al namespace
Namespaces
- namespace anonymous_namespace{ChildStep.cpp}
- namespace anonymous_namespace{EffectObjFollowCamera.cpp}
- namespace anonymous_namespace{EffectObjFollowCameraLimit.cpp}
- namespace anonymous_namespace{KeyMoveMapParts.cpp}
- namespace anonymous_namespace{RailMoveMapParts.cpp}
- namespace anonymous_namespace{RotateMapParts.cpp}
- namespace anonymous_namespace{SwitchOpenMapParts.cpp}
- namespace anonymous_namespace{VisibleSwitchMapParts.cpp}
- namespace EffectObjFunction
Classes
- class AccountHolder
- class ActionAnimCtrl
- struct ActionAnimCtrlInfo
- struct ActionAnimDataInfo
- class ActionBgmCtrl
- class ActionEffectCtrl
- struct ActionEffectCtrlInfo
- class ActionFlagCtrl
- struct ActionFlagCtrlInfo
- class ActionPadAndCameraCtrl
- class ActionScreenEffectCtrl
- struct ActionScreenEffectCtrlInfo
- class ActionSeCtrl
- class ActorActionKeeper
- class ActorBackAroundCameraSubTarget
- class ActorCameraSubTarget
- class ActorCameraTarget
- class ActorDitherAnimator
- class ActorExecuteInfo
- class ActorFactory
- struct ActorInitInfo
- class ActorInitResourceData
- class ActorItemKeeper
- class ActorMatrixCameraTarget
- class ActorOcclusionKeeper
- class ActorParamHolder
- struct ActorParamMove
- class ActorPoseKeeperBase
- class ActorPoseKeeperTFGSV
- class ActorPoseKeeperTFSV
- class ActorPoseKeeperTFUSV
- class ActorPoseKeeperTQGMSV
- class ActorPoseKeeperTQGSV
- class ActorPoseKeeperTQSV
- class ActorPoseKeeperTRGMSV
- class ActorPoseKeeperTRMSV
- class ActorPoseKeeperTRSV
- class ActorPrePassLightKeeper
- class ActorResource
- class ActorResourceHolder
- struct ActorSceneInfo
- class ActorScoreKeeper
- class ActorSensorController
- class ActorSensorControllerList
- class ActorStateBase
- class AllDeadWatcher
- class AnimInfoTable
- class AnimPlayerBase
- struct AnimPlayerInitInfo
- class AnimPlayerMat
- class AnimPlayerSimple
- class AnimPlayerSkl
- class AnimPlayerVis
- struct AnimResInfo
- class AnimScaleController
- struct AnimScaleParam
- class ApplicationMessageReceiver
- class ArchiveEntry
- class ArchiveHolder
- struct AreaGroupInfo
- class AreaInitInfo
- class AreaObj
- class AreaObjDirector
- class AreaObjFactory
- class AreaObjFilterBase
- class AreaObjFindCallBack
- class AreaObjGroup
- class AreaObjMtxConnecter
- class AreaObjMtxConnecterHolder
- class AreaShape
- class AreaShapeCube
- class AreaShapeCubeBase
- class AreaShapeCubeCenter
- class AreaShapeCubeTop
- class AreaShapeCylinder
- class AreaShapeCylinderBase
- class AreaShapeCylinderCenter
- class AreaShapeCylinderTop
- class AreaShapeFactory
- class AreaShapeInfinite
- class AreaShapeOval
- class AreaShapeSphere
- struct ArrowHitInfo
- class AsyncFunctorThread
- class AudioDirector
- struct AudioDirectorInitInfo
-
template<typename T>class AudioInfoListWithParts
- class AudioKeeper
- class AudioSystem
- struct AudioSystemInfo
- class BackHideDitherAnimator
- class BackHideParts
- class BalloonMessage
- struct BalloonMessageInitParam
- class BezierCurve
- class BgmBeatCounter
- class BgmChangeableParams
- class BgmDataBase
- class BgmDirector
- struct BgmDirectorInitInfo
- class BgmKeeper
- struct BgmUserInfo
- class BreakMapPartsBase
- class BreakModel
- class ByamlArrayIter
- class ByamlContainerHeader
- class ByamlData
- class ByamlHashIter
- class ByamlHashPair
- class ByamlHeader
- class ByamlIter
- class ByamlStringTableIter
- class ByamlWriter
- class ByamlWriterArray
- class ByamlWriterBigData
- class ByamlWriterBigDataList
- class ByamlWriterBool
- class ByamlWriterContainer
- class ByamlWriterData
- class ByamlWriterDouble
- class ByamlWriterFloat
- class ByamlWriterHash
- class ByamlWriterHashPair
- class ByamlWriterInt
- class ByamlWriterInt64
- class ByamlWriterNull
- class ByamlWriterString
- class ByamlWriterStringTable
- class ByamlWriterUInt
- class ByamlWriterUInt64
- class CameraAngleCtrlInfo
- class CameraAngleSwingInfo
- class CameraAngleVerticalRequester
- class CameraArrowCollider
- class CameraDirector
- struct CameraFlagCtrl
- class CameraInputHolder
- class CameraLimitRailKeeper
- struct CameraObjectRequestInfo
- class CameraOffsetCtrl
- class CameraOffsetCtrlPreset
- class CameraParamMoveLimit
- class CameraPoser
- class CameraPoserActorRailParallel
- class CameraPoserAnim
- class CameraPoserFactory
- class CameraPoserFix
- class CameraPoserFixActor
- class CameraPoserFixFishing
- class CameraPoserFixLook
- class CameraPoserFixPoint
- class CameraPoserFixTalk
- struct CameraPoserFlag
- struct CameraPoserSceneInfo
- class CameraPoserSubjective
- class CameraPoseUpdater
- class CameraRailHolder
- class CameraRequestParamHolder
- class CameraResourceHolder
- class CameraShaker
- struct CameraStartInfo
- class CameraStartParamArea
- class CameraStopJudge
- class CameraSubTargetBase
- class CameraSubTargetTurnParam
- class CameraSwitchRequester
- class CameraSwitchRequestInfo
- class CameraTargetAreaLimitter
- class CameraTargetBase
- class CameraTargetHolder
- class CameraTicket
- class CameraTicketHolder
- class CameraTicketId
- class CameraVerticalAbsorber
- class CameraViewFlag
- class CameraViewInfo
- class CameraWatchPoint
- class ChildStep
- class ChromakeyDrawer
- class ClippingActorHolder
- class ClippingActorInfo
- class ClippingActorInfoList
- class ClippingDirector
- class ClippingFarAreaObserver
- class ClippingGroupHolder
- class ClippingInfoGroup
- class ClippingJudge
- class ClockMapParts
- class Collider
- class CollisionDirector
- class CollisionObj
- class CollisionParts
- class CollisionPartsFilterActor
- class CollisionPartsFilterBase
- class CollisionPartsFilterSpecialPurpose
- struct ConveyerKey
- class ConveyerKeyKeeper
- class ConveyerMapParts
- class ConveyerStep
- class DemoDirector
- class DepthShadowMapCtrl
- class DepthShadowModel
-
template<class T>class DeriveActorGroup
- struct DiskHitInfo
- class DitherAnimator
- struct DrawSystemInfo
- class DynamicDrawActor
- class EffectKeeper
- class EffectObj
- class EffectObjCameraEmit
- class EffectObjFollowCamera
- class EffectObjFollowCameraLimit
- class EffectObjInterval
- class EffectSystem
- class EffectSystemInfo
- class EnemyStateBlowDown
- struct EnemyStateBlowDownParam
- class EventFlowNodeFactory
- class EventFlowRequestInfo
- class ExecuteAsyncExecutor
- class ExecuteAsyncExecutorDraw
- class ExecuteAsyncExecutorUpdate
- class ExecuteDirector
- struct ExecuteOrder
- class ExecuteRequestInfo
- class ExecuteRequestKeeper
- class ExecuteRequestTable
- struct ExecuteSystemInitInfo
- struct ExecuteTable
- class ExecuteTableHolderDraw
- class ExecuteTableHolderUpdate
- class ExecutorListBase
-
template<typename T>class Factory
- class FallMapParts
- class FarDistanceDitherAnimator
- class FileEntryBase
- class FileLoader
- class FileLoaderThread
- class FireSurfaceFinder
- struct FireSurfaceProperties
- class FixMapParts
- class FloaterMapParts
- class FlowMapCtrl
- class FlowMapParts
- class FunctorBase
-
template<class T, class F>class FunctorV0M
- class GameDataHolderBase
- class GameFrameworkNx
- class GamePadSystem
- struct GameSystemInfo
- class GateMapParts
- class GpuMemAllocator
- class GpuPerf
- class Graph
- struct GraphicsInitArg
- class GraphicsQualityController
- class GraphicsSystemInfo
- class GravityHolder
- class GridMeshXZ
- class GyroCameraCtrl
- class HioNode
- struct HitInfo
- struct HitReactionInfo
- class HitReactionKeeper
- class HitSensor
- class HitSensorDirector
- class HitSensorKeeper
-
template<class T>class HostStateBase
- class HtmlViewer
- class IAudioResourceLoader
- class IAudioSystemPause
- class ICameraInput
- class ICollisionPartsKeeper
- class IEventFlowEventReceiver
- class InitializeThread
- class InitResourceDataAction
- class InitResourceDataActionAnim
- class InitResourceDataAnim
- class InOutParam
- class IntervalTrigger
- class ISceneObj
- class ItemDirectorBase
- class IUseAreaObj
- class IUseAudioKeeper
- class IUseCamera
- class IUseCollision
- class IUseEffectKeeper
- class IUseExecutor
- class IUseFinalize
- class IUseFluidSurface
- class IUseGridMesh
- class IUseHioNode
- class IUseLayout
- class IUseLayoutAction
- class IUseMessageSystem
- class IUseName
- class IUseNerve
- class IUsePadDataReader
- class IUsePadDataWriter
- class IUsePartsGraphics
- class IUseRail
- class IUseSceneCreator
- class IUseSceneObjHolder
- class IUseStageSwitch
- class JointControllerBase
- class JointLocalAxisRotator
- class JointRippleGenerator
- class JointSpringController
- class JointSpringControllerHolder
- class JoyPadAccelPoseAnalyzer
- struct KCHitInfo
- class KCollisionServer
- struct KCPrismData
- struct KCPrismHeader
- class KeyMoveFollowTarget
- class KeyMoveMapParts
- class KeyMoveMapPartsGenerator
- class KeyPose
- class KeyPoseKeeper
- class KeyRepeatCtrl
- class LayoutActionKeeper
- class LayoutActor
- class LayoutActorGroup
- class LayoutExecuteInfo
- class LayoutInitInfo
- class LayoutKeeper
- class LayoutKit
- class LayoutPaneGroup
- class LayoutPartsActorKeeper
- class LayoutSceneInfo
- class LinearCurve
- class LiveActor
- struct LiveActorFlag
- class LiveActorGroup
- class LiveActorKit
- struct MatchStr
-
template<typename T>struct Matrix43
- class MemorySystem
- class MessageHolder
- class MessageSystem
- class MessageTagDataHolder
- class ModelCtrl
- class ModelDisplayListController
- struct ModelDrawBufferCounter
- class ModelDrawBufferUpdater
- class ModelDrawerBase
- class ModelDrawParts
- class ModelGroup
- class ModelKeeper
- class ModelLodAllCtrl
- class ModelLodCtrl
- class ModelMaterialCategory
- class ModelOcclusionCullingDirector
- class ModelOcclusionQuery
- class MtxPtrHolder
-
template<typename T>struct NameToCreator
- class NatureDirector
- class Nerve
- class NerveAction
- class NerveActionCtrl
- class NerveExecutor
- class NerveKeeper
- class NerveStateBase
- class NerveStateCtrl
- struct NfpCharacterId
- class NfpDirector
- struct NfpFormatVersion
- struct NfpInfo
- class OneMeshFixMapParts
- struct OrthoProjectionInfo
- class PadDataArcReader
- struct PadDataPack
- class PadRumbleDirector
- struct PadRumbleParam
- class ParabolicPath
-
template<typename T>class Parameter
- class ParameterArray
- class ParameterBase
- class ParameterIo
- class ParameterList
- class ParameterObj
- class PartsEffectGroup
- class PartsModel
- class PauseCameraCtrl
- class PlacementId
- class PlacementInfo
- class PlayerHolder
- class PostProcessingFilter
- struct PrintParams
- class Projection
- class Rail
- class RailKeeper
- class RailMoveMapParts
- class RailMoveMovement
- class RailPart
- class RailRider
- struct ReplaceTimeInfo
- class ReplayController
- class Resource
- class ResourceSystem
- class RippleCtrl
- class RollingCubeMapParts
- class RollingCubePose
- class RollingCubePoseKeeper
- class RollParts
- class RotateMapParts
- class SaveDataDirector
- class Scene
- class SceneCameraCtrl
- class SceneCameraInfo
- class SceneCameraViewCtrl
- class SceneCreator
- class SceneEventFlowMsg
- struct SceneInitInfo
- class SceneMsg
- class SceneMsgCtrl
- class SceneObjHolder
- class SceneStopCtrl
- class ScreenCaptureExecutor
- class ScreenCoverCtrl
- class ScreenPointDirector
- class ScreenPointKeeper
- class SeBarrierArea
- struct SeDirectorInitInfo
- class SeesawMapParts
- class SeKeeper
- class SensorHitGroup
- class SePlayArea
- class Sequence
- struct SeUserInfo
- class ShaderHolder
- class ShadowDirector
- class ShadowKeeper
- class ShadowMaskCtrl
- class SilhouetteModel
- class SimpleAudioUser
- class SimpleCameraInput
- class SimpleCameraPoserFactory
- class SimpleCircleShadowXZ
- class SimpleLayoutAppear
- class SimpleLayoutAppearWait
- class SimpleLayoutAppearWaitEnd
- class SimpleLayoutText
- class SimpleLayoutTextHolder
- struct SimpleLayoutTextHolderEntry
- class SimpleLayoutTextWrapper
- class SimplePopupMessageLayout
- struct SklAnimRetargettingInfo
- class SkyDirector
- class SlideMapParts
- class SnapShotCameraCtrl
- class SoundItemEntry
- class SoundItemHolder
- class SpecialCameraHolder
- struct SphereHitInfo
- class SphereInterpolator
- class SpherePoseInterpolator
- class SpinInputAnalyzer
- class StageInfo
- class StageResourceKeeper
- class StageResourceList
- class StageSwitchAccesser
- struct StageSwitchAccesserList
- class StageSwitchDirector
- class StageSwitchFunctorListener
- struct StageSwitchInfo
- class StageSwitchKeeper
- class StageSwitchListener
- class StageSwitchWatcher
- class StageSwitchWatcherHolder
- class StageSyncCounter
-
template<s32 L>class StringTmp
- struct SubActorInfo
- class SubActorKeeper
- class SubActorLodExecutor
- class SubActorLodMapParts
- struct SubActorSync
- class SubCameraRenderer
- class SupportFreezeSyncGroup
- class SupportFreezeSyncGroupHolder
- class SurfMapParts
- class SwingMapParts
- class SwingMovement
- class SwitchAreaDirector
- class SwitchAreaTargetInfo
- class SwitchDitherMapParts
- class SwitchKeepOnAreaGroup
- class SwitchOnAreaGroup
- class SwitchOpenMapParts
- class SystemKit
- class TalkMessageVoicePlayer
- class TrafficArea
- class Triangle
- class ValidatorBase
- class ViewCtrlArea
- class ViewIdHolder
- class ViewInfoCtrl
- class ViewRenderer
- class VisibleSwitchMapParts
- class WaterSurfaceFinder
- struct WaterSurfaceProperties
- class WheelMapParts
- class WheelMovement
- class WindowConfirm
- class WipeCloseAppearWaitEnd
- class WipeHolder
- class WipeSimple
- class WobbleMapParts
-
template<s32 L>class WStringTmp
Enums
- enum class CollisionLocation: u8 { None = 0, Face = 1, Edge1 = 2, Edge2 = 3, Edge3 = 4, Corner1 = 5, Corner2 = 6, Corner3 = 7 }
- enum class FloaterMoveType: s32 { Wait, Back, Sink }
- enum class Axis: s32 { InvertZ = -3, InvertY = -2, InvertX = -1, None = 0, X = 1, Y = 2, Z = 3 }
- enum EaseType: s32 { EaseType_EaseIn = 1, EaseType_EaseOut, EaseType_EaseInOut, EaseType_SquareIn, EaseType_SquareOut }
- enum class MoveType: s32 { Loop, Turn, Stop, Restart }
- enum class ShadowMaskDrawCategory: s32 { }
- enum ByamlDataType: const u8 { TYPE_INVALID = 0, TYPE_STRING = 0xA0, TYPE_BINARY = 0xA1, TYPE_ARRAY = 0xC0, TYPE_HASH = 0xC1, TYPE_STRING_TABLE = 0xC2, TYPE_BOOL = 0xD0, TYPE_INT = 0xD1, TYPE_FLOAT = 0xD2, TYPE_UINT = 0xD3, TYPE_LONG = 0xD4, TYPE_ULONG = 0xD5, TYPE_DOUBLE = 0xD6, TYPE_NULL = 0xFF }
- enum class FileState: s32 { None, IsLoadRequested, IsSendMessageDone, IsLoadDone }
- enum class HitSensorType: u32 { Eye = 0, Player = 1, PlayerAttack = 2, PlayerFoot = 3, PlayerDecoration = 4, PlayerEye = 5, Npc = 6, Ride = 7, Enemy = 8, EnemyBody = 9, EnemyAttack = 10, EnemySimple = 11, MapObj = 12, MapObjSimple = 13, Bindable = 14, CollisionParts = 15, PlayerFireBall = 16, HoldObj = 17, LookAt = 18, BindableGoal = 19, BindableAllPlayer = 20, BindableBubbleOutScreen = 21, BindableKoura = 22, BindableRouteDokan = 23, BindableBubblePadInput = 24 }
Typedefs
- using AreaCreatorFunction = AreaObj*(*)(const char*areaName)
- using AreaShapeCreatorFunction = AreaShape*(*)()
- using CameraPoserCreatorFunction = CameraPoser*(*)(const char*cameraPoserName)
- using EventFlowNodeCreatorFunction = EventFlowNode*(*)(const char*eventFlowNodeName)
- using Matrix43f = Matrix43<f32>
- using ActorCreatorFunction = LiveActor*(*)(const char*actorName)
- using PoseKeeperCreatorFunction = void(*)(LiveActor*)
- using JudgeFuncPtr = bool(*)(const SensorMsg*message, HitSensor*other, HitSensor*self)
- using SensorSortCmpFunc = bool(*)(HitSensor*a, HitSensor*b)
Functions
-
auto tryFindAreaObj(const IUseAreaObj* areaUser,
const char* name,
const sead::
Vector3f& position) -> AreaObj* -
auto tryFindAreaObjWithFilter(const IUseAreaObj* areaUser,
const char* name,
const sead::
Vector3f& position, AreaObjFilterBase* filter) -> AreaObj* -
auto tryFindAreaObjAll(const IUseAreaObj* areaUser,
const char* name,
const sead::
Vector3f& position, AreaObjFindCallBack* callBack) -> bool - auto tryFindAreaObjGroup(const IUseAreaObj* areaUser, const char* name) -> AreaObjGroup*
-
auto isInAreaObj(const AreaObjGroup* group,
const sead::
Vector3f& position) -> bool -
auto tryGetAreaObj(const AreaObjGroup* group,
const sead::
Vector3f& position) -> AreaObj* -
auto isInAreaPos(const AreaObj* areaObj,
const sead::
Vector3f& position) -> bool -
auto isInAreaObj(const IUseAreaObj* areaUser,
