using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UniGLTF
{
public class EditorAnimationExporter : IAnimationExporter
{
///
/// AnimationClip を収集する。
///
static List GetAnimationClips(GameObject Copy)
{
var clips = new List();
if (Copy.TryGetComponent(out var animator))
{
clips.AddRange(AnimationExporter.GetAnimationClips(animator));
}
if (Copy.TryGetComponent(out var animation))
{
clips.AddRange(AnimationExporter.GetAnimationClips(animation));
}
return clips;
}
public void Export(ExportingGltfData _data, GameObject Copy, List Nodes)
{
var clips = GetAnimationClips(Copy);
foreach (AnimationClip clip in clips)
{
var animationWithCurve = AnimationExporter.Export(clip, Copy.transform, Nodes);
foreach (var kv in animationWithCurve.SamplerMap)
{
var sampler = animationWithCurve.Animation.samplers[kv.Key];
var inputAccessorIndex = _data.ExtendBufferAndGetAccessorIndex(kv.Value.Input);
sampler.input = inputAccessorIndex;
var outputAccessorIndex = _data.ExtendBufferAndGetAccessorIndex(kv.Value.Output);
sampler.output = outputAccessorIndex;
// modify accessors
var outputAccessor = _data.Gltf.accessors[outputAccessorIndex];
var channel = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key);
switch (glTFAnimationTarget.GetElementCount(channel.target.path))
{
case 1:
outputAccessor.type = "SCALAR";
//outputAccessor.count = ;
break;
case 3:
outputAccessor.type = "VEC3";
outputAccessor.count /= 3;
break;
case 4:
outputAccessor.type = "VEC4";
outputAccessor.count /= 4;
break;
default:
throw new NotImplementedException();
}
}
animationWithCurve.Animation.name = clip.name;
_data.Gltf.animations.Add(animationWithCurve.Animation);
}
}
}
}