| 1 | #pragma once |
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | namespace al { |
| 6 | class LiveActor; |
| 7 | |
| 8 | struct WaterSurfaceProperties { |
| 9 | f32 distance = 0.0f; |
| 10 | sead::Vector3f position = {0.0f, 0.0f, 0.0f}; |
| 11 | sead::Vector3f normal = {0.0f, 0.0f, 0.0f}; |
| 12 | sead::Vector3f _1c = {0.0f, 0.0f, 0.0f}; |
| 13 | |
| 14 | void setDistance(f32 value) { distance = value; } |
| 15 | |
| 16 | void setPosition(const sead::Vector3f& vector) { position.set(vector); } |
| 17 | |
| 18 | void setNormal(const sead::Vector3f& vector) { normal.set(vector); } |
| 19 | |
| 20 | void set1c(const sead::Vector3f& vector) { _1c.set(vector); } |
| 21 | }; |
| 22 | |
| 23 | class WaterSurfaceFinder { |
| 24 | public: |
| 25 | WaterSurfaceFinder(const LiveActor* player); |
| 26 | |
| 27 | void update(const sead::Vector3f& position, const sead::Vector3f& gravity, f32 distance); |
| 28 | void updateLocal(const sead::Vector3f& position, const sead::Vector3f& gravity, f32 maxDistance, |
| 29 | bool isFlat, bool isDisplacement, bool isOverGround); |
| 30 | void updateForSurfaceShadow(const sead::Vector3f& position, const sead::Vector3f& gravity, |
| 31 | f32 distance); |
| 32 | void updateForDisplacement(const sead::Vector3f& position, const sead::Vector3f& gravity, |
| 33 | f32 distance); |
| 34 | void updateConsiderGround(const sead::Vector3f& position, const sead::Vector3f& gravity, |
| 35 | f32 distance); |
| 36 | |
| 37 | bool isNearSurface(f32 distance) const; |
| 38 | |
| 39 | bool isFoundSurface() const { return mIsFoundSurface; }; |
| 40 | |
| 41 | f32 getDistance() const { return mSurface.distance; }; |
| 42 | |
| 43 | const sead::Vector3f& getSurfacePosition() const { return mSurface.position; }; |
| 44 | |
| 45 | private: |
| 46 | const LiveActor* mActor; |
| 47 | bool mIsFoundSurface = false; |
| 48 | WaterSurfaceProperties mSurface{}; |
| 49 | }; |
| 50 | |
| 51 | static_assert(sizeof(WaterSurfaceFinder) == 0x38); |
| 52 | |
| 53 | } // namespace al |
| 54 | |