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korenkonder_ReDIVA/src/CRE/auth_3d.hpp
T

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28 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#pragma once
#include <map>
#include <vector>
#include "../KKdLib/default.hpp"
#include "../KKdLib/database/object.hpp"
#include "../KKdLib/database/texture.hpp"
#include "../KKdLib/a3da.hpp"
#include "../KKdLib/kf.hpp"
#include "frame_rate_control.hpp"
#include "render_context.hpp"
#include "task.hpp"
enum auth_3d_ambient_flags {
AUTH_3D_AMBIENT_LIGHT_DIFFUSE = 0x01,
AUTH_3D_AMBIENT_RIM_LIGHT_DIFFUSE = 0x02,
};
enum auth_3d_camera_auxiliary_flags {
AUTH_3D_CAMERA_AUXILIARY_AUTO_EXPOSURE = 0x01,
AUTH_3D_CAMERA_AUXILIARY_EXPOSURE = 0x02,
AUTH_3D_CAMERA_AUXILIARY_EXPOSURE_RATE = 0x04,
AUTH_3D_CAMERA_AUXILIARY_GAMMA = 0x08,
AUTH_3D_CAMERA_AUXILIARY_GAMMA_RATE = 0x10,
AUTH_3D_CAMERA_AUXILIARY_SATURATE = 0x20,
};
enum auth_3d_camera_root_view_point_flags {
AUTH_3D_CAMERA_ROOT_VIEW_POINT_FOV = 0x01,
AUTH_3D_CAMERA_ROOT_VIEW_POINT_ROLL = 0x02,
};
enum auth_3d_compress_f16 {
AUTH_3D_COMPRESS_F32F32F32F32 = 0,
AUTH_3D_COMPRESS_I16F16F32F32 = 1,
AUTH_3D_COMPRESS_I16F16F16F16 = 2,
};
enum auth_3d_ep_type {
AUTH_3D_EP_NONE = 0,
AUTH_3D_EP_LINEAR = 1,
AUTH_3D_EP_CYCLE = 2,
AUTH_3D_EP_CYCLE_OFFSET = 3,
}; // Pre/Post Infinity
enum auth_3d_fog_flags {
AUTH_3D_FOG_COLOR = 0x01,
AUTH_3D_FOG_DENSITY = 0x02,
AUTH_3D_FOG_END = 0x04,
AUTH_3D_FOG_START = 0x08,
};
enum auth_3d_format {
AUTH_3D_FORMAT_DT = 0,
AUTH_3D_FORMAT_F = 1,
AUTH_3D_FORMAT_FT = 2,
AUTH_3D_FORMAT_F2 = 3,
AUTH_3D_FORMAT_MGF = 4,
AUTH_3D_FORMAT_X = 5,
AUTH_3D_FORMAT_XHD = 6,
};
enum auth_3d_key_flags {
AUTH_3D_KEY_BIN_OFFSET = 0x01,
};
enum auth_3d_key_type {
AUTH_3D_KEY_NONE = 0,
AUTH_3D_KEY_STATIC = 1,
AUTH_3D_KEY_LINEAR = 2,
AUTH_3D_KEY_HERMITE = 3,
AUTH_3D_KEY_HOLD = 4,
};
enum auth_3d_light_flags {
AUTH_3D_LIGHT_AMBIENT = 0x0001,
AUTH_3D_LIGHT_CONE_ANGLE = 0x0002,
AUTH_3D_LIGHT_CONSTANT = 0x0004,
AUTH_3D_LIGHT_DIFFUSE = 0x0008,
AUTH_3D_LIGHT_DROP_OFF = 0x0010,
AUTH_3D_LIGHT_FAR = 0x0020,
AUTH_3D_LIGHT_INTENSITY = 0x0040,
AUTH_3D_LIGHT_LINEAR = 0x0080,
AUTH_3D_LIGHT_POSITION = 0x0100,
AUTH_3D_LIGHT_QUADRATIC = 0x0200,
AUTH_3D_LIGHT_SPECULAR = 0x0400,
AUTH_3D_LIGHT_SPOT_DIRECTION = 0x0800,
AUTH_3D_LIGHT_TONE_CURVE = 0x1000,
};
enum auth_3d_material_list_flags {
AUTH_3D_MATERIAL_LIST_BLEND_COLOR = 0x01,
AUTH_3D_MATERIAL_LIST_GLOW_INTENSITY = 0x02,
AUTH_3D_MATERIAL_LIST_INCANDESCENCE = 0x04,
};
enum auth_3d_model_transform_flags {
AUTH_3D_MODEL_TRANSFORM_BIN_OFFSET = 0x01,
};
enum auth_3d_object_node_flags {
AUTH_3D_OBJECT_NODE_JOINT_ORIENT = 0x01,
};
enum auth_3d_object_texture_transform_flags {
AUTH_3D_OBJECT_TEXTURE_TRANSFORM_COVERAGE_U = 0x001,
AUTH_3D_OBJECT_TEXTURE_TRANSFORM_COVERAGE_V = 0x002,
AUTH_3D_OBJECT_TEXTURE_TRANSFORM_OFFSET_U = 0x004,
AUTH_3D_OBJECT_TEXTURE_TRANSFORM_OFFSET_V = 0x008,
AUTH_3D_OBJECT_TEXTURE_TRANSFORM_REPEAT_U = 0x010,
AUTH_3D_OBJECT_TEXTURE_TRANSFORM_REPEAT_V = 0x020,
AUTH_3D_OBJECT_TEXTURE_TRANSFORM_ROTATE = 0x040,
AUTH_3D_OBJECT_TEXTURE_TRANSFORM_ROTATE_FRAME = 0x080,
AUTH_3D_OBJECT_TEXTURE_TRANSFORM_TRANSLATE_FRAME_U = 0x100,
AUTH_3D_OBJECT_TEXTURE_TRANSFORM_TRANSLATE_FRAME_V = 0x200,
};
enum auth_3d_play_control_flags {
AUTH_3D_PLAY_CONTROL_DIV = 0x01,
AUTH_3D_PLAY_CONTROL_OFFSET = 0x02,
};
enum auth_3d_post_process_flags {
AUTH_3D_POST_PROCESS_INTENSITY = 0x01,
AUTH_3D_POST_PROCESS_LENS_FLARE = 0x02,
AUTH_3D_POST_PROCESS_LENS_GHOST = 0x04,
AUTH_3D_POST_PROCESS_LENS_SHAFT = 0x08,
