// This does once-per-light work, as well as once-per-material-per-light work. // So this ends up being called multiple times with the same parameters, except // for matObjName. // matObjName is the name of the material being exported // lightObjectName is the name of the light public void ExportLight(LightPayload payload, IExportableMaterial exportableMaterial) { ObjectName lightNodeName = new ObjectName(payload.legacyUniqueName); // does need to be unique // Add the light to the scene -- this does _not_ need to be done per-material. // As a result, the node will generally have already been created. GlTF_Node node = GlTF_Node.GetOrCreate(G, lightNodeName, payload.xform, null, out _); node.lightNameThatDoesNothing = payload.name; // The names of the uniforms can be anything, really. Named after the light is the most // logical choice, but note that nobody checks that two lights don't have the same name. // Thankfully for Tilt Brush, they don't. // This should probably have used a guaranteed-unique name from the start but I don't want // to change it now because it'd break my diffs and be kind of ugly. string lightUniformPrefix = payload.name; AddUniform(exportableMaterial, lightUniformPrefix + "_matrix", GlTF_Technique.Type.FLOAT_MAT4, GlTF_Technique.Semantic.MODELVIEW, node); // Add light color. GlTF_Material mtl = G.materials[exportableMaterial]; var val = new GlTF_Material.ColorKV { key = lightUniformPrefix + "_color", color = payload.lightColor }; mtl.values.Add(val); AddUniform(exportableMaterial, val.key, GlTF_Technique.Type.FLOAT_VEC4, GlTF_Technique.Semantic.UNKNOWN, node); }
// Public only for use by GlTF_Globals public GlTF_Material(GlTF_Globals globals, IExportableMaterial exportableMaterial) : base(globals) { this.ExportableMaterial = exportableMaterial; this.name = GlTF_Material.GetNameFromObject(exportableMaterial); // PresentationNameOverride is set by GlTF_Globals in order to make it unique-ish }
// Adds material and sets up its dependent technique, program, shaders. This should be called // after adding meshes, but before populating lights, textures, etc. // Pass: // hack - attributes of some mesh that uses this material public void AddMaterialWithDependencies( IExportableMaterial exportableMaterial, string meshNamespace, GlTF_Attributes hack) { GlTF_Material gltfMtl = G.CreateMaterial(meshNamespace, exportableMaterial); // Set up technique. GlTF_Technique tech = GlTF_Writer.CreateTechnique(G, exportableMaterial); gltfMtl.instanceTechniqueName = tech.name; GlTF_Technique.States states = null; if (m_techniqueStates.ContainsKey(exportableMaterial)) { states = m_techniqueStates[exportableMaterial]; } if (states == null) { // Unless otherwise specified the preset, enable z-buffering. states = new GlTF_Technique.States(); states.enable = new[] { GlTF_Technique.Enable.DEPTH_TEST }.ToList(); } tech.states = states; AddAllAttributes(tech, exportableMaterial, hack); tech.AddDefaultUniforms(G.RTCCenter != null); // Add program. GlTF_Program program = new GlTF_Program(G); program.name = GlTF_Program.GetNameFromObject(exportableMaterial); tech.program = program.name; foreach (var attr in tech.attributes) { program.attributes.Add(attr.name); } G.programs.Add(program); // Add vertex and fragment shaders. GlTF_Shader vertShader = new GlTF_Shader(G); vertShader.name = GlTF_Shader.GetNameFromObject(exportableMaterial, GlTF_Shader.Type.Vertex); program.vertexShader = vertShader.name; vertShader.type = GlTF_Shader.Type.Vertex; vertShader.uri = ExportFileReference.CreateHttp(exportableMaterial.VertShaderUri); G.shaders.Add(vertShader); GlTF_Shader fragShader = new GlTF_Shader(G); fragShader.name = GlTF_Shader.GetNameFromObject(exportableMaterial, GlTF_Shader.Type.Fragment); program.fragmentShader = fragShader.name; fragShader.type = GlTF_Shader.Type.Fragment; fragShader.uri = ExportFileReference.CreateHttp(exportableMaterial.FragShaderUri); G.shaders.Add(fragShader); }
// Should be called per material. public void ExportAmbientLight(IExportableMaterial exportableMaterial, Color color) { GlTF_Material mtl = G.materials[exportableMaterial]; var val = new GlTF_Material.ColorKV { key = "ambient_light_color", color = color }; mtl.values.Add(val); AddUniform(exportableMaterial, val.key, GlTF_Technique.Type.FLOAT_VEC4, GlTF_Technique.Semantic.UNKNOWN); }
// Export a single shader vector uniform public void ExportShaderUniform( IExportableMaterial exportableMaterial, string name, Vector4 value) { GlTF_Material mtl = G.materials[exportableMaterial]; var vec_val = new GlTF_Material.VectorKV { key = name, vector = value }; mtl.values.Add(vec_val); AddUniform(exportableMaterial, vec_val.key, GlTF_Technique.Type.FLOAT_VEC4, GlTF_Technique.Semantic.UNKNOWN); }
// Export a single shader float uniform public void ExportShaderUniform( IExportableMaterial exportableMaterial, string name, float value) { GlTF_Material mtl = G.materials[exportableMaterial]; var float_val = new GlTF_Material.FloatKV { key = name, value = value }; mtl.values.Add(float_val); AddUniform(exportableMaterial, float_val.key, GlTF_Technique.Type.FLOAT, GlTF_Technique.Semantic.UNKNOWN); }
/// Adds a texture parameter + uniform to the specified material. /// As a side effect, auto-creates textures, images, and maybe a sampler if necessary. /// Pass: /// matObjName - the material /// texParam - name of the material parameter to add /// fileRef - file containing texture data public void AddTextureToMaterial( IExportableMaterial exportableMaterial, string texParam, ExportFileReference fileRef) { GlTF_Material material = G.materials[exportableMaterial]; GlTF_Sampler sampler = GlTF_Sampler.LookupOrCreate( G, GlTF_Sampler.MagFilter.LINEAR, GlTF_Sampler.MinFilter.LINEAR_MIPMAP_LINEAR); // The names only matter for gltf1, so keep them similar for easier diffing. // Essentially, this names the image and texture after the first material that wanted them. string matNameAndParam = $"{exportableMaterial.UniqueName:D}_{texParam}"; var img = GlTF_Image.LookupOrCreate(G, fileRef, proposedName: matNameAndParam); var tex = GlTF_Texture.LookupOrCreate(G, img, sampler, proposedName: matNameAndParam); material.values.Add(new GlTF_Material.TextureKV(key: texParam, texture: tex)); // Add texture-related parameter and uniform. AddUniform(exportableMaterial, texParam, GlTF_Technique.Type.SAMPLER_2D, GlTF_Technique.Semantic.UNKNOWN, null); }
