add jump to scene hierarchy

some improvements
This commit is contained in:
Perfare 2018-04-19 07:06:52 +08:00
parent 4bcc16245c
commit a3c92ddb8f
7 changed files with 186 additions and 122 deletions

View File

@ -113,6 +113,7 @@
this.exportSelectedAssetsToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.exportAnimatorwithselectedAnimationClipMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.exportobjectswithselectedAnimationClipMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.jumpToSceneHierarchyToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.showOriginalFileToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.menuStrip1.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit();
@ -163,33 +164,33 @@
// loadFileToolStripMenuItem
//
this.loadFileToolStripMenuItem.Name = "loadFileToolStripMenuItem";
this.loadFileToolStripMenuItem.Size = new System.Drawing.Size(180, 22);
this.loadFileToolStripMenuItem.Size = new System.Drawing.Size(154, 22);
this.loadFileToolStripMenuItem.Text = "Load file";
this.loadFileToolStripMenuItem.Click += new System.EventHandler(this.loadFile_Click);
//
// loadFolderToolStripMenuItem
//
this.loadFolderToolStripMenuItem.Name = "loadFolderToolStripMenuItem";
this.loadFolderToolStripMenuItem.Size = new System.Drawing.Size(180, 22);
this.loadFolderToolStripMenuItem.Size = new System.Drawing.Size(154, 22);
this.loadFolderToolStripMenuItem.Text = "Load folder";
this.loadFolderToolStripMenuItem.Click += new System.EventHandler(this.loadFolder_Click);
//
// toolStripMenuItem1
//
this.toolStripMenuItem1.Name = "toolStripMenuItem1";
this.toolStripMenuItem1.Size = new System.Drawing.Size(177, 6);
this.toolStripMenuItem1.Size = new System.Drawing.Size(151, 6);
//
// extractFileToolStripMenuItem
//
this.extractFileToolStripMenuItem.Name = "extractFileToolStripMenuItem";
this.extractFileToolStripMenuItem.Size = new System.Drawing.Size(180, 22);
this.extractFileToolStripMenuItem.Size = new System.Drawing.Size(154, 22);
this.extractFileToolStripMenuItem.Text = "Extract file";
this.extractFileToolStripMenuItem.Click += new System.EventHandler(this.extractFileToolStripMenuItem_Click);
//
// extractFolderToolStripMenuItem
//
this.extractFolderToolStripMenuItem.Name = "extractFolderToolStripMenuItem";
this.extractFolderToolStripMenuItem.Size = new System.Drawing.Size(180, 22);
this.extractFolderToolStripMenuItem.Size = new System.Drawing.Size(154, 22);
this.extractFolderToolStripMenuItem.Text = "Extract folder";
this.extractFolderToolStripMenuItem.Click += new System.EventHandler(this.extractFolderToolStripMenuItem_Click);
//
@ -902,9 +903,10 @@
this.exportSelectedAssetsToolStripMenuItem,
this.exportAnimatorwithselectedAnimationClipMenuItem,
this.exportobjectswithselectedAnimationClipMenuItem,
this.jumpToSceneHierarchyToolStripMenuItem,
this.showOriginalFileToolStripMenuItem});
this.contextMenuStrip1.Name = "contextMenuStrip1";
this.contextMenuStrip1.Size = new System.Drawing.Size(335, 92);
this.contextMenuStrip1.Size = new System.Drawing.Size(335, 136);
//
// exportSelectedAssetsToolStripMenuItem
//
@ -929,6 +931,14 @@
this.exportobjectswithselectedAnimationClipMenuItem.Visible = false;
this.exportobjectswithselectedAnimationClipMenuItem.Click += new System.EventHandler(this.exportObjectswithAnimationClipMenuItem_Click);
//
// jumpToSceneHierarchyToolStripMenuItem
//
this.jumpToSceneHierarchyToolStripMenuItem.Name = "jumpToSceneHierarchyToolStripMenuItem";
this.jumpToSceneHierarchyToolStripMenuItem.Size = new System.Drawing.Size(334, 22);
this.jumpToSceneHierarchyToolStripMenuItem.Text = "Jump to scene hierarchy";
this.jumpToSceneHierarchyToolStripMenuItem.Visible = false;
this.jumpToSceneHierarchyToolStripMenuItem.Click += new System.EventHandler(this.jumpToSceneHierarchyToolStripMenuItem_Click);
//
// showOriginalFileToolStripMenuItem
//
this.showOriginalFileToolStripMenuItem.Name = "showOriginalFileToolStripMenuItem";
@ -1068,6 +1078,7 @@
private System.Windows.Forms.ToolStripSeparator toolStripSeparator3;
private System.Windows.Forms.ToolStripMenuItem exportAnimatorWithSelectedAnimationClipToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem exportAllObjectssplitToolStripMenuItem1;
private System.Windows.Forms.ToolStripMenuItem jumpToSceneHierarchyToolStripMenuItem;
}
}

