AssetStudio/Unity Studio/Unity Studio Classes/FBXExporter.cs
Perfare c8393e165f Separate code
rename
2018-03-01 20:01:25 +08:00

1138 lines
60 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using static Unity_Studio.UnityStudio;
using static Unity_Studio.UnityExporter;
namespace Unity_Studio
{
static class FBXExporter
{
public static void WriteFBX(string FBXfile, bool allNodes)
{
var timestamp = DateTime.Now;
using (StreamWriter FBXwriter = new StreamWriter(FBXfile))
{
StringBuilder fbx = new StringBuilder();
StringBuilder ob = new StringBuilder(); //Objects builder
StringBuilder cb = new StringBuilder(); //Connections builder
StringBuilder mb = new StringBuilder(); //Materials builder to get texture count in advance
StringBuilder cb2 = new StringBuilder(); //and keep connections ordered
cb.Append("\n}\n");//Objects end
cb.Append("\nConnections: {");
HashSet<GameObject> GameObjects = new HashSet<GameObject>();
HashSet<GameObject> LimbNodes = new HashSet<GameObject>();
HashSet<AssetPreloadData> Skins = new HashSet<AssetPreloadData>();
HashSet<AssetPreloadData> Meshes = new HashSet<AssetPreloadData>();//MeshFilters are not unique!!
HashSet<AssetPreloadData> Materials = new HashSet<AssetPreloadData>();
HashSet<AssetPreloadData> Textures = new HashSet<AssetPreloadData>();
int DeformerCount = 0;
/*
uniqueIDs can begin with zero, so they are preceded by a number specific to their type
this will also make it easier to debug FBX files
1: Model
2: NodeAttribute
3: Geometry
4: Deformer
5: CollectionExclusive
6: Material
7: Texture
8: Video
9:
*/
#region loop nodes and collect objects for export
foreach (var assetsFile in assetsfileList)
{
foreach (var m_GameObject in assetsFile.GameObjectList.Values)
{
if (m_GameObject.Checked || allNodes)
{
GameObjects.Add(m_GameObject);
if (assetsfileList.TryGetPD(m_GameObject.m_MeshFilter, out var MeshFilterPD))
{
//MeshFilters are not unique!
//MeshFilters.Add(MeshFilterPD);
MeshFilter m_MeshFilter = new MeshFilter(MeshFilterPD);
if (assetsfileList.TryGetPD(m_MeshFilter.m_Mesh, out var MeshPD))
{
Meshes.Add(MeshPD);
//write connections here and Mesh objects separately without having to backtrack through their MEshFilter to het the GameObject ID
//also note that MeshFilters are not unique, they cannot be used for instancing geometry
cb2.AppendFormat("\n\n\t;Geometry::, Model::{0}", m_GameObject.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",3{0},1{1}", MeshPD.uniqueID, m_GameObject.uniqueID);
}
}
#region get Renderer
if (assetsfileList.TryGetPD(m_GameObject.m_MeshRenderer, out var RendererPD))
{
MeshRenderer m_Renderer = new MeshRenderer(RendererPD);
foreach (var MaterialPPtr in m_Renderer.m_Materials)
{
if (assetsfileList.TryGetPD(MaterialPPtr, out var MaterialPD))
{
Materials.Add(MaterialPD);
cb2.AppendFormat("\n\n\t;Material::, Model::{0}", m_GameObject.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",6{0},1{1}", MaterialPD.uniqueID, m_GameObject.uniqueID);
}
}
}
#endregion
#region get SkinnedMeshRenderer
if (assetsfileList.TryGetPD(m_GameObject.m_SkinnedMeshRenderer, out var SkinnedMeshPD))
{
Skins.Add(SkinnedMeshPD);
SkinnedMeshRenderer m_SkinnedMeshRenderer = new SkinnedMeshRenderer(SkinnedMeshPD);
foreach (var MaterialPPtr in m_SkinnedMeshRenderer.m_Materials)
{
if (assetsfileList.TryGetPD(MaterialPPtr, out var MaterialPD))
{
Materials.Add(MaterialPD);
cb2.AppendFormat("\n\n\t;Material::, Model::{0}", m_GameObject.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",6{0},1{1}", MaterialPD.uniqueID, m_GameObject.uniqueID);
}
}
if ((bool)Properties.Settings.Default["exportDeformers"])
{
DeformerCount += m_SkinnedMeshRenderer.m_Bones.Length;
//collect skeleton dummies to make sure they are exported
foreach (var bonePPtr in m_SkinnedMeshRenderer.m_Bones)
{
if (assetsfileList.TryGetTransform(bonePPtr, out var b_Transform))
{
if (assetsfileList.TryGetGameObject(b_Transform.m_GameObject, out var m_Bone))
{
LimbNodes.Add(m_Bone);
//also collect the root bone
if (m_Bone.Parent.Level > 0) { LimbNodes.Add((GameObject)m_Bone.Parent); }
//should I collect siblings?
}
#region collect children because m_SkinnedMeshRenderer.m_Bones doesn't contain terminations
foreach (var ChildPPtr in b_Transform.m_Children)
{
if (assetsfileList.TryGetTransform(ChildPPtr, out var ChildTR))
{
if (assetsfileList.TryGetGameObject(ChildTR.m_GameObject, out var m_Child))
{
//check that the Model doesn't contain a Mesh, although this won't ensure it's part of the skeleton
if (m_Child.m_MeshFilter == null && m_Child.m_SkinnedMeshRenderer == null)
{
LimbNodes.Add(m_Child);
}
}
}
}
#endregion
}
}
}
}
#endregion
}
}
}
//if ((bool)Properties.Settings.Default["convertDummies"]) { GameObjects.Except(LimbNodes); }
//else { GameObjects.UnionWith(LimbNodes); LimbNodes.Clear(); }
//add either way and use LimbNodes to test if a node is Null or LimbNode
GameObjects.UnionWith(LimbNodes);
#endregion
#region write Materials, collect Texture objects
//StatusStripUpdate("Writing Materials");
foreach (var MaterialPD in Materials)
{
Material m_Material = new Material(MaterialPD);
mb.AppendFormat("\n\tMaterial: 6{0}, \"Material::{1}\", \"\" {{", MaterialPD.uniqueID, m_Material.m_Name);
mb.Append("\n\t\tVersion: 102");
mb.Append("\n\t\tShadingModel: \"phong\"");
mb.Append("\n\t\tMultiLayer: 0");
mb.Append("\n\t\tProperties70: {");
mb.Append("\n\t\t\tP: \"ShadingModel\", \"KString\", \"\", \"\", \"phong\"");
#region write material colors
foreach (var m_Color in m_Material.m_Colors)
{
switch (m_Color.first)
{
case "_Color":
case "gSurfaceColor":
mb.AppendFormat("\n\t\t\tP: \"DiffuseColor\", \"Color\", \"\", \"A\",{0},{1},{2}", m_Color.second[0], m_Color.second[1], m_Color.second[2]);
break;
case "_SpecularColor"://then what is _SpecColor??
