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WebGL Discussion :

Je n'arrive pas à exporter une scene 3dsMax pour les librairies webgl


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  1. #1
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    Par défaut Je n'arrive pas à exporter une scene 3dsMax pour les librairies webgl
    Bonjour, je me casse la tête à essayer d'exporter une bête scene 3dsMax pour les librairies webgl et pour l'instant je sèche.

    J'ai essayé l'exporteur threejs, il fusionne tous les objets en un seul donc c'est pas bon. J'essaye le format marginal .jd pour threejs, il modifie tous les vecteurs pour mettre la matrice à 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0 (pourquoi ??? je suspecte un hack de l'exporteur foireux de threejs)

    J'ai essayé l'exporteur de babylonJs, ça plante de partout impossible de le lancer.

    Bon donc les exporteurs ont été torchés à la truelle, les développeurs de moteurs webgl sont fâchés avec 3dsMax (vilain logiciel caca propriétaire ringard avec script que personne connaît).

    je patauge

  2. #2
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    Par défaut
    bon... en éventrant le script de l'exporteur threejs je me dis que y'a ptêt moyen en fait facilement de modifier deux trois bidules pour exporter plusieurs objets

    mais je m'étonne que le script soit aussi court, bizzare

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    -------------------------------------------------------------------------------------
    -- ThreeJSExporter.ms
    -- Exports geometry from 3ds max to Three.js models in ASCII JSON format v3
    -- By alteredq / http://alteredqualia.com
    -------------------------------------------------------------------------------------
     
    rollout ThreeJSExporter "ThreeJSExporter"
    (
    	-- Variables
     
    	local ostream,
     
    	headerFormat = "\"metadata\":
    {
    \"sourceFile\": \"%\",
    \"generatedBy\": \"3ds max ThreeJSExporter\",
    \"formatVersion\": 3.1,
    \"vertices\": %,
    \"normals\": %,
    \"colors\": %,
    \"uvs\": %,
    \"triangles\": %,
    \"materials\": %
    },
     
    ",
     
    	vertexFormat = "%,%,%",
     
    	vertexNormalFormat = "%,%,%",
    	UVFormat = "%,%",
     
    	triFormat = "%,%,%,%",
    	triUVFormat = "%,%,%,%,%,%,%",
    	triNFormat = "%,%,%,%,%,%,%",
    	triUVNFormat = "%,%,%,%,%,%,%,%,%,%",
     
    	footerFormat = "}"
     
    	-------------------------------------------------------------------------------------
    	-- User interface
     
     
    	group "ThreeJSExporter  v0.8"
    	(
     
    		label msg "Exports selected meshes in Three.js ascii JSON format" align:#left
    		hyperLink lab1 "Original source at GitHub" address:"https://github.com/alteredq/three.js/blob/master/utils/exporters/max/ThreeJSExporter.ms" color:(color 255 120 0) align:#left
     
    		label dummy1 "--------------------------------------------------------" align:#left
     
    		checkbox exportColor "Export vertex colors" checked:false enabled:true
    		checkbox exportUv "Export uvs" checked:true enabled:true
    		checkbox exportNormal "Export normals" checked:true enabled:true
    		checkbox smoothNormal "Use vertex normals" checked:false enabled:true
     
    		label dummy2 "--------------------------------------------------------" align:#left
     
    		checkbox flipYZ "Flip YZ" checked:true enabled:true
    		checkbox flipUV "Flip UV" checked:false enabled:true
    		checkbox flipFace "Flip all faces" checked:false enabled:true
    		checkbox autoflipFace "Try fixing flipped faces" checked:false enabled:true
     
    		label dummy3 "--------------------------------------------------------" align:#left
     
    		button btn_export "Export selected objects"
     
    	)
     
