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https://github.com/aelurum/AssetStudio.git
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75985c8bf0
commit
9385b4da76
@ -53,6 +53,8 @@ namespace AssetStudio
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else
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reader.Position += 48;
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}
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if (version[0] > 4 || (version[0] == 4 && version[1] >= 3))//4.3 and up
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{
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//- OffsetPtr m_DefaultPose
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//-- SkeletonPose data
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numXforms = reader.ReadInt32();
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@ -69,6 +71,7 @@ namespace AssetStudio
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{
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reader.Position += 4;
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}
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}
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//- OffsetPtr m_Human
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//-- Human data
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//--- xform m_RootX
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@ -176,18 +179,23 @@ namespace AssetStudio
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{
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reader.Position += 4;
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}
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if (version[0] > 4 || (version[0] == 4 && version[1] >= 3)) //4.3 and up
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{
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//- vector m_HumanSkeletonReverseIndexArray
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int numReverseIndexes = reader.ReadInt32();
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for (int i = 0; i < numReverseIndexes; i++)
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{
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reader.Position += 4;
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}
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}
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var m_RootMotionBoneIndex = reader.ReadInt32();
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//- xform m_RootMotionBoneX
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if (version[0] > 5 || (version[0] == 5 && version[1] >= 4))//5.4 and up
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reader.Position += 40;
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else
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reader.Position += 48;
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if (version[0] > 4 || (version[0] == 4 && version[1] >= 3)) //4.3 and up
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{
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//- OffsetPtr m_RootMotionSkeleton
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//-- Skeleton data
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//--- vector m_Node
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@ -227,6 +235,7 @@ namespace AssetStudio
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{
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reader.Position += 4;
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}
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}
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//map m_TOS
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int numTOS = reader.ReadInt32();
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m_TOS = new List<KeyValuePair<uint, string>>(numTOS);
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@ -511,7 +511,7 @@ namespace AssetStudio
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#region BlendShapeData and BindPose for 4.3.0 and later
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else if (version[0] >= 5 || (version[0] == 4 && version[1] >= 3))
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{
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m_Shapes = new BlendShapeData(reader);//TODO 4.3 down
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m_Shapes = new BlendShapeData(reader);
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m_BindPose = new float[reader.ReadInt32()][,];
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for (int i = 0; i < m_BindPose.Length; i++)
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@ -77,13 +77,29 @@ namespace AssetStudio
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{
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assetsfileList.TryGetTransform(m_GameObject.m_Transform, out var m_Transform);
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var rootTransform = m_Transform;
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while (assetsfileList.TryGetTransform(rootTransform.m_Father, out var m_Father))//Get Root Transform
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var frameList = new List<ImportedFrame>();
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while (assetsfileList.TryGetTransform(rootTransform.m_Father, out var m_Father))
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{
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frameList.Add(ConvertFrames(m_Father));
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rootTransform = m_Father;
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}
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if (frameList.Count > 0)
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{
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FrameList.Add(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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ConvertFrames(m_Transform, frameList[0]);
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}
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else
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{
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ConvertFrames(m_Transform, null);
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}
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CreateBonePathHash(rootTransform);
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ConvertFrames(rootTransform, null);
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ConvertMeshRenderer(m_Transform);
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}
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@ -170,7 +186,7 @@ namespace AssetStudio
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}
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}
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private void ConvertFrames(Transform trans, ImportedFrame parent)
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private ImportedFrame ConvertFrames(Transform trans)
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{
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var frame = new ImportedFrame();
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assetsfileList.TryGetGameObject(trans.m_GameObject, out var m_GameObject);
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@ -182,9 +198,14 @@ namespace AssetStudio
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var m_LocalScale = new Vector3(trans.m_LocalScale[0], trans.m_LocalScale[1], trans.m_LocalScale[2]);
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var m_LocalPosition = new Vector3(trans.m_LocalPosition[0], trans.m_LocalPosition[1], trans.m_LocalPosition[2]);
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frame.Matrix = Matrix.Scaling(m_LocalScale) * Matrix.RotationQuaternion(mirroredRotation) * Matrix.Translation(-m_LocalPosition.X, m_LocalPosition.Y, m_LocalPosition.Z);
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return frame;
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}
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private void ConvertFrames(Transform trans, ImportedFrame parent)
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{
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var frame = ConvertFrames(trans);
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if (parent == null)
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{
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FrameList = new List<ImportedFrame>();
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FrameList.Add(frame);
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}
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else
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@ -356,6 +377,8 @@ namespace AssetStudio
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}
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//Morphs
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if (mesh.m_Shapes != null)
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{
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foreach (var channel in mesh.m_Shapes.channels)
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{
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morphChannelInfo.Add(channel.nameHash, channel.name);
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@ -411,6 +434,7 @@ namespace AssetStudio
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}
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}
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}
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}
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MeshList.Add(iMesh);
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}
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