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Автор темы
- #1
Есть у кого-то эти обновлённые структурки? Заранее спс
C++:
struct phys_geometry
{
class IGeometry* pGeom;
Vec3 Ibody; // tensor of inertia in body frame
Quat q; // body frame
Vec3 origin;
float V; // volume
int nRefCount;
int surface_idx; // used for primitives and meshes without per-face ids
int* pMatMapping; // mat mapping; can later be overridden inside entity part
int nMats;
void* pForeignData; // any external pointer to be associated with phys geometry
};
struct CryBonePhysics
{
phys_geometry* pPhysGeom; // id of a separate mesh for this bone // MUST not be in File Structures!!!
// additional joint parameters
int flags;
float min[3], max[3];
float spring_angle[3];
float spring_tension[3];
float damping[3];
float framemtx[3][3];
};
class CModelJoint
{
// "rope"
public:
char pad_0x0000[0x8];
int32 m_nOffsetChildren;
uint32 m_NodeID;
uint32 m_numChildren;
int16 m_idx;
int16 m_idxParent;
char pad_0x0018[0x10];
CryBonePhysics m_PhysInfo[2];
const char* GetName()
{
return *(const char**)((DWORD64)this + 0x130);
}
};
struct ICharacterModel
{
CModelJoint* GetModelJoint(UINT nIndex)
{
// "rope"
DWORD64 dwJointsArray = *(DWORD64*)((DWORD64)this + 0xD0);
return (CModelJoint*)(dwJointsArray + 0x148 * nIndex);
}
};
struct ICharacterInstance
{
public:
char pad_0x0000[0x110];
ICharacterModel* m_pModel;
};