├── .gitignore ├── Export3JS ├── Exporter.cs ├── ExporterWindow.cs ├── Helpers │ └── ShaderScanner.cs ├── Lib │ └── Unity.Newtonsoft.Json.7.0.0.0 │ │ ├── Unity.Newtonsoft.Json.7.0.0.0.nupkg │ │ └── lib │ │ └── net35-Client │ │ ├── Unity.Newtonsoft.Json.dll │ │ └── Unity.Newtonsoft.Json.xml ├── Model │ ├── Camera3JS.cs │ ├── Fog3JS.cs │ ├── Format4.cs │ ├── Geometry3JS.cs │ ├── Image3JS.cs │ ├── Light3JS.cs │ ├── Material3JS.cs │ ├── Mesh3JS.cs │ ├── Metadata3JS.cs │ ├── Object3JS.cs │ ├── Scene3JS.cs │ └── Texture3JS.cs └── Utils.cs ├── LICENSE └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Autogenerated VS/MD solution and project files 9 | ExportedObj/ 10 | *.csproj 11 | *.unityproj 12 | *.sln 13 | *.suo 14 | *.tmp 15 | *.user 16 | *.userprefs 17 | *.pidb 18 | *.booproj 19 | *.svd 20 | 21 | # Unity3D generated meta files 22 | *.pidb.meta 23 | *.meta 24 | 25 | # Unity3D Generated File On Crash Reports 26 | sysinfo.txt 27 | 28 | # Builds 29 | *.apk 30 | *.unitypackage 31 | -------------------------------------------------------------------------------- /Export3JS/Exporter.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.SceneManagement; 3 | using UnityEditor; 4 | using System; 5 | using System.Collections.Generic; 6 | using Newtonsoft.Json; 7 | using Export3JS.Model; 8 | 9 | namespace Export3JS { 10 | 11 | public struct ExporterOptions { 12 | public string dir; 13 | public bool exportCameras; 14 | public bool exportLights; 15 | public bool exportMeshes; 16 | public bool exportDisabled; 17 | public bool castShadows; 18 | public bool writePNGTextures; 19 | public string[] tags; 20 | public bool minifyJSON; 21 | } 22 | 23 | public class Exporter { 24 | 25 | private ExporterOptions options; 26 | private int objectTotal; 27 | private int objectsParsed; 28 | private Format4 content; 29 | private TagsFormat tags; 30 | private LightsConfig lights; 31 | private bool checkTags; 32 | private Dictionary materials; 33 | private Dictionary multiMaterials; 34 | private Dictionary geometries; 35 | 36 | public Exporter(ExporterOptions options) { 37 | this.options = options; 38 | materials = new Dictionary(); 39 | multiMaterials = new Dictionary(); 40 | geometries = new Dictionary(); 41 | checkTags = false; 42 | } 43 | 44 | public void Export() { 45 | Debug.Log("Three.JS Exporter started, " + DateTime.Now.ToLongTimeString()); 46 | objectTotal = UnityEngine.Object.FindObjectsOfType().Length; 47 | objectsParsed = 0; 48 | parseScene(); 49 | JsonSerializerSettings settings = new JsonSerializerSettings { 50 | NullValueHandling = NullValueHandling.Ignore 51 | }; 52 | // Write content 53 | Formatting jsonFormatting = (options.minifyJSON) ? Formatting.None : Formatting.Indented; 54 | string json = JsonConvert.SerializeObject(content, jsonFormatting, settings); 55 | string filename = SceneManager.GetActiveScene().name + ".json"; 56 | System.IO.File.WriteAllText(options.dir + filename, json); 57 | // Write tags data if present 58 | if (tags != null && !tags.isEmpty()) { 59 | string tagsJSON = JsonConvert.SerializeObject(tags, jsonFormatting); 60 | string tagsFilename = SceneManager.GetActiveScene().name + "Tags.json"; 61 | System.IO.File.WriteAllText(options.dir + tagsFilename, tagsJSON); 62 | } 63 | // Write lights data if present 64 | if (!lights.isEmpty()) { 65 | string lightsJSON = JsonConvert.SerializeObject(lights, jsonFormatting); 66 | string lightsFilename = SceneManager.GetActiveScene().name + "LightsConfig.json"; 67 | System.IO.File.WriteAllText(options.dir + lightsFilename, lightsJSON); 68 | } 69 | Debug.Log("Three.JS Exporter completed, " + DateTime.Now.ToLongTimeString()); 70 | ExporterWindow.ClearProgress(); 71 | } 72 | 73 | private void updateProgress() { 74 | objectsParsed++; 75 | float value = objectsParsed / (float)objectTotal; 76 | ExporterWindow.ReportProgress(value, ("Parsing objects: " + objectsParsed + "/" + objectTotal)); 77 | } 78 | 79 | private void updateProgressWithMessage(string message) { 80 | float value = objectsParsed / (float)objectTotal; 81 | ExporterWindow.ReportProgress(value, message); 82 | } 83 | 84 | private void parseScene() { 85 | // Create content file 86 | content = new Format4(); 87 | lights = new LightsConfig(); 88 | if (options.tags.Length > 0) { 89 | tags = new TagsFormat(); 90 | foreach (string tag in options.tags) { 91 | tags.tags.Add(tag, new List()); 92 | } 93 | checkTags = true; 94 | } 95 | // Create base scene 96 | Scene3JS scene = new Scene3JS(); 97 | scene.name = SceneManager.GetActiveScene().name; 98 | scene.matrix = Utils.getMatrixAsArray(Matrix4x4.identity); 99 | // Checking if we have fog 100 | if (RenderSettings.fog) { 101 | Fog3JS fog = new Fog3JS(); 102 | fog.color = Utils.getIntColor(RenderSettings.fogColor); 103 | switch (RenderSettings.fogMode) { 104 | case FogMode.Linear: 105 | LinearFog3JS linearFog = new LinearFog3JS(fog); 106 | linearFog.near = RenderSettings.fogStartDistance; 107 | linearFog.far = RenderSettings.fogEndDistance; 108 | scene.fog = linearFog; 109 | break; 110 | case FogMode.Exponential: 111 | case FogMode.ExponentialSquared: 112 | ExpFog3JS expFog = new ExpFog3JS(fog); 113 | expFog.density = RenderSettings.fogDensity; 114 | scene.fog = expFog; 115 | break; 116 | } 117 | } 118 | scene.children.Add(createAmbientLight()); 119 | content.@object = scene; 120 | // Enumerate through all the objects 121 | GameObject[] rootObjects = SceneManager.GetActiveScene().GetRootGameObjects(); 122 | foreach (GameObject gameObject in rootObjects) { 123 | Object3JS obj = parseGameObject(gameObject); 124 | if (obj != null) scene.children.Add(obj); 125 | } 126 | updateProgressWithMessage("Writing JSON file"); 127 | } 128 | 129 | private Object3JS parseGameObject(GameObject gameObject) { 130 | if (gameObject.activeInHierarchy || options.exportDisabled) { 131 | Object3JS obj; 132 | if (gameObject.GetComponent() && options.exportMeshes) { 133 | obj = createMesh(gameObject); 134 | } 135 | else if (gameObject.GetComponent() && options.exportLights) { 136 | obj = createLight(gameObject); 137 | } 138 | else if (gameObject.GetComponent() && options.exportCameras) { 139 | obj = createCamera(gameObject); 140 | } 141 | else { 142 | obj = createGroup(gameObject); 143 | } 144 | // Checking tags 145 | if (checkTags && Utils.arraryContainsValue(options.tags, gameObject.tag)) { 146 | tags.tags[gameObject.tag].Add(obj.uuid); 147 | } 148 | updateProgress(); 149 | return obj; 150 | } 151 | else { 152 | updateProgress(); 153 | return null; 154 | } 155 | } 156 | 157 | private Mesh3JS createMesh(GameObject gameObject) { 158 | Mesh3JS mesh = new Mesh3JS(); 159 | mesh.name = gameObject.name; 160 | mesh.matrix = getMatrix(gameObject); 161 | 162 | if (gameObject.GetComponent() != null) { 163 | string uuid = parseMaterials(gameObject); 164 | if (!string.IsNullOrEmpty(uuid)) { 165 | mesh.material = uuid; 166 | mesh.receiveShadow = gameObject.GetComponent().receiveShadows; 167 | mesh.castShadow = options.castShadows; 168 | } 169 | } 