View File

@ -170,6 +170,12 @@ namespace AssetStudio
private void BuildAssetStrucutres()
{
if (assetsfileList.Count == 0)
{
StatusStripUpdate("No file was loaded.");
return;
}
bool optionLoadAssetsMenuItem = !dontLoadAssetsMenuItem.Checked;
bool optionDisplayAll = displayAll.Checked;
bool optionBuildHierarchyMenuItem = !dontBuildHierarchyMenuItem.Checked;
@ -231,7 +237,7 @@ namespace AssetStudio
showTypeToolStripMenuItem.DropDownItems.Add(typeItem);
}
allToolStripMenuItem.Checked = true;
StatusStripUpdate(assetsfileList.Count == 0 ? "No file was loaded." : $"Finished loading {assetsfileList.Count} files with {assetListView.Items.Count} exportable assets.");
StatusStripUpdate($"Finished loading {assetsfileList.Count} files with {assetListView.Items.Count} exportable assets.");
treeSearch.Select();
}));
}
@ -1350,10 +1356,8 @@ namespace AssetStudio
var savePath = saveFolderDialog1.Folder + "\\";
progressBar1.Value = 0;
progressBar1.Maximum = sceneTreeView.Nodes.Count;
ThreadPool.QueueUserWorkItem(state => ExportSplitObjects(savePath, sceneTreeView.Nodes));
ExportSplitObjects(savePath, sceneTreeView.Nodes);
}
}
else
{
@ -1734,12 +1738,14 @@ namespace AssetStudio
{
if (e.Button == MouseButtons.Right && assetListView.SelectedIndices.Count > 0)
{
jumpToSceneHierarchyToolStripMenuItem.Visible = false;
showOriginalFileToolStripMenuItem.Visible = false;
exportAnimatorwithselectedAnimationClipMenuItem.Visible = false;
exportobjectswithselectedAnimationClipMenuItem.Visible = false;
if (assetListView.SelectedIndices.Count == 1)
{
jumpToSceneHierarchyToolStripMenuItem.Visible = true;
showOriginalFileToolStripMenuItem.Visible = true;
}
if (assetListView.SelectedIndices.Count >= 1)
@ -1809,11 +1815,45 @@ namespace AssetStudio
private void exportSelectedObjectsToolStripMenuItem_Click(object sender, EventArgs e)
{
var saveFolderDialog1 = new OpenFolderDialog();
if (saveFolderDialog1.ShowDialog(this) == DialogResult.OK)
if (sceneTreeView.Nodes.Count > 0)
{
var exportPath = saveFolderDialog1.Folder + "\\GameObject\\";
ThreadPool.QueueUserWorkItem(state => ForeachTreeNodes(sceneTreeView.Nodes, exportPath, o => { ExportObjectsWithAnimationClip(o, exportPath); }));
var saveFolderDialog1 = new OpenFolderDialog();
if (saveFolderDialog1.ShowDialog(this) == DialogResult.OK)
{
var exportPath = saveFolderDialog1.Folder + "\\GameObject\\";
ExportObjectsWithAnimationClip(exportPath, sceneTreeView.Nodes);
}
}
else
{
StatusStripUpdate("No Objects available for export");
}
}
private void exportObjectswithAnimationClipMenuItem_Click(object sender, EventArgs e)
{
if (sceneTreeView.Nodes.Count > 0)
{
var saveFolderDialog1 = new OpenFolderDialog();
if (saveFolderDialog1.ShowDialog(this) == DialogResult.OK)
{
var exportPath = saveFolderDialog1.Folder + "\\GameObject\\";
ExportObjectsWithAnimationClip(exportPath, sceneTreeView.Nodes, GetSelectedAssets());
}
}
else
{
StatusStripUpdate("No Objects available for export");
}
}
private void jumpToSceneHierarchyToolStripMenuItem_Click(object sender, EventArgs e)
{
var selectasset = (AssetPreloadData)assetListView.Items[assetListView.SelectedIndices[0]];
if (selectasset.gameObject != null)
{
sceneTreeView.SelectedNode = selectasset.gameObject;
tabControl1.SelectedTab = tabPage1;
}
}
@ -1827,8 +1867,7 @@ namespace AssetStudio
var savePath = saveFolderDialog1.Folder + "\\";
progressBar1.Value = 0;
progressBar1.Maximum = sceneTreeView.Nodes.Count;
ThreadPool.QueueUserWorkItem(state => ExportSplitObjectsNew(savePath, sceneTreeView.Nodes));
ExportSplitObjectsNew(savePath, sceneTreeView.Nodes);
}
}
else
@ -1837,17 +1876,6 @@ namespace AssetStudio
}
}
private void exportObjectswithAnimationClipMenuItem_Click(object sender, EventArgs e)
{
var selectedAssets = GetSelectedAssets();
var saveFolderDialog1 = new OpenFolderDialog();
if (saveFolderDialog1.ShowDialog(this) == DialogResult.OK)
{
var exportPath = saveFolderDialog1.Folder + "\\GameObject\\";
ThreadPool.QueueUserWorkItem(state => ForeachTreeNodes(sceneTreeView.Nodes, exportPath, o => { ExportObjectsWithAnimationClip(o, exportPath, selectedAssets); }));
}
}
private List<AssetPreloadData> GetSelectedAssets()
{
var selectedAssets = new List<AssetPreloadData>();