const char* name,
const sead::
Vector3f& position) -> bool - auto isExistAreaObj(const IUseAreaObj* areaUser, const char* name) -> bool
-
auto isInDeathArea(const IUseAreaObj* areaUser,
const sead::
Vector3f& position) -> bool -
auto isInWaterArea(const IUseAreaObj* areaUser,
const sead::
Vector3f& position) -> bool -
auto isInPlayerControlOffArea(const IUseAreaObj* areaUser,
const sead::
Vector3f& position) -> bool - auto calcAreaObjNum(const IUseAreaObj* areaUser, const char* name) -> s32
-
auto calcWaterSinkDepth(const IUseAreaObj* areaUser,
const sead::
Vector3f& position) -> f32 - auto tryGetAreaObjArg(s32* outArg, const AreaObj* areaObj, const char* key) -> bool
- auto tryGetAreaObjArg(f32* outArg, const AreaObj* areaObj, const char* key) -> bool
- auto tryGetAreaObjArg(bool* outArg, const AreaObj* areaObj, const char* key) -> bool
- auto tryGetAreaObjStringArg(const char** outArg, const AreaObj* areaObj, const char* key) -> bool
-
auto getAreaObjBaseMtx(const AreaObj* areaObj) -> const sead::
Matrix34f& -
auto getAreaObjScale(const AreaObj* areaObj) -> const sead::
Vector3f& -
void getAreaObjDirFront(sead::
Vector3f* outFrontDir, const AreaObj* areaObj) -
void getAreaObjDirUp(sead::
Vector3f* outUpDir, const AreaObj* areaObj) -
void getAreaObjDirSide(sead::
Vector3f* outSideDir, const AreaObj* areaObj) -
void calcNearestAreaObjEdgePos(sead::
Vector3f* outNearestEdgePos, const AreaObj* areaObj, const sead:: Vector3f& position) -
void calcNearestAreaObjEdgePosTopY(sead::
Vector3f* outNearestEdgePosTopY, const AreaObj* areaObj, const sead:: Vector3f& position) -
auto calcNearestAreaObjEdgeRateTopY(const AreaObj* areaObj,
const sead::
Vector3f& position) -> f32 -
void calcAreaObjCenterPos(sead::
Vector3f* outCenterPosition, const AreaObj* areaObj) -
auto checkAreaObjCollisionByArrow(sead::
Vector3f* outHitPosition, sead:: Vector3f* outNormal, const AreaObj* areaObj, const sead:: Vector3f& position1, const sead:: Vector3f& position2) -> bool -
auto calcFindAreaSurface(const IUseAreaObj* areaUser,
const char* name,
sead::
Vector3f* outHitPosition, sead:: Vector3f* outNormal, const sead:: Vector3f& position1, const sead:: Vector3f& position2) -> bool -
auto calcFindAreaSurface(const IUseAreaObj* areaUser,
const char* name,
sead::
Vector3f* outHitPosition, sead:: Vector3f* outNormal, const sead:: Vector3f& position, const sead:: Vector3f& direction, f32 distance) -> bool -
template<typename T>auto createAreaShapeFunction() -> AreaShape*
-
template<typename T>auto createAreaObjFunction(const char* areaObjName) -> AreaObj*
-
auto isAnyPosInVolume(AreaObj* areaObj,
sead::
Vector3f* targetPos, s32 targetPosCount) -> bool -
auto isAllPosInVolume(AreaObj* areaObj,
sead::
Vector3f* targetPos, s32 targetPosCount) -> bool - auto calcHashCode(const char* str) -> s32
- auto calcHashCodeLower(const char* str) -> s32
- auto calcHashCodeFmt(const char* format, std::va_list argv) -> s32
- auto calcHashCodeFmt(const char* format, ...) -> s32
- auto getBaseName(const char* name) -> const char*
- auto createStringIfInStack(const char* str) -> const char*
- auto createConcatString(const char* start, const char* end) -> const char*
-
void createFileNameBySuffix(sead::
BufferedSafeString* out, const char* name, const char* suffix) - auto outputValueWithComma(char* out, u32 size, u64 value, bool usePadding, bool padToThousands) -> u32
- void extractString(char* out, const char* str, u32 len, u32 unused)
- auto searchSubString(const char* str, const char* substr) -> const char*
- auto searchSubString(const char* str, const char* substr, s32 substrLen) -> const char*
- void removeExtensionString(char* out, u32 len, const char* str)
- void removeStringFromEnd(char* out, u32 len, const char* end, const char* str)
- void translateCharacters(char* string, const char* charmap, const char* newCharmap)
- auto isEqualString(const char16* str1, const char16* str2) -> bool
- auto isEqualSubString(const char* str, const char* subStr) -> bool
-
auto isEqualSubString(const sead::
SafeString& str, const sead:: SafeString& subStr) -> bool - auto isStartWithString(const char* str, const char* start) -> bool
- auto isEndWithString(const char* str, const char* end) -> bool
- auto compareStringIgnoreCase(const char* str1, const char* str2) -> s32
- void copyString(char* out, const char* str, u32 len)
- void copyStringW(char16* out, const char16* str, u32 len)
- __attribute__((noinline)) bool isEqualString(const char *str1
-
auto isEqualString(const sead::
SafeString& safestr1, const sead:: SafeString& safestr2) -> bool - auto isEqualStringCase(const char* str1, const char* str2) -> bool
-
auto isEqualStringCase(const sead::
SafeString& str1, const sead:: SafeString& str2) -> bool - auto getSubStringUnmatched(const char**, const char*, const MatchStr&, void(*)(const char*, const char*, void*), void*) -> const char*
- auto getSubStringUnmatched(const char*, const MatchStr&) -> const char*
-
void extractBaseNameW(sead::
WBufferedSafeString*, const sead:: WSafeString&) -
void tryReplaceString(sead::
BufferedSafeString*, const char*, const char*) -
void tryReplaceString(sead::
BufferedSafeString*, const char*, const char*, const char*) -
void tryReplaceStringNoRecursive(sead::
BufferedSafeString*, const char*, const char*, const char*) - auto isMatchString(const char*, const MatchStr&) -> bool
- void makeUrlEncodeString(char*, u32, const char*)
- void makeUrlDecodeString(char*, u32, const char*)
- auto isInStack(const void*) -> bool
- auto isEqualString(const char* str1, const char* str2) -> bool
- auto getBgmDirector(const IUseAudioKeeper*) -> BgmDirector*
- auto tryGetBgmDirector(const IUseAudioKeeper*) -> BgmDirector*
- auto getBgmSituationDirector(const IUseAudioKeeper*) -> BgmSituationDirector*
- auto getBgm3DParamsController(const IUseAudioKeeper*) -> Bgm3DParamsController*
- auto getActiveBgmLine(const IUseAudioKeeper*) -> BgmLine*
- auto getPlayingBgmLine(const IUseAudioKeeper*, const char*) -> BgmLine*
- auto getCurPlayingBgmPlayName(const IUseAudioKeeper*) -> const char*
- auto getCurPlayingBgmResourceName(const IUseAudioKeeper*) -> const char*
- auto getBgmPlayNameInCurPosition(const IUseAudioKeeper*, bool) -> const char*
- auto getBgmResourceNameInCurPosition(const IUseAudioKeeper*, bool) -> const char*
- auto getActiveBgmCurSamplePosition(const IUseAudioKeeper*) -> s64
- auto getBgmLoopEndSamplePosition(const IUseAudioKeeper*, const char*) -> s64
- void startBgm(const IUseAudioKeeper*, const char*, s32, s32)
- void startBgm(const IUseAudioKeeper*, const BgmPlayingRequest&, bool, bool)
- void startBgmWithSuffix(const IUseAudioKeeper*, const char*, const char*, s32, s32)
- void startAndStopBgmInCurPosition(const IUseAudioKeeper*, bool)
- void startBgmSituation(const IUseAudioKeeper*, const char*, bool)
- void prepareBgm(const IUseAudioKeeper*, const BgmPlayingRequest&)
- void prepareBgmWithAreaCheck(const IUseAudioKeeper*)
- void stopBgm(const IUseAudioKeeper*, const char*, s32)
- void stopBgm(const IUseAudioKeeper*, const BgmPlayingRequest&)
- void pauseBgm(const IUseAudioKeeper*, const char*, s32)
- void resumeBgm(const IUseAudioKeeper*, const char*, s32)
- auto isPlayingBgm(const IUseAudioKeeper*) -> bool
- auto isPlayingBgm(const IUseAudioKeeper*, const char*) -> bool
- auto isRunningBgm(const IUseAudioKeeper*, const char*) -> bool
- auto isPlayingResourceCategoryBgm(const IUseAudioKeeper*, const char*) -> bool
- void stopActiveBgm(const IUseAudioKeeper*, s32)
- void pauseActiveBgm(const IUseAudioKeeper*, s32)
- void resumeActiveBgm(const IUseAudioKeeper*, s32)
- auto isPlayingActiveBgm(const IUseAudioKeeper*, const char*) -> bool
- auto isPauseActiveBgm(const IUseAudioKeeper*) -> bool
- void stopAllBgm(const IUseAudioKeeper*, s32)
- void tryStopAllBgm(const IUseAudioKeeper*, s32)
- void setTriggerEventForStopAllBgm(const IUseAudioKeeper*, const FunctorBase&)
-
void tryPauseBgmIfDifferBgmArea(const LiveActor*,
const sead::
Vector3f&, s32) - void tryPauseBgmIfLowPriority(const IUseAudioKeeper*, const char*, s32)
- void startBgmSituation(const IUseAudioKeeper*, const char*, bool, bool)
-
void startBgmSituation(const IUseAudioKeeper*,
sead::
PtrArray<IBgmParamsChanger>*, const char*, bool, bool) - void forceStartBgmSituation(const IUseAudioKeeper*, const char*, bool, bool)
- void endBgmSituation(const IUseAudioKeeper*, const char*, bool)
-
void endBgmSituation(const IUseAudioKeeper*,
sead::
PtrArray<IBgmParamsChanger>*, const char*, bool) - void forceEndBgmSituation(const IUseAudioKeeper*, const char*, bool)
- void startBgm3D(const IUseAudioKeeper*)
- void endBgm3D(const IUseAudioKeeper*)
- void changeBgm3DParams(const IUseAudioKeeper*, f32, f32, f32, f32, bool)
- void activateBgm3DController(const IUseAudioKeeper*)
- void deactivateBgm3DController(const IUseAudioKeeper*)
- auto isActivateBgm3DController(const IUseAudioKeeper*) -> bool
- auto getActiveBgmSituationNum(const IUseAudioKeeper*) -> s32
- auto getActiveBgmSituationName(const IUseAudioKeeper*, s32) -> const char*
- auto getDeactiveBgmSituationNum(const IUseAudioKeeper*) -> s32
- auto getDeactiveBgmSituationName(const IUseAudioKeeper*, s32) -> const char*
- void takeBgmSituationSnapShot(const IUseAudioKeeper*)
- void applyBgmSituationSnapShot(const IUseAudioKeeper*)
- void applyNoAppliedSituationRecord(const IUseAudioKeeper*)
- auto isStartedBgmSituation(const IUseAudioKeeper*, const char*) -> bool
- void endAllBgmSituation(const IUseAudioKeeper*)
- void clearBgmDataForStepOverScene(const IUseAudioKeeper*)
- void clearBgmPlayPointRecord(const IUseAudioKeeper*)
- void startBgmSyncedCurBgmBeat(const IUseAudioKeeper*, const BgmPlayingRequest&, s32)
- void stopBgmSyncedCurBgmBeat(const IUseAudioKeeper*, const BgmPlayingRequest&, s32)
- void disableBgmLineChange(const IUseAudioKeeper*)
- void enableBgmLineChange(const IUseAudioKeeper*)
- auto isDisableBgmLineChange(const IUseAudioKeeper*) -> bool
- void disableBgmSituationChange(const IUseAudioKeeper*)
- void enableBgmSituationChange(const IUseAudioKeeper*, bool)
- auto isDisableBgmSituationChange(const IUseAudioKeeper*) -> bool
- auto tryAllocBgmMultiPlayingController(const IUseAudioKeeper*) -> BgmMultiPlayingController*
- void tryReleaseBgmMultiPlayingController(const IUseAudioKeeper*, BgmMultiPlayingController*)
- auto getBgmLineNum(const IUseAudioKeeper*, bool) -> s32
- auto getBgmLineAccessor(const IUseAudioKeeper*, s32, bool) -> BgmLine*
- auto getgBgmLineIndex(const IUseAudioKeeper*, const char*, bool) -> s32
- void replaceBgmPlayInfoResourceName(const IUseAudioKeeper*, const char*, const char*)
- auto isEnableRhythmAnim(const IUseAudioKeeper*, const char*) -> bool
- auto isTriggerBeat(const IUseAudioKeeper*) -> bool
- auto isTriggerBackBeat(const IUseAudioKeeper*) -> bool
- auto isTriggerMeasureTop(const IUseAudioKeeper*) -> bool
- auto getBpm(const IUseAudioKeeper*) -> f32
- auto getBeatRate(const IUseAudioKeeper*) -> f32
- auto getCurBeat(const IUseAudioKeeper*) -> f32
- auto getCurBeatOnMeasure(const IUseAudioKeeper*) -> f32
- auto getLoopStartBeat(const IUseAudioKeeper*) -> f32
- auto getLoopEndBeat(const IUseAudioKeeper*) -> f32
- auto getFramePerMeasure(const IUseAudioKeeper*) -> f32
- auto getBeatPerMeasure(const IUseAudioKeeper*) -> s32
- auto isChangeActiveBgmResourceName(const IUseAudioKeeper*) -> bool
- auto tryRegistTargetBgmResourceName(const IUseAudioKeeper*, const char*) -> bool
- void muteOnRunningLineTrack(IUseAudioKeeper*, u32, bool)
- void muteOffRunningLineTrack(IUseAudioKeeper*, u32, bool)
- __attribute__((always_inline)) void getStageName(StringTmp< 128 > *stageName
- auto format("%s", archiveName) -> safeArchiveName
- if(safeArchiveName. endsWith"Map")
- auto getCameraDirector(const IUseCamera* user) -> CameraDirector*
- auto getSceneCameraInfo(const IUseCamera* user) -> SceneCameraInfo*
- auto getViewNumMax(const IUseCamera* user) -> s32
- auto getViewNumMax(const SceneCameraInfo* info) -> s32
- auto isValidView(const IUseCamera* user, s32 viewIdx) -> bool
- auto isValidView(const SceneCameraInfo* info, s32 viewIdx) -> bool
- auto getViewName(const IUseCamera* user, s32 viewIdx) -> const char*
- auto getViewName(const SceneCameraInfo* info, s32 viewIdx) -> const char*
-
auto getViewMtx(const IUseCamera* user,
s32 viewIdx) -> const sead::
Matrix34f& -
auto getViewMtx(const SceneCameraInfo* info,
s32 viewIdx) -> const sead::
Matrix34f& -
auto getViewMtxPtr(const IUseCamera* user,
s32 viewIdx) -> const sead::
Matrix34f* -
auto getViewMtxPtr(const SceneCameraInfo* info,
s32 viewIdx) -> const sead::
Matrix34f* -
auto getProjectionMtx(const IUseCamera* user,
s32 viewIdx) -> const sead::
Matrix44f& -
auto getProjectionMtx(const SceneCameraInfo* info,
s32 viewIdx) -> const sead::
Matrix44f& -
auto getLookAtCamera(const IUseCamera* user,
s32 viewIdx) -> const sead::
LookAtCamera& -
auto getLookAtCamera(const SceneCameraInfo* info,
s32 viewIdx) -> const sead::
LookAtCamera& -
auto getProjectionSead(const IUseCamera* user,
s32 viewIdx) -> const sead::
Projection& -
auto getProjectionSead(const SceneCameraInfo* info,
s32 viewIdx) -> const sead::
Projection& - auto getProjection(const IUseCamera* user, s32 viewIdx) -> const Projection&
- auto getProjection(const SceneCameraInfo* info, s32 viewIdx) -> const Projection&
-
auto getCameraPos(const IUseCamera* user,
s32 viewIdx) -> const sead::
Vector3f& -
auto getCameraPos(const SceneCameraInfo* info,
s32 viewIdx) -> const sead::
Vector3f& -
auto getCameraAt(const IUseCamera* user,
s32 viewIdx) -> const sead::
Vector3f& -
auto getCameraAt(const SceneCameraInfo* info,
s32 viewIdx) -> const sead::
Vector3f& -
auto getCameraUp(const IUseCamera* user,
s32 viewIdx) -> const sead::
Vector3f& -
auto getCameraUp(const SceneCameraInfo* info,
s32 viewIdx) -> const sead::
Vector3f& - auto getFovyDegree(const IUseCamera* user, s32 viewIdx) -> f32
- auto getFovyDegree(const SceneCameraInfo* info, s32 viewIdx) -> f32
- auto getFovy(const IUseCamera* user, s32 viewIdx) -> f32
- auto getFovy(const SceneCameraInfo* info, s32 viewIdx) -> f32
- auto getNear(const IUseCamera* user, s32 viewIdx) -> f32
- auto getNear(const SceneCameraInfo* info, s32 viewIdx) -> f32
- auto getFar(const IUseCamera* user, s32 viewIdx) -> f32
- auto getFar(const SceneCameraInfo* info, s32 viewIdx) -> f32
- auto calcCameraDistance(const IUseCamera* user, s32 viewIdx) -> f32
- auto calcFovxDegree(const IUseCamera* user, s32 viewIdx) -> f32
- auto calcCurrentFovyRate(const IUseCamera* user, s32 viewIdx) -> f32
-
auto getProjectionMtxPtr(const IUseCamera* user,
s32 viewIdx) -> const sead::
Matrix44f* -
auto getProjectionMtxPtr(const SceneCameraInfo* info,
s32 viewIdx) -> const sead::
Matrix44f* -
void calcCameraFront(sead::
Vector3f*, const IUseCamera* user, s32 viewIdx) - void setNearClipDistance(const IUseCamera* user, f32 distance, s32 updaterIdx)
- void setFarClipDistance(const IUseCamera* user, f32 distance, s32 updaterIdx)
- void setCurrentCameraPose(CameraPoseInfo* poseInfo, const IUseCamera* user)
-
void calcCameraDir(sead::
Vector3f* dir, const IUseCamera* user, s32 viewIdx) -
void calcCameraLookDir(sead::
Vector3f* lookDir, const IUseCamera* user, s32 viewIdx) -
void calcCameraSideDir(sead::
Vector3f* sideDir, const IUseCamera* user, s32 viewIdx) -
void calcCameraUpDir(sead::
Vector3f* upDir, const IUseCamera* user, s32 viewIdx) -
auto tryCalcCameraDir(sead::
Vector3f* dir, const SceneCameraInfo* info, s32 viewIdx) -> bool -
auto tryCalcCameraDirH(sead::
Vector3f* dirH, const SceneCameraInfo* info, const sead:: Vector3f& upDir, s32 viewIdx) -> bool -
auto tryCalcCameraLookDirH(sead::
Vector3f* lookDirH, const SceneCameraInfo* info, const sead:: Vector3f& upDir, s32 viewIdx) -> bool - void startCamera(const IUseCamera* user, CameraTicket* ticket, s32 unk = -1)
- void startCameraSub(const IUseCamera* user, CameraTicket* ticket, s32 unk = -1)
- void startAnimCamera(const IUseCamera* user, CameraTicket* ticket, const char* animName, s32 unk = 0)
- void startAnimCameraAnim(CameraTicket* ticket, const char*, s32, s32, s32)
- void startAnimCameraWithStartStepAndEndStepAndPlayStep(const IUseCamera* user, CameraTicket* ticket, const char* animName, s32, s32, s32, s32)
