AssetStudio/AssetStudio/StudioClasses/ModelConverter.cs

1056 lines
46 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Text;
using SharpDX;
using static AssetStudio.Studio;
namespace AssetStudio
{
class ModelConverter : IImported
{
public List<ImportedFrame> FrameList { get; protected set; } = new List<ImportedFrame>();
public List<ImportedMesh> MeshList { get; protected set; } = new List<ImportedMesh>();
public List<ImportedMaterial> MaterialList { get; protected set; } = new List<ImportedMaterial>();
public List<ImportedTexture> TextureList { get; protected set; } = new List<ImportedTexture>();
public List<ImportedKeyframedAnimation> AnimationList { get; protected set; } = new List<ImportedKeyframedAnimation>();
public List<ImportedMorph> MorphList { get; protected set; } = new List<ImportedMorph>();
private Avatar avatar;
private Dictionary<uint, string> morphChannelInfo = new Dictionary<uint, string>();
private HashSet<AssetPreloadData> animationClipHashSet = new HashSet<AssetPreloadData>();
private Dictionary<uint, string> bonePathHash = new Dictionary<uint, string>();
public ModelConverter(GameObject m_GameObject)
{
if (m_GameObject.m_Animator != null && m_GameObject.m_Animator.TryGetPD(out var m_Animator))
{
var animator = new Animator(m_Animator);
InitWithAnimator(animator);
CollectAnimationClip(animator);
}
else
InitWithGameObject(m_GameObject);
ConvertAnimations();
}
public ModelConverter(GameObject m_GameObject, List<AssetPreloadData> animationList)
{
if (m_GameObject.m_Animator != null && m_GameObject.m_Animator.TryGetPD(out var m_Animator))
{
var animator = new Animator(m_Animator);
InitWithAnimator(animator);
}
else
InitWithGameObject(m_GameObject);
foreach (var assetPreloadData in animationList)
{
animationClipHashSet.Add(assetPreloadData);
}
ConvertAnimations();
}
public ModelConverter(Animator m_Animator)
{
InitWithAnimator(m_Animator);
CollectAnimationClip(m_Animator);
ConvertAnimations();
}
public ModelConverter(Animator m_Animator, List<AssetPreloadData> animationList)
{
InitWithAnimator(m_Animator);
foreach (var assetPreloadData in animationList)
{
animationClipHashSet.Add(assetPreloadData);
}
ConvertAnimations();
}
private void InitWithAnimator(Animator m_Animator)
{
if (m_Animator.m_Avatar.TryGetPD(out var m_Avatar))
avatar = new Avatar(m_Avatar);
m_Animator.m_GameObject.TryGetGameObject(out var m_GameObject);
InitWithGameObject(m_GameObject, m_Animator.m_HasTransformHierarchy);
}
private void InitWithGameObject(GameObject m_GameObject, bool hasTransformHierarchy = true)
{
m_GameObject.m_Transform.TryGetTransform(out var m_Transform);
var rootTransform = m_Transform;
if (!hasTransformHierarchy)
{
var rootFrame = ConvertFrame(rootTransform);
FrameList.Add(rootFrame);
DeoptimizeTransformHierarchy();
}
else
{
var frameList = new List<ImportedFrame>();
var tempTransform = rootTransform;
while (tempTransform.m_Father.TryGetTransform(out var m_Father))
{
frameList.Add(ConvertFrame(m_Father));
tempTransform = m_Father;
}
if (frameList.Count > 0)
{
FrameList.Add(frameList[frameList.Count - 1]);
for (var i = frameList.Count - 2; i >= 0; i--)
{
var frame = frameList[i];
var parent = frameList[i + 1];
parent.AddChild(frame);
}
ConvertFrames(m_Transform, frameList[0]);
}
else
{
ConvertFrames(m_Transform, null);
}
CreateBonePathHash(rootTransform);
}
ConvertMeshRenderer(m_Transform);
}
private void ConvertMeshRenderer(Transform m_Transform)
{
m_Transform.m_GameObject.TryGetGameObject(out var m_GameObject);
foreach (var m_Component in m_GameObject.m_Components)
