- export mesh deformers with dummies or bones

- FBX code re-arranged to get object count
- changed the way FBX ASCII lines are split at every ~2000 chars
- added option to export tangents
- fixed a problem with treeview continuous search
This commit is contained in:
Radu 2015-11-11 19:59:28 +02:00
parent 93ebc67841
commit 235b74a9cd
26 changed files with 1257 additions and 953 deletions

BIN
Unity Studio/7zip/7z.dll Normal file

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@ -53,20 +53,20 @@ namespace Unity_Studio
switch (fileGen)
{
case 6:
case 6://2.5.0 - 2.6.1
{
a_Stream.Position = (dataEnd - tableSize);
a_Stream.Position += 1;
break;
}
case 7://Unity 3 beta
case 7://3.0.0 beta
{
a_Stream.Position = (dataEnd - tableSize);
a_Stream.Position += 1;
m_Version = a_Stream.ReadStringToNull();
break;
}
case 8:
case 8://3.0.0 - 3.4.2
{
a_Stream.Position = (dataEnd - tableSize);
a_Stream.Position += 1;
@ -74,15 +74,15 @@ namespace Unity_Studio
platform = a_Stream.ReadInt32();
break;
}
case 9:
case 9://3.5.0 - 4.6.x
{
a_Stream.Position += 4;//azero
m_Version = a_Stream.ReadStringToNull();
platform = a_Stream.ReadInt32();
break;
}
case 14:
case 15://not fully tested!
case 14://5.0.0 beta and final
case 15://5.0.1 and up
{
a_Stream.Position += 4;//azero
m_Version = a_Stream.ReadStringToNull();

