Improve model export

This commit is contained in:
Perfare
2018-04-18 08:19:30 +08:00
parent ed569bfaf8
commit 5354506315
7 changed files with 115 additions and 37 deletions

View File

@@ -85,12 +85,13 @@ namespace AssetStudio
{
SetProgressBarValue(0);
SetProgressBarMaximum(assetsfileList.Sum(x => x.preloadTable.Values.Count));
StatusStripUpdate("Building asset list...");
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;
@@ -254,9 +255,10 @@ namespace AssetStudio
SetProgressBarMaximum(1);
SetProgressBarValue(1);
SetProgressBarMaximum(assetsfileList.Sum(x => x.GameObjectList.Values.Count) + 1);
StatusStripUpdate("Building tree structure...");
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";
@@ -295,7 +297,8 @@ namespace AssetStudio
}
case ClassIDReference.Animator:
{
asset.Text = m_GameObject.asset.Text;//TODO
m_GameObject.m_Animator = m_Component;
asset.Text = m_GameObject.asset.Text;
break;
}
}
@@ -520,23 +523,64 @@ namespace AssetStudio
continue;
//处理非法文件名
var filename = FixFileName(j.Text);
//每个文件单独文件夹
var saveName = $"{savePath}{filename}\\{filename}.fbx";
//每个文件存放在单独文件夹
var targetPath = $"{savePath}{filename}\\";
//重名文件处理
for (int i = 1; ; i++)
{
if (File.Exists(saveName))
if (Directory.Exists(targetPath))
{
saveName = $"{savePath}{filename} ({i})\\{filename}.fbx";
targetPath = $"{savePath}{filename} ({i})\\";
}
else
{
break;
}
}
Directory.CreateDirectory(Path.GetDirectoryName(saveName));
Directory.CreateDirectory(targetPath);
//导出FBX
FBXExporter.WriteFBX(saveName, gameObjects);
StatusStripUpdate($"Exporting {filename}.fbx");
FBXExporter.WriteFBX($"{targetPath}{filename}.fbx", gameObjects);
StatusStripUpdate($"Finished exporting {filename}.fbx");
}
ProgressBarPerformStep();
}
}
public static void ExportSplitObjectsNew(string savePath, TreeNodeCollection nodes)
{
foreach (TreeNode node in nodes)
{
//遍历一级子节点
foreach (TreeNode j in node.Nodes)
{
//收集所有子节点
var gameObjects = new List<GameObject>();
CollectNode(j, gameObjects);
//跳过一些不需要导出的object
if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
continue;
//处理非法文件名
var filename = FixFileName(j.Text);
//每个文件存放在单独的文件夹
var targetPath = $"{savePath}{filename}\\";
//重名文件处理
for (int i = 1; ; i++)
{
if (Directory.Exists(targetPath))
{
targetPath = $"{savePath}{filename} ({i})\\";
}
else
{
break;
}
}
Directory.CreateDirectory(targetPath);
//导出FBX
StatusStripUpdate($"Exporting {j.Text}.fbx");
ExportGameObject((GameObject)j, targetPath);
StatusStripUpdate($"Finished exporting {j.Text}.fbx");
}
ProgressBarPerformStep();
}