     
    	-------------------------------------------------------------------------------------
    	-- Dump vertices
     
    	function DumpVertices src =
    	(
     
    		Format "\"vertices\": [" to:ostream
     
    		num = src.count
     
    		if num > 0 then
    		(
     
    			for i = 1 to num do
    			(
     
    				vert = src[i]
     
    				if flipYZ.checked then
    				(
    					x = vert.x
    					y = vert.z
    					z = vert.y
     
    					z *= -1
     
    				)
    				else
    				(
     
    					x = vert.x
    					y = vert.y
    					z = vert.z
     
    				)
     
    				Format vertexFormat x y z to:ostream
     
    				if i < num then Format "," to:ostream
     
    			)
     
    		)
     
    		Format "],\n\n" to:ostream
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Dump colors
     
    	function DumpColors src useColors =
    	(
     
    		Format "\"colors\": [" to:ostream
     
    		num = src.count
     
    		if num > 0 and useColors then
    		(
     
    			for i = 1 to num do
    			(
     
    				col = src[i]
     
    				r = col.r as Integer
    				g = col.g as Integer
    				b = col.b as Integer
     
    				hexNum = ( bit.shift r 16 ) + ( bit.shift g 8 ) + b
     
    				-- hexColor = formattedPrint hexNum format:"#x"
    				-- Format "%" hexColor to:ostream
     
    				decColor = formattedPrint hexNum format:"#d"
    				Format "%" decColor to:ostream
     
    				if i < num then Format "," to:ostream
     
    			)
     
    		)
     
    		Format "],\n\n" to:ostream
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Dump normals
     
    	function DumpNormals src =
    	(
     
    		Format "\"normals\": [" to:ostream
     
    		num = src.count
     
    		if num > 0 and exportNormal.checked then
    		(
     
    			for i = 1 to num do
    			(
     
    				normal = src[i]
    				normal = normalize normal as point3
     
    				if flipYZ.checked then
    				(
     
    					x = normal.x
    					y = normal.z
    					z = normal.y
     
    					z *= -1
     
    				)
    				else
    				(
     
    					x = normal.x
    					y = normal.y
    					z = normal.z
     
    				)
     
    				Format vertexNormalFormat x y z to:ostream
     
    				if i < num then Format "," to:ostream
     
    			)
     
    		)
     
    		Format "],\n\n" to:ostream
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Dump uvs
     
    	function DumpUvs src =
    	(
     
    		Format "\"uvs\": [[" to:ostream
     
    		num = src.count
     
    		if num > 0 and exportUv.checked then
    		(
     
    			for i = 1 to num do
    			(
     
    				uvw = src[i]
     
    				u = uvw.x
     
    				if flipUV.checked then
    				(
    					v = 1 - uvw.y
    				)
    				else
    				(
    					v = uvw.y
    				)
     
    				Format UVFormat u v to:ostream
     
    				if i < num then Format "," to:ostream
     
    			)
     
    		)
     
    		Format "]],\n\n" to:ostream
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Dump faces
     
    	function DumpFaces src useColors =
    	(
     
    		Format "\"faces\": [" to:ostream
     
    		num = src.count
     
    		if num > 0 then
    		(
     
    			for i = 1 to num do
    			(
     
    				zface = src[i]
     
    				fv  = zface[1]
    				fuv = zface[2]
    				m   = zface[3] - 1
    				fc  = zface[4]
     
    				needsFlip = zface[5]
     
    				isTriangle = true
    				hasMaterial = true
    				hasFaceUvs = false
    				hasFaceVertexUvs = ((classof fuv == Point3) and exportUv.checked)
    				hasFaceNormals = false
    				hasFaceVertexNormals = (exportNormal.checked)
    				hasFaceColors = false
    				hasFaceVertexColors = ((classof fc == Point3) and useColors)
     
    				faceType = 0
    				faceType = bit.set faceType 1 (not isTriangle)
    				faceType = bit.set faceType 2 hasMaterial
    				faceType = bit.set faceType 3 hasFaceUvs
    				faceType = bit.set faceType 4 hasFaceVertexUvs
    				faceType = bit.set faceType 5 hasFaceNormals
    				faceType = bit.set faceType 6 hasFaceVertexNormals
    				faceType = bit.set faceType 7 hasFaceColors
    				faceType = bit.set faceType 8 hasFaceVertexColors
     
    				if i > 1 then
    				(
    					Format "," faceType to:ostream
    				)
     
