BlueRoseNote/03-UnrealEngine/Gameplay/UObject/大钊提供的一种获取UE Private函数的方法.md
2023-06-29 11:55:02 +08:00

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大钊提供的一种获取UE Private函数的方法 2022-12-09 14:51:47 摘要

Hacker.h

// Copyright (c) 2015 fjz13. All rights reserved.
// Use of this source code is governed by a MIT-style
// license that can be found in the LICENSE file.
#pragma  once
#include "MedusaCorePreDeclares.h"

MEDUSA_BEGIN;

namespace Hacker
{
	//used to steal class private member
	template<typename Tag, typename Tag::type M>
	struct PrivateMemberStealer
	{
		friend typename Tag::type GetPrivate(Tag) { return M; }
	};
}

MEDUSA_END;

#define MEDUSA_STEAL_PRIVATE_MEMBER(className,memberType,memberName) \
	namespace Medusa{namespace Hacker{\
		struct className##_##memberName \
		{\
			typedef memberType className::*type;\
			friend type GetPrivate(className##_##memberName);\
		};\
		template struct PrivateMemberStealer<className##_##memberName, &className::memberName>;\
	}}

#define MEDUSA_REF_PRIVATE_MEMBER(obj,className,memberName) obj->*GetPrivate(::Medusa::Hacker::className##_##memberName())
#define MEDUSA_VAR_PRIVATE_MEMBER(var,obj,className,memberName) auto& var=obj->*(GetPrivate(::Medusa::Hacker::className##_##memberName()));


#define MEDUSA_STEAL_PRIVATE_FUNCTION(className,memberName,returnType,...) \
	namespace Medusa{namespace Hacker{\
		struct className##_##memberName \
		{\
			typedef returnType (className::*type)(__VA_ARGS__);\
			friend type GetPrivate(className##_##memberName);\
		};\
		template struct PrivateMemberStealer<className##_##memberName, &className::memberName>;\
	}}

#define MEDUSA_REF_PRIVATE_FUNCTION(obj,className,memberName) GetPrivate(::Medusa::Hacker::className##_##memberName())
#define MEDUSA_PRIVATE_FUNCTION_CALL(obj,className,memberName,...) {auto func=GetPrivate(::Medusa::Hacker::className##_##memberName());(obj->*func)(__VA_ARGS__);}

AbcInjection.h

#pragma once
#include "AbcMagicPreCompiled.h"
#include "Core/Collection/List.h"

namespace AbcInjection
{
	void SetMatrixSamples(UGeometryCacheTrack* obj, const FMatrix* MatricesPtr, int32 MatricesCount, const float* SampleTimesPtr, int32 SampleTimesCount);
	void AddMatrixSample(UGeometryCacheTrack* obj, const FMatrix& Matrix, const float SampleTime);
	void ReserverMatrixSampleSize(UGeometryCacheTrack* obj, int32 size);
	void SetNumMaterials(UGeometryCacheTrack* obj, uint32 val);


	void ReserveSamples(UGeometryCacheTrack_FlipbookAnimation* obj,uint32 count);
	FGeometryCacheMeshData& MutableMeshSampleData(UGeometryCacheTrack_FlipbookAnimation* obj, uint32 index);
	void SetMeshSampleTime(UGeometryCacheTrack_FlipbookAnimation* obj, uint32 index, float time);

	FGeometryCacheMeshData& MutableMeshData(UGeometryCacheTrack_TransformAnimation* obj);

	void RegisterMorphTargets(USkeletalMesh* obj,const Medusa::List<UMorphTarget*>& MorphTargets);
}

AbcInjection.cpp

#include "AbcInjection.h"
#include "AbcMagicPreCompiled.h"
#include "GeometryCacheTrack.h"
#include "GeometryCacheTrackFlipbookAnimation.h"
#include "GeometryCacheTrackTransformAnimation.h"
#include "Engine/SkeletalMesh.h"
#include "Animation/MorphTarget.h"

#include "Core/Compile/Hacker.h"

MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack, TArray<FMatrix>, MatrixSamples);
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack, TArray<float>, MatrixSampleTimes);
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack, uint32, NumMaterials);


MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack_FlipbookAnimation, TArray<FGeometryCacheMeshData>, MeshSamples);
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack_FlipbookAnimation, TArray<float>, MeshSampleTimes);
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack_FlipbookAnimation, uint32, NumMeshSamples);


MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack_TransformAnimation, FGeometryCacheMeshData, MeshData);

MEDUSA_STEAL_PRIVATE_MEMBER(USkeletalMesh, TArray<UMorphTarget*>, MorphTargets);