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@ -29,10 +29,11 @@
private void InitializeComponent()
{
this.includeBox = new System.Windows.Forms.GroupBox();
this.convertDummies = new System.Windows.Forms.CheckBox();
this.embedBox = new System.Windows.Forms.CheckBox();
this.lightsBox = new System.Windows.Forms.CheckBox();
this.camerasBox = new System.Windows.Forms.CheckBox();
this.animationBox = new System.Windows.Forms.CheckBox();
this.exportDeformers = new System.Windows.Forms.CheckBox();
this.geometryBox = new System.Windows.Forms.GroupBox();
this.exportColors = new System.Windows.Forms.CheckBox();
this.exportUVs = new System.Windows.Forms.CheckBox();
@ -56,23 +57,35 @@
// includeBox
//
this.includeBox.AutoSize = true;
this.includeBox.Controls.Add(this.convertDummies);
this.includeBox.Controls.Add(this.embedBox);
this.includeBox.Controls.Add(this.lightsBox);
this.includeBox.Controls.Add(this.camerasBox);
this.includeBox.Controls.Add(this.animationBox);
this.includeBox.Controls.Add(this.exportDeformers);
this.includeBox.Controls.Add(this.geometryBox);
this.includeBox.Location = new System.Drawing.Point(13, 13);
this.includeBox.Location = new System.Drawing.Point(12, 12);
this.includeBox.Name = "includeBox";
this.includeBox.Size = new System.Drawing.Size(359, 262);
this.includeBox.Size = new System.Drawing.Size(360, 285);
this.includeBox.TabIndex = 0;
this.includeBox.TabStop = false;
this.includeBox.Text = "Include";
//
// convertDummies
//
this.convertDummies.AutoSize = true;
this.convertDummies.Location = new System.Drawing.Point(14, 178);
this.convertDummies.Name = "convertDummies";
this.convertDummies.Size = new System.Drawing.Size(205, 17);
this.convertDummies.TabIndex = 5;
this.convertDummies.Text = "Convert Deforming Dummies to Bones";
this.convertDummies.UseVisualStyleBackColor = true;
this.convertDummies.CheckedChanged += new System.EventHandler(this.exportOpnions_CheckedChanged);
//
// embedBox
//
this.embedBox.AutoSize = true;
this.embedBox.Enabled = false;
this.embedBox.Location = new System.Drawing.Point(14, 226);
this.embedBox.Location = new System.Drawing.Point(14, 249);
this.embedBox.Name = "embedBox";
this.embedBox.Size = new System.Drawing.Size(91, 17);
this.embedBox.TabIndex = 4;
@ -83,7 +96,7 @@
//
this.lightsBox.AutoSize = true;
this.lightsBox.Enabled = false;
this.lightsBox.Location = new System.Drawing.Point(14, 202);
this.lightsBox.Location = new System.Drawing.Point(14, 225);
this.lightsBox.Name = "lightsBox";
this.lightsBox.Size = new System.Drawing.Size(54, 17);
this.lightsBox.TabIndex = 3;
@ -94,23 +107,23 @@
//
this.camerasBox.AutoSize = true;
this.camerasBox.Enabled = false;
this.camerasBox.Location = new System.Drawing.Point(14, 178);
this.camerasBox.Location = new System.Drawing.Point(14, 201);
this.camerasBox.Name = "camerasBox";
this.camerasBox.Size = new System.Drawing.Size(67, 17);
this.camerasBox.TabIndex = 2;
this.camerasBox.Text = "Cameras";
this.camerasBox.UseVisualStyleBackColor = true;
//
// animationBox
// exportDeformers
//
this.animationBox.AutoSize = true;
this.animationBox.Enabled = false;
this.animationBox.Location = new System.Drawing.Point(14, 154);
this.animationBox.Name = "animationBox";
this.animationBox.Size = new System.Drawing.Size(72, 17);
this.animationBox.TabIndex = 1;
this.animationBox.Text = "Animation";
this.animationBox.UseVisualStyleBackColor = true;
