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https://github.com/thunderbrewhq/thunderbrew
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chore(model): clean up function declarations
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@ -19,8 +19,8 @@ class CM2Cache {
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CM2Shared* CreateShared(const char*, uint32_t);
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void GarbageCollect(int32_t a2);
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int32_t Initialize(uint32_t flags);
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void UpdateShared(void);
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void WaitThread(void);
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void UpdateShared();
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void WaitThread();
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};
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#endif
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@ -37,12 +37,12 @@ class CM2Lighting {
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void AddDiffuse(const C3Vector& dirColor, const C3Vector& dir);
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void AddLight(CM2Light* light);
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void AddSpecular(const C3Vector& specColor);
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void CameraSpace(void);
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void CameraSpace();
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void Initialize(CM2Scene* scene, const CAaSphere& a3);
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void SetFog(const C3Vector& fogColor, float fogStart, float fogEnd);
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void SetFog(const C3Vector& fogColor, float fogStart, float fogEnd, float fogDensity);
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void SetupGxLights(const C3Vector* a2);
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void SetupSunlight(void);
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void SetupSunlight();
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};
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#endif
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@ -135,45 +135,45 @@ class CM2Model {
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, m_flag200000(0)
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, m_flag400000(0)
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{};
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void Animate(void);
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void AnimateCamerasST(void);
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void Animate();
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void AnimateCamerasST();
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void AnimateMT(const C44Matrix* view, const C3Vector& a3, const C3Vector& a4, float a5, float a6);
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void AnimateMTSimple(const C44Matrix* view, const C3Vector& a3, const C3Vector& a4, float a5, float a6);
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void AnimateST(void);
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void AnimateST();
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void AttachToScene(CM2Scene* scene);
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void CancelDeferredSequences(uint32_t boneIndex, bool a3);
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void DetachFromScene(void);
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void DetachFromScene();
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void FindKey(M2ModelBoneSeq* sequence, const M2TrackBase& track, uint32_t& currentKey, uint32_t& nextKey, float& ratio);
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CAaBox& GetBoundingBox(CAaBox& bounds);
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HCAMERA GetCameraByIndex(uint32_t index);
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C3Vector GetPosition(void);
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C3Vector GetPosition();
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int32_t Initialize(CM2Scene* scene, CM2Shared* shared, CM2Model* a4, uint32_t flags);
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int32_t InitializeLoaded(void);
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int32_t InitializeLoaded();
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int32_t IsBatchDoodadCompatible(M2Batch* batch);
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int32_t IsDrawable(int32_t a2, int32_t a3);
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int32_t IsLoaded(int32_t a2, int32_t attachments);
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void LinkToCallbackListTail(void);
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void LinkToCallbackListTail();
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int32_t ProcessCallbacks();
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void ProcessCallbacksRecursive(void);
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void Release(void);
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void ProcessCallbacksRecursive();
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void Release();
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void SetAnimating(int32_t animating);
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void SetBoneSequence(uint32_t boneId, uint32_t sequenceId, uint32_t a4, uint32_t time, float a6, int32_t a7, int32_t a8);
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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);
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void SetIndices(void);
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void SetIndices();
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void SetLightingCallback(void (*lightingCallback)(CM2Model*, CM2Lighting*, void*), void* lightingArg);
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void SetLoadedCallback(void (*loadedCallback)(CM2Model*, void*), void* loadedArg);
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void SetPrimaryBoneSequence(uint16_t sequenceIndex, uint16_t boneIndex, M2SequenceFallback fallback, uint32_t time, float a6, int32_t a7);
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void SetSecondaryBoneSequence(uint16_t a2, uint16_t boneIndex, M2SequenceFallback fallback, uint32_t time, float a6);
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void SetupBoneSequence(uint16_t sequenceIndex, M2SequenceFallback fallback, uint32_t a4, float a5, M2ModelBoneSeq* boneSequence);
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void SetupLighting(void);
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void SetupLighting();
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void SetVisible(int32_t visible);
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void SetWorldTransform(const C3Vector& position, float orientation, float scale);
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void Sub826350(M2SequenceFallback& fallback, uint32_t sequenceId);
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int32_t Sub8269C0(uint32_t boneId, uint16_t boneIndex);
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void Sub826E60(uint32_t* a2, uint32_t* a3);
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void UnlinkFromCallbackList(void);
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void UnlinkFromCallbackList();
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void UnsetBoneSequence(uint32_t boneId, int32_t a3, int32_t a4);
