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Mesh.py
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Mesh.py
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import math
from typing import List
from .AnimationClip import AABB, PackedFloatVector, PackedIntVector
from .NamedObject import NamedObject
from .Texture2D import StreamingInfo
from ..helpers.ResourceReader import get_resource_data
from ..math import Matrix4x4, Vector3
from ..streams import EndianBinaryWriter
from ..enums import GfxPrimitiveType
import struct
from enum import IntEnum
from ..export import MeshExporter
try:
from UnityPy import UnityPyBoost
except:
UnityPyBoost = None
class MinMaxAABB:
def __init__(self, reader):
self.m_Min = reader.read_vector3()
self.m_Max = reader.read_vector3()
def save(self, writer):
writer.write_vector3(self.m_Min)
writer.write_vector3(self.m_Max)
class CompressedMesh:
def __init__(self, reader):
version = reader.version
self.m_Vertices = PackedFloatVector(reader)
self.m_UV = PackedFloatVector(reader)
if version[0] < 5: # 5 down
self.m_BindPoses = PackedFloatVector(reader)
self.m_Normals = PackedFloatVector(reader)
self.m_Tangents = PackedFloatVector(reader)
self.m_Weights = PackedIntVector(reader)
self.m_NormalSigns = PackedIntVector(reader)
self.m_TangentSigns = PackedIntVector(reader)
if version >= (5,): # 5 and up
self.m_FloatColors = PackedFloatVector(reader)
self.m_BoneIndices = PackedIntVector(reader)
self.m_Triangles = PackedIntVector(reader)
if version >= (3, 5): # 3.5 and up
if version[0] < 5: # 5 down
self.m_Colors = PackedIntVector(reader)
else:
self.m_UVInfo = reader.read_u_int()
def save(self, writer, version):
self.m_Vertices.save(writer)
self.m_UV.save(writer)
if version < (5,): # 5 down
self.m_BindPoses.save(writer)
self.m_Normals.save(writer)
self.m_Tangents.save(writer)
self.m_Weights.save(writer)
self.m_NormalSigns.save(writer)
self.m_TangentSigns.save(writer)
if version >= (5,): # 5 and up
self.m_FloatColors.save(writer)
self.m_BoneIndices.save(writer)
self.m_Triangles.save(writer)
if version >= (3, 5): # 3.5 and up
if version < (5,): # 5 down
self.m_Colors.save(writer)
else:
writer.write_u_int(self.m_UVInfo)
class StreamInfo:
def __init__(self, **kwargs):
if "reader" in kwargs:
reader = kwargs["reader"]
version = reader.version
self.channelMask = reader.read_u_int()
self.offset = reader.read_u_int()
if version < (4,): # 4.0 down
self.stride = reader.read_u_int()
self.align = reader.read_u_int()
else:
self.stride = reader.read_byte()
self.dividerOp = reader.read_byte()
self.frequency = reader.read_u_short()
else:
self.__dict__ = kwargs
def save(self, writer: EndianBinaryWriter, version: tuple):
writer.write_u_int(self.channelMask)
writer.write_u_int(self.offset)
if version < (4,): # 4.0 down
writer.write_u_int(self.stride)
writer.write_u_int(self.align)
else:
writer.write_byte(self.stride)
writer.write_byte(self.dividerOp)
writer.write_u_short(self.frequency)
class ChannelInfo:
def __init__(self, reader):
self.stream = reader.read_byte()
self.offset = reader.read_byte()
self.format = reader.read_byte()
self.dimension = reader.read_byte() & 0xF
def save(self, writer):
writer.write_byte(self.stream)
writer.write_byte(self.offset)
writer.write_byte(self.format)
writer.write_byte(self.dimension)
class VertexData:
def __init__(self, reader):
self.reader = reader
version = reader.version
if version < (2018,): # 2018 down
self.m_CurrentChannels = reader.read_u_int()
self.m_VertexCount = reader.read_u_int()
if version >= (4,): # 4.0 and up
m_ChannelsSize = reader.read_int()
