mirror of
https://github.com/Dongyifengs/AssetStudio-Genshin-MoYi.git
synced 2025-05-06 11:29:18 +08:00
1144 lines
48 KiB
C#
1144 lines
48 KiB
C#
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using SevenZip;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace AssetStudio
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{
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public class ModelConverter : IImported
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{
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public ImportedFrame RootFrame { get; protected set; }
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public List<ImportedMesh> MeshList { get; protected set; } = new List<ImportedMesh>();
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public List<ImportedMaterial> MaterialList { get; protected set; } = new List<ImportedMaterial>();
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public List<ImportedTexture> TextureList { get; protected set; } = new List<ImportedTexture>();
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public List<ImportedKeyframedAnimation> AnimationList { get; protected set; } = new List<ImportedKeyframedAnimation>();
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public List<ImportedMorph> MorphList { get; protected set; } = new List<ImportedMorph>();
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private ImageFormat imageFormat;
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private Avatar avatar;
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private HashSet<AnimationClip> animationClipHashSet = new HashSet<AnimationClip>();
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private Dictionary<AnimationClip, string> boundAnimationPathDic = new Dictionary<AnimationClip, string>();
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private Dictionary<uint, string> bonePathHash = new Dictionary<uint, string>();
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private Dictionary<Texture2D, string> textureNameDictionary = new Dictionary<Texture2D, string>();
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private Dictionary<Transform, ImportedFrame> transformDictionary = new Dictionary<Transform, ImportedFrame>();
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Dictionary<uint, string> morphChannelNames = new Dictionary<uint, string>();
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private Game Game;
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public ModelConverter(GameObject m_GameObject, ImageFormat imageFormat, Game game, AnimationClip[] animationList = null, bool ignoreController = true)
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{
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Game = game;
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this.imageFormat = imageFormat;
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if (m_GameObject.m_Animator != null)
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{
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InitWithAnimator(m_GameObject.m_Animator);
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if (animationList == null)
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{
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CollectAnimationClip(m_GameObject.m_Animator, ignoreController);
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}
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}
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else
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{
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InitWithGameObject(m_GameObject);
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}
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if (animationList != null)
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{
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foreach (var animationClip in animationList)
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{
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animationClipHashSet.Add(animationClip);
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}
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}
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ConvertAnimations();
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}
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public ModelConverter(string rootName, List<GameObject> m_GameObjects, ImageFormat imageFormat, Game game, AnimationClip[] animationList = null, bool ignoreController = true)
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{
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Game = game;
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this.imageFormat = imageFormat;
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RootFrame = CreateFrame(rootName, Vector3.Zero, new Quaternion(0, 0, 0, 0), Vector3.One);
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foreach (var m_GameObject in m_GameObjects)
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{
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if (m_GameObject.m_Animator != null && animationList == null)
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{
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CollectAnimationClip(m_GameObject.m_Animator, ignoreController);
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}
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var m_Transform = m_GameObject.m_Transform;
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ConvertTransforms(m_Transform, RootFrame);
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CreateBonePathHash(m_Transform);
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}
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foreach (var m_GameObject in m_GameObjects)
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{
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var m_Transform = m_GameObject.m_Transform;
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ConvertMeshRenderer(m_Transform);
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}
