metaforce/Runtime/Character/CMetaAnimRandom.cpp

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#include "Runtime/Character/CMetaAnimRandom.hpp"
#include "Runtime/Character/CAnimSysContext.hpp"
#include "Runtime/Character/CMetaAnimFactory.hpp"
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namespace urde {
CMetaAnimRandom::RandomData CMetaAnimRandom::CreateRandomData(CInputStream& in) {
CMetaAnimRandom::RandomData ret;
u32 randCount = in.readUint32Big();
ret.reserve(randCount);
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for (u32 i = 0; i < randCount; ++i) {
std::shared_ptr<IMetaAnim> metaAnim = CMetaAnimFactory::CreateMetaAnim(in);
ret.emplace_back(std::move(metaAnim), in.readUint32Big());
}
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return ret;
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}
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CMetaAnimRandom::CMetaAnimRandom(CInputStream& in) : x4_randomData(CreateRandomData(in)) {}
void CMetaAnimRandom::GetUniquePrimitives(std::set<CPrimitive>& primsOut) const {
for (const auto& pair : x4_randomData)
pair.first->GetUniquePrimitives(primsOut);
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}
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std::shared_ptr<CAnimTreeNode> CMetaAnimRandom::VGetAnimationTree(const CAnimSysContext& animSys,
const CMetaAnimTreeBuildOrders& orders) const {
const u32 r = animSys.x8_random->Range(1, 100);
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const std::pair<std::shared_ptr<IMetaAnim>, u32>* useRd = nullptr;
for (const auto& rd : x4_randomData) {
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useRd = &rd;
if (r <= rd.second) {
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break;
}
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}
return useRd->first->GetAnimationTree(animSys, orders);
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}
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} // namespace urde