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https://github.com/zeldaret/botw
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decompile actorCapture
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@@ -0,0 +1,43 @@
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#include "KingSystem/Resource/resResourceActorCapture.h"
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namespace ksys::res {
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static ActorCapture::ActorCaptureConstants sConstants;
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const ActorCapture::ActorCaptureConstants& ActorCapture::getConstants() {
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return sConstants;
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}
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ActorCapture::ActorCapture() : ParamIO("actcapt", 0) {
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addObj(&mCameraInfoObj, "camera_info");
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mCameraInfoObj.position.init(sConstants.camera_position, "pos", "カメラ位置", &mCameraInfoObj);
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mCameraInfoObj.direction.init(sConstants.camera_direction, "at", "カメラ注視点",
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&mCameraInfoObj);
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mCameraInfoObj.fov.init(50.0, "fovy", "カメラ画角", &mCameraInfoObj);
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mCameraInfoObj.tilt.init(0.0, "twist", "カメラひねり", &mCameraInfoObj);
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addObj(&mActorInfoObj, "actor_info");
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mActorInfoObj.position.init(sConstants.actor_position, "pos", "アクタ位置", &mActorInfoObj);
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mActorInfoObj.rotation.init(sConstants.actor_rotation, "rotate", "アクタRotate",
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&mActorInfoObj);
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mActorInfoObj.as_name.init(sead::SafeString::cEmptyString, "as_name", "適用するASのKey名",
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&mActorInfoObj);
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mActorInfoObj.apply_skel_anim.init(false, "apply_skl_anim",
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"スケルタルアニメを検索して直接適用する", &mActorInfoObj);
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mActorInfoObj.frame.init(0.0, "as_frame", "ASのフレーム・経過時間指定", &mActorInfoObj);
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mActorInfoObj.bounding_adjustment.init(false, "adjust_bounding",
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"バウンディングを元に位置を調整する", &mActorInfoObj);
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mActorInfoObj.force_idle.init(false, "force_idle", "強制待機", &mActorInfoObj);
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mActorInfoObj.disable_cloth.init(false, "disable_cloth", "クロスを切る", &mActorInfoObj);
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addObj(&mLightInfoObj, "light_info");
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mLightInfoObj.direction.init(sConstants.light_direction, "dir", "ライト方向", &mLightInfoObj);
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}
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bool ActorCapture::parse_(u8* data, size_t, sead::Heap*) {
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if (data)
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applyResParameterArchive(agl::utl::ResParameterArchive(data));
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return true;
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}
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} // namespace ksys::res
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