self.m_Channels = [ChannelInfo(reader) for _ in range(m_ChannelsSize)]
if version < (5,): # 5.0 down
if version < (4,): # 4.0 down
m_StreamsSize = 4
else:
m_StreamsSize = reader.read_int()
self.m_Streams = [StreamInfo(reader=reader) for _ in range(m_StreamsSize)]
if version < (4,): # 4.0 down
self.GetChannels()
else: # 5.0 and up
self.GetStreams()
self.m_DataSize = reader.read_bytes(reader.read_int())
reader.align_stream()
def save(self, writer: EndianBinaryWriter, version):
if version < (2018,): # 2018 down
writer.write_u_int(self.m_CurrentChannels)
writer.write_u_int(self.m_VertexCount)
if version >= (4,): # 4.0 and up
writer.write_int(len(self.m_Channels))
for ch in self.m_Channels:
ch.save(writer)
if (4,) <= version[:2] < (5,): # 4.0 and up to 5.0
writer.write_int(len(self.m_Streams))
for stream in self.m_Streams:
stream.save(writer=writer, version=version)
if version < (4,): # 4.0 down
raise Exception("Unsupported version")
else: # 5.0 and up
# for stream in self.m_Streams:
# stream.save(writer)
pass
writer.write_int(len(self.m_DataSize))
writer.write_bytes(self.m_DataSize)
writer.align_stream()
def GetStreams(self):
streamCount = 1
if self.m_Channels:
streamCount += max(x.stream for x in self.m_Channels)
self.m_Streams = {}
offset = 0
for s in range(streamCount):
chnMask = 0
stride = 0
for chn, m_Channel in enumerate(self.m_Channels):
if m_Channel.stream == s:
if m_Channel.dimension > 0:
chnMask |= 1 << chn # Shift 1UInt << chn
stride += m_Channel.dimension * MeshHelper.GetFormatSize(
MeshHelper.ToVertexFormat(
m_Channel.format, self.reader.version
)
)
self.m_Streams[s] = StreamInfo(
channelMask=chnMask,
offset=offset,
stride=stride,
dividerOp=0,
frequency=0,
)
offset += self.m_VertexCount * stride
# static size_t align_streamSize (size_t size) { return (size + (kVertexStreamAlign-1)) & ~(kVertexStreamAlign-1)
offset = (offset + (16 - 1)) & ~(
16 - 1
) # (offset + (16u - 1u)) & ~(16u - 1u);
def GetChannels(self):
self.m_Channels = [] # ChannelInfo[6]
for i in range(6):
self.m_Channels.append(ChannelInfo(self.reader))
for s, m_Stream in enumerate(self.m_Streams):
channelMask = bytearray(m_Stream.channelMask) # BitArray
offset = 0
for i in range(6):
if channelMask[i]:
m_Channel = self.m_Channels[i]
m_Channel.stream = s
m_Channel.offset = offset
if i in [0, 1]:
# 0 - kShaderChannelVertex
# 1 - kShaderChannelNormal
m_Channel.format = 0 # kChannelFormatFloat
m_Channel.dimension = 3
elif i == 2: # kShaderChannelColor
m_Channel.format = 2 # kChannelFormatColor
m_Channel.dimension = 4
elif i in [3, 4]:
# 3 - kShaderChannelTexCoord0
# 4 - kShaderChannelTexCoord1
m_Channel.format = 0 # kChannelFormatFloat
m_Channel.dimension = 2
elif i == 5: # kShaderChannelTangent
m_Channel.format = 0 # kChannelFormatFloat
m_Channel.dimension = 4
offset += m_Channel.dimension * MeshHelper.GetFormatSize(
MeshHelper.ToVertexFormat(m_Channel.format, self.reader.version)
)
class BoneWeights4:
def __init__(self, reader=None):
if reader:
self.weight = reader.read_float_array(4)
self.boneIndex = reader.read_int_array(4)
else:
self.weight = [0.0] * 4
self.boneIndex = [0] * 4
def save(self, writer):
writer.write_float_array(self.weight)
writer.write_int_array(self.boneIndex)
class BlendShapeVertex:
def __init__(self, reader):
self.vertex = reader.read_vector3()
self.normal = reader.read_vector3()
self.tangent = reader.read_vector3()
self.index = reader.read_u_int()
class MeshBlendShape:
def __init__(self, reader):
version = reader.version
if version < (4, 3): # 4.3 down
self.name = reader.read_aligned_string()
self.firstVertex = reader.read_u_int()
