- added code to handle vertex buffer streams for Unity 5

- new method of creatign unique numeric IDs for FBX objects
- added code to decompress Skin data; further research needed for data interpretation
This commit is contained in:
Radu 2015-11-13 14:45:39 +02:00
parent 235b74a9cd
commit 1f2635c877
3 changed files with 167 additions and 79 deletions

View File

@ -23,6 +23,7 @@ namespace Unity_Studio
exportColors.Checked = (bool)Properties.Settings.Default["exportColors"];
exportDeformers.Checked = (bool)Properties.Settings.Default["exportDeformers"];
convertDummies.Checked = (bool)Properties.Settings.Default["convertDummies"];
convertDummies.Enabled = (bool)Properties.Settings.Default["exportDeformers"];
scaleFactor.Value = (decimal)Properties.Settings.Default["scaleFactor"];
upAxis.SelectedIndex = (int)Properties.Settings.Default["upAxis"];
showExpOpt.Checked = (bool)Properties.Settings.Default["showExpOpt"];

View File

@ -113,7 +113,7 @@ namespace Unity_Studio
public List<BoneInfluence>[] m_Skin;
//public Dictionary<int, float>[] m_Skin;
public float[][,] m_BindPose;
public uint m_VertexCount;
public int m_VertexCount;
public float[] m_Vertices;
public float[] m_Normals;
public float[] m_Colors;
@ -159,7 +159,7 @@ namespace Unity_Studio
public class PackedBitVector
{
public uint m_NumItems;
public int m_NumItems;
public float m_Range = 1.0f;
public float m_Start = 0.0f;
public byte[] m_Data;
@ -391,9 +391,8 @@ namespace Unity_Studio
}
}
#endregion
#region BlendShapeData
#region 4.1.0 to 4.2.x, excluding 4.1.0 alpha
#region BlendShapeData for 4.1.0 to 4.2.x, excluding 4.1.0 alpha
if (version[0] == 4 && ((version[1] == 1 && MeshPD.sourceFile.buildType[0] != "a") ||
(version[1] > 1 && version[1] <= 2)))
{
@ -412,7 +411,7 @@ namespace Unity_Studio
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
}
#endregion
#region 4.3.0 and later
#region BlendShapeData and BindPose for 4.3.0 and later
else if (version[0] >= 5 || (version[0] == 4 && version[1] >= 3))
{
int m_ShapeVertices_size = a_Stream.ReadInt32();
@ -451,7 +450,6 @@ namespace Unity_Studio
uint m_RootBoneNameHash = a_Stream.ReadUInt32();
}
#endregion
#endregion
#region Index Buffer for 2.6.0 and later
if (version[0] >= 3 || (version[0] == 2 && version[1] >= 6))
@ -486,7 +484,7 @@ namespace Unity_Studio
#region Vertex Buffer for 3.4.2 and earlier
if (version[0] < 3 || (version[0] == 3 && version[1] < 5))
{
m_VertexCount = a_Stream.ReadUInt32();
m_VertexCount = a_Stream.ReadInt32();
m_Vertices = new float[m_VertexCount * 3];
for (int v = 0; v < m_VertexCount * 3; v++) { m_Vertices[v] = a_Stream.ReadSingle(); }
@ -583,10 +581,10 @@ namespace Unity_Studio
}
}
int m_CurrentChannels = a_Stream.ReadInt32();//defined as uint in Unity
m_VertexCount = a_Stream.ReadUInt32();
BitArray m_CurrentChannels = new BitArray(new int[1] { a_Stream.ReadInt32() });
m_VertexCount = a_Stream.ReadInt32();
#region 3.5.0 - 3.5.7
#region streams for 3.5.0 - 3.5.7
if (version[0] < 4)
{
if (m_MeshCompression != 0 && version[2] == 0) //special case not just on platform 9
@ -607,10 +605,11 @@ namespace Unity_Studio
}
}
#endregion
#region 4.0.0 and later
