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class trsx_t //struct __cppobj math::trsX // sizeof=0x30
{
public:
vec3_t t; //position
vec4_t q; //rotation
vec3_t s; //scale
};
class transform_internal_t;
class transform_hierarchy_t //struct __cppobj __declspec(align(8)) TransformHierarchy // sizeof=0x88
{
public:
char pad[0x10]; //0x00 JobFence fence; //useless
unsigned int m_transform_capacity; //0x10 unsigned int transformCapacity;
int m_first_free_index; //0x14 int firstFreeIndex;
trsx_t* m_local_transforms; //0x18 math::trsX *localTransforms;
int* m_parent_indices; //0x20 int *parentIndices;
unsigned int* m_deep_child_count; //0x28 unsigned int *deepChildCount;
transform_internal_t** m_internals;//0x30 Transform **mainThreadOnlyTransformPointers; //idk what is that
int m_change_dispatch_index; //0x38 int changeDispatchIndex;
char pad2[0x4]; //another padding
/*
00000040 unsigned __int64 combinedSystemChanged;
00000048 unsigned __int64 *systemChanged;
00000050 unsigned __int64 *systemInterested;
00000058 unsigned __int64 combinedSystemInterest;
00000060 unsigned int *hierarchySystemInterested;
00000068 unsigned __int8 *localTransformTypes;
00000070 int *nextIndices;
00000078 int *prevIndices;
00000080 MemLabelId memLabel;
00000084 // padding byte
00000085 // padding byte
00000086 // padding byte
00000087 // padding byte
00000088
*/ // I think it useless too, so it will be here
char pad3[0x48]; //pad for this
};
//this struct is child of TransformAccessReadOnly without fields so i add here fields of parent
class transform_access_t //struct __cppobj TransformAccess : TransformAccessReadOnly // sizeof=0x10
{
public:
transform_hierarchy_t* hierarchy; //0x00 TransformHierarchy *hierarchy;
unsigned int index; //0x08 unsigned int index;
char pad[0x4]; //sizeof struct 0x10 so this padding is required
};
class transform_internal_t //struct __cppobj Transform : Unity::Component // sizeof=0xB8
{
public:
transform_access_t m_access; //0x38 TransformAccess m_TransformData
vec4_t m_local_rotation; //0x48 Quaternionf m_LocalRotation; --
vec3_t m_local_position; //0x58 Vector3f m_LocalPosition; --
vec3_t m_local_scale; //0x64 Vector3f m_LocalScale; --
//i dont know why it uses but unity implementation uses this->m_TransformData.hierarchy->localTransforms[index].t/q/s
dynamic_array_t m_children; //0x70 dynamic_array<ImmediatePtr<Transform>,0> m_Children;
transform_internal_t* m_parent; //0x90 ImmediatePtr<Transform> m_Father;
char pad[0x20]; //0x98 SceneRootNode m_SceneRootNode; //i think it useless so yes
};Π²ΡΠ΄ΠΊΠΎΠΊ, ΡΠ²ΠΎΠΉ ΠΊΠΎΠ½ΡΡΠ·Π΅ΡΠ΅Ρ
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