mb.AppendFormat("\n\t\t\tP: \"SpecularColor\", \"Color\", \"\", \"A\",{0},{1},{2}", m_Color.second[0], m_Color.second[1], m_Color.second[2]);
break;
case "_ReflectColor":
mb.AppendFormat("\n\t\t\tP: \"AmbientColor\", \"Color\", \"\", \"A\",{0},{1},{2}", m_Color.second[0], m_Color.second[1], m_Color.second[2]);
break;
default:
mb.AppendFormat("\n;\t\t\tP: \"{3}\", \"Color\", \"\", \"A\",{0},{1},{2}", m_Color.second[0], m_Color.second[1], m_Color.second[2], m_Color.first);//commented out
break;
}
}
#endregion
#region write material parameters
foreach (var m_Float in m_Material.m_Floats)
{
switch (m_Float.first)
{
case "_Shininess":
mb.AppendFormat("\n\t\t\tP: \"ShininessExponent\", \"Number\", \"\", \"A\",{0}", m_Float.second);
mb.AppendFormat("\n\t\t\tP: \"Shininess\", \"Number\", \"\", \"A\",{0}", m_Float.second);
break;
case "_Transparency":
mb.Append("\n\t\t\tP: \"TransparentColor\", \"Color\", \"\", \"A\",1,1,1");
mb.AppendFormat("\n\t\t\tP: \"TransparencyFactor\", \"Number\", \"\", \"A\",{0}", m_Float.second);
mb.AppendFormat("\n\t\t\tP: \"Opacity\", \"Number\", \"\", \"A\",{0}", (1 - m_Float.second));
break;
default:
mb.AppendFormat("\n;\t\t\tP: \"{0}\", \"Number\", \"\", \"A\",{1}", m_Float.first, m_Float.second);
break;
}
}
#endregion
//mb.Append("\n\t\t\tP: \"SpecularFactor\", \"Number\", \"\", \"A\",0");
mb.Append("\n\t\t}");
mb.Append("\n\t}");
#region write texture connections
foreach (var m_TexEnv in m_Material.m_TexEnvs)
{
#region get Porsche material from json
if (!assetsfileList.TryGetPD(m_TexEnv.m_Texture, out var TexturePD) && jsonMats != null)
{
if (jsonMats.TryGetValue(m_Material.m_Name, out var matProp))
{
if (matProp.TryGetValue(m_TexEnv.name, out var texName))
{
foreach (var asset in exportableAssets)
{
if (asset.Type2 == 28 && asset.Text == texName)
{
TexturePD = asset;
break;
}
}
}
}
}
#endregion
if (TexturePD != null && TexturePD.Type2 == 28)
{
Textures.Add(TexturePD);
cb2.AppendFormat("\n\n\t;Texture::, Material::{0}", m_Material.m_Name);
cb2.AppendFormat("\n\tC: \"OP\",7{0},6{1}, \"", TexturePD.uniqueID, MaterialPD.uniqueID);
switch (m_TexEnv.name)
{
case "_MainTex":
case "gDiffuseSampler":
cb2.Append("DiffuseColor\"");
break;
case "_SpecularMap":
case "gSpecularSampler":
cb2.Append("SpecularColor\"");
break;
case "_NormalMap":
case "gNormalSampler":
cb2.Append("NormalMap\"");
break;
case "_BumpMap":
cb2.Append("Bump\"");
break;
default:
cb2.AppendFormat("{0}\"", m_TexEnv.name);
break;
}
}
}
#endregion
}
#endregion
#region write generic FBX data after everything was collected
fbx.Append("; FBX 7.1.0 project file");
fbx.Append("\nFBXHeaderExtension: {\n\tFBXHeaderVersion: 1003\n\tFBXVersion: 7100\n\tCreationTimeStamp: {\n\t\tVersion: 1000");
fbx.Append("\n\t\tYear: " + timestamp.Year);
fbx.Append("\n\t\tMonth: " + timestamp.Month);
fbx.Append("\n\t\tDay: " + timestamp.Day);
fbx.Append("\n\t\tHour: " + timestamp.Hour);
fbx.Append("\n\t\tMinute: " + timestamp.Minute);
fbx.Append("\n\t\tSecond: " + timestamp.Second);
fbx.Append("\n\t\tMillisecond: " + timestamp.Millisecond);
fbx.Append("\n\t}\n\tCreator: \"Unity Studio by Chipicao\"\n}\n");
fbx.Append("\nGlobalSettings: {");
fbx.Append("\n\tVersion: 1000");
fbx.Append("\n\tProperties70: {");
fbx.Append("\n\t\tP: \"UpAxis\", \"int\", \"Integer\", \"\",1");
fbx.Append("\n\t\tP: \"UpAxisSign\", \"int\", \"Integer\", \"\",1");
fbx.Append("\n\t\tP: \"FrontAxis\", \"int\", \"Integer\", \"\",2");
fbx.Append("\n\t\tP: \"FrontAxisSign\", \"int\", \"Integer\", \"\",1");
fbx.Append("\n\t\tP: \"CoordAxis\", \"int\", \"Integer\", \"\",0");
fbx.Append("\n\t\tP: \"CoordAxisSign\", \"int\", \"Integer\", \"\",1");
fbx.Append("\n\t\tP: \"OriginalUpAxis\", \"int\", \"Integer\", \"\",1");
fbx.Append("\n\t\tP: \"OriginalUpAxisSign\", \"int\", \"Integer\", \"\",1");
fbx.AppendFormat("\n\t\tP: \"UnitScaleFactor\", \"double\", \"Number\", \"\",{0}", Properties.Settings.Default["scaleFactor"]);
fbx.Append("\n\t\tP: \"OriginalUnitScaleFactor\", \"double\", \"Number\", \"\",1.0");
//fbx.Append("\n\t\tP: \"AmbientColor\", \"ColorRGB\", \"Color\", \"\",0,0,0");
//fbx.Append("\n\t\tP: \"DefaultCamera\", \"KString\", \"\", \"\", \"Producer Perspective\"");
//fbx.Append("\n\t\tP: \"TimeMode\", \"enum\", \"\", \"\",6");
//fbx.Append("\n\t\tP: \"TimeProtocol\", \"enum\", \"\", \"\",2");
//fbx.Append("\n\t\tP: \"SnapOnFrameMode\", \"enum\", \"\", \"\",0");
//fbx.Append("\n\t\tP: \"TimeSpanStart\", \"KTime\", \"Time\", \"\",0");
//fbx.Append("\n\t\tP: \"TimeSpanStop\", \"KTime\", \"Time\", \"\",153953860000");
//fbx.Append("\n\t\tP: \"CustomFrameRate\", \"double\", \"Number\", \"\",-1");