#region channels and streams for 4.0.0 and later
else
{
int singleStreamStride = 0;//used tor unity 5
//int singleStreamStride = 0;//used tor unity 5
int streamCount = 0;
m_Channels = new ChannelInfo[a_Stream.ReadInt32()];
for (int c = 0; c < m_Channels.Length; c++)
@ -622,7 +621,9 @@ namespace Unity_Studio
m_Channels[c].dimension = a_Stream.ReadByte();
//calculate stride for Unity 5
singleStreamStride += m_Channels[c].dimension * (4 / (int)Math.Pow(2, m_Channels[c].format));
//singleStreamStride += m_Channels[c].dimension * (4 / (int)Math.Pow(2, m_Channels[c].format));
if (m_Channels[c].stream >= streamCount) { streamCount = m_Channels[c].stream + 1; }
}
if (version[0] < 5)
@ -638,13 +639,21 @@ namespace Unity_Studio
m_Streams[s].frequency = a_Stream.ReadUInt16();
}
}
else //it's just easier to create my own stream here
else //create streams
{
m_Streams = new StreamInfo[1];
m_Streams[0] = new StreamInfo();
m_Streams[0].channelMask = new BitArray(new int[1] { m_CurrentChannels });
m_Streams[0].offset = 0;
m_Streams[0].stride = singleStreamStride;
m_Streams = new StreamInfo[streamCount];
for (int s = 0; s < streamCount; s++)
{
m_Streams[s] = new StreamInfo();
m_Streams[s].channelMask = new BitArray(new int[1] { 0 });
m_Streams[s].offset = 0;
if (s > 0) { m_Streams[s].offset = m_Streams[s - 1].offset + m_Streams[s - 1].stride * m_VertexCount; }
m_Streams[s].stride = 0;
foreach (var m_Channel in m_Channels)
{
if (m_Channel.stream == s) { m_Streams[s].stride += m_Channel.dimension * (4 / (int)Math.Pow(2, m_Channel.format)); }
}
}
}
}
#endregion
@ -672,7 +681,8 @@ namespace Unity_Studio
for (int b = 0; b < 8; b++)
{
if (m_Stream.channelMask.Get(b))
//in the future, try to use only m_CurrentChannels
if ((version[0] < 5 && m_Stream.channelMask.Get(b)) || (version[0] >= 5 && m_CurrentChannels.Get(b)))
{
// in Unity 4.x the colors channel has 1 dimension, as in 1 color with 4 components
if (b == 2 && m_Channel.format == 2) { m_Channel.dimension = 4; }
@ -723,6 +733,7 @@ namespace Unity_Studio
}
m_Stream.channelMask.Set(b, false);
m_CurrentChannels.Set(b, false);
componentBytes = null;
componentsArray = null;
break; //go to next channel
@ -810,8 +821,10 @@ namespace Unity_Studio
if (version[0] >= 3 || (version[0] == 2 && version[1] >= 6))
{
//remember there can be combinations of packed and regular vertex properties
#region m_Vertices
PackedBitVector m_Vertices_Packed = new PackedBitVector();
m_Vertices_Packed.m_NumItems = a_Stream.ReadUInt32();
m_Vertices_Packed.m_NumItems = a_Stream.ReadInt32();
m_Vertices_Packed.m_Range = a_Stream.ReadSingle();
m_Vertices_Packed.m_Start = a_Stream.ReadSingle();
m_Vertices_Packed.m_Data = new byte[a_Stream.ReadInt32()];
@ -829,12 +842,14 @@ namespace Unity_Studio
m_Vertices = new float[m_Vertices_Packed.m_NumItems];
for (int v = 0; v < m_Vertices_Packed.m_NumItems; v++)
{
m_Vertices[v] = (float)m_Vertices_Unpacked[v] / bitmax * m_Vertices_Packed.m_Range + m_Vertices_Packed.m_Start;
m_Vertices[v] = (float)((double)m_Vertices_Unpacked[v] / bitmax) * m_Vertices_Packed.m_Range + m_Vertices_Packed.m_Start;
}
}
#endregion
PackedBitVector m_UV_Packed = new PackedBitVector(); //contains both channels
