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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using Autodesk.Max;
- using BabylonExport.Entities;
- using System.Runtime.InteropServices;
- namespace Max2Babylon
- {
- partial class BabylonExporter
- {
- Dictionary<IIGameSkin, List<int>> skinSortedBones = new Dictionary<IIGameSkin, List<int>>();
- List<int> SortBones(IIGameSkin skin)
- {
- List<int> boneIds = new List<int>();
- Dictionary<int, IIGameNode> boneIndex = new Dictionary<int, IIGameNode>();
- for (var index = 0; index < skin.TotalSkinBoneCount; index++)
- {
- var bone = skin.GetIGameBone(index, false);
- if (bone == null)
- {
- // non bone in skeletton
- boneIds.Add(-2);
- }
- else
- {
- boneIds.Add(bone.NodeID);
- boneIndex[bone.NodeID] = bone;
- }
- }
- while (true)
- {
- bool foundMisMatch = false;
- for (int i = 0; i < boneIds.Count; ++i)
- {
- var id = boneIds[i];
- if(id == -2)
- {
- continue;
- }
- var parent = boneIndex[id].NodeParent;
- if(parent != null)
- {
- var parentId = parent.NodeID;
- if (boneIds.IndexOf(parentId) > i)
- {
- boneIds.RemoveAt(i);
- boneIds.Insert(boneIds.IndexOf(parentId) + 1, id);
- foundMisMatch = true;
- break;
- }
- }
- }
- if(!foundMisMatch)
- {
- break;
- }
- }
- return boneIds;
- }
- private int bonesCount;
- private void ExportMesh(IIGameScene scene, IIGameNode meshNode, BabylonScene babylonScene)
- {
- if (meshNode.MaxNode.IsInstance())
- {
- return;
- }
- if (meshNode.MaxNode.GetBoolProperty("babylonjs_noexport"))
- {
- return;
- }
- if (!ExportHiddenObjects && meshNode.MaxNode.IsHidden(NodeHideFlags.None, false))
- {
- return;
- }
- var gameMesh = meshNode.IGameObject.AsGameMesh();
- bool initialized = gameMesh.InitializeData; //needed, the property is in fact a method initializing the exporter that has wrongly been auto
- // translated into a property because it has no parameters
- var babylonMesh = new BabylonMesh();
- babylonMesh.name = meshNode.Name;
- babylonMesh.id = meshNode.MaxNode.GetGuid().ToString();
- if (meshNode.NodeParent != null)
- {
- babylonMesh.parentId = meshNode.NodeParent.MaxNode.GetGuid().ToString();
- }
- // Misc.
- babylonMesh.isVisible = meshNode.MaxNode.Renderable == 1;
- babylonMesh.pickable = meshNode.MaxNode.GetBoolProperty("babylonjs_checkpickable");
- babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows == 1;
- babylonMesh.showBoundingBox = meshNode.MaxNode.GetBoolProperty("babylonjs_showboundingbox");
- babylonMesh.showSubMeshesBoundingBox = meshNode.MaxNode.GetBoolProperty("babylonjs_showsubmeshesboundingbox");
- babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics == 1;
- babylonMesh.alphaIndex = (int)meshNode.MaxNode.GetFloatProperty("babylonjs_alphaindex", 1000);
- // Collisions
- babylonMesh.checkCollisions = meshNode.MaxNode.GetBoolProperty("babylonjs_checkcollisions");
- bool isSkinned = gameMesh.IsObjectSkinned;
- var skin = gameMesh.IGameSkin;
- var unskinnedMesh = gameMesh;
- IGMatrix skinInitPoseMatrix = Loader.Global.GMatrix.Create(Loader.Global.Matrix3.Create(true));
- List<int> boneIds = null;
- if (isSkinned)
- {
- bonesCount = skin.TotalSkinBoneCount;
- skins.Add(skin);
- skinnedNodes.Add(meshNode);
