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import * as yaml from 'yaml';
import { SchemaJson, Node, Transform3D, MeshRenderer } from '@drecom/scene-graph-schema';
import SceneExporter from '../../interface/SceneExporter';
import SceneExporterPlugin from '../../interface/SceneExporterPlugin';
import AssetFileMap from '../../asset/AssetFileMap';
import * as IUnity from '../../interface/Unity';
import UnityAssetFile from '../../asset/UnityAssetFile';
/**
* Unity scene exporter
*/
export default class Unity implements SceneExporter {
private guidMap: Map<string, UnityAssetFile> = new Map<string, UnityAssetFile>();
/**
* Returns runtime identifier string.
*/
public getIdentifier(): string {
return 'unity';
}
/**
* export scene graph
*
* - createGuidMap
* - (for each scene file)
* - loadSceneFile
* - addUnityAssetFiles
* - addUnityAssetFile
* - loadSceneFile (recursive)
* - createSceneGraph
*/
public createSceneGraphSchemas(
sceneFiles: string[],
assetRoot: string,
plugins?: Map<string, SceneExporterPlugin>
): Map<string, SchemaJson> {
const graphs = new Map<string, SchemaJson>();
const assetFileMap = new AssetFileMap(assetRoot);
assetFileMap.scan();
this.guidMap = this.createGuidMap(assetFileMap);
sceneFiles.forEach((sceneFile) => {
const sceneJson = this.loadSceneFile(sceneFile);
const graph = this.createSceneGraph(sceneJson);
graphs.set(sceneFile, graph);
if (plugins) {
this.pluginPostProcess(graph, sceneJson, assetFileMap, plugins);
}
});
return graphs;
}
/**
* Read scene file using file system and convert to javascript object.
*/
public loadSceneFile(sceneFile: string): any {
const components: IUnity.Scene = {};
const content = fs.readFileSync(sceneFile).toString();
// TODO: parseAllDocuments takes long time
const documents = yaml.parseAllDocuments(content);
const childEntities: { anchor: string, entity: IUnity.SceneEntity }[] = [];
// parse scene components
documents.forEach((document) => {
const json = document.toJSON();
const anchor = Object.keys((document.anchors as any).map)[0];
const componentName = Object.keys(json)[0];
const prefab = (componentName === IUnity.Component.Name.PREFAB_INSTANCE) ? true : false;
const data = json[componentName];
const entity: IUnity.SceneEntity = { prefab, componentName, data };
components[anchor] = entity;
if (entity.componentName === IUnity.Component.Name.PREFAB_INSTANCE) {
childEntities.push({ anchor, entity });
}
});
this.addUnityAssetFiles(components);
const childSceneFiles = this.collectChildSceneFiles(components);
childSceneFiles.forEach((item) => {
const nestedComponents = this.loadSceneFile(item.path);
components[item.anchor].data = nestedComponents;
});
return components;
}
private collectChildSceneFiles(scene: IUnity.Scene): {
anchor: string;
path: string;
}[] {
const childSceneFiles: {
anchor: string;
path: string;
}[] = [];
Object.entries(scene).forEach((array: any[]) => {
const anchor: string = array[0] as string;
const entity: IUnity.SceneEntity = array[1] as IUnity.SceneEntity;
if (!entity.sgmed || !entity.sgmed.assets) {
return;
}
let key = null;
switch (entity.componentName) {
// FIXME: direct string literal
case IUnity.Component.Name.PREFAB_INSTANCE: key = 'm_SourcePrefab'; break;
default: break;
}
if (!key) {
return;
}
const assets = entity.sgmed.assets[key];
if (!assets) {
return;
}
const file = assets[0].file;
if (!file) {
return;
}
childSceneFiles.push({
anchor,
path: file.asset
});
});
return childSceneFiles;
}
/**
* Create scene graph with scene file dto and collected resource map
*/
public createSceneGraph(json: any): SchemaJson {
const graph: SchemaJson = {
scene: [],
metadata: {
width: 0,
height: 0,
positiveCoord: {
xRight: true,
yDown: false,
zFront: false
},
baseCoordinate: {
x: 'center',
y: 'center',
z: 'center'
},
format: this.getIdentifier()
}
};
this.appendComponents(json, graph);
return graph;
}
/**
* Execute plugin post process
*/
public pluginPostProcess(
graph: SchemaJson,
sceneJson: any[],
assetFileMap: AssetFileMap,
plugins?: Map<string, SceneExporterPlugin>
): void {
Iif (!plugins) {
return;
}
plugins.forEach((plugin) => {
plugin.extendSceneGraph(graph, sceneJson, assetFileMap);
});
}
/**
* Created supported resource map
*/
protected createGuidMap(assetFileMap: AssetFileMap): Map<string, UnityAssetFile> {
const guidMap = new Map<string, UnityAssetFile>();
assetFileMap.forEach((item) => {
const metaFile = item.filePath;
Eif (!UnityAssetFile.isMetaFile(metaFile)) {
return;
}
const content = fs.readFileSync(metaFile, 'utf-8');
try {
const json: IUnity.File.Meta = yaml.parse(content);
