Exemplo n.º 1
0
 public static void Serialize(this SerializingContainer2 sc, ref SoftSkinVertex ssv)
 {
     if (sc.IsLoading)
     {
         ssv = new SoftSkinVertex();
     }
     sc.Serialize(ref ssv.Position);
     sc.Serialize(ref ssv.TangentX);
     sc.Serialize(ref ssv.TangentY);
     sc.Serialize(ref ssv.TangentZ);
     sc.Serialize(ref ssv.UV);
     if (sc.Game == MEGame.UDK)
     {
         sc.Serialize(ref ssv.UV2);
         sc.Serialize(ref ssv.UV3);
         sc.Serialize(ref ssv.UV4);
         sc.Serialize(ref ssv.BoneColor);
     }
     else if (sc.IsLoading)
     {
         ssv.BoneColor = new Color(255, 255, 255, 255);
     }
     for (int i = 0; i < 4; i++)
     {
         sc.Serialize(ref ssv.InfluenceBones[i]);
     }
     for (int i = 0; i < 4; i++)
     {
         sc.Serialize(ref ssv.InfluenceWeights[i]);
     }
 }
Exemplo n.º 2
0
        public static StaticMesh ConvertToME3StaticMesh(this SkeletalMesh skeletalMesh)
        {
            StaticLODModel lodModel    = skeletalMesh.LODModels[0];
            uint           numVertices = lodModel.NumVertices;
            var            stm         = new StaticMesh
            {
                Bounds    = skeletalMesh.Bounds,
                BodySetup = new UIndex(0),
                LODModels = new[] { new StaticMeshRenderData
                                    {
                                        IndexBuffer                 = lodModel.IndexBuffer.TypedClone(),
                                        NumVertices                 = numVertices,
                                        Edges                       = new MeshEdge[0],
                                        RawTriangles                = new StaticMeshTriangle[0],
                                        ColorVertexBuffer           = new ColorVertexBuffer(),
                                        ShadowTriangleDoubleSided   = new byte[0],
                                        WireframeIndexBuffer        = new ushort[0],
                                        ShadowExtrusionVertexBuffer = new ExtrusionVertexBuffer
                                        {
                                            Stride     = 4,
                                            VertexData = new float[0]
                                        },
                                        PositionVertexBuffer = new PositionVertexBuffer
                                        {
                                            NumVertices = numVertices,
                                            Stride      = 12,
                                            VertexData  = new Vector3[numVertices]
                                        },
                                        VertexBuffer = new StaticMeshVertexBuffer
                                        {
                                            bUseFullPrecisionUVs = false,
                                            NumTexCoords         = 1,
                                            NumVertices          = numVertices,
                                            VertexData           = new StaticMeshVertexBuffer.StaticMeshFullVertex[numVertices]
                                        },
                                        Elements = lodModel.Sections.Select(sec =>
                        {
                            var indices = lodModel.IndexBuffer.Skip((int)sec.BaseIndex).Take(sec.NumTriangles * 3).ToList();
                            return(new StaticMeshElement
                            {
                                bEnableShadowCasting = true,
                                EnableCollision = true,
                                OldEnableCollision = true,
                                FirstIndex = sec.BaseIndex,
                                NumTriangles = (uint)sec.NumTriangles,
                                MaterialIndex = sec.MaterialIndex,
                                Material = skeletalMesh.Materials[sec.MaterialIndex],
                                Fragments = new FragmentRange[0],
                                MinVertexIndex = indices.Min(),
                                MaxVertexIndex = indices.Max()
                            });
                        }).ToArray()
                                    } },
                InternalVersion = 18,
                LightingGuid    = Guid.NewGuid()
            };

            Vector3[] posVertData = stm.LODModels[0].PositionVertexBuffer.VertexData;
            StaticMeshVertexBuffer.StaticMeshFullVertex[] stmVertData = stm.LODModels[0].VertexBuffer.VertexData;
            if (lodModel.ME1VertexBufferGPUSkin != null)
            {
                for (int i = 0; i < lodModel.ME1VertexBufferGPUSkin.Length; i++)
                {
                    SoftSkinVertex vert = lodModel.ME1VertexBufferGPUSkin[i];
                    posVertData[i] = vert.Position;
                    stmVertData[i] = new StaticMeshVertexBuffer.StaticMeshFullVertex
                    {
                        HalfPrecisionUVs = new Vector2DHalf[] { vert.UV },
                        TangentX         = vert.TangentX,
                        TangentZ         = vert.TangentZ
                    };
                }
            }
            else
            {
                for (int i = 0; i < lodModel.VertexBufferGPUSkin.VertexData.Length; i++)
                {
                    GPUSkinVertex vert = lodModel.VertexBufferGPUSkin.VertexData[i];
                    posVertData[i] = vert.Position;
                    stmVertData[i] = new StaticMeshVertexBuffer.StaticMeshFullVertex
                    {
                        HalfPrecisionUVs = new[] { vert.UV },
                        TangentX         = vert.TangentX,
                        TangentZ         = vert.TangentZ
                    };
                }
            }
            var tris = new kDOPCollisionTriangle[lodModel.IndexBuffer.Length / 3];

            for (int i = 0, elIdx = 0, triCount = 0; i < lodModel.IndexBuffer.Length; i += 3, ++triCount)
            {
                if (triCount > lodModel.Sections[elIdx].NumTriangles)
                {
                    triCount = 0;
                    ++elIdx;
                }
                tris[i / 3] = new kDOPCollisionTriangle(lodModel.IndexBuffer[i], lodModel.IndexBuffer[i + 1], lodModel.IndexBuffer[i + 2],
                                                        lodModel.Sections[elIdx].MaterialIndex);
            }

            stm.kDOPTreeME3UDK = KDOPTreeBuilder.ToCompact(tris, stm.LODModels[0].PositionVertexBuffer.VertexData);

            return(stm);
        }