mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-17 00:45:10 +00:00
228 lines
No EOL
14 KiB
C++
228 lines
No EOL
14 KiB
C++
#pragma once
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#include "CameraPoser.h"
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#include "al/actor/Placement.h"
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#include "sead/math/seadVector.h"
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namespace alCameraPoserFunction {
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struct CameraCollisionHitResult;
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void initCameraArrowCollider(al::CameraPoser *);
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void calcCameraPose(sead::Quat<float> *,al::CameraPoser const*);
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void calcLookDir(sead::Vector3<float> *,al::CameraPoser const*);
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void calcCameraDir(sead::Vector3<float> *,al::CameraPoser const*);
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void calcCameraDirH(sead::Vector3<float> *,al::CameraPoser const*);
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void calcLookDirH(sead::Vector3<float> *,al::CameraPoser const*);
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void calcSideDir(sead::Vector3<float> *,al::CameraPoser const*);
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void calcPreCameraDir(sead::Vector3<float> *,al::CameraPoser const*);
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void calcPreCameraDirH(sead::Vector3<float> *,al::CameraPoser const*);
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void calcPreLookDir(sead::Vector3<float> *,al::CameraPoser const*);
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void calcPreLookDirH(sead::Vector3<float> *,al::CameraPoser const*);
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float calcPreCameraAngleH(al::CameraPoser const*);
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float calcPreCameraAngleV(al::CameraPoser const*);
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void setLookAtPosToTarget(al::CameraPoser *);
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void calcTargetTrans(sead::Vector3<float> *,al::CameraPoser const*);
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void setLookAtPosToTargetAddOffset(al::CameraPoser *,sead::Vector3<float> const&);
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void setCameraPosToTarget(al::CameraPoser *);
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void setCameraPosToTargetAddOffset(al::CameraPoser *,sead::Vector3<float> const&);
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void calcTargetTransWithOffset(sead::Vector3<float> *,al::CameraPoser const*);
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void calcTargetVelocity(sead::Vector3<float> *,al::CameraPoser const*);
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void calcTargetVelocityH(sead::Vector3<float> *,al::CameraPoser const*);
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void calcTargetUp(sead::Vector3<float> *,al::CameraPoser const*);
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void calcTargetSpeedV(al::CameraPoser const*);
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void calcTargetPose(sead::Quat<float> *,al::CameraPoser const*);
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void calcTargetFront(sead::Vector3<float> *,al::CameraPoser const*);
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void calcTargetSide(sead::Vector3<float> *,al::CameraPoser const*);
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void calcTargetGravity(sead::Vector3<float> *,al::CameraPoser const*);
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void calcTargetSpeedH(al::CameraPoser const*);
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void calcTargetJumpSpeed(al::CameraPoser const*);
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void calcTargetFallSpeed(al::CameraPoser const*);
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void tryGetTargetRequestDistance(float *,al::CameraPoser const*);
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void tryGetBossDistanceCurve(al::CameraPoser const*);
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void tryGetEquipmentDistanceCurve(al::CameraPoser const*);
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void tryCalcSlopeCollisionDownFrontDirH(sead::Vector3<float> *,al::CameraPoser const*);
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void checkValidTurnToSubTarget(al::CameraPoser const*);
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void calcSubTargetBack(sead::Vector3<float> *,al::CameraPoser const*);
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void calcSubTargetTrans(sead::Vector3<float> *,al::CameraPoser const*);
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void calcSubTargetFront(sead::Vector3<float> *,al::CameraPoser const*);
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void tryCalcSubTargetTurnBrakeDistanceRate(float *,al::CameraPoser const*);
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void clampAngleSubTargetTurnRangeV(float *,al::CameraPoser const*);
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void initCameraVerticalAbsorber(al::CameraPoser *);
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void initCameraVerticalAbsorberNoCameraPosAbsorb(al::CameraPoser *);
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void liberateVerticalAbsorb(al::CameraPoser *);
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void stopUpdateVerticalAbsorb(al::CameraPoser *);
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void stopUpdateVerticalAbsorbForSnapShotMode(al::CameraPoser *,sead::Vector3<float> const&);
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void restartUpdateVerticalAbsorb(al::CameraPoser *);
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void validateVerticalAbsorbKeepInFrame(al::CameraPoser *);
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void invalidateVerticalAbsorbKeepInFrame(al::CameraPoser *);
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void setVerticalAbsorbKeepInFrameScreenOffsetUp(al::CameraPoser *,float);
