Пример #1
0
        public override void Write(AssetWriter writer)
        {
            base.Write(writer);

            if (HasLODData(writer.Version))
            {
                LODData.Write(writer);
            }
            else
            {
                if (HasUse16bitIndices(writer.Version))
                {
                    writer.Write(Use16BitIndices);
                }
                if (IsIndexBufferFirst(writer.Version))
                {
                    IndexBuffer.Write(writer);
                    writer.AlignStream(AlignType.Align4);
                }
                SubMeshes.Write(writer);
            }

            if (HasBlendShapes(writer.Version))
            {
                if (HasBlendChannels(writer.Version))
                {
                    Shapes.Write(writer);
                }
                else
                {
                    BlendShapes.Write(writer);
                    writer.AlignStream(AlignType.Align4);
                    ShapeVertices.Write(writer);
                }
            }
            if (HasBindPose(writer.Version))
            {
                if (IsBindPoseFirst(writer.Version))
                {
                    BindPose.Write(writer);
                }
            }
            if (HasBoneNameHashes(writer.Version))
            {
                BoneNameHashes.Write(writer);
                writer.Write(RootBoneNameHash);
            }
            if (HasBonesAABB(writer.Version))
            {
                BonesAABB.Write(writer);
                VariableBoneCountWeights.Write(writer);
            }

            if (HasMeshCompression(writer.Version))
            {
                writer.Write((byte)MeshCompression);
            }
            if (HasStreamCompression(writer.Version))
            {
                writer.Write(StreamCompression);
            }
            if (HasIsReadable(writer.Version))
            {
                writer.Write(IsReadable);
                writer.Write(KeepVertices);
                writer.Write(KeepIndices);
            }
            if (IsAlignFlags(writer.Version))
            {
                writer.AlignStream(AlignType.Align4);
            }

            if (HasIndexFormat(writer.Version))
            {
                if (IsIndexFormatCondition(writer.Version))
                {
                    if (MeshCompression == MeshCompression.Off)
                    {
                        writer.Write((int)IndexFormat);
                    }
                }
                else
                {
                    writer.Write((int)IndexFormat);
                }
            }

            if (!HasLODData(writer.Version))
            {
                if (!IsIndexBufferFirst(writer.Version))
                {
                    IndexBuffer.Write(writer);
                    writer.AlignStream(AlignType.Align4);
                }
            }

            if (HasVertexData(writer.Version))
            {
                if (!IsOnlyVertexData(writer.Version))
                {
                    if (MeshCompression != MeshCompression.Off)
                    {
                        Vertices.Write(writer);
                    }
                }
            }
            else
            {
                Vertices.Write(writer);
            }

            if (HasSkin(writer.Version))
            {
                Skin.Write(writer);
            }
            if (HasBindPose(writer.Version))
            {
                if (!IsBindPoseFirst(writer.Version))
                {
                    BindPose.Write(writer);
                }
            }

            if (HasVertexData(writer.Version))
            {
                if (IsOnlyVertexData(writer.Version))
                {
                    VertexData.Write(writer);
                }
                else
                {
                    if (MeshCompression == MeshCompression.Off)
                    {
                        VertexData.Write(writer);
                    }
                    else
                    {
                        UV.Write(writer);
                        UV1.Write(writer);
                        Tangents.Write(writer);
                        Normals.Write(writer);
                        Colors.Write(writer);
                    }
                }
            }
            else
            {
                UV.Write(writer);
                if (HasUV1(writer.Version))
                {
                    UV1.Write(writer);
                }
                if (HasTangentSpace(writer.Version))
                {
                    TangentSpace.Write(writer);
                }
                else
                {
                    Tangents.Write(writer);
                    Normals.Write(writer);
                }
            }
            if (IsAlignVertex(writer.Version))
            {
                writer.AlignStream(AlignType.Align4);
            }

            if (HasCompressedMesh(writer.Version))
            {
                CompressedMesh.Write(writer);
            }

