public override SceneComponent GetObjectData() { var sceneData = new SceneTerrain(); sceneData.type = "Terrain"; sceneData.heightmapHeight = heightmapHeight; sceneData.heightmapWidth = heightmapWidth; sceneData.size = size; sceneData.alphamapWidth = alphamapWidth; sceneData.alphamapHeight = alphamapHeight; sceneData.alphamapLayers = alphamapLayers; sceneData.heightmapTexture = new SceneTexture(); sceneData.heightmapTexture.base64PNG = base64Height; sceneData.heightmapTexture.base64PNGLength = base64HeightLength; sceneData.alphamapTexture = new SceneTexture(); sceneData.alphamapTexture.base64PNG = base64Alpha; sceneData.alphamapTexture.base64PNGLength = base64AlphaLength; if (textures.Count > 0) { sceneData.textureIDs = new int[textures.Count]; for (int i = 0; i < textures.Count; i++) { sceneData.textureIDs[i] = textures[i].uniqueID; } sceneData.textureTilingOffsets = new Vector4[textures.Count]; for (int i = 0; i < textures.Count; i++) { Vector2 sc = textureSizes[i], of = textureOffsets[i]; sceneData.textureTilingOffsets[i] = new Vector4(sc.x, sc.y, of.x, of.y); } } if (terrain != null) { sceneData.lightmapIndex = terrain.lightmapIndex; sceneData.lightmapTilingOffset = terrain.lightmapScaleOffset; } return(sceneData); }
public static string ExportTerrain(ref SceneData sceneData, ref SceneTerrain st, string spaces) { string osgData = spaces + "Size " + st.size.x + " " + st.size.y + " " + st.size.z + "\n"; // Handle heightmap data osgData += spaces + "HeightMap " + st.heightmapWidth + " " + st.heightmapHeight + " {\n"; byte[] heightData = System.Convert.FromBase64String(st.heightmapTexture.base64PNG); System.Text.StringBuilder sb = new System.Text.StringBuilder(); for (int y = 0; y < st.heightmapHeight; y++) { sb.Append(spaces + " "); for (int x = 0; x < st.heightmapWidth; x++) { int index = (y * st.heightmapWidth) + x; sb.Append(System.BitConverter.ToSingle(heightData, index * 4) + " "); } sb.Append("\n"); } osgData += sb.ToString() + spaces + "}\n"; // Handle alphamap layers osgData += spaces + "AlphaMap " + st.alphamapWidth + " " + st.alphamapHeight + " " + st.alphamapLayers + " {\n"; byte[] alphaData = System.Convert.FromBase64String(st.alphamapTexture.base64PNG); System.Text.StringBuilder sb2 = new System.Text.StringBuilder(); for (int i = 0; i < st.alphamapLayers; i++) { sb2.Append(spaces + " Layer " + i + " {\n"); for (int y = 0; y < st.alphamapHeight; y++) { sb2.Append(spaces + " "); for (int x = 0; x < st.alphamapWidth; x++) { int index = i * (st.alphamapHeight * st.alphamapWidth) + (y * st.alphamapWidth) + x; sb2.Append(System.BitConverter.ToSingle(alphaData, index * 4) + " "); } sb2.Append("\n"); } sb2.Append(spaces + " }\n"); } osgData += sb2.ToString() + spaces + "}\n"; // Handle all splat textures for (int i = 0; i < st.textureIDs.Length; i++) { int texID = st.textureIDs[i]; SceneTexture texture = sceneData.resources.GetTexture(texID, false); if (texture == null) { continue; } Vector4 off = st.textureTilingOffsets[i]; osgData += spaces + "Splat" + i + " \"" + texture.name + "\"" + " \"" + texture.path + "\"\n"; osgData += spaces + "SplatTilingOffset" + i + " " + off.x + " " + off.y + " " + off.z + " " + off.w + "\n"; } // Handle lightmaps if (st.lightmapIndex >= 0) { SceneTexture texture = sceneData.resources.lightmaps[st.lightmapIndex]; if (texture != null) { osgData += spaces + "Lightmap \"" + texture.name + "\"" + " \"" + texture.path + "\"\n"; osgData += spaces + "LightmapTilingOffset " + st.lightmapTilingOffset.x + " " + st.lightmapTilingOffset.y + " " + st.lightmapTilingOffset.z + " " + st.lightmapTilingOffset.w + "\n"; } } return(osgData); }
