Ejemplo n.º 1
0
        public Mesh(AssetPreloadData MeshPD)
        {
            //Stream = new EndianStream(File.OpenRead(sourceFile.filePath), sourceFile.endianType);
            //Stream.endian = sourceFile.endianType;
            var version = MeshPD.sourceFile.version;
            a_Stream = MeshPD.sourceFile.a_Stream;
            a_Stream.Position = MeshPD.Offset;

            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();
                PPtr m_PrefabParentObject = MeshPD.sourceFile.ReadPPtr();
                PPtr m_PrefabInternal = MeshPD.sourceFile.ReadPPtr();
            }

            m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
            if (version[0] < 3 || (version[0] == 3 && version[1] < 5))
            {
                m_Use16BitIndices = a_Stream.ReadBoolean();
                a_Stream.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();

                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);
                }
                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(); }
                }
            }
            #endregion

            int m_SubMeshes_size = a_Stream.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
                if (version[0] < 4)
                {
                    m_SubMeshes[s].triangleCount = a_Stream.ReadUInt32();
                }
                if (version[0] >= 3)
                {
                    m_SubMeshes[s].firstVertex = a_Stream.ReadUInt32();
                    m_SubMeshes[s].vertexCount = a_Stream.ReadUInt32();
                    a_Stream.Position += 24; //Axis-Aligned Bounding Box
                }
            }

            #region m_Shapes for 4.1.0 and later, excluding 4.1.0 alpha
            if (version [0] >= 5 || (version[0] == 4 && (version[1] > 1 || (version[1] == 1 && MeshPD.sourceFile.buildType[0] != "a"))))
            {
                if (version[0] == 4 && version[1] <= 2) //4.1.0f4 - 4.2.2f1
                {
                    int m_Shapes_size = a_Stream.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
                    }

                    int m_ShapeVertices_size = a_Stream.ReadInt32();
                    a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
                }
                else //4.3.0 and later
                {
                    int m_ShapeVertices_size = a_Stream.ReadInt32();
                    a_Stream.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 channels_size = a_Stream.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
                    }

                    int fullWeights_size = a_Stream.ReadInt32();
                    a_Stream.Position += fullWeights_size * 4; //floats

                    int m_BindPose_size = a_Stream.ReadInt32();
                    a_Stream.Position += m_BindPose_size * 16 * 4; //matrix 4x4

                    int m_BoneNameHashes_size = a_Stream.ReadInt32();
                    a_Stream.Position += m_BoneNameHashes_size * 4; //uints

                    uint m_RootBoneNameHash = a_Stream.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();
                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();
                }
                a_Stream.AlignStream(4);

                int m_IndexBuffer_size = a_Stream.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);
                }
                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(); }
                    //align??
                }
            }
            #endregion

            #region Vertex Buffer for 3.4.2 and earlier
            if (version[0] < 3 || (version[0] == 3 && version[1] < 5))
            {
                m_VertexCount = a_Stream.ReadUInt32();
                m_Vertices = new float[m_VertexCount * 3];
                for (int v = 0; v < m_VertexCount * 3; v++) { m_Vertices[v] = a_Stream.ReadSingle(); }

                int m_Skin_size = a_Stream.ReadInt32();
                a_Stream.Position += m_Skin_size * 32; //4x float weights & 4x int boneIndices

                int m_BindPose_size = a_Stream.ReadInt32();
                a_Stream.Position += m_BindPose_size * 16 * 4; //matrix 4x4

                int m_UV1_size = a_Stream.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(); }

                int m_UV2_size = a_Stream.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(); }

                if (version[0] == 2 && version[1] <= 5)
                {
                    int m_TangentSpace_size = a_Stream.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
                    }
                }
                else //2.6.0 and later
                {
                    int m_Tangents_size = a_Stream.ReadInt32();
                    a_Stream.Position += m_Tangents_size * 16; //Vector4f

                    int m_Normals_size = a_Stream.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(); }
                }
            }
            #endregion
            #region Vertex Buffer for 3.5.0 and later
            else
            {
                #region read vertex stream
                int m_Skin_size = a_Stream.ReadInt32();
                a_Stream.Position += m_Skin_size * 32; //4x float weights & 4x int boneIndices

                if (version[0] <= 3 || (version[0] == 4 && version[1] <= 2))
                {
                    int m_BindPose_size = a_Stream.ReadInt32();
                    a_Stream.Position += m_BindPose_size * 16 * 4; //matrix 4x4
                }

                int m_CurrentChannels = a_Stream.ReadInt32();//defined as uint in Unity
                m_VertexCount = a_Stream.ReadUInt32();

                #region 3.5.0 - 3.5.7
                if (version[0] < 4)
                {
                    if (m_MeshCompression != 0 && version[2] == 0) //special case not just on platform 9
                    {
                        a_Stream.Position += 12;
                    }
                    else
                    {
                        m_Streams = new StreamInfo[4];
                        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();
                        }
                    }
                }
                #endregion
                #region 4.0.0 and later
                else
                {
                    int singleStreamStride = 0;//used tor unity 5

                    m_Channels = new ChannelInfo[a_Stream.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();

                        //calculate stride for Unity 5
                        singleStreamStride += m_Channels[c].dimension * (m_Channels[c].format % 2 == 0 ? 4 : 2);//fingers crossed!
                    }

                    if (version[0] < 5)
                    {
                        m_Streams = new StreamInfo[a_Stream.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();
                        }
                    }
                    else //it's just easier to create my own stream here
                    {
                        m_Streams = new StreamInfo[1];
                        m_Streams[0] = new StreamInfo();
                        m_Streams[0].channelMask = new BitArray(new int[1] { m_CurrentChannels });
                        m_Streams[0].offset = 0;
                        m_Streams[0].stride = singleStreamStride;
                    }
                }
                #endregion

                //actual Vertex Buffer
                byte[] m_DataSize = new byte[a_Stream.ReadInt32()];
                a_Stream.Read(m_DataSize, 0, m_DataSize.Length);
                #endregion

                #region compute FvF
                byte valueBufferSize = 0;
                byte[] valueBuffer;
                float[] dstArray;

                if (m_Channels != null)
                {
                    //it is better to loop channels instead of streams
                    //because channels are likely to be sorted by vertex property
                    #region 4.0.0 and later
                    foreach (var m_Channel in m_Channels)
                    {
                        if (m_Channel.dimension > 0)
                        {
                            var m_Stream = m_Streams[m_Channel.stream];

