internal MaterialParamVector4(uint hash, ShaderParamVector4 vector) : base(hash) { Value = vector.Data; }
public void Read(BinaryReader br) { Offset = br.BaseStream.Position; Name = new PtrString(br).Value; Unknown1 = br.ReadInt16(); Unknown2 = br.ReadInt16(); NextSiblingOffset = ResourceUtil.ReadOffset(br); FirstChildOffset = ResourceUtil.ReadOffset(br); ParentOffset = ResourceUtil.ReadOffset(br); BoneIndex = br.ReadInt16(); BoneID = br.ReadInt16(); BoneIndex2 = br.ReadInt16(); Unknown3 = br.ReadInt16(); //Debug.Assert(BoneIndex == BoneIndex2); Unknown4 = br.ReadInt32(); Position = new Vector4(br); RotationEuler = new Vector4(br); RotationQuaternion = new Vector4(br); UnknownZeroVector1 = new Vector4(br); AbsolutePosition = new Vector4(br); AbsoluteRotationEuler = new Vector4(br); UnknownZeroVector2 = new Vector4(br); UnknownZeroVector3 = new Vector4(br); UnknownZeroVector4 = new Vector4(br); MinPI = new Vector4(br); // Minimum euler rotation maybe? MaxPI = new Vector4(br); // Maximum euler rotation maybe? UnknownAllZeros = new Vector4(br); }
public void Read(BinaryReader br) { Data = new Vector4(br); }