this.exportDeformers.AutoSize = true;
this.exportDeformers.Location = new System.Drawing.Point(14, 154);
this.exportDeformers.Name = "exportDeformers";
this.exportDeformers.Size = new System.Drawing.Size(98, 17);
this.exportDeformers.TabIndex = 1;
this.exportDeformers.Text = "Skin Deformers";
this.exportDeformers.UseVisualStyleBackColor = true;
this.exportDeformers.CheckedChanged += new System.EventHandler(this.exportDeformers_CheckedChanged);
//
// geometryBox
//
@ -155,7 +168,6 @@
// exportTangents
//
this.exportTangents.AutoSize = true;
this.exportTangents.Enabled = false;
this.exportTangents.Location = new System.Drawing.Point(7, 44);
this.exportTangents.Name = "exportTangents";
this.exportTangents.Size = new System.Drawing.Size(71, 17);
@ -184,7 +196,7 @@
this.advancedBox.Controls.Add(this.upAxis);
this.advancedBox.Controls.Add(this.scaleFactor);
this.advancedBox.Controls.Add(this.scaleLabel);
this.advancedBox.Location = new System.Drawing.Point(12, 281);
this.advancedBox.Location = new System.Drawing.Point(12, 303);
this.advancedBox.Name = "advancedBox";
this.advancedBox.Size = new System.Drawing.Size(360, 80);
this.advancedBox.TabIndex = 5;
@ -240,7 +252,7 @@
//
// fbxOKbutton
//
this.fbxOKbutton.Location = new System.Drawing.Point(216, 367);
this.fbxOKbutton.Location = new System.Drawing.Point(216, 389);
this.fbxOKbutton.Name = "fbxOKbutton";
this.fbxOKbutton.Size = new System.Drawing.Size(75, 23);
this.fbxOKbutton.TabIndex = 6;
@ -251,7 +263,7 @@
// fbxCancel
//
this.fbxCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel;
this.fbxCancel.Location = new System.Drawing.Point(297, 367);
this.fbxCancel.Location = new System.Drawing.Point(297, 389);
this.fbxCancel.Name = "fbxCancel";
this.fbxCancel.Size = new System.Drawing.Size(75, 23);
this.fbxCancel.TabIndex = 7;
@ -267,11 +279,11 @@
// showExpOpt
//
this.showExpOpt.AutoSize = true;
this.showExpOpt.Location = new System.Drawing.Point(12, 371);
this.showExpOpt.Location = new System.Drawing.Point(12, 393);
this.showExpOpt.Name = "showExpOpt";
this.showExpOpt.Size = new System.Drawing.Size(127, 17);
this.showExpOpt.Size = new System.Drawing.Size(179, 17);
this.showExpOpt.TabIndex = 8;
this.showExpOpt.Text = "Show for each export";
this.showExpOpt.Text = "Show this dialog for every export";
this.showExpOpt.UseVisualStyleBackColor = true;
//
// ExportOptions
@ -280,7 +292,7 @@
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.CancelButton = this.fbxCancel;
this.ClientSize = new System.Drawing.Size(384, 401);
this.ClientSize = new System.Drawing.Size(384, 421);
this.Controls.Add(this.showExpOpt);
this.Controls.Add(this.fbxCancel);
this.Controls.Add(this.fbxOKbutton);
@ -315,7 +327,7 @@
private System.Windows.Forms.CheckBox embedBox;
private System.Windows.Forms.CheckBox lightsBox;
private System.Windows.Forms.CheckBox camerasBox;
private System.Windows.Forms.CheckBox animationBox;
private System.Windows.Forms.CheckBox exportDeformers;
private System.Windows.Forms.GroupBox geometryBox;
private System.Windows.Forms.CheckBox exportColors;
private System.Windows.Forms.CheckBox exportUVs;
@ -327,5 +339,6 @@
private System.Windows.Forms.Button fbxCancel;
private System.Windows.Forms.SaveFileDialog saveFileDialog1;
private System.Windows.Forms.CheckBox showExpOpt;
private System.Windows.Forms.CheckBox convertDummies;
}
}

