Beispiel #1
0
        public CSkeletalMesh(USkeletalMesh mesh)
        {
            OriginalMesh = mesh;

            // convert bounds
            BoundingSphere = new FSphere
            {
                R = mesh.Bounds.sphere_radius / 2
            };
            BoundingBox = new FBox
            {
                Min = mesh.Bounds.origin - mesh.Bounds.box_extend,
                Max = mesh.Bounds.origin + mesh.Bounds.box_extend
            };

            // MeshScale, MeshOrigin, RotOrigin are removed in UE4
            //!! NOTE: MeshScale is integrated into RefSkeleton.RefBonePose[0].Scale3D.
            //!! Perhaps rotation/translation are integrated too!
            MeshOrigin = new CVec3 {
                v = new float[] { 0, 0, 0 }
            };
            RotOrigin = new FRotator {
                pitch = 0, roll = 0, yaw = 0
            };
            MeshScale = new CVec3 {
                v = new float[] { 1, 1, 1 }
            };

            // convert LODs
            Lods = new CSkelMeshLod[mesh.LODModels.Length];
            for (int i = 0; i < Lods.Length; i++)
            {
                var SrcLod = mesh.LODModels[i];
                if (SrcLod.Indices.Indices16.Length == 0 && SrcLod.Indices.Indices32.Length == 0)
                {
                    // No indicies in this lod
                    continue;
                }

                int NumTexCoords = SrcLod.NumTexCoords;
                if (NumTexCoords > 8)
                {
                    throw new FileLoadException($"SkeletalMesh has too many ({NumTexCoords}) UV sets");
                }

                CSkelMeshLod Lod = new CSkelMeshLod
                {
                    NumTexCoords = NumTexCoords,
                    HasNormals   = true,
                    HasTangents  = true,
                };

                // get vertex count and determine vertex source
                int VertexCount = SrcLod.VertexBufferGPUSkin.GetVertexCount();

                bool bUseVerticesFromSections = false;
                // if (VertexCount == 0 && SrcLod.Sections.Length > 0 && SrcLod.Sections[0].SoftVertices.Count > 0)
                // above is used for editor assets, but there are no chunks for soft vertices

                Lod.AllocateVerts(VertexCount);

                int chunkIndex       = -1;
                int lastChunkVertex  = -1;
                int chunkVertexIndex = 0;

                ushort[] BoneMap = null;

                for (int j = 0; j < VertexCount; j++)
                {
                    while (j >= lastChunkVertex) // this will fix any issues with empty chunks or sections
                    {
                        // UE4.13+ code: chunk information migrated to sections
                        FSkelMeshSection S = SrcLod.Sections[++chunkIndex];
                        lastChunkVertex  = (int)(S.base_vertex_index + S.num_vertices);
                        BoneMap          = S.bone_map;
                        chunkVertexIndex = 0;
                    }

                    // get vertex from GPU skin
                    FSkelMeshVertexBase V;

                    if (!SrcLod.VertexBufferGPUSkin.bUseFullPrecisionUVs)
                    {
                        FGPUVert4Half V0    = SrcLod.VertexBufferGPUSkin.VertsHalf[j];
                        FMeshUVHalf[] SrcUV = V0.UV;
                        V = new FSkelMeshVertexBase
                        {
                            Infs   = V0.Infs,
                            Normal = V0.Normal,
                            Pos    = V0.Pos
                        };
                        // UV: convert half -> float
                        Lod.Verts[j].UV = (FMeshUVFloat)SrcUV[0];
                        for (int TexCoordIndex = 1; TexCoordIndex < NumTexCoords; TexCoordIndex++)
                        {
                            Lod.ExtraUV[TexCoordIndex - 1][j] = (FMeshUVFloat)SrcUV[TexCoordIndex];
                        }
                    }
                    else
                    {
                        FGPUVert4Float V0    = SrcLod.VertexBufferGPUSkin.VertsFloat[j];
                        FMeshUVFloat[] SrcUV = V0.UV;
                        V = new FSkelMeshVertexBase
                        {
                            Infs   = V0.Infs,
                            Normal = V0.Normal,
                            Pos    = V0.Pos
                        };
                        // UV: convert half -> float
                        Lod.Verts[j].UV = SrcUV[0];
                        for (int TexCoordIndex = 1; TexCoordIndex < NumTexCoords; TexCoordIndex++)
                        {
                            Lod.ExtraUV[TexCoordIndex - 1][j] = SrcUV[TexCoordIndex];
                        }
                    }
                    Lod.Verts[j].Position = V.Pos;
                    Lod.Verts[j].UnpackNormals(V.Normal);

                    // convert influences
                    Lod.Verts[j].Bone = new short[4];
                    int  k2            = 0;
                    uint PackedWeights = 0;
                    for (int k = 0; k < 4; k++)
                    {
                        int  BoneIndex  = V.Infs.bone_index[k];
                        byte BoneWeight = V.Infs.bone_weight[k];
                        if (BoneWeight == 0)
                        {
                            continue;                  // skip this influence (but do not stop the loop!)
                        }
                        PackedWeights        |= (uint)(BoneWeight << (k2 * 8));
                        Lod.Verts[j].Bone[k2] = (short)BoneMap[BoneIndex];
                        k2++;
                    }
                    Lod.Verts[j].PackedWeights = PackedWeights;
                    if (k2 < 4)
                    {
                        Lod.Verts[j].Bone[k2] = -1;         // mark end of list
                    }
                }