View File

@ -21,6 +21,7 @@ namespace AssetStudio
public string extension;
public AssetsFile sourceFile;
public GameObject gameObject;
public string uniqueID;
public EndianBinaryReader InitReader()

View File

@ -30,10 +30,20 @@ namespace AssetStudio
var animator = new Animator(m_Animator);
InitWithAnimator(animator);
CollectAnimationClip(animator);
ConvertAnimations();
}
else
InitWithGameObject(m_GameObject);
ConvertAnimations();
}
public ModelConverter(GameObject m_GameObject, List<AssetPreloadData> animationList)
{
InitWithGameObject(m_GameObject);
foreach (var assetPreloadData in animationList)
{
animationClipHashSet.Add(assetPreloadData);
}
ConvertAnimations();
}
public ModelConverter(Animator m_Animator)
@ -53,16 +63,6 @@ namespace AssetStudio
ConvertAnimations();
}
public ModelConverter(GameObject m_GameObject, List<AssetPreloadData> animationList)
{
InitWithGameObject(m_GameObject);
foreach (var assetPreloadData in animationList)
{
animationClipHashSet.Add(assetPreloadData);
}
ConvertAnimations();
}
private void InitWithAnimator(Animator m_Animator)
{
//In fact, doesn't need this.

View File

@ -328,9 +328,8 @@ namespace AssetStudio
fileNodes = new List<GameObject>();
if (buildHierarchyMenuItem)
{
SetProgressBarMaximum(1);
SetProgressBarValue(1);
SetProgressBarMaximum(assetsfileList.Sum(x => x.GameObjectList.Values.Count) + 1);
SetProgressBarValue(0);
SetProgressBarMaximum(assetsfileList.Sum(x => x.GameObjectList.Values.Count));
StatusStripUpdate("Building tree structure...");
foreach (var assetsFile in assetsfileList)
@ -341,7 +340,6 @@ namespace AssetStudio
foreach (var m_GameObject in assetsFile.GameObjectList.Values)
{
//ParseGameObject
foreach (var m_Component in m_GameObject.m_Components)
{
if (m_Component.m_FileID >= 0 && m_Component.m_FileID < assetsfileList.Count)
@ -364,11 +362,27 @@ namespace AssetStudio
case ClassIDReference.MeshFilter:
{
m_GameObject.m_MeshFilter = m_Component;
if (assetsfileList.TryGetPD(m_Component, out var assetPreloadData))
{
var m_MeshFilter = new MeshFilter(assetPreloadData);
if (assetsfileList.TryGetPD(m_MeshFilter.m_Mesh, out assetPreloadData))
{
assetPreloadData.gameObject = m_GameObject;
}
}
break;
}
case ClassIDReference.SkinnedMeshRenderer:
{
m_GameObject.m_SkinnedMeshRenderer = m_Component;
if (assetsfileList.TryGetPD(m_Component, out var assetPreloadData))
{
var m_SkinnedMeshRenderer = new SkinnedMeshRenderer(assetPreloadData);
if (assetsfileList.TryGetPD(m_SkinnedMeshRenderer.m_Mesh, out assetPreloadData))
{
assetPreloadData.gameObject = m_GameObject;
}
}
break;
}
case ClassIDReference.Animator:
@ -381,7 +395,6 @@ namespace AssetStudio
}
}
}
//
var parentNode = fileNode;
@ -413,10 +426,10 @@ namespace AssetStudio
{
string matLine;
using (StreamReader reader = File.OpenText(mainPath + "\\materials.json"))
