Separate code

rename
This commit is contained in:
Perfare
2018-03-01 20:01:25 +08:00
parent 9d7c3b9f64
commit c8393e165f
33 changed files with 2624 additions and 2557 deletions

View File

@@ -102,7 +102,7 @@ namespace Unity_Studio
{
public class Mesh
{
private EndianBinaryReader a_Stream;
private EndianBinaryReader reader;
public string m_Name;
public List<SubMesh> m_SubMeshes = new List<SubMesh>();
public List<uint> m_Indices = new List<uint>(); //use a list because I don't always know the facecount for triangle strips
@@ -169,7 +169,7 @@ namespace Unity_Studio
public float bytesToFloat(byte[] inputBytes)
{
float result = 0;
if (a_Stream.endian == EndianType.BigEndian) { Array.Reverse(inputBytes); }
if (reader.endian == EndianType.BigEndian) { Array.Reverse(inputBytes); }
switch (inputBytes.Length)
{
@@ -331,69 +331,69 @@ namespace Unity_Studio
//Stream = new EndianStream(File.OpenRead(sourceFile.filePath), sourceFile.endianType);
//Stream.endian = sourceFile.endianType;
var version = MeshPD.sourceFile.version;
a_Stream = MeshPD.sourceFile.assetsFileReader;
a_Stream.Position = MeshPD.Offset;
reader = MeshPD.Reader;
bool m_Use16BitIndices = true; //3.5.0 and newer always uses 16bit indices
uint m_MeshCompression = 0;
if (MeshPD.sourceFile.platform == -2)
{
uint m_ObjectHideFlags = a_Stream.ReadUInt32();
uint m_ObjectHideFlags = reader.ReadUInt32();
PPtr m_PrefabParentObject = MeshPD.sourceFile.ReadPPtr();
PPtr m_PrefabInternal = MeshPD.sourceFile.ReadPPtr();
}
m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
m_Name = reader.ReadAlignedString(reader.ReadInt32());
if (readSwitch)
{
if (version[0] < 3 || (version[0] == 3 && version[1] < 5))
{
m_Use16BitIndices = a_Stream.ReadBoolean();
a_Stream.Position += 3;
m_Use16BitIndices = reader.ReadBoolean();
reader.Position += 3;
}
#region Index Buffer for 2.5.1 and earlier
if (version[0] == 2 && version[1] <= 5)
{
int m_IndexBuffer_size = a_Stream.ReadInt32();
int m_IndexBuffer_size = reader.ReadInt32();
if (m_Use16BitIndices)
{
m_IndexBuffer = new uint[m_IndexBuffer_size / 2];
for (int i = 0; i < m_IndexBuffer_size / 2; i++) { m_IndexBuffer[i] = a_Stream.ReadUInt16(); }
a_Stream.AlignStream(4);
for (int i = 0; i < m_IndexBuffer_size / 2; i++) { m_IndexBuffer[i] = reader.ReadUInt16(); }
reader.AlignStream(4);
}
else
{
m_IndexBuffer = new uint[m_IndexBuffer_size / 4];
for (int i = 0; i < m_IndexBuffer_size / 4; i++) { m_IndexBuffer[i] = a_Stream.ReadUInt32(); }
for (int i = 0; i < m_IndexBuffer_size / 4; i++) { m_IndexBuffer[i] = reader.ReadUInt32(); }
}
}
#endregion
#region subMeshes
int m_SubMeshes_size = a_Stream.ReadInt32();
int m_SubMeshes_size = reader.ReadInt32();
for (int s = 0; s < m_SubMeshes_size; s++)
{
m_SubMeshes.Add(new SubMesh());
m_SubMeshes[s].firstByte = a_Stream.ReadUInt32();
m_SubMeshes[s].indexCount = a_Stream.ReadUInt32(); //what is this in case of triangle strips?
m_SubMeshes[s].topology = a_Stream.ReadInt32(); //isTriStrip
m_SubMeshes[s].firstByte = reader.ReadUInt32();
m_SubMeshes[s].indexCount = reader.ReadUInt32(); //what is this in case of triangle strips?
