chore(model): clean up function declarations

This commit is contained in:
fallenoak 2023-01-05 20:58:16 -06:00
parent 9e06cb8942
commit 906c78afb9
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GPG Key ID: 7628F8E61AEA070D
8 changed files with 41 additions and 41 deletions

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@ -19,8 +19,8 @@ class CM2Cache {
CM2Shared* CreateShared(const char*, uint32_t); CM2Shared* CreateShared(const char*, uint32_t);
void GarbageCollect(int32_t a2); void GarbageCollect(int32_t a2);
int32_t Initialize(uint32_t flags); int32_t Initialize(uint32_t flags);
void UpdateShared(void); void UpdateShared();
void WaitThread(void); void WaitThread();
}; };
#endif #endif

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@ -37,12 +37,12 @@ class CM2Lighting {
void AddDiffuse(const C3Vector& dirColor, const C3Vector& dir); void AddDiffuse(const C3Vector& dirColor, const C3Vector& dir);
void AddLight(CM2Light* light); void AddLight(CM2Light* light);
void AddSpecular(const C3Vector& specColor); void AddSpecular(const C3Vector& specColor);
void CameraSpace(void); void CameraSpace();
void Initialize(CM2Scene* scene, const CAaSphere& a3); void Initialize(CM2Scene* scene, const CAaSphere& a3);
void SetFog(const C3Vector& fogColor, float fogStart, float fogEnd); void SetFog(const C3Vector& fogColor, float fogStart, float fogEnd);
void SetFog(const C3Vector& fogColor, float fogStart, float fogEnd, float fogDensity); void SetFog(const C3Vector& fogColor, float fogStart, float fogEnd, float fogDensity);
void SetupGxLights(const C3Vector* a2); void SetupGxLights(const C3Vector* a2);
void SetupSunlight(void); void SetupSunlight();
}; };
#endif #endif

