mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-06-03 00:58:13 -04:00
Fixed bug
This commit is contained in:
parent
d39e24246e
commit
380afbf295
@ -257,7 +257,7 @@ namespace AssetStudio
|
||||
}
|
||||
}
|
||||
|
||||
public float bytesToFloat(byte[] inputBytes)
|
||||
private float BytesToFloat(byte[] inputBytes)
|
||||
{
|
||||
float result = 0;
|
||||
if (reader.endian == EndianType.BigEndian) { Array.Reverse(inputBytes); }
|
||||
@ -278,7 +278,7 @@ namespace AssetStudio
|
||||
return result;
|
||||
}
|
||||
|
||||
public uint[] UnpackBitVector(PackedBitVector pakData)
|
||||
private static uint[] UnpackBitVector(PackedBitVector pakData)
|
||||
{
|
||||
uint[] unpackedVectors = new uint[pakData.m_NumItems];
|
||||
//int bitmax = 0;//used to convert int value to float
|
||||
@ -417,6 +417,69 @@ namespace AssetStudio
|
||||
return unpackedVectors;
|
||||
}
|
||||
|
||||
private static int GetChannelFormatLength(int format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case 0: //float
|
||||
return 4;
|
||||
case 1: //half float
|
||||
return 2;
|
||||
case 2: //byte float
|
||||
return 1;
|
||||
case 11: //int
|
||||
return 4;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
private static float[] BytesToFloatArray(byte[] inputBytes, int size)
|
||||
{
|
||||
var result = new float[inputBytes.Length / size];
|
||||
for (int i = 0; i < inputBytes.Length / size; i++)
|
||||
{
|
||||
float value = 0f;
|
||||
switch (size)
|
||||
{
|
||||
case 1:
|
||||
value = inputBytes[i] / 255.0f;
|
||||
break;
|
||||
case 2:
|
||||
value = System.Half.ToHalf(inputBytes, i * 2);
|
||||
break;
|
||||
case 4:
|
||||
value = BitConverter.ToSingle(inputBytes, i * 4);
|
||||
break;
|
||||
}
|
||||
result[i] = value;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private static int[] BytesToIntArray(byte[] inputBytes)
|
||||
{
|
||||
var result = new int[inputBytes.Length / 4];
|
||||
for (int i = 0; i < inputBytes.Length / 4; i++)
|
||||
{
|
||||
result[i] = BitConverter.ToInt32(inputBytes, i * 4);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private void InitMSkin()
|
||||
{
|
||||
m_Skin = new List<BoneInfluence>[m_VertexCount];
|
||||
for (int i = 0; i < m_VertexCount; i++)
|
||||
{
|
||||
m_Skin[i] = new List<BoneInfluence>(4);
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
m_Skin[i].Add(new BoneInfluence());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Mesh(AssetPreloadData preloadData, bool readSwitch)
|
||||
{
|
||||
var version = preloadData.sourceFile.version;
|
||||
@ -653,7 +716,7 @@ namespace AssetStudio
|
||||
m_Skin[s] = new List<BoneInfluence>();
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
m_Skin[s].Add(new BoneInfluence() {weight = reader.ReadSingle()});
|
||||
m_Skin[s].Add(new BoneInfluence() { weight = reader.ReadSingle() });
|
||||
}
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
@ -738,7 +801,7 @@ namespace AssetStudio
|
||||
for (int s = 0; s < m_Streams.Length; s++)
|
||||
{
|
||||
m_Streams[s] = new StreamInfo();
|
||||
m_Streams[s].channelMask = new BitArray(new int[1] { reader.ReadInt32() });
|
||||
m_Streams[s].channelMask = new BitArray(new[] { reader.ReadInt32() });
|
||||
m_Streams[s].offset = reader.ReadInt32();
|
||||
m_Streams[s].stride = reader.ReadByte();
|
||||
m_Streams[s].dividerOp = reader.ReadByte();
|
||||
@ -747,59 +810,47 @@ namespace AssetStudio
