示例#1
0
        static void OnExportClicked(GameObject root, GltfExportSettings settings)
        {
            string directory;

            if (string.IsNullOrEmpty(m_lastExportDir))
            {
                directory = Directory.GetParent(Application.dataPath).ToString();
            }
            else
            {
                directory = m_lastExportDir;
            }

            // save dialog
            var path = EditorUtility.SaveFilePanel(
                "Save vrm",
                directory,
                root.name + ".glb",
                "glb,gltf");

            if (string.IsNullOrEmpty(path))
            {
                return;
            }
            m_lastExportDir = Path.GetDirectoryName(path).Replace("\\", "/");

            // export
            Export(root, path, new MeshExportSettings
            {
                ExportOnlyBlendShapePosition    = settings.DropNormal,
                UseSparseAccessorForMorphTarget = settings.Sparse,
            }, settings.InverseAxis);
        }
示例#2
0
        protected override void Initialize()
        {
            m_settings             = ScriptableObject.CreateInstance <GltfExportSettings>();
            m_settings.InverseAxis = UniGLTFPreference.GltfIOAxis;
            m_settingsInspector    = Editor.CreateEditor(m_settings);

            m_meshes          = ScriptableObject.CreateInstance <MeshExportValidator>();
            m_meshesInspector = Editor.CreateEditor(m_meshes);
        }
 public void SetRoot(GameObject ExportRoot, GltfExportSettings settings, IBlendShapeExportFilter blendShapeFilter)
 {
     if (ExportRoot == null)
     {
         return;
     }
     Meshes.GetInfo(ExportRoot.transform.Traverse().Skip(1), settings);
     foreach (var info in Meshes)
     {
         info.CalcMeshSize(ExportRoot, info.Renderers[0].Item1, settings, blendShapeFilter);
     }
 }
示例#4
0
        public void DividedVertexBufferTest()
        {
            var glTF        = new glTF();
            var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
            var bufferIndex = glTF.AddBuffer(bytesBuffer);

            var Materials = new List <Material> {
                new Material(Shader.Find("Standard")), // A
                new Material(Shader.Find("Standard")), // B
            };

            var(go, mesh) = CreateMesh(Materials.ToArray());
            var meshExportSettings = new GltfExportSettings
            {
                DivideVertexBuffer = true
            };
            var axisInverter = Axes.X.Create();

            var unityMesh = MeshExportList.Create(go);

            var(gltfMesh, blendShapeIndexMap) = meshExportSettings.DivideVertexBuffer
                ? MeshExporter_DividedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials, axisInverter, meshExportSettings)
                : MeshExporter_SharedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials, axisInverter, meshExportSettings)
            ;

            {
                var indices = glTF.GetIndices(gltfMesh.primitives[0].indices);
                Assert.AreEqual(0, indices[0]);
                Assert.AreEqual(1, indices[1]);
                Assert.AreEqual(3, indices[2]);
                Assert.AreEqual(3, indices[3]);
                Assert.AreEqual(1, indices[4]);
                Assert.AreEqual(2, indices[5]);
            }
            {
                var positions = glTF.GetArrayFromAccessor <Vector3>(gltfMesh.primitives[0].attributes.POSITION);
                Assert.AreEqual(4, positions.Length);
            }

            {
                var indices = glTF.GetIndices(gltfMesh.primitives[1].indices);
                Assert.AreEqual(0, indices[0]);
                Assert.AreEqual(1, indices[1]);
                Assert.AreEqual(3, indices[2]);
                Assert.AreEqual(3, indices[3]);
                Assert.AreEqual(1, indices[4]);
                Assert.AreEqual(2, indices[5]);
            }
            {
                var positions = glTF.GetArrayFromAccessor <Vector3>(gltfMesh.primitives[1].attributes.POSITION);
                Assert.AreEqual(4, positions.Length);
            }
        }
示例#5
0
 protected override void Clear()
 {
     // m_settingsInspector
     UnityEditor.Editor.DestroyImmediate(m_settingsInspector);
     m_settingsInspector = null;
     // m_meshesInspector
     UnityEditor.Editor.DestroyImmediate(m_meshesInspector);
     m_meshesInspector = null;
     // m_settings
     ScriptableObject.DestroyImmediate(m_settings);
     m_settings = null;
 }
示例#6
0
        public void DividedVertexBufferTest()
        {
            var data = new ExportingGltfData(50 * 1024 * 1024);