- babylonMesh.skeletonId = skins.IndexOf(skin);
- skin.GetInitSkinTM(skinInitPoseMatrix);
- boneIds = SortBones(skin);
- skinSortedBones[skin] = boneIds;
- }
- // Position / rotation / scaling
- {
- var localTM = meshNode.GetObjectTM(0);
- var meshTrans = localTM.Translation;
- var meshRotation = localTM.Rotation;
- var meshScale = localTM.Scaling;
- babylonMesh.position = new float[] { meshTrans.X, meshTrans.Y, meshTrans.Z };
- babylonMesh.rotationQuaternion = new float[] { meshRotation.X, meshRotation.Y, meshRotation.Z, -meshRotation.W };
- babylonMesh.scaling = new float[] { meshScale.X, meshScale.Y, meshScale.Z };
- }
- // Mesh
- RaiseMessage(meshNode.Name, 1);
- if (unskinnedMesh != null && unskinnedMesh.IGameType == Autodesk.Max.IGameObject.ObjectTypes.Mesh && unskinnedMesh.MaxMesh != null)
- {
- if (unskinnedMesh.NumberOfFaces < 1)
- {
- RaiseError(string.Format("Mesh {0} has no face", babylonMesh.name), 2);
- }
- if (unskinnedMesh.NumberOfVerts < 3)
- {
- RaiseError(string.Format("Mesh {0} has not enough vertices", babylonMesh.name), 2);
- }
- if (unskinnedMesh.NumberOfVerts >= 65536)
- {
- RaiseWarning(string.Format("Mesh {0} has tmore than 65536 vertices which means that it will require specific WebGL extension to be rendered. This may impact portability of your scene on low end devices.", babylonMesh.name), 2);
- }
- // Material
- var mtl = meshNode.NodeMaterial;
- var multiMatsCount = 1;
- if (mtl != null)
- {
- babylonMesh.materialId = mtl.MaxMaterial.GetGuid().ToString();
- if (!referencedMaterials.Contains(mtl))
- {
- referencedMaterials.Add(mtl);
- }
- multiMatsCount = Math.Max(mtl.SubMaterialCount, 1);
- }
- babylonMesh.visibility = meshNode.MaxNode.GetVisibility(0, Tools.Forever);
- var vertices = new List<GlobalVertex>();
- var indices = new List<int>();
- var mappingChannels = unskinnedMesh.ActiveMapChannelNum;
- bool hasUV = false;
- bool hasUV2 = false;
- for (int i = 0; i < mappingChannels.Count; ++i)
- {
- IntPtr indexer = new IntPtr(i);
- var channelNum = mappingChannels[indexer];
- if (channelNum == 1)
- {
- hasUV = true;
- }
- else if (channelNum == 2)
- {
- hasUV2 = true;
- }
- }
- var hasColor = unskinnedMesh.NumberOfColorVerts > 0;
- var hasAlpha = unskinnedMesh.GetNumberOfMapVerts(-2) > 0;
- var optimizeVertices = meshNode.MaxNode.GetBoolProperty("babylonjs_optimizevertices");
- // Compute normals
- List<GlobalVertex>[] verticesAlreadyExported = null;
- if (optimizeVertices)
- {
- verticesAlreadyExported = new List<GlobalVertex>[unskinnedMesh.NumberOfVerts];
- }
- var subMeshes = new List<BabylonSubMesh>();
- var indexStart = 0;
-
- for (int i = 0; i < multiMatsCount; ++i)
- {
- if (meshNode.NodeMaterial == null)
- {
- continue;
- }
- int materialId = meshNode.NodeMaterial.GetMaterialID(i);
- ITab<IFaceEx> materialFaces = null;
- var indexCount = 0;
- var minVertexIndex = int.MaxValue;
- var maxVertexIndex = int.MinValue;
- var subMesh = new BabylonSubMesh();
- subMesh.indexStart = indexStart;
- subMesh.materialIndex = i;
- if (multiMatsCount == 1)
- {
- for (int j = 0; j < unskinnedMesh.NumberOfFaces; ++j)
- {
- var face = unskinnedMesh.GetFace(j);