{
if (m_Component.TryGetPD(out var assetPreloadData))
{
switch (assetPreloadData.Type)
{
case ClassIDType.MeshRenderer:
{
var m_Renderer = new MeshRenderer(assetPreloadData);
ConvertMeshRenderer(m_Renderer);
break;
}
case ClassIDType.SkinnedMeshRenderer:
{
var m_SkinnedMeshRenderer = new SkinnedMeshRenderer(assetPreloadData);
ConvertMeshRenderer(m_SkinnedMeshRenderer);
break;
}
case ClassIDType.Animation:
{
var m_Animation = new Animation(assetPreloadData);
foreach (var animation in m_Animation.m_Animations)
{
if (animation.TryGetPD(out var animationClip))
{
animationClipHashSet.Add(animationClip);
}
}
break;
}
}
}
}
foreach (var pptr in m_Transform.m_Children)
{
if (pptr.TryGetTransform(out var child))
ConvertMeshRenderer(child);
}
}
private void CollectAnimationClip(Animator m_Animator)
{
if (m_Animator.m_Controller.TryGetPD(out var assetPreloadData))
{
if (assetPreloadData.Type == ClassIDType.AnimatorOverrideController)
{
var m_AnimatorOverrideController = new AnimatorOverrideController(assetPreloadData);
if (m_AnimatorOverrideController.m_Controller.TryGetPD(out assetPreloadData))
{
var m_AnimatorController = new AnimatorController(assetPreloadData);
foreach (var m_AnimationClip in m_AnimatorController.m_AnimationClips)
{
if (m_AnimationClip.TryGetPD(out assetPreloadData))
{
animationClipHashSet.Add(assetPreloadData);
}
}
}
/*foreach (var clip in m_AnimatorOverrideController.m_Clips)
{
if (assetsfileList.TryGetPD(clip[1], out assetPreloadData))
{
animationList.Add(new AnimationClip(assetPreloadData));
}
}*/
}
else if (assetPreloadData.Type == ClassIDType.AnimatorController)
{
var m_AnimatorController = new AnimatorController(assetPreloadData);
foreach (var m_AnimationClip in m_AnimatorController.m_AnimationClips)
{
if (m_AnimationClip.TryGetPD(out assetPreloadData))
{
animationClipHashSet.Add(assetPreloadData);
}
}
}
}
}
private ImportedFrame ConvertFrame(Transform trans)
{
var frame = new ImportedFrame();
trans.m_GameObject.TryGetGameObject(out var m_GameObject);
frame.Name = m_GameObject.m_Name;
frame.InitChildren(trans.m_Children.Count);
var m_EulerRotation = QuatToEuler(new[] { trans.m_LocalRotation[0], -trans.m_LocalRotation[1], -trans.m_LocalRotation[2], trans.m_LocalRotation[3] });
frame.LocalRotation = new[] { m_EulerRotation[0], m_EulerRotation[1], m_EulerRotation[2] };
frame.LocalScale = new[] { trans.m_LocalScale[0], trans.m_LocalScale[1], trans.m_LocalScale[2] };
frame.LocalPosition = new[] { -trans.m_LocalPosition[0], trans.m_LocalPosition[1], trans.m_LocalPosition[2] };
return frame;
}
private ImportedFrame ConvertFrame(Vector3 t, Quaternion q, Vector3 s, string name)
{
var frame = new ImportedFrame();
frame.Name = name;
frame.InitChildren(0);
var m_LocalPosition = new[] { t.X, t.Y, t.Z };
var m_LocalRotation = new[] { q.X, q.Y, q.Z, q.W };
var m_LocalScale = new[] { s.X, s.Y, s.Z };
var m_EulerRotation = QuatToEuler(new[] { m_LocalRotation[0], -m_LocalRotation[1], -m_LocalRotation[2], m_LocalRotation[3] });
frame.LocalRotation = new[] { m_EulerRotation[0], m_EulerRotation[1], m_EulerRotation[2] };
frame.LocalScale = new[] { m_LocalScale[0], m_LocalScale[1], m_LocalScale[2] };
frame.LocalPosition = new[] { -m_LocalPosition[0], m_LocalPosition[1], m_LocalPosition[2] };
return frame;
}
private void ConvertFrames(Transform trans, ImportedFrame parent)
{
var frame = ConvertFrame(trans);
if (parent == null)
{
FrameList.Add(frame);
}
else
{
parent.AddChild(frame);
}
foreach (var pptr in trans.m_Children)
{
if (pptr.TryGetTransform(out var child))
