#include "Runtime/Character/CMetaAnimRandom.hpp" #include "Runtime/Character/CAnimSysContext.hpp" #include "Runtime/Character/CMetaAnimFactory.hpp" namespace urde { CMetaAnimRandom::RandomData CMetaAnimRandom::CreateRandomData(CInputStream& in) { CMetaAnimRandom::RandomData ret; u32 randCount = in.readUint32Big(); ret.reserve(randCount); for (u32 i = 0; i < randCount; ++i) { std::shared_ptr metaAnim = CMetaAnimFactory::CreateMetaAnim(in); ret.emplace_back(std::move(metaAnim), in.readUint32Big()); } return ret; } CMetaAnimRandom::CMetaAnimRandom(CInputStream& in) : x4_randomData(CreateRandomData(in)) {} void CMetaAnimRandom::GetUniquePrimitives(std::set& primsOut) const { for (const auto& pair : x4_randomData) pair.first->GetUniquePrimitives(primsOut); } std::shared_ptr CMetaAnimRandom::VGetAnimationTree(const CAnimSysContext& animSys, const CMetaAnimTreeBuildOrders& orders) const { const u32 r = animSys.x8_random->Range(1, 100); const std::pair, u32>* useRd = nullptr; for (const auto& rd : x4_randomData) { useRd = &rd; if (r <= rd.second) { break; } } return useRd->first->GetAnimationTree(animSys, orders); } } // namespace urde