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FbxExporter06.cs
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FbxExporter06.cs
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//#define UNI_15935
// ***********************************************************************
// Copyright (c) 2017 Unity Technologies. All rights reserved.
//
// Licensed under the ##LICENSENAME##.
// See LICENSE.md file in the project root for full license information.
// ***********************************************************************
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEditor;
namespace Autodesk.Fbx.Examples
{
namespace Editor
{
public class FbxExporter06 : System.IDisposable
{
const string Title =
"Example 06: exporting a static mesh with materials and textures";
const string Subject =
@"Example FbxExporter06 illustrates how to:
1) create and initialize an exporter
2) create a scene
3) create a node with transform data
4) add static mesh to a node
5) add texture UVs
6) add materials and textures
7) export the static mesh to a FBX file (FBX201400 compatible)
";
const string Keywords =
"export mesh materials textures uvs";
const string Comments =
@"";
const string MenuItemName = "File/Export FBX/6. Static mesh with materials and textures";
const string FileBaseName = "example_static_mesh_with_materials_and_textures";
/// <summary>
/// Create instance of example
/// </summary>
public static FbxExporter06 Create () { return new FbxExporter06 (); }
/// <summary>
/// Map Unity material name to FBX material object
/// </summary>
Dictionary<string, FbxSurfaceMaterial> MaterialMap = new Dictionary<string, FbxSurfaceMaterial>();
/// <summary>
/// Map texture filename name to FBX texture object
/// </summary>
Dictionary<string, FbxTexture> TextureMap = new Dictionary<string, FbxTexture>();
/// <summary>
/// Export the mesh's UVs using layer 0.
/// </summary>
public void ExportUVs (MeshInfo mesh, FbxMesh fbxMesh)
{
// Set the normals on Layer 0.
FbxLayer fbxLayer = fbxMesh.GetLayer (0 /* default layer */);
if (fbxLayer == null) {
fbxMesh.CreateLayer ();
fbxLayer = fbxMesh.GetLayer (0 /* default layer */);
}
using (var fbxLayerElement = FbxLayerElementUV.Create (fbxMesh, "UVSet"))
{
fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByPolygonVertex);
fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eIndexToDirect);
// set texture coordinates per vertex
FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
for (int n = 0; n < mesh.UV.Length; n++) {
fbxElementArray.Add (new FbxVector2 (mesh.UV [n] [0],
mesh.UV [n] [1]));
}
// For each face index, point to a texture uv
var unityTriangles = mesh.Triangles;
FbxLayerElementArray fbxIndexArray = fbxLayerElement.GetIndexArray ();
fbxIndexArray.SetCount (unityTriangles.Length);
for (int i = 0, n = unityTriangles.Length; i < n; ++i) {
fbxIndexArray.SetAt (i, unityTriangles[i]);
}
fbxLayer.SetUVs (fbxLayerElement, FbxLayerElement.EType.eTextureDiffuse);
}
}
/// <summary>
/// Export an Unity Texture
/// </summary>
public void ExportTexture (Material unityMaterial, string unityPropName,
FbxSurfaceMaterial fbxMaterial, string fbxPropName)
{
if (!unityMaterial) { return; }
// Get the texture on this property, if any.
if (!unityMaterial.HasProperty(unityPropName)) { return; }
var unityTexture = unityMaterial.GetTexture (unityPropName);
if (!unityTexture) { return; }
// Find its filename
var textureSourceFullPath = AssetDatabase.GetAssetPath(unityTexture);
if (textureSourceFullPath == "") { return; }
// get absolute filepath to texture
textureSourceFullPath = Path.GetFullPath(textureSourceFullPath);
if (Verbose)
Debug.Log(string.Format("{2}.{1} setting texture path {0}", textureSourceFullPath, fbxPropName, fbxMaterial.GetName()));
// Find the corresponding property on the fbx material.
var fbxMaterialProperty = fbxMaterial.FindProperty (fbxPropName);
if (fbxMaterialProperty == null || !fbxMaterialProperty.IsValid()) { Debug.Log("property not found"); return; }
// Find or create an fbx texture and link it up to the fbx material.
if (!TextureMap.ContainsKey(textureSourceFullPath)) {
var fbxTexture = FbxFileTexture.Create (fbxMaterial, fbxPropName + "_Texture");
fbxTexture.SetFileName (textureSourceFullPath);
fbxTexture.SetTextureUse (FbxTexture.ETextureUse.eStandard);
fbxTexture.SetMappingType (FbxTexture.EMappingType.eUV);
TextureMap.Add(textureSourceFullPath, fbxTexture);
}
TextureMap[textureSourceFullPath].ConnectDstProperty(fbxMaterialProperty);
}
/// <summary>
/// Get the color of a material, or grey if we can't find it.
