metaforce/Runtime/Character/CSkinRules.hpp

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#pragma once
#include <vector>
#include "Runtime/CFactoryMgr.hpp"
#include "Runtime/RetroTypes.hpp"
#include "Runtime/Character/CSkinBank.hpp"
#include <boo/graphicsdev/IGraphicsDataFactory.hpp>
#include <zeus/CVector3f.hpp>
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namespace urde {
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class CPoseAsTransforms;
class CModel;
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struct SSkinWeighting {
CSegId m_id;
float m_weight;
explicit SSkinWeighting(CInputStream& in) : m_id(in), m_weight(in.readFloatBig()) {}
};
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class CVirtualBone {
std::vector<SSkinWeighting> m_weights;
public:
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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; }
};
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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:
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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);
}
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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 urde