Ejemplo n.º 1
0
 private void InitMSkin()
 {
     m_Skin = new BoneWeights4[m_VertexCount];
     for (int i = 0; i < m_VertexCount; i++)
     {
         m_Skin[i] = new BoneWeights4();
     }
 }
Ejemplo n.º 2
0
        public SpriteRenderData(ObjectReader reader)
        {
            var version = reader.version;

            texture = new PPtr <Texture2D>(reader);
            if (version[0] > 5 || (version[0] == 5 && version[1] >= 2)) //5.2 and up
            {
                alphaTexture = new PPtr <Texture2D>(reader);
            }

            if (version[0] > 5 || (version[0] == 5 && version[1] >= 6)) //5.6 and up
            {
                var m_SubMeshesSize = reader.ReadInt32();
                m_SubMeshes = new SubMesh[m_SubMeshesSize];
                for (int i = 0; i < m_SubMeshesSize; i++)
                {
                    m_SubMeshes[i] = new SubMesh(reader);
                }

                m_IndexBuffer = reader.ReadBytes(reader.ReadInt32());
                reader.AlignStream(4);

                m_VertexData = new VertexData(reader);
            }
            else
            {
                var verticesSize = reader.ReadInt32();
                vertices = new SpriteVertex[verticesSize];
                for (int i = 0; i < verticesSize; i++)
                {
                    vertices[i] = new SpriteVertex(reader);
                }

                indices = reader.ReadUInt16Array(reader.ReadInt32());
                reader.AlignStream(4);
            }

            if (version[0] >= 2018) //2018 and up
            {
                m_Bindpose = reader.ReadMatrixArray(reader.ReadInt32());

                if (version[0] == 2018 && version[1] < 2) //2018.2 down
                {
                    var m_SourceSkinSize = reader.ReadInt32();
                    for (int i = 0; i < m_SourceSkinSize; i++)
                    {
                        m_SourceSkin[i] = new BoneWeights4(reader);
                    }
                }
            }

            textureRect       = reader.ReadRectangleF();
            textureRectOffset = reader.ReadVector2();
            if (version[0] > 5 || (version[0] == 5 && version[1] >= 6)) //5.6 and up
            {
                atlasRectOffset = reader.ReadVector2();
            }

            settingsRaw = new SpriteSettings(reader);
            if (version[0] > 4 || (version[0] == 4 && version[1] >= 5)) //4.5 and up
            {
                uvTransform = reader.ReadVector4();
            }

            if (version[0] >= 2017) //2017 and up
            {
                downscaleMultiplier = reader.ReadSingle();
            }
        }
Ejemplo n.º 3
0
        public List <uint> m_Indices = new List <uint>(); //use a list because I don't always know the facecount for triangle strips

        public Mesh(ObjectReader reader) : base(reader)
        {
            if (version[0] < 3 || (version[0] == 3 && version[1] < 5)) //3.5 down
            {
                m_Use16BitIndices = reader.ReadInt32() > 0;
            }

            if (version[0] == 2 && version[1] <= 5) //2.5 and down
            {
                int m_IndexBuffer_size = reader.ReadInt32();

                if (m_Use16BitIndices)
                {
                    m_IndexBuffer = new uint[m_IndexBuffer_size / 2];
                    for (int i = 0; i < m_IndexBuffer_size / 2; i++)
                    {
                        m_IndexBuffer[i] = reader.ReadUInt16();
                    }
                    reader.AlignStream();
                }
                else
                {
                    m_IndexBuffer = reader.ReadUInt32Array(m_IndexBuffer_size / 4);
                }
            }

            int m_SubMeshesSize = reader.ReadInt32();

            m_SubMeshes = new SubMesh[m_SubMeshesSize];
            for (int i = 0; i < m_SubMeshesSize; i++)
            {
                m_SubMeshes[i] = new SubMesh(reader);
            }

            if (version[0] > 4 || (version[0] == 4 && version[1] >= 1)) //4.1 and up
            {
                m_Shapes = new BlendShapeData(reader);
            }

            if (version[0] > 4 || (version[0] == 4 && version[1] >= 3)) //4.3 and up
            {
                m_BindPose       = reader.ReadMatrixArray();
                m_BoneNameHashes = reader.ReadUInt32Array();
                var m_RootBoneNameHash = reader.ReadUInt32();
            }

            if (version[0] > 2 || (version[0] == 2 && version[1] >= 6)) //2.6.0 and up
            {
                if (version[0] >= 2019)                                 //2019 and up
                {
                    var m_BonesAABBSize = reader.ReadInt32();
                    var m_BonesAABB     = new MinMaxAABB[m_BonesAABBSize];
                    for (int i = 0; i < m_BonesAABBSize; i++)
                    {
                        m_BonesAABB[i] = new MinMaxAABB(reader);
                    }

                    var m_VariableBoneCountWeights = reader.ReadUInt32Array();
                }

                var m_MeshCompression = reader.ReadByte();
                if (version[0] >= 4)
                {
                    if (version[0] < 5)
                    {
                        var m_StreamCompression = reader.ReadByte();
                    }
                    var m_IsReadable   = reader.ReadBoolean();
                    var m_KeepVertices = reader.ReadBoolean();
                    var m_KeepIndices  = reader.ReadBoolean();
                }
                reader.AlignStream();

