#include "KingSystem/Resource/resResourceActorCapture.h" namespace ksys::res { static ActorCapture::ActorCaptureConstants sConstants; const ActorCapture::ActorCaptureConstants& ActorCapture::getConstants() { return sConstants; } ActorCapture::ActorCapture() : ParamIO("actcapt", 0) { addObj(&mCameraInfoObj, "camera_info"); mCameraInfoObj.position.init(sConstants.camera_position, "pos", "カメラ位置", &mCameraInfoObj); mCameraInfoObj.direction.init(sConstants.camera_direction, "at", "カメラ注視点", &mCameraInfoObj); mCameraInfoObj.fov.init(50.0, "fovy", "カメラ画角", &mCameraInfoObj); mCameraInfoObj.tilt.init(0.0, "twist", "カメラひねり", &mCameraInfoObj); addObj(&mActorInfoObj, "actor_info"); mActorInfoObj.position.init(sConstants.actor_position, "pos", "アクタ位置", &mActorInfoObj); mActorInfoObj.rotation.init(sConstants.actor_rotation, "rotate", "アクタRotate", &mActorInfoObj); mActorInfoObj.as_name.init(sead::SafeString::cEmptyString, "as_name", "適用するASのKey名", &mActorInfoObj); mActorInfoObj.apply_skel_anim.init(false, "apply_skl_anim", "スケルタルアニメを検索して直接適用する", &mActorInfoObj); mActorInfoObj.frame.init(0.0, "as_frame", "ASのフレーム・経過時間指定", &mActorInfoObj); mActorInfoObj.bounding_adjustment.init(false, "adjust_bounding", "バウンディングを元に位置を調整する", &mActorInfoObj); mActorInfoObj.force_idle.init(false, "force_idle", "強制待機", &mActorInfoObj); mActorInfoObj.disable_cloth.init(false, "disable_cloth", "クロスを切る", &mActorInfoObj); addObj(&mLightInfoObj, "light_info"); mLightInfoObj.direction.init(sConstants.light_direction, "dir", "ライト方向", &mLightInfoObj); } bool ActorCapture::parse_(u8* data, size_t, sead::Heap*) { if (data) applyResParameterArchive(agl::utl::ResParameterArchive(data)); return true; } } // namespace ksys::res