ConvertFrames(child, frame);
}
}
private void ConvertMeshRenderer(Renderer meshR)
{
var mesh = GetMesh(meshR);
if (mesh == null)
return;
var iMesh = new ImportedMesh();
meshR.m_GameObject.TryGetGameObject(out var m_GameObject2);
m_GameObject2.m_Transform.TryGetTransform(out var meshTransform);
iMesh.Name = GetMeshPath(meshTransform);
iMesh.SubmeshList = new List<ImportedSubmesh>();
var subHashSet = new HashSet<int>();
var combine = false;
int firstSubMesh = 0;
if (meshR.m_StaticBatchInfo?.subMeshCount > 0)
{
firstSubMesh = meshR.m_StaticBatchInfo.firstSubMesh;
var finalSubMesh = meshR.m_StaticBatchInfo.firstSubMesh + meshR.m_StaticBatchInfo.subMeshCount;
for (int i = meshR.m_StaticBatchInfo.firstSubMesh; i < finalSubMesh; i++)
{
subHashSet.Add(i);
}
combine = true;
}
else if (meshR.m_SubsetIndices?.Length > 0)
{
firstSubMesh = (int)meshR.m_SubsetIndices.Min(x => x);
foreach (var index in meshR.m_SubsetIndices)
{
subHashSet.Add((int)index);
}
combine = true;
}
int firstFace = 0;
for (int i = 0; i < mesh.m_SubMeshes.Count; i++)
{
int numFaces = (int)mesh.m_SubMeshes[i].indexCount / 3;
if (subHashSet.Count > 0 && !subHashSet.Contains(i))
{
firstFace += numFaces;
continue;
}
var submesh = mesh.m_SubMeshes[i];
var iSubmesh = new ImportedSubmesh();
Material mat = null;
if (i - firstSubMesh < meshR.m_Materials.Length)
{
if (meshR.m_Materials[i - firstSubMesh].TryGetPD(out var MaterialPD))
{
mat = new Material(MaterialPD);
}
}
ImportedMaterial iMat = ConvertMaterial(mat);
iSubmesh.Material = iMat.Name;
iSubmesh.VertexList = new List<ImportedVertex>((int)submesh.vertexCount);
var vertexColours = mesh.m_Colors != null && (mesh.m_Colors.Length == mesh.m_VertexCount * 3 || mesh.m_Colors.Length == mesh.m_VertexCount * 4);
for (var j = mesh.m_SubMeshes[i].firstVertex; j < mesh.m_SubMeshes[i].firstVertex + mesh.m_SubMeshes[i].vertexCount; j++)
{
var iVertex = vertexColours ? new ImportedVertexWithColour() : new ImportedVertex();
//Vertices
int c = 3;
if (mesh.m_Vertices.Length == mesh.m_VertexCount * 4)
{
c = 4;
}
iVertex.Position = new Vector3(-mesh.m_Vertices[j * c], mesh.m_Vertices[j * c + 1], mesh.m_Vertices[j * c + 2]);
//Normals
if (mesh.m_Normals?.Length > 0)
{
if (mesh.m_Normals.Length == mesh.m_VertexCount * 3)
{
c = 3;
}
else if (mesh.m_Normals.Length == mesh.m_VertexCount * 4)
{
c = 4;
}
iVertex.Normal = new Vector3(-mesh.m_Normals[j * c], mesh.m_Normals[j * c + 1], mesh.m_Normals[j * c + 2]);
}
//Colors
if (vertexColours)
{
if (mesh.m_Colors.Length == mesh.m_VertexCount * 3)
{
((ImportedVertexWithColour)iVertex).Colour = new Color4(mesh.m_Colors[j * 3], mesh.m_Colors[j * 3 + 1], mesh.m_Colors[j * 3 + 2], 1.0f);
}
else
{
((ImportedVertexWithColour)iVertex).Colour = new Color4(mesh.m_Colors[j * 4], mesh.m_Colors[j * 4 + 1], mesh.m_Colors[j * 4 + 2], mesh.m_Colors[j * 4 + 3]);
}
}
//UV
if (mesh.m_UV1 != null && mesh.m_UV1.Length == mesh.m_VertexCount * 2)
{
iVertex.UV = new[] { mesh.m_UV1[j * 2], -mesh.m_UV1[j * 2 + 1] };
}
else if (mesh.m_UV2 != null && mesh.m_UV2.Length == mesh.m_VertexCount * 2)
{
iVertex.UV = new[] { mesh.m_UV2[j * 2], -mesh.m_UV2[j * 2 + 1] };
}
//Tangent
if (mesh.m_Tangents != null && mesh.m_Tangents.Length == mesh.m_VertexCount * 4)
{
iVertex.Tangent = new Vector4(-mesh.m_Tangents[j * 4], mesh.m_Tangents[j * 4 + 1], mesh.m_Tangents[j * 4 + 2], mesh.m_Tangents[j * 4 + 3]);
}
//BoneInfluence
if (mesh.m_Skin?.Length > 0)
{
var inf = mesh.m_Skin[j];
iVertex.BoneIndices = new byte[inf.Count];
iVertex.Weights = new float[inf.Count];
