Replace C++/CLI components with P/Invoke components (#562)

* Replace C++/CLI components with P/Invoke

* Deleted C++/CLI projects

* Use Utf8StringHandle to marshal UTF-8 strings

* Use plaform-default calling convention

* Handle DLL preloading on Linux and macOS

* Change intermediate and output directories of native projects

* Improve P/Invoke documentation
This commit is contained in:
hozuki
2020-08-06 04:35:50 +02:00
committed by GitHub
parent 4a81c461e8
commit c76e41b1ab
80 changed files with 4608 additions and 1530 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{BD76E63F-1517-47FA-8233-33E853A3ACEE}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>AssetStudio.FbxInterop</RootNamespace>
<AssemblyName>AssetStudioFBXWrapper</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="Microsoft.CSharp" />
</ItemGroup>
<ItemGroup>
<Compile Include="Fbx.PInvoke.cs" />
<Compile Include="FbxDll.cs" />
<Compile Include="FbxExporterContext.cs" />
<Compile Include="FbxExporterContext.PInvoke.cs" />
<Compile Include="Fbx.cs" />
<Compile Include="FbxExporter.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\AssetStudio.PInvoke\AssetStudio.PInvoke.csproj">
<Project>{40c796b5-88ce-4adc-acd6-2f4862b7f136}</Project>
<Name>AssetStudio.PInvoke</Name>
</ProjectReference>
<ProjectReference Include="..\AssetStudio\AssetStudio.csproj">
<Project>{7662f8c2-7bfd-442e-a948-a43b4f7eb06e}</Project>
<Name>AssetStudio</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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using System.Runtime.InteropServices;
using AssetStudio.FbxInterop;
namespace AssetStudio
{
partial class Fbx
{
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsUtilQuaternionToEuler(float qx, float qy, float qz, float qw, out float vx, out float vy, out float vz);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsUtilEulerToQuaternion(float vx, float vy, float vz, out float qx, out float qy, out float qz, out float qw);
}
}

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using AssetStudio.FbxInterop;
using AssetStudio.PInvoke;
using System.IO;
namespace AssetStudio
{
public static partial class Fbx
{
static Fbx()
{
DllLoader.PreloadDll(FbxDll.DllName);
}
public static Vector3 QuaternionToEuler(Quaternion q)
{
AsUtilQuaternionToEuler(q.X, q.Y, q.Z, q.W, out var x, out var y, out var z);
return new Vector3(x, y, z);
}
public static Quaternion EulerToQuaternion(Vector3 v)
{
AsUtilEulerToQuaternion(v.X, v.Y, v.Z, out var x, out var y, out var z, out var w);
return new Quaternion(x, y, z, w);
}
public static class Exporter
{
public static void Export(string path, IImported imported, bool eulerFilter, float filterPrecision,
bool allNodes, bool skins, bool animation, bool blendShape, bool castToBone, float boneSize, float scaleFactor, int versionIndex, bool isAscii)
{
var file = new FileInfo(path);
var dir = file.Directory;
if (!dir.Exists)
{
dir.Create();
}
var currentDir = Directory.GetCurrentDirectory();
Directory.SetCurrentDirectory(dir.FullName);
var name = Path.GetFileName(path);
using (var exporter = new FbxExporter(name, imported, allNodes, skins, castToBone, boneSize, scaleFactor, versionIndex, isAscii))
{
exporter.Initialize();
exporter.ExportAll(blendShape, animation, eulerFilter, filterPrecision);
}
Directory.SetCurrentDirectory(currentDir);
}
}
}
}

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namespace AssetStudio.FbxInterop
{
internal static class FbxDll
{
internal const string DllName = "AssetStudioFBXNative";
internal const string FbxsdkDllName = "libfbxsdk";
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace AssetStudio.FbxInterop
{
internal sealed class FbxExporter : IDisposable
{
private FbxExporterContext _context;
private readonly string _fileName;
private readonly IImported _imported;
private readonly bool _allNodes;
private readonly bool _exportSkins;
private readonly bool _castToBone;
private readonly float _boneSize;
private readonly float _scaleFactor;
private readonly int _versionIndex;
private readonly bool _isAscii;
