fixed bug

This commit is contained in:
Perfare 2019-04-18 13:58:06 +08:00
parent f76d3d8fcd
commit a2be5ebdac
2 changed files with 22 additions and 17 deletions

View File

@ -250,6 +250,7 @@ namespace AssetStudioGUI
var item = tempDic[m_Mesh];
item.TreeNode = currentNode;
}
tempDic[m_GameObject.m_MeshFilter].TreeNode = currentNode;
}
if (m_GameObject.m_SkinnedMeshRenderer != null)
@ -259,6 +260,7 @@ namespace AssetStudioGUI
var item = tempDic[m_Mesh];
item.TreeNode = currentNode;
}
tempDic[m_GameObject.m_SkinnedMeshRenderer].TreeNode = currentNode;
}
var parentNode = fileNode;

View File

@ -380,21 +380,24 @@ namespace AssetStudio
}
}
}
else if (mesh.m_BindPose.Length > 0 && mesh.m_BoneNameHashes?.Length > 0)
if (iMesh.BoneList?.Count == 0)
{
var boneMax = Math.Min(mesh.m_BindPose.Length, mesh.m_BoneNameHashes.Length);
iMesh.BoneList = new List<ImportedBone>(boneMax);
for (int i = 0; i < boneMax; i++)
if (mesh.m_BindPose.Length > 0 && mesh.m_BoneNameHashes?.Length > 0)
{
var bone = new ImportedBone();
var boneHash = mesh.m_BoneNameHashes[i];
var path = GetPathFromHash(boneHash);
bone.Path = FixBonePath(path);
if (!string.IsNullOrEmpty(bone.Path))
var boneMax = Math.Min(mesh.m_BindPose.Length, mesh.m_BoneNameHashes.Length);
iMesh.BoneList = new List<ImportedBone>(boneMax);
for (int i = 0; i < boneMax; i++)
{
var convert = Matrix4x4.Scale(new Vector3(-1, 1, 1));
bone.Matrix = convert * mesh.m_BindPose[i] * convert;
iMesh.BoneList.Add(bone);
var bone = new ImportedBone();
var boneHash = mesh.m_BoneNameHashes[i];
var path = GetPathFromHash(boneHash);
bone.Path = FixBonePath(path);
if (!string.IsNullOrEmpty(bone.Path))
{
var convert = Matrix4x4.Scale(new Vector3(-1, 1, 1));
bone.Matrix = convert * mesh.m_BindPose[i] * convert;
iMesh.BoneList.Add(bone);
}
}
}
}
@ -697,7 +700,7 @@ namespace AssetStudio
{
foreach (var m_CompressedRotationCurve in animationClip.m_CompressedRotationCurves)
{
var track = iAnim.FindTrack(m_CompressedRotationCurve.m_Path);
var track = iAnim.FindTrack(FixBonePath(m_CompressedRotationCurve.m_Path));
var numKeys = m_CompressedRotationCurve.m_Times.m_NumItems;
var data = m_CompressedRotationCurve.m_Times.UnpackInts();
@ -719,7 +722,7 @@ namespace AssetStudio
}
foreach (var m_RotationCurve in animationClip.m_RotationCurves)
{
var track = iAnim.FindTrack(m_RotationCurve.path);
var track = iAnim.FindTrack(FixBonePath(m_RotationCurve.path));
foreach (var m_Curve in m_RotationCurve.curve.m_Curve)
{
var value = Fbx.QuaternionToEuler(new Quaternion(m_Curve.value.X, -m_Curve.value.Y, -m_Curve.value.Z, m_Curve.value.W));
@ -728,7 +731,7 @@ namespace AssetStudio
}
foreach (var m_PositionCurve in animationClip.m_PositionCurves)
{
var track = iAnim.FindTrack(m_PositionCurve.path);
var track = iAnim.FindTrack(FixBonePath(m_PositionCurve.path));
foreach (var m_Curve in m_PositionCurve.curve.m_Curve)
{
track.Translations.Add(new ImportedKeyframe<Vector3>(m_Curve.time, new Vector3(-m_Curve.value.X, m_Curve.value.Y, m_Curve.value.Z)));
@ -736,7 +739,7 @@ namespace AssetStudio
}
foreach (var m_ScaleCurve in animationClip.m_ScaleCurves)
{
var track = iAnim.FindTrack(m_ScaleCurve.path);
var track = iAnim.FindTrack(FixBonePath(m_ScaleCurve.path));
foreach (var m_Curve in m_ScaleCurve.curve.m_Curve)
{
track.Scalings.Add(new ImportedKeyframe<Vector3>(m_Curve.time, new Vector3(m_Curve.value.X, m_Curve.value.Y, m_Curve.value.Z)));
@ -746,7 +749,7 @@ namespace AssetStudio
{
foreach (var m_EulerCurve in animationClip.m_EulerCurves)
{
var track = iAnim.FindTrack(m_EulerCurve.path);
var track = iAnim.FindTrack(FixBonePath(m_EulerCurve.path));
foreach (var m_Curve in m_EulerCurve.curve.m_Curve)
{
track.Rotations.Add(new ImportedKeyframe<Vector3>(m_Curve.time, new Vector3(m_Curve.value.X, -m_Curve.value.Y, -m_Curve.value.Z)));