for (var k = 0; k < inf.Count; k++)
{
iVertex.BoneIndices[k] = (byte)inf[k].boneIndex;
iVertex.Weights[k] = inf[k].weight;
}
}
iSubmesh.VertexList.Add(iVertex);
}
//Face
iSubmesh.FaceList = new List<ImportedFace>(numFaces);
var end = firstFace + numFaces;
for (int f = firstFace; f < end; f++)
{
var face = new ImportedFace();
face.VertexIndices = new int[3];
face.VertexIndices[0] = (int)(mesh.m_Indices[f * 3 + 2] - submesh.firstVertex);
face.VertexIndices[1] = (int)(mesh.m_Indices[f * 3 + 1] - submesh.firstVertex);
face.VertexIndices[2] = (int)(mesh.m_Indices[f * 3] - submesh.firstVertex);
iSubmesh.FaceList.Add(face);
}
firstFace = end;
iMesh.SubmeshList.Add(iSubmesh);
}
//Bone
iMesh.BoneList = new List<ImportedBone>();
if (mesh.m_BindPose?.Length > 0 && mesh.m_BoneNameHashes?.Length > 0 && mesh.m_BindPose.Length == mesh.m_BoneNameHashes.Length)
{
for (int i = 0; i < mesh.m_BindPose.Length; i++)
{
var bone = new ImportedBone();
var boneHash = mesh.m_BoneNameHashes[i];
bone.Name = GetNameFromBonePathHashes(boneHash);
if (string.IsNullOrEmpty(bone.Name))
{
bone.Name = avatar?.FindBoneName(boneHash);
}
if (string.IsNullOrEmpty(bone.Name))
{
//throw new Exception("A Bone could neither be found by hash in Avatar nor by index in SkinnedMeshRenderer.");
continue;
}
var om = new float[4, 4];
var m = mesh.m_BindPose[i];
om[0, 0] = m[0, 0];
om[0, 1] = -m[1, 0];
om[0, 2] = -m[2, 0];
om[0, 3] = m[3, 0];
om[1, 0] = -m[0, 1];
om[1, 1] = m[1, 1];
om[1, 2] = m[2, 1];
om[1, 3] = m[3, 1];
om[2, 0] = -m[0, 2];
om[2, 1] = m[1, 2];
om[2, 2] = m[2, 2];
om[2, 3] = m[3, 2];
om[3, 0] = -m[0, 3];
om[3, 1] = m[1, 3];
om[3, 2] = m[2, 3];
om[3, 3] = m[3, 3];
bone.Matrix = om;
iMesh.BoneList.Add(bone);
}
}
if (meshR is SkinnedMeshRenderer sMesh)
{
//Bone for 4.3 down and other
if (iMesh.BoneList.Count == 0)
{
for (int i = 0; i < sMesh.m_Bones.Length; i++)
{
var bone = new ImportedBone();
if (sMesh.m_Bones[i].TryGetTransform(out var m_Transform))
{
if (m_Transform.m_GameObject.TryGetGameObject(out var m_GameObject))
{
bone.Name = m_GameObject.m_Name;
}
}
if (string.IsNullOrEmpty(bone.Name))
{
var boneHash = mesh.m_BoneNameHashes[i];
bone.Name = GetNameFromBonePathHashes(boneHash);
if (string.IsNullOrEmpty(bone.Name))
{
bone.Name = avatar?.FindBoneName(boneHash);
}
if (string.IsNullOrEmpty(bone.Name))
{
//throw new Exception("A Bone could neither be found by hash in Avatar nor by index in SkinnedMeshRenderer.");
continue;
}
}
var om = new float[4, 4];
var m = mesh.m_BindPose[i];
om[0, 0] = m[0, 0];
om[0, 1] = -m[1, 0];
om[0, 2] = -m[2, 0];
om[0, 3] = m[3, 0];
om[1, 0] = -m[0, 1];
om[1, 1] = m[1, 1];
om[1, 2] = m[2, 1];
om[1, 3] = m[3, 1];
om[2, 0] = -m[0, 2];
om[2, 1] = m[1, 2];
om[2, 2] = m[2, 2];
om[2, 3] = m[3, 2];
om[3, 0] = -m[0, 3];
om[3, 1] = m[1, 3];
om[3, 2] = m[2, 3];
om[3, 3] = m[3, 3];
bone.Matrix = om;
iMesh.BoneList.Add(bone);
}
}
//Morphs
if (mesh.m_Shapes != null)
{
foreach (var channel in mesh.m_Shapes.channels)
{
morphChannelInfo[channel.nameHash] = channel.name;
}
if (mesh.m_Shapes.shapes.Count > 0)
{
ImportedMorph morph = null;
string lastGroup = "";
for (int i = 0; i < mesh.m_Shapes.channels.Count; i++)
{
string group = BlendShapeNameGroup(mesh, i);
if (group != lastGroup)
{
morph = new ImportedMorph();
MorphList.Add(morph);
morph.Name = iMesh.Name;
morph.ClipName = group;
morph.Channels = new List<Tuple<float, int, int>>(mesh.m_Shapes.channels.Count);
morph.KeyframeList = new List<ImportedMorphKeyframe>(mesh.m_Shapes.shapes.Count);
lastGroup = group;
}