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if (animationList != null)
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{
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foreach (var animationClip in animationList)
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{
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animationClipHashSet.Add(animationClip);
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}
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}
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ConvertAnimations();
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}
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public ModelConverter(Animator m_Animator, ImageFormat imageFormat, Game game, AnimationClip[] animationList = null, bool ignoreController = true)
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{
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Game = game;
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this.imageFormat = imageFormat;
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InitWithAnimator(m_Animator);
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if (animationList == null)
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{
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CollectAnimationClip(m_Animator, ignoreController);
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}
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else
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{
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foreach (var animationClip in animationList)
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{
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animationClipHashSet.Add(animationClip);
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}
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}
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ConvertAnimations();
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}
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private void InitWithAnimator(Animator m_Animator)
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{
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if (m_Animator.m_Avatar.TryGet(out var m_Avatar))
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avatar = m_Avatar;
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m_Animator.m_GameObject.TryGet(out var m_GameObject);
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InitWithGameObject(m_GameObject, m_Animator.m_HasTransformHierarchy);
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}
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private void InitWithGameObject(GameObject m_GameObject, bool hasTransformHierarchy = true)
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{
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var m_Transform = m_GameObject.m_Transform;
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if (!hasTransformHierarchy)
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{
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ConvertTransforms(m_Transform, null);
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DeoptimizeTransformHierarchy();
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}
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else
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{
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var frameList = new List<ImportedFrame>();
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var tempTransform = m_Transform;
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while (tempTransform.m_Father.TryGet(out var m_Father))
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{
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frameList.Add(ConvertTransform(m_Father));
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tempTransform = m_Father;
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}
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if (frameList.Count > 0)
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{
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RootFrame = frameList[frameList.Count - 1];
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for (var i = frameList.Count - 2; i >= 0; i--)
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{
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var frame = frameList[i];
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var parent = frameList[i + 1];
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parent.AddChild(frame);
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}
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ConvertTransforms(m_Transform, frameList[0]);
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}
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else
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{
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ConvertTransforms(m_Transform, null);
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}
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CreateBonePathHash(m_Transform);
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}
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ConvertMeshRenderer(m_Transform);
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}
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private void ConvertMeshRenderer(Transform m_Transform)
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{
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m_Transform.m_GameObject.TryGet(out var m_GameObject);
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if (m_GameObject.m_MeshRenderer != null)
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{
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ConvertMeshRenderer(m_GameObject.m_MeshRenderer);
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}
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if (m_GameObject.m_SkinnedMeshRenderer != null)
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{
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ConvertMeshRenderer(m_GameObject.m_SkinnedMeshRenderer);