            var Materials = new List <Material> {
                new Material(Shader.Find("Standard")), // A
                new Material(Shader.Find("Standard")), // B
            };

            var(go, mesh) = CreateMesh(Materials.ToArray());
            var meshExportSettings = new GltfExportSettings
            {
                DivideVertexBuffer = true
            };
            var axisInverter = Axes.X.Create();

            var unityMesh = MeshExportList.Create(go);

            var(gltfMesh, blendShapeIndexMap) = meshExportSettings.DivideVertexBuffer
                ? MeshExporter_DividedVertexBuffer.Export(data, unityMesh, Materials, axisInverter, meshExportSettings)
                : MeshExporter_SharedVertexBuffer.Export(data, unityMesh, Materials, axisInverter, meshExportSettings)
            ;

            var parsed = GltfData.CreateFromGltfDataForTest(data.GLTF, data.BinBytes);
            {
                var indices = parsed.GetIndices(gltfMesh.primitives[0].indices);
                Assert.AreEqual(0, indices[0]);
                Assert.AreEqual(1, indices[1]);
                Assert.AreEqual(3, indices[2]);
                Assert.AreEqual(3, indices[3]);
                Assert.AreEqual(1, indices[4]);
                Assert.AreEqual(2, indices[5]);
            }
            {
                var positions = parsed.GetArrayFromAccessor <Vector3>(gltfMesh.primitives[0].attributes.POSITION);
                Assert.AreEqual(4, positions.Length);
            }

            {
                var indices = parsed.GetIndices(gltfMesh.primitives[1].indices);
                Assert.AreEqual(0, indices[0]);
                Assert.AreEqual(1, indices[1]);
                Assert.AreEqual(3, indices[2]);
                Assert.AreEqual(3, indices[3]);
                Assert.AreEqual(1, indices[4]);
                Assert.AreEqual(2, indices[5]);
            }
            {
                var positions = parsed.GetArrayFromAccessor <Vector3>(gltfMesh.primitives[1].attributes.POSITION);
                Assert.AreEqual(4, positions.Length);
            }
        }
示例#7
0
        void OnDisable()
        {
            m_state.Dispose();

            // Debug.Log("OnDisable");
            Selection.selectionChanged -= Repaint;
            Undo.willFlushUndoRecord   -= Repaint;

            // m_settingsInspector
            UnityEditor.Editor.DestroyImmediate(m_settingsInspector);
            m_settingsInspector = null;
            // m_settings
            ScriptableObject.DestroyImmediate(m_settings);
            m_settings = null;
        }
示例#8
0
        void OnEnable()
        {
            // Debug.Log("OnEnable");
            Undo.willFlushUndoRecord   += Repaint;
            Selection.selectionChanged += Repaint;

            m_settings          = ScriptableObject.CreateInstance <GltfExportSettings>();
            m_settingsInspector = Editor.CreateEditor(m_settings);

            m_state = new MeshUtility.ExporterDialogState();
            m_state.ExportRootChanged += (root) =>
            {
                Repaint();
            };
            m_state.ExportRoot = Selection.activeObject as GameObject;
        }
        private static Texture2D AssignTextureToMaterialPropertyAndExportAndExtract(Texture2D srcTex, string srcImageName, string propertyName)
        {
            // Prepare
            var root = GameObject.CreatePrimitive(PrimitiveType.Cube);
            var mat  = new Material(Shader.Find("Standard"));

            mat.SetTexture(propertyName, srcTex);
            root.GetComponent <MeshRenderer>().sharedMaterial = mat;

            // Export glTF
            var gltf = new glTF();

            using (var exporter = new gltfExporter(gltf, new GltfExportSettings
            {
                InverseAxis = Axes.X
            }))
            {
                exporter.Prepare(root);
                var settings = new GltfExportSettings
                {
                    ExportOnlyBlendShapePosition    = false,
                    UseSparseAccessorForMorphTarget = false,
                    DivideVertexBuffer = false,
                };
                exporter.Export(settings, new EditorTextureSerializer());
            }
            Assert.AreEqual(1, gltf.images.Count);
            var exportedImage = gltf.images[0];