morph.Channels.Add(new Tuple<float, int, int>(i < sMesh.m_BlendShapeWeights.Count ? sMesh.m_BlendShapeWeights[i] : 0f, morph.KeyframeList.Count, mesh.m_Shapes.channels[i].frameCount));
for (int frameIdx = 0; frameIdx < mesh.m_Shapes.channels[i].frameCount; frameIdx++)
{
ImportedMorphKeyframe keyframe = new ImportedMorphKeyframe();
keyframe.Name = BlendShapeNameExtension(mesh, i) + "_" + frameIdx;
int shapeIdx = mesh.m_Shapes.channels[i].frameIndex + frameIdx;
keyframe.VertexList = new List<ImportedVertex>((int)mesh.m_Shapes.shapes[shapeIdx].vertexCount);
keyframe.MorphedVertexIndices = new List<ushort>((int)mesh.m_Shapes.shapes[shapeIdx].vertexCount);
keyframe.Weight = shapeIdx < mesh.m_Shapes.fullWeights.Count ? mesh.m_Shapes.fullWeights[shapeIdx] : 100f;
int lastVertIndex = (int)(mesh.m_Shapes.shapes[shapeIdx].firstVertex + mesh.m_Shapes.shapes[shapeIdx].vertexCount);
for (int j = (int)mesh.m_Shapes.shapes[shapeIdx].firstVertex; j < lastVertIndex; j++)
{
var morphVert = mesh.m_Shapes.vertices[j];
ImportedVertex vert = GetSourceVertex(iMesh.SubmeshList, (int)morphVert.index);
ImportedVertex destVert = new ImportedVertex();
Vector3 morphPos = morphVert.vertex;
morphPos.X *= -1;
destVert.Position = vert.Position + morphPos;
Vector3 morphNormal = morphVert.normal;
morphNormal.X *= -1;
destVert.Normal = morphNormal;
Vector4 morphTangent = new Vector4(morphVert.tangent, 0);
morphTangent.X *= -1;
destVert.Tangent = morphTangent;
keyframe.VertexList.Add(destVert);
keyframe.MorphedVertexIndices.Add((ushort)morphVert.index);
}
morph.KeyframeList.Add(keyframe);
}
}
}
}
}
//TODO
if (combine)
{
meshR.m_GameObject.TryGetGameObject(out var m_GameObject);
var frame = ImportedHelpers.FindChild(m_GameObject.m_Name, FrameList[0]);
if (frame?.Parent != null)
{
var parent = frame;
while (true)
{
if (parent.Parent != null)
{
parent = parent.Parent;
}
else
{
frame.LocalRotation = parent.LocalRotation;
frame.LocalScale = parent.LocalScale;
frame.LocalPosition = parent.LocalPosition;
break;
}
}
}
}
MeshList.Add(iMesh);
}
private Mesh GetMesh(Renderer meshR)
{
if (meshR is SkinnedMeshRenderer sMesh)
{
if (sMesh.m_Mesh.TryGetPD(out var MeshPD))
{
return new Mesh(MeshPD);
}
}
else
{
meshR.m_GameObject.TryGetGameObject(out var m_GameObject);
foreach (var m_Component in m_GameObject.m_Components)
{
if (m_Component.TryGetPD(out var assetPreloadData))
{
if (assetPreloadData.Type == ClassIDType.MeshFilter)
{
var m_MeshFilter = new MeshFilter(assetPreloadData);
if (m_MeshFilter.m_Mesh.TryGetPD(out var MeshPD))
{
return new Mesh(MeshPD);
}
}
}
}
}
return null;
}
private string GetMeshPath(Transform meshTransform)
{
meshTransform.m_GameObject.TryGetGameObject(out var m_GameObject);
var curFrame = ImportedHelpers.FindChild(m_GameObject.m_Name, FrameList[0]) ?? ImportedHelpers.FindFrame(m_GameObject.m_Name, FrameList[0]);
var path = curFrame.Name;
while (curFrame.Parent != null)
{
curFrame = curFrame.Parent;
path = curFrame.Name + "/" + path;
}
return path;
}
private string GetTransformPath(Transform transform)
{
transform.m_GameObject.TryGetGameObject(out var m_GameObject);
if (transform.m_Father.TryGetTransform(out var father))
{
return GetTransformPath(father) + "/" + m_GameObject.m_Name;
}
return m_GameObject.m_Name;
}
private ImportedMaterial ConvertMaterial(Material mat)
{
ImportedMaterial iMat;
if (mat != null)
{
iMat = ImportedHelpers.FindMaterial(mat.m_Name, MaterialList);
if (iMat != null)
{
return iMat;
}
iMat = new ImportedMaterial();
iMat.Name = mat.m_Name;
foreach (var col in mat.m_Colors)
{