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
//actual Vertex Buffer
|
||||
byte[] m_DataSize = new byte[reader.ReadInt32()];
|
||||
reader.Read(m_DataSize, 0, m_DataSize.Length);
|
||||
|
||||
if (version[0] >= 5) //create streams
|
||||
if (version[0] >= 5) //ComputeCompressedStreams
|
||||
{
|
||||
m_Streams = new StreamInfo[streamCount];
|
||||
for (int s = 0; s < streamCount; s++)
|
||||
int offset = 0;
|
||||
for (int str = 0; str < streamCount; str++)
|
||||
{
|
||||
m_Streams[s] = new StreamInfo();
|
||||
m_Streams[s].offset = 0;
|
||||
m_Streams[s].stride = 0;
|
||||
|
||||
uint chnMask = 0;
|
||||
for (var chn = 0; chn < m_Channels.Length; chn++)
|
||||
int chnMask = 0;
|
||||
int stride = 0;
|
||||
for (int chn = 0; chn < m_Channels.Length; chn++)
|
||||
{
|
||||
var m_Channel = m_Channels[chn];
|
||||
if (m_Channel.stream == s)
|
||||
if (m_Channel.stream == str)
|
||||
{
|
||||
if (m_Channel.dimension > 0)
|
||||
{
|
||||
chnMask |= 1u << chn;
|
||||
chnMask |= 1 << chn;
|
||||
stride += m_Channel.dimension * GetChannelFormatLength(m_Channel.format);
|
||||
}
|
||||
m_Streams[s].stride += m_Channel.dimension * (4 / (int)Math.Pow(2, m_Channel.format));
|
||||
}
|
||||
}
|
||||
m_Streams[str] = new StreamInfo
|
||||
{
|
||||
channelMask = new BitArray(new[] { chnMask }),
|
||||
offset = offset,
|
||||
stride = stride,
|
||||
dividerOp = 0,
|
||||
frequency = 0
|
||||
};
|
||||
offset += m_VertexCount * stride + ((m_VertexCount & 1) != 0 ? 8 : 0);
|
||||
}
|
||||
}
|
||||
|
||||
if (s > 0)
|
||||
{
|
||||
m_Streams[s].offset = m_Streams[s - 1].offset + m_Streams[s - 1].stride * m_VertexCount;
|
||||
//sometimes there are 8 bytes between streams
|
||||
//this is NOT an alignment, even if sometimes it may seem so
|
||||
|
||||
if (streamCount >= 2)
|
||||
{
|
||||
m_Streams[s].offset = m_DataSize.Length - m_Streams[s].stride * m_VertexCount;
|
||||
}
|
||||
|
||||
/*var absoluteOffset = a_Stream.Position + 4 + m_Streams[s].offset;
|
||||
if ((absoluteOffset % m_Streams[s].stride) != 0)
|
||||
{
|
||||
m_Streams[s].offset += m_Streams[s].stride - (int)(absoluteOffset % m_Streams[s].stride);
|
||||
}*/
|
||||
}
|
||||
m_Streams[s].channelMask = new BitArray(new[] { (int)chnMask });
|
||||
}
|
||||
}
|
||||
//actual Vertex Buffer
|
||||
byte[] m_DataSize = new byte[reader.ReadInt32()];
|
||||
reader.Read(m_DataSize, 0, m_DataSize.Length);
|
||||
#endregion
|
||||
|
||||
#region compute FvF
|
||||
int componentByteSize = 0;
|
||||
byte[] componentBytes;
|
||||
float[] componentsArray;
|
||||
float[] componentsArray = null;
|
||||
|
||||
#region 4.0.0 and later
|
||||
if (m_Channels != null)
|
||||
@ -812,7 +863,7 @@ namespace AssetStudio
|
||||
{
|
||||
var m_Stream = m_Streams[m_Channel.stream];
|
||||
|
||||
for (int b = 0; b < 8; b++)
|
||||
for (int b = 0; b < 32; b++)
|
||||
{
|
||||
if (m_Stream.channelMask.Get(b))
|
||||
{
|
||||
@ -822,24 +873,9 @@ namespace AssetStudio
|
||||
m_Channel.dimension = 4;
|
||||
}
|
||||
|
||||
componentByteSize = 4 / (int)Math.Pow(2, m_Channel.format);
|
||||
|
||||
/*switch (m_Channel.format)
|
||||
{
|
||||
case 0: //32bit
|
||||
valueBufferSize = 4;
|
||||
break;
|
||||
case 1: //16bit
|
||||
valueBufferSize = 2;
|
||||
break;
|
||||
case 2: //8bit
|
||||
valueBufferSize = 1;
|
||||
m_Channel.dimension = 4;//in older versions this is 1, as in 1 color with 4 components