- void endCamera(const IUseCamera* user, CameraTicket* ticket, s32, bool)
- void endCameraWithNextCameraPose(const IUseCamera* user, CameraTicket* ticket, const CameraPoseInfo* poseInfo, s32)
- void endCameraSub(const IUseCamera* user, CameraTicket* ticket, s32)
- auto isActiveCamera(const CameraTicket* ticket) -> bool
- auto initObjectCamera(const IUseCamera* user, const PlacementInfo& placementInfo, const char*, const char*) -> CameraTicket*
- auto initObjectCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const char*) -> CameraTicket*
- auto initObjectCameraNoPlacementInfo(const IUseCamera* user, const char*, const char*) -> CameraTicket*
-
auto initFixCamera(const IUseCamera* user,
const char*,
const sead::
Vector3f&, const sead:: Vector3f& lookAtPos) -> CameraTicket* -
auto initFixDoorwayCamera(const IUseCamera* user,
const char*,
const sead::
Vector3f&, const sead:: Vector3f& lookAtPos) -> CameraTicket* -
auto initFixActorCamera(const LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*,
const sead::
Vector3f&, f32, f32, f32, bool) -> CameraTicket* - auto initFixLookCamera(LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
-
auto initFixTalkCamera(const LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*,
const sead::
Vector3f&, f32, f32, f32, bool) -> CameraTicket* -
auto initFixFishingCamera(const LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*,
const sead::
Vector3f&, const sead:: Vector3f&, f32, f32, f32, bool) -> CameraTicket* - auto initFixPointCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, bool) -> CameraTicket*
- auto initLookDownCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
-
auto initProgramableCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const sead::
Vector3f*, const sead:: Vector3f*, const sead:: Vector3f*) -> CameraTicket* -
auto initProgramableCamera(const IUseCamera* user,
const char*,
const sead::
Vector3f*, const sead:: Vector3f*, const sead:: Vector3f*) -> CameraTicket* -
auto initProgramableCameraWithCollider(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const sead::
Vector3f*, const sead:: Vector3f*, const sead:: Vector3f*) -> CameraTicket* -
auto initProgramableAngleCamera(const IUseCamera* user,
const PlacementInfo& placementInfo,
const char*,
const sead::
Vector3f*, const f32*, const f32*, const f32*) -> CameraTicket* -
auto initProgramableCameraKeepColliderPreCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const sead::
Vector3f*, const sead:: Vector3f*, const sead:: Vector3f*) -> CameraTicket* - auto initShooterCameraSingle(const IUseCamera* user, const char*) -> CameraTicket*
-
auto initTowerCameraWithSave(const IUseCamera* user,
const sead::
Vector3f*, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket* -
auto initTowerCamera(const IUseCamera* user,
const sead::
Vector3f*, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket* -
auto initBossBattleCamera(const IUseCamera* user,
const sead::
Vector3f*, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket* - void initProgramableCameraAngleSwing(CameraTicket* ticket)
- auto initFollowCameraSimple(const IUseCamera* user, const char*) -> CameraTicket*
- auto initFollowCameraSimple(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
- auto initDemoObjectCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const char*) -> CameraTicket*
-
auto initDemoProgramableCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const sead::
Vector3f*, const sead:: Vector3f*, const sead:: Vector3f*) -> CameraTicket* -
auto initDemoProgramableCameraKeepColliderPreCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const sead::
Vector3f*, const sead:: Vector3f*, const sead:: Vector3f*) -> CameraTicket* -
auto initDemoAnimCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const Resource*,
const sead::
Matrix34f*, const char*) -> CameraTicket* -
auto initAnimCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const Resource*,
const sead::
Matrix34f*, const char*) -> CameraTicket* - auto initDemoAnimCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
- void loadActorCameraParam(CameraTicket* ticket, const LiveActor* actor, const char*, const char*)
- void loadActorCameraParamInitFile(CameraTicket* ticket, const LiveActor* actor, const char*)
- void setFixActorCameraTarget(CameraTicket* ticket, const LiveActor* actor)
- void setFixActorCameraAngleH(CameraTicket* ticket, f32 angleH)
- void setTowerCameraDistance(CameraTicket* ticket, f32 distance)
- void setTowerCameraStartAngleV(CameraTicket* ticket, f32 startAngleV)
- void setTowerCameraUserMarginAngleH(CameraTicket* ticket, f32 angleH)
- void resetTowerCameraUserMarginAngleH(CameraTicket* ticket)
- void resetTowerCameraInputRotate(CameraTicket* ticket, f32, s32)
- auto initSubjectiveCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
- auto initSubjectiveCameraNoSave(const IUseCamera* user, const char*) -> CameraTicket*
- auto getSubjectiveCameraOffsetUp(const CameraTicket* ticket) -> f32
- auto getSubjectiveCameraOffsetFront() -> f32
- void setSubjectiveCameraStartAngleH(const CameraTicket* ticket, f32 angleH)
- void validateSubjectiveCameraResetAngleH(CameraTicket* ticket)
- void requestSubjectiveCameraZoomIn(CameraTicket* ticket)
- auto initParallelCamera(const IUseCamera* user, const char*) -> CameraTicket*
- auto initParallelCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
-
void setParallelCameraLookAtOffset(const CameraTicket* ticket,
const sead::
Vector3f& offset) - void setParallelCameraDistance(const CameraTicket* ticket, f32 distance)
- void setParallelCameraAngleH(const CameraTicket* ticket, f32 angleH)
- void setParallelCameraAngleV(const CameraTicket* ticket, f32 angleV)
- auto initQuickTurnCamera(const IUseCamera* user, const char*) -> CameraTicket*
- void setQuickTurnCameraFollow(CameraTicket* ticket)
- void setQuickTurnCameraRotateFast(CameraTicket* ticket)
- auto initRaceCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
-
void setRaceCameraFrontDirPtr(const CameraTicket* ticket,
const sead::
Vector3f* frontDirPtr) - void setRaceCameraDistance(const CameraTicket* ticket, f32 distance)
- void setRaceCameraOffsetY(const CameraTicket* ticket, f32 offsetY)
- void setRaceCameraAngleDegreeV(const CameraTicket* ticket, f32 angleV)
- auto initCartCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
- void stopCartCamera(const CameraTicket* ticket)
- void restartCartCamera(const CameraTicket* ticket)
- auto initActorRailParallelCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
- auto initKinopioBrigadeCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
- auto initAnimCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
- void validateAnimCameraAngleSwing(CameraTicket* ticket)
- void invalidateAnimCameraAngleSwing(CameraTicket* ticket)
-
void setAnimCameraBaseMtxPtr(CameraTicket* ticket,
const sead::
Matrix34f* baseMtxPtr) - auto initEntranceCamera(const IUseCamera* user, const PlacementInfo& placementInfo, const char*) -> CameraTicket*
- auto initEntranceCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
- auto initEntranceCameraNoSave(const IUseCamera* user, const PlacementInfo& placementInfo, const char*) -> CameraTicket*
-
void setEntranceCameraParam(CameraTicket* ticket,
f32,
const sead::
Vector3f&, const sead:: Vector3f&) -
void setEntranceCameraLookAt(CameraTicket* ticket,
const sead::
Vector3f& lookAt) - void invalidateEndEntranceCamera(LiveActor* actor)
- void invalidateEndEntranceCameraWithName(IUseCamera* user, const char* name)
- void validateEndEntranceCamera(IUseCamera* user)
- auto isPlayingEntranceCamera(const IUseCamera* user, s32 updaterIdx) -> bool
- void setCameraInterpoleStep(CameraTicket* ticket, s32 step)
- void setCameraFovyDegree(CameraTicket* ticket, f32 fovy)
- auto createSimpleCameraInput(s32 port) -> SimpleCameraInput*
- void setCameraInput(IUseCamera* user, const ICameraInput* cameraInput)
- void setViewCameraInput(IUseCamera* user, const ICameraInput* cameraInput, s32 inputIdx)
- auto isExistCameraInputAtDisableTiming(const IUseCamera* user, s32 inputIdx) -> bool
- auto createActorCameraTarget(const LiveActor* actor, f32) -> ActorCameraTarget*
-
auto createActorCameraTarget(const LiveActor* actor,
const sead::
Vector3f*) -> ActorCameraTarget* - auto createActorJointCameraTarget(const LiveActor* actor, const char* jointName) -> ActorMatrixCameraTarget*
-
auto createActorMatrixCameraTarget(const LiveActor* actor,
const sead::
Matrix34f* matrix) -> ActorMatrixCameraTarget* - auto isActiveCameraTarget(const CameraTargetBase* target) -> bool
- void setCameraTarget(IUseCamera* user, CameraTargetBase* target)
- void resetCameraTarget(IUseCamera* user, CameraTargetBase* target)
-
auto createActorCameraSubTarget(const LiveActor* actor,
const sead::
Vector3f*) -> ActorCameraSubTarget* -
auto createActorBackAroundCameraSubTarget(const LiveActor* actor,
const sead::
Vector3f*) -> ActorBackAroundCameraSubTarget* -
auto createTransCameraSubTarget(const char*,
const sead::
Vector3f*) -> TransCameraSubTarget* - void initCameraSubTargetTurnParam(CameraSubTargetBase* target, const CameraSubTargetTurnParam* turnParam)
- auto isActiveCameraSubTarget(const CameraSubTargetBase* target) -> bool
- void setCameraSubTarget(IUseCamera* user, CameraSubTargetBase* target)
- void resetCameraSubTarget(IUseCamera* user, CameraSubTargetBase* target)
- void setCameraPlacementSubTarget(IUseCamera* user, CameraSubTargetBase* target)
- void resetCameraPlacementSubTarget(IUseCamera* user, CameraSubTargetBase* target)
- auto getCameraDistanceRocketFlowerCurve() -> const CameraDistanceCurve*
- void setViewCameraTarget(IUseCamera* user, CameraTargetBase* target, s32)
- void startCameraShakeByAction(const LiveActor* actor, const char*, const char*, s32, s32)
- void startCameraShakeByHitReaction(const IUseCamera* user, const char*, const char*, const char*, s32, s32)
- void requestCameraLoopShakeWeak(const IUseCamera* user)
- auto isActiveCameraInterpole(const IUseCamera* user, s32) -> bool
- auto isActiveCameraInterpole(const SceneCameraInfo* info, s32) -> bool
- void startCameraInterpole(const IUseCamera* user, s32, s32)
- void requestCancelCameraInterpole(const IUseCamera* user, s32)
-
auto tryCalcCameraPoseWithoutInterpole(sead::
LookAtCamera* camera, const IUseCamera* user, s32) -> bool - void invalidateCameraPoserVerticalAbsorber(CameraTicket* ticket)
- void requestStopCameraVerticalAbsorb(IUseCamera* user)
- void validateSnapShotCameraZoomFovy(CameraTicket* ticket)
- void validateSnapShotCameraRoll(CameraTicket* ticket)
- auto isSnapShotOrientationRotate90(const IUseCamera* user) -> bool
- auto isSnapShotOrientationRotate270(const IUseCamera* user) -> bool
- auto isValidCameraGyro(const IUseCamera* user) -> bool
- auto isInvalidChangeSubjectiveCamera(const IUseCamera* user) -> bool
- auto isCurrentCameraZooming(const IUseCamera* user, s32) -> bool
- void onCameraRideObj(const LiveActor* actor)
- void offCameraRideObj(const LiveActor* actor)
- auto isExistAnimCameraData(const CameraTicket* ticket, const char*) -> bool
- auto isEndAnimCamera(const CameraTicket* ticket) -> bool
- auto isAnimCameraPlaying(const CameraTicket* ticket) -> bool
- auto isAnimCameraAnimPlaying(const CameraTicket* ticket, const char*) -> bool
- auto getAnimCameraStepMax(const CameraTicket* ticket) -> s32
- auto getAnimCameraStep(const CameraTicket* ticket) -> s32
- auto calcAnimCameraAnimStepMax(const CameraTicket* ticket, const char*) -> s32
- void setAnimCameraRotateBaseUp(const CameraTicket* ticket)
-
template<typename T>auto createCameraPoserFunction(const char* cameraPoserName) -> CameraPoser*
-
auto isWallPolygon(const sead::
Vector3f&, const sead:: Vector3f&) -> bool -
auto isFloorPolygon(const sead::
Vector3f&, const sead:: Vector3f&) -> bool -
auto isCeilingPolygon(const sead::
Vector3f&, const sead:: Vector3f&) -> bool - auto isFloorCode(const Triangle&, const char*) -> bool
- auto createMtxConnector(const LiveActor* actor) -> MtxConnector*
- auto tryCreateMtxConnector(const LiveActor* actor, const ActorInitInfo& info) -> MtxConnector*
- void attachMtxConnectorToCollision(MtxConnector* mtxConnector, const LiveActor* actor, bool)
-
void attachMtxConnectorToCollision(MtxConnector* mtxConnector,
const LiveActor* actor,
const sead::
Vector3f&, const sead:: Vector3f&) - auto attachMtxConnectorToCollision(MtxConnector* mtxConnector, const LiveActor* actor, f32, f32) -> CollisionParts*
-
void connectPoseQT(LiveActor* actor,
const MtxConnector* mtxConnector,
const sead::
Quatf& quat, const sead:: Vector3f& trans) - void connectPoseQT(LiveActor* actor, const MtxConnector* mtxConnector)
- void attachMtxConnectorToJoint(MtxConnector* mtxConnector, const LiveActor* actor, const char* jointName)
-
void attachMtxConnectorToJoint(MtxConnector* mtxConnector,
const LiveActor* actor,
const char* jointName,
const sead::
Vector3f& quatInitVec, const sead:: Vector3f& trans) - void disconnectMtxConnector(MtxConnector* mtxConnector)
- auto isMtxConnectorConnecting(const MtxConnector* mtxConnector) -> bool
-
auto getController(s32 port) -> sead::
ControllerBase* - auto isPadTrigger(s32 port, s32 button) -> bool
- auto isPadTriggerA(s32 port) -> bool
- auto isPadTriggerB(s32 port) -> bool
- auto isPadTriggerX(s32 port) -> bool
- auto isPadTriggerY(s32 port) -> bool
- auto isPadTriggerZL(s32 port) -> bool
- auto isPadTriggerZR(s32 port) -> bool
- auto isPadTriggerL(s32 port) -> bool
- auto isPadTriggerR(s32 port) -> bool
- auto isPadTrigger1(s32 port) -> bool
- auto isPadTrigger2(s32 port) -> bool
- auto isPadTriggerUp(s32 port) -> bool
- auto isPadTriggerDown(s32 port) -> bool
- auto isPadTriggerLeft(s32 port) -> bool
- auto isPadTriggerRight(s32 port) -> bool
- auto isPadTriggerLeftUp(s32 port) -> bool
- auto isPadTriggerLeftDown(s32 port) -> bool
- auto isPadTriggerRightUp(s32 port) -> bool
- auto isPadTriggerRightDown(s32 port) -> bool
- auto isPadTriggerHome(s32 port) -> bool
- auto isPadTriggerStart(s32 port) -> bool
- auto isPadTriggerSelect(s32 port) -> bool
- auto isPadTriggerPlus(s32 port) -> bool
- auto isPadTriggerMinus(s32 port) -> bool
- auto isPadTriggerTouch() -> bool
- auto isPadTriggerUpLeftStick(s32 port) -> bool
- auto isPadTriggerDownLeftStick(s32 port) -> bool
- auto isPadTriggerLeftLeftStick(s32 port) -> bool
- auto isPadTriggerRightLeftStick(s32 port) -> bool
- auto isPadTriggerUpRightStick(s32 port) -> bool
- auto isPadTriggerDownRightStick(s32 port) -> bool
- auto isPadTriggerLeftRightStick(s32 port) -> bool
- auto isPadTriggerRightRightStick(s32 port) -> bool
- auto isPadTriggerAnyABXY(s32 port) -> bool
- auto isPadTriggerAny(s32 port) -> bool
- auto isPadTriggerLeftStick(s32 port) -> bool
- auto isPadTriggerRightStick(s32 port) -> bool
- auto isPadTriggerPressLeftStick(s32 port) -> bool
- auto isPadTriggerPressRightStick(s32 port) -> bool
- auto isPadRepeat(s32 port, s32 button) -> bool
- auto isPadRepeatA(s32 port) -> bool
- auto isPadRepeatB(s32 port) -> bool
- auto isPadRepeatX(s32 port) -> bool
- auto isPadRepeatY(s32 port) -> bool
- auto isPadRepeatZL(s32 port) -> bool
- auto isPadRepeatZR(s32 port) -> bool
- auto isPadRepeatL(s32 port) -> bool
- auto isPadRepeatR(s32 port) -> bool
- auto isPadRepeat1(s32 port) -> bool
- auto isPadRepeat2(s32 port) -> bool
- auto isPadRepeatUp(s32 port) -> bool
- auto isPadRepeatDown(s32 port) -> bool
- auto isPadRepeatLeft(s32 port) -> bool
- auto isPadRepeatRight(s32 port) -> bool
- auto isPadRepeatHome(s32 port) -> bool
- auto isPadRepeatStart(s32 port) -> bool
- auto isPadRepeatSelect(s32 port) -> bool
- auto isPadRepeatPlus(s32 port) -> bool
- auto isPadRepeatMinus(s32 port) -> bool
- auto isPadRepeatTouch() -> bool
- auto isPadRepeatUpLeftStick(s32 port) -> bool
- auto isPadRepeatDownLeftStick(s32 port) -> bool
- auto isPadRepeatLeftLeftStick(s32 port) -> bool
- auto isPadRepeatRightLeftStick(s32 port) -> bool
- auto isPadRepeatUpRightStick(s32 port) -> bool
- auto isPadRepeatDownRightStick(s32 port) -> bool
- auto isPadRepeatLeftRightStick(s32 port) -> bool
- auto isPadRepeatRightRightStick(s32 port) -> bool
- auto isPadHoldPressLeftStick(s32 port) -> bool
- auto isPadHoldPressRightStick(s32 port) -> bool
- auto isPadHold(s32 port, s32 button) -> bool