170 | if (gameObject.GetComponent() != null) { 171 | string uuid = parseGeometries(gameObject); 172 | if (!string.IsNullOrEmpty(uuid)) mesh.geometry = uuid; 173 | } 174 | // Parse children 175 | if (gameObject.transform.childCount > 0) { 176 | foreach (Transform child in gameObject.transform) { 177 | Object3JS childObj = parseGameObject(child.gameObject); 178 | if (childObj != null) mesh.children.Add(childObj); 179 | } 180 | } 181 | return mesh; 182 | } 183 | 184 | private AmbientLight3JS createAmbientLight() { 185 | AmbientLight3JS ambientLight = new AmbientLight3JS(); 186 | ambientLight.name = "AmbientLight"; 187 | ambientLight.matrix = Utils.getMatrixAsArray(Matrix4x4.identity); 188 | ambientLight.color = Utils.getIntColor(RenderSettings.ambientLight); 189 | ambientLight.intensity = RenderSettings.ambientIntensity; 190 | return ambientLight; 191 | } 192 | 193 | private Light3JS createLight(GameObject gameObject) { 194 | Light3JS light = new Light3JS(); 195 | Light lightComponent = gameObject.GetComponent(); 196 | light.name = gameObject.name; 197 | light.matrix = getMatrix(gameObject); 198 | light.color = Utils.getIntColor(lightComponent.color); 199 | light.intensity = lightComponent.intensity; 200 | 201 | // Create light of the type 202 | switch (lightComponent.type) { 203 | case UnityEngine.LightType.Directional: 204 | light = new DirectionalLight3JS(light); 205 | (light as DirectionalLight3JS).castShadow = ((lightComponent.shadows != LightShadows.None) && options.castShadows); 206 | break; 207 | case UnityEngine.LightType.Point: 208 | light = new PointLight3JS(light); 209 | (light as PointLight3JS).distance = lightComponent.range; 210 | (light as PointLight3JS).decay = 2f; 211 | break; 212 | case UnityEngine.LightType.Spot: 213 | light = new SpotLight3JS(light); 214 | (light as SpotLight3JS).distance = lightComponent.range; 215 | (light as SpotLight3JS).decay = 2f; 216 | (light as SpotLight3JS).angle = lightComponent.spotAngle * (Mathf.PI / 180); 217 | (light as SpotLight3JS).penumbra = 0.5f; 218 | (light as SpotLight3JS).castShadow = ((lightComponent.shadows != LightShadows.None) && options.castShadows); 219 | addSpotLightTarget(light.uuid, lightComponent); 220 | break; 221 | default: 222 | Debug.Log("Unsupported light type"); 223 | break; 224 | } 225 | 226 | // Parse children 227 | if (gameObject.transform.childCount > 0) { 228 | foreach (Transform child in gameObject.transform) { 229 | Object3JS childObj = parseGameObject(child.gameObject); 230 | if (childObj != null) light.children.Add(childObj); 231 | } 232 | } 233 | return light; 234 | } 235 | 236 | private Group3JS createGroup(GameObject gameObject) { 237 | Group3JS group = new Group3JS(); 238 | group.name = gameObject.name; 239 | group.matrix = getMatrix(gameObject); 240 | 241 | // Parse children 242 | if (gameObject.transform.childCount > 0) { 243 | foreach (Transform child in gameObject.transform) { 244 | Object3JS childObj = parseGameObject(child.gameObject); 245 | if (childObj != null) group.children.Add(childObj); 246 | } 247 | } 248 | return group; 249 | } 250 | 251 | private Camera3JS createCamera(GameObject gameObject) { 252 | Camera3JS camera = new Camera3JS(); 253 | Camera cameraComponent = gameObject.GetComponent(); 254 | camera.name = gameObject.name; 255 | camera.matrix = getMatrix(gameObject); 256 | camera.near = cameraComponent.nearClipPlane; 257 | camera.far = cameraComponent.farClipPlane; 258 | 259 | // Create camera of desired type 260 | if (cameraComponent.orthographic) { 261 | // Orthographic 262 | camera = new OrthographicCamera3JS(camera); 263 | (camera as OrthographicCamera3JS).top = cameraComponent.rect.yMax; 264 | (camera as OrthographicCamera3JS).bottom = cameraComponent.rect.yMin; 265 | (camera as OrthographicCamera3JS).left = cameraComponent.rect.xMin; 266 | (camera as OrthographicCamera3JS).top = cameraComponent.rect.xMax; 267 | } 268 | else { 269 | // Perspective 270 | camera = new PerspectiveCamera3JS(camera); 271 | (camera as PerspectiveCamera3JS).fov = cameraComponent.fieldOfView; 272 | (camera as PerspectiveCamera3JS).aspect = cameraComponent.aspect; 273 | } 274 | // Parse children 275 | if (gameObject.transform.childCount > 0) { 276 | foreach (Transform child in gameObject.transform) { 277 | Object3JS childObj = parseGameObject(child.gameObject); 278 | if (childObj != null) camera.children.Add(childObj); 279 | } 280 | } 281 | return camera; 282 | } 283 | 284 | private string parseGeometries(GameObject gameObject) { 285 | MeshFilter meshFilter = gameObject.GetComponent(); 286 | Mesh mesh = meshFilter.sharedMesh; 287 | bool contains = false; 288 | string uuid = ""; 289 | foreach (KeyValuePair pair in geometries) { 290 | if (pair.Value.Equals(mesh)) { 291 | contains = true; 292 | uuid = pair.Key; 293 | break; 294 | } 295 | } 296 | if (!contains) { 297 | uuid = createGeometry(meshFilter); 298 | } 299 | return uuid; 300 | } 301 | 302 | private string createGeometry(MeshFilter meshFilter) { 303 | Geometry3JS geometry = new Geometry3JS(); 304 | geometry.name = meshFilter.name; 305 | Mesh mesh = meshFilter.sharedMesh; 306 | geometry.metadata.vertices = mesh.vertexCount; 307 | geometry.metadata.normals = mesh.normals.Length; 308 | geometry.metadata.uvs = mesh.uv.Length; 309 | geometry.metadata.faces = mesh.triangles.Length / 3; 310 | FaceMask code = FaceMask.TRIANGLE; 311 | // Vertices 312 | geometry.data.vertices = new float[mesh.vertexCount * 3]; 313 | Vector3[] vertices = mesh.vertices; 314 | for (int i = 0; i < mesh.vertexCount; i++) { 315 | Vector3 vertex = vertices[i]; 316 | // (-1) * 317 | geometry.data.vertices[i * 3] = vertex.x; 318 | geometry.data.vertices[i * 3 + 1] = vertex.y; 319 | geometry.data.vertices[i * 3 + 2] = (-1) * vertex.z; 320 | } 321 | // Normals 322 | geometry.data.normals = new float[mesh.normals.Length * 3]; 323 | Vector3[] normals = mesh.normals; 324 | if (normals.Length > 0) code = code | FaceMask.VERTEX_NORMAL; 325 | for (int i = 0; i < normals.Length; i++) { 326 | Vector3 normal = normals[i]; 327 | normal.Normalize(); 328 | // (-1) * 329 | geometry.data.normals[i * 3] = normal.x; 330 | geometry.data.normals[i * 3 + 1] = normal.y; 331 | geometry.data.normals[i * 3 + 2] = (-1) * normal.z; 332 | } 333 | // UV 334 | geometry.data.uvs = new float[1, mesh.uv.Length * 2]; 335 | Vector2[] uvs = mesh.uv; 336 | if (uvs.Length > 0) code = code | FaceMask.FACE_VERTEX_UV; 337 | for (int i = 0; i < uvs.Length; i++) { 338 | Vector2 uv = uvs[i]; 339 | geometry.data.uvs[0, i * 2] = uv.x; 340 | geometry.data.uvs[0, i * 2 + 1] = uv.y; 341 | } 342 | // Colors 343 | geometry.data.colors = new float[mesh.colors.Length * 3]; 344 | Color[] colors = mesh.colors; 345 | for (int i = 0; i < colors.Length; i++) { 346 | Color color = colors[i]; 347 | geometry.data.colors[i * 3] = color.r; 348 | geometry.data.colors[i * 3 + 1] = color.b; 349 | geometry.data.colors[i * 3 + 2] = color.g; 350 | } 351 | // Faces 352 | int subMeshCount = mesh.subMeshCount; 353 | if (subMeshCount > 1) code = code | FaceMask.FACE_MATERIAL; 354 | switch ((int)code) { 355 | case 0: 356 | // 0, [vertex_index, vertex_index, vertex_index] 357 | geometry.data.faces = createFaces(mesh); 358 | break; 359 | case 2: 360 | // 2, [vertex_index, vertex_index, vertex_index], 361 | // [material_index] 362 | geometry.data.faces = createFacesWithMaterials(mesh); 363 | break; 364 | case 8: 365 | // 8, [vertex_index, vertex_index, vertex_index], 366 | // [vertex_uv, vertex_uv, vertex_uv] 367 | geometry.data.faces = createFacesWithUV(mesh); 368 | break; 369 | case 10: 370 | // 10, [vertex_index, vertex_index, vertex_index], 371 | // [material_index], 372 | // [vertex_uv, vertex_uv, vertex_uv] 373 | geometry.data.faces = createFacesWithMaterialsUV(mesh); 374 | break; 375 | case 32: 376 | // 32, [vertex_index, vertex_index, vertex_index], 377 | // [vertex_normal, vertex_normal, vertex_normal] 378 | geometry.data.faces = createFacesWithNormals(mesh); 379 | break; 380 | case 34: 381 | // 34, [vertex_index, vertex_index, vertex_index], 382 | // [material_index], 383 | // [vertex_normal, vertex_normal, vertex_normal] 384 | geometry.data.faces = createFacesWithMaterialsNormals(mesh); 385 | break; 386 | case 40: 387 | // 40, [vertex_index, vertex_index, vertex_index], 388 | // [vertex_uv, vertex_uv, vertex_uv], 389 | // [vertex_normal, vertex_normal, vertex_normal] 390 | geometry.data.faces = createFacesWithUVNormals(mesh); 391 | break; 392 | case 42: 393 | // 42, [vertex_index, vertex_index, vertex_index], 394 | // [material_index], 395 | // [vertex_uv, vertex_uv, vertex_uv], 396 | // [vertex_normal, vertex_normal, vertex_normal] 397 | geometry.data.faces = createFacesWithMaterialsUVNormals(mesh); 398 | break; 399 | 400 | } 401 | content.geometries.Add(geometry); 402 | geometries.Add(geometry.uuid, mesh); 403 | return geometry.uuid; 404 | } 405 | 406 | private string parseMaterials(GameObject gameObject) { 407 | Renderer renderer = gameObject.GetComponent(); 408 | string uuid = string.Empty; 409 | if (renderer.sharedMaterials.Length > 1) { 410 | Material[] objMaterials = renderer.sharedMaterials; 411 | // If cash contains the same array of materials, get their uuid 412 | // Else create a new one 413 | if (!Utils.dictContainsArray(out uuid, multiMaterials, objMaterials)) { 414 | uuid = createMultiMaterial(objMaterials); 415 | } 416 | } 417 | else { 418 | Material objMaterial = renderer.sharedMaterial; 419 | // If cash contains the same material, get its uuid 420 | // Else create a new one 421 | if (Utils.dictContainsValue(out uuid, materials, objMaterial)) { 422 | Material3JS existingMatJS = content.materials.Find(x => (x.uuid.Equals(uuid))); 423 | if (existingMatJS == null) { 424 | // If we didn't find the material in main list, it has to be somewhere in multimaterials children 425 | // Let's loop through them to get the desired 426 | foreach (Material3JS material in content.materials) { 427 | if (material is MultiMaterial3JS) { 428 | existingMatJS = (material as MultiMaterial3JS).materials.Find(x => (x.uuid.Equals(uuid))); 429 | if (existingMatJS != null) { 430 | // Copy the material to main list 431 | content.materials.Add(existingMatJS); 432 | break; 433 | } 434 | } 435 | } 436 | } 437 | } 438 | else { 439 | uuid = createMaterial(objMaterial); 440 | } 441 | } 442 | return uuid; 443 | } 444 | 445 | private string createMaterial(Material mat) { 446 | MeshPhongMaterial3JS matJS = new MeshPhongMaterial3JS(); 447 | matJS.name = mat.name; 448 | // Colors 449 | matJS.color = Utils.getIntColor(mat.color); 450 | if (mat.HasProperty("_SpecColor")) { 451 | matJS.specular = Utils.getIntColor(mat.GetColor("_SpecColor")); 452 | } 453 | if (mat.HasProperty("_EmissionColor")) { 454 | mat.EnableKeyword("_EMISSION"); 455 | matJS.emissive = Utils.getIntColor(mat.GetColor("_EmissionColor")); 456 | matJS.emissiveIntensity = 1.0f; 457 | } 458 | // Values 459 | if (mat.HasProperty("_Emission")) { 460 | // Standrad shader doesn't have this value in Unity 5 :( 461 | // So set intensity of emission along with color 462 | //matJS.emissiveIntensity = mat.GetFloat("_Emission"); 463 | //matJS.emissiveIntensity = 1.0f; 464 | } 465 | if (mat.HasProperty("_Shininess")) { 466 | matJS.shininess = mat.GetFloat("_Shininess"); 467 | } 468 | // Maps 469 | // Main texture 470 | if (mat.HasProperty("_MainTex")) { 471 | Texture mainTexture = mat.GetTexture("_MainTex"); 472 | if (mainTexture != null) { 473 | string uuid = createTexture(mainTexture, mat); 474 | if (!string.IsNullOrEmpty(uuid)) matJS.map = uuid; 475 | } 476 | } 477 | // Normal map 478 | if (mat.HasProperty("_BumpMap")) { 479 | Texture normalMap = mat.GetTexture("_BumpMap"); 480 | if (normalMap != null) { 481 | string uuid = createTexture(normalMap, mat); 482 | if (!string.IsNullOrEmpty(uuid)) matJS.normalMap = uuid; 483 | } 484 | } 485 | // Emissive map 486 | if (mat.HasProperty("_EmissionMap")) { 487 | Texture emissionMap = mat.GetTexture("_EmissionMap"); 488 | if (emissionMap != null) { 489 | string uuid = createTexture(emissionMap, mat); 490 | if (!string.IsNullOrEmpty(uuid)) matJS.emissiveMap = uuid; 491 | } 492 | } 493 | // Specualar map 494 | if (mat.HasProperty("_SpecGlossMap")) { 495 | Texture specularMap = mat.GetTexture("_SpecGlossMap"); 496 | if (specularMap != null) { 497 | string uuid = createTexture(specularMap, mat); 498 | if (!string.IsNullOrEmpty(uuid)) matJS.specularMap = uuid; 499 | } 500 | } 501 | // Opacity and wireframe 502 | matJS.opacity = mat.color.a; 503 | // 0 = Opaque, 1 = Cutout, 2 = Fade, 3 = Transparent. 504 | // (At the time of version 5.4.0f3) 505 | matJS.transparent = (mat.GetFloat("_Mode") != 0); 506 | matJS.wireframe = false; 507 | 508 | content.materials.Add(matJS); 509 | materials.Add(matJS.uuid, mat); 510 | return matJS.uuid; 511 | } 512 | 513 | private string createMultiMaterial(Material[] mats) { 514 | MultiMaterial3JS multiMatJS = new MultiMaterial3JS(); 515 | string multName = string.Empty; 516 | foreach (Material mat in mats) { 517 | string uuid = string.Empty; 518 | multName += Utils.capitalizeFirstSymbol(mat.name.Substring(0, mat.name.Length / 2)); 519 | if (Utils.dictContainsValue(out uuid, materials, mat)) { 520 | // If we already had the same material, find it 521 | Material3JS existingMatJS = content.materials.Find(x => (x.uuid.Equals(uuid))); 522 | if (existingMatJS == null) { 523 | // If we didn't find the material, it has to be somewhere in multimaterials children 524 | // Let's loop through them to get the desired 525 | foreach (Material3JS material in content.materials) { 526 | if (material is MultiMaterial3JS) { 527 | existingMatJS = (material as MultiMaterial3JS).materials.Find(x => (x.uuid.Equals(uuid))); 528 | if (existingMatJS != null) break; 529 | } 530 | } 531 | } 532 | multiMatJS.materials.Add(existingMatJS); 533 | } 534 | else { 535 | // Else create one 536 | // And, duhh, find it too 537 | uuid = createMaterial(mat); 538 | Material3JS existingMatJS = content.materials.Find(x => (x.uuid.Equals(uuid))); 539 | multiMatJS.materials.Add(existingMatJS); 540 | // Because we created new material for the purpose of multimaterial 541 | // Remove it from other general materials 542 | content.materials.Remove(existingMatJS); 543 | materials.Remove(uuid); 544 | } 545 | } 546 | multiMatJS.name = multName; 547 | content.materials.Add(multiMatJS); 548 | multiMaterials.Add(multiMatJS.uuid, mats); 549 | return multiMatJS.uuid; 550 | } 551 | 552 | private string createTexture(Texture tex, Material mat) { 553 | Texture3JS jsText = new Texture3JS(); 554 | jsText.name = tex.name; 555 | Image3JS jsImg = new Image3JS(); 556 | // Copying the texture file 557 | string relativePath = AssetDatabase.GetAssetPath(tex); 558 | string url = null; 559 | if (options.writePNGTextures && !Utils.isFormatSupported(relativePath)) { 560 | url = Utils.writeTextureAsPNG(tex, relativePath, options.dir); 561 | } else { 562 | url = Utils.copyTexture(relativePath, options.dir); 563 | } 564 | if (!string.IsNullOrEmpty(url)) { 565 | jsImg.url = url; 566 | jsText.image = jsImg.uuid; 567 | // Wrap mode 568 | switch (tex.wrapMode) { 569 | case TextureWrapMode.Repeat: 570 | jsText.wrap = new int[2] { WrapType.RepeatWrapping, WrapType.RepeatWrapping }; 571 | break; 572 | case TextureWrapMode.Clamp: 573 | jsText.wrap = new int[2] { WrapType.ClampToEdgeWrapping, WrapType.ClampToEdgeWrapping }; 574 | break; 575 | } 576 | jsText.repeat = new float[2] { mat.mainTextureScale.x, mat.mainTextureScale.y }; 577 | // Add to content 578 | content.images.Add(jsImg); 579 | content.textures.Add(jsText); 580 | return jsText.uuid; 581 | } 582 | else return null; 583 | } 584 | 585 | // 0, [vertex_index, vertex_index, vertex_index] 586 | private int[] createFaces(Mesh mesh, int code = 0) { 587 | int totalTrianglesCount = mesh.triangles.Length / 3; 588 | int[] faces = new int[mesh.triangles.Length + totalTrianglesCount]; 589 | for (int i = 0; i < totalTrianglesCount; i++) { 590 | int vertex = i * 3; 591 | int pos = i * 4; 592 | faces[pos] = code; 593 | faces[pos + 1] = mesh.triangles[vertex]; 594 | faces[pos + 2] = mesh.triangles[vertex + 2]; 595 | faces[pos + 3] = mesh.triangles[vertex + 1]; 596 | } 597 | return faces; 598 | } 599 | 600 | // 2, [vertex_index, vertex_index, vertex_index], 601 | // [material_index] 602 | private int[] createFacesWithMaterials(Mesh mesh, int code = 2) { 603 | int totalTrianglesCount = mesh.triangles.Length / 3; 604 | int subMeshCount = mesh.subMeshCount; 605 | int[] faces = new int[mesh.triangles.Length + 2 * totalTrianglesCount]; 606 | int shift = 0; 607 | for (int subMesh = 0; subMesh < subMeshCount; subMesh++) { 608 | int[] subMeshTriangles = mesh.GetTriangles(subMesh); 609 | int trianglesCount = subMeshTriangles.Length / 3; 610 | for (int i = 0; i < trianglesCount; i++) { 611 | int vertex = i * 3; 612 | int pos = shift + i * 5; 613 | faces[pos] = code; 614 | faces[pos + 1] = subMeshTriangles[vertex]; 615 | faces[pos + 2] = subMeshTriangles[vertex + 2]; 616 | faces[pos + 3] = subMeshTriangles[vertex + 1]; 617 | faces[pos + 4] = subMesh; 618 | } 619 | shift += (subMeshTriangles.Length + 2 * trianglesCount); 620 | } 621 | return faces; 622 | } 623 | 624 | // 8, [vertex_index, vertex_index, vertex_index], 625 | // [vertex_uv, vertex_uv, vertex_uv] 626 | private int[] createFacesWithUV(Mesh mesh, int code = 8) { 627 | int totalTrianglesCount = mesh.triangles.Length / 3; 628 | int[] faces = new int[2 * mesh.triangles.Length + totalTrianglesCount]; 629 | for (int i = 0; i < totalTrianglesCount; i++) { 630 | int vertex = i * 3; 631 | int pos = i * 7; 632 | faces[pos] = code; 633 | faces[pos + 1] = mesh.triangles[vertex]; 634 | faces[pos + 2] = mesh.triangles[vertex + 2]; 635 | faces[pos + 3] = mesh.triangles[vertex + 1]; 636 | faces[pos + 4] = mesh.triangles[vertex]; 637 | faces[pos + 5] = mesh.triangles[vertex + 2]; 638 | faces[pos + 6] = mesh.triangles[vertex + 1]; 639 | } 640 | return faces; 641 | } 642 | 643 | // 10, [vertex_index, vertex_index, vertex_index], 644 | // [material_index], 645 | // [vertex_uv, vertex_uv, vertex_uv] 646 | private int[] createFacesWithMaterialsUV(Mesh mesh, int code = 10) { 647 | int totalTrianglesCount = mesh.triangles.Length / 3; 648 | int subMeshCount = mesh.subMeshCount; 649 | int[] faces = new int[2 * mesh.triangles.Length + 2 * totalTrianglesCount]; 650 | int shift = 0; 651 | for (int subMesh = 0; subMesh < subMeshCount; subMesh++) { 652 | int[] subMeshTriangles = mesh.GetTriangles(subMesh); 653 | int trianglesCount = subMeshTriangles.Length / 3; 654 | for (int i = 0; i < trianglesCount; i++) { 655 | int vertex = i * 3; 656 | int pos = shift + i * 8; 657 | faces[pos] = code; 658 | faces[pos + 1] = subMeshTriangles[vertex]; 659 | faces[pos + 2] = subMeshTriangles[vertex + 2]; 660 | faces[pos + 3] = subMeshTriangles[vertex + 1]; 661 | faces[pos + 4] = subMesh; 662 | faces[pos + 5] = subMeshTriangles[vertex]; 663 | faces[pos + 6] = subMeshTriangles[vertex + 2]; 664 | faces[pos + 7] = subMeshTriangles[vertex + 1]; 665 | } 666 | shift += (2 * subMeshTriangles.Length + 2 * trianglesCount); 667 | } 668 | return faces; 669 | } 670 | 671 | // 32, [vertex_index, vertex_index, vertex_index], 672 | // [vertex_normal, vertex_normal, vertex_normal] 673 | private int[] createFacesWithNormals(Mesh mesh, int code = 32) { 674 | int totalTrianglesCount = mesh.triangles.Length / 3; 675 | int[] faces = new int[2 * mesh.triangles.Length + totalTrianglesCount]; 676 | for (int i = 0; i < totalTrianglesCount; i++) { 677 | int vertex = i * 3; 678 | int pos = i * 7; 679 | faces[pos] = code; 680 | faces[pos + 1] = mesh.triangles[vertex]; 681 | faces[pos + 2] = mesh.triangles[vertex + 2]; 682 | faces[pos + 3] = mesh.triangles[vertex + 1]; 683 | faces[pos + 4] = mesh.triangles[vertex]; 684 | faces[pos + 5] = mesh.triangles[vertex + 1]; 685 | faces[pos + 6] = mesh.triangles[vertex + 2]; 686 | } 687 | return faces; 688 | } 689 | 690 | // 34, [vertex_index, vertex_index, vertex_index], 691 | // [material_index], 692 | // [vertex_normal, vertex_normal, vertex_normal] 693 | private int[] createFacesWithMaterialsNormals(Mesh mesh, int code = 34) { 694 | int totalTrianglesCount = mesh.triangles.Length / 3; 695 | int subMeshCount = mesh.subMeshCount; 696 | int[] faces = new int[2 * mesh.triangles.Length + 2 * totalTrianglesCount]; 697 | int shift = 0; 698 | for (int subMesh = 0; subMesh < subMeshCount; subMesh++) { 699 | int[] subMeshTriangles = mesh.GetTriangles(subMesh); 700 | int trianglesCount = subMeshTriangles.Length / 3; 701 | for (int i = 0; i < trianglesCount; i++) { 702 | int vertex = i * 3; 703 | int pos = shift + i * 8; 704 | faces[pos] = code; 705 | faces[pos + 1] = subMeshTriangles[vertex]; 706 | faces[pos + 2] = subMeshTriangles[vertex + 2]; 707 | faces[pos + 3] = subMeshTriangles[vertex + 1]; 708 | faces[pos + 4] = subMesh; 709 | faces[pos + 5] = subMeshTriangles[vertex]; 710 | faces[pos + 6] = subMeshTriangles[vertex + 1]; 711 | faces[pos + 7] = subMeshTriangles[vertex + 2]; 712 | } 713 | shift += (2 * subMeshTriangles.Length + 2 * trianglesCount); 714 | } 715 | return faces; 716 | } 717 | 718 | // 40, [vertex_index, vertex_index, vertex_index], 719 | // [vertex_uv, vertex_uv, vertex_uv], 720 | // [vertex_normal, vertex_normal, vertex_normal] 721 | private int[] createFacesWithUVNormals(Mesh mesh, int code = 40) { 722 | int totalTrianglesCount = mesh.triangles.Length / 3; 723 | int[] faces = new int[3 * mesh.triangles.Length + totalTrianglesCount]; 724 | for (int i = 0; i < totalTrianglesCount; i++) { 725 | int vertex = i * 3; 726 | int pos = i * 10; 727 | faces[pos] = code; 728 | faces[pos + 1] = mesh.triangles[vertex]; 729 | faces[pos + 2] = mesh.triangles[vertex + 2]; 730 | faces[pos + 3] = mesh.triangles[vertex + 1]; 731 | faces[pos + 4] = mesh.triangles[vertex]; 732 | faces[pos + 5] = mesh.triangles[vertex + 2]; 733 | faces[pos + 6] = mesh.triangles[vertex + 1]; 734 | faces[pos + 7] = mesh.triangles[vertex]; 735 | faces[pos + 8] = mesh.triangles[vertex + 1]; 736 | faces[pos + 9] = mesh.triangles[vertex + 2]; 737 | } 738 | return faces; 739 | } 740 | 741 | // 42, [vertex_index, vertex_index, vertex_index], 742 | // [material_index], 743 | // [vertex_uv, vertex_uv, vertex_uv], 744 | // [vertex_normal, vertex_normal, vertex_normal] 745 | private int[] createFacesWithMaterialsUVNormals(Mesh mesh, int code = 42) { 746 | int totalTrianglesCount = mesh.triangles.Length / 3; 747 | int subMeshCount = mesh.subMeshCount; 748 | int[] faces = new int[3 * mesh.triangles.Length + 2 * totalTrianglesCount]; 749 | int shift = 0; 750 | for (int subMesh = 0; subMesh < subMeshCount; subMesh++) { 751 | int[] subMeshTriangles = mesh.GetTriangles(subMesh); 752 | int trianglesCount = subMeshTriangles.Length / 3; 753 | for (int i = 0; i < trianglesCount; i++) { 754 | int vertex = i * 3; 755 | int pos = shift + i * 11; 756 | faces[pos] = code; 757 | faces[pos + 1] = subMeshTriangles[vertex]; 758 | faces[pos + 2] = subMeshTriangles[vertex + 2]; 759 | faces[pos + 3] = subMeshTriangles[vertex + 1]; 760 | faces[pos + 4] = subMesh; 761 | faces[pos + 5] = subMeshTriangles[vertex]; 762 | faces[pos + 6] = subMeshTriangles[vertex + 2]; 763 | faces[pos + 7] = subMeshTriangles[vertex + 1]; 764 | faces[pos + 8] = subMeshTriangles[vertex]; 765 | faces[pos + 9] = subMeshTriangles[vertex + 2]; 766 | faces[pos + 10] = subMeshTriangles[vertex + 1]; 767 | } 768 | shift += (3 * subMeshTriangles.Length + 2 * trianglesCount); 769 | } 770 | return faces; 771 | } 772 | 773 | private float[] getMatrix(GameObject gameObject) { 774 | Vector3 unityPosition = gameObject.transform.localPosition; 775 | Quaternion unityQuartenion = gameObject.transform.localRotation; 776 | Vector3 unityScale = gameObject.transform.localScale; 777 | Matrix4x4 unityMatrix = Matrix4x4.TRS(unityPosition, unityQuartenion, unityScale); 778 | return Utils.getMatrixAsArray(unityMatrix); 779 | } 780 | 781 | private void addSpotLightTarget(string uuid, Light light) { 782 | Vector3 target = light.transform.position + light.transform.forward * 1; 783 | target.z *= -1; 784 | lights.spotlights.Add(uuid, new float[3] { target.x, target.y, target.z }); 785 | } 786 | } 787 | } 788 | -------------------------------------------------------------------------------- /Export3JS/ExporterWindow.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using System.Collections; 4 | 5 | #if UNITY_EDITOR 6 | using UnityEditor; 7 | 8 | namespace Export3JS { 9 | 10 | public class ExporterWindow : EditorWindow { 11 | 12 | private ExporterOptions options; 13 | private bool exportAll; 14 | private bool selectTags; 15 | 16 | [MenuItem("ThreeJS/Export %#e")] 17 | static void Init() { 18 | ExporterWindow window = (ExporterWindow)GetWindow(typeof(ExporterWindow)); 19 | window.titleContent = new GUIContent("ThreeJS"); 20 | window.Show(); 21 | } 22 | 23 | void OnEnable() { 24 | options = new ExporterOptions(); 25 | options.dir = string.Empty; 26 | options.exportLights = true; 27 | options.exportMeshes = true; 28 | options.exportCameras = true; 29 | options.exportDisabled = true; 30 | options.castShadows = false; 31 | options.tags = new string[0]; 32 | selectTags = false; 33 | options.writePNGTextures = false; 34 | options.minifyJSON = true; 35 | } 36 | 37 | void OnGUI() { 38 | 39 | // Toggle options 40 | exportAll = options.exportLights && options.exportMeshes && options.exportCameras && options.exportDisabled; 41 | 42 | GUILayout.BeginVertical(); 43 | GUILayout.Label("Export options", EditorStyles.boldLabel); 44 | GUILayout.Label("Choose what to export:", EditorStyles.boldLabel); 45 | if (EditorGUILayout.Toggle("All", exportAll)) { 46 | options.exportCameras = true; 47 | options.exportLights = true; 48 | options.exportMeshes = true; 49 | options.exportDisabled = true; 50 | } 51 | options.exportMeshes = EditorGUILayout.Toggle("Meshes", options.exportMeshes); 52 | options.exportCameras = EditorGUILayout.Toggle("Cameras", options.exportCameras); 53 | options.exportLights = EditorGUILayout.Toggle("Lights", options.exportLights); 54 | options.exportDisabled = EditorGUILayout.Toggle("Disabled GameObjects", options.exportDisabled); 55 | selectTags = EditorGUILayout.Foldout(selectTags, new GUIContent("Tags", "Create list of UUIDs, matching selected tags")); 56 | if (selectTags) { 57 | int count = options.tags.Length; 58 | count = EditorGUILayout.IntField("Size", count); 59 | if (count != options.tags.Length) options.tags = new string[count]; 60 | for (int i = 0; i < options.tags.Length; i++) { 61 | options.tags[i] = EditorGUILayout.TagField("Tag " + i, options.tags[i]); 62 | } 63 | } 64 | EditorGUILayout.Space(); 65 | GUILayout.Label("Shadows", EditorStyles.boldLabel); 66 | options.castShadows = EditorGUILayout.Toggle("Cast shadows", options.castShadows); 67 | EditorGUILayout.Space(); 68 | GUILayout.Label("Other settings", EditorStyles.boldLabel); 69 | options.writePNGTextures = EditorGUILayout.Toggle(new GUIContent("Convert textures", "Convert unsuported textures to PNG"), options.writePNGTextures); 70 | options.minifyJSON = EditorGUILayout.Toggle("Minify JSON", options.minifyJSON); 71 | EditorGUILayout.Space(); 72 | GUILayout.Label("Specify output location:", EditorStyles.boldLabel); 73 | GUILayout.BeginHorizontal(); 74 | options.dir = GUILayout.TextField(options.dir); 75 | if (GUILayout.Button("...", GUILayout.ExpandWidth(false))) { 76 | string dir = EditorUtility.OpenFolderPanel("Choose destination folder", "", ""); 77 | options.dir = dir + "/"; 78 | } 79 | GUILayout.EndHorizontal(); 80 | if (GUILayout.Button("Export", GUILayout.ExpandWidth(false))) { 81 | Exporter exporter = new Exporter(options); 82 | exporter.Export(); 83 | } 84 | GUILayout.EndVertical(); 85 | } 86 | 87 | public static void ReportProgress(float value, string message = "") { 88 | EditorUtility.DisplayProgressBar("ThreeJS", message, value); 89 | } 90 | 91 | public static void ClearProgress() { 92 | EditorUtility.ClearProgressBar(); 93 | } 94 | } 95 | } 96 | 97 | #endif 98 | -------------------------------------------------------------------------------- /Export3JS/Helpers/ShaderScanner.