//fbx.Append("\n\t\tP: \"TimeMarker\", \"Compound\", \"\", \"\"");
//fbx.Append("\n\t\tP: \"CurrentTimeMarker\", \"int\", \"Integer\", \"\",-1");
fbx.Append("\n\t}\n}\n");
fbx.Append("\nDocuments: {");
fbx.Append("\n\tCount: 1");
fbx.Append("\n\tDocument: 1234567890, \"\", \"Scene\" {");
fbx.Append("\n\t\tProperties70: {");
fbx.Append("\n\t\t\tP: \"SourceObject\", \"object\", \"\", \"\"");
fbx.Append("\n\t\t\tP: \"ActiveAnimStackName\", \"KString\", \"\", \"\", \"\"");
fbx.Append("\n\t\t}");
fbx.Append("\n\t\tRootNode: 0");
fbx.Append("\n\t}\n}\n");
fbx.Append("\nReferences: {\n}\n");
fbx.Append("\nDefinitions: {");
fbx.Append("\n\tVersion: 100");
fbx.AppendFormat("\n\tCount: {0}", 1 + 2 * GameObjects.Count + Materials.Count + 2 * Textures.Count + ((bool)Properties.Settings.Default["exportDeformers"] ? Skins.Count + DeformerCount + Skins.Count + 1 : 0));
fbx.Append("\n\tObjectType: \"GlobalSettings\" {");
fbx.Append("\n\t\tCount: 1");
fbx.Append("\n\t}");
fbx.Append("\n\tObjectType: \"Model\" {");
fbx.AppendFormat("\n\t\tCount: {0}", GameObjects.Count);
fbx.Append("\n\t}");
fbx.Append("\n\tObjectType: \"NodeAttribute\" {");
fbx.AppendFormat("\n\t\tCount: {0}", GameObjects.Count - Meshes.Count - Skins.Count);
fbx.Append("\n\t\tPropertyTemplate: \"FbxNull\" {");
fbx.Append("\n\t\t\tProperties70: {");
fbx.Append("\n\t\t\t\tP: \"Color\", \"ColorRGB\", \"Color\", \"\",0.8,0.8,0.8");
fbx.Append("\n\t\t\t\tP: \"Size\", \"double\", \"Number\", \"\",100");
fbx.Append("\n\t\t\t\tP: \"Look\", \"enum\", \"\", \"\",1");
fbx.Append("\n\t\t\t}\n\t\t}\n\t}");
fbx.Append("\n\tObjectType: \"Geometry\" {");
fbx.AppendFormat("\n\t\tCount: {0}", Meshes.Count + Skins.Count);
fbx.Append("\n\t}");
fbx.Append("\n\tObjectType: \"Material\" {");
fbx.AppendFormat("\n\t\tCount: {0}", Materials.Count);
fbx.Append("\n\t}");
fbx.Append("\n\tObjectType: \"Texture\" {");
fbx.AppendFormat("\n\t\tCount: {0}", Textures.Count);
fbx.Append("\n\t}");
fbx.Append("\n\tObjectType: \"Video\" {");
fbx.AppendFormat("\n\t\tCount: {0}", Textures.Count);
fbx.Append("\n\t}");
if ((bool)Properties.Settings.Default["exportDeformers"])
{
fbx.Append("\n\tObjectType: \"CollectionExclusive\" {");
fbx.AppendFormat("\n\t\tCount: {0}", Skins.Count);
fbx.Append("\n\t\tPropertyTemplate: \"FbxDisplayLayer\" {");
fbx.Append("\n\t\t\tProperties70: {");
fbx.Append("\n\t\t\t\tP: \"Color\", \"ColorRGB\", \"Color\", \"\",0.8,0.8,0.8");
fbx.Append("\n\t\t\t\tP: \"Show\", \"bool\", \"\", \"\",1");
fbx.Append("\n\t\t\t\tP: \"Freeze\", \"bool\", \"\", \"\",0");
fbx.Append("\n\t\t\t\tP: \"LODBox\", \"bool\", \"\", \"\",0");
fbx.Append("\n\t\t\t}");
fbx.Append("\n\t\t}");
fbx.Append("\n\t}");
fbx.Append("\n\tObjectType: \"Deformer\" {");
fbx.AppendFormat("\n\t\tCount: {0}", DeformerCount + Skins.Count);
fbx.Append("\n\t}");
fbx.Append("\n\tObjectType: \"Pose\" {");
fbx.Append("\n\t\tCount: 1");
fbx.Append("\n\t}");
}
fbx.Append("\n}\n");
fbx.Append("\nObjects: {");
FBXwriter.Write(fbx);
fbx.Clear();
#endregion
#region write Model nodes and connections
//StatusStripUpdate("Writing Nodes and hierarchy");
foreach (var m_GameObject in GameObjects)
{
if (m_GameObject.m_MeshFilter == null && m_GameObject.m_SkinnedMeshRenderer == null)
{
if ((bool)Properties.Settings.Default["exportDeformers"] && (bool)Properties.Settings.Default["convertDummies"] && LimbNodes.Contains(m_GameObject))
{
ob.AppendFormat("\n\tNodeAttribute: 2{0}, \"NodeAttribute::\", \"LimbNode\" {{", m_GameObject.uniqueID);
ob.Append("\n\t\tTypeFlags: \"Skeleton\"");
ob.Append("\n\t}");
ob.AppendFormat("\n\tModel: 1{0}, \"Model::{1}\", \"LimbNode\" {{", m_GameObject.uniqueID, m_GameObject.m_Name);
}
else
{
ob.AppendFormat("\n\tNodeAttribute: 2{0}, \"NodeAttribute::\", \"Null\" {{", m_GameObject.uniqueID);
ob.Append("\n\t\tTypeFlags: \"Null\"");
ob.Append("\n\t}");
ob.AppendFormat("\n\tModel: 1{0}, \"Model::{1}\", \"Null\" {{", m_GameObject.uniqueID, m_GameObject.m_Name);
}
//connect NodeAttribute to Model
cb.AppendFormat("\n\n\t;NodeAttribute::, Model::{0}", m_GameObject.m_Name);
cb.AppendFormat("\n\tC: \"OO\",2{0},1{0}", m_GameObject.uniqueID);
}
else
{
ob.AppendFormat("\n\tModel: 1{0}, \"Model::{1}\", \"Mesh\" {{", m_GameObject.uniqueID, m_GameObject.m_Name);
}
ob.Append("\n\t\tVersion: 232");
ob.Append("\n\t\tProperties70: {");
ob.Append("\n\t\t\tP: \"InheritType\", \"enum\", \"\", \"\",1");
ob.Append("\n\t\t\tP: \"ScalingMax\", \"Vector3D\", \"Vector\", \"\",0,0,0");
ob.Append("\n\t\t\tP: \"DefaultAttributeIndex\", \"int\", \"Integer\", \"\",0");
if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out var m_Transform))