AUTH_3D_POST_PROCESS_RADIUS = 0x10,
AUTH_3D_POST_PROCESS_SCENE_FADE = 0x20,
};
enum auth_3d_rgba_flags {
AUTH_3D_RGBA_R = 0x01,
AUTH_3D_RGBA_G = 0x02,
AUTH_3D_RGBA_B = 0x04,
AUTH_3D_RGBA_A = 0x08,
};
struct auth_3d;
struct auth_3d_ambient;
struct auth_3d_camera_auxiliary;
struct auth_3d_camera_root;
struct auth_3d_camera_root_view_point;
struct auth_3d_chara;
struct auth_3d_curve;
struct auth_3d_dof;
struct auth_3d_event;
struct auth_3d_fog;
struct auth_3d_key;
struct auth_3d_light;
struct auth_3d_m_object_hrc;
struct auth_3d_material_list;
struct auth_3d_model_transform;
struct auth_3d_object;
struct auth_3d_object_curve;
struct auth_3d_object_hrc;
struct auth_3d_object_instance;
struct auth_3d_object_model_transform;
struct auth_3d_object_node;
struct auth_3d_object_texture_pattern;
struct auth_3d_object_texture_transform;
struct auth_3d_play_control;
struct auth_3d_point;
struct auth_3d_post_process;
struct auth_3d_rgba;
struct auth_3d_vec3;
namespace auth_3d_detail {
class Event {
public:
enum Type {
MISC = 0x00,
FILT = 0x01,
FX = 0x02,
SND = 0x03,
MOT = 0x04,
A2D = 0x05,
};
bool active;
Type type;
std::string name;
float_t begin;
float_t end;
std::string param1;
std::string ref;
size_t index;
Event(a3da_event* e);
virtual ~Event();
virtual void Load(auth_3d* auth);
virtual void Begin(auth_3d* auth, int32_t flags, render_context* rctx);
virtual void End(auth_3d* auth, int32_t flags, render_context* rctx);
virtual void Ctrl(auth_3d* auth, int32_t flags, render_context* rctx);
virtual void Disp(auth_3d* auth, const mat4* mat, render_context* rctx);
};
struct EventA2d : public Event {
public:
//std::pair<AetObjInitData, int32_t> aet_init_data;
EventA2d(a3da_event* e);
virtual ~EventA2d();
virtual void Begin(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void End(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void Ctrl(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void Disp(auth_3d* auth, const mat4* mat, render_context* rctx) override;
};
struct EventFX : public Event {
public:
EventFX(a3da_event* e);
virtual ~EventFX();
virtual void Load(auth_3d* auth) override;
virtual void Begin(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void Ctrl(auth_3d* auth, int32_t flags, render_context* rctx) override;
};
struct EventFXSmoothCut : public Event {
public:
bool cam;
EventFXSmoothCut(a3da_event* e);
virtual ~EventFXSmoothCut();
virtual void Load(auth_3d* auth) override;
virtual void Begin(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void End(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void Disp(auth_3d* auth, const mat4* mat, render_context* rctx) override;
};
struct EventFilterFade : public Event {
public:
enum Type {
FADE_NONE = -1,
FADE_OUT = 0,
FADE_IN = 1,
};
Type type;
vec3 color;
EventFilterFade(a3da_event* e);
virtual ~EventFilterFade();
virtual void Begin(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void End(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void Disp(auth_3d* auth, const mat4* mat, render_context* rctx) override;
};
struct EventFilterTimeStop : public Event {
public:
EventFilterTimeStop(a3da_event* e);
virtual ~EventFilterTimeStop();
virtual void Begin(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void End(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void Disp(auth_3d* auth, const mat4* mat, render_context* rctx) override;
};
struct EventMot : public Event {
public:
EventMot(a3da_event* e);
virtual ~EventMot();
virtual void Load(auth_3d* auth) override;