const assetFile = UnityAssetFile.createWithMetaFile(metaFile);
guidMap.set(json.guid, assetFile);
} catch (e) {
// can not avoid unity's invalid yaml semantic
console.warn(metaFile, e.message);
}
});
return guidMap;
}
protected addUnityAssetFiles(scene: IUnity.Scene): void {
Object.entries(scene).forEach((array: any) => {
const entity = array[1] as IUnity.SceneEntity;
switch (entity.componentName) {
case IUnity.Component.Name.GAME_OBJECT: {
// FIXME: direct string literal
this.addUnityAssetFile(entity, 'm_CorrespondingSourceObject');
break;
}
case IUnity.Component.Name.PREFAB_INSTANCE: {
// FIXME: direct string literal
this.addUnityAssetFile(entity, 'm_SourcePrefab');
break;
}
case IUnity.Component.Name.SKINNED_MESH_RENDERER: {
// FIXME: direct string literal
this.addUnityAssetFile(entity, 'm_Mesh');
this.addUnityAssetFile(entity, 'm_Materials');
break;
}
default: break;
}
});
}
protected addUnityAssetFile(entity: IUnity.SceneEntity, key: string): void {
const value = entity.data[key];
if (!value) {
return;
}
entity.sgmed = entity.sgmed || {};
entity.sgmed.assets = entity.sgmed.assets || {};
entity.sgmed.assets[key] = [];
const assets: IUnity.File.Element.FileReference[]
= (value.constructor.name === 'Array') ? value : [value];
assets.forEach((item: IUnity.File.Element.FileReference) => {
const ref = item as IUnity.File.Element.FileReference;
if (!ref.guid) {
return;
}
const file = this.guidMap.get(`${ref.guid}`);
if (!file) {
return;
}
entity.sgmed!.assets![key].push({ ref, file });
});
}
protected appendComponents(scene: IUnity.Scene, graph: SchemaJson): void {
type GameObjectMapEntry = {
entity: IUnity.SceneEntity,
node: Node
};
// expand prefab instances
Object.entries(scene).forEach((array: any) => {
const entity = array[1] as IUnity.SceneEntity;
Iif (entity.componentName === IUnity.Component.Name.PREFAB_INSTANCE) {
this.appendComponents(entity.data, graph);
}
});
// collect gameobjects
const gameObjects = new Map<string, GameObjectMapEntry>();
Object.entries(scene).forEach((array: any) => {
const anchor = array[0] as string;
const entity = array[1] as IUnity.SceneEntity;
Iif (entity.componentName === IUnity.Component.Name.GAME_OBJECT) {
const gameObject = entity.data as IUnity.Component.GameObject;
const node: Node = {
id: anchor,
name: gameObject.m_Name,
constructorName: entity.componentName
};
gameObjects.set(anchor, { entity, node });
graph.scene.push(node);
}
});
Object.entries(scene).forEach((array: any) => {
const entity = array[1] as IUnity.SceneEntity;
switch (entity.componentName) {
case IUnity.Component.Name.TRANSFORM: {
const transform = entity.data as IUnity.Component.Transform;
const gameObject = gameObjects.get(`${transform.m_GameObject.fileID}`);
if (!gameObject) {
break;
}
const transform3d: Transform3D = {
x: transform.m_LocalPosition.x,
y: transform.m_LocalPosition.y,
z: transform.m_LocalPosition.z,
scale: {
x: transform.m_LocalScale.x,
y: transform.m_LocalScale.y,
z: transform.m_LocalScale.z
},
rotation: {
x: transform.m_LocalRotation.x,
y: transform.m_LocalRotation.y,
z: transform.m_LocalRotation.z,
w: transform.m_LocalRotation.w
}
};
gameObject.node.transform3d = transform3d;
break;
}
case IUnity.Component.Name.SKINNED_MESH_RENDERER: {
if (!entity.sgmed || !entity.sgmed.assets) {
break;
}
const meshRenderer = entity.data as IUnity.Component.SkinnedMeshRenderer;
const gameObject = gameObjects.get(`${meshRenderer.m_GameObject.fileID}`);
if (!gameObject) {
break;
}
const renderer: MeshRenderer = {
mesh: { url: '' },
materials: []
};
const meshFile = entity.sgmed.assets['m_Mesh'][0].file;
const materialAssetInfo = entity.sgmed.assets['m_Materials'];
if (meshFile) {
renderer.mesh!.url = meshFile.asset;
}
if (materialAssetInfo) {
materialAssetInfo.forEach((assetInfo: IUnity.SgmedAssetInfo) => {
const content = fs.readFileSync(assetInfo.file.asset).toString();
const materialJson = yaml.parse(content) as IUnity.File.Material;
const textures = materialJson.Material.m_SavedProperties.m_TexEnvs;
textures.forEach((texture) => {
Object.entries(texture).forEach((array: any[]) => {
const textureProp = array[1] as IUnity.File.Element.TextureProperty;
if (!textureProp.m_Texture.guid) {
return;
}
const file = this.guidMap.get(textureProp.m_Texture.guid);
if (!file) {
return;
}
renderer.materials!.push({
url: file.asset
});
});
});
});
}
gameObject.node.meshRenderer = renderer;
break;
}
case IUnity.Component.Name.GAME_OBJECT:
case IUnity.Component.Name.PREFAB_INSTANCE:
default: break;
}
});
}
}
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