Fixed get triangles of mesh #510
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@ -396,11 +396,21 @@ namespace AssetStudio
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}
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}
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public enum GfxPrimitiveType : int
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{
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kPrimitiveTriangles = 0,
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kPrimitiveTriangleStrip = 1,
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kPrimitiveQuads = 2,
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kPrimitiveLines = 3,
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kPrimitiveLineStrip = 4,
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kPrimitivePoints = 5,
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};
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public class SubMesh
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{
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public uint firstByte;
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public uint indexCount;
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public int topology;
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public GfxPrimitiveType topology;
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public uint triangleCount;
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public uint baseVertex;
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public uint firstVertex;
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@ -413,7 +423,7 @@ namespace AssetStudio
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firstByte = reader.ReadUInt32();
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indexCount = reader.ReadUInt32();
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topology = reader.ReadInt32();
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topology = (GfxPrimitiveType)reader.ReadInt32();
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if (version[0] < 4) //4.0 down
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{
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@ -460,7 +470,7 @@ namespace AssetStudio
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private CompressedMesh m_CompressedMesh;
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private StreamingInfo m_StreamData;
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public List<uint> m_Indices = new List<uint>(); //use a list because I don't always know the facecount for triangle strips
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public List<uint> m_Indices = new List<uint>();
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public Mesh(ObjectReader reader) : base(reader)
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{
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@ -684,7 +694,7 @@ namespace AssetStudio
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DecompressCompressedMesh();
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}
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BuildFaces();
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GetTriangles();
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}
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private void ReadVertexData()
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@ -1037,7 +1047,7 @@ namespace AssetStudio
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}
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}
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private void BuildFaces()
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private void GetTriangles()
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{
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foreach (var m_SubMesh in m_SubMeshes)
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{
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@ -1046,43 +1056,65 @@ namespace AssetStudio
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{
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firstIndex /= 2;
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}
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if (m_SubMesh.topology == 0)
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var indexCount = m_SubMesh.indexCount;
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var topology = m_SubMesh.topology;
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if (topology == GfxPrimitiveType.kPrimitiveTriangles)
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{
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for (int i = 0; i < m_SubMesh.indexCount / 3; i++)
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for (int i = 0; i < indexCount; i += 3)
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{
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m_Indices.Add(m_IndexBuffer[firstIndex + i * 3]);
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m_Indices.Add(m_IndexBuffer[firstIndex + i * 3 + 1]);
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m_Indices.Add(m_IndexBuffer[firstIndex + i * 3 + 2]);
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m_Indices.Add(m_IndexBuffer[firstIndex + i]);
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m_Indices.Add(m_IndexBuffer[firstIndex + i + 1]);
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m_Indices.Add(m_IndexBuffer[firstIndex + i + 2]);
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}
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}
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else if (version[0] < 4 || topology == GfxPrimitiveType.kPrimitiveTriangleStrip)
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{
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// de-stripify :
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uint triIndex = 0;
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for (int i = 0; i < indexCount - 2; i++)
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{
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var a = m_IndexBuffer[firstIndex + i];
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var b = m_IndexBuffer[firstIndex + i + 1];
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var c = m_IndexBuffer[firstIndex + i + 2];
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// skip degenerates
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if (a == b || a == c || b == c)
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continue;
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// do the winding flip-flop of strips :
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if ((i & 1) == 1)
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{
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m_Indices.Add(b);
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m_Indices.Add(a);
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}
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else
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{
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uint j = 0;
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for (int i = 0; i < m_SubMesh.indexCount - 2; i++)
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{
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uint fa = m_IndexBuffer[firstIndex + i];
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uint fb = m_IndexBuffer[firstIndex + i + 1];
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uint fc = m_IndexBuffer[firstIndex + i + 2];
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if ((fa != fb) && (fa != fc) && (fc != fb))
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{
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m_Indices.Add(fa);
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if ((i % 2) == 0)
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{
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m_Indices.Add(fb);
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m_Indices.Add(fc);
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}
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else
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{
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m_Indices.Add(fc);
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m_Indices.Add(fb);
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}
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j++;
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m_Indices.Add(a);
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m_Indices.Add(b);
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}
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m_Indices.Add(c);
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triIndex += 3;
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}
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//fix indexCount
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m_SubMesh.indexCount = j * 3;
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m_SubMesh.indexCount = triIndex;
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}
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else if (topology == GfxPrimitiveType.kPrimitiveQuads)
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{
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for (int q = 0; q < indexCount; q += 4)
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{
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m_Indices.Add(m_IndexBuffer[firstIndex + q]);
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m_Indices.Add(m_IndexBuffer[firstIndex + q + 1]);
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m_Indices.Add(m_IndexBuffer[firstIndex + q + 2]);
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m_Indices.Add(m_IndexBuffer[firstIndex + q]);
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m_Indices.Add(m_IndexBuffer[firstIndex + q + 2]);
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m_Indices.Add(m_IndexBuffer[firstIndex + q + 3]);
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}
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//fix indexCount
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m_SubMesh.indexCount = indexCount / 2 * 3;
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}
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else
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{
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throw new NotSupportedException("Failed getting triangles. Submesh topology is lines or points.");
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}
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}
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}
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