Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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DrawMdl.hh
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#pragma once
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#include "game/render/AnmMgr.hh"
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namespace
Kinoko::Render
{
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class
DrawMdl {
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public
:
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DrawMdl() : m_anmMgr(
nullptr
) {}
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~DrawMdl() {
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EGG::egg_delete(m_anmMgr);
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}
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void
linkAnims(
size_t
idx,
const
Abstract::g3d::ResFile
*resFile,
const
char
*name,
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AnmType anmType);
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[[nodiscard]]
AnmMgr
*anmMgr() {
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return
m_anmMgr;
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}
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private
:
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AnmMgr
*m_anmMgr;
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};
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}
// namespace Kinoko::Render
Kinoko::Abstract::g3d::ResFile
Represents a binary resource file which contains object models, textures, and animations.
Definition
ResFile.hh:14
Kinoko::Render::AnmMgr
Definition
AnmMgr.hh:44
Kinoko::Render
Pertains to rendering the kart model.
Definition
KartObjectProxy.hh:25
game
render
DrawMdl.hh
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