- auto isPadHoldA(s32 port) -> bool
- auto isPadHoldB(s32 port) -> bool
- auto isPadHoldX(s32 port) -> bool
- auto isPadHoldY(s32 port) -> bool
- auto isPadHoldZL(s32 port) -> bool
- auto isPadHoldZR(s32 port) -> bool
- auto isPadHoldL(s32 port) -> bool
- auto isPadHoldR(s32 port) -> bool
- auto isPadHold1(s32 port) -> bool
- auto isPadHold2(s32 port) -> bool
- auto isPadHoldUp(s32 port) -> bool
- auto isPadHoldDown(s32 port) -> bool
- auto isPadHoldLeft(s32 port) -> bool
- auto isPadHoldRight(s32 port) -> bool
- auto isPadHoldLeftUp(s32 port) -> bool
- auto isPadHoldLeftDown(s32 port) -> bool
- auto isPadHoldRightUp(s32 port) -> bool
- auto isPadHoldRightDown(s32 port) -> bool
- auto isPadHoldHome(s32 port) -> bool
- auto isPadHoldStart(s32 port) -> bool
- auto isPadHoldSelect(s32 port) -> bool
- auto isPadHoldPlus(s32 port) -> bool
- auto isPadHoldMinus(s32 port) -> bool
- auto isPadHoldAny(s32 port) -> bool
- auto isPadHoldAnyWithoutStick(s32 port) -> bool
- auto isPadHoldTouch() -> bool
- auto isPadHoldUpLeftStick(s32 port) -> bool
- auto isPadHoldDownLeftStick(s32 port) -> bool
- auto isPadHoldLeftLeftStick(s32 port) -> bool
- auto isPadHoldRightLeftStick(s32 port) -> bool
- auto isPadHoldUpRightStick(s32 port) -> bool
- auto isPadHoldDownRightStick(s32 port) -> bool
- auto isPadHoldLeftRightStick(s32 port) -> bool
- auto isPadHoldRightRightStick(s32 port) -> bool
- auto isPadHoldLeftStick(s32 port) -> bool
- auto isPadHoldRightStick(s32 port) -> bool
- auto isPadRelease(s32 port, s32 button) -> bool
- auto isPadReleaseA(s32 port) -> bool
- auto isPadReleaseB(s32 port) -> bool
- auto isPadReleaseX(s32 port) -> bool
- auto isPadReleaseY(s32 port) -> bool
- auto isPadReleaseZL(s32 port) -> bool
- auto isPadReleaseZR(s32 port) -> bool
- auto isPadReleaseL(s32 port) -> bool
- auto isPadReleaseR(s32 port) -> bool
- auto isPadRelease1(s32 port) -> bool
- auto isPadRelease2(s32 port) -> bool
- auto isPadReleaseUp(s32 port) -> bool
- auto isPadReleaseDown(s32 port) -> bool
- auto isPadReleaseLeft(s32 port) -> bool
- auto isPadReleaseRight(s32 port) -> bool
- auto isPadReleaseHome(s32 port) -> bool
- auto isPadReleaseStart(s32 port) -> bool
- auto isPadReleaseSelect(s32 port) -> bool
- auto isPadReleasePlus(s32 port) -> bool
- auto isPadReleaseMinus(s32 port) -> bool
- auto isPadReleaseTouch() -> bool
- auto isPadReleaseUpLeftStick(s32 port) -> bool
- auto isPadReleaseDownLeftStick(s32 port) -> bool
- auto isPadReleaseLeftLeftStick(s32 port) -> bool
- auto isPadReleaseRightLeftStick(s32 port) -> bool
- auto isPadReleaseUpRightStick(s32 port) -> bool
- auto isPadReleaseDownRightStick(s32 port) -> bool
- auto isPadReleaseLeftRightStick(s32 port) -> bool
- auto isPadReleaseRightRightStick(s32 port) -> bool
-
auto getLeftStick(s32 port) -> const sead::
Vector2f& -
auto getRightStick(s32 port) -> const sead::
Vector2f& -
void getPadCrossDir(sead::
Vector2f* vec, s32 port) -
void getPadCrossDirSideways(sead::
Vector2f* vec, s32 port) -
void calcTouchScreenPos(sead::
Vector2f* vec) -
void calcTouchLayoutPos(sead::
Vector2f*) -
auto isTouchPosInRect(const sead::
Vector2f& rect_pos, const sead:: Vector2f& size) -> bool - void setPadRepeat(s32 a1, s32 a2, s32 a3, s32 port)
- auto getPlayerControllerPort(s32 playerNo) -> s32
- auto getTouchPanelPort() -> s32
- auto getMainControllerPort() -> s32
- auto getMainJoyPadDoublePort() -> s32
- auto getMainJoyPadSingleRightPort() -> s32
- auto getMainJoyPadSingleLeftPort() -> s32
- auto isPadTypeJoySingle(s32 port = -1) -> bool
- auto isPadTriggerUiCursorUp(s32 port = -1) -> bool
- auto isPadTriggerUiCursorDown(s32 port = -1) -> bool
- auto isPadTriggerUiCursorLeft(s32 port = -1) -> bool
- auto isPadTriggerUiCursorRight(s32 port = -1) -> bool
- auto isPadRepeatUiCursorUp(s32 port = -1) -> bool
- auto isPadRepeatUiCursorDown(s32 port = -1) -> bool
- auto isPadRepeatUiCursorLeft(s32 port = -1) -> bool
- auto isPadRepeatUiCursorRight(s32 port = -1) -> bool
- auto isPadHoldUiCursorUp(s32 port = -1) -> bool
- auto isPadHoldUiCursorDown(s32 port = -1) -> bool
- auto isPadHoldUiCursorLeft(s32 port = -1) -> bool
- auto isPadHoldUiCursorRight(s32 port = -1) -> bool
- auto isPadReleaseUiCursorUp(s32 port = -1) -> bool
- auto isPadReleaseUiCursorDown(s32 port = -1) -> bool
- auto isPadReleaseUiCursorLeft(s32 port = -1) -> bool
- auto isPadReleaseUiCursorRight(s32 port = -1) -> bool
-
auto isTouchPosInCircle(const sead::
Vector2f&, f32) -> bool -
auto isTouchPosInCircleByWorldPos(const sead::
Vector2f&, const IUseCamera*, f32, f32) -> bool - auto isPadTouchRect(f32, f32, f32, f32) -> bool
- auto isSameNpadId(u32, s32) -> bool
- void createReplayController(u32 port)
- void unregistReplayController(u32 port)
- auto getReplayController(u32 port) -> ReplayController*
- void setPadDataReader(IUsePadDataReader* reader, u32 port)
- void createAndSetPadDataArcReader(const char* path, const char* stageName, u32 port)
- void startPadReplay(u32 port)
- void pausePadReplay(u32 port)
- void endPadReplay(u32 port)
- void setPadDataWriter(IUsePadDataWriter* writer, u32 port)
- void startPadRecording(u32 port)
- void endPadRecording(u32 port)
- auto isPadReplaying(u32 port) -> bool
- auto getPadReplayRemainFrame(u32 port) -> s32
- auto isPadRecording(u32 port) -> bool
- void invalidatePadReplay(u32 port)
- void validatePadReplay(u32 port)
- auto isValidReplayController(u32 port) -> bool
- auto isReadPadReplayData(u32 port) -> bool
- auto createPadRumbleKeeper(const LiveActor*, s32) -> PadRumbleKeeper*
-
void getComputerName(sead::
BufferedSafeString* computerName) -
auto tryGetComputerName(sead::
BufferedSafeString* computerName) -> bool -
void getUserName(sead::
BufferedSafeString* userName) -
void makeUniqueTemporaryFilename(sead::
BufferedSafeString* out, const char* fileName) -
void expandEnvironmentString(sead::
BufferedSafeString* out, const sead:: SafeString& envStr) -
auto makeTmpExpandEnvironmentString(const sead::
SafeString& envStr) -> sead:: FixedSafeString<128> - auto makeTmpFileFullPath(const char* fileName) -> StringTmp<128>
- auto getALCommon() -> const char*
-
void FUN_710086f65c(sead::
BufferedSafeString* out, const sead:: SafeString& envStr) - auto registDemoRequesterToAddDemoInfo(const LiveActor* actor, const ActorInitInfo& initInfo, s32 index) -> AddDemoInfo*
- void registActorToDemoInfo(LiveActor* actor, const ActorInitInfo& initInfo)
- void addDemoActorFromAddDemoInfo(const LiveActor* actor, const AddDemoInfo* info)
- void addDemoActorFromDemoActorHolder(const LiveActor* actor, const DemoActorHolder* holder)
- void addDemoActorFromDemoActorHolder(const Scene* scene, const DemoActorHolder* holder)
- void setDemoInfoDemoName(const LiveActor* actor, const char* name)
- void killForceBeforeDemo(LiveActor* actor)
- void prepareSkip(LiveActor* actor, s32)
- void invalidateLODWithSubActor(LiveActor*)
- auto isActiveDemo(const Scene*) -> bool
- auto getDepthClearValue() -> f32
- void setDepthFuncNearDraw(sead::GraphicsContext* context)
- void setDepthFuncFarDraw(sead::GraphicsContext* context)
- auto getAlphaTestEnable(nn::g3d::MaterialObj* material) -> bool
- void emitEffectCurrentPos(IUseEffectKeeper*, const char*)
-
void emitEffect(IUseEffectKeeper*,
const char*,
const sead::
Vector3f*) -
auto tryEmitEffect(IUseEffectKeeper*,
const char*,
const sead::
Vector3f*) -> bool - void deleteEffect(IUseEffectKeeper*, const char*)
- auto tryDeleteEffect(IUseEffectKeeper*, const char*) -> bool
- void deleteEffectAll(IUseEffectKeeper*)
- void tryKillEmitterAndParticleAll(IUseEffectKeeper*)
- void onCalcAndDrawEffect(IUseEffectKeeper*)
- void offCalcAndDrawEffect(IUseEffectKeeper*)
- void forceSetStopCalcAndDraw(IUseEffectKeeper*, bool)
- auto isEffectEmitting(const IUseEffectKeeper*, const char*) -> bool
- void setEffectEmitRatio(IUseEffectKeeper*, const char*, f32)
-
void setEffectAllScale(IUseEffectKeeper*,
const char*,
const sead::
Vector3f&) -
void setEffectEmitterVolumeScale(IUseEffectKeeper*,
const char*,
const sead::
Vector3f&) - void setEffectParticleScale(IUseEffectKeeper*, const char*, f32)
-
void setEffectParticleScale(IUseEffectKeeper*,
const char*,
const sead::
Vector3f&) - void setEffectParticleAlpha(IUseEffectKeeper*, const char*, f32)
-
void setEffectParticleColor(IUseEffectKeeper*,
const char*,
const sead::
Color4f&) - void setParticleLifeScale(IUseEffectKeeper*, const char*, f32)
- void setEffectParticleDirectionalVel(IUseEffectKeeper*, const char*, f32)
-
void setEffectFollowPosPtr(IUseEffectKeeper*,
const char*,
const sead::
Vector3f*) -
void setEffectFollowMtxPtr(IUseEffectKeeper*,
const char*,
const sead::
Matrix34f*) -
void setEffectNamedMtxPtr(IUseEffectKeeper*,
const char*,
const sead::
Matrix34f*) -
auto trySetEffectNamedMtxPtr(IUseEffectKeeper*,
const char*,
const sead::
Matrix34f*) -> bool - auto tryUpdateEffectMaterialCode(IUseEffectKeeper*, const char*) -> bool
- void resetEffectMaterialCode(IUseEffectKeeper*)
- void updateEffectMaterialWater(IUseEffectKeeper*, bool)
- void updateEffectMaterialWet(IUseEffectKeeper*, bool)
- void updateEffectMaterialPuddle(IUseEffectKeeper*, bool)
-
template<typename T>auto createEventFlowNode(const char* eventFlowNodeName) -> EventFlowNode*
- auto isNodeName(const EventFlowNode*, const char*) -> bool
- auto getScareMessage(const EventFlowNode*) -> const char16*
- void startEventCamera(EventFlowNode*, const char*, s32)
- void startEventAnimCamera(EventFlowNode*, const char*, const char*, s32)
- void endEventCamera(EventFlowNode*, const char*, s32, bool)
- auto tryEndEventCameraIfPlaying(EventFlowNode*, const char*, s32, bool) -> bool
- auto isEndInterpoleEventCamera(const EventFlowNode*, const char*) -> bool
- auto isPlayingEventAnimCamera(const EventFlowNode*, const char*) -> bool
- void requestDemoAction(EventFlowNode*, const char*, bool)
- void requestPlayerDemoAction(EventFlowNode*, const char*)
- auto isEndDemoAction(const EventFlowNode*) -> bool
- void setDemoTalkAction(EventFlowNode*, const char*)
- void resetDemoTalkAction(EventFlowNode*)
- void requestDemoCamera(EventFlowNode*, const char*)
- auto isEndRequestDemoCamera(const EventFlowNode*) -> bool
- auto isHideDemoPlayer(const EventFlowNode*) -> bool
- void requestHideDemoPlayer(EventFlowNode*)
- void requestShowDemoPlayer(EventFlowNode*)
-
void calcPlayerWatchTrans(sead::
Vector3f*, const EventFlowNode*) - void requestCommandCloseTalkMessageLayout(EventFlowNode*)
- auto isActive(const EventFlowExecutor*) -> bool
- auto isScare(const IUseEventFlowData*) -> bool
-
auto tryGetScareEnemyPos(sead::
Vector3f*, const IUseEventFlowData*) -> bool - void invalidateUiCollisionCheck(EventFlowExecutor*)
- void onExistLookAtJointCtrl(EventFlowExecutor*)
- void setTalkSubActorName(EventFlowExecutor*, const char*)
- void resetTalkSubActorName(EventFlowExecutor*)
- void startEventAction(LiveActor*, const IUseEventFlowData*, const char*)
-
void makeEventActionName(sead::
BufferedSafeStringBase<char>*, const IUseEventFlowData*, const char*) - void startEventActionAtRandomFrame(LiveActor*, const IUseEventFlowData*, const char*)
- auto tryStartEventActionIfNotPlaying(LiveActor*, const IUseEventFlowData*, const char*) -> bool
- auto isPlayingEventAction(const LiveActor*, const IUseEventFlowData*, const char*) -> bool
- auto isExistEventAction(const LiveActor*, const IUseEventFlowData*, const char*) -> bool
- auto isOneTimeEventAction(const LiveActor*, const IUseEventFlowData*, const char*) -> bool
- auto getEventActionFrameMax(const LiveActor*, const IUseEventFlowData*, const char*) -> f32
- auto getParamMoveSpeed(const IUseEventFlowData*) -> f32
- auto getParamTurnSpeedDegree(const IUseEventFlowData*) -> f32
-
auto getRecordActorFront(const IUseEventFlowData*) -> const sead::
Vector3f& -
void recordActorFront(IUseEventFlowData*,
const sead::
Vector3f&) -
auto checkInsideTerritoryPos(const IUseEventFlowData*,
const LiveActor*,
const sead::
Vector3f&, f32) -> bool -
auto checkInsideEmotionTerritoryPos(const IUseEventFlowData*,
const LiveActor*,
const sead::
Vector3f&) -> bool -
auto checkInsideEmotionLowPriorityTerritoryPos(const IUseEventFlowData*,
const LiveActor*,
const sead::
Vector3f&) -> bool -
auto checkInsideTalkTerritoryPos(const IUseEventFlowData*,
const LiveActor*,
const sead::
Vector3f&) -> bool -
void calcBalloonOffset(sead::
Vector3f*, const IUseEventFlowData*, const LiveActor*) -
void setBalloonLocalOffset(EventFlowExecutor*,
const sead::
Vector3f&) - auto getBalloonCollisionCheckOffsetRadius(const IUseEventFlowData*) -> f32
- auto isDisableOpenBalloonByOrderGroup(const LiveActor*, const IUseEventFlowData*) -> bool
- auto isEnableForceOpenBalloonByOrderGroup(const LiveActor*, const IUseEventFlowData*) -> bool
- auto isWaitAtPointMovement(const EventFlowExecutor*) -> bool
- auto isStopMovement(const IUseEventFlowData*) -> bool
- auto isRequestEventDemoAction(const EventFlowExecutor*) -> bool
- auto isPlayingEventDemoAction(const EventFlowExecutor*) -> bool
- auto getEventDemoActionName(const EventFlowExecutor*) -> const char*
- auto isExistEventDemoTalkAction(const EventFlowExecutor*) -> bool
- auto getEventDemoTalkActionName(const EventFlowExecutor*) -> const char*
- auto isResetEventDemoPlayerDynamics(const EventFlowExecutor*) -> bool
- void startEventDemoAction(EventFlowExecutor*)
- void endEventDemoAction(EventFlowExecutor*)
- auto isRequestEventDemoCamera(const EventFlowExecutor*) -> bool
- auto getEventDemoCameraAnimName(const EventFlowExecutor*) -> const char*
- void clearEventDemoCameraRequest(EventFlowExecutor*)
- auto isHideDemoPlayer(const EventFlowExecutor*) -> bool
- auto isExistEventEntry(const EventFlowExecutor*, const char*) -> bool
- auto isCurrentEventEntry(const EventFlowExecutor*, const char*) -> bool
- auto isEventName(const EventFlowEventData*, const char*, ...) -> bool
- auto getEventName(const EventFlowEventData*) -> const char*
- auto getEventDataParamString(const EventFlowEventData*, const char*) -> bool
- auto isEventDataParamBool(const EventFlowEventData*, const char*) -> bool
- void registerExecutorUser(IUseExecutor* user, ExecuteDirector* director, const char* listName)
- void registerExecutorActorUpdate(LiveActor* actor, ExecuteDirector* director, const char* listName)
- void registerExecutorActorDraw(LiveActor* actor, ExecuteDirector* director, const char* listName)
- void registerExecutorLayoutUpdate(LayoutActor* layout, ExecuteDirector* director, const char* listName)
- void registerExecutorLayoutDraw(LayoutActor* layout, ExecuteDirector* director, const char* listName)
- void registerExecutorFunctor(const char* listName, ExecuteDirector* director, const FunctorBase& functor)
- void registerExecutorFunctorDraw(const char* listName, ExecuteDirector* director, const FunctorBase& functor)
- auto getFileLoader() -> FileLoader*
-
auto isExistFile(const sead::
SafeString& fileName) -> bool -
auto isExistDirectory(const sead::
SafeString& fileName) -> bool -
auto isExistArchive(const sead::
SafeString& fileName) -> bool -
auto isExistArchive(const sead::
SafeString& fileName, const char* ext) -> bool -
auto getFileSize(const sead::
SafeString& fileName) -> u32 -
auto calcFileAlignment(const sead::
SafeString& fileName) -> u32 -
auto calcBufferSizeAlignment(const sead::
SafeString& fileName) -> u32 -
auto loadFile(const sead::
SafeString& fileName, s32 size) -> u8* -
auto tryLoadFileToBuffer(const sead::
SafeString& fileName, u8* buffer, u32 bufferSize, s32 size) -> bool -
auto loadArchive(const sead::
SafeString& fileName) -> sead:: ArchiveRes* -
auto loadArchiveWithExt(const sead::
SafeString& fileName, const char* ext) -> sead:: ArchiveRes* -
auto tryRequestLoadArchive(const sead::
SafeString& fileName, sead:: Heap* heap) -> bool - void loadSoundItem(u32 soundEntryId, u32 unknown, IAudioResourceLoader* resLoader)
- auto tryRequestLoadSoundItem(u32 soundEntryId) -> bool
-
auto tryRequestPreLoadFile(const Resource* res,
s32 id,
sead::
Heap* heap, IAudioResourceLoader* resLoader) -> bool -
auto tryRequestPreLoadFile(const Resource* res,
const sead::
SafeString& fileName, sead:: Heap* heap, IAudioResourceLoader* resLoader) -> bool - void waitLoadDoneAllFile()
- void clearFileLoaderEntry()
-