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void setVerticalAbsorbKeepInFrameScreenOffsetDown(al::CameraPoser *,float);
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void initCameraArrowCollider(al::CameraPoser *);
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void initCameraArrowColliderWithoutThroughPassCollision(al::CameraPoser *);
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void initCameraMoveLimit(al::CameraPoser *);
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void initCameraAngleCtrl(al::CameraPoser *);
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void initCameraAngleCtrlWithRelativeH(al::CameraPoser *);
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void initCameraDefaultAngleRangeV(al::CameraPoser *,float,float);
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void setCameraStartAngleV(al::CameraPoser *,float);
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void setCameraAngleV(al::CameraPoser *,float);
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void initAngleSwing(al::CameraPoser *);
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void initCameraOffsetCtrlPreset(al::CameraPoser *);
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void initGyroCameraCtrl(al::CameraPoser *);
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void resetGyro(al::CameraPoser *);
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void calcCameraGyroPose(al::CameraPoser const*,sead::Vector3<float> *,sead::Vector3<float> *,sead::Vector3<float> *);
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void setGyroLimitAngleV(al::CameraPoser *,float,float);
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void setGyroSensitivity(al::CameraPoser *,float,float);
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void reduceGyroSencitivity(al::CameraPoser *);
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void stopUpdateGyro(al::CameraPoser *);
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void restartUpdateGyro(al::CameraPoser *);
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void initSnapShotCameraCtrl(al::CameraPoser *);
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void initSnapShotCameraCtrlZoomAutoReset(al::CameraPoser *);
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void initSnapShotCameraCtrlZoomRollMove(al::CameraPoser *);
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void validateSnapShotCameraLookAtOffset(al::CameraPoser *);
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void validateSnapShotCameraZoomFovy(al::CameraPoser *);
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void validateSnapShotCameraRoll(al::CameraPoser *);
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void updateSnapShotCameraCtrl(al::CameraPoser *);
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void startResetSnapShotCameraCtrl(al::CameraPoser *,int);
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void setSnapShotMaxZoomOutFovyDegree(al::CameraPoser *,float);
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void onVerticalAbsorb(al::CameraPoser *);
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void offVerticalAbsorb(al::CameraPoser *);
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void invalidateCameraBlur(al::CameraPoser *);
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void validateCollider(al::CameraPoser *);
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void invalidateCollider(al::CameraPoser *);
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void validateCtrlSubjective(al::CameraPoser *);
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void invalidateChangeSubjective(al::CameraPoser *);
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void invalidateKeepDistanceNextCamera(al::CameraPoser *);
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void invalidateKeepDistanceNextCameraIfNoCollide(al::CameraPoser *);
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void invalidatePreCameraEndAfterInterpole(al::CameraPoser *);
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void checkFirstCameraCollisionArrow(sead::Vector3<float> *,sead::Vector3<float> *,al::IUseCollision const*,sead::Vector3<float> const&,sead::Vector3<float> const&);
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void checkFirstCameraCollisionArrow(alCameraPoserFunction::CameraCollisionHitResult *,al::IUseCollision const*,sead::Vector3<float> const&,sead::Vector3<float> const&);
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void checkFirstCameraCollisionArrowOnlyCeiling(sead::Vector3<float> *,sead::Vector3<float> *,al::IUseCollision const*,sead::Vector3<float> const&,sead::Vector3<float> const&);
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void checkCameraCollisionMoveSphere(sead::Vector3<float> *,al::IUseCollision const*,sead::Vector3<float> const&,sead::Vector3<float> const&,float);
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void calcZoneRotateAngleH(float,al::CameraPoser const*);
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void calcZoneRotateAngleH(float,sead::Matrix34<float> const&);
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void calcZoneInvRotateAngleH(float,sead::Matrix34<float> const&);
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void multVecZone(sead::Vector3<float> *,sead::Vector3<float> const&,al::CameraPoser const*);
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void multVecInvZone(sead::Vector3<float> *,sead::Vector3<float> const&,al::CameraPoser const*);
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void rotateVecZone(sead::Vector3<float> *,sead::Vector3<float> const&,al::CameraPoser const*);
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void calcOffsetCameraKeepInFrameV(sead::Vector3<float> *,sead::LookAtCamera *,sead::Vector3<float> const&,al::CameraPoser const*,float,float);
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void makeCameraKeepInFrameV(sead::LookAtCamera *,sead::Vector3<float> const&,al::CameraPoser const*,float,float);
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void initCameraRail(al::CameraPoser *,al::PlacementInfo const&,char const*);