m_SubMeshes[s].topology = reader.ReadInt32(); //isTriStrip
if (version[0] < 4)
{
m_SubMeshes[s].triangleCount = a_Stream.ReadUInt32();
m_SubMeshes[s].triangleCount = reader.ReadUInt32();
}
if (version[0] >= 3)
{
if (version[0] > 2017 || (version[0] == 2017 && version[1] >= 3))//2017.3 and up
{
var baseVertex = a_Stream.ReadUInt32();
var baseVertex = reader.ReadUInt32();
}
m_SubMeshes[s].firstVertex = a_Stream.ReadUInt32();
m_SubMeshes[s].vertexCount = a_Stream.ReadUInt32();
a_Stream.Position += 24; //Axis-Aligned Bounding Box
m_SubMeshes[s].firstVertex = reader.ReadUInt32();
m_SubMeshes[s].vertexCount = reader.ReadUInt32();
reader.Position += 24; //Axis-Aligned Bounding Box
}
}
#endregion
@@ -402,93 +402,93 @@ namespace Unity_Studio
if (version[0] == 4 && ((version[1] == 1 && MeshPD.sourceFile.buildType[0] != "a") ||
(version[1] > 1 && version[1] <= 2)))
{
int m_Shapes_size = a_Stream.ReadInt32();
int m_Shapes_size = reader.ReadInt32();
if (m_Shapes_size > 0)
{
//bool stop = true;
}
for (int s = 0; s < m_Shapes_size; s++) //untested
{
string shape_name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
a_Stream.Position += 36; //uint firstVertex, vertexCount; Vector3f aabbMinDelta, aabbMaxDelta; bool hasNormals, hasTangents
string shape_name = reader.ReadAlignedString(reader.ReadInt32());
reader.Position += 36; //uint firstVertex, vertexCount; Vector3f aabbMinDelta, aabbMaxDelta; bool hasNormals, hasTangents
}
int m_ShapeVertices_size = a_Stream.ReadInt32();
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
int m_ShapeVertices_size = reader.ReadInt32();
reader.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
}
#endregion
#region BlendShapeData and BindPose for 4.3.0 and later
else if (version[0] >= 5 || (version[0] == 4 && version[1] >= 3))
{
int m_ShapeVertices_size = a_Stream.ReadInt32();
int m_ShapeVertices_size = reader.ReadInt32();
if (m_ShapeVertices_size > 0)
{
//bool stop = true;
}
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
reader.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
int shapes_size = a_Stream.ReadInt32();
a_Stream.Position += shapes_size * 12; //uint firstVertex, vertexCount; bool hasNormals, hasTangents
int shapes_size = reader.ReadInt32();
reader.Position += shapes_size * 12; //uint firstVertex, vertexCount; bool hasNormals, hasTangents
int channels_size = a_Stream.ReadInt32();
int channels_size = reader.ReadInt32();
for (int c = 0; c < channels_size; c++)
{
string channel_name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
a_Stream.Position += 12; //uint nameHash; int frameIndex, frameCount
string channel_name = reader.ReadAlignedString(reader.ReadInt32());
reader.Position += 12; //uint nameHash; int frameIndex, frameCount
}
int fullWeights_size = a_Stream.ReadInt32();
a_Stream.Position += fullWeights_size * 4; //floats
int fullWeights_size = reader.ReadInt32();
reader.Position += fullWeights_size * 4; //floats
m_BindPose = new float[a_Stream.ReadInt32()][,];
m_BindPose = new float[reader.ReadInt32()][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new[,] {
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() } };
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() },
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() },
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() },
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() } };
}
int m_BoneNameHashes_size = a_Stream.ReadInt32();
