Beispiel #1
0
        // Pre-UE4.23 code
        public void SerializeBuffersLegacy(FAssetArchive Ar, FStripDataFlags stripDataFlags)
        {
            PositionVertexBuffer = new FPositionVertexBuffer(Ar);
            VertexBuffer         = new FStaticMeshVertexBuffer(Ar);

            if (Ar.Game == EGame.GAME_Borderlands3)
            {
                var numColorStreams = Ar.Read <int>();
                if (numColorStreams != 0)
                {
                    ColorVertexBuffer = new FColorVertexBuffer(Ar);
                    for (var i = 0; i < numColorStreams - 1; i++)
                    {
                        var _ = new FColorVertexBuffer(Ar);
                    }
                }
            }
            else
            {
                ColorVertexBuffer = new FColorVertexBuffer(Ar);
            }

            IndexBuffer = new FRawStaticIndexBuffer(Ar);

            if (Ar.Game != EGame.GAME_PlayerUnknownsBattlegrounds || !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_StripIndexBuffers))
            {
                if (Ar.Ver >= EUnrealEngineObjectUE4Version.SOUND_CONCURRENCY_PACKAGE && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_ReversedIndexBuffer))
                {
                    ReversedIndexBuffer          = new FRawStaticIndexBuffer(Ar);
                    DepthOnlyIndexBuffer         = new FRawStaticIndexBuffer(Ar);
                    ReversedDepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar);
                }
                else
                {
                    // UE4.8 or older, or when has CDSF_ReversedIndexBuffer
                    DepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar);
                }

                if (Ar.Ver >= EUnrealEngineObjectUE4Version.FTEXT_HISTORY && Ar.Ver < EUnrealEngineObjectUE4Version.RENAME_CROUCHMOVESCHARACTERDOWN)
                {
                    var _ = new FDistanceFieldVolumeData(Ar); // distanceFieldData
                }

                if (!stripDataFlags.IsEditorDataStripped())
                {
                    WireframeIndexBuffer = new FRawStaticIndexBuffer(Ar);
                }

                if (!stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData))
                {
                    AdjacencyIndexBuffer = new FRawStaticIndexBuffer(Ar);
                }
            }

            if (Ar.Game > EGame.GAME_UE4_16)
            {
                for (var i = 0; i < Sections.Length; i++)
                {
                    var _ = new FWeightedRandomSampler(Ar);
                }

                _ = new FWeightedRandomSampler(Ar);
            }
        }
Beispiel #2
0
        public FStaticMeshRenderData(FAssetArchive Ar, bool bCooked)
        {
            if (!bCooked)
            {
                return;
            }

            // TODO Read minMobileLODIdx only when platform is desktop and CVar r.StaticMesh.KeepMobileMinLODSettingOnDesktop is nonzero
            if (Ar.Versions["StaticMesh.KeepMobileMinLODSettingOnDesktop"])
            {
                var minMobileLODIdx = Ar.Read <int>();
            }

            LODs = Ar.ReadArray(() => new FStaticMeshLODResources(Ar));
            if (Ar.Game >= EGame.GAME_UE4_23)
            {
                var numInlinedLODs = Ar.Read <byte>();
            }

            if (Ar.Game >= EGame.GAME_UE5_0)
            {
                NaniteResources = new FNaniteResources(Ar);
                SerializeInlineDataRepresentations(Ar);
            }

            if (Ar.Ver >= EUnrealEngineObjectUE4Version.RENAME_CROUCHMOVESCHARACTERDOWN)
            {
                var stripped = false;
                if (Ar.Ver >= EUnrealEngineObjectUE4Version.RENAME_WIDGET_VISIBILITY)
                {
                    var stripDataFlags = Ar.Read <FStripDataFlags>();
                    stripped = stripDataFlags.IsDataStrippedForServer();
                    if (Ar.Game >= EGame.GAME_UE4_21)
                    {
                        stripped |= stripDataFlags.IsClassDataStripped(0x01);
                    }
                }

                if (!stripped)
                {
                    for (var i = 0; i < LODs.Length; i++)
                    {
                        var bValid = Ar.ReadBoolean();
                        if (bValid)
                        {
                            if (Ar.Game >= EGame.GAME_UE5_0)
                            {
                                var _ = new FDistanceFieldVolumeData5(Ar);
                            }
                            else
                            {
                                var _ = new FDistanceFieldVolumeData(Ar);
                            }
                        }
                    }
                }
            }

            Bounds = Ar.Read <FBoxSphereBounds>();

            if (Ar.Versions["StaticMesh.HasLODsShareStaticLighting"])
            {
                bLODsShareStaticLighting = Ar.ReadBoolean();
            }

            if (Ar.Game < EGame.GAME_UE4_14)
            {
                var bReducedBySimplygon = Ar.ReadBoolean();
            }

            if (FRenderingObjectVersion.Get(Ar) < FRenderingObjectVersion.Type.TextureStreamingMeshUVChannelData)
            {
                Ar.Position += 4 * MAX_STATIC_UV_SETS_UE4; // StreamingTextureFactor for each UV set
                Ar.Position += 4;                          // MaxStreamingTextureFactor
            }

            ScreenSize = new float[Ar.Game >= EGame.GAME_UE4_9 ? MAX_STATIC_LODS_UE4 : 4];
            for (var i = 0; i < ScreenSize.Length; i++)
            {
                if (Ar.Game >= EGame.GAME_UE4_20) // FPerPlatformProperty
                {
                    var bFloatCooked = Ar.ReadBoolean();
                }

                ScreenSize[i] = Ar.Read <float>();
            }

            if (Ar.Game == EGame.GAME_Borderlands3)
            {
                var count = Ar.Read <int>();
                for (var i = 0; i < count; i++)
                {
                    var count2 = Ar.Read <byte>();
                    Ar.Position += count2 * 12; // bool, bool, float
                }
            }
        }