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void tryGetCameraRailArg(float *,al::PlacementInfo const&,char const*,char const*);
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void tryFindNearestLimitRailKeeper(al::CameraPoser const*,sead::Vector3<float> const&);
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void calcCameraRotateStick(sead::Vector2<float> *,al::CameraPoser const*);
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float calcCameraRotateStickH(al::CameraPoser const*);
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float calcCameraRotateStickV(al::CameraPoser const*);
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float calcCameraRotateStickPower(al::CameraPoser const*);
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void tryCalcCameraSnapShotMoveStick(sead::Vector2<float>*, al::CameraPoser const*);
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void getViewIndex(al::CameraPoser const*);
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sead::LookAtCamera* getLookAtCamera(al::CameraPoser const*);
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void getProjectionSead(al::CameraPoser const*);
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void getProjection(al::CameraPoser const*);
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void getProjectionMtx(al::CameraPoser const*);
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void getNear(al::CameraPoser const*);
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void getFar(al::CameraPoser const*);
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void getAspect(al::CameraPoser const*);
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void getPreCameraPos(al::CameraPoser const*);
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sead::Vector3f *getPreLookAtPos(al::CameraPoser const*);
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void getPreUpDir(al::CameraPoser const*);
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void getPreFovyDegree(al::CameraPoser const*);
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void getPreFovyRadian(al::CameraPoser const*);
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void getPreCameraSwingAngleH(al::CameraStartInfo const&);
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void getPreCameraSwingAngleV(al::CameraStartInfo const&);
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void getPreCameraMaxSwingAngleH(al::CameraStartInfo const&);
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void getPreCameraMaxSwingAngleV(al::CameraStartInfo const&);
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void getAreaAngleH(al::CameraStartInfo const&);
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void getAreaAngleV(al::CameraStartInfo const&);
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void getNextAngleHByPreCamera(al::CameraStartInfo const&);
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void getNextAngleVByPreCamera(al::CameraStartInfo const&);
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void getUnderTargetCollisionPos(al::CameraPoser const*);
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void getUnderTargetCollisionNormal(al::CameraPoser const*);
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void getSlopeCollisionUpSpeed(al::CameraPoser const*);
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void getSlopeCollisionDownSpeed(al::CameraPoser const*);
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void getSubTargetRequestDistance(al::CameraPoser const*);
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void getSubTargetTurnSpeedRate1(al::CameraPoser const*);
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void getSubTargetTurnSpeedRate2(al::CameraPoser const*);
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void getSubTargetTurnRestartStep(al::CameraPoser const*);
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void getCameraVerticalAbsorbPosUp(al::CameraPoser const*);
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void getCameraVerticalAbsorbPosDown(al::CameraPoser const*);
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float getCameraAngleH(al::CameraPoser const*);
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float getCameraAngleV(al::CameraPoser const*);
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float getOffset(al::CameraPoser const*);
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void getGyroFront(al::CameraPoser *);
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float getGyroAngleV(al::CameraPoser *);
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float getGyroAngleH(al::CameraPoser *);
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void getSnapShotRollDegree(al::CameraPoser const*);
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void getSnapShotLookAtOffset(al::CameraPoser const*);
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void getRequestTargetAngleV(al::CameraObjectRequestInfo const&);
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float getRequestAngleSpeed(al::CameraObjectRequestInfo const&);
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float getRequestAngleV(al::CameraObjectRequestInfo const&);
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void getCameraRailPointObjId(al::CameraPoser const*,int);
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float getStickSensitivityLevel(al::CameraPoser const*);
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float getStickSensitivityScale(al::CameraPoser const*);
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void getGyroSensitivityLevel(al::CameraPoser const*);
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void getGyroSensitivityScale(al::CameraPoser const*);
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bool isPrePriorityDemo(al::CameraStartInfo const&);
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bool isPrePriorityDemo2(al::CameraStartInfo const&);
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bool isPrePriorityDemoTalk(al::CameraStartInfo const&);
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bool isPrePriorityDemoAll(al::CameraStartInfo const&);