    				Format "%" faceType to:ostream
     
    				if isTriangle then
    				(
     
    					va = (fv.x - 1) as Integer
    					vb = (fv.y - 1) as Integer
    					vc = (fv.z - 1) as Integer
     
    					if flipFace.checked or needsFlip then
    					(
     
    						tmp = vb
    						vb = vc
    						vc = tmp
     
    					)
     
     
    					Format ",%,%,%" va vb vc to:ostream
     
     
    					if hasMaterial then
    					(
     
    						Format ",%" m to:ostream
     
    					)
     
    					if hasFaceVertexUvs then
    					(
     
    						ua = (fuv.x - 1) as Integer
    						ub = (fuv.y - 1) as Integer
    						uc = (fuv.z - 1) as Integer
     
    						if flipFace.checked or needsFlip then
    						(
     
    							tmp = ub
    							ub = uc
    							uc = tmp
     
    						)
     
    						Format ",%,%,%" ua ub uc to:ostream
     
    					)
     
    					if hasFaceVertexNormals then
    					(
     
    						if smoothNormal.checked then
    						(
     
    							-- normals have the same indices as vertices
     
    							na = va
    							nb = vb
    							nc = vc
     
    						)
    						else
    						(
    							-- normals have the same indices as face
     
    							na = i - 1
    							nb = na
    							nc = na
     
    						)
     
    						if flipFace.checked or needsFlip then
    						(
     
    							tmp = nb
    							nb = nc
    							nc = tmp
     
    						)
     
    						Format ",%,%,%" na nb nc to:ostream
     
    					)
     
     
    					if hasFaceVertexColors then
    					(
     
    						ca = (fc.x - 1) as Integer
    						cb = (fc.y - 1) as Integer
    						cc = (fc.z - 1) as Integer
     
    						if flipFace.checked or needsFlip then
    						(
     
    							tmp = cb
    							cb = cc
    							cc = tmp
     
    						)
     
    						Format ",%,%,%" ca cb cc to:ostream
     
    					)
     
    				)
     
    			)
     
    		)
     
    		Format "]\n\n" to:ostream
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Dump color
     
    	function DumpColor pcolor label =
    	(
    		r = pcolor.r / 255
    		g = pcolor.g / 255
    		b = pcolor.b / 255
     
    		fr = formattedPrint r format:".4f"
    		fg = formattedPrint g format:".4f"
    		fb = formattedPrint b format:".4f"
     
    		Format "\"%\"  : [%, %, %],\n" label fr fg fb to:ostream
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Dump map
     
    	function DumpMap pmap label =
    	(
     
    		if classof pmap == BitmapTexture then
    		(
    			bm = pmap.bitmap
     
    			if bm != undefined then
    			(
     
    				fname = filenameFromPath bm.filename
    				Format "\"%\"    : \"%\",\n" label fname to:ostream
     
    			)
     
    		)
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Export materials
     
    	function ExportMaterials zmaterials zcolors =
    	(
     
    		Format "\"materials\": [\n" to:ostream
     
    		totalMaterials = zmaterials.count
     
    		for i = 1 to totalMaterials do
    		(
    			mat = zmaterials[i]
     
    			Format "{\n" to:ostream
     
    			-- debug
     
    			Format "\"DbgIndex\" : %,\n" (i-1) to:ostream
     
    			if classof mat != BooleanClass then
    			(
     
    				useVertexColors = zcolors[i]
     
    				Format "\"DbgName\"  : \"%\",\n" mat.name to:ostream
     
    				-- colors
     
    				DumpColor mat.diffuse  "colorDiffuse"
    				DumpColor mat.ambient  "colorAmbient"
    				DumpColor mat.specular "colorSpecular"
     
    				t = mat.opacity / 100
    				s = mat.glossiness
     
    				Format "\"transparency\"  : %,\n" t to:ostream
    				Format "\"specularCoef\"  : %,\n" s to:ostream
     