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}
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if (m_GameObject.m_Animation != null)
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{
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foreach (var animation in m_GameObject.m_Animation.m_Animations)
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{
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if (animation.TryGet(out var animationClip))
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{
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if (!boundAnimationPathDic.ContainsKey(animationClip))
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{
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boundAnimationPathDic.Add(animationClip, GetTransformPath(m_Transform));
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}
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animationClipHashSet.Add(animationClip);
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}
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}
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}
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foreach (var pptr in m_Transform.m_Children)
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{
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if (pptr.TryGet(out var child))
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ConvertMeshRenderer(child);
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}
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}
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private void CollectAnimationClip(Animator m_Animator, bool ignoreController)
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{
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if (m_Animator.m_Controller.TryGet(out var m_Controller) && !ignoreController)
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{
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switch (m_Controller)
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{
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case AnimatorOverrideController m_AnimatorOverrideController:
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{
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if (m_AnimatorOverrideController.m_Controller.TryGet<AnimatorController>(out var m_AnimatorController))
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{
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foreach (var pptr in m_AnimatorController.m_AnimationClips)
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{
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if (pptr.TryGet(out var m_AnimationClip))
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{
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animationClipHashSet.Add(m_AnimationClip);
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}
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}
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}
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break;
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}
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case AnimatorController m_AnimatorController:
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{
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foreach (var pptr in m_AnimatorController.m_AnimationClips)
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{
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if (pptr.TryGet(out var m_AnimationClip))
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{
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animationClipHashSet.Add(m_AnimationClip);
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}
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}
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break;
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}
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}
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}
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}
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private ImportedFrame ConvertTransform(Transform trans)
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{
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var frame = new ImportedFrame(trans.m_Children.Length);
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transformDictionary.Add(trans, frame);
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trans.m_GameObject.TryGet(out var m_GameObject);
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frame.Name = m_GameObject.m_Name;
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SetFrame(frame, trans.m_LocalPosition, trans.m_LocalRotation, trans.m_LocalScale);
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return frame;
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}
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private static ImportedFrame CreateFrame(string name, Vector3 t, Quaternion q, Vector3 s)
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{
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var frame = new ImportedFrame();
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frame.Name = name;
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SetFrame(frame, t, q, s);
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return frame;
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}
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private static void SetFrame(ImportedFrame frame, Vector3 t, Quaternion q, Vector3 s)
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{
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frame.LocalPosition = new Vector3(-t.X, t.Y, t.Z);
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frame.LocalRotation = Fbx.QuaternionToEuler(new Quaternion(q.X, -q.Y, -q.Z, q.W));
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frame.LocalScale = s;
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}
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private void ConvertTransforms(Transform trans, ImportedFrame parent)
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{