                            for (int b = 0; b < 6; b++)
                            {
                                if (m_Stream.channelMask.Get(b))
                                {
                                    switch (m_Channel.format)
                                    {
                                        case 0: //32bit
                                            valueBufferSize = 4;
                                            break;
                                        case 1: //16bit
                                            valueBufferSize = 2;
                                            break;
                                        case 2: //8bit
                                            valueBufferSize = 1;
                                            m_Channel.dimension = 4;//these are actually groups of 4 components
                                            break;
                                    }

                                    valueBuffer = new byte[valueBufferSize];
                                    dstArray = new float[m_VertexCount * m_Channel.dimension];

                                    for (int v = 0; v < m_VertexCount; v++)
                                    {
                                        for (int d = 0; d < m_Channel.dimension; d++)
                                        {
                                            int m_DataSizeOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v + valueBufferSize * d;
                                            Buffer.BlockCopy(m_DataSize, m_DataSizeOffset, valueBuffer, 0, valueBufferSize);
                                            dstArray[v * m_Channel.dimension + d] = bytesToFloat(valueBuffer);
                                        }
                                    }

                                    switch (b)
                                    {
                                        case 0://1
                                            m_Vertices = dstArray;
                                            break;
                                        case 1://2
                                            m_Normals = dstArray;
                                            break;
                                        case 2://4
                                            m_Colors = dstArray;
                                            break;
                                        case 3://8
                                            m_UV1 = dstArray;
                                            break;
                                        case 4://16
                                            m_UV2 = dstArray;
                                            break;
                                        case 5://32
                                            m_Tangents = dstArray;
                                            break;
                                    }

                                    m_Stream.channelMask.Set(b, false); //is this needed?
                                    valueBuffer = null;
                                    dstArray = null;
                                    break; //go to next channel
                                }
                            }
                        }
                    }
                }
                #endregion
                #region 3.5.0 - 3.5.7
                else if (m_Streams != null)
                {
                    foreach (var m_Stream in m_Streams)
                    {
                        //a stream may have multiple vertex components but without channels there are no offsets, so I assume all vertex properties are in order
                        //Unity 3.5.x only uses floats, and that's probably why channels were introduced in Unity 4

                        ChannelInfo m_Channel = new ChannelInfo();//create my own channel so I can use the same methods
                        m_Channel.offset = 0;

                        for (int b = 0; b < 6; b++)
                        {
                            if (m_Stream.channelMask.Get(b))
                            {
                                switch (b)
                                {
                                    case 0:
                                    case 1:
                                        valueBufferSize = 4;
                                        m_Channel.dimension = 3;
                                        break;
                                    case 2:
                                        valueBufferSize = 1;
                                        m_Channel.dimension = 4;
                                        break;
                                    case 3:
                                    case 4:
                                        valueBufferSize = 4;
                                        m_Channel.dimension = 2;
                                        break;
                                    case 5:
                                        valueBufferSize = 4;
                                        m_Channel.dimension = 4;
                                        break;
                                }

                                valueBuffer = new byte[valueBufferSize];
                                dstArray = new float[m_VertexCount * m_Channel.dimension];

                                for (int v = 0; v < m_VertexCount; v++)
                                {
                                    for (int d = 0; d < m_Channel.dimension; d++)
                                    {
                                        int m_DataSizeOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v + valueBufferSize * d;
                                        Buffer.BlockCopy(m_DataSize, m_DataSizeOffset, valueBuffer, 0, valueBufferSize);
                                        dstArray[v * m_Channel.dimension + d] = bytesToFloat(valueBuffer);
                                    }
                                }

                                switch (b)
                                {
                                    case 0:
                                        m_Vertices = dstArray;
                                        break;
                                    case 1:
                                        m_Normals = dstArray;
                                        break;
                                    case 2:
                                        m_Colors = dstArray;
                                        break;
                                    case 3:
                                        m_UV1 = dstArray;
                                        break;
                                    case 4:
                                        m_UV2 = dstArray;
                                        break;
                                    case 5:
                                        m_Tangents = dstArray;
                                        break;
                                }

                                m_Channel.offset += (byte)(m_Channel.dimension * valueBufferSize); //strides larger than 255 are unlikely
                                m_Stream.channelMask.Set(b, false); //is this needed?
                                valueBuffer = null;
                                dstArray = null;
                            }
                        }
                    }
                }
                #endregion
                #endregion
            }
            #endregion

            #region Compressed Mesh data for 2.6.0 and later - 160 bytes
            if (version[0] >= 3 || (version[0] == 2 && version[1] >= 6))
            {
                //remember there can be combinations of packed and regular vertex properties
                PackedBitVector m_Vertices_Packed = new PackedBitVector();
                m_Vertices_Packed.m_NumItems = a_Stream.ReadUInt32();
                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

                if (m_Vertices_Packed.m_NumItems > 0)
                {
                    m_VertexCount = m_Vertices_Packed.m_NumItems / 3;
                    uint[] m_Vertices_Unpacked = UnpackBitVector(m_Vertices_Packed);
                    int bitmax = 0;//used to convert int value to float
                    for (int b = 0; b < m_Vertices_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
                    m_Vertices = new float[m_Vertices_Packed.m_NumItems];
                    for (int v = 0; v < m_Vertices_Packed.m_NumItems; v++)
                    {
                        m_Vertices[v] = (float)m_Vertices_Unpacked[v] / bitmax * m_Vertices_Packed.m_Range + m_Vertices_Packed.m_Start;
                    }
                }

