using Autodesk.Max; using BabylonExport.Entities; using GLTFExport.Entities; using System; using System.Collections.Generic; using System.IO; using System.Linq; namespace Max2Babylon { partial class BabylonExporter { private GLTFMesh ExportMesh(BabylonMesh babylonMesh, GLTF gltf, GLTFNode gltfParentNode) { RaiseMessage("GLTFExporter.Mesh | ExportMesh babylonMesh.name=" + babylonMesh.name, 1); // -------------------------- // ---------- Node ---------- // -------------------------- RaiseMessage("GLTFExporter.Mesh | Node", 1); // Node var gltfNode = new GLTFNode(); gltfNode.name = babylonMesh.name; gltfNode.index = gltf.NodesList.Count; gltf.NodesList.Add(gltfNode); // Hierarchy if (gltfParentNode != null) { RaiseMessage("GLTFExporter.Mesh | Add " + babylonMesh.name + " as child to " + gltfParentNode.name, 2); gltfParentNode.ChildrenList.Add(gltfNode.index); } else { // It's a root node // Only root nodes are listed in a gltf scene RaiseMessage("GLTFExporter.Mesh | Add " + babylonMesh.name + " as root node to scene", 2); gltf.scenes[0].NodesList.Add(gltfNode.index); } // Transform gltfNode.translation = babylonMesh.position; if (babylonMesh.rotationQuaternion != null) { gltfNode.rotation = babylonMesh.rotationQuaternion; } else { // Convert rotation vector to quaternion // TODO - Fix it BabylonVector3 rotationVector3 = new BabylonVector3 { X = babylonMesh.rotation[0], Y = babylonMesh.rotation[1], Z = babylonMesh.rotation[2] }; gltfNode.rotation = rotationVector3.toQuaternion().ToArray(); RaiseMessage("GLTFExporter.Mesh | rotationVector3=[" + rotationVector3.X + "; " + rotationVector3.Y + "; " + rotationVector3.Z + "]", 2); RaiseMessage("GLTFExporter.Mesh | gltfNode.rotation=[" + gltfNode.rotation[0] + "; " + gltfNode.rotation[1] + "; " + gltfNode.rotation[2] + "; " + gltfNode.rotation[3] + "]", 2); } gltfNode.scale = babylonMesh.scaling; // -------------------------- // --- Mesh from babylon ---- // -------------------------- RaiseMessage("GLTFExporter.Mesh | Mesh from babylon", 1); // 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; RaiseMessage("GLTFExporter.Mesh | nbVertices=" + nbVertices, 2); RaiseMessage("GLTFExporter.Mesh | hasUV=" + hasUV, 2); RaiseMessage("GLTFExporter.Mesh | hasUV2=" + hasUV2, 2); RaiseMessage("GLTFExporter.Mesh | hasColor=" + hasColor, 2); // Retreive vertices data from babylon mesh List globalVertices = new List(); for (int i = 0; i < nbVertices; i++) { GLTFGlobalVertex globalVertex = new GLTFGlobalVertex(); globalVertex.Position = createIPoint3(babylonMesh.positions, i); globalVertex.Normal = createIPoint3(babylonMesh.normals, i); if (hasUV) { globalVertex.UV = createIPoint2(babylonMesh.uvs, i); // 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 = createIPoint2(babylonMesh.uvs2, i); // 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 = createIPoint4(babylonMesh.colors, i).ToArray(); } globalVertices.Add(globalVertex); } // Retreive indices from babylon mesh List indices = new List(); indices = babylonMesh.indices.ToList().ConvertAll(new Converter(n => (ushort)n)); // Swap face side for (int i = 0; i < indices.Count; i += 3) { var tmp = indices[i]; indices[i] = indices[i + 2]; indices[i+2] = tmp; } // -------------------------- // ------- Init glTF -------- // -------------------------- RaiseMessage("GLTFExporter.Mesh | Init glTF", 1); // Mesh var gltfMesh = new GLTFMesh { name = babylonMesh.name }; gltfMesh.index = gltf.MeshesList.Count; gltf.MeshesList.Add(gltfMesh); gltfNode.mesh = gltfMesh.index; gltfMesh.gltfNode = gltfNode; // MeshPrimitive var meshPrimitives = new List(); var meshPrimitive = new GLTFMeshPrimitive { attributes = new Dictionary(), mode = GLTFMeshPrimitive.FillMode.TRIANGLES // TODO reteive info from babylon material }; meshPrimitives.Add(meshPrimitive); // Buffer var buffer = new GLTFBuffer { uri = gltfMesh.name + ".bin" }; buffer.index = gltf.BuffersList.Count; gltf.BuffersList.Add(buffer); // BufferView - Scalar var bufferViewScalar = new GLTFBufferView { name = "bufferViewScalar", buffer = buffer.index, Buffer = buffer }; bufferViewScalar.index = gltf.BufferViewsList.Count; gltf.BufferViewsList.Add(bufferViewScalar); // BufferView - Vector3 var bufferViewFloatVec3 = new GLTFBufferView { name = "bufferViewFloatVec3", buffer = buffer.index, Buffer = buffer, byteOffset = 0, byteStride = 12 // Field only defined for buffer views that contain vertex attributes. A vertex needs 3 * 4 bytes }; bufferViewFloatVec3.index = gltf.BufferViewsList.Count; gltf.BufferViewsList.Add(bufferViewFloatVec3); // Accessor - Indices var accessorIndices = new GLTFAccessor { name = "accessorIndices", bufferView = bufferViewScalar.index, BufferView = bufferViewScalar, componentType = GLTFAccessor.ComponentType.UNSIGNED_SHORT, type = GLTFAccessor.TypeEnum.SCALAR.ToString() }; accessorIndices.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorIndices); meshPrimitive.indices = accessorIndices.index; // Accessor - Positions var accessorPositions = new GLTFAccessor { name = "accessorPositions", bufferView = bufferViewFloatVec3.index, BufferView = bufferViewFloatVec3, componentType = GLTFAccessor.ComponentType.FLOAT, type = GLTFAccessor.TypeEnum.VEC3.ToString(), min = new float[] { float.MaxValue, float.MaxValue, float.MaxValue }, max = new float[] { float.MinValue, float.MinValue, float.MinValue } }; accessorPositions.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorPositions); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.POSITION.ToString(), accessorPositions.index); // Accessor - Normals var accessorNormals = new GLTFAccessor { name = "accessorNormals", bufferView = bufferViewFloatVec3.index, BufferView = bufferViewFloatVec3, componentType = GLTFAccessor.ComponentType.FLOAT, type = GLTFAccessor.TypeEnum.VEC3.ToString() }; accessorNormals.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorNormals); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.NORMAL.ToString(), accessorNormals.index); // BufferView - Vector4 GLTFBufferView bufferViewFloatVec4 = null; // Accessor - Colors GLTFAccessor accessorColors = null; if (hasColor) { bufferViewFloatVec4 = new GLTFBufferView { name = "bufferViewFloatVec4", buffer = buffer.index, Buffer = buffer, byteOffset = 0, byteStride = 16 // Field only defined for buffer views that contain vertex attributes. A vertex needs 4 * 4 bytes }; bufferViewFloatVec4.index = gltf.BufferViewsList.Count; gltf.BufferViewsList.Add(bufferViewFloatVec4); accessorColors = new GLTFAccessor { name = "accessorColors", bufferView = bufferViewFloatVec4.index, BufferView = bufferViewFloatVec4, componentType = GLTFAccessor.ComponentType.FLOAT, type = GLTFAccessor.TypeEnum.VEC4.ToString() }; accessorColors.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorColors); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.COLOR_0.ToString(), accessorColors.index); } // BufferView - Vector2 GLTFBufferView bufferViewFloatVec2 = null; if (hasUV ||hasUV2) { bufferViewFloatVec2 = new GLTFBufferView { name = "bufferViewFloatVec2", buffer = buffer.index, Buffer = buffer, byteStride = 8 // Field only defined for buffer views that contain vertex attributes. A vertex needs 2 * 4 bytes }; bufferViewFloatVec2.index = gltf.BufferViewsList.Count; gltf.BufferViewsList.Add(bufferViewFloatVec2); } // Accessor - UV GLTFAccessor accessorUVs = null; if (hasUV) { accessorUVs = new GLTFAccessor { name = "accessorUVs", bufferView = bufferViewFloatVec2.index, BufferView = bufferViewFloatVec2, componentType = GLTFAccessor.ComponentType.FLOAT, type = GLTFAccessor.TypeEnum.VEC2.ToString() }; accessorUVs.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorUVs); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_0.ToString(), accessorUVs.index); } // Accessor - UV2 GLTFAccessor accessorUV2s = null; if (hasUV2) { accessorUV2s = new GLTFAccessor { name = "accessorUV2s", bufferView = bufferViewFloatVec2.index, BufferView = bufferViewFloatVec2, componentType = GLTFAccessor.ComponentType.FLOAT, type = GLTFAccessor.TypeEnum.VEC2.ToString() }; accessorUV2s.