using System; using System.Collections.Generic; 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 { class UnityStudio { public List unityFiles = new List(); //files to load public HashSet unityFilesHash = new HashSet(); //improve performance public List assetsfileList = new List(); //loaded files public HashSet assetsfileListHash = new HashSet(); //improve performance public static Dictionary assetsfileandstream = new Dictionary(); //use for read res files public List exportableAssets = new List(); //used to hold all assets while the ListView is filtered public HashSet exportableAssetsHash = new HashSet(); //improve performance public List visibleAssets = new List(); //used to build the ListView from all or filtered assets public string productName = ""; public string mainPath = ""; public List fileNodes = new List(); public Dictionary> jsonMats; public Dictionary> AllClassStructures = new Dictionary>(); public void LoadAssetsFile(string fileName) { //var loadedAssetsFile = assetsfileList.Find(aFile => aFile.filePath == fileName); //if (loadedAssetsFile == null) if (!assetsfileListHash.Contains(fileName)) { //open file here and pass the stream to facilitate loading memory files //also by keeping the stream as a property of AssetsFile, it can be used later on to read assets AssetsFile assetsFile = new AssetsFile(fileName, new EndianStream(File.OpenRead(fileName), EndianType.BigEndian)); //if (Path.GetFileName(fileName) == "mainData") { mainDataFile = assetsFile; } //totalAssetCount += assetsFile.preloadTable.Count; 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 EndianStream(File.OpenRead(Path.GetDirectoryName(fileName) + "\\mainData"), EndianType.BigEndian)); 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); //var loadedSharedFile = assetsfileList.Find(aFile => aFile.filePath == sharedFilePath); /*var loadedSharedFile = assetsfileList.Find(aFile => aFile.filePath.EndsWith(Path.GetFileName(sharedFile.fileName))); if (loadedSharedFile != null) { sharedFile.Index = assetsfileList.IndexOf(loadedSharedFile); } else if (File.Exists(sharedFilePath)) { //progressBar1.Maximum += 1; sharedFile.Index = assetsfileList.Count; LoadAssetsFile(sharedFilePath); }*/ //searching in unityFiles would preserve desired order, but... //var quedSharedFile = unityFiles.Find(uFile => String.Equals(Path.GetFileName(uFile), sharedFileName, StringComparison.OrdinalIgnoreCase)); //if (quedSharedFile == null) if (!unityFilesHash.Contains(sharedFileName)) { //if (!File.Exists(sharedFilePath)) { sharedFilePath = Path.GetDirectoryName(fileName) + "\\" + 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); //progressBar1.Maximum++; value++; } } else { sharedFile.Index = unityFiles.IndexOf(sharedFilePath); } } } } public void LoadBundleFile(string bundleFileName) { BundleFile b_File = new BundleFile(bundleFileName); List b_assetsfileList = new List(); foreach (var memFile in b_File.MemoryAssetsFileList) //filter unity files { bool validAssetsFile = false; switch (Path.GetExtension(memFile.fileName)) { case ".assets": case ".sharedAssets": validAssetsFile = true; break; case "": validAssetsFile = (memFile.fileName == "mainData" || Regex.IsMatch(memFile.fileName, "level.*?") || Regex.IsMatch(memFile.fileName, "CustomAssetBundle-.*?") || Regex.IsMatch(memFile.fileName, "CAB-.*?") || Regex.IsMatch(memFile.fileName, "BuildPlayer-.*?")); break; } //create dummy path to be used for asset extraction memFile.fileName = Path.GetDirectoryName(bundleFileName) + "\\" + memFile.fileName; AssetsFile assetsFile = new AssetsFile(memFile.fileName, new EndianStream(memFile.memStream, EndianType.BigEndian)); 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((b_File.versionEngine.Split(new string[] { ".", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "\n" }, StringSplitOptions.RemoveEmptyEntries)), int.Parse); assetsFile.buildType = b_File.versionEngine.Split(new string[] { ".", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9" }, StringSplitOptions.RemoveEmptyEntries); } if (validAssetsFile) { b_assetsfileList.Add(assetsFile); } assetsfileandstream[assetsFile.fileName] = assetsFile.a_Stream; } if (b_assetsfileList.Count > 0) { assetsfileList.AddRange(b_assetsfileList); foreach (var assetsFile in b_assetsfileList) { foreach (var sharedFile in assetsFile.sharedAssetsList) { sharedFile.fileName = Path.GetDirectoryName(bundleFileName) + "\\" + sharedFile.fileName; var loadedSharedFile = b_assetsfileList.Find(aFile => aFile.filePath == sharedFile.fileName); if (loadedSharedFile != null) { sharedFile.Index = assetsfileList.IndexOf(loadedSharedFile); } } } } } public 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) + "\\"; if (!File.Exists(destPath + destFile)) { //StatusStripUpdate("Merging " + destFile + " split files..."); string[] splitParts = Directory.GetFiles(destPath, destFile + ".split*"); using (var destStream = File.Create(destPath + destFile)) { for (int i = 0; i < splitParts.Length; i++) { string splitPart = destPath + destFile + ".split" + i.ToString(); using (var sourceStream = File.OpenRead(splitPart)) sourceStream.CopyTo(destStream); // You can pass the buffer size as second argument. } } } } } public int extractBundleFile(string bundleFileName) { int extractedCount = 0; //StatusStripUpdate("Decompressing " + Path.GetFileName(bundleFileName) + " ,,,"); string extractPath = bundleFileName + "_unpacked\\"; Directory.CreateDirectory(extractPath); BundleFile b_File = new BundleFile(bundleFileName); foreach (var memFile in b_File.MemoryAssetsFileList) { string filePath = extractPath + memFile.fileName.Replace('/', '\\'); if (!Directory.Exists(Path.GetDirectoryName(filePath))) { Directory.CreateDirectory(Path.GetDirectoryName(filePath)); } if (File.Exists(filePath)) { //StatusStripUpdate("File " + memFile.fileName + " already exists"); } else { //StatusStripUpdate("Extracting " + Path.GetFileName(memFile.fileName)); extractedCount += 1; using (FileStream file = new FileStream(filePath, FileMode.Create, System.IO.FileAccess.Write)) { memFile.memStream.WriteTo(file); memFile.memStream.Close(); } } } return extractedCount; } public void BuildAssetStructures(bool loadAssetsMenuItem, bool displayAll, bool buildHierarchyMenuItem, bool buildClassStructuresMenuItem) { #region first loop - read asset data & create list if (loadAssetsMenuItem) { //assetListView.BeginUpdate(); string fileIDfmt = "D" + assetsfileList.Count.ToString().Length.ToString(); foreach (var assetsFile in assetsfileList) { //StatusStripUpdate("Building asset list from " + Path.GetFileName(assetsFile.filePath)); string fileID = assetsfileList.IndexOf(assetsFile).ToString(fileIDfmt); //ListViewGroup assetGroup = new ListViewGroup(Path.GetFileName(assetsFile.filePath)); 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 21: //Material 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 21: //Material case 43: //Mesh case 74: //AnimationClip case 90: //Avatar case 91: //AnimatorController case 115: //MonoScript case 213: //Sprite { 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) { if (asset.Text == "") { asset.Text = asset.TypeString + " #" + asset.uniqueID; } asset.extension = ".dat"; asset.SubItems.AddRange(new string[] { asset.TypeString, asset.Size.ToString() }); exportable = true; } if (exportable) { if (!exportableAssetsHash.Add((asset.TypeString + asset.Text).ToUpper())) { asset.Text += " #" + asset.uniqueID; } assetsFile.exportableAssets.Add(asset); } } exportableAssets.AddRange(assetsFile.exportableAssets); //if (assetGroup.Items.Count > 0) { listView1.Groups.Add(assetGroup); } } visibleAssets = exportableAssets; //will only work if ListView is visible exportableAssetsHash.Clear(); //assetListView.EndUpdate(); } #endregion #region second loop - build tree structure fileNodes = new List(); if (buildHierarchyMenuItem) { //sceneTreeView.BeginUpdate(); 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; Transform m_Transform; if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out m_Transform)) { Transform m_Father; if (assetsfileList.TryGetTransform(m_Transform.m_Father, out m_Father)) { //GameObject Parent; if (assetsfileList.TryGetGameObject(m_Father.m_GameObject, out parentNode)) { //parentNode = Parent; } } } parentNode.Nodes.Add(m_GameObject); } if (fileNode.Nodes.Count == 0) { fileNode.Text += " (no children)"; } fileNodes.Add(fileNode); } //sceneTreeView.EndUpdate(); 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) { SortedDictionary curVer; if (AllClassStructures.TryGetValue(assetsFile.m_Version, out curVer)) { foreach (var uClass in assetsFile.ClassStructures) { curVer[uClass.Key] = uClass.Value; } } else { AllClassStructures.Add(assetsFile.m_Version, assetsFile.ClassStructures); } } } #endregion } public 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); AssetPreloadData MeshFilterPD; if (assetsfileList.TryGetPD(m_GameObject.m_MeshFilter, out MeshFilterPD)) { //MeshFilters are not unique! //MeshFilters.Add(MeshFilterPD); MeshFilter m_MeshFilter = new MeshFilter(MeshFilterPD); AssetPreloadData MeshPD; if (assetsfileList.TryGetPD(m_MeshFilter.m_Mesh, out 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 AssetPreloadData RendererPD; if (assetsfileList.TryGetPD(m_GameObject.m_MeshRenderer, out RendererPD)) { MeshRenderer m_Renderer = new MeshRenderer(RendererPD); foreach (var MaterialPPtr in m_Renderer.m_Materials) { AssetPreloadData MaterialPD; if (assetsfileList.TryGetPD(MaterialPPtr, out 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 AssetPreloadData SkinnedMeshPD; if (assetsfileList.TryGetPD(m_GameObject.m_SkinnedMeshRenderer, out SkinnedMeshPD)) { Skins.Add(SkinnedMeshPD); SkinnedMeshRenderer m_SkinnedMeshRenderer = new SkinnedMeshRenderer(SkinnedMeshPD); foreach (var MaterialPPtr in m_SkinnedMeshRenderer.m_Materials) { AssetPreloadData MaterialPD; if (assetsfileList.TryGetPD(MaterialPPtr, out 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) { Transform b_Transform; if (assetsfileList.TryGetTransform(bonePPtr, out b_Transform)) { GameObject m_Bone; if (assetsfileList.TryGetGameObject(b_Transform.m_GameObject, out 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) { Transform ChildTR; if (assetsfileList.TryGetTransform(ChildPPtr, out ChildTR)) { GameObject m_Child; if (assetsfileList.TryGetGameObject(ChildTR.m_GameObject, out 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) { AssetPreloadData TexturePD; #region get Porsche material from json if (!assetsfileList.TryGetPD(m_TexEnv.m_Texture, out TexturePD) && jsonMats != null) { Dictionary matProp; if (jsonMats.TryGetValue(m_Material.m_Name, out matProp)) { string texName; if (matProp.TryGetValue(m_TexEnv.name, out 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"); Transform m_Transform; if (assetsfileList.TryGetTransform(m_GameObject.m_Transform, out m_Transform)) { float[] m_EulerRotation = QuatToEuler(new float[] { 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); 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); GameObject m_GameObject; AssetPreloadData MeshPD; if (assetsfileList.TryGetGameObject(m_SkinnedMeshRenderer.m_GameObject, out m_GameObject) && assetsfileList.TryGetPD(m_SkinnedMeshRenderer.m_Mesh, out 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); 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++) { Transform m_Transform; if (assetsfileList.TryGetTransform(m_SkinnedMeshRenderer.m_Bones[b], out m_Transform)) { GameObject m_Bone; if (assetsfileList.TryGetGameObject(m_Transform.m_GameObject, out 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); } } } } else { //bool stop = true; } } 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\\"; ExportTexture(TexturePD, texPathName, false); 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: \"Texture2D\\{0}\"", Path.GetFileName(texPathName)); 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: \"Texture2D\\{0}\"", Path.GetFileName(texPathName)); 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)); } } public 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; for (int i = 0; i < m_Mesh.m_VertexCount; i++) { ob.AppendFormat("{0},{1},{2},{3},", m_Mesh.m_Colors[i * 2], m_Mesh.m_Colors[i * 2 + 1], m_Mesh.m_Colors[i * 2 + 2], m_Mesh.m_Colors[i * 2 + 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: \""); if (m_Mesh.m_SubMeshes.Count == 1) { ob.Append("AllSame\""); } else { ob.Append("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\t"); if (m_Mesh.m_SubMeshes.