a_Stream.Position += m_BoneNameHashes_size * 4; //uints
int m_BoneNameHashes_size = reader.ReadInt32();
reader.Position += m_BoneNameHashes_size * 4; //uints
uint m_RootBoneNameHash = a_Stream.ReadUInt32();
uint m_RootBoneNameHash = reader.ReadUInt32();
}
#endregion
#region Index Buffer for 2.6.0 and later
if (version[0] >= 3 || (version[0] == 2 && version[1] >= 6))
{
m_MeshCompression = a_Stream.ReadByte();
m_MeshCompression = reader.ReadByte();
if (version[0] >= 4)
{
if (version[0] < 5) { uint m_StreamCompression = a_Stream.ReadByte(); }
bool m_IsReadable = a_Stream.ReadBoolean();
bool m_KeepVertices = a_Stream.ReadBoolean();
bool m_KeepIndices = a_Stream.ReadBoolean();
if (version[0] < 5) { uint m_StreamCompression = reader.ReadByte(); }
bool m_IsReadable = reader.ReadBoolean();
bool m_KeepVertices = reader.ReadBoolean();
bool m_KeepIndices = reader.ReadBoolean();
}
a_Stream.AlignStream(4);
reader.AlignStream(4);
if (version[0] > 2017 || (version[0] == 2017 && version[1] >= 3))//2017.3 and up
{
if(m_MeshCompression == 0)
{
var m_IndexFormat = a_Stream.ReadInt32();
}
if (m_MeshCompression == 0)
{
var m_IndexFormat = reader.ReadInt32();
}
}
int m_IndexBuffer_size = a_Stream.ReadInt32();
int m_IndexBuffer_size = reader.ReadInt32();
if (m_Use16BitIndices)
{
m_IndexBuffer = new uint[m_IndexBuffer_size / 2];
for (int i = 0; i < m_IndexBuffer_size / 2; i++) { m_IndexBuffer[i] = a_Stream.ReadUInt16(); }
a_Stream.AlignStream(4);
for (int i = 0; i < m_IndexBuffer_size / 2; i++) { m_IndexBuffer[i] = reader.ReadUInt16(); }
reader.AlignStream(4);
}
else
{
m_IndexBuffer = new uint[m_IndexBuffer_size / 4];
for (int i = 0; i < m_IndexBuffer_size / 4; i++) { m_IndexBuffer[i] = a_Stream.ReadUInt32(); }
a_Stream.AlignStream(4);//untested
for (int i = 0; i < m_IndexBuffer_size / 4; i++) { m_IndexBuffer[i] = reader.ReadUInt32(); }
reader.AlignStream(4);//untested
}
}
#endregion
@@ -496,17 +496,17 @@ namespace Unity_Studio
#region Vertex Buffer for 3.4.2 and earlier
if (version[0] < 3 || (version[0] == 3 && version[1] < 5))
{
m_VertexCount = a_Stream.ReadInt32();
m_VertexCount = reader.ReadInt32();
m_Vertices = new float[m_VertexCount * 3];
for (int v = 0; v < m_VertexCount * 3; v++) { m_Vertices[v] = a_Stream.ReadSingle(); }
for (int v = 0; v < m_VertexCount * 3; v++) { m_Vertices[v] = reader.ReadSingle(); }
m_Skin = new List<BoneInfluence>[a_Stream.ReadInt32()];
m_Skin = new List<BoneInfluence>[reader.ReadInt32()];
//m_Skin = new Dictionary<int, float>[a_Stream.ReadInt32()];
for (int s = 0; s < m_Skin.Length; s++)
{
m_Skin[s] = new List<BoneInfluence>();
for (int i = 0; i < 4; i++) { m_Skin[s].Add(new BoneInfluence() { weight = a_Stream.ReadSingle() }); }
for (int i = 0; i < 4; i++) { m_Skin[s][i].boneIndex = a_Stream.ReadInt32(); }
for (int i = 0; i < 4; i++) { m_Skin[s].Add(new BoneInfluence() { weight = reader.ReadSingle() }); }
for (int i = 0; i < 4; i++) { m_Skin[s][i].boneIndex = reader.ReadInt32(); }
/*m_Skin[s] = new Dictionary<int, float>();
float[] weights = new float[4] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
@@ -517,44 +517,44 @@ namespace Unity_Studio
}*/
}
m_BindPose = new float[a_Stream.ReadInt32()][,];
m_BindPose = new float[reader.ReadInt32()][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new[,] {
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() } };
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() },
