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https://github.com/zeldaret/ss
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49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
#ifndef M3D_M_BMDL_H
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#define M3D_M_BMDL_H
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#include "m/m3d/m_banm.h"
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#include "m/m3d/m_scnleaf.h"
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#include "m/m_math.h"
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#include "nw4r/g3d/g3d_scnmdlsmpl.h"
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namespace m3d {
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class bmdl_c : public scnLeaf_c {
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public:
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bmdl_c() : mpCurrentAnm(nullptr) {}
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virtual ~bmdl_c();
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virtual int getType() const override;
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virtual void remove() override;
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virtual bool setAnm(banm_c &anm);
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virtual void play();
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int getMatID(const char *name) const;
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int getNodeID(const char *name) const;
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bool getNodeWorldMtx(u32 p1, nw4r::math::MTX34 *out) const;
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bool getNodeWorldMtxMultVecZero(u32 p1, nw4r::math::VEC3 &out) const;
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bool getNodeWorldMtxMultVec(u32, nw4r::math::VEC3 &, nw4r::math::VEC3 &) const;
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nw4r::g3d::ResMdl getResMdl() const;
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nw4r::g3d::ResMat getResMat(u32 index) const;
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void removeAnm(nw4r::g3d::ScnMdlSimple::AnmObjType);
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nw4r::g3d::AnmObj *getAnmObj(nw4r::g3d::ScnMdlSimple::AnmObjType) const;
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void setTevColor(u32, GXTevRegID, GXColor, bool);
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void setTevColorAll(GXTevRegID, GXColor, bool);
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void setTevKColor(u32, GXTevKColorID, GXColor, bool);
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void setTevKColorAll(GXTevKColorID, GXColor, bool);
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void setBlendModeAll(GXBlendMode, GXBlendFactor, GXBlendFactor, GXLogicOp, bool bMarkDirty);
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void setCullMode(u32 matId, GXCullMode cullMode, bool bMarkDirty);
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void setCullModeAll(GXCullMode cullMode, bool bMarkDirty);
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void setMatVisible(u32 matId, bool bVisble);
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int setMatTexture(char *name, GXTexObj *texObj, bool copy, void *unk, int, int);
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bool getBounds(mVec3_c *min, mVec3_c *max) const;
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private:
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banm_c *mpCurrentAnm;
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};
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} // namespace m3d
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#endif
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