- [Core] Combine ModelConverter options.
- [Core] Fix bug with loading `.zip` files - [Core] Added new entry [UnityCN]
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@@ -15,8 +15,7 @@ namespace AssetStudio
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public List<ImportedKeyframedAnimation> AnimationList { get; protected set; } = new List<ImportedKeyframedAnimation>();
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public List<ImportedMorph> MorphList { get; protected set; } = new List<ImportedMorph>();
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private Game Game;
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private ImageFormat imageFormat;
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private Options options;
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private Avatar avatar;
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private HashSet<AnimationClip> animationClipHashSet = new HashSet<AnimationClip>();
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private Dictionary<AnimationClip, string> boundAnimationPathDic = new Dictionary<AnimationClip, string>();
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@@ -24,19 +23,15 @@ namespace AssetStudio
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private Dictionary<Texture2D, string> textureNameDictionary = new Dictionary<Texture2D, string>();
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private Dictionary<Transform, ImportedFrame> transformDictionary = new Dictionary<Transform, ImportedFrame>();
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Dictionary<uint, string> morphChannelNames = new Dictionary<uint, string>();
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Dictionary<string, (bool, int)> uvs = new Dictionary<string, (bool, int)>();
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Dictionary<string, int> texs = new Dictionary<string, int>();
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public ModelConverter(GameObject m_GameObject, ImageFormat imageFormat, string texs, string uvs, Game game, bool collectAnimations, AnimationClip[] animationList = null)
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public ModelConverter(GameObject m_GameObject, Options options, AnimationClip[] animationList = null)
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{
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Game = game;
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this.imageFormat = imageFormat;
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this.texs = JsonConvert.DeserializeObject<Dictionary<string, int>>(texs);
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this.uvs = JsonConvert.DeserializeObject<Dictionary<string, (bool, int)>>(uvs);
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this.options = options;
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if (m_GameObject.m_Animator != null)
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{
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InitWithAnimator(m_GameObject.m_Animator);
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if (animationList == null && collectAnimations)
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if (animationList == null && this.options.collectAnimations)
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{
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CollectAnimationClip(m_GameObject.m_Animator);
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}
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@@ -55,16 +50,14 @@ namespace AssetStudio
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ConvertAnimations();
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}
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public ModelConverter(string rootName, List<GameObject> m_GameObjects, ImageFormat imageFormat, string texs, string uvs, Game game, bool collectAnimations, AnimationClip[] animationList = null)
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public ModelConverter(string rootName, List<GameObject> m_GameObjects, Options options, AnimationClip[] animationList = null)
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{
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Game = game;
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this.imageFormat = imageFormat;
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this.texs = JsonConvert.DeserializeObject<Dictionary<string, int>>(texs);
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this.uvs = JsonConvert.DeserializeObject<Dictionary<string, (bool, int)>>(uvs);
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this.options = options;
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RootFrame = CreateFrame(rootName, Vector3.Zero, new Quaternion(0, 0, 0, 0), Vector3.One);
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foreach (var m_GameObject in m_GameObjects)
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{
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if (m_GameObject.m_Animator != null && animationList == null && collectAnimations)
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if (m_GameObject.m_Animator != null && animationList == null && this.options.collectAnimations)
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{
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CollectAnimationClip(m_GameObject.m_Animator);
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}
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@@ -88,14 +81,12 @@ namespace AssetStudio
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ConvertAnimations();
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}
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public ModelConverter(Animator m_Animator, ImageFormat imageFormat, string texs, string uvs, Game game, bool collectAnimations, AnimationClip[] animationList = null)
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public ModelConverter(Animator m_Animator, Options options, AnimationClip[] animationList = null)
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{
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Game = game;
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this.imageFormat = imageFormat;
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this.texs = JsonConvert.DeserializeObject<Dictionary<string, int>>(texs);
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this.uvs = JsonConvert.DeserializeObject<Dictionary<string, (bool, int)>>(uvs);
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this.options = options;
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InitWithAnimator(m_Animator);
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if (animationList == null && collectAnimations)
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if (animationList == null && this.options.collectAnimations)
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{
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CollectAnimationClip(m_Animator);
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}
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@@ -313,8 +304,8 @@ namespace AssetStudio
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for (int uv = 0; uv < 8; uv++)
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{
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var key = $"UV{uv}";