var color = new Color4(col.second[0], col.second[1], col.second[2], col.second[3]);
switch (col.first)
{
case "_Color":
iMat.Diffuse = color;
break;
case "_SColor":
iMat.Ambient = color;
break;
case "_EmissionColor":
iMat.Emissive = color;
break;
case "_SpecColor":
iMat.Specular = color;
break;
case "_RimColor":
case "_OutlineColor":
case "_ShadowColor":
break;
}
}
foreach (var flt in mat.m_Floats)
{
switch (flt.first)
{
case "_Shininess":
iMat.Power = flt.second;
break;
case "_RimPower":
case "_Outline":
break;
}
}
//textures
iMat.Textures = new string[5];
iMat.TexOffsets = new Vector2[5];
iMat.TexScales = new Vector2[5];
foreach (var texEnv in mat.m_TexEnvs)
{
Texture2D tex2D = null;
if (texEnv.m_Texture.TryGetPD(out var TexturePD) && TexturePD.Type == ClassIDType.Texture2D)//TODO other Texture
{
tex2D = new Texture2D(TexturePD, true);
}
if (tex2D == null)
{
continue;
}
int dest = texEnv.name == "_MainTex" ? 0 : texEnv.name == "_BumpMap" ? 4 : texEnv.name.Contains("Spec") ? 2 : texEnv.name.Contains("Norm") ? 3 : -1;
if (dest < 0 || iMat.Textures[dest] != null)
{
continue;
}
iMat.Textures[dest] = TexturePD.Text + ".png";
iMat.TexOffsets[dest] = new Vector2(texEnv.m_Offset[0], texEnv.m_Offset[1]);
iMat.TexScales[dest] = new Vector2(texEnv.m_Scale[0], texEnv.m_Scale[1]);
ConvertTexture2D(tex2D, iMat.Textures[dest]);
}
MaterialList.Add(iMat);
}
else
{
iMat = new ImportedMaterial();
}
return iMat;
}
private void ConvertTexture2D(Texture2D tex2D, string name)
{
var iTex = ImportedHelpers.FindTexture(name, TextureList);
if (iTex != null)
{
return;
}
using (var memStream = new MemoryStream())
{
var bitmap = new Texture2DConverter(tex2D).ConvertToBitmap(true);
if (bitmap != null)
{
bitmap.Save(memStream, ImageFormat.Png);
memStream.Position = 0;
iTex = new ImportedTexture(memStream, name);
TextureList.Add(iTex);
bitmap.Dispose();
}
}
}
private void ConvertAnimations()
{
foreach (var assetPreloadData in animationClipHashSet)
{
var animationClip = new AnimationClip(assetPreloadData);
var iAnim = new ImportedKeyframedAnimation();
AnimationList.Add(iAnim);
iAnim.Name = animationClip.m_Name;
iAnim.TrackList = new List<ImportedAnimationKeyframedTrack>();
if (animationClip.m_Legacy)
{
foreach (var m_CompressedRotationCurve in animationClip.m_CompressedRotationCurves)
{
var path = m_CompressedRotationCurve.m_Path;
var boneName = path.Substring(path.LastIndexOf('/') + 1);
var track = iAnim.FindTrack(boneName);
var numKeys = m_CompressedRotationCurve.m_Times.m_NumItems;
var data = m_CompressedRotationCurve.m_Times.UnpackInts();
var times = new float[numKeys];
int t = 0;
for (int i = 0; i < numKeys; i++)
{
t += data[i];
times[i] = t * 0.01f;
}
var quats = m_CompressedRotationCurve.m_Values.UnpackQuats();
for (int i = 0; i < numKeys; i++)
{
var quat = quats[i];
var value = Fbx.QuaternionToEuler(new Quaternion(quat.X, -quat.Y, -quat.Z, quat.W));
track.Rotations.Add(new ImportedKeyframe<Vector3>(times[i], value));
}
}
foreach (var m_RotationCurve in animationClip.m_RotationCurves)
{
var path = m_RotationCurve.path;
var boneName = path.Substring(path.LastIndexOf('/') + 1);
var track = iAnim.FindTrack(boneName);
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));
track.Rotations.Add(new ImportedKeyframe<Vector3>(m_Curve.time, value));
}
}
foreach (var m_PositionCurve in animationClip.m_PositionCurves)
{
var path = m_PositionCurve.path;
var boneName = path.Substring(path.LastIndexOf('/') + 1);
var track = iAnim.FindTrack(boneName);
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)));
}
}
