#pragma once #include #include #include "types.h" #include "sead/math/seadVector.h" #include "sead/math/seadQuat.hpp" #include "al/util.hpp" #include "logger.hpp" #include "puppets/PuppetInfo.h" #include "game/GameData/GameDataFunction.h" bool isPartOf(const char* w1, const char* w2); int indexOf(char *w1, char c1); void logVector(const char* vectorName, sead::Vector3f vector); void logQuat(const char *quatName, sead::Quatf quat); sead::Vector3f QuatToEuler(sead::Quatf *quat); float vecMagnitude(sead::Vector3f const &input); float quatAngle(sead::Quatf const &q1, sead::Quatf &q2); bool isInCostumeList(const char *costumeName); const char *tryGetPuppetCapName(PuppetInfo *info); const char* tryGetPuppetBodyName(PuppetInfo* info); const char* tryConvertName(const char* className); void killMainPlayer(al::LiveActor* actor); void killMainPlayer(PlayerActorHakoniwa* mainPlayer); __attribute__((used)) static const char* costumeNames[] = { "Mario", "Mario64", "Mario64Metal", "MarioAloha", "MarioArmor", "MarioBone", "MarioClown", "MarioColorClassic", "MarioColorGold", "MarioColorLuigi", "MarioColorWaluigi", "MarioColorWario", "MarioCook", "MarioDiddyKong", "MarioDoctor", "MarioExplorer", "MarioFootball", "MarioGolf", "MarioGunman", "MarioHakama", "MarioHappi", "MarioKing", "MarioKoopa", "MarioMaker", "MarioMechanic", "MarioNew3DS", "MarioPainter", "MarioPeach", "MarioPilot", "MarioPirate", "MarioPoncho", "MarioPrimitiveMan", "MarioSailor", "MarioScientist", "MarioShopman", "MarioSnowSuit", "MarioSpaceSuit", "MarioSuit", "MarioSwimwear", "MarioTailCoat", "MarioTuxedo", "MarioUnderwear" }; // full costume list from 1.3 // attribute otherwise the build log is spammed with unused warnings // __attribute__((used)) static const char* costumeNames[] = { // "Mario", "Mario3D", "Mario64", "Mario64Metal", "MarioAloha", "MarioArmor", // // "MarioArmorWestern", // DLC // "MarioBandman", // // "MarioBatter", // DLC // "MarioBone", "MarioCaptain", "MarioClown", "MarioColorClassic", "MarioColorGold", // "MarioColorLuigi", "MarioColorWaluigi", "MarioColorWario", // // "MarioConductor", // DLC // "MarioCook", "MarioDiddyKong", "MarioDoctor", "MarioDot", "MarioDot3d", "MarioExplorer", // "MarioFootball", "MarioGolf", "MarioGunman", "MarioHakama", "MarioHappi", // // "MarioHariet", // DLC // // "MarioHigh", // "MarioKing", "MarioKoopa", "MarioMaker", "MarioMechanic", "MarioNew3DS", "MarioPainter", // "MarioPeach", "MarioPilot", "MarioPirate", "MarioPoncho", "MarioPrimitiveMan", "MarioRacer", // //"MarioRango", // DLC // //"MarioRsv", // DLC // "MarioSailor", "MarioSanta", // // "MarioSatellite", // DLC // "MarioScientist", "MarioShopman", "MarioSnowSuit", "MarioSpaceSuit", // // "MarioSpewart", // DLC // "MarioSuit", // // "MarioSunshine", // DLC // "MarioSwimwear", // // "MarioTopper", // DLC // "MarioTuxedo", // // "MarioZombie" // DLC // }; struct HackActorName { const char *className; const char *hackName; }; // attribute otherwise the build log is spammed with unused warnings __attribute__((used)) static HackActorName classHackNames[] = { {"SenobiGeneratePoint", "Senobi"}, {"KuriboPossessed", "Kuribo"}, {"KillerLauncher", "Killer"}, {"KillerLauncherMagnum", "KillerMagnum"}, {"FireBrosPossessed", "FireBros"}, {"HammerBrosPossessed", "HammerBros"}, {"ElectricWire", "ElectricWireMover"}, {"TRexSleep", "TRex"}, {"TRexPatrol", "TRex"}, {"WanwanBig", "Wanwan"}, // FIXME: this will make chain chomp captures always be the small // variant for syncing {"Koopa","KoopaHack"} }; struct Transform { sead::Vector3f *position; sead::Quatf *rotation; }; // From Boss Room Unity Example class VisualUtils { public: /* * @brief Smoothly interpolates towards the parent transform. * @param moveTransform The transform to interpolate * @param targetTransform The transform to interpolate towards. * @param timeDelta Time in seconds that has elapsed, for purposes of interpolation. * @param closingSpeed The closing speed in m/s. This is updated by SmoothMove every time it is called, and will drop to 0 whenever the moveTransform has "caught up". * @param maxAngularSpeed The max angular speed to to rotate at, in degrees/s. */ static float SmoothMove(Transform moveTransform, Transform targetTransform, float timeDelta, float closingSpeed, float maxAngularSpeed); constexpr static const float k_MinSmoothSpeed = 0.1f; constexpr static const float k_TargetCatchupTime = 0.2f; };