            Assert.AreEqual("image/png", exportedImage.mimeType);
            Assert.AreEqual(srcImageName, exportedImage.name);

            UnityEngine.Object.DestroyImmediate(mat);
            UnityEngine.Object.DestroyImmediate(root);

            // Extract Image to Texture2D
            var exportedBytes   = gltf.GetViewBytes(exportedImage.bufferView).ToArray();
            var exportedTexture = new Texture2D(2, 2, TextureFormat.ARGB32, mipChain: false, linear: false);

            Assert.IsTrue(exportedTexture.LoadImage(exportedBytes)); // Always true ?
            Assert.AreEqual(srcTex.width, exportedTexture.width);
            Assert.AreEqual(srcTex.height, exportedTexture.height);

            return(exportedTexture);
        }
示例#10
0
        public gltfExporter(ExportingGltfData data, GltfExportSettings settings, IProgress <ExportProgress> progress = null)
        {
            _data = data;

            _gltf.extensionsUsed.AddRange(ExtensionUsed);

            _gltf.asset = new glTFAssets
            {
                generator = "UniGLTF-" + UniGLTFVersion.VERSION,
                version   = "2.0",
            };

            m_settings = settings;
            if (m_settings == null)
            {
                // default
                m_settings = new GltfExportSettings();
            }
        }
示例#11
0
        public gltfExporter(glTF gltf, GltfExportSettings settings)
        {
            glTF = gltf;

            glTF.extensionsUsed.AddRange(ExtensionUsed);

            glTF.asset = new glTFAssets
            {
                generator = "UniGLTF-" + UniGLTFVersion.VERSION,
                version   = "2.0",
            };

            m_settings = settings;
            if (m_settings == null)
            {
                // default
                m_settings = new GltfExportSettings();
            }
        }
        /// <summary>
        /// primitive 間で vertex を共有する形で Export する。
        /// UniVRM-0.71.0 以降は、MeshExporterDivided.Export もある。
        ///
        /// * GLB/GLTF は shared(default) と divided を選択可能
        /// * VRM0 は shared 仕様
        /// * VRM1 は divided 仕様
        ///
        /// /// </summary>
        /// <param name="gltf"></param>
        /// <param name="bufferIndex"></param>
        /// <param name="unityMesh"></param>
        /// <param name="unityMaterials"></param>
        /// <param name="axisInverter"></param>
        /// <param name="settings"></param>
        /// <returns></returns>
        public static (glTFMesh, Dictionary <int, int> blendShapeIndexMap) Export(ExportingGltfData data,
                                                                                  MeshExportInfo unityMesh, List <Material> unityMaterials,
                                                                                  IAxisInverter axisInverter, GltfExportSettings settings)
        {
            var mesh                  = unityMesh.Mesh;
            var materials             = unityMesh.Materials;
            var positions             = mesh.vertices.Select(axisInverter.InvertVector3).ToArray();
            var positionAccessorIndex = data.ExtendBufferAndGetAccessorIndex(positions, glBufferTarget.ARRAY_BUFFER);

            data.GLTF.accessors[positionAccessorIndex].min = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Min(a.x, b.x), Math.Min(a.y, b.y), Mathf.Min(a.z, b.z))).ToArray();
            data.GLTF.accessors[positionAccessorIndex].max = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Max(a.x, b.x), Math.Max(a.y, b.y), Mathf.Max(a.z, b.z))).ToArray();

            var normalAccessorIndex = data.ExtendBufferAndGetAccessorIndex(mesh.normals.Select(y => axisInverter.InvertVector3(y.normalized)).ToArray(), glBufferTarget.ARRAY_BUFFER);

            int?tangentAccessorIndex = default;

            if (settings.ExportTangents)
            {
                tangentAccessorIndex = data.ExtendBufferAndGetAccessorIndex(mesh.tangents.Select(axisInverter.InvertVector4).ToArray(), glBufferTarget.ARRAY_BUFFER);
            }