{ matLine = reader.ReadToEnd(); }
{
matLine = reader.ReadToEnd();
}
jsonMats = new JavaScriptSerializer().Deserialize<Dictionary<string, Dictionary<string, string>>>(matLine);
//var jsonMats = new JavaScriptSerializer().DeserializeObject(matLine);
}
}
#endregion
@ -586,80 +599,86 @@ namespace AssetStudio
public static void ExportSplitObjects(string savePath, TreeNodeCollection nodes)
{
foreach (TreeNode node in nodes)
ThreadPool.QueueUserWorkItem(state =>
{
//遍历一级子节点
foreach (TreeNode j in node.Nodes)
foreach (TreeNode node in nodes)
{
//收集所有子节点
var gameObjects = new List<GameObject>();
CollectNode(j, gameObjects);
//跳过一些不需要导出的object
if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
continue;
//处理非法文件名
var filename = FixFileName(j.Text);
//每个文件存放在单独的文件夹
var targetPath = $"{savePath}{filename}\\";
//重名文件处理
for (int i = 1; ; i++)
//遍历一级子节点
foreach (TreeNode j in node.Nodes)
{
if (Directory.Exists(targetPath))
//收集所有子节点
var gameObjects = new List<GameObject>();
CollectNode(j, gameObjects);
//跳过一些不需要导出的object
if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
continue;
//处理非法文件名
var filename = FixFileName(j.Text);
//每个文件存放在单独的文件夹
var targetPath = $"{savePath}{filename}\\";
//重名文件处理
for (int i = 1; ; i++)
{
targetPath = $"{savePath}{filename} ({i})\\";
}
else
{
break;
if (Directory.Exists(targetPath))
{
targetPath = $"{savePath}{filename} ({i})\\";
}
else
{
break;
}
}
Directory.CreateDirectory(targetPath);
//导出FBX
StatusStripUpdate($"Exporting {filename}.fbx");
FBXExporter.WriteFBX($"{targetPath}{filename}.fbx", gameObjects);
StatusStripUpdate($"Finished exporting {filename}.fbx");
}
Directory.CreateDirectory(targetPath);
//导出FBX
StatusStripUpdate($"Exporting {filename}.fbx");
FBXExporter.WriteFBX($"{targetPath}{filename}.fbx", gameObjects);
StatusStripUpdate($"Finished exporting {filename}.fbx");
ProgressBarPerformStep();
}
ProgressBarPerformStep();
}
});
}
public static void ExportSplitObjectsNew(string savePath, TreeNodeCollection nodes)
{
foreach (TreeNode node in nodes)
ThreadPool.QueueUserWorkItem(state =>
{
//遍历一级子节点
foreach (TreeNode j in node.Nodes)
foreach (TreeNode node in nodes)
{
//收集所有子节点
var gameObjects = new List<GameObject>();
CollectNode(j, gameObjects);
//跳过一些不需要导出的object
if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
continue;
//处理非法文件名
var filename = FixFileName(j.Text);
//每个文件存放在单独的文件夹
var targetPath = $"{savePath}{filename}\\";
//重名文件处理
for (int i = 1; ; i++)
//遍历一级子节点
foreach (TreeNode j in node.Nodes)
{
if (Directory.Exists(targetPath))
//收集所有子节点
var gameObjects = new List<GameObject>();
CollectNode(j, gameObjects);
//跳过一些不需要导出的object
if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
continue;
//处理非法文件名
var filename = FixFileName(j.Text);
//每个文件存放在单独的文件夹
var targetPath = $"{savePath}{filename}\\";
//重名文件处理
for (int i = 1; ; i++)