m_UV_Packed.m_NumItems = a_Stream.ReadUInt32();
#region m_UV
PackedBitVector m_UV_Packed = new PackedBitVector(); //contains all channels
m_UV_Packed.m_NumItems = a_Stream.ReadInt32();
m_UV_Packed.m_Range = a_Stream.ReadSingle();
m_UV_Packed.m_Start = a_Stream.ReadSingle();
m_UV_Packed.m_Data = new byte[a_Stream.ReadInt32()];
@ -853,7 +868,7 @@ namespace Unity_Studio
for (int v = 0; v < m_VertexCount * 2; v++)
{
m_UV1[v] = (float)m_UV_Unpacked[v] / bitmax * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
m_UV1[v] = (float)((double)m_UV_Unpacked[v] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
}
if (m_UV_Packed.m_NumItems >= m_VertexCount * 4)
@ -861,7 +876,7 @@ namespace Unity_Studio
m_UV2 = new float[m_VertexCount * 2];
for (uint v = 0; v < m_VertexCount * 2; v++)
{
m_UV2[v] = (float)m_UV_Unpacked[v + m_VertexCount * 2] / bitmax * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
m_UV2[v] = (float)((double)m_UV_Unpacked[v + m_VertexCount * 2] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
}
if (m_UV_Packed.m_NumItems >= m_VertexCount * 6)
@ -869,7 +884,7 @@ namespace Unity_Studio
m_UV3 = new float[m_VertexCount * 2];
for (uint v = 0; v < m_VertexCount * 2; v++)
{
m_UV3[v] = (float)m_UV_Unpacked[v + m_VertexCount * 4] / bitmax * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
m_UV3[v] = (float)((double)m_UV_Unpacked[v + m_VertexCount * 4] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
}
if (m_UV_Packed.m_NumItems == m_VertexCount * 8)
@ -877,17 +892,19 @@ namespace Unity_Studio
m_UV4 = new float[m_VertexCount * 2];
for (uint v = 0; v < m_VertexCount * 2; v++)
{
m_UV4[v] = (float)m_UV_Unpacked[v + m_VertexCount * 6] / bitmax * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
m_UV4[v] = (float)((double)m_UV_Unpacked[v + m_VertexCount * 6] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
}
}
}
}
}
#endregion
#region m_BindPose
if (version[0] < 5)
{
PackedBitVector m_BindPoses_Packed = new PackedBitVector();
m_BindPoses_Packed.m_NumItems = a_Stream.ReadUInt32();
m_BindPoses_Packed.m_NumItems = a_Stream.ReadInt32();
m_BindPoses_Packed.m_Range = a_Stream.ReadSingle();
m_BindPoses_Packed.m_Start = a_Stream.ReadSingle();
m_BindPoses_Packed.m_Data = new byte[a_Stream.ReadInt32()];
@ -895,10 +912,32 @@ namespace Unity_Studio
a_Stream.AlignStream(4);
m_BindPoses_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
if (m_BindPoses_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportDeformers"])
{
uint[] m_BindPoses_Unpacked = UnpackBitVector(m_BindPoses_Packed);
int bitmax = 0;//used to convert int value to float
for (int b = 0; b < m_BindPoses_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
m_BindPose = new float[m_BindPoses_Packed.m_NumItems / 16][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new float[4, 4];
for (int j = 0; j < 4; j++)
{
for (int k = 0; k < 4; k++)
{
m_BindPose[i][j,k] = (float)((double)m_BindPoses_Unpacked[i * 16 + j * 4 + k] / bitmax) * m_BindPoses_Packed.m_Range + m_BindPoses_Packed.m_Start;
}
}
}
}
}
#endregion
PackedBitVector m_Normals_Packed = new PackedBitVector();
