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#ifndef __KAMEK_G3DHAX_H
#define __KAMEK_G3DHAX_H
// nw4r::g3d wrapper
namespace nw4r {
namespace g3d {
class ResName {
public:
const char *name;
ResName(const char *p = NULL) {
name = p;
}
};
class ResMdl {
public:
void * /*ResMdlData*/ data;
ResMdl(void *p = NULL) {
data = p;
}
void * /*ResMat*/ GetResMat(const char *str) const;
};
class ResFile {
public:
void * /*ResFileData*/ data;
ResFile(void *p = NULL) {
data = p;
}
void Init();
bool CheckRevision() const;
ResMdl GetResMdl(const char *str) const;
void * /*ResPltt*/ GetResPltt(const ResName n) const;
void * /*ResTex*/ GetResTex(const char *str) const;
void * /*ResTex*/ GetResTex(const ResName n) const;
void * /*ResTex*/ GetResTex(u32 idx) const;
void * /*ResAnmChr*/ GetResAnmChr(const char *str) const;
void * /*ResAnmVis*/ GetResAnmVis(const char *str) const;
void * /*ResAnmClr*/ GetResAnmClr(const char *str) const;
void * /*ResAnmTexPat*/ GetResAnmTexPat(const char *str) const;
void * /*ResAnmTexSrt*/ GetResAnmTexSrt(const char *str) const;
void * /*ResAnmScn*/ GetResAnmScn(const char *str) const;
bool Bind(ResFile rhs);
};
void *__ScnMdlSimple__Construct(
void * /*MEMAllocator*/ pHeap,
u32 *pSize,
void * /*ResMdl*/ mdl,
int nView = 1);
void *__ScnMdl__Construct(
void * /*MEMAllocator*/ pHeap,
u32 *pSize,
void * /*ResMdl*/ mdl,
u32 bufferOption,
int nView = 1);
void *__AnmObjChrRes__Construct(
void * /*MEMAllocator*/ pHeap,
u32 *pSize,
void * /*ResAnmChr*/ resAnm,
void * /*ResMdl*/ resMdl,
bool bHasCache);
void *__AnmObjVisRes__Construct(
void * /*MEMAllocator*/ pHeap,
u32 *pSize,
void * /*ResAnmVis*/ resAnm,
void * /*ResMdl*/ resMdl);
void *__AnmObjTexPatRes__Construct(
void * /*MEMAllocator*/ pHeap,
u32 *pSize,
void * /*ResAnmTexPat*/ resAnm,
void * /*ResMdl*/ resMdl,
bool bHasCache);
void *__AnmObjTexSrtRes__Construct(
void * /*MEMAllocator*/ pHeap,
u32 *pSize,
void * /*ResAnmTexSrt*/ resAnm,
void * /*ResMdl*/ resMdl,
bool bHasCache);
void *__AnmObjMatClrRes__Construct(
void * /*MEMAllocator*/ pHeap,
u32 *pSize,
void * /*ResAnmMatClr*/ resAnm,
void * /*ResMdl*/ resMdl,
bool bHasCache);
void *__AnmObjShpRes__Construct(
void * /*MEMAllocator*/ pHeap,
u32 *pSize,
void * /*ResAnmShp*/ resAnm,
void * /*ResMdl*/ resMdl,
bool bHasCache);
bool InsertIntoScene(void *scnObj); // 80164F90
extern void *g3dMemAllocator; // 8042A6A8
inline void *ConstructScnMdlSimple(void *mdl, int nView = 1) {
return __ScnMdlSimple__Construct(g3dMemAllocator, 0, mdl, nView);
}
inline void *ConstructScnMdl(void *mdl, u32 bufferOption, int nView = 1) {
return __ScnMdl__Construct(g3dMemAllocator, 0, mdl, bufferOption, nView);
}
}
}
class mHeapAllocator_c { // Actually that weird subclass. INCOMPLETE!!
public:
char data1[0x10];
mHeapAllocator_c();
virtual ~mHeapAllocator_c();
virtual void *alloc(u32 size);
virtual void free(void *block);
bool link(s32 size, void *heap, const char *name, int align);
u32 unlink();
char data2[8];
};
namespace m3d {
// random, just dumped it here because I dunno where else
void DisableIndirectTexturing();
void InitTexObjWithResTex(GXTexObj *obj, /* ResTex */ void *resTex, GXTexWrapMode wrapS, GXTexWrapMode wrapT, GXTexFilter minFilt, GXTexFilter magFilt);
// I need to do scnLeaf_c some time...
class proc_c {
public:
proc_c();
virtual ~proc_c();
void setup(void *allocator = 0, u32 *size = 0);
virtual int returnUnknown();
virtual void free();
virtual bool scheduleForDrawing();
virtual void drawOpa();
virtual void drawXlu();
void setScnObjOption(ulong, ulong);
bool getScnObjOption(ulong, ulong*);
void setScale(float x, float y, float z);
void setScale(Vec vec);
void setDrawMatrix(Mtx *mtx);
void getLocalMatrix(Mtx *mtx);
void getViewMatrix(Mtx *mtx);
void calcWorld(bool);
void calcView(bool);
void setDrawPriorities(int opa, int xlu);
void *scnObj;
};
class mdl_c {
public:
mdl_c();
virtual ~mdl_c();
virtual void _vf0C();
virtual void _vf10();
virtual bool scheduleForDrawing();
virtual void bindAnim(void *anim, float boo);
virtual void _vf1C();
bool setup(nw4r::g3d::ResMdl model, void *allocator, u32 bufferOption, int nView, u32 *size);
void oneSetupType();
void sub_80064BF0();
void setDrawMatrix(const Mtx matrix);
char data[0x3C];
};
};
void SetupTextures_Player(m3d::mdl_c *model, int sceneID); // 800B3E50
void SetupTextures_Map(m3d::mdl_c *model, int sceneID); // 800B3F50
void SetupTextures_Boss(m3d::mdl_c *model, int sceneID); // 800B4050
void SetupTextures_Enemy(m3d::mdl_c *model, int sceneID); // 800B4170
void SetupTextures_MapObj(m3d::mdl_c *model, int sceneID); // 800B42B0
void SetupTextures_Item(m3d::mdl_c *model, int sceneID); // 800B43D0
#endif
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