metaforce/Runtime/MP1/CGameCubeDoll.cpp

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#include "CGameCubeDoll.hpp"
#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
#include "Graphics/CBooRenderer.hpp"
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namespace urde::MP1 {
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CGameCubeDoll::CGameCubeDoll() {
x0_model = g_SimplePool->GetObj("CMDL_GameCube");
x8_lights.push_back(CLight::BuildDirectional(zeus::CVector3f::skForward, zeus::CColor::skWhite));
x18_actorLights = std::make_unique<CActorLights>(8, zeus::CVector3f::skZero, 4, 4, false, false, false, 0.1f);
x20_24_loaded = false;
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}
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void CGameCubeDoll::UpdateActorLights() {
x8_lights[0] = CLight::BuildDirectional(
(zeus::CVector3f::skForward + zeus::CVector3f::skRight * 0.25f + zeus::CVector3f::skDown * 0.1f).normalized(),
zeus::CColor::skWhite);
x18_actorLights->BuildFakeLightList(x8_lights, zeus::CColor(0.25f, 1.f));
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}
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void CGameCubeDoll::Update(float dt) {
if (!CheckLoadComplete())
return;
x1c_fader = std::min(2.f * dt + x1c_fader, 1.f);
UpdateActorLights();
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}
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void CGameCubeDoll::Draw(float alpha) {
if (!IsLoaded())
return;
g_Renderer->SetPerspective(55.f, g_Viewport.x8_width, g_Viewport.xc_height, 0.2f, 4096.f);
CGraphics::SetViewPointMatrix(zeus::CTransform::Translate(0.f, -2.f, 0.f));
x18_actorLights->ActivateLights(x0_model->GetInstance());
CGraphics::SetModelMatrix(zeus::CTransform::RotateZ(zeus::degToRad(360.f * CGraphics::GetSecondsMod900() * -0.25f)) *
zeus::CTransform::Scale(0.2f));
CModelFlags flags(5, 0, 3, zeus::CColor(1.f, alpha * x1c_fader));
x0_model->Draw(flags);
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}
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void CGameCubeDoll::Touch() {
if (!CheckLoadComplete())
return;
x0_model->Touch(0);
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}
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bool CGameCubeDoll::CheckLoadComplete() {
if (IsLoaded())
return true;
if (x0_model.IsLoaded()) {
x20_24_loaded = true;
return true;
}
return false;
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}
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} // namespace urde::MP1