void makeLocalizedArchivePath(sead::
BufferedSafeString* outPath, const sead:: SafeString& fileName) -
void makeLocalizedArchivePathByCountryCode(sead::
BufferedSafeString* outPath, const sead:: SafeString& fileName) - void setFileLoaderThreadPriority(s32 priority)
- auto isExistItemKeeper(const LiveActor* actor) -> bool
- auto addItem(LiveActor* actor, const ActorInitInfo&, const char*, const char*, const char*, s32, bool) -> ActorItemInfo*
- auto addItem(LiveActor* actor, const ActorInitInfo&, const char*, bool) -> ActorItemInfo*
- void setAppearItemFactor(const LiveActor* actor, const char*, const HitSensor* sensor)
-
void setAppearItemOffset(const LiveActor* actor,
const sead::
Vector3f& offset) - void setAppearItemAttackerSensor(const LiveActor* actor, const HitSensor* sensor)
- auto appearItem(const LiveActor* actor) -> bool
-
auto appearItem(const LiveActor* actor,
const sead::
Vector3f&, const sead:: Quatf&, const HitSensor* sensor) -> bool -
auto appearItem(const LiveActor* actor,
const sead::
Vector3f&, const sead:: Vector3f&, const HitSensor* sensor) -> bool - auto appearItemTiming(const LiveActor* actor, const char*) -> bool
-
auto appearItemTiming(const LiveActor* actor,
const char*,
const sead::
Vector3f&, const sead:: Quatf&, const HitSensor* sensor) -> bool -
auto appearItemTiming(const LiveActor* actor,
const char*,
const sead::
Vector3f&, const sead:: Vector3f&, const HitSensor* sensor) -> bool - void acquireItem(const LiveActor* actor, HitSensor* sensor, const char*)
- auto getItemType(const LiveActor* actor, const char*) -> s32
- void initJointControllerKeeper(const LiveActor*, s32)
- void isExistJointControllerKeeper(const LiveActor*)
- void registerJointController(const LiveActor*, JointControllerBase*)
- void registerJointController(const LiveActor*, JointControllerBase*, const char*)
-
void initJointLocalRotator(const LiveActor*,
sead::
Vector3f*, const char*) - void initJointLocalXRotator(const LiveActor*, const f32*, const char*)
- void initJointLocalYRotator(const LiveActor*, const f32*, const char*)
- void initJointLocalZRotator(const LiveActor*, const f32*, const char*)
-
auto initJointLocalAxisRotator(const LiveActor*,
const sead::
Vector3f&, const f32*, const char*, bool) -> JointLocalAxisRotator* - void initJointLocalMinusXRotator(const LiveActor*, const f32*, const char*)
- void initJointLocalMinusYRotator(const LiveActor*, const f32*, const char*)
- void initJointLocalMinusZRotator(const LiveActor*, const f32*, const char*)
- void initJointGlobalXRotator(const LiveActor*, f32*, const char*)
-
void initJointGlobalAxisRotator(const LiveActor*,
const sead::
Vector3f&, f32*, const char*) - void initJointGlobalYRotator(const LiveActor*, f32*, const char*)
- void initJointGlobalZRotator(const LiveActor*, f32*, const char*)
- void initJointGlobalMinusXRotator(const LiveActor*, f32*, const char*)
- void initJointGlobalMinusYRotator(const LiveActor*, f32*, const char*)
- void initJointGlobalMinusZRotator(const LiveActor*, f32*, const char*)
- void initJointLocalTransControllerX(const LiveActor*, const f32*, const char*)
- void initJointLocalTransControllerY(const LiveActor*, const f32*, const char*)
- void initJointLocalTransControllerZ(const LiveActor*, const f32*, const char*)
-
void initJointLocalTransController(const LiveActor*,
const sead::
Vector3f*, const char*) - void initJointLocalScaleControllerX(const LiveActor*, const f32*, const char*)
- void initJointLocalScaleControllerY(const LiveActor*, const f32*, const char*)
- void initJointLocalScaleControllerZ(const LiveActor*, const f32*, const char*)
-
void initJointLocalScaleController(const LiveActor*,
const sead::
Vector3f*, const char*) -
void initJointLocalMtxController(const LiveActor*,
const sead::
Matrix34f*, const char*) -
void initJointGlobalMtxController(const LiveActor*,
const sead::
Matrix34f*, const char*) -
void initJointGlobalQuatController(const LiveActor*,
const sead::
Quatf*, const char*) -
void initJointGlobalQuatTransController(const LiveActor*,
const sead::
Quatf*, const sead:: Vector3f*, const char*) -
void initJointPostQuatController(const LiveActor*,
const sead::
Quatf*, const char*) - void initJointLocalDirController(const LiveActor*, const JointDirectionInfo*, const char*)
- void initJointAimController(const LiveActor*, const JointAimInfo*, const char*)
- void initJointTranslateShaker(const LiveActor*, s32)
- void appendJointTranslateShakerX(JointTranslateShaker*, const char*)
- void appendJointTranslateShakerY(JointTranslateShaker*, const char*)
- void appendJointTranslateShakerZ(JointTranslateShaker*, const char*)
- void initJointMasher(const LiveActor*, const bool*, s32)
- void appendMashJoint(JointMasher*, const char*, f32)
- void initJointRumbler(const LiveActor*, const char*, f32, f32, u32, s32)
-
void initJointLocalQuatRotator(const LiveActor*,
const char*,
const sead::
Quatf*) - void initJointLookAtController(const LiveActor*, s32)
-
void appendJointLookAtController(JointLookAtController*,
const LiveActor*,
const char*,
f32,
const sead::
Vector2f&, const sead:: Vector2f&, const sead:: Vector3f&, const sead:: Vector3f&) -
void appendJointLookAtControllerNoJudge(JointLookAtController*,
const LiveActor*,
const char*,
f32,
const sead::
Vector2f&, const sead:: Vector2f&, const sead:: Vector3f&, const sead:: Vector3f&) -
void appendJointLookAtControllerNoJudgeNoOverLimitYaw(JointLookAtController*,
const LiveActor*,
const char*,
f32,
const sead::
Vector2f&, const sead:: Vector2f&, const sead:: Vector3f&, const sead:: Vector3f&) - void initJointGroundSmoothController(const LiveActor*, const char*)
-
void initJointPosToPosController(const LiveActor*,
const char*,
const sead::
Vector3f*, const sead:: Vector3f*, f32*, const sead:: Vector3f&) - auto initJointSpringController(const LiveActor*, const char*) -> JointSpringController*
- void initJointConstrainedSpringController(const LiveActor*, const char*)
- void initJointSpringTransController(const LiveActor*, const char*)
- void initJointSimpleIK(const LiveActor*, const char*)
- auto createKeyPoseKeeper(const ActorInitInfo& info) -> KeyPoseKeeper*
- auto createKeyPoseKeeper(const PlacementInfo& info) -> KeyPoseKeeper*
- void resetKeyPose(KeyPoseKeeper* keyPoseKeeper)
- void nextKeyPose(KeyPoseKeeper* keyPoseKeeper)
-
void restartKeyPose(KeyPoseKeeper* keyPoseKeeper,
sead::
Vector3f* pos, sead:: Quatf* orientation) - void reverseKeyPose(KeyPoseKeeper* keyPoseKeeper)
-
auto getCurrentKeyTrans(const KeyPoseKeeper* keyPoseKeeper) -> const sead::
Vector3f& -
auto getNextKeyTrans(const KeyPoseKeeper* keyPoseKeeper) -> const sead::
Vector3f& -
auto getCurrentKeyQuat(const KeyPoseKeeper* keyPoseKeeper) -> const sead::
Quatf& -
auto getNextKeyQuat(const KeyPoseKeeper* keyPoseKeeper) -> const sead::
Quatf& - auto getCurrentKeyPlacementInfo(const KeyPoseKeeper* keyPoseKeeper) -> const PlacementInfo&
- auto getNextKeyPlacementInfo(const KeyPoseKeeper* keyPoseKeeper) -> const PlacementInfo&
- auto getKeyPoseCount(const KeyPoseKeeper* keyPoseKeeper) -> s32
-
void getKeyPoseTrans(sead::
Vector3f* out, const KeyPoseKeeper* keyPoseKeeper, s32 idx) -
void getKeyPoseQuat(sead::
Quatf* out, const KeyPoseKeeper* keyPoseKeeper, s32 idx) -
void calcLerpKeyTrans(sead::
Vector3f* out, const KeyPoseKeeper* keyPoseKeeper, f32 rate) -
void calcSlerpKeyQuat(sead::
Quatf* out, const KeyPoseKeeper* keyPoseKeeper, f32 rate) - auto isMoveSignKey(const KeyPoseKeeper* keyPoseKeeper) -> bool
- auto isLastKey(const KeyPoseKeeper* keyPoseKeeper) -> bool
- auto isFirstKey(const KeyPoseKeeper* keyPoseKeeper) -> bool
- auto isGoingToEnd(const KeyPoseKeeper* keyPoseKeeper) -> bool
- auto isStop(const KeyPoseKeeper* keyPoseKeeper) -> bool
- auto isRestart(const KeyPoseKeeper* keyPoseKeeper) -> bool
- auto calcDistanceNextKeyTrans(const KeyPoseKeeper* keyPoseKeeper) -> f32
- auto calcTimeToNextKeyMove(const KeyPoseKeeper* keyPoseKeeper, f32 speed) -> s32
-
void calcDirToNextKey(sead::
Vector3f* out, const KeyPoseKeeper* keyPoseKeeper) - auto calcKeyMoveSpeed(const KeyPoseKeeper* keyPoseKeeper) -> f32
- auto calcKeyMoveSpeedByTime(const KeyPoseKeeper* keyPoseKeeper) -> f32
- auto calcKeyMoveWaitTime(const KeyPoseKeeper* keyPoseKeeper) -> s32
- auto calcKeyMoveMoveTime(const KeyPoseKeeper* keyPoseKeeper) -> s32
-
void calcKeyMoveClippingInfo(sead::
Vector3f*, f32*, const KeyPoseKeeper*, f32) -
void setKeyMoveClippingInfo(LiveActor*,
sead::
Vector3f*, const KeyPoseKeeper*) - auto getLayoutPaneGroup(const IUseLayoutAction* layout, const char* paneName) -> LayoutPaneGroup*
- void startAction(IUseLayoutAction* layout, const char* actionName, const char* paneName)
- auto startActionAtRandomFrame(IUseLayoutAction* layout, const char* actionName, const char* paneName) -> s32
- void startFreezeAction(IUseLayoutAction* layout, const char* actionName, f32 frame, const char* paneName)
- void startFreezeActionEnd(IUseLayoutAction* layout, const char* actionName, const char* paneName)
- auto getActionFrameMax(const IUseLayoutAction* layout, const char* actionName, const char* paneName) -> f32
- void startFreezeGaugeAction(IUseLayoutAction* layout, f32 value, f32 minFrame, f32 maxFrame, const char* actionName, const char* paneName)
- auto tryStartAction(IUseLayoutAction* layout, const char* actionName, const char* paneName) -> bool
- auto isExistAction(const IUseLayoutAction* layout, const char* actionName, const char* paneName) -> bool
- auto isActionEnd(const IUseLayoutAction* layout, const char* paneName) -> bool
- auto isExistAction(const IUseLayoutAction* layout, const char* paneName) -> bool
- auto isActionOneTime(const IUseLayoutAction* layout, const char* actionName, const char* paneName) -> bool
- auto getActionFrame(const IUseLayoutAction* layout, const char* paneName) -> f32
- void setActionFrame(IUseLayoutAction* layout, f32 frame, const char* paneName)
- auto getActionFrameRate(const IUseLayoutAction* layout, const char* paneName) -> f32
- void setActionFrameRate(IUseLayoutAction* layout, f32 frameRate, const char* paneName)
- auto getActionName(const IUseLayoutAction* layout, const char* paneName) -> const char*
- auto isActionPlaying(const IUseLayoutAction* layout, const char* actionName, const char* paneName) -> bool
- auto isAnyActionPlaying(const IUseLayoutAction* layout, const char* paneName) -> bool
- void setNerveAtActionEnd(LayoutActor* layout, const Nerve* nerve)
- void startTextPaneAnim(LayoutActor*, const char16*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)
- void startTextPaneAnimWithAudioUser(LayoutActor*, const char16*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*, const IUseAudioKeeper*)
- void startAndSetTextPaneAnimStage(LayoutActor*, const char*, const char*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)
- void startAndSetTextPaneAnimSystem(LayoutActor*, const char*, const char*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)
- void endTextPaneAnim(LayoutActor*)
- void skipTextPaneAnim(LayoutActor*)
- void flushTextPaneAnim(LayoutActor*)
- void changeNextPage(LayoutActor*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)
- auto tryChangeNextPage(LayoutActor*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*) -> bool
- auto isExistNextPage(const LayoutActor*) -> bool
- auto isEndTextPaneAnim(const LayoutActor*, bool) -> bool
- auto getCurrentMessagePaneAnim(const LayoutActor*) -> const char16*
- auto calcCurrentMessageTextNum(const LayoutActor*) -> s32
- auto calcShowTextTime(s32) -> s32
- auto tryStartTextAnim(LayoutActor*, const char16*) -> bool
-
auto tryStartTextTagVoice(LayoutActor*,
const char16*,
const IUseAudioKeeper*,
const char*,
sead::
FixedSafeString<64>*) -> bool - void startHitReaction(const LayoutActor*, const char*, const char*)
- auto killLayoutIfActive(LayoutActor*) -> bool
- auto appearLayoutIfDead(LayoutActor*) -> bool
- auto isActive(const LayoutActor*) -> bool
- auto isDead(const LayoutActor*) -> bool
-
void calcTrans(sead::
Vector3f*, const IUseLayout*) -
auto getLocalTrans(const IUseLayout*) -> sead::
Vector2f -
auto getLocalTransPtr(const IUseLayout*) -> sead::
Vector2f* -
void calcScale(sead::
Vector3f*, const IUseLayout*) - auto getLocalScale(const IUseLayout*) -> f32
-
void setLocalTrans(IUseLayout*,
const sead::
Vector3f&) -
void setLocalTrans(IUseLayout*,
const sead::
Vector2f&) - void setLocalScale(IUseLayout*, f32)
-
void setLocalScale(IUseLayout*,
const sead::
Vector2f&) - void setLocalAlpha(IUseLayout*, f32)
-
void calcPaneTrans(sead::
Vector3f*, const IUseLayout*, const char*) -
void calcPaneMtx(sead::
Matrix34f*, const IUseLayout*, const char*) -
void calcPaneTrans(sead::
Vector2f*, const IUseLayout*, const char*) -
void calcPaneScale(sead::
Vector3f*, const IUseLayout*, const char*) -
void calcPaneSize(sead::
Vector3f*, const IUseLayout*, const char*) - auto getPaneMtx(const IUseLayout*, const char*) -> const Matrix43f&
- auto getPaneMtxRaw(const IUseLayout*, const char*) -> const Matrix43f*
- auto getGlobalAlpha(const IUseLayout*, const char*) -> f32
-
void setPaneLocalTrans(IUseLayout*,
const char*,
const sead::
Vector2f&) -
void setPaneLocalTrans(IUseLayout*,
const char*,
const sead::
Vector3f&) -
void setPaneLocalRotate(IUseLayout*,
const char*,
const sead::
Vector3f&) -
void setPaneLocalScale(IUseLayout*,
const char*,
const sead::
Vector2f&) -
void setPaneLocalSize(IUseLayout*,
const char*,
const sead::
Vector2f&) - void setPaneLocalAlpha(IUseLayout*, const char*, f32)
-
auto getPaneLocalTrans(const IUseLayout*,
const char*) -> sead::
Vector3f -
void getPaneLocalSize(sead::
Vector2f*, const IUseLayout*, const char*) -
auto getPaneLocalRotate(const IUseLayout*,
const char*) -> const sead::
Vector3f& -
auto getPaneLocalScale(const IUseLayout*,
const char*) -> const sead::
Vector3f& -
auto getTextBoxDrawRectSize(const IUseLayout*,
const char*) -> const sead::
Vector3f& - void showPane(IUseLayout*, const char*)
- void hidePane(IUseLayout*, const char*)
- void showPaneNoRecursive(IUseLayout*, const char*)
- void hidePaneNoRecursive(IUseLayout*, const char*)
- auto isHidePane(const IUseLayout*, const char*) -> bool
- void showPaneRoot(IUseLayout*)
- void hidePaneRoot(IUseLayout*)
- void showPaneRootNoRecursive(IUseLayout*)
- void hidePaneRootNoRecursive(IUseLayout*)
- auto isHidePaneRoot(const IUseLayout*) -> bool
- auto isExistPane(const IUseLayout*, const char*) -> bool
-
auto isContainPointPane(const IUseLayout*,
const char*,
const sead::
Vector2f&) -> bool -
void findHitPaneFromLayoutPos(const IUseLayout*,
const sead::
Vector2f&) -
auto isExistHitPaneFromLayoutPos(const IUseLayout*,
const sead::
Vector2f&) -> bool -
void findHitPaneFromScreenPos(const IUseLayout*,
const sead::
Vector2f&) -
auto isExistHitPaneFromScreenPos(const IUseLayout*,
const sead::
Vector2f&) -> bool - auto isTouchPosInPane(const IUseLayout*, const char*) -> bool
- void setCursorPanePos(IUseLayout*, const IUseLayout*)
-
void setPaneVtxColor(const IUseLayout*,
const char*,
const sead::
Color4u8&) - auto isTriggerTouchPane(const IUseLayout*, const char*) -> bool
- auto isHoldTouchPane(const IUseLayout*, const char*) -> bool
- auto isReleaseTouchPane(const IUseLayout*, const char*) -> bool
- auto getPaneChildNum(const IUseLayout*, const char*) -> s32
- auto getPaneChildName(const IUseLayout*, const char*, s32) -> const char*
- void setPaneStringLength(IUseLayout*, const char*, const char16*, u16, u16)
- void setPaneString(IUseLayout*, const char*, const char16*, u16)
- void setPaneCounterDigit1(IUseLayout*, const char*, s32, u16)
- void setPaneCounterDigit2(IUseLayout*, const char*, s32, u16)
- void setPaneCounterDigit3(IUseLayout*, const char*, s32, u16)
- void setPaneCounterDigit4(IUseLayout*, const char*, s32, u16)
- void setPaneCounterDigit5(IUseLayout*, const char*, s32, u16)
- void setPaneCounterDigit6(IUseLayout*, const char*, s32, u16)
- void setPaneNumberDigit1(IUseLayout*, const char*, s32, u16)
- void setPaneNumberDigit2(IUseLayout*, const char*, s32, u16)
- void setPaneNumberDigit3(IUseLayout*, const char*, s32, u16)
- void setPaneNumberDigit4(IUseLayout*, const char*, s32, u16)
- void setPaneNumberDigit5(IUseLayout*, const char*, s32, u16)
- void setPaneStringFormat(IUseLayout*, const char*, const char*, ...)