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | #if UNITY_EDITOR 5 | using UnityEditor; 6 | 7 | namespace Export3JS.Helpers { 8 | 9 | [ExecuteInEditMode] 10 | public class ShaderScanner : MonoBehaviour { 11 | 12 | void OnEnable() { 13 | MeshRenderer renderer = GetComponent(); 14 | if (renderer == null) return; 15 | foreach (Material sharedMaterial in renderer.sharedMaterials) { 16 | Shader shader = sharedMaterial.shader; 17 | Debug.Log("Scanning " + sharedMaterial.name + " : " + shader.name); 18 | List props = new List(); 19 | for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); i++) { 20 | string propertyName = ShaderUtil.GetPropertyName(shader, i); 21 | ShaderUtil.ShaderPropertyType propertyType = ShaderUtil.GetPropertyType(shader, i); 22 | props.Add(propertyName); 23 | Debug.Log(propertyName + " of type " + propertyType.ToString()); 24 | } 25 | //Debug.Log(string.Join("\n", props.ToArray())); 26 | } 27 | } 28 | } 29 | } 30 | 31 | #endif 32 | -------------------------------------------------------------------------------- /Export3JS/Lib/Unity.Newtonsoft.Json.7.0.0.0/Unity.Newtonsoft.Json.7.0.0.0.nupkg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tosh823/Export3JS/58bf44273b2f139da6cca2cfd93ef44c52256b56/Export3JS/Lib/Unity.Newtonsoft.Json.7.0.0.0/Unity.Newtonsoft.Json.7.0.0.0.nupkg -------------------------------------------------------------------------------- /Export3JS/Lib/Unity.Newtonsoft.Json.7.0.0.0/lib/net35-Client/Unity.Newtonsoft.Json.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tosh823/Export3JS/58bf44273b2f139da6cca2cfd93ef44c52256b56/Export3JS/Lib/Unity.Newtonsoft.Json.7.0.0.0/lib/net35-Client/Unity.Newtonsoft.Json.dll -------------------------------------------------------------------------------- /Export3JS/Model/Camera3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Export3JS.Model { 5 | 6 | public struct CameraType { 7 | public static string PerspectiveCamera = "PerspectiveCamera"; 8 | public static string OrthographicCamera = "OrthographicCamera"; 9 | } 10 | 11 | public class Camera3JS : Object3JS { 12 | 13 | public float near; 14 | public float far; 15 | 16 | public Camera3JS() : base() { 17 | 18 | } 19 | } 20 | 21 | public class PerspectiveCamera3JS : Camera3JS { 22 | 23 | public float fov; 24 | public float aspect; 25 | 26 | public PerspectiveCamera3JS() : base() { 27 | type = CameraType.PerspectiveCamera; 28 | } 29 | 30 | public PerspectiveCamera3JS(Camera3JS camera) { 31 | uuid = camera.uuid; 32 | name = camera.name; 33 | type = CameraType.PerspectiveCamera; 34 | matrix = camera.matrix; 35 | near = camera.near; 36 | far = camera.far; 37 | } 38 | } 39 | 40 | public class OrthographicCamera3JS : Camera3JS { 41 | 42 | public float left; 43 | public float right; 44 | public float top; 45 | public float bottom; 46 | 47 | public OrthographicCamera3JS() : base() { 48 | type = CameraType.OrthographicCamera; 49 | } 50 | 51 | public OrthographicCamera3JS(Camera3JS camera) { 52 | uuid = camera.uuid; 53 | name = camera.name; 54 | type = CameraType.OrthographicCamera; 55 | matrix = camera.matrix; 56 | near = camera.near; 57 | far = camera.far; 58 | } 59 | 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /Export3JS/Model/Fog3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Export3JS.Model { 5 | 6 | public struct FogType { 7 | public static string FogExp2 = "FogExp2"; 8 | public static string Linear = "Fog"; 9 | } 10 | 11 | public class Fog3JS { 12 | 13 | public string type; 14 | public int color; 15 | 16 | public Fog3JS() { 17 | 18 | } 19 | } 20 | 21 | public class ExpFog3JS : Fog3JS { 22 | 23 | public float density; 24 | 25 | public ExpFog3JS() : base() { 26 | type = FogType.FogExp2; 27 | } 28 | 29 | public ExpFog3JS(Fog3JS fog) : this() { 30 | color = fog.color; 31 | } 32 | } 33 | 34 | public class LinearFog3JS : Fog3JS { 35 | 36 | public float near; 37 | public float far; 38 | 39 | public LinearFog3JS() : base() { 40 | type = FogType.Linear; 41 | } 42 | 43 | public LinearFog3JS(Fog3JS fog) : this() { 44 | color = fog.color; 45 | } 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Export3JS/Model/Format4.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | namespace Export3JS.Model { 6 | public class Format4 { 7 | 8 | public Metadata3JS metadata; 9 | public List geometries; 10 | public List materials; 11 | public List textures; 12 | public List images; 13 | public Object3JS @object; 14 | 15 | public Format4() { 16 | metadata = new Metadata3JS(); 17 | geometries = new List(); 18 | materials = new List(); 19 | textures = new List(); 20 | images = new List(); 21 | @object = new Object3JS(); 22 | } 23 | } 24 | 25 | public class TagsFormat { 26 | public Metadata3JS metadata; 27 | public Dictionary> tags; 28 | 29 | public TagsFormat() { 30 | metadata = new Metadata3JS(); 31 | tags = new Dictionary>(); 32 | } 33 | 34 | public bool isEmpty() { 35 | if (tags.Count > 0) return false; 36 | else return true; 37 | } 38 | } 39 | 40 | public class LightsConfig { 41 | public Metadata3JS metadata; 42 | public Dictionary spotlights; 43 | 44 | public LightsConfig() { 45 | metadata = new Metadata3JS(); 46 | spotlights = new Dictionary(); 47 | } 48 | 49 | public bool isEmpty() { 50 | if (spotlights.Count > 0) return false; 51 | else return true; 52 | } 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /Export3JS/Model/Geometry3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | namespace Export3JS.Model { 5 | 6 | public class Geometry3JS { 7 | 8 | public string uuid; 9 | public string name; 10 | public string type; 11 | public Geometry3JSMeta metadata; 12 | public Geometry3JSData data; 13 | 14 | public Geometry3JS() { 15 | uuid = System.Guid.NewGuid().ToString().ToUpper(); 16 | type = "Geometry"; 17 | metadata = new Geometry3JSMeta(); 18 | data = new Geometry3JSData(); 19 | } 20 | } 21 | 22 | public class Geometry3JSMeta { 23 | public string version; 24 | public string type; 25 | public string generator; 26 | public int vertices; 27 | public int normals; 28 | public int uvs; 29 | public int faces; 30 | 31 | public Geometry3JSMeta() { 32 | version = "4.0"; 33 | type = "Geometry"; 34 | generator = "Unity Export3JS"; 35 | } 36 | } 37 | 38 | public class Geometry3JSData { 39 | public float[] vertices; 40 | public float[] normals; 41 | public float[,] uvs; 42 | public int[] faces; 43 | public float[] colors; 44 | 45 | public Geometry3JSData() { 46 | 47 | } 48 | } 49 | } 50 | -------------------------------------------------------------------------------- /Export3JS/Model/Image3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Export3JS.Model { 5 | 6 | public class Image3JS { 7 | 8 | public string uuid; 9 | public string url; 10 | 11 | public Image3JS() { 12 | uuid = System.Guid.NewGuid().ToString().ToUpper(); 13 | } 