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iMesh.hasUV[uv] = mesh.GetUV(uv)?.Length > 0 && uvs[key].Item1;
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iMesh.uvType[uv] = uvs[key].Item2;
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iMesh.hasUV[uv] = mesh.GetUV(uv)?.Length > 0 && options.uvs[key].Item1;
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iMesh.uvType[uv] = options.uvs[key].Item2;
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}
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iMesh.hasTangent = mesh.m_Tangents != null && mesh.m_Tangents.Length == mesh.m_VertexCount * 4;
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iMesh.hasColor = mesh.m_Colors?.Length > 0;
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@@ -720,7 +711,7 @@ namespace AssetStudio
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iMat.Textures.Add(texture);
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int dest = -1;
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if (texs.TryGetValue(texEnv.Key, out var targetDest))
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if (options.texs.TryGetValue(texEnv.Key, out var targetDest))
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dest = targetDest;
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else if (texEnv.Key == "_MainTex")
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dest = 0;
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@@ -733,7 +724,7 @@ namespace AssetStudio
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texture.Dest = dest;
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var ext = $".{imageFormat.ToString().ToLower()}";
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var ext = $".{options.imageFormat.ToString().ToLower()}";
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if (textureNameDictionary.TryGetValue(m_Texture2D, out var textureName))
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{
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texture.Name = textureName;
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@@ -779,7 +770,7 @@ namespace AssetStudio
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return;
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}
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var stream = m_Texture2D.ConvertToStream(imageFormat, true);
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var stream = m_Texture2D.ConvertToStream(options.imageFormat, true);
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if (stream != null)
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{
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using (stream)
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@@ -909,9 +900,9 @@ namespace AssetStudio
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var m_ClipBindingConstant = animationClip.m_ClipBindingConstant ?? m_Clip.ConvertValueArrayToGenericBinding();
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var m_ACLClip = m_Clip.m_ACLClip;
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var aclCount = m_ACLClip.CurveCount;
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if (m_ACLClip.IsSet && !Game.Type.IsSRGroup())
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if (m_ACLClip.IsSet && !options.game.Type.IsSRGroup())
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{
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m_ACLClip.Process(Game, out var values, out var times);
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m_ACLClip.Process(options.game, out var values, out var times);
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for (int frameIndex = 0; frameIndex < times.Length; frameIndex++)
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{
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var time = times[frameIndex];
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@@ -931,7 +922,7 @@ namespace AssetStudio
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for (int curveIndex = 0; curveIndex < frame.keyList.Count;)
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{
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var index = frame.keyList[curveIndex].index;
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if (!Game.Type.IsSRGroup())
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if (!options.game.Type.IsSRGroup())
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index += (int)aclCount;
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ReadCurveData(iAnim, m_ClipBindingConstant, index, frame.time, streamedValues, 0, ref curveIndex);
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}
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@@ -945,14 +936,14 @@ namespace AssetStudio
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for (int curveIndex = 0; curveIndex < m_DenseClip.m_CurveCount;)
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{
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var index = streamCount + curveIndex;
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if (!Game.Type.IsSRGroup())
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if (!options.game.Type.IsSRGroup())
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index += (int)aclCount;
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ReadCurveData(iAnim, m_ClipBindingConstant, (int)index, time, m_DenseClip.m_SampleArray, (int)frameOffset, ref curveIndex);
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}
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}
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if (m_ACLClip.IsSet && Game.Type.IsSRGroup())
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if (m_ACLClip.IsSet && options.game.Type.IsSRGroup())
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{
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m_ACLClip.Process(Game, out var values, out var times);
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m_ACLClip.Process(options.game, out var values, out var times);
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for (int frameIndex = 0; frameIndex < times.Length; frameIndex++)
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{
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var time = times[frameIndex];
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@@ -1174,5 +1165,14 @@ namespace AssetStudio
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return null;
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}
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}
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public record Options
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{
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public ImageFormat imageFormat;
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public Game game;
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public bool collectAnimations;
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public Dictionary<string, (bool, int)> uvs;
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public Dictionary<string, int> texs;
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}
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}
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}
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