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Add support for exporting meshes from the CLI (#5)
* Add support for exporting meshes from the CLI * Add the Mesh ClassIDType to CLIOptions' supportedAssetTypes
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@ -270,6 +270,103 @@ namespace AssetStudioCLI
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return false;
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}
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private static bool ExportMesh(AssetItem item, string exportPath)
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{
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var m_Mesh = (Mesh)item.Asset;
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if (m_Mesh.m_VertexCount <= 0)
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return false;
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if (!TryExportFile(exportPath, item, ".obj", out var exportFullPath))
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return false;
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var sb = new StringBuilder();
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sb.AppendLine("g " + m_Mesh.m_Name);
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#region Vertices
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if (m_Mesh.m_Vertices == null || m_Mesh.m_Vertices.Length == 0)
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{
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return false;
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}
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int c = 3;
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if (m_Mesh.m_Vertices.Length == m_Mesh.m_VertexCount * 4)
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{
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c = 4;
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}
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for (int v = 0; v < m_Mesh.m_VertexCount; v++)
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{
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sb.Append($"v {-m_Mesh.m_Vertices[v * c]} {m_Mesh.m_Vertices[v * c + 1]} {m_Mesh.m_Vertices[v * c + 2]}\r\n");
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}
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#endregion
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#region UV
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if (m_Mesh.m_UV0?.Length > 0)
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{
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c = 4;
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if (m_Mesh.m_UV0.Length == m_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_Mesh.m_UV0.Length == m_Mesh.m_VertexCount * 3)
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{
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c = 3;
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}
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for (int v = 0; v < m_Mesh.m_VertexCount; v++)
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{
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sb.AppendFormat("vt {0} {1}\r\n", m_Mesh.m_UV0[v * c], m_Mesh.m_UV0[v * c + 1]);
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}
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}
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#endregion
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#region Normals
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if (m_Mesh.m_Normals?.Length > 0)
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{
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if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 3)
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{
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c = 3;
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}
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else if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 4)
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{
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c = 4;
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}
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for (int v = 0; v < m_Mesh.m_VertexCount; v++)
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{
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sb.AppendFormat("vn {0} {1} {2}\r\n", -m_Mesh.m_Normals[v * c], m_Mesh.m_Normals[v * c + 1], m_Mesh.m_Normals[v * c + 2]);
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}
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}
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#endregion
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#region Face
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int sum = 0;
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for (var i = 0; i < m_Mesh.m_SubMeshes.Length; i++)
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{
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sb.AppendLine($"g {m_Mesh.m_Name}_{i}");
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int indexCount = (int)m_Mesh.m_SubMeshes[i].indexCount;
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var end = sum + indexCount / 3;
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for (int f = sum; f < end; f++)
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{
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sb.AppendFormat("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\r\n", m_Mesh.m_Indices[f * 3 + 2] + 1, m_Mesh.m_Indices[f * 3 + 1] + 1, m_Mesh.m_Indices[f * 3] + 1);
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}
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sum = end;
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}
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#endregion
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sb.Replace("NaN", "0");
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File.WriteAllText(exportFullPath, sb.ToString());
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Logger.Debug($"{item.TypeString}: \"{item.Text}\" exported to \"{exportFullPath}\"");
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return true;
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}
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public static bool ExportConvertFile(AssetItem item, string exportPath, CLIOptions options)
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{
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switch (item.Type)
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@ -292,6 +389,8 @@ namespace AssetStudioCLI
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return ExportFont(item, exportPath);
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case ClassIDType.Sprite:
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return ExportSprite(item, exportPath, options);
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case ClassIDType.Mesh:
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return ExportMesh(item, exportPath);
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default:
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return ExportRawFile(item, exportPath);
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}
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@ -123,6 +123,7 @@ namespace AssetStudioCLI.Options
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ClassIDType.AudioClip,
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ClassIDType.VideoClip,
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ClassIDType.MovieTexture,
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ClassIDType.Mesh,
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};
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#region Init General Options
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@ -145,7 +146,7 @@ namespace AssetStudioCLI.Options
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optionName: "-t, --asset-type <value(s)>",
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optionDescription: "Specify asset type(s) to export\n" +
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"<Value(s): tex2d, sprite, textAsset, monoBehaviour, font, shader, movieTexture,\n" +
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"audio, video | all(default)>\n" +
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"audio, video, mesh | all(default)>\n" +
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"All - export all asset types, which are listed in the values\n" +
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"*To specify multiple asset types, write them separated by ',' or ';' without spaces\n" +
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"Examples: \"-t sprite\" or \"-t all\" or \"-t tex2d,sprite,audio\" or \"-t tex2d;sprite;font\"\n",
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@ -457,6 +458,9 @@ namespace AssetStudioCLI.Options
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case "movietexture":
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o_exportAssetTypes.Value.Add(ClassIDType.MovieTexture);
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break;
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case "mesh":
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o_exportAssetTypes.Value.Add(ClassIDType.Mesh);
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break;
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case "all":
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o_exportAssetTypes.Value = supportedAssetTypes;
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break;
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@ -1,7 +1,7 @@
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## AssetStudioCLI
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CLI version of AssetStudio Mod.
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- Supported asset types: `Texture2D`, `Sprite`, `TextAsset`, `MonoBehaviour`, `Font`, `Shader`, `MovieTexture`, `AudioClip`, `VideoClip`
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- *There are no plans to add support for `Mesh`/`AnimationClip`/`Animator` for now*
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- Supported asset types: `Texture2D`, `Sprite`, `TextAsset`, `MonoBehaviour`, `Font`, `Shader`, `MovieTexture`, `AudioClip`, `VideoClip`, `Mesh`
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- *There are no plans to add support for `AnimationClip`/`Animator` for now*
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### Usage
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```
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@ -28,7 +28,7 @@ General Options:
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-t, --asset-type <value(s)> Specify asset type(s) to export
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<Value(s): tex2d, sprite, textAsset, monoBehaviour, font, shader, movieTexture,
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audio, video | all(default)>
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audio, video, mesh | all(default)>
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All - export all asset types, which are listed in the values
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*To specify multiple asset types, write them separated by ',' or ';' without spaces
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Examples: "-t sprite" or "-t all" or "-t tex2d,sprite,audio" or "-t tex2d;sprite;font"
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@ -105,6 +105,7 @@ namespace AssetStudioCLI
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assetItem.FullSize = asset.byteSize + m_VideoClip.m_ExternalResources.m_Size;
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assetItem.Text = m_VideoClip.m_Name;
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break;
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case Mesh _:
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case MovieTexture _:
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case TextAsset _:
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case Font _:
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