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var frame = ConvertTransform(trans);
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if (parent == null)
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{
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RootFrame = frame;
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}
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else
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{
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parent.AddChild(frame);
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}
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foreach (var pptr in trans.m_Children)
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{
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if (pptr.TryGet(out var child))
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ConvertTransforms(child, frame);
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}
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}
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private void ConvertMeshRenderer(Renderer meshR)
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{
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var mesh = GetMesh(meshR);
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if (mesh == null)
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return;
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var iMesh = new ImportedMesh();
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meshR.m_GameObject.TryGet(out var m_GameObject2);
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iMesh.Path = GetTransformPath(m_GameObject2.m_Transform);
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iMesh.SubmeshList = new List<ImportedSubmesh>();
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var subHashSet = new HashSet<int>();
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var combine = false;
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int firstSubMesh = 0;
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if (meshR.m_StaticBatchInfo?.subMeshCount > 0)
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{
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firstSubMesh = meshR.m_StaticBatchInfo.firstSubMesh;
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var finalSubMesh = meshR.m_StaticBatchInfo.firstSubMesh + meshR.m_StaticBatchInfo.subMeshCount;
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for (int i = meshR.m_StaticBatchInfo.firstSubMesh; i < finalSubMesh; i++)
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{
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subHashSet.Add(i);
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}
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combine = true;
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}
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else if (meshR.m_SubsetIndices?.Length > 0)
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{
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firstSubMesh = (int)meshR.m_SubsetIndices.Min(x => x);
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foreach (var index in meshR.m_SubsetIndices)
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{
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subHashSet.Add((int)index);
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}
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combine = true;
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}
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iMesh.hasNormal = mesh.m_Normals?.Length > 0;
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iMesh.hasUV = new bool[8];
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for (int uv = 0; uv < 8; uv++)
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{
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iMesh.hasUV[uv] = mesh.GetUV(uv)?.Length > 0;
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}
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iMesh.hasTangent = mesh.m_Tangents != null && mesh.m_Tangents.Length == mesh.m_VertexCount * 4;
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iMesh.hasColor = mesh.m_Colors?.Length > 0;
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int firstFace = 0;
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for (int i = 0; i < mesh.m_SubMeshes.Length; i++)
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{
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int numFaces = (int)mesh.m_SubMeshes[i].indexCount / 3;
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if (subHashSet.Count > 0 && !subHashSet.Contains(i))
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{
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firstFace += numFaces;
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continue;
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}
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var submesh = mesh.m_SubMeshes[i];
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var iSubmesh = new ImportedSubmesh();
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Material mat = null;
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if (i - firstSubMesh < meshR.m_Materials.Length)
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{
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if (meshR.m_Materials[i - firstSubMesh].TryGet(out var m_Material))
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{
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mat = m_Material;
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}
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}
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ImportedMaterial iMat = ConvertMaterial(mat);
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iSubmesh.Material = iMat.Name;
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iSubmesh.BaseVertex = (int)mesh.m_SubMeshes[i].firstVertex;
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//Face
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iSubmesh.FaceList = new List<ImportedFace>(numFaces);
