metaforce/Runtime/Character/CSkinRules.hpp

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#pragma once
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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#include "RetroTypes.hpp"
#include "CSkinBank.hpp"
#include "CFactoryMgr.hpp"
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namespace urde
{
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class CPoseAsTransforms;
class CModel;
struct SSkinWeighting
{
CSegId m_id;
float m_weight;
explicit SSkinWeighting(CInputStream& in)
: m_id(in), m_weight(in.readFloatBig()) {}
};
class CVirtualBone
{
std::vector<SSkinWeighting> m_weights;
public:
explicit CVirtualBone(CInputStream& in)
{
u32 weightCount = in.readUint32Big();
m_weights.reserve(weightCount);
for (u32 i=0 ; i<weightCount ; ++i)
m_weights.emplace_back(in);
}
const std::vector<SSkinWeighting>& GetWeights() const { return m_weights; }
};
class CSkinRules
{
std::vector<CSkinBank> x0_skinBanks;
//u32 x10_vertexCount;
//u32 x14_normalCount;
std::vector<CVirtualBone> m_virtualBones;
std::vector<u32> m_poolToSkinIdx;
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public:
explicit CSkinRules(CInputStream& in);
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void GetBankTransforms(std::vector<const zeus::CTransform*>& out,
const CPoseAsTransforms& pose, int skinBankIdx) const
{ 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);
}