self.vertexCount = reader.read_u_int()
if version < (4, 3): # 4.3 down
self.aabbMinDelta = reader.read_vector3()
self.aabbMaxDelta = reader.read_vector3()
self.hasNormals = reader.read_boolean()
self.hasTangents = reader.read_boolean()
if version >= (4, 3): # 4.3 and up
reader.align_stream()
class MeshBlendShapeChannel:
def __init__(self, reader):
self.name = reader.read_aligned_string()
self.nameHash = reader.read_u_int()
self.frameIndex = reader.read_int()
self.frameCount = reader.read_int()
class BlendShapeData:
def __init__(self, reader):
version = reader.version
if version >= (4, 3): # 4.3 and up
numVerts = reader.read_int()
self.vertices = [BlendShapeVertex(reader) for _ in range(numVerts)]
numShapes = reader.read_int()
self.shapes = [MeshBlendShape(reader) for _ in range(numShapes)]
numChannels = reader.read_int()
self.channels = [MeshBlendShapeChannel(reader) for _ in range(numChannels)]
self.fullWeights = reader.read_float_array()
else:
m_ShapesSize = reader.read_int()
self.m_Shapes = [MeshBlendShape(reader) for _ in range(m_ShapesSize)]
reader.align_stream()
m_ShapeVerticesSize = reader.read_int()
self.m_ShapeVertices = [
BlendShapeVertex(reader) for _ in range(m_ShapeVerticesSize)
]
class SubMesh:
def __init__(self, reader):
version = reader.version
self.firstByte = reader.read_u_int()
self.indexCount = reader.read_u_int()
self.topology = GfxPrimitiveType(reader.read_int())
if version < (4,): # 4.0 down
self.triangleCount = reader.read_u_int()
if version >= (2017, 3): # 2017.3 and up
self.baseVertex = reader.read_u_int()
if version >= (3,): # 3.0 and up
self.firstVertex = reader.read_u_int()
self.vertexCount = reader.read_u_int()
self.localAABB = AABB(reader)
def save(self, writer, version):
writer.write_u_int(self.firstByte)
writer.write_u_int(self.indexCount)
writer.write_int(self.topology.value)
if version < (4,): # 4.0 down
writer.write_u_int(self.triangleCount)
if version >= (2017, 3): # 2017.3 and up
writer.write_u_int(self.baseVertex)
if version >= (3,): # 3.0 and up
writer.write_u_int(self.firstVertex)
writer.write_u_int(self.vertexCount)
self.localAABB.save(writer)
class Mesh(NamedObject):
def export(self):
return MeshExporter.export_mesh(self)
def __init__(self, reader):
super().__init__(reader=reader)
version = reader.version
self.m_Use16BitIndices = True
self.m_Indices = []
self.m_BindPose = []
self.m_BoneNameHashes = []
self.m_Vertices = []
self.m_Skin = []
self.m_Normals = []
self.m_Colors = []
self.m_UV0 = []
self.m_UV1 = []
self.m_UV2 = []
self.m_UV3 = []
self.m_UV4 = []
self.m_UV5 = []
self.m_UV6 = []
self.m_UV7 = []
self.m_Tangents = []
if version < (3, 5): # 3.5 down
self.m_Use16BitIndices = reader.read_int() > 0
if version[:2] <= (2, 5): # 2.5 and down
m_IndexBuffer_size = reader.read_int()
if self.m_Use16BitIndices:
self.m_IndexBuffer = [
reader.read_u_short()
for _ in range(math.ceil(m_IndexBuffer_size / 2))
]
reader.align_stream()
else:
self.m_IndexBuffer = reader.read_u_int_array(
math.ceil(m_IndexBuffer_size / 4)
)
m_SubMeshesSize = reader.read_int()
self.m_SubMeshes = [SubMesh(reader) for _ in range(m_SubMeshesSize)]
if version >= (4, 1): # 4.1 and up
self.m_Shapes = BlendShapeData(reader)
if version >= (4, 3): # 4.3 and up
self.m_BindPose = reader.read_matrix_array()
self.m_BoneNameHashes = reader.read_u_int_array()
self.m_RootBoneNameHash = reader.read_u_int()
if version >= (2, 6): # 2.6.0 and up
if version >= (2019,): # 2019 and up
m_BonesAABBSize = reader.read_int()
self.m_BonesAABB = [MinMaxAABB(reader) for _ in range(m_BonesAABBSize)]
