// =============================================================================================== // The MIT License (MIT) for UnityFBXExporter // // UnityFBXExporter was created for Building Crafter (http://u3d.as/ovC) a tool to rapidly // create high quality buildings right in Unity with no need to use 3D modeling programs. // // Copyright (c) 2016 | 8Bit Goose Games, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies // of the Software, and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A // PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE // OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // // =============================================================================================== using UnityEngine; using System.Collections; using System.Text; using System.Collections.Generic; namespace UnityFBXExporter { public class FBXUnityMeshGetter { /// /// Gets all the meshes and outputs to a string (even grabbing the child of each gameObject) /// /// The mesh to string. /// GameObject Parent. /// Every Material in the parent that can be accessed. /// The StringBuidler to create objects for the FBX file. /// The StringBuidler to create connections for the FBX file. /// Parent object, if left null this is the top parent. /// Parent model id, 0 if top parent. public static long GetMeshToString(GameObject gameObj, Material[] materials, ref StringBuilder objects, ref StringBuilder connections, GameObject parentObject = null, long parentModelId = 0) { StringBuilder tempObjectSb = new StringBuilder(); StringBuilder tempConnectionsSb = new StringBuilder(); long geometryId = FBXExporter.GetRandomFBXId(); long modelId = FBXExporter.GetRandomFBXId(); //@cartzhang if SkinnedMeshRender gameobject,but has no meshfilter,add one. SkinnedMeshRenderer[] meshfilterRender = gameObj.GetComponentsInChildren(); for (int i = 0; i < meshfilterRender.Length; i++) { if (meshfilterRender[i].GetComponent() == null) { meshfilterRender[i].gameObject.AddComponent(); meshfilterRender[i].GetComponent().sharedMesh = GameObject.Instantiate(meshfilterRender[i].sharedMesh); } } // Sees if there is a mesh to export and add to the system MeshFilter filter = gameObj.GetComponent(); string meshName = gameObj.name; // A NULL parent means that the gameObject is at the top string isMesh = "Null"; if(filter != null) { meshName = filter.sharedMesh.name; isMesh = "Mesh"; } if(parentModelId == 0) tempConnectionsSb.AppendLine("\t;Model::" + meshName + ", Model::RootNode"); else tempConnectionsSb.AppendLine("\t;Model::" + meshName + ", Model::USING PARENT"); tempConnectionsSb.AppendLine("\tC: \"OO\"," + modelId + "," + parentModelId); tempConnectionsSb.AppendLine(); tempObjectSb.AppendLine("\tModel: " + modelId + ", \"Model::" + gameObj.name + "\", \"" + isMesh + "\" {"); tempObjectSb.AppendLine("\t\tVersion: 232"); tempObjectSb.AppendLine("\t\tProperties70: {"); tempObjectSb.AppendLine("\t\t\tP: \"RotationOrder\", \"enum\", \"\", \"\",4"); tempObjectSb.AppendLine("\t\t\tP: \"RotationActive\", \"bool\", \"\", \"\",1"); tempObjectSb.AppendLine("\t\t\tP: \"InheritType\", \"enum\", \"\", \"\",1"); tempObjectSb.AppendLine("\t\t\tP: \"ScalingMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); tempObjectSb.AppendLine("\t\t\tP: \"DefaultAttributeIndex\", \"int\", \"Integer\", \"\",0"); // ===== Local Translation Offset ========= Vector3 position = gameObj.transform.localPosition; tempObjectSb.Append("\t\t\tP: \"Lcl Translation\", \"Lcl Translation\", \"\", \"A+\","); // Append the X Y Z coords to the system tempObjectSb.AppendFormat("{0},{1},{2}", position.x * - 1, position.y, position.z); tempObjectSb.AppendLine(); // Rotates the object correctly from Unity space Vector3 localRotation = gameObj.transform.localEulerAngles; tempObjectSb.AppendFormat("\t\t\tP: \"Lcl Rotation\", \"Lcl Rotation\", \"\", \"A+\",{0},{1},{2}", localRotation.x, localRotation.y * -1, -1 * localRotation.z); tempObjectSb.AppendLine(); // Adds the local scale of this object Vector3 localScale = gameObj.transform.localScale; tempObjectSb.AppendFormat("\t\t\tP: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",{0},{1},{2}", localScale.x, localScale.y, localScale.z); tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\tP: \"currentUVSet\", \"KString\", \"\", \"U\", \"map1\""); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t\tShading: T"); tempObjectSb.AppendLine("\t\tCulling: \"CullingOff\""); tempObjectSb.AppendLine("\t}"); // Adds in geometry if it exists, if it it does not exist, this is a empty gameObject file and skips over this if(filter != null) { Mesh mesh = filter.sharedMesh; // ================================= // General Geometry Info // ================================= // Generate the geometry information for the mesh