| 1 | #pragma once |
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | namespace al { |
| 6 | class LiveActor; |
| 7 | class CollisionParts; |
| 8 | class CollisionPartsFilterBase; |
| 9 | class HitSensor; |
| 10 | } // namespace al |
| 11 | |
| 12 | class IUsePlayerCollision; |
| 13 | class IUsePlayerHeightCheck; |
| 14 | class PlayerConst; |
| 15 | |
| 16 | namespace rs { |
| 17 | |
| 18 | f32 getGroundHeight(const IUsePlayerHeightCheck*); |
| 19 | |
| 20 | const sead::Vector3f& getCollidedWallPos(const IUsePlayerCollision*); |
| 21 | const sead::Vector3f& getCollidedWallNormal(const IUsePlayerCollision*); |
| 22 | const al::CollisionParts* getCollidedWallCollisionParts(const IUsePlayerCollision*); |
| 23 | |
| 24 | const sead::Vector3f& getCollidedGroundPos(const IUsePlayerCollision*); |
| 25 | const sead::Vector3f& getCollidedGroundNormal(const IUsePlayerCollision*); |
| 26 | const al::CollisionParts* getCollidedGroundCollisionParts(const IUsePlayerCollision*); |
| 27 | |
| 28 | const sead::Vector3f& getCollidedCeilingPos(const IUsePlayerCollision*); |
| 29 | const sead::Vector3f& getCollidedCeilingNormal(const IUsePlayerCollision*); |
| 30 | const al::CollisionParts* getCollidedCeilingCollisionParts(const IUsePlayerCollision*); |
| 31 | |
| 32 | bool isCollidedGround(const IUsePlayerCollision*); |
| 33 | bool isCollidedGroundRunAngle(const al::LiveActor*, const IUsePlayerCollision*, const PlayerConst*); |
| 34 | bool isOnGroundSlopeSlideStart(const al::LiveActor*, const IUsePlayerCollision*, |
| 35 | const PlayerConst*); |
| 36 | bool isOnGroundForceSlideCode(const al::LiveActor*, const IUsePlayerCollision*, const PlayerConst*); |
| 37 | bool isOnGroundForceRollingCode(const al::LiveActor*, const IUsePlayerCollision*); |
| 38 | bool isOnGroundLessAngle(const al::LiveActor*, const IUsePlayerCollision*, f32); |
| 39 | bool isPlayerOnGround(const al::LiveActor*); |
| 40 | bool isOnGround(const al::LiveActor*, const IUsePlayerCollision*); |
| 41 | bool isJustLand(const IUsePlayerCollision*); |
| 42 | void calcGroundNormalOrGravityDir(sead::Vector3f*, const al::LiveActor*, |
| 43 | const IUsePlayerCollision*); |
| 44 | bool isCollisionCodeSandSink(const IUsePlayerCollision*); |
| 45 | bool isCollidedWall(const IUsePlayerCollision*); |
| 46 | bool isCollidedCeiling(const IUsePlayerCollision*); |
| 47 | bool isActionCodeNoWallGrab(const IUsePlayerCollision*); |
| 48 | bool isActionCodeNoActionWall(const IUsePlayerCollision*); |
| 49 | |
| 50 | bool isCollisionCodeGrabCeilAny(const IUsePlayerCollision*); |
| 51 | bool isCollisionCodeGrabCeilWall(const IUsePlayerCollision*); |
| 52 | bool isCollisionCodeGrabCeilCeiling(const IUsePlayerCollision*); |
| 53 | bool isCollisionCodeGrabCeilGrround(const IUsePlayerCollision*); |
| 54 | |
| 55 | void setColliderFilterCollisionParts(IUsePlayerCollision*, const al::CollisionPartsFilterBase*); |
| 56 | |
| 57 | bool reboundVelocityFromCollision(al::LiveActor*, const IUsePlayerCollision*, f32, f32, f32); |
| 58 | al::HitSensor* tryGetCollidedCeilingSensor(const IUsePlayerCollision*); |
| 59 | |
| 60 | bool isOnGroundSlopeSlideEnd(const al::LiveActor*, const IUsePlayerCollision*, const PlayerConst*); |
| 61 | bool isAutoRunOnGroundSkateCode(const al::LiveActor*, const IUsePlayerCollision*, f32); |
| 62 | |
| 63 | } // namespace rs |
| 64 | |