internal FbxExporter(string fileName, IImported imported, bool allNodes, bool exportSkins, bool castToBone, float boneSize, float scaleFactor, int versionIndex, bool isAscii)
{
_context = new FbxExporterContext();
_fileName = fileName;
_imported = imported;
_allNodes = allNodes;
_exportSkins = exportSkins;
_castToBone = castToBone;
_boneSize = boneSize;
_scaleFactor = scaleFactor;
_versionIndex = versionIndex;
_isAscii = isAscii;
}
~FbxExporter()
{
Dispose(false);
}
public void Dispose()
{
if (IsDisposed)
{
return;
}
Dispose(true);
GC.SuppressFinalize(this);
}
public bool IsDisposed { get; private set; }
private void Dispose(bool disposing)
{
if (disposing)
{
_context.Dispose();
}
IsDisposed = true;
}
internal void Initialize()
{
var is60Fps = _imported.AnimationList.Count > 0 && _imported.AnimationList[0].SampleRate.Equals(60.0f);
_context.Initialize(_fileName, _scaleFactor, _versionIndex, _isAscii, is60Fps);
if (!_allNodes)
{
var framePaths = SearchHierarchy();
_context.SetFramePaths(framePaths);
}
}
internal void ExportAll(bool blendShape, bool animation, bool eulerFilter, float filterPrecision)
{
var meshFrames = new List<ImportedFrame>();
ExportRootFrame(meshFrames);
if (_imported.MeshList != null)
{
SetJointsFromImportedMeshes();
PrepareMaterials();
ExportMeshFrames(_imported.RootFrame, meshFrames);
}
else
{
SetJointsNode(_imported.RootFrame, null, true);
}
if (blendShape)
{
ExportMorphs();
}
if (animation)
{
ExportAnimations(eulerFilter, filterPrecision);
}
ExportScene();
}
private void ExportMorphs()
{
_context.ExportMorphs(_imported.RootFrame, _imported.MorphList);
}
private void ExportAnimations(bool eulerFilter, float filterPrecision)
{
_context.ExportAnimations(_imported.RootFrame, _imported.AnimationList, eulerFilter, filterPrecision);
}
private void ExportRootFrame(List<ImportedFrame> meshFrames)
{
_context.ExportFrame(_imported.MeshList, meshFrames, _imported.RootFrame);
}
private void ExportScene()
{
_context.ExportScene();
}
private void SetJointsFromImportedMeshes()
{
if (!_exportSkins)
{
return;
}
Debug.Assert(_imported.MeshList != null);
var bonePaths = new HashSet<string>();
foreach (var mesh in _imported.MeshList)
{
var boneList = mesh.BoneList;
if (boneList != null)
{
foreach (var bone in boneList)
{
bonePaths.Add(bone.Path);
}
}
}
SetJointsNode(_imported.RootFrame, bonePaths, _castToBone);
}
private void SetJointsNode(ImportedFrame rootFrame, HashSet<string> bonePaths, bool castToBone)
{
_context.SetJointsNode(rootFrame, bonePaths, castToBone, _boneSize);
}
private void PrepareMaterials()
{
_context.PrepareMaterials(_imported.MaterialList.Count, _imported.TextureList.Count);
}
private void ExportMeshFrames(ImportedFrame rootFrame, List<ImportedFrame> meshFrames)
{
foreach (var meshFrame in meshFrames)
{
_context.ExportMeshFromFrame(rootFrame, meshFrame, _imported.MeshList, _imported.MaterialList, _imported.TextureList, _exportSkins);
}
}
private HashSet<string> SearchHierarchy()
{
if (_imported.MeshList == null || _imported.MeshList.Count == 0)
{
return null;
}
var exportFrames = new HashSet<string>();
SearchHierarchy(_imported.RootFrame, _imported.MeshList, exportFrames);
return exportFrames;
}
private static void SearchHierarchy(ImportedFrame rootFrame, List<ImportedMesh> meshList, HashSet<string> exportFrames)
{
var frameStack = new Stack<ImportedFrame>();
frameStack.Push(rootFrame);
while (frameStack.Count > 0)
{
var frame = frameStack.Pop();
var meshListSome = ImportedHelpers.FindMesh(frame.Path, meshList);
if (meshListSome != null)
{
var parent = frame;
while (parent != null)
{
exportFrames.Add(parent.Path);
parent = parent.Parent;
}
var boneList = meshListSome.BoneList;
if (boneList != null)
{
foreach (var bone in boneList)
{
if (!exportFrames.Contains(bone.Path))
{
var boneParent = rootFrame.FindFrameByPath(bone.Path);
while (boneParent != null)
{
exportFrames.Add(boneParent.Path);
boneParent = boneParent.Parent;
}
}
}
}
}
for (var i = frame.Count - 1; i >= 0; i -= 1)
{
frameStack.Push(frame[i]);
}
}
}
}
}

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using System;
