public static LODNode CreateLOD(LODGroup group, LOD lod) { Transform root = group.transform; LODNode lodNode = new LODNode(); Renderer[] renderers = lod.renderers; List <Transform[]> rendererTransformPaths = new List <Transform[]>(); // filter the renderers into gameobjects with unique roots in the group (i.e. if two renderers share a parent just add the parent gameobject) for (int i = 0; i < renderers.Length; i++) { rendererTransformPaths.Add(TransformConverter.CreateTransformPath(renderers[i].transform, root)); } return(lodNode); }
public static void Export(GameObject[] gameObjects, string saveFileName, ExportSettings settings) { MeshConverter.ClearCaches(); TextureConverter.ClearCaches(); MaterialConverter.ClearCaches(); ShaderMappingIO.ClearCaches(); GraphBuilderInterface.unity2vsg_BeginExport(); List <PipelineData> storePipelines = new List <PipelineData>(); bool insideLODGroup = false; bool firstNodeAdded = false; System.Action <GameObject> processGameObject = null; processGameObject = (GameObject go) => { // determine the gameObject type Transform gotrans = go.transform; bool nodeAdded = false; // does it have a none identiy local matrix if (gotrans.localPosition != Vector3.zero || gotrans.localRotation != Quaternion.identity || gotrans.localScale != Vector3.one) { if (firstNodeAdded || !settings.zeroRootTransform) { // add as a transform TransformData transformdata = TransformConverter.CreateTransformData(gotrans); GraphBuilderInterface.unity2vsg_AddTransformNode(transformdata); nodeAdded = true; } } // do we need to insert a group if (!nodeAdded)// && gotrans.childCount > 0) { //add as a group GraphBuilderInterface.unity2vsg_AddGroupNode(); nodeAdded = true; } firstNodeAdded = true; bool meshexported = false; // get the meshrender here so we can check if the LOD exports the the mesh MeshFilter meshFilter = go.GetComponent <MeshFilter>(); MeshRenderer meshRenderer = go.GetComponent <MeshRenderer>(); // does this node have an LOD group LODGroup lodgroup = go.GetComponent <LODGroup>(); if (lodgroup != null && !insideLODGroup) { // rather than process the children we figure out which renderers are in which children and add them as LOD children LOD[] lods = lodgroup.GetLODs(); if (lods.Length > 0) { // get bounds from first renderer if (lods[0].renderers.Length > 0) { CullData lodCullData = new CullData(); Bounds bounds = new Bounds(lods[0].renderers[0].bounds.center, lods[0].renderers[0].bounds.size); foreach (Renderer boundsrenderer in lods[0].renderers) { if (boundsrenderer != null) { bounds.Encapsulate(boundsrenderer.bounds); } } Vector3 center = bounds.center - gotrans.position; CoordSytemConverter.Convert(ref center); lodCullData.center = NativeUtils.ToNative(center); lodCullData.radius = bounds.size.magnitude * 0.5f; GraphBuilderInterface.unity2vsg_AddLODNode(lodCullData); insideLODGroup = true; for (int i = 0; i < lods.Length; i++) { // for now just support one renderer and assume it's under a seperate child gameObject if (lods[i].renderers.Length == 0) { continue; } LODChildData lodChild = new LODChildData(); lodChild.minimumScreenHeightRatio = lods[i].screenRelativeTransitionHeight; GraphBuilderInterface.unity2vsg_AddLODChild(lodChild); foreach (Renderer lodrenderer in lods[i].renderers) { if (lodrenderer == meshRenderer) { meshexported = true; ExportMesh(meshFilter.sharedMesh, meshRenderer, gotrans, settings, storePipelines); } else if (lodrenderer != null) { // now process the renderers gameobject, it'll be added to the group we just created by adding an LOD child processGameObject(lodrenderer.gameObject); } } GraphBuilderInterface.unity2vsg_EndNode(); } insideLODGroup = false; GraphBuilderInterface.unity2vsg_EndNode(); // end the lod node } } } else { // transverse any children for (int i = 0; i < gotrans.childCount; i++) { processGameObject(gotrans.GetChild(i).gameObject); } } // does it have a mesh if (!meshexported && meshFilter && meshFilter.sharedMesh && meshRenderer) { Mesh mesh = meshFilter.sharedMesh; ExportMesh(mesh, meshRenderer, gotrans, settings, storePipelines); } // does this node have a terrain Terrain terrain = go.GetComponent <Terrain>(); if (terrain != null) { ExportTerrainMesh(terrain, settings, storePipelines); } // if we added a group or transform step out if (nodeAdded) { GraphBuilderInterface.unity2vsg_EndNode(); } }; foreach (GameObject go in gameObjects) { processGameObject(go); } //GraphBuilderInterface.unity2vsg_EndNode(); // step out of convert coord system node GraphBuilderInterface.unity2vsg_EndExport(saveFileName); NativeLog.PrintReport(); }