- void setTextPositionCenterH(IUseLayout*, const char*)
- void initPaneMessage(IUseLayout*, const char*, const MessageHolder*, const char*, u32)
- void setPaneSystemMessage(LayoutActor*, const char*, const char*, const char*)
- void setPaneStageMessage(LayoutActor*, const char*, const char*, const char*)
- auto getPaneStringBuffer(const IUseLayout*, const char*) -> const char16*
- auto getPaneStringBufferLength(const IUseLayout*, const char*) -> s32
- void setTextBoxPaneFont(const LayoutActor*, const char*, const char*)
- void adjustPaneSizeToTextSizeAll(const LayoutActor*)
- void requestCaptureRecursive(const LayoutActor*)
- void setRubyScale(const LayoutActor*, f32)
- auto createTextureInfo() -> nn::ui2d::TextureInfo*
-
auto createTextureInfo(const agl::
TextureData&) -> nn::ui2d::TextureInfo* - auto createTextureInfo(const IUseLayout*, const char*) -> nn::ui2d::TextureInfo*
- void getPaneTextureInfo(nn::ui2d::TextureInfo*, const IUseLayout*, const char*)
- auto createTextureInfo(const char*, const char*, const char*) -> nn::ui2d::TextureInfo*
-
void updateTextureInfo(nn::ui2d::TextureInfo*,
const agl::
TextureData&) - void setPaneTexture(IUseLayout*, const char*, const nn::ui2d::TextureInfo*)
- void registerLayoutPartsActor(LayoutActor*, LayoutActor*)
- void updateLayoutPaneRecursive(LayoutActor*)
- auto getLayoutPaneGroupNum(LayoutActor*) -> s32
- auto getLayoutPaneGroup(LayoutActor*, s32) -> LayoutPaneGroup*
- void initLayoutActor(LayoutActor*, const LayoutInitInfo&, const char*, const char*)
- void initLayoutActorLocalized(LayoutActor*, const LayoutInitInfo&, const char*, const char*)
- void initLayoutActorUseOtherMessage(LayoutActor*, const LayoutInitInfo&, const char*, const char*, const char*)
- void initLayoutTextPaneAnimator(LayoutActor*, const char*)
- void initLayoutTextPaneAnimatorWithShadow(LayoutActor*, const char*)
- void initLayoutPartsActor(LayoutActor*, LayoutActor*, const LayoutInitInfo&, const char*, const char*)
- void initLayoutPartsActorLocalized(LayoutActor*, LayoutActor*, const LayoutInitInfo&, const char*, const char*)
- void initLayoutInitInfo(LayoutInitInfo*, const LayoutKit*, SceneObjHolder*, const AudioDirector*, const LayoutSystem*, const MessageSystem*, const GamePadSystem*)
-
void setRenderBuffer(LayoutKit*,
const agl::
RenderBuffer*) - void executeUpdate(LayoutKit*)
- void executeUpdateList(LayoutKit*, const char*, const char*)
- void executeUpdateEffect(LayoutKit*)
- void executeDraw(const LayoutKit*, const char*)
- void executeDrawEffect(const LayoutKit*)
- void startAction(LiveActor* actor, const char* actionName)
- auto startActionAtRandomFrame(LiveActor* actor, const char* actionName) -> s32
- auto tryStartAction(LiveActor* actor, const char* actionName) -> bool
- auto tryStartActionIfNotPlaying(LiveActor* actor, const char* actionName) -> bool
- auto isActionPlaying(const LiveActor* actor, const char* actionName) -> bool
- auto tryStartActionIfActionEnd(LiveActor* actor, const char* actionName) -> bool
- auto isActionEnd(const LiveActor* actor) -> bool
- auto isExistAction(const LiveActor* actor) -> bool
- auto isExistAction(const LiveActor* actor, const char* actionName) -> bool
- auto isActionOneTime(const LiveActor* actor) -> bool
- auto isActionOneTime(const LiveActor* actor, const char* actionName) -> bool
- auto getActionName(const LiveActor* actor) -> const char*
- auto getActionFrame(const LiveActor* actor) -> f32
- auto getActionFrameMax(const LiveActor* actor) -> f32
- auto getActionFrameMax(const LiveActor* actor, const char* actionName) -> f32
- auto getActionFrameRate(const LiveActor* actor) -> f32
- void setActionFrame(LiveActor* actor, f32 frame)
- void setActionFrameRate(LiveActor* actor, f32 rate)
- void stopAction(LiveActor* actor)
- void restartAction(LiveActor* actor)
- void copyAction(LiveActor* actor, const LiveActor* sourceActor)
- void startNerveAction(LiveActor* actor, const char* actionName)
- void setNerveAtActionEnd(LiveActor* actor, const Nerve* nerve)
- void resetNerveActionForInit(LiveActor* actor)
- void startHitReaction(const LiveActor* actor, const char* name)
- void startHitReactionHitEffect(const LiveActor* actor, const char* name, const HitSensor* other, const HitSensor* self)
-
void startHitReactionHitEffect(const LiveActor* actor,
const char* name,
const sead::
Vector3f& pos) -
void startHitReactionHitEffect(const LiveActor* actor,
const char* name,
const sead::
Matrix34f* mtx) - void startHitReactionBlowHit(const LiveActor* actor, const HitSensor* other, const HitSensor* self)
-
void startHitReactionBlowHit(const LiveActor* actor,
const sead::
Vector3f& pos) - void startHitReactionBlowHit(const LiveActor* actor)
- void startHitReactionBlowHitDirect(const LiveActor* actor, const HitSensor* other, const HitSensor* self)
-
void startHitReactionBlowHitDirect(const LiveActor* actor,
const sead::
Vector3f& pos) - void startHitReactionBlowHitDirect(const LiveActor* actor)
- void startSklAnim(LiveActor* actor, const char* animName)
- void startSklAnimInterpole(LiveActor* actor, const char* animName0, const char* animName1)
- auto tryStartSklAnimIfExist(LiveActor* actor, const char* animName) -> bool
- auto isSklAnimExist(const LiveActor* actor, const char* animName) -> bool
- auto tryStartSklAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
- auto isSklAnimPlaying(const LiveActor* actor, const char* animName, s32 index) -> bool
- void startSklAnimBlend(LiveActor* actor, const char* animName0, const char* animName1, const char* animName2, const char* animName3, const char* animName4, const char* animName5)
- void startSklAnimBlendInterpole(LiveActor* actor, const char* animName0, const char* animName1, const char* animName2, const char* animName3, const char* animName4, const char* animName5, const char* animName6)
- void clearSklAnimInterpole(LiveActor* actor)
- auto isSklAnimExist(const LiveActor* actor) -> bool
- auto isSklAnimEnd(const LiveActor* actor, s32 index) -> bool
- auto isSklAnimOneTime(const LiveActor* actor, const char* animName) -> bool
- auto isSklAnimOneTime(const LiveActor* actor, s32 index) -> bool
- auto isSklAnimPlaying(const LiveActor* actor, s32 index) -> bool
- auto getPlayingSklAnimName(const LiveActor* actor, s32 index) -> const char*
- auto getSklAnimFrame(const LiveActor* actor, s32 index) -> f32
- auto getSklAnimFrameRate(const LiveActor* actor, s32 index) -> f32
- auto getSklAnimFrameMax(const LiveActor* actor, s32 index) -> f32
- auto getSklAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
- void setSklAnimFrame(LiveActor* actor, f32 frame, s32 index)
- void setSklAnimFrameRate(LiveActor* actor, f32 frameRate, s32 index)
- void setSklAnimFrameAndStop(LiveActor* actor, f32 frame, s32 index)
- auto getSklAnimBlendNum(const LiveActor* actor) -> s32
- auto getSklAnimBlendWeight(const LiveActor* actor, s32 index) -> f32
- void setSklAnimBlendWeight(LiveActor* actor, f32 weight, s32 index)
- void setSklAnimBlendWeightDouble(LiveActor* actor, f32 weight)
- void setSklAnimBlendWeightDouble(LiveActor* actor, f32 weight0, f32 weight1)
- void setSklAnimBlendWeightTriple(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2)
- void setSklAnimBlendWeightQuad(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2, f32 weight3)
- void setSklAnimBlendWeightFivefold(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2, f32 weight3, f32 weight4)
- void setSklAnimBlendWeightSixfold(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2, f32 weight3, f32 weight4, f32 weight5)
- void setSklAnimBlendFrameAll(LiveActor* actor, f32 frame, bool isSync)
- void setSklAnimBlendFrameRateAll(LiveActor* actor, f32 frameRate, bool isSync)
- void startMtpAnim(LiveActor* actor, const char* animName)
- void startMtpAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)
- void setMtpAnimFrameRate(LiveActor* actor, f32 frameRate)
- void setMtpAnimFrame(LiveActor* actor, f32 frame)
- auto tryStartMtpAnimIfExist(LiveActor* actor, const char* animName) -> bool
- auto isMtpAnimExist(const LiveActor* actor, const char* animName) -> bool
- auto tryStartMtpAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
- auto isMtpAnimPlaying(const LiveActor* actor, const char* animName) -> bool
- void clearMtpAnim(LiveActor* actor)
- auto isMtpAnimExist(const LiveActor* actor) -> bool
- auto isMtpAnimEnd(const LiveActor* actor) -> bool
- auto isMtpAnimOneTime(const LiveActor* actor, const char* animName) -> bool
- auto isMtpAnimOneTime(const LiveActor* actor) -> bool
- auto getPlayingMtpAnimName(const LiveActor* actor) -> const char*
- auto isMtpAnimPlaying(const LiveActor* actor) -> bool
- auto getMtpAnimFrame(const LiveActor* actor) -> f32
- auto getMtpAnimFrameRate(const LiveActor* actor) -> f32
- auto getMtpAnimFrameMax(const LiveActor* actor) -> f32
- auto getMtpAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
- void setMtpAnimFrameAndStop(LiveActor* actor, f32 frame)
- void setMtpAnimFrameAndStopEnd(LiveActor* actor)
- void startMclAnim(LiveActor* actor, const char* animName)
- auto isMclAnimExist(const LiveActor* actor) -> bool
- auto isMclAnimExist(const LiveActor* actor, const char* animName) -> bool
- auto tryStartMclAnimIfExist(LiveActor* actor, const char* animName) -> bool
- auto tryStartMclAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
- auto isMclAnimPlaying(const LiveActor* actor, const char* animName) -> bool
- void clearMclAnim(LiveActor* actor)
- auto isMclAnimEnd(const LiveActor* actor) -> bool
- auto isMclAnimOneTime(const LiveActor* actor, const char* animName) -> bool
- auto isMclAnimOneTime(const LiveActor* actor) -> bool
- auto getPlayingMclAnimName(const LiveActor* actor) -> const char*
- auto isMclAnimPlaying(const LiveActor* actor) -> bool
- auto getMclAnimFrame(const LiveActor* actor) -> f32
- auto getMclAnimFrameRate(const LiveActor* actor) -> f32
- auto getMclAnimFrameMax(const LiveActor* actor) -> f32
- auto getMclAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
- void setMclAnimFrame(LiveActor* actor, f32 frame)
- void setMclAnimFrameRate(LiveActor* actor, f32 frameRate)
- void startMclAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)
- void setMclAnimFrameAndStop(LiveActor* actor, f32 frame)
- void setMclAnimNormalFrameAndStop(LiveActor* actor, f32 frame)
- void setMclAnimFrameAndStopEnd(LiveActor* actor)
- void startMtsAnim(LiveActor* actor, const char* animName)
- void startMtsAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)
- void setMtsAnimFrame(LiveActor* actor, f32 frame)
- void setMtsAnimFrameRate(LiveActor* actor, f32 frameRate)
- auto tryStartMtsAnimIfExist(LiveActor* actor, const char* animName) -> bool
- auto isMtsAnimExist(const LiveActor* actor, const char* animName) -> bool
- auto tryStartMtsAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
- auto isMtsAnimPlaying(const LiveActor* actor, const char* animName) -> bool
- void clearMtsAnim(LiveActor* actor)
- auto isMtsAnimExist(const LiveActor* actor) -> bool
- auto isMtsAnimEnd(const LiveActor* actor) -> bool
- auto isMtsAnimOneTime(const LiveActor* actor, const char* animName) -> bool
- auto isMtsAnimOneTime(const LiveActor* actor) -> bool
- auto getPlayingMtsAnimName(const LiveActor* actor) -> const char*
- auto isMtsAnimPlaying(const LiveActor* actor) -> bool
- auto getMtsAnimFrame(const LiveActor* actor) -> f32
- auto getMtsAnimFrameRate(const LiveActor* actor) -> f32
- auto getMtsAnimFrameMax(const LiveActor* actor) -> f32
- auto getMtsAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
- void setMtsAnimFrameAndStop(LiveActor* actor, f32 frame)
- void setMtsAnimFrameAndStopEnd(LiveActor* actor)
- void createMatAnimSlotForMcl(LiveActor* actor)
- void createMatAnimSlotForMtp(LiveActor* actor)
- void createMatAnimSlotForMts(LiveActor* actor)
- void startMatAnim(LiveActor* actor, const char* animName)
- void startMatAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)
- void setMatAnimFrame(LiveActor* actor, f32 frame)
- void setMatAnimFrameRate(LiveActor* actor, f32 frameRate)
- auto tryStartMatAnimIfExist(LiveActor* actor, const char* animName) -> bool
- auto isMatAnimExist(const LiveActor* actor, const char* animName) -> bool
- auto tryStartMatAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
- auto isMatAnimPlaying(const LiveActor* actor, const char* animName) -> bool
- void clearMatAnim(LiveActor* actor)
- auto isMatAnimExist(const LiveActor* actor) -> bool
- auto isMatAnimEnd(const LiveActor* actor) -> bool
- auto isMatAnimOneTime(const LiveActor* actor, const char* animName) -> bool
- auto isMatAnimOneTime(const LiveActor* actor) -> bool
- auto getPlayingMatAnimName(const LiveActor* actor) -> const char*
- auto isMatAnimPlaying(const LiveActor* actor) -> bool
- auto getMatAnimFrame(const LiveActor* actor) -> f32
- auto getMatAnimFrameRate(const LiveActor* actor) -> f32
- auto getMatAnimFrameMax(const LiveActor* actor) -> f32
- auto getMatAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
- void setMatAnimFrameAndStop(LiveActor* actor, f32 frame)
- void setMatAnimFrameAndStopEnd(LiveActor* actor)
- void startVisAnim(LiveActor* actor, const char* animName)
- auto tryStartVisAnimIfExist(LiveActor* actor, const char* animName) -> bool
- auto isVisAnimExist(const LiveActor* actor, const char* animName) -> bool
- auto tryStartVisAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
- auto isVisAnimPlaying(const LiveActor* actor, const char* animName) -> bool
- void clearVisAnim(LiveActor* actor)
- auto isVisAnimExist(const LiveActor* actor) -> bool
- auto isVisAnimEnd(const LiveActor* actor) -> bool
- auto isVisAnimOneTime(const LiveActor* actor, const char* animName) -> bool
- auto isVisAnimOneTime(const LiveActor* actor) -> bool
- auto getPlayingVisAnimName(const LiveActor* actor) -> const char*
- auto isVisAnimPlaying(const LiveActor* actor) -> bool
- auto getVisAnimFrame(const LiveActor* actor) -> f32
- auto getVisAnimFrameRate(const LiveActor* actor) -> f32
- auto getVisAnimFrameMax(const LiveActor* actor) -> f32
- auto getVisAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
- void setVisAnimFrame(LiveActor* actor, f32 frame)
- void setVisAnimFrameRate(LiveActor* actor, f32 frameRate)
- void setVisAnimFrameAndStop(LiveActor* actor, f32 frame)
- void setVisAnimFrameAndStopEnd(LiveActor* actor)
- void startVisAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)
- void startVisAnimForAction(LiveActor* actor, const char* animName)
- auto tryStartVisAnimIfExistForAction(LiveActor* actor, const char* animName) -> bool
- auto tryStartVisAnimIfNotPlayingForAction(LiveActor* actor, const char* animName) -> bool
- auto isVisAnimPlayingForAction(const LiveActor* actor, const char* animName) -> bool
- void clearVisAnimForAction(LiveActor* actor)
- auto isVisAnimEndForAction(const LiveActor* actor) -> bool
- auto isVisAnimOneTimeForAction(const LiveActor* actor, const char* animName) -> bool
- auto isVisAnimOneTimeForAction(const LiveActor* actor) -> bool
- auto getPlayingVisAnimNameForAction(const LiveActor* actor) -> const char*
- auto isVisAnimPlayingForAction(const LiveActor* actor) -> bool
- auto getVisAnimFrameForAction(const LiveActor* actor) -> f32
- auto getVisAnimFrameRateForAction(const LiveActor* actor) -> f32
- auto getVisAnimFrameMaxForAction(const LiveActor* actor) -> f32
- void setVisAnimFrameForAction(LiveActor* actor, f32 frame)
- void setVisAnimFrameRateForAction(LiveActor* actor, f32 frameRate)
- void setVisAnimFrameAndStopForAction(LiveActor* actor, f32 frame)
