#pragma once #include "Runtime/Character/CLayoutDescription.hpp" #include "Runtime/Character/CSegId.hpp" #include "Runtime/Character/TSegIdMap.hpp" #include #include namespace urde { class CCharLayoutInfo; class CLayoutDescription; class CPoseAsTransforms; class CHierarchyPoseBuilder { CLayoutDescription x0_layoutDesc; bool x34_ = 0; struct CTreeNode { CSegId x0_child = 0; CSegId x1_sibling = 0; zeus::CQuaternion x4_rotation; zeus::CVector3f x14_offset; }; TSegIdMap x38_treeMap; CSegId xcec_rootId; bool xcf0_hasRoot = false; void BuildIntoHierarchy(const CCharLayoutInfo& layout, const CSegId& boneId, const CSegId& nullId); void RecursivelyBuildNoScale(const CSegId& boneId, const CTreeNode& node, CPoseAsTransforms& pose, const zeus::CQuaternion& rot, const zeus::CMatrix3f& scale, const zeus::CVector3f& offset) const; void RecursivelyBuild(const CSegId& boneId, const CTreeNode& node, CPoseAsTransforms& pose, const zeus::CQuaternion& rot, const zeus::CMatrix3f& scale, const zeus::CVector3f& offset) const; public: CHierarchyPoseBuilder(const CLayoutDescription& layout); const TLockedToken CharLayoutInfo() const { return x0_layoutDesc.ScaledLayout(); } bool HasRoot() const { return xcf0_hasRoot; } void BuildTransform(const CSegId& boneId, zeus::CTransform& xfOut) const; void BuildNoScale(CPoseAsTransforms& pose); void Insert(const CSegId& boneId, const zeus::CQuaternion& quat); void Insert(const CSegId& boneId, const zeus::CQuaternion& quat, const zeus::CVector3f& offset); TSegIdMap& GetTreeMap() { return x38_treeMap; } }; } // namespace urde