{
float[] m_EulerRotation = QuatToEuler(new[] { m_Transform.m_LocalRotation[0], -m_Transform.m_LocalRotation[1], -m_Transform.m_LocalRotation[2], m_Transform.m_LocalRotation[3] });
ob.AppendFormat("\n\t\t\tP: \"Lcl Translation\", \"Lcl Translation\", \"\", \"A\",{0},{1},{2}", -m_Transform.m_LocalPosition[0], m_Transform.m_LocalPosition[1], m_Transform.m_LocalPosition[2]);
ob.AppendFormat("\n\t\t\tP: \"Lcl Rotation\", \"Lcl Rotation\", \"\", \"A\",{0},{1},{2}", m_EulerRotation[0], m_EulerRotation[1], m_EulerRotation[2]);//handedness is switched in quat
ob.AppendFormat("\n\t\t\tP: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",{0},{1},{2}", m_Transform.m_LocalScale[0], m_Transform.m_LocalScale[1], m_Transform.m_LocalScale[2]);
}
//mb.Append("\n\t\t\tP: \"UDP3DSMAX\", \"KString\", \"\", \"U\", \"MapChannel:1 = UVChannel_1&cr;&lf;MapChannel:2 = UVChannel_2&cr;&lf;\"");
//mb.Append("\n\t\t\tP: \"MaxHandle\", \"int\", \"Integer\", \"UH\",24");
ob.Append("\n\t\t}");
ob.Append("\n\t\tShading: T");
ob.Append("\n\t\tCulling: \"CullingOff\"\n\t}");
//connect Model to parent
GameObject parentObject = (GameObject)m_GameObject.Parent;
if (GameObjects.Contains(parentObject))
{
cb.AppendFormat("\n\n\t;Model::{0}, Model::{1}", m_GameObject.m_Name, parentObject.m_Name);
cb.AppendFormat("\n\tC: \"OO\",1{0},1{1}", m_GameObject.uniqueID, parentObject.uniqueID);
}
else
{
cb.AppendFormat("\n\n\t;Model::{0}, Model::RootNode", m_GameObject.m_Name);
cb.AppendFormat("\n\tC: \"OO\",1{0},0", m_GameObject.uniqueID);
}
}
#endregion
#region write non-skinnned Geometry
//StatusStripUpdate("Writing Geometry");
foreach (var MeshPD in Meshes)
{
Mesh m_Mesh = new Mesh(MeshPD, true);
MeshFBX(m_Mesh, MeshPD.uniqueID, ob);
//write data 8MB at a time
if (ob.Length > (8 * 0x100000))
{ FBXwriter.Write(ob); ob.Clear(); }
}
#endregion
#region write Deformer objects and skinned Geometry
StringBuilder pb = new StringBuilder();
//generate unique ID for BindPose
pb.Append("\n\tPose: 5123456789, \"Pose::BIND_POSES\", \"BindPose\" {");
pb.Append("\n\t\tType: \"BindPose\"");
pb.Append("\n\t\tVersion: 100");
pb.AppendFormat("\n\t\tNbPoseNodes: {0}", Skins.Count + LimbNodes.Count);
foreach (var SkinnedMeshPD in Skins)
{
SkinnedMeshRenderer m_SkinnedMeshRenderer = new SkinnedMeshRenderer(SkinnedMeshPD);
if (assetsfileList.TryGetGameObject(m_SkinnedMeshRenderer.m_GameObject, out var m_GameObject) && assetsfileList.TryGetPD(m_SkinnedMeshRenderer.m_Mesh, out var MeshPD))
{
//generate unique Geometry ID for instanced mesh objects
//instanced skinned geometry is possible in FBX, but all instances are linked to the same skeleton nodes
//TODO: create instances if deformer option is not selected
//find a way to test if a mesh instance was loaded previously and if it uses the same skeleton, then create instance or copy
var keepID = MeshPD.uniqueID;
MeshPD.uniqueID = SkinnedMeshPD.uniqueID;
Mesh m_Mesh = new Mesh(MeshPD, true);
MeshFBX(m_Mesh, MeshPD.uniqueID, ob);
//write data 8MB at a time
if (ob.Length > (8 * 0x100000))
{ FBXwriter.Write(ob); ob.Clear(); }
cb2.AppendFormat("\n\n\t;Geometry::, Model::{0}", m_GameObject.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",3{0},1{1}", MeshPD.uniqueID, m_GameObject.uniqueID);
if ((bool)Properties.Settings.Default["exportDeformers"])
{
//add BindPose node
pb.Append("\n\t\tPoseNode: {");
pb.AppendFormat("\n\t\t\tNode: 1{0}", m_GameObject.uniqueID);
//pb.Append("\n\t\t\tMatrix: *16 {");
//pb.Append("\n\t\t\t\ta: ");
//pb.Append("\n\t\t\t} ");
pb.Append("\n\t\t}");
ob.AppendFormat("\n\tCollectionExclusive: 5{0}, \"DisplayLayer::{1}\", \"DisplayLayer\" {{", SkinnedMeshPD.uniqueID, m_GameObject.m_Name);
ob.Append("\n\t\tProperties70: {");
ob.Append("\n\t\t}");
ob.Append("\n\t}");
//connect Model to DisplayLayer
cb2.AppendFormat("\n\n\t;Model::{0}, DisplayLayer::", m_GameObject.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",1{0},5{1}", m_GameObject.uniqueID, SkinnedMeshPD.uniqueID);
//write Deformers
if (m_Mesh.m_Skin.Length > 0 && m_Mesh.m_BindPose.Length >= m_SkinnedMeshRenderer.m_Bones.Length)
{
//write main Skin Deformer
ob.AppendFormat("\n\tDeformer: 4{0}, \"Deformer::\", \"Skin\" {{", SkinnedMeshPD.uniqueID);
ob.Append("\n\t\tVersion: 101");
ob.Append("\n\t\tLink_DeformAcuracy: 50");
ob.Append("\n\t}"); //Deformer end
//connect Skin Deformer to Geometry
cb2.Append("\n\n\t;Deformer::, Geometry::");
cb2.AppendFormat("\n\tC: \"OO\",4{0},3{1}", SkinnedMeshPD.uniqueID, MeshPD.uniqueID);
for (int b = 0; b < m_SkinnedMeshRenderer.m_Bones.Length; b++)
{
if (assetsfileList.TryGetTransform(m_SkinnedMeshRenderer.m_Bones[b], out var m_Transform))
