public static void ExportSkelMeshSections(int index, CSkelMeshLod lod, CMeshSection sect, List <MaterialExporter>?materialExports, MeshBuilder <VERTEX, VertexColorXTextureX, VertexJoints4> mesh) { string materialName; if (sect.Material?.Load <UMaterialInterface>() is { } tex) { materialName = tex.Name; var materialExporter = new MaterialExporter(tex, true); materialExports?.Add(materialExporter); }
public static bool TryConvert(this UStaticMesh originalMesh, out CStaticMesh convertedMesh) { convertedMesh = new CStaticMesh(); if (originalMesh.RenderData == null) { return(false); } convertedMesh.BoundingSphere = new FSphere(0f, 0f, 0f, originalMesh.RenderData.Bounds.SphereRadius / 2); convertedMesh.BoundingBox = new FBox( originalMesh.RenderData.Bounds.Origin - originalMesh.RenderData.Bounds.BoxExtent, originalMesh.RenderData.Bounds.Origin + originalMesh.RenderData.Bounds.BoxExtent); foreach (var srcLod in originalMesh.RenderData.LODs) { if (srcLod.SkipLod) { continue; } var numTexCoords = srcLod.VertexBuffer !.NumTexCoords; var numVerts = srcLod.PositionVertexBuffer !.Verts.Length; if (numVerts == 0 && numTexCoords == 0) { continue; } if (numTexCoords > Constants.MAX_MESH_UV_SETS) { throw new ParserException($"Static mesh has too many UV sets ({numTexCoords})"); } var staticMeshLod = new CStaticMeshLod { NumTexCoords = numTexCoords, HasNormals = true, HasTangents = true, Indices = new Lazy <FRawStaticIndexBuffer>(srcLod.IndexBuffer !), Sections = new Lazy <CMeshSection[]>(() => { var sections = new CMeshSection[srcLod.Sections.Length]; for (var j = 0; j < sections.Length; j++) { sections[j] = new CMeshSection(srcLod.Sections[j].MaterialIndex, originalMesh.StaticMaterials?[srcLod.Sections[j].MaterialIndex].MaterialSlotName.Text, // materialName originalMesh.Materials?[srcLod.Sections[j].MaterialIndex], // material srcLod.Sections[j].FirstIndex, // firstIndex srcLod.Sections[j].NumTriangles); // numFaces } return(sections); }) }; staticMeshLod.AllocateVerts(numVerts); if (srcLod.ColorVertexBuffer !.NumVertices != 0) { staticMeshLod.AllocateVertexColorBuffer(); } for (var j = 0; j < numVerts; j++) { var suv = srcLod.VertexBuffer.UV[j]; if (suv.Normal[1].Data != 0) { throw new ParserException("Not implemented: should only be used in UE3"); } staticMeshLod.Verts[j].Position = srcLod.PositionVertexBuffer.Verts[j]; UnpackNormals(suv.Normal, staticMeshLod.Verts[j]); staticMeshLod.Verts[j].UV.U = suv.UV[0].U; staticMeshLod.Verts[j].UV.V = suv.UV[0].V; for (var k = 1; k < numTexCoords; k++) { staticMeshLod.ExtraUV.Value[k - 1][j].U = suv.UV[k].U; staticMeshLod.ExtraUV.Value[k - 1][j].V = suv.UV[k].V; } if (srcLod.ColorVertexBuffer.NumVertices != 0) { staticMeshLod.VertexColors ![j] = srcLod.ColorVertexBuffer.Data[j];
public static bool TryConvert(this UStaticMesh originalMesh, out CStaticMesh convertedMesh) { convertedMesh = new CStaticMesh(); if (originalMesh.RenderData == null) { return(false); } convertedMesh.BoundingShere = new FSphere(0f, 0f, 0f, originalMesh.RenderData.Bounds.SphereRadius / 2); convertedMesh.BoundingBox = new FBox( originalMesh.RenderData.Bounds.Origin - originalMesh.RenderData.Bounds.BoxExtent, originalMesh.RenderData.Bounds.Origin + originalMesh.RenderData.Bounds.BoxExtent); var numLods = originalMesh.RenderData.LODs.Length; convertedMesh.LODs = new CStaticMeshLod[numLods]; for (var i = 0; i < convertedMesh.LODs.Length; i++) { if (originalMesh.RenderData.LODs[i] is not { VertexBuffer: not null, PositionVertexBuffer: not null, ColorVertexBuffer: not null, IndexBuffer: not null } srcLod) { continue; } var numTexCoords = srcLod.VertexBuffer.NumTexCoords; var