示例#1
0
        private GLTFMesh ExportMesh(BabylonMesh babylonMesh, GLTF gltf, BabylonScene babylonScene)
        {
            RaiseMessage("GLTFExporter.Mesh | Export mesh named: " + babylonMesh.name, 1);

            // --------------------------
            // --- Mesh from babylon ----
            // --------------------------

            if (babylonMesh.positions == null || babylonMesh.positions.Length == 0)
            {
                RaiseMessage("GLTFExporter.Mesh | Mesh is a dummy", 2);
                return(null);
            }

            RaiseMessage("GLTFExporter.Mesh | Mesh from babylon", 2);
            // Retreive general data from babylon mesh
            int  nbVertices    = babylonMesh.positions.Length / 3;
            bool hasUV         = babylonMesh.uvs != null && babylonMesh.uvs.Length > 0;
            bool hasUV2        = babylonMesh.uvs2 != null && babylonMesh.uvs2.Length > 0;
            bool hasColor      = babylonMesh.colors != null && babylonMesh.colors.Length > 0;
            bool hasBones      = babylonMesh.matricesIndices != null && babylonMesh.matricesIndices.Length > 0;
            bool hasBonesExtra = babylonMesh.matricesIndicesExtra != null && babylonMesh.matricesIndicesExtra.Length > 0;
            bool hasTangents   = babylonMesh.tangents != null && babylonMesh.tangents.Length > 0;

            RaiseMessage("GLTFExporter.Mesh | nbVertices=" + nbVertices, 3);
            RaiseMessage("GLTFExporter.Mesh | hasUV=" + hasUV, 3);
            RaiseMessage("GLTFExporter.Mesh | hasUV2=" + hasUV2, 3);
            RaiseMessage("GLTFExporter.Mesh | hasColor=" + hasColor, 3);
            RaiseMessage("GLTFExporter.Mesh | hasBones=" + hasBones, 3);
            RaiseMessage("GLTFExporter.Mesh | hasBonesExtra=" + hasBonesExtra, 3);

            // Retreive vertices data from babylon mesh
            List <GLTFGlobalVertex> globalVertices = new List <GLTFGlobalVertex>();

            for (int indexVertex = 0; indexVertex < nbVertices; indexVertex++)
            {
                GLTFGlobalVertex globalVertex = new GLTFGlobalVertex();
                globalVertex.Position = BabylonVector3.FromArray(babylonMesh.positions, indexVertex);
                globalVertex.Normal   = BabylonVector3.FromArray(babylonMesh.normals, indexVertex);

                if (hasTangents)
                {
                    globalVertex.Tangent = BabylonQuaternion.FromArray(babylonMesh.tangents, indexVertex);

                    // Switch coordinate system at object level
                    globalVertex.Tangent.Z *= -1;

                    // Invert W to switch to right handed system
                    globalVertex.Tangent.W *= -1;
                }

                // Switch coordinate system at object level
                globalVertex.Position.Z *= -1;
                globalVertex.Normal.Z   *= -1;

                if (hasUV)
                {
                    globalVertex.UV = BabylonVector2.FromArray(babylonMesh.uvs, indexVertex);
                    // For glTF, the origin of the UV coordinates (0, 0) corresponds to the upper left corner of a texture image
                    // While for Babylon, it corresponds to the lower left corner of a texture image
                    globalVertex.UV.Y = 1 - globalVertex.UV.Y;
                }
                if (hasUV2)
                {
                    globalVertex.UV2 = BabylonVector2.FromArray(babylonMesh.uvs2, indexVertex);
                    // For glTF, the origin of the UV coordinates (0, 0) corresponds to the upper left corner of a texture image
                    // While for Babylon, it corresponds to the lower left corner of a texture image
                    globalVertex.UV2.Y = 1 - globalVertex.UV2.Y;
                }
                if (hasColor)
                {
                    globalVertex.Color = Tools.SubArrayFromEntity(babylonMesh.colors, indexVertex, 4);
                }
                if (hasBones)
                {
                    // In babylon, the 4 bones indices are stored in a single int
                    // Each bone index is 8-bit offset from the next
                    int bonesIndicesMerged = babylonMesh.matricesIndices[indexVertex];
                    int bone3 = bonesIndicesMerged >> 24;
                    bonesIndicesMerged -= bone3 << 24;
                    int bone2 = bonesIndicesMerged >> 16;
                    bonesIndicesMerged -= bone2 << 16;
                    int bone1 = bonesIndicesMerged >> 8;
                    bonesIndicesMerged -= bone1 << 8;
                    int bone0 = bonesIndicesMerged >> 0;
                    bonesIndicesMerged -= bone0 << 0;
                    var bonesIndicesArray = new ushort[] { (ushort)bone0, (ushort)bone1, (ushort)bone2, (ushort)bone3 };
                    globalVertex.BonesIndices = bonesIndicesArray;
                    globalVertex.BonesWeights = Tools.SubArrayFromEntity(babylonMesh.matricesWeights, indexVertex, 4);
                }

                globalVertices.Add(globalVertex);
            }

            var babylonMorphTargetManager = GetBabylonMorphTargetManager(babylonScene, babylonMesh);