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@ -21,6 +21,8 @@ namespace Unity_Studio
exportTangents.Checked = (bool)Properties.Settings.Default["exportTangents"];
exportUVs.Checked = (bool)Properties.Settings.Default["exportUVs"];
exportColors.Checked = (bool)Properties.Settings.Default["exportColors"];
exportDeformers.Checked = (bool)Properties.Settings.Default["exportDeformers"];
convertDummies.Checked = (bool)Properties.Settings.Default["convertDummies"];
scaleFactor.Value = (decimal)Properties.Settings.Default["scaleFactor"];
upAxis.SelectedIndex = (int)Properties.Settings.Default["upAxis"];
showExpOpt.Checked = (bool)Properties.Settings.Default["showExpOpt"];
@ -38,6 +40,7 @@ namespace Unity_Studio
Properties.Settings.Default["exportTangents"] = exportTangents.Checked;
Properties.Settings.Default["exportUVs"] = exportUVs.Checked;
Properties.Settings.Default["exportColors"] = exportColors.Checked;
Properties.Settings.Default["exportDeformers"] = exportDeformers.Checked;
Properties.Settings.Default["scaleFactor"] = scaleFactor.Value;
Properties.Settings.Default["upAxis"] = upAxis.SelectedIndex;
this.DialogResult = DialogResult.OK;
@ -49,5 +52,11 @@ namespace Unity_Studio
this.DialogResult = DialogResult.Cancel;
this.Close();
}
private void exportDeformers_CheckedChanged(object sender, EventArgs e)
{
exportOpnions_CheckedChanged(sender, e);
convertDummies.Enabled = exportDeformers.Checked;
}
}
}

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@ -166,5 +166,29 @@ namespace Unity_Studio.Properties {
this["showExpOpt"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool exportDeformers {
get {
return ((bool)(this["exportDeformers"]));
}
set {
this["exportDeformers"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool convertDummies {
get {
return ((bool)(this["convertDummies"]));
}
set {
this["convertDummies"] = value;
}
}
}
}

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@ -38,5 +38,11 @@
<Setting Name="showExpOpt" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">False</Value>
</Setting>
<Setting Name="exportDeformers" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
<Setting Name="convertDummies" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
</Settings>
</SettingsFile>

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After

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@ -9,8 +9,8 @@ namespace Unity_Studio
class AudioClip
{
public string m_Name;
public int m_Format = 0;
public int m_Type;
public int m_Format;
public int m_Type = -1;
public bool m_3D;
public bool m_UseHardware;
@ -25,14 +25,14 @@ namespace Unity_Studio
public bool m_PreloadAudioData;
public bool m_LoadInBackground;
public bool m_Legacy3D;
public int m_CompressionFormat;
public int m_CompressionFormat = -1;
public string m_Source;
public long m_Offset;
public long m_Size;
public byte[] m_AudioData;
public string extension;
public string extension = "";
public AudioClip(AssetPreloadData preloadData, bool readSwitch)
{
@ -73,8 +73,7 @@ namespace Unity_Studio
}
else
{
m_LoadType = a_Stream.ReadInt32();
m_Type = m_LoadType;
m_LoadType = a_Stream.ReadInt32();//Decompress on load, Compressed in memory, Streaming
m_Channels = a_Stream.ReadInt32();
m_Frequency = a_Stream.ReadInt32();
m_BitsPerSample = a_Stream.ReadInt32();
@ -97,17 +96,13 @@ namespace Unity_Studio
}
#region Info Text & extension
preloadData.InfoText = "Format: " + m_Format + "\nType: ";
preloadData.InfoText = "Compression format: ";
switch (m_Type)
{
case 1:
extension = ".fsb";
preloadData.InfoText += "FSB with substreams";
break;
case 2:
extension = ".fsb";
preloadData.InfoText += "FSB";
extension = ".aif";
preloadData.InfoText += "AIFF";
break;
case 13:
extension = ".mp3";
@ -125,11 +120,29 @@ namespace Unity_Studio
extension = ".wav";
preloadData.InfoText += "Xbox360 WAV";
break;
default:
preloadData.InfoText += "Unknown type " + m_Type;
}
switch (m_CompressionFormat)
{
case 0:
extension = ".fsb";
preloadData.InfoText += "PCM";
break;
case 1:
extension = ".fsb";
preloadData.InfoText += "Vorbis";
break;
case 2:
extension = ".fsb";
preloadData.InfoText += "ADPCM";
break;
case 3:
extension = ".fsb";
preloadData.InfoText += "MP3";//not sure
break;
}
if (extension == "") { preloadData.InfoText += "Unknown"; }
preloadData.InfoText += "\n3D: " + m_3D.ToString();
#endregion