            var uvAccessorIndex0 = data.ExtendBufferAndGetAccessorIndex(mesh.uv.Select(y => y.ReverseUV()).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var uvAccessorIndex1 = data.ExtendBufferAndGetAccessorIndex(mesh.uv2.Select(y => y.ReverseUV()).ToArray(), glBufferTarget.ARRAY_BUFFER);

            var colorAccessorIndex = -1;

            var vColorState = VertexColorUtility.DetectVertexColor(mesh, materials);

            if (vColorState == VertexColorState.ExistsAndIsUsed || // VColor使っている
                vColorState == VertexColorState.ExistsAndMixed // VColorを使っているところと使っていないところが混在(とりあえずExportする)
                )
            {
                // UniUnlit で Multiply 設定になっている
                colorAccessorIndex = data.ExtendBufferAndGetAccessorIndex(mesh.colors, glBufferTarget.ARRAY_BUFFER);
            }

            var boneweights         = mesh.boneWeights;
            var weightAccessorIndex = data.ExtendBufferAndGetAccessorIndex(boneweights.Select(y => new Vector4(y.weight0, y.weight1, y.weight2, y.weight3)).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var jointsAccessorIndex = data.ExtendBufferAndGetAccessorIndex(boneweights.Select(y =>
                                                                                              new UShort4(
                                                                                                  (ushort)unityMesh.GetJointIndex(y.boneIndex0),
                                                                                                  (ushort)unityMesh.GetJointIndex(y.boneIndex1),
                                                                                                  (ushort)unityMesh.GetJointIndex(y.boneIndex2),
                                                                                                  (ushort)unityMesh.GetJointIndex(y.boneIndex3))
                                                                                              ).ToArray(), glBufferTarget.ARRAY_BUFFER);

            var attributes = new glTFAttributes
            {
                POSITION = positionAccessorIndex,
            };

            if (normalAccessorIndex != -1)
            {
                attributes.NORMAL = normalAccessorIndex;
            }

            if (tangentAccessorIndex.HasValue)
            {
                attributes.TANGENT = tangentAccessorIndex.Value;
            }

            if (uvAccessorIndex0 != -1)
            {
                attributes.TEXCOORD_0 = uvAccessorIndex0;
            }
            if (uvAccessorIndex1 != -1)
            {
                attributes.TEXCOORD_1 = uvAccessorIndex1;
            }
            if (colorAccessorIndex != -1)
            {
                attributes.COLOR_0 = colorAccessorIndex;
            }
            if (weightAccessorIndex != -1)
            {
                attributes.WEIGHTS_0 = weightAccessorIndex;
            }
            if (jointsAccessorIndex != -1)
            {
                attributes.JOINTS_0 = jointsAccessorIndex;
            }

            var gltfMesh = new glTFMesh(mesh.name);
            var indices  = new List <uint>();

            for (int j = 0; j < mesh.subMeshCount; ++j)
            {
                indices.Clear();

                var triangles = mesh.GetIndices(j);
                if (triangles.Length == 0)
                {
                    // https://github.com/vrm-c/UniVRM/issues/664
                    continue;
                }

                for (int i = 0; i < triangles.Length; i += 3)
                {
                    var i0 = triangles[i];
                    var i1 = triangles[i + 1];
                    var i2 = triangles[i + 2];

                    // flip triangle
                    indices.Add((uint)i2);
                    indices.Add((uint)i1);
                    indices.Add((uint)i0);
                }

                var indicesAccessorIndex = data.ExtendBufferAndGetAccessorIndex(indices.ToArray(), glBufferTarget.ELEMENT_ARRAY_BUFFER);
                if (indicesAccessorIndex < 0)
                {
                    // https://github.com/vrm-c/UniVRM/issues/664
                    throw new Exception();
                }

                if (j >= materials.Length)
                {
                    Debug.LogWarningFormat("{0}.materials is not enough", unityMesh.Mesh.name);
                    break;
                }

                gltfMesh.primitives.Add(new glTFPrimitives
                {
                    attributes = attributes,
                    indices    = indicesAccessorIndex,
                    mode       = 4, // triangles ?
                    material   = unityMaterials.IndexOf(materials[j])
                });
            }

            var blendShapeIndexMap = new Dictionary <int, int>();