            // Retreive indices from babylon mesh
            List <int> babylonIndices = babylonMesh.indices.ToList();

            // --------------------------
            // ------- Init glTF --------
            // --------------------------

            RaiseMessage("GLTFExporter.Mesh | Init glTF", 2);
            // Mesh
            var gltfMesh = new GLTFMesh {
                name = babylonMesh.name
            };

            gltfMesh.index = gltf.MeshesList.Count;
            gltf.MeshesList.Add(gltfMesh);
            gltfMesh.idGroupInstance = babylonMesh.idGroupInstance;
            if (hasBones)
            {
                gltfMesh.idBabylonSkeleton = babylonMesh.skeletonId;
            }

            // --------------------------
            // ---- glTF primitives -----
            // --------------------------

            RaiseMessage("GLTFExporter.Mesh | glTF primitives", 2);
            var meshPrimitives = new List <GLTFMeshPrimitive>();

            foreach (BabylonSubMesh babylonSubMesh in babylonMesh.subMeshes)
            {
                // --------------------------
                // ------ SubMesh data ------
                // --------------------------

                List <GLTFGlobalVertex> globalVerticesSubMesh = globalVertices.GetRange(babylonSubMesh.verticesStart, babylonSubMesh.verticesCount);

                var gltfIndices = babylonIndices.GetRange(babylonSubMesh.indexStart, babylonSubMesh.indexCount);
                // In gltf, indices of each mesh primitive are 0-based (ie: min value is 0)
                // Thus, the gltf indices list is a concatenation of sub lists all 0-based
                // Example for 2 triangles, each being a submesh:
                //      babylonIndices = {0,1,2, 3,4,5} gives as result gltfIndicies = {0,1,2, 0,1,2}
                var minIndiceValue = gltfIndices.Min(); // Should be equal to babylonSubMesh.indexStart
                for (int indexIndice = 0; indexIndice < gltfIndices.Count; indexIndice++)
                {
                    gltfIndices[indexIndice] -= minIndiceValue;
                }

                // --------------------------
                // ----- Mesh primitive -----
                // --------------------------

                // MeshPrimitive
                var meshPrimitive = new GLTFMeshPrimitive
                {
                    attributes = new Dictionary <string, int>()
                };
                meshPrimitives.Add(meshPrimitive);

                // Material
                if (babylonMesh.materialId != null)
                {
                    RaiseMessage("GLTFExporter.Mesh | Material", 3);
                    // Retreive the babylon material
                    BabylonMaterial babylonMaterial;
                    var             babylonMaterialId = babylonMesh.materialId;
                    // From multi materials first, if any
                    // Loop recursively even though it shouldn't be a real use case
                    var babylonMultiMaterials = new List <BabylonMultiMaterial>(babylonScene.multiMaterials);
                    BabylonMultiMaterial babylonMultiMaterial;
                    do
                    {
                        babylonMultiMaterial = babylonMultiMaterials.Find(_babylonMultiMaterial => _babylonMultiMaterial.id == babylonMaterialId);
                        if (babylonMultiMaterial != null)
                        {
                            babylonMaterialId = babylonMultiMaterial.materials[babylonSubMesh.materialIndex];
                        }
                    }while (babylonMultiMaterial != null);
                    // Then from materials
                    var babylonMaterials = new List <BabylonMaterial>(babylonScene.materials);
                    babylonMaterial = babylonMaterials.Find(_babylonMaterial => _babylonMaterial.id == babylonMaterialId);

                    // If babylon material was exported successfully
                    if (babylonMaterial != null)
                    {
                        // Update primitive material index
                        var indexMaterial = babylonMaterialsToExport.FindIndex(_babylonMaterial => _babylonMaterial == babylonMaterial);
                        if (indexMaterial == -1)
                        {
                            // Store material for exportation
                            indexMaterial = babylonMaterialsToExport.Count;
                            babylonMaterialsToExport.Add(babylonMaterial);
                        }
                        meshPrimitive.material = indexMaterial;
                    }

                    // TODO - Add and retreive info from babylon material
                    meshPrimitive.mode = GLTFMeshPrimitive.FillMode.TRIANGLES;
                }