- ExtractFace(skin, unskinnedMesh, vertices, indices, hasUV, hasUV2, hasColor, hasAlpha, verticesAlreadyExported, ref indexCount, ref minVertexIndex, ref maxVertexIndex, face, boneIds);
- }
- }
- else
- {
- materialFaces = unskinnedMesh.GetFacesFromMatID(materialId);
- for (int j = 0; j < materialFaces.Count; ++j)
- {
- var faceIndexer = new IntPtr(j);
- var face = materialFaces[faceIndexer];
- Marshal.FreeHGlobal(faceIndexer);
- ExtractFace(skin, unskinnedMesh, vertices, indices, hasUV, hasUV2, hasColor, hasAlpha, verticesAlreadyExported, ref indexCount, ref minVertexIndex, ref maxVertexIndex, face, boneIds);
- }
- }
-
- if (indexCount != 0)
- {
- subMesh.indexCount = indexCount;
- subMesh.verticesStart = minVertexIndex;
- subMesh.verticesCount = maxVertexIndex - minVertexIndex + 1;
- indexStart += indexCount;
- subMeshes.Add(subMesh);
- }
- }
- if (vertices.Count >= 65536)
- {
- RaiseWarning(string.Format("Mesh {0} has {1} vertices. This may prevent your scene to work on low end devices where 32 bits indice are not supported", babylonMesh.name, vertices.Count), 2);
- if (!optimizeVertices)
- {
- RaiseError("You can try to optimize your object using [Try to optimize vertices] option", 2);
- }
- }
- RaiseMessage(string.Format("{0} vertices, {1} faces", vertices.Count, indices.Count / 3), 2);
- // Buffers
- babylonMesh.positions = vertices.SelectMany(v => new float[] { v.Position.X, v.Position.Y, v.Position.Z }).ToArray();
- babylonMesh.normals = vertices.SelectMany(v => new float[] { v.Normal.X, v.Normal.Y, v.Normal.Z }).ToArray();
- if (hasUV)
- {
- babylonMesh.uvs = vertices.SelectMany(v => new float[] { v.UV.X, 1 - v.UV.Y }).ToArray();
- }
- if (hasUV2)
- {
- babylonMesh.uvs2 = vertices.SelectMany(v => new float[] { v.UV2.X, 1 - v.UV2.Y }).ToArray();
- }
- if (skin != null)
- {
- babylonMesh.matricesWeights = vertices.SelectMany(v => v.Weights.ToArray()).ToArray();
- babylonMesh.matricesIndices = vertices.Select(v => v.BonesIndices).ToArray();
- }
- if (hasColor)
- {
- babylonMesh.colors = vertices.SelectMany(v => v.Color.ToArray()).ToArray();
- babylonMesh.hasVertexAlpha = hasAlpha;
- }
- babylonMesh.subMeshes = subMeshes.ToArray();
- // Buffers - Indices
- babylonMesh.indices = indices.ToArray();
- }
- // Instances
- var tabs = Loader.Global.NodeTab.Create();
- Loader.Global.IInstanceMgr.InstanceMgr.GetInstances(meshNode.MaxNode, tabs);
- var instances = new List<BabylonAbstractMesh>();
- for (var index = 0; index < tabs.Count; index++)
- {
- var indexer = new IntPtr(index);
- var tab = tabs[indexer];
- Marshal.FreeHGlobal(indexer);
- if (meshNode.MaxNode.GetGuid() == tab.GetGuid())
- {
- continue;
- }
- var instanceGameNode = scene.GetIGameNode(tab);
- if (instanceGameNode == null)
- {
- continue;
- }
- tab.MarkAsInstance();
- var instance = new BabylonAbstractMesh { name = tab.Name };
- {
- var localTM = meshNode.GetObjectTM(0);
- var meshTrans = localTM.Translation;
- var meshRotation = localTM.Rotation;
- var meshScale = localTM.Scaling;
- instance.position = new float[] { meshTrans.X, meshTrans.Y, meshTrans.Z };
- float rotx = 0, roty = 0, rotz = 0;
- unsafe
- {
- meshRotation.GetEuler(new IntPtr(&rotx), new IntPtr(&roty), new IntPtr(&rotz));
- }