self.m_VariableBoneCountWeights = reader.read_u_int_array()
self.m_MeshCompression = reader.read_byte()
if version >= (4,): #
if version < (5,): #
self.m_StreamCompression = reader.read_byte()
self.m_IsReadable = reader.read_boolean()
self.m_KeepVertices = reader.read_boolean()
self.m_KeepIndices = reader.read_boolean()
reader.align_stream()
# Unity fixed it in 2017.3.1p1 and later versions
if (
version >= (2017, 4) # 2017.4
# fixed after 2017.3.1px
or version[:3] == (2017, 3, 1)
and self.build_type.IsPatch
# 2017.3.xfx with no compression
or version[:2] == (2017, 3)
and self.m_MeshCompression == 0
):
self.m_IndexFormat = reader.read_int()
self.m_Use16BitIndices = self.m_IndexFormat == 0
m_IndexBuffer_size = reader.read_int()
if self.m_Use16BitIndices:
self.m_IndexBuffer = [
reader.read_u_short()
for _ in range(math.ceil(m_IndexBuffer_size / 2))
]
reader.align_stream()
else:
self.m_IndexBuffer = reader.read_u_int_array(
math.ceil(m_IndexBuffer_size / 4)
)
if version < (3, 5): # 3.4.2 and earlier
self.m_VertexCount = reader.read_int()
self.m_Vertices = reader.read_float_array(self.m_VertexCount * 3) # Vector3
self.m_SkinSize = reader.read_int()
self.m_Skin = [BoneWeights4(reader) for _ in range(self.m_SkinSize)]
self.m_BindPose = reader.read_matrix_array()
self.m_UV0 = reader.read_float_array(reader.read_int() * 2) # Vector2
self.m_UV1 = reader.read_float_array(reader.read_int() * 2) # Vector2
if version[:2] <= (2, 5): # 2.5 and down
m_TangentSpace_size = reader.read_int()
self.m_Normals = [0] * (m_TangentSpace_size * 3)
self.m_Tangets = [0] * (m_TangentSpace_size * 4)
for v in range(m_TangentSpace_size):
self.m_Normals[v * 3] = reader.read_float()
self.m_Normals[v * 3 + 1] = reader.read_float()
self.m_Normals[v * 3 + 2] = reader.read_float()
self.m_Tangents[v * 3] = reader.read_float()
self.m_Tangents[v * 3 + 1] = reader.read_float()
self.m_Tangents[v * 3 + 2] = reader.read_float()
# handedness
self.m_Tangents[v * 3 + 3] = reader.read_float()
else: # 2.6.0 and later
self.m_Tangents = reader.read_float_array(
reader.read_int() * 4
) # Vector4
self.m_Normals = reader.read_float_array(
reader.read_int() * 3
) # Vector3
else:
if version[:2] < (2018, 2): # 2018.2 down
m_SkinSize = reader.read_int()
self.m_Skin = [BoneWeights4(reader) for _ in range(m_SkinSize)]
if version[:2] <= (4, 2): # 4.2 and down
self.m_BindPose = reader.read_matrix_array()
self.m_VertexData = VertexData(reader)
if version >= (2, 6): # 2.6.0 and later
self.m_CompressedMesh = CompressedMesh(reader)
self.m_LocalAABB = AABB(reader)
if version[:2] <= (3, 4): # 3.4.2 and earlier
m_Colors_size = reader.read_int()
self.mColors = [reader.read_byte() / 0xFF for _ in range(m_Colors_size * 4)]
m_CollisionTriangles_size = reader.read_int()
reader.Position += m_CollisionTriangles_size * 4 # UInt32 indices
m_CollisionVertexCount = reader.read_int()
self.m_MeshUsageFlags = reader.read_int()
if version >= (5,): # 5.0 and up
self.m_BakedConvexCollisionMesh = reader.read_bytes(reader.read_int())
reader.align_stream()
self.m_BakedTriangleCollisionMesh = reader.read_bytes(reader.read_int())
reader.align_stream()
if version >= (2018, 2): # 2018.2 and up
self.m_MeshMetrics = [reader.read_float(), reader.read_float()]
if version >= (2018, 3): # 2018.3 and up
reader.align_stream()
self.m_StreamData = StreamingInfo(reader, version)
if self.m_StreamData.path and self.m_VertexData.m_VertexCount > 0:
self.m_VertexData.m_DataSize = get_resource_data(
self.m_StreamData.path,
self.assets_file,
self.m_StreamData.offset,
self.m_StreamData.size,
)