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var end = firstFace + numFaces;
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for (int f = firstFace; f < end; f++)
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{
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var face = new ImportedFace();
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face.VertexIndices = new int[3];
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face.VertexIndices[0] = (int)(mesh.m_Indices[f * 3 + 2] - submesh.firstVertex);
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face.VertexIndices[1] = (int)(mesh.m_Indices[f * 3 + 1] - submesh.firstVertex);
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face.VertexIndices[2] = (int)(mesh.m_Indices[f * 3] - submesh.firstVertex);
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iSubmesh.FaceList.Add(face);
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}
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firstFace = end;
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iMesh.SubmeshList.Add(iSubmesh);
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}
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// Shared vertex list
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iMesh.VertexList = new List<ImportedVertex>((int)mesh.m_VertexCount);
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for (var j = 0; j < mesh.m_VertexCount; j++)
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{
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var iVertex = new ImportedVertex();
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//Vertices
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int c = 3;
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if (mesh.m_Vertices.Length == mesh.m_VertexCount * 4)
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{
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c = 4;
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}
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iVertex.Vertex = new Vector3(-mesh.m_Vertices[j * c], mesh.m_Vertices[j * c + 1], mesh.m_Vertices[j * c + 2]);
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//Normals
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if (iMesh.hasNormal)
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{
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if (mesh.m_Normals.Length == mesh.m_VertexCount * 3)
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{
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c = 3;
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}
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else if (mesh.m_Normals.Length == mesh.m_VertexCount * 4)
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{
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c = 4;
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}
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iVertex.Normal = new Vector3(-mesh.m_Normals[j * c], mesh.m_Normals[j * c + 1], mesh.m_Normals[j * c + 2]);
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}
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//UV
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iVertex.UV = new float[8][];
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for (int uv = 0; uv < 8; uv++)
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{
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if (iMesh.hasUV[uv])
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{
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var m_UV = mesh.GetUV(uv);
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if (m_UV.Length == mesh.m_VertexCount * 2)
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{
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c = 2;
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}
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else if (m_UV.Length == mesh.m_VertexCount * 3)
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{
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c = 3;
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}
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iVertex.UV[uv] = new[] { m_UV[j * c], m_UV[j * c + 1] };
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}
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}
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//Tangent
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if (iMesh.hasTangent)
|
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{
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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]);
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}
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|||
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//Colors
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if (iMesh.hasColor)
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{
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if (mesh.m_Colors.Length == mesh.m_VertexCount * 3)
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{
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iVertex.Color = new Color(mesh.m_Colors[j * 3], mesh.m_Colors[j * 3 + 1], mesh.m_Colors[j * 3 + 2], 1.0f);
|
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}
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|||
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else
|
|||
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{
|
|||
|
iVertex.Color = new Color(mesh.m_Colors[j * 4], mesh.m_Colors[j * 4 + 1], mesh.m_Colors[j * 4 + 2], mesh.m_Colors[j * 4 + 3]);
|
|||
|
}
|
|||
|
}
|
|||
|
//BoneInfluence
|
|||
|
if (mesh.m_Skin?.Length > 0)
|
|||
|
{
|
|||
|
var inf = mesh.m_Skin[j];
|
|||
|
iVertex.BoneIndices = new int[4];
|
|||
|
iVertex.Weights = new float[4];
|
|||
|
for (var k = 0; k < 4; k++)
|
|||
|
{
|
|||
|
iVertex.BoneIndices[k] = inf.boneIndex[k];
|
|||
|
iVertex.Weights[k] = inf.weight[k];
|
|||
|
}
|
|||
|
}
|
|||
|
iMesh.VertexList.Add(iVertex);
|
|||
|
}
|
|||
|
|
|||
|
if (meshR is SkinnedMeshRenderer sMesh)
|
|||
|
{
|
|||