{
targetPath = $"{savePath}{filename} ({i})\\";
}
else
{
break;
if (Directory.Exists(targetPath))
{
targetPath = $"{savePath}{filename} ({i})\\";
}
else
{
break;
}
}
Directory.CreateDirectory(targetPath);
//导出FBX
StatusStripUpdate($"Exporting {j.Text}.fbx");
ExportGameObject((GameObject)j, targetPath);
StatusStripUpdate($"Finished exporting {j.Text}.fbx");
}
Directory.CreateDirectory(targetPath);
//导出FBX
StatusStripUpdate($"Exporting {j.Text}.fbx");
ExportGameObject((GameObject)j, targetPath);
StatusStripUpdate($"Finished exporting {j.Text}.fbx");
ProgressBarPerformStep();
}
ProgressBarPerformStep();
}
});
}
private static void CollectNode(TreeNode node, List<GameObject> gameObjects)
@ -690,32 +709,43 @@ namespace AssetStudio
});
}
public static void ExportObjectsWithAnimationClip(GameObject gameObject, string exportPath, List<AssetPreloadData> animationList = null)
public static void ExportObjectsWithAnimationClip(string exportPath, TreeNodeCollection nodes, List<AssetPreloadData> animationList = null)
{
StatusStripUpdate($"Exporting {gameObject.Text}");
try
ThreadPool.QueueUserWorkItem(state =>
{
ExportGameObject(gameObject, exportPath, animationList);
StatusStripUpdate($"Finished exporting {gameObject.Text}");
}
catch (Exception ex)
{
MessageBox.Show($"{ex.Message}\r\n{ex.StackTrace}");
StatusStripUpdate("Error in export");
}
var gameObjects = new List<GameObject>();
GetSelectedParentNode(nodes, gameObjects);
SetProgressBarValue(0);
SetProgressBarMaximum(gameObjects.Count);
foreach (var gameObject in gameObjects)
{
StatusStripUpdate($"Exporting {gameObject.Text}");
try
{
ExportGameObject(gameObject, exportPath, animationList);
StatusStripUpdate($"Finished exporting {gameObject.Text}");
}
catch (Exception ex)
{
MessageBox.Show($"{ex.Message}\r\n{ex.StackTrace}");
StatusStripUpdate("Error in export");
}
ProgressBarPerformStep();
}
});
}
public static void ForeachTreeNodes(TreeNodeCollection nodes, string exportPath, Action<GameObject> action)
private static void GetSelectedParentNode(TreeNodeCollection nodes, List<GameObject> gameObjects)
{
foreach (TreeNode i in nodes)
{
if (i.Checked)
{
action((GameObject)i);
gameObjects.Add((GameObject)i);
}
else
{
ForeachTreeNodes(i.Nodes, exportPath, action);
GetSelectedParentNode(i.Nodes, gameObjects);
}
}
}

View File

@ -47,7 +47,6 @@ namespace AssetStudio {
IImported^ imported;
char* cDest;
char* cFormat;
FbxManager* pSdkManager;
FbxScene* pScene;
FbxExporter* pExporter;

View File

@ -52,7 +52,6 @@ namespace AssetStudio
this->boneSize = boneSize;
cDest = NULL;
cFormat = NULL;
pSdkManager = NULL;
pScene = NULL;
pExporter = NULL;
@ -166,10 +165,6 @@ namespace AssetStudio
{
pSdkManager->Destroy();
}
if (cFormat != NULL)
{
Marshal::FreeHGlobal((IntPtr)cFormat);
}
if (cDest != NULL)
{
Marshal::FreeHGlobal((IntPtr)cDest);