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() },
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() },
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() } };
}
int m_UV1_size = a_Stream.ReadInt32();
int m_UV1_size = reader.ReadInt32();
m_UV1 = new float[m_UV1_size * 2];
for (int v = 0; v < m_UV1_size * 2; v++) { m_UV1[v] = a_Stream.ReadSingle(); }
for (int v = 0; v < m_UV1_size * 2; v++) { m_UV1[v] = reader.ReadSingle(); }
int m_UV2_size = a_Stream.ReadInt32();
int m_UV2_size = reader.ReadInt32();
m_UV2 = new float[m_UV2_size * 2];
for (int v = 0; v < m_UV2_size * 2; v++) { m_UV2[v] = a_Stream.ReadSingle(); }
for (int v = 0; v < m_UV2_size * 2; v++) { m_UV2[v] = reader.ReadSingle(); }
if (version[0] == 2 && version[1] <= 5)
{
int m_TangentSpace_size = a_Stream.ReadInt32();
int m_TangentSpace_size = reader.ReadInt32();
m_Normals = new float[m_TangentSpace_size * 3];
for (int v = 0; v < m_TangentSpace_size; v++)
{
m_Normals[v * 3] = a_Stream.ReadSingle();
m_Normals[v * 3 + 1] = a_Stream.ReadSingle();
m_Normals[v * 3 + 2] = a_Stream.ReadSingle();
a_Stream.Position += 16; //Vector3f tangent & float handedness
m_Normals[v * 3] = reader.ReadSingle();
m_Normals[v * 3 + 1] = reader.ReadSingle();
m_Normals[v * 3 + 2] = reader.ReadSingle();
reader.Position += 16; //Vector3f tangent & float handedness
}
}
else //2.6.0 and later
{
int m_Tangents_size = a_Stream.ReadInt32();
a_Stream.Position += m_Tangents_size * 16; //Vector4f
int m_Tangents_size = reader.ReadInt32();
reader.Position += m_Tangents_size * 16; //Vector4f
int m_Normals_size = a_Stream.ReadInt32();
int m_Normals_size = reader.ReadInt32();
m_Normals = new float[m_Normals_size * 3];
for (int v = 0; v < m_Normals_size * 3; v++) { m_Normals[v] = a_Stream.ReadSingle(); }
for (int v = 0; v < m_Normals_size * 3; v++) { m_Normals[v] = reader.ReadSingle(); }
}
}
#endregion
@@ -562,13 +562,13 @@ namespace Unity_Studio
else
{
#region read vertex stream
m_Skin = new List<BoneInfluence>[a_Stream.ReadInt32()];
m_Skin = new List<BoneInfluence>[reader.ReadInt32()];
//m_Skin = new Dictionary<int, float>[a_Stream.ReadInt32()];
for (int s = 0; s < m_Skin.Length; s++)
{
m_Skin[s] = new List<BoneInfluence>();
for (int i = 0; i < 4; i++) { m_Skin[s].Add(new BoneInfluence() { weight = a_Stream.ReadSingle() }); }
for (int i = 0; i < 4; i++) { m_Skin[s][i].boneIndex = a_Stream.ReadInt32(); }
for (int i = 0; i < 4; i++) { m_Skin[s].Add(new BoneInfluence() { weight = reader.ReadSingle() }); }
for (int i = 0; i < 4; i++) { m_Skin[s][i].boneIndex = reader.ReadInt32(); }
/*m_Skin[s] = new Dictionary<int, float>();
float[] weights = new float[4] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
@@ -582,19 +582,19 @@ namespace Unity_Studio
if (version[0] == 3 || (version[0] == 4 && version[1] <= 2))
{
m_BindPose = new float[a_Stream.ReadInt32()][,];
m_BindPose = new float[reader.ReadInt32()][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new[,] {
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() } };
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() },
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() },
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() },
{ reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() } };
}
}
BitArray m_CurrentChannels = new BitArray(new int[1] { a_Stream.ReadInt32() });
m_VertexCount = a_Stream.ReadInt32();