foreach (var m_ScaleCurve in animationClip.m_ScaleCurves)
{
var path = m_ScaleCurve.path;
var boneName = path.Substring(path.LastIndexOf('/') + 1);
var track = iAnim.FindTrack(boneName);
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)));
}
}
if (animationClip.m_EulerCurves != null)
{
foreach (var m_EulerCurve in animationClip.m_EulerCurves)
{
var path = m_EulerCurve.path;
var boneName = path.Substring(path.LastIndexOf('/') + 1);
var track = iAnim.FindTrack(boneName);
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)));
}
}
}
foreach (var m_FloatCurve in animationClip.m_FloatCurves)
{
var path = m_FloatCurve.path;
var boneName = path.Substring(path.LastIndexOf('/') + 1);
var track = iAnim.FindTrack(boneName);
foreach (var m_Curve in m_FloatCurve.curve.m_Curve)
{
track.Curve.Add(new ImportedKeyframe<float>(m_Curve.time, m_Curve.value));
}
}
}
else
{
var m_Clip = animationClip.m_MuscleClip.m_Clip;
var streamedFrames = m_Clip.m_StreamedClip.ReadData();
var m_ClipBindingConstant = animationClip.m_ClipBindingConstant;
for (int frameIndex = 1; frameIndex < streamedFrames.Count - 1; frameIndex++)
{
var frame = streamedFrames[frameIndex];
var streamedValues = frame.keyList.Select(x => x.value).ToArray();
for (int curveIndex = 0; curveIndex < frame.keyList.Count;)
{
ReadCurveData(iAnim, m_ClipBindingConstant, frame.keyList[curveIndex].index, frame.time, streamedValues, 0, ref curveIndex);
}
}
var m_DenseClip = m_Clip.m_DenseClip;
var streamCount = m_Clip.m_StreamedClip.curveCount;
for (int frameIndex = 0; frameIndex < m_DenseClip.m_FrameCount; frameIndex++)
{
var time = m_DenseClip.m_BeginTime + frameIndex / m_DenseClip.m_SampleRate;
var frameOffset = frameIndex * m_DenseClip.m_CurveCount;
for (int curveIndex = 0; curveIndex < m_DenseClip.m_CurveCount;)
{
var index = streamCount + curveIndex;
ReadCurveData(iAnim, m_ClipBindingConstant, (int)index, time, m_DenseClip.m_SampleArray, (int)frameOffset, ref curveIndex);
}
}
if (m_Clip.m_ConstantClip != null)
{
var m_ConstantClip = m_Clip.m_ConstantClip;
var denseCount = m_Clip.m_DenseClip.m_CurveCount;
var time2 = 0.0f;
for (int i = 0; i < 2; i++)
{
for (int curveIndex = 0; curveIndex < m_ConstantClip.data.Length;)
{
var index = streamCount + denseCount + curveIndex;
ReadCurveData(iAnim, m_ClipBindingConstant, (int)index, time2, m_ConstantClip.data, 0, ref curveIndex);
}
time2 = animationClip.m_MuscleClip.m_StopTime;
}
}
}
}
}
private void ReadCurveData(ImportedKeyframedAnimation iAnim, AnimationClipBindingConstant m_ClipBindingConstant, int index, float time, float[] data, int offset, ref int curveIndex)
{
var binding = m_ClipBindingConstant.FindBinding(index);
if (binding.path == 0)
{
curveIndex++;
return;
}
var boneName = GetNameFromHashes(binding.path, binding.attribute);
var track = iAnim.FindTrack(boneName);
switch (binding.attribute)
{
case 1:
track.Translations.Add(new ImportedKeyframe<Vector3>(time, new Vector3
(
-data[curveIndex++ + offset],
data[curveIndex++ + offset],
data[curveIndex++ + offset]
)));
break;
case 2:
var value = Fbx.QuaternionToEuler(new Quaternion
(
data[curveIndex++ + offset],
-data[curveIndex++ + offset],
-data[curveIndex++ + offset],
data[curveIndex++ + offset]
));
track.Rotations.Add(new ImportedKeyframe<Vector3>(time, value));
break;
case 3:
track.Scalings.Add(new ImportedKeyframe<Vector3>(time, new Vector3
(
data[curveIndex++ + offset],
data[curveIndex++ + offset],
data[curveIndex++ + offset]
)));
break;
case 4:
track.Rotations.Add(new ImportedKeyframe<Vector3>(time, new Vector3
(
data[curveIndex++ + offset],