            {
                var targetNames = new List <string>();

                int exportBlendShapes = 0;
                for (int j = 0; j < unityMesh.Mesh.blendShapeCount; ++j)
                {
                    var morphTarget = ExportMorphTarget(data,
                                                        unityMesh.Mesh, j,
                                                        settings.UseSparseAccessorForMorphTarget,
                                                        settings.ExportOnlyBlendShapePosition, axisInverter);
                    if (morphTarget.POSITION < 0)
                    {
                        // Skip empty blendShape.
                        // Shift blendShape's index.
                        continue;
                    }

                    var blendShapeName = unityMesh.Mesh.GetBlendShapeName(j);
                    blendShapeIndexMap.Add(j, exportBlendShapes++);
                    targetNames.Add(blendShapeName);

                    //
                    // all primitive has same blendShape
                    //
                    for (int k = 0; k < gltfMesh.primitives.Count; ++k)
                    {
                        gltfMesh.primitives[k].targets.Add(morphTarget);
                    }
                }

                gltf_mesh_extras_targetNames.Serialize(gltfMesh, targetNames);
            }

            return(gltfMesh, blendShapeIndexMap);
        }
示例#13
0
        public virtual glTFMaterial ExportMaterial(Material m, ITextureExporter textureExporter, GltfExportSettings settings)
        {
            var material = CreateMaterial(m);

            // common params
            material.name = m.name;
            Export_Color(m, textureExporter, material);
            Export_Emission(m, textureExporter, material, settings.UseEmissiveMultiplier);
            Export_Normal(m, textureExporter, material);
            Export_OcclusionMetallicRoughness(m, textureExporter, material);

            return(material);
        }
示例#14
0
        public virtual void Export(GltfExportSettings meshExportSettings, ITextureSerializer textureSerializer)
        {
            var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
            var bufferIndex = glTF.AddBuffer(bytesBuffer);

            Nodes = Copy.transform.Traverse()
                    .Skip(1) // exclude root object for the symmetry with the importer
                    .ToList();

            var uniqueUnityMeshes = new List <MeshExportInfo>();

            MeshExportInfo.GetInfo(Nodes, uniqueUnityMeshes, meshExportSettings);

            #region Materials and Textures
            Materials = uniqueUnityMeshes.SelectMany(x => x.Materials).Where(x => x != null).Distinct().ToList();

            m_textureExporter = new TextureExporter(textureSerializer);

            var materialExporter = CreateMaterialExporter();
            glTF.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureExporter, m_settings)).ToList();
            #endregion

            #region Meshes
            MeshBlendShapeIndexMap = new Dictionary <Mesh, Dictionary <int, int> >();
            foreach (var unityMesh in uniqueUnityMeshes)
            {
                var(gltfMesh, blendShapeIndexMap) = meshExportSettings.DivideVertexBuffer
                    ? MeshExporter_DividedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials, m_settings.InverseAxis.Create(), meshExportSettings)
                    : MeshExporter_SharedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials, m_settings.InverseAxis.Create(), meshExportSettings)
                ;
                glTF.meshes.Add(gltfMesh);
                Meshes.Add(unityMesh.Mesh);
                if (!MeshBlendShapeIndexMap.ContainsKey(unityMesh.Mesh))
                {
                    // 重複防止
                    MeshBlendShapeIndexMap.Add(unityMesh.Mesh, blendShapeIndexMap);
                }
            }
            #endregion