{
if (assetsfileList.TryGetGameObject(m_Transform.m_GameObject, out var m_Bone))
{
int influences = 0, ibSplit = 0, wbSplit = 0;
StringBuilder ib = new StringBuilder();//indices (vertex)
StringBuilder wb = new StringBuilder();//weights
for (int index = 0; index < m_Mesh.m_Skin.Length; index++)
{
if (m_Mesh.m_Skin[index][0].weight == 0 && (m_Mesh.m_Skin[index].All(x => x.weight == 0) || //if all weights (and indicces) are 0, bone0 has full control
m_Mesh.m_Skin[index][1].weight > 0)) //this implies a second bone exists, so bone0 has control too (otherwise it wouldn't be the first in the series)
{ m_Mesh.m_Skin[index][0].weight = 1; }
var influence = m_Mesh.m_Skin[index].Find(x => x.boneIndex == b && x.weight > 0);
if (influence != null)
{
influences++;
ib.AppendFormat("{0},", index);
wb.AppendFormat("{0},", influence.weight);
if (ib.Length - ibSplit > 2000) { ib.Append("\n"); ibSplit = ib.Length; }
if (wb.Length - wbSplit > 2000) { wb.Append("\n"); wbSplit = wb.Length; }
}
/*float weight;
if (m_Mesh.m_Skin[index].TryGetValue(b, out weight))
{
if (weight > 0)
{
influences++;
ib.AppendFormat("{0},", index);
wb.AppendFormat("{0},", weight);
}
else if (m_Mesh.m_Skin[index].Keys.Count == 1)//m_Mesh.m_Skin[index].Values.All(x => x == 0)
{
influences++;
ib.AppendFormat("{0},", index);
wb.AppendFormat("{0},", 1);
}
if (ib.Length - ibSplit > 2000) { ib.Append("\n"); ibSplit = ib.Length; }
if (wb.Length - wbSplit > 2000) { wb.Append("\n"); wbSplit = wb.Length; }
}*/
}
if (influences > 0)
{
ib.Length--;//remove last comma
wb.Length--;//remove last comma
}
//SubDeformer objects need unique IDs because 2 or more deformers can be linked to the same bone
ob.AppendFormat("\n\tDeformer: 4{0}{1}, \"SubDeformer::\", \"Cluster\" {{", b, SkinnedMeshPD.uniqueID);
ob.Append("\n\t\tVersion: 100");
ob.Append("\n\t\tUserData: \"\", \"\"");
ob.AppendFormat("\n\t\tIndexes: *{0} {{\n\t\t\ta: ", influences);
ob.Append(ib);
ob.Append("\n\t\t}");
ib.Clear();
ob.AppendFormat("\n\t\tWeights: *{0} {{\n\t\t\ta: ", influences);
ob.Append(wb);
ob.Append("\n\t\t}");
wb.Clear();
ob.Append("\n\t\tTransform: *16 {\n\t\t\ta: ");
//ob.Append(string.Join(",", m_Mesh.m_BindPose[b]));
var m = m_Mesh.m_BindPose[b];
ob.AppendFormat("{0},{1},{2},{3},", m[0, 0], -m[1, 0], -m[2, 0], m[3, 0]);
ob.AppendFormat("{0},{1},{2},{3},", -m[0, 1], m[1, 1], m[2, 1], m[3, 1]);
ob.AppendFormat("{0},{1},{2},{3},", -m[0, 2], m[1, 2], m[2, 2], m[3, 2]);
ob.AppendFormat("{0},{1},{2},{3},", -m[0, 3], m[1, 3], m[2, 3], m[3, 3]);
ob.Append("\n\t\t}");
ob.Append("\n\t}"); //SubDeformer end
//connect SubDeformer to Skin Deformer
cb2.Append("\n\n\t;SubDeformer::, Deformer::");
cb2.AppendFormat("\n\tC: \"OO\",4{0}{1},4{1}", b, SkinnedMeshPD.uniqueID);
//connect dummy Model to SubDeformer
cb2.AppendFormat("\n\n\t;Model::{0}, SubDeformer::", m_Bone.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",1{0},4{1}{2}", m_Bone.uniqueID, b, SkinnedMeshPD.uniqueID);
}
}
}
}
}
MeshPD.uniqueID = keepID;
}
}
if ((bool)Properties.Settings.Default["exportDeformers"])
{
foreach (var m_Bone in LimbNodes)
{
//add BindPose node
pb.Append("\n\t\tPoseNode: {");
pb.AppendFormat("\n\t\t\tNode: 1{0}", m_Bone.uniqueID);
//pb.Append("\n\t\t\tMatrix: *16 {");
//pb.Append("\n\t\t\t\ta: ");
//pb.Append("\n\t\t\t} ");
pb.Append("\n\t\t}");
}
pb.Append("\n\t}"); //BindPose end
ob.Append(pb); pb.Clear();
}
#endregion
ob.Append(mb); mb.Clear();
cb.Append(cb2); cb2.Clear();
#region write & extract Textures
foreach (var TexturePD in Textures)
{
//TODO check texture type and set path accordingly; eg. CubeMap, Texture3D
string texPathName = Path.GetDirectoryName(FBXfile) + "\\Texture2D\\";
ExportTexture2D(TexturePD, texPathName, false);
texPathName = Path.GetFullPath(Path.Combine(texPathName, $"{TexturePD.Text}.png"));//必须是png文件
ob.AppendFormat("\n\tTexture: 7{0}, \"Texture::{1}\", \"\" {{", TexturePD.uniqueID, TexturePD.Text);
ob.Append("\n\t\tType: \"TextureVideoClip\"");
ob.Append("\n\t\tVersion: 202");
ob.AppendFormat("\n\t\tTextureName: \"Texture::{0}\"", TexturePD.Text);
ob.Append("\n\t\tProperties70: {");
ob.Append("\n\t\t\tP: \"UVSet\", \"KString\", \"\", \"\", \"UVChannel_0\"");
ob.Append("\n\t\t\tP: \"UseMaterial\", \"bool\", \"\", \"\",1");
ob.Append("\n\t\t}");
ob.AppendFormat("\n\t\tMedia: \"Video::{0}\"", TexturePD.Text);
ob.AppendFormat("\n\t\tFileName: \"{0}\"", texPathName);
ob.AppendFormat("\n\t\tRelativeFilename: \"{0}\"", texPathName.Replace($"{Path.GetDirectoryName(FBXfile)}\\", ""));
ob.Append("\n\t}");
ob.AppendFormat("\n\tVideo: 8{0}, \"Video::{1}\", \"Clip\" {{", TexturePD.uniqueID, TexturePD.Text);