m_Normals_Packed.m_NumItems = a_Stream.ReadUInt32();
m_Normals_Packed.m_NumItems = a_Stream.ReadInt32();
m_Normals_Packed.m_Range = a_Stream.ReadSingle();
m_Normals_Packed.m_Start = a_Stream.ReadSingle();
m_Normals_Packed.m_Data = new byte[a_Stream.ReadInt32()];
@ -908,7 +947,7 @@ namespace Unity_Studio
a_Stream.Position += 3; //4 byte alignment
PackedBitVector m_Tangents_Packed = new PackedBitVector();
m_Tangents_Packed.m_NumItems = a_Stream.ReadUInt32();
m_Tangents_Packed.m_NumItems = a_Stream.ReadInt32();
m_Tangents_Packed.m_Range = a_Stream.ReadSingle();
m_Tangents_Packed.m_Start = a_Stream.ReadSingle();
m_Tangents_Packed.m_Data = new byte[a_Stream.ReadInt32()];
@ -917,16 +956,17 @@ namespace Unity_Studio
m_Tangents_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
PackedBitVector m_Weights_Packed = new PackedBitVector();
m_Weights_Packed.m_NumItems = a_Stream.ReadUInt32();
m_Weights_Packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Weights_Packed.m_Data, 0, m_Weights_Packed.m_Data.Length);
PackedBitVector m_Weights = new PackedBitVector();
m_Weights.m_NumItems = a_Stream.ReadInt32();
m_Weights.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Weights.m_Data, 0, m_Weights.m_Data.Length);
a_Stream.AlignStream(4);
m_Weights_Packed.m_BitSize = a_Stream.ReadByte();
m_Weights.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
#region m_Normals
PackedBitVector m_NormalSigns_packed = new PackedBitVector();
m_NormalSigns_packed.m_NumItems = a_Stream.ReadUInt32();
m_NormalSigns_packed.m_NumItems = a_Stream.ReadInt32();
m_NormalSigns_packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_NormalSigns_packed.m_Data, 0, m_NormalSigns_packed.m_Data.Length);
a_Stream.AlignStream(4);
@ -948,9 +988,11 @@ namespace Unity_Studio
if (m_NormalSigns[v] == 0) { m_Normals[v * 3 + 2] *= -1; }
}
}
#endregion
#region m_Tangents
PackedBitVector m_TangentSigns_packed = new PackedBitVector();
m_TangentSigns_packed.m_NumItems = a_Stream.ReadUInt32();
m_TangentSigns_packed.m_NumItems = a_Stream.ReadInt32();
m_TangentSigns_packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_TangentSigns_packed.m_Data, 0, m_TangentSigns_packed.m_Data.Length);
a_Stream.AlignStream(4);
@ -972,11 +1014,13 @@ namespace Unity_Studio
if (m_TangentSigns[v] == 0) { m_Tangents[v * 3 + 2] *= -1; }
}
}
#endregion
#region m_FloatColors
if (version[0] >= 5)
{
PackedBitVector m_FloatColors = new PackedBitVector();
m_FloatColors.m_NumItems = a_Stream.ReadUInt32();
m_FloatColors.m_NumItems = a_Stream.ReadInt32();
m_FloatColors.m_Range = a_Stream.ReadSingle();
m_FloatColors.m_Start = a_Stream.ReadSingle();
m_FloatColors.m_Data = new byte[a_Stream.ReadInt32()];
@ -999,17 +1043,41 @@ namespace Unity_Studio
}
}
}
#endregion
#region m_Skin
PackedBitVector m_BoneIndices = new PackedBitVector();
m_BoneIndices.m_NumItems = a_Stream.ReadUInt32();
m_BoneIndices.m_NumItems = a_Stream.ReadInt32();
m_BoneIndices.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_BoneIndices.m_Data, 0, m_BoneIndices.m_Data.Length);
a_Stream.AlignStream(4);
m_BoneIndices.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
//how the hell does this work??