using System.Runtime.InteropServices;
using AssetStudio.PInvoke;
namespace AssetStudio.FbxInterop
{
partial class FbxExporterContext
{
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxCreateContext();
private static bool AsFbxInitializeContext(IntPtr context, string fileName, float scaleFactor, int versionIndex, bool isAscii, bool is60Fps, out string errorMessage)
{
bool b;
IntPtr pErrMsg;
using (var fileNameUtf8 = new Utf8StringHandle(fileName))
{
b = AsFbxInitializeContext(context, fileNameUtf8.DangerousGetHandle(), scaleFactor, versionIndex, isAscii, is60Fps, out pErrMsg);
}
errorMessage = Utf8StringHandle.ReadUtf8StringFromPointer(pErrMsg);
return b;
}
// Do not free the pointer strErrorMessage
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool AsFbxInitializeContext(IntPtr context, IntPtr strFileName, float scaleFactor, int versionIndex, [MarshalAs(UnmanagedType.Bool)] bool isAscii, [MarshalAs(UnmanagedType.Bool)] bool is60Fps, out IntPtr strErrorMessage);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxDisposeContext(ref IntPtr ppContext);
private static void AsFbxSetFramePaths(IntPtr context, string[] framePaths)
{
var framePathCount = framePaths.Length;
if (framePathCount == 0)
{
AsFbxSetFramePaths(context, Array.Empty<IntPtr>(), 0);
}
else
{
var utf8Paths = new Utf8StringHandle[framePathCount];
try
{
for (var i = 0; i < framePathCount; i += 1)
{
utf8Paths[i] = new Utf8StringHandle(framePaths[i]);
}
var pathPointers = new IntPtr[framePathCount];
for (var i = 0; i < framePathCount; i += 1)
{
pathPointers[i] = utf8Paths[i].DangerousGetHandle();
}
AsFbxSetFramePaths(context, pathPointers, framePathCount);
}
finally
{
foreach (var path in utf8Paths)
{
path?.Dispose();
}
}
}
}
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxSetFramePaths(IntPtr context, [MarshalAs(UnmanagedType.LPArray)] IntPtr[] strFramePaths, int count);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxExportScene(IntPtr context);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxGetSceneRootNode(IntPtr context);
private static IntPtr AsFbxExportSingleFrame(IntPtr context, IntPtr parentNode, string framePath, string frameName, in Vector3 localPosition, in Vector3 localRotation, in Vector3 localScale)
{
using (var framePathUtf8 = new Utf8StringHandle(framePath))
{
using (var frameNameUtf8 = new Utf8StringHandle(frameName))
{
return AsFbxExportSingleFrame(context, parentNode, framePathUtf8.DangerousGetHandle(), frameNameUtf8.DangerousGetHandle(), localPosition.X, localPosition.Y, localPosition.Z, localRotation.X, localRotation.Y, localRotation.Z, localScale.X, localScale.Y, localScale.Z);
}
}
}
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxExportSingleFrame(IntPtr context, IntPtr parentNode, IntPtr strFramePath, IntPtr strFrameName, float localPositionX, float localPositionY, float localPositionZ, float localRotationX, float localRotationY, float localRotationZ, float localScaleX, float localScaleY, float localScaleZ);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxSetJointsNode_CastToBone(IntPtr context, IntPtr node, float boneSize);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxSetJointsNode_BoneInPath(IntPtr context, IntPtr node, float boneSize);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxSetJointsNode_Generic(IntPtr context, IntPtr node);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxPrepareMaterials(IntPtr context, int materialCount, int textureCount);
private static IntPtr AsFbxCreateTexture(IntPtr context, string matTexName)
{
using (var matTexNameUtf8 = new Utf8StringHandle(matTexName))
{
return AsFbxCreateTexture(context, matTexNameUtf8.DangerousGetHandle());
}
}
