader.Find("Hidden/LMapPacked");
                    AssertShader(lightMapShader);

                    Material lightMap = new Material(lightMapShader);
                    lightMap.SetPass(0);

                    // just pass the textures forward
                    // export lightmaps
                    foreach (var lightPair in lightmapped)
                    {
                        int id = lightPair.Key;
                        List <GameObject> toRender = lightPair.Value;

                        // get the path to the lightmap file
                        string    lightMapFile = Path.Combine(lightMapsFolder, "Lightmap-" + id + "_comp_light.exr");
                        Texture2D texture      = AssetDatabase.LoadAssetAtPath <Texture2D>(lightMapFile);
                        if (texture == null)
                        {
                            continue;
                        }

                        lightMap.SetTexture("_LightMapTex", texture);

                        // We need to access unity_Lightmap_HDR to decode the lightmap,
                        // but we can't, so we have to render everything to a custom RenderTexture!
                        Texture2D decTex = new Texture2D(texture.width, texture.height);
                        decTex.name = "Lightmap" + id;
                        texturesExported.Add(decTex);

                        RenderTexture renderTexture = RenderTexture.GetTemporary(texture.width, texture.height);
                        Graphics.SetRenderTarget(renderTexture);
                        GL.Clear(true, true, new Color(0, 0, 0, 0));         // clear to transparent

                        for (int i = 0; i < toRender.Count; i++)
                        {
                            GameObject   obj      = toRender[i];
                            MeshRenderer renderer = obj.GetComponent <MeshRenderer>();
                            MeshFilter   filter   = obj.GetComponent <MeshFilter>();

                            Mesh      mesh  = filter.sharedMesh;
                            Transform trans = obj.transform;
                            Matrix4x4 world = Matrix4x4.TRS(trans.position, trans.rotation, trans.lossyScale);

                            lightMap.SetVector("_LightMapUV", renderer.lightmapScaleOffset);
                            lightMap.SetPass(0);
                            Graphics.DrawMeshNow(mesh, Matrix4x4.identity);

                            ExportedObject eobj = exported.exportedObjs.First(c => c.GameObject == obj);
                            eobj.LightMapTex = decTex;
                        }

                        decTex.ReadPixels(new Rect(0, 0, decTex.width, decTex.height), 0, 0);
                        decTex.Apply();         // send the data back to the GPU so we can draw it on the preview area

                        Graphics.SetRenderTarget(null);
                        RenderTexture.ReleaseTemporary(renderTexture);
                    }
                    UObject.DestroyImmediate(lightMap);
                }
                    #endregion
                    break;

                case LightmapExportType.Unpacked:
                    #region Unpacked
                {
                    Shader lightMapShader = Shader.Find("Hidden/LMapUnpacked");
                    AssertShader(lightMapShader);

                    Material lightMap = new Material(lightMapShader);
                    lightMap.SetPass(0);

                    // export lightmaps
                    int lmap = 0;
                    foreach (var lightPair in lightmapped)
                    {
                        int id = lightPair.Key;
                        List <GameObject> toRender = lightPair.Value;

                        // get the path to the lightmap file
                        string    lightMapFile = Path.Combine(lightMapsFolder, "Lightmap-" + id + "_comp_light.exr");
                        Texture2D texture      = AssetDatabase.LoadAssetAtPath <Texture2D>(lightMapFile);
                        if (texture == null)
                        {
                            continue;
                        }

                        lightMap.SetTexture("_LightMapTex", texture);

                        for (int i = 0; i < toRender.Count; i++)
                        {
                            GameObject   obj      = toRender[i];
                            MeshRenderer renderer = obj.GetComponent <MeshRenderer>();
                            MeshFilter   filter   = obj.GetComponent <MeshFilter>();

                            Mesh      mesh  = filter.sharedMesh;
                            Transform trans = obj.transform;
                            Matrix4x4 world = Matrix4x4.TRS(trans.position, trans.rotation, trans.lossyScale);

                            Vector4 scaleOffset = renderer.lightmapScaleOffset;
                            float   width       = (1 - scaleOffset.z) * scaleOffset.x;
                            float   height      = (1 - scaleOffset.w) * scaleOffset.y;
                            float   size        = Math.Max(width, height);