virtual void Begin(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void End(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void Ctrl(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void Disp(auth_3d* auth, const mat4* mat, render_context* rctx) override;
};
struct EventSnd : public Event {
public:
bool field_190;
EventSnd(a3da_event* e);
virtual ~EventSnd();
virtual void Load(auth_3d* auth) override;
virtual void Begin(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void End(auth_3d* auth, int32_t flags, render_context* rctx) override;
virtual void Disp(auth_3d* auth, const mat4* mat, render_context* rctx) override;
};
}
struct auth_3d_key {
auth_3d_key_type type;
float_t value;
float_t max_frame;
auth_3d_ep_type ep_type_pre;
auth_3d_ep_type ep_type_post;
float_t frame_delta;
float_t value_delta;
std::vector<kft3> keys_vec;
size_t length;
kft3* keys;
float_t frame;
float_t value_interp;
float_t value_init;
auth_3d_key();
~auth_3d_key();
float_t interpolate(float_t frame);
void reset();
auth_3d_key& operator=(const auth_3d_key& k);
};
struct auth_3d_rgba {
auth_3d_rgba_flags flags;
auth_3d_key r;
auth_3d_key g;
auth_3d_key b;
auth_3d_key a;
vec4 value;
auth_3d_rgba();
~auth_3d_rgba();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_vec3 {
auth_3d_key x;
auth_3d_key y;
auth_3d_key z;
auth_3d_vec3();
~auth_3d_vec3();
vec3 interpolate(float_t frame);
void reset();
};
struct auth_3d_model_transform {
mat4 mat;
auth_3d_vec3 scale;
auth_3d_vec3 rotation;
auth_3d_vec3 translation;
auth_3d_key visibility;
vec3 scale_value;
vec3 rotation_value;
vec3 translation_value;
bool visible;
auth_3d_model_transform();
~auth_3d_model_transform();
void interpolate(float_t frame);
void reset();
void set_mat(const mat4* parent_mat);
};
struct auth_3d_ambient {
auth_3d_ambient_flags flags;
auth_3d_rgba light_diffuse;
std::string name;
auth_3d_rgba rim_light_diffuse;
auth_3d_ambient();
~auth_3d_ambient();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_camera_auxiliary {
auth_3d_camera_auxiliary_flags flags;
auth_3d_key auto_exposure;
auth_3d_key exposure;
auth_3d_key exposure_rate;
auth_3d_key gamma;
auth_3d_key gamma_rate;
auth_3d_key saturate;
float_t auto_exposure_value;
float_t exposure_value;
float_t exposure_rate_value;
float_t gamma_value;
float_t gamma_rate_value;
float_t saturate_value;
auth_3d_camera_auxiliary();
~auth_3d_camera_auxiliary();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_camera_root_view_point {
auth_3d_camera_root_view_point_flags flags;
float_t aspect;
float_t camera_aperture_h;
float_t camera_aperture_w;
auth_3d_key focal_length;
auth_3d_key fov;
bool fov_is_horizontal;
auth_3d_model_transform model_transform;
auth_3d_key roll;
auth_3d_camera_root_view_point();
~auth_3d_camera_root_view_point();
void reset();
};
struct auth_3d_camera_root {
auth_3d_model_transform interest;
auth_3d_model_transform model_transform;
auth_3d_camera_root_view_point view_point;
float_t fov_value;
vec3 interest_value;
float_t roll_value;
vec3 view_point_value;
auth_3d_camera_root();
~auth_3d_camera_root();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_chara {
auth_3d_model_transform model_transform;
std::string name;
int32_t index;
auth_3d_chara();
~auth_3d_chara();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_curve {
auth_3d_key curve;
std::string name;
float_t value;
auth_3d_curve();
~auth_3d_curve();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_dof {
bool has_dof;
auth_3d_model_transform model_transform;
auth_3d_dof();