                //Unity fixed it in 2017.3.1p1 and later versions
                if ((version[0] > 2017 || (version[0] == 2017 && version[1] >= 4)) ||                    //2017.4
                    ((version[0] == 2017 && version[1] == 3 && version[2] == 1) && buildType.IsPatch) || //fixed after 2017.3.1px
                    ((version[0] == 2017 && version[1] == 3) && m_MeshCompression == 0))                 //2017.3.xfx with no compression
                {
                    var m_IndexFormat = reader.ReadInt32();
                }

                int m_IndexBuffer_size = reader.ReadInt32();
                if (m_Use16BitIndices)
                {
                    m_IndexBuffer = new uint[m_IndexBuffer_size / 2];
                    for (int i = 0; i < m_IndexBuffer_size / 2; i++)
                    {
                        m_IndexBuffer[i] = reader.ReadUInt16();
                    }
                    reader.AlignStream();
                }
                else
                {
                    m_IndexBuffer = reader.ReadUInt32Array(m_IndexBuffer_size / 4);
                }
            }

            if (version[0] < 3 || (version[0] == 3 && version[1] < 5)) //3.4.2 and earlier
            {
                m_VertexCount = reader.ReadInt32();
                m_Vertices    = reader.ReadSingleArray(m_VertexCount * 3); //Vector3

                m_Skin = new BoneWeights4[reader.ReadInt32()];
                for (int s = 0; s < m_Skin.Length; s++)
                {
                    m_Skin[s] = new BoneWeights4(reader);
                }

                m_BindPose = reader.ReadMatrixArray();

                m_UV0 = reader.ReadSingleArray(reader.ReadInt32() * 2); //Vector2

                m_UV1 = reader.ReadSingleArray(reader.ReadInt32() * 2); //Vector2

                if (version[0] == 2 && version[1] <= 5)                 //2.5 and down
                {
                    int m_TangentSpace_size = reader.ReadInt32();
                    m_Normals  = new float[m_TangentSpace_size * 3];
                    m_Tangents = new float[m_TangentSpace_size * 4];
                    for (int v = 0; v < m_TangentSpace_size; v++)
                    {
                        m_Normals[v * 3]      = reader.ReadSingle();
                        m_Normals[v * 3 + 1]  = reader.ReadSingle();
                        m_Normals[v * 3 + 2]  = reader.ReadSingle();
                        m_Tangents[v * 3]     = reader.ReadSingle();
                        m_Tangents[v * 3 + 1] = reader.ReadSingle();
                        m_Tangents[v * 3 + 2] = reader.ReadSingle();
                        m_Tangents[v * 3 + 3] = reader.ReadSingle(); //handedness
                    }
                }
                else //2.6.0 and later
                {
                    m_Tangents = reader.ReadSingleArray(reader.ReadInt32() * 4); //Vector4

                    m_Normals = reader.ReadSingleArray(reader.ReadInt32() * 3); //Vector3
                }
            }
            else
            {
                if (version[0] < 2018 || (version[0] == 2018 && version[1] < 2)) //2018.2 down
                {
                    m_Skin = new BoneWeights4[reader.ReadInt32()];
                    for (int s = 0; s < m_Skin.Length; s++)
                    {
                        m_Skin[s] = new BoneWeights4(reader);
                    }
                }

                if (version[0] == 3 || (version[0] == 4 && version[1] <= 2)) //4.2 and down
                {
                    m_BindPose = reader.ReadMatrixArray();
                }

                m_VertexData = new VertexData(reader);
            }

            if (version[0] > 2 || (version[0] == 2 && version[1] >= 6)) //2.6.0 and later
            {
                m_CompressedMesh = new CompressedMesh(reader);
            }

            reader.Position += 24;                                      //AABB m_LocalAABB

            if (version[0] < 3 || (version[0] == 3 && version[1] <= 4)) //3.4.2 and earlier
            {
                int m_Colors_size = reader.ReadInt32();
                m_Colors = new float[m_Colors_size * 4];
                for (int v = 0; v < m_Colors_size * 4; v++)
                {
                    m_Colors[v] = (float)reader.ReadByte() / 0xFF;
                }

