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ExporterSkinning.cs
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ExporterSkinning.cs
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using System.Collections.Generic;
using GLTF.Schema;
using UnityEngine;
namespace UnityGLTF
{
public partial class GLTFSceneExporter
{
private List<Transform> _skinnedNodes;
private Dictionary<SkinnedMeshRenderer, UnityEngine.Mesh> _bakedMeshes;
private void ExportSkinFromNode(Transform transform)
{
exportSkinFromNodeMarker.Begin();
var go = transform.gameObject;
var skin = transform.GetComponent<SkinnedMeshRenderer>();
var mesh = GetMeshFromGameObject(go);
UniquePrimitive key = new UniquePrimitive();
key.Mesh = mesh;
key.SkinnedMeshRenderer = skin;
key.Materials = GetMaterialsFromGameObject(go);
MeshId val;
if (!_primOwner.TryGetValue(key, out val))
{
Debug.Log("No mesh found for skin on " + transform, transform);
exportSkinFromNodeMarker.End();
return;
}
GLTF.Schema.Skin gltfSkin = new Skin();
// early out of this SkinnedMeshRenderer has no bones assigned (could be BlendShapes-only)
if (skin.bones == null || skin.bones.Length == 0)
{
exportSkinFromNodeMarker.End();
return;
}
bool allBoneTransformNodesHaveBeenExported = true;
for (int i = 0; i < skin.bones.Length; ++i)
{
if (!skin.bones[i])
{
Debug.LogWarning("Skin has null bone at index " + i + ": " + skin, skin);
continue;
}
var nodeId = skin.bones[i].GetInstanceID();
if (!_exportedTransforms.ContainsKey(nodeId))
{
allBoneTransformNodesHaveBeenExported = false;
break;
}
}
if (!allBoneTransformNodesHaveBeenExported)
{
Debug.LogWarning("Not all bones for SkinnedMeshRenderer " + transform + " were exported. Skin information will be skipped. Make sure the bones are active and enabled if you want to export them.", transform);
exportSkinFromNodeMarker.End();
return;
}
for (int i = 0; i < skin.bones.Length; ++i)
{
if (!skin.bones[i])
{
continue;
}
var nodeId = skin.bones[i].GetInstanceID();
gltfSkin.Joints.Add(
new NodeId
{
Id = _exportedTransforms[nodeId],
Root = _root
});
}
gltfSkin.InverseBindMatrices = ExportAccessor(mesh.bindposes);
Vector4[] bones = boneWeightToBoneVec4(mesh.boneWeights);
Vector4[] weights = boneWeightToWeightVec4(mesh.boneWeights);
AccessorId sharedBones = null;
AccessorId sharedWeights = null;
if(val != null)
{
GLTF.Schema.GLTFMesh gltfMesh = _root.Meshes[val.Id];
if(gltfMesh != null)
{
foreach (MeshPrimitive prim in gltfMesh.Primitives)
{
if (!prim.Attributes.ContainsKey("JOINTS_0"))
{
if (sharedBones != null)
prim.Attributes.Add("JOINTS_0", sharedBones);
else
{
var jointsAccessor = ExportAccessorUint(bones);
jointsAccessor.Value.BufferView.Value.Target = BufferViewTarget.ArrayBuffer;
prim.Attributes.Add("JOINTS_0", jointsAccessor);
sharedBones = jointsAccessor;
}
}
if (!prim.Attributes.ContainsKey("WEIGHTS_0"))
{
if (sharedWeights != null)
prim.Attributes.Add("WEIGHTS_0", sharedWeights);
else
{
var weightsAccessor = ExportAccessor(weights);
weightsAccessor.Value.BufferView.Value.Target = BufferViewTarget.ArrayBuffer;
prim.Attributes.Add("WEIGHTS_0", weightsAccessor);
sharedWeights = weightsAccessor;
}
}
}
}
}
_root.Nodes[_exportedTransforms[transform.GetInstanceID()]].Skin = new SkinId() { Id = _root.Skins.Count, Root = _root };
_root.Skins.Add(gltfSkin);
exportSkinFromNodeMarker.End();
}
private UnityEngine.Mesh GetMeshFromGameObject(GameObject gameObject)
{
if (gameObject.GetComponent<MeshFilter>())
{
return gameObject.GetComponent<MeshFilter>().sharedMesh;
}
SkinnedMeshRenderer skinMesh = gameObject.GetComponent<SkinnedMeshRenderer>();
if (skinMesh)
{
if (!ExportAnimations && settings.BakeSkinnedMeshes)
{
if (!_bakedMeshes.ContainsKey(skinMesh))
{
UnityEngine.Mesh bakedMesh = new UnityEngine.Mesh();
skinMesh.BakeMesh(bakedMesh);
_bakedMeshes.Add(skinMesh, bakedMesh);
}
return _bakedMeshes[skinMesh];
}
return gameObject.GetComponent<SkinnedMeshRenderer>().sharedMesh;
}
return null;
}
private UnityEngine.Material[] GetMaterialsFromGameObject(GameObject gameObject)
{
if (gameObject.GetComponent<MeshRenderer>())
{
return gameObject.GetComponent<MeshRenderer>().sharedMaterials;
}
if (gameObject.GetComponent<SkinnedMeshRenderer>())
{
return gameObject.GetComponent<SkinnedMeshRenderer>().sharedMaterials;
}
return null;
}
private Vector4[] boneWeightToBoneVec4(BoneWeight[] bw)
{
Vector4[] bones = new Vector4[bw.Length];
for (int i = 0; i < bw.Length; ++i)
{
bones[i] = new Vector4(bw[i].boneIndex0, bw[i].boneIndex1, bw[i].boneIndex2, bw[i].boneIndex3);
}
return bones;
}
private Vector4[] boneWeightToWeightVec4(BoneWeight[] bw)
{
Vector4[] weights = new Vector4[bw.Length];
for (int i = 0; i < bw.Length; ++i)
{
weights[i] = new Vector4(bw[i].weight0, bw[i].weight1, bw[i].weight2, bw[i].weight3);
}
return weights;
}
}
}