private bool handleTransparency(ref Material mat, ref GlTF_Material material) { if (mat.HasProperty("_Mode") && mat.GetFloat("_Mode") != 0) { string mode = mat.GetFloat("_Mode") == 1 ? "MASK" : "BLEND"; GlTF_Material.StringValue alphaMode = new GlTF_Material.StringValue(); alphaMode.name = "alphaMode"; alphaMode.value = mode; GlTF_Material.FloatValue alphaCutoff = new GlTF_Material.FloatValue(); alphaCutoff.name = "alphaCutoff"; alphaCutoff.value = mat.GetFloat("_Cutoff"); material.values.Add(alphaMode); material.values.Add(alphaCutoff); return(true); } return(false); }
// Adds to gltfMesh the glTF dependencies (primitive, material, technique, program, shaders) // required by unityMesh, using matObjName for naming the various material-related glTF // components. This does not add any geometry from the mesh (that's done separately using // GlTF_Mesh.Populate()). // // This does not create the material either. It adds a reference to a material that // presumably will be created very soon (if it hasn't previously been created). private void AddMeshDependencies( ObjectName meshName, IExportableMaterial exportableMaterial, GlTF_Mesh gltfMesh, GlTF_VertexLayout gltfLayout) { GlTF_Primitive primitive = new GlTF_Primitive( new GlTF_Attributes(G, meshName, gltfLayout)); GlTF_Accessor indexAccessor = G.CreateAccessor( GlTF_Accessor.GetNameFromObject(meshName, "indices_0"), GlTF_Accessor.Type.SCALAR, GlTF_Accessor.ComponentType.USHORT, isNonVertexAttributeAccessor: true); primitive.indices = indexAccessor; if (gltfMesh.primitives.Count > 0) { Debug.LogError("More than one primitive per mesh is unimplemented and unsupported"); } gltfMesh.primitives.Add(primitive); // This needs to be a forward-reference (ie, by name) because G.materials[exportableMaterial] // may not have been created yet. primitive.materialName = GlTF_Material.GetNameFromObject(exportableMaterial); }
// Convert material from Unity to glTF PBR private void unityToPBRMaterial(Material mat, ref GlTF_Material material) { bool isMaterialPBR = true; bool isMetal = true; bool hasPBRMap = false; if (!mat.shader.name.Contains("Standard")) { Debug.Log("Material " + mat.shader + " is not fully supported"); isMaterialPBR = false; } else { // Is metal workflow used isMetal = mat.shader.name == "Standard"; GlTF_Writer.hasSpecularMaterials = GlTF_Writer.hasSpecularMaterials || !isMetal; material.isMetal = isMetal; // Is smoothness defined by diffuse texture or PBR texture' alpha? if (mat.GetFloat("_SmoothnessTextureChannel") != 0) { Debug.Log("Smoothness uses diffuse's alpha channel. Unsupported for now"); } hasPBRMap = (!isMetal && mat.GetTexture("_SpecGlossMap") != null || isMetal && mat.GetTexture("_MetallicGlossMap") != null); } //Check transparency bool hasTransparency = handleTransparency(ref mat, ref material); //Parse diffuse channel texture and color if (mat.HasProperty("_MainTex") && mat.GetTexture("_MainTex") != null) { var textureValue = new GlTF_Material.DictValue(); textureValue.name = isMetal ? "baseColorTexture" : "diffuseTexture"; int diffuseTextureIndex = processTexture((Texture2D)mat.GetTexture("_MainTex"), hasTransparency ? IMAGETYPE.RGBA : IMAGETYPE.RGBA_OPAQUE); textureValue.intValue.Add("index", diffuseTextureIndex); textureValue.intValue.Add("texCoord", 0); material.pbrValues.Add(textureValue); } if (mat.HasProperty("_Color")) { var colorValue = new GlTF_Material.ColorValue(); colorValue.name = isMetal ? "baseColorFactor" : "diffuseFactor"; Color c = mat.GetColor("_Color"); clampColor(ref c); colorValue.color = c; material.pbrValues.Add(colorValue); } //Parse PBR textures if (isMaterialPBR) { if (isMetal) { if (hasPBRMap) // No metallic factor if texture { var textureValue = new GlTF_Material.DictValue(); textureValue.name = "metallicRoughnessTexture"; Texture2D metallicRoughnessTexture = (Texture2D)mat.GetTexture("_MetallicGlossMap"); Texture2D occlusion = (Texture2D)mat.GetTexture("_OcclusionMap"); int metalRoughTextureIndex = createOcclusionMetallicRoughnessTexture(ref occlusion, ref metallicRoughnessTexture); textureValue.intValue.Add("index", metalRoughTextureIndex); textureValue.intValue.Add("texCoord", 0); material.pbrValues.Add(textureValue); } var metallicFactor = new GlTF_Material.FloatValue(); metallicFactor.name = "metallicFactor"; metallicFactor.value = hasPBRMap ? 1.0f : mat.GetFloat("_Metallic"); material.pbrValues.Add(metallicFactor); //Roughness factor var roughnessFactor = new GlTF_Material.FloatValue(); roughnessFactor.name = "roughnessFactor"; roughnessFactor.value = hasPBRMap ? 1.0f : 1 - mat.GetFloat("_Glossiness"); // gloss scale is not supported for now(property _GlossMapScale) material.pbrValues.Add(roughnessFactor); } else { if (hasPBRMap) // No metallic factor if texture { var textureValue = new GlTF_Material.DictValue(); textureValue.name = "specularGlossinessTexture"; int specGlossTextureIndex = processTexture((Texture2D)mat.GetTexture("_SpecGlossMap"), IMAGETYPE.RGBA); textureValue.intValue.Add("index", specGlossTextureIndex); textureValue.intValue.Add("texCoord", 0); material.pbrValues.Add(textureValue); } var specularFactor = new GlTF_Material.ColorValue(); specularFactor.name = "specularFactor"; specularFactor.color = hasPBRMap ? Color.white : mat.GetColor("_SpecColor"); // gloss scale is not supported for now(property _GlossMapScale) specularFactor.isRGB = true; material.pbrValues.Add(specularFactor); var glossinessFactor = new GlTF_Material.FloatValue(); glossinessFactor.name = "glossinessFactor"; glossinessFactor.value = hasPBRMap ? 