- void setVisAnimFrameAndStopEndForAction(LiveActor* actor)
- void startVisAnimAndSetFrameAndStopForAction(LiveActor* actor, const char* animName, f32 frame)
- void setAllAnimFrame(LiveActor* actor, f32 frame)
- void setAllAnimFrameRate(LiveActor* actor, f32 frameRate)
- void startPartialSklAnim(LiveActor* actor, const char* animName, s32 partCount, s32 value, const SklAnimRetargettingInfo* info)
- void startPartialSklAnimWithInterpolate(LiveActor* actor, const char* animName, s32 partCount, s32 value, s32 interpol, const SklAnimRetargettingInfo* info)
- void clearPartialSklAnim(LiveActor* actor, s32 index)
- void clearPartialSklAnimWithInterpolate(LiveActor* actor, s32 partIndex, s32 interpol)
- auto isPartialSklAnimEnd(const LiveActor* actor, s32 index) -> bool
- auto isPartialSklAnimOneTime(const LiveActor* actor, s32 index) -> bool
- auto isPartialSklAnimAttached(const LiveActor* actor, s32 index) -> bool
- auto isPartialSklAnimPlaying(const LiveActor* actor, const char* partsName, s32 index) -> bool
- auto getPlayingPartialSklAnimName(const LiveActor* actor, s32 index) -> const char*
- auto getPartialSklAnimFrame(const LiveActor* actor, s32 index) -> f32
- void setPartialSklAnimFrame(LiveActor* actor, s32 index, f32 frame)
- auto getPartialSklAnimFrameRate(const LiveActor* actor, s32 index) -> f32
- void setPartialSklAnimFrameRate(LiveActor* actor, s32 index, f32 frameRate)
-
void setBaseMtxAndCalcAnim(LiveActor* actor,
const sead::
Matrix34f& matrix, const sead:: Vector3f& vector) - auto getSkl(const LiveActor* actor) -> AnimPlayerSkl*
- auto getMtp(const LiveActor* actor) -> AnimPlayerMat*
- auto getMcl(const LiveActor* actor) -> AnimPlayerMat*
- auto getMts(const LiveActor* actor) -> AnimPlayerMat*
- auto getMat(const LiveActor* actor) -> AnimPlayerMat*
- auto getVis(const LiveActor* actor) -> AnimPlayerVis*
- auto getVisForAction(const LiveActor* actor) -> AnimPlayerVis*
- void updateModelDraw(const LiveActor* actor)
- void updateActorSystem(LiveActor* actor)
- void setSklBlendWeight(const LiveActor* actor, u32 index, f32 weight)
- void createMat(const LiveActor* actor, s32 programType)
- void setAllAnimFrameRate(LiveActor* f32)
- void validateSklAnimRetargetting(const LiveActor*)
- void invalidateSklAnimRetargetting(const LiveActor*)
- void copySklAnim(LiveActor*, const LiveActor*)
- void setSklAnimBlendWeightSixfold(LiveActor*, f32, f32, f32, f32, f32)
- auto isExistSklAnimRetargetting(const LiveActor*) -> bool
- auto isSklAnimRetargettingValid(const LiveActor*) -> bool
- void startMatAnim(LiveActor, const char*)
- void startMatAnimAndSetFrameAndStop(LiveActor, const char*, f32)
- auto getVisAnimFrameMaxForAction(const LiveActor*, const char*) -> f32
- auto isVisAnimExistForAction(const LiveActor*, const char*) -> bool
- auto isVisAnimExistForAction(const LiveActor*) -> bool
-
void initAndBindSklAnimRetargetting(LiveActor*,
const char*,
const sead::
Vector3f&) -
auto createSklAnimRetargetting(const LiveActor*,
const char*,
const sead::
Vector3f&) -> SklAnimRetargettingInfo* - void bindSklAnimRetargetting(const LiveActor*, const SklAnimRetargettingInfo*)
-
auto createSklAnimRetargetting(const LiveActor*,
const LiveActor*,
const sead::
Vector3f&) -> SklAnimRetargettingInfo* - void unbindSklAnimRetargetting(const LiveActor*)
- void initPartialSklAnim(LiveActor*, s32, s32, s32)
- void addPartialSklAnimPartsList(LiveActor*, const char*, const char*, s32)
- void addPartialSklAnimPartsListRecursive(LiveActor*, const char*, s32)
- auto getPartialSklAnimSlotNum(LiveActor*) -> s32
- auto calcJoitsAmountFromJoint(LiveActor*, const char*) -> s32
- auto isPartialAnimPlaying(const LiveActor*, s32) -> bool
- auto tryFindAreaObjPlayerOne(const PlayerHolder* holder, const char* name) -> AreaObj*
- auto tryFindAreaObjPlayerAll(const PlayerHolder* holder, const char* name) -> AreaObj*
- auto createAreaObj(const ActorInitInfo& actorInitInfo, const char* name) -> AreaObj*
- void initAreaInitInfo(AreaInitInfo* areaInitInfo, const ActorInitInfo& actorInitInfo)
- auto createLinkArea(const ActorInitInfo& initInfo, const char* name, const char* areaName) -> AreaObj*
- void initAreaInitInfo(AreaInitInfo* areaInitInfo, const PlacementInfo& placementInfo, const ActorInitInfo& actorInitInfo)
- auto tryCreateLinkArea(const ActorInitInfo& initInfo, const char* name, const char* areaName) -> AreaObj*
- __attribute__((always_inline)) AreaObjGroup *createLinkAreaGroup(const ActorInitInfo &initInfo
- if() return nullptr
- auto createBuffer(linkChildNum) -> areaGroup
- for()
- auto createLinkAreaGroup(LiveActor* actor, const ActorInitInfo& initInfo, const char* name, const char* groupName, const char* areaName) -> AreaObjGroup*
- auto tryFindAreaObj(const LiveActor* actor, const char* name) -> AreaObj*
- auto isInAreaObj(const LiveActor* actor, const char* name) -> bool
- auto isInDeathArea(const LiveActor* actor) -> bool
- auto isInWaterArea(const LiveActor* actor) -> bool
- auto isInPlayerControlOffArea(const LiveActor* actor) -> bool
- auto calcWaterSinkDepth(const LiveActor* actor) -> f32
-
void registerAreaHostMtx(const IUseAreaObj* areaObj,
const sead::
Matrix34f* mtx, const ActorInitInfo& initInfo) -
void registerAreaHostMtx(const IUseAreaObj* areaObj,
const sead::
Matrix34f* mtx, const ActorInitInfo& initInfo, const ValidatorBase& validator) - void registerAreaHostMtx(const LiveActor* actor, const ActorInitInfo& initInfo)
- void registerAreaHostMtx(const LiveActor* actor, const ActorInitInfo& initInfo, const ValidatorBase& validator)
-
void registerAreaSyncHostMtx(const IUseAreaObj* areaObj,
const sead::
Matrix34f* mtx, const ActorInitInfo& initInfo) -
void registerAreaSyncHostMtx(const IUseAreaObj* areaObj,
const sead::
Matrix34f* mtx, const ActorInitInfo& initInfo, const ValidatorBase& validator) - void registerAreaSyncHostMtx(const LiveActor* actor, const ActorInitInfo& initInfo)
- void registerAreaSyncHostMtx(const LiveActor* actor, const ActorInitInfo& initInfo, const ValidatorBase& validator)
-
auto tryReviseVelocityInsideAreaObj(sead::
Vector3f* nearestEdgePos, LiveActor* actor, AreaObjGroup* areaGroup, const AreaObj* areaObj) -> bool - auto tryCreateSwitchKeepOnAreaGroup(LiveActor* actor, const ActorInitInfo& initInfo) -> SwitchKeepOnAreaGroup*
- auto tryCreateSwitchOnAreaGroup(LiveActor* actor, const ActorInitInfo& initInfo) -> SwitchOnAreaGroup*
- auto tryGetAreaObjPlayerAll(const LiveActor* actor, const AreaObjGroup* areaGroup) -> AreaObj*
- auto isInAreaObjPlayerAll(const LiveActor* actor, const AreaObj* areaObj) -> bool
- auto isInAreaObjPlayerAll(const LiveActor* actor, const AreaObjGroup* areaGroup) -> bool
- auto isInAreaObjPlayerAnyOne(const LiveActor* actor, const AreaObj* areaObj) -> bool
- auto isInAreaObjPlayerAnyOne(const LiveActor* actor, const AreaObjGroup* areaGroup) -> bool
- auto createLinkAreaGroup(const ActorInitInfo& initInfo, const char* name, const char* groupName, const char* areaName) -> AreaObjGroup*
- auto isInAreaObjPlayerOne(const PlayerHolder* holder, const char* name) -> bool
- auto isInAreaObjPlayerAll(const PlayerHolder* holder, const char* name) -> bool
- auto isInAreaObjPlayerOneIgnoreAreaTarget(const PlayerHolder* holder, const char* name) -> bool
- auto isClipped(const LiveActor* actor) -> bool
- auto isInvalidClipping(const LiveActor* actor) -> bool
- void initActorClipping(LiveActor* actor, const ActorInitInfo& initInfo)
- void initGroupClipping(LiveActor* actor, const ActorInitInfo& initInfo)
- auto getClippingRadius(const LiveActor* actor) -> f32
-
void setClippingInfo(LiveActor* actor,
f32,
const sead::
Vector3f*) -
void setClippingObb(LiveActor* actor,
const sead::
BoundBox3f& boundingBox) -
auto getClippingObb(LiveActor* actor) -> const sead::
BoundBox3f& -
auto getClippingCenterPos(const LiveActor* actor) -> const sead::
Vector3f& - void setClippingNearDistance(LiveActor* actor, f32 near)
-
void expandClippingRadiusByShadowLength(LiveActor* actor,
sead::
Vector3f*, f32 radius) -
auto tryExpandClippingToGround(LiveActor* actor,
sead::
Vector3f*, f32) -> bool -
auto tryExpandClippingByShadowMaskLength(LiveActor* actor,
sead::
Vector3f*) -> bool -
auto tryExpandClippingByDepthShadowLength(LiveActor* actor,
sead::
Vector3f*) -> bool - auto tryExpandClippingByExpandObject(LiveActor*, const ActorInitInfo& initInfo) -> bool
- void invalidateClipping(LiveActor* actor)
- void validateClipping(LiveActor* actor)
- void onDrawClipping(LiveActor* actor)
- void offDrawClipping(LiveActor* actor)
- void onGroupClipping(LiveActor* actor)
- void offGroupClipping(LiveActor* actor)
-
auto isInClippingFrustum(const LiveActor* actor,
const sead::
Vector3f&, f32, f32, s32) -> bool -
auto isInClippingFrustum(const ClippingDirector* director,
const sead::
Vector3f&, f32, f32, s32) -> bool -
auto isInClippingFrustumAllView(const LiveActor* actor,
const sead::
Vector3f& pos, f32, f32) -> bool - auto getActorCollider(const LiveActor*) -> Collider*
- auto isExistActorCollider(const LiveActor*) -> bool
- void getActorCollisionPartsSensor(const LiveActor*)
- auto isExistCollisionParts(const LiveActor*) -> bool
- auto isEqualCollisionParts(const LiveActor*, const CollisionParts*) -> bool
- void validateCollisionParts(LiveActor*)
- void invalidateCollisionParts(LiveActor*)
- void validateCollisionPartsBySystem(LiveActor*)
- void invalidateCollisionPartsBySystem(LiveActor*)
- void isValidCollisionParts(const LiveActor*)
- void setCollisionPartsSpecialPurposeName(LiveActor*, const char*)
- void resetAllCollisionMtx(LiveActor*)
-
void syncCollisionMtx(LiveActor*,
const sead::
Matrix34f*) -
void syncCollisionMtx(LiveActor*,
CollisionParts*,
const sead::
Matrix34f*) -
void setSyncCollisionMtxPtr(LiveActor*,
const sead::
Matrix34f*) - auto isOnGround(const LiveActor*, u32) -> bool
- auto isOnGroundFace(const LiveActor*) -> bool
- auto isCollidedGroundEdgeOrCorner(const LiveActor*) -> bool
- auto isOnGroundNoVelocity(const LiveActor*, u32) -> bool
- auto isOnGroundDegree(const LiveActor*, f32, u32) -> bool
- auto isOnGroundFaceDegree(const LiveActor*, f32) -> bool
- auto isOnGroundNoVelocityDegree(const LiveActor*, f32, u32) -> bool
-
auto getOnGroundNormal(const LiveActor*,
u32) -> const sead::
Vector3f& - void setColliderRadius(LiveActor*, f32)
- void setColliderOffsetY(LiveActor*, f32)
- auto getColliderRadius(const LiveActor*) -> f32
- auto getColliderOffsetY(const LiveActor*) -> f32
- void getColliderFixReaction(const LiveActor*)
-
void calcColliderPos(sead::
Vector3f*, const LiveActor*) - void validateColliderRobustCheck(LiveActor*)
- void invalidateColliderRobustCheck(LiveActor*)
- void setColliderReactMovePower(LiveActor*, bool)
-
void calcColliderFloorRotatePower(sead::
Quatf*, LiveActor*) -
void calcJumpInertia(sead::
Vector3f*, LiveActor*, const sead:: Vector3f&, f32) - auto isCollidedGround(const LiveActor*) -> bool
-
void calcJumpInertiaWall(sead::
Vector3f*, LiveActor*, f32) - auto isCollidedWall(const LiveActor*) -> bool
- void scaleVelocityInertiaWallHit(LiveActor*, f32, f32, f32)
-
auto getCollidedWallNormal(const LiveActor*) -> const sead::
Vector3f& -
void calcCollidedNormalSum(const LiveActor*,
sead::
Vector3f*) -
void calcGroundNormalOrUpDir(sead::
Vector3f*, const LiveActor*) -
auto getCollidedGroundNormal(const LiveActor*) -> const sead::
Vector3f& -
void calcGroundNormalOrGravityDir(sead::
Vector3f*, const LiveActor*) - void setColliderFilterTriangle(LiveActor*, const TriangleFilterBase*)
- void setColliderFilterCollisionParts(LiveActor*, const CollisionPartsFilterBase*)
- void createAndSetColliderFilterExistActor(LiveActor*)
- void createAndSetColliderFilterExistActor(LiveActor*, LiveActor*)
- void createAndSetColliderFilterSubActor(LiveActor*)
- void createAndSetColliderSpecialPurpose(LiveActor*, const char*)
- void createAndSetColliderSpecialPurposeForCollisionActor(LiveActor*, const char*)
- void createAndSetColliderIgnoreOptionalPurpose(LiveActor*, const char*)
- void createAndSetColliderSpecialAndIgnoreOptionalPurpose(LiveActor*, const char*, const char*)
- void createActorCollisionController(LiveActor*)
- void setColliderRadius(ActorCollisionController*, f32)
- void setColliderRadiusScale(ActorCollisionController*, f32)
- void setColliderOffsetY(ActorCollisionController*, f32)
- void resetActorCollisionController(ActorCollisionController*, s32)
- void updateActorCollisionController(ActorCollisionController*)
- auto getCollidedFloorMaterialCodeName(const LiveActor*) -> const char*
- auto getCollidedFloorMaterialCodeName(const Collider*) -> const char*
- auto getCollidedWallMaterialCodeName(const LiveActor*) -> const char*
- auto getCollidedCeilingMaterialCodeName(const LiveActor*) -> const char*
- auto isCollidedFloorCode(const LiveActor*, const char*) -> bool
- auto isCollidedCollisionCode(const LiveActor*, const char*, const char*) -> bool
- auto isCollidedWallCode(const LiveActor*, const char*) -> bool
- auto isCollidedCameraCode(const LiveActor*, const char*) -> bool
- auto isCollidedMaterialCode(const LiveActor*, const char*) -> bool
- auto isCollidedGroundFloorCode(const LiveActor*, const char*) -> bool
- auto isCollidedGroundCollisionCode(const LiveActor*, const char*, const char*) -> bool
- auto isCollided(const LiveActor*) -> bool
- auto isCollidedCeiling(const LiveActor*) -> bool
- auto isCollidedWallFace(const LiveActor*) -> bool
- auto isCollidedVelocity(const LiveActor*) -> bool
- auto isCollidedWallVelocity(const LiveActor*) -> bool
- auto isCollidedCeilingVelocity(const LiveActor*) -> bool
-
auto getCollidedCeilingNormal(const LiveActor*) -> const sead::
Vector3f& -
auto getCollidedGroundPos(const LiveActor*) -> const sead::
Vector3f& -
auto getCollidedWallPos(const LiveActor*) -> const sead::
Vector3f& -
auto getCollidedCeilingPos(const LiveActor*) -> const sead::
Vector3f& - void calcSpeedCollideWall(const LiveActor*)
- void calcSpeedCollideGround(const LiveActor*)
- void calcSpeedCollideCeiling(const LiveActor*)
- void getCollidedGroundCollisionParts(const LiveActor*)
- auto tryGetCollidedGroundCollisionParts(const LiveActor*) -> bool
- void getCollidedWallCollisionParts(const LiveActor*)
- auto tryGetCollidedWallCollisionParts(const LiveActor*) -> bool
- void getCollidedCeilingCollisionParts(const LiveActor*)
- auto tryGetCollidedCeilingCollisionParts(const LiveActor*) -> bool
- void getCollidedGroundSensor(const LiveActor*)
- auto tryGetCollidedGroundSensor(const LiveActor*) -> HitSensor*
- auto getCollidedWallSensor(const LiveActor*) -> HitSensor*
- auto tryGetCollidedWallSensor(const LiveActor*) -> HitSensor*
- auto getCollidedCeilingSensor(const LiveActor*) -> HitSensor*
- auto tryGetCollidedCeilingSensor(const LiveActor*) -> HitSensor*
- auto tryGetCollidedSensor(const LiveActor*) -> HitSensor*
-
auto tryGetCollidedPos(sead::
Vector3f*, const LiveActor*) -> bool - void setForceCollisionScaleOne(const LiveActor*)
- void followRotateFrontAxisUpGround(LiveActor*)
- void followRotateFrontAxisUp(LiveActor*, const CollisionParts*)
- auto isAlive(const LiveActor* actor) -> bool
- auto isDead(const LiveActor* actor) -> bool
- auto isNoCollide(const LiveActor* actor) -> bool
- void onCalcAnim(LiveActor* actor)
- void offCalcAnim(LiveActor* actor)
- void validateShadow(LiveActor* actor)
- void invalidateShadow(LiveActor* actor)
- void onCollide(LiveActor* actor)
- void offCollide(LiveActor* actor)
- void validateMaterialCode(LiveActor* actor)
- void invalidateMaterialCode(LiveActor* actor)
- void validatePuddleMaterial(LiveActor* actor)
