SuperMarioOdysseyOnline/include/al/util/LiveActorUtil.h

192 lines
9.0 KiB
C++

#pragma once
#include <sead/math/seadMatrix.h>
#include <sead/math/seadQuat.h>
#include <sead/math/seadVector.h>
#include <sead/prim/seadSafeString.h>
#include "al/LiveActor/LiveActor.h"
#include "al/async/FunctorBase.h"
#include "al/collision/Collider.h"
#include "game/Player/PlayerActorBase.h"
#include "game/Player/PlayerActorHakoniwa.h"
#include "al/layout/LayoutActor.h"
#include "al/layout/LayoutInitInfo.h"
typedef unsigned int uint;
namespace al {
void tryInitFixedModelGpuBuffer(const LiveActor*);
void offUpdateMovementEffectAudioCollisionSensor(const LiveActor*);
void hideModel(LiveActor *);
void hideModelIfShow(const LiveActor*);
void showModelIfHide(const LiveActor*);
void setModelAlphaMask(const LiveActor*, float);
void resetPosition(const LiveActor*);
void onSyncClippingSubActor(LiveActor*, const LiveActor*);
void onSyncHideSubActor(LiveActor*, const LiveActor*);
void onSyncAlphaMaskSubActor(LiveActor*, const LiveActor*);
void onSyncAppearSubActor(al::LiveActor *,al::LiveActor const*);
void onSyncAppearSubActor(al::LiveActor *,char const*);
void onSyncAppearSubActorAll(al::LiveActor *);
void setMaterialProgrammable(LiveActor*);
void startAction(LiveActor*, char const*);
void startAction(IUseLayoutAction*, const char *, const char *);
void startFreezeActionEnd(IUseLayoutAction *,char const*,char const*);
void startHitReaction(const LiveActor *, char const*);
void invalidateClipping(const LiveActor *);
void validateClipping(const LiveActor *);
void setNerveAtActionEnd(LiveActor*, const al::Nerve*);
void updateMaterialCodeWater(LiveActor *);
void updateMaterialCodeWater(LiveActor *, bool);
void appearItem(const LiveActor *);
void turnToTarget(LiveActor*, const sead::Vector3f&, float);
void turnToTarget(LiveActor*, const al::LiveActor *, float);
void expandClippingRadiusByShadowLength(LiveActor *,sead::Vector3f *, float);
void addPartialSklAnimPartsListRecursive(al::LiveActor*, char const*, int);
void setMaterialProgrammable(al::LiveActor *);
void initJointLocalXRotator(const LiveActor *,const float *,const char *);
void initJointLocalYRotator(const LiveActor *,const float *,const char *);
void initJointLocalZRotator(const LiveActor*, const float*, const char*);
void initActorPoseTRSV(al::LiveActor *);
void initActorPoseTRMSV(al::LiveActor *);
void initActorPoseTRGMSV(al::LiveActor *);
void initActorPoseTFSV(al::LiveActor *);
void initActorPoseTFUSV(al::LiveActor *);
void initActorPoseTFGSV(al::LiveActor *);
void initActorPoseTQSV(al::LiveActor *);
void initActorPoseTQGSV(al::LiveActor *);
void initActorPoseTQGMSV(al::LiveActor *);
void initActorPoseT(al::LiveActor *,sead::Vector3<float> const&);
void initActorPoseTR(al::LiveActor*, sead::Vector3<float> const&, sead::Vector3<float> const&);
void initActorSRT(al::LiveActor*, al::ActorInitInfo const&);
void initActorSceneInfo(al::LiveActor *, al::ActorInitInfo const&);
void initActorModelKeeper(al::LiveActor *,al::ActorInitInfo const&,al::ActorResource const*,int);
void initActorModelKeeper(al::LiveActor*, al::ActorInitInfo const&, char const*, int,
char const*);
void initActorEffectKeeper(al::LiveActor*, al::ActorInitInfo const&, char const*);
void initActorActionKeeper(al::LiveActor *,al::ActorInitInfo const&,char const*,char const*);
void initActorActionKeeper(al::LiveActor*, al::ActorResource const*, char const*, char const*);
void initActorClipping(al::LiveActor *,al::ActorInitInfo const&);
void initPartialSklAnim(al::LiveActor*, int, int, int);
bool tryGetActorInitFileIterAndName(al::ByamlIter *,sead::BufferedSafeStringBase<char> *,al::Resource const*,char const*,char const*);
bool tryGetActorInitFileIter(al::ByamlIter *,al::Resource const*,char const*,char const*);
bool tryGetActorInitFileIterAndName(al::ByamlIter *,sead::BufferedSafeStringBase<char> *,al::LiveActor const*,char const*,char const*);
bool tryGetActorInitFileIter(al::ByamlIter *,al::LiveActor const*,char const*,char const*);
void initLayoutPartsActor(LayoutActor*, LayoutActor*, const LayoutInitInfo&, char const*,
char const*);
void initCreateActorWithPlacementInfo(LiveActor*, const al::ActorInitInfo&);
void initMapPartsActor(LiveActor *, const al::ActorInitInfo &, const char *);