-data[curveIndex++ + offset],
-data[curveIndex++ + offset]
)));
break;
default:
track.Curve.Add(new ImportedKeyframe<float>(time, data[curveIndex++]));
break;
}
}
private string GetNameFromHashes(uint path, uint attribute)
{
var boneName = GetNameFromBonePathHashes(path);
if (string.IsNullOrEmpty(boneName))
{
boneName = avatar?.FindBoneName(path);
}
if (string.IsNullOrEmpty(boneName))
{
boneName = "unknown " + path;
}
if (attribute > 4)
{
if (morphChannelInfo.TryGetValue(attribute, out var morphChannel))
{
return boneName + "." + morphChannel;
}
return boneName + ".unknown_morphChannel " + attribute;
}
return boneName;
}
private string GetNameFromBonePathHashes(uint path)
{
if (bonePathHash.TryGetValue(path, out var boneName))
boneName = boneName.Substring(boneName.LastIndexOf('/') + 1);
return boneName;
}
private static string BlendShapeNameGroup(Mesh mesh, int index)
{
string name = mesh.m_Shapes.channels[index].name;
int dotPos = name.IndexOf('.');
if (dotPos >= 0)
{
return name.Substring(0, dotPos);
}
return "Ungrouped";
}
private static string BlendShapeNameExtension(Mesh mesh, int index)
{
string name = mesh.m_Shapes.channels[index].name;
int dotPos = name.IndexOf('.');
if (dotPos >= 0)
{
return name.Substring(dotPos + 1);
}
return name;
}
private static ImportedVertex GetSourceVertex(List<ImportedSubmesh> submeshList, int morphVertIndex)
{
foreach (var submesh in submeshList)
{
var vertList = submesh.VertexList;
if (morphVertIndex < vertList.Count)
{
return vertList[morphVertIndex];
}
morphVertIndex -= vertList.Count;
}
return null;
}
private void CreateBonePathHash(Transform m_Transform)
{
var name = GetTransformPath(m_Transform);
var crc = new SevenZip.CRC();
var bytes = Encoding.UTF8.GetBytes(name);
crc.Update(bytes, 0, (uint)bytes.Length);
bonePathHash[crc.GetDigest()] = name;
int index;
while ((index = name.IndexOf("/", StringComparison.Ordinal)) >= 0)
{
name = name.Substring(index + 1);
crc = new SevenZip.CRC();
bytes = Encoding.UTF8.GetBytes(name);
crc.Update(bytes, 0, (uint)bytes.Length);
bonePathHash[crc.GetDigest()] = name;
}
foreach (var pptr in m_Transform.m_Children)
{
if (pptr.TryGetTransform(out var child))
CreateBonePathHash(child);
}
}
private void DeoptimizeTransformHierarchy()
{
if (avatar == null)
throw new Exception("Transform hierarchy has been optimized, but can't find Avatar to deoptimize.");
// 1. Figure out the skeletonPaths from the unstripped avatar
var skeletonPaths = new List<string>();
foreach (var id in avatar.m_Avatar.m_AvatarSkeleton.m_ID)
{
var path = avatar.FindBonePath(id);
skeletonPaths.Add(path);
}
// 2. Restore the original transform hierarchy
// Prerequisite: skeletonPaths follow pre-order traversal
var rootFrame = FrameList[0];
rootFrame.ClearChild();
for (var i = 1; i < skeletonPaths.Count; i++) // start from 1, skip the root transform because it will always be there.
{
var path = skeletonPaths[i];
var strs = path.Split('/');
string transformName;
ImportedFrame parentFrame;
if (strs.Length == 1)
{
transformName = path;
parentFrame = rootFrame;
}
else
{
transformName = strs.Last();
var parentFrameName = strs[strs.Length - 2];
parentFrame = ImportedHelpers.FindChild(parentFrameName, rootFrame);
}
var skeletonPose = avatar.m_Avatar.m_DefaultPose;
var xform = skeletonPose.m_X[i];
if (!(xform.t is Vector3 t))
{
var v4 = (Vector4)xform.t;
t = (Vector3)v4;
}
if (!(xform.s is Vector3 s))
{
var v4 = (Vector4)xform.s;
s = (Vector3)v4;
}
var frame = ConvertFrame(t, xform.q, s, transformName);
parentFrame.AddChild(frame);
}
}
}
}