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@ -135,45 +135,45 @@ class CM2Model {
, m_flag200000(0) , m_flag200000(0)
, m_flag400000(0) , m_flag400000(0)
{}; {};
void Animate(void); void Animate();
void AnimateCamerasST(void); void AnimateCamerasST();
void AnimateMT(const C44Matrix* view, const C3Vector& a3, const C3Vector& a4, float a5, float a6); void AnimateMT(const C44Matrix* view, const C3Vector& a3, const C3Vector& a4, float a5, float a6);
void AnimateMTSimple(const C44Matrix* view, const C3Vector& a3, const C3Vector& a4, float a5, float a6); void AnimateMTSimple(const C44Matrix* view, const C3Vector& a3, const C3Vector& a4, float a5, float a6);
void AnimateST(void); void AnimateST();
void AttachToScene(CM2Scene* scene); void AttachToScene(CM2Scene* scene);
void CancelDeferredSequences(uint32_t boneIndex, bool a3); void CancelDeferredSequences(uint32_t boneIndex, bool a3);
void DetachFromScene(void); void DetachFromScene();
void FindKey(M2ModelBoneSeq* sequence, const M2TrackBase& track, uint32_t& currentKey, uint32_t& nextKey, float& ratio); void FindKey(M2ModelBoneSeq* sequence, const M2TrackBase& track, uint32_t& currentKey, uint32_t& nextKey, float& ratio);
CAaBox& GetBoundingBox(CAaBox& bounds); CAaBox& GetBoundingBox(CAaBox& bounds);
HCAMERA GetCameraByIndex(uint32_t index); HCAMERA GetCameraByIndex(uint32_t index);
C3Vector GetPosition(void); C3Vector GetPosition();
int32_t Initialize(CM2Scene* scene, CM2Shared* shared, CM2Model* a4, uint32_t flags); int32_t Initialize(CM2Scene* scene, CM2Shared* shared, CM2Model* a4, uint32_t flags);
int32_t InitializeLoaded(void); int32_t InitializeLoaded();
int32_t IsBatchDoodadCompatible(M2Batch* batch); int32_t IsBatchDoodadCompatible(M2Batch* batch);
int32_t IsDrawable(int32_t a2, int32_t a3); int32_t IsDrawable(int32_t a2, int32_t a3);
int32_t IsLoaded(int32_t a2, int32_t attachments); int32_t IsLoaded(int32_t a2, int32_t attachments);
void LinkToCallbackListTail(void); void LinkToCallbackListTail();
int32_t ProcessCallbacks(); int32_t ProcessCallbacks();
void ProcessCallbacksRecursive(void); void ProcessCallbacksRecursive();
void Release(void); void Release();
void SetAnimating(int32_t animating); void SetAnimating(int32_t animating);
void SetBoneSequence(uint32_t boneId, uint32_t sequenceId, uint32_t a4, uint32_t time, float a6, int32_t a7, int32_t a8); void SetBoneSequence(uint32_t boneId, uint32_t sequenceId, uint32_t a4, uint32_t time, float a6, int32_t a7, int32_t a8);
void SetBoneSequenceDeferred(uint16_t a2, M2Data* data, uint16_t boneIndex, uint32_t time, float a6, M2SequenceFallback fallback, int32_t a8, int32_t a9, int32_t a10); void SetBoneSequenceDeferred(uint16_t a2, M2Data* data, uint16_t boneIndex, uint32_t time, float a6, M2SequenceFallback fallback, int32_t a8, int32_t a9, int32_t a10);
void SetIndices(void); void SetIndices();
void SetLightingCallback(void (*lightingCallback)(CM2Model*, CM2Lighting*, void*), void* lightingArg); void SetLightingCallback(void (*lightingCallback)(CM2Model*, CM2Lighting*, void*), void* lightingArg);
void SetLoadedCallback(void (*loadedCallback)(CM2Model*, void*), void* loadedArg); void SetLoadedCallback(void (*loadedCallback)(CM2Model*, void*), void* loadedArg);
void SetPrimaryBoneSequence(uint16_t sequenceIndex, uint16_t boneIndex, M2SequenceFallback fallback, uint32_t time, float a6, int32_t a7); void SetPrimaryBoneSequence(uint16_t sequenceIndex, uint16_t boneIndex, M2SequenceFallback fallback, uint32_t time, float a6, int32_t a7);
void SetSecondaryBoneSequence(uint16_t a2, uint16_t boneIndex, M2SequenceFallback fallback, uint32_t time, float a6); void SetSecondaryBoneSequence(uint16_t a2, uint16_t boneIndex, M2SequenceFallback fallback, uint32_t time, float a6);
void SetupBoneSequence(uint16_t sequenceIndex, M2SequenceFallback fallback, uint32_t a4, float a5, M2ModelBoneSeq* boneSequence); void SetupBoneSequence(uint16_t sequenceIndex, M2SequenceFallback fallback, uint32_t a4, float a5, M2ModelBoneSeq* boneSequence);
void SetupLighting(void); void SetupLighting();
void SetVisible(int32_t visible); void SetVisible(int32_t visible);
void SetWorldTransform(const C3Vector& position, float orientation, float scale); void SetWorldTransform(const C3Vector& position, float orientation, float scale);
void Sub826350(M2SequenceFallback& fallback, uint32_t sequenceId); void Sub826350(M2SequenceFallback& fallback, uint32_t sequenceId);
int32_t Sub8269C0(uint32_t boneId, uint16_t boneIndex); int32_t Sub8269C0(uint32_t boneId, uint16_t boneIndex);
void Sub826E60(uint32_t* a2, uint32_t* a3); void Sub826E60(uint32_t* a2, uint32_t* a3);
void UnlinkFromCallbackList(void); void UnlinkFromCallbackList();
void UnsetBoneSequence(uint32_t boneId, int32_t a3, int32_t a4); void UnsetBoneSequence(uint32_t boneId, int32_t a3, int32_t a4);
void UpdateLoaded(void); void UpdateLoaded();
void WaitForLoad(const char* a2); void WaitForLoad(const char* a2);
}; };

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@ -49,7 +49,7 @@ class CM2Scene {
{}; {};
void AdvanceTime(uint32_t a2); void AdvanceTime(uint32_t a2);
void Animate(const C3Vector& cameraPos); void Animate(const C3Vector& cameraPos);
CM2Model* CreateModel(const char*, uint32_t); CM2Model* CreateModel(const char* file, uint32_t a3);
int32_t Draw(M2PASS pass); int32_t Draw(M2PASS pass);
void SelectLights(CM2Lighting* lighting); void SelectLights(CM2Lighting* lighting);
}; };

