NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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g3d_resanmamblight.h
1#ifndef NW4R_G3D_RES_RES_ANM_AMB_LIGHT_H
2#define NW4R_G3D_RES_RES_ANM_AMB_LIGHT_H
3#include <nw4r/types_nw4r.h>
4
5#include <nw4r/g3d/res/g3d_resanm.h>
6#include <nw4r/g3d/res/g3d_rescommon.h>
7
8namespace nw4r {
9namespace g3d {
10
11/******************************************************************************
12 *
13 * AmbLightResult
14 *
15 ******************************************************************************/
17 enum Flag {
18 FLAG_COLOR_ENABLE = (1 << 0),
19 FLAG_ALPHA_ENABLE = (1 << 1),
20 };
21
22 ulong flags; // at 0x0
23 ulong color; // at 0x4
24};
25
26/******************************************************************************
27 *
28 * ResAnmAmbLight
29 *
30 ******************************************************************************/
32 enum Flag {
33 FLAG_COLOR_ENABLE = (1 << 0),
34 FLAG_ALPHA_ENABLE = (1 << 1),
35
36 FLAG_CONST = (1 << 31)
37 };
38
39 ulong size; // at 0x0
40 s32 toResAnmScnData; // at 0x4
41 s32 name; // at 0x8
42 ulong id; // at 0xC
43 ulong refNumber; // at 0x10
44 ulong flags; // at 0x14
45 ResColorAnmData color; // at 0x18
46};
47
48class ResAnmAmbLight : public ResCommon<ResAnmAmbLightData> {
49public:
50 NW4R_G3D_RESOURCE_FUNC_DEF(ResAnmAmbLight);
51
52 void GetAnmResult(AmbLightAnmResult* pResult, f32 frame) const;
53
54 ulong GetID() const {
55 return ref().id;
56 }
57
58 ulong GetRefNumber() const {
59 return ref().refNumber;
60 }
61};
62
63} // namespace g3d
64} // namespace nw4r
65
66#endif
3D graphics drawing library.
Definition g3d_3dsmax.h:10