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); }
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); } }
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); } }
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; }
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); } }
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; }
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); }
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(); } }
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); }
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); }
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)); }
/// <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)); }