            LocalAABB.Write(writer);
            if (!HasVertexData(writer.Version))
            {
                Colors.Write(writer);
            }
            if (HasCollisionTriangles(writer.Version))
            {
                CollisionTriangles.Write(writer);
                writer.Write(CollisionVertexCount);
            }
            if (HasMeshUsageFlags(writer.Version))
            {
                writer.Write(MeshUsageFlags);
            }

            if (HasCollision(writer.Version))
            {
                CollisionData.Write(writer);
            }
            if (HasMeshMetrics(writer.Version))
            {
                writer.Write(MeshMetrics[0]);
                writer.Write(MeshMetrics[1]);
            }
#if UNIVERSAL
            if (HasMeshOptimization(writer.Version, writer.Flags))
            {
                if (IsMeshOptimizationFlags(writer.Version))
                {
                    writer.Write((int)MeshOptimizationFlags);
                }
                else
                {
                    writer.Write(MeshOptimized);
                }
            }
#endif
            if (HasStreamData(writer.Version))
            {
                writer.AlignStream(AlignType.Align4);
                StreamData.Write(writer);
            }
        }
Пример #2
0
        protected override YAMLMappingNode ExportYAMLRoot(IExportContainer container)
        {
            YAMLMappingNode node = base.ExportYAMLRoot(container);

            node.AddSerializedVersion(ToSerializedVersion(container.ExportVersion));
            if (HasLODData(container.ExportVersion))
            {
                node.Add(LODDataName, LODData.ExportYAML(container));
            }
            else
            {
                if (HasUse16bitIndices(container.ExportVersion))
                {
                    node.Add(Use16BitIndicesName, Use16BitIndices);
                }
                if (IsIndexBufferFirst(container.ExportVersion))
                {
                    node.Add(IndexBufferName, IndexBuffer.ExportYAML());
                }
                node.Add(SubMeshesName, SubMeshes.ExportYAML(container));
            }

            if (HasBlendShapes(container.ExportVersion))
            {
                if (HasBlendChannels(container.ExportVersion))
                {
                    node.Add(ShapesName, Shapes.ExportYAML(container));
                }
                else
                {
                    node.Add(ShapesName, BlendShapes.ExportYAML(container));
                    node.Add(ShapeVerticesName, ShapeVertices.ExportYAML(container));
                }
            }
            if (HasBindPose(container.ExportVersion))
            {
                if (IsBindPoseFirst(container.ExportVersion))
                {
                    node.Add(BindPoseName, BindPose.ExportYAML(container));
                }
            }
            if (HasBoneNameHashes(container.ExportVersion))
            {
                node.Add(BoneNameHashesName, BoneNameHashes.ExportYAML(true));
                node.Add(RootBoneNameHashName, RootBoneNameHash);
            }
            if (HasBonesAABB(container.ExportVersion))
            {
                node.Add(BonesAABBName, BonesAABB.ExportYAML(container));
                node.Add(VariableBoneCountWeightsName, VariableBoneCountWeights.ExportYAML(container));
            }

            if (HasMeshCompression(container.ExportVersion))
            {
                node.Add(MeshCompressionName, (byte)MeshCompression);
            }
            if (HasStreamCompression(container.ExportVersion))
            {
                node.Add(StreamCompressionName, StreamCompression);
            }
            if (HasIsReadable(container.ExportVersion))
            {
                node.Add(IsReadableName, IsReadable);
                node.Add(KeepVerticesName, KeepVertices);
                node.Add(KeepIndicesName, KeepIndices);
            }

            if (HasIndexFormat(container.ExportVersion))
            {
                node.Add(IndexFormatName, (int)IndexFormat);
            }

            if (!HasLODData(container.ExportVersion))
            {
                if (!IsIndexBufferFirst(container.ExportVersion))
                {
                    node.Add(IndexBufferName, IndexBuffer.ExportYAML());
                }
            }

            if (HasVertexData(container.ExportVersion))
            {
                if (!IsOnlyVertexData(container.ExportVersion))
                {
                    if (MeshCompression != MeshCompression.Off)
                    {
                        node.Add(VerticesName, Vertices.ExportYAML(container));
                    }
                }
            }
            else
            {
                node.Add(VerticesName, Vertices.ExportYAML(container));
            }

            if (HasSkin(container.ExportVersion))
            {
                node.Add(SkinName, Skin.ExportYAML(container));
            }
            if (HasBindPose(container.ExportVersion))
            {
                if (!IsBindPoseFirst(container.ExportVersion))
                {
                    node.Add(BindPoseName, BindPose.ExportYAML(container));
                }
            }