~auth_3d_dof();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_fog {
auth_3d_fog_flags flags;
auth_3d_fog_flags flags_init;
auth_3d_rgba color;
auth_3d_key density;
auth_3d_key end;
fog_id id;
auth_3d_key start;
float_t density_value;
float_t end_value;
float_t start_value;
vec4 color_init;
float_t density_init;
float_t end_init;
float_t start_init;
auth_3d_fog();
~auth_3d_fog();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_light {
auth_3d_light_flags flags;
auth_3d_light_flags flags_init;
auth_3d_rgba ambient;
auth_3d_key cone_angle;
auth_3d_key constant;
auth_3d_rgba diffuse;
auth_3d_key drop_off;
auth_3d_key _far;
light_id id;
auth_3d_key intensity;
auth_3d_key linear;
auth_3d_model_transform position;
auth_3d_key quadratic;
auth_3d_rgba specular;
auth_3d_model_transform spot_direction;
auth_3d_rgba tone_curve;
std::string type;
float_t cone_angle_value;
float_t constant_value;
float_t drop_off_value;
float_t far_value;
float_t intensity_value;
float_t linear_value;
float_t quadratic_value;
vec4 ambient_init;
float_t cone_angle_init;
float_t constant_init;
vec4 diffuse_init;
float_t drop_off_init;
float_t far_init;
float_t intensity_init;
float_t linear_init;
float_t quadratic_init;
vec4 specular_init;
light_tone_curve tone_curve_init;
auth_3d_light();
~auth_3d_light();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_object_model_transform {
mat4 mat;
mat4 mat_inner;
mat4 mat_rot;
auth_3d_vec3 translation;
auth_3d_vec3 rotation;
auth_3d_vec3 scale;
auth_3d_key visibility;
vec3 translation_value;
vec3 rotation_value;
vec3 scale_value;
bool visible;
float_t frame;
bool has_rotation;
bool has_translation;
bool has_scale;
bool has_visibility;
auth_3d_object_model_transform();
~auth_3d_object_model_transform();
void interpolate(float_t frame);
void mat_mult(const mat4* mat);
void reset();
};
struct auth_3d_m_object_hrc {
std::vector<auth_3d_object_instance> instance;
auth_3d_object_model_transform model_transform;
std::string name;
std::vector<auth_3d_object_node> node;
auth_3d_m_object_hrc();
~auth_3d_m_object_hrc();
void interpolate(float_t frame);
void list_ctrl(const mat4* parent_mat);
void reset();
};
struct auth_3d_material_list {
auth_3d_material_list_flags flags;
auth_3d_rgba blend_color;
auth_3d_key glow_intensity;
auth_3d_rgba incandescence;
std::string name;
uint32_t hash;
float_t glow_intensity_value;
auth_3d_material_list();
~auth_3d_material_list();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_object_curve {
auth_3d_curve* curve;
std::string name;
float_t frame_offset;
float_t value;
auth_3d_object_curve();
~auth_3d_object_curve();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_object {
std::vector<auth_3d_object*> children_object;
std::vector<auth_3d_object_hrc*> children_object_hrc;
auth_3d_model_transform model_transform;
auth_3d_object_curve morph;
object_info object_info;
uint32_t object_hash;
std::string name;
std::string parent_name;
std::string parent_node;
auth_3d_object_curve pattern;
bool reflect;
bool refract;
std::vector<auth_3d_object_texture_pattern> texture_pattern;
std::vector<auth_3d_object_texture_transform> texture_transform;
std::string uid_name;
auth_3d_object();
~auth_3d_object();
void interpolate(float_t frame);
void list_ctrl(const mat4* parent_mat);
void reset();
};
struct auth_3d_object_hrc {
std::vector<auth_3d_object*> children_object;
std::vector<auth_3d_object_hrc*> children_object_hrc;
std::vector<int32_t> children_object_parent_node;
std::vector<int32_t> children_object_hrc_parent_node;
std::vector<mat4> mats;
std::string name;