- instance.rotation = new float[] { rotx, roty, rotz };
- instance.scaling = new float[] { meshScale.X, meshScale.Y, meshScale.Z };
- }
- var instanceAnimations = new List<BabylonAnimation>();
- GenerateCoordinatesAnimations(meshNode, instanceAnimations);
- instance.animations = instanceAnimations.ToArray();
- instances.Add(instance);
- }
- babylonMesh.instances = instances.ToArray();
- // Animations
- var animations = new List<BabylonAnimation>();
- GenerateCoordinatesAnimations(meshNode, animations);
-
- if (!ExportFloatController(meshNode.MaxNode.VisController, "visibility", animations))
- {
- ExportFloatAnimation("visibility", animations, key => new[] { meshNode.MaxNode.GetVisibility(key, Tools.Forever) });
- }
- babylonMesh.animations = animations.ToArray();
- if (meshNode.MaxNode.GetBoolProperty("babylonjs_autoanimate", 1))
- {
- babylonMesh.autoAnimate = true;
- babylonMesh.autoAnimateFrom = (int)meshNode.MaxNode.GetFloatProperty("babylonjs_autoanimate_from");
- babylonMesh.autoAnimateTo = (int)meshNode.MaxNode.GetFloatProperty("babylonjs_autoanimate_to", 100);
- babylonMesh.autoAnimateLoop = meshNode.MaxNode.GetBoolProperty("babylonjs_autoanimateloop", 1);
- }
- babylonScene.MeshesList.Add(babylonMesh);
- }
- private void ExtractFace(IIGameSkin skin, IIGameMesh unskinnedMesh, List<GlobalVertex> vertices, List<int> indices, bool hasUV, bool hasUV2, bool hasColor, bool hasAlpha, List<GlobalVertex>[] verticesAlreadyExported, ref int indexCount, ref int minVertexIndex, ref int maxVertexIndex, IFaceEx face, List<int> boneIds)
- {
- var a = CreateGlobalVertex(unskinnedMesh, face, 0, vertices, hasUV, hasUV2, hasColor, hasAlpha, verticesAlreadyExported, skin, boneIds);
- var b = CreateGlobalVertex(unskinnedMesh, face, 2, vertices, hasUV, hasUV2, hasColor, hasAlpha, verticesAlreadyExported, skin, boneIds);
- var c = CreateGlobalVertex(unskinnedMesh, face, 1, vertices, hasUV, hasUV2, hasColor, hasAlpha, verticesAlreadyExported, skin, boneIds);
- indices.Add(a);
- indices.Add(b);
- indices.Add(c);
- if (a < minVertexIndex)
- {
- minVertexIndex = a;
- }
- if (b < minVertexIndex)
- {
- minVertexIndex = b;
- }
- if (c < minVertexIndex)
- {
- minVertexIndex = c;
- }
- if (a > maxVertexIndex)
- {
- maxVertexIndex = a;
- }
- if (b > maxVertexIndex)
- {
- maxVertexIndex = b;
- }
- if (c > maxVertexIndex)
- {
- maxVertexIndex = c;
- }
- indexCount += 3;
- CheckCancelled();
- }
- public static void GenerateCoordinatesAnimations(IIGameNode meshNode, List<BabylonAnimation> animations)
- {
- ExportVector3Animation("position", animations, key =>
- {
- var worldMatrix = meshNode.GetObjectTM(key);
- var trans = worldMatrix.Translation;
- return new float[] { trans.X, trans.Y, trans.Z };
- });
- ExportQuaternionAnimation("rotationQuaternion", animations, key =>
- {
- var worldMatrix = meshNode.GetObjectTM(key);
- var rot = worldMatrix.Rotation;
- return new float[] { rot.X, rot.Y, rot.Z, -rot.W };
- });
- ExportVector3Animation("scaling", animations, key =>
- {
- var worldMatrix = meshNode.GetObjectTM(key);
- var scale = worldMatrix.Scaling;
- return new float[] { scale.X, scale.Y, scale.Z };
- });
- }