                // --------------------------
                // ------- Accessors --------
                // --------------------------

                RaiseMessage("GLTFExporter.Mesh | Geometry", 3);

                // Buffer
                var buffer = GLTFBufferService.Instance.GetBuffer(gltf);

                // --- Indices ---
                var componentType = GLTFAccessor.ComponentType.UNSIGNED_SHORT;
                if (nbVertices >= 65536)
                {
                    componentType = GLTFAccessor.ComponentType.UNSIGNED_INT;
                }
                var accessorIndices = GLTFBufferService.Instance.CreateAccessor(
                    gltf,
                    GLTFBufferService.Instance.GetBufferViewScalar(gltf, buffer),
                    "accessorIndices",
                    componentType,
                    GLTFAccessor.TypeEnum.SCALAR
                    );
                meshPrimitive.indices = accessorIndices.index;
                // Populate accessor
                if (componentType == GLTFAccessor.ComponentType.UNSIGNED_INT)
                {
                    gltfIndices.ForEach(n => accessorIndices.bytesList.AddRange(BitConverter.GetBytes(n)));
                }
                else
                {
                    var gltfIndicesShort = gltfIndices.ConvertAll(new Converter <int, ushort>(n => (ushort)n));
                    gltfIndicesShort.ForEach(n => accessorIndices.bytesList.AddRange(BitConverter.GetBytes(n)));
                }
                accessorIndices.count = gltfIndices.Count;

                // --- Positions ---
                var accessorPositions = GLTFBufferService.Instance.CreateAccessor(
                    gltf,
                    GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer),
                    "accessorPositions",
                    GLTFAccessor.ComponentType.FLOAT,
                    GLTFAccessor.TypeEnum.VEC3
                    );
                meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.POSITION.ToString(), accessorPositions.index);
                // Populate accessor
                accessorPositions.min = new float[] { float.MaxValue, float.MaxValue, float.MaxValue };
                accessorPositions.max = new float[] { float.MinValue, float.MinValue, float.MinValue };
                globalVerticesSubMesh.ForEach((globalVertex) =>
                {
                    var positions = globalVertex.Position.ToArray();
                    // Store values as bytes
                    foreach (var position in positions)
                    {
                        accessorPositions.bytesList.AddRange(BitConverter.GetBytes(position));
                    }
                    // Update min and max values
                    GLTFBufferService.UpdateMinMaxAccessor(accessorPositions, positions);
                });
                accessorPositions.count = globalVerticesSubMesh.Count;

                // --- Tangents ---
                if (hasTangents)
                {
                    var accessorTangents = GLTFBufferService.Instance.CreateAccessor(
                        gltf,
                        GLTFBufferService.Instance.GetBufferViewFloatVec4(gltf, buffer),
                        "accessorTangents",
                        GLTFAccessor.ComponentType.FLOAT,
                        GLTFAccessor.TypeEnum.VEC4
                        );
                    meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TANGENT.ToString(), accessorTangents.index);
                    // Populate accessor
                    List <float> tangents = globalVerticesSubMesh.SelectMany(v => v.Tangent.ToArray()).ToList();
                    tangents.ForEach(n => accessorTangents.bytesList.AddRange(BitConverter.GetBytes(n)));
                    accessorTangents.count = globalVerticesSubMesh.Count;
                }

                // --- Normals ---
                var accessorNormals = GLTFBufferService.Instance.CreateAccessor(
                    gltf,
                    GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer),
                    "accessorNormals",
                    GLTFAccessor.ComponentType.FLOAT,
                    GLTFAccessor.TypeEnum.VEC3
                    );
                meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.NORMAL.ToString(), accessorNormals.index);
                // Populate accessor
                List <float> normals = globalVerticesSubMesh.SelectMany(v => v.Normal.ToArray()).ToList();
                normals.ForEach(n => accessorNormals.bytesList.AddRange(BitConverter.GetBytes(n)));
                accessorNormals.count = globalVerticesSubMesh.Count;

                // --- Colors ---
                if (hasColor)
                {
                    var accessorColors = GLTFBufferService.Instance.CreateAccessor(
                        gltf,
                        GLTFBufferService.Instance.GetBufferViewFloatVec4(gltf, buffer),
                        "accessorColors",
                        GLTFAccessor.ComponentType.FLOAT,
                        GLTFAccessor.TypeEnum.VEC4
                        );
                    meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.COLOR_0.ToString(), accessorColors.index);
                    // Populate accessor
                    List <float> colors = globalVerticesSubMesh.SelectMany(v => new[] { v.Color[0], v.Color[1], v.Color[2], v.Color[3] }).ToList();
                    colors.ForEach(n => accessorColors.bytesList.AddRange(BitConverter.GetBytes(n)));
                    accessorColors.count = globalVerticesSubMesh.Count;
                }