/// </summary>
public FbxDouble3 GetMaterialColor(Material unityMaterial, string unityPropName)
{
if (!unityMaterial) { return new FbxDouble3(0.5); }
if (!unityMaterial.HasProperty(unityPropName)) { return new FbxDouble3(0.5); }
var unityColor = unityMaterial.GetColor (unityPropName);
return new FbxDouble3 (unityColor.r, unityColor.g, unityColor.b);
}
/// <summary>
/// Export (and map) a Unity PBS material to FBX classic material
/// </summary>
public FbxSurfaceMaterial ExportMaterial (Material unityMaterial, FbxScene fbxScene)
{
if (Verbose)
Debug.Log(string.Format("exporting material {0}",unityMaterial.name));
var materialName = unityMaterial ? unityMaterial.name : "DefaultMaterial";
if (MaterialMap.ContainsKey (materialName)) {
return MaterialMap [materialName];
}
// We'll export either Phong or Lambert. Phong if it calls
// itself specular, Lambert otherwise.
var shader = unityMaterial ? unityMaterial.shader : null;
bool specular = shader && shader.name.ToLower().Contains("specular");
var fbxMaterial = specular
? FbxSurfacePhong.Create(fbxScene, materialName)
: FbxSurfaceLambert.Create(fbxScene, materialName);
// Copy the flat colours over from Unity standard materials to FBX.
fbxMaterial.Diffuse.Set(GetMaterialColor(unityMaterial, "_Color"));
fbxMaterial.Emissive.Set(GetMaterialColor(unityMaterial, "_EmissionColor"));
fbxMaterial.Ambient.Set(new FbxDouble3 ());
fbxMaterial.BumpFactor.Set (unityMaterial ? unityMaterial.GetFloat ("_BumpScale") : 0);
if (specular) {
(fbxMaterial as FbxSurfacePhong).Specular.Set(GetMaterialColor(unityMaterial, "_SpecColor"));
}
// Export the textures from Unity standard materials to FBX.
ExportTexture (unityMaterial, "_MainTex", fbxMaterial, FbxSurfaceMaterial.sDiffuse);
ExportTexture (unityMaterial, "_EmissionMap", fbxMaterial, "emissive");
ExportTexture (unityMaterial, "_BumpMap", fbxMaterial, FbxSurfaceMaterial.sNormalMap);
if (specular) {
ExportTexture (unityMaterial, "_SpecGlosMap", fbxMaterial, FbxSurfaceMaterial.sSpecular);
}
MaterialMap.Add(materialName, fbxMaterial);
return fbxMaterial;
}
/// <summary>
/// Unconditionally export this mesh object to the file.
/// We have decided; this mesh is definitely getting exported.
/// </summary>
public void ExportMesh (MeshInfo meshInfo, FbxNode fbxNode, FbxScene fbxScene)
{
if (!meshInfo.IsValid)
return;
NumMeshes++;
NumTriangles += meshInfo.Triangles.Length / 3;
NumVertices += meshInfo.VertexCount;
// create the mesh structure.
FbxMesh fbxMesh = FbxMesh.Create (fbxScene, "Scene");
// Create control points.
int NumControlPoints = meshInfo.VertexCount;
fbxMesh.InitControlPoints (NumControlPoints);
// copy control point data from Unity to FBX
for (int v = 0; v < NumControlPoints; v++)
{
// convert from left to right-handed by negating x (Unity negates x again on import)
fbxMesh.SetControlPointAt(new FbxVector4 (-meshInfo.Vertices [v].x, meshInfo.Vertices [v].y, meshInfo.Vertices [v].z), v);
}
ExportUVs (meshInfo, fbxMesh);
var fbxMaterial = ExportMaterial (meshInfo.Material, fbxScene);
fbxNode.AddMaterial (fbxMaterial);
/* Triangles have to be added in reverse order,
* or else they will be inverted on import
* (due to the conversion from left to right handed coords)
*/
for (int f = 0; f < meshInfo.Triangles.Length / 3; f++)
{
fbxMesh.BeginPolygon ();
fbxMesh.AddPolygon (meshInfo.Triangles [3 * f + 2]);
fbxMesh.AddPolygon (meshInfo.Triangles [3 * f + 1]);
fbxMesh.AddPolygon (meshInfo.Triangles [3 * f]);
fbxMesh.EndPolygon ();
}
// set the fbxNode containing the mesh
fbxNode.SetNodeAttribute (fbxMesh);
fbxNode.SetShadingMode (FbxNode.EShadingMode.eWireFrame);
}
// get a fbxNode's global default position.
