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- 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, BabylonScene babylonScene)
- {
- RaiseMessage("GLTFExporter.Mesh | Export mesh named: " + babylonMesh.name, 1);
- // --------------------------
- // --- Mesh from babylon ----
- // --------------------------
- if (babylonMesh.positions == null)
- {
- RaiseMessage("GLTFExporter.Mesh | Mesh is a dummy", 2);
- return null;
- }
- RaiseMessage("GLTFExporter.Mesh | Mesh from babylon", 2);
- // 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, 3);
- RaiseMessage("GLTFExporter.Mesh | hasUV=" + hasUV, 3);
- RaiseMessage("GLTFExporter.Mesh | hasUV2=" + hasUV2, 3);
- RaiseMessage("GLTFExporter.Mesh | hasColor=" + hasColor, 3);
- // Retreive vertices data from babylon mesh
- List<GLTFGlobalVertex> globalVertices = new List<GLTFGlobalVertex>();
- for (int indexVertex = 0; indexVertex < nbVertices; indexVertex++)
- {
- GLTFGlobalVertex globalVertex = new GLTFGlobalVertex();
- globalVertex.Position = createIPoint3(babylonMesh.positions, indexVertex);
- // Switch from left to right handed coordinate system
- //globalVertex.Position.X *= -1;
- globalVertex.Normal = createIPoint3(babylonMesh.normals, indexVertex);
- if (hasUV)
- {
- globalVertex.UV = createIPoint2(babylonMesh.uvs, indexVertex);
- // 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, indexVertex);
- // 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, indexVertex).ToArray();
- }
- globalVertices.Add(globalVertex);
- }
- // Retreive indices from babylon mesh
- List<ushort> babylonIndices = new List<ushort>();
- babylonIndices = babylonMesh.indices.ToList().ConvertAll(new Converter<int, ushort>(n => (ushort)n));
- // For triangle primitives in gltf, the front face has a counter-clockwise (CCW) winding order
- // Swap face side
- //for (int i = 0; i < babylonIndices.Count; i += 3)
- //{
- // var tmp = babylonIndices[i];
- // babylonIndices[i] = babylonIndices[i + 2];
- // babylonIndices[i + 2] = tmp;
- //}
- // --------------------------
- // ------- Init glTF --------
- // --------------------------
- RaiseMessage("GLTFExporter.Mesh | Init glTF", 2);
- // Mesh
- var gltfMesh = new GLTFMesh { name = babylonMesh.name };
- gltfMesh.index = gltf.MeshesList.Count;
- gltf.MeshesList.Add(gltfMesh);
- gltfMesh.idGroupInstance = babylonMesh.idGroupInstance;
- // Buffer
- var buffer = gltf.buffer;
- if (buffer == null)
- {
- buffer = new GLTFBuffer
- {
- uri = gltf.OutputFile + ".bin"
- };
- buffer.index = gltf.BuffersList.Count;
- gltf.BuffersList.Add(buffer);
- gltf.buffer = buffer;
- }
- // BufferView - Scalar
- var bufferViewScalar = gltf.bufferViewScalar;
- if (bufferViewScalar == null)
- {
- bufferViewScalar = new GLTFBufferView
- {
- name = "bufferViewScalar",
- buffer = buffer.index,
- Buffer = buffer
- };
- bufferViewScalar.index = gltf.BufferViewsList.Count;
- gltf.BufferViewsList.Add(bufferViewScalar);
- gltf.bufferViewScalar = bufferViewScalar;
- }
- // BufferView - Vector3
- var bufferViewFloatVec3 = gltf.bufferViewFloatVec3;
- if (bufferViewFloatVec3 == null)
- {
- 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);
- gltf.bufferViewFloatVec3 = bufferViewFloatVec3;
- }
- // BufferView - Vector4
- GLTFBufferView bufferViewFloatVec4 = null;
- if (hasColor)
- {
- bufferViewFloatVec4 = gltf.bufferViewFloatVec4;
- if (bufferViewFloatVec4 == null)
- {
- 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);
- gltf.bufferViewFloatVec4 = bufferViewFloatVec4;
- }
- }