if (m_BoneIndices.m_NumItems > 0 && m_BoneIndices.m_NumItems == m_Weights.m_NumItems && (bool)Properties.Settings.Default["exportDeformers"])
{
uint[] m_Weights_Unpacked = UnpackBitVector(m_Weights);
int bitmax = 0;
for (int b = 0; b < m_Weights.m_BitSize; b++) { bitmax |= (1 << b); }
uint[] m_BoneIndices_Unpacked = UnpackBitVector(m_BoneIndices);
m_Skin = new List<BoneInfluence>[m_BoneIndices.m_NumItems / 4];
for (int s = 0; s < m_Skin.Length; s++)
{
m_Skin[s] = new List<BoneInfluence>();
for (int i = 0; i < 4; i++)
{
m_Skin[s].Add(new BoneInfluence() { weight = (float)((double)m_Weights_Unpacked[s * 4 + i] / bitmax),
boneIndex = (int)m_BoneIndices_Unpacked[s * 4 + i] });
}
}
}
#endregion
PackedBitVector m_Triangles = new PackedBitVector();
m_Triangles.m_NumItems = a_Stream.ReadUInt32();
m_Triangles.m_NumItems = a_Stream.ReadInt32();
m_Triangles.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Triangles.m_Data, 0, m_Triangles.m_Data.Length);
a_Stream.AlignStream(4);
@ -1039,7 +1107,7 @@ namespace Unity_Studio
if (version[0] < 5)
{
PackedBitVector m_Colors_Packed = new PackedBitVector();
m_Colors_Packed.m_NumItems = a_Stream.ReadUInt32();
m_Colors_Packed.m_NumItems = a_Stream.ReadInt32();
m_Colors_Packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Colors_Packed.m_Data, 0, m_Colors_Packed.m_Data.Length);
a_Stream.AlignStream(4);
@ -1070,6 +1138,7 @@ namespace Unity_Studio
}
}
}
else { uint m_UVInfo = a_Stream.ReadUInt32(); }
a_Stream.Position += 24; //Axis-Aligned Bounding Box
}

View File

@ -619,7 +619,7 @@ namespace Unity_Studio
var fileGen = assetsFile.fileGen;
//var m_version = assetsFile.m_version;
var version = assetsFile.version;
string fileID = "1" + assetsfileList.IndexOf(assetsFile).ToString(fileIDfmt);
string fileID = assetsfileList.IndexOf(assetsFile).ToString(fileIDfmt);
//ListViewGroup assetGroup = new ListViewGroup(Path.GetFileName(assetsFile.filePath));
@ -1684,6 +1684,19 @@ namespace Unity_Studio
HashSet<AssetPreloadData> Textures = new HashSet<AssetPreloadData>();
int DeformerCount = 0;
/*
uniqueIDs can begin with zero, so they are preceded by a number specific to their type
this will also make it easier to debug FBX files
1: Model
2: NodeAttribute
3: Geometry
4: Deformer
5: CollectionExclusive
6: Material
7: Texture
8: Video
9:
*/
#region loop nodes and collect objects for export
foreach (var assetsFile in assetsfileList)
@ -1705,8 +1718,10 @@ namespace Unity_Studio
{
Meshes.Add(MeshPD);
//write connections here and Mesh objects separately without having to backtrack through their MEshFilter to het the GameObject ID
//also note that MeshFilters are not unique, they cannot be used for instancing geometry
cb2.AppendFormat("\n\n\t;Geometry::, Model::{0}", m_GameObject.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",{0},{1}", MeshPD.uniqueID, m_GameObject.uniqueID);
cb2.AppendFormat("\n\tC: \"OO\",3{0},1{1}", MeshPD.uniqueID, m_GameObject.uniqueID);
}
}
@ -1723,7 +1738,7 @@ namespace Unity_Studio
{
Materials.Add(MaterialPD);
cb2.AppendFormat("\n\n\t;Material::, Model::{0}", m_GameObject.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",{0},{1}", MaterialPD.uniqueID, m_GameObject.uniqueID);
