mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-05-01 04:54:30 +00:00
134 lines
8.3 KiB
C++
134 lines
8.3 KiB
C++
#pragma once
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#include <basis/seadTypes.h>
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#include <math/seadVector.h>
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#include "Library/Shadow/ShadowMaskBase.h"
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namespace sead {
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class Color4f;
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}
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namespace al {
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class LiveActor;
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class ShadowMaskBase;
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class DepthShadowMapInfo;
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class OccSphere;
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bool isExistShadow(LiveActor* actor);
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bool isExistShadowMaskCtrl(LiveActor* actor);
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bool isExistShadowMask(LiveActor* actor, const char* maskName);
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bool isExistDepthShadow(LiveActor* actor);
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bool isExistDepthShadowMapCtrl(LiveActor* actor);
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bool isExistAnyShadowCtrl(LiveActor* actor);
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bool isHideShadowMask(const LiveActor* actor);
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void hideShadow(LiveActor* actor);
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void showShadow(LiveActor* actor);
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void showShadowMask(LiveActor* actor);
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void showShadowMask(LiveActor* actor, ShadowMaskBase* mask);
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void showShadowMask(LiveActor* actor, const char* maskName);
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void showShadowMask(LiveActor* actor, ShadowMaskDrawCategory drawCategory);
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void hideShadowMask(LiveActor* actor);
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void hideShadowMask(LiveActor* actor, ShadowMaskBase* mask);
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void hideShadowMask(LiveActor* actor, const char* maskName);
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void hideShadowMask(LiveActor* actor, ShadowMaskDrawCategory drawCategory);
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bool isHideShadowMask(LiveActor* actor, const char* maskName);
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void showDepthShadowMap(LiveActor* actor, s32 mapIdx);
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void showDepthShadowMap(const LiveActor* actor, DepthShadowMapInfo* map);
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void showDepthShadowMap(LiveActor* actor, const char* mapName);
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void hideDepthShadowMap(LiveActor* actor, s32 mapIdx);
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void hideDepthShadowMap(const LiveActor* actor, DepthShadowMapInfo* map);
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void hideDepthShadowMap(LiveActor* actor, const char* mapName);
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bool isHideDepthShadowMap(LiveActor* actor, const char* mapName);
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bool isHideDepthShadowMap(LiveActor* actor, s32 mapIdx);
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s32 getDepthShadowMapNum(LiveActor* actor);
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void validateShadowMask(LiveActor* actor);
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void validateShadowMask(LiveActor* actor, ShadowMaskBase* mask);
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void validateShadowMask(LiveActor* actor, const char* maskName);
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void invalidateShadowMask(LiveActor* actor);
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void invalidateShadowMask(LiveActor* actor, ShadowMaskBase* mask);
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void invalidateShadowMask(LiveActor* actor, const char* maskName);
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void validateDepthShadowMap(LiveActor* actor);
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void validateDepthShadowMap(LiveActor* actor, DepthShadowMapInfo* map);
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void validateDepthShadowMap(LiveActor* actor, const char* mapName);
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void invalidateDepthShadowMap(LiveActor* actor);
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void invalidateDepthShadowMap(LiveActor* actor, DepthShadowMapInfo* map);
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void invalidateDepthShadowMap(LiveActor* actor, const char* mapName);
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void invalidateShadowMask(LiveActor* actor, ShadowMaskDrawCategory drawCategory);
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void invalidateShadowMaskIntensityAll(LiveActor* actor);
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void setShadowMaskFixed(LiveActor* actor, bool isFixed);
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void setShadowMaskDropDir(LiveActor* actor, const sead::Vector3f& dropDir);
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void setShadowMaskDropDir(LiveActor* actor, const sead::Vector3f& dropDir, const char* maskName);
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void setShadowMaskDropDirActorDown(LiveActor* actor);
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void setShadowMaskSize(LiveActor* actor, const char* maskName, const sead::Vector3f& size);
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void setShadowMaskSize(LiveActor* actor, const char* maskName, f32 sizeX, f32 sizeY, f32 sizeZ);
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void setShadowTextureOffset(LiveActor* actor, const char* maskName, f32 offsetX, f32 offsetY);
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void onShadowTextureScroll(LiveActor* actor, const char* maskName);
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void offShadowTextureScroll(LiveActor* actor, const char* maskName);
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void calcShadowMaskSize(sead::Vector3f* size, LiveActor* actor, const char* maskName);
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f32 getShadowMaskDropLength(const LiveActor* actor, const char* maskName);
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void setShadowMaskDropLength(LiveActor* actor, f32 dropLength);
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void setShadowMaskDropLength(LiveActor* actor, f32 dropLength, const char* maskName);
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void setShadowMaskDropLengthScaleWithDrawCategory(LiveActor* actor, f32 dropLengthScale,
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ShadowMaskDrawCategory drawCategory);