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@ -93,7 +93,7 @@ But since the -90 rotation from Unity is a regular type, it will show up in the
Also, re-importing this FBX in Unity will now produce a (-90)+(-90)=-180 rotation.
This is an unfortunate eyesore, but nothing more, the orientation will be fine.
In theory, one could add +90 degrees rotation to GameObjects that link to Mesh assets (but not other types) and use a different conversion for vertex components.
In theory, one could add +90 degrees rotation to GameObjects that link to Mesh assets (but not other types) to cancel out the Unity rotation.
The problem is you can never know where the Unity mesh originated from. If it came from a left-handed format such as OBJ, there wouldn't have been any conversion and it wouldn't have that -90 degree adjustment.
So it would "fix" meshes that were originally sourced form FBX, but would still have the "extra" rotation in mehses sourced from left-handed formats.
*/
@ -107,10 +107,13 @@ namespace Unity_Studio
public List<SubMesh> m_SubMeshes = new List<SubMesh>();
public List<uint> m_Indices = new List<uint>(); //use a list because I don't always know the facecount for triangle strips
public List<int> m_materialIDs = new List<int>();
public uint m_VertexCount;
private uint[] m_IndexBuffer;
private ChannelInfo[] m_Channels;
private StreamInfo[] m_Streams;
private uint[] m_IndexBuffer;
public List<BoneInfluence>[] m_Skin;
//public Dictionary<int, float>[] m_Skin;
public float[][,] m_BindPose;
public uint m_VertexCount;
public float[] m_Vertices;
public float[] m_Normals;
public float[] m_Colors;
@ -130,6 +133,12 @@ namespace Unity_Studio
public uint vertexCount;
}
public class BoneInfluence
{
public float weight;
public int boneIndex;
}
public class ChannelInfo
{
public byte stream;
@ -362,6 +371,7 @@ namespace Unity_Studio
}
#endregion
#region subMeshes
int m_SubMeshes_size = a_Stream.ReadInt32();
for (int s = 0; s < m_SubMeshes_size; s++)
{
@ -380,54 +390,68 @@ namespace Unity_Studio
a_Stream.Position += 24; //Axis-Aligned Bounding Box
}
}
#endregion
#region m_Shapes for 4.1.0 and later, excluding 4.1.0 alpha
if (version [0] >= 5 || (version[0] == 4 && (version[1] > 1 || (version[1] == 1 && MeshPD.sourceFile.buildType[0] != "a"))))
#region BlendShapeData
#region 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)))
{
if (version[0] == 4 && version[1] <= 2) //4.1.0f4 - 4.2.2f1
int m_Shapes_size = a_Stream.ReadInt32();
if (m_Shapes_size > 0)
{
int m_Shapes_size = a_Stream.ReadInt32();
if (m_Shapes_size > 0)
{
bool stop = true;
}
for (int s = 0; s < m_Shapes_size; s++) //untested
{
string shape_name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
a_Stream.Position += 36; //uint firstVertex, vertexCount; Vector3f aabbMinDelta, aabbMaxDelta; bool hasNormals, hasTangents
}
int m_ShapeVertices_size = a_Stream.ReadInt32();
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
bool stop = true;
}
else //4.3.0 and later
for (int s = 0; s < m_Shapes_size; s++) //untested
{
int m_ShapeVertices_size = a_Stream.ReadInt32();
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
int shapes_size = a_Stream.ReadInt32();
a_Stream.Position += shapes_size * 12; //uint firstVertex, vertexCount; bool hasNormals, hasTangents
int channels_size = a_Stream.ReadInt32();
for (int c = 0; c < channels_size; c++)
{
string channel_name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
a_Stream.Position += 12; //uint nameHash; int frameIndex, frameCount
}
int fullWeights_size = a_Stream.ReadInt32();
a_Stream.Position += fullWeights_size * 4; //floats
int m_BindPose_size = a_Stream.ReadInt32();
a_Stream.Position += m_BindPose_size * 16 * 4; //matrix 4x4
int m_BoneNameHashes_size = a_Stream.ReadInt32();
a_Stream.Position += m_BoneNameHashes_size * 4; //uints
uint m_RootBoneNameHash = a_Stream.ReadUInt32();
string shape_name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
a_Stream.Position += 36; //uint firstVertex, vertexCount; Vector3f aabbMinDelta, aabbMaxDelta; bool hasNormals, hasTangents
}
int m_ShapeVertices_size = a_Stream.ReadInt32();
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
}
#endregion
#region 4.3.0 and later
else if (version[0] >= 5 || (version[0] == 4 && version[1] >= 3))
{
int m_ShapeVertices_size = a_Stream.ReadInt32();
if (m_ShapeVertices_size > 0)
{
bool stop = true;
}
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
int shapes_size = a_Stream.ReadInt32();
a_Stream.Position += shapes_size * 12; //uint firstVertex, vertexCount; bool hasNormals, hasTangents
int channels_size = a_Stream.ReadInt32();
for (int c = 0; c < channels_size; c++)
{
string channel_name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
a_Stream.Position += 12; //uint nameHash; int frameIndex, frameCount
}
int fullWeights_size = a_Stream.ReadInt32();
a_Stream.Position += fullWeights_size * 4; //floats
m_BindPose = new float[a_Stream.ReadInt32()][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new float[4,4] {
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() } };