BitArray m_CurrentChannels = new BitArray(new int[1] { reader.ReadInt32() });
m_VertexCount = reader.ReadInt32();
//int singleStreamStride = 0;//used tor unity 5
int streamCount = 0;
@@ -603,7 +603,7 @@ namespace Unity_Studio
{
if (m_MeshCompression != 0 && version[2] == 0) //special case not just on platform 9
{
a_Stream.Position += 12;
reader.Position += 12;
}
else
{
@@ -611,10 +611,10 @@ namespace Unity_Studio
for (int s = 0; s < 4; s++)
{
m_Streams[s] = new StreamInfo();
m_Streams[s].channelMask = new BitArray(new int[1] { a_Stream.ReadInt32() });
m_Streams[s].offset = a_Stream.ReadInt32();
m_Streams[s].stride = a_Stream.ReadInt32();
m_Streams[s].align = a_Stream.ReadUInt32();
m_Streams[s].channelMask = new BitArray(new int[1] { reader.ReadInt32() });
m_Streams[s].offset = reader.ReadInt32();
m_Streams[s].stride = reader.ReadInt32();
m_Streams[s].align = reader.ReadUInt32();
}
}
}
@@ -622,14 +622,14 @@ namespace Unity_Studio
#region channels and streams for 4.0.0 and later
else
{
m_Channels = new ChannelInfo[a_Stream.ReadInt32()];
m_Channels = new ChannelInfo[reader.ReadInt32()];
for (int c = 0; c < m_Channels.Length; c++)
{
m_Channels[c] = new ChannelInfo();
m_Channels[c].stream = a_Stream.ReadByte();
m_Channels[c].offset = a_Stream.ReadByte();
m_Channels[c].format = a_Stream.ReadByte();
m_Channels[c].dimension = a_Stream.ReadByte();
m_Channels[c].stream = reader.ReadByte();
m_Channels[c].offset = reader.ReadByte();
m_Channels[c].format = reader.ReadByte();
m_Channels[c].dimension = reader.ReadByte();
//calculate stride for Unity 5
//singleStreamStride += m_Channels[c].dimension * (4 / (int)Math.Pow(2, m_Channels[c].format));
@@ -639,23 +639,23 @@ namespace Unity_Studio
if (version[0] < 5)
{
m_Streams = new StreamInfo[a_Stream.ReadInt32()];
m_Streams = new StreamInfo[reader.ReadInt32()];
for (int s = 0; s < m_Streams.Length; s++)
{
m_Streams[s] = new StreamInfo();
m_Streams[s].channelMask = new BitArray(new int[1] { a_Stream.ReadInt32() });
m_Streams[s].offset = a_Stream.ReadInt32();
m_Streams[s].stride = a_Stream.ReadByte();
m_Streams[s].dividerOp = a_Stream.ReadByte();
m_Streams[s].frequency = a_Stream.ReadUInt16();
m_Streams[s].channelMask = new BitArray(new int[1] { reader.ReadInt32() });
m_Streams[s].offset = reader.ReadInt32();
m_Streams[s].stride = reader.ReadByte();
m_Streams[s].dividerOp = reader.ReadByte();
m_Streams[s].frequency = reader.ReadUInt16();
}
}
}
#endregion
//actual Vertex Buffer
byte[] m_DataSize = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_DataSize, 0, m_DataSize.Length);
byte[] m_DataSize = new byte[reader.ReadInt32()];
reader.Read(m_DataSize, 0, m_DataSize.Length);
if (version[0] >= 5) //create streams
{
@@ -856,14 +856,14 @@ namespace Unity_Studio
#region m_Vertices
PackedBitVector m_Vertices_Packed = new PackedBitVector();
m_Vertices_Packed.m_NumItems = a_Stream.ReadInt32();
m_Vertices_Packed.m_Range = a_Stream.ReadSingle();
m_Vertices_Packed.m_Start = a_Stream.ReadSingle();
m_Vertices_Packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Vertices_Packed.m_Data, 0, m_Vertices_Packed.m_Data.Length);
a_Stream.AlignStream(4);
m_Vertices_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_Vertices_Packed.m_NumItems = reader.ReadInt32();
m_Vertices_Packed.m_Range = reader.ReadSingle();
m_Vertices_Packed.m_Start = reader.ReadSingle();
m_Vertices_Packed.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_Vertices_Packed.m_Data, 0, m_Vertices_Packed.m_Data.Length);