created tempObjectSb.AppendLine("\tGeometry: " + geometryId + ", \"Geometry::\", \"Mesh\" {"); // ===== WRITE THE VERTICIES ===== Vector3[] verticies = mesh.vertices; int vertCount = mesh.vertexCount * 3; // <= because the list of points is just a list of comma seperated values, we need to multiply by three tempObjectSb.AppendLine("\t\tVertices: *" + vertCount + " {"); tempObjectSb.Append("\t\t\ta: "); for(int i = 0; i < verticies.Length; i++) { if(i > 0) tempObjectSb.Append(","); // Points in the verticies. We also reverse the x value because Unity has a reverse X coordinate tempObjectSb.AppendFormat("{0},{1},{2}", verticies[i].x * - 1, verticies[i].y, verticies[i].z); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t} "); // ======= WRITE THE TRIANGLES ======== int triangleCount = mesh.triangles.Length; int[] triangles = mesh.triangles; tempObjectSb.AppendLine("\t\tPolygonVertexIndex: *" + triangleCount + " {"); // Write triangle indexes tempObjectSb.Append("\t\t\ta: "); for(int i = 0; i < triangleCount; i += 3) { if(i > 0) tempObjectSb.Append(","); // To get the correct normals, must rewind the triangles since we flipped the x direction tempObjectSb.AppendFormat("{0},{1},{2}", triangles[i], triangles[i + 2], (triangles[i + 1] * -1) - 1); // <= Tells the poly is ended } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t} "); tempObjectSb.AppendLine("\t\tGeometryVersion: 124"); tempObjectSb.AppendLine("\t\tLayerElementNormal: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"Direct\""); // ===== WRITE THE NORMALS ========== Vector3[] normals = mesh.normals; tempObjectSb.AppendLine("\t\t\tNormals: *" + (triangleCount * 3) + " {"); tempObjectSb.Append("\t\t\t\ta: "); for(int i = 0; i < triangleCount; i += 3) { if(i > 0) tempObjectSb.Append(","); // To get the correct normals, must rewind the normal triangles like the triangles above since x was flipped Vector3 newNormal = normals[triangles[i]]; tempObjectSb.AppendFormat("{0},{1},{2},", newNormal.x * -1, // Switch normal as is tradition newNormal.y, newNormal.z); newNormal = normals[triangles[i + 2]]; tempObjectSb.AppendFormat("{0},{1},{2},", newNormal.x * -1, // Switch normal as is tradition newNormal.y, newNormal.z); newNormal = normals[triangles[i + 1]]; tempObjectSb.AppendFormat("{0},{1},{2}", newNormal.x * -1, // Switch normal as is tradition newNormal.y, newNormal.z); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); // ===== WRITE THE COLORS ===== bool containsColors = mesh.colors.Length == verticies.Length; if(containsColors) { Color[] colors = mesh.colors; Dictionary colorTable = new Dictionary(); // reducing amount of data by only keeping unique colors. int idx = 0; // build index table of all the different colors present in the mesh for (int i = 0; i < colors.Length; i++) { if (!colorTable.ContainsKey(colors[i])) { colorTable[colors[i]] = idx; idx++; } } tempObjectSb.AppendLine("\t\tLayerElementColor: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"Col\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); tempObjectSb.AppendLine("\t\t\tColors: *" + colorTable.Count * 4 + " {"); tempObjectSb.Append("\t\t\t\ta: "); bool first = true; foreach (KeyValuePair color in colorTable) { if (!first) tempObjectSb.Append(","); tempObjectSb.AppendFormat("{0},{1},{2},{3}", color.Key.r, color.Key.g, color.Key.b, color.Key.a); first = false; } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t\t}"); // Color index tempObjectSb.AppendLine("\t\t\tColorIndex: *" + triangles.Length + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangles.Length; i += 3) { if (i > 0) tempObjectSb.Append(","); // Triangles need to be fliped for the x flip int index1 = triangles[i]; int index2 = triangles[i + 2]; int index3 = triangles[i + 1]; // Find the color index related to that vertice index index1 = colorTable[colors[index1]]; index2 = colorTable[colors[index2]]; index3 = colorTable[colors[index3]]; tempObjectSb.AppendFormat("{0},{1},{2}", index1, index2, index3); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); } else Debug.LogWarning("Mesh contains " + mesh.vertices.Length + " vertices for " + mesh.colors.Length + " colors. Skip color export"); // ================ UV CREATION ========================= // -- UV 1 Creation int uvLength = mesh.uv.Length; Vector2[] uvs = mesh.uv; tempObjectSb.AppendLine("\t\tLayerElementUV: 0 {"); // the Zero here is for the first UV map tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"map1\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); tempObjectSb.AppendLine("\t\t\tUV: *" + uvLength * 2 + " {"); tempObjectSb.Append("\t\t\t\ta: "); for(int i = 0; i < uvLength; i++) { if(i > 0) tempObjectSb.Append(","); tempObjectSb.AppendFormat("{0},{1}", uvs[i].x, uvs[i].y); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t\t}"); // UV