- int CreateGlobalVertex(IIGameMesh mesh, IFaceEx face, int facePart, List<GlobalVertex> vertices, bool hasUV, bool hasUV2, bool hasColor, bool hasAlpha, List<GlobalVertex>[] verticesAlreadyExported, IIGameSkin skin, List<int> boneIds)
- {
- var vertexIndex = (int)face.Vert[facePart];
- var vertex = new GlobalVertex
- {
- BaseIndex = vertexIndex,
- Position = mesh.GetVertex(vertexIndex, true),
- Normal = mesh.GetNormal((int)face.Norm[facePart], true)
- };
- if (hasUV)
- {
- int[] indices = new int[3];
- unsafe
- {
- fixed (int* indicesPtr = indices)
- {
- mesh.GetMapFaceIndex(1, face.MeshFaceIndex, new IntPtr(indicesPtr));
- }
- }
- var texCoord = mesh.GetMapVertex(1, indices[facePart]);
- vertex.UV = Loader.Global.Point2.Create(texCoord.X, -texCoord.Y);
- }
- if (hasUV2)
- {
- int[] indices = new int[3];
- unsafe
- {
- fixed (int* indicesPtr = indices)
- {
- mesh.GetMapFaceIndex(2, face.MeshFaceIndex, new IntPtr(indicesPtr));
- }
- }
- var texCoord = mesh.GetMapVertex(2, indices[facePart]);
- vertex.UV2 = Loader.Global.Point2.Create(texCoord.X, -texCoord.Y);
- }
- if (hasColor)
- {
- var vertexColorIndex = (int)face.Color[facePart];
- var vertexColor = mesh.GetColorVertex(vertexColorIndex);
- float alpha = 1;
- if (hasAlpha)
- {
- IPoint3 p = Loader.Global.Point3.Create();
- mesh.GetMapFaceIndex(-2, face.MeshFaceIndex, p.GetNativeHandle());
- alpha = p.X;
- }
- vertex.Color = new float[] { vertexColor.X, vertexColor.Y, vertexColor.Z, alpha };
- }
- if (skin != null)
- {
- float weight0 = 0;
- float weight1 = 0;
- float weight2 = 0;
- int bone0 = bonesCount;
- int bone1 = bonesCount;
- int bone2 = bonesCount;
- int bone3 = bonesCount;
- int nbBones = skin.GetNumberOfBones(vertexIndex);
- if (nbBones > 0)
- {
- bone0 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 0).NodeID);
- weight0 = skin.GetWeight(vertexIndex, 0);
- }
- if (nbBones > 1)
- {
- bone1 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 1).NodeID);
- weight1 = skin.GetWeight(vertexIndex, 1);
- }
- if (nbBones > 2)
- {
- bone2 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 2).NodeID);
- weight2 = skin.GetWeight(vertexIndex, 2);
- }
- if (nbBones > 3)
- {
- bone3 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 3).NodeID);
- }
- if (nbBones == 0)
- {
- weight0 = 1.0f;
- bone0 = bonesCount;
- }
- if (nbBones > 4)
- {
- RaiseError("Too many bones influences per vertex: " + nbBones + ". Babylon.js only support 4 bones influences per vertex.", 2);
- }
- vertex.Weights = Loader.Global.Point4.Create(weight0, weight1, weight2, 1.0 - weight0 - weight1 - weight2);
- vertex.BonesIndices = (bone3 << 24) | (bone2 << 16) | (bone1 << 8) | bone0;
- }
- if (verticesAlreadyExported != null)
- {
- if (verticesAlreadyExported[vertexIndex] != null)
- {
- var index = verticesAlreadyExported[vertexIndex].IndexOf(vertex);
- if (index > -1)
- {
- return verticesAlreadyExported[vertexIndex][index].CurrentIndex;
- }
- }
- else
- {
- verticesAlreadyExported[vertexIndex] = new List<GlobalVertex>();
- }
- vertex.CurrentIndex = vertices.Count;
- verticesAlreadyExported[vertexIndex].Add(vertex);
- }
- vertices.Add(vertex);
- return vertices.Count - 1;
- }
- }
- }
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