reader.AlignStream(4);
m_Vertices_Packed.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
if (m_Vertices_Packed.m_NumItems > 0)
{
@@ -881,14 +881,14 @@ namespace Unity_Studio
#region m_UV
PackedBitVector m_UV_Packed = new PackedBitVector(); //contains all channels
m_UV_Packed.m_NumItems = a_Stream.ReadInt32();
m_UV_Packed.m_Range = a_Stream.ReadSingle();
m_UV_Packed.m_Start = a_Stream.ReadSingle();
m_UV_Packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_UV_Packed.m_Data, 0, m_UV_Packed.m_Data.Length);
a_Stream.AlignStream(4);
m_UV_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_UV_Packed.m_NumItems = reader.ReadInt32();
m_UV_Packed.m_Range = reader.ReadSingle();
m_UV_Packed.m_Start = reader.ReadSingle();
m_UV_Packed.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_UV_Packed.m_Data, 0, m_UV_Packed.m_Data.Length);
reader.AlignStream(4);
m_UV_Packed.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
if (m_UV_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportUVs"])
{
@@ -936,14 +936,14 @@ namespace Unity_Studio
if (version[0] < 5)
{
PackedBitVector m_BindPoses_Packed = new PackedBitVector();
m_BindPoses_Packed.m_NumItems = a_Stream.ReadInt32();
m_BindPoses_Packed.m_Range = a_Stream.ReadSingle();
m_BindPoses_Packed.m_Start = a_Stream.ReadSingle();
m_BindPoses_Packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_BindPoses_Packed.m_Data, 0, m_BindPoses_Packed.m_Data.Length);
a_Stream.AlignStream(4);
m_BindPoses_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_BindPoses_Packed.m_NumItems = reader.ReadInt32();
m_BindPoses_Packed.m_Range = reader.ReadSingle();
m_BindPoses_Packed.m_Start = reader.ReadSingle();
m_BindPoses_Packed.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_BindPoses_Packed.m_Data, 0, m_BindPoses_Packed.m_Data.Length);
reader.AlignStream(4);
m_BindPoses_Packed.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
if (m_BindPoses_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportDeformers"])
{
@@ -969,41 +969,41 @@ namespace Unity_Studio
#endregion
PackedBitVector m_Normals_Packed = new PackedBitVector();
m_Normals_Packed.m_NumItems = a_Stream.ReadInt32();
m_Normals_Packed.m_Range = a_Stream.ReadSingle();
m_Normals_Packed.m_Start = a_Stream.ReadSingle();
m_Normals_Packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Normals_Packed.m_Data, 0, m_Normals_Packed.m_Data.Length);
a_Stream.AlignStream(4);
m_Normals_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_Normals_Packed.m_NumItems = reader.ReadInt32();
m_Normals_Packed.m_Range = reader.ReadSingle();
m_Normals_Packed.m_Start = reader.ReadSingle();
m_Normals_Packed.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_Normals_Packed.m_Data, 0, m_Normals_Packed.m_Data.Length);
reader.AlignStream(4);
m_Normals_Packed.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
PackedBitVector m_Tangents_Packed = new PackedBitVector();
m_Tangents_Packed.m_NumItems = a_Stream.ReadInt32();
m_Tangents_Packed.m_Range = a_Stream.ReadSingle();
m_Tangents_Packed.m_Start = a_Stream.ReadSingle();
m_Tangents_Packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Tangents_Packed.m_Data, 0, m_Tangents_Packed.m_Data.Length);
a_Stream.AlignStream(4);
m_Tangents_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_Tangents_Packed.m_NumItems = reader.ReadInt32();
m_Tangents_Packed.m_Range = reader.ReadSingle();