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void setShadowMaskDropLengthWithDrawCategory(LiveActor* actor, f32 dropLength,
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ShadowMaskDrawCategory drawCategory);
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void setShadowMaskDropLengthEvenWithTarget(ShadowMaskBase* targetMask, const char* maskName,
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const sead::Vector3f&);
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void setShadowMaskDropLengthEvenWithTarget(ShadowMaskBase* targetMask, const ShadowMaskBase* mask,
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const sead::Vector3f&);
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void setShadowMaskDropLengthEvenWithDrawCategory(LiveActor*, ShadowMaskDrawCategory drawCategory,
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const LiveActor*, const char* maskName);
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void setShadowMaskDropLengthEvenPlaneNormal(const LiveActor* actor, const sead::Vector3f&);
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s32 getDepthShadowMapWidth(const LiveActor* actor, const char* mapName);
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s32 getDepthShadowMapHeight(const LiveActor* actor, const char* mapName);
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void setDepthShadowMapSize(const LiveActor* actor, s32 width, s32 height, const char* mapName);
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f32 getDepthShadowMapLength(const LiveActor* actor, const char* mapName);
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void setDepthShadowMapLength(const LiveActor* actor, f32 length, const char* mapName);
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void setDepthShadowMapLengthFromActorTransFlag(const LiveActor* actor, bool isSetShadowLength,
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const char* mapName);
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void setDepthShadowMapBoundingBox(const LiveActor* actor, const sead::Vector3f& boundMin,
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const sead::Vector3f& boundMax, const char* mapName);
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void setDepthShadowMapMaskTypeNone(const LiveActor* actor, const char* mapName);
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void setDepthShadowMapMaskTypeSelf(const LiveActor* actor, const char* mapName);
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void setEnableDepthShadowMapBottomGradation(const LiveActor* actor, const char* mapName,
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bool isEnableBottomGradation);
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bool isEnableDepthShadowMapBottomGradation(const LiveActor* actor, const char* mapName);
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void setDepthShadowMapBottomGradationLength(const LiveActor* actor, const char* mapName,
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f32 length);
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f32 getDepthShadowMapBottomGradationLength(const LiveActor* actor, const char* mapName);
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bool isAppendSubActorDepthShadowMap(const LiveActor* actor);
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f32 getShadowMaskDropLengthMax(const LiveActor* actor);
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void setShadowMaskColor(const LiveActor* actor, const char* maskName, const sead::Color4f& color);
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const sead::Color4f& getShadowMaskColor(const LiveActor* actor, const char* maskName);
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void setShadowMaskIntensity(const LiveActor* actor, const char* maskName, f32 intensity);
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f32 getShadowMaskIntensity(const LiveActor* actor, const char* maskName);
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f32 getShadowMaskTextureFixedScale(const LiveActor* actor, const char* maskName);
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void setShadowMaskTextureFixedScale(const LiveActor* actor, const char* maskName, f32 scale);
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const sead::Vector3f& getShadowMaskOffset(const LiveActor* actor, const char* maskName);
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void setShadowMaskOffset(const LiveActor* actor, const sead::Vector3f& offset,
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const char* maskName);
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bool isExistOcclusionLightPosPtr(const LiveActor* actor, const char* occSphereName);
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void setOcclusionLightPosPtr(const LiveActor* actor, const char* occSphereName,
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const sead::Vector3f* lightPosPtr);
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void setOcclusionAddOffset(const LiveActor* actor, const char* occSphereName,
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const sead::Vector3f& offset);
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void enableOcclusion(const LiveActor* actor, const char* occSphereName);
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void disableOcclusion(const LiveActor* actor, const char* occSphereName);
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bool isEnableOcclusion(const LiveActor* actor, const char* occSphereName);
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void calcSphereDoBoundingInfo(sead::Vector3f*, sead::Vector3f*, f32*, f32*, const LiveActor* actor,
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const char* occSphereName, f32);
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void calcOcclusionSpherePos(sead::Vector3f* pos, const LiveActor* actor, const char* occSphereName);
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void changeOcclusionGroup(const LiveActor* actor, const char* occSphereName, const char* groupName);
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OccSphere* getOcclusionSphere(const LiveActor* actor, const char* occSphereName);
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void setOcclusionIgnoreHostHide(const LiveActor* actor, bool isIgnoreHostHide);
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bool findIsInShade(const LiveActor* actor, const sead::Vector3f& pos);
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void requestDepthShadowMapLightDir(const LiveActor* actor, const sead::Vector3f& lightDir,
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const char* mapName);
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void resetRequestDepthShadowMapLightDir(const LiveActor* actor, const char* mapName);
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bool isRequestDepthShadowMapLightDir(const LiveActor* actor, const char* mapName);
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void onDepthShadowModel(LiveActor* actor);
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void offDepthShadowModel(LiveActor* actor);
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void updateDepthShadowMapCtrlShapeVisible(LiveActor* actor);
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} // namespace al
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