|
//Bone
|
|||
|
/*
|
|||
|
* 0 - None
|
|||
|
* 1 - m_Bones
|
|||
|
* 2 - m_BoneNameHashes
|
|||
|
*/
|
|||
|
var boneType = 0;
|
|||
|
if (sMesh.m_Bones.Length > 0)
|
|||
|
{
|
|||
|
if (sMesh.m_Bones.Length == mesh.m_BindPose.Length)
|
|||
|
{
|
|||
|
var verifiedBoneCount = sMesh.m_Bones.Count(x => x.TryGet(out _));
|
|||
|
if (verifiedBoneCount > 0)
|
|||
|
{
|
|||
|
boneType = 1;
|
|||
|
}
|
|||
|
if (verifiedBoneCount != sMesh.m_Bones.Length)
|
|||
|
{
|
|||
|
//尝试使用m_BoneNameHashes 4.3 and up
|
|||
|
if (mesh.m_BindPose.Length > 0 && (mesh.m_BindPose.Length == mesh.m_BoneNameHashes?.Length))
|
|||
|
{
|
|||
|
//有效bone数量是否大于SkinnedMeshRenderer
|
|||
|
var verifiedBoneCount2 = mesh.m_BoneNameHashes.Count(x => FixBonePath(GetPathFromHash(x)) != null);
|
|||
|
if (verifiedBoneCount2 > verifiedBoneCount)
|
|||
|
{
|
|||
|
boneType = 2;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
if (boneType == 0)
|
|||
|
{
|
|||
|
//尝试使用m_BoneNameHashes 4.3 and up
|
|||
|
if (mesh.m_BindPose.Length > 0 && (mesh.m_BindPose.Length == mesh.m_BoneNameHashes?.Length))
|
|||
|
{
|
|||
|
var verifiedBoneCount = mesh.m_BoneNameHashes.Count(x => FixBonePath(GetPathFromHash(x)) != null);
|
|||
|
if (verifiedBoneCount > 0)
|
|||
|
{
|
|||
|
boneType = 2;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (boneType == 1)
|
|||
|
{
|
|||
|
var boneCount = sMesh.m_Bones.Length;
|
|||
|
iMesh.BoneList = new List<ImportedBone>(boneCount);
|
|||
|
for (int i = 0; i < boneCount; i++)
|
|||
|
{
|
|||
|
var bone = new ImportedBone();
|
|||
|
if (sMesh.m_Bones[i].TryGet(out var m_Transform))
|
|||
|
{
|
|||
|
bone.Path = GetTransformPath(m_Transform);
|
|||
|
}
|
|||
|
var convert = Matrix4x4.Scale(new Vector3(-1, 1, 1));
|
|||
|
bone.Matrix = convert * mesh.m_BindPose[i] * convert;
|
|||
|
iMesh.BoneList.Add(bone);
|
|||
|
}
|
|||
|
}
|
|||
|
else if (boneType == 2)
|
|||
|
{
|
|||
|
var boneCount = mesh.m_BindPose.Length;
|
|||
|
iMesh.BoneList = new List<ImportedBone>(boneCount);
|
|||
|
for (int i = 0; i < boneCount; i++)
|
|||
|
{
|
|||
|
var bone = new ImportedBone();
|
|||
|
var boneHash = mesh.m_BoneNameHashes[i];
|
|||
|
var path = GetPathFromHash(boneHash);
|
|||
|
bone.Path = FixBonePath(path);
|
|||
|
var convert = Matrix4x4.Scale(new Vector3(-1, 1, 1));
|
|||
|
bone.Matrix = convert * mesh.m_BindPose[i] * convert;
|
|||
|
iMesh.BoneList.Add(bone);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//Morphs
|
|||
|
if (mesh.m_Shapes?.channels?.Length > 0)
|
|||
|
{
|
|||
|
var morph = new ImportedMorph();
|
|||
|
MorphList.Add(morph);
|
|||
|
morph.Path = iMesh.Path;
|
|||
|
morph.Channels = new List<ImportedMorphChannel>(mesh.m_Shapes.channels.Length);
|
|||
|
for (int i = 0; i < mesh.m_Shapes.channels.Length; i++)
|
|||
|
{
|
|||
|
var channel = new ImportedMorphChannel();
|
|||
|
morph.Channels.Add(channel);
|
|||
|
var shapeChannel = mesh.m_Shapes.channels[i];
|
|||
|
|
|||
|
var blendShapeName = "blendShape." + shapeChannel.name;
|
|||
|
morphChannelNames[CRC.CalculateDigestUTF8(blendShapeName)] = blendShapeName;
|
|||
|
|
|||
|
channel.Name = shapeChannel.name.Split('.').Last();
|
|||
|
channel.KeyframeList = new List<ImportedMorphKeyframe>(shapeChannel.frameCount);
|
|||
|
var frameEnd = shapeChannel.frameIndex + shapeChannel.frameCount;
|
|||
|
for (int frameIdx = shapeChannel.frameIndex; frameIdx < frameEnd; frameIdx++)
|
|||
|
{
|
|||
|
var keyframe = new ImportedMorphKeyframe();
|
|||
|
channel.KeyframeList.Add(keyframe);
|
|||
|
keyframe.Weight = mesh.m_Shapes.fullWeights[frameIdx];
|
|||
|
var shape = mesh.m_Shapes.shapes[frameIdx];
|
|||
|
keyframe.hasNormals = shape.hasNormals;
|
|||
|
keyframe.hasTangents = shape.hasTangents;
|
|||
|
keyframe.VertexList = new List<ImportedMorphVertex>((int)shape.vertexCount);
|
|||
|
var vertexEnd = shape.firstVertex + shape.vertexCount;
|
|||
|
for (uint j = shape.firstVertex; j < vertexEnd; j++)
|
|||
|
{
|
|||
|
var destVertex = new ImportedMorphVertex();
|
|||
|
keyframe.VertexList.Add(destVertex);
|
|||
|
var morphVertex = mesh.m_Shapes.vertices[j];
|
|||
|
destVertex.Index = morphVertex.index;
|
|||
|
var sourceVertex = iMesh.VertexList[(int)morphVertex.index];
|
|||
|
destVertex.Vertex = new ImportedVertex();
|
|||
|
var morphPos = morphVertex.vertex;
|
|||
|
destVertex.Vertex.Vertex = sourceVertex.Vertex + new Vector3(-morphPos.X, morphPos.Y, morphPos.Z);
|
|||
|
if (shape.hasNormals)
|
|||
|
{
|
|||
|
var morphNormal = morphVertex.normal;
|
|||
|
destVertex.Vertex.Normal = new Vector3(-morphNormal.X, morphNormal.Y, morphNormal.Z);
|
|||
|
}
|
|||
|
if (shape.hasTangents)
|
|||
|
{
|
|||
|
var morphTangent = morphVertex.tangent;
|
|||
|
destVertex.Vertex.Tangent = new Vector4(-morphTangent.X, morphTangent.Y, morphTangent.Z, 0);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//TODO combine mesh
|
|||
|
if (combine)
|
|||
|
{
|
|||
|
meshR.m_GameObject.TryGet(out var m_GameObject);
|
|||
|
var frame = RootFrame.FindChild(m_GameObject.m_Name);
|
|||
|
if (frame != null)
|
|||
|
{
|
|||
|
frame.LocalPosition = RootFrame.LocalPosition;
|
|||
|
frame.LocalRotation = RootFrame.LocalRotation;
|
|||
|
while (frame.Parent != null)
|
|||
|
{
|
|||
|
frame = frame.Parent;
|
|||
|
frame.LocalPosition = RootFrame.LocalPosition;
|
|||
|
frame.LocalRotation = RootFrame.LocalRotation;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
MeshList.Add(iMesh);
|
|||
|
}
|
|||
|
|
|||
|
private static Mesh GetMesh(Renderer meshR)
|
|||
|
{
|
|||
|
if (meshR is SkinnedMeshRenderer sMesh)
|
|||
|
{
|
|||
|
if (sMesh.m_Mesh.TryGet(out var m_Mesh))
|
|||
|
{
|
|||
|
return m_Mesh;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
meshR.m_GameObject.TryGet(out var m_GameObject);
|
|||
|
if (m_GameObject.m_MeshFilter != null)
|
|||
|
{
|
|||
|
if (m_GameObject.m_MeshFilter.m_Mesh.TryGet(out var m_Mesh))
|
|||
|
{
|
|||
|
return m_Mesh;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
private string GetTransformPath(Transform transform)
|
|||
|
{
|
|||
|
if (transformDictionary.TryGetValue(transform, out var frame))
|
|||
|
{
|
|||
|
return frame.Path;
|
|||
|
}
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