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorUV2s); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_1.ToString(), accessorUV2s.index); } // -------------------------- // ------ Mesh as glTF ------ // -------------------------- RaiseMessage("GLTFExporter.Mesh | Mesh as glTF", 1); // Material //TODO - Handle multimaterials GLTFMaterial gltfMaterial = gltf.MaterialsList.Find(material => material.id == babylonMesh.materialId); if (gltfMaterial != null) { meshPrimitive.material = gltfMaterial.index; } // Update min and max vertex position for each component (X, Y, Z) globalVertices.ForEach((globalVertex) => { var positionArray = new float[] { globalVertex.Position.X, globalVertex.Position.Y, globalVertex.Position.Z }; for (int indexComponent = 0; indexComponent < positionArray.Length; indexComponent++) { if (positionArray[indexComponent] < accessorPositions.min[indexComponent]) { accessorPositions.min[indexComponent] = positionArray[indexComponent]; } if (positionArray[indexComponent] > accessorPositions.max[indexComponent]) { accessorPositions.max[indexComponent] = positionArray[indexComponent]; } } }); // Update byte length and count of accessors, bufferViews and buffers // Scalar AddElementsToAccessor(accessorIndices, indices.Count); // Vector3 bufferViewFloatVec3.byteOffset = buffer.byteLength; AddElementsToAccessor(accessorPositions, globalVertices.Count); AddElementsToAccessor(accessorNormals, globalVertices.Count); // Vector4 if (hasColor) { bufferViewFloatVec4.byteOffset = buffer.byteLength; AddElementsToAccessor(accessorColors, globalVertices.Count); } // Vector2 if (hasUV || hasUV2) { bufferViewFloatVec2.byteOffset = buffer.byteLength; if (hasUV) { AddElementsToAccessor(accessorUVs, globalVertices.Count); } if (hasUV2) { AddElementsToAccessor(accessorUV2s, globalVertices.Count); } } // -------------------------- // --------- Saving --------- // -------------------------- string outputBinaryFile = Path.Combine(gltf.OutputPath, gltfMesh.name + ".bin"); RaiseMessage("GLTFExporter.Mesh | Saving " + outputBinaryFile, 1); using (BinaryWriter writer = new BinaryWriter(File.Open(outputBinaryFile, FileMode.Create))) { // Binary arrays List vertices = globalVertices.SelectMany(v => new[] { v.Position.X, v.Position.Y, v.Position.Z }).ToList(); List normals = globalVertices.SelectMany(v => new[] { v.Normal.X, v.Normal.Y, v.Normal.Z }).ToList(); List colors = new List(); if (hasColor) { colors = globalVertices.SelectMany(v => new[] { v.Color[0], v.Color[1], v.Color[2], v.Color[3] }).ToList(); } List uvs = new List(); if (hasUV) { uvs = globalVertices.SelectMany(v => new[] { v.UV.X, v.UV.Y }).ToList(); // No symetry required to perform 3dsMax => gltf conversion } List uvs2 = new List(); if (hasUV2) { uvs2 = globalVertices.SelectMany(v => new[] { v.UV2.X, v.UV2.Y }).ToList(); // No symetry required to perform 3dsMax => gltf conversion } // Write data to binary file indices.ForEach(n => writer.Write(n)); vertices.ForEach(n => writer.Write(n)); normals.ForEach(n => writer.Write(n)); colors.ForEach(n => writer.Write(n)); uvs.ForEach(n => writer.Write(n)); } gltfMesh.primitives = meshPrimitives.ToArray(); return gltfMesh; } private IPoint2 createIPoint2(float[] array, int index) { var startIndex = index * 2; return Loader.Global.Point2.Create(array[startIndex], array[startIndex + 1]); } private IPoint3 createIPoint3(float[] array, int index) { var startIndex = index * 3; return Loader.Global.Point3.Create(array[startIndex], array[startIndex + 1], array[startIndex + 2]); } private IPoint4 createIPoint4(float[] array, int index) { var startIndex = index * 4; return Loader.Global.Point4.Create(array[startIndex], array[startIndex + 1], array[startIndex + 2], array[startIndex + 3]); } private void AddElementsToAccessor(GLTFAccessor accessor, int count) { GLTFBufferView bufferView = accessor.BufferView; GLTFBuffer buffer = bufferView.Buffer; accessor.byteOffset = bufferView.byteLength; accessor.count += count; bufferView.byteLength += accessor.getByteLength(); buffer.byteLength += accessor.getByteLength(); } } }