ob.Append("\n\t\tType: \"Clip\"");
ob.Append("\n\t\tProperties70: {");
ob.AppendFormat("\n\t\t\tP: \"Path\", \"KString\", \"XRefUrl\", \"\", \"{0}\"", texPathName);
ob.Append("\n\t\t}");
ob.AppendFormat("\n\t\tFileName: \"{0}\"", texPathName);
ob.AppendFormat("\n\t\tRelativeFilename: \"{0}\"", texPathName.Replace($"{Path.GetDirectoryName(FBXfile)}\\", ""));
ob.Append("\n\t}");
//connect video to texture
cb.AppendFormat("\n\n\t;Video::{0}, Texture::{0}", TexturePD.Text);
cb.AppendFormat("\n\tC: \"OO\",8{0},7{1}", TexturePD.uniqueID, TexturePD.uniqueID);
}
#endregion
FBXwriter.Write(ob);
ob.Clear();
cb.Append("\n}");//Connections end
FBXwriter.Write(cb);
cb.Clear();
StatusStripUpdate("Finished exporting " + Path.GetFileName(FBXfile));
}
}
private static void MeshFBX(Mesh m_Mesh, string MeshID, StringBuilder ob)
{
if (m_Mesh.m_VertexCount > 0)//general failsafe
{
//StatusStripUpdate("Writing Geometry: " + m_Mesh.m_Name);
ob.AppendFormat("\n\tGeometry: 3{0}, \"Geometry::\", \"Mesh\" {{", MeshID);
ob.Append("\n\t\tProperties70: {");
var randomColor = RandomColorGenerator(m_Mesh.m_Name);
ob.AppendFormat("\n\t\t\tP: \"Color\", \"ColorRGB\", \"Color\", \"\",{0},{1},{2}", ((float)randomColor[0] / 255), ((float)randomColor[1] / 255), ((float)randomColor[2] / 255));
ob.Append("\n\t\t}");
#region Vertices
ob.AppendFormat("\n\t\tVertices: *{0} {{\n\t\t\ta: ", m_Mesh.m_VertexCount * 3);
int c = 3;//vertex components
//skip last component in vector4
if (m_Mesh.m_Vertices.Length == m_Mesh.m_VertexCount * 4) { c++; } //haha
int lineSplit = ob.Length;
for (int v = 0; v < m_Mesh.m_VertexCount; v++)
{
ob.AppendFormat("{0},{1},{2},", -m_Mesh.m_Vertices[v * c], m_Mesh.m_Vertices[v * c + 1], m_Mesh.m_Vertices[v * c + 2]);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
ob.Length--;//remove last comma
ob.Append("\n\t\t}");
#endregion
#region Indices
//in order to test topology for triangles/quads we need to store submeshes and write each one as geometry, then link to Mesh Node
ob.AppendFormat("\n\t\tPolygonVertexIndex: *{0} {{\n\t\t\ta: ", m_Mesh.m_Indices.Count);
lineSplit = ob.Length;
for (int f = 0; f < m_Mesh.m_Indices.Count / 3; f++)
{
ob.AppendFormat("{0},{1},{2},", m_Mesh.m_Indices[f * 3], m_Mesh.m_Indices[f * 3 + 2], (-m_Mesh.m_Indices[f * 3 + 1] - 1));
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
ob.Length--;//remove last comma
ob.Append("\n\t\t}");
ob.Append("\n\t\tGeometryVersion: 124");
#endregion
#region Normals
if ((bool)Properties.Settings.Default["exportNormals"] && m_Mesh.m_Normals != null && m_Mesh.m_Normals.Length > 0)
{
ob.Append("\n\t\tLayerElementNormal: 0 {");
ob.Append("\n\t\t\tVersion: 101");
ob.Append("\n\t\t\tName: \"\"");
ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\"");
ob.Append("\n\t\t\tReferenceInformationType: \"Direct\"");
ob.AppendFormat("\n\t\t\tNormals: *{0} {{\n\t\t\ta: ", (m_Mesh.m_VertexCount * 3));
if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 3) { c = 3; }
else if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 4) { c = 4; }
lineSplit = ob.Length;
for (int v = 0; v < m_Mesh.m_VertexCount; v++)
{
ob.AppendFormat("{0},{1},{2},", -m_Mesh.m_Normals[v * c], m_Mesh.m_Normals[v * c + 1], m_Mesh.m_Normals[v * c + 2]);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
ob.Length--;//remove last comma
ob.Append("\n\t\t\t}\n\t\t}");
}
#endregion
#region Tangents
if ((bool)Properties.Settings.Default["exportTangents"] && m_Mesh.m_Tangents != null && m_Mesh.m_Tangents.Length > 0)
{
ob.Append("\n\t\tLayerElementTangent: 0 {");
ob.Append("\n\t\t\tVersion: 101");
ob.Append("\n\t\t\tName: \"\"");
ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\"");
ob.Append("\n\t\t\tReferenceInformationType: \"Direct\"");
ob.AppendFormat("\n\t\t\tTangents: *{0} {{\n\t\t\ta: ", (m_Mesh.m_VertexCount * 3));
if (m_Mesh.m_Tangents.Length == m_Mesh.m_VertexCount * 3) { c = 3; }
else if (m_Mesh.m_Tangents.Length == m_Mesh.m_VertexCount * 4) { c = 4; }
lineSplit = ob.Length;
for (int v = 0; v < m_Mesh.m_VertexCount; v++)
{
ob.AppendFormat("{0},{1},{2},", -m_Mesh.m_Tangents[v * c], m_Mesh.m_Tangents[v * c + 1], m_Mesh.m_Tangents[v * c + 2]);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
ob.Length--;//remove last comma
ob.Append("\n\t\t\t}\n\t\t}");
}
#endregion
#region Colors
if ((bool)Properties.Settings.Default["exportColors"] && m_Mesh.m_Colors != null && m_Mesh.m_Colors.Length > 0)
{
ob.Append("\n\t\tLayerElementColor: 0 {");
ob.Append("\n\t\t\tVersion: 101");
ob.Append("\n\t\t\tName: \"\"");
//ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\"");
