-
Notifications
You must be signed in to change notification settings - Fork 1
/
PlayerSkin.h
178 lines (170 loc) · 5.31 KB
/
PlayerSkin.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
#pragma once
#include "4dm.h"
namespace fdm
{
class PlayerSkin
{
public:
enum MeshComp : int
{
HEAD = 0x0,
TORSO = 0x1,
UPPER_ARM_L = 0x2,
UPPER_ARM_R = 0x3,
FOREARM_L = 0x4,
FOREARM_R = 0x5,
THIGH_L = 0x6,
THIGH_R = 0x7,
LOWER_LEG_L = 0x8,
LOWER_LEG_R = 0x9,
MESH_COMP_COUNT = 0xA
};
struct MeshBounds
{
const glm::u8vec3 upperBound;
const glm::u8vec3 lowerBound; // 0x3
const glm::u8vec3 origin; // 0x6
uint32_t zOffset; // 0x9
};
class SkinMesh : public Mesh
{
public:
struct Pixel
{
uint32_t r;
uint32_t g; // 0x1
uint32_t b; // 0x2
uint32_t a; // 0x3
};
struct VertInfo
{
glm::vec4 vert;
glm::vec3 tuv; // 0x10
int normalComp; // 0x1C
};
struct FaceInfo
{
glm::u8vec3 upperBound;
glm::u8vec3 lowerBound; // 0x3
};
std::vector<PlayerSkin::SkinMesh::VertInfo> verts; // 0x8
std::vector<uint32_t> indices; // 0x20
int vertCount() const override
{
return reinterpret_cast<int (__thiscall*)(const PlayerSkin::SkinMesh* self)>(getFuncAddr((int)Func::PlayerSkin::SkinMesh::vertCount))(this);
}
~SkinMesh()
{
reinterpret_cast<void(__thiscall*)(PlayerSkin::SkinMesh* self)>(getFuncAddr((int)Func::PlayerSkin::SkinMesh::destr_SkinMesh))(this);
}
void generate(const PlayerSkin::SkinMesh::Pixel* data, PlayerSkin::SkinMesh* meshBounds)
{
return reinterpret_cast<void (__thiscall*)(PlayerSkin::SkinMesh* self, const PlayerSkin::SkinMesh::Pixel* data, PlayerSkin::SkinMesh* meshBounds)>(getFuncAddr((int)Func::PlayerSkin::SkinMesh::generate))(this, data, meshBounds);
}
int buffSize(int buffIndex) const override
{
return reinterpret_cast<int (__thiscall*)(const PlayerSkin::SkinMesh* self, int buffIndex)>(getFuncAddr((int)Func::PlayerSkin::SkinMesh::buffSize))(this, buffIndex);
}
int attrCount(int buffIndex) const override
{
return reinterpret_cast<int (__thiscall*)(const PlayerSkin::SkinMesh* self, int buffIndex)>(getFuncAddr((int)Func::PlayerSkin::SkinMesh::attrCount))(this, buffIndex);
}
uint32_t attrType(int buffIndex, int attrIndex) const override
{
return reinterpret_cast<uint32_t (__thiscall*)(const PlayerSkin::SkinMesh* self, int buffIndex, int attrIndex)>(getFuncAddr((int)Func::PlayerSkin::SkinMesh::attrType))(this, buffIndex, attrIndex);
}
int attrSize(int buffIndex, int attrIndex) const override
{
return reinterpret_cast<int (__thiscall*)(const PlayerSkin::SkinMesh* self, int buffIndex, int attrIndex)>(getFuncAddr((int)Func::PlayerSkin::SkinMesh::attrSize))(this, buffIndex, attrIndex);
}
int attrStride(int buffIndex, int attrIndex) const override
{
return reinterpret_cast<int (__thiscall*)(const PlayerSkin::SkinMesh* self, int buffIndex, int attrIndex)>(getFuncAddr((int)Func::PlayerSkin::SkinMesh::attrStride))(this, buffIndex, attrIndex);
}
void addPixelToFace(std::unordered_map<glm::u8vec2, FaceInfo>& faceMap, const glm::i8vec2& compPos, const glm::u8vec3& pos)
{
return reinterpret_cast<void (__thiscall*)(PlayerSkin::SkinMesh* self, std::unordered_map<glm::u8vec2, FaceInfo>& faceMap, const glm::i8vec2& compPos, const glm::u8vec3& pos)>(getFuncAddr((int)Func::PlayerSkin::SkinMesh::addPixelToFace))(this, faceMap, compPos, pos);
}
};
inline static const int WIDTH = 24;
inline static const int HEIGHT = 48;
inline static const int DEPTH = 42;
inline static const PlayerSkin::MeshBounds meshBounds[MESH_COMP_COUNT] =
{
{
{ { 18u }, { 12u }, { 12u } },
{ { 6u }, { 0u }, { 0u } },
{ { 12u }, { 11u }, { 8u } },
0u
},
{
{ { 21u }, { 32u }, { 42u } },
{ { 3u }, { 8u }, { 27u } },
{ { 12u }, { 20u }, { 33u } },
27u
},
{
{ { 24u }, { 23u }, { 27u } },
{ { 15u }, { 8u }, { 15u } },
{ { 17u }, { 13u }, { 21u } },
13u
},
{
{ { 9u }, { 23u }, { 27u } },
{ { 0u }, { 8u }, { 15u } },
{ { 6u }, { 13u }, { 21u } },
13u
},
{
{ { 24u }, { 33u }, { 14u } },
{ { 15u }, { 18u }, { 2u } },
{ { 20u }, { 20u }, { 8u } },
0u
},
{
{ { 9u }, { 33u }, { 14u } },
{ { 0u }, { 18u }, { 2u } },
{ { 4u }, { 20u }, { 8u } },
0u
},
{
{ { 21u }, { 38u }, { 26u } },
{ { 12u }, { 23u }, { 14u } },
{ { 14u }, { 27u }, { 19u } },
13u
},
{
{ { 12u }, { 38u }, { 26u } },
{ { 3u }, { 23u }, { 14u } },
{ { 9u }, { 27u }, { 19u } },
13u
},
{
{ { 21u }, { 48u }, { 12u } },
{ { 12u }, { 33u }, { 0u } },
{ { 15u }, { 36u }, { 7u } },
0u
},
{
{ { 12u }, { 48u }, { 12u } },
{ { 3u }, { 33u }, { 0u } },
{ { 8u }, { 36u }, { 7u } },
0u
}
};
Tex2D tex;
MeshRenderer meshComps[MESH_COMP_COUNT]; // 0x10
bool load(stl::string& path)
{
return reinterpret_cast<bool (__thiscall*)(PlayerSkin* self, stl::string& path)>(getFuncAddr((int)Func::PlayerSkin::load))(this, path);
}
bool generateMesh(const PlayerSkin::SkinMesh::Pixel* data, int texWidth, int texHeight)
{
return reinterpret_cast<bool (__thiscall*)(PlayerSkin* self, const PlayerSkin::SkinMesh::Pixel* data, int texWidth, int texHeight)>(getFuncAddr((int)Func::PlayerSkin::generateMesh))(this, data, texWidth, texHeight);
}
~PlayerSkin()
{
reinterpret_cast<void(__thiscall*)(PlayerSkin* self)>(getFuncAddr((int)Func::PlayerSkin::destr_PlayerSkin))(this);
}
};
}