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxCreateTexture(IntPtr context, IntPtr strMatTexName);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxLinkTexture(int dest, IntPtr texture, IntPtr material, float offsetX, float offsetY, float scaleX, float scaleY);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxMeshCreateClusterArray(int boneCount);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshDisposeClusterArray(ref IntPtr ppArray);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxMeshCreateCluster(IntPtr context, IntPtr boneNode);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshAddCluster(IntPtr array, IntPtr cluster);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxMeshCreateMesh(IntPtr context, IntPtr frameNode);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshInitControlPoints(IntPtr mesh, int vertexCount);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshCreateElementNormal(IntPtr mesh);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshCreateElementUV(IntPtr mesh, int uv);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshCreateElementTangent(IntPtr mesh);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshCreateElementVertexColor(IntPtr mesh);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshCreateElementMaterial(IntPtr mesh);
private static IntPtr AsFbxCreateMaterial(IntPtr pContext, string matName, in Color diffuse, in Color ambient, in Color emissive, in Color specular, in Color reflection, float shininess, float transparency)
{
using (var matNameUtf8 = new Utf8StringHandle(matName))
{
return AsFbxCreateMaterial(pContext, matNameUtf8.DangerousGetHandle(), diffuse.R, diffuse.G, diffuse.B, ambient.R, ambient.G, ambient.B, emissive.R, emissive.G, emissive.B, specular.R, specular.G, specular.B, reflection.R, reflection.G, reflection.B, shininess, transparency);
}
}
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxCreateMaterial(IntPtr pContext, IntPtr pMatName,
float diffuseR, float diffuseG, float diffuseB,
float ambientR, float ambientG, float ambientB,
float emissiveR, float emissiveG, float emissiveB,
float specularR, float specularG, float specularB,
float reflectR, float reflectG, float reflectB,
float shininess, float transparency);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern int AsFbxAddMaterialToFrame(IntPtr frameNode, IntPtr material);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxSetFrameShadingModeToTextureShading(IntPtr frameNode);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshSetControlPoint(IntPtr mesh, int index, float x, float y, float z);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshAddPolygon(IntPtr mesh, int materialIndex, int index0, int index1, int index2);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshElementNormalAdd(IntPtr mesh, int elementIndex, float x, float y, float z);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshElementUVAdd(IntPtr mesh, int elementIndex, float u, float v);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshElementTangentAdd(IntPtr mesh, int elementIndex, float x, float y, float z, float w);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshElementVertexColorAdd(IntPtr mesh, int elementIndex, float r, float g, float b, float a);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshSetBoneWeight(IntPtr pClusterArray, int boneIndex, int vertexIndex, float weight);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxMeshCreateSkinContext(IntPtr context, IntPtr frameNode);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshDisposeSkinContext(ref IntPtr ppSkinContext);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool FbxClusterArray_HasItemAt(IntPtr pClusterArray, int index);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private unsafe static extern void AsFbxMeshSkinAddCluster(IntPtr pSkinContext, IntPtr pClusterArray, int index, float* pBoneMatrix);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMeshAddDeformer(IntPtr pSkinContext, IntPtr pMesh);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxAnimCreateContext([MarshalAs(UnmanagedType.Bool)] bool eulerFilter);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimDisposeContext(ref IntPtr ppAnimContext);
private static void AsFbxAnimPrepareStackAndLayer(IntPtr pContext, IntPtr pAnimContext, string takeName)
{
using (var takeNameUtf8 = new Utf8StringHandle(takeName))
{
