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#include <common.h>
#include <rvl/mtx.h>
#include <g3dhax.h>
#include <game.h>
struct WMSceneDataNode {
u32 nodeKey;
u32 brresKey;
u32 lmType;
const char *modelName; // Actually an offset before dWMMap_c loads the data
Mtx matrix;
};
struct WMSceneDataHeader {
u32 magic;
u32 nodeCount;
WMSceneDataNode nodes[1]; // dynamic length array
};
// todo: make this subclass mdl_c maybe? dunno...
class WMSceneNode {
public:
WMSceneDataNode *baseData;
nw4r::g3d::ResMdl resMdl;
m3d::mdl_c model;
void loadFrom(WMSceneDataNode *data, mHeapAllocator_c *allocator);
void draw();
void updateAlpha(const char *materialName, u8 alpha);
};
class dWMMap_c : public dBase_c {
public:
int onCreate();
int onDelete();
int onExecute();
int onDraw();
mHeapAllocator_c allocator;
WMSceneDataHeader *data;
WMSceneNode *nodes;
static dWMMap_c *build();
static dWMMap_c *instance;
};
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