tile index coords tempObjectSb.AppendLine("\t\t\tUVIndex: *" + triangleCount +" {"); tempObjectSb.Append("\t\t\t\ta: "); for(int i = 0; i < triangleCount; i += 3) { if(i > 0) tempObjectSb.Append(","); // Triangles need to be fliped for the x flip int index1 = triangles[i]; int index2 = triangles[i+2]; int index3 = triangles[i+1]; tempObjectSb.AppendFormat("{0},{1},{2}", index1, index2, index3); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); // -- UV 2 Creation // TODO: Add UV2 Creation here // -- Smoothing // TODO: Smoothing doesn't seem to do anything when importing. This maybe should be added. -KBH // ============ MATERIALS ============= tempObjectSb.AppendLine("\t\tLayerElementMaterial: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygon\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); int totalFaceCount = 0; // So by polygon means that we need 1/3rd of how many indicies we wrote. int numberOfSubmeshes = mesh.subMeshCount; StringBuilder submeshesSb = new StringBuilder(); // For just one submesh, we set them all to zero if(numberOfSubmeshes == 1) { int numFaces = triangles.Length / 3; for(int i = 0; i < numFaces; i++) { submeshesSb.Append("0,"); totalFaceCount++; } } else { List allSubmeshes = new List(); // Load all submeshes into a space for(int i = 0; i < numberOfSubmeshes; i++) allSubmeshes.Add(mesh.GetIndices(i)); // TODO: Optimize this search pattern for(int i = 0; i < triangles.Length; i += 3) { for(int subMeshIndex = 0; subMeshIndex < allSubmeshes.Count; subMeshIndex++) { bool breaker = false; for(int n = 0; n < allSubmeshes[subMeshIndex].Length; n += 3) { if(triangles[i] == allSubmeshes[subMeshIndex][n] && triangles[i + 1] == allSubmeshes[subMeshIndex][n + 1] && triangles[i + 2] == allSubmeshes[subMeshIndex][n + 2]) { submeshesSb.Append(subMeshIndex.ToString()); submeshesSb.Append(","); totalFaceCount++; break; } if(breaker) break; } } } } tempObjectSb.AppendLine("\t\t\tMaterials: *" + totalFaceCount + " {"); tempObjectSb.Append("\t\t\t\ta: "); tempObjectSb.AppendLine(submeshesSb.ToString()); tempObjectSb.AppendLine("\t\t\t} "); tempObjectSb.AppendLine("\t\t}"); // ============= INFORMS WHAT TYPE OF LATER ELEMENTS ARE IN THIS GEOMETRY ================= tempObjectSb.AppendLine("\t\tLayer: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 100"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementNormal\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementMaterial\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementTexture\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); if(containsColors) { tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementColor\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); } tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementUV\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); // TODO: Here we would add UV layer 1 for ambient occlusion UV file // tempObjectSb.AppendLine("\t\t\tLayerElement: {"); // tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementUV\""); // tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 1"); // tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t}"); // Add the connection for the model to the geometry so it is attached the right mesh tempConnectionsSb.AppendLine("\t;Geometry::, Model::" + mesh.name); tempConnectionsSb.AppendLine("\tC: \"OO\"," + geometryId + "," + modelId); tempConnectionsSb.AppendLine(); // Add the connection of all the materials in order of submesh MeshRenderer meshRenderer = gameObj.GetComponent(); if(meshRenderer != null) { Material[] allMaterialsInThisMesh = meshRenderer.sharedMaterials; for(int i = 0; i < allMaterialsInThisMesh.Length; i++) { Material mat = allMaterialsInThisMesh[i]; int referenceId = Mathf.Abs(mat.GetInstanceID()); if(mat == null) { Debug.LogError("ERROR: the game object " + gameObj.name + " has an empty material on it. This will export problematic files. Please fix and reexport"); continue; } tempConnectionsSb.AppendLine("\t;Material::" + mat.name + ", Model::" + mesh.name); tempConnectionsSb.AppendLine("\tC: \"OO\"," + referenceId + "," + modelId); tempConnectionsSb.AppendLine(); } } } // Recursively add all the other objects to the string that has been built. for(int i = 0; i < gameObj.transform.childCount; i++) { GameObject childObject = gameObj.transform.GetChild(i).gameObject; FBXUnityMeshGetter.GetMeshToString(childObject, materials, ref tempObjectSb, ref tempConnectionsSb, gameObj, modelId); } objects.Append(tempObjectSb.ToString()); connections.Append(tempConnectionsSb.ToString()); return modelId; } //private Mesh CreateMeshInstance(UnityEngine.Object obj,Mesh mesh) //{ // obj = new UnityEngine.Object(); // Mesh instanceMesh = UnityEngine.Instantiate(Mesh); //} } }