示例#1
0
        public void Export(GameObject root, Model model, ModelExporter converter, ExportArgs option, VRM10ObjectMeta vrmMeta = null)
        {
            Storage.Gltf.asset = ExportAsset(model);

            Storage.Reserve(CalcReserveBytes(model));

            foreach (var material in ExportMaterials(model, m_textureExporter, m_settings))
            {
                Storage.Gltf.materials.Add(material);
            }

            foreach (var mesh in ExportMeshes(model.MeshGroups, model.Materials, Storage, option))
            {
                Storage.Gltf.meshes.Add(mesh);
            }

            using (var arrayManager = new NativeArrayManager())
            {
                foreach (var(node, skin) in ExportNodes(arrayManager, model.Nodes, model.MeshGroups, Storage, option))
                {
                    Storage.Gltf.nodes.Add(node);
                    if (skin != null)
                    {
                        var skinIndex = Storage.Gltf.skins.Count;
                        Storage.Gltf.skins.Add(skin);
                        node.skin = skinIndex;
                    }
                }
            }
            Storage.Gltf.scenes.Add(new gltfScene()
            {
                nodes = model.Root.Children.Select(child => model.Nodes.IndexOfThrow(child)).ToArray()
            });

            var(vrm, vrmSpringBone, thumbnailTextureIndex) = ExportVrm(root, model, converter, vrmMeta, Storage.Gltf.nodes, m_textureExporter);

            // Extension で Texture が増える場合があるので最後に呼ぶ
            var exportedTextures = m_textureExporter.Export();

            for (var exportedTextureIdx = 0; exportedTextureIdx < exportedTextures.Count; ++exportedTextureIdx)
            {
                var(unityTexture, texColorSpace) = exportedTextures[exportedTextureIdx];
                GltfTextureExporter.PushGltfTexture(Storage, unityTexture, texColorSpace, m_textureSerializer);
            }

            if (thumbnailTextureIndex.HasValue)
            {
                vrm.Meta.ThumbnailImage = Storage.Gltf.textures[thumbnailTextureIndex.Value].source;
            }

            UniGLTF.Extensions.VRMC_vrm.GltfSerializer.SerializeTo(ref Storage.Gltf.extensions, vrm);

            if (vrmSpringBone != null)
            {
                UniGLTF.Extensions.VRMC_springBone.GltfSerializer.SerializeTo(ref Storage.Gltf.extensions, vrmSpringBone);
            }

            // Fix Duplicated name
            gltfExporter.FixName(Storage.Gltf);
        }
示例#2
0
        private Model ToVrmModel(GameObject root)
        {
            using (var arrayManager = new NativeArrayManager())
            {
                var exporter = new UniVRM10.ModelExporter();
                var model    = exporter.Export(arrayManager, root);

                model.ConvertCoordinate(VrmLib.Coordinates.Vrm1, ignoreVrm: false);
                return(model);
            }
        }
示例#3
0
        protected override void ExportPath(string path)
        {
            m_logLabel = "";

            m_logLabel += $"export...\n";

            var root = State.ExportRoot;

            try
            {
                using (var arrayManager = new NativeArrayManager())
                {
                    var converter = new UniVRM10.ModelExporter();
                    var model     = converter.Export(arrayManager, root);

                    // 右手系に変換
                    m_logLabel += $"convert to right handed coordinate...\n";
                    model.ConvertCoordinate(VrmLib.Coordinates.Vrm1, ignoreVrm: false);

                    // export vrm-1.0
                    var exporter = new UniVRM10.Vrm10Exporter(new EditorTextureSerializer(), new GltfExportSettings());
                    var option   = new VrmLib.ExportArgs();
                    exporter.Export(root, model, converter, option, Vrm ? Vrm.Meta : m_tmpObject.Meta);

                    var exportedBytes = exporter.Storage.ToGlbBytes();

                    m_logLabel += $"write to {path}...\n";
                    File.WriteAllBytes(path, exportedBytes);
                    Debug.Log("exportedBytes: " + exportedBytes.Length);

                    var assetPath = UniGLTF.UnityPath.FromFullpath(path);
                    if (assetPath.IsUnderAssetsFolder)
                    {
                        // asset folder 内。import を発動
                        assetPath.ImportAsset();
                    }
                }
            }
            catch (Exception ex)
            {
                m_logLabel += ex.ToString();
                // rethrow
                throw;
            }
        }