            if (HasVertexData(container.ExportVersion))
            {
                if (IsOnlyVertexData(container.ExportVersion))
                {
                    node.Add(VertexDataName, VertexData.ExportYAML(container));
                }
                else
                {
                    if (MeshCompression == MeshCompression.Off)
                    {
                        node.Add(VertexDataName, VertexData.ExportYAML(container));
                    }
                    else
                    {
                        node.Add(UVName, UV.ExportYAML(container));
                        node.Add(UV1Name, UV1.ExportYAML(container));
                        node.Add(TangentsName, Tangents.ExportYAML(container));
                        node.Add(NormalsName, Normals.ExportYAML(container));
                        node.Add(ColorsName, Colors.ExportYAML(container));
                    }
                }
            }
            else
            {
                node.Add(UVName, UV.ExportYAML(container));
                if (HasUV1(container.ExportVersion))
                {
                    node.Add(UV1Name, UV1.ExportYAML(container));
                }
                if (HasTangentSpace(container.ExportVersion))
                {
                    node.Add(TangentSpaceName, Tangents.ExportYAML(container));
                }
                else
                {
                    node.Add(TangentsName, Tangents.ExportYAML(container));
                    node.Add(NormalsName, Normals.ExportYAML(container));
                }
            }

            if (HasCompressedMesh(container.ExportVersion))
            {
                node.Add(CompressedMeshName, CompressedMesh.ExportYAML(container));
            }

            node.Add(LocalAABBName, LocalAABB.ExportYAML(container));
            if (!HasVertexData(container.ExportVersion))
            {
                node.Add(ColorsName, Colors.ExportYAML(container));
            }
            if (HasCollisionTriangles(container.ExportVersion))
            {
                node.Add(CollisionTrianglesName, CollisionTriangles.ExportYAML(true));
                node.Add(CollisionVertexCountName, CollisionVertexCount);
            }
            if (HasMeshUsageFlags(container.ExportVersion))
            {
                node.Add(MeshUsageFlagsName, MeshUsageFlags);
            }

            if (HasCollision(container.ExportVersion))
            {
                node.Add(BakedConvexCollisionMeshName, CollisionData.BakedConvexCollisionMesh.ExportYAML());
                node.Add(BakedTriangleCollisionMeshName, CollisionData.BakedTriangleCollisionMesh.ExportYAML());
            }
            if (HasMeshMetrics(container.ExportVersion))
            {
                node.Add(MeshMetricsName + "[0]", MeshMetrics[0]);
                node.Add(MeshMetricsName + "[1]", MeshMetrics[1]);
            }
            if (HasMeshOptimization(container.ExportVersion, container.ExportFlags))
            {
                if (IsMeshOptimizationFlags(container.ExportVersion))
                {
                    node.Add(MeshOptimizationFlagsName, (int)MeshOptimizationFlags);
                }
                else
                {
                    node.Add(MeshOptimizedName, MeshOptimized);
                }
            }
            if (HasStreamData(container.ExportVersion))
            {
                StreamingInfo streamData = new StreamingInfo(true);
                node.Add(StreamDataName, streamData.ExportYAML(container));
            }
            return(node);
        }
Пример #3
0
    // Create mesh with loaded flt and assign to Mesh
    public IEnumerator GenerateMeshesCoroutine()
    {
        Lods = new List <LODData>();

        if (Flt == null)
        {
            yield break;
        }

        if (true)
        {
            ////////////////////////////////////////////////////////////////////////////////
            // this breaks LODs but makes models work for san diego

            var mesh = new UnityEngine.Mesh();
            mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
            var lod_data = new LODData {
                mesh = mesh
            };
            Lods.Add(lod_data);
            var submeshes = new List <Submesh>();
            foreach (var flt_record in Flt.geometryRecords)
            {
                var id_record     = flt_record as IdRecord;
                var rec_submeshes = id_record.Submeshes;

                /*
                 * for (int i = 0; i < rec_submeshes.Count; ++i)
                 * {
                 *  rec_submeshes[i].triangles.Reverse();
                 *  rec_submeshes[i].triangles.AddRange(rec_submeshes[i].backfaceTriangles);
                 * }
                 */
                rec_submeshes.AddRange(Flt.Submeshes);
                submeshes.AddRange(rec_submeshes);
                yield return(null);
            }

            Lods[0].mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;

