1#include <game/mLib/m_3d.hpp>
2#include <game/mLib/m_heap.hpp>
3#include <constants/sjis_constants.h>
7m3d::banm_c::~banm_c() {
11void m3d::banm_c::remove() {
12 if (mpObj !=
nullptr) {
13 mpObj->DetachFromParent();
18 if (mpHeap !=
nullptr) {
24bool m3d::banm_c::createAllocator(mAllocator_c *allocator,
size_t *size) {
29 mAllocator.attach(mpHeap, 0x20);
33bool m3d::banm_c::IsBound()
const {
34 if (mpObj ==
nullptr) {
37 return mpObj->TestAnmFlag(nw4r::g3d::AnmObj::FLAG_ANM_BOUND);
40float m3d::banm_c::getFrame()
const {
41 return mpObj->GetFrame();
44void m3d::banm_c::setFrameOnly(
float frame) {
45 mpObj->SetFrame(frame);
48float m3d::banm_c::getRate()
const {
49 return mpObj->GetUpdateRate();
52void m3d::banm_c::setRate(
float frame) {
53 mpObj->SetUpdateRate(frame);
static u32 sHeapAlignment
EGG::FrmHeap * createFrmHeap(size_t size, EGG::Heap *parent, const char *name, ulong align, AllocOptBit_t opt)
Creates a frame heap.
size_t frmHeapCost(size_t size, ulong align)
Calculates the total required size for a frame heap, including internal overhead.
void destroyFrmHeap(EGG::FrmHeap *heap)
Destroys a frame heap.
@ OPT_NONE
No special allocation options.