//ob.Append("\n\t\t\tReferenceInformationType: \"Direct\"");
ob.Append("\n\t\t\tMappingInformationType: \"ByPolygonVertex\"");
ob.Append("\n\t\t\tReferenceInformationType: \"IndexToDirect\"");
ob.AppendFormat("\n\t\t\tColors: *{0} {{\n\t\t\ta: ", m_Mesh.m_Colors.Length);
//ob.Append(string.Join(",", m_Mesh.m_Colors));
lineSplit = ob.Length;
if (m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 3)
{
for (int i = 0; i < m_Mesh.m_VertexCount; i++)
{
ob.AppendFormat("{0},{1},{2},{3},", m_Mesh.m_Colors[i * 3], m_Mesh.m_Colors[i * 3 + 1], m_Mesh.m_Colors[i * 3 + 2], 1.0f);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
}
else
{
for (int i = 0; i < m_Mesh.m_VertexCount; i++)
{
ob.AppendFormat("{0},{1},{2},{3},", m_Mesh.m_Colors[i * 4], m_Mesh.m_Colors[i * 4 + 1], m_Mesh.m_Colors[i * 4 + 2], m_Mesh.m_Colors[i * 4 + 3]);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
}
ob.Length--;//remove last comma
ob.Append("\n\t\t\t}");
ob.AppendFormat("\n\t\t\tColorIndex: *{0} {{\n\t\t\ta: ", m_Mesh.m_Indices.Count);
lineSplit = ob.Length;
for (int f = 0; f < m_Mesh.m_Indices.Count / 3; f++)
{
ob.AppendFormat("{0},{1},{2},", m_Mesh.m_Indices[f * 3], m_Mesh.m_Indices[f * 3 + 2], m_Mesh.m_Indices[f * 3 + 1]);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
ob.Length--;//remove last comma
ob.Append("\n\t\t\t}\n\t\t}");
}
#endregion
#region UV1
//does FBX support UVW coordinates?
if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV1 != null && m_Mesh.m_UV1.Length > 0)
{
ob.Append("\n\t\tLayerElementUV: 0 {");
ob.Append("\n\t\t\tVersion: 101");
ob.Append("\n\t\t\tName: \"UVChannel_1\"");
ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\"");
ob.Append("\n\t\t\tReferenceInformationType: \"Direct\"");
ob.AppendFormat("\n\t\t\tUV: *{0} {{\n\t\t\ta: ", m_Mesh.m_UV1.Length);
lineSplit = ob.Length;
for (int v = 0; v < m_Mesh.m_VertexCount; v++)
{
ob.AppendFormat("{0},{1},", m_Mesh.m_UV1[v * 2], 1 - m_Mesh.m_UV1[v * 2 + 1]);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
ob.Length--;//remove last comma
ob.Append("\n\t\t\t}\n\t\t}");
}
#endregion
#region UV2
if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV2 != null && m_Mesh.m_UV2.Length > 0)
{
ob.Append("\n\t\tLayerElementUV: 1 {");
ob.Append("\n\t\t\tVersion: 101");
ob.Append("\n\t\t\tName: \"UVChannel_2\"");
ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\"");
ob.Append("\n\t\t\tReferenceInformationType: \"Direct\"");
ob.AppendFormat("\n\t\t\tUV: *{0} {{\n\t\t\ta: ", m_Mesh.m_UV2.Length);
lineSplit = ob.Length;
for (int v = 0; v < m_Mesh.m_VertexCount; v++)
{
ob.AppendFormat("{0},{1},", m_Mesh.m_UV2[v * 2], 1 - m_Mesh.m_UV2[v * 2 + 1]);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
ob.Length--;//remove last comma
ob.Append("\n\t\t\t}\n\t\t}");
}
#endregion
#region UV3
if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV3 != null && m_Mesh.m_UV3.Length > 0)
{
ob.Append("\n\t\tLayerElementUV: 2 {");
ob.Append("\n\t\t\tVersion: 101");
ob.Append("\n\t\t\tName: \"UVChannel_3\"");
ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\"");
ob.Append("\n\t\t\tReferenceInformationType: \"Direct\"");
ob.AppendFormat("\n\t\t\tUV: *{0} {{\n\t\t\ta: ", m_Mesh.m_UV3.Length);
lineSplit = ob.Length;
for (int v = 0; v < m_Mesh.m_VertexCount; v++)
{
ob.AppendFormat("{0},{1},", m_Mesh.m_UV3[v * 2], 1 - m_Mesh.m_UV3[v * 2 + 1]);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
ob.Length--;//remove last comma
ob.Append("\n\t\t\t}\n\t\t}");
}
#endregion
#region UV4
if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV4 != null && m_Mesh.m_UV4.Length > 0)
{
ob.Append("\n\t\tLayerElementUV: 3 {");
ob.Append("\n\t\t\tVersion: 101");
ob.Append("\n\t\t\tName: \"UVChannel_4\"");
ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\"");
ob.Append("\n\t\t\tReferenceInformationType: \"Direct\"");
ob.AppendFormat("\n\t\t\tUV: *{0} {{\n\t\t\ta: ", m_Mesh.m_UV4.Length);
lineSplit = ob.Length;
for (int v = 0; v < m_Mesh.m_VertexCount; v++)
{
ob.AppendFormat("{0},{1},", m_Mesh.m_UV4[v * 2], 1 - m_Mesh.m_UV4[v * 2 + 1]);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
ob.Length--;//remove last comma
ob.Append("\n\t\t\t}\n\t\t}");
}
#endregion
#region Material
ob.Append("\n\t\tLayerElementMaterial: 0 {");
ob.Append("\n\t\t\tVersion: 101");
ob.Append("\n\t\t\tName: \"\"");
ob.Append("\n\t\t\tMappingInformationType: \"");
ob.Append(m_Mesh.m_SubMeshes.Count == 1 ? "AllSame\"" : "ByPolygon\"");
ob.Append("\n\t\t\tReferenceInformationType: \"IndexToDirect\"");
ob.AppendFormat("\n\t\t\tMaterials: *{0} {{", m_Mesh.m_materialIDs.Count);
ob.Append("\n\t\t\t\ta: ");