1.0f : mat.GetFloat("_Glossiness"); // gloss scale is not supported for now(property _GlossMapScale) material.pbrValues.Add(glossinessFactor); } } //BumpMap if (mat.HasProperty("_BumpMap") && mat.GetTexture("_BumpMap") != null) { Texture2D bumpTexture = mat.GetTexture("_BumpMap") as Texture2D; // Check if it's a normal or a bump map TextureImporter im = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(bumpTexture)) as TextureImporter; bool isBumpMap = im.convertToNormalmap; if (isBumpMap) { Debug.LogWarning("Unsupported texture " + bumpTexture + " (normal maps generated from grayscale are not supported)"); } else { var textureValue = new GlTF_Material.DictValue(); textureValue.name = "normalTexture"; int bumpTextureIndex = processTexture(bumpTexture, IMAGETYPE.NORMAL_MAP); textureValue.intValue.Add("index", bumpTextureIndex); textureValue.intValue.Add("texCoord", 0); textureValue.floatValue.Add("scale", mat.GetFloat("_BumpScale")); material.values.Add(textureValue); } } //Emissive if (mat.HasProperty("_EmissionMap") && mat.GetTexture("_EmissionMap") != null) { Texture2D emissiveTexture = mat.GetTexture("_EmissionMap") as Texture2D; var textureValue = new GlTF_Material.DictValue(); textureValue.name = "emissiveTexture"; int emissiveTextureIndex = processTexture(emissiveTexture, IMAGETYPE.RGB); textureValue.intValue.Add("index", emissiveTextureIndex); textureValue.intValue.Add("texCoord", 0); material.values.Add(textureValue); } var emissiveFactor = new GlTF_Material.ColorValue(); emissiveFactor.name = "emissiveFactor"; emissiveFactor.isRGB = true; emissiveFactor.color = mat.GetColor("_EmissionColor"); material.values.Add(emissiveFactor); //Occlusion (kept as separated channel for specular workflow, but merged in R channel for metallic workflow) if (mat.HasProperty("_OcclusionMap") && mat.GetTexture("_OcclusionMap") != null) { Texture2D occlusionTexture = mat.GetTexture("_OcclusionMap") as Texture2D; var textureValue = new GlTF_Material.DictValue(); textureValue.name = "occlusionTexture"; int occlusionTextureIndex = processTexture(occlusionTexture, IMAGETYPE.RGB); textureValue.intValue.Add("index", occlusionTextureIndex); textureValue.intValue.Add("texCoord", 0); textureValue.floatValue.Add("strength", mat.GetFloat("_OcclusionStrength")); material.values.Add(textureValue); } // Unity materials are single sided by default GlTF_Material.BoolValue doubleSided = new GlTF_Material.BoolValue(); doubleSided.name = "doubleSided"; doubleSided.value = false; material.values.Add(doubleSided); }
public IEnumerator Export(string path, Preset presetAsset, bool buildZip, bool exportPBRMaterials, bool exportAnimation = true, bool doConvertImages = false) { writer = new GlTF_Writer(); writer.Init(); done = false; bool debugRightHandedScale = false; GlTF_Writer.exportedFiles.Clear(); if (debugRightHandedScale) { GlTF_Writer.convertRightHanded = false; } writer.extraString.Add("exporterVersion", GlTF_Writer.exporterVersion); // Create rootNode GlTF_Node correctionNode = new GlTF_Node(); correctionNode.id = "UnityGlTF_root"; correctionNode.name = "UnityGlTF_root"; GlTF_Writer.nodes.Add(correctionNode); GlTF_Writer.nodeNames.Add(correctionNode.name); GlTF_Writer.rootNodes.Add(correctionNode); //path = toGlTFname(path); savedPath = Path.GetDirectoryName(path); // Temp list to keep track of skeletons Dictionary <string, GlTF_Skin> parsedSkins = new Dictionary <string, GlTF_Skin>(); parsedSkins.Clear(); // first, collect objects in the scene, add to lists Transform[] transforms = Selection.GetTransforms(SelectionMode.Deep); List <Transform> trs = new List <Transform>(transforms); // Prefilter selected nodes and look for skinning in order to list "bones" nodes //FIXME: improve this List <Transform> bones = new List <Transform>(); foreach (Transform tr in trs) { if (!tr.gameObject.activeSelf) { continue; } SkinnedMeshRenderer skin = tr.GetComponent <SkinnedMeshRenderer>(); if (skin) { foreach (Transform bone in skin.bones) { bones.Add(bone); } } } nbSelectedObjects = trs.Count; int nbDisabledObjects = 0; foreach (Transform tr in trs) { if (tr.gameObject.activeInHierarchy == false) { nbDisabledObjects++; continue; } // Initialize the node GlTF_Node node = new GlTF_Node(); node.id = GlTF_Node.GetNameFromObject(tr); node.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); if (tr.GetComponent <Camera>() != null) { parseUnityCamera(tr); } if (tr.GetComponent <Light>() != null) { parseUnityLight(tr); } Mesh m = GetMesh(tr); if (m != null) { GlTF_Mesh mesh = new GlTF_Mesh(); mesh.name = GlTF_Writer.cleanNonAlphanumeric(GlTF_Mesh.GetNameFromObject(m) + tr.name); GlTF_Accessor positionAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "position"), GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT); positionAccessor.bufferView = GlTF_Writer.vec3BufferView; GlTF_Writer.accessors.Add(positionAccessor); GlTF_Accessor normalAccessor = null; if (m.normals.Length > 0) { normalAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "normal"), GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT); normalAccessor.bufferView = GlTF_Writer.vec3BufferView; GlTF_Writer.accessors.Add(normalAccessor); } GlTF_Accessor colorAccessor = null; if (m.colors.Length > 0) { colorAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "color"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.FLOAT); colorAccessor.bufferView = GlTF_Writer.vec4BufferView; GlTF_Writer.accessors.Add(colorAccessor); } GlTF_Accessor uv0Accessor = null; if (m.uv.Length > 0) { uv0Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv0"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv0Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv0Accessor); } GlTF_Accessor uv1Accessor = null; if (m.uv2.Length > 0) { // check if object is affected by a lightmap uv1Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv1"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv1Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv1Accessor); } GlTF_Accessor uv2Accessor = null; if (m.uv3.Length > 0) { uv2Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv2"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv2Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv2Accessor); } GlTF_Accessor uv3Accessor = null; if (m.uv4.Length > 0) { uv3Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv3"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv3Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv3Accessor); } GlTF_Accessor jointAccessor = null; if (exportAnimation && m.boneWeights.Length > 0) { jointAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "joints"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.USHORT); jointAccessor.bufferView = GlTF_Writer.vec4UshortBufferView; GlTF_Writer.accessors.Add(jointAccessor); } GlTF_Accessor weightAccessor = null; if (exportAnimation && m.boneWeights.Length > 0) { weightAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "weights"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.FLOAT); weightAccessor.bufferView = GlTF_Writer.vec4BufferView; GlTF_Writer.accessors.Add(weightAccessor); } GlTF_Accessor tangentAccessor = null; if (m.tangents.Length > 0) { tangentAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "tangents"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.FLOAT); tangentAccessor.bufferView = GlTF_Writer.vec4BufferView; GlTF_Writer.accessors.Add(tangentAccessor); } var smCount = m.subMeshCount; for (var i = 0; i < smCount; ++i) { GlTF_Primitive primitive = new GlTF_Primitive(); primitive.name = GlTF_Primitive.GetNameFromObject(m, i); primitive.index = i; GlTF_Attributes attributes = new GlTF_Attributes(); attributes.positionAccessor = positionAccessor; attributes.normalAccessor = normalAccessor; attributes.colorAccessor = colorAccessor; attributes.texCoord0Accessor = uv0Accessor; attributes.texCoord1Accessor = uv1Accessor; attributes.texCoord2Accessor = uv2Accessor; attributes.texCoord3Accessor = uv3Accessor; attributes.jointAccessor = jointAccessor; attributes.weightAccessor = weightAccessor; attributes.tangentAccessor = tangentAccessor; primitive.attributes = attributes; GlTF_Accessor indexAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "indices_" + i), GlTF_Accessor.Type.SCALAR, GlTF_Accessor.ComponentType.USHORT); indexAccessor.bufferView = GlTF_Writer.ushortBufferView; GlTF_Writer.accessors.Add(indexAccessor); primitive.indices = indexAccessor; var mr = GetRenderer(tr); var sm = mr.sharedMaterials; if (i < sm.Length) { var mat = sm[i]; var matName = GlTF_Material.GetNameFromObject(mat); if (GlTF_Writer.materialNames.Contains(matName)) { primitive.materialIndex = GlTF_Writer.materialNames.IndexOf(matName); // THIS INDIRECTION CAN BE REMOVED! } else { GlTF_Material material = new GlTF_Material(); material.name = GlTF_Writer.cleanNonAlphanumeric(mat.name); primitive.materialIndex = GlTF_Writer.materials.Count; GlTF_Writer.materialNames.Add(matName); GlTF_Writer.materials.Add(material); //technique var s = mat.shader; var techName = GlTF_Technique.GetNameFromObject(s); if (GlTF_Writer.techniqueNames.Contains(techName)) { material.instanceTechniqueIndex = GlTF_Writer.techniqueNames.IndexOf(techName); // THIS INDIRECTION CAN BE REMOVED! } else { GlTF_Technique tech = new GlTF_Technique(); tech.name = techName; GlTF_Technique.Parameter tParam = new GlTF_Technique.Parameter(); tParam.name = "position"; tParam.type = GlTF_Technique.Type.FLOAT_VEC3; tParam.semantic = GlTF_Technique.Semantic.POSITION; tech.parameters.Add(tParam); GlTF_Technique.Attribute tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_position"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); if (normalAccessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "normal"; tParam.type = GlTF_Technique.Type.FLOAT_VEC3; tParam.semantic = GlTF_Technique.Semantic.NORMAL; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_normal"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv0Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord0"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_0; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord0"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv1Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord1"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_1; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord1"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv2Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord2"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_2; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord2"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv3Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord3"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_3; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord3"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } tech.AddDefaultUniforms(); // Populate technique with shader data GlTF_Writer.techniqueNames.Add(techName); GlTF_Writer.techniques.Add(tech); // create program GlTF_Program program = new GlTF_Program(); program.name = GlTF_Program.GetNameFromObject(s); tech.program = program.name; foreach (var attr in tech.attributes) { program.attributes.Add(attr.name); } GlTF_Writer.programs.Add(program); } unityToPBRMaterial(mat, ref material); } } mesh.primitives.Add(primitive); } // If gameobject having SkinnedMeshRenderer component has been transformed, // the mesh would need to be baked here. mesh.Populate(m); GlTF_Writer.meshes.Add(mesh); node.meshIndex = GlTF_Writer.meshes.IndexOf(mesh); } // Parse animations if (exportAnimation) { Animator a = tr.GetComponent <Animator>(); if (a != null) { AnimationClip[] clips = AnimationUtility.GetAnimationClips(tr.gameObject); for (int i = 0; i < clips.Length; i++) { //FIXME It seems not good to generate one animation per animator. GlTF_Animation anim = new GlTF_Animation(GlTF_Writer.cleanNonAlphanumeric(a.name)); anim.Populate(clips[i], tr, GlTF_Writer.bakeAnimation); if (anim.channels.Count > 0) { GlTF_Writer.animations.Add(anim); } } } Animation animation = tr.GetComponent <Animation>(); if (animation != null) { AnimationClip clip = animation.clip; //FIXME It seems not good to generate one animation per animator. GlTF_Animation anim = new GlTF_Animation(GlTF_Writer.cleanNonAlphanumeric(animation.name)); anim.Populate(clip, tr, GlTF_Writer.bakeAnimation); if (anim.channels.Count > 0) { GlTF_Writer.animations.Add(anim); } } } // Parse transform if (tr.parent == null) { Matrix4x4 mat = Matrix4x4.identity; if (debugRightHandedScale) { mat.m22 = -1; } mat = mat * Matrix4x4.TRS(tr.localPosition, tr.localRotation, tr.localScale); node.matrix = new GlTF_Matrix(mat); } // Use good transform if parent object is not in selection else if (!trs.Contains(tr.parent)) { node.hasParent = false; Matrix4x4 mat = Matrix4x4.identity; if (debugRightHandedScale) { mat.m22 = -1; } mat = mat * tr.localToWorldMatrix; node.matrix = new GlTF_Matrix(mat); } else { node.hasParent = true; if (tr.localPosition != Vector3.zero) { node.translation = new GlTF_Translation(tr.localPosition); } if (tr.localScale != Vector3.one) { node.scale = new GlTF_Scale(tr.localScale); } if (tr.localRotation != Quaternion.identity) { node.rotation = new GlTF_Rotation(tr.localRotation); } } if (!node.hasParent) { correctionNode.childrenNames.Add(node.id); } if (tr.GetComponent <Camera>() != null) { node.cameraName = GlTF_Writer.cleanNonAlphanumeric(tr.name); } else if (tr.GetComponent <Light>() != null) { node.lightName = GlTF_Writer.cleanNonAlphanumeric(tr.name); } // Parse node's skin data GlTF_Accessor invBindMatrixAccessor = null; SkinnedMeshRenderer skinMesh = tr.GetComponent <SkinnedMeshRenderer>(); if (exportAnimation && skinMesh != null && skinMesh.enabled && checkSkinValidity(skinMesh, trs) && skinMesh.rootBone != null) { GlTF_Skin skin = new GlTF_Skin(); skin.name = GlTF_Writer.cleanNonAlphanumeric(skinMesh.rootBone.name) + "_skeleton_" + GlTF_Writer.cleanNonAlphanumeric(node.name) + tr.GetInstanceID(); // Create invBindMatrices accessor invBindMatrixAccessor = new GlTF_Accessor(skin.name + "invBindMatrices", GlTF_Accessor.Type.MAT4, GlTF_Accessor.ComponentType.FLOAT); invBindMatrixAccessor.bufferView = GlTF_Writer.mat4BufferView; GlTF_Writer.accessors.Add(invBindMatrixAccessor); // Generate skin data skin.Populate(tr, ref invBindMatrixAccessor, GlTF_Writer.accessors.Count - 1); GlTF_Writer.skins.Add(skin); node.skinIndex = GlTF_Writer.skins.IndexOf(skin); } foreach (Transform t in tr.transform) { if (t.gameObject.activeInHierarchy) { node.childrenNames.Add(GlTF_Node.GetNameFromObject(t)); } } GlTF_Writer.nodeNames.Add(node.id); GlTF_Writer.nodes.Add(node); } if (GlTF_Writer.meshes.Count == 0) { Debug.Log("No visible objects have been exported. Aboring export"); yield return(false); } writer.OpenFiles(path); writer.Write(); writer.CloseFiles(); if (nbDisabledObjects > 0) { Debug.Log(nbDisabledObjects + " disabled object ignored during export"); } Debug.Log("Scene has been exported to " + path); if (buildZip) { ZipFile zip = new ZipFile(); Debug.Log(GlTF_Writer.exportedFiles.Count + " files generated"); string zipName = Path.GetFileNameWithoutExtension(path) + ".zip"; foreach (string originFilePath in GlTF_Writer.exportedFiles.Keys) { zip.AddFile(originFilePath, GlTF_Writer.exportedFiles[originFilePath]); } zip.Save(savedPath + "/" + zipName); // Remove all files foreach (string pa in GlTF_Writer.exportedFiles.Keys) { if (System.IO.File.Exists(pa)) { System.IO.File.Delete(pa); } } Debug.Log("Files have been cleaned"); } done = true; yield return(true); }
public static BoundsDouble Export(string path, Transform[] trs, Transform root, out double minHeight, out double maxHeight) { minHeight = 0; maxHeight = 0; writer = new GlTF_Writer(); writer.Init(); if (presetAsset != null) { string psPath = AssetDatabase.GetAssetPath(presetAsset); if (psPath != null) { psPath = psPath.Remove(0, "Assets".Length); psPath = Application.dataPath + psPath; preset.Load(psPath); } } savedPath = Path.GetDirectoryName(path); savedFile = Path.GetFileNameWithoutExtension(path); EditorPrefs.SetString(KEY_PATH, savedPath); EditorPrefs.SetString(KEY_FILE, savedFile); Debug.Log("attempting to save to " + path); writer.OpenFiles(path); if (rtcScript != null && root != null) { var instance = Activator.CreateInstance(rtcScript.GetClass()); var rtc = instance as RTCCallback; if (rtc != null) { writer.RTCCenter = rtc.GetCenter(root); } } RotationCallback rotCallback = null;; if (rotScript != null) { var instance = Activator.CreateInstance(rotScript.GetClass()); rotCallback = instance as RotationCallback; } if (unpackTexture) { // prepass, for texture unpacker TextureUnpacker.Reset(); foreach (Transform tr in trs) { TextureUnpacker.CheckPackedTexture(tr, preset); } TextureUnpacker.Build(); } BoundsDouble bb = new BoundsDouble(); // first, collect objects in the scene, add to lists foreach (Transform tr in trs) { if (tr.GetComponent <Camera>() != null) { if (tr.GetComponent <Camera>().orthographic) { GlTF_Orthographic cam; cam = new GlTF_Orthographic(); cam.type = "orthographic"; cam.zfar = tr.GetComponent <Camera>().farClipPlane; cam.znear = tr.GetComponent <Camera>().nearClipPlane; cam.name = tr.name; //cam.orthographic.xmag = tr.camera. GlTF_Writer.cameras.Add(cam); } else { GlTF_Perspective cam; cam = new GlTF_Perspective(); cam.type = "perspective"; cam.zfar = tr.GetComponent <Camera>().farClipPlane; cam.znear = tr.GetComponent <Camera>().nearClipPlane; cam.aspect_ratio = tr.GetComponent <Camera>().aspect; cam.yfov = tr.GetComponent <Camera>().fieldOfView; cam.name = tr.name; GlTF_Writer.cameras.Add(cam); } } if (tr.GetComponent <Light>() != null) { switch (tr.GetComponent <Light>().type) { case LightType.Point: GlTF_PointLight pl = new GlTF_PointLight(); pl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); pl.name = tr.name; GlTF_Writer.lights.Add(pl); break; case LightType.Spot: GlTF_SpotLight sl = new GlTF_SpotLight(); sl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); sl.name = tr.name; GlTF_Writer.lights.Add(sl); break; case LightType.Directional: GlTF_DirectionalLight dl = new GlTF_DirectionalLight(); dl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); dl.name = tr.name; GlTF_Writer.lights.Add(dl); break; case LightType.Area: GlTF_AmbientLight al = new GlTF_AmbientLight(); al.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); al.name = tr.name; GlTF_Writer.lights.Add(al); break; } } Mesh m = GetMesh(tr); if (m != null) { GlTF_Mesh mesh = new GlTF_Mesh(); mesh.name = GlTF_Mesh.GetNameFromObject(m); GlTF_Accessor positionAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "position"), GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT); positionAccessor.bufferView = GlTF_Writer.vec3BufferView; GlTF_Writer.accessors.Add(positionAccessor); GlTF_Accessor normalAccessor = null; if (m.normals.Length > 0) { normalAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "normal"), GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT); normalAccessor.bufferView = GlTF_Writer.vec3BufferView; GlTF_Writer.accessors.Add(normalAccessor); } GlTF_Accessor uv0Accessor = null; if (m.uv.Length > 0) { uv0Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv0"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv0Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv0Accessor); } GlTF_Accessor uv1Accessor = null; if (m.uv2.Length > 0) { uv1Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv1"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv1Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv1Accessor); } GlTF_Accessor uv2Accessor = null; if (m.uv3.Length > 0) { uv2Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv2"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv2Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv2Accessor); } GlTF_Accessor uv3Accessor = null; if (m.uv4.Length > 0) { uv3Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv3"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv3Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv3Accessor); } var smCount = m.subMeshCount; for (var i = 0; i < smCount; ++i) { GlTF_Primitive primitive = new GlTF_Primitive(); primitive.name = GlTF_Primitive.GetNameFromObject(m, i); primitive.index = i; GlTF_Attributes attributes = new GlTF_Attributes(); attributes.positionAccessor = positionAccessor; attributes.normalAccessor = normalAccessor; attributes.texCoord0Accessor = uv0Accessor; attributes.texCoord1Accessor = uv1Accessor; attributes.texCoord2Accessor = uv2Accessor; attributes.texCoord3Accessor = uv3Accessor; primitive.attributes = attributes; GlTF_Accessor indexAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "indices_" + i), GlTF_Accessor.Type.SCALAR, GlTF_Accessor.ComponentType.USHORT); indexAccessor.bufferView = GlTF_Writer.ushortBufferView; GlTF_Writer.accessors.Add(indexAccessor); primitive.indices = indexAccessor; var mr = GetRenderer(tr); var sm = mr.sharedMaterials; if (i < sm.Length && sm[i] != null) { var mat = sm[i]; var matName = GlTF_Material.GetNameFromObject(mat); primitive.materialName = matName; if (!GlTF_Writer.materials.ContainsKey(matName)) { GlTF_Material material = new GlTF_Material(); material.name = matName; GlTF_Writer.materials.Add(material.name, material); //technique var s = mat.shader; var techName = GlTF_Technique.GetNameFromObject(s); material.instanceTechniqueName = techName; if (!GlTF_Writer.techniques.ContainsKey(techName)) { GlTF_Technique tech = new GlTF_Technique(); tech.name = techName; GlTF_Technique.States ts = null; if (preset.techniqueStates.ContainsKey(s.name)) { ts = preset.techniqueStates[s.name]; } else if (preset.techniqueStates.ContainsKey("*")) { ts = preset.techniqueStates["*"]; } if (ts == null) { // Unless otherwise specified by a preset file, enable z-buffering. ts = new GlTF_Technique.States(); const int DEPTH_TEST = 2929; // int CULL_FACE = 2884; ts.enable = new int[1] { DEPTH_TEST }; } tech.states = ts; GlTF_Technique.Parameter tParam = new GlTF_Technique.Parameter(); tParam.name = "position"; tParam.type = GlTF_Technique.Type.FLOAT_VEC3; tParam.semantic = GlTF_Technique.Semantic.POSITION; tech.parameters.Add(tParam); GlTF_Technique.Attribute tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_position"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); if (normalAccessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "normal"; tParam.type = GlTF_Technique.Type.FLOAT_VEC3; tParam.semantic = GlTF_Technique.Semantic.NORMAL; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_normal"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv0Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord0"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_0; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord0"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv1Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord1"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_1; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord1"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv2Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord2"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_2; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord2"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv3Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord3"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_3; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord3"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } tech.AddDefaultUniforms(writer.RTCCenter != null); GlTF_Writer.techniques.Add(techName, tech); int spCount = ShaderUtil.GetPropertyCount(s); for (var j = 0; j < spCount; ++j) { var pName = ShaderUtil.GetPropertyName(s, j); var pType = ShaderUtil.GetPropertyType(s, j); // Debug.Log(pName + " " + pType); GlTF_Technique.Uniform tUni; if (pType == ShaderUtil.ShaderPropertyType.Color) { tParam = new GlTF_Technique.Parameter(); tParam.name = pName; tParam.type = GlTF_Technique.Type.FLOAT_VEC4; tech.parameters.Add(tParam); tUni = new GlTF_Technique.Uniform(); tUni.name = pName; tUni.param = tParam.name; tech.uniforms.Add(tUni); } else if (pType == ShaderUtil.ShaderPropertyType.Vector) { tParam = new GlTF_Technique.Parameter(); tParam.name = pName; tParam.type = GlTF_Technique.Type.FLOAT_VEC4; tech.parameters.Add(tParam); tUni = new GlTF_Technique.Uniform(); tUni.name = pName; tUni.param = tParam.name; tech.uniforms.Add(tUni); } else if (pType == ShaderUtil.ShaderPropertyType.Float || pType == ShaderUtil.ShaderPropertyType.Range) { tParam = new GlTF_Technique.Parameter(); tParam.name = pName; tParam.type = GlTF_Technique.Type.FLOAT; tech.parameters.Add(tParam); tUni = new GlTF_Technique.Uniform(); tUni.name = pName; tUni.param = tParam.name; tech.uniforms.Add(tUni); } else if (pType == ShaderUtil.ShaderPropertyType.TexEnv) { var td = ShaderUtil.GetTexDim(s, j); if (td == UnityEngine.Rendering.TextureDimension.Tex2D) { tParam = new GlTF_Technique.Parameter(); tParam.name = pName; tParam.type = GlTF_Technique.Type.SAMPLER_2D; tech.parameters.Add(tParam); tUni = new GlTF_Technique.Uniform(); tUni.name = pName; tUni.param = tParam.name; tech.uniforms.Add(tUni); } } } // create program GlTF_Program program = new GlTF_Program(); program.name = GlTF_Program.GetNameFromObject(s); tech.program = program.name; foreach (var attr in tech.attributes) { program.attributes.Add(attr.name); } GlTF_Writer.programs.Add(program); // shader GlTF_Shader vs = new GlTF_Shader(); vs.name = GlTF_Shader.GetNameFromObject(s, GlTF_Shader.Type.Vertex); program.vertexShader = vs.name; vs.type = GlTF_Shader.Type.Vertex; vs.uri = preset.GetVertexShader(s.name); GlTF_Writer.shaders.Add(vs); GlTF_Shader fs = new GlTF_Shader(); fs.name = GlTF_Shader.GetNameFromObject(s, GlTF_Shader.Type.Fragment); program.fragmentShader = fs.name; fs.type = GlTF_Shader.Type.Fragment; fs.uri = preset.GetFragmentShader(s.name); GlTF_Writer.shaders.Add(fs); } int spCount2 = ShaderUtil.GetPropertyCount(s); for (var j = 0; j < spCount2; ++j) { var pName = ShaderUtil.GetPropertyName(s, j); var pType = ShaderUtil.GetPropertyType(s, j); if (pType == ShaderUtil.ShaderPropertyType.Color) { var matCol = new GlTF_Material.ColorValue(); matCol.name = pName; matCol.color = mat.GetColor(pName); material.values.Add(matCol); } else if (pType == ShaderUtil.ShaderPropertyType.Vector) { var matVec = new GlTF_Material.VectorValue(); matVec.name = pName; matVec.vector = mat.GetVector(pName); material.values.Add(matVec); } else if (pType == ShaderUtil.ShaderPropertyType.Float || pType == ShaderUtil.ShaderPropertyType.Range) { var matFloat = new GlTF_Material.FloatValue(); matFloat.name = pName; matFloat.value = mat.GetFloat(pName); material.values.Add(matFloat); } else if (pType == ShaderUtil.ShaderPropertyType.TexEnv) { var td = ShaderUtil.GetTexDim(s, j); if (td == UnityEngine.Rendering.TextureDimension.Tex2D) { var t = mat.GetTexture(pName); if (t == null) { continue; } var val = new GlTF_Material.StringValue(); val.name = pName; string texName = null; texName = GlTF_Texture.GetNameFromObject(t); val.value = texName; material.values.Add(val); if (!GlTF_Writer.textures.ContainsKey(texName)) { var texPath = ExportTexture(t, savedPath); GlTF_Image img = new GlTF_Image(); img.name = GlTF_Image.GetNameFromObject(t); img.uri = texPath; GlTF_Writer.images.Add(img); GlTF_Sampler sampler; var samplerName = GlTF_Sampler.GetNameFromObject(t); if (GlTF_Writer.samplers.ContainsKey(samplerName)) { sampler = GlTF_Writer.samplers[samplerName]; } else { sampler = new GlTF_Sampler(t); sampler.name = samplerName; GlTF_Writer.samplers[samplerName] = sampler; } GlTF_Texture texture = new GlTF_Texture(); texture.name = texName; texture.source = img.name; texture.samplerName = samplerName; GlTF_Writer.textures.Add(texName, texture); } } } } } } mesh.primitives.Add(primitive); } mesh.Populate(m); GlTF_Writer.meshes.Add(mesh); if (unpackTexture) { TextureUnpacker.ProcessMesh(mesh); } // calculate bounding box transform if (root != null) { Matrix4x4 brot = Matrix4x4.identity; if (rotCallback != null) { brot = rotCallback.GetBoundsRotationMatrix(root); } var pos = tr.position - root.position; // relative to parent var objMat = Matrix4x4.TRS(pos, tr.rotation, tr.lossyScale); //read vertices var ms = positionAccessor.bufferView.memoryStream; var offset = (int)positionAccessor.byteOffset; var len = positionAccessor.count; var buffer = new byte[len * 12]; var mspos = ms.Position; ms.Position = offset; ms.Read(buffer, 0, buffer.Length); minHeight = double.MaxValue; maxHeight = double.MinValue; double[] c = writer.RTCCenter; double[] minPos = new double[3]; minPos[0] = double.MaxValue; minPos[1] = double.MaxValue; minPos[2] = double.MaxValue; double[] maxPos = new double[3]; maxPos[0] = double.MinValue; maxPos[1] = double.MinValue; maxPos[2] = double.MinValue; for (int j = 0; j < len; ++j) { var x = System.BitConverter.ToSingle(buffer, j * 12); var y = System.BitConverter.ToSingle(buffer, j * 12 + 4); var z = System.BitConverter.ToSingle(buffer, j * 12 + 8); // local rotation var lx = objMat.m00 * x + objMat.m01 * y + objMat.m02 * z; var ly = objMat.m10 * x + objMat.m11 * y + objMat.m12 * z; var lz = objMat.m20 * x + objMat.m21 * y + objMat.m22 * z; minHeight = Math.Min(minHeight, ly); maxHeight = Math.Max(maxHeight, ly); // to world double wx = brot.m00 * lx + brot.m01 * ly + brot.m02 * lz; double wy = brot.m10 * lx + brot.m11 * ly + brot.m12 * lz; double wz = brot.m20 * lx + brot.m21 * ly + brot.m22 * lz; // local translation to world double tx = brot.m00 * pos.x + brot.m01 * pos.y + brot.m02 * pos.z; double ty = brot.m10 * pos.x + brot.m11 * pos.y + brot.m12 * pos.z; double tz = brot.m20 * pos.x + brot.m21 * pos.y + brot.m22 * pos.z; wx += tx; wy += ty; wz += tz; if (c != null) { wx += c[0]; wy += c[1]; wz += c[2]; } minPos[0] = Math.Min(minPos[0], wx); minPos[1] = Math.Min(minPos[1], wy); minPos[2] = Math.Min(minPos[2], wz); maxPos[0] = Math.Max(maxPos[0], wx); maxPos[1] = Math.Max(maxPos[1], wy); maxPos[2] = Math.Max(maxPos[2], wz); } ms.Position = mspos; BoundsDouble tbb = new BoundsDouble(); tbb.Encapsulate(new BoundsDouble(minPos, maxPos)); bb.Encapsulate(tbb); } } Animation a = tr.GetComponent <Animation>(); // Animator a = tr.GetComponent<Animator>(); if (a != null) { AnimationClip[] clips = AnimationUtility.GetAnimationClips(tr.gameObject); int nClips = clips.Length; // int nClips = a.GetClipCount(); for (int i = 0; i < nClips; i++) { GlTF_Animation anim = new GlTF_Animation(a.name); anim.Populate(clips[i]); GlTF_Writer.animations.Add(anim); } } // next, build hierarchy of nodes GlTF_Node node = new GlTF_Node(); Matrix4x4 rotMat = Matrix4x4.identity; if (root != null && rotCallback != null) { rotMat = rotCallback.GetNodeRotationMatrix(root); } if (tr == root) { Matrix4x4 mat = Matrix4x4.identity; mat.m22 = -1; // flip z axis if (rotMat != Matrix4x4.identity) { mat = rotMat; } // do not use global position if rtc is defined Vector3 pos = Vector3.zero; if (writer.RTCCenter == null) { pos = tr.localPosition; } mat = mat * Matrix4x4.TRS(pos, tr.localRotation, tr.localScale); node.matrix = new GlTF_Matrix(mat); } else { node.hasParent = true; if (tr.localPosition != Vector3.zero) { node.translation = new GlTF_Translation(tr.localPosition); } if (tr.localScale != Vector3.one) { node.scale = new GlTF_Scale(tr.localScale); } if (tr.localRotation != Quaternion.identity) { node.rotation = new GlTF_Rotation(tr.localRotation); } } node.name = GlTF_Node.GetNameFromObject(tr); if (tr.GetComponent <Camera>() != null) { node.cameraName = tr.name; } else if (tr.GetComponent <Light>() != null) { node.lightName = tr.name; } else if (m != null) { node.meshNames.Add(GlTF_Mesh.GetNameFromObject(m)); } foreach (Transform t in tr.transform) { var found = false; foreach (var check in trs) { if (t == check) { found = true; break; } } if (found) { node.childrenNames.Add(GlTF_Node.GetNameFromObject(t)); } } GlTF_Writer.nodes.Add(node); } if (copyShaders && preset.shaderDir != null) { var sd = Path.Combine(Application.dataPath, preset.shaderDir); foreach (var shader in GlTF_Writer.shaders) { var srcPath = Path.Combine(sd, shader.uri); if (File.Exists(srcPath)) { var dstPath = Path.Combine(savedPath, shader.uri); File.Copy(srcPath, dstPath, true); } } } // third, add meshes etc to byte stream, keeping track of buffer offsets writer.Write(); writer.CloseFiles(); return(bb); }