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void UpdateLoaded(void);
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void UpdateLoaded();
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void WaitForLoad(const char* a2);
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};
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@ -49,7 +49,7 @@ class CM2Scene {
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{};
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void AdvanceTime(uint32_t a2);
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void Animate(const C3Vector& cameraPos);
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CM2Model* CreateModel(const char*, uint32_t);
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CM2Model* CreateModel(const char* file, uint32_t a3);
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int32_t Draw(M2PASS pass);
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void SelectLights(CM2Lighting* lighting);
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};
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@ -57,17 +57,17 @@ class CM2SceneRender {
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, m_cache(scene->m_cache)
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{};
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void Draw(M2PASS pass, M2Element* elements, uint32_t* a4, uint32_t a5);
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void DrawBatch(void);
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void DrawBatch();
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void DrawBatchDoodad(M2Element* elements, uint32_t* a3);
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void DrawBatchProj(void);
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void DrawCallback(void);
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void DrawBatchProj();
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void DrawCallback();
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int32_t DrawParticle(uint32_t a2, M2Element* elements, uint32_t* a4, uint32_t a5);
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void DrawRibbon(void);
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void DrawRibbon();
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void SetBatchVertices(int32_t a2);
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void SetupBatchVertices(void);
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void SetupLighting(void);
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void SetupMaterial(void);
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void SetupTextures(void);
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void SetupBatchVertices();
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void SetupLighting();
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void SetupMaterial();
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void SetupTextures();
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};
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#endif
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@ -64,20 +64,20 @@ class CM2Shared {
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, m_flag20(0)
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, m_flag40(0)
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{};
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void AddRef(void);
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void AddRef();
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int32_t CallbackWhenLoaded(CM2Model* model);
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CShaderEffect* CreateSimpleEffect(uint32_t textureCount, uint16_t shader, uint16_t textureCoordComboIndex);
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CShaderEffect* GetEffect(M2Batch* batch);
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int32_t FinishLoadingSkinProfile(uint32_t size);
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int32_t Initialize(void);
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int32_t InitializeSkinProfile(void);
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int32_t Load(SFile*, int32_t, CAaBox*);
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int32_t Initialize();
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int32_t InitializeSkinProfile();
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int32_t Load(SFile* file, int32_t a3, CAaBox* a4);
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int32_t LoadSkinProfile(uint32_t profile);
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void Release(void);
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int32_t SetIndices(void);
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void Release();
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int32_t SetIndices();
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int32_t SetVertices(uint32_t a2);
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void SubstituteSimpleShaders(void);
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void SubstituteSpecializedShaders(void);
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void SubstituteSimpleShaders();
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void SubstituteSpecializedShaders();
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};
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#endif
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@ -63,9 +63,9 @@ struct M2Array {
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T& operator[](uint32_t i);
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T& operator[](uint32_t i) const;
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uint32_t Count(void);
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uint32_t Count(void) const;
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T* Data(void);
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uint32_t Count();
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uint32_t Count() const;
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T* Data();
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};
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template<class T>
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@ -7,11 +7,11 @@
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class C3Vector;
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int32_t M2ConvertModelFileName(const char*, char*, uint32_t, uint32_t);
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int32_t M2ConvertModelFileName(const char* source, char* dest, uint32_t a3, uint32_t a4);
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CM2Scene* M2CreateScene(void);
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CM2Scene* M2CreateScene();
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uint32_t M2GetCacheFlags(void);
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uint32_t M2GetCacheFlags();
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void M2Initialize(uint16_t flags, uint32_t a2);
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@ -19,6 +19,6 @@ uint32_t M2RegisterCVars();
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void M2SetGlobalOptFlags(uint16_t flags);
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int32_t ModelBlobQuery(const char*, C3Vector&, C3Vector&);
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int32_t ModelBlobQuery(const char* a1, C3Vector& a2, C3Vector& a3);
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#endif
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