AssetStudio/AssetStudio/Classes/MeshRenderer.cs
2018-07-17 01:47:55 +08:00

91 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace AssetStudio
{
public class StaticBatchInfo
{
public ushort firstSubMesh;
public ushort subMeshCount;
}
public class MeshRenderer
{
public PPtr m_GameObject;
public PPtr[] m_Materials;
public StaticBatchInfo m_StaticBatchInfo;
public uint[] m_SubsetIndices;
protected MeshRenderer() { }
public MeshRenderer(AssetPreloadData preloadData)
{
var sourceFile = preloadData.sourceFile;
var version = sourceFile.version;
var reader = preloadData.InitReader();
m_GameObject = sourceFile.ReadPPtr();
if (version[0] < 5)
{
var m_Enabled = reader.ReadBoolean();
var m_CastShadows = reader.ReadByte();
var m_ReceiveShadows = reader.ReadBoolean();
var m_LightmapIndex = reader.ReadByte();
}
else
{
var m_Enabled = reader.ReadBoolean();
reader.AlignStream(4);
var m_CastShadows = reader.ReadByte();
var m_ReceiveShadows = reader.ReadBoolean();
reader.AlignStream(4);
if (version[0] >= 2018)//2018 and up
{
var m_RenderingLayerMask = reader.ReadUInt32();
}
var m_LightmapIndex = reader.ReadUInt16();
var m_LightmapIndexDynamic = reader.ReadUInt16();
}
if (version[0] >= 3)
{
reader.Position += 16;//Vector4f m_LightmapTilingOffset
}
if (version[0] >= 5)
{
reader.Position += 16;//Vector4f m_LightmapTilingOffsetDynamic
}
m_Materials = new PPtr[reader.ReadInt32()];
for (int m = 0; m < m_Materials.Length; m++)
{
m_Materials[m] = sourceFile.ReadPPtr();
}
if (version[0] < 3)
{
reader.Position += 16;//m_LightmapTilingOffset vector4d
}
else
{
if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)//5.5.0 and up
{
m_StaticBatchInfo = new StaticBatchInfo
{
firstSubMesh = reader.ReadUInt16(),
subMeshCount = reader.ReadUInt16()
};
}
else
{
int numSubsetIndices = reader.ReadInt32();
m_SubsetIndices = reader.ReadUInt32Array(numSubsetIndices);
}
}
}
}
}