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Export3JS/Model/Light3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Export3JS.Model { 5 | 6 | public struct LightType { 7 | public static string DirectionalLight = "DirectionalLight"; 8 | public static string PointLight = "PointLight"; 9 | public static string SpotLight = "SpotLight"; 10 | public static string AmbientLight = "AmbientLight"; 11 | } 12 | 13 | public class Light3JS : Object3JS { 14 | 15 | public int color; 16 | public float intensity; 17 | 18 | public Light3JS() : base() { 19 | 20 | } 21 | } 22 | 23 | public class AmbientLight3JS : Light3JS { 24 | 25 | public AmbientLight3JS() : base() { 26 | type = LightType.AmbientLight; 27 | } 28 | } 29 | 30 | public class DirectionalLight3JS : Light3JS { 31 | 32 | public bool castShadow; 33 | 34 | public DirectionalLight3JS() : base() { 35 | 36 | } 37 | 38 | public DirectionalLight3JS(Light3JS light) { 39 | uuid = light.uuid; 40 | name = light.name; 41 | matrix = light.matrix; 42 | color = light.color; 43 | intensity = light.intensity; 44 | type = LightType.DirectionalLight; 45 | } 46 | } 47 | 48 | public class PointLight3JS : Light3JS { 49 | 50 | public float distance; 51 | public float decay; 52 | 53 | public PointLight3JS() : base() { 54 | 55 | } 56 | 57 | public PointLight3JS(Light3JS light) { 58 | uuid = light.uuid; 59 | name = light.name; 60 | matrix = light.matrix; 61 | color = light.color; 62 | intensity = light.intensity; 63 | type = LightType.PointLight; 64 | } 65 | } 66 | 67 | public class SpotLight3JS : Light3JS { 68 | 69 | public bool castShadow; 70 | public float distance; 71 | public float angle; 72 | public float penumbra; 73 | public float decay; 74 | 75 | public SpotLight3JS() : base() { 76 | 77 | } 78 | 79 | public SpotLight3JS(Light3JS light) { 80 | uuid = light.uuid; 81 | name = light.name; 82 | matrix = light.matrix; 83 | color = light.color; 84 | intensity = light.intensity; 85 | type = LightType.SpotLight; 86 | } 87 | } 88 | } 89 | -------------------------------------------------------------------------------- /Export3JS/Model/Material3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | namespace Export3JS.Model { 5 | 6 | public struct MaterialType { 7 | public static string MeshBasicMaterial = "MeshBasicMaterial"; 8 | public static string MeshPhongMaterial = "MeshPhongMaterial"; 9 | public static string MultiMaterial = "MultiMaterial"; 10 | } 11 | 12 | public struct MaterialSide { 13 | public static int FrontSide = 0; 14 | public static int BackSide = 1; 15 | public static int DoubleSide = 2; 16 | } 17 | 18 | public class Material3JS { 19 | 20 | public string uuid; 21 | public string name; 22 | public string type; 23 | 24 | public int side; 25 | public float opacity; // Material.color.a 26 | public bool transparent; // ? 27 | public bool wireframe; // ? false 28 | 29 | public Material3JS() { 30 | uuid = System.Guid.NewGuid().ToString().ToUpper(); 31 | type = MaterialType.MeshPhongMaterial; 32 | side = MaterialSide.FrontSide; 33 | } 34 | } 35 | 36 | public class MeshBasicMaterial3JS : Material3JS { 37 | 38 | public string map; 39 | public int color; // _Color 40 | 41 | public MeshBasicMaterial3JS() : base() { 42 | type = MaterialType.MeshBasicMaterial; 43 | } 44 | } 45 | 46 | public class MeshPhongMaterial3JS : Material3JS { 47 | 48 | public string map; // _MainTex 49 | public string normalMap; // _BumpMap 50 | public string emissiveMap; // _EmissionMap 51 | public string specularMap; // _SpecGlossMap 52 | public int color; // _Color 53 | public int specular; // _SpecColor 54 | public float shininess; // _Shininess 55 | public int emissive; // _EmissionColor 56 | public float emissiveIntensity; // _Emission 57 | 58 | public MeshPhongMaterial3JS() : base() { 59 | type = MaterialType.MeshPhongMaterial; 60 | } 61 | 62 | } 63 | 64 | public class MultiMaterial3JS : Material3JS { 65 | 66 | public List materials; 67 | 68 | public MultiMaterial3JS() : base() { 69 | type = MaterialType.MultiMaterial; 70 | materials = new List(); 71 | } 72 | } 73 | } 74 | -------------------------------------------------------------------------------- /Export3JS/Model/Mesh3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Export3JS.Model { 5 | public class Mesh3JS : Object3JS { 6 | 7 | public string geometry; 8 | public string material; 9 | public bool receiveShadow; 10 | public bool castShadow; 11 | 12 | public Mesh3JS() : base() { 13 | type = ObjectType.Mesh; 14 | receiveShadow = false; 15 | castShadow = false; 16 | } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Export3JS/Model/Metadata3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Export3JS.Model { 5 | public class Metadata3JS { 6 | 7 | public string version = "4.3"; 8 | public string type = "Object"; 9 | public string generator = "Unity Export3JS"; 10 | 11 | public Metadata3JS() { 12 | 13 | } 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Export3JS/Model/Object3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | namespace Export3JS.Model { 6 | 7 | public struct ObjectType { 8 | public static string Scene = "Scene"; 9 | public static string Mesh = "Mesh"; 10 | public static string Group = "Group"; 11 | } 12 | 13 | public class Object3JS { 14 | 15 | public string uuid; 16 | public string name; 17 | public string type; 18 | public float[] matrix; 19 | public List children; 20 | 21 | public Object3JS() { 22 | uuid = System.Guid.NewGuid().ToString().ToUpper(); 23 | children = new List(); 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Export3JS/Model/Scene3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Export3JS.Model { 5 | 6 | public class Scene3JS : Object3JS { 7 | 8 | public Fog3JS fog; 9 | 10 | public Scene3JS() : base() { 11 | type = ObjectType.Scene; 12 | } 13 | } 14 | 15 | public class Group3JS : Object3JS { 16 | public Group3JS() : base() { 17 | type = ObjectType.Group; 18 | } 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Export3JS/Model/Texture3JS.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Export3JS.Model { 5 | 6 | public struct WrapType { 7 | public static int RepeatWrapping = 1000; 8 | public static int ClampToEdgeWrapping = 1001; 9 | public static int MirroredRepeatWrapping = 1002; 10 | } 11 | 12 | public class Texture3JS { 13 | 14 | public string uuid; 15 | public string name; 16 | public string image; 17 | public int[] wrap; 18 | public float[] repeat; 19 | 20 | public Texture3JS() { 21 | uuid = System.Guid.NewGuid().ToString().ToUpper(); 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Export3JS/Utils.