m_Tangents_Packed.m_Start = reader.ReadSingle();
m_Tangents_Packed.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_Tangents_Packed.m_Data, 0, m_Tangents_Packed.m_Data.Length);
reader.AlignStream(4);
m_Tangents_Packed.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
PackedBitVector m_Weights = new PackedBitVector();
m_Weights.m_NumItems = a_Stream.ReadInt32();
m_Weights.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Weights.m_Data, 0, m_Weights.m_Data.Length);
a_Stream.AlignStream(4);
m_Weights.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_Weights.m_NumItems = reader.ReadInt32();
m_Weights.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_Weights.m_Data, 0, m_Weights.m_Data.Length);
reader.AlignStream(4);
m_Weights.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
#region m_Normals
PackedBitVector m_NormalSigns_packed = new PackedBitVector();
m_NormalSigns_packed.m_NumItems = a_Stream.ReadInt32();
m_NormalSigns_packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_NormalSigns_packed.m_Data, 0, m_NormalSigns_packed.m_Data.Length);
a_Stream.AlignStream(4);
m_NormalSigns_packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_NormalSigns_packed.m_NumItems = reader.ReadInt32();
m_NormalSigns_packed.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_NormalSigns_packed.m_Data, 0, m_NormalSigns_packed.m_Data.Length);
reader.AlignStream(4);
m_NormalSigns_packed.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
if (m_Normals_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportNormals"])
{
@@ -1024,12 +1024,12 @@ namespace Unity_Studio
#region m_Tangents
PackedBitVector m_TangentSigns_packed = new PackedBitVector();
m_TangentSigns_packed.m_NumItems = a_Stream.ReadInt32();
m_TangentSigns_packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_TangentSigns_packed.m_Data, 0, m_TangentSigns_packed.m_Data.Length);
a_Stream.AlignStream(4);
m_TangentSigns_packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_TangentSigns_packed.m_NumItems = reader.ReadInt32();
m_TangentSigns_packed.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_TangentSigns_packed.m_Data, 0, m_TangentSigns_packed.m_Data.Length);
reader.AlignStream(4);
m_TangentSigns_packed.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
if (m_Tangents_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportTangents"])
{
@@ -1052,14 +1052,14 @@ namespace Unity_Studio
if (version[0] >= 5)
{
PackedBitVector m_FloatColors = new PackedBitVector();
m_FloatColors.m_NumItems = a_Stream.ReadInt32();
m_FloatColors.m_Range = a_Stream.ReadSingle();
m_FloatColors.m_Start = a_Stream.ReadSingle();
m_FloatColors.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_FloatColors.m_Data, 0, m_FloatColors.m_Data.Length);
a_Stream.AlignStream(4);
m_FloatColors.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_FloatColors.m_NumItems = reader.ReadInt32();
m_FloatColors.m_Range = reader.ReadSingle();
m_FloatColors.m_Start = reader.ReadSingle();
m_FloatColors.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_FloatColors.m_Data, 0, m_FloatColors.m_Data.Length);
reader.AlignStream(4);
m_FloatColors.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
if (m_FloatColors.m_NumItems > 0 && (bool)Properties.Settings.Default["exportColors"])
{
@@ -1079,12 +1079,12 @@ namespace Unity_Studio
#region m_Skin
PackedBitVector m_BoneIndices = new PackedBitVector();