protected void ExportTransform (UnityEngine.Transform unityTransform, FbxNode fbxNode)
{
// get local position of fbxNode (from Unity)
UnityEngine.Vector3 unityTranslate = unityTransform.localPosition;
UnityEngine.Vector3 unityRotate = unityTransform.localRotation.eulerAngles;
UnityEngine.Vector3 unityScale = unityTransform.localScale;
// transfer transform data from Unity to Fbx
// Negating the x value of the translation, and the y and z values of the rotation
// to convert from Unity to Maya coordinates (left to righthanded)
var fbxTranslate = new FbxDouble3 (-unityTranslate.x, unityTranslate.y, unityTranslate.z);
var fbxRotate = new FbxDouble3 (unityRotate.x, -unityRotate.y, -unityRotate.z);
var fbxScale = new FbxDouble3 (unityScale.x, unityScale.y, unityScale.z);
// set the local position of fbxNode
fbxNode.LclTranslation.Set(fbxTranslate);
fbxNode.LclRotation.Set(fbxRotate);
fbxNode.LclScaling.Set(fbxScale);
return;
}
/// <summary>
/// Unconditionally export components on this game object
/// </summary>
protected void ExportComponents (GameObject unityGo, FbxScene fbxScene, FbxNode fbxNodeParent)
{
// create an FbxNode and add it as a child of parent
FbxNode fbxNode = FbxNode.Create (fbxScene, unityGo.name);
NumNodes++;
ExportTransform ( unityGo.transform, fbxNode);
ExportMesh (GetMeshInfo( unityGo ), fbxNode, fbxScene);
if (Verbose)
Debug.Log (string.Format ("exporting {0}", fbxNode.GetName ()));
fbxNodeParent.AddChild (fbxNode);
// now unityGo through our children and recurse
foreach (Transform childT in unityGo.transform)
{
ExportComponents (childT.gameObject, fbxScene, fbxNode);
}
return ;
}
/// <summary>
/// Export all the objects in the set.
/// Return the number of objects in the set that we exported.
/// </summary>
public int ExportAll (IEnumerable<UnityEngine.Object> unityExportSet)
{
Verbose = true;
// Create the FBX manager
using (var fbxManager = FbxManager.Create ())
{
// Configure fbx IO settings.
fbxManager.SetIOSettings (FbxIOSettings.Create (fbxManager, Globals.IOSROOT));
// Export texture as embedded
fbxManager.GetIOSettings ().SetBoolProp (Globals.EXP_FBX_EMBEDDED, true);
// Create the exporter
var fbxExporter = FbxExporter.Create (fbxManager, "Exporter");
// Initialize the exporter.
int fileFormat = fbxManager.GetIOPluginRegistry ().FindWriterIDByDescription ("FBX ascii (*.fbx)");
bool status = fbxExporter.Initialize (LastFilePath, fileFormat, fbxManager.GetIOSettings ());
// Check that initialization of the fbxExporter was successful
if (!status)
return 0;
// Set compatibility to 2014
fbxExporter.SetFileExportVersion("FBX201400");
// Create a scene
var fbxScene = FbxScene.Create (fbxManager, "Scene");
// set up the scene info
FbxDocumentInfo fbxSceneInfo = FbxDocumentInfo.Create (fbxManager, "SceneInfo");
fbxSceneInfo.mTitle = Title;
fbxSceneInfo.mSubject = Subject;
fbxSceneInfo.mAuthor = "Unity Technologies";
fbxSceneInfo.mRevision = "1.0";
fbxSceneInfo.mKeywords = Keywords;
fbxSceneInfo.mComment = Comments;
fbxScene.SetSceneInfo (fbxSceneInfo);
// Set up the axes (Y up, Z forward, X to the right) and units (meters)
var fbxSettings = fbxScene.GetGlobalSettings();
fbxSettings.SetSystemUnit(FbxSystemUnit.m);
// The Unity axis system has Y up, Z forward, X to the right (left handed system with odd parity).