# Fix channel after 2018.3
version = self.version
if version >= (3, 5): # 3.5 and up
self.ReadVertexData()
if version >= (2, 6): # 2.6.0 and later
self.DecompressCompressedMesh()
self.GetTriangles()
def ReadVertexData(self):
version = self.version
m_VertexData = self.m_VertexData
m_VertexCount = self.m_VertexCount = m_VertexData.m_VertexCount
for chn, m_Channel in enumerate(m_VertexData.m_Channels):
if m_Channel.dimension > 0:
m_Stream = m_VertexData.m_Streams[m_Channel.stream]
channelMask = bin(m_Stream.channelMask)[::-1]
if channelMask[chn] == "1":
if version[0] < 2018 and chn == 2 and m_Channel.format == 2:
m_Channel.dimension = 4
componentByteSize = MeshHelper.GetFormatSize(
MeshHelper.ToVertexFormat(m_Channel.format, self.reader.version)
)
swap = self.reader.endian == "<" and componentByteSize > 1
if UnityPyBoost:
componentBytes = UnityPyBoost.unpack_vertexdata(
bytes(m_VertexData.m_DataSize),
componentByteSize,
m_VertexCount,
m_Stream.offset,
m_Stream.stride,
m_Channel.offset,
m_Channel.dimension,
swap,
)
else:
componentBytes = bytearray(
m_VertexCount * m_Channel.dimension * componentByteSize
)
vertexBaseOffset = m_Stream.offset + m_Channel.offset
for v in range(m_VertexCount):
vertexOffset = vertexBaseOffset + m_Stream.stride * v
for d in range(m_Channel.dimension):
componentOffset = vertexOffset + componentByteSize * d
vertexDataSrc = componentOffset
componentDataSrc = componentByteSize * (
v * m_Channel.dimension + d
)
buff = m_VertexData.m_DataSize[
vertexDataSrc : vertexDataSrc + componentByteSize
]
if swap: # swap bytes
buff = buff[::-1]
componentBytes[
componentDataSrc : componentDataSrc
+ componentByteSize
] = buff
if MeshHelper.IsIntFormat(version, m_Channel.format):
componentsIntArray = MeshHelper.BytesToIntArray(
componentBytes, componentByteSize
)
else:
componentsFloatArray = MeshHelper.BytesToFloatArray(
componentBytes,
componentByteSize,
MeshHelper.ToVertexFormat(m_Channel.format, version),
)
if version[0] >= 2018:
if chn == 0: # kShaderChannelVertex
self.m_Vertices = componentsFloatArray
elif chn == 1: # kShaderChannelNormal
self.m_Normals = componentsFloatArray
elif chn == 2: # kShaderChannelTangent
self.m_Tangents = componentsFloatArray
elif chn == 3: # kShaderChannelColor
self.m_Colors = componentsFloatArray
elif chn == 4: # kShaderChannelTexCoord0
self.m_UV0 = componentsFloatArray
elif chn == 5: # kShaderChannelTexCoord1
self.m_UV1 = componentsFloatArray
elif chn == 6: # kShaderChannelTexCoord2
self.m_UV2 = componentsFloatArray
elif chn == 7: # kShaderChannelTexCoord3
self.m_UV3 = componentsFloatArray
elif chn == 8: # kShaderChannelTexCoord4
self.m_UV4 = componentsFloatArray
elif chn == 9: # kShaderChannelTexCoord5
self.m_UV5 = componentsFloatArray
elif chn == 10: # kShaderChannelTexCoord6
self.m_UV6 = componentsFloatArray
elif chn == 11: # kShaderChannelTexCoord7
self.m_UV7 = componentsFloatArray
# 2018.2 and up
elif chn == 12: # kShaderChannelBlendWeight
if not self.m_Skin:
self.InitMSkin()
for i in range(m_VertexCount):
for j in range(m_Channel.dimension):
self.m_Skin[i].weight[j] = componentsFloatArray[
i * m_Channel.dimension + j
]
elif chn == 13: # kShaderChannelBlendIndices
if not self.m_Skin:
self.InitMSkin()
for i in range(m_VertexCount):
for j in range(m_Channel.dimension):
self.m_Skin[i].boneIndex[j] = componentsIntArray[
i * m_Channel.dimension + j
]
else:
if chn == 0: # kShaderChannelVertex
self.m_Vertices = componentsFloatArray
elif chn == 1: # kShaderChannelNormal
self.m_Normals = componentsFloatArray
elif chn == 2: # kShaderChannelColor
self.m_Colors = componentsFloatArray
