using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using System.Text; using System.IO; using System.Runtime.InteropServices; using System.Text.RegularExpressions; using System.Drawing.Imaging; using System.Web.Script.Serialization; namespace Unity_Studio { internal static class UnityStudio { public static List unityFiles = new List(); //files to load public static HashSet unityFilesHash = new HashSet(); //to improve the loading speed public static List assetsfileList = new List(); //loaded files public static HashSet assetsfileListHash = new HashSet(); //to improve the loading speed public static Dictionary sharedFileIndex = new Dictionary(); //to improve the loading speed public static Dictionary assetsfileandstream = new Dictionary(); //use for read res files public static List exportableAssets = new List(); //used to hold all assets while the ListView is filtered private static HashSet exportableAssetsHash = new HashSet(); //avoid the same name asset public static List visibleAssets = new List(); //used to build the ListView from all or filtered assets private static Dictionary spriteCache = new Dictionary(); public static string productName = ""; public static string mainPath = ""; public static List fileNodes = new List(); private static Dictionary> jsonMats; public static Dictionary> AllClassStructures = new Dictionary>(); //UI public static Action SetProgressBarValue; public static Action SetProgressBarMaximum; public static Action ProgressBarPerformStep; public static Action StatusStripUpdate; public static Action ProgressBarMaximumAdd; public static void LoadAssetsFile(string fileName) { if (!assetsfileListHash.Contains(fileName)) { AssetsFile assetsFile = new AssetsFile(fileName, new EndianBinaryReader(File.OpenRead(fileName))); assetsfileList.Add(assetsFile); assetsfileListHash.Add(fileName); #region for 2.6.x find mainData and get string version if (assetsFile.fileGen == 6 && Path.GetFileName(fileName) != "mainData") { AssetsFile mainDataFile = assetsfileList.Find(aFile => aFile.filePath == Path.GetDirectoryName(fileName) + "\\mainData"); if (mainDataFile != null) { assetsFile.m_Version = mainDataFile.m_Version; assetsFile.version = mainDataFile.version; assetsFile.buildType = mainDataFile.buildType; } else if (File.Exists(Path.GetDirectoryName(fileName) + "\\mainData")) { mainDataFile = new AssetsFile(Path.GetDirectoryName(fileName) + "\\mainData", new EndianBinaryReader(File.OpenRead(Path.GetDirectoryName(fileName) + "\\mainData"))); assetsFile.m_Version = mainDataFile.m_Version; assetsFile.version = mainDataFile.version; assetsFile.buildType = mainDataFile.buildType; } } #endregion int value = 0; foreach (var sharedFile in assetsFile.sharedAssetsList) { string sharedFilePath = Path.GetDirectoryName(fileName) + "\\" + sharedFile.fileName; string sharedFileName = Path.GetFileName(sharedFile.fileName); if (!unityFilesHash.Contains(sharedFileName)) { if (!File.Exists(sharedFilePath)) { var findFiles = Directory.GetFiles(Path.GetDirectoryName(fileName), sharedFileName, SearchOption.AllDirectories); if (findFiles.Length > 0) { sharedFilePath = findFiles[0]; } } if (File.Exists(sharedFilePath)) { //this would get screwed if the file somehow fails to load sharedFile.Index = unityFiles.Count; unityFiles.Add(sharedFilePath); unityFilesHash.Add(sharedFileName); value++; } } else { if (!sharedFileIndex.TryGetValue(sharedFilePath, out var index)) { index = unityFiles.IndexOf(sharedFilePath); sharedFileIndex.Add(sharedFilePath, index); } sharedFile.Index = index; } } if (value > 0) ProgressBarMaximumAdd(value); } } public static void LoadBundleFile(string bundleFileName) { StatusStripUpdate("Decompressing " + Path.GetFileName(bundleFileName) + "..."); BundleFile b_File = new BundleFile(bundleFileName); foreach (var memFile in b_File.MemoryAssetsFileList) //filter unity files { StatusStripUpdate("Loading " + memFile.fileName); //create dummy path to be used for asset extraction memFile.fileName = Path.GetDirectoryName(bundleFileName) + "\\" + memFile.fileName; AssetsFile assetsFile = new AssetsFile(memFile.fileName, new EndianBinaryReader(memFile.memStream)); if (assetsFile.valid) { assetsFile.bundlePath = bundleFileName; if (assetsFile.fileGen == 6 && Path.GetFileName(bundleFileName) != "mainData") //2.6.x and earlier don't have a string version before the preload table { //make use of the bundle file version assetsFile.m_Version = b_File.versionEngine; assetsFile.version = Array.ConvertAll((from Match m in Regex.Matches(assetsFile.m_Version, @"[0-9]") select m.Value).ToArray(), int.Parse); assetsFile.buildType = b_File.versionEngine.Split(AssetsFile.buildTypeSplit, StringSplitOptions.RemoveEmptyEntries); } assetsfileList.Add(assetsFile); } assetsfileandstream[assetsFile.fileName] = assetsFile.a_Stream; } } public static void BuildSharedIndex() { foreach (var assetsFile in assetsfileList) { foreach (var sharedFile in assetsFile.sharedAssetsList) { sharedFile.Index = assetsfileList.FindIndex(aFile => aFile.fileName.ToUpper() == sharedFile.fileName.ToUpper()); } } } public static void MergeSplitAssets(string dirPath) { string[] splitFiles = Directory.GetFiles(dirPath, "*.split0"); foreach (var splitFile in splitFiles) { string destFile = Path.GetFileNameWithoutExtension(splitFile); string destPath = Path.GetDirectoryName(splitFile) + "\\"; var destFull = destPath + destFile; if (!File.Exists(destFull)) { string[] splitParts = Directory.GetFiles(destPath, destFile + ".split*"); using (var destStream = File.Create(destFull)) { for (int i = 0; i < splitParts.Length; i++) { string splitPart = destFull + ".split" + i; using (var sourceStream = File.OpenRead(splitPart)) sourceStream.CopyTo(destStream); } } } } } public static int extractBundleFile(string bundleFileName) { int extractedCount = 0; if (CheckBundleFile(bundleFileName)) { StatusStripUpdate($"Decompressing {Path.GetFileName(bundleFileName)} ..."); var extractPath = bundleFileName + "_unpacked\\"; Directory.CreateDirectory(extractPath); var b_File = new BundleFile(bundleFileName); foreach (var memFile in b_File.MemoryAssetsFileList) { var filePath = extractPath + memFile.fileName.Replace('/', '\\'); if (!Directory.Exists(Path.GetDirectoryName(filePath))) { Directory.CreateDirectory(Path.GetDirectoryName(filePath)); } if (!File.Exists(filePath)) { StatusStripUpdate($"Extracting {Path.GetFileName(memFile.fileName)}"); extractedCount += 1; using (var file = File.Create(filePath)) { memFile.memStream.WriteTo(file); memFile.memStream.Close(); } } } } return extractedCount; } public static void BuildAssetStructures(bool loadAssetsMenuItem, bool displayAll, bool buildHierarchyMenuItem, bool buildClassStructuresMenuItem, bool displayOriginalName) { #region first loop - read asset data & create list if (loadAssetsMenuItem) { SetProgressBarValue(0); SetProgressBarMaximum(assetsfileList.Sum(x => x.preloadTable.Values.Count)); string fileIDfmt = "D" + assetsfileList.Count.ToString().Length; for (var i = 0; i < assetsfileList.Count; i++) { var assetsFile = assetsfileList[i]; StatusStripUpdate("Building asset list from " + Path.GetFileName(assetsFile.filePath)); string fileID = i.ToString(fileIDfmt); AssetBundle ab = null; foreach (var asset in assetsFile.preloadTable.Values) { asset.uniqueID = fileID + asset.uniqueID; var exportable = false; switch (asset.Type2) { case 1: //GameObject { GameObject m_GameObject = new GameObject(asset); assetsFile.GameObjectList.Add(asset.m_PathID, m_GameObject); //totalTreeNodes++; break; } case 4: //Transform { Transform m_Transform = new Transform(asset); assetsFile.TransformList.Add(asset.m_PathID, m_Transform); break; } case 224: //RectTransform { RectTransform m_Rect = new RectTransform(asset); assetsFile.TransformList.Add(asset.m_PathID, m_Rect.m_Transform); break; } case 28: //Texture2D { Texture2D m_Texture2D = new Texture2D(asset, false); exportable = true; break; } case 48: //Shader { Shader m_Shader = new Shader(asset, false); exportable = true; break; } case 49: //TextAsset { TextAsset m_TextAsset = new TextAsset(asset, false); exportable = true; break; } case 83: //AudioClip { AudioClip m_AudioClip = new AudioClip(asset, false); exportable = true; break; } case 114: //MonoBehaviour { var m_MonoBehaviour = new MonoBehaviour(asset, false); if (asset.Type1 != asset.Type2 && assetsFile.ClassStructures.ContainsKey(asset.Type1)) exportable = true; break; } case 128: //Font { unityFont m_Font = new unityFont(asset, false); exportable = true; break; } case 129: //PlayerSettings { var plSet = new PlayerSettings(asset); productName = plSet.productName; break; } case 43: //Mesh { Mesh m_Mesh = new Mesh(asset, false); exportable = true; break; } case 142: //AssetBundle { ab = new AssetBundle(asset); break; } case 329: //VideoClip { var m_VideoClip = new VideoClip(asset, false); exportable = true; break; } case 152: //MovieTexture { var m_MovieTexture = new MovieTexture(asset, false); exportable = true; break; } case 213: //Sprite { var m_Sprite = new Sprite(asset, false); exportable = true; break; } /*case 21: //Material case 74: //AnimationClip case 90: //Avatar case 91: //AnimatorController case 115: //MonoScript case 687078895: //SpriteAtlas { if (asset.Offset + 4 > asset.sourceFile.a_Stream.BaseStream.Length) break; asset.sourceFile.a_Stream.Position = asset.Offset; var len = asset.sourceFile.a_Stream.ReadInt32(); if (len > 0 && len < asset.Size - 4) { var bytes = asset.sourceFile.a_Stream.ReadBytes(len); asset.Text = Encoding.UTF8.GetString(bytes); } break; }*/ } if (!exportable && displayAll) { asset.extension = ".dat"; exportable = true; } if (exportable) { if (asset.Text == "") { asset.Text = asset.TypeString + " #" + asset.uniqueID; } asset.SubItems.AddRange(new[] { asset.TypeString, asset.fullSize.ToString() }); //处理同名文件 if (!exportableAssetsHash.Add((asset.TypeString + asset.Text).ToUpper())) { asset.Text += " #" + asset.uniqueID; } //处理非法文件名 asset.Text = FixFileName(asset.Text); assetsFile.exportableAssets.Add(asset); } ProgressBarPerformStep(); } if (displayOriginalName) { assetsFile.exportableAssets.ForEach(x => { var replacename = ab?.m_Container.Find(y => y.second.asset.m_PathID == x.m_PathID)?.first; if (!string.IsNullOrEmpty(replacename)) { var ex = Path.GetExtension(replacename); x.Text = !string.IsNullOrEmpty(ex) ? replacename.Replace(ex, "") : replacename; } }); } exportableAssets.AddRange(assetsFile.exportableAssets); } visibleAssets = exportableAssets; exportableAssetsHash.Clear(); } #endregion #region second loop - build tree structure fileNodes = new List(); if (buildHierarchyMenuItem) { SetProgressBarMaximum(1); SetProgressBarValue(1); SetProgressBarMaximum(assetsfileList.Sum(x => x.GameObjectList.Values.Count) + 1); foreach (var assetsFile in assetsfileList) { StatusStripUpdate("Building tree structure from " + Path.GetFileName(assetsFile.filePath)); GameObject fileNode = new GameObject(null); fileNode.Text = Path.GetFileName(assetsFile.filePath); fileNode.m_Name = "RootNode"; foreach (var m_GameObject in assetsFile.GameObjectList.Values) { assetsfileList.ParseGameObject(m_GameObject); var parentNode = fileNode; if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out var m_Transform)) { if (assetsfileList.TryGetTransform(m_Transform.m_Father, out var m_Father)) { //GameObject Parent; if (assetsfileList.TryGetGameObject(m_Father.m_GameObject, out parentNode)) { //parentNode = Parent; } } } parentNode.Nodes.Add(m_GameObject); ProgressBarPerformStep(); } if (fileNode.Nodes.Count == 0) { fileNode.Text += " (no children)"; } fileNodes.Add(fileNode); } if (File.Exists(mainPath + "\\materials.json")) { string matLine; using (StreamReader reader = File.OpenText(mainPath + "\\materials.json")) { matLine = reader.ReadToEnd(); } jsonMats = new JavaScriptSerializer().Deserialize>>(matLine); //var jsonMats = new JavaScriptSerializer().DeserializeObject(matLine); } } #endregion #region build list of class strucutres if (buildClassStructuresMenuItem) { //group class structures by versionv foreach (var assetsFile in assetsfileList) { if (AllClassStructures.TryGetValue(assetsFile.m_Version, out var curVer)) { foreach (var uClass in assetsFile.ClassStructures) { curVer[uClass.Key] = uClass.Value; } } else { AllClassStructures.Add(assetsFile.m_Version, assetsFile.ClassStructures); } } } #endregion } public static void WriteFBX(string FBXfile, bool allNodes) { var timestamp = DateTime.Now; using (StreamWriter FBXwriter = new StreamWriter(FBXfile)) { StringBuilder fbx = new StringBuilder(); StringBuilder ob = new StringBuilder(); //Objects builder StringBuilder cb = new StringBuilder(); //Connections builder StringBuilder mb = new StringBuilder(); //Materials builder to get texture count in advance StringBuilder cb2 = new StringBuilder(); //and keep connections ordered cb.Append("\n}\n");//Objects end cb.Append("\nConnections: {"); HashSet GameObjects = new HashSet(); HashSet LimbNodes = new HashSet(); HashSet Skins = new HashSet(); HashSet Meshes = new HashSet();//MeshFilters are not unique!! HashSet Materials = new HashSet(); HashSet Textures = new HashSet(); int DeformerCount = 0; /* uniqueIDs can begin with zero, so they are preceded by a number specific to their type this will also make it easier to debug FBX files 1: Model 2: NodeAttribute 3: Geometry 4: Deformer 5: CollectionExclusive 6: Material 7: Texture 8: Video 9: */ #region loop nodes and collect objects for export foreach (var assetsFile in assetsfileList) { foreach (var m_GameObject in assetsFile.GameObjectList.Values) { if (m_GameObject.Checked || allNodes) { GameObjects.Add(m_GameObject); if (assetsfileList.TryGetPD(m_GameObject.m_MeshFilter, out var MeshFilterPD)) { //MeshFilters are not unique! //MeshFilters.Add(MeshFilterPD); MeshFilter m_MeshFilter = new MeshFilter(MeshFilterPD); if (assetsfileList.TryGetPD(m_MeshFilter.m_Mesh, out var MeshPD)) { Meshes.Add(MeshPD); //write connections here and Mesh objects separately without having to backtrack through their MEshFilter to het the GameObject ID //also note that MeshFilters are not unique, they cannot be used for instancing geometry cb2.AppendFormat("\n\n\t;Geometry::, Model::{0}", m_GameObject.m_Name); cb2.AppendFormat("\n\tC: \"OO\",3{0},1{1}", MeshPD.uniqueID, m_GameObject.uniqueID); } } #region get Renderer if (assetsfileList.TryGetPD(m_GameObject.m_MeshRenderer, out var RendererPD)) { MeshRenderer m_Renderer = new MeshRenderer(RendererPD); foreach (var MaterialPPtr in m_Renderer.m_Materials) { if (assetsfileList.TryGetPD(MaterialPPtr, out var MaterialPD)) { Materials.Add(MaterialPD); cb2.AppendFormat("\n\n\t;Material::, Model::{0}", m_GameObject.m_Name); cb2.AppendFormat("\n\tC: \"OO\",6{0},1{1}", MaterialPD.uniqueID, m_GameObject.uniqueID); } } } #endregion #region get SkinnedMeshRenderer if (assetsfileList.TryGetPD(m_GameObject.m_SkinnedMeshRenderer, out var SkinnedMeshPD)) { Skins.Add(SkinnedMeshPD); SkinnedMeshRenderer m_SkinnedMeshRenderer = new SkinnedMeshRenderer(SkinnedMeshPD); foreach (var MaterialPPtr in m_SkinnedMeshRenderer.m_Materials) { if (assetsfileList.TryGetPD(MaterialPPtr, out var