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 } } public 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[3] { (float)(eax * 180 / Math.PI), (float)(eay * 180 / Math.PI), (float)(eaz * 180 / Math.PI) }; } public 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 byte[3] { red, green, blue }; } public void ExportRawFile(AssetPreloadData asset, string exportFilepath) { asset.sourceFile.a_Stream.Position = asset.Offset; var bytes = asset.sourceFile.a_Stream.ReadBytes(asset.Size); File.WriteAllBytes(exportFilepath, bytes); } public bool ExportTexture(AssetPreloadData asset, string exportPathName, bool flip) { var m_Texture2D = new Texture2D(asset, true); var convert = (bool)Properties.Settings.Default["convertTexture"]; if (convert) { ImageFormat format = null; var ext = (string)Properties.Settings.Default["convertType"]; if (ext == "BMP") format = ImageFormat.Bmp; else if (ext == "PNG") format = ImageFormat.Png; else if (ext == "JPEG") format = ImageFormat.Jpeg; var exportFullName = exportPathName + asset.Text + "." + ext.ToLower(); if (ExportFileExists(exportFullName, asset.TypeString)) return false; var bitmap = m_Texture2D.ConvertToBitmap(flip); if (bitmap != null) { bitmap.Save(exportFullName, format); bitmap.Dispose(); return true; } } var exportFullName2 = exportPathName + asset.Text + asset.extension; if (ExportFileExists(exportFullName2, asset.TypeString)) return false; File.WriteAllBytes(exportFullName2, m_Texture2D.ConvertToContainer()); return true; } public bool ExportAudioClip(AssetPreloadData asset, string exportFilename, string exportFileextension) { var oldextension = exportFileextension; if ((bool)Properties.Settings.Default["convertfsb"] && exportFileextension == ".fsb") { exportFileextension = ".wav"; } var exportFullname = exportFilename + exportFileextension; if (ExportFileExists(exportFullname, "AudioClip")) return false; var m_AudioClip = new AudioClip(asset, true); if ((bool)Properties.Settings.Default["convertfsb"] && oldextension == ".fsb") { FMOD.System system; FMOD.Sound sound; FMOD.RESULT result; FMOD.CREATESOUNDEXINFO exinfo = new FMOD.CREATESOUNDEXINFO(); result = FMOD.Factory.System_Create(out system); if (result != FMOD.RESULT.OK) { return false; } result = system.setOutput(FMOD.OUTPUTTYPE.NOSOUND_NRT); if (result != FMOD.RESULT.OK) { return false; } result = system.init(1, FMOD.INITFLAGS.NORMAL, (IntPtr)null); 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 sound); if (result != FMOD.RESULT.OK) { return false; } result = sound.getSubSound(0, out sound); if (result != FMOD.RESULT.OK) { return false; } result = sound.setMode(FMOD.MODE.LOOP_OFF); if (result != FMOD.RESULT.OK) { return false; } result = sound.setLoopCount(-1); if (result != FMOD.RESULT.OK) { return false; } uint length; result = sound.getLength(out length, FMOD.TIMEUNIT.PCMBYTES); if (result != FMOD.RESULT.OK) { return false; } IntPtr ptr1, ptr2; uint len1, len2; result = sound.@lock(0, length, out ptr1, out ptr2, out len1, out 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)m_AudioClip.m_Channels).CopyTo(buffer, 22); BitConverter.GetBytes(m_AudioClip.m_Frequency).CopyTo(buffer, 24); BitConverter.GetBytes(m_AudioClip.m_Frequency * m_AudioClip.m_Channels * m_AudioClip.m_BitsPerSample / 8).CopyTo(buffer, 28); BitConverter.GetBytes((short)(m_AudioClip.m_Channels * m_AudioClip.m_BitsPerSample / 8)).CopyTo(buffer, 32); BitConverter.GetBytes((short)m_AudioClip.m_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 = sound.unlock(ptr1, ptr2, len1, len2); if (result != FMOD.RESULT.OK) { return false; } sound.release(); system.release(); } else { File.WriteAllBytes(exportFullname, m_AudioClip.m_AudioData); } return true; } public void ExportMonoBehaviour(MonoBehaviour m_MonoBehaviour, string exportFilename) { File.WriteAllText(exportFilename, m_MonoBehaviour.serializedText); } public void ExportShader(Shader m_Shader, string exportFilename) { File.WriteAllBytes(exportFilename, m_Shader.m_Script); } public void ExportText(TextAsset m_TextAsset, string exportFilename) { File.WriteAllBytes(exportFilename, m_TextAsset.m_Script); } public void ExportFont(unityFont m_Font, string exportFilename) { if (m_Font.m_FontData != null) { File.WriteAllBytes(exportFilename, m_Font.m_FontData); } } public bool ExportFileExists(string filename, string assetType) { if (File.Exists(filename)) { //StatusStripUpdate(assetType + " file " + Path.GetFileName(filename) + " already exists"); return true; } else { Directory.CreateDirectory(Path.GetDirectoryName(filename)); //StatusStripUpdate("Exporting " + assetType + ": " + Path.GetFileName(filename)); return false; } } } }