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]); } }
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); }