#ifdef ALEMBIC_CORE_419
MEDUSA_STEAL_PRIVATE_FUNCTION(USkeletalMesh, InvalidateRenderData, void);
#endif


namespace AbcInjection
{
	void SetMatrixSamples(UGeometryCacheTrack* obj, const FMatrix* MatricesPtr, int32 MatricesCount, const float* SampleTimesPtr, int32 SampleTimesCount)
	{
		MEDUSA_VAR_PRIVATE_MEMBER(matrixSamples, obj, UGeometryCacheTrack, MatrixSamples);
		MEDUSA_VAR_PRIVATE_MEMBER(matrixSampleTimes, obj, UGeometryCacheTrack, MatrixSampleTimes);
		matrixSamples.Append(MatricesPtr, MatricesCount);
		matrixSampleTimes.Append(SampleTimesPtr, SampleTimesCount);
	}

	void AddMatrixSample(UGeometryCacheTrack* obj, const FMatrix& Matrix, const float SampleTime)
	{
		MEDUSA_VAR_PRIVATE_MEMBER(matrixSamples, obj, UGeometryCacheTrack, MatrixSamples);
		MEDUSA_VAR_PRIVATE_MEMBER(matrixSampleTimes, obj, UGeometryCacheTrack, MatrixSampleTimes);

		matrixSamples.Add(Matrix);
		matrixSampleTimes.Add(SampleTime);
	}

	void ReserverMatrixSampleSize(UGeometryCacheTrack* obj, int32 size)
	{
		MEDUSA_VAR_PRIVATE_MEMBER(matrixSamples, obj, UGeometryCacheTrack, MatrixSamples);
		MEDUSA_VAR_PRIVATE_MEMBER(matrixSampleTimes, obj, UGeometryCacheTrack, MatrixSampleTimes);
		matrixSamples.Reserve(size);
		matrixSampleTimes.Reserve(size);
	}

	void SetNumMaterials(UGeometryCacheTrack* obj, uint32 val)
	{
		MEDUSA_REF_PRIVATE_MEMBER(obj, UGeometryCacheTrack, NumMaterials) = val;
	}

	void ReserveSamples(UGeometryCacheTrack_FlipbookAnimation* obj, uint32 count)
	{
		MEDUSA_VAR_PRIVATE_MEMBER(meshSamples, obj, UGeometryCacheTrack_FlipbookAnimation, MeshSamples);
		MEDUSA_VAR_PRIVATE_MEMBER(meshSampleTimes, obj, UGeometryCacheTrack_FlipbookAnimation, MeshSampleTimes);
		MEDUSA_VAR_PRIVATE_MEMBER(numMeshSamples, obj, UGeometryCacheTrack_FlipbookAnimation, NumMeshSamples);

		meshSamples.AddDefaulted(count);
		meshSampleTimes.AddDefaulted(count);
		numMeshSamples++;
	}

	FGeometryCacheMeshData& MutableMeshSampleData(UGeometryCacheTrack_FlipbookAnimation* obj, uint32 index)
	{
		MEDUSA_VAR_PRIVATE_MEMBER(meshSamples, obj, UGeometryCacheTrack_FlipbookAnimation, MeshSamples);
		return meshSamples[index];
	}

	void SetMeshSampleTime(UGeometryCacheTrack_FlipbookAnimation* obj, uint32 index, float time)
	{
		MEDUSA_VAR_PRIVATE_MEMBER(meshSampleTimes, obj, UGeometryCacheTrack_FlipbookAnimation, MeshSampleTimes);
		meshSampleTimes[index] = time;
	}

	FGeometryCacheMeshData& MutableMeshData(UGeometryCacheTrack_TransformAnimation* obj)
	{
		MEDUSA_VAR_PRIVATE_MEMBER(meshData, obj, UGeometryCacheTrack_TransformAnimation, MeshData);
		return meshData;
	}

	void RegisterMorphTargets(USkeletalMesh* obj, const Medusa::List<UMorphTarget*>& MorphTargets)
	{
		MEDUSA_VAR_PRIVATE_MEMBER(morphTargets, obj, USkeletalMesh, MorphTargets);

		for (UMorphTarget* morphTarget : MorphTargets)
		{
			morphTarget->BaseSkelMesh = obj;
			morphTarget->MarkPackageDirty();
			morphTargets.Add(morphTarget);
		}

		obj->MarkPackageDirty();
		// need to refresh the map
		obj->InitMorphTargets();
		// invalidate render data

#ifdef ALEMBIC_CORE_419
		MEDUSA_PRIVATE_FUNCTION_CALL(obj, USkeletalMesh, InvalidateRenderData);
#endif
	}

}