private string FixBonePath(AnimationClip m_AnimationClip, string path)
|
|||
|
{
|
|||
|
if (boundAnimationPathDic.TryGetValue(m_AnimationClip, out var basePath))
|
|||
|
{
|
|||
|
path = basePath + "/" + path;
|
|||
|
}
|
|||
|
return FixBonePath(path);
|
|||
|
}
|
|||
|
|
|||
|
private string FixBonePath(string path)
|
|||
|
{
|
|||
|
var frame = RootFrame.FindFrameByPath(path);
|
|||
|
return frame?.Path;
|
|||
|
}
|
|||
|
|
|||
|
private static string GetTransformPathByFather(Transform transform)
|
|||
|
{
|
|||
|
transform.m_GameObject.TryGet(out var m_GameObject);
|
|||
|
if (transform.m_Father.TryGet(out var father))
|
|||
|
{
|
|||
|
return GetTransformPathByFather(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;
|
|||
|
//default values
|
|||
|
iMat.Diffuse = new Color(0.8f, 0.8f, 0.8f, 1);
|
|||
|
iMat.Ambient = new Color(0.2f, 0.2f, 0.2f, 1);
|
|||
|
iMat.Emissive = new Color(0, 0, 0, 1);
|
|||
|
iMat.Specular = new Color(0.2f, 0.2f, 0.2f, 1);
|
|||
|
iMat.Reflection = new Color(0, 0, 0, 1);
|
|||
|
iMat.Shininess = 20f;
|
|||
|
iMat.Transparency = 0f;
|
|||
|
foreach (var col in mat.m_SavedProperties.m_Colors)
|
|||
|
{
|
|||
|
switch (col.Key)
|
|||
|
{
|
|||
|
case "_Color":
|
|||
|
iMat.Diffuse = col.Value;
|
|||
|
break;
|
|||
|
case "_SColor":
|
|||
|
iMat.Ambient = col.Value;
|
|||
|
break;
|
|||
|
case "_EmissionColor":
|
|||
|
iMat.Emissive = col.Value;
|
|||
|
break;
|
|||
|
case "_SpecularColor":
|
|||
|
iMat.Specular = col.Value;
|
|||
|
break;
|
|||
|
case "_ReflectColor":
|
|||
|
iMat.Reflection = col.Value;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
foreach (var flt in mat.m_SavedProperties.m_Floats)
|
|||
|
{
|
|||
|
switch (flt.Key)
|
|||
|
{
|
|||
|
case "_Shininess":
|
|||
|
iMat.Shininess = flt.Value;
|
|||
|
break;
|
|||
|
case "_Transparency":
|
|||
|
iMat.Transparency = flt.Value;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//textures
|
|||
|
iMat.Textures = new List<ImportedMaterialTexture>();
|
|||
|
foreach (var texEnv in mat.m_SavedProperties.m_TexEnvs)
|
|||
|
{
|
|||
|
if (!texEnv.Value.m_Texture.TryGet<Texture2D>(out var m_Texture2D)) //TODO other Texture
|
|||
|
{
|
|||
|
continue;
|
|||
|
}
|
|||
|
|
|||
|
var texture = new ImportedMaterialTexture();
|
|||
|
iMat.Textures.Add(texture);
|
|||
|
|
|||
|
int dest = -1;
|
|||
|
if (texEnv.Key == "_MainTex")
|
|||
|
dest = 0;
|
|||
|
else if (texEnv.Key == "_BumpMap")
|
|||
|
dest = 3;
|
|||
|
else if (texEnv.Key.Contains("Specular"))
|
|||
|
dest = 2;
|
|||
|
else if (texEnv.Key.Contains("Normal"))
|
|||
|
dest = 1;
|
|||
|
|
|||
|
texture.Dest = dest;
|
|||
|
|
|||
|
var ext = $".{imageFormat.ToString().ToLower()}";
|
|||
|
if (textureNameDictionary.TryGetValue(m_Texture2D, out var textureName))
|
|||
|
{
|
|||
|
texture.Name = textureName;
|
|||
|
}
|
|||
|
else if (ImportedHelpers.FindTexture(m_Texture2D.m_Name + ext, TextureList) != null) //已有相同名字的图片
|
|||
|
{
|
|||
|
for (int i = 1; ; i++)
|
|||
|
{
|
|||
|
var name = m_Texture2D.m_Name + $" ({i}){ext}";
|
|||
|
if (ImportedHelpers.FindTexture(name, TextureList) == null)
|
|||
|
{
|
|||
|
texture.Name = name;
|
|||
|
textureNameDictionary.Add(m_Texture2D, name);
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
texture.Name = m_Texture2D.m_Name + ext;
|
|||
|
textureNameDictionary.Add(m_Texture2D, texture.Name);
|
|||
|
}
|
|||
|
|
|||
|
texture.Offset = texEnv.Value.m_Offset;
|
|||
|
texture.Scale = texEnv.Value.m_Scale;
|
|||
|
ConvertTexture2D(m_Texture2D, texture.Name);
|
|||
|
}
|
|||
|
|
|||
|
MaterialList.Add(iMat);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
iMat = new ImportedMaterial();
|
|||
|
}
|
|||
|
return iMat;
|
|||
|
}
|
|||
|
|
|||
|
private void ConvertTexture2D(Texture2D m_Texture2D, string name)
|
|||
|
{
|
|||
|
var iTex = ImportedHelpers.FindTexture(name, TextureList);
|
|||
|
if (iTex != null)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
var stream = m_Texture2D.ConvertToStream(imageFormat, true);
|
|||
|
if (stream != null)
|
|||
|
{
|
|||
|
using (stream)
|
|||
|
{
|
|||
|
iTex = new ImportedTexture(stream, name);
|
|||
|
TextureList.Add(iTex);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void ConvertAnimations()
|
|||
|
{
|
|||
|
foreach (var animationClip in animationClipHashSet)
|
|||
|
{
|
|||
|
var iAnim = new ImportedKeyframedAnimation();
|
|||
|
var name = animationClip.m_Name;
|
|||
|
if (AnimationList.Exists(x => x.Name == name))
|
|||
|
{
|
|||
|
for (int i = 1; ; i++)
|
|||
|
{
|
|||
|
var fixName = name + $"_{i}";
|
|||
|
if (!AnimationList.Exists(x => x.Name == fixName))
|
|||
|
{
|
|||
|
name = fixName;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
iAnim.Name = name;
|
|||
|
iAnim.SampleRate = animationClip.m_SampleRate;
|
|||
|
iAnim.TrackList = new List<ImportedAnimationKeyframedTrack>();
|
|||
|
AnimationList.Add(iAnim);
|
|||
|
if (animationClip.m_Legacy)
|
|||
|
{
|
|||
|
foreach (var m_CompressedRotationCurve in animationClip.m_CompressedRotationCurves)
|
|||
|
{
|
|||
|
var track = iAnim.FindTrack(FixBonePath(animationClip, m_CompressedRotationCurve.m_Path));
|
|||
|
|
|||
|
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 track = iAnim.FindTrack(FixBonePath(animationClip, 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));
|
|||
|
track.Rotations.Add(new ImportedKeyframe<Vector3>(m_Curve.time, value));
|
|||
|
}
|
|||
|
}
|
|||
|
foreach (var m_PositionCurve in animationClip.m_PositionCurves)
|
|||
|
{
|
|||
|
var track = iAnim.FindTrack(FixBonePath(animationClip, 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)));
|
|||
|
}
|
|||
|
}
|
|||
|
foreach (var m_ScaleCurve in animationClip.m_ScaleCurves)
|
|||
|
{
|
|||
|
var track = iAnim.FindTrack(FixBonePath(animationClip, 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)));
|
|||
|
}
|
|||
|
}
|
|||
|
if (animationClip.m_EulerCurves != null)
|
|||
|
{
|
|||
|
foreach (var m_EulerCurve in animationClip.m_EulerCurves)
|
|||
|
{
|
|||
|
var track = iAnim.FindTrack(FixBonePath(animationClip, 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)));
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
foreach (var m_FloatCurve in animationClip.m_FloatCurves)
|