cb2.AppendFormat("\n\tC: \"OO\",6{0},1{1}", MaterialPD.uniqueID, m_GameObject.uniqueID);
}
}
}
@ -1744,7 +1759,7 @@ namespace Unity_Studio
{
Materials.Add(MaterialPD);
cb2.AppendFormat("\n\n\t;Material::, Model::{0}", m_GameObject.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",{0},{1}", MaterialPD.uniqueID, m_GameObject.uniqueID);
cb2.AppendFormat("\n\tC: \"OO\",6{0},1{1}", MaterialPD.uniqueID, m_GameObject.uniqueID);
}
}
@ -1806,7 +1821,7 @@ namespace Unity_Studio
{
Material m_Material = new Material(MaterialPD);
mb.AppendFormat("\n\tMaterial: {0}, \"Material::{1}\", \"\" {{", MaterialPD.uniqueID, m_Material.m_Name);
mb.AppendFormat("\n\tMaterial: 6{0}, \"Material::{1}\", \"\" {{", MaterialPD.uniqueID, m_Material.m_Name);
mb.Append("\n\t\tVersion: 102");
mb.Append("\n\t\tShadingModel: \"phong\"");
mb.Append("\n\t\tMultiLayer: 0");
@ -1859,8 +1874,8 @@ namespace Unity_Studio
foreach (var m_TexEnv in m_Material.m_TexEnvs)
{
AssetPreloadData TexturePD;
if (assetsfileList.TryGetPD(m_TexEnv.m_Texture, out TexturePD)) { }
else if (jsonMats != null)
#region get Porsche material from json
if (!assetsfileList.TryGetPD(m_TexEnv.m_Texture, out TexturePD) && jsonMats != null)
{
Dictionary<string, string> matProp;
if (jsonMats.TryGetValue(m_Material.m_Name, out matProp))
@ -1879,13 +1894,15 @@ namespace Unity_Studio
}
}
}
#endregion
if (TexturePD != null)
if (TexturePD != null && TexturePD.Type2 == 28)
{
Textures.Add(TexturePD);
cb2.AppendFormat("\n\n\t;Texture::, Material::{0}", m_Material.m_Name);
cb2.AppendFormat("\n\tC: \"OP\",{0},{1}, \"", TexturePD.uniqueID, MaterialPD.uniqueID);
cb2.AppendFormat("\n\tC: \"OP\",7{0},6{1}, \"", TexturePD.uniqueID, MaterialPD.uniqueID);
switch (m_TexEnv.name)
{
case "_MainTex":
@ -2032,14 +2049,13 @@ namespace Unity_Studio
{
if (m_GameObject.m_MeshFilter == null && m_GameObject.m_SkinnedMeshRenderer == null)
{
//NodeAttribute objects will have the same GameObject ID preceded by "2"
if ((bool)Properties.Settings.Default["exportDeformers"] && (bool)Properties.Settings.Default["convertDummies"] && LimbNodes.Contains(m_GameObject))
{
ob.AppendFormat("\n\tNodeAttribute: 2{0}, \"NodeAttribute::\", \"LimbNode\" {{", m_GameObject.uniqueID);
ob.Append("\n\t\tTypeFlags: \"Skeleton\"");
ob.Append("\n\t}");
ob.AppendFormat("\n\tModel: {0}, \"Model::{1}\", \"LimbNode\" {{", m_GameObject.uniqueID, m_GameObject.m_Name);
ob.AppendFormat("\n\tModel: 1{0}, \"Model::{1}\", \"LimbNode\" {{", m_GameObject.uniqueID, m_GameObject.m_Name);
}
else
{
@ -2047,16 +2063,16 @@ namespace Unity_Studio
ob.Append("\n\t\tTypeFlags: \"Null\"");
ob.Append("\n\t}");
ob.AppendFormat("\n\tModel: {0}, \"Model::{1}\", \"Null\" {{", m_GameObject.uniqueID, m_GameObject.m_Name);
ob.AppendFormat("\n\tModel: 1{0}, \"Model::{1}\", \"Null\" {{", m_GameObject.uniqueID, m_GameObject.m_Name);
}
//connect NodeAttribute to Model
cb.AppendFormat("\n\n\t;NodeAttribute::, Model::{0}", m_GameObject.m_Name);
cb.AppendFormat("\n\tC: \"OO\",2{0},{0}", m_GameObject.uniqueID);
cb.AppendFormat("\n\tC: \"OO\",2{0},1{0}", m_GameObject.uniqueID);
}
else
{
