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https://github.com/aelurum/AssetStudio.git
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151 lines
5.6 KiB
C#
151 lines
5.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace UnityStudio
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{
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public class SkinnedMeshRenderer
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{
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public PPtr m_GameObject;
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public bool m_Enabled;
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public byte m_CastShadows;
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public bool m_ReceiveShadows;
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public ushort m_LightmapIndex;
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public ushort m_LightmapIndexDynamic;
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public PPtr[] m_Materials;
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public PPtr m_Mesh;
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public PPtr[] m_Bones;
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public SkinnedMeshRenderer(AssetPreloadData preloadData)
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{
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var sourceFile = preloadData.sourceFile;
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var version = preloadData.sourceFile.version;
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var reader = preloadData.Reader;
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if (sourceFile.platform == -2)
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{
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uint m_ObjectHideFlags = reader.ReadUInt32();
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PPtr m_PrefabParentObject = sourceFile.ReadPPtr();
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PPtr m_PrefabInternal = sourceFile.ReadPPtr();
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}
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m_GameObject = sourceFile.ReadPPtr();
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if (sourceFile.version[0] < 5)
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{
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m_Enabled = reader.ReadBoolean();
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m_CastShadows = reader.ReadByte();//bool
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m_ReceiveShadows = reader.ReadBoolean();
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m_LightmapIndex = reader.ReadByte();
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}
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else
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{
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m_Enabled = reader.ReadBoolean();
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reader.AlignStream(4);
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m_CastShadows = reader.ReadByte();
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m_ReceiveShadows = reader.ReadBoolean();
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reader.AlignStream(4);
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m_LightmapIndex = reader.ReadUInt16();
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m_LightmapIndexDynamic = reader.ReadUInt16();
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}
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if (version[0] >= 3) { reader.Position += 16; } //m_LightmapTilingOffset vector4d
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if (sourceFile.version[0] >= 5) { reader.Position += 16; } //Vector4f m_LightmapTilingOffsetDynamic
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m_Materials = new PPtr[reader.ReadInt32()];
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for (int m = 0; m < m_Materials.Length; m++)
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{
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m_Materials[m] = sourceFile.ReadPPtr();
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}
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if (version[0] < 3)
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{
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reader.Position += 16;//m_LightmapTilingOffset vector4d
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}
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else
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{
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if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 5) || sourceFile.version[0] > 5)//5.5.0 and up
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{
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reader.Position += 4;//m_StaticBatchInfo
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}
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else
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{
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int m_SubsetIndices_size = reader.ReadInt32();
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reader.Position += m_SubsetIndices_size * 4;
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}
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PPtr m_StaticBatchRoot = sourceFile.ReadPPtr();
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if ((sourceFile.version[0] == 5 && sourceFile.version[1] >= 4) || sourceFile.version[0] > 5)//5.4.0 and up
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{
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PPtr m_ProbeAnchor = sourceFile.ReadPPtr();
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PPtr m_LightProbeVolumeOverride = sourceFile.ReadPPtr();
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}
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else if (version[0] >= 4 || (version[0] == 3 && version[1] >= 5))
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{
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bool m_UseLightProbes = reader.ReadBoolean();
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reader.Position += 3; //alignment
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if (version[0] == 5) { int m_ReflectionProbeUsage = reader.ReadInt32(); }
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//did I ever check if the anchor is conditioned by the bool?
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PPtr m_LightProbeAnchor = sourceFile.ReadPPtr();
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}
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if (version[0] >= 5 || (version[0] == 4 && version[1] >= 3))
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{
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if (version[0] == 4 && version[1] <= 3) { int m_SortingLayer = reader.ReadInt16(); }
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else { int m_SortingLayer = reader.ReadInt32(); }
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int m_SortingOrder = reader.ReadInt16();
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reader.AlignStream(4);
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}
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}
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int m_Quality = reader.ReadInt32();
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bool m_UpdateWhenOffscreen = reader.ReadBoolean();
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bool m_SkinNormals = reader.ReadBoolean(); //3.1.0 and below
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reader.Position += 2;
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if (version[0] == 2 && version[1] < 6)
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{
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//this would be the only error if mainVersion is not read in time for a unity 2.x game
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PPtr m_DisableAnimationWhenOffscreen = sourceFile.ReadPPtr();
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}
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m_Mesh = sourceFile.ReadPPtr();
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m_Bones = new PPtr[reader.ReadInt32()];
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for (int b = 0; b < m_Bones.Length; b++)
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{
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m_Bones[b] = sourceFile.ReadPPtr();
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}
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if (version[0] < 3)
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{
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int m_BindPose = reader.ReadInt32();
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reader.Position += m_BindPose * 16 * 4;//Matrix4x4f
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}
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else
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{
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if (version[0] > 4 || (version[0] == 4 && version[1] >= 3))
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{
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int m_BlendShapeWeights = reader.ReadInt32();
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reader.Position += m_BlendShapeWeights * 4; //floats
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}
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if (version[0] > 4 || (version[0] >= 3 && version[1] >= 5))
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{
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PPtr m_RootBone = sourceFile.ReadPPtr();
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}
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if (version[0] > 4 || (version[0] == 3 && version[1] >= 4))
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{
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//AABB
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float[] m_Center = { reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() };
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float[] m_Extent = { reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() };
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bool m_DirtyAABB = reader.ReadBoolean();
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}
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}
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}
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}
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}
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