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Nov 18th, 2017
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  1. bool ENGINE::GetBone(fb::BoneCollisionComponent* pEnt, fb::Vec3& vOut, DWORD BoneId)
  2. {
  3. if (!IsValidPtr(pEnt))
  4. return false;
  5.  
  6. if (!IsValidPtr(pEnt->m_boneCollisionData))
  7. return false;
  8.  
  9. if (!IsValidPtr(pEnt->m_boneCollisionTransforms))
  10. return false;
  11.  
  12. const auto boneArray = pEnt->m_boneCollisionTransforms;
  13. if (!IsValidPtr(boneArray))
  14. return false;
  15.  
  16. fb::BoneTransformInfo bone;
  17. memcpy_s(&bone, sizeof(fb::BoneTransformInfo), &(boneArray[BoneId]), sizeof(fb::BoneTransformInfo));
  18.  
  19. fb::Vec3 vBonevector = bone.position;
  20. if (vBonevector.Length() >= .1f)
  21. {
  22. vOut.x = bone.position.x;
  23. vOut.y = bone.position.y;
  24. vOut.z = bone.position.z;
  25. return true;
  26. }
  27. return false;
  28. }
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