ob.AppendFormat("\n\tModel: {0}, \"Model::{1}\", \"Mesh\" {{", m_GameObject.uniqueID, m_GameObject.m_Name);
ob.AppendFormat("\n\tModel: 1{0}, \"Model::{1}\", \"Mesh\" {{", m_GameObject.uniqueID, m_GameObject.m_Name);
}
ob.Append("\n\t\tVersion: 232");
@ -2086,12 +2102,12 @@ namespace Unity_Studio
if (GameObjects.Contains(parentObject))
{
cb.AppendFormat("\n\n\t;Model::{0}, Model::{1}", m_GameObject.m_Name, parentObject.m_Name);
cb.AppendFormat("\n\tC: \"OO\",{0},{1}", m_GameObject.uniqueID, parentObject.uniqueID);
cb.AppendFormat("\n\tC: \"OO\",1{0},1{1}", m_GameObject.uniqueID, parentObject.uniqueID);
}
else
{
cb.AppendFormat("\n\n\t;Model::{0}, Model::RootNode", m_GameObject.m_Name);
cb.AppendFormat("\n\tC: \"OO\",{0},0", m_GameObject.uniqueID);
cb.AppendFormat("\n\tC: \"OO\",1{0},0", m_GameObject.uniqueID);
}
@ -2135,40 +2151,39 @@ namespace Unity_Studio
{ FBXwriter.Write(ob); ob.Clear(); }
cb2.AppendFormat("\n\n\t;Geometry::, Model::{0}", m_GameObject.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",{0},{1}", MeshPD.uniqueID, m_GameObject.uniqueID);
cb2.AppendFormat("\n\tC: \"OO\",3{0},1{1}", MeshPD.uniqueID, m_GameObject.uniqueID);
if ((bool)Properties.Settings.Default["exportDeformers"])
{
//add BindPose node
pb.Append("\n\t\tPoseNode: {");
pb.AppendFormat("\n\t\t\tNode: {0}", m_GameObject.uniqueID);
pb.AppendFormat("\n\t\t\tNode: 1{0}", m_GameObject.uniqueID);
//pb.Append("\n\t\t\tMatrix: *16 {");
//pb.Append("\n\t\t\t\ta: ");
//pb.Append("\n\t\t\t} ");
pb.Append("\n\t\t}");
//write DisplayLayer with SkinnedMeshRenderer ID preceded by "3"
ob.AppendFormat("\n\tCollectionExclusive: 3{0}, \"DisplayLayer::{0}\", \"DisplayLayer\" {{", SkinnedMeshPD.uniqueID);
ob.AppendFormat("\n\tCollectionExclusive: 5{0}, \"DisplayLayer::{1}\", \"DisplayLayer\" {{", SkinnedMeshPD.uniqueID, m_GameObject.m_Name);
ob.Append("\n\t\tProperties70: {");
ob.Append("\n\t\t}");
ob.Append("\n\t}");
//connect Model to DisplayLayer
cb2.AppendFormat("\n\n\t;Model::{0}, DisplayLayer::", m_GameObject.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",{0},3{1}", m_GameObject.uniqueID, SkinnedMeshPD.uniqueID);
cb2.AppendFormat("\n\tC: \"OO\",1{0},5{1}", m_GameObject.uniqueID, SkinnedMeshPD.uniqueID);
//write Deformers
if (m_Mesh.m_Skin.Length > 0)
if (m_Mesh.m_Skin.Length > 0 && m_Mesh.m_BindPose.Length >= m_SkinnedMeshRenderer.m_Bones.Length)
{
//write main Skin Deformer
ob.AppendFormat("\n\tDeformer: {0}, \"Deformer::\", \"Skin\" {{", SkinnedMeshPD.uniqueID);
ob.AppendFormat("\n\tDeformer: 4{0}, \"Deformer::\", \"Skin\" {{", SkinnedMeshPD.uniqueID);
ob.Append("\n\t\tVersion: 101");
ob.Append("\n\t\tLink_DeformAcuracy: 50");
ob.Append("\n\t}"); //Deformer end
//connect Skin Deformer to Geometry
cb2.Append("\n\t;Deformer::, Geometry::");
cb2.AppendFormat("\n\tC: \"OO\",{0},{1}", SkinnedMeshPD.uniqueID, MeshPD.uniqueID);
cb2.Append("\n\n\t;Deformer::, Geometry::");
cb2.AppendFormat("\n\tC: \"OO\",4{0},3{1}", SkinnedMeshPD.uniqueID, MeshPD.uniqueID);
for (int b = 0; b < m_SkinnedMeshRenderer.m_Bones.Length; b++)
{
@ -2225,8 +2240,8 @@ namespace Unity_Studio
wb.Length--;//remove last comma
}
//SubDeformer objects need unique IDs because 2 or more deformers can be attached to the same bone