                int m_CollisionTriangles_size = reader.ReadInt32();
                reader.Position += m_CollisionTriangles_size * 4; //UInt32 indices
                int m_CollisionVertexCount = reader.ReadInt32();
            }

            int m_MeshUsageFlags = reader.ReadInt32();

            if (version[0] >= 5) //5.0 and up
            {
                var m_BakedConvexCollisionMesh = reader.ReadBytes(reader.ReadInt32());
                reader.AlignStream();
                var m_BakedTriangleCollisionMesh = reader.ReadBytes(reader.ReadInt32());
                reader.AlignStream();
            }

            if (version[0] > 2018 || (version[0] == 2018 && version[1] >= 2)) //2018.2 and up
            {
                var m_MeshMetrics = new float[2];
                m_MeshMetrics[0] = reader.ReadSingle();
                m_MeshMetrics[1] = reader.ReadSingle();
            }

            if (version[0] > 2018 || (version[0] == 2018 && version[1] >= 3)) //2018.3 and up
            {
                reader.AlignStream();
                m_StreamData = new StreamingInfo(reader);
            }

            ProcessData();
        }
Ejemplo n.º 4
0
        public List <uint> m_Indices = new List <uint>(); //use a list because I don't always know the facecount for triangle strips

        public Mesh(ObjectReader reader) : base(reader)
        {
            if (version[0] < 3 || (version[0] == 3 && version[1] < 5)) //3.5 down
            {
                m_Use16BitIndices = reader.ReadInt32() > 0;
            }

            if (version[0] == 2 && version[1] <= 5) //2.5 and down
            {
                int m_IndexBuffer_size = reader.ReadInt32();

                if (m_Use16BitIndices)
                {
                    m_IndexBuffer = new uint[m_IndexBuffer_size / 2];
                    for (int i = 0; i < m_IndexBuffer_size / 2; i++)
                    {
                        m_IndexBuffer[i] = reader.ReadUInt16();
                    }
                    reader.AlignStream();
                }
                else
                {
                    m_IndexBuffer = new uint[m_IndexBuffer_size / 4];
                    for (int i = 0; i < m_IndexBuffer_size / 4; i++)
                    {
                        m_IndexBuffer[i] = reader.ReadUInt32();
                    }
                }
            }

            int m_SubMeshesSize = reader.ReadInt32();

            m_SubMeshes = new SubMesh[m_SubMeshesSize];
            for (int i = 0; i < m_SubMeshesSize; i++)
            {
                m_SubMeshes[i] = new SubMesh(reader);
            }

            if (version[0] == 4 && ((version[1] == 1 && !buildType.IsAlpha) || (version[1] > 1 && version[1] <= 2))) //4.1.0 to 4.2.x, excluding 4.1.0 alpha
            {
                int m_Shapes_size = reader.ReadInt32();
                if (m_Shapes_size > 0)
                {
                    //bool stop = true;
                }
                for (int s = 0; s < m_Shapes_size; s++) //untested
                {
                    var shape_name = reader.ReadAlignedString();
                    reader.Position += 36; //uint firstVertex, vertexCount; Vector3f aabbMinDelta, aabbMaxDelta; bool hasNormals, hasTangents
                }

                int m_ShapeVertices_size = reader.ReadInt32();
                reader.Position += m_ShapeVertices_size * 40;                //vertex positions, normals, tangents & uint index
            }
            else if (version[0] > 4 || (version[0] == 4 && version[1] >= 3)) //4.3.0 and later
            {
                m_Shapes         = new BlendShapeData(reader);
                m_BindPose       = reader.ReadMatrixArray();
                m_BoneNameHashes = reader.ReadUInt32Array();
                var m_RootBoneNameHash = reader.ReadUInt32();
            }

            if (version[0] > 2 || (version[0] == 2 && version[1] >= 6)) //2.6.0 and later
            {
                var m_MeshCompression = reader.ReadByte();
                if (version[0] >= 4)
                {
                    if (version[0] < 5)
                    {
                        var m_StreamCompression = reader.ReadByte();
                    }
                    var m_IsReadable   = reader.ReadBoolean();
                    var m_KeepVertices = reader.ReadBoolean();
                    var m_KeepIndices  = reader.ReadBoolean();
                }
                reader.AlignStream();