AsFbxAnimPrepareStackAndLayer(pContext, pAnimContext, takeNameUtf8.DangerousGetHandle());
}
}
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimPrepareStackAndLayer(IntPtr pContext, IntPtr pAnimContext, IntPtr strTakeName);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimLoadCurves(IntPtr pNode, IntPtr pAnimContext);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimBeginKeyModify(IntPtr pAnimContext);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimEndKeyModify(IntPtr pAnimContext);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimAddScalingKey(IntPtr pAnimContext, float time, float x, float y, float z);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimAddRotationKey(IntPtr pAnimContext, float time, float x, float y, float z);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimAddTranslationKey(IntPtr pAnimContext, float time, float x, float y, float z);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimApplyEulerFilter(IntPtr pAnimContext, float filterPrecision);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern int AsFbxAnimGetCurrentBlendShapeChannelCount(IntPtr pAnimContext, IntPtr pNode);
private static bool AsFbxAnimIsBlendShapeChannelMatch(IntPtr pAnimContext, int channelIndex, string channelName)
{
using (var channelNameUtf8 = new Utf8StringHandle(channelName))
{
return AsFbxAnimIsBlendShapeChannelMatch(pAnimContext, channelIndex, channelNameUtf8.DangerousGetHandle());
}
}
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool AsFbxAnimIsBlendShapeChannelMatch(IntPtr pAnimContext, int channelIndex, IntPtr strChannelName);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimBeginBlendShapeAnimCurve(IntPtr pAnimContext, int channelIndex);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimEndBlendShapeAnimCurve(IntPtr pAnimContext);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxAnimAddBlendShapeKeyframe(IntPtr pAnimContext, float time, float value);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern IntPtr AsFbxMorphCreateContext();
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMorphInitializeContext(IntPtr pContext, IntPtr pMorphContext, IntPtr pNode);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMorphDisposeContext(ref IntPtr ppMorphContext);
private static void AsFbxMorphAddBlendShapeChannel(IntPtr pContext, IntPtr pMorphContext, string channelName)
{
using (var channelNameUtf8 = new Utf8StringHandle(channelName))
{
AsFbxMorphAddBlendShapeChannel(pContext, pMorphContext, channelNameUtf8.DangerousGetHandle());
}
}
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMorphAddBlendShapeChannel(IntPtr pContext, IntPtr pMorphContext, IntPtr strChannelName);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMorphAddBlendShapeChannelShape(IntPtr pContext, IntPtr pMorphContext, float weight);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMorphCopyBlendShapeControlPoints(IntPtr pMorphContext);
[DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)]
private static extern void AsFbxMorphSetBlendShapeVertex(IntPtr pMorphContext, uint index, float x, float y, float z);
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Runtime.CompilerServices;
namespace AssetStudio.FbxInterop
{
internal sealed partial class FbxExporterContext : IDisposable
{
private IntPtr _pContext;
private readonly Dictionary<ImportedFrame, IntPtr> _frameToNode;
private readonly List<KeyValuePair<string, IntPtr>> _createdMaterials;
private readonly Dictionary<string, IntPtr> _createdTextures;
public FbxExporterContext()
{
_pContext = AsFbxCreateContext();
_frameToNode = new Dictionary<ImportedFrame, IntPtr>();
_createdMaterials = new List<KeyValuePair<string, IntPtr>>();
_createdTextures = new Dictionary<string, IntPtr>();
}
~FbxExporterContext()
{
Dispose(false);
}
public void Dispose()
{
if (IsDisposed)
{
return;
}
Dispose(true);
GC.SuppressFinalize(this);
}
public bool IsDisposed { get; private set; }
private void Dispose(bool disposing)
{
IsDisposed = true;
_frameToNode.Clear();
_createdMaterials.Clear();
_createdTextures.Clear();