if (m_Mesh.m_materialIDs.Count == 1) { ob.Append("0"); }
else
{
lineSplit = ob.Length;
for (int i = 0; i < m_Mesh.m_materialIDs.Count; i++)
{
ob.AppendFormat("{0},", m_Mesh.m_materialIDs[i]);
if (ob.Length - lineSplit > 2000)
{
ob.Append("\n");
lineSplit = ob.Length;
}
}
ob.Length--;//remove last comma
}
ob.Append("\n\t\t\t}\n\t\t}");
#endregion
#region Layers
ob.Append("\n\t\tLayer: 0 {");
ob.Append("\n\t\t\tVersion: 100");
if ((bool)Properties.Settings.Default["exportNormals"] && m_Mesh.m_Normals != null && m_Mesh.m_Normals.Length > 0)
{
ob.Append("\n\t\t\tLayerElement: {");
ob.Append("\n\t\t\t\tType: \"LayerElementNormal\"");
ob.Append("\n\t\t\t\tTypedIndex: 0");
ob.Append("\n\t\t\t}");
}
if ((bool)Properties.Settings.Default["exportTangents"] && m_Mesh.m_Tangents != null && m_Mesh.m_Tangents.Length > 0)
{
ob.Append("\n\t\t\tLayerElement: {");
ob.Append("\n\t\t\t\tType: \"LayerElementTangent\"");
ob.Append("\n\t\t\t\tTypedIndex: 0");
ob.Append("\n\t\t\t}");
}
ob.Append("\n\t\t\tLayerElement: {");
ob.Append("\n\t\t\t\tType: \"LayerElementMaterial\"");
ob.Append("\n\t\t\t\tTypedIndex: 0");
ob.Append("\n\t\t\t}");
//
/*ob.Append("\n\t\t\tLayerElement: {");
ob.Append("\n\t\t\t\tType: \"LayerElementTexture\"");
ob.Append("\n\t\t\t\tTypedIndex: 0");
ob.Append("\n\t\t\t}");
ob.Append("\n\t\t\tLayerElement: {");
ob.Append("\n\t\t\t\tType: \"LayerElementBumpTextures\"");
ob.Append("\n\t\t\t\tTypedIndex: 0");
ob.Append("\n\t\t\t}");*/
if ((bool)Properties.Settings.Default["exportColors"] && m_Mesh.m_Colors != null && m_Mesh.m_Colors.Length > 0)
{
ob.Append("\n\t\t\tLayerElement: {");
ob.Append("\n\t\t\t\tType: \"LayerElementColor\"");
ob.Append("\n\t\t\t\tTypedIndex: 0");
ob.Append("\n\t\t\t}");
}
if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV1 != null && m_Mesh.m_UV1.Length > 0)
{
ob.Append("\n\t\t\tLayerElement: {");
ob.Append("\n\t\t\t\tType: \"LayerElementUV\"");
ob.Append("\n\t\t\t\tTypedIndex: 0");
ob.Append("\n\t\t\t}");
}
ob.Append("\n\t\t}"); //Layer 0 end
if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV2 != null && m_Mesh.m_UV2.Length > 0)
{
ob.Append("\n\t\tLayer: 1 {");
ob.Append("\n\t\t\tVersion: 100");
ob.Append("\n\t\t\tLayerElement: {");
ob.Append("\n\t\t\t\tType: \"LayerElementUV\"");
ob.Append("\n\t\t\t\tTypedIndex: 1");
ob.Append("\n\t\t\t}");
ob.Append("\n\t\t}"); //Layer 1 end
}
if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV3 != null && m_Mesh.m_UV3.Length > 0)
{
ob.Append("\n\t\tLayer: 2 {");
ob.Append("\n\t\t\tVersion: 100");
ob.Append("\n\t\t\tLayerElement: {");
ob.Append("\n\t\t\t\tType: \"LayerElementUV\"");
ob.Append("\n\t\t\t\tTypedIndex: 2");
ob.Append("\n\t\t\t}");
ob.Append("\n\t\t}"); //Layer 2 end
}
if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV4 != null && m_Mesh.m_UV4.Length > 0)
{
ob.Append("\n\t\tLayer: 3 {");
ob.Append("\n\t\t\tVersion: 100");
ob.Append("\n\t\t\tLayerElement: {");
ob.Append("\n\t\t\t\tType: \"LayerElementUV\"");
ob.Append("\n\t\t\t\tTypedIndex: 3");
ob.Append("\n\t\t\t}");
ob.Append("\n\t\t}"); //Layer 3 end
}
#endregion
ob.Append("\n\t}"); //Geometry end
}
}
private static float[] QuatToEuler(float[] q)
{
double eax = 0;
double eay = 0;
double eaz = 0;
float qx = q[0];
float qy = q[1];
float qz = q[2];
float qw = q[3];
double[,] M = new double[4, 4];
double Nq = qx * qx + qy * qy + qz * qz + qw * qw;
double s = (Nq > 0.0) ? (2.0 / Nq) : 0.0;
double xs = qx * s, ys = qy * s, zs = qz * s;
double wx = qw * xs, wy = qw * ys, wz = qw * zs;
double xx = qx * xs, xy = qx * ys, xz = qx * zs;
double yy = qy * ys, yz = qy * zs, zz = qz * zs;
M[0, 0] = 1.0 - (yy + zz); M[0, 1] = xy - wz; M[0, 2] = xz + wy;
M[1, 0] = xy + wz; M[1, 1] = 1.0 - (xx + zz); M[1, 2] = yz - wx;
M[2, 0] = xz - wy; M[2, 1] = yz + wx; M[2, 2] = 1.0 - (xx + yy);
M[3, 0] = M[3, 1] = M[3, 2] = M[0, 3] = M[1, 3] = M[2, 3] = 0.0; M[3, 3] = 1.0;
double test = Math.Sqrt(M[0, 0] * M[0, 0] + M[1, 0] * M[1, 0]);
if (test > 16 * 1.19209290E-07F)//FLT_EPSILON
{
eax = Math.Atan2(M[2, 1], M[2, 2]);
eay = Math.Atan2(-M[2, 0], test);
eaz = Math.Atan2(M[1, 0], M[0, 0]);
}
else
{
eax = Math.Atan2(-M[1, 2], M[1, 1]);
eay = Math.Atan2(-M[2, 0], test);
eaz = 0;
}
return new[] { (float)(eax * 180 / Math.PI), (float)(eay * 180 / Math.PI), (float)(eaz * 180 / Math.PI) };
}
private static byte[] RandomColorGenerator(string name)
{
int nameHash = name.GetHashCode();
Random r = new Random(nameHash);
//Random r = new Random(DateTime.Now.Millisecond);
byte red = (byte)r.Next(0, 255);
byte green = (byte)r.Next(0, 255);
byte blue = (byte)r.Next(0, 255);
return new[] { red, green, blue };
}
}
}