                PackedBitVector m_UV_Packed = new PackedBitVector(); //contains both channels
                m_UV_Packed.m_NumItems = a_Stream.ReadUInt32();
                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);
                m_UV_Packed.m_BitSize = a_Stream.ReadByte();
                a_Stream.Position += 3; //4 byte alignment

                if (m_UV_Packed.m_NumItems > 0)
                {
                    uint[] m_UV_Unpacked = UnpackBitVector(m_UV_Packed);
                    int bitmax = 0;
                    for (int b = 0; b < m_Vertices_Packed.m_BitSize; b++) { bitmax |= (1 << b); }

                    m_UV1 = new float[m_VertexCount * 2];

                    for (int v = 0; v < m_VertexCount * 2; v++)
                    {
                        m_UV1[v] = (float)m_UV_Unpacked[v] / bitmax * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
                    }

                    if (m_UV_Packed.m_NumItems == m_VertexCount * 4)
                    {
                        m_UV2 = new float[m_VertexCount * 2];
                        for (uint v = 0; v < m_VertexCount * 2; v++)
                        {
                            m_UV2[v] = (float)m_UV_Unpacked[v + m_VertexCount * 2] / bitmax * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
                        }
                    }
                }

                if (version[0] < 5)
                {
                    PackedBitVector m_BindPoses_Packed = new PackedBitVector();
                    m_BindPoses_Packed.m_NumItems = a_Stream.ReadUInt32();
                    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
                }

                PackedBitVector m_Normals_Packed = new PackedBitVector();
                m_Normals_Packed.m_NumItems = a_Stream.ReadUInt32();
                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

                PackedBitVector m_Tangents_Packed = new PackedBitVector();
                m_Tangents_Packed.m_NumItems = a_Stream.ReadUInt32();
                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

                PackedBitVector m_Weights_Packed = new PackedBitVector();
                m_Weights_Packed.m_NumItems = a_Stream.ReadUInt32();
                m_Weights_Packed.m_Data = new byte[a_Stream.ReadInt32()];
                a_Stream.Read(m_Weights_Packed.m_Data, 0, m_Weights_Packed.m_Data.Length);
                a_Stream.AlignStream(4);
                m_Weights_Packed.m_BitSize = a_Stream.ReadByte();
                a_Stream.Position += 3; //4 byte alignment

                PackedBitVector m_NormalSigns_packed = new PackedBitVector();
                m_NormalSigns_packed.m_NumItems = a_Stream.ReadUInt32();
                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

                if (m_Normals_Packed.m_NumItems > 0)
                {
                    uint[] m_Normals_Unpacked = UnpackBitVector(m_Normals_Packed);
                    uint[] m_NormalSigns = UnpackBitVector(m_NormalSigns_packed);
                    int bitmax = 0;
                    for (int b = 0; b < m_Normals_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
                    m_Normals = new float[m_Normals_Packed.m_NumItems / 2 * 3];
                    for (int v = 0; v < m_Normals_Packed.m_NumItems / 2; v++)
                    {
                        m_Normals[v * 3] = (float)((double)m_Normals_Unpacked[v * 2] / bitmax) * m_Normals_Packed.m_Range + m_Normals_Packed.m_Start;
                        m_Normals[v * 3 + 1] = (float)((double)m_Normals_Unpacked[v * 2 + 1] / bitmax) * m_Normals_Packed.m_Range + m_Normals_Packed.m_Start;
                        m_Normals[v * 3 + 2] = (float)Math.Sqrt(1 - m_Normals[v * 3] * m_Normals[v * 3] - m_Normals[v * 3 + 1] * m_Normals[v * 3 + 1]);
                        if (m_NormalSigns[v] == 0) { m_Normals[v * 3 + 2] *= -1; }
                    }
                }

                PackedBitVector m_TangentSigns = new PackedBitVector();
                m_TangentSigns.m_NumItems = a_Stream.ReadUInt32();
                m_TangentSigns.m_Data = new byte[a_Stream.ReadInt32()];
                a_Stream.Read(m_TangentSigns.m_Data, 0, m_TangentSigns.m_Data.Length);
                a_Stream.AlignStream(4);
                m_TangentSigns.m_BitSize = a_Stream.ReadByte();
                a_Stream.Position += 3; //4 byte alignment

                if (version[0] >= 5)
                {
                    PackedBitVector m_FloatColors = new PackedBitVector();
                    m_FloatColors.m_NumItems = a_Stream.ReadUInt32();
                    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

                    if (m_FloatColors.m_NumItems > 0)
                    {
                        uint[] m_FloatColors_Unpacked = UnpackBitVector(m_FloatColors);
                        int bitmax = 0;
                        for (int b = 0; b < m_Vertices_Packed.m_BitSize; b++) { bitmax |= (1 << b); }

                        m_Colors = new float[m_FloatColors.m_NumItems];

                        for (int v = 0; v < m_FloatColors.m_NumItems; v++)
                        {
                            m_Colors[v] = (float)m_FloatColors_Unpacked[v] / bitmax * m_FloatColors.m_Range + m_FloatColors.m_Start;
                        }
                    }
                }

                PackedBitVector m_BoneIndices = new PackedBitVector();
                m_BoneIndices.m_NumItems = a_Stream.ReadUInt32();
                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

                PackedBitVector m_Triangles = new PackedBitVector();
                m_Triangles.m_NumItems = a_Stream.ReadUInt32();
                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

                if (m_Triangles.m_NumItems > 0) { m_IndexBuffer = UnpackBitVector(m_Triangles); }
            }
            #endregion

            #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();
                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; }

                int m_CollisionTriangles_size = a_Stream.ReadInt32();
                a_Stream.Position += m_CollisionTriangles_size * 4; //UInt32 indices
                int m_CollisionVertexCount = a_Stream.ReadInt32();
            }
            #endregion
            #region Compressed colors & Local AABB for 3.5.0 to 4.x.x
            else //vertex colors are either in streams or packed bits
            {
                if (version[0] < 5)
                {
                    PackedBitVector m_Colors_Packed = new PackedBitVector();
                    m_Colors_Packed.m_NumItems = a_Stream.ReadUInt32();
                    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

                    if (m_Colors_Packed.m_NumItems > 0)
                    {
                        if (m_Colors_Packed.m_BitSize == 32)
                        {
                            //4 x 8bit color channels
                            m_Colors = new float[m_Colors_Packed.m_Data.Length];
                            for (int v = 0; v < m_Colors_Packed.m_Data.Length; v++)
                            {
                                m_Colors[v] = (float)m_Colors_Packed.m_Data[v] / 0xFF;
                            }
                        }
                        else //not tested
                        {
                            uint[] m_Colors_Unpacked = UnpackBitVector(m_Colors_Packed);
                            int bitmax = 0;//used to convert int value to float
                            for (int b = 0; b < m_Colors_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
                            m_Colors = new float[m_Colors_Packed.m_NumItems];
                            for (int v = 0; v < m_Colors_Packed.m_NumItems; v++)
                            {
                                m_Colors[v] = (float)m_Colors_Unpacked[v] / bitmax;
                            }
                        }
                    }
                }

                a_Stream.Position += 24; //Axis-Aligned Bounding Box
            }
            #endregion

            int m_MeshUsageFlags = a_Stream.ReadInt32();

            if (version[0] >= 5)
            {
                //int m_BakedConvexCollisionMesh = a_Stream.ReadInt32();
                //a_Stream.Position += m_BakedConvexCollisionMesh;
                //int m_BakedTriangleCollisionMesh = a_Stream.ReadInt32();
                //a_Stream.Position += m_BakedConvexCollisionMesh;
            }

