mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-29 20:14:41 +00:00
* Add script to verify formatting * Add newline to end of files * Add `#pragma once` to top of headers * Add own header to includes at top of source files * Remove useless namespace qualifiers * Sort visibility modifiers correctly * Format `#include`s in three blocks * Remove `;` after namespaces * Add for custom style checking to `lint`-GitHub-Action * Format: No "// 0x" offset comments * Remove macros from padding
48 lines
1.5 KiB
C++
48 lines
1.5 KiB
C++
#pragma once
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#include <container/seadPtrArray.h>
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#include <math/seadVector.h>
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namespace al {
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class Resource;
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class ByamlIter;
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class GraphicsSystemInfo;
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class LiveActor;
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class DepthShadowMapInfo;
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class ModelDrawerDepthShadowMap;
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class ModelDrawerMask;
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class DepthShadowMapCtrl {
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public:
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DepthShadowMapCtrl(const Resource* resource);
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~DepthShadowMapCtrl();
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void actorModelDrawDepth();
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void actorModelDrawMask();
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void appendDepthShadowMapInfo(const char*, s32, s32, s32, f32, bool, const sead::Vector3f&,
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bool, const sead::Vector3f&, const sead::Vector3f&, bool,
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const char*, s32, bool, f32, f32, f32, bool, bool, f32, s32, bool,
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bool, f32);
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DepthShadowMapInfo* getDepthShadowMapInfo(s32 index);
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u32 getDepthShadowMapNum();
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void hide();
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void init(LiveActor* actor, const ByamlIter& iter);
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void initAfterPlacement(GraphicsSystemInfo* graphicsSystemInfo);
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void initWithoutIter(LiveActor* actor, s32);
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void show();
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DepthShadowMapInfo* tryFindDepthShadowMapInfo(const char*);
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void update();
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void updateShapeVisible(const LiveActor* actor);
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private:
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LiveActor* mLiveActor;
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sead::Vector3f lightDir;
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bool mIsAppendSubActor;
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sead::PtrArray<DepthShadowMapInfo> mDepthShadowMaps;
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sead::PtrArray<ModelDrawerDepthShadowMap> mModelDrawerDepthShadowMaps;
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sead::PtrArray<ModelDrawerMask> mModelDrawerMasks;
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};
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} // namespace al
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