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Add CPU-based skinning path for vertex manipulation effects
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@@ -1,6 +1,7 @@
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#ifndef __URDE_CSKINRULES_HPP__
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#define __URDE_CSKINRULES_HPP__
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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#include "RetroTypes.hpp"
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#include "CSkinBank.hpp"
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#include "CFactoryMgr.hpp"
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@@ -8,18 +9,48 @@
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namespace urde
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{
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class CPoseAsTransforms;
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class CModel;
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struct SSkinWeighting
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{
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CSegId m_id;
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float m_weight;
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explicit SSkinWeighting(CInputStream& in)
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: m_id(in), m_weight(in.readFloatBig()) {}
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};
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class CVirtualBone
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{
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std::vector<SSkinWeighting> m_weights;
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public:
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explicit CVirtualBone(CInputStream& in)
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{
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u32 weightCount = in.readUint32Big();
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m_weights.reserve(weightCount);
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for (u32 i=0 ; i<weightCount ; ++i)
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m_weights.emplace_back(in);
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}
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const std::vector<SSkinWeighting>& GetWeights() const { return m_weights; }
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};
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class CSkinRules
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{
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std::vector<CSkinBank> x0_skinBanks;
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//u32 x10_vertexCount;
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//u32 x14_normalCount;
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std::vector<CVirtualBone> m_virtualBones;
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std::vector<u32> m_poolToSkinIdx;
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public:
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CSkinRules(CInputStream& in);
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void BuildAccumulatedTransforms();
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explicit CSkinRules(CInputStream& in);
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void GetBankTransforms(std::vector<const zeus::CTransform*>& out,
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const CPoseAsTransforms& pose, int skinBankIdx) const
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{
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x0_skinBanks[skinBankIdx].GetBankTransforms(out, pose);
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}
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{ x0_skinBanks[skinBankIdx].GetBankTransforms(out, pose); }
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void 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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CFactoryFnReturn FSkinRulesFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& params,
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