            #region Nodes and Skins
            var skins = uniqueUnityMeshes
                        .SelectMany(x => x.Renderers)
                        .Where(x => x.Item1 is SkinnedMeshRenderer && x.UniqueBones != null)
                        .Select(x => x.Item1 as SkinnedMeshRenderer)
                        .ToList()
            ;
            foreach (var node in Nodes)
            {
                var gltfNode = ExportNode(node, Nodes, uniqueUnityMeshes, skins);
                glTF.nodes.Add(gltfNode);
            }
            glTF.scenes = new List <gltfScene>
            {
                new gltfScene
                {
                    nodes = Copy.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(),
                }
            };

            foreach (var x in uniqueUnityMeshes)
            {
                foreach (var(renderer, uniqueBones) in x.Renderers)
                {
                    if (uniqueBones != null && renderer is SkinnedMeshRenderer smr)
                    {
                        var matrices = x.GetBindPoses().Select(m_settings.InverseAxis.Create().InvertMat4).ToArray();
                        var accessor = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE);
                        var skin     = new glTFSkin
                        {
                            inverseBindMatrices = accessor,
                            joints   = uniqueBones.Select(y => Nodes.IndexOf(y)).ToArray(),
                            skeleton = Nodes.IndexOf(smr.rootBone),
                        };
                        var skinIndex = glTF.skins.Count;
                        glTF.skins.Add(skin);

                        foreach (var z in Nodes.Where(y => y.Has(renderer)))
                        {
                            var nodeIndex = Nodes.IndexOf(z);
                            var node      = glTF.nodes[nodeIndex];
                            node.skin = skinIndex;
                        }
                    }
                }
            }
            #endregion

#if UNITY_EDITOR
            #region Animations

            var clips     = new List <AnimationClip>();
            var animator  = Copy.GetComponent <Animator>();
            var animation = Copy.GetComponent <Animation>();
            if (animator != null)
            {
                clips = AnimationExporter.GetAnimationClips(animator);
            }
            else if (animation != null)
            {
                clips = AnimationExporter.GetAnimationClips(animation);
            }

            if (clips.Any())
            {
                foreach (AnimationClip clip in clips)
                {
                    var animationWithCurve = AnimationExporter.Export(clip, Copy.transform, Nodes);

                    foreach (var kv in animationWithCurve.SamplerMap)
                    {
                        var sampler = animationWithCurve.Animation.samplers[kv.Key];

                        var inputAccessorIndex = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Input);
                        sampler.input = inputAccessorIndex;

                        var outputAccessorIndex = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Output);
                        sampler.output = outputAccessorIndex;

                        // modify accessors
                        var outputAccessor = glTF.accessors[outputAccessorIndex];
                        var channel        = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key);
                        switch (glTFAnimationTarget.GetElementCount(channel.target.path))
                        {
                        case 1:
                            outputAccessor.type = "SCALAR";
                            //outputAccessor.count = ;
                            break;

                        case 3:
                            outputAccessor.type   = "VEC3";
                            outputAccessor.count /= 3;
                            break;

                        case 4:
                            outputAccessor.type   = "VEC4";
                            outputAccessor.count /= 4;
                            break;

                        default:
                            throw new NotImplementedException();
                        }
                    }
                    animationWithCurve.Animation.name = clip.name;
                    glTF.animations.Add(animationWithCurve.Animation);
                }
            }
            #endregion
#endif

            ExportExtensions(textureSerializer);

            // Extension で Texture が増える場合があるので最後に呼ぶ
            var exported = m_textureExporter.Export();
            for (var exportedTextureIdx = 0; exportedTextureIdx < exported.Count; ++exportedTextureIdx)
            {
                var(unityTexture, colorSpace) = exported[exportedTextureIdx];
                glTF.PushGltfTexture(bufferIndex, unityTexture, colorSpace, textureSerializer);
            }

            FixName(glTF);
        }
        /// <summary>
        /// Divide vertex buffer(Position, Normal, UV, VertexColor, Skinning and BlendShapes) by submesh usage, then export
        /// </summary>
        /// <param name="gltf"></param>
        /// <param name="gltfBuffer"></param>
        /// <param name="unityMesh"></param>
        /// <param name="unityMaterials"></param>
        /// <param name="axisInverter"></param>
        /// <param name="settings"></param>
        /// <returns></returns>
        public static (glTFMesh, Dictionary <int, int>) Export(ExportingGltfData data,
                                                               MeshExportInfo unityMesh, List <Material> unityMaterials,
                                                               IAxisInverter axisInverter, GltfExportSettings settings)
        {
            var mesh     = unityMesh.Mesh;
            var gltfMesh = new glTFMesh(mesh.name);

            if (settings.ExportTangents)
            {
                // no support
                throw new NotImplementedException();
            }

            var positions   = mesh.vertices;
            var normals     = mesh.normals;
            var uv          = mesh.uv;
            var boneWeights = mesh.boneWeights;

            if (boneWeights.All(x => x.weight0 == 0 && x.weight1 == 0 && x.weight2 == 0 && x.weight3 == 0))
            {
                boneWeights = null;
            }
            var colors = mesh.colors;