std::vector<auth_3d_object_node> node;
object_info object_info;
uint32_t object_hash;
std::string parent_name;
std::string parent_node;
bool reflect;
bool refract;
bool shadow;
std::string uid_name;
auth_3d_object_hrc();
~auth_3d_object_hrc();
int32_t get_node_index(const char* node);
void interpolate(float_t frame);
void list_ctrl(const mat4* parent_mat);
void reset();
};
struct auth_3d_object_instance {
std::vector<mat4> mats;
auth_3d_object_model_transform model_transform;
std::string name;
std::vector<int32_t> object_bone_indices;
object_info object_info;
uint32_t object_hash;
bool shadow;
std::string uid_name;
auth_3d_object_instance();
~auth_3d_object_instance();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_object_node {
auth_3d_object_node_flags flags;
int32_t bone_id;
vec3 joint_orient;
mat4 joint_orient_mat;
mat4* mat;
auth_3d_object_model_transform model_transform;
std::string name;
int32_t parent;
auth_3d_object_node();
~auth_3d_object_node();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_object_texture_pattern {
std::string name;
auth_3d_object_curve pattern;
int32_t texture_id;
auth_3d_object_texture_pattern();
~auth_3d_object_texture_pattern();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_object_texture_transform {
auth_3d_object_texture_transform_flags flags;
auth_3d_key coverage_u;
auth_3d_key coverage_v;
mat4 mat;
std::string name;
auth_3d_key offset_u;
auth_3d_key offset_v;
auth_3d_key repeat_u;
auth_3d_key repeat_v;
auth_3d_key rotate;
auth_3d_key rotate_frame;
int32_t texture_id;
auth_3d_key translate_frame_u;
auth_3d_key translate_frame_v;
auth_3d_object_texture_transform();
~auth_3d_object_texture_transform();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_play_control {
auth_3d_play_control_flags flags;
float_t begin;
int32_t div;
float_t fps;
float_t offset;
float_t size;
auth_3d_play_control();
~auth_3d_play_control();
void reset();
};
struct auth_3d_point {
auth_3d_model_transform model_transform;
std::string name;
auth_3d_point();
~auth_3d_point();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_post_process {
auth_3d_post_process_flags flags;
auth_3d_post_process_flags flags_init;
auth_3d_rgba intensity;
auth_3d_key lens_flare;
auth_3d_key lens_ghost;
auth_3d_key lens_shaft;
auth_3d_rgba radius;
auth_3d_rgba scene_fade;
float_t lens_flare_value;
float_t lens_ghost_value;
float_t lens_shaft_value;
vec3 intensity_init;
float_t lens_flare_init;
float_t lens_ghost_init;
float_t lens_shaft_init;
vec3 radius_init;
vec4 scene_fade_init;
auth_3d_post_process();
~auth_3d_post_process();
void interpolate(float_t frame);
void reset();
};
struct auth_3d_time_event {
float_t frame;
int32_t type;
size_t event_index;
};
struct auth_3d {
int32_t uid;
int32_t id;
bool enable;
bool camera_root_update;
bool visible;
bool repeat;
bool ended;
bool left_right_reverse;
bool once;
mat4 mat;
float_t alpha;
draw_task_flags draw_task_flags;
int32_t chara_id;
bool chara_item;
bool shadow;
int32_t src_chara;
int32_t dst_chara;
FrameRateControl* frame_rate;
float_t frame;
float_t req_frame;
float_t max_frame;
bool frame_changed;
float_t frame_offset;
float_t last_frame;
bool paused;
std::vector<auth_3d_ambient> ambient;
std::vector<std::string> auth_2d;
auth_3d_camera_auxiliary camera_auxiliary;
std::vector<auth_3d_camera_root> camera_root;
std::vector<auth_3d_chara> chara;
std::vector<auth_3d_curve> curve;
auth_3d_dof dof;
std::vector<auth_3d_detail::Event*> event;
std::vector<auth_3d_time_event> event_time;
auth_3d_time_event* event_time_next;
