metaforce/Runtime/Character/CSkinRules.hpp

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#pragma once
#include <vector>
#include "Runtime/CFactoryMgr.hpp"
#include "Runtime/Character/CSkinBank.hpp"
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#include "Runtime/RetroTypes.hpp"
#include <zeus/CVector3f.hpp>
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namespace metaforce {
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class CPoseAsTransforms;
class CModel;
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struct SSkinWeighting {
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CSegId x0_id;
float x4_weight;
explicit SSkinWeighting(CInputStream& in) : x0_id(in), x4_weight(in.ReadFloat()) {}
};
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class CVirtualBone {
friend class CSkinnedModel;
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rstl::reserved_vector<SSkinWeighting, 3> x0_weights;
u32 x1c_vertexCount;
zeus::CTransform x20_xf;
zeus::CMatrix3f x50_mtx;
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public:
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explicit CVirtualBone(CInputStream& in);
[[nodiscard]] const rstl::reserved_vector<SSkinWeighting, 3>& GetWeights() const { return x0_weights; }
};
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class CSkinRules {
friend class CSkinnedModel;
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std::vector<CVirtualBone> x0_bones;
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u32 x10_vertexCount = 0;
u32 x14_normalCount = 0;
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public:
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explicit CSkinRules(CInputStream& in);
// void GetBankTransforms(std::vector<const zeus::CTransform*>& out, const CPoseAsTransforms& pose,
// int skinBankIdx) const {
// // FIXME: This is definitely not proper behavior, this is here to fix the phazon suit crashing
// if (x0_skinBanks.size() <= skinBankIdx) {
// return;
// }
// x0_skinBanks[skinBankIdx].GetBankTransforms(out, pose);
// }
// void TransformVerticesCPU(std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vnOut,
// const CPoseAsTransforms& pose, const CModel& model) const;
};
CFactoryFnReturn FSkinRulesFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& params,
CObjectReference* selfRef);
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} // namespace metaforce