Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ResFile.hh
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#pragma once
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#include "abstract/g3d/ResAnmChr.hh"
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#include "abstract/g3d/ResDic.hh"
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// Credit: kiwi515/ogws
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namespace
Kinoko::Abstract::g3d {
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class
ResFile {
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public
:
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struct
TopLevelDictData
{
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ResBlockHeaderData
header;
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ResDic::Data
topLevel;
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};
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struct
Data
{
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ResFileHeaderData
header;
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TopLevelDictData
dict;
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};
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ResFile(
const
void
*data) : m_data(reinterpret_cast<const
Data
*>(data)) {}
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[[nodiscard]]
ResAnmChr
resAnmChr
(
const
char
*pName)
const
{
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ResDic
dic =
ResDic
(&m_data->dict.topLevel);
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void
*dicData = dic[
"AnmChr(NW4R)"
];
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ASSERT(dicData);
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void
*anmChrData =
ResDic
(dicData)[pName];
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ASSERT(anmChrData);
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return
ResAnmChr
(anmChrData);
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}
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private
:
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const
Data *m_data;
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};
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}
// namespace Kinoko::Abstract::g3d
Kinoko::Abstract::g3d::ResAnmChr
Represents the CHR0 file format, which pertains to model movement animations.
Definition
ResAnmChr.hh:46
Kinoko::Abstract::g3d::ResDic
Essentially a lookup table to find different sections within the resource file.
Definition
ResDic.hh:12
Kinoko::Abstract::g3d::ResFile::resAnmChr
ResAnmChr resAnmChr(const char *pName) const
Retrieves the AnmChr section from the binary file.
Definition
ResFile.hh:31
Kinoko::Abstract::g3d::ResBlockHeaderData
Definition
ResCommon.hh:7
Kinoko::Abstract::g3d::ResDic::Data
Definition
ResDic.hh:24
Kinoko::Abstract::g3d::ResFileHeaderData
Definition
ResCommon.hh:13
Kinoko::Abstract::g3d::ResFile::Data
Definition
ResFile.hh:22
Kinoko::Abstract::g3d::ResFile::TopLevelDictData
The "root" section of the file.
Definition
ResFile.hh:17
abstract
g3d
ResFile.hh
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