                // indices
                Lod.Indices.Initialize(SrcLod.Indices.Indices16, SrcLod.Indices.Indices32);

                // sections
                Lod.Sections = new CMeshSection[SrcLod.Sections.Length];

                FSkeletalMeshLODInfo Info = mesh.LODInfo[i];

                for (int j = 0; j < SrcLod.Sections.Length; j++)
                {
                    FSkelMeshSection S   = SrcLod.Sections[j];
                    CMeshSection     Dst = new CMeshSection();

                    // remap material for LOD
                    int MaterialIndex = S.material_index;
                    if (MaterialIndex >= 0 && MaterialIndex < Info.LODMaterialMap.Length)
                    {
                        MaterialIndex = Info.LODMaterialMap[MaterialIndex];
                    }

                    if (S.material_index < mesh.Materials.Length)
                    {
                        Dst.Material = new UUnrealMaterial();// mesh.Materials[MaterialIndex].Material;
                    }
                    // -> TODO: actually get the object from the pak

                    Dst.FirstIndex  = (int)S.base_index;
                    Dst.NumFaces    = (int)S.num_triangles;
                    Lod.Sections[j] = Dst;
                }

                Lods[i] = Lod;
            }

            // copy skeleton
            int NumBones = mesh.RefSkeleton.ref_bone_info.Length;

            RefSkeleton = new CSkelMeshBone[NumBones];
            for (int i = 0; i < NumBones; i++)
            {
                FMeshBoneInfo B   = mesh.RefSkeleton.ref_bone_info[i];
                FTransform    T   = mesh.RefSkeleton.ref_bone_pose[i];
                CSkelMeshBone Dst = new CSkelMeshBone
                {
                    Name        = B.name,
                    ParentIndex = B.parent_index,
                    Position    = T.translation,
                    Orientation = T.rotation
                };
                // fix skeleton; all bones but 0
                if (i >= 1)
                {
                    Dst.Orientation.Conjugate();
                }
                RefSkeleton[i] = Dst;
            }

            Sockets = null; // dunno where this is set

            FinalizeMesh();
        }
Beispiel #2
0
        internal USkeletalMesh(BinaryReader reader, FNameEntrySerialized[] name_map, FObjectImport[] import_map)
        {
            BaseObject = new UObject(reader, name_map, import_map, "SkeletalMesh", true);
            bool has_vertex_colors = false;

            foreach (var prop in BaseObject.properties)
            {
                if (prop.name == "bHasVertexColors" && prop.tag == FPropertyTagType.BoolProperty)
                {
                    has_vertex_colors = (bool)prop.tag_data;
                }
                else if (prop.name == "LODInfo")
                {
                    var data = ((UScriptArray)prop.tag_data).data;
                    LODInfo = new FSkeletalMeshLODInfo[data.Length];
                    for (int i = 0; i < data.Length; i++)
                    {
                        var info = (UScriptStruct)data[i];
                        if (info.struct_name != "SkeletalMeshLODInfo")
                        {
                            throw new FileLoadException("Invalid lod info type");
                        }
                        var props   = ((FStructFallback)info.struct_type).properties;
                        var newInfo = new FSkeletalMeshLODInfo();
                        foreach (var lodProp in props)
                        {
                            switch (lodProp.name)
                            {
                            case "DisplayFactor":
                                newInfo.DisplayFactor = (float)lodProp.tag_data;
                                break;

                            case "LODHysteresis":
                                newInfo.LODHysteresis = (float)lodProp.tag_data;
                                break;

                            case "LODMaterialMap":
                                newInfo.LODMaterialMap = ((UScriptArray)lodProp.tag_data).data.Cast <int>().ToArray();
                                break;

                            case "bEnableShadowCasting":
                                newInfo.bEnableShadowCasting = ((UScriptArray)lodProp.tag_data).data.Cast <bool>().ToArray();
                                break;
                            }
                        }
                        LODInfo[i] = newInfo;
                    }
                }
            }
            var flags = new FStripDataFlags(reader);

            Bounds      = new FBoxSphereBounds(reader);
            Materials   = reader.ReadTArray(() => new FSkeletalMaterial(reader, name_map, import_map));
            RefSkeleton = new FReferenceSkeleton(reader, name_map);

            if (!flags.editor_data_stripped)
            {
                Console.WriteLine("Editor data still present!");
            }

            if (reader.ReadUInt32() == 0)
            {
                throw new FileLoadException("No cooked data");
            }
            LODModels = reader.ReadTArray(() => new FStaticLODModel(reader, name_map, has_vertex_colors));

            uint serialize_guid = reader.ReadUInt32();

            MaterialAssets = new string[Materials.Length];
            for (int i = 0; i < Materials.Length; i++)
            {
                if (Materials[i].Material.import == null)
                {
                    continue;
                }
                for (int j = 0; j < import_map.Length; j++)
                {
                    if (import_map[j].class_name != "MaterialInstanceConstant" && import_map[j].object_name.EndsWith(Materials[i].Material.import))
                    {
                        MaterialAssets[i] = import_map[j].object_name;
                        break;
                    }
                }
            }
        }