AsFbxDisposeContext(ref _pContext);
}
private void EnsureNotDisposed()
{
if (IsDisposed)
{
throw new ObjectDisposedException(nameof(FbxExporterContext));
}
}
internal void Initialize(string fileName, float scaleFactor, int versionIndex, bool isAscii, bool is60Fps)
{
EnsureNotDisposed();
var b = AsFbxInitializeContext(_pContext, fileName, scaleFactor, versionIndex, isAscii, is60Fps, out var errorMessage);
if (!b)
{
var fullMessage = $"Failed to initialize FbxExporter: {errorMessage}";
throw new ApplicationException(fullMessage);
}
}
internal void SetFramePaths(HashSet<string> framePaths)
{
EnsureNotDisposed();
if (framePaths == null || framePaths.Count == 0)
{
return;
}
var framePathList = new List<string>(framePaths);
var framePathArray = framePathList.ToArray();
AsFbxSetFramePaths(_pContext, framePathArray);
}
internal void ExportScene()
{
EnsureNotDisposed();
AsFbxExportScene(_pContext);
}
internal void ExportFrame(List<ImportedMesh> meshList, List<ImportedFrame> meshFrames, ImportedFrame rootFrame)
{
var rootNode = AsFbxGetSceneRootNode(_pContext);
Debug.Assert(rootNode != IntPtr.Zero);
var nodeStack = new Stack<IntPtr>();
var frameStack = new Stack<ImportedFrame>();
nodeStack.Push(rootNode);
frameStack.Push(rootFrame);
while (nodeStack.Count > 0)
{
var parentNode = nodeStack.Pop();
var frame = frameStack.Pop();
var childNode = AsFbxExportSingleFrame(_pContext, parentNode, frame.Path, frame.Name, frame.LocalPosition, frame.LocalRotation, frame.LocalScale);
if (meshList != null && ImportedHelpers.FindMesh(frame.Path, meshList) != null)
{
meshFrames.Add(frame);
}
_frameToNode.Add(frame, childNode);
for (var i = frame.Count - 1; i >= 0; i -= 1)
{
nodeStack.Push(childNode);
frameStack.Push(frame[i]);
}
}
}
internal void SetJointsNode(ImportedFrame rootFrame, HashSet<string> bonePaths, bool castToBone, float boneSize)
{
var frameStack = new Stack<ImportedFrame>();
frameStack.Push(rootFrame);
while (frameStack.Count > 0)
{
var frame = frameStack.Pop();
if (_frameToNode.TryGetValue(frame, out var node))
{
Debug.Assert(node != IntPtr.Zero);
if (castToBone)
{
AsFbxSetJointsNode_CastToBone(_pContext, node, boneSize);
}
else
{
Debug.Assert(bonePaths != null);
if (bonePaths.Contains(frame.Path))
{
AsFbxSetJointsNode_BoneInPath(_pContext, node, boneSize);
}
else
{
AsFbxSetJointsNode_Generic(_pContext, node);
}
}
}
for (var i = frame.Count - 1; i >= 0; i -= 1)
{
frameStack.Push(frame[i]);
}
}
}
internal void PrepareMaterials(int materialCount, int textureCount)
{
AsFbxPrepareMaterials(_pContext, materialCount, textureCount);
}
internal void ExportMeshFromFrame(ImportedFrame rootFrame, ImportedFrame meshFrame, List<ImportedMesh> meshList, List<ImportedMaterial> materialList, List<ImportedTexture> textureList, bool exportSkins)
{
var meshNode = _frameToNode[meshFrame];
var mesh = ImportedHelpers.FindMesh(meshFrame.Path, meshList);
ExportMesh(rootFrame, materialList, textureList, meshNode, mesh, exportSkins);
}
private IntPtr ExportTexture(ImportedTexture texture)
{
if (texture == null)
{
return IntPtr.Zero;
}
if (_createdTextures.ContainsKey(texture.Name))
{
return _createdTextures[texture.Name];
}
var pTex = AsFbxCreateTexture(_pContext, texture.Name);
_createdTextures.Add(texture.Name, pTex);
var file = new FileInfo(texture.Name);
using (var writer = new BinaryWriter(file.Create()))
{
writer.Write(texture.Data);
}
return pTex;
}
private void ExportMesh(ImportedFrame rootFrame, List<ImportedMaterial> materialList, List<ImportedTexture> textureList, IntPtr frameNode, ImportedMesh importedMesh, bool exportSkins)
{
var boneList = importedMesh.BoneList;
var totalBoneCount = boneList.Count;
var hasBones = exportSkins && boneList != null && totalBoneCount > 0;
var pClusterArray = IntPtr.Zero;
try
{
if (hasBones)
{
pClusterArray = AsFbxMeshCreateClusterArray(totalBoneCount);
foreach (var bone in boneList)
{
if (bone.Path != null)
{
var frame = rootFrame.FindFrameByPath(bone.Path);
var boneNode = _frameToNode[frame];
var cluster = AsFbxMeshCreateCluster(_pContext, boneNode);