    				-- maps
     
    				DumpMap mat.diffuseMap  "mapDiffuse"
    				DumpMap mat.ambientMap  "mapAmbient"
    				DumpMap mat.specularMap "mapSpecular"
    				DumpMap mat.bumpMap 	"mapBump"
    				DumpMap mat.opacityMap 	"mapAlpha"
     
    			)
    			else
    			(
     
    				useVertexColors = false
     
    				Format "\"DbgName\"  : \"%\",\n" "dummy" to:ostream
     
    				DumpColor red "colorDiffuse"
     
    			)
     
    			Format "\"vertexColors\" : %\n" useVertexColors to:ostream
    			Format "}" to:ostream
     
    			if ( i < totalMaterials ) then Format "," to:ostream
    			Format "\n\n" to:ostream
     
    		)
     
    		Format "],\n\n" to:ostream
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Extract vertices from mesh
     
    	function ExtractVertices obj whereto =
    	(
     
    		n = obj.numVerts
     
    		for i = 1 to n do
    		(
     
    			v = GetVert obj i
    			append whereto v
     
    		)
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Extract vertex colors from mesh
     
    	function ExtractColors obj whereto =
    	(
     
    		nColors = GetNumCPVVerts obj
     
    		if nColors > 0 then
    		(
     
    			for i = 1 to nColors do
    			(
     
    				c = GetVertColor obj i
    				append whereto c
     
    			)
     
    		)
     
    	)
     
     
    	-------------------------------------------------------------------------------------
    	-- Extract normals from mesh
     
    	function ExtractNormals obj whereto needsFlip =
    	(
     
    		if smoothNormal.checked then
    		(
     
    			num = obj.numVerts
     
    			for i = 1 to num do
    			(
     
    				n = GetNormal obj i
     
    				if flipFace.checked or needsFlip then
    				(
    					n.x *= -1
    					n.y *= -1
    					n.z *= -1
    				)
     
    				append whereto n
     
    			)
     
    		)
    		else
    		(
     
    			num = obj.numFaces
     
    			for i = 1 to num do
    			(
     
    				n = GetFaceNormal obj i
     
    				if flipFace.checked or needsFlip then
    				(
    					n.x *= -1
    					n.y *= -1
    					n.z *= -1
    				)
     
    				append whereto n
     
    			)
     
    		)
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Extract uvs from mesh
     
    	function ExtractUvs obj whereto =
    	(
    		n = obj.numTVerts
     
    		for i = 1 to n do
    		(
     
    			v = GetTVert obj i
    			append whereto v
     
    		)
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Extract faces from mesh
     
    	function ExtractFaces objMesh objMaterial whereto allMaterials needsFlip hasVColors offsetVert offsetUv offsetColor =
    	(
    		n = objMesh.numFaces
    		hasUVs = objMesh.numTVerts > 0
     
    		useMultiMaterial = false
    		materialIDList = #()
     
    		materialClass = classof objMaterial
     
    		if materialClass == StandardMaterial then
    		(
     
    			fm = findItem allMaterials objMaterial
     
    		)
    		else if materialClass == MultiMaterial then
    		(
     
    			useMultiMaterial = true
     
    			for i = 1 to n do
    			(
     
    				mID = GetFaceMatID objMesh i
    				materialIndex = findItem objMaterial.materialIDList mID
     
    				if materialIndex > 0 then
    				(
     
    					subMaterial = objMaterial.materialList[materialIndex]
     
    					mMergedIndex = findItem allMaterials subMaterial
     
    					if mMergedIndex > 0 then
    					(
     
    						materialIDList[mID] = mMergedIndex
     
    					)
    					else
    					(
     
    						materialIDList[mID] = findItem allMaterials false
     
    					)
     
