Esempio n. 1
0
        private void ExportStaticMeshLods(CStaticMeshLod lod, FArchiveWriter Ar, List <MaterialExporter>?materialExports, ETexturePlatform platform = ETexturePlatform.DesktopMobile)
        {
            var share   = new CVertexShare();
            var boneHdr = new VChunkHeader();
            var infHdr  = new VChunkHeader();

            share.Prepare(lod.Verts);
            foreach (var vert in lod.Verts)
            {
                share.AddVertex(vert.Position, vert.Normal);
            }

            ExportCommonMeshData(Ar, lod.Sections.Value, lod.Verts, lod.Indices.Value, share, materialExports, platform);

            boneHdr.DataCount = 0;
            boneHdr.DataSize  = 120;
            Ar.SerializeChunkHeader(boneHdr, "REFSKELT");

            infHdr.DataCount = 0;
            infHdr.DataSize  = 12;
            Ar.SerializeChunkHeader(infHdr, "RAWWEIGHTS");

            ExportVertexColors(Ar, lod.VertexColors, lod.NumVerts);
            ExportExtraUV(Ar, lod.ExtraUV.Value, lod.NumVerts, lod.NumTexCoords);
        }
Esempio n. 2
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        private void ExportSkeletalMeshLod(CSkelMeshLod lod, List <CSkelMeshBone> bones, FArchiveWriter Ar, List <MaterialExporter>?materialExports, ETexturePlatform platform = ETexturePlatform.DesktopMobile)
        {
            var share  = new CVertexShare();
            var infHdr = new VChunkHeader();

            share.Prepare(lod.Verts);
            foreach (var vert in lod.Verts)
            {
                var weightsHash = vert.PackedWeights;
                for (var i = 0; i < vert.Bone.Length; i++)
                {
                    weightsHash ^= (uint)vert.Bone[i] << i;
                }

                share.AddVertex(vert.Position, vert.Normal, weightsHash);
            }

            ExportCommonMeshData(Ar, lod.Sections.Value, lod.Verts, lod.Indices.Value, share, materialExports, platform);
            ExportSkeletonData(Ar, bones);

            var numInfluences = 0;

            for (var i = 0; i < share.Points.Count; i++)
            {
                for (var j = 0; j < Constants.NUM_INFLUENCES_UE4; j++)
                {
                    if (lod.Verts[share.VertToWedge.Value[i]].Bone[j] < 0)
                    {
                        break;
                    }
                    numInfluences++;
                }
            }
            infHdr.DataCount = numInfluences;
            infHdr.DataSize  = 12;
            Ar.SerializeChunkHeader(infHdr, "RAWWEIGHTS");
            for (var i = 0; i < share.Points.Count; i++)
            {
                var v = lod.Verts[share.VertToWedge.Value[i]];
                var unpackedWeights = v.UnpackWeights();

                for (var j = 0; j < Constants.NUM_INFLUENCES_UE4; j++)
                {
                    if (v.Bone[j] < 0)
                    {
                        break;
                    }

                    Ar.Write(unpackedWeights[j]);
                    Ar.Write(i);
                    Ar.Write((int)v.Bone[j]);
                }
            }

            ExportVertexColors(Ar, lod.VertexColors, lod.NumVerts);
            ExportExtraUV(Ar, lod.ExtraUV.Value, lod.NumVerts, lod.NumTexCoords);
        }
Esempio n. 3
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        public MeshExporter(USkeleton originalSkeleton)
        {
            MeshLods = new List <Mesh>();
            MeshName = originalSkeleton.Owner?.Name ?? originalSkeleton.Name;

            if (!originalSkeleton.TryConvert(out var bones) || bones.Count == 0)
            {
                Log.Logger.Warning($"Skeleton '{MeshName}' has no bone");
                return;
            }

            using var Ar = new FArchiveWriter();

            var mainHdr = new VChunkHeader {
                TypeFlag = Constants.PSK_VERSION
            };

            Ar.SerializeChunkHeader(mainHdr, "ACTRHEAD");
            ExportSkeletonData(Ar, bones);