            #region Build face indices
            for (int s = 0; s < m_SubMeshes_size; s++)
            {
                uint firstIndex = m_SubMeshes[s].firstByte / 2;
                if (!m_Use16BitIndices) { firstIndex /= 2; }

                if (m_SubMeshes[s].topology == 0)
                {
                    for (int i = 0; i < m_SubMeshes[s].indexCount / 3; i++)
                    {
                        m_Indices.Add(m_IndexBuffer[firstIndex + i * 3]);
                        m_Indices.Add(m_IndexBuffer[firstIndex + i * 3 + 1]);
                        m_Indices.Add(m_IndexBuffer[firstIndex + i * 3 + 2]);
                        m_materialIDs.Add(s);
                    }
                }
                else
                {
                    for (int i = 0; i < m_SubMeshes[s].indexCount - 2; i++)
                    {
                        uint fa = m_IndexBuffer[firstIndex + i];
                        uint fb = m_IndexBuffer[firstIndex + i + 1];
                        uint fc = m_IndexBuffer[firstIndex + i + 2];

                        if ((fa!=fb) && (fa!=fc) && (fc!=fb))
                        {
                            m_Indices.Add(fa);
                            if ((i % 2) == 0)
                            {
                                m_Indices.Add(fb);
                                m_Indices.Add(fc);
                            }
                            else
                            {
                                m_Indices.Add(fc);
                                m_Indices.Add(fb);
                            }
                            m_materialIDs.Add(s);
                        }
                    }
                }
            }
            #endregion
        }
Ejemplo n.º 2
0
        public uint[] UnpackBitVector(PackedBitVector pakData)
        {
            uint[] unpackedVectors = new uint[pakData.m_NumItems];
            //int bitmax = 0;//used to convert int value to float
            //for (int b = 0; b < pakData.m_BitSize; b++) { bitmax |= (1 << b); }

            //the lazy way
            //split data into groups of "aligned" bytes i.e. 8 packed values per group
            //I could calculate optimized group size based on BitSize, but this is the lazy way

            if (pakData.m_BitSize == 0)
            {
                pakData.m_BitSize = (byte)((pakData.m_Data.Length * 8) / pakData.m_NumItems);
                //don't know, don't care
            }
            int groupSize = pakData.m_BitSize; //bitSize * 8 values / 8 bits
            byte[] group = new byte[groupSize];
            int groupCount = (int)(pakData.m_NumItems / 8);

            for (int g = 0; g < groupCount; g++)
            {
                Buffer.BlockCopy(pakData.m_Data, g * groupSize, group, 0, groupSize);
                BitArray groupBits = new BitArray(group);

                for (int v = 0; v < 8; v++)
                {
                    BitArray valueBits = new BitArray(new Boolean[pakData.m_BitSize]);
                    for (int b = 0; b < pakData.m_BitSize; b++)
                    {
                        valueBits.Set(b, groupBits.Get(b + v * pakData.m_BitSize));
                    }

                    var valueArr = new int[1];
                    valueBits.CopyTo(valueArr, 0);
                    //unpackedVectors[v + g * 8] = (float)(valueArr[0] / bitmax) * pakData.m_Range + pakData.m_Start;
                    //valueBits.CopyTo(unpackedVectors, v + g * 8);//doesn't work with uint[]
                    unpackedVectors[v + g * 8] = (uint)valueArr[0];
                }
            }

            //m_NumItems is not necessarily a multiple of 8, so there can be one extra group with fewer values
            int endBytes = pakData.m_Data.Length - groupCount * groupSize;
            int endVal = (int)(pakData.m_NumItems - groupCount * 8);

            if (endBytes > 0)
            {
                Buffer.BlockCopy(pakData.m_Data, groupCount * groupSize, group, 0, endBytes);
                BitArray groupBits = new BitArray(group);

                for (int v = 0; v < endVal; v++)
                {
                    BitArray valueBits = new BitArray(new Boolean[pakData.m_BitSize]);
                    for (int b = 0; b < pakData.m_BitSize; b++)
                    {
                        valueBits.Set(b, groupBits.Get(b + v * pakData.m_BitSize));
                    }

                    var valueArr = new int[1];
                    valueBits.CopyTo(valueArr, 0);
                    //unpackedVectors[v + groupCount * 8] = (float)(valueArr[0] / bitmax) * pakData.m_Range + pakData.m_Start;
                    //valueBits.CopyTo(unpackedVectors, v + groupCount * 8);
                    unpackedVectors[v + groupCount * 8] = (uint)valueArr[0];
                }
            }

            //the hard way
            //compute bit position in m_Data for each value
            /*byte[] value = new byte[4] { 0, 0, 0, 0 };

            int byteCount = pakData.m_BitSize / 8;//bytes in single value
            int bitCount = pakData.m_BitSize % 8;

            for (int v = 0; v < pakData.m_NumItems; v++)
            {
                if ((bitCount * v) % 8 == 0) //bitstream is "aligned"
                {//does this make sense if I'm gonna compute unaligned anywhay?
                    for (int b = 0; b < byteCount; b++)
                    {
                        value[b] = pakData.m_Data[b + v * (byteCount+1)];
                    }

                    if (byteCount < 4) //shouldn't it be always?
                    {
                        byte lastByte = pakData.m_Data[bitCount * v / 8];

