PlayerCollider class

Base classes

class al::HioNode
class al::IUseCollision

Constructors, destructors, conversion operators

PlayerCollider(al::CollisionDirector*, const sead::Matrix34f*, const sead::Vector3f*, const sead::Vector3f*, bool)

Public functions

void onInvalidate()
void setCollisionShapeKeeper(CollisionShapeKeeper*)
void calcBoundingRadius(f32*) const
void setCollisionShapeScale(f32)
void onCutCollideAffectDir(const sead::Vector3f&)
void offCutCollideAffectDir()
void clear()
void calcCheckPos(sead::Vector3f*) const
void resetPose(const sead::Quatf&)
auto collide(const sead::Vector3f&) -> sead::Vector3f
auto calcMovePowerByContact(sead::Vector3f*, const sead::Vector3f&) -> bool
void moveCollide(sead::Vector3f*, f32*, sead::Quatf*, const sead::Vector3f&, f32, const sead::Quatf&, const sead::Vector3f&, f32, bool)
auto findCollidePos(al::SpherePoseInterpolator*) -> bool
void calcResultVec(sead::Vector3f*, sead::Vector3f*, const sead::Vector3f&)
void calcGroundArrowAverage(bool*, sead::Vector3f*, bool*, sead::Vector3f*, const CollisionShapeKeeper*)
void calcResultVecArrow(sead::BitFlag32*, sead::Vector3f*, sead::Vector3f*, sead::Vector3f*, sead::Vector3f*, const CollidedShapeResult*)
void calcResultVecSphere(sead::BitFlag32*, sead::Vector3f*, sead::Vector3f*, sead::Vector3f*, sead::Vector3f*, const CollidedShapeResult*)
void calcResultVecDisk(sead::BitFlag32*, sead::Vector3f*, sead::Vector3f*, sead::Vector3f*, sead::Vector3f*, const CollidedShapeResult*)
void collectHitInfoArray(const al::HitInfo&, s32)
auto isNeedWallBorderCheck(const al::HitInfo&) const -> bool
void setWallBorderCheckTypeNone()
void setWallBorderCheckTypeNoFace()
void setWallBorderCheckTypeAll()
void setCollisionPartsFilter(const al::CollisionPartsFilterBase*)
void calcBoundingCenter(sead::Vector3f*) const
void validateCorrectMovePartsCheck()
auto getCollisionDirector() const -> al::CollisionDirector* override
auto get_70() const -> f32
auto getCollidedGroundNormal() const -> const sead::Vector3f&