ob.AppendFormat("\n\tDeformer: 1{0}{1}, \"SubDeformer::\", \"Cluster\" {{", b, SkinnedMeshPD.uniqueID);
//SubDeformer objects need unique IDs because 2 or more deformers can be linked to the same bone
ob.AppendFormat("\n\tDeformer: 4{0}{1}, \"SubDeformer::\", \"Cluster\" {{", b, SkinnedMeshPD.uniqueID);
ob.Append("\n\t\tVersion: 100");
ob.Append("\n\t\tUserData: \"\", \"\"");
@ -2253,15 +2268,19 @@ namespace Unity_Studio
//connect SubDeformer to Skin Deformer
cb2.Append("\n\n\t;SubDeformer::, Deformer::");
cb2.AppendFormat("\n\tC: \"OO\",1{0}{1},{1}", b, SkinnedMeshPD.uniqueID);
cb2.AppendFormat("\n\tC: \"OO\",4{0}{1},4{1}", b, SkinnedMeshPD.uniqueID);
//connect dummy to SubDeformer
//connect dummy Model to SubDeformer
cb2.AppendFormat("\n\n\t;Model::{0}, SubDeformer::", m_Bone.m_Name);
cb2.AppendFormat("\n\tC: \"OO\",{0},1{1}{2}", m_Bone.uniqueID, b, SkinnedMeshPD.uniqueID);
cb2.AppendFormat("\n\tC: \"OO\",1{0},4{1}{2}", m_Bone.uniqueID, b, SkinnedMeshPD.uniqueID);
}
}
}
}
else
{
bool stop = true;
}
}
}
}
@ -2272,7 +2291,7 @@ namespace Unity_Studio
{
//add BindPose node
pb.Append("\n\t\tPoseNode: {");
pb.AppendFormat("\n\t\t\tNode: {0}", m_Bone.uniqueID);
pb.AppendFormat("\n\t\t\tNode: 1{0}", m_Bone.uniqueID);
//pb.Append("\n\t\t\tMatrix: *16 {");
//pb.Append("\n\t\t\t\ta: ");
//pb.Append("\n\t\t\t} ");
@ -2342,7 +2361,7 @@ namespace Unity_Studio
}
#endregion
ob.AppendFormat("\n\tTexture: {0}, \"Texture::{1}\", \"\" {{", TexturePD.uniqueID, TexturePD.Text);
ob.AppendFormat("\n\tTexture: 7{0}, \"Texture::{1}\", \"\" {{", TexturePD.uniqueID, TexturePD.Text);
ob.Append("\n\t\tType: \"TextureVideoClip\"");
ob.Append("\n\t\tVersion: 202");
ob.AppendFormat("\n\t\tTextureName: \"Texture::{0}\"", TexturePD.Text);
@ -2355,8 +2374,7 @@ namespace Unity_Studio
ob.AppendFormat("\n\t\tRelativeFilename: \"Texture2D\\{0}\"", Path.GetFileName(texPath));
ob.Append("\n\t}");
//Video ID is prefixed by 1
ob.AppendFormat("\n\tVideo: 1{0}, \"Video::{1}\", \"Clip\" {{", TexturePD.uniqueID, TexturePD.Text);
ob.AppendFormat("\n\tVideo: 8{0}, \"Video::{1}\", \"Clip\" {{", TexturePD.uniqueID, TexturePD.Text);
ob.Append("\n\t\tType: \"Clip\"");
ob.Append("\n\t\tProperties70: {");
ob.AppendFormat("\n\t\t\tP: \"Path\", \"KString\", \"XRefUrl\", \"\", \"{0}\"", texPath);
@ -2367,7 +2385,7 @@ namespace Unity_Studio
//connect video to texture
cb.AppendFormat("\n\n\t;Video::{0}, Texture::{0}", TexturePD.Text);
cb.AppendFormat("\n\tC: \"OO\",1{0},{1}", TexturePD.uniqueID, TexturePD.uniqueID);
cb.AppendFormat("\n\tC: \"OO\",8{0},7{1}", TexturePD.uniqueID, TexturePD.uniqueID);
}
#endregion
@ -2388,7 +2406,7 @@ namespace Unity_Studio
{
StatusStripUpdate("Writing Geometry: " + m_Mesh.m_Name);
ob.AppendFormat("\n\tGeometry: {0}, \"Geometry::\", \"Mesh\" {{", MeshID);
ob.AppendFormat("\n\tGeometry: 3{0}, \"Geometry::\", \"Mesh\" {{", MeshID);
ob.Append("\n\t\tProperties70: {");
var randomColor = RandomColorGenerator(m_Mesh.m_Name);
ob.AppendFormat("\n\t\t\tP: \"Color\", \"ColorRGB\", \"Color\", \"\",{0},{1},{2}", ((float)randomColor[0] / 255), ((float)randomColor[1] / 255), ((float)randomColor[2] / 255));