AsFbxMeshAddCluster(pClusterArray, cluster);
}
else
{
AsFbxMeshAddCluster(pClusterArray, IntPtr.Zero);
}
}
}
var mesh = AsFbxMeshCreateMesh(_pContext, frameNode);
var totalVertexCount = 0;
foreach (var m in importedMesh.SubmeshList)
{
totalVertexCount += m.VertexList.Count;
}
AsFbxMeshInitControlPoints(mesh, totalVertexCount);
if (importedMesh.hasNormal)
{
AsFbxMeshCreateElementNormal(mesh);
}
for (var i = 0; i < 2; i += 1)
{
if (importedMesh.hasUV[i])
{
AsFbxMeshCreateElementUV(mesh, i);
}
}
if (importedMesh.hasTangent)
{
AsFbxMeshCreateElementTangent(mesh);
}
if (importedMesh.hasColor)
{
AsFbxMeshCreateElementVertexColor(mesh);
}
AsFbxMeshCreateElementMaterial(mesh);
var firstVertex = 0;
foreach (var meshObj in importedMesh.SubmeshList)
{
var materialIndex = 0;
var mat = ImportedHelpers.FindMaterial(meshObj.Material, materialList);
if (mat != null)
{
var foundMat = _createdMaterials.FindIndex(kv => kv.Key == mat.Name);
IntPtr pMat;
if (foundMat >= 0)
{
pMat = _createdMaterials[foundMat].Value;
}
else
{
var diffuse = mat.Diffuse;
var ambient = mat.Ambient;
var emissive = mat.Emissive;
var specular = mat.Specular;
var reflection = mat.Reflection;
pMat = AsFbxCreateMaterial(_pContext, mat.Name, in diffuse, in ambient, in emissive, in specular, in reflection, mat.Shininess, mat.Transparency);
_createdMaterials.Add(new KeyValuePair<string, IntPtr>(mat.Name, pMat));
}
materialIndex = AsFbxAddMaterialToFrame(frameNode, pMat);
var hasTexture = false;
foreach (var texture in mat.Textures)
{
var tex = ImportedHelpers.FindTexture(texture.Name, textureList);
var pTexture = ExportTexture(tex);
if (pTexture != IntPtr.Zero)
{
switch (texture.Dest)
{
case 0:
case 1:
case 2:
case 3:
{
AsFbxLinkTexture(texture.Dest, pTexture, pMat, texture.Offset.X, texture.Offset.Y, texture.Scale.X, texture.Scale.Y);
hasTexture = true;
break;
}
default:
break;
}
}
}
if (hasTexture)
{
AsFbxSetFrameShadingModeToTextureShading(frameNode);
}
}
var vertexList = meshObj.VertexList;
var vertexCount = vertexList.Count;
for (var j = 0; j < vertexCount; j += 1)
{
var importedVertex = vertexList[j];
var vertex = importedVertex.Vertex;
AsFbxMeshSetControlPoint(mesh, j + firstVertex, vertex.X, vertex.Y, vertex.Z);
if (importedMesh.hasNormal)
{
var normal = importedVertex.Normal;
AsFbxMeshElementNormalAdd(mesh, 0, normal.X, normal.Y, normal.Z);
}
for (var uvIndex = 0; uvIndex < 2; uvIndex += 1)
{
if (importedMesh.hasUV[uvIndex])
{
var uv = importedVertex.UV[uvIndex];
AsFbxMeshElementUVAdd(mesh, uvIndex, uv[0], uv[1]);
}
}
if (importedMesh.hasTangent)
{
var tangent = importedVertex.Tangent;
AsFbxMeshElementTangentAdd(mesh, 0, tangent.X, tangent.Y, tangent.Z, tangent.W);
}
if (importedMesh.hasColor)
{
var color = importedVertex.Color;
AsFbxMeshElementVertexColorAdd(mesh, 0, color.R, color.G, color.B, color.A);
}
if (hasBones && importedVertex.BoneIndices != null)
{
var boneIndices = importedVertex.BoneIndices;
var boneWeights = importedVertex.Weights;
for (var k = 0; k < 4; k += 1)
{
if (boneIndices[k] < totalBoneCount && boneWeights[k] > 0)
{
AsFbxMeshSetBoneWeight(pClusterArray, boneIndices[k], j + firstVertex, boneWeights[k]);
}
}
}
}
foreach (var face in meshObj.FaceList)
{
var index0 = face.VertexIndices[0] + firstVertex;
var index1 = face.VertexIndices[1] + firstVertex;
var index2 = face.VertexIndices[2] + firstVertex;
AsFbxMeshAddPolygon(mesh, materialIndex, index0, index1, index2);
}
firstVertex += vertexCount;
}
if (hasBones)
{
IntPtr pSkinContext = IntPtr.Zero;
try
{
pSkinContext = AsFbxMeshCreateSkinContext(_pContext, frameNode);
unsafe
{
var boneMatrix = stackalloc float[16];
for (var j = 0; j < totalBoneCount; j += 1)
{
if (!FbxClusterArray_HasItemAt(pClusterArray, j))
{
continue;
}
var m = boneList[j].Matrix;
CopyMatrix4x4(in m, boneMatrix);
AsFbxMeshSkinAddCluster(pSkinContext, pClusterArray, j, boneMatrix);
}
}
AsFbxMeshAddDeformer(pSkinContext, mesh);
}
finally
{
AsFbxMeshDisposeSkinContext(ref pSkinContext);
}
}
}
finally
{
AsFbxMeshDisposeClusterArray(ref pClusterArray);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static unsafe void CopyMatrix4x4(in Matrix4x4 matrix, float* buffer)