std::vector<auth_3d_fog> fog;
std::vector<auth_3d_light> light;
std::vector<auth_3d_m_object_hrc> m_object_hrc;
std::vector<auth_3d_m_object_hrc*> m_object_hrc_list;
std::vector<auth_3d_material_list> material_list;
std::vector<std::string> motion;
std::vector<auth_3d_object> object;
std::vector<auth_3d_object_hrc> object_hrc;
std::vector<auth_3d_object_hrc*> object_hrc_list;
std::vector<auth_3d_object*> object_list;
auth_3d_play_control play_control;
std::vector<auth_3d_point> point;
auth_3d_post_process post_process;
int32_t state;
std::string file_name;
uint32_t hash;
object_database* obj_db;
texture_database* tex_db;
auth_3d();
~auth_3d();
void ctrl(render_context* rctx);
void disp(render_context* rctx);
void load(a3da* auth_file,
object_database* obj_db, texture_database* tex_db);
void load_from_farc(farc* f, const char* file,
object_database* obj_db, texture_database* tex_db);
void reset();
void unload(render_context* rctx);
};
#define AUTH_3D_DATA_COUNT 0x100
struct auth_3d_farc {
int32_t load_count;
std::string name;
int32_t state;
std::string path;
std::string file;
p_file_handler file_handler;
farc* farc;
const void* data;
size_t size;
auth_3d_farc();
virtual ~auth_3d_farc();
};
struct auth_3d_uid_file {
int32_t load_count;
int32_t uid;
std::string file_name;
int32_t state;
const char* name;
auth_3d_farc* farc;
auth_3d_uid_file();
~auth_3d_uid_file();
};
struct auth_3d_uid_file_modern {
int32_t load_count;
uint32_t hash;
std::string file_name;
int32_t state;
std::string name;
auth_3d_farc* farc;
void* data;
object_database* obj_db;
texture_database* tex_db;
auth_3d_uid_file_modern();
~auth_3d_uid_file_modern();
};
struct auth_3d_data_struct {
std::vector<auth_3d_farc> farcs;
std::map<uint32_t, auth_3d_farc> farcs_modern;
std::vector<auth_3d_uid_file> uid_files;
std::map<uint32_t, auth_3d_uid_file_modern> uid_files_modern;
std::vector<int32_t> loaded_ids;
auth_3d data[AUTH_3D_DATA_COUNT];
auth_3d_data_struct();
virtual ~auth_3d_data_struct();
};
class Auth3dTestTask : public app::Task {
public:
int32_t field_1C0;
int32_t field_1C4;
int32_t field_1C8;
int32_t field_1CC;
bool field_1D0;
int32_t field_1D4;
int32_t auth_3d_id;
int32_t auth_3d_uid;
bool repeat;
bool left_right_reverse;
bool field_1E3;
int32_t field_1E4;
bool field_1E8;
bool field_1E9;
bool black_mask_listener;
bool field_1EB;
int32_t field_1EC;
uint32_t effcmn_obj_set;
int32_t field_210;
bool field_328;
bool field_329;
bool field_32A;
int32_t stage_index;
int32_t load_stage_index;
vec3 trans_value;
float_t rot_y_value;
std::vector<std::pair<std::string, std::string>> field_348;
bool field_388;
int32_t field_38C;
bool field_390;
int32_t field_394;
std::string category;
std::string load_category;
std::vector<uint32_t> obj_sets;
struct Window {
bool stage_link_change;
bool obj_link;
Window();
} window;
Auth3dTestTask();
virtual ~Auth3dTestTask() override;
virtual bool Init() override;
virtual bool Ctrl() override;
virtual bool Dest() override;
};
extern auth_3d_data_struct* auth_3d_data;
extern Auth3dTestTask* auth_3d_test_task;
extern void auth_3d_data_init();
extern bool auth_3d_data_check_id_not_empty(int32_t* id);
extern bool auth_3d_data_check_category_loaded(const char* category_name);
extern bool auth_3d_data_check_category_loaded(uint32_t category_hash);
extern bool auth_3d_data_check_id_loading(int32_t* id);
extern bool auth_3d_data_check_id_loaded(int32_t* id);
extern auth_3d* auth_3d_data_get_auth_3d(int32_t id);
extern int32_t auth_3d_data_get_auth_3d_id(const char* object_name);