elif chn == 3: # kShaderChannelTexCoord0
self.m_UV0 = componentsFloatArray
elif chn == 4: # kShaderChannelTexCoord1
self.m_UV1 = componentsFloatArray
elif chn == 5:
if version[0] >= 5: # kShaderChannelTexCoord2
self.m_UV2 = componentsFloatArray
else: # kShaderChannelTangent
self.m_Tangents = componentsFloatArray
elif chn == 6: # kShaderChannelTexCoord3
self.m_UV3 = componentsFloatArray
elif chn == 7: # kShaderChannelTangent
self.m_Tangents = componentsFloatArray
def DecompressCompressedMesh(self):
# Vertex
version = self.version
m_CompressedMesh = self.m_CompressedMesh
if m_CompressedMesh.m_Vertices.m_NumItems > 0:
self.m_VertexCount = int(m_CompressedMesh.m_Vertices.m_NumItems / 3)
self.m_Vertices = m_CompressedMesh.m_Vertices.UnpackFloats(3, 3 * 4)
m_VertexCount = self.m_VertexCount
# UV
if m_CompressedMesh.m_UV.m_NumItems > 0: #
m_UVInfo = m_CompressedMesh.m_UVInfo
if m_UVInfo != 0:
kInfoBitsPerUV = 4
kUVDimensionMask = 3
kUVChannelExists = 4
kMaxTexCoordShaderChannels = 8
uvSrcOffset = 0
for uv in range(kMaxTexCoordShaderChannels):
texCoordBits = m_UVInfo >> (uv * kInfoBitsPerUV)
texCoordBits &= (1 << kInfoBitsPerUV) - 1
if (texCoordBits & kUVChannelExists) != 0:
uvDim = 1 + int(texCoordBits & kUVDimensionMask)
m_UV = m_CompressedMesh.m_UV.UnpackFloats(
uvDim, uvDim * 4, uvSrcOffset, self.m_VertexCount
)
self.SetUV(uv, m_UV)
else:
self.m_UV0 = m_CompressedMesh.m_UV.UnpackFloats(
2, 2 * 4, 0, m_VertexCount
)
if m_CompressedMesh.m_UV.m_NumItems >= m_VertexCount * 4: #
self.m_UV1 = m_CompressedMesh.m_UV.UnpackFloats(
2, 2 * 4, m_VertexCount * 2, m_VertexCount
)
# BindPose
if version < (5,): # 5.0 down
if m_CompressedMesh.m_BindPoses.m_NumItems > 0: #
m_BindPoses_Unpacked = m_CompressedMesh.m_BindPoses.UnpackFloats(
16, 4 * 16
)
self.m_BindPose = [
Matrix4x4(m_BindPoses_Unpacked[i : i + 16])
for i in range(0, m_CompressedMesh.m_BindPoses.m_NumItems, 16)
]
# Normal
if m_CompressedMesh.m_Normals.m_NumItems > 0:
normalData = m_CompressedMesh.m_Normals.UnpackFloats(2, 4 * 2)
signs = m_CompressedMesh.m_NormalSigns.UnpackInts()
self.m_Normals = [] # float[m_CompressedMesh.m_Normals.m_NumItems / 2 * 3]
for i in range(0, math.ceil(m_CompressedMesh.m_Normals.m_NumItems / 2)):
x = normalData[i * 2 + 0]
y = normalData[i * 2 + 1]
zsqr = 1 - x * x - y * y
if zsqr >= 0:
z = math.sqrt(zsqr)
else:
z = 0
normal = Vector3(x, y, z)
normal.normalize()
x = normal.X
y = normal.Y
z = normal.Z
if signs[i] == 0:
z = -z
self.m_Normals.extend([x, y, z])
# Tangent
if m_CompressedMesh.m_Tangents.m_NumItems > 0:
tangentData = m_CompressedMesh.m_Tangents.UnpackFloats(2, 4 * 2)
signs = m_CompressedMesh.m_TangentSigns.UnpackInts()
self.m_Tangents = (
[]
) # float[m_CompressedMesh.m_Tangents.m_NumItems / 2 * 4]
for i in range(0, math.ceil(m_CompressedMesh.m_Tangents.m_NumItems / 2)):
x = tangentData[i * 2 + 0]
y = tangentData[i * 2 + 1]
zsqr = 1 - x * x - y * y
if zsqr >= 0:
z = math.sqrt(zsqr)
else:
z = 0
vector3f = Vector3(x, y, z)
vector3f.normalize()
x = vector3f.X
y = vector3f.Y
z = vector3f.Z
if signs[i * 2 + 0] == 0: #
z = -z
w = 1.0 if signs[i * 2 + 1] > 0 else -1.0
self.m_Tangents.extend([x, y, z, w])
# FloatColor
if version >= (5,): # 5.0 and up
if m_CompressedMesh.m_FloatColors.m_NumItems > 0: #
self.m_Colors = m_CompressedMesh.m_FloatColors.UnpackFloats(1, 4)
# Skin
if m_CompressedMesh.m_Weights.m_NumItems > 0:
weights = m_CompressedMesh.m_Weights.UnpackInts()
boneIndices = m_CompressedMesh.m_BoneIndices.UnpackInts()
self.InitMSkin()
bonePos = 0
boneIndexPos = 0
j = 0
sum = 0
for i in range(m_CompressedMesh.m_Weights.m_NumItems):