// The Maya axis system has Y up, Z forward, X to the left (right handed system with odd parity).
// We need to export right-handed for Maya because ConvertScene can't switch handedness:
// https://forums.autodesk.com/t5/fbx-forum/get-confused-with-fbxaxissystem-convertscene/td-p/4265472
fbxSettings.SetAxisSystem (FbxAxisSystem.MayaYUp);
// export set of object
FbxNode fbxRootNode = fbxScene.GetRootNode ();
foreach (var obj in unityExportSet)
{
var unityGo = GetGameObject (obj);
if ( unityGo )
{
this.ExportComponents ( unityGo, fbxScene, fbxRootNode);
}
}
// Export the scene to the file.
status = fbxExporter.Export (fbxScene);
// cleanup
fbxScene.Destroy ();
fbxExporter.Destroy ();
return status == true ? NumNodes : 0;
}
}
//
// Create a simple user interface (menu items)
//
/// <summary>
/// create menu item in the File menu
/// </summary>
[MenuItem (MenuItemName, false)]
public static void OnMenuItem ()
{
OnExport();
}
/// <summary>
// Validate the menu item defined by the function above.
/// </summary>
[MenuItem (MenuItemName, true)]
public static bool OnValidateMenuItem ()
{
// Return false if no transform is selected.
return Selection.activeTransform != null;
}
//
// export mesh info from Unity
//
///<summary>
///Information about the mesh that is important for exporting.
///</summary>
public struct MeshInfo
{
/// <summary>
/// The transform of the mesh.
/// </summary>
public Matrix4x4 xform;
public Mesh mesh;
/// <summary>
/// The gameobject in the scene to which this mesh is attached.
/// This can be null: don't rely on it existing!
/// </summary>
public GameObject unityObject;
/// <summary>
/// Return true if there's a valid mesh information
/// </summary>
/// <value>The vertex count.</value>
public bool IsValid { get { return mesh != null; } }
/// <summary>
/// Gets the vertex count.
/// </summary>
/// <value>The vertex count.</value>
public int VertexCount { get { return mesh.vertexCount; } }
/// <summary>
/// Gets the triangles. Each triangle is represented as 3 indices from the vertices array.
/// Ex: if triangles = [3,4,2], then we have one triangle with vertices vertices[3], vertices[4], and vertices[2]
/// </summary>
/// <value>The triangles.</value>
public int [] Triangles { get { return mesh.triangles; } }
/// <summary>
/// Gets the vertices, represented in local coordinates.
/// </summary>
/// <value>The vertices.</value>
public Vector3 [] Vertices { get { return mesh.vertices; } }
/// <summary>
/// Gets the normals for the vertices.
/// </summary>
/// <value>The normals.</value>
public Vector3 [] Normals { get { return mesh.normals; } }
/// <summary>
/// TODO: Gets the binormals for the vertices.
/// </summary>
/// <value>The normals.</value>
private Vector3 [] m_Binormals;
public Vector3 [] Binormals
{
get
{
/// NOTE: LINQ
/// return mesh.normals.Zip (mesh.tangents, (first, second)
/// => Math.cross (normal, tangent.xyz) * tangent.w
if (m_Binormals.Length == 0)
{
m_Binormals = new Vector3 [mesh.normals.Length];
for (int i = 0; i < mesh.normals.Length; i++)
m_Binormals [i] = Vector3.Cross (mesh.normals [i],
mesh.tangents [i])
* mesh.tangents [i].w;
}
return m_Binormals;
}
}
/// <summary>
/// TODO: Gets the tangents for the vertices.
/// </summary>
/// <value>The tangents.</value>
public Vector4 [] Tangents { get { return mesh.tangents; } }
/// <summary>
/// TODO: Gets the tangents for the vertices.
/// </summary>
/// <value>The tangents.</value>
public Color [] VertexColors { get { return mesh.colors; } }
/// <summary>
/// Gets the uvs.
/// </summary>
/// <value>The uv.</value>
public Vector2 [] UV { get { return mesh.uv; } }
/// <summary>
/// The material used, if any; otherwise null.
/// We don't support multiple materials on one gameobject.
