unreal.js
Version:
A pak reader for games like VALORANT & Fortnite written in Node.JS
47 lines (46 loc) • 2.38 kB
JavaScript
;
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;