# read bone index and weight.
self.m_Skin[bonePos].weight[j] = weights[i] / 31.0
self.m_Skin[bonePos].boneIndex[j] = boneIndices[boneIndexPos]
boneIndexPos += 1
j += 1
sum += weights[i]
# the weights add up to one. fill the rest for this vertex with zero, and continue with next one.
if sum >= 31: #
while j < 4:
self.m_Skin[bonePos].weight[j] = 0
self.m_Skin[bonePos].boneIndex[j] = 0
j += 1
bonePos += 1
j = 0
sum = 0
# we read three weights, but they don't add up to one. calculate the fourth one, and read
# missing bone index. continue with next vertex.
elif j == 3: #
self.m_Skin[bonePos].weight[j] = (31 - sum) / 31.0
self.m_Skin[bonePos].boneIndex[j] = boneIndices[boneIndexPos]
boneIndexPos += 1
bonePos += 1
j = 0
sum = 0
# IndexBuffer
if m_CompressedMesh.m_Triangles.m_NumItems > 0: #
self.m_IndexBuffer = m_CompressedMesh.m_Triangles.UnpackInts()
# Color
if (
hasattr(m_CompressedMesh, "m_Colors")
and m_CompressedMesh.m_Colors.m_NumItems > 0
):
m_CompressedMesh.m_Colors.m_NumItems *= 4
m_CompressedMesh.m_Colors.m_BitSize /= 4
tempColors = m_CompressedMesh.m_Colors.UnpackInts()
self.m_Colors = [color / 255 for color in tempColors]
def GetTriangles(self):
m_IndexBuffer = self.m_IndexBuffer
m_Indices = self.m_Indices
for m_SubMesh in self.m_SubMeshes:
firstIndex = m_SubMesh.firstByte // 2
if not self.m_Use16BitIndices:
firstIndex //= 2
indexCount = m_SubMesh.indexCount
topology = m_SubMesh.topology
if topology == GfxPrimitiveType.kPrimitiveTriangles:
m_Indices.extend(
m_IndexBuffer[firstIndex : firstIndex + indexCount - indexCount % 3]
)
elif (
self.version[0] < 4
or topology == GfxPrimitiveType.kPrimitiveTriangleStrip
):
# de-stripify :
triIndex = 0
for i in range(indexCount - 2):
a, b, c = m_IndexBuffer[firstIndex + i : firstIndex + i + 3]
# skip degenerates
if a == b or a == c or b == c:
continue
# do the winding flip-flop of strips :
m_Indices.extend([b, a, c] if ((i & 1) == 1) else [a, b, c])
triIndex += 3
# fix indexCount
m_SubMesh.indexCount = triIndex
elif topology == GfxPrimitiveType.kPrimitiveQuads:
for q in range(0, indexCount, 4):
m_Indices.extend(
[
m_IndexBuffer[firstIndex + q],
m_IndexBuffer[firstIndex + q + 1],
m_IndexBuffer[firstIndex + q + 2],
m_IndexBuffer[firstIndex + q],
m_IndexBuffer[firstIndex + q + 2],
m_IndexBuffer[firstIndex + q + 3],
]
)
# fix indexCount
m_SubMesh.indexCount = indexCount // 2 * 3
else:
raise NotImplementedError(
"Failed getting triangles. Submesh topology is lines or points."
