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Copy pathMesh.py
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842 lines (733 loc) · 33.6 KB
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import math
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
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 < (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 < (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(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, version):
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()
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(m_Streams))
for stream in self.m_Streams:
stream.save(writer=writer, varsion=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 + (
0 if not self.m_Channels else 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.GetChannelFormatSize(
m_Channel.format
)
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.GetChannelFormatSize(
m_Channel.format
)
def FixChannel(self):
if any(
[x.dimension > 4 for x in self.m_Channels]
): # m_Channels.FirstOrDefault(x => x.dimension > 4) != null: #
fixStream = max(
[x.stream for x in self.m_Channels]
) # m_Channels.Max(x => x.stream)
fixChannels = [
x for x in self.m_Channels if x.dimension > 0 and x.stream == fixStream
]
stride = 0
for i, curChannel in enumerate(fixChannels):
preChannel = fixChannels[i - 1]
offset = curChannel.offset - preChannel.offset
preChannel.dimension = offset / MeshHelper.GetChannelFormatSize(
preChannel.format
)
stride += offset
# Fix Last
m_Channel = fixChannels[-1]
streamSize = len(self.m_DataSize) - self.m_Streams[fixStream].offset
totalStride = streamSize / self.m_VertexCount
channelStride = totalStride - stride
m_Channel.dimension = channelStride / MeshHelper.GetChannelFormatSize(
m_Channel.format
)
self.GetStreams()
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)
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):
m_StreamData: None
def __init__(self, reader):
super().__init__(reader=reader)
version = reader.version
self.m_Use16BitIndices = True
self.m_Indices = []
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(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
or version[:3] == (2017, 3, 1) and self.build_type.IsPatch # fixed after 2017.3.1px
or version[:2] == (2017, 3) and self.m_MeshCompression == 0 # 2017.3.xfx with no compression
):
self.m_IndexFormat = reader.read_int()
m_IndexBuffer_size = reader.read_int()
if self.m_Use16BitIndices:
self.m_IndexBuffer = [
reader.read_u_short() for _ in range(m_IndexBuffer_size // 2)
]
reader.align_stream()
else:
self.m_IndexBuffer = reader.read_u_int_array(m_IndexBuffer_size // 4)
if version < (3, 5): # 3.4.2 and earlier
m_VertexCount = reader.read_int()
self.m_Vertices = reader.read_float_array(m_VertexCount * 3) # Vector3
m_SkinSize = reader.read_int()
self.m_Skin = [BoneWeights4(reader) for _ in range(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()
self.m_Tangents[v * 3 + 3] = reader.read_float() # handedness
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 < (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() # (float)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)
try:
self.ProcessData()
except:
pass
def ProcessData(self):
if self.m_StreamData and self.m_StreamData.path:
if 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 >= (2018, 3): #
self.m_VertexData.FixChannel()
if version >= (3, 5): # 3.5 and up
self.ReadVertexData()
if version >= (2, 6): # 2.6.0 and later
self.DecompressCompressedMesh()
self.BuildFaces()
def ReadVertexData(self):
m_VertexCount = self.m_VertexData.m_VertexCount
version = self.version
for chn, m_Channel in enumerate(self.m_VertexData.m_Channels):
if m_Channel.dimension > 0:
m_Stream = self.m_VertexData.m_Streams[m_Channel.stream]
channelMask = bytearray(m_Stream.channelMask)
if channelMask[chn]:
if version < (2018,) and chn == 2 and m_Channel.format == 2: # 2018.0 down
m_Channel.dimension = 4
componentByteSize = MeshHelper.GetChannelFormatSize(
m_Channel.format
)
componentBytes = bytearray(
m_VertexCount * m_Channel.dimension * componentByteSize
)
for v in range(m_VertexCount):
vertexOffset = (