}
int m_BoneNameHashes_size = a_Stream.ReadInt32();
a_Stream.Position += m_BoneNameHashes_size * 4; //uints
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))
@ -454,7 +478,7 @@ namespace Unity_Studio
{
m_IndexBuffer = new uint[m_IndexBuffer_size / 4];
for (int i = 0; i < m_IndexBuffer_size / 4; i++) { m_IndexBuffer[i] = a_Stream.ReadUInt32(); }
//align??
a_Stream.AlignStream(4);//untested
}
}
#endregion
@ -466,11 +490,32 @@ namespace Unity_Studio
m_Vertices = new float[m_VertexCount * 3];
for (int v = 0; v < m_VertexCount * 3; v++) { m_Vertices[v] = a_Stream.ReadSingle(); }
int m_Skin_size = a_Stream.ReadInt32();
a_Stream.Position += m_Skin_size * 32; //4x float weights & 4x int boneIndices
m_Skin = new List<BoneInfluence>[a_Stream.ReadInt32()];
//m_Skin = new Dictionary<int, float>[a_Stream.ReadInt32()];
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 = a_Stream.ReadSingle() }); }
for (int i = 0; i < 4; i++) { m_Skin[s][i].boneIndex = a_Stream.ReadInt32(); }
int m_BindPose_size = a_Stream.ReadInt32();
a_Stream.Position += m_BindPose_size * 16 * 4; //matrix 4x4
/*m_Skin[s] = new Dictionary<int, float>();
float[] weights = new float[4] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
for (int i = 0; i < 4; i++)
{
int boneIndex = a_Stream.ReadInt32();
m_Skin[s][boneIndex] = weights[i];
}*/
}
m_BindPose = new float[a_Stream.ReadInt32()][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new float[4, 4] {
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() } };
}
int m_UV1_size = a_Stream.ReadInt32();
m_UV1 = new float[m_UV1_size * 2];
@ -507,13 +552,35 @@ namespace Unity_Studio
else
{
#region read vertex stream
int m_Skin_size = a_Stream.ReadInt32();
a_Stream.Position += m_Skin_size * 32; //4x float weights & 4x int boneIndices
if (version[0] <= 3 || (version[0] == 4 && version[1] <= 2))
m_Skin = new List<BoneInfluence>[a_Stream.ReadInt32()];
//m_Skin = new Dictionary<int, float>[a_Stream.ReadInt32()];
for (int s = 0; s < m_Skin.Length; s++)
{
int m_BindPose_size = a_Stream.ReadInt32();
a_Stream.Position += m_BindPose_size * 16 * 4; //matrix 4x4
m_Skin[s] = new List<BoneInfluence>();
for (int i = 0; i < 4; i++) { m_Skin[s].Add(new BoneInfluence() { weight = a_Stream.ReadSingle() }); }
for (int i = 0; i < 4; i++) { m_Skin[s][i].boneIndex = a_Stream.ReadInt32(); }
/*m_Skin[s] = new Dictionary<int, float>();
float[] weights = new float[4] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
for (int i = 0; i < 4; i++)
{
int boneIndex = a_Stream.ReadInt32();
m_Skin[s][boneIndex] = weights[i];
}*/
}
if (version[0] == 3 || (version[0] == 4 && version[1] <= 2))
{
m_BindPose = new float[a_Stream.ReadInt32()][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new float[4, 4] {
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() } };
}
}
int m_CurrentChannels = a_Stream.ReadInt32();//defined as uint in Unity
@ -588,15 +655,15 @@ namespace Unity_Studio
#endregion
#region compute FvF
int valueBufferSize = 0;
byte[] valueBuffer;
float[] dstArray;
int componentByteSize = 0;
byte[] componentBytes;
float[] componentsArray;
#region 4.0.0 and later
if (m_Channels != null)
{
//it is better to loop channels instead of streams
//because channels are likely to be sorted by vertex property
#region 4.0.0 and later
foreach (var m_Channel in m_Channels)
{
if (m_Channel.dimension > 0)
@ -610,7 +677,7 @@ namespace Unity_Studio
// 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; }
valueBufferSize = 4 / (int)Math.Pow(2, m_Channel.format);
componentByteSize = 4 / (int)Math.Pow(2, m_Channel.format);
/*switch (m_Channel.format)
{
@ -626,51 +693,38 @@ namespace Unity_Studio
break;
}*/
valueBuffer = new byte[valueBufferSize];
dstArray = new float[m_VertexCount * m_Channel.dimension];
componentBytes = new byte[componentByteSize];
componentsArray = new float[m_VertexCount * m_Channel.dimension];
for (int v = 0; v < m_VertexCount; v++)
{
int vertexOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v;
for (int d = 0; d < m_Channel.dimension; d++)
{
int m_DataSizeOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v + valueBufferSize * d;
Buffer.BlockCopy(m_DataSize, m_DataSizeOffset, valueBuffer, 0, valueBufferSize);
dstArray[v * m_Channel.dimension + d] = bytesToFloat(valueBuffer);
int componentOffset = vertexOffset + componentByteSize * d;
Buffer.BlockCopy(m_DataSize, componentOffset, componentBytes, 0, componentByteSize);
componentsArray[v * m_Channel.dimension + d] = bytesToFloat(componentBytes);
}
}
switch (b)
{
case 0:
m_Vertices = dstArray;
break;
case 1:
m_Normals = dstArray;
break;
case 2:
m_Colors = dstArray;
break;
case 3:
m_UV1 = dstArray;
break;
case 4:
m_UV2 = dstArray;
break;
case 0: m_Vertices = componentsArray; break;
case 1: m_Normals = componentsArray; break;
case 2: m_Colors = componentsArray; break;
case 3: m_UV1 = componentsArray; break;
case 4: m_UV2 = componentsArray; break;
case 5:
if (version[0] == 5) { m_UV3 = dstArray; }
else { m_Tangents = dstArray; }
break;
case 6:
m_UV4 = dstArray;