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@ -57,17 +57,17 @@ class CM2SceneRender {
, m_cache(scene->m_cache) , m_cache(scene->m_cache)
{}; {};
void Draw(M2PASS pass, M2Element* elements, uint32_t* a4, uint32_t a5); void Draw(M2PASS pass, M2Element* elements, uint32_t* a4, uint32_t a5);
void DrawBatch(void); void DrawBatch();
void DrawBatchDoodad(M2Element* elements, uint32_t* a3); void DrawBatchDoodad(M2Element* elements, uint32_t* a3);
void DrawBatchProj(void); void DrawBatchProj();
void DrawCallback(void); void DrawCallback();
int32_t DrawParticle(uint32_t a2, M2Element* elements, uint32_t* a4, uint32_t a5); int32_t DrawParticle(uint32_t a2, M2Element* elements, uint32_t* a4, uint32_t a5);
void DrawRibbon(void); void DrawRibbon();
void SetBatchVertices(int32_t a2); void SetBatchVertices(int32_t a2);
void SetupBatchVertices(void); void SetupBatchVertices();
void SetupLighting(void); void SetupLighting();
void SetupMaterial(void); void SetupMaterial();
void SetupTextures(void); void SetupTextures();
}; };
#endif #endif

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@ -64,20 +64,20 @@ class CM2Shared {
, m_flag20(0) , m_flag20(0)
, m_flag40(0) , m_flag40(0)
{}; {};
void AddRef(void); void AddRef();
int32_t CallbackWhenLoaded(CM2Model* model); int32_t CallbackWhenLoaded(CM2Model* model);
CShaderEffect* CreateSimpleEffect(uint32_t textureCount, uint16_t shader, uint16_t textureCoordComboIndex); CShaderEffect* CreateSimpleEffect(uint32_t textureCount, uint16_t shader, uint16_t textureCoordComboIndex);
CShaderEffect* GetEffect(M2Batch* batch); CShaderEffect* GetEffect(M2Batch* batch);
int32_t FinishLoadingSkinProfile(uint32_t size); int32_t FinishLoadingSkinProfile(uint32_t size);
int32_t Initialize(void); int32_t Initialize();
int32_t InitializeSkinProfile(void); int32_t InitializeSkinProfile();
int32_t Load(SFile*, int32_t, CAaBox*); int32_t Load(SFile* file, int32_t a3, CAaBox* a4);
int32_t LoadSkinProfile(uint32_t profile); int32_t LoadSkinProfile(uint32_t profile);
void Release(void); void Release();
int32_t SetIndices(void); int32_t SetIndices();
int32_t SetVertices(uint32_t a2); int32_t SetVertices(uint32_t a2);
void SubstituteSimpleShaders(void); void SubstituteSimpleShaders();
void SubstituteSpecializedShaders(void); void SubstituteSpecializedShaders();
}; };
#endif #endif

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@ -63,9 +63,9 @@ struct M2Array {
T& operator[](uint32_t i); T& operator[](uint32_t i);
T& operator[](uint32_t i) const; T& operator[](uint32_t i) const;
uint32_t Count(void); uint32_t Count();
uint32_t Count(void) const; uint32_t Count() const;
T* Data(void); T* Data();
}; };
template<class T> template<class T>

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@ -7,11 +7,11 @@
class C3Vector; class C3Vector;
int32_t M2ConvertModelFileName(const char*, char*, uint32_t, uint32_t); int32_t M2ConvertModelFileName(const char* source, char* dest, uint32_t a3, uint32_t a4);
CM2Scene* M2CreateScene(void); CM2Scene* M2CreateScene();
uint32_t M2GetCacheFlags(void); uint32_t M2GetCacheFlags();
void M2Initialize(uint16_t flags, uint32_t a2); void M2Initialize(uint16_t flags, uint32_t a2);
@ -19,6 +19,6 @@ uint32_t M2RegisterCVars();
void M2SetGlobalOptFlags(uint16_t flags); void M2SetGlobalOptFlags(uint16_t flags);
int32_t ModelBlobQuery(const char*, C3Vector&, C3Vector&); int32_t ModelBlobQuery(const char* a1, C3Vector& a2, C3Vector& a3);
#endif #endif