UNPKG

unreal.js

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A pak reader for games like VALORANT & Fortnite written in Node.JS

47 lines (46 loc) 2.38 kB
"use strict"; var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var __metadata = (this && this.__metadata) || function (k, v) { if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v); }; Object.defineProperty(exports, "__esModule", { value: true }); exports.FMeshUVChannelInfo = void 0; const UProperty_1 = require("../../../../util/decorators/UProperty"); class FMeshUVChannelInfo { constructor(Ar) { this.initialized = false; this.overrideDensities = false; this.localUVDensities = []; if (Ar != null) { this.initialized = Ar.readBoolean(); this.overrideDensities = Ar.readBoolean(); this.localUVDensities = Array(FMeshUVChannelInfo.TEXSTREAM_MAX_NUM_UVCHANNELS); for (let i = 0; i < FMeshUVChannelInfo.TEXSTREAM_MAX_NUM_UVCHANNELS; ++i) this.localUVDensities[i] = Ar.readFloat32(); } } serialize(Ar) { Ar.writeBoolean(this.initialized); Ar.writeBoolean(this.overrideDensities); this.localUVDensities.forEach((it) => Ar.writeFloat32(it)); } } FMeshUVChannelInfo.TEXSTREAM_MAX_NUM_UVCHANNELS = 4; __decorate([ UProperty_1.UProperty({ name: "bInitialized" }), __metadata("design:type", Boolean) ], FMeshUVChannelInfo.prototype, "initialized", void 0); __decorate([ UProperty_1.UProperty({ name: "bOverrideDensities" }), __metadata("design:type", Boolean) ], FMeshUVChannelInfo.prototype, "overrideDensities", void 0); __decorate([ UProperty_1.UProperty({ name: "LocalUVDensities", arrayDim: FMeshUVChannelInfo.TEXSTREAM_MAX_NUM_UVCHANNELS }), __metadata("design:type", Array) ], FMeshUVChannelInfo.prototype, "localUVDensities", void 0); exports.FMeshUVChannelInfo = FMeshUVChannelInfo;