public virtual ExportStatus Export(FScene scene, string filename) { int[] vertexMap = new int[2048]; // temp List <WriteMesh> vMeshes = new List <WriteMesh>(); if (WriteFaceGroups) { throw new Exception("SceneMeshExporter.Export: writing face groups has not yet been implemented!"); } // extract all the mesh data we want to export foreach (SceneObject so in scene.SceneObjects) { if (so.IsTemporary || so.IsSurface == false || SceneUtil.IsVisible(so) == false) { continue; } if (SOFilterF != null && SOFilterF(so) == false) { continue; } // if this SO has an internal mesh we can just copy, use it if (so is DMeshSO) { DMeshSO meshSO = so as DMeshSO; // todo: flags // make a copy of mesh DMesh3 m = new DMesh3(meshSO.Mesh, true); // transform to scene coords and swap left/right foreach (int vid in m.VertexIndices()) { Vector3f v = (Vector3f)m.GetVertex(vid); v = SceneTransforms.ObjectToScene(meshSO, v); v = UnityUtil.SwapLeftRight(v); m.SetVertex(vid, v); } m.ReverseOrientation(); vMeshes.Add(new WriteMesh(m, so.Name)); } // Look for lower-level fGameObject items to export. By default // this is anything with a MeshFilter, override CollectGOChildren // or use GOFilterF to add restrictions List <fGameObject> vExports = CollectGOChildren(so); if (vExports.Count > 0) { SimpleMesh m = new SimpleMesh(); m.Initialize(WriteNormals, WriteVertexColors, WriteUVs, WriteFaceGroups); int groupCounter = 1; foreach (fGameObject childgo in vExports) { if (GOFilterF != null && GOFilterF(so, childgo) == false) { continue; } if (AppendGOMesh(childgo, m, vertexMap, scene, groupCounter)) { groupCounter++; } } vMeshes.Add(new WriteMesh(m, so.Name)); } } // ok, we are independent of Scene now and can write in bg thread if (WriteInBackgroundThreads) { ExportStatus status = new ExportStatus() { Exporter = this, IsComputing = true }; WriteOptions useOptions = Options; useOptions.ProgressFunc = (cur, max) => { status.Progress = cur; status.MaxProgress = max; }; BackgroundWriteThread t = new BackgroundWriteThread() { Meshes = vMeshes, options = useOptions, Filename = filename, CompletionF = (result) => { LastWriteStatus = result.code; LastErrorMessage = result.message; status.LastErrorMessage = result.message; status.Ok = (result.code == IOCode.Ok); status.IsComputing = false; if (BackgroundWriteCompleteF != null) { BackgroundWriteCompleteF(this, status); } } }; t.Start(); return(status); } else { IOWriteResult result = StandardMeshWriter.WriteFile(filename, vMeshes, Options); LastWriteStatus = result.code; LastErrorMessage = result.message; return(new ExportStatus() { Exporter = this, IsComputing = false, Ok = (result.code == IOCode.Ok), LastErrorMessage = result.message }); } }
public ExportStatus Export(FScene s, string filename) { List <WriteMesh> vMeshes = new List <WriteMesh>(); if (WriteFaceGroups) { throw new Exception("SceneMeshExporter.Export: writing face groups has not yet been implemented!"); } foreach (SceneObject so in s.SceneObjects) { if (so.IsTemporary) { continue; } SimpleMesh m = new SimpleMesh(); m.Initialize(WriteNormals, WriteVertexColors, WriteUVs, WriteFaceGroups); int groupCounter = 1; GameObject rootgo = so.RootGameObject; int[] vertexMap = new int[2048]; foreach (GameObject childgo in rootgo.Children()) { MeshFilter filter = childgo.GetComponent <MeshFilter>(); if (filter == null || filter.mesh == null) { continue; } if (GOFilterF != null && GOFilterF(so, childgo) == false) { continue; } Mesh curMesh = filter.sharedMesh; Vector3[] vertices = curMesh.vertices; Vector3[] normals = (WriteNormals) ? curMesh.normals : null; Color[] colors = (WriteVertexColors) ? curMesh.colors : null; Vector2[] uvs = (WriteUVs) ? curMesh.uv : null; if (vertexMap.Length < curMesh.vertexCount) { vertexMap = new int[curMesh.vertexCount * 2]; } for (int i = 0; i < curMesh.vertexCount; ++i) { NewVertexInfo vi = new NewVertexInfo(); vi.bHaveN = WriteNormals; vi.bHaveC = WriteVertexColors; vi.bHaveUV = WriteUVs; Vector3 v = vertices[i]; // local to world v = filter.gameObject.transform.TransformPoint(v); // world back to scene vi.v = UnityUtil.SwapLeftRight(s.RootGameObject.transform.InverseTransformPoint(v)); if (WriteNormals) { Vector3 n = normals[i]; n = filter.gameObject.transform.TransformDirection(n); vi.n = UnityUtil.SwapLeftRight(s.RootGameObject.transform.InverseTransformDirection(n)); } if (WriteVertexColors) { vi.c = colors[i]; } if (WriteUVs) { vi.uv = uvs[i]; } vertexMap[i] = m.AppendVertex(vi); } int[] triangles = curMesh.triangles; int nTriangles = triangles.Length / 3; for (int i = 0; i < nTriangles; ++i) { int a = vertexMap[triangles[3 * i]]; int b = vertexMap[triangles[3 * i + 1]]; int c = vertexMap[triangles[3 * i + 2]]; m.AppendTriangle(a, c, b, groupCounter); // TRI ORIENTATION IS REVERSED HERE!! } groupCounter++; } vMeshes.Add(new WriteMesh(m, so.Name)); } if (WriteInBackgroundThreads) { ExportStatus status = new ExportStatus() { Exporter = this, IsComputing = true }; WriteOptions useOptions = Options; useOptions.ProgressFunc = (cur, max) => { status.Progress = cur; status.MaxProgress = max; }; BackgroundWriteThread t = new BackgroundWriteThread() { Meshes = vMeshes, options = useOptions, Filename = filename, CompletionF = (result) => { LastWriteStatus = result.code; LastErrorMessage = result.message; status.LastErrorMessage = result.message; status.Ok = (result.code == IOCode.Ok); status.IsComputing = false; } }; t.Start(); return(status); } else { IOWriteResult result = StandardMeshWriter.WriteFile(filename, vMeshes, Options); LastWriteStatus = result.code; LastErrorMessage = result.message; return(new ExportStatus() { Exporter = this, IsComputing = false, Ok = (result.code == IOCode.Ok), LastErrorMessage = result.message }); } }