#include "CSkinRules.hpp" #include "CToken.hpp" #include "Graphics/CModel.hpp" #include "CPoseAsTransforms.hpp" namespace urde { CSkinRules::CSkinRules(CInputStream& in) { u32 bankCount = in.readUint32Big(); x0_skinBanks.reserve(bankCount); for (u32 i = 0; i < bankCount; ++i) x0_skinBanks.emplace_back(in); u32 virtualBoneCount = in.readUint32Big(); m_virtualBones.reserve(virtualBoneCount); for (u32 i = 0; i < virtualBoneCount; ++i) m_virtualBones.emplace_back(in); u32 poolSz = in.readUint32Big(); m_poolToSkinIdx.reserve(poolSz); for (u32 i = 0; i < poolSz; ++i) m_poolToSkinIdx.push_back(in.readUint32Big()); } void CSkinRules::TransformVerticesCPU(std::vector>& vnOut, const CPoseAsTransforms& pose, const CModel& model) const { vnOut.resize(m_poolToSkinIdx.size()); for (size_t i = 0; i < m_poolToSkinIdx.size(); ++i) { const CVirtualBone& vb = m_virtualBones[m_poolToSkinIdx[i]]; zeus::CVector3f origVertex = model.GetPoolVertex(i); zeus::CVector3f vertex; zeus::CVector3f origNormal = model.GetPoolNormal(i); zeus::CVector3f normal; for (const SSkinWeighting& w : vb.GetWeights()) { const zeus::CTransform& xf = pose.GetRestToAccumTransform(w.m_id); vertex += (xf * origVertex) * w.m_weight; normal += (xf.basis.inverted().transposed() * origNormal) * w.m_weight; } vnOut[i] = std::make_pair(vertex, normal.normalized()); } } CFactoryFnReturn FSkinRulesFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& params, CObjectReference* selfRef) { return TToken::GetIObjObjectFor(std::make_unique(in)); } } // namespace urde