                        for (int b = 0; b < bitCount; b++)//no
                        {
                            //set bit in val[byteCount+1]
                        }
                    }
                }
                else
                {
                    //god knows
                }

                unpackedVectors[v] = BitConverter.ToSingle(value, 0);
            }*/

            //first I split the data into byte-aligned arrays
            //too complicated to calculate group size each time
            //then no point in dividing?
            /*int groupSize = byteCount + (bitCount + 7)/8;

            int groups = pakData.m_Data.Length / groupSize;
            int valPerGr = (int)(pakData.m_NumItems / groups);
            byte[] group = new byte[groupSize];

            for (int g = 0; g < groups; g++)
            {
                Buffer.BlockCopy(pakData.m_Data, g * groupSize, group, 0, groupSize);

                for (int v = 0; v < valPerGr; v++)
                {

                    unpackedVectors[v + g * valPerGr] = BitConverter.ToSingle(value, 0);
                }
            }

            //m_Data size is not necessarily a multiple of align, so there can be one extra group with fewer values
            int lastBytes = pakData.m_Data.Length % groupSize;
            int lastVal = (int)(pakData.m_NumItems - groups * valPerGr);

            if (lastBytes > 0)
            {
                Buffer.BlockCopy(pakData.m_Data, groups * groupSize, group, 0, lastBytes);

                for (int v = 0; v < lastVal; v++)
                {

                    unpackedVectors[v + groups * valPerGr] = BitConverter.ToSingle(value, 0);
                }
            }*/

            return unpackedVectors;
        }
Ejemplo n.º 3
0
        public Mesh(AssetPreloadData MeshPD)
        {
            //Stream = new EndianStream(File.OpenRead(sourceFile.filePath), sourceFile.endianType);
            //Stream.endian = sourceFile.endianType;
            var version = MeshPD.sourceFile.version;
            a_Stream = MeshPD.sourceFile.a_Stream;
            a_Stream.Position = MeshPD.Offset;

            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();
                PPtr m_PrefabParentObject = MeshPD.sourceFile.ReadPPtr();
                PPtr m_PrefabInternal = MeshPD.sourceFile.ReadPPtr();
            }

            m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
            
            if (version[0] < 3 || (version[0] == 3 && version[1] < 5))
            {
                m_Use16BitIndices = a_Stream.ReadBoolean();
                a_Stream.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();

                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);
                }
                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(); }
                }
            }
            #endregion

            #region subMeshes
            int m_SubMeshes_size = a_Stream.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
                if (version[0] < 4)
                {
                    m_SubMeshes[s].triangleCount = a_Stream.ReadUInt32();
                }
                if (version[0] >= 3)
                {
                    m_SubMeshes[s].firstVertex = a_Stream.ReadUInt32();
                    m_SubMeshes[s].vertexCount = a_Stream.ReadUInt32();
                    a_Stream.Position += 24; //Axis-Aligned Bounding Box
                }
            }
            #endregion
            
            #region BlendShapeData for 4.1.0 to 4.2.x, excluding 4.1.0 alpha
            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();
                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
                }

                int m_ShapeVertices_size = a_Stream.ReadInt32();
                a_Stream.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();
                if (m_ShapeVertices_size > 0)
                {
                    bool stop = true;
                }
                a_Stream.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 channels_size = a_Stream.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
                }

                int fullWeights_size = a_Stream.ReadInt32();
                a_Stream.Position += fullWeights_size * 4; //floats

                m_BindPose = new float[a_Stream.ReadInt32()][,];
                for (int i = 0; i < m_BindPose.Length; i++)
                {
                    m_BindPose[i] = new float[4,4] {
                        { 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() } };
                }

                int m_BoneNameHashes_size = a_Stream.ReadInt32();
                a_Stream.Position += m_BoneNameHashes_size * 4; //uints

                uint m_RootBoneNameHash = a_Stream.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();
                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();
                }
                a_Stream.AlignStream(4);

                int m_IndexBuffer_size = a_Stream.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);
                }
                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
                }
            }
            #endregion

            #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_Vertices = new float[m_VertexCount * 3];
                for (int v = 0; v < m_VertexCount * 3; v++) { m_Vertices[v] = a_Stream.ReadSingle(); }

                m_Skin = new List<BoneInfluence>[a_Stream.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(); }

                    /*m_Skin[s] = new Dictionary<int, float>();
                    float[] weights = new float[4] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
                    for (int i = 0; i < 4; i++)
                    {
                        int boneIndex = a_Stream.ReadInt32();
                        m_Skin[s][boneIndex] = weights[i];
                    }*/
                }

                m_BindPose = new float[a_Stream.ReadInt32()][,];
                for (int i = 0; i < m_BindPose.Length; i++)
                {
                    m_BindPose[i] = new float[4, 4] {
                        { 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() } };
                }

                int m_UV1_size = a_Stream.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(); }

                int m_UV2_size = a_Stream.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(); }

                if (version[0] == 2 && version[1] <= 5)
                {
                    int m_TangentSpace_size = a_Stream.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 
                    }
                }
                else //2.6.0 and later
                {
                    int m_Tangents_size = a_Stream.ReadInt32();
                    a_Stream.Position += m_Tangents_size * 16; //Vector4f

                    int m_Normals_size = a_Stream.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(); }
                }
            }
            #endregion
            #region Vertex Buffer for 3.5.0 and later
            else
            {
                #region read vertex stream
                m_Skin = new List<BoneInfluence>[a_Stream.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(); }

                    /*m_Skin[s] = new Dictionary<int, float>();
                    float[] weights = new float[4] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
                    for (int i = 0; i < 4; i++)
                    {
                        int boneIndex = a_Stream.ReadInt32();
                        m_Skin[s][boneIndex] = weights[i];
                    }*/
                }


                if (version[0] == 3 || (version[0] == 4 && version[1] <= 2))
                {
                    m_BindPose = new float[a_Stream.ReadInt32()][,];
                    for (int i = 0; i < m_BindPose.Length; i++)
                    {
                        m_BindPose[i] = new float[4, 4] {
                        { 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() } };
                    }
                }

                BitArray m_CurrentChannels = new BitArray(new int[1] { a_Stream.ReadInt32() });
                m_VertexCount = a_Stream.ReadInt32();
                //int singleStreamStride = 0;//used tor unity 5
                int streamCount = 0;

                #region streams for 3.5.0 - 3.5.7
                if (version[0] < 4)
                {
                    if (m_MeshCompression != 0 && version[2] == 0) //special case not just on platform 9
                    {
                        a_Stream.Position += 12;
                    }
                    else
                    {
                        m_Streams = new StreamInfo[4];
                        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();
                        }
                    }
                }
                #endregion
                #region channels and streams for 4.0.0 and later
                else
                {
                    m_Channels = new ChannelInfo[a_Stream.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();

