private void DeoptimizeTransformHierarchy() { if (avatar == null) { throw new Exception("Transform hierarchy has been optimized, but can't find Avatar to deoptimize."); } // 1. Figure out the skeletonPaths from the unstripped avatar var skeletonPaths = new List <string>(); foreach (var id in avatar.m_Avatar.m_AvatarSkeleton.m_ID) { var path = avatar.FindBonePath(id); skeletonPaths.Add(path); } // 2. Restore the original transform hierarchy // Prerequisite: skeletonPaths follow pre-order traversal var rootFrame = FrameList[0]; rootFrame.ClearChild(); for (var i = 1; i < skeletonPaths.Count; i++) // start from 1, skip the root transform because it will always be there. { var path = skeletonPaths[i]; var strs = path.Split('/'); string transformName; ImportedFrame parentFrame; if (strs.Length == 1) { transformName = path; parentFrame = rootFrame; } else { transformName = strs.Last(); var parentFrameName = strs[strs.Length - 2]; parentFrame = ImportedHelpers.FindChild(parentFrameName, rootFrame); } var skeletonPose = avatar.m_Avatar.m_DefaultPose; var xform = skeletonPose.m_X[i]; if (!(xform.t is Vector3 t)) { var v4 = (Vector4)xform.t; t = (Vector3)v4; } if (!(xform.s is Vector3 s)) { var v4 = (Vector4)xform.s; s = (Vector3)v4; } var frame = ConvertFrame(t, xform.q, s, transformName); parentFrame.AddChild(frame); } }
private string GetMeshPath(Transform meshTransform) { meshTransform.m_GameObject.TryGetGameObject(out var m_GameObject); var curFrame = ImportedHelpers.FindChild(m_GameObject.m_Name, FrameList[0]) ?? ImportedHelpers.FindFrame(m_GameObject.m_Name, FrameList[0]); var path = curFrame.Name; while (curFrame.Parent != null) { curFrame = curFrame.Parent; path = curFrame.Name + "/" + path; } return path; }
private void ConvertMeshRenderer(Renderer meshR) { var mesh = GetMesh(meshR); if (mesh == null) return; var iMesh = new ImportedMesh(); meshR.m_GameObject.TryGetGameObject(out var m_GameObject2); m_GameObject2.m_Transform.TryGetTransform(out var meshTransform); iMesh.Name = GetMeshPath(meshTransform); iMesh.SubmeshList = new List<ImportedSubmesh>(); var subHashSet = new HashSet<int>(); var combine = false; int firstSubMesh = 0; if (meshR.m_StaticBatchInfo?.subMeshCount > 0) { firstSubMesh = meshR.m_StaticBatchInfo.firstSubMesh; var finalSubMesh = meshR.m_StaticBatchInfo.firstSubMesh + meshR.m_StaticBatchInfo.subMeshCount; for (int i = meshR.m_StaticBatchInfo.firstSubMesh; i < finalSubMesh; i++) { subHashSet.Add(i); } combine = true; } else if (meshR.m_SubsetIndices?.Length > 0) { firstSubMesh = (int)meshR.m_SubsetIndices.Min(x => x); foreach (var index in meshR.m_SubsetIndices) { subHashSet.Add((int)index); } combine = true; } int firstFace = 0; for (int i = 0; i < mesh.m_SubMeshes.Count; i++) { int numFaces = (int)mesh.m_SubMeshes[i].indexCount / 3; if (subHashSet.Count > 0 && !subHashSet.Contains(i)) { firstFace += numFaces; continue; } var submesh = mesh.m_SubMeshes[i]; var iSubmesh = new ImportedSubmesh(); Material mat = null; if (i - firstSubMesh < meshR.m_Materials.Length) { if (meshR.m_Materials[i - firstSubMesh].TryGetPD(out var MaterialPD)) { mat = new Material(MaterialPD); } } ImportedMaterial iMat = ConvertMaterial(mat); iSubmesh.Material = iMat.Name; iSubmesh.VertexList = new List<ImportedVertex>((int)submesh.vertexCount); var vertexColours = mesh.m_Colors != null && (mesh.m_Colors.Length == mesh.m_VertexCount * 3 || mesh.m_Colors.Length == mesh.m_VertexCount * 4); for (var j = mesh.m_SubMeshes[i].firstVertex; j < mesh.m_SubMeshes[i].firstVertex + mesh.m_SubMeshes[i].vertexCount; j++) { var iVertex = vertexColours ? new ImportedVertexWithColour() : new ImportedVertex(); //Vertices int c = 3; if (mesh.m_Vertices.Length == mesh.m_VertexCount * 4) { c = 4; } iVertex.Position = new Vector3(-mesh.m_Vertices[j * c], mesh.m_Vertices[j * c + 1], mesh.m_Vertices[j * c + 2]); //Normals if (mesh.m_Normals?.Length > 0) { if (mesh.m_Normals.Length == mesh.m_VertexCount * 3) { c = 3; } else if (mesh.m_Normals.Length == mesh.m_VertexCount * 4) { c = 4; } iVertex.Normal = new Vector3(-mesh.m_Normals[j * c], mesh.m_Normals[j * c + 1], mesh.m_Normals[j * c + 2]); } //Colors if (vertexColours) { if (mesh.m_Colors.Length == mesh.m_VertexCount * 3) { ((ImportedVertexWithColour)iVertex).Colour = new Color4(mesh.m_Colors[j * 3], mesh.m_Colors[j * 3 + 1], mesh.m_Colors[j * 3 + 2], 1.0f); } else { ((ImportedVertexWithColour)iVertex).Colour = new Color4(mesh.m_Colors[j * 4], mesh.m_Colors[j * 4 + 1], mesh.m_Colors[j * 4 + 2], mesh.m_Colors[j * 4 + 3]); } } //UV if (mesh.m_UV1 != null && mesh.m_UV1.Length == mesh.m_VertexCount * 2) { iVertex.UV = new[] { mesh.m_UV1[j * 2], -mesh.m_UV1[j * 2 + 1] }; } else if (mesh.m_UV2 != null && mesh.m_UV2.Length == mesh.m_VertexCount * 2) { iVertex.UV = new[] { mesh.m_UV2[j * 2], -mesh.m_UV2[j * 2 + 1] }; } //Tangent if (mesh.m_Tangents != null && mesh.m_Tangents.Length == mesh.m_VertexCount * 4) { iVertex.Tangent = new Vector4(-mesh.m_Tangents[j * 4], mesh.m_Tangents[j * 4 + 1], mesh.m_Tangents[j * 4 + 2], mesh.m_Tangents[j * 4 + 3]); } //BoneInfluence if (mesh.m_Skin?.Length > 0) { var inf = mesh.m_Skin[j]; iVertex.BoneIndices = new byte[inf.Count]; iVertex.Weights = new float[inf.Count]; for (var k = 0; k < inf.Count; k++) { iVertex.BoneIndices[k] = (byte)inf[k].boneIndex; iVertex.Weights[k] = inf[k].weight; } } iSubmesh.VertexList.Add(iVertex); } //Face iSubmesh.FaceList = new List<ImportedFace>(numFaces); var end = firstFace + numFaces; for (int f = firstFace; f < end; f++) { var face = new ImportedFace(); face.VertexIndices = new int[3]; face.VertexIndices[0] = (int)(mesh.m_Indices[f * 3 + 2] - submesh.firstVertex); face.VertexIndices[1] = (int)(mesh.m_Indices[f * 3 + 1] - submesh.firstVertex); face.VertexIndices[2] = (int)(mesh.m_Indices[f * 3] - submesh.firstVertex); iSubmesh.FaceList.Add(face); } firstFace = end; iMesh.SubmeshList.Add(iSubmesh); } //Bone iMesh.BoneList = new List<ImportedBone>(); if (mesh.m_BindPose?.Length > 0 && mesh.m_BoneNameHashes?.Length > 0 && mesh.m_BindPose.Length == mesh.m_BoneNameHashes.Length) { for (int i = 0; i < mesh.m_BindPose.Length; i++) { var bone = new ImportedBone(); var boneHash = mesh.m_BoneNameHashes[i]; bone.Name = GetNameFromBonePathHashes(boneHash); if (string.IsNullOrEmpty(bone.Name)) { bone.Name = avatar?.FindBoneName(boneHash); } if (string.IsNullOrEmpty(bone.Name)) { //throw new Exception("A Bone could neither be found by hash in Avatar nor by index in SkinnedMeshRenderer."); continue; } var om = new float[4, 4]; var m = mesh.m_BindPose[i]; om[0, 0] = m[0, 0]; om[0, 1] = -m[1, 0]; om[0, 2] = -m[2, 0]; om[0, 3] = m[3, 0]; om[1, 0] = -m[0, 1]; om[1, 1] = m[1, 1]; om[1, 2] = m[2, 1]; om[1, 3] = m[3, 1]; om[2, 0] = -m[0, 2]; om[2, 1] = m[1, 2]; om[2, 2] = m[2, 2]; om[2, 3] = m[3, 2]; om[3, 0] = -m[0, 3]; om[3, 1] = m[1, 3]; om[3, 2] = m[2, 3]; om[3, 3] = m[3, 3]; bone.Matrix = om; iMesh.BoneList.Add(bone); } } if (meshR is SkinnedMeshRenderer sMesh) { //Bone for 4.3 down and other if (iMesh.BoneList.Count == 0) { for (int i = 0; i < sMesh.m_Bones.Length; i++) { var bone = new ImportedBone(); if (sMesh.m_Bones[i].TryGetTransform(out var m_Transform)) { if (m_Transform.m_GameObject.TryGetGameObject(out var m_GameObject)) { bone.Name = m_GameObject.m_Name; } } if (string.IsNullOrEmpty(bone.Name)) { var boneHash = mesh.m_BoneNameHashes[i]; bone.Name = GetNameFromBonePathHashes(boneHash); if (string.IsNullOrEmpty(bone.Name)) { bone.Name = avatar?.FindBoneName(boneHash); } if (string.IsNullOrEmpty(bone.Name)) { //throw new Exception("A Bone could neither be found by hash in Avatar nor by index in SkinnedMeshRenderer."); continue; } } var om = new float[4, 4]; var m = mesh.m_BindPose[i]; om[0, 0] = m[0, 0]; om[0, 1] = -m[1, 0]; om[0, 2] = -m[2, 0]; om[0, 3] = m[3, 0]; om[1, 0] = -m[0, 1]; om[1, 1] = m[1, 1]; om[1, 2] = m[2, 1]; om[1, 3] = m[3, 1]; om[2, 0] = -m[0, 2]; om[2, 1] = m[1, 2]; om[2, 2] = m[2, 2]; om[2, 3] = m[3, 2]; om[3, 0] = -m[0, 3]; om[3, 1] = m[1, 3]; om[3, 2] = m[2, 3]; om[3, 3] = m[3, 3]; bone.Matrix = om; iMesh.BoneList.Add(bone); } } //Morphs if (mesh.m_Shapes != null) { foreach (var channel in mesh.m_Shapes.channels) { morphChannelInfo[channel.nameHash] = channel.name; } if (mesh.m_Shapes.shapes.Count > 0) { ImportedMorph morph = null; string lastGroup = ""; for (int i = 0; i < mesh.m_Shapes.channels.Count; i++) { string group = BlendShapeNameGroup(mesh, i); if (group != lastGroup) { morph = new ImportedMorph(); MorphList.Add(morph); morph.Name = iMesh.Name; morph.ClipName = group; morph.Channels = new List<Tuple<float, int, int>>(mesh.m_Shapes.channels.Count); morph.KeyframeList = new List<ImportedMorphKeyframe>(mesh.m_Shapes.shapes.Count); lastGroup = group; } morph.Channels.Add(new Tuple<float, int, int>(i < sMesh.m_BlendShapeWeights.Count ? sMesh.m_BlendShapeWeights[i] : 0f, morph.KeyframeList.Count, mesh.m_Shapes.channels[i].frameCount)); for (int frameIdx = 0; frameIdx < mesh.m_Shapes.channels[i].frameCount; frameIdx++) { ImportedMorphKeyframe keyframe = new ImportedMorphKeyframe(); keyframe.Name = BlendShapeNameExtension(mesh, i) + "_" + frameIdx; int shapeIdx = mesh.m_Shapes.channels[i].frameIndex + frameIdx; keyframe.VertexList = new List<ImportedVertex>((int)mesh.m_Shapes.shapes[shapeIdx].vertexCount); keyframe.MorphedVertexIndices = new List<ushort>((int)mesh.m_Shapes.shapes[shapeIdx].vertexCount); keyframe.Weight = shapeIdx < mesh.m_Shapes.fullWeights.Count ? mesh.m_Shapes.fullWeights[shapeIdx] : 100f; int lastVertIndex = (int)(mesh.m_Shapes.shapes[shapeIdx].firstVertex + mesh.m_Shapes.shapes[shapeIdx].vertexCount); for (int j = (int)mesh.m_Shapes.shapes[shapeIdx].firstVertex; j < lastVertIndex; j++) { var morphVert = mesh.m_Shapes.vertices[j]; ImportedVertex vert = GetSourceVertex(iMesh.SubmeshList, (int)morphVert.index); ImportedVertex destVert = new ImportedVertex(); Vector3 morphPos = morphVert.vertex; morphPos.X *= -1; destVert.Position = vert.Position + morphPos; Vector3 morphNormal = morphVert.normal; morphNormal.X *= -1; destVert.Normal = morphNormal; Vector4 morphTangent = new Vector4(morphVert.tangent, 0); morphTangent.X *= -1; destVert.Tangent = morphTangent; keyframe.VertexList.Add(destVert); keyframe.MorphedVertexIndices.Add((ushort)morphVert.index); } morph.KeyframeList.Add(keyframe); } } } } } //TODO if (combine) { meshR.m_GameObject.TryGetGameObject(out var m_GameObject); var frame = ImportedHelpers.FindChild(m_GameObject.m_Name, FrameList[0]); if (frame?.Parent != null) { var parent = frame; while (true) { if (parent.Parent != null) { parent = parent.Parent; } else { frame.LocalRotation = parent.LocalRotation; frame.LocalScale = parent.LocalScale; frame.LocalPosition = parent.LocalPosition; break; } } } } MeshList.Add(iMesh); }