Esempio n. 1
0
static byte *FindBioTexture(const UTexture *Tex)
{
	int needSize = Tex->CachedBulkDataSize & 0xFFFFFFFF;
#if DEBUG_BIO_BULK
	appPrintf("Search for ... %s (size=%X)\n", Tex->Name, needSize);
#endif
	BioReadBulkCatalog();
	for (int i = 0; i < bioCatalog.Num(); i++)
	{
		BioBulkCatalog &Cat = bioCatalog[i];
		for (int j = 0; j < Cat.Files.Num(); j++)
		{
			const BioBulkCatalogFile &File = Cat.Files[j];
			for (int k = 0; k < File.Items.Num(); k++)
			{
				const BioBulkCatalogItem &Item = File.Items[k];
				if (!strcmp(Tex->Name, Item.ObjectName))
				{
					if (abs(needSize - Item.DataSize) > 0x4000)		// differs in 16k
					{
#if DEBUG_BIO_BULK
						appPrintf("... Found %s in %s with wrong BulkDataSize %X (need %X)\n", Tex->Name, *File.Filename, Item.DataSize, needSize);
#endif
						continue;
					}
#if DEBUG_BIO_BULK
					appPrintf("... Found %s in %s at %X size %X (%dx%d fmt=%d bpp=%g strip:%d mips:%d)\n", Tex->Name, *File.Filename, Item.DataOffset, Item.DataSize,
						Tex->USize, Tex->VSize, Tex->Format, (float)Item.DataSize / (Tex->USize * Tex->VSize),
						Tex->HasBeenStripped, Tex->StrippedNumMips);
#endif
					// found
					const CGameFileInfo *bulkFile = appFindGameFile(File.Filename);
					if (!bulkFile)
					{
						// no bulk file
						appPrintf("Decompressing %s: %s is missing\n", Tex->Name, *File.Filename);
						return NULL;
					}

					appPrintf("Reading %s mip level %d (%dx%d) from %s\n", Tex->Name, 0, Tex->USize, Tex->VSize, bulkFile->RelativeName);
					FArchive *Reader = appCreateFileReader(bulkFile);
					Reader->Seek(Item.DataOffset);
					byte *buf = (byte*)appMalloc(max(Item.DataSize, needSize));
					Reader->Serialize(buf, Item.DataSize);
					delete Reader;
					return buf;
				}
			}
		}
	}
#if DEBUG_BIO_BULK
	appPrintf("... Bulk for %s was not found\n", Tex->Name);
#endif
	return NULL;
}
Esempio n. 2
0
//?? TODO: may be pass "Ext" here
void appFindGameFiles(const char *Filename, TArray<const CGameFileInfo*>& Files)
{
	guard(appFindGameFiles);

	if (!appContainsWildcard(Filename))
	{
		const CGameFileInfo* File = appFindGameFile(Filename);
		if (File)
			Files.Add(File);
		return;
	}

	// here we're working with wildcard and should iterate over all files

	char buf[MAX_PACKAGE_PATH];
	appStrncpyz(buf, Filename, ARRAY_COUNT(buf));
	// replace backslashes
	bool containsPath = false;
	for (char* s = buf; *s; s++)
	{
		char c = *s;
		if (c == '\\')
		{
			*s = '/';
			containsPath = true;
		}
		else if (c == '/')
		{
			containsPath = true;
		}
	}

	FindPackageWildcardData findData;
	findData.WildcardContainsPath = containsPath;
	findData.Wildcard = buf;
	appEnumGameFiles(FindPackageWildcardCallback, findData);

	CopyArray(Files, findData.FoundFiles);

	unguardf("wildcard=%s", Filename);
}
Esempio n. 3
0
void CSkelMeshViewer::FindUE4Animations()
{
#if UNREAL4
	guard(CSkelMeshViewer::FindUE4Animations);

	if (!bIsUE4Mesh)
		return;

	if (!Skeleton)
	{
		appPrintf("No Skeleton object attached to the mesh, doing nothing\n");
		return;
	}

	// Find all packages
	TArray<const CGameFileInfo*> PackageInfos;
	appEnumGameFiles<TArray<const CGameFileInfo*> >( // won't compile with lambda without explicitly providing template argument
		[](const CGameFileInfo* file, TArray<const CGameFileInfo*>& param) -> bool
		{
			param.Add(file);
			return true;
		}, PackageInfos);

	UIProgressDialog progress;
	progress.Show("Finding animations");
	progress.SetDescription("Scanning package");

	// Perform full scan to be able to locate AnimSequence objects
	if (!ScanContent(PackageInfos, &progress))
	{
		appPrintf("Interrupted by user\n");
		return;
	}

	// Find potential uasset files with animations
	TArray<UnPackage*> packagesToLoad;
	packagesToLoad.Empty(256);

	const char* lookupSkeletonName = Skeleton->Name;
	for (int i = 0; i < PackageInfos.Num(); i++)
	{
		UnPackage* package = PackageInfos[i]->Package;
		bool found = false;
		for (int importIndex = 0; importIndex < package->Summary.ImportCount; importIndex++)
		{
			FObjectImport& imp = package->GetImport(importIndex);
			const char* ObjectClass = *imp.ClassName;
			const char* ObjectName = *imp.ObjectName;
			if (!stricmp(ObjectClass, "Skeleton") && !stricmp(ObjectName, lookupSkeletonName))
			{
				// This uasset refers to the Skeleton object with the same name, check if this
				// is an exactly the same Skeleton object as we're using
				const char* referencedFilename = package->GetObjectPackageName(imp.PackageIndex);
				const CGameFileInfo* referencedFile = appFindGameFile(referencedFilename);
				if (!stricmp(Skeleton->Package->Filename, *referencedFile->GetRelativeName()))
				{
					found = true;
					break;
				}
			}
		}

		if (!found) continue; // this package doesn't use our Skeleton

		// Now, if this package has animation sequence - enqueue it for loading
		if (PackageInfos[i]->NumAnimations)
		{
			packagesToLoad.Add(package);
		}
	}

	// Sort packages by name for easier navigation after loading
	packagesToLoad.Sort([](UnPackage* const& a, UnPackage* const& b) -> int
		{
			return stricmp(a->Name, b->Name);
		});

	// Load queued packages
	progress.SetDescription("Loading animations");
	for (int i = 0; i < packagesToLoad.Num(); i++)
	{
		guard(Load);
		UnPackage* package = packagesToLoad[i];
		if (!progress.Progress(package->Filename, i, packagesToLoad.Num()))
			break;
		LoadWholePackage(package);
		unguardf("%d/%d", i, packagesToLoad.Num());
	}

	unguard;
#endif // UNREAL4
}