private static string ExportHierarchy(ref SceneData sceneData, SceneGameObject gameObj, int indent, float progressStart, float progressAll) { int needGlobalNodeType = -1; if (gameObj.components.Count <= 0) { return(""); } string osgData = "", osgSubData = "", spaces = ""; for (int i = 0; i < indent; ++i) { spaces += " "; } // Check the main component type as the node type SceneComponent mainComponent = gameObj.components[0]; if (mainComponent.type == "Transform") { SceneTransform st = (SceneTransform)mainComponent; osgData = spaces + "MatrixTransform {\n" + spaces + " referenceFrame RELATIVE\n" + spaces + " Matrix {\n"; needGlobalNodeType = 0; // FIXME: hould convert left-handed to right-handed coordinates Matrix4x4 m = Matrix4x4.TRS(st.localPosition, st.localRotation, st.localScale); osgData += spaces + " " + m[0, 0] + " " + m[1, 0] + " " + m[2, 0] + " " + m[3, 0] + "\n" + spaces + " " + m[0, 1] + " " + m[1, 1] + " " + m[2, 1] + " " + m[3, 1] + "\n" + spaces + " " + m[0, 2] + " " + m[1, 2] + " " + m[2, 2] + " " + m[3, 2] + "\n" + spaces + " " + m[0, 3] + " " + m[1, 3] + " " + m[2, 3] + " " + m[3, 3] + "\n" + spaces + " }\n"; } else { Debug.LogWarning("[UnityToSceneBundle] Unknown main component type: " + mainComponent.type); } if (needGlobalNodeType < 0) { osgData = spaces + "Node {\n"; } osgData += ExportCommonAttr(gameObj.name, spaces, true) + spaces + " num_children "; // Traverse all components to add them to main component type string subSpaces = spaces + " "; int numChildren = gameObj.children.Count; for (int i = 1; i < gameObj.components.Count; ++i) { SceneComponent component = gameObj.components[i]; if (component.type == "Light") { SceneLight sl = (SceneLight)component; osgSubData += spaces + " nwTools::LightData {\n" + subSpaces + "Type " + sl.lightType + "\n" + subSpaces + "Color " + sl.color.r + " " + sl.color.g + " " + sl.color.b + "\n" + subSpaces + "Range " + sl.range + "\n" + subSpaces + "Realtime " + (sl.realtime ? 1 : 0) + " " + (sl.castsShadows ? 1 : 0) + "\n" + spaces + " }\n"; numChildren++; } else if (component.type == "Camera") { SceneCamera sc = (SceneCamera)component; osgSubData += spaces + " nwTools::CameraData {\n" // TODO + spaces + " }\n"; numChildren++; } else if (component.type == "BoxCollider") { //SceneBoxCollider sbc = (SceneBoxCollider)component; // TODO } else if (component.type == "MeshCollider") { //SceneMeshCollider smc = (SceneMeshCollider)component; // TODO } else if (component.type == "ParticleSystem") { SceneParticleSystem sps = (SceneParticleSystem)component; osgSubData += spaces + " nwTools::ParticleSystem {\n" + ExportCommonAttr(sps.type, spaces + " ", false) + ParticleExporter.ExportParticle(ref sceneData, ref sps, subSpaces) + spaces + " }\n"; numChildren++; } else if (component.type == "Terrain") { SceneTerrain st = (SceneTerrain)component; osgSubData += spaces + " Geode {\n" + ExportCommonAttr(st.type, spaces + " ", true) + subSpaces + "num_drawables 1\n"; osgSubData += subSpaces + "nwTools::Terrain {\n" + TerrainExporter.ExportTerrain(ref sceneData, ref st, subSpaces + " ") + subSpaces + "}\n"; osgSubData += spaces + " }\n"; numChildren++; } else if (component.type == "MeshRenderer") { SceneMeshRenderer smr = (SceneMeshRenderer)component; osgSubData += spaces + " Geode {\n" + ExportCommonAttr(smr.type, spaces + " ", true) + subSpaces + "num_drawables 1\n"; SceneMesh mesh = sceneData.resources.GetMesh(smr.mesh); osgSubData += subSpaces + "Geometry {\n" + MeshExporter.ExportGeometry(ref sceneData, ref smr, ref mesh, subSpaces + " ") + subSpaces + "}\n"; osgSubData += spaces + " }\n"; numChildren++; } else if (component.type == "SkinnedMeshRenderer") { SceneSkinnedMeshRenderer smr = (SceneSkinnedMeshRenderer)component; osgSubData += spaces + " Geode {\n" + ExportCommonAttr(smr.type, spaces + " ", true) + subSpaces + "num_drawables 1\n"; SceneMesh mesh = sceneData.resources.GetMesh(smr.mesh); osgSubData += subSpaces + "Geometry {\n" + MeshExporter.ExportSkinnedGeometry(ref sceneData, ref smr, ref mesh, subSpaces + " ") + subSpaces + "}\n"; osgSubData += spaces + " }\n"; numChildren++; } else { Debug.LogWarning("[UnityToSceneBundle] Unknown sub-component type: " + component.type); } } osgData += numChildren + "\n" + osgSubData; // Traverse all child objects float numHierarchy = (float)gameObj.children.Count, numDone = 0.0f; foreach (SceneGameObject childObj in gameObj.children) { osgData += ExportHierarchy(ref sceneData, childObj, indent + 2, 0.0f, 0.0f); numDone += 1.0f; if (progressAll > 0.0f) { float progress = (progressStart + numDone / numHierarchy) / progressAll; EditorUtility.DisplayProgressBar("Scene Bundler", "Exporting hierarchy...", progress); } } osgData += spaces + "}\n"; return(osgData); }