break;
case 7:
m_Tangents = dstArray;
if (version[0] == 5) { m_UV3 = componentsArray; }
else { m_Tangents = componentsArray; }
break;
case 6: m_UV4 = componentsArray; break;
case 7: m_Tangents = componentsArray; break;
}
m_Stream.channelMask.Set(b, false); //is this needed?
valueBuffer = null;
dstArray = null;
m_Stream.channelMask.Set(b, false);
componentBytes = null;
componentsArray = null;
break; //go to next channel
}
}
@ -697,63 +751,52 @@ namespace Unity_Studio
{
case 0:
case 1:
valueBufferSize = 4;
componentByteSize = 4;
m_Channel.dimension = 3;
break;
case 2:
valueBufferSize = 1;
componentByteSize = 1;
m_Channel.dimension = 4;
break;
case 3:
case 4:
valueBufferSize = 4;
componentByteSize = 4;
m_Channel.dimension = 2;
break;
case 5:
valueBufferSize = 4;
componentByteSize = 4;
m_Channel.dimension = 4;
break;
}
valueBuffer = new byte[valueBufferSize];
dstArray = new float[m_VertexCount * m_Channel.dimension];
componentBytes = new byte[componentByteSize];
componentsArray = new float[m_VertexCount * m_Channel.dimension];
for (int v = 0; v < m_VertexCount; v++)
{
int vertexOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v;
for (int d = 0; d < m_Channel.dimension; d++)
{
int m_DataSizeOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v + valueBufferSize * d;
Buffer.BlockCopy(m_DataSize, m_DataSizeOffset, valueBuffer, 0, valueBufferSize);
dstArray[v * m_Channel.dimension + d] = bytesToFloat(valueBuffer);
int m_DataSizeOffset = vertexOffset + componentByteSize * d;
Buffer.BlockCopy(m_DataSize, m_DataSizeOffset, componentBytes, 0, componentByteSize);
componentsArray[v * m_Channel.dimension + d] = bytesToFloat(componentBytes);
}
}
switch (b)
{
case 0:
m_Vertices = dstArray;
break;
case 1:
m_Normals = dstArray;
break;
case 2:
m_Colors = dstArray;
break;
case 3:
m_UV1 = dstArray;
break;
case 4:
m_UV2 = dstArray;
break;
case 5:
m_Tangents = dstArray;
break;
case 0: m_Vertices = componentsArray; break;
case 1: m_Normals = componentsArray; break;
case 2: m_Colors = componentsArray; break;
case 3: m_UV1 = componentsArray; break;
case 4: m_UV2 = componentsArray; break;
case 5: m_Tangents = componentsArray; break;
}
m_Channel.offset += (byte)(m_Channel.dimension * valueBufferSize); //strides larger than 255 are unlikely
m_Stream.channelMask.Set(b, false); //is this needed?
valueBuffer = null;
dstArray = null;
m_Channel.offset += (byte)(m_Channel.dimension * componentByteSize); //safe to cast as byte because strides larger than 255 are unlikely
m_Stream.channelMask.Set(b, false);
componentBytes = null;
componentsArray = null;
}
}
}
@ -800,7 +843,7 @@ namespace Unity_Studio
m_UV_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
if (m_UV_Packed.m_NumItems > 0)
if (m_UV_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportUVs"])
{
uint[] m_UV_Unpacked = UnpackBitVector(m_UV_Packed);
int bitmax = 0;
@ -890,7 +933,7 @@ namespace Unity_Studio
m_NormalSigns_packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
if (m_Normals_Packed.m_NumItems > 0)
if (m_Normals_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportNormals"])
{
uint[] m_Normals_Unpacked = UnpackBitVector(m_Normals_Packed);
uint[] m_NormalSigns = UnpackBitVector(m_NormalSigns_packed);
@ -906,13 +949,29 @@ namespace Unity_Studio
}
}
PackedBitVector m_TangentSigns = new PackedBitVector();
m_TangentSigns.m_NumItems = a_Stream.ReadUInt32();
m_TangentSigns.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_TangentSigns.m_Data, 0, m_TangentSigns.m_Data.Length);
PackedBitVector m_TangentSigns_packed = new PackedBitVector();
m_TangentSigns_packed.m_NumItems = a_Stream.ReadUInt32();
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);
m_TangentSigns.m_BitSize = a_Stream.ReadByte();
m_TangentSigns_packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
if (m_Tangents_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportTangents"])
{
uint[] m_Tangents_Unpacked = UnpackBitVector(m_Tangents_Packed);
uint[] m_TangentSigns = UnpackBitVector(m_TangentSigns_packed);
int bitmax = 0;
for (int b = 0; b < m_Tangents_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
m_Tangents = new float[m_Tangents_Packed.m_NumItems / 2 * 3];
for (int v = 0; v < m_Tangents_Packed.m_NumItems / 2; v++)
{
m_Tangents[v * 3] = (float)((double)m_Tangents_Unpacked[v * 2] / bitmax) * m_Tangents_Packed.m_Range + m_Tangents_Packed.m_Start;
m_Tangents[v * 3 + 1] = (float)((double)m_Tangents_Unpacked[v * 2 + 1] / bitmax) * m_Tangents_Packed.m_Range + m_Tangents_Packed.m_Start;
m_Tangents[v * 3 + 2] = (float)Math.Sqrt(1 - m_Tangents[v * 3] * m_Tangents[v * 3] - m_Tangents[v * 3 + 1] * m_Tangents[v * 3 + 1]);
if (m_TangentSigns[v] == 0) { m_Tangents[v * 3 + 2] *= -1; }
}
}
if (version[0] >= 5)
{
@ -926,7 +985,7 @@ namespace Unity_Studio
m_FloatColors.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
if (m_FloatColors.m_NumItems > 0)
if (m_FloatColors.m_NumItems > 0 && (bool)Properties.Settings.Default["exportColors"])
{
uint[] m_FloatColors_Unpacked = UnpackBitVector(m_FloatColors);
int bitmax = 0;

