metaforce/Runtime/Character/CIkChain.hpp

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#pragma once
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#include "Runtime/RetroTypes.hpp"
#include "Runtime/Character/CSegId.hpp"
#include <zeus/CQuaternion.hpp>
#include <zeus/CTransform.hpp>
#include <zeus/CVector3f.hpp>
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namespace urde {
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class CAnimData;
class CSegId;
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class CIkChain {
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CSegId x0_bone;
CSegId x1_p1;
CSegId x2_p2;
zeus::CVector3f x4_p2p1Dir = zeus::skForward;
zeus::CVector3f x10_p1BoneDir = zeus::skForward;
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float x1c_p2p1Length = 1.f;
float x20_p1BoneLength = 1.f;
zeus::CQuaternion x24_holdRot;
zeus::CVector3f x34_holdPos;
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float x40_time = 0.f;
bool x44_24_activated : 1 = false;
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public:
CIkChain() = default;
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bool GetActive() const { return x44_24_activated; }
void Update(float);
void Deactivate();
void Activate(const CAnimData&, const CSegId&, const zeus::CTransform&);
void PreRender(CAnimData&, const zeus::CTransform&, const zeus::CVector3f&);
void Solve(zeus::CQuaternion&, zeus::CQuaternion&, const zeus::CVector3f&);
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};
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} // namespace urde