            Lods[0].mesh.vertices = vertices;
            Lods[0].mesh.normals  = normals;
            Lods[0].mesh.uv       = uvs;

            if (submeshes == null)
            {
                Debug.LogError("[MeshManager] MeshEntry.GenerateMeshHelper() no meshes for " + Flt.Path);
                yield break;
            }

            var submeshes_temp = new List <Submesh>();
            foreach (var submesh in submeshes)
            {
                if (submesh.material == null)
                {
                    continue;
                }
                if (submesh.material.mainTexturePalette == null)
                {
                    continue;
                }
                submeshes_temp.Add(submesh);
            }
            submeshes = submeshes_temp;
            Lods[0].mesh.subMeshCount = submeshes.Count;
            for (int i = 0; i < submeshes.Count; ++i)
            {
                submeshToTexturePatternIndex[i] = submeshes[i].material.mainTexturePalette.texturePatternIndex;
                Lods[0].mesh.SetTriangles(submeshes[i].triangles, i);
                Memory += submeshes[i].triangles.Count * sizeof(int);
                yield return(null);
            }

            /*
             * Lods[0].mesh.subMeshCount = submeshes.Count;
             * bool abort = false;
             * for (int i = 0; i < submeshes.Count; ++i)
             * {
             *  //int texturePatternIndex = -1;     // we have to have something here or the materials won't be created correctly
             *  int texturePatternIndex = 0;
             *  if (submeshes[i].material != null && submeshes[i].material.mainTexturePalette != null)
             *      texturePatternIndex = submeshes[i].material.mainTexturePalette.texturePatternIndex;
             *  submeshToTexturePatternIndex[i] = texturePatternIndex;
             *
             *  for (int j = 0; j < submeshes[i].triangles.Count; ++j)
             *  {
             *      if (submeshes[i].triangles[j] > vertices.Length - 1)
             *      {
             *          Debug.LogError("[MeshManager] MeshEntry.GenerateMeshHelper() invalid vertex index for " + Flt.Path);
             *          abort = true;
             *          break;
             *      }
             *  }
             *  if (abort)
             *      break;
             *
             *  Lods[0].mesh.SetTriangles(submeshes[i].triangles, i);
             *  Memory += submeshes[i].triangles.Count * sizeof(int);
             *
             *  // Recalculate bounds if needed.
             *  // NOTE: in Unity, bounds are automatically recalculated when triangles are set
             *  //Lods[lodIndex].mesh.RecalculateBounds();
             *
             *  yield return null;
             * }
             */
        }
        else ////////////////////////////////////////////////////////////////////////////////
        {
            int lodIndex = 0;
            foreach (var record in Flt.geometryRecords)
            {
                var mesh = new UnityEngine.Mesh();
                mesh.name = lodIndex.ToString();
                var lodData = new LODData {
                    mesh = mesh
                };
                Lods.Add(lodData);
                mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;

                var idRecord  = record as IdRecord;
                var lodRecord = record as LevelOfDetail;
                if (lodRecord != null)
                {
                    if (lodRecord.significantSize == 0f)
                    {
                        // significantSize undefined -> pre-15.8
                        lodData.switchInDistanceSq  = (float)lodRecord.switchInDistance * (float)lodRecord.switchInDistance;
                        lodData.switchOutDistanceSq = (float)lodRecord.switchOutDistance * (float)lodRecord.switchOutDistance;
                    }
                    else
                    {
                        lodData.CalculateFromSignificantSize((float)lodRecord.significantSize);
                    }
                }
                else
                {
                    lodData.switchInDistanceSq  = 2500f * lodIndex * lodIndex;// TEMP - artificial distances for prototyping
                    lodData.switchOutDistanceSq = 2500f * (lodIndex + 1) * (lodIndex + 1);
                }

                var submeshes = record.Submeshes;
                for (int i = 0; i < submeshes.Count; ++i)
                {
                    submeshes[i].triangles.Reverse();
                    submeshes[i].triangles.AddRange(submeshes[i].backfaceTriangles);
                }

                // TODO: this isn't going to work right with LODs
                submeshes.AddRange(Flt.Submeshes);

                GenerateMeshHelper(lodIndex++, submeshes.ToArray(), vertices, normals, uvs);
            }
        }

        // Fix up switch-in distances. They should match the switch-out distances of the next highest quality LOD
        Lods[0].switchInDistanceSq = 0f;
        for (int i = 1; i < Lods.Count; ++i)
        {
            Lods[i].switchInDistanceSq = Lods[i - 1].switchOutDistanceSq;
        }

        Memory += vertices.Length * sizeof(float) * 3;
        Memory += normals.Length * sizeof(float) * 3;
        Memory += uvs.Length * sizeof(float) * 2;

        Flt      = null;
        vertices = null;
        normals  = null;
        uvs      = null;
    }