MaterialPD)) { Materials.Add(MaterialPD); cb2.AppendFormat("\n\n\t;Material::, Model::{0}", m_GameObject.m_Name); cb2.AppendFormat("\n\tC: \"OO\",6{0},1{1}", MaterialPD.uniqueID, m_GameObject.uniqueID); } } if ((bool)Properties.Settings.Default["exportDeformers"]) { DeformerCount += m_SkinnedMeshRenderer.m_Bones.Length; //collect skeleton dummies to make sure they are exported foreach (var bonePPtr in m_SkinnedMeshRenderer.m_Bones) { if (assetsfileList.TryGetTransform(bonePPtr, out var b_Transform)) { if (assetsfileList.TryGetGameObject(b_Transform.m_GameObject, out var m_Bone)) { LimbNodes.Add(m_Bone); //also collect the root bone if (m_Bone.Parent.Level > 0) { LimbNodes.Add((GameObject)m_Bone.Parent); } //should I collect siblings? } #region collect children because m_SkinnedMeshRenderer.m_Bones doesn't contain terminations foreach (var ChildPPtr in b_Transform.m_Children) { if (assetsfileList.TryGetTransform(ChildPPtr, out var ChildTR)) { if (assetsfileList.TryGetGameObject(ChildTR.m_GameObject, out var m_Child)) { //check that the Model doesn't contain a Mesh, although this won't ensure it's part of the skeleton if (m_Child.m_MeshFilter == null && m_Child.m_SkinnedMeshRenderer == null) { LimbNodes.Add(m_Child); } } } } #endregion } } } } #endregion } } } //if ((bool)Properties.Settings.Default["convertDummies"]) { GameObjects.Except(LimbNodes); } //else { GameObjects.UnionWith(LimbNodes); LimbNodes.Clear(); } //add either way and use LimbNodes to test if a node is Null or LimbNode GameObjects.UnionWith(LimbNodes); #endregion #region write Materials, collect Texture objects //StatusStripUpdate("Writing Materials"); foreach (var MaterialPD in Materials) { Material m_Material = new Material(MaterialPD); mb.AppendFormat("\n\tMaterial: 6{0}, \"Material::{1}\", \"\" {{", MaterialPD.uniqueID, m_Material.m_Name); mb.Append("\n\t\tVersion: 102"); mb.Append("\n\t\tShadingModel: \"phong\""); mb.Append("\n\t\tMultiLayer: 0"); mb.Append("\n\t\tProperties70: {"); mb.Append("\n\t\t\tP: \"ShadingModel\", \"KString\", \"\", \"\", \"phong\""); #region write material colors foreach (var m_Color in m_Material.m_Colors) { switch (m_Color.first) { case "_Color": case "gSurfaceColor": mb.AppendFormat("\n\t\t\tP: \"DiffuseColor\", \"Color\", \"\", \"A\",{0},{1},{2}", m_Color.second[0], m_Color.second[1], m_Color.second[2]); break; case "_SpecularColor"://then what is _SpecColor?? mb.AppendFormat("\n\t\t\tP: \"SpecularColor\", \"Color\", \"\", \"A\",{0},{1},{2}", m_Color.second[0], m_Color.second[1], m_Color.second[2]); break; case "_ReflectColor": mb.AppendFormat("\n\t\t\tP: \"AmbientColor\", \"Color\", \"\", \"A\",{0},{1},{2}", m_Color.second[0], m_Color.second[1], m_Color.second[2]); break; default: mb.AppendFormat("\n;\t\t\tP: \"{3}\", \"Color\", \"\", \"A\",{0},{1},{2}", m_Color.second[0], m_Color.second[1], m_Color.second[2], m_Color.first);//commented out break; } } #endregion #region write material parameters foreach (var m_Float in m_Material.m_Floats) { switch (m_Float.first) { case "_Shininess": mb.AppendFormat("\n\t\t\tP: \"ShininessExponent\", \"Number\", \"\", \"A\",{0}", m_Float.second); mb.AppendFormat("\n\t\t\tP: \"Shininess\", \"Number\", \"\", \"A\",{0}", m_Float.second); break; case "_Transparency": mb.Append("\n\t\t\tP: \"TransparentColor\", \"Color\", \"\", \"A\",1,1,1"); mb.AppendFormat("\n\t\t\tP: \"TransparencyFactor\", \"Number\", \"\", \"A\",{0}", m_Float.second); mb.AppendFormat("\n\t\t\tP: \"Opacity\", \"Number\", \"\", \"A\",{0}", (1 - m_Float.second)); break; default: mb.AppendFormat("\n;\t\t\tP: \"{0}\", \"Number\", \"\", \"A\",{1}", m_Float.first, m_Float.second); break; } } #endregion //mb.Append("\n\t\t\tP: \"SpecularFactor\", \"Number\", \"\", \"A\",0"); mb.Append("\n\t\t}"); mb.Append("\n\t}"); #region write texture connections foreach (var m_TexEnv in m_Material.m_TexEnvs) { #region get Porsche material from json if (!assetsfileList.TryGetPD(m_TexEnv.m_Texture, out var TexturePD) && jsonMats != null) { if (jsonMats.TryGetValue(m_Material.m_Name, out var matProp)) { if (matProp.TryGetValue(m_TexEnv.name, out var texName)) { foreach (var asset in exportableAssets) { if (asset.Type2 == 28 && asset.Text == texName) { TexturePD = asset; break; } } } } } #endregion if (TexturePD != null && TexturePD.Type2 == 28) { Textures.Add(TexturePD); cb2.AppendFormat("\n\n\t;Texture::, Material::{0}", m_Material.m_Name); cb2.AppendFormat("\n\tC: \"OP\",7{0},6{1}, \"", TexturePD.uniqueID, MaterialPD.uniqueID); switch (m_TexEnv.name) { case "_MainTex": case "gDiffuseSampler": cb2.Append("DiffuseColor\""); break; case "_SpecularMap": case "gSpecularSampler": cb2.Append("SpecularColor\""); break; case "_NormalMap": case "gNormalSampler": cb2.Append("NormalMap\""); break; case "_BumpMap": cb2.Append("Bump\""); break; default: cb2.AppendFormat("{0}\"", m_TexEnv.name); break; } } } #endregion } #endregion #region write generic FBX data after everything was collected fbx.Append("; FBX 7.1.0 project file"); fbx.Append("\nFBXHeaderExtension: {\n\tFBXHeaderVersion: 1003\n\tFBXVersion: 7100\n\tCreationTimeStamp: {\n\t\tVersion: 1000"); fbx.Append("\n\t\tYear: " + timestamp.Year); fbx.Append("\n\t\tMonth: " + timestamp.Month); fbx.Append("\n\t\tDay: " + timestamp.Day); fbx.Append("\n\t\tHour: " + timestamp.Hour); fbx.Append("\n\t\tMinute: " + timestamp.Minute); fbx.Append("\n\t\tSecond: " + timestamp.Second); fbx.Append("\n\t\tMillisecond: " + timestamp.Millisecond); fbx.Append("\n\t}\n\tCreator: \"Unity Studio by Chipicao\"\n}\n"); fbx.Append("\nGlobalSettings: {"); fbx.Append("\n\tVersion: 1000"); fbx.Append("\n\tProperties70: {"); fbx.Append("\n\t\tP: \"UpAxis\", \"int\", \"Integer\", \"\",1"); fbx.Append("\n\t\tP: \"UpAxisSign\", \"int\", \"Integer\", \"\",1"); fbx.Append("\n\t\tP: \"FrontAxis\", \"int\", \"Integer\", \"\",2"); fbx.Append("\n\t\tP: \"FrontAxisSign\", \"int\", \"Integer\", \"\",1"); fbx.Append("\n\t\tP: \"CoordAxis\", \"int\", \"Integer\", \"\",0"); fbx.Append("\n\t\tP: \"CoordAxisSign\", \"int\", \"Integer\", \"\",1"); fbx.Append("\n\t\tP: \"OriginalUpAxis\", \"int\", \"Integer\", \"\",1"); fbx.Append("\n\t\tP: \"OriginalUpAxisSign\", \"int\", \"Integer\", \"\",1"); fbx.AppendFormat("\n\t\tP: \"UnitScaleFactor\", \"double\", \"Number\", \"\",{0}", Properties.Settings.Default["scaleFactor"]); fbx.Append("\n\t\tP: \"OriginalUnitScaleFactor\", \"double\", \"Number\", \"\",1.0"); //fbx.Append("\n\t\tP: \"AmbientColor\", \"ColorRGB\", \"Color\", \"\",0,0,0"); //fbx.Append("\n\t\tP: \"DefaultCamera\", \"KString\", \"\", \"\", \"Producer Perspective\""); //fbx.Append("\n\t\tP: \"TimeMode\", \"enum\", \"\", \"\",6"); //fbx.Append("\n\t\tP: \"TimeProtocol\", \"enum\", \"\", \"\",2"); //fbx.Append("\n\t\tP: \"SnapOnFrameMode\", \"enum\", \"\", \"\",0"); //fbx.Append("\n\t\tP: \"TimeSpanStart\", \"KTime\", \"Time\", \"\",0"); //fbx.Append("\n\t\tP: \"TimeSpanStop\", \"KTime\", \"Time\", \"\",153953860000"); //fbx.Append("\n\t\tP: \"CustomFrameRate\", \"double\", \"Number\", \"\",-1"); //fbx.Append("\n\t\tP: \"TimeMarker\", \"Compound\", \"\", \"\""); //fbx.Append("\n\t\tP: \"CurrentTimeMarker\", \"int\", \"Integer\", \"\",-1"); fbx.Append("\n\t}\n}\n"); fbx.Append("\nDocuments: {"); fbx.Append("\n\tCount: 1"); fbx.Append("\n\tDocument: 1234567890, \"\", \"Scene\" {"); fbx.Append("\n\t\tProperties70: {"); fbx.Append("\n\t\t\tP: \"SourceObject\", \"object\", \"\", \"\""); fbx.Append("\n\t\t\tP: \"ActiveAnimStackName\", \"KString\", \"\", \"\", \"\""); fbx.Append("\n\t\t}"); fbx.Append("\n\t\tRootNode: 0"); fbx.Append("\n\t}\n}\n"); fbx.Append("\nReferences: {\n}\n"); fbx.Append("\nDefinitions: {"); fbx.Append("\n\tVersion: 100"); fbx.AppendFormat("\n\tCount: {0}", 1 + 2 * GameObjects.Count + Materials.Count + 2 * Textures.Count + ((bool)Properties.Settings.Default["exportDeformers"] ? Skins.Count + DeformerCount + Skins.Count + 1 : 0)); fbx.Append("\n\tObjectType: \"GlobalSettings\" {"); fbx.Append("\n\t\tCount: 1"); fbx.Append("\n\t}"); fbx.Append("\n\tObjectType: \"Model\" {"); fbx.AppendFormat("\n\t\tCount: {0}", GameObjects.Count); fbx.Append("\n\t}"); fbx.Append("\n\tObjectType: \"NodeAttribute\" {"); fbx.AppendFormat("\n\t\tCount: {0}", GameObjects.Count - Meshes.Count - Skins.Count); fbx.Append("\n\t\tPropertyTemplate: \"FbxNull\" {"); fbx.Append("\n\t\t\tProperties70: {"); fbx.Append("\n\t\t\t\tP: \"Color\", \"ColorRGB\", \"Color\", \"\",0.8,0.8,0.8"); fbx.Append("\n\t\t\t\tP: \"Size\", \"double\", \"Number\", \"\",100"); fbx.Append("\n\t\t\t\tP: \"Look\", \"enum\", \"\", \"\",1"); fbx.Append("\n\t\t\t}\n\t\t}\n\t}"); fbx.Append("\n\tObjectType: \"Geometry\" {"); fbx.AppendFormat("\n\t\tCount: {0}", Meshes.Count + Skins.Count); fbx.Append("\n\t}"); fbx.Append("\n\tObjectType: \"Material\" {"); fbx.AppendFormat("\n\t\tCount: {0}", Materials.Count); fbx.Append("\n\t}"); fbx.Append("\n\tObjectType: \"Texture\" {"); fbx.AppendFormat("\n\t\tCount: {0}", Textures.Count); fbx.Append("\n\t}"); fbx.Append("\n\tObjectType: \"Video\" {"); fbx.AppendFormat("\n\t\tCount: {0}", Textures.Count); fbx.Append("\n\t}"); if ((bool)Properties.Settings.Default["exportDeformers"]) { fbx.Append("\n\tObjectType: \"CollectionExclusive\" {"); fbx.AppendFormat("\n\t\tCount: {0}", Skins.Count); fbx.Append("\n\t\tPropertyTemplate: \"FbxDisplayLayer\" {"); fbx.Append("\n\t\t\tProperties70: {"); fbx.Append("\n\t\t\t\tP: \"Color\", \"ColorRGB\", \"Color\", \"\",0.8,0.8,0.8"); fbx.Append("\n\t\t\t\tP: \"Show\", \"bool\", \"\", \"\",1"); fbx.Append("\n\t\t\t\tP: \"Freeze\", \"bool\", \"\", \"\",0"); fbx.Append("\n\t\t\t\tP: \"LODBox\", \"bool\", \"\", \"\",0"); fbx.Append("\n\t\t\t}"); fbx.Append("\n\t\t}"); fbx.Append("\n\t}"); fbx.Append("\n\tObjectType: \"Deformer\" {"); fbx.AppendFormat("\n\t\tCount: {0}", DeformerCount + Skins.Count); fbx.Append("\n\t}"); fbx.Append("\n\tObjectType: \"Pose\" {"); fbx.Append("\n\t\tCount: 1"); fbx.Append("\n\t}"); } fbx.Append("\n}\n"); fbx.Append("\nObjects: {"); FBXwriter.Write(fbx); fbx.Clear(); #endregion #region write Model nodes and connections //StatusStripUpdate("Writing Nodes and hierarchy"); foreach (var m_GameObject in GameObjects) { if (m_GameObject.m_MeshFilter == null && m_GameObject.m_SkinnedMeshRenderer == null) { if ((bool)Properties.Settings.Default["exportDeformers"] && (bool)Properties.Settings.Default["convertDummies"] && LimbNodes.Contains(m_GameObject)) { ob.AppendFormat("\n\tNodeAttribute: 2{0}, \"NodeAttribute::\", \"LimbNode\" {{", m_GameObject.uniqueID); ob.Append("\n\t\tTypeFlags: \"Skeleton\""); ob.Append("\n\t}"); ob.AppendFormat("\n\tModel: 1{0}, \"Model::{1}\", \"LimbNode\" {{", m_GameObject.uniqueID, m_GameObject.m_Name); } else { ob.AppendFormat("\n\tNodeAttribute: 2{0}, \"NodeAttribute::\", \"Null\" {{", m_GameObject.uniqueID); ob.Append("\n\t\tTypeFlags: \"Null\""); ob.Append("\n\t}"); ob.AppendFormat("\n\tModel: 1{0}, \"Model::{1}\", \"Null\" {{", m_GameObject.uniqueID, m_GameObject.m_Name); } //connect NodeAttribute to Model cb.AppendFormat("\n\n\t;NodeAttribute::, Model::{0}", m_GameObject.m_Name); cb.AppendFormat("\n\tC: \"OO\",2{0},1{0}", m_GameObject.uniqueID); } else { ob.AppendFormat("\n\tModel: 1{0}, \"Model::{1}\", \"Mesh\" {{", m_GameObject.uniqueID, m_GameObject.m_Name); } ob.Append("\n\t\tVersion: 232"); ob.Append("\n\t\tProperties70: {"); ob.Append("\n\t\t\tP: \"InheritType\", \"enum\", \"\", \"\",1"); ob.Append("\n\t\t\tP: \"ScalingMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); ob.Append("\n\t\t\tP: \"DefaultAttributeIndex\", \"int\", \"Integer\", \"\",0"); if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out var m_Transform)) { float[] m_EulerRotation = QuatToEuler(new[] { m_Transform.m_LocalRotation[0], -m_Transform.m_LocalRotation[1], -m_Transform.m_LocalRotation[2], m_Transform.m_LocalRotation[3] }); ob.AppendFormat("\n\t\t\tP: \"Lcl Translation\", \"Lcl Translation\", \"\", \"A\",{0},{1},{2}", -m_Transform.m_LocalPosition[0], m_Transform.m_LocalPosition[1], m_Transform.m_LocalPosition[2]); ob.AppendFormat("\n\t\t\tP: \"Lcl Rotation\", \"Lcl Rotation\", \"\", \"A\",{0},{1},{2}", m_EulerRotation[0], m_EulerRotation[1], m_EulerRotation[2]);//handedness is switched in quat ob.AppendFormat("\n\t\t\tP: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",{0},{1},{2}", m_Transform.m_LocalScale[0], m_Transform.m_LocalScale[1], m_Transform.m_LocalScale[2]); } //mb.Append("\n\t\t\tP: \"UDP3DSMAX\", \"KString\", \"\", \"U\", \"MapChannel:1 = UVChannel_1&cr;&lf;MapChannel:2 = UVChannel_2&cr;&lf;\""); //mb.Append("\n\t\t\tP: \"MaxHandle\", \"int\", \"Integer\", \"UH\",24"); ob.Append("\n\t\t}"); ob.Append("\n\t\tShading: T"); ob.Append("\n\t\tCulling: \"CullingOff\"\n\t}"); //connect Model to parent GameObject parentObject = (GameObject)m_GameObject.Parent; if (GameObjects.Contains(parentObject)) { cb.AppendFormat("\n\n\t;Model::{0}, Model::{1}", m_GameObject.m_Name, parentObject.m_Name); cb.AppendFormat("\n\tC: \"OO\",1{0},1{1}", m_GameObject.uniqueID, parentObject.uniqueID); } else { cb.AppendFormat("\n\n\t;Model::{0}, Model::RootNode", m_GameObject.m_Name); cb.AppendFormat("\n\tC: \"OO\",1{0},0", m_GameObject.uniqueID); } } #endregion #region write non-skinnned Geometry //StatusStripUpdate("Writing Geometry"); foreach (var MeshPD in Meshes) { Mesh m_Mesh = new Mesh(MeshPD, true); MeshFBX(m_Mesh, MeshPD.uniqueID, ob); //write data 8MB at a time if (ob.Length > (8 * 0x100000)) { FBXwriter.Write(ob); ob.Clear(); } } #endregion #region write Deformer objects and skinned Geometry StringBuilder pb = new StringBuilder(); //generate unique ID for BindPose pb.Append("\n\tPose: 5123456789, \"Pose::BIND_POSES\", \"BindPose\" {"); pb.Append("\n\t\tType: \"BindPose\""); pb.Append("\n\t\tVersion: 100"); pb.AppendFormat("\n\t\tNbPoseNodes: {0}", Skins.Count + LimbNodes.Count); foreach (var SkinnedMeshPD in Skins) { SkinnedMeshRenderer m_SkinnedMeshRenderer = new SkinnedMeshRenderer(SkinnedMeshPD); if (assetsfileList.TryGetGameObject(m_SkinnedMeshRenderer.m_GameObject, out var m_GameObject) && assetsfileList.TryGetPD(m_SkinnedMeshRenderer.m_Mesh, out var MeshPD)) { //generate unique Geometry ID for instanced mesh objects //instanced skinned geometry is possible in FBX, but all instances are linked to the same skeleton nodes //TODO: create instances if deformer option is not selected //find a way to test if a mesh instance was loaded previously and if it uses the same skeleton, then create instance or copy var keepID = MeshPD.uniqueID; MeshPD.uniqueID = SkinnedMeshPD.uniqueID; Mesh m_Mesh = new Mesh(MeshPD, true); MeshFBX(m_Mesh, MeshPD.uniqueID, ob); //write data 8MB at a time if (ob.Length > (8 * 0x100000)) { FBXwriter.Write(ob); ob.Clear(); } cb2.AppendFormat("\n\n\t;Geometry::, Model::{0}", m_GameObject.m_Name); cb2.AppendFormat("\n\tC: \"OO\",3{0},1{1}", MeshPD.uniqueID, m_GameObject.uniqueID); if ((bool)Properties.Settings.Default["exportDeformers"]) { //add BindPose node pb.Append("\n\t\tPoseNode: {"); pb.AppendFormat("\n\t\t\tNode: 1{0}", m_GameObject.uniqueID); //pb.Append("\n\t\t\tMatrix: *16 {"); //pb.Append("\n\t\t\t\ta: "); //pb.Append("\n\t\t\t} "); pb.Append("\n\t\t}"); ob.AppendFormat("\n\tCollectionExclusive: 