extern int32_t auth_3d_data_get_auth_3d_id(object_info obj_info,
int32_t* object_index, bool* hrc, int32_t instance = -1);
extern int32_t auth_3d_data_get_auth_3d_id(uint32_t file_name_hash, uint32_t object_hash,
int32_t* object_index, bool* hrc, int32_t instance = -1);
extern mat4* auth_3d_data_get_auth_3d_object_mat(int32_t id, size_t index, bool hrc, mat4* mat);
extern int32_t auth_3d_data_get_chara_id(int32_t id);
extern bool auth_3d_data_get_enable(int32_t* id);
extern bool auth_3d_data_get_ended(int32_t* id);
extern float_t auth_3d_data_get_frame(int32_t* id);
extern float_t auth_3d_data_get_frame_offset(int32_t* id);
extern float_t auth_3d_data_get_last_frame(int32_t* id);
extern bool auth_3d_data_get_left_right_reverse(int32_t* id);
extern bool auth_3d_data_get_paused(int32_t* id);
extern float_t auth_3d_data_get_play_control_begin(int32_t* id);
extern float_t auth_3d_data_get_play_control_size(int32_t* id);
extern bool auth_3d_data_get_repeat(int32_t* id);
void auth_3d_data_get_obj_sets_from_category(std::string& name, std::vector<uint32_t>& obj_sets,
auth_3d_database* auth_3d_db, object_database* obj_db);
extern int32_t auth_3d_data_get_uid(int32_t* id);
extern const char* auth_3d_data_get_uid_name(int32_t uid, auth_3d_database* auth_3d_db);
extern void auth_3d_data_load_auth_3d_db(auth_3d_database* auth_3d_db);
extern void auth_3d_data_load_category(const char* category_name, const char* mdata_dir = 0);
extern void auth_3d_data_load_category(void* data, const char* category_name, uint32_t category_hash);
extern int32_t auth_3d_data_load_hash(uint32_t hash, void* data, object_database* obj_db, texture_database* tex_db);
extern int32_t auth_3d_data_load_uid(int32_t uid, auth_3d_database* auth_3d_db);
extern void auth_3d_data_read_file(int32_t* id, auth_3d_database* auth_3d_db);
extern void auth_3d_data_read_file_modern(int32_t* id);
extern void auth_3d_data_set_camera_root_update(int32_t* id, bool value);
extern void auth_3d_data_set_chara_id(int32_t* id, int32_t value);
extern void auth_3d_data_set_chara_item(int32_t* id, bool value);
extern void auth_3d_data_set_draw_task_flags_alpha(int32_t* id, draw_task_flags draw_task_flags, float_t alpha);
extern void auth_3d_data_set_enable(int32_t* id, bool value);
extern void auth_3d_data_set_frame_rate(int32_t* id, FrameRateControl* value);
extern void auth_3d_data_set_last_frame(int32_t* id, float_t value);
extern void auth_3d_data_set_left_right_reverse(int32_t* id, bool value);
extern void auth_3d_data_set_mat(int32_t* id, const mat4* value);
extern void auth_3d_data_set_max_frame(int32_t* id, float_t value);
extern void auth_3d_data_set_paused(int32_t* id, bool value);
extern void auth_3d_data_set_repeat(int32_t* id, bool value);
extern void auth_3d_data_set_req_frame(int32_t* id, float_t value);
extern void auth_3d_data_set_shadow(int32_t* id, bool value);
extern void auth_3d_data_set_src_dst_chara(int32_t* id, int32_t src_chara, int32_t dst_chara);
extern void auth_3d_data_set_visibility(int32_t* id, bool value);
extern void auth_3d_data_unload_category(const char* category_name);
extern void auth_3d_data_unload_category(uint32_t category_hash);
extern void auth_3d_data_unload_id(int32_t id, render_context* rctx);
extern void auth_3d_data_free();
extern void auth_3d_test_task_init();
extern void auth_3d_test_task_free();
extern void task_auth_3d_init();
extern bool task_auth_3d_append_task();
extern bool task_auth_3d_check_task_ready();
extern bool task_auth_3d_free_task();
extern void task_auth_3d_free();