m_BoneIndices.m_NumItems = a_Stream.ReadInt32();
m_BoneIndices.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_BoneIndices.m_Data, 0, m_BoneIndices.m_Data.Length);
a_Stream.AlignStream(4);
m_BoneIndices.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_BoneIndices.m_NumItems = reader.ReadInt32();
m_BoneIndices.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_BoneIndices.m_Data, 0, m_BoneIndices.m_Data.Length);
reader.AlignStream(4);
m_BoneIndices.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
if (m_BoneIndices.m_NumItems > 0 && (bool)Properties.Settings.Default["exportDeformers"])
{
@@ -1166,12 +1166,12 @@ namespace Unity_Studio
#endregion
PackedBitVector m_Triangles = new PackedBitVector();
m_Triangles.m_NumItems = a_Stream.ReadInt32();
m_Triangles.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Triangles.m_Data, 0, m_Triangles.m_Data.Length);
a_Stream.AlignStream(4);
m_Triangles.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_Triangles.m_NumItems = reader.ReadInt32();
m_Triangles.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_Triangles.m_Data, 0, m_Triangles.m_Data.Length);
reader.AlignStream(4);
m_Triangles.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
if (m_Triangles.m_NumItems > 0) { m_IndexBuffer = UnpackBitVector(m_Triangles); }
}
@@ -1180,14 +1180,14 @@ namespace Unity_Studio
#region Colors & Collision triangles for 3.4.2 and earlier
if (version[0] <= 2 || (version[0] == 3 && version[1] <= 4)) //
{
a_Stream.Position += 24; //Axis-Aligned Bounding Box
int m_Colors_size = a_Stream.ReadInt32();
reader.Position += 24; //Axis-Aligned Bounding Box
int m_Colors_size = reader.ReadInt32();
m_Colors = new float[m_Colors_size * 4];
for (int v = 0; v < m_Colors_size * 4; v++) { m_Colors[v] = (float)(a_Stream.ReadByte()) / 0xFF; }
for (int v = 0; v < m_Colors_size * 4; v++) { m_Colors[v] = (float)(reader.ReadByte()) / 0xFF; }
int m_CollisionTriangles_size = a_Stream.ReadInt32();
a_Stream.Position += m_CollisionTriangles_size * 4; //UInt32 indices
int m_CollisionVertexCount = a_Stream.ReadInt32();
int m_CollisionTriangles_size = reader.ReadInt32();
reader.Position += m_CollisionTriangles_size * 4; //UInt32 indices
int m_CollisionVertexCount = reader.ReadInt32();
}
#endregion
#region Compressed colors & Local AABB for 3.5.0 to 4.x.x
@@ -1196,12 +1196,12 @@ namespace Unity_Studio
if (version[0] < 5)
{
PackedBitVector m_Colors_Packed = new PackedBitVector();
m_Colors_Packed.m_NumItems = a_Stream.ReadInt32();
m_Colors_Packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Colors_Packed.m_Data, 0, m_Colors_Packed.m_Data.Length);
a_Stream.AlignStream(4);
m_Colors_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment
m_Colors_Packed.m_NumItems = reader.ReadInt32();
m_Colors_Packed.m_Data = new byte[reader.ReadInt32()];
reader.Read(m_Colors_Packed.m_Data, 0, m_Colors_Packed.m_Data.Length);
reader.AlignStream(4);
m_Colors_Packed.m_BitSize = reader.ReadByte();
reader.Position += 3; //4 byte alignment
if (m_Colors_Packed.m_NumItems > 0)
{
@@ -1227,13 +1227,13 @@ namespace Unity_Studio
}
}
}
else { uint m_UVInfo = a_Stream.ReadUInt32(); }
else { uint m_UVInfo = reader.ReadUInt32(); }
a_Stream.Position += 24; //Axis-Aligned Bounding Box
reader.Position += 24; //Axis-Aligned Bounding Box
}
#endregion
int m_MeshUsageFlags = a_Stream.ReadInt32();
int m_MeshUsageFlags = reader.ReadInt32();
if (version[0] >= 5)
{