gltfExporter.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UniGLTF
{
public class gltfExporter : IDisposable
{
const string CONVERT_HUMANOID_KEY = UniGLTFVersion.MENU + "/Export";
#if UNITY_EDITOR
[MenuItem(CONVERT_HUMANOID_KEY, true, 1)]
private static bool ExportValidate()
{
return Selection.activeObject != null && Selection.activeObject is GameObject;
}
[MenuItem(CONVERT_HUMANOID_KEY, false, 1)]
private static void ExportFromMenu()
{
var go = Selection.activeObject as GameObject;
var path = EditorUtility.SaveFilePanel(
"Save glb",
"",
go.name + ".glb",
"glb");
if (string.IsNullOrEmpty(path))
{
return;
}
var gltf = new glTF();
using (var exporter = new gltfExporter(gltf))
{
exporter.Prepare(go);
exporter.Export();
}
var bytes = gltf.ToGlbBytes();
File.WriteAllBytes(path, bytes);
if (path.StartsWithUnityAssetPath())
{
AssetDatabase.ImportAsset(path.ToUnityRelativePath());
AssetDatabase.Refresh();
}
}
#endif
glTF glTF;
public bool UseSparseAccessorForBlendShape
{
get;
set;
}
public GameObject Copy
{
get;
protected set;
}
public List<Mesh> Meshes
{
get;
private set;
}
public List<Transform> Nodes
{
get;
private set;
}
public List<Material> Materials
{
get;
private set;
}
public TextureExportManager TextureManager;
protected virtual IMaterialExporter CreateMaterialExporter()
{
return new MaterialExporter();
}
/// <summary>
/// このエクスポーターがサポートするExtension
/// </summary>
protected virtual IEnumerable<string> ExtensionUsed
{
get
{
yield return glTF_KHR_materials_unlit.ExtensionName;
}
}
public gltfExporter(glTF gltf)
{
glTF = gltf;
glTF.extensionsUsed.AddRange(ExtensionUsed);
glTF.asset = new glTFAssets
{
generator = "UniGLTF-" + UniGLTFVersion.VERSION,
version = "2.0",
};
}
public static glTF Export(GameObject go)
{
var gltf = new glTF();
using (var exporter = new gltfExporter(gltf))
{
exporter.Prepare(go);
exporter.Export();
}
return gltf;
}
public virtual void Prepare(GameObject go)
{
// コピーを作って、Z軸を反転することで左手系を右手系に変換する
Copy = GameObject.Instantiate(go);
Copy.transform.ReverseZRecursive();
}
public void Export()
{
FromGameObject(glTF, Copy, UseSparseAccessorForBlendShape);
}
public void Dispose()
{
if (Application.isEditor)
{
GameObject.DestroyImmediate(Copy);
}
else
{
GameObject.Destroy(Copy);
}
}
#region Export
static glTFNode ExportNode(Transform x, List<Transform> nodes, List<Renderer> renderers, List<SkinnedMeshRenderer> skins)
{
var node = new glTFNode
{
name = x.name,
children = x.transform.GetChildren().Select(y => nodes.IndexOf(y)).ToArray(),
rotation = x.transform.localRotation.ToArray(),
translation = x.transform.localPosition.ToArray(),
scale = x.transform.localScale.ToArray(),
};
if (x.gameObject.activeInHierarchy)
{
var meshRenderer = x.GetComponent<MeshRenderer>();
if (meshRenderer != null)
{
node.mesh = renderers.IndexOf(meshRenderer);
}
var skinnredMeshRenderer = x.GetComponent<SkinnedMeshRenderer>();
if (skinnredMeshRenderer != null)
{
node.mesh = renderers.IndexOf(skinnredMeshRenderer);
node.skin = skins.IndexOf(skinnredMeshRenderer);
}
}
return node;
}
void FromGameObject(glTF gltf, GameObject go, bool useSparseAccessorForMorphTarget = false)
{
var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
var bufferIndex = gltf.AddBuffer(bytesBuffer);
GameObject tmpParent = null;
if (go.transform.childCount == 0)
{
tmpParent = new GameObject("tmpParent");
go.transform.SetParent(tmpParent.transform, true);
go = tmpParent;
}
try
{
Nodes = go.transform.Traverse()
.Skip(1) // exclude root object for the symmetry with the importer
.ToList();
#region Materials and Textures
Materials = Nodes.SelectMany(x => x.GetSharedMaterials()).Where(x => x != null).Distinct().ToList();
var unityTextures = Materials.SelectMany(x => TextureIO.GetTextures(x)).Where(x => x.Texture != null).Distinct().ToList();
TextureManager = new TextureExportManager(unityTextures.Select(x => x.Texture));
var materialExporter = CreateMaterialExporter();
gltf.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureManager)).ToList();
for (int i = 0; i < unityTextures.Count; ++i)
{
var unityTexture = unityTextures[i];
TextureIO.ExportTexture(gltf, bufferIndex, TextureManager.GetExportTexture(i), unityTexture.TextureType);
}
#endregion
#region Meshes
var unityMeshes = Nodes
.Select(x => new MeshWithRenderer
{
Mesh = x.GetSharedMesh(),
Rendererer = x.GetComponent<Renderer>(),
})
.Where(x =>
{
if (x.Mesh == null)
{
return false;
}
if (x.Rendererer.sharedMaterials == null
|| x.Rendererer.sharedMaterials.Length == 0)
{
return false;
}
return true;
})
.ToList();
MeshExporter.ExportMeshes(gltf, bufferIndex, unityMeshes, Materials, useSparseAccessorForMorphTarget);
Meshes = unityMeshes.Select(x => x.Mesh).ToList();
#endregion
#region Nodes and Skins
var unitySkins = Nodes
.Select(x => x.GetComponent<SkinnedMeshRenderer>()).Where(x =>
x != null
&& x.bones != null
&& x.bones.Length > 0)
.ToList();
gltf.nodes = Nodes.Select(x => ExportNode(x, Nodes, unityMeshes.Select(y => y.Rendererer).ToList(), unitySkins)).ToList();
gltf.scenes = new List<gltfScene>
{
new gltfScene
{
nodes = go.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(),
}
};
foreach (var x in unitySkins)
{
var matrices = x.sharedMesh.bindposes.Select(y => y.ReverseZ()).ToArray();
var accessor = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE);
var skin = new glTFSkin
{
inverseBindMatrices = accessor,
joints = x.bones.Select(y => Nodes.IndexOf(y)).ToArray(),
skeleton = Nodes.IndexOf(x.rootBone),
};
var skinIndex = gltf.skins.Count;
gltf.skins.Add(skin);
foreach (var z in Nodes.Where(y => y.Has(x)))
{
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 = go.GetComponent<Animator>();
var animation = go.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, go.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
}
finally
{
if (tmpParent != null)
{
tmpParent.transform.GetChild(0).SetParent(null);
if (Application.isPlaying)
{
GameObject.Destroy(tmpParent);
}
else
{
GameObject.DestroyImmediate(tmpParent);
}
}
}
}
#endregion
}
}