            Func <int, int> getJointIndex = null;

            if (boneWeights != null && boneWeights.Length == positions.Length)
            {
                getJointIndex = unityMesh.GetJointIndex;
            }

            Vector3[] blendShapePositions = new Vector3[mesh.vertexCount];
            Vector3[] blendShapeNormals   = new Vector3[mesh.vertexCount];

            var vColorState       = VertexColorUtility.DetectVertexColor(mesh, unityMaterials);
            var exportVertexColor = (
                (settings.KeepVertexColor && mesh.colors != null && mesh.colors.Length == mesh.vertexCount) || // vertex color を残す設定
                vColorState == VertexColorState.ExistsAndIsUsed || // VColor使っている
                vColorState == VertexColorState.ExistsAndMixed    // VColorを使っているところと使っていないところが混在(とりあえずExportする)
                );

            var usedIndices = new List <int>();

            for (int i = 0; i < mesh.subMeshCount; ++i)
            {
                var indices = mesh.GetIndices(i);
                var hash    = new HashSet <int>(indices);

                // aggregate vertex attributes
                var buffer = new MeshExportUtil.VertexBuffer(indices.Length, getJointIndex);
                usedIndices.Clear();
                for (int k = 0; k < positions.Length; ++k)
                {
                    if (hash.Contains(k))
                    {
                        // aggregate indices
                        usedIndices.Add(k);
                        buffer.PushVertex(k,
                                          axisInverter.InvertVector3(positions[k]), // POSITION
                                          axisInverter.InvertVector3(normals[k]),   // NORMAL
                                          uv[k].ReverseUV()                         // UV
                                          );
                        if (getJointIndex != null)
                        {
                            buffer.PushBoneWeight(boneWeights[k]);
                        }
                        if (exportVertexColor)
                        {
                            buffer.PushColor(colors[k]);
                        }
                    }
                }

                var material      = unityMesh.Materials[i];
                var materialIndex = -1;
                if (material != null)
                {
                    materialIndex = unityMaterials.IndexOf(material);
                }

                var flipped = new List <int>();
                for (int j = 0; j < indices.Length; j += 3)
                {
                    var t0 = indices[j];
                    var t1 = indices[j + 1];
                    var t2 = indices[j + 2];
                    flipped.Add(t2);
                    flipped.Add(t1);
                    flipped.Add(t0);
                }
                var gltfPrimitive = buffer.ToGltfPrimitive(data, materialIndex, flipped);

                // blendShape(morph target)
                for (int j = 0; j < mesh.blendShapeCount; ++j)
                {
                    var blendShape = new MeshExportUtil.BlendShapeBuffer(usedIndices.Count);

                    // aggriage morph target
                    mesh.GetBlendShapeFrameVertices(j, 0, blendShapePositions, blendShapeNormals, null);
                    int l = 0;
                    foreach (var k in usedIndices)
                    {
                        blendShape.Set(l++,
                                       axisInverter.InvertVector3(blendShapePositions[k]),
                                       axisInverter.InvertVector3(blendShapeNormals[k]));
                    }

                    gltfPrimitive.targets.Add(blendShape.ToGltf(data, !settings.ExportOnlyBlendShapePosition,
                                                                settings.UseSparseAccessorForMorphTarget));
                }

                gltfMesh.primitives.Add(gltfPrimitive);
            }

            var targetNames = Enumerable.Range(0, mesh.blendShapeCount).Select(x => mesh.GetBlendShapeName(x)).ToArray();

            gltf_mesh_extras_targetNames.Serialize(gltfMesh, targetNames);

