GLTF.cs 4.6 KB

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  1. using System.Collections.Generic;
  2. using System.IO;
  3. using System.Runtime.Serialization;
  4. namespace GLTFExport.Entities
  5. {
  6. [DataContract]
  7. public class GLTF
  8. {
  9. [DataMember(IsRequired = true)]
  10. public GLTFAsset asset { get; set; }
  11. [DataMember(EmitDefaultValue = false)]
  12. public int? scene { get; set; }
  13. [DataMember(EmitDefaultValue = false)]
  14. public GLTFScene[] scenes { get; set; }
  15. [DataMember(EmitDefaultValue = false)]
  16. public GLTFNode[] nodes { get; set; }
  17. [DataMember(EmitDefaultValue = false)]
  18. public GLTFCamera[] cameras { get; set; }
  19. [DataMember(EmitDefaultValue = false)]
  20. public GLTFMesh[] meshes { get; set; }
  21. [DataMember(EmitDefaultValue = false)]
  22. public GLTFAccessor[] accessors { get; set; }
  23. [DataMember(EmitDefaultValue = false)]
  24. public GLTFBufferView[] bufferViews { get; set; }
  25. [DataMember(EmitDefaultValue = false)]
  26. public GLTFBuffer[] buffers { get; set; }
  27. [DataMember(EmitDefaultValue = false)]
  28. public GLTFMaterial[] materials { get; set; }
  29. [DataMember(EmitDefaultValue = false)]
  30. public GLTFTexture[] textures { get; set; }
  31. [DataMember(EmitDefaultValue = false)]
  32. public GLTFImage[] images { get; set; }
  33. [DataMember(EmitDefaultValue = false)]
  34. public GLTFSampler[] samplers { get; set; }
  35. public string OutputFolder { get; private set; }
  36. public string OutputFile { get; private set; }
  37. public List<GLTFNode> NodesList { get; private set; }
  38. public List<GLTFCamera> CamerasList { get; private set; }
  39. public List<GLTFBuffer> BuffersList { get; private set; }
  40. public List<GLTFBufferView> BufferViewsList { get; private set; }
  41. public List<GLTFAccessor> AccessorsList { get; private set; }
  42. public List<GLTFMesh> MeshesList { get; private set; }
  43. public List<GLTFMaterial> MaterialsList { get; private set; }
  44. public List<GLTFTexture> TexturesList { get; private set; }
  45. public List<GLTFImage> ImagesList { get; private set; }
  46. public List<GLTFSampler> SamplersList { get; private set; }
  47. public GLTFBuffer buffer;
  48. public GLTFBufferView bufferViewScalar;
  49. public GLTFBufferView bufferViewFloatVec3;
  50. public GLTFBufferView bufferViewFloatVec4;
  51. public GLTFBufferView bufferViewFloatVec2;
  52. public GLTFBufferView bufferViewImage;
  53. public GLTF(string outputPath)
  54. {
  55. OutputFolder = Path.GetDirectoryName(outputPath);
  56. OutputFile = Path.GetFileNameWithoutExtension(outputPath);
  57. NodesList = new List<GLTFNode>();
  58. CamerasList = new List<GLTFCamera>();
  59. BuffersList = new List<GLTFBuffer>();
  60. BufferViewsList = new List<GLTFBufferView>();
  61. AccessorsList = new List<GLTFAccessor>();
  62. MeshesList = new List<GLTFMesh>();
  63. MaterialsList = new List<GLTFMaterial>();
  64. TexturesList = new List<GLTFTexture>();
  65. ImagesList = new List<GLTFImage>();
  66. SamplersList = new List<GLTFSampler>();
  67. }
  68. public void Prepare()
  69. {
  70. scenes[0].Prepare();
  71. // Do not export empty arrays
  72. if (NodesList.Count > 0)
  73. {
  74. nodes = NodesList.ToArray();
  75. NodesList.ForEach(node => node.Prepare());
  76. }
  77. if (CamerasList.Count > 0)
  78. {
  79. cameras = CamerasList.ToArray();
  80. }
  81. if (BuffersList.Count > 0)
  82. {
  83. buffers = BuffersList.ToArray();
  84. }
  85. if (BufferViewsList.Count > 0)
  86. {
  87. bufferViews = BufferViewsList.ToArray();
  88. }
  89. if (AccessorsList.Count > 0)
  90. {
  91. accessors = AccessorsList.ToArray();
  92. }
  93. if (MeshesList.Count > 0)
  94. {
  95. meshes = MeshesList.ToArray();
  96. }
  97. if (MaterialsList.Count > 0)
  98. {
  99. materials = MaterialsList.ToArray();
  100. }
  101. if (TexturesList.Count > 0)
  102. {
  103. textures = TexturesList.ToArray();
  104. }
  105. if (ImagesList.Count > 0)
  106. {
  107. images = ImagesList.ToArray();
  108. }
  109. if (SamplersList.Count > 0)
  110. {
  111. samplers = SamplersList.ToArray();
  112. }
  113. }
  114. }
  115. }