Ejemplo n.º 1
0
        public void SerializeBuffers(FArchive Ar)
        {
            var stripDataFlags = Ar.Read <FStripDataFlags>();

            PositionVertexBuffer = new FPositionVertexBuffer(Ar);
            VertexBuffer         = new FStaticMeshVertexBuffer(Ar);
            ColorVertexBuffer    = new FColorVertexBuffer(Ar);

            if (Ar.Game == EGame.GAME_RogueCompany)
            {
                var _ = new FColorVertexBuffer(Ar);
            }

            IndexBuffer = new FRawStaticIndexBuffer(Ar);

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

            DepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar);

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

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

            if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData))
            {
                AdjacencyIndexBuffer = new FRawStaticIndexBuffer(Ar);
            }

            if (Ar.Versions["StaticMesh.HasRayTracingGeometry"] && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_RayTracingResources))
            {
                var _ = Ar.ReadBulkArray <byte>(); // rayTracingGeometry
            }

            // https://github.com/EpicGames/UnrealEngine/blob/4.27/Engine/Source/Runtime/Engine/Private/StaticMesh.cpp#L547
            var areaWeightedSectionSamplers = new FWeightedRandomSampler[Sections.Length];

            for (var i = 0; i < Sections.Length; i++)
            {
                areaWeightedSectionSamplers[i] = new FWeightedRandomSampler(Ar);
            }

            _ = new FWeightedRandomSampler(Ar); // areaWeightedSampler
        }
Ejemplo n.º 2
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);
            }
        }