{
for (var m = 0; m < 4; m += 1)
{
for (var n = 0; n < 4; n += 1)
{
var index = IndexFrom4x4(m, n);
buffer[index] = matrix[m, n];
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int IndexFrom4x4(int m, int n)
{
return 4 * m + n;
}
internal void ExportAnimations(ImportedFrame rootFrame, List<ImportedKeyframedAnimation> animationList, bool eulerFilter, float filterPrecision)
{
if (animationList == null || animationList.Count == 0)
{
return;
}
var pAnimContext = IntPtr.Zero;
try
{
pAnimContext = AsFbxAnimCreateContext(eulerFilter);
for (int i = 0; i < animationList.Count; i++)
{
var importedAnimation = animationList[i];
string takeName;
if (importedAnimation.Name != null)
{
takeName = importedAnimation.Name;
}
else
{
takeName = $"Take{i.ToString()}";
}
AsFbxAnimPrepareStackAndLayer(_pContext, pAnimContext, takeName);
ExportKeyframedAnimation(rootFrame, importedAnimation, pAnimContext, filterPrecision);
}
}
finally
{
AsFbxAnimDisposeContext(ref pAnimContext);
}
}
private void ExportKeyframedAnimation(ImportedFrame rootFrame, ImportedKeyframedAnimation parser, IntPtr pAnimContext, float filterPrecision)
{
foreach (var track in parser.TrackList)
{
if (track.Path == null)
{
continue;
}
var frame = rootFrame.FindFrameByPath(track.Path);
if (frame == null)
{
continue;
}
var pNode = _frameToNode[frame];
AsFbxAnimLoadCurves(pNode, pAnimContext);
AsFbxAnimBeginKeyModify(pAnimContext);
foreach (var scaling in track.Scalings)
{
var value = scaling.value;
AsFbxAnimAddScalingKey(pAnimContext, scaling.time, value.X, value.Y, value.Z);
}
foreach (var rotation in track.Rotations)
{
var value = rotation.value;
AsFbxAnimAddRotationKey(pAnimContext, rotation.time, value.X, value.Y, value.Z);
}
foreach (var translation in track.Translations)
{
var value = translation.value;
AsFbxAnimAddTranslationKey(pAnimContext, translation.time, value.X, value.Y, value.Z);
}
AsFbxAnimEndKeyModify(pAnimContext);
AsFbxAnimApplyEulerFilter(pAnimContext, filterPrecision);
var blendShape = track.BlendShape;
if (blendShape != null)
{
var channelCount = AsFbxAnimGetCurrentBlendShapeChannelCount(pAnimContext, pNode);
if (channelCount > 0)
{
for (var channelIndex = 0; channelIndex < channelCount; channelIndex += 1)
{
if (!AsFbxAnimIsBlendShapeChannelMatch(pAnimContext, channelIndex, blendShape.ChannelName))
{
continue;
}
AsFbxAnimBeginBlendShapeAnimCurve(pAnimContext, channelIndex);
foreach (var keyframe in blendShape.Keyframes)
{
AsFbxAnimAddBlendShapeKeyframe(pAnimContext, keyframe.time, keyframe.value);
}
AsFbxAnimEndBlendShapeAnimCurve(pAnimContext);
}
}
}
}
}
internal void ExportMorphs(ImportedFrame rootFrame, List<ImportedMorph> morphList)
{
if (morphList == null || morphList.Count == 0)
{
return;
}
foreach (var morph in morphList)
{
var frame = rootFrame.FindFrameByPath(morph.Path);
if (frame == null)
{
continue;
}
var pNode = _frameToNode[frame];
var pMorphContext = IntPtr.Zero;
try
{
pMorphContext = AsFbxMorphCreateContext();
AsFbxMorphInitializeContext(_pContext, pMorphContext, pNode);
foreach (var channel in morph.Channels)
{
AsFbxMorphAddBlendShapeChannel(_pContext, pMorphContext, channel.Name);
foreach (var keyframe in channel.KeyframeList)
{
AsFbxMorphAddBlendShapeChannelShape(_pContext, pMorphContext, keyframe.Weight);
AsFbxMorphCopyBlendShapeControlPoints(pMorphContext);
foreach (var vertex in keyframe.VertexList)
{
var v = vertex.Vertex.Vertex;
AsFbxMorphSetBlendShapeVertex(pMorphContext, vertex.Index, v.X, v.Y, v.Z);
}
}
}
}
finally
{
AsFbxMorphDisposeContext(ref pMorphContext);
}
}
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
[assembly: AssemblyTitle("AssetStudioFBXWrapper")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("AssetStudioFBXWrapper")]
[assembly: AssemblyCopyright("Copyright © Perfare 2018-2020; Copyright © hozuki 2020")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
[assembly: ComVisible(false)]
[assembly: Guid("bd76e63f-1517-47fa-8233-33e853a3acee")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]