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bool isPrePriorityEntranceAll(al::CameraStartInfo const&);
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bool isPrePriorityPlayer(al::CameraStartInfo const&);
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bool isEqualPreCameraName(al::CameraStartInfo const&,char const*);
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bool isPreCameraFixAbsolute(al::CameraStartInfo const&);
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bool isInvalidCollidePreCamera(al::CameraStartInfo const&);
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bool isInvalidKeepPreCameraDistance(al::CameraStartInfo const&);
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bool isInvalidKeepPreCameraDistanceIfNoCollide(al::CameraStartInfo const&);
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bool isValidResetPreCameraPose(al::CameraStartInfo const&);
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bool isValidKeepPreSelfCameraPose(al::CameraStartInfo const&);
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bool isExistAreaAngleH(al::CameraStartInfo const&);
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bool isExistAreaAngleV(al::CameraStartInfo const&);
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bool isExistNextPoseByPreCamera(al::CameraStartInfo const&);
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bool isChangeTarget(al::CameraPoser const*);
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bool isExistCollisionUnderTarget(al::CameraPoser const*);
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bool isExistSlopeCollisionUnderTarget(al::CameraPoser const*);
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bool isExistWallCollisionUnderTarget(al::CameraPoser const*);
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bool isExistSubTarget(al::CameraPoser const*);
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bool isChangeSubTarget(al::CameraPoser const*);
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bool isValidSubTargetTurnV(al::CameraPoser const*);
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bool isValidSubTargetResetAfterTurnV(al::CameraPoser const*);
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bool isValidAngleSwing(al::CameraPoser const*);
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bool isStopUpdateGyro(al::CameraPoser const*);
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bool isTargetCollideGround(al::CameraPoser const*);
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bool isTargetInWater(al::CameraPoser const*);
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bool isTargetInMoonGravity(al::CameraPoser const*);
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bool isTargetClimbPole(al::CameraPoser const*);
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bool isTargetGrabCeil(al::CameraPoser const*);
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bool isTargetInvalidMoveByInput(al::CameraPoser const*);
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bool isTargetEnableEndAfterInterpole(al::CameraPoser const*);
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bool isTargetWallCatch(al::CameraPoser const*);
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bool isSnapShotMode(al::CameraPoser const*);
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bool isOffVerticalAbsorb(al::CameraPoser const*);
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bool isRequestStopVerticalAbsorb(al::CameraObjectRequestInfo const&);
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bool isRequestResetPosition(al::CameraObjectRequestInfo const&);
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bool isRequestResetAngleV(al::CameraObjectRequestInfo const&);
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bool isRequestDownToDefaultAngleBySpeed(al::CameraObjectRequestInfo const&);
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bool isRequestUpToTargetAngleBySpeed(al::CameraObjectRequestInfo const&);
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bool isRequestMoveDownAngleV(al::CameraObjectRequestInfo const&);
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bool isRequestSetAngleV(al::CameraObjectRequestInfo const&);
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bool isInvalidCollider(al::CameraPoser const*);
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bool isInvalidPreCameraEndAfterInterpole(al::CameraPoser const*);
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bool isSceneCameraFirstCalc(al::CameraPoser const*);
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bool isActiveInterpole(al::CameraPoser const*);
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bool isInvalidEndEntranceCamera(al::CameraPoser const*);
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bool isPause(al::CameraPoser const*);
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bool isValidGyro(al::CameraPoser const*);
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bool isTriggerCameraResetRotate(al::CameraPoser const*);
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bool isHoldCameraZoom(al::CameraPoser const*);
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bool isHoldCameraSnapShotZoomIn(al::CameraPoser const*);
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bool isHoldCameraSnapShotZoomOut(al::CameraPoser const*);
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bool isHoldCameraSnapShotRollLeft(al::CameraPoser const*);
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bool isHoldCameraSnapShotRollRight(al::CameraPoser const*);
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bool isPlayerTypeFlyer(al::CameraPoser const*);
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bool isPlayerTypeHighSpeedMove(al::CameraPoser const*);
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bool isPlayerTypeHighJump(al::CameraPoser const*);
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bool isPlayerTypeNotTouchGround(al::CameraPoser const*);
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bool isOnRideObj(al::CameraPoser const*);
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} |