)
def InitMSkin(self):
self.m_Skin = [BoneWeights4() for _ in range(self.m_VertexCount)]
def SetUV(self, uv: int, m_UV):
if uv == 0:
self.m_UV0 = m_UV
elif uv == 1:
self.m_UV1 = m_UV
elif uv == 2:
self.m_UV2 = m_UV
elif uv == 3:
self.m_UV3 == m_UV
elif uv == 4:
self.m_UV4 == m_UV
elif uv == 5:
self.m_UV5 == m_UV
elif uv == 6:
self.m_UV6 == m_UV
elif uv == 7:
self.m_UV7 == m_UV
else:
raise IndexError("Out of Range")
def GetUV(self, uv: int):
if uv == 0:
return self.m_UV0
elif uv == 1:
return self.m_UV1
elif uv == 2:
return self.m_UV2
elif uv == 3:
return self.m_UV3
elif uv == 4:
return self.m_UV4
elif uv == 5:
return self.m_UV5
elif uv == 6:
return self.m_UV6
elif uv == 7:
return self.m_UV7
else:
raise IndexError("Out of Range")
class MeshHelper:
@staticmethod
def GetFormatSize(format: int) -> int:
if format in [
VertexFormat.kVertexFormatFloat,
VertexFormat.kVertexFormatUInt32,
VertexFormat.kVertexFormatSInt32,
]:
return 4
elif format in [
VertexFormat.kVertexFormatFloat16,
VertexFormat.kVertexFormatUNorm16,
VertexFormat.kVertexFormatSNorm16,
VertexFormat.kVertexFormatUInt16,
VertexFormat.kVertexFormatSInt16,
]:
return 2
elif format in [
VertexFormat.kVertexFormatUNorm8,
VertexFormat.kVertexFormatSNorm8,
VertexFormat.kVertexFormatUInt8,
VertexFormat.kVertexFormatSInt8,
]:
return 1
raise ValueError(format)
@staticmethod
def IsIntFormat(version, format: int) -> bool:
if version[0] < 2017:
return format == 4
elif version[0] < 2019:
return format >= 7
else:
return format >= 6
@staticmethod
def BytesToFloatArray(inputBytes, size, vformat: "VertexFormat") -> List[float]:
if vformat == VertexFormat.kVertexFormatFloat:
return struct.unpack(f">{'f'*(len(inputBytes)//4)}", inputBytes)
elif vformat == VertexFormat.kVertexFormatFloat16:
return struct.unpack(f">{'e'*(len(inputBytes)//2)}", inputBytes)
elif vformat == VertexFormat.kVertexFormatUNorm8:
return [byte / 255.0 for byte in inputBytes]
elif vformat == VertexFormat.kVertexFormatSNorm8:
return [max(((byte - 128) / 127.0), -1.0) for byte in inputBytes]
elif vformat == VertexFormat.kVertexFormatUNorm16:
return [
x / 65535.0
for x in struct.unpack(f">{'H'*(len(inputBytes)//2)}", inputBytes)
]
elif vformat == VertexFormat.kVertexFormatSNorm16:
return [
max(((x - 32768) / 32767.0), -1.0)
for x in struct.unpack(f">{'h'*(len(inputBytes)//2)}", inputBytes)
]
@staticmethod
def BytesToIntArray(inputBytes, size):
if size == 1:
return [x for x in inputBytes]
elif size == 2:
return [
x for x in struct.unpack(f">{'h'*(len(inputBytes)//2)}", inputBytes)
]
elif size == 4:
return [
x for x in struct.unpack(f">{'i'*(len(inputBytes)//4)}", inputBytes)
]
@staticmethod
def ToVertexFormat(format: int, version: List[int]) -> "VertexFormat":
if version[0] < 2017:
if format == VertexChannelFormat.kChannelFormatFloat:
return VertexFormat.kVertexFormatFloat
elif format == VertexChannelFormat.kChannelFormatFloat16:
return VertexFormat.kVertexFormatFloat16
elif format == VertexChannelFormat.kChannelFormatColor: # in 4.x is size 4
return VertexFormat.kVertexFormatUNorm8
elif format == VertexChannelFormat.kChannelFormatByte:
return VertexFormat.kVertexFormatUInt8
elif format == VertexChannelFormat.kChannelFormatUInt32: # in 5.x
return VertexFormat.kVertexFormatUInt32
else:
raise ValueError(f"Failed to convert {format.name} to VertexFormat")
elif version[0] < 2019:
if format == VertexFormat2017.kVertexFormatFloat:
return VertexFormat.kVertexFormatFloat
elif format == VertexFormat2017.kVertexFormatFloat16:
return VertexFormat.kVertexFormatFloat16
elif (
format == VertexFormat2017.kVertexFormatColor
or format == VertexFormat2017.kVertexFormatUNorm8
):
return VertexFormat.kVertexFormatUNorm8
elif format == VertexFormat2017.kVertexFormatSNorm8:
return VertexFormat.kVertexFormatSNorm8
elif format == VertexFormat2017.kVertexFormatUNorm16:
return VertexFormat.kVertexFormatUNorm16