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using System.IO; 4 | using System.Collections.Generic; 5 | using System.Text.RegularExpressions; 6 | 7 | namespace Export3JS { 8 | 9 | [Flags] 10 | public enum FaceMask { 11 | TRIANGLE = 0, 12 | FACE_MATERIAL = 2, 13 | FACE_VERTEX_UV = 8, 14 | VERTEX_NORMAL = 32 15 | } 16 | 17 | public static class Utils { 18 | 19 | // ThreeJS parses in column-major format, as well as Unity 20 | public static float[] getMatrixAsArray(Matrix4x4 input) { 21 | float[] output = new float[16]; 22 | for (int row = 0; row < 4; row++) { 23 | for (int column = 0; column < 4; column++) { 24 | output[row + column * 4] = input[row + column * 4]; 25 | } 26 | } 27 | // ThreeJS uses right-handed coordinate system, 28 | // while Unity left-handed system, apply convertion 29 | output[2] = -1 * output[2]; 30 | output[6] = -1 * output[6]; 31 | output[8] = -1 * output[8]; 32 | output[9] = -1 * output[9]; 33 | output[14] = -1 * output[14]; 34 | 35 | return output; 36 | } 37 | 38 | public static bool dictContainsValue(out string uuid, Dictionary dict, T value) { 39 | uuid = string.Empty; 40 | foreach (KeyValuePair pair in dict) { 41 | if (pair.Value.Equals(value)) { 42 | uuid = pair.Key; 43 | return true; 44 | } 45 | } 46 | return false; 47 | } 48 | 49 | public static bool dictContainsArray(out string uuid, Dictionary dict, T[] array) { 50 | uuid = string.Empty; 51 | foreach (KeyValuePair pair in dict) { 52 | bool equals = false; 53 | if (pair.Value.Length != array.Length) continue; 54 | for (int i = 0; i < pair.Value.Length; i++) { 55 | if (pair.Value[i].Equals(array[i])) { 56 | equals = true; 57 | } 58 | else { 59 | equals = false; 60 | break; 61 | } 62 | } 63 | if (equals) { 64 | uuid = pair.Key; 65 | return true; 66 | } 67 | } 68 | return false; 69 | } 70 | 71 | public static bool arraryContainsValue(T[] array, T value) { 72 | bool contains = false; 73 | foreach (T element in array) { 74 | if (element.Equals(value)) { 75 | contains = true; 76 | break; 77 | } 78 | } 79 | return contains; 80 | } 81 | 82 | public static string capitalizeFirstSymbol(string str) { 83 | if (!string.IsNullOrEmpty(str)) { 84 | str = str.ToLower(); 85 | return (char.ToUpper(str[0]) + str.Substring(1)); 86 | } 87 | else return string.Empty; 88 | } 89 | 90 | public static int getIntColor(Color inputColor) { 91 | Color32 color = inputColor; 92 | int output = (color.r << 16) | (color.g << 8) | (color.b); 93 | return output; 94 | } 95 | 96 | public static bool isFormatSupported(string assetPath) { 97 | Regex pattern = new Regex(@"^*\.(?:png|jpg|gif|dds)$", RegexOptions.IgnoreCase); 98 | string filename = Path.GetFileName(assetPath); 99 | Match check = pattern.Match(filename); 100 | if (check.Success) return true; 101 | else return false; 102 | } 103 | 104 | public static string copyTexture(string assetPath, string destination) { 105 | string projectPath = Directory.GetCurrentDirectory() + '/'; 106 | string texturesDir = destination + "textures"; 107 | string filename = Path.GetFileName(assetPath); 108 | Directory.CreateDirectory(texturesDir); 109 | string url = "textures/" + filename; 110 | if (!File.Exists(destination + url)) { 111 | try { 112 | File.Copy(projectPath + assetPath, destination + url); 113 | } 114 | catch (IOException exception) { 115 | Debug.Log("Error while copying texture: " + exception.Message); 116 | url = ""; 117 | } 118 | } 119 | return url; 120 | } 121 | 122 | public static string writeTextureAsPNG(Texture sourceTexture, string assetPath, string destination) { 123 | string texturesDir = destination + "textures"; 124 | // The original file extension is not removed in order to prevent conflicts if there are textures with the 125 | // same name but different file extension. 126 | string filename = Path.GetFileName(assetPath) + ".png"; 127 | Directory.CreateDirectory(texturesDir); 128 | string url = "textures/" + filename; 129 | 130 | if (!File.Exists(destination + url)) { 131 | Texture2D texture = (Texture2D) sourceTexture; 132 | Color[] colors; 133 | try { 134 | colors = texture.GetPixels(); 135 | } catch( UnityException e ) { 136 | Debug.LogError("Source texture is not readable. You have to mark the texture as readable from the" + 137 | " texture import settings: " + e.ToString()); 138 | return null; 139 | } 140 | Texture2D convertedTexture = new Texture2D(texture.width, texture.height, TextureFormat.ARGB32, false); 141 | convertedTexture.SetPixels(colors); 142 | byte[] bytes = convertedTexture.EncodeToPNG(); 143 | FileStream f = File.Create(destination + url); 144 | try { 145 | f.Write(bytes, 0, bytes.Length); 146 | f.Close(); 147 | } catch(IOException exception) { 148 | Debug.Log("Error while writing PNG texture: " + exception.Message); 149 | url = ""; 150 | } 151 | } 152 | return url; 153 | } 154 | } 155 | } 156 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | {one line to give the program's name and a brief idea of what it does.} 635 | Copyright (C) {year} {name of author} 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | {project} Copyright (C) {year} {fullname} 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # About 2 | You want export your static scene from Unity to Three.JS? Well, here you go, this package could export some stuff. 3 | 4 | # Supported types 5 | * Transforms hierarchy 6 | * Mesh geometries 7 | * Lights 8 | * Ambient Light 9 | * Directional Lights 10 | * Point Lights 11 | * Spot Lights 12 | * Materials 13 | * Basic materials 14 | * Multimaterials 15 | * Textures, normal maps, specualar maps, emmissive maps 16 | * Opacity 17 | * Cameras 18 | * Perspective Camera 19 | * Orthographic Camera 20 | 21 | !Warning: not everything is tested, but should work. Development is in progress. 22 | 23 | # Installation 24 | Place _Export3JS_ folder in your Unity project assets folder, and corresponding menu item must appear in Unity's menu panel. 25 | 26 | # Usage 27 | In the exportation window select options you need and choose the folder for output file. 28 | 29 | In **Tags** submenu you can choose tags you wanted to trace. Then exporter will also create _{SceneName}Tags.json_ file in the output folder with following format: 30 | ```javascript 31 | tags: { 32 | ExampleTag: [ 33 | "THREE Object UUID" 34 | ], 35 | ... 36 | } 37 | ``` 38 | In your Three.JS code then read this file, find objects by their uuids and do whatever you need. 39 | 40 | If scene contains spotlights, exporter will create another .json file in output directory, named _{SceneName}LightsConfig.json_. Three.JS spotlights doesn't use their rotation and need a target object to be able to shine in specific direction. The format of this helper file is following: 41 | ```javascript 42 | spotlights: { 43 | "Light Object UUID": [ 44 | x, 45 | y, 46 | z 47 | ], 48 | ... 49 | } 50 | ``` 51 | For each spotlight in scene there are coordinates of abstract target object, that you need to create manually in your Three.JS code. 52 | 53 | After job is done, load JSON file with ObjectLoader: 54 | ```javascript 55 | var loader = new THREE.ObjectLoader(); 56 | loader.load('assets/output.json', 57 | function onLoad(object) { 58 | scene.add(object); 59 | // Or even like this, because exporter exports into ready for use THREE.Scene 60 | // scene = object; 61 | console.log('Scene has loaded, yeah!'); 62 | } 63 | ); 64 | ``` 65 | 66 | --------------------------------------------------------------------------------