                        //calculate stride for Unity 5
                        //singleStreamStride += m_Channels[c].dimension * (4 / (int)Math.Pow(2, m_Channels[c].format));

                        if (m_Channels[c].stream >= streamCount) { streamCount = m_Channels[c].stream + 1; }
                    }

                    if (version[0] < 5)
                    {
                        m_Streams = new StreamInfo[a_Stream.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();
                        }
                    }
                }
                #endregion

                //actual Vertex Buffer
                byte[] m_DataSize = new byte[a_Stream.ReadInt32()];
                a_Stream.Read(m_DataSize, 0, m_DataSize.Length);

                if (version[0] >= 5) //create streams
                {
                    m_Streams = new StreamInfo[streamCount];
                    for (int s = 0; s < streamCount; s++)
                    {
                        m_Streams[s] = new StreamInfo();
                        m_Streams[s].channelMask = new BitArray(new int[1] { 0 });
                        m_Streams[s].offset = 0;
                        m_Streams[s].stride = 0;

                        foreach (var m_Channel in m_Channels)
                        {
                            if (m_Channel.stream == s) { m_Streams[s].stride += m_Channel.dimension * (4 / (int)Math.Pow(2, m_Channel.format)); }
                        }

                        if (s > 0)
                        {
                            m_Streams[s].offset = m_Streams[s - 1].offset + m_Streams[s - 1].stride * m_VertexCount;
                            //sometimes there are 8 bytes between streams
                            //this is NOT an alignment, even if sometimes it may seem so

                            if (streamCount == 2) { m_Streams[s].offset = m_DataSize.Length - m_Streams[s].stride * m_VertexCount; }
                            else
                            {
                                m_VertexCount = 0;
                                return;
                            }

                            /*var absoluteOffset = a_Stream.Position + 4 + m_Streams[s].offset;
                            if ((absoluteOffset % m_Streams[s].stride) != 0)
                            {
                                m_Streams[s].offset += m_Streams[s].stride - (int)(absoluteOffset % m_Streams[s].stride);
                            }*/
                        }
                    }
                }
                #endregion

                #region compute FvF
                int componentByteSize = 0;
                byte[] componentBytes;
                float[] componentsArray;

                #region 4.0.0 and later
                if (m_Channels != null)
                {
                    //it is better to loop channels instead of streams
                    //because channels are likely to be sorted by vertex property
                    foreach (var m_Channel in m_Channels)
                    {
                        if (m_Channel.dimension > 0)
                        {
                            var m_Stream = m_Streams[m_Channel.stream];

                            for (int b = 0; b < 8; b++)
                            {
                                //in the future, try to use only m_CurrentChannels
                                if ((version[0] < 5 && m_Stream.channelMask.Get(b)) || (version[0] >= 5 && m_CurrentChannels.Get(b)))
                                {
                                    // in Unity 4.x the colors channel has 1 dimension, as in 1 color with 4 components
                                    if (b == 2 && m_Channel.format == 2) { m_Channel.dimension = 4; }

                                    componentByteSize = 4 / (int)Math.Pow(2, m_Channel.format);

                                    /*switch (m_Channel.format)
                                    {
                                        case 0: //32bit
                                            valueBufferSize = 4;
                                            break;
                                        case 1: //16bit
                                            valueBufferSize = 2;
                                            break;
                                        case 2: //8bit
                                            valueBufferSize = 1;
                                            m_Channel.dimension = 4;//in older versions this is 1, as in 1 color with 4 components
                                            break;
                                    }*/

                                    componentBytes = new byte[componentByteSize];
                                    componentsArray = new float[m_VertexCount * m_Channel.dimension];

                                    for (int v = 0; v < m_VertexCount; v++)
                                    {
                                        int vertexOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v;
                                        for (int d = 0; d < m_Channel.dimension; d++)
                                        {
                                            int componentOffset = vertexOffset + componentByteSize * d;
                                            Buffer.BlockCopy(m_DataSize, componentOffset, componentBytes, 0, componentByteSize);
                                            componentsArray[v * m_Channel.dimension + d] = bytesToFloat(componentBytes);
                                        }
                                    }

                                    switch (b)
                                    {
                                        case 0: m_Vertices = componentsArray; break;
                                        case 1: m_Normals = componentsArray; break;
                                        case 2: m_Colors = componentsArray; break;
                                        case 3: m_UV1 = componentsArray; break;
                                        case 4: m_UV2 = componentsArray; break;
                                        case 5:
                                            if (version[0] == 5) { m_UV3 = componentsArray; }
                                            else { m_Tangents = componentsArray; }
                                            break;
                                        case 6: m_UV4 = componentsArray; break;
                                        case 7: m_Tangents = componentsArray; break;
                                    }

                                    m_Stream.channelMask.Set(b, false);
                                    m_CurrentChannels.Set(b, false);
                                    componentBytes = null;
                                    componentsArray = null;
                                    break; //go to next channel
                                }
                            }
                        }
                    }
                }
                #endregion
                #region 3.5.0 - 3.5.7
                else if (m_Streams != null)
                {
                    foreach (var m_Stream in m_Streams)
                    {
                        //a stream may have multiple vertex components but without channels there are no offsets, so I assume all vertex properties are in order
                        //Unity 3.5.x only uses floats, and that's probably why channels were introduced in Unity 4

                        ChannelInfo m_Channel = new ChannelInfo();//create my own channel so I can use the same methods
                        m_Channel.offset = 0;

                        for (int b = 0; b < 6; b++)
                        {
                            if (m_Stream.channelMask.Get(b))
                            {
                                switch (b)
                                {
                                    case 0:
                                    case 1:
                                        componentByteSize = 4;
                                        m_Channel.dimension = 3;
                                        break;
                                    case 2:
                                        componentByteSize = 1;
                                        m_Channel.dimension = 4;
                                        break;
                                    case 3:
                                    case 4:
                                        componentByteSize = 4;
                                        m_Channel.dimension = 2;
                                        break;
                                    case 5:
                                        componentByteSize = 4;
                                        m_Channel.dimension = 4;
                                        break;
                                }

                                componentBytes = new byte[componentByteSize];
                                componentsArray = new float[m_VertexCount * m_Channel.dimension];