- // BufferView - Vector2
- GLTFBufferView bufferViewFloatVec2 = null;
- if (hasUV || hasUV2)
- {
- bufferViewFloatVec2 = gltf.bufferViewFloatVec2;
- if (bufferViewFloatVec2 == null)
- {
- 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);
- gltf.bufferViewFloatVec2 = bufferViewFloatVec2;
- }
- }
- // --------------------------
- // ---- glTF primitives -----
- // --------------------------
- RaiseMessage("GLTFExporter.Mesh | glTF primitives", 2);
- var meshPrimitives = new List<GLTFMeshPrimitive>();
- // Global vertices are sorted per submesh
- var globalVerticesSubMeshes = new List<List<GLTFGlobalVertex>>();
- // In gltf, indices of each mesh primitive are 0-based (ie: min value is 0)
- // Thus, the gltf indices list is a concatenation of sub lists all 0-based
- // Example for 2 triangles, each being a submesh:
- // babylonIndices = {0,1,2, 3,4,5} gives as result gltfIndicies = {0,1,2, 0,1,2}
- var gltfIndices = new List<ushort>();
-
- foreach (BabylonSubMesh babylonSubMesh in babylonMesh.subMeshes)
- {
- // --------------------------
- // ------ SubMesh data ------
- // --------------------------
- List<GLTFGlobalVertex> globalVerticesSubMesh = globalVertices.GetRange(babylonSubMesh.verticesStart, babylonSubMesh.verticesCount);
- globalVerticesSubMeshes.Add(globalVerticesSubMesh);
- List<ushort> _indices = babylonIndices.GetRange(babylonSubMesh.indexStart, babylonSubMesh.indexCount);
- // Indices of this submesh / primitive are updated to be 0-based
- var minIndiceValue = _indices.Min(); // Should be equal to babylonSubMesh.indexStart
- for (int indexIndice = 0; indexIndice < _indices.Count; indexIndice++)
- {
- _indices[indexIndice] -= minIndiceValue;
- }
- gltfIndices.AddRange(_indices);
- // --------------------------
- // -- Init glTF primitive ---
- // --------------------------
- // MeshPrimitive
- var meshPrimitive = new GLTFMeshPrimitive
- {
- attributes = new Dictionary<string, int>()
- };
- meshPrimitives.Add(meshPrimitive);
- // 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);
- // Accessor - Colors
- GLTFAccessor accessorColors = null;
- if (hasColor)
- {
- 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);
- }
- // 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);
- }
-
- // --------------------------
- // - Update glTF primitive --
- // --------------------------
- RaiseMessage("GLTFExporter.Mesh | Mesh as glTF", 3);
- // Material
- if (babylonMesh.materialId != null)
- {
- // Retreive the babylon material
- var babylonMaterialId = babylonMesh.materialId;
- var babylonMaterials = new List<BabylonMaterial>(babylonScene.materials);
- var babylonMaterial = babylonMaterials.Find(_babylonMaterial => _babylonMaterial.id == babylonMaterialId);
- if (babylonMaterial == null)
- {
- // It's a multi material
- var babylonMultiMaterials = new List<BabylonMultiMaterial>(babylonScene.multiMaterials);
- var babylonMultiMaterial = babylonMultiMaterials.Find(_babylonMultiMaterial => _babylonMultiMaterial.id == babylonMesh.materialId);
- babylonMaterialId = babylonMultiMaterial.materials[babylonSubMesh.materialIndex];
- babylonMaterial = babylonMaterials.Find(_babylonMaterial => _babylonMaterial.id == babylonMaterialId);
- }
- // Update primitive material index
- var indexMaterial = babylonMaterialsToExport.FindIndex(_babylonMaterial => _babylonMaterial == babylonMaterial);
- if (indexMaterial == -1)
- {
- // Store material for exportation
- indexMaterial = babylonMaterialsToExport.Count;
- babylonMaterialsToExport.Add(babylonMaterial);