|||
|
{
|
|||
|
if (m_FloatCurve.classID == ClassIDType.SkinnedMeshRenderer) //BlendShape
|
|||
|
{
|
|||
|
var channelName = m_FloatCurve.attribute;
|
|||
|
int dotPos = channelName.IndexOf('.');
|
|||
|
if (dotPos >= 0)
|
|||
|
{
|
|||
|
channelName = channelName.Substring(dotPos + 1);
|
|||
|
}
|
|||
|
|
|||
|
var path = FixBonePath(animationClip, m_FloatCurve.path);
|
|||
|
if (string.IsNullOrEmpty(path))
|
|||
|
{
|
|||
|
path = GetPathByChannelName(channelName);
|
|||
|
}
|
|||
|
var track = iAnim.FindTrack(path);
|
|||
|
track.BlendShape = new ImportedBlendShape();
|
|||
|
track.BlendShape.ChannelName = channelName;
|
|||
|
foreach (var m_Curve in m_FloatCurve.curve.m_Curve)
|
|||
|
{
|
|||
|
track.BlendShape.Keyframes.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 ?? m_Clip.ConvertValueArrayToGenericBinding();
|
|||
|
var m_ACLClip = m_Clip.m_ACLClip;
|
|||
|
var aclCount = m_ACLClip.m_CurveCount;
|
|||
|
if (m_ACLClip.IsSet && Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
|
|||
|
{
|
|||
|
m_ACLClip.Process(out var values, out var times);
|
|||
|
for (int frameIndex = 0; frameIndex < times.Length; frameIndex++)
|
|||
|
{
|
|||
|
var time = times[frameIndex];
|
|||
|
var frameOffset = frameIndex * m_ACLClip.m_CurveCount;
|
|||
|
for (int curveIndex = 0; curveIndex < m_ACLClip.m_CurveCount;)
|
|||
|
{
|
|||
|
var index = curveIndex;
|
|||
|
ReadCurveData(iAnim, m_ClipBindingConstant, index, time, values, (int)frameOffset, ref curveIndex);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
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.Length;)
|
|||
|
{
|
|||
|
var index = frame.keyList[curveIndex].index;
|
|||
|
if (Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
|
|||
|
index += (int)aclCount;
|
|||
|
ReadCurveData(iAnim, m_ClipBindingConstant, 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;
|
|||
|
if (Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
|
|||
|
index += aclCount;
|
|||
|
ReadCurveData(iAnim, m_ClipBindingConstant, (int)index, time, m_DenseClip.m_SampleArray, (int)frameOffset, ref curveIndex);
|
|||
|
}
|
|||
|
}
|
|||
|
if (m_ACLClip.IsSet && (Game.Name == "SR_CB2" || Game.Name == "SR_CB3"))
|
|||
|
{
|
|||
|
m_ACLClip.ProcessSR(out var values, out var times);
|
|||
|
for (int frameIndex = 0; frameIndex < times.Length; frameIndex++)
|
|||
|
{
|
|||
|
var time = times[frameIndex];
|
|||
|
var frameOffset = frameIndex * m_ACLClip.m_CurveCount;
|
|||
|
for (int curveIndex = 0; curveIndex < m_ACLClip.m_CurveCount;)
|
|||
|
{
|
|||
|
var index = (int)(curveIndex + m_DenseClip.m_CurveCount + streamCount);
|
|||
|
ReadCurveData(iAnim, m_ClipBindingConstant, index, time, values, (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 = aclCount + 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.typeID == ClassIDType.SkinnedMeshRenderer) //BlendShape
|
|||
|
{
|
|||
|
var channelName = GetChannelNameFromHash(binding.attribute);
|
|||
|
if (string.IsNullOrEmpty(channelName))
|
|||
|
{
|
|||
|
curveIndex++;
|
|||
|
return;
|
|||
|
}
|
|||
|
int dotPos = channelName.IndexOf('.');
|
|||
|
if (dotPos >= 0)
|
|||
|
{
|
|||
|
channelName = channelName.Substring(dotPos + 1);
|
|||
|
}
|
|||
|
|
|||
|
var bPath = FixBonePath(GetPathFromHash(binding.path));
|
|||
|
if (string.IsNullOrEmpty(bPath))
|
|||
|
{
|
|||
|
bPath = GetPathByChannelName(channelName);
|
|||
|
}
|
|||
|
var bTrack = iAnim.FindTrack(bPath);
|
|||
|
bTrack.BlendShape = new ImportedBlendShape();
|
|||
|
bTrack.BlendShape.ChannelName = channelName;
|
|||
|
bTrack.BlendShape.Keyframes.Add(new ImportedKeyframe<float>(time, data[curveIndex++ + offset]));
|
|||
|
}
|
|||
|
else if (binding.typeID == ClassIDType.Transform)
|
|||
|
{
|
|||
|
var path = FixBonePath(GetPathFromHash(binding.path));
|
|||
|
var track = iAnim.FindTrack(path);
|
|||
|
|
|||
|
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:
|
|||
|
curveIndex++;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
curveIndex++;
|
|||
|
}
|
|||
|
}
|
|||
|
private string GetPathFromHash(uint hash)
|
|||
|
{
|
|||
|
bonePathHash.TryGetValue(hash, out var boneName);
|
|||
|
if (string.IsNullOrEmpty(boneName))
|
|||
|
{
|
|||
|
boneName = avatar?.FindBonePath(hash);
|
|||
|
}
|
|||
|
if (string.IsNullOrEmpty(boneName))
|
|||
|
{
|
|||
|
boneName = "unknown " + hash;
|
|||
|
}
|
|||
|
return boneName;
|
|||
|
}
|
|||
|
|
|||
|
private void CreateBonePathHash(Transform m_Transform)
|
|||
|
{
|
|||
|
var name = GetTransformPathByFather(m_Transform);
|
|||
|
bonePathHash[CRC.CalculateDigestUTF8(name)] = name;
|
|||
|
int index;
|
|||
|
while ((index = name.IndexOf("/", StringComparison.Ordinal)) >= 0)
|
|||
|
{
|
|||
|
name = name.Substring(index + 1);
|
|||
|
bonePathHash[CRC.CalculateDigestUTF8(name)] = name;
|
|||
|
}
|
|||
|
foreach (var pptr in m_Transform.m_Children)
|
|||
|
{
|
|||
|
if (pptr.TryGet(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
|
|||
|
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 parentFramePath = path.Substring(0, path.LastIndexOf('/'));
|
|||
|
parentFrame = RootFrame.FindRelativeFrameWithPath(parentFramePath);
|
|||
|
}
|
|||
|
var skeletonPose = avatar.m_Avatar.m_DefaultPose;
|
|||
|
var xform = skeletonPose.m_X[i];
|
|||
|
var frame = RootFrame.FindChild(transformName);
|
|||
|
if (frame != null)
|
|||
|
{
|
|||
|
SetFrame(frame, xform.t, xform.q, xform.s);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
frame = CreateFrame(transformName, xform.t, xform.q, xform.s);
|
|||
|
}
|
|||
|
parentFrame.AddChild(frame);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private string GetPathByChannelName(string channelName)
|
|||
|
{
|
|||
|
foreach (var morph in MorphList)
|
|||
|
{
|
|||
|
foreach (var channel in morph.Channels)
|
|||
|
{
|
|||
|
if (channel.Name == channelName)
|
|||
|
{
|
|||
|
return morph.Path;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
private string GetChannelNameFromHash(uint attribute)
|
|||
|
{
|
|||
|
if (morphChannelNames.TryGetValue(attribute, out var name))
|
|||
|
{
|
|||
|
return name;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
return null;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|