void OnWizardCreate() // Create (Export) button has been hit (NOT wizard has been created!) { writer = new GlTF_Writer(); writer.Init (); /* Object[] deps = EditorUtility.CollectDependencies (trs); foreach (Object o in deps) { Debug.Log("obj "+o.name+" "+o.GetType()); } */ path = EditorUtility.SaveFilePanel("Save glTF file as", savedPath, savedFile, "gltf"); if (path.Length != 0) { Debug.Log ("attempting to save to "+path); writer.OpenFiles (path); // FOR NOW! GlTF_Sampler sampler = new GlTF_Sampler("sampler1"); // make the default one for now GlTF_Writer.samplers.Add (sampler); // first, collect objects in the scene, add to lists Transform[] trs = Selection.GetTransforms (SelectionMode.Deep); foreach (Transform tr in trs) { if (tr.camera != null) { if (tr.camera.isOrthoGraphic) { GlTF_Orthographic cam; cam = new GlTF_Orthographic(); cam.type = "orthographic"; cam.zfar = tr.camera.farClipPlane; cam.znear = tr.camera.nearClipPlane; cam.name = tr.name; //cam.orthographic.xmag = tr.camera. GlTF_Writer.cameras.Add(cam); } else { GlTF_Perspective cam; cam = new GlTF_Perspective(); cam.type = "perspective"; cam.zfar = tr.camera.farClipPlane; cam.znear = tr.camera.nearClipPlane; cam.aspect_ratio = tr.camera.aspect; cam.yfov = tr.camera.fieldOfView; cam.name = tr.name; GlTF_Writer.cameras.Add(cam); } } if (tr.light != null) { switch (tr.light.type) { case LightType.Point: GlTF_PointLight pl = new GlTF_PointLight(); pl.color = new GlTF_ColorRGB (tr.light.color); pl.name = tr.name; GlTF_Writer.lights.Add (pl); break; case LightType.Spot: GlTF_SpotLight sl = new GlTF_SpotLight(); sl.color = new GlTF_ColorRGB (tr.light.color); sl.name = tr.name; GlTF_Writer.lights.Add (sl); break; case LightType.Directional: GlTF_DirectionalLight dl = new GlTF_DirectionalLight(); dl.color = new GlTF_ColorRGB (tr.light.color); dl.name = tr.name; GlTF_Writer.lights.Add (dl); break; case LightType.Area: GlTF_AmbientLight al = new GlTF_AmbientLight(); al.color = new GlTF_ColorRGB (tr.light.color); al.name = tr.name; GlTF_Writer.lights.Add (al); break; } } MeshRenderer mr = tr.GetComponent<MeshRenderer>(); if (mr != null) { MeshFilter mf = tr.GetComponent<MeshFilter>(); Mesh m = mf.sharedMesh; GlTF_Accessor normalAccessor = new GlTF_Accessor("normalAccessor-" + tr.name + "_FIXTHIS", "VEC3", "FLOAT"); GlTF_Accessor positionAccessor = new GlTF_Accessor("positionAccessor-" + tr.name + "_FIXTHIS", "VEC3", "FLOAT"); GlTF_Accessor texCoord0Accessor = new GlTF_Accessor("texCoord0Accessor-" + tr.name + "_FIXTHIS", "VEC2", "FLOAT"); GlTF_Accessor indexAccessor = new GlTF_Accessor("indicesAccessor-" + tr.name + "_FIXTHIS", "SCALAR", "USHORT"); indexAccessor.bufferView = GlTF_Writer.ushortBufferView; normalAccessor.bufferView = GlTF_Writer.vec3BufferView; positionAccessor.bufferView = GlTF_Writer.vec3BufferView; texCoord0Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Mesh mesh = new GlTF_Mesh(); mesh.name = "mesh-" + tr.name; GlTF_Primitive primitive = new GlTF_Primitive(); primitive.name = "primitive-"+tr.name+"_FIXTHIS"; GlTF_Attributes attributes = new GlTF_Attributes(); attributes.normalAccessor = normalAccessor; attributes.positionAccessor = positionAccessor; attributes.texCoord0Accessor = texCoord0Accessor; primitive.attributes = attributes; primitive.indices = indexAccessor; mesh.primitives.Add (primitive); mesh.Populate (m); GlTF_Writer.accessors.Add (normalAccessor); GlTF_Writer.accessors.Add (positionAccessor); GlTF_Writer.accessors.Add (texCoord0Accessor); GlTF_Writer.accessors.Add (indexAccessor); GlTF_Writer.meshes.Add (mesh); // next, add material(s) to dictionary (when unique) string matName = mr.sharedMaterial.name; if (matName == "") matName = "material-diffault-diffuse"; else matName = "material-" + matName; primitive.materialName = matName; if (!GlTF_Writer.materials.ContainsKey (matName)) { GlTF_Material material = new GlTF_Material(); material.name = matName; if (mr.sharedMaterial.HasProperty ("shininess")) material.shininess = mr.sharedMaterial.GetFloat("shininess"); material.diffuse = new GlTF_MaterialColor ("diffuse", mr.sharedMaterial.color); //material.ambient = new GlTF_Color ("ambient", mr.material.color); if (mr.sharedMaterial.HasProperty ("specular")) { Color sc = mr.sharedMaterial.GetColor ("specular"); material.specular = new GlTF_MaterialColor ("specular", sc); } GlTF_Writer.materials.Add (material.name, material); // if there are textures, add them too if (mr.sharedMaterial.mainTexture != null) { if (!GlTF_Writer.textures.ContainsKey (mr.sharedMaterial.mainTexture.name)) { GlTF_Texture texture = new GlTF_Texture (); texture.name = mr.sharedMaterial.mainTexture.name; texture.source = AssetDatabase.GetAssetPath(mr.sharedMaterial.mainTexture); texture.samplerName = sampler.name; // FIX! For now! GlTF_Writer.textures.Add (mr.sharedMaterial.mainTexture.name, texture); material.diffuse = new GlTF_MaterialTexture ("diffuse", texture); } } } } Animation a = tr.animation; // Animator a = tr.GetComponent<Animator>(); if (a != null) { AnimationClip[] clips = AnimationUtility.GetAnimationClips(tr.gameObject); int nClips = clips.Length; // int nClips = a.GetClipCount(); for (int i = 0; i < nClips; i++) { GlTF_Animation anim = new GlTF_Animation(a.name); anim.Populate (clips[i]); GlTF_Writer.animations.Add (anim); } } // next, build hierarchy of nodes GlTF_Node node = new GlTF_Node(); if (tr.parent != null) node.hasParent = true; if (tr.localPosition != Vector3.zero) node.translation = new GlTF_Translation (tr.localPosition); if (tr.localScale != Vector3.one) node.scale = new GlTF_Scale (tr.localScale); if (tr.localRotation != Quaternion.identity) node.rotation = new GlTF_Rotation (tr.localRotation); node.name = tr.name; if (tr.camera != null) { node.cameraName = tr.name; } else if (tr.light != null) node.lightName = tr.name; else if (mr != null) { node.meshNames.Add ("mesh-" + tr.name); } foreach (Transform t in tr.transform) node.childrenNames.Add ("node-" + t.name); GlTF_Writer.nodes.Add (node); } // third, add meshes etc to byte stream, keeping track of buffer offsets writer.Write (); writer.CloseFiles(); } }