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Add CPU-based skinning path for vertex manipulation effects
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@@ -1,5 +1,7 @@
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#include "CSkinRules.hpp"
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#include "CToken.hpp"
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#include "Graphics/CModel.hpp"
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#include "CPoseAsTransforms.hpp"
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namespace urde
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{
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@@ -10,6 +12,37 @@ CSkinRules::CSkinRules(CInputStream& in)
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x0_skinBanks.reserve(bankCount);
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for (u32 i=0 ; i<bankCount ; ++i)
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x0_skinBanks.emplace_back(in);
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u32 virtualBoneCount = in.readUint32Big();
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m_virtualBones.reserve(virtualBoneCount);
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for (u32 i=0 ; i<virtualBoneCount ; ++i)
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m_virtualBones.emplace_back(in);
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u32 poolSz = in.readUint32Big();
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m_poolToSkinIdx.reserve(poolSz);
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for (u32 i=0 ; i<poolSz ; ++i)
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m_poolToSkinIdx.push_back(in.readUint32Big());
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}
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void CSkinRules::TransformVerticesCPU(std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vnOut,
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const CPoseAsTransforms& pose, const CModel& model) const
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{
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vnOut.resize(m_poolToSkinIdx.size());
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for (size_t i=0 ; i<m_poolToSkinIdx.size() ; ++i)
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{
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const CVirtualBone& vb = m_virtualBones[m_poolToSkinIdx[i]];
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zeus::CVector3f origVertex = model.GetPoolVertex(i);
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zeus::CVector3f vertex;
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zeus::CVector3f origNormal = model.GetPoolNormal(i);
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zeus::CVector3f normal;
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for (const SSkinWeighting& w : vb.GetWeights())
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{
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const zeus::CTransform& xf = pose.GetRestToAccumTransform(w.m_id);
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vertex += (xf * origVertex) * w.m_weight;
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normal += (xf.basis.inverted().transposed() * origVertex) * w.m_weight;
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}
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vnOut[i] = std::make_pair(vertex, normal);
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}
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}
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CFactoryFnReturn FSkinRulesFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& params,
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