                // --- UV ---
                if (hasUV)
                {
                    var accessorUVs = GLTFBufferService.Instance.CreateAccessor(
                        gltf,
                        GLTFBufferService.Instance.GetBufferViewFloatVec2(gltf, buffer),
                        "accessorUVs",
                        GLTFAccessor.ComponentType.FLOAT,
                        GLTFAccessor.TypeEnum.VEC2
                        );
                    meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_0.ToString(), accessorUVs.index);
                    // Populate accessor
                    List <float> uvs = globalVerticesSubMesh.SelectMany(v => v.UV.ToArray()).ToList();
                    uvs.ForEach(n => accessorUVs.bytesList.AddRange(BitConverter.GetBytes(n)));
                    accessorUVs.count = globalVerticesSubMesh.Count;
                }

                // --- UV2 ---
                if (hasUV2)
                {
                    var accessorUV2s = GLTFBufferService.Instance.CreateAccessor(
                        gltf,
                        GLTFBufferService.Instance.GetBufferViewFloatVec2(gltf, buffer),
                        "accessorUV2s",
                        GLTFAccessor.ComponentType.FLOAT,
                        GLTFAccessor.TypeEnum.VEC2
                        );
                    meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_1.ToString(), accessorUV2s.index);
                    // Populate accessor
                    List <float> uvs2 = globalVerticesSubMesh.SelectMany(v => v.UV2.ToArray()).ToList();
                    uvs2.ForEach(n => accessorUV2s.bytesList.AddRange(BitConverter.GetBytes(n)));
                    accessorUV2s.count = globalVerticesSubMesh.Count;
                }

                // --- Bones ---
                if (hasBones)
                {
                    RaiseMessage("GLTFExporter.Mesh | Bones", 3);
                    // --- Joints ---
                    var accessorJoints = GLTFBufferService.Instance.CreateAccessor(
                        gltf,
                        GLTFBufferService.Instance.GetBufferViewUnsignedShortVec4(gltf, buffer),
                        "accessorJoints",
                        GLTFAccessor.ComponentType.UNSIGNED_SHORT,
                        GLTFAccessor.TypeEnum.VEC4
                        );
                    meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.JOINTS_0.ToString(), accessorJoints.index);
                    // Populate accessor
                    List <ushort> joints = globalVerticesSubMesh.SelectMany(v => new[] { v.BonesIndices[0], v.BonesIndices[1], v.BonesIndices[2], v.BonesIndices[3] }).ToList();
                    joints.ForEach(n => accessorJoints.bytesList.AddRange(BitConverter.GetBytes(n)));
                    accessorJoints.count = globalVerticesSubMesh.Count;

                    // --- Weights ---
                    var accessorWeights = GLTFBufferService.Instance.CreateAccessor(
                        gltf,
                        GLTFBufferService.Instance.GetBufferViewFloatVec4(gltf, buffer),
                        "accessorWeights",
                        GLTFAccessor.ComponentType.FLOAT,
                        GLTFAccessor.TypeEnum.VEC4
                        );
                    meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.WEIGHTS_0.ToString(), accessorWeights.index);
                    // Populate accessor
                    List <float> weightBones = globalVerticesSubMesh.SelectMany(v => new[] { v.BonesWeights[0], v.BonesWeights[1], v.BonesWeights[2], v.BonesWeights[3] }).ToList();
                    weightBones.ForEach(n => accessorWeights.bytesList.AddRange(BitConverter.GetBytes(n)));
                    accessorWeights.count = globalVerticesSubMesh.Count;
                }

                if (hasBonesExtra)
                {
                    RaiseWarning("Too many bones influences per vertex. glTF only support up to 4 bones influences per vertex. The result may not be as expected.", 3);
                }

                // Morph targets positions and normals
                if (babylonMorphTargetManager != null)
                {
                    RaiseMessage("GLTFExporter.Mesh | Morph targets", 3);
                    _exportMorphTargets(babylonMesh, babylonSubMesh, babylonMorphTargetManager, gltf, buffer, meshPrimitive);
                }
            }
            gltfMesh.primitives = meshPrimitives.ToArray();

            // Morph targets weights
            if (babylonMorphTargetManager != null)
            {
                var weights = new List <float>();
                foreach (BabylonMorphTarget babylonMorphTarget in babylonMorphTargetManager.targets)
                {
                    weights.Add(babylonMorphTarget.influence);
                }
                gltfMesh.weights = weights.ToArray();
            }

            return(gltfMesh);
        }