m_Stream.offset + m_Channel.offset + m_Stream.stride * v
)
for d in range(m_Channel.dimension):
componentOffset = vertexOffset + componentByteSize * d
dstOffset = componentByteSize * (
v * m_Channel.dimension + d
)
componentBytes[
dstOffset : dstOffset + componentByteSize
] += self.m_VertexData.m_DataSize[
componentOffset : componentOffset + componentByteSize
]
if (
self.reader.endian == ">" and componentByteSize > 1
): # if big endian, swap bytes
for i in range(0, len(componentBytes), componentByteSize):
componentBytes[i : i + componentByteSize] = componentBytes[
i : i + componentByteSize
][::-1]
componentsIntArray = []
componentsFloatArray = []
if m_Channel.format == 10 or m_Channel.format == 11: #
componentsIntArray = MeshHelper.BytesToIntArray(componentBytes)
else:
componentsFloatArray = MeshHelper.BytesToFloatArray(
componentBytes, componentByteSize
)
if version >= (2018,): # 2018.0 and up
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
# kShaderChannelTexCoord4 8
# kShaderChannelTexCoord5 9
# kShaderChannelTexCoord6 10
# kShaderChannelTexCoord7 11
# 2018.2 and up
elif chn == 12: # kShaderChannelBlendWeight
if getattr(self, "m_Skin", None):
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 getattr(self, "m_Skin", None):
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 >= (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 = m_CompressedMesh.m_Vertices.m_NumItems / 3
self.m_Vertices = m_CompressedMesh.m_Vertices.UnpackFloats(3, 4)
# UV
if m_CompressedMesh.m_UV.m_NumItems > 0: #
self.m_UV0 = m_CompressedMesh.m_UV.UnpackFloats(2, 4, 0, m_VertexCount)
if m_CompressedMesh.m_UV.m_NumItems >= m_VertexCount * 4: #
self.m_UV1 = m_CompressedMesh.m_UV.UnpackFloats(
2, 4, m_VertexCount * 2, m_VertexCount
)
if m_CompressedMesh.m_UV.m_NumItems >= m_VertexCount * 6: #
self.m_UV2 = m_CompressedMesh.m_UV.UnpackFloats(
2, 4, m_VertexCount * 4, m_VertexCount
)
if m_CompressedMesh.m_UV.m_NumItems >= m_VertexCount * 8: #
self.m_UV3 = m_CompressedMesh.m_UV.UnpackFloats(
2, 4, m_VertexCount * 6, 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 + 0]
y = normalData[i + 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
bonePos += 1
j += 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.UnpackUInts()
# 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 BuildFaces(self):
for m_SubMesh in self.m_SubMeshes:
firstIndex = m_SubMesh.firstByte // 2
if not self.m_Use16BitIndices:
firstIndex /= 2
if m_SubMesh.topology == 0:
for i in range(0, m_SubMesh.indexCount, 3):
self.m_Indices.append(self.m_IndexBuffer[firstIndex + i])
self.m_Indices.append(self.m_IndexBuffer[firstIndex + i + 1])
self.m_Indices.append(self.m_IndexBuffer[firstIndex + i + 2])
else:
j = 0
for i in range(0, m_SubMesh.indexCount - 2):
fa = self.m_IndexBuffer[firstIndex + i]
fb = self.m_IndexBuffer[firstIndex + i + 1]
fc = self.m_IndexBuffer[firstIndex + i + 2]
if (fa != fb) and (fa != fc) and (fc != fb):
self.m_Indices.append(fa)
self.m_Indices.extend([fc, fb] if i % 2 else [fb, fc])
j += 1
# fix indexCount
m_SubMesh.indexCount = j * 3
def InitMSkin(self):
self.m_Skin = [BoneWeights4() for _ in range(self.m_VertexCount)]
class MeshHelper:
@staticmethod
def GetChannelFormatSize(format):
if format == 0: # kChannelFormatFloat
return 4
elif format == 1: # kChannelFormatFloat16
return 2
elif format == 2: # kChannelFormatColor
return 1
elif format == 3: # kChannelFormatByte
return 1
elif format == 4: # kChannelFormatUInt32
return 4
elif format == 10: # kChannelFormatInt32
return 4
elif format == 11: # kChannelFormatInt32
return 4
else:
return 0
@staticmethod
def BytesToFloatArray(inputBytes, size):
result = []
for i in range(math.ceil(len(inputBytes) / size)):
value = 0
if size == 1:
value = inputBytes[i] / 255.0
elif size == 2:
value = float.from_bytes(
inputBytes[i * 2 : i * 2 + 2], byteorder="big", signed=True
) # return Half.ToHalf((ushort)BitConverter.ToInt16(value, startIndex));
elif size == 4:
value = float.from_bytes(
inputBytes[i * 4 : i * 4 + 4], byteorder="big", signed=True
)
result[i] = value
return result
@staticmethod
def BytesToIntArray(inputBytes):
return [
int.from_bytes(inputBytes[i : i + 4], byteorder="big", signed=True)
for i in range(0, len(inputBytes), 4)
]