/// </summary>
public Material Material {
get {
if (!unityObject) { return null; }
var renderer = unityObject.GetComponent<Renderer>();
if (!renderer) { return null; }
// .material instantiates a new material, which is bad
// most of the time.
return renderer.sharedMaterial;
}
}
/// <summary>
/// Initializes a new instance of the <see cref="MeshInfo"/> struct.
/// </summary>
/// <param name="mesh">A mesh we want to export</param>
public MeshInfo(Mesh mesh) {
this.mesh = mesh;
this.xform = Matrix4x4.identity;
this.unityObject = null;
this.m_Binormals = null;
}
/// <summary>
/// Initializes a new instance of the <see cref="MeshInfo"/> struct.
/// </summary>
/// <param name="gameObject">The GameObject the mesh is attached to.</param>
/// <param name="mesh">A mesh we want to export</param>
public MeshInfo(GameObject gameObject, Mesh mesh) {
this.mesh = mesh;
this.xform = gameObject.transform.localToWorldMatrix;
this.unityObject = gameObject;
this.m_Binormals = null;
}
}
/// <summary>
/// Get the GameObject
/// </summary>
private GameObject GetGameObject (Object obj)
{
if (obj is UnityEngine.Transform) {
var xform = obj as UnityEngine.Transform;
return xform.gameObject;
} else if (obj is UnityEngine.GameObject) {
return obj as UnityEngine.GameObject;
} else if (obj is MonoBehaviour) {
var mono = obj as MonoBehaviour;
return mono.gameObject;
}
return null;
}
/// <summary>
/// Get a mesh renderer's mesh.
/// </summary>
private MeshInfo GetMeshInfo (GameObject gameObject, bool requireRenderer = true)
{
// Two possibilities: it's a skinned mesh, or we have a mesh filter.
Mesh mesh;
var meshFilter = gameObject.GetComponent<MeshFilter> ();
if (meshFilter) {
mesh = meshFilter.sharedMesh;
} else {
var renderer = gameObject.GetComponent<SkinnedMeshRenderer>();
if (!renderer) {
mesh = null;
} else {
mesh = new Mesh();
renderer.BakeMesh(mesh);
}
}
if (!mesh) {
return new MeshInfo();
}
return new MeshInfo (gameObject, mesh);
}
/// <summary>
/// Number of nodes exported including siblings and decendents
/// </summary>
public int NumNodes { private set; get; }
/// <summary>
/// Number of meshes exported
/// </summary>
public int NumMeshes { private set; get; }
/// <summary>
/// Number of triangles exported
/// </summary>
public int NumTriangles { private set; get; }
/// <summary>
/// Number of vertices
/// </summary>
public int NumVertices { private set; get; }
/// <summary>
/// Clean up this class on garbage collection
/// </summary>
public void Dispose () { }
public bool Verbose { private set; get; }
/// <summary>
/// manage the selection of a filename
/// </summary>
static string LastFilePath { get; set; }
const string Extension = "fbx";
private static string MakeFileName(string basename = "test", string extension = "fbx")
{
return basename + "." + extension;
}
// use the SaveFile panel to allow user to enter a file name
private static void OnExport()
{
// Now that we know we have stuff to export, get the user-desired path.
var directory = string.IsNullOrEmpty (LastFilePath)
? Application.dataPath
: System.IO.Path.GetDirectoryName (LastFilePath);
var filename = string.IsNullOrEmpty (LastFilePath)
? MakeFileName(basename: FileBaseName, extension: Extension)
: System.IO.Path.GetFileName (LastFilePath);
var title = string.Format ("Export FBX ({0})", FileBaseName);
var filePath = EditorUtility.SaveFilePanel (title, directory, filename, "");
if (string.IsNullOrEmpty (filePath)) {
return;
}
LastFilePath = filePath;
using (var fbxExporter = Create())
{
// ensure output directory exists
EnsureDirectory (filePath);
if (fbxExporter.ExportAll(Selection.objects) > 0)
{
string message = string.Format ("Successfully exported: {0}", filePath);
UnityEngine.Debug.Log (message);
}
}
}
private static void EnsureDirectory(string path)
{
//check to make sure the path exists, and if it doesn't then
//create all the missing directories.
FileInfo fileInfo = new FileInfo (path);
if (!fileInfo.Exists) {
Directory.CreateDirectory (fileInfo.Directory.FullName);
}
}
}
}
}