- }
- meshPrimitive.material = indexMaterial;
- // TODO - Add and retreive info from babylon material
- meshPrimitive.mode = GLTFMeshPrimitive.FillMode.TRIANGLES;
- }
- // Update min and max vertex position for each component (X, Y, Z)
- globalVerticesSubMesh.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);
- // Ensure the byteoffset is a multiple of 4
- // Indices accessor element size if 2
- // So the count needs to be even
- if (gltfIndices.Count % 2 != 0)
- {
- gltfIndices.Add(0);
- bufferViewScalar.byteLength += 2;
- buffer.byteLength += 2;
- }
- // Vector3
- AddElementsToAccessor(accessorPositions, globalVerticesSubMesh.Count);
- AddElementsToAccessor(accessorNormals, globalVerticesSubMesh.Count);
- // Vector4
- if (hasColor)
- {
- AddElementsToAccessor(accessorColors, globalVerticesSubMesh.Count);
- }
- // Vector2
- if (hasUV)
- {
- AddElementsToAccessor(accessorUVs, globalVerticesSubMesh.Count);
- }
- if (hasUV2)
- {
- AddElementsToAccessor(accessorUV2s, globalVerticesSubMesh.Count);
- }
- }
- gltfMesh.primitives = meshPrimitives.ToArray();
-
- // Update byte offset of bufferViews
- GLTFBufferView lastBufferView = null;
- gltf.BufferViewsList.FindAll(bufferView => bufferView.buffer == buffer.index).ForEach(bufferView =>
- {
- if (lastBufferView != null)
- {
- bufferView.byteOffset = lastBufferView.byteOffset + lastBufferView.byteLength;
- }
- lastBufferView = bufferView;
- });
- // --------------------------
- // --------- Saving ---------
- // --------------------------
- RaiseMessage("GLTFExporter.Mesh | saving", 2);
- // BufferView - Scalar
- gltfIndices.ForEach(n => bufferViewScalar.bytesList.AddRange(BitConverter.GetBytes(n)));
- // BufferView - Vector3
- globalVerticesSubMeshes.ForEach(globalVerticesSubMesh =>
- {
- List<float> vertices = globalVerticesSubMesh.SelectMany(v => new[] { v.Position.X, v.Position.Y, v.Position.Z }).ToList();
- vertices.ForEach(n => bufferViewFloatVec3.bytesList.AddRange(BitConverter.GetBytes(n)));
- List<float> normals = globalVerticesSubMesh.SelectMany(v => new[] { v.Normal.X, v.Normal.Y, v.Normal.Z }).ToList();
- normals.ForEach(n => bufferViewFloatVec3.bytesList.AddRange(BitConverter.GetBytes(n)));
- });
- // BufferView - Vector4
- globalVerticesSubMeshes.ForEach(globalVerticesSubMesh =>
- {
- if (hasColor)
- {
- List<float> colors = globalVerticesSubMesh.SelectMany(v => new[] { v.Color[0], v.Color[1], v.Color[2], v.Color[3] }).ToList();
- colors.ForEach(n => bufferViewFloatVec4.bytesList.AddRange(BitConverter.GetBytes(n)));
- }
- });
- // BufferView - Vector2
- globalVerticesSubMeshes.ForEach(globalVerticesSubMesh =>
- {
- if (hasUV)
- {
- List<float> uvs = globalVerticesSubMesh.SelectMany(v => new[] { v.UV.X, v.UV.Y }).ToList();
- uvs.ForEach(n => bufferViewFloatVec2.bytesList.AddRange(BitConverter.GetBytes(n)));
- }
- if (hasUV2)
- {
- List<float> uvs2 = globalVerticesSubMesh.SelectMany(v => new[] { v.UV2.X, v.UV2.Y }).ToList();
- uvs2.ForEach(n => bufferViewFloatVec2.bytesList.AddRange(BitConverter.GetBytes(n)));
- }
- });
- //// Write data to binary file
- //string outputBinaryFile = Path.Combine(gltf.OutputPath, gltfMesh.name + ".bin");
- //RaiseMessage("GLTFExporter.Mesh | Saving " + outputBinaryFile, 2);
- //using (BinaryWriter writer = new BinaryWriter(File.Open(outputBinaryFile, FileMode.Create)))
- //{
- // bytesList.ForEach(b => writer.Write(b));
- //}
- 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();
- }
- }
- }
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