                                for (int v = 0; v < m_VertexCount; v++)
                                {
                                    int vertexOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v;
                                    for (int d = 0; d < m_Channel.dimension; d++)
                                    {
                                        int m_DataSizeOffset = vertexOffset + componentByteSize * d;
                                        Buffer.BlockCopy(m_DataSize, m_DataSizeOffset, componentBytes, 0, componentByteSize);
                                        componentsArray[v * m_Channel.dimension + d] = bytesToFloat(componentBytes);
                                    }
                                }

                                switch (b)
                                {
                                    case 0: m_Vertices = componentsArray; break;
                                    case 1: m_Normals = componentsArray; break;
                                    case 2: m_Colors = componentsArray; break;
                                    case 3: m_UV1 = componentsArray; break;
                                    case 4: m_UV2 = componentsArray; break;
                                    case 5: m_Tangents = componentsArray; break;
                                }

                                m_Channel.offset += (byte)(m_Channel.dimension * componentByteSize); //safe to cast as byte because strides larger than 255 are unlikely
                                m_Stream.channelMask.Set(b, false);
                                componentBytes = null;
                                componentsArray = null;
                            }
                        }
                    }
                }
                #endregion
                #endregion
            }
            #endregion

            #region Compressed Mesh data for 2.6.0 and later - 160 bytes
            if (version[0] >= 3 || (version[0] == 2 && version[1] >= 6))
            {
                //remember there can be combinations of packed and regular vertex properties

                #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

                if (m_Vertices_Packed.m_NumItems > 0)
                {
                    m_VertexCount = m_Vertices_Packed.m_NumItems / 3;
                    uint[] m_Vertices_Unpacked = UnpackBitVector(m_Vertices_Packed);
                    int bitmax = 0;//used to convert int value to float
                    for (int b = 0; b < m_Vertices_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
                    m_Vertices = new float[m_Vertices_Packed.m_NumItems];
                    for (int v = 0; v < m_Vertices_Packed.m_NumItems; v++)
                    {
                        m_Vertices[v] = (float)((double)m_Vertices_Unpacked[v] / bitmax) * m_Vertices_Packed.m_Range + m_Vertices_Packed.m_Start;
                    }
                }
                #endregion

                #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

                if (m_UV_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportUVs"])
                {
                    uint[] m_UV_Unpacked = UnpackBitVector(m_UV_Packed);
                    int bitmax = 0;
                    for (int b = 0; b < m_UV_Packed.m_BitSize; b++) { bitmax |= (1 << b); }

                    m_UV1 = new float[m_VertexCount * 2];
                    
                    for (int v = 0; v < m_VertexCount * 2; v++)
                    {
                        m_UV1[v] = (float)((double)m_UV_Unpacked[v] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
                    }

                    if (m_UV_Packed.m_NumItems >= m_VertexCount * 4)
                    {
                        m_UV2 = new float[m_VertexCount * 2];
                        for (uint v = 0; v < m_VertexCount * 2; v++)
                        {
                            m_UV2[v] = (float)((double)m_UV_Unpacked[v + m_VertexCount * 2] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
                        }

                        if (m_UV_Packed.m_NumItems >= m_VertexCount * 6)
                        {
                            m_UV3 = new float[m_VertexCount * 2];
                            for (uint v = 0; v < m_VertexCount * 2; v++)
                            {
                                m_UV3[v] = (float)((double)m_UV_Unpacked[v + m_VertexCount * 4] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
                            }

                            if (m_UV_Packed.m_NumItems == m_VertexCount * 8)
                            {
                                m_UV4 = new float[m_VertexCount * 2];
                                for (uint v = 0; v < m_VertexCount * 2; v++)
                                {
                                    m_UV4[v] = (float)((double)m_UV_Unpacked[v + m_VertexCount * 6] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
                                }
                            }
                        }
                    }
                }
                #endregion

                #region m_BindPose
                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

                    if (m_BindPoses_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportDeformers"])
                    {
                        uint[] m_BindPoses_Unpacked = UnpackBitVector(m_BindPoses_Packed);
                        int bitmax = 0;//used to convert int value to float
                        for (int b = 0; b < m_BindPoses_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
                        
                        m_BindPose = new float[m_BindPoses_Packed.m_NumItems / 16][,];

                        for (int i = 0; i < m_BindPose.Length; i++)
                        {
                            m_BindPose[i] = new float[4, 4];
                            for (int j = 0; j < 4; j++)
                            {
                                for (int k = 0; k < 4; k++)
                                {
                                    m_BindPose[i][j,k] = (float)((double)m_BindPoses_Unpacked[i * 16 + j * 4 + k] / bitmax) * m_BindPoses_Packed.m_Range + m_BindPoses_Packed.m_Start;
                                }
                            }
                        }
                    }
                }
                #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

                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

                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

                #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

                if (m_Normals_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportNormals"])
                {
                    uint[] m_Normals_Unpacked = UnpackBitVector(m_Normals_Packed);
                    uint[] m_NormalSigns = UnpackBitVector(m_NormalSigns_packed);
                    int bitmax = 0;
                    for (int b = 0; b < m_Normals_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
                    m_Normals = new float[m_Normals_Packed.m_NumItems / 2 * 3];
                    for (int v = 0; v < m_Normals_Packed.m_NumItems / 2; v++)
                    {
                        m_Normals[v * 3] = (float)((double)m_Normals_Unpacked[v * 2] / bitmax) * m_Normals_Packed.m_Range + m_Normals_Packed.m_Start;
                        m_Normals[v * 3 + 1] = (float)((double)m_Normals_Unpacked[v * 2 + 1] / bitmax) * m_Normals_Packed.m_Range + m_Normals_Packed.m_Start;
                        m_Normals[v * 3 + 2] = (float)Math.Sqrt(1 - m_Normals[v * 3] * m_Normals[v * 3] - m_Normals[v * 3 + 1] * m_Normals[v * 3 + 1]);
                        if (m_NormalSigns[v] == 0) { m_Normals[v * 3 + 2] *= -1; }
                    }
                }
                #endregion