    				)
    				else
    				(
     
    					materialIDList[mID] = findItem allMaterials false
     
    				)
     
    			)
     
    		)
    		else
    		(
     
    			-- undefined material
     
    			fm = findItem allMaterials false
     
    		)
     
    		for i = 1 to n do
    		(
     
    			zface = #()
     
    			fv = GetFace objMesh i
     
    			fv.x += offsetVert
    			fv.y += offsetVert
    			fv.z += offsetVert
     
    			if useMultiMaterial then
    			(
     
    				mID = GetFaceMatID objMesh i
    				fm = materialIDList[mID]
     
    			)
     
    			if hasUVs then
    			(
     
    				fuv = GetTVFace objMesh i
     
    				fuv.x += offsetUv
    				fuv.y += offsetUv
    				fuv.z += offsetUv
     
    			)
    			else
    			(
     
    				fuv = false
     
    			)
     
    			if hasVColors then
    			(
     
    				fc = GetVCFace objMesh i
     
    				fc.x += offsetColor
    				fc.y += offsetColor
    				fc.z += offsetColor
     
    			)
    			else
    			(
     
    				fc = false
     
    			)
     
    			append zface fv
    			append zface fuv
    			append zface fm
    			append zface fc
    			append zface needsFlip
     
    			append whereto zface
     
    		)
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Extract materials from eventual multi-material
     
    	function ExtractMaterials objMesh objMaterial whereto wheretoColors zname hasVColors =
    	(
     
    		materialClass = classof objMaterial
     
    		if materialClass == StandardMaterial then
    		(
     
    			if ( findItem whereto objMaterial ) == 0 then
    			(
     
    				append whereto objMaterial
    				append wheretoColors hasVColors
     
    			)
     
    		)
    		else if materialClass == MultiMaterial then
    		(
     
    			n = objMesh.numFaces
     
    			for i = 1 to n do
    			(
     
    				mID = getFaceMatId objMesh i
    				materialIndex = findItem objMaterial.materialIDList mID
     
    				if materialIndex > 0 then
    				(
     
    					subMaterial = objMaterial.materialList[materialIndex]
     
    					if ( findItem whereto subMaterial ) == 0 then
    					(
     
    						append whereto subMaterial
    						append wheretoColors hasVColors
     
    					)
     
    				)
     
    			)
     
    		)
    		else
    		(
     
    			-- unknown or undefined material
     
    			append whereto false
    			append wheretoColors false
     
    		)
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Hack to figure out if normals are messed up
     
    	function NeedsFaceFlip node =
    	(
    		needsFlip = false
     
    		local tmp = Snapshot node
     
    		face_normal = normalize ( getfacenormal tmp 1 )
     
    		face = getface tmp 1
     
    		va = getvert tmp face[1]
    		vb = getvert tmp face[2]
    		vc = getvert tmp face[3]
     
    		computed_normal = normalize ( cross (vc - vb)  (va - vb) )
     
    		if distance computed_normal face_normal > 0.1 then needsFlip = true
     
    		delete tmp
     
    		return needsFlip
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Extract only things that either already are or can be converted to meshes
     
    	function ExtractMesh node =
    	(
     
    		if SuperClassOf node == GeometryClass then
    		(
    			needsFlip = false
    			hasVColors = false
     
    			zmesh = SnapshotAsMesh node
     
    			if autoflipFace.checked then
    			(
     
    				needsFlip = NeedsFaceFlip node
     
    			)
     
    			if exportColor.checked and ( getNumCPVVerts zmesh ) > 0 then
    			(
     
    				hasVColors = true
     
    			)
     
    			return #( zmesh, node.name, node.material, needsFlip, hasVColors )
     
    		)
     
    		-- Not geometry ... could be a camera, light, etc.
     
    		return #( false, node.name, 0, false, false )
     