5{0}, \"DisplayLayer::{1}\", \"DisplayLayer\" {{", SkinnedMeshPD.uniqueID, m_GameObject.m_Name); ob.Append("\n\t\tProperties70: {"); ob.Append("\n\t\t}"); ob.Append("\n\t}"); //connect Model to DisplayLayer cb2.AppendFormat("\n\n\t;Model::{0}, DisplayLayer::", m_GameObject.m_Name); cb2.AppendFormat("\n\tC: \"OO\",1{0},5{1}", m_GameObject.uniqueID, SkinnedMeshPD.uniqueID); //write Deformers if (m_Mesh.m_Skin.Length > 0 && m_Mesh.m_BindPose.Length >= m_SkinnedMeshRenderer.m_Bones.Length) { //write main Skin Deformer ob.AppendFormat("\n\tDeformer: 4{0}, \"Deformer::\", \"Skin\" {{", SkinnedMeshPD.uniqueID); ob.Append("\n\t\tVersion: 101"); ob.Append("\n\t\tLink_DeformAcuracy: 50"); ob.Append("\n\t}"); //Deformer end //connect Skin Deformer to Geometry cb2.Append("\n\n\t;Deformer::, Geometry::"); cb2.AppendFormat("\n\tC: \"OO\",4{0},3{1}", SkinnedMeshPD.uniqueID, MeshPD.uniqueID); for (int b = 0; b < m_SkinnedMeshRenderer.m_Bones.Length; b++) { if (assetsfileList.TryGetTransform(m_SkinnedMeshRenderer.m_Bones[b], out var m_Transform)) { if (assetsfileList.TryGetGameObject(m_Transform.m_GameObject, out var m_Bone)) { int influences = 0, ibSplit = 0, wbSplit = 0; StringBuilder ib = new StringBuilder();//indices (vertex) StringBuilder wb = new StringBuilder();//weights for (int index = 0; index < m_Mesh.m_Skin.Length; index++) { if (m_Mesh.m_Skin[index][0].weight == 0 && (m_Mesh.m_Skin[index].All(x => x.weight == 0) || //if all weights (and indicces) are 0, bone0 has full control m_Mesh.m_Skin[index][1].weight > 0)) //this implies a second bone exists, so bone0 has control too (otherwise it wouldn't be the first in the series) { m_Mesh.m_Skin[index][0].weight = 1; } var influence = m_Mesh.m_Skin[index].Find(x => x.boneIndex == b && x.weight > 0); if (influence != null) { influences++; ib.AppendFormat("{0},", index); wb.AppendFormat("{0},", influence.weight); if (ib.Length - ibSplit > 2000) { ib.Append("\n"); ibSplit = ib.Length; } if (wb.Length - wbSplit > 2000) { wb.Append("\n"); wbSplit = wb.Length; } } /*float weight; if (m_Mesh.m_Skin[index].TryGetValue(b, out weight)) { if (weight > 0) { influences++; ib.AppendFormat("{0},", index); wb.AppendFormat("{0},", weight); } else if (m_Mesh.m_Skin[index].Keys.Count == 1)//m_Mesh.m_Skin[index].Values.All(x => x == 0) { influences++; ib.AppendFormat("{0},", index); wb.AppendFormat("{0},", 1); } if (ib.Length - ibSplit > 2000) { ib.Append("\n"); ibSplit = ib.Length; } if (wb.Length - wbSplit > 2000) { wb.Append("\n"); wbSplit = wb.Length; } }*/ } if (influences > 0) { ib.Length--;//remove last comma wb.Length--;//remove last comma } //SubDeformer objects need unique IDs because 2 or more deformers can be linked to the same bone ob.AppendFormat("\n\tDeformer: 4{0}{1}, \"SubDeformer::\", \"Cluster\" {{", b, SkinnedMeshPD.uniqueID); ob.Append("\n\t\tVersion: 100"); ob.Append("\n\t\tUserData: \"\", \"\""); ob.AppendFormat("\n\t\tIndexes: *{0} {{\n\t\t\ta: ", influences); ob.Append(ib); ob.Append("\n\t\t}"); ib.Clear(); ob.AppendFormat("\n\t\tWeights: *{0} {{\n\t\t\ta: ", influences); ob.Append(wb); ob.Append("\n\t\t}"); wb.Clear(); ob.Append("\n\t\tTransform: *16 {\n\t\t\ta: "); //ob.Append(string.Join(",", m_Mesh.m_BindPose[b])); var m = m_Mesh.m_BindPose[b]; ob.AppendFormat("{0},{1},{2},{3},", m[0, 0], -m[1, 0], -m[2, 0], m[3, 0]); ob.AppendFormat("{0},{1},{2},{3},", -m[0, 1], m[1, 1], m[2, 1], m[3, 1]); ob.AppendFormat("{0},{1},{2},{3},", -m[0, 2], m[1, 2], m[2, 2], m[3, 2]); ob.AppendFormat("{0},{1},{2},{3},", -m[0, 3], m[1, 3], m[2, 3], m[3, 3]); ob.Append("\n\t\t}"); ob.Append("\n\t}"); //SubDeformer end //connect SubDeformer to Skin Deformer cb2.Append("\n\n\t;SubDeformer::, Deformer::"); cb2.AppendFormat("\n\tC: \"OO\",4{0}{1},4{1}", b, SkinnedMeshPD.uniqueID); //connect dummy Model to SubDeformer cb2.AppendFormat("\n\n\t;Model::{0}, SubDeformer::", m_Bone.m_Name); cb2.AppendFormat("\n\tC: \"OO\",1{0},4{1}{2}", m_Bone.uniqueID, b, SkinnedMeshPD.uniqueID); } } } } } MeshPD.uniqueID = keepID; } } if ((bool)Properties.Settings.Default["exportDeformers"]) { foreach (var m_Bone in LimbNodes) { //add BindPose node pb.Append("\n\t\tPoseNode: {"); pb.AppendFormat("\n\t\t\tNode: 1{0}", m_Bone.uniqueID); //pb.Append("\n\t\t\tMatrix: *16 {"); //pb.Append("\n\t\t\t\ta: "); //pb.Append("\n\t\t\t} "); pb.Append("\n\t\t}"); } pb.Append("\n\t}"); //BindPose end ob.Append(pb); pb.Clear(); } #endregion ob.Append(mb); mb.Clear(); cb.Append(cb2); cb2.Clear(); #region write & extract Textures foreach (var TexturePD in Textures) { //TODO check texture type and set path accordingly; eg. CubeMap, Texture3D string texPathName = Path.GetDirectoryName(FBXfile) + "\\Texture2D\\"; ExportTexture2D(TexturePD, texPathName, false); texPathName = Path.GetFullPath(Path.Combine(texPathName, $"{TexturePD.Text}.png"));//必须是png文件 ob.AppendFormat("\n\tTexture: 7{0}, \"Texture::{1}\", \"\" {{", TexturePD.uniqueID, TexturePD.Text); ob.Append("\n\t\tType: \"TextureVideoClip\""); ob.Append("\n\t\tVersion: 202"); ob.AppendFormat("\n\t\tTextureName: \"Texture::{0}\"", TexturePD.Text); ob.Append("\n\t\tProperties70: {"); ob.Append("\n\t\t\tP: \"UVSet\", \"KString\", \"\", \"\", \"UVChannel_0\""); ob.Append("\n\t\t\tP: \"UseMaterial\", \"bool\", \"\", \"\",1"); ob.Append("\n\t\t}"); ob.AppendFormat("\n\t\tMedia: \"Video::{0}\"", TexturePD.Text); ob.AppendFormat("\n\t\tFileName: \"{0}\"", texPathName); ob.AppendFormat("\n\t\tRelativeFilename: \"{0}\"", texPathName.Replace($"{Path.GetDirectoryName(FBXfile)}\\", "")); ob.Append("\n\t}"); ob.AppendFormat("\n\tVideo: 8{0}, \"Video::{1}\", \"Clip\" {{", TexturePD.uniqueID, TexturePD.Text); ob.Append("\n\t\tType: \"Clip\""); ob.Append("\n\t\tProperties70: {"); ob.AppendFormat("\n\t\t\tP: \"Path\", \"KString\", \"XRefUrl\", \"\", \"{0}\"", texPathName); ob.Append("\n\t\t}"); ob.AppendFormat("\n\t\tFileName: \"{0}\"", texPathName); ob.AppendFormat("\n\t\tRelativeFilename: \"{0}\"", texPathName.Replace($"{Path.GetDirectoryName(FBXfile)}\\", "")); ob.Append("\n\t}"); //connect video to texture cb.AppendFormat("\n\n\t;Video::{0}, Texture::{0}", TexturePD.Text); cb.AppendFormat("\n\tC: \"OO\",8{0},7{1}", TexturePD.uniqueID, TexturePD.uniqueID); } #endregion FBXwriter.Write(ob); ob.Clear(); cb.Append("\n}");//Connections end FBXwriter.Write(cb); cb.Clear(); StatusStripUpdate("Finished exporting " + Path.GetFileName(FBXfile)); } } private static void MeshFBX(Mesh m_Mesh, string MeshID, StringBuilder ob) { if (m_Mesh.m_VertexCount > 0)//general failsafe { //StatusStripUpdate("Writing Geometry: " + m_Mesh.m_Name); ob.AppendFormat("\n\tGeometry: 3{0}, \"Geometry::\", \"Mesh\" {{", MeshID); ob.Append("\n\t\tProperties70: {"); var randomColor = RandomColorGenerator(m_Mesh.m_Name); ob.AppendFormat("\n\t\t\tP: \"Color\", \"ColorRGB\", \"Color\", \"\",{0},{1},{2}", ((float)randomColor[0] / 255), ((float)randomColor[1] / 255), ((float)randomColor[2] / 255)); ob.Append("\n\t\t}"); #region Vertices ob.AppendFormat("\n\t\tVertices: *{0} {{\n\t\t\ta: ", m_Mesh.m_VertexCount * 3); int c = 3;//vertex components //skip last component in vector4 if (m_Mesh.m_Vertices.Length == m_Mesh.m_VertexCount * 4) { c++; } //haha int lineSplit = ob.Length; for (int v = 0; v < m_Mesh.m_VertexCount; v++) { ob.AppendFormat("{0},{1},{2},", -m_Mesh.m_Vertices[v * c], m_Mesh.m_Vertices[v * c + 1], m_Mesh.m_Vertices[v * c + 2]); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } ob.Length--;//remove last comma ob.Append("\n\t\t}"); #endregion #region Indices //in order to test