            MeshLods.Add(new Mesh($"{MeshName}.psk", Ar.GetBuffer(), new List <MaterialExporter>()));
        }
Esempio n. 4
0
        private void ExportCommonMeshData(FArchiveWriter Ar, CMeshSection[] sections, CMeshVertex[] verts,
                                          FRawStaticIndexBuffer indices, CVertexShare share, List <MaterialExporter>?materialExports, ETexturePlatform platform = ETexturePlatform.DesktopMobile)
        {
            var mainHdr  = new VChunkHeader();
            var ptsHdr   = new VChunkHeader();
            var wedgHdr  = new VChunkHeader();
            var facesHdr = new VChunkHeader();
            var matrHdr  = new VChunkHeader();
            var normHdr  = new VChunkHeader();

            mainHdr.TypeFlag = Constants.PSK_VERSION;
            Ar.SerializeChunkHeader(mainHdr, "ACTRHEAD");

            var numPoints = share.Points.Count;

            ptsHdr.DataCount = numPoints;
            ptsHdr.DataSize  = 12;
            Ar.SerializeChunkHeader(ptsHdr, "PNTS0000");
            for (var i = 0; i < numPoints; i++)
            {
                var point = share.Points[i];
                point.Y = -point.Y; // MIRROR_MESH
                point.Serialize(Ar);
            }

            var numFaces    = 0;
            var numVerts    = verts.Length;
            var numSections = sections.Length;
            var wedgeMat    = new int[numVerts];

            for (var i = 0; i < numSections; i++)
            {
                var faces = sections[i].NumFaces;
                numFaces += faces;
                for (var j = 0; j < faces * 3; j++)
                {
                    wedgeMat[indices[j + sections[i].FirstIndex]] = i;
                }
            }

            wedgHdr.DataCount = numVerts;
            wedgHdr.DataSize  = 16;
            Ar.SerializeChunkHeader(wedgHdr, "VTXW0000");
            for (var i = 0; i < numVerts; i++)
            {
                Ar.Write(share.WedgeToVert[i]);
                Ar.Write(verts[i].UV.U);
                Ar.Write(verts[i].UV.V);
                Ar.Write((byte)wedgeMat[i]);
                Ar.Write((byte)0);
                Ar.Write((short)0);
            }

            facesHdr.DataCount = numFaces;
            if (numVerts <= 65536)
            {
                facesHdr.DataSize = 12;
                Ar.SerializeChunkHeader(facesHdr, "FACE0000");
                for (var i = 0; i < numSections; i++)
                {
                    for (var j = 0; j < sections[i].NumFaces; j++)
                    {
                        var wedgeIndex = new ushort[3];
                        for (var k = 0; k < wedgeIndex.Length; k++)
                        {
                            wedgeIndex[k] = (ushort)indices[sections[i].FirstIndex + j * 3 + k];
                        }

                        Ar.Write(wedgeIndex[1]); // MIRROR_MESH
                        Ar.Write(wedgeIndex[0]); // MIRROR_MESH
                        Ar.Write(wedgeIndex[2]);
                        Ar.Write((byte)i);
                        Ar.Write((byte)0);
                        Ar.Write((uint)1);
                    }
                }
            }
            else
            {
                facesHdr.DataSize = 18;
                Ar.SerializeChunkHeader(facesHdr, "FACE3200");
                for (var i = 0; i < numSections; i++)
                {
                    for (var j = 0; j < sections[i].NumFaces; j++)
                    {
                        var wedgeIndex = new int[3];
                        for (var k = 0; k < wedgeIndex.Length; k++)
                        {
                            wedgeIndex[k] = indices[sections[i].FirstIndex + j * 3 + k];
                        }

                        Ar.Write(wedgeIndex[1]); // MIRROR_MESH
                        Ar.Write(wedgeIndex[0]); // MIRROR_MESH
                        Ar.Write(wedgeIndex[2]);
                        Ar.Write((byte)i);
                        Ar.Write((byte)0);
                        Ar.Write((uint)1);
                    }
                }
            }

            matrHdr.DataCount = numSections;
            matrHdr.DataSize  = 88;
            Ar.SerializeChunkHeader(matrHdr, "MATT0000");
            for (var i = 0; i < numSections; i++)
            {
                string materialName;
                if (sections[i].Material?.Load <UMaterialInterface>() is { } tex)
                {
                    materialName = tex.Name;
                    materialExports?.Add(new MaterialExporter(tex, true, platform));
                }