                #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
                
                if (m_Tangents_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportTangents"])
                {
                    uint[] m_Tangents_Unpacked = UnpackBitVector(m_Tangents_Packed);
                    uint[] m_TangentSigns = UnpackBitVector(m_TangentSigns_packed);
                    int bitmax = 0;
                    for (int b = 0; b < m_Tangents_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
                    m_Tangents = new float[m_Tangents_Packed.m_NumItems / 2 * 3];
                    for (int v = 0; v < m_Tangents_Packed.m_NumItems / 2; v++)
                    {
                        m_Tangents[v * 3] = (float)((double)m_Tangents_Unpacked[v * 2] / bitmax) * m_Tangents_Packed.m_Range + m_Tangents_Packed.m_Start;
                        m_Tangents[v * 3 + 1] = (float)((double)m_Tangents_Unpacked[v * 2 + 1] / bitmax) * m_Tangents_Packed.m_Range + m_Tangents_Packed.m_Start;
                        m_Tangents[v * 3 + 2] = (float)Math.Sqrt(1 - m_Tangents[v * 3] * m_Tangents[v * 3] - m_Tangents[v * 3 + 1] * m_Tangents[v * 3 + 1]);
                        if (m_TangentSigns[v] == 0) { m_Tangents[v * 3 + 2] *= -1; }
                    }
                }
                #endregion

                #region m_FloatColors
                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

                    if (m_FloatColors.m_NumItems > 0 && (bool)Properties.Settings.Default["exportColors"])
                    {
                        uint[] m_FloatColors_Unpacked = UnpackBitVector(m_FloatColors);
                        int bitmax = 0;
                        for (int b = 0; b < m_FloatColors.m_BitSize; b++) { bitmax |= (1 << b); }

                        m_Colors = new float[m_FloatColors.m_NumItems];

                        for (int v = 0; v < m_FloatColors.m_NumItems; v++)
                        {
                            m_Colors[v] = (float)m_FloatColors_Unpacked[v] / bitmax * m_FloatColors.m_Range + m_FloatColors.m_Start;
                        }
                    }
                }
                #endregion

                #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

                //how the hell does this work??
                if (m_BoneIndices.m_NumItems > 0 && m_BoneIndices.m_NumItems == m_Weights.m_NumItems && (bool)Properties.Settings.Default["exportDeformers"])
                {
                    uint[] m_Weights_Unpacked = UnpackBitVector(m_Weights);
                    int bitmax = 0;
                    for (int b = 0; b < m_Weights.m_BitSize; b++) { bitmax |= (1 << b); }

                    uint[] m_BoneIndices_Unpacked = UnpackBitVector(m_BoneIndices);

                    m_Skin = new List<BoneInfluence>[m_BoneIndices.m_NumItems / 4];
                    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 = (float)((double)m_Weights_Unpacked[s * 4 + i] / bitmax),
                                                                boneIndex = (int)m_BoneIndices_Unpacked[s * 4 + i] });
                        }
                    }
                }
                #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

                if (m_Triangles.m_NumItems > 0) { m_IndexBuffer = UnpackBitVector(m_Triangles); }
            }
            #endregion

            #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();
                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; }

                int m_CollisionTriangles_size = a_Stream.ReadInt32();
                a_Stream.Position += m_CollisionTriangles_size * 4; //UInt32 indices
                int m_CollisionVertexCount = a_Stream.ReadInt32();
            }
            #endregion
            #region Compressed colors & Local AABB for 3.5.0 to 4.x.x
            else //vertex colors are either in streams or packed bits
            {
                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

                    if (m_Colors_Packed.m_NumItems > 0)
                    {
                        if (m_Colors_Packed.m_BitSize == 32)
                        {
                            //4 x 8bit color channels
                            m_Colors = new float[m_Colors_Packed.m_Data.Length];
                            for (int v = 0; v < m_Colors_Packed.m_Data.Length; v++)
                            {
                                m_Colors[v] = (float)m_Colors_Packed.m_Data[v] / 0xFF;
                            }
                        }
                        else //not tested
                        {
                            uint[] m_Colors_Unpacked = UnpackBitVector(m_Colors_Packed);
                            int bitmax = 0;//used to convert int value to float
                            for (int b = 0; b < m_Colors_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
                            m_Colors = new float[m_Colors_Packed.m_NumItems];
                            for (int v = 0; v < m_Colors_Packed.m_NumItems; v++)
                            {
                                m_Colors[v] = (float)m_Colors_Unpacked[v] / bitmax;
                            }
                        }
                    }
                }
                else { uint m_UVInfo = a_Stream.ReadUInt32(); }

                a_Stream.Position += 24; //Axis-Aligned Bounding Box
            }
            #endregion

            int m_MeshUsageFlags = a_Stream.ReadInt32();

            if (version[0] >= 5)
            {
                //int m_BakedConvexCollisionMesh = a_Stream.ReadInt32();
                //a_Stream.Position += m_BakedConvexCollisionMesh;
                //int m_BakedTriangleCollisionMesh = a_Stream.ReadInt32();
                //a_Stream.Position += m_BakedConvexCollisionMesh;
            }

            #region Build face indices
            for (int s = 0; s < m_SubMeshes_size; s++)
            {
                uint firstIndex = m_SubMeshes[s].firstByte / 2;
                if (!m_Use16BitIndices) { firstIndex /= 2; }

                if (m_SubMeshes[s].topology == 0)
                {
                    for (int i = 0; i < m_SubMeshes[s].indexCount / 3; i++)
                    {
                        m_Indices.Add(m_IndexBuffer[firstIndex + i * 3]);
                        m_Indices.Add(m_IndexBuffer[firstIndex + i * 3 + 1]);
                        m_Indices.Add(m_IndexBuffer[firstIndex + i * 3 + 2]);
                        m_materialIDs.Add(s);
                    }
                }
                else
                {
                    for (int i = 0; i < m_SubMeshes[s].indexCount - 2; i++)
                    {
                        uint fa = m_IndexBuffer[firstIndex + i];
                        uint fb = m_IndexBuffer[firstIndex + i + 1];
                        uint fc = m_IndexBuffer[firstIndex + i + 2];

                        if ((fa!=fb) && (fa!=fc) && (fc!=fb))
                        {
                            m_Indices.Add(fa);
                            if ((i % 2) == 0)
                            {
                                m_Indices.Add(fb);
                                m_Indices.Add(fc);
                            }
                            else
                            {
                                m_Indices.Add(fc);
                                m_Indices.Add(fb);
                            }
                            m_materialIDs.Add(s);
                        }
                    }
                }
            }
            #endregion
        }