topology for triangles/quads we need to store submeshes and write each one as geometry, then link to Mesh Node ob.AppendFormat("\n\t\tPolygonVertexIndex: *{0} {{\n\t\t\ta: ", m_Mesh.m_Indices.Count); lineSplit = ob.Length; for (int f = 0; f < m_Mesh.m_Indices.Count / 3; f++) { ob.AppendFormat("{0},{1},{2},", m_Mesh.m_Indices[f * 3], m_Mesh.m_Indices[f * 3 + 2], (-m_Mesh.m_Indices[f * 3 + 1] - 1)); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } ob.Length--;//remove last comma ob.Append("\n\t\t}"); ob.Append("\n\t\tGeometryVersion: 124"); #endregion #region Normals if ((bool)Properties.Settings.Default["exportNormals"] && m_Mesh.m_Normals != null && m_Mesh.m_Normals.Length > 0) { ob.Append("\n\t\tLayerElementNormal: 0 {"); ob.Append("\n\t\t\tVersion: 101"); ob.Append("\n\t\t\tName: \"\""); ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\""); ob.Append("\n\t\t\tReferenceInformationType: \"Direct\""); ob.AppendFormat("\n\t\t\tNormals: *{0} {{\n\t\t\ta: ", (m_Mesh.m_VertexCount * 3)); if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 3) { c = 3; } else if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 4) { c = 4; } lineSplit = ob.Length; for (int v = 0; v < m_Mesh.m_VertexCount; v++) { ob.AppendFormat("{0},{1},{2},", -m_Mesh.m_Normals[v * c], m_Mesh.m_Normals[v * c + 1], m_Mesh.m_Normals[v * c + 2]); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } ob.Length--;//remove last comma ob.Append("\n\t\t\t}\n\t\t}"); } #endregion #region Tangents if ((bool)Properties.Settings.Default["exportTangents"] && m_Mesh.m_Tangents != null && m_Mesh.m_Tangents.Length > 0) { ob.Append("\n\t\tLayerElementTangent: 0 {"); ob.Append("\n\t\t\tVersion: 101"); ob.Append("\n\t\t\tName: \"\""); ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\""); ob.Append("\n\t\t\tReferenceInformationType: \"Direct\""); ob.AppendFormat("\n\t\t\tTangents: *{0} {{\n\t\t\ta: ", (m_Mesh.m_VertexCount * 3)); if (m_Mesh.m_Tangents.Length == m_Mesh.m_VertexCount * 3) { c = 3; } else if (m_Mesh.m_Tangents.Length == m_Mesh.m_VertexCount * 4) { c = 4; } lineSplit = ob.Length; for (int v = 0; v < m_Mesh.m_VertexCount; v++) { ob.AppendFormat("{0},{1},{2},", -m_Mesh.m_Tangents[v * c], m_Mesh.m_Tangents[v * c + 1], m_Mesh.m_Tangents[v * c + 2]); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } ob.Length--;//remove last comma ob.Append("\n\t\t\t}\n\t\t}"); } #endregion #region Colors if ((bool)Properties.Settings.Default["exportColors"] && m_Mesh.m_Colors != null && m_Mesh.m_Colors.Length > 0) { ob.Append("\n\t\tLayerElementColor: 0 {"); ob.Append("\n\t\t\tVersion: 101"); ob.Append("\n\t\t\tName: \"\""); //ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\""); //ob.Append("\n\t\t\tReferenceInformationType: \"Direct\""); ob.Append("\n\t\t\tMappingInformationType: \"ByPolygonVertex\""); ob.Append("\n\t\t\tReferenceInformationType: \"IndexToDirect\""); ob.AppendFormat("\n\t\t\tColors: *{0} {{\n\t\t\ta: ", m_Mesh.m_Colors.Length); //ob.Append(string.Join(",", m_Mesh.m_Colors)); lineSplit = ob.Length; if (m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 3) { for (int i = 0; i < m_Mesh.m_VertexCount; i++) { ob.AppendFormat("{0},{1},{2},{3},", m_Mesh.m_Colors[i * 3], m_Mesh.m_Colors[i * 3 + 1], m_Mesh.m_Colors[i * 3 + 2], 1.0f); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } } else { for (int i = 0; i < m_Mesh.m_VertexCount; i++) { ob.AppendFormat("{0},{1},{2},{3},", m_Mesh.m_Colors[i * 4], m_Mesh.m_Colors[i * 4 + 1], m_Mesh.m_Colors[i * 4 + 2], m_Mesh.m_Colors[i * 4 + 3]); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } } ob.Length--;//remove last comma ob.Append("\n\t\t\t}"); ob.AppendFormat("\n\t\t\tColorIndex: *{0} {{\n\t\t\ta: ", m_Mesh.m_Indices.Count); lineSplit = ob.Length; for (int f = 0; f < m_Mesh.m_Indices.Count / 3; f++) { ob.AppendFormat("{0},{1},{2},", m_Mesh.m_Indices[f * 3], m_Mesh.m_Indices[f * 3 + 2], m_Mesh.m_Indices[f * 3 + 1]); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } ob.Length--;//remove last comma ob.Append("\n\t\t\t}\n\t\t}"); } #endregion #region UV1 //does FBX support UVW coordinates? if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV1 != null && m_Mesh.m_UV1.Length > 0) { ob.Append("\n\t\tLayerElementUV: 0 {"); ob.Append("\n\t\t\tVersion: 101"); ob.Append("\n\t\t\tName: \"UVChannel_1\""); ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\""); ob.Append("\n\t\t\tReferenceInformationType: \"Direct\""); ob.AppendFormat("\n\t\t\tUV: *{0} {{\n\t\t\ta: ", m_Mesh.m_UV1.Length); lineSplit = ob.Length; for (int v = 0; v < m_Mesh.m_VertexCount; v++) { ob.AppendFormat("{0},{1},", m_Mesh.m_UV1[v * 2], 1 - m_Mesh.m_UV1[v * 2 + 1]); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } ob.Length--;//remove last comma ob.Append("\n\t\t\t}\n\t\t}"); } #endregion #region UV2 if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV2 != null && m_Mesh.m_UV2.Length > 0) { ob.Append("\n\t\tLayerElementUV: 1 {"); ob.Append("\n\t\t\tVersion: 101"); ob.Append("\n\t\t\tName: \"UVChannel_2\""); ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\""); ob.Append("\n\t\t\tReferenceInformationType: \"Direct\""); ob.AppendFormat("\n\t\t\tUV: *{0} {{\n\t\t\ta: ", m_Mesh.m_UV2.Length); lineSplit = ob.Length; for (int v = 0; v < m_Mesh.m_VertexCount; v++) { ob.AppendFormat("{0},{1},", m_Mesh.m_UV2[v * 2], 1 - m_Mesh.m_UV2[v * 2 + 1]); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } ob.Length--;//remove last comma ob.Append("\n\t\t\t}\n\t\t}"); } #endregion #region UV3 if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV3 != null && m_Mesh.m_UV3.Length > 0) { ob.Append("\n\t\tLayerElementUV: 2 {"); ob.Append("\n\t\t\tVersion: 101"); ob.Append("\n\t\t\tName: \"UVChannel_3\""); ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\""); ob.Append("\n\t\t\tReferenceInformationType: \"Direct\""); ob.AppendFormat("\n\t\t\tUV: *{0} {{\n\t\t\ta: ", m_Mesh.m_UV3.Length); lineSplit = ob.Length; for (int v = 0; v < m_Mesh.m_VertexCount; v++) { ob.AppendFormat("{0},{1},", m_Mesh.m_UV3[v * 2], 1 - m_Mesh.m_UV3[v * 2 + 1]); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } ob.Length--;//remove last comma ob.Append("\n\t\t\t}\n\t\t}"); } #endregion #region UV4 if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV4 != null && m_Mesh.m_UV4.Length > 0) { ob.Append("\n\t\tLayerElementUV: 3 {"); ob.Append("\n\t\t\tVersion: 101"); ob.Append("\n\t\t\tName: \"UVChannel_4\""); ob.Append("\n\t\t\tMappingInformationType: \"ByVertice\""); ob.Append("\n\t\t\tReferenceInformationType: \"Direct\""); ob.AppendFormat("\n\t\t\tUV: *{0} {{\n\t\t\ta: ", m_Mesh.m_UV4.Length); lineSplit = ob.Length; for (int v = 0; v < m_Mesh.m_VertexCount; v++) { ob.AppendFormat("{0},{1},", m_Mesh.m_UV4[v * 2], 1 - m_Mesh.m_UV4[v * 2 + 1]); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } ob.Length--;//remove last comma ob.Append("\n\t\t\t}\n\t\t}"); } #endregion #region Material ob.Append("\n\t\tLayerElementMaterial: 0 {"); ob.Append("\n\t\t\tVersion: 101"); ob.Append("\n\t\t\tName: \"\""); ob.Append("\n\t\t\tMappingInformationType: \""); ob.Append(m_Mesh.m_SubMeshes.Count == 1 ? "AllSame\"" : "ByPolygon\""); ob.Append("\n\t\t\tReferenceInformationType: \"IndexToDirect\""); ob.AppendFormat("\n\t\t\tMaterials: *{0} {{", m_Mesh.m_materialIDs.Count); ob.Append("\n\t\t\t\ta: "); if (m_Mesh.m_materialIDs.Count == 1) { ob.Append("0"); } else { lineSplit = ob.Length; for (int i = 0; i < m_Mesh.m_materialIDs.Count; i++) { ob.AppendFormat("{0},", m_Mesh.m_materialIDs[i]); if (ob.Length - lineSplit > 2000) { ob.Append("\n"); lineSplit = ob.Length; } } ob.Length--;//remove last comma } ob.Append("\n\t\t\t}\n\t\t}"); #endregion #region Layers ob.Append("\n\t\tLayer: 0 {"); ob.Append("\n\t\t\tVersion: 100"); if ((bool)Properties.Settings.Default["exportNormals"] && m_Mesh.m_Normals != null && m_Mesh.m_Normals.Length > 0) { ob.Append("\n\t\t\tLayerElement: {"); ob.Append("\n\t\t\t\tType: \"LayerElementNormal\""); ob.Append("\n\t\t\t\tTypedIndex: 0"); ob.Append("\n\t\t\t}"); } if ((bool)Properties.Settings.Default["exportTangents"] && m_Mesh.m_Tangents != null && m_Mesh.m_Tangents.Length > 0) { ob.Append("\n\t\t\tLayerElement: {"); ob.Append("\n\t\t\t\tType: \"LayerElementTangent\""); ob.Append("\n\t\t\t\tTypedIndex: 0"); ob.Append("\n\t\t\t}"); } ob.Append("\n\t\t\tLayerElement: {"); ob.Append("\n\t\t\t\tType: \"LayerElementMaterial\""); ob.Append("\n\t\t\t\tTypedIndex: 0"); ob.Append("\n\t\t\t}"); // /*ob.Append("\n\t\t\tLayerElement: {"); ob.Append("\n\t\t\t\tType: \"LayerElementTexture\""); ob.Append("\n\t\t\t\tTypedIndex: 0"); ob.Append("\n\t\t\t}"); ob.Append("\n\t\t\tLayerElement: {"); ob.Append("\n\t\t\t\tType: \"LayerElementBumpTextures\""); ob.Append("\n\t\t\t\tTypedIndex: 0"); ob.Append("\n\t\t\t}");*/ if ((bool)Properties.Settings.Default["exportColors"] && m_Mesh.m_Colors != null && m_Mesh.m_Colors.Length > 0) { ob.Append("\n\t\t\tLayerElement: {"); ob.Append("\n\t\t\t\tType: \"LayerElementColor\""); ob.Append("\n\t\t\t\tTypedIndex: 0"); ob.Append("\n\t\t\t}"); } if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV1 != null && m_Mesh.m_UV1.Length > 0) { ob.Append("\n\t\t\tLayerElement: {"); ob.Append("\n\t\t\t\tType: \"LayerElementUV\""); ob.Append("\n\t\t\t\tTypedIndex: 0"); ob.Append("\n\t\t\t}"); } ob.Append("\n\t\t}"); //Layer 0 end if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV2 != null && m_Mesh.m_UV2.Length > 0) { ob.Append("\n\t\tLayer: 1 {"); ob.Append("\n\t\t\tVersion: 100"); ob.Append("\n\t\t\tLayerElement: {"); ob.Append("\n\t\t\t\tType: \"LayerElementUV\""); ob.Append("\n\t\t\t\tTypedIndex: 1"); ob.Append("\n\t\t\t}"); ob.Append("\n\t\t}"); //Layer 1 end } if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV3 != null && m_Mesh.m_UV3.Length > 0) { ob.Append("\n\t\tLayer: 2 {"); ob.Append("\n\t\t\tVersion: 100"); ob.Append("\n\t\t\tLayerElement: {"); ob.Append("\n\t\t\t\tType: \"LayerElementUV\""); ob.Append("\n\t\t\t\tTypedIndex: 2"); ob.Append("\n\t\t\t}"); ob.Append("\n\t\t}"); //Layer 2 end } if ((bool)Properties.Settings.Default["exportUVs"] && m_Mesh.m_UV4 != null && m_Mesh.m_UV4.Length > 0) { ob.Append("\n\t\tLayer: 3 {"); ob.Append("\n\t\t\tVersion: 100"); ob.Append("\n\t\t\tLayerElement: {"); ob.Append("\n\t\t\t\tType: \"LayerElementUV\""); ob.Append("\n\t\t\t\tTypedIndex: 3"); ob.Append("\n\t\t\t}"); ob.Append("\n\t\t}"); //Layer 3 end } #endregion ob.Append("\n\t}"); //Geometry end } } private static float[] QuatToEuler(float[] q) { double eax = 0; double eay = 0; double eaz = 0; float qx = q[0]; float qy = q[1]; float qz = q[2]; float qw = q[3]; double[,] M = new double[4, 4]; double Nq = qx * qx + qy * qy + qz * qz + qw * qw; double s = (Nq > 0.0) ? (2.0 / Nq) : 0.0; double xs = qx * s, ys = qy * s, zs = qz * s; double wx = qw * xs, wy = qw * ys, wz = qw * zs; double xx = qx * xs, xy = qx * ys, xz = qx * zs; double yy = qy * ys, yz = qy * zs, zz = qz * zs; M[0, 0] = 1.0 - (yy + zz); M[0, 1] = xy - wz; M[0, 2] = xz + wy; M[1, 0] = xy + wz; M[1, 1] = 1.0 - (xx + zz); M[1, 2] = yz - wx; M[2, 0] = xz - wy; M[2, 1] = yz + wx; M[2, 2] = 1.0 - (xx + yy); M[3, 0] = M[3, 1] = M[3, 2] = M[0, 3] = M[1, 3] = M[2, 3] = 0.0; M[3, 3] = 1.0; double test = Math.Sqrt(M[0, 0] * M[0, 0] + M[1, 0] * M[1, 0]); if (test > 16 * 1.19209290E-07F)//FLT_EPSILON { eax = Math.Atan2(M[2, 1], M[2, 2]); eay = Math.Atan2(-M[2, 0], test); eaz = Math.Atan2(M[1, 0], M[0, 0]); } else { eax = Math.Atan2(-M[1, 2], M[1, 1]); eay = Math.Atan2(-M[2, 0], test); eaz = 0; } return new[] { (float)(eax * 180 / Math.PI), (float)(eay * 180 / Math.PI), (float)(eaz * 180 / Math.PI) }; } private static byte[] RandomColorGenerator(string name) { int nameHash = name.GetHashCode(); Random r = new Random(nameHash); //Random r = new Random(DateTime.Now.Millisecond); byte red = (byte)r.Next(0, 255); byte green = (byte)r.Next(0, 255); byte blue = (byte)r.Next(0, 255); return new[] { red, green, blue }; } public static bool ExportTexture2D(AssetPreloadData asset, string exportPathName, bool flip) { var m_Texture2D = new Texture2D(asset, true); if (m_Texture2D.image_data == null) return false; var convert = (bool)Properties.Settings.Default["convertTexture"]; var bitmap = m_Texture2D.ConvertToBitmap(flip); if (convert && bitmap != null) { ImageFormat format = null; var ext = (string)Properties.Settings.Default["convertType"]; switch (ext) { case "BMP": format = ImageFormat.Bmp; break; case "PNG": format = ImageFormat.Png; break; case "JPEG": format = ImageFormat.Jpeg; break; } var exportFullName = exportPathName + asset.Text + "." + ext.ToLower(); if (ExportFileExists(exportFullName)) return false; bitmap.Save(exportFullName, format); bitmap.Dispose(); return true; } if (!convert) { var exportFullName = exportPathName + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; File.WriteAllBytes(exportFullName, m_Texture2D.ConvertToContainer()); return true; } return false; } public static bool ExportAudioClip(AssetPreloadData asset, string exportPath) { var m_AudioClip = new AudioClip(asset, true); if (m_AudioClip.m_AudioData == null) return false; var convertAudio = (bool)Properties.Settings.Default["convertAudio"]; if (convertAudio && m_AudioClip.IsFMODSupport) { var exportFullName = exportPath + asset.Text + ".wav"; if (ExportFileExists(exportFullName)) return false; FMOD.CREATESOUNDEXINFO exinfo = new FMOD.CREATESOUNDEXINFO(); var result = FMOD.Factory.System_Create(out var system); if (result != FMOD.RESULT.OK) return false; result = system.init(1, FMOD.INITFLAGS.NORMAL, IntPtr.Zero); if (result != FMOD.RESULT.OK) return false; exinfo.cbsize = Marshal.SizeOf(exinfo); exinfo.length = (uint)m_AudioClip.m_Size; result = system.createSound(m_AudioClip.m_AudioData, FMOD.MODE.OPENMEMORY, ref exinfo, out var sound); if (result != FMOD.RESULT.OK) return false; result = sound.getSubSound(0, out var subsound); if (result != FMOD.RESULT.OK) return false; result = subsound.getFormat(out var type, out var format, out int NumChannels, out int BitsPerSample); if (result != FMOD.RESULT.OK) return false; result = subsound.getDefaults(out var frequency, out int priority); if (result != FMOD.RESULT.OK) return false; var SampleRate = (int)frequency; result = subsound.getLength(out var length, FMOD.TIMEUNIT.PCMBYTES); if (result != FMOD.RESULT.OK) return false; result = subsound.