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Export scene
     
    	function ExportScene =
    	(
     
    		-- Extract meshes
     
    		meshObjects = #()
     
    		mergedVertices = #()
    		mergedNormals = #()
    		mergedColors = #()
     
    		mergedUvs = #()
    		mergedFaces = #()
     
    		mergedMaterials = #()
    		mergedMaterialsColors = #()
     
    		sceneHasVColors = false
     
    		for obj in selection do
    		(
     
    			result = ExtractMesh obj
    			meshObj = result[1]
     
    			if ClassOf meshObj == TriMesh then
    			(
     
    				meshName     = result[2]
    				meshMaterial = result[3]
    				needsFlip    = result[4]
    				hasVColors   = result[5]
     
    				sceneHasVColors = sceneHasVColors or hasVColors
     
    				append meshObjects result
     
    				vertexOffset = mergedVertices.count
    				uvOffset = mergedUvs.count
    				colorOffset = mergedColors.count
     
    				ExtractMaterials meshObj meshMaterial mergedMaterials mergedMaterialsColors meshName hasVColors
     
    				ExtractVertices meshObj mergedVertices
    				ExtractNormals meshObj mergedNormals needsFlip
    				ExtractColors meshObj mergedColors
     
    				ExtractUvs meshObj mergedUvs
     
    				ExtractFaces meshObj meshMaterial mergedFaces mergedMaterials needsFlip hasVColors vertexOffset uvOffset colorOffset
     
    			)
     
    		)
     
    		totalVertices = mergedVertices.count
    		totalFaces = mergedFaces.count
    		totalMaterials = mergedMaterials.count
     
    		totalColors = 0
    		totalNormals = 0
    		totalUvs = 0
     
    		useColors = false
     
    		if sceneHasVColors and exportColor.checked then
    		(
     
    			totalColors = mergedColors.count
    			useColors = true
     
    		)
     
    		if exportNormal.checked then
    		(
     
    			totalNormals = mergedNormals.count
     
    		)
     
    		if exportUv.checked then
    		(
     
    			totalUvs = mergedUvs.count
     
    		)
     
     
    		-- Dump objects (debug)
     
    		-- Format "// Source objects:\n\n" to:ostream
     
    		-- i = 0
     
    		-- for obj in meshObjects do
    		-- (
     
    		-- 	meshName = obj[2]
    		-- 	Format "// %: %\n" i meshName to:ostream
    		-- 	i += 1
     
    		-- )
     
    		-- Dump model
     
    		Format "{\n\n" to:ostream
     
    		-- Dump header
     
    		Format headerFormat maxFileName totalVertices totalNormals totalColors totalUvs totalFaces totalMaterials to:ostream
     
    		-- Dump all materials in the scene
     
    		ExportMaterials mergedMaterials mergedMaterialsColors
     
    		-- Dump merged data from all selected geometries
     
    		DumpVertices mergedVertices
    		DumpNormals mergedNormals
    		DumpColors mergedColors useColors
    		DumpUvs mergedUvs
    		DumpFaces mergedFaces useColors
     
    		-- Dump footer
     
    		Format footerFormat to:ostream
     
    	)
     
     
    	-------------------------------------------------------------------------------------
    	-- Open and prepare a file handle for writing
     
    	function GetSaveFileStream =
    	(
    		zname = getFilenameFile maxFileName
    		zname += ".js"
     
    		fname = GetSaveFileName filename:zname types:"JavaScript file (*.js)|*.js|All Files(*.*)|*.*|"
    		if fname == undefined then
    		(
     
    			return undefined
     
    		)
     
    		ostream = CreateFile fname
    		if ostream == undefined then
    		(
     
    			MessageBox "Couldn't open file for writing !"
    			return undefined
     
    		)
     
    		return ostream
    	)
     
    	-------------------------------------------------------------------------------------
    	-- Export button click handler
     
    	on btn_export pressed do
    	(
    		ostream = GetSaveFileStream()
    		if ostream != undefined then
    		(
     
    			ExportScene()
    			close ostream
     
    		)
     
    	)
     
    )
    createDialog ThreeJSExporter width:300

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