numVerts = srcLod.PositionVertexBuffer.Verts.Length; if (numVerts == 0 && numTexCoords == 0 && i < numLods - 1) { Log.Logger.Debug($"LOD {i} is stripped, skipping..."); continue; } if (numTexCoords > _MAX_MESH_UV_SETS) { throw new ParserException($"Static mesh has too many UV sets ({numTexCoords})"); } convertedMesh.LODs[i] = new CStaticMeshLod { NumTexCoords = numTexCoords, HasNormals = true, HasTangents = true, Indices = new Lazy <FRawStaticIndexBuffer>(srcLod.IndexBuffer), Sections = new Lazy <CMeshSection[]>(() => { var sections = new CMeshSection[srcLod.Sections.Length]; for (var j = 0; j < sections.Length; j++) { sections[j] = new CMeshSection(originalMesh.Materials?[srcLod.Sections[j].MaterialIndex], srcLod.Sections[j].FirstIndex, srcLod.Sections[j].NumTriangles); } return(sections); }) }; convertedMesh.LODs[i].AllocateVerts(numVerts); if (srcLod.ColorVertexBuffer.NumVertices != 0) { convertedMesh.LODs[i].AllocateVertexColorBuffer(); } for (var j = 0; j < numVerts; j++) { var suv = srcLod.VertexBuffer.UV[j]; if (suv.Normal[1].Data != 0) { throw new ParserException("Not implemented: should only be used in UE3"); } convertedMesh.LODs[i].Verts[j].Position = srcLod.PositionVertexBuffer.Verts[j]; UnpackNormals(suv.Normal, convertedMesh.LODs[i].Verts[j]); convertedMesh.LODs[i].Verts[j].UV.U = suv.UV[0].U; convertedMesh.LODs[i].Verts[j].UV.V = suv.UV[0].V; for (var k = 1; k < numTexCoords; k++) { convertedMesh.LODs[i].ExtraUV.Value[k - 1][j].U = suv.UV[k].U; convertedMesh.LODs[i].ExtraUV.Value[k - 1][j].V = suv.UV[k].V; } if (srcLod.ColorVertexBuffer.NumVertices != 0) convertedMesh.LODs[i].VertexColors[j] = srcLod.ColorVertexBuffer.Data[j]; } } convertedMesh.FinalizeMesh(); return(true); }
public static bool TryConvert(this USkeletalMesh originalMesh, out CSkeletalMesh convertedMesh) { convertedMesh = new CSkeletalMesh(); if (originalMesh.LODModels == null) { return(false); } convertedMesh.BoundingShere = new FSphere(0f, 0f, 0f, originalMesh.ImportedBounds.SphereRadius / 2); convertedMesh.BoundingBox = new FBox( originalMesh.ImportedBounds.Origin - originalMesh.ImportedBounds.BoxExtent, originalMesh.ImportedBounds.Origin + originalMesh.ImportedBounds.BoxExtent); var numLods = originalMesh.LODModels.Length; convertedMesh.LODs = new CSkelMeshLod[numLods]; for (var i = 0; i < convertedMesh.LODs.Length; i++) { if (originalMesh.LODModels[i] is not { Indices: not null } srcLod) { continue; } if (srcLod.Indices.Indices16.Length == 0 && srcLod.Indices.Indices32.Length == 0) { Log.Logger.Debug($"LOD {i} has no indices, skipping..."); continue; } var numTexCoords = srcLod.NumTexCoords; if (numTexCoords > _MAX_MESH_UV_SETS) { throw new ParserException($"Skeletal mesh has too many UV sets ({numTexCoords})"); } convertedMesh.LODs[i] = new CSkelMeshLod { NumTexCoords = numTexCoords, HasNormals = true, HasTangents = true, Indices = new Lazy <FRawStaticIndexBuffer>(() => new FRawStaticIndexBuffer { Indices16 = srcLod.Indices.Indices16, Indices32 = srcLod.Indices.Indices32 }), Sections = new Lazy <CMeshSection[]>(() => { var sections = new CMeshSection[srcLod.Sections.Length]; for (var j = 0; j < sections.Length; j++) { int materialIndex = srcLod.Sections[j].MaterialIndex; if (materialIndex < 0) // UE4 using Clamp(0, Materials.Num()), not Materials.Num()-1 { materialIndex = 0; } var m = materialIndex < originalMesh.Materials?.Length ? originalMesh.Materials[materialIndex].Material : null; sections[j] = new CMeshSection(m, srcLod.Sections[j].BaseIndex, srcLod.Sections[j].NumTriangles); } return(sections); }) }; var bUseVerticesFromSections = false; var vertexCount = srcLod.VertexBufferGPUSkin.GetVertexCount(); if (vertexCount == 0 && srcLod.Sections.Length > 0 && srcLod.Sections[0].SoftVertices.Length > 0) { bUseVerticesFromSections = true; for (var j = 0; j < srcLod.Sections.Length; j++) { vertexCount += srcLod.Sections[i].SoftVertices.Length; } } convertedMesh.LODs[i].AllocateVerts(vertexCount); var chunkIndex = -1; var chunkVertexIndex = 0; long lastChunkVertex = -1; ushort[]? boneMap = null; var vertBuffer = srcLod.VertexBufferGPUSkin; if (srcLod.ColorVertexBuffer.Data.Length == vertexCount) { convertedMesh.LODs[i].AllocateVertexColorBuffer(); } for (var vert = 0; vert < vertexCount; vert++) { while (vert >= lastChunkVertex) // this will fix any issues with empty chunks or sections { // proceed to next chunk or section if (srcLod.Chunks.Length > 0) { // pre-UE4.13 code: chunks var c = srcLod.Chunks[++chunkIndex]; lastChunkVertex = c.BaseVertexIndex + c.NumRigidVertices + c.NumSoftVertices; boneMap = c.BoneMap; } else { // UE4.13+ code: chunk information migrated to sections var s = srcLod.Sections[++chunkIndex]; lastChunkVertex = s.BaseVertexIndex + s.NumVertices; boneMap = s.BoneMap; } chunkVertexIndex = 0; } FSkelMeshVertexBase v; // has everything but UV[] if (bUseVerticesFromSections) { var v0 = srcLod.Sections[chunkIndex].SoftVertices[chunkVertexIndex++]; v = v0; // UV: simply copy float data convertedMesh.LODs[i].Verts[vert].UV = v0.UV[0]; for (var texCoordIndex = 1; texCoordIndex < numTexCoords; texCoordIndex++) { convertedMesh.LODs[i].ExtraUV.Value[texCoordIndex - 1][vert] = v0.UV[texCoordIndex]; } } else if (!vertBuffer.bUseFullPrecisionUVs) { var v0 = vertBuffer.VertsHalf[vert]; v = v0; // UV: convert half -> float convertedMesh.LODs[i].Verts[vert].UV = (FMeshUVFloat)v0.UV[0]; for (var texCoordIndex = 1; texCoordIndex < numTexCoords; texCoordIndex++) { convertedMesh.LODs[i].ExtraUV.Value[texCoordIndex - 1][vert] = (FMeshUVFloat)v0.UV[texCoordIndex]; } } else { var v0 = vertBuffer.VertsFloat[vert]; v = v0; // UV: simply copy float data convertedMesh.LODs[i].Verts[vert].UV = v0.UV[0]; for (var texCoordIndex = 1; texCoordIndex < numTexCoords; texCoordIndex++) { convertedMesh.LODs[i].ExtraUV.Value[texCoordIndex - 1][vert] = v0.UV[texCoordIndex]; } } convertedMesh.LODs[i].Verts[vert].Position = v.Pos; UnpackNormals(v.Normal, convertedMesh.LODs[i].Verts[vert]); if (convertedMesh.LODs[i].VertexColors != null) { convertedMesh.LODs[i].VertexColors[vert] = srcLod.ColorVertexBuffer.Data[vert]; } var i2 = 0; uint packedWeights = 0; for (var j = 0; j < 4; j++) { uint boneWeight = v.Infs.BoneWeight[j]; if (boneWeight == 0) { continue; // skip this influence (but do not stop the loop!) } packedWeights |= boneWeight << (i2 * 8); convertedMesh.LODs[i].Verts[vert].Bone[i2] = (short)boneMap[v.Infs.BoneIndex[j]]; i2++; } convertedMesh.LODs[i].Verts[vert].PackedWeights = packedWeights; if (i2 < 4) { convertedMesh.LODs[i].Verts[vert].Bone[i2] = -1; // mark end of list } } } var numBones = originalMesh.ReferenceSkeleton.FinalRefBoneInfo.Length; convertedMesh.RefSkeleton = new CSkelMeshBone[numBones]; for (var i = 0; i < convertedMesh.RefSkeleton.Length; i++) { convertedMesh.RefSkeleton[i] = new CSkelMeshBone { Name = originalMesh.ReferenceSkeleton.FinalRefBoneInfo[i].Name, ParentIndex = originalMesh.ReferenceSkeleton.FinalRefBoneInfo[i].ParentIndex, Position = originalMesh.ReferenceSkeleton.FinalRefBonePose[i].Translation, Orientation = originalMesh.ReferenceSkeleton.FinalRefBonePose[i].Rotation, }; // fix skeleton; all bones but 0 if (i >= 1) { convertedMesh.RefSkeleton[i].Orientation.Conjugate(); } } convertedMesh.FinalizeMesh(); return(true); }