@lock(0, length, out var ptr1, out var ptr2, out var len1, out var len2); if (result != FMOD.RESULT.OK) return false; byte[] buffer = new byte[len1 + 44]; //添加wav头 Encoding.UTF8.GetBytes("RIFF").CopyTo(buffer, 0); BitConverter.GetBytes(len1 + 36).CopyTo(buffer, 4); Encoding.UTF8.GetBytes("WAVEfmt ").CopyTo(buffer, 8); BitConverter.GetBytes(16).CopyTo(buffer, 16); BitConverter.GetBytes((short)1).CopyTo(buffer, 20); BitConverter.GetBytes((short)NumChannels).CopyTo(buffer, 22); BitConverter.GetBytes(SampleRate).CopyTo(buffer, 24); BitConverter.GetBytes(SampleRate * NumChannels * BitsPerSample / 8).CopyTo(buffer, 28); BitConverter.GetBytes((short)(NumChannels * BitsPerSample / 8)).CopyTo(buffer, 32); BitConverter.GetBytes((short)BitsPerSample).CopyTo(buffer, 34); Encoding.UTF8.GetBytes("data").CopyTo(buffer, 36); BitConverter.GetBytes(len1).CopyTo(buffer, 40); Marshal.Copy(ptr1, buffer, 44, (int)len1); File.WriteAllBytes(exportFullName, buffer); result = subsound.unlock(ptr1, ptr2, len1, len2); if (result != FMOD.RESULT.OK) return false; subsound.release(); sound.release(); system.release(); } else { var exportFullName = exportPath + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; File.WriteAllBytes(exportFullName, m_AudioClip.m_AudioData); } return true; } public static bool ExportShader(AssetPreloadData asset, string exportPath) { var m_Shader = new Shader(asset, true); var exportFullName = exportPath + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; File.WriteAllBytes(exportFullName, m_Shader.m_Script); return true; } public static bool ExportTextAsset(AssetPreloadData asset, string exportPath) { var m_TextAsset = new TextAsset(asset, true); var exportFullName = exportPath + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; File.WriteAllBytes(exportFullName, m_TextAsset.m_Script); return true; } public static bool ExportMonoBehaviour(AssetPreloadData asset, string exportPath) { var m_MonoBehaviour = new MonoBehaviour(asset, true); var exportFullName = exportPath + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; File.WriteAllText(exportFullName, m_MonoBehaviour.serializedText); return true; } public static bool ExportFont(AssetPreloadData asset, string exportPath) { var m_Font = new unityFont(asset, true); if (m_Font.m_FontData != null) { var exportFullName = exportPath + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; File.WriteAllBytes(exportFullName, m_Font.m_FontData); return true; } return false; } public static bool ExportMesh(AssetPreloadData asset, string exportPath) { var m_Mesh = new Mesh(asset, true); if (m_Mesh.m_VertexCount <= 0) return false; var exportFullName = exportPath + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; var sb = new StringBuilder(); sb.AppendLine("g " + m_Mesh.m_Name); #region Vertices int c = 3; if (m_Mesh.m_Vertices.Length == m_Mesh.m_VertexCount * 4) { c = 4; } for (int v = 0; v < m_Mesh.m_VertexCount; v++) { sb.AppendFormat("v {0} {1} {2}\r\n", -m_Mesh.m_Vertices[v * c], m_Mesh.m_Vertices[v * c + 1], m_Mesh.m_Vertices[v * c + 2]); } #endregion #region UV if (m_Mesh.m_UV1 != null && m_Mesh.m_UV1.Length == m_Mesh.m_VertexCount * 2) { for (int v = 0; v < m_Mesh.m_VertexCount; v++) { sb.AppendFormat("vt {0} {1}\r\n", m_Mesh.m_UV1[v * 2], m_Mesh.m_UV1[v * 2 + 1]); } } else if (m_Mesh.m_UV2 != null && m_Mesh.m_UV2.Length == m_Mesh.m_VertexCount * 2) { for (int v = 0; v < m_Mesh.m_VertexCount; v++) { sb.AppendFormat("vt {0} {1}\r\n", m_Mesh.m_UV2[v * 2], m_Mesh.m_UV2[v * 2 + 1]); } } #endregion #region Normals if (m_Mesh.m_Normals != null && m_Mesh.m_Normals.Length > 0) { if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 3) { c = 3; } else if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 4) { c = 4; } for (int v = 0; v < m_Mesh.m_VertexCount; v++) { 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]); } } #endregion #region Face int sum = 0; for (var i = 0; i < m_Mesh.m_SubMeshes.Count; i++) { sb.AppendLine($"g {m_Mesh.m_Name}_{i}"); int indexCount = (int)m_Mesh.m_SubMeshes[i].indexCount; var end = sum + indexCount / 3; for (int f = sum; f < end; f++) { 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); } sum = end; } #endregion sb.Replace("NaN", "0"); File.WriteAllText(exportFullName, sb.ToString()); return true; } public static bool ExportVideoClip(AssetPreloadData asset, string exportPath) { var m_VideoClip = new VideoClip(asset, true); if (m_VideoClip.m_VideoData != null) { var exportFullName = exportPath + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; File.WriteAllBytes(exportFullName, m_VideoClip.m_VideoData); return true; } return false; } public static bool ExportMovieTexture(AssetPreloadData asset, string exportPath) { var m_MovieTexture = new MovieTexture(asset, true); var exportFullName = exportPath + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; File.WriteAllBytes(exportFullName, m_MovieTexture.m_MovieData); return true; } public static bool ExportSprite(AssetPreloadData asset, string exportPath) { var exportFullName = exportPath + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; var bitmap = GetImageFromSprite(asset); if (bitmap != null) { bitmap.Save(exportFullName, ImageFormat.Png); return true; } return false; } public static bool ExportRawFile(AssetPreloadData asset, string exportPath) { var exportFullName = exportPath + asset.Text + asset.extension; if (ExportFileExists(exportFullName)) return false; asset.sourceFile.a_Stream.Position = asset.Offset; var bytes = asset.sourceFile.a_Stream.ReadBytes(asset.Size); File.WriteAllBytes(exportFullName, bytes); return true; } public static bool ExportFileExists(string filename) { if (File.Exists(filename)) { return true; } Directory.CreateDirectory(Path.GetDirectoryName(filename)); return false; } public static string FixFileName(string str) { if (str.Length >= 260) return Path.GetRandomFileName(); return Path.GetInvalidFileNameChars().Aggregate(str, (current, c) => current.Replace(c, '_')); } public static bool CheckBundleFile(string fileName) { using (var stream = new EndianBinaryReader(File.OpenRead(fileName))) { var signature = stream.ReadStringToNull(); switch (signature) { case "UnityWeb": case "UnityRaw": case "\xFA\xFA\xFA\xFA\xFA\xFA\xFA\xFA": case "UnityFS": return true; default: return false; } } } public static string[] ProcessingSplitFiles(List selectFile) { var splitFiles = selectFile.Where(x => x.Contains(".split")) .Select(x => Path.GetDirectoryName(x) + "\\" + Path.GetFileNameWithoutExtension(x)) .Distinct() .ToList(); selectFile.RemoveAll(x => x.Contains(".split")); foreach (var file in splitFiles) { if (File.Exists(file)) { selectFile.Add(file); } } return selectFile.Distinct().ToArray(); } //TODO Tight方式的Sprite需要读取多边形信息进行绘图 public static Bitmap GetImageFromSprite(AssetPreloadData asset) { if (spriteCache.TryGetValue(asset, out var bitmap)) return (Bitmap)bitmap.Clone(); var m_Sprite = new Sprite(asset, true); if (m_Sprite.m_SpriteAtlas != null && assetsfileList.TryGetPD(m_Sprite.m_SpriteAtlas, out var assetPreloadData)) { var m_SpriteAtlas = new SpriteAtlas(assetPreloadData); bool find = false; int index = 0; for (; index < m_SpriteAtlas.m_PackedSprites.Count; index++) { if (assetsfileList.TryGetPD(m_SpriteAtlas.m_PackedSprites[index], out assetPreloadData) && assetPreloadData == asset) { find = true; break; } } if (find && assetsfileList.TryGetPD(m_SpriteAtlas.textures[index], out assetPreloadData)) { return CutImage(asset, assetPreloadData, m_SpriteAtlas.textureRects[index]); } } else { if (assetsfileList.TryGetPD(m_Sprite.texture, out assetPreloadData)) { return CutImage(asset, assetPreloadData, m_Sprite.textureRect); } } return null; } private static Bitmap CutImage(AssetPreloadData asset, AssetPreloadData texture2DAsset, RectangleF textureRect) { var texture2D = new Texture2D(texture2DAsset, true); using (var originalImage = texture2D.ConvertToBitmap(false)) { if (originalImage != null) { var info = texture2DAsset.InfoText; var start = info.IndexOf("Format"); info = info.Substring(start, info.Length - start); asset.InfoText = $"Width: {textureRect.Width}\nHeight: {textureRect.Height}\n" + info; var spriteImage = originalImage.Clone(textureRect, PixelFormat.Format32bppArgb); spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipY); spriteCache.Add(asset, spriteImage); return (Bitmap)spriteImage.Clone(); } } return null; } } }