View File

@ -15,6 +15,7 @@ namespace Unity_Studio
public ushort m_LightmapIndexDynamic;
public PPtr[] m_Materials;
public PPtr m_Mesh;
public PPtr[] m_Bones;
public SkinnedMeshRenderer(AssetPreloadData preloadData)
{
@ -98,28 +99,38 @@ namespace Unity_Studio
m_Mesh = sourceFile.ReadPPtr();
/*int m_Bones_size = a_Stream.ReadInt32();
for (int b = 0; b < m_Bones_size; b++)
m_Bones = new PPtr[a_Stream.ReadInt32()];
for (int b = 0; b < m_Bones.Length; b++)
{
PPtr aBone = sourceFile.ReadPPtr();
m_Bones[b] = sourceFile.ReadPPtr();
}
if (version[0] < 3)
{
int m_BindPose_size = a_Stream.ReadInt32();
a_Stream.Position += m_BindPose_size * 16 * 4;//Matrix4x4f
int m_BindPose = a_Stream.ReadInt32();
a_Stream.Position += m_BindPose * 16 * 4;//Matrix4x4f
}
else if (version[0] >= 3 && version[1] >= 4)
else
{
if (version[1] >= 5)
if (version[0] >= 4 || (version[0] == 4 && version[1] >= 3))
{
int m_BlendShapeWeights = a_Stream.ReadInt32();
a_Stream.Position += m_BlendShapeWeights * 4; //floats
}
if (version[0] >= 4 || (version[0] >= 3 && version[1] >= 5))
{
PPtr m_RootBone = sourceFile.ReadPPtr();
}
//AABB
float[] m_Center = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
float[] m_Extent = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
bool m_DirtyAABB = a_Stream.ReadBoolean();
}*/
if (version[0] >= 4 || (version[0] == 3 && version[1] >= 4))
{
//AABB
float[] m_Center = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
float[] m_Extent = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
bool m_DirtyAABB = a_Stream.ReadBoolean();
}
}
}
}
}

View File

@ -50,7 +50,7 @@
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>unity.ico</ApplicationIcon>
<ApplicationIcon>Resources\unity.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
@ -128,37 +128,37 @@
<DependentUpon>AboutBox.cs</DependentUpon>
</Compile>
<Compile Include="AssetPreloadData.cs" />
<Compile Include="AudioClip.cs" />
<Compile Include="BuildSettings.cs" />
<Compile Include="Unity Classes\AudioClip.cs" />
<Compile Include="Unity Classes\BuildSettings.cs" />
<Compile Include="BundleFile.cs" />
<Compile Include="ClassIDReference.cs" />
<Compile Include="EndianStream.cs" />
<Compile Include="FBXExport.cs">
<Compile Include="ExportOptions.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="FBXExport.Designer.cs">
<DependentUpon>FBXExport.cs</DependentUpon>
<Compile Include="ExportOptions.Designer.cs">
<DependentUpon>ExportOptions.cs</DependentUpon>
</Compile>
<Compile Include="FMOD Studio API\fmod.cs" />
<Compile Include="FMOD Studio API\fmod_dsp.cs" />
<Compile Include="FMOD Studio API\fmod_errors.cs" />
<Compile Include="Font.cs" />
<Compile Include="Unity Classes\Font.cs" />
<Compile Include="GOHierarchy.cs">
<SubType>Component</SubType>
</Compile>
<Compile Include="Lz4DecoderStream.cs" />
<Compile Include="Material.cs" />
<Compile Include="Mesh.cs" />
<Compile Include="GameObject.cs" />
<Compile Include="Unity Classes\Material.cs" />
<Compile Include="Unity Classes\Mesh.cs" />
<Compile Include="Unity Classes\GameObject.cs" />
<Compile Include="helpers.cs" />
<Compile Include="PlayerSettings.cs" />
<Compile Include="RectTransform.cs" />
<Compile Include="Renderer.cs" />
<Compile Include="SkinnedMeshRenderer.cs" />
<Compile Include="MeshFilter.cs" />
<Compile Include="TextAsset.cs" />
<Compile Include="Texture2D.cs" />
<Compile Include="Transform.cs" />
<Compile Include="Unity Classes\PlayerSettings.cs" />
<Compile Include="Unity Classes\RectTransform.cs" />
<Compile Include="Unity Classes\Renderer.cs" />
<Compile Include="Unity Classes\SkinnedMeshRenderer.cs" />
<Compile Include="Unity Classes\MeshFilter.cs" />
<Compile Include="Unity Classes\TextAsset.cs" />
<Compile Include="Unity Classes\Texture2D.cs" />
<Compile Include="Unity Classes\Transform.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="AssetsFile.cs" />
@ -172,8 +172,8 @@
<DependentUpon>AboutBox.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="FBXExport.resx">
<DependentUpon>FBXExport.cs</DependentUpon>
<EmbeddedResource Include="ExportOptions.resx">
<DependentUpon>ExportOptions.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
@ -219,7 +219,13 @@
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<Content Include="unity.ico" />
<Content Include="7zip\7z.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="FMOD Studio API\fmod.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Resources\unity.ico" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

File diff suppressed because it is too large Load Diff

View File

@ -43,6 +43,12 @@
<setting name="showExpOpt" serializeAs="String">
<value>False</value>
</setting>
<setting name="exportDeformers" serializeAs="String">
<value>True</value>
</setting>
<setting name="convertDummies" serializeAs="String">
<value>True</value>
</setting>
</Unity_Studio.Properties.Settings>
</userSettings>
<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/></startup></configuration>