                //Unity fixed it in 2017.3.1p1 and later versions
                if ((version[0] > 2017 || (version[0] == 2017 && version[1] >= 4)) ||                    //2017.4
                    ((version[0] == 2017 && version[1] == 3 && version[2] == 1) && buildType.IsPatch) || //fixed after 2017.3.1px
                    ((version[0] == 2017 && version[1] == 3) && m_MeshCompression == 0))                 //2017.3.xfx with no compression
                {
                    var m_IndexFormat = reader.ReadInt32();
                }

                int m_IndexBuffer_size = reader.ReadInt32();
                if (m_Use16BitIndices)
                {
                    m_IndexBuffer = new uint[m_IndexBuffer_size / 2];
                    for (int i = 0; i < m_IndexBuffer_size / 2; i++)
                    {
                        m_IndexBuffer[i] = reader.ReadUInt16();
                    }
                    reader.AlignStream();
                }
                else
                {
                    m_IndexBuffer = new uint[m_IndexBuffer_size / 4];
                    for (int i = 0; i < m_IndexBuffer_size / 4; i++)
                    {
                        m_IndexBuffer[i] = reader.ReadUInt32();
                    }
                    reader.AlignStream();
                }
            }

            if (version[0] < 3 || (version[0] == 3 && version[1] < 5)) //3.4.2 and earlier
            {
                m_VertexCount = reader.ReadInt32();
                m_Vertices    = reader.ReadSingleArray(m_VertexCount * 3); //Vector3

                m_Skin = new BoneWeights4[reader.ReadInt32()];
                for (int s = 0; s < m_Skin.Length; s++)
                {
                    m_Skin[s] = new BoneWeights4(reader);
                }

                m_BindPose = reader.ReadMatrixArray();

                m_UV0 = reader.ReadSingleArray(reader.ReadInt32() * 2); //Vector2

                m_UV1 = reader.ReadSingleArray(reader.ReadInt32() * 2); //Vector2

                if (version[0] == 2 && version[1] <= 5)                 //2.5 and down
                {
                    int m_TangentSpace_size = reader.ReadInt32();
                    m_Normals = new float[m_TangentSpace_size * 3];
                    for (int v = 0; v < m_TangentSpace_size; v++)
                    {
                        m_Normals[v * 3]     = reader.ReadSingle();
                        m_Normals[v * 3 + 1] = reader.ReadSingle();
                        m_Normals[v * 3 + 2] = reader.ReadSingle();
                        reader.Position     += 16; //Vector3f tangent & float handedness
                    }
                }
                else //2.6.0 and later
                {
                    m_Tangents = reader.ReadSingleArray(reader.ReadInt32() * 4); //Vector4

                    m_Normals = reader.ReadSingleArray(reader.ReadInt32() * 3); //Vector3
                }
            }
            else
            {
                if (version[0] < 2018 || (version[0] == 2018 && version[1] < 2)) //2018.2 down
                {
                    m_Skin = new BoneWeights4[reader.ReadInt32()];
                    for (int s = 0; s < m_Skin.Length; s++)
                    {
                        m_Skin[s] = new BoneWeights4(reader);
                    }
                }

                if (version[0] == 3 || (version[0] == 4 && version[1] <= 2)) //4.2 and down
                {
                    m_BindPose = reader.ReadMatrixArray();
                }

                m_VertexData = new VertexData(reader);
            }

            if (version[0] > 2 || (version[0] == 2 && version[1] >= 6)) //2.6.0 and later
            {
                m_CompressedMesh = new CompressedMesh(reader);
            }

            reader.Position += 24;                                      //AABB m_LocalAABB

            if (version[0] < 3 || (version[0] == 3 && version[1] <= 4)) //3.4.2 and earlier
            {
                int m_Colors_size = reader.ReadInt32();
                m_Colors = new float[m_Colors_size * 4];
                for (int v = 0; v < m_Colors_size * 4; v++)
                {
                    m_Colors[v] = (float)reader.ReadByte() / 0xFF;
                }

                int m_CollisionTriangles_size = reader.ReadInt32();
                reader.Position += m_CollisionTriangles_size * 4; //UInt32 indices
                int m_CollisionVertexCount = reader.ReadInt32();
            }

            int m_MeshUsageFlags = reader.ReadInt32();

            if (version[0] >= 5) //5.0 and up
            {
                var m_BakedConvexCollisionMesh = reader.ReadBytes(reader.ReadInt32());
                reader.AlignStream();
                var m_BakedTriangleCollisionMesh = reader.ReadBytes(reader.ReadInt32());
                reader.AlignStream();
            }

            if (version[0] > 2018 || (version[0] == 2018 && version[1] >= 2)) //2018.2 and up
            {
                var m_MeshMetrics = new float[2];
                m_MeshMetrics[0] = reader.ReadSingle();
                m_MeshMetrics[1] = reader.ReadSingle();
            }

            if (version[0] > 2018 || (version[0] == 2018 && version[1] >= 3)) //2018.3 and up
            {
                reader.AlignStream();
                m_StreamData = new StreamingInfo(reader);
            }

            ProcessData();
        }