void initActorWithArchiveName(LiveActor*, const al::ActorInitInfo&, const sead::SafeString&, const char*);
void initJointControllerKeeper(const LiveActor*, int);
void initJointGlobalQuatController(const LiveActor*, const sead::Quatf*, const char*);
void appearBreakModelRandomRotateY(LiveActor *);
bool isNear(const LiveActor *, const LiveActor *, float);
bool isClipped(const LiveActor*);
bool isDead(const LiveActor*);
bool isAlive(const LiveActor*);
bool isHideModel(const LiveActor*);
bool isEffectEmitting(const IUseEffectKeeper*, const char*);
bool isActionEnd(const LiveActor*);
bool isActionPlaying(const LiveActor*, const char *);
bool isInvalidClipping(const LiveActor*);
bool isInWater(const LiveActor *);
bool isInWaterArea(const LiveActor *);
bool isOnGround(const LiveActor *, unsigned int);
bool isOnStageSwitch(IUseStageSwitch const *, const char *);
bool isValidStageSwitch(IUseStageSwitch const *, const char *);
bool isFallNextMove(const LiveActor *, const sead::Vector3f &, float, float);
bool isInDeathArea(LiveActor *);
bool isCollidedFloorCode(LiveActor *, const char *);
bool isNoCollide(LiveActor const *);
bool isNearPlayer(const LiveActor*, float);
bool isFallOrDamageCodeNextMove(const LiveActor *, const sead::Vector3f &, float, float);
bool isFaceToTargetDegreeH(const LiveActor*, const sead::Vector3f &, const sead::Vector3f &, float);
bool tryOnSwitchDeadOn(IUseStageSwitch *);
bool trySyncStageSwitchAppear(LiveActor *);
PlayerActorBase* tryFindNearestPlayerActor(const LiveActor *);
bool tryFindNearestPlayerPos(sead::Vector3f *, const LiveActor *);
bool tryAddRippleMiddle(LiveActor*);
bool tryStartActionIfNotPlaying(LiveActor*, const char*);
float getClippingRadius(al::LiveActor const*);
sead::Vector3f *getClippingObb(al::LiveActor *);
sead::Vector3f *getClippingCenterPos(al::LiveActor const*);
sead::Vector3f& getTrans(const LiveActor*);
sead::Vector3f* getTransPtr(LiveActor*);
sead::Vector3f& getGravity(const LiveActor*);
sead::Vector3f* getGravityPtr(const LiveActor*);
sead::Vector3f& getFront(const LiveActor*);
sead::Vector3f* getFrontPtr(LiveActor*);
sead::Vector3f& getVelocity(const LiveActor*);
sead::Vector3f* getVelocityPtr(LiveActor*);
sead::Quatf& getQuat(al::LiveActor const*);
sead::Quatf* getQuatPtr(al::LiveActor *);
Collider* getActorCollider(LiveActor*);
sead::Matrix34f* getJointMtxPtr(const LiveActor*, const char*); //return type might be const
sead::Quatf* getQuatPtr(LiveActor *);
sead::Vector3f* getOnGroundNormal(const LiveActor *, uint);
void scaleVelocity(LiveActor*, float);
void scaleVelocityDirection(LiveActor*, sead::Vector3f const&, float);
void setClippingObb(LiveActor*, sead::BoundBox3f const&);
void setClippingInfo(LiveActor*, float, sead::Vector3f const*);
void setClippingNearDistance(LiveActor *,float);
void setTrans(LiveActor *, sead::Vector3f const &);
void setVelocity(LiveActor*, sead::Vector3f const&);
void setVelocity(LiveActor*, float, float, float);
void setVelocityX(LiveActor*, float);
void setVelocityY(LiveActor*, float);
void setVelocityZ(LiveActor*, float);
void setVelocityZero(LiveActor*);
void setVelocityBlowAttackAndTurnToTarget(LiveActor *, sead::Vector3f const&,
float, float);
void setActionFrameRate(LiveActor*, float);
void addVelocityToGravityFittedGround(LiveActor*, float, unsigned int);
void addVelocityToGravity(LiveActor*, float);
void addVelocityToDirection(LiveActor*, sead::Vector3f const &, float);
void addVelocity(LiveActor*, sead::Vector3f const &);
void addVelocityX(LiveActor*, float);
void addVelocityY(LiveActor*, float);
void addVelocityZ(LiveActor*, float);
void calcFrontDir(sead::Vector3f *, const LiveActor *);
void calcQuat(sead::Quatf*, const LiveActor*);
void calcJointFrontDir(sead::Vector3f*, const LiveActor*, const char*);
void calcJointPos(sead::Vector3f*, const LiveActor*, const char*);
void makeQuatUpFront(sead::Quatf *, sead::Vector3f const &, sead::Vector3f const &);
void rotateQuatYDirDegree(LiveActor *, float);
f32* findActorParamF32(const LiveActor*, const char*);
s32* findActorParamS32(const LiveActor*, const char*);
LiveActor* getSubActor(const LiveActor*, const char*); //NOTE: unknown return type
bool listenStageSwitchOnAppear(IUseStageSwitch *, al::FunctorBase const &functor);
}
namespace rs {
sead::Vector3f* getPlayerPos(const al::LiveActor*);
}