            return(gltfMesh, Enumerable.Range(0, mesh.blendShapeCount).ToDictionary(x => x, x => x));
        }
示例#16
0
        /// <summary>
        /// Divide vertex buffer(Position, Normal, UV, VertexColor, Skinning and BlendShapes) by submesh usage, then export
        /// </summary>
        /// <param name="gltf"></param>
        /// <param name="gltfBuffer"></param>
        /// <param name="unityMesh"></param>
        /// <param name="unityMaterials"></param>
        /// <param name="axisInverter"></param>
        /// <param name="settings"></param>
        /// <returns></returns>
        public static (glTFMesh, Dictionary <int, int>) Export(glTF gltf, int gltfBuffer,
                                                               MeshExportInfo unityMesh, List <Material> unityMaterials,
                                                               IAxisInverter axisInverter, GltfExportSettings settings)
        {
            var mesh     = unityMesh.Mesh;
            var gltfMesh = new glTFMesh(mesh.name);

            if (settings.ExportTangents)
            {
                // no support
                throw new NotImplementedException();
            }

            var positions   = mesh.vertices;
            var normals     = mesh.normals;
            var uv          = mesh.uv;
            var boneWeights = mesh.boneWeights;

            Func <int, int> getJointIndex = null;

            if (boneWeights != null && boneWeights.Length == positions.Length)
            {
                getJointIndex = unityMesh.GetJointIndex;
            }

            Vector3[] blendShapePositions = new Vector3[mesh.vertexCount];
            Vector3[] blendShapeNormals   = new Vector3[mesh.vertexCount];

            var usedIndices = new List <int>();

            for (int i = 0; i < mesh.subMeshCount; ++i)
            {
                var indices = mesh.GetIndices(i);
                var hash    = new HashSet <int>(indices);

                // aggrigate vertex attributes
                var buffer = new MeshExportUtil.VertexBuffer(indices.Length, getJointIndex);
                usedIndices.Clear();
                for (int k = 0; k < positions.Length; ++k)
                {
                    if (hash.Contains(k))
                    {
                        // aggrigate indices
                        usedIndices.Add(k);
                        buffer.Push(k, axisInverter.InvertVector3(positions[k]), axisInverter.InvertVector3(normals[k]), uv[k].ReverseUV());
                        if (getJointIndex != null)
                        {
                            buffer.Push(boneWeights[k]);
                        }
                    }
                }

                var material      = unityMesh.Materials[i];
                var materialIndex = -1;
                if (material != null)
                {
                    materialIndex = unityMaterials.IndexOf(material);
                }

                var flipped = new List <int>();
                for (int j = 0; j < indices.Length; j += 3)
                {
                    var t0 = indices[j];
                    var t1 = indices[j + 1];
                    var t2 = indices[j + 2];
                    flipped.Add(t2);
                    flipped.Add(t1);
                    flipped.Add(t0);
                }
                var gltfPrimitive = buffer.ToGltfPrimitive(gltf, gltfBuffer, materialIndex, flipped);

                // blendShape(morph target)
                for (int j = 0; j < mesh.blendShapeCount; ++j)
                {
                    var blendShape = new MeshExportUtil.BlendShapeBuffer(usedIndices.Count);

                    // aggriage morph target
                    mesh.GetBlendShapeFrameVertices(j, 0, blendShapePositions, blendShapeNormals, null);
                    int l = 0;
                    foreach (var k in usedIndices)
                    {
                        blendShape.Set(l++,
                                       axisInverter.InvertVector3(blendShapePositions[k]),
                                       axisInverter.InvertVector3(blendShapeNormals[k]));
                    }

                    gltfPrimitive.targets.Add(blendShape.ToGltf(gltf, gltfBuffer, !settings.ExportOnlyBlendShapePosition,
                                                                settings.UseSparseAccessorForMorphTarget));
                }

                gltfMesh.primitives.Add(gltfPrimitive);
            }

            var targetNames = Enumerable.Range(0, mesh.blendShapeCount).Select(x => mesh.GetBlendShapeName(x)).ToArray();

            gltf_mesh_extras_targetNames.Serialize(gltfMesh, targetNames);

            return(gltfMesh, Enumerable.Range(0, mesh.blendShapeCount).ToDictionary(x => x, x => x));
        }