mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
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111 lines
5.6 KiB
C++
111 lines
5.6 KiB
C++
#pragma once
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#include "Library/LiveActor/LiveActor.h"
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namespace al {
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class TriangleFilterBase;
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class CollisionPartsFilterBase;
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class ActorCollisionController;
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void getActorCollider(const LiveActor*);
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bool isExistActorCollider(const LiveActor*);
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void getActorCollisionPartsSensor(const LiveActor*);
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bool isExistCollisionParts(const LiveActor*);
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bool isEqualCollisionParts(const LiveActor*, const CollisionParts*);
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void validateCollisionParts(LiveActor*);
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void invalidateCollisionParts(LiveActor*);
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void validateCollisionPartsBySystem(LiveActor*);
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void invalidateCollisionPartsBySystem(LiveActor*);
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void isValidCollisionParts(const LiveActor*);
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void setCollisionPartsSpecialPurposeName(LiveActor*, const char*);
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void resetAllCollisionMtx(LiveActor*);
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void syncCollisionMtx(LiveActor*, const sead::Matrix34f*);
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void syncCollisionMtx(LiveActor*, CollisionParts*, const sead::Matrix34f*);
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void setSyncCollisionMtxPtr(LiveActor*, const sead::Matrix34f*);
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bool isOnGround(const LiveActor*, unsigned int);
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bool isOnGroundFace(const LiveActor*);
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bool isCollidedGroundEdgeOrCorner(const LiveActor*);
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bool isOnGroundNoVelocity(const LiveActor*, unsigned int);
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bool isOnGroundDegree(const LiveActor*, float, unsigned int);
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bool isOnGroundFaceDegree(const LiveActor*, float);
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bool isOnGroundNoVelocityDegree(const LiveActor*, float, unsigned int);
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void getOnGroundNormal(const LiveActor*, unsigned int);
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void setColliderRadius(LiveActor*, float);
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void setColliderOffsetY(LiveActor*, float);
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void getColliderRadius(const LiveActor*);
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void getColliderOffsetY(const LiveActor*);
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void getColliderFixReaction(const LiveActor*);
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void calcColliderPos(sead::Vector3f*, const LiveActor*);
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void validateColliderRobustCheck(LiveActor*);
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void invalidateColliderRobustCheck(LiveActor*);
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void setColliderReactMovePower(LiveActor*, bool);
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void calcColliderFloorRotatePower(sead::Quatf*, LiveActor*);
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void calcJumpInertia(sead::Vector3f*, LiveActor*, const sead::Vector3f&, float);
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bool isCollidedGround(const LiveActor*);
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void calcJumpInertiaWall(sead::Vector3f*, LiveActor*, float);
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bool isCollidedWall(const LiveActor*);
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void scaleVelocityInertiaWallHit(LiveActor*, float, float, float);
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void getCollidedWallNormal(const LiveActor*);
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void calcCollidedNormalSum(const LiveActor*, sead::Vector3f*);
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void calcGroundNormalOrUpDir(sead::Vector3f*, const LiveActor*);
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void getCollidedGroundNormal(const LiveActor*);
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void calcGroundNormalOrGravityDir(sead::Vector3f*, const LiveActor*);
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void setColliderFilterTriangle(LiveActor*, const TriangleFilterBase*);
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void setColliderFilterCollisionParts(LiveActor*, const CollisionPartsFilterBase*);
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void createAndSetColliderFilterExistActor(LiveActor*);
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void createAndSetColliderFilterExistActor(LiveActor*, LiveActor*);
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void createAndSetColliderFilterSubActor(LiveActor*);
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void createAndSetColliderSpecialPurpose(LiveActor*, const char*);
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void createAndSetColliderSpecialPurposeForCollisionActor(LiveActor*, const char*);
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void createAndSetColliderIgnoreOptionalPurpose(LiveActor*, const char*);
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void createAndSetColliderSpecialAndIgnoreOptionalPurpose(LiveActor*, const char*, const char*);
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void createActorCollisionController(LiveActor*);
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void setColliderRadius(ActorCollisionController*, float);
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void setColliderRadiusScale(ActorCollisionController*, float);
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void setColliderOffsetY(ActorCollisionController*, float);
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void resetActorCollisionController(ActorCollisionController*, int);
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void updateActorCollisionController(ActorCollisionController*);
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void getCollidedFloorMaterialCodeName(const LiveActor*);
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void getCollidedFloorMaterialCodeName(Collider const*);
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void getCollidedWallMaterialCodeName(const LiveActor*);
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void getCollidedCeilingMaterialCodeName(const LiveActor*);
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bool isCollidedFloorCode(const LiveActor*, const char*);
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bool isCollidedCollisionCode(const LiveActor*, const char*, const char*);
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bool isCollidedWallCode(const LiveActor*, const char*);
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bool isCollidedCameraCode(const LiveActor*, const char*);
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bool isCollidedMaterialCode(const LiveActor*, const char*);
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bool isCollidedGroundFloorCode(const LiveActor*, const char*);
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bool isCollidedGroundCollisionCode(const LiveActor*, const char*, const char*);
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bool isCollided(const LiveActor*);
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bool isCollidedCeiling(const LiveActor*);
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bool isCollidedWallFace(const LiveActor*);
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bool isCollidedVelocity(const LiveActor*);
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bool isCollidedWallVelocity(const LiveActor*);
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bool isCollidedCeilingVelocity(const LiveActor*);
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void getCollidedCeilingNormal(const LiveActor*);
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void getCollidedGroundPos(const LiveActor*);
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void getCollidedWallPos(const LiveActor*);
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void getCollidedCeilingPos(const LiveActor*);
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void calcSpeedCollideWall(const LiveActor*);
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void calcSpeedCollideGround(const LiveActor*);
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void calcSpeedCollideCeiling(const LiveActor*);
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void getCollidedGroundCollisionParts(const LiveActor*);
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bool tryGetCollidedGroundCollisionParts(const LiveActor*);
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void getCollidedWallCollisionParts(const LiveActor*);
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bool tryGetCollidedWallCollisionParts(const LiveActor*);
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void getCollidedCeilingCollisionParts(const LiveActor*);
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bool tryGetCollidedCeilingCollisionParts(const LiveActor*);
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void getCollidedGroundSensor(const LiveActor*);
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bool tryGetCollidedGroundSensor(const LiveActor*);
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void getCollidedWallSensor(const LiveActor*);
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bool tryGetCollidedWallSensor(const LiveActor*);
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void getCollidedCeilingSensor(const LiveActor*);
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bool tryGetCollidedCeilingSensor(const LiveActor*);
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bool tryGetCollidedSensor(const LiveActor*);
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bool tryGetCollidedPos(sead::Vector3f*, const LiveActor*);
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void setForceCollisionScaleOne(const LiveActor*);
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void followRotateFrontAxisUpGround(LiveActor*);
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void followRotateFrontAxisUp(LiveActor*, const CollisionParts*);
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// void ActorFactory::ActorFactory(const char*);
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} // namespace al
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