|
||||
break;
|
||||
}*/
|
||||
|
||||
componentBytes = new byte[componentByteSize];
|
||||
componentsArray = new float[m_VertexCount * m_Channel.dimension];
|
||||
int[] componentsIntArray = null;
|
||||
componentByteSize = GetChannelFormatLength(m_Channel.format);
|
||||
componentBytes = new byte[m_VertexCount * m_Channel.dimension * componentByteSize];
|
||||
|
||||
for (int v = 0; v < m_VertexCount; v++)
|
||||
{
|
||||
@ -847,24 +883,71 @@ namespace AssetStudio
|
||||
for (int d = 0; d < m_Channel.dimension; d++)
|
||||
{
|
||||
int componentOffset = vertexOffset + componentByteSize * d;
|
||||
Buffer.BlockCopy(m_DataSize, componentOffset, componentBytes, 0, componentByteSize);
|
||||
componentsArray[v * m_Channel.dimension + d] = bytesToFloat(componentBytes);
|
||||
Buffer.BlockCopy(m_DataSize, componentOffset, componentBytes, componentByteSize * (v * m_Channel.dimension + d), componentByteSize);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Channel.format == 11)
|
||||
componentsIntArray = BytesToIntArray(componentBytes);
|
||||
else
|
||||
componentsArray = BytesToFloatArray(componentBytes, componentByteSize);
|
||||
|
||||
switch (b)
|
||||
{
|
||||
case 0: m_Vertices = componentsArray; break;
|
||||
case 1: m_Normals = componentsArray; break;
|
||||
case 2: m_Colors = componentsArray; break;
|
||||
case 3: m_UV1 = componentsArray; break;
|
||||
case 4: m_UV2 = componentsArray; break;
|
||||
case 5:
|
||||
if (version[0] >= 5) { m_UV3 = componentsArray; }
|
||||
else { m_Tangents = componentsArray; }
|
||||
case 0:
|
||||
m_Vertices = componentsArray;
|
||||
break;
|
||||
case 1:
|
||||
m_Normals = componentsArray;
|
||||
break;
|
||||
case 2:
|
||||
m_Colors = componentsArray;
|
||||
break;
|
||||
case 3:
|
||||
m_UV1 = componentsArray;
|
||||
break;
|
||||
case 4:
|
||||
m_UV2 = componentsArray;
|
||||
break;
|
||||
case 5:
|
||||
if (version[0] >= 5)
|
||||
{
|
||||
m_UV3 = componentsArray;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Tangents = componentsArray;
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
m_UV4 = componentsArray;
|
||||
break;
|
||||
case 7:
|
||||
m_Tangents = componentsArray;
|
||||
break;
|
||||
//2018.2 and up
|
||||
case 12:
|
||||
if (m_Skin == null)
|
||||
InitMSkin();
|
||||
for (int i = 0; i < m_VertexCount; i++)
|
||||
{
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
m_Skin[i][j].weight = componentsArray[i * 4 + j];
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 13:
|
||||
if (m_Skin == null)
|
||||
InitMSkin();
|
||||
for (int i = 0; i < m_VertexCount; i++)
|
||||
{
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
m_Skin[i][j].boneIndex = componentsIntArray[i * 4 + j];
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 6: m_UV4 = componentsArray; break;
|
||||
case 7: m_Tangents = componentsArray; break;
|
||||
}
|
||||
|
||||
m_Stream.channelMask.Set(b, false);
|
||||
@ -922,7 +1005,7 @@ namespace AssetStudio
|
||||
{
|
||||
int m_DataSizeOffset = vertexOffset + componentByteSize * d;
|
||||
Buffer.BlockCopy(m_DataSize, m_DataSizeOffset, componentBytes, 0, componentByteSize);
|
||||
componentsArray[v * m_Channel.dimension + d] = bytesToFloat(componentBytes);
|
||||
componentsArray[v * m_Channel.dimension + d] = BytesToFloat(componentBytes);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user