prime/include/Kyoto/Animation/CVirtualBone.hpp

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2023-01-12 20:37:45 +00:00
#ifndef _CVIRTUALBONE
#define _CVIRTUALBONE
#include "Kyoto/Animation/CSegId.hpp"
#include "Kyoto/Math/CMatrix3f.hpp"
#include "Kyoto/Math/CTransform4f.hpp"
struct SSkinWeighting {
CSegId x0_id;
float x4_weight;
explicit SSkinWeighting(CInputStream& in) : x0_id(in), x4_weight(in.ReadFloat()) {}
};
class CPoseAsTransforms;
class CVirtualBone {
public:
explicit CVirtualBone(CInputStream& in);
const rstl::reserved_vector< SSkinWeighting, 3 >& GetWeights() const { return x0_weights; }
uint GetVertexCount() const { return x1c_vertexCount; }
void BuildPoints(const ushort*, volatile void*, int) const;
void BuildNormals(const ushort*, volatile void*, int) const;
void BuildNormals(const CVector3f*, CVector3f*, int) const;
void BuildAccumulatedTransform(const CPoseAsTransforms& pose, const CVector3f* points) const;
void BuildFinalPosMatrix(const CPoseAsTransforms& pose, const CVector3f* points) const;
private:
rstl::reserved_vector< SSkinWeighting, 3 > x0_weights;
uint x1c_vertexCount;
mutable CTransform4f x20_xf;
mutable CMatrix3f x50_rotation;
};
#endif // _CVIRTUALBONE