                            int lightMapSize = (int)(maxLightMapResolution * size);
                            lightMapSize = (int)Math.Pow(2, Math.Ceiling(Math.Log(lightMapSize) / Math.Log(2)));
                            lightMapSize = Math.Min(maxLightMapResolution, Math.Max(lightMapSize, 16));

                            RenderTexture renderTexture = RenderTexture.GetTemporary(lightMapSize, lightMapSize, 0, RenderTextureFormat.ARGB32);
                            Graphics.SetRenderTarget(renderTexture);
                            GL.Clear(true, true, new Color(0, 0, 0, 0));         // clear to transparent

                            Material[] mats = renderer.sharedMaterials;
                            for (int j = 0; j < mats.Length; j++)
                            {
                                Material mat = mats[j];

                                lightMap.SetVector("_LightMapUV", renderer.lightmapScaleOffset);
                                lightMap.SetPass(0);
                                Graphics.DrawMeshNow(mesh, world, j);
                            }

                            // This is the only way to access data from a RenderTexture
                            Texture2D tex = new Texture2D(renderTexture.width, renderTexture.height);
                            tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
                            tex.name = "Lightmap" + lmap;
                            tex.Apply();         // send the data back to the GPU so we can draw it on the preview area

                            if (!texturesExported.Contains(tex))
                            {
                                texturesExported.Add(tex);
                            }

                            ExportedObject eobj = exported.exportedObjs.First(c => c.GameObject == obj);
                            eobj.LightMapTex = tex;

                            Graphics.SetRenderTarget(null);
                            RenderTexture.ReleaseTemporary(renderTexture);

                            lmap++;
                        }
                    }
                    UObject.DestroyImmediate(lightMap);
                }
                    #endregion
                    break;
                }
            }

            for (int i = 0; i < texturesExported.Count; i++)
            {
                Texture2D         tex  = texturesExported[i];
                TextureExportData data = new TextureExportData();
                string            path = AssetDatabase.GetAssetPath(tex);

                data.Created    = string.IsNullOrEmpty(path);
                data.Format     = this.defaultTexFormat; // start up with a default format
                data.Texture    = tex;
                data.Resolution = tex.width;
                data.Quality    = defaultQuality;

                if (tex.width <= PreviewSize && tex.height <= PreviewSize)
                {
                    data.Preview = data.Texture;
                }
                else
                {
                    if (data.Created)
                    {
                        data.Preview     = TextureUtil.ScaleTexture(data, PreviewSize, true);
                        data.ExportAlpha = false;
                    }
                    else
                    {
                        TextureImporter       importer    = (TextureImporter)TextureImporter.GetAtPath(path);
                        bool                  wasReadable = importer.isReadable;
                        TextureImporterFormat lastFormat  = importer.textureFormat;
                        if (!importer.isReadable || importer.textureFormat != TextureImporterFormat.ARGB32) // only reimport if truly needed
                        {
                            importer.isReadable = true;
                            if (!tex.name.Contains("comp_light"))
                            {
                                importer.textureFormat = TextureImporterFormat.ARGB32;
                            }
                        }

                        AssetDatabase.Refresh();
                        AssetDatabase.ImportAsset(path);

                        data.Preview     = TextureUtil.ScaleTexture(data, PreviewSize, true);
                        data.ExportAlpha = importer.alphaIsTransparency;

                        if (!wasReadable)
                        {
                            importer.isReadable    = false;
                            importer.textureFormat = lastFormat;
                        }
                    }
                }

                texturesExportedData.Add(data);
            }

            for (int i = 0; i < meshesExported.Count; i++)
            {
                Mesh           mesh = meshesExported[i];
                MeshExportData data = new MeshExportData();
                data.Format  = this.defaultMeshFormat;
                data.Mesh    = mesh;
                data.Preview = AssetPreview.GetAssetPreview(mesh);

                string name = mesh.name;
                if (string.IsNullOrEmpty(name))
                {
                    meshesCount++;
                    name = "ExportedMesh" + meshesCount;
                }
                meshesNames.Add(mesh, name);

                meshesExportedData.Add(data);
            }
        }