- void invalidatePuddleMaterial(LiveActor* actor)
- auto isAreaTarget(const LiveActor* actor) -> bool
- void onAreaTarget(LiveActor* actor)
- void offAreaTarget(LiveActor* actor)
- auto isUpdateMovementEffectAudioCollisionSensor(const LiveActor* actor) -> bool
- void onUpdateMovementEffectAudioCollisionSensor(LiveActor* actor)
- void offUpdateMovementEffectAudioCollisionSensor(LiveActor* actor)
- void initActorSceneInfo(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorUpdate(LiveActor* actor, const ActorInitInfo& info, const char*)
- void initExecutorDraw(LiveActor* actor, const ActorInitInfo& info, const char*)
- void initExecutorPlayer(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorPlayerPreMovement(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorPlayerMovement(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorPlayerModel(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorPlayerDecoration(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorEnemy(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorEnemyMovement(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorEnemyDecoration(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorEnemyDecorationMovement(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorMapObj(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorMapObjMovement(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorMapObjDecoration(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorNpcDecoration(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorShadowVolume(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorShadowVolumeFillStencil(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorCollisionMapObjDecorationMovement(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorWatchObj(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorDebugMovement(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorModelUpdate(LiveActor* actor, const ActorInitInfo& info)
- void initExecutorDrcAssistMovement(LiveActor* actor, const ActorInitInfo& info)
- void initActorPoseTRSV(LiveActor* actor)
- void initActorPoseTRMSV(LiveActor* actor)
- void initActorPoseTRGMSV(LiveActor* actor)
- void initActorPoseTFSV(LiveActor* actor)
- void initActorPoseTFUSV(LiveActor* actor)
- void initActorPoseTFGSV(LiveActor* actor)
- void initActorPoseTQSV(LiveActor* actor)
- void initActorPoseTQGSV(LiveActor* actor)
- void initActorPoseTQGMSV(LiveActor* actor)
- void initActorSRT(LiveActor* actor, const ActorInitInfo& info)
- void initActorModelKeeper(LiveActor*, const ActorInitInfo&, const ActorResource*, s32)
- void initActorModelKeeper(LiveActor*, const ActorInitInfo&, const char*, s32, const char*)
- void initActorModelKeeperByHost(LiveActor*, const LiveActor*)
- void initActorModelForceCubeMap(LiveActor*, const ActorInitInfo&)
- void initActorActionKeeper(LiveActor*, const ActorInitInfo&, const char*, const char*)
- void initActorActionKeeper(LiveActor*, const ActorResource*, const char*, const char*)
- void initActorEffectKeeper(LiveActor*, const ActorInitInfo&, const char*)
-
void initActorSeKeeper(LiveActor*,
const ActorInitInfo&,
const char*,
const sead::
Vector3f*, const sead:: Matrix34f*) - void initActorSeKeeper(LiveActor*, const ActorInitInfo&, const char*)
- void initActorSeKeeperWithout3D(LiveActor*, const ActorInitInfo&, const char*)
- void initActorBgmKeeper(LiveActor*, const ActorInitInfo&, const char*)
- auto isInitializedBgmKeeper(LiveActor*) -> bool
- void initHitReactionKeeper(LiveActor*, const char*)
- void initHitReactionKeeper(LiveActor*, const Resource*, const char*)
- void initActorParamHolder(LiveActor*, const char*)
- void initActorParamHolder(LiveActor*, const Resource*, const char*)
- void initDepthShadowMapCtrl(LiveActor*, const Resource*, const ActorInitInfo&, const char*)
- void initDepthShadowMapCtrlWithoutIter(LiveActor*, s32, bool)
-
void addDepthShadowMapInfo(const LiveActor*,
const char*,
s32,
s32,
s32,
f32,
bool,
const sead::
Vector3f&, bool, const sead:: Vector3f&, const sead:: Vector3f&, bool, const char*, s32, bool, f32, f32, f32, bool, bool, f32, s32, bool) - void declareUseDepthShadowMap(const LiveActor*, s32)
- void createDepthShadowMap(const LiveActor*, const char*, s32, s32, s32)
- void initShadowMaskCtrl(LiveActor*, const ActorInitInfo&, const ByamlIter&, const char*)
- void initShadowMaskCtrlWithoutInitFile(LiveActor*, const ActorInitInfo&, s32)
- void createShadowMaskSphere(LiveActor*, const char*, const char*, const char*)
-
void createShadowMaskCube(LiveActor*,
const char*,
const char*,
const char*,
const sead::
Color4f&, const sead:: Vector3f&, f32, f32, f32, const sead:: Vector3f&, f32) -
void createShadowMaskCylinder(LiveActor*,
const char*,
const char*,
const char*,
const sead::
Color4f&, const sead:: Vector3f&, f32, f32, f32, f32, f32) -
void createShadowMaskCastOvalCylinder(LiveActor*,
const char*,
const char*,
const char*,
const sead::
Color4f&, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32, f32, f32) -
void initActorCollision(LiveActor*,
const sead::
SafeString&, HitSensor*, const sead:: Matrix34f*) -
void initActorCollisionWithResource(LiveActor*,
const Resource*,
const sead::
SafeString&, HitSensor*, const sead:: Matrix34f*, const char*) -
void initActorCollisionWithArchiveName(LiveActor*,
const sead::
SafeString&, const sead:: SafeString&, HitSensor*, const sead:: Matrix34f*) -
void initActorCollisionWithFilePtr(LiveActor*,
void*,
const void*,
HitSensor*,
const sead::
Matrix34f*, const char*, const char*, s32) - void initStageSwitch(LiveActor*, const ActorInitInfo&)
- void initActorItemKeeper(LiveActor*, const ActorInitInfo&, const ByamlIter&)
- auto initActorPrePassLightKeeper(LiveActor*, const Resource*, const ActorInitInfo&, const char*) -> bool
- void initActorOcclusionKeeper(LiveActor*, const Resource*, const ActorInitInfo&, const char*)
- void initSubActorKeeper(LiveActor*, const ActorInitInfo&, const char*, s32)
- void initSubActorKeeperNoFile(LiveActor*, const ActorInitInfo&, s32)
- void registerSubActor(LiveActor*, LiveActor*)
- void registerSubActorSyncClipping(LiveActor*, LiveActor*)
- void registerSubActorSyncClippingAndHide(LiveActor*, LiveActor*)
- void registerSubActorSyncAll(LiveActor*, LiveActor*)
- void setSubActorOffSyncClipping(LiveActor*)
- void initScreenPointKeeper(LiveActor*, const Resource*, const ActorInitInfo&, const char*)
- void initScreenPointKeeperNoYaml(LiveActor*, s32)
- void initActorMaterialCategory(LiveActor*, const ActorInitInfo&, const char*)
- void initActor(LiveActor* actor, const ActorInitInfo& initInfo)
- if(poseId ! = -1)
- if(!tryGetActorInitFileIter&,, "", suffix) return
- if(!initPose.tryGetStringByKey&, "" Pose) return
- if(! initActorPoseKeeperpose, actor) return
- if(isEqualString(pose, "TFUSV") && tryGetByamlKeyBoolOrFalse(initPose, "IsFrontUp"))
- if(!tryGetByamlScale&,, "" Scale) return
- setScale(actor, scale)
- if(isExistModel(actor))
- auto init(initLod) -> modelLodCtrl
- initActorModelKeeper(actor, initInfo, actorResource, blendAnimMax)
- if(displayRootJointName ! = nullptr)
- if(isCreateUniqShader)
- if(partialAnimGroupNum>= 1) initPartialSklAnim(actor
- if(isFixedModel)
- if(isIgnoreUpdateOnDrawClipping) setIgnoreUpdateDrawClipping(actor
- auto setModelLodCtrl(modelLodCtrl) -> modelKeeper
- if(modelLodCtrl)
- auto getModelCtrl() -> modelKeeper
- if(isCalcViewCore1)
- if(isCalcViewCore2)
- if(initExecutor.tryGetIterByKey&, ""Updater && iter. isTypeArray())
- if(initExecutor.tryGetIterByKey&, "" Drawer)
- if(numSensors<= 0) return
- auto initHitSensor(numSensors) -> actor
- if(name = =nullptr) name
- if(initCollision.tryGetStringByKey&, "" Sensor) sensor
- if(joint ! = nullptr) jointMtx
- initActorCollisionWithResource(actor, modelRes, name, sensor, jointMtx, suffix)
- auto initCollider(radius, offset. y, planeNum) -> actor
- if(!initEffect.tryGetStringByKey&, "" Name) return
- initActorEffectKeeper(actor, initInfo, name)
- if(tryGetActorInitFileIter&,, "", suffix)
- if(seName ! = nullptr) initActorSeKeeper(actor
- if(initSound. isExistKey"BgmUserName") initActorBgmKeeper(actor
- if(!initClipping.tryGetIterByKey&, "" GroupClipping) return
- initGroupClipping(actor, initInfo)
- initActorClipping(actor, initInfo)
- if(invalidate)
- if(initClipping.tryGetFloatByKey&, "" Radius)
- auto if(actor-> getModelKeeper()) -> else
- if(tryGetByamlBox3f&,, "" Obb) setClippingObb(actor
- initActorGroupClipping(actor, initInfo, initClipping)
- initDepthShadowMapCtrl(actor, modelRes, initInfo, suffix)
- initShadowMaskCtrl(actor, initInfo, initShadowMask, "InitShadowMask")
- if(usingDepthShadow)
- if(initFlag.tryGetIterByKey&, "" MaterialCode)
- initActorItemKeeper(actor, initInfo, initItem)
- auto initScoreKeeper() -> actor
- auto getActorScoreKeeper() -> actor
- initActorActionKeeper(actor, actorResource, archiveName, suffix)
- if(!actor-> getModelKeeper()) return
- if(! tryStartActionactor, archiveName)
- if(! modelKeeper) return
- if(ditherAnimator)
-
void initActorImpl(LiveActor* actor,
const ActorInitInfo& initInfo,
const sead::
SafeString& folderName, const sead:: SafeString& fileName, const char* suffix) - void initActorSuffix(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix)
- void initActorChangeModel(LiveActor* actor, const ActorInitInfo& initInfo)
- auto getModelName(const ActorInitInfo& initInfo) -> const char*
- void initActorChangeModelSuffix(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix)
-
void initActorWithArchiveName(LiveActor* actor,
const ActorInitInfo& initInfo,
const sead::
SafeString& archiveName, const char* suffix) -
void initChildActorWithArchiveNameWithPlacementInfo(LiveActor* actor,
const ActorInitInfo& initInfo,
const sead::
SafeString& archiveName, const char* suffix) -
void initChildActorWithArchiveNameNoPlacementInfo(LiveActor* actor,
const ActorInitInfo& initInfo,
const sead::
SafeString& archiveName, const char* suffix) - auto createChildLinkSimpleActor(const char* actorName, const char* linkName, const ActorInitInfo& initInfo, bool alive) -> LiveActor*
- auto createChildLinkMapPartsActor(const char* actorName, const char* linkName, const ActorInitInfo& initInfo, s32 linkIndex, bool alive) -> LiveActor*
- void initMapPartsActor(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix)
- void initLinksActor(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix, s32 linkIndex)
- auto createLinksPlayerActorInfo(LiveActor* actor, const ActorInitInfo& initInfo) -> ActorInitInfo*
- auto getLinksActorClassName(const ActorInitInfo& initInfo, const char* linkName, s32 linkIndex) -> const char*
- auto getLinksActorDisplayName(const ActorInitInfo& initInfo, const char* linkName, s32 linkIndex) -> const char*
- auto getLinksActorObjectName(const ActorInitInfo& initInfo, const char* linkName, s32 linkIndex) -> const char*
- void initCreateActorWithPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo)
- void initCreateActorWithPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo, const PlacementInfo& placementInfo)
- void initCreateActorNoPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo)
- void initCreateActorNoPlacementInfoNoViewId(LiveActor* actor, const ActorInitInfo& initInfo)
- if(creationFunction = =nullptr) return nullptr
- auto init(childInitInfo) -> actor
- auto createPlacementActorFromFactory(const ActorInitInfo& initInfo, const PlacementInfo* placementInfo) -> LiveActor*
- auto createLinksActorFromFactory(const ActorInitInfo& initInfo, const char* linkName, s32 linkNum) -> LiveActor*
- auto createLinksActorGroupFromFactory(const ActorInitInfo& initInfo, const char* linkName, const char* groupName) -> LiveActorGroup*
- auto tryCreateLinksActorGroupFromFactory(const ActorInitInfo& initInfo, const char* linkName, const char* groupName) -> LiveActorGroup*
- auto tryCreateLinksActorFromFactorySingle(const ActorInitInfo& initInfo, const char* linkName) -> LiveActor*
- void createAndRegisterLinksActorFromFactory(LiveActorGroup* group, const ActorInitInfo& initInfo, const char* linkName)
-
void makeMapPartsModelName(sead::
BufferedSafeString* modelName, sead:: BufferedSafeString* path, const PlacementInfo& placementInfo) -
void makeMapPartsModelName(sead::
BufferedSafeString* modelName, sead:: BufferedSafeString* path, const ActorInitInfo& initInfo) - auto tryGetMapPartsSuffix(const ActorInitInfo& initInfo, const char* suffix) -> const char*
- void initMapPartsActorWithArchiveName(LiveActor* actor, const ActorInitInfo& initInfo, const char* fileName, const char* suffix)
- void initNerve(LiveActor* actor, const Nerve* nerve, s32 maxStates)
-
void initNerveAction(LiveActor* actor,
const char* actionName,
alNerveFunction::
NerveActionCollector* collector, s32 maxStates) - auto trySyncStageSwitchAppear(LiveActor* actor) -> bool
- auto trySyncStageSwitchKill(LiveActor* actor) -> bool
- auto trySyncStageSwitchAppearAndKill(LiveActor* actor) -> bool
- auto tryListenStageSwitchAppear(LiveActor* actor) -> bool
- auto tryListenStageSwitchKill(LiveActor* actor) -> bool
- void syncSensorScaleY(LiveActor* actor)
- void syncSensorAndColliderScaleY(LiveActor* actor)
- void setMaterialCode(LiveActor* actor, const char* materialCode)
- void initMaterialCode(LiveActor* actor, const ActorInitInfo& initInfo)
- auto tryAddDisplayRotate(LiveActor* actor, const ActorInitInfo& initInfo) -> bool
- auto tryAddDisplayOffset(LiveActor* actor, const ActorInitInfo& initInfo) -> bool
- auto tryAddDisplayScale(LiveActor* actor, const ActorInitInfo& initInfo) -> bool
- auto getPlacementInfo(const ActorInitInfo& initInfo) -> const PlacementInfo&
- auto getLayoutInitInfo(const ActorInitInfo& initInfo) -> const LayoutInitInfo&
- auto getAudioDirector(const ActorInitInfo& initInfo) -> AudioDirector*
- auto getCollisionDirectorFromInfo(const ActorInitInfo& initInfo) -> CollisionDirector*
- auto getSceneCameraInfoFromInfo(const ActorInitInfo& initInfo) -> const SceneCameraInfo*
- auto getGraphicsSystemInfo(const ActorInitInfo& initInfo) -> GraphicsSystemInfo*
-
auto getDrawContext(const ActorInitInfo& initInfo) -> agl::
DrawContext* - void getActorRecourseDataF32(f32* val, LiveActor* actor, const char* fileName, const char* entryName)
- void getActorRecourseDataString(const char** val, LiveActor* actor, const char* fileName, const char* entryName)
-
void getActorRecourseDataV3f(sead::
Vector3f* val, LiveActor* actor, const char* fileName, const char* entryName) -
void getActorRecourseDataBox3f(sead::
BoundBox3f* box, LiveActor* actor, const char* fileName, const char* entryName) - auto createPartsEffectGroup(LiveActor* actor, const ActorInitInfo& initInfo, s32 maxEffects) -> PartsEffectGroup*
- void updateMaterialCodeGround(LiveActor* actor, const char*)
- void updateMaterialCodeAll(LiveActor* actor)
- void updateMaterialCodeArea(LiveActor* actor)
- void updateMaterialCodeWet(LiveActor* actor, bool)
- void updateMaterialCodeWater(LiveActor* actor)
- void updateMaterialCodeWater(LiveActor* actor, bool)
- void updateMaterialCodePuddle(LiveActor* actor)
- void updateMaterialCodePuddle(LiveActor* actor, bool)
- void resetMaterialCode(LiveActor* actor)
- void showModel(LiveActor* actor)
- void showModelIfHide(LiveActor* actor)
- auto isHideModel(const LiveActor* actor) -> bool
- void hideModel(LiveActor* actor)
- void hideModelIfShow(LiveActor* actor)
- auto isExistModel(const LiveActor* actor) -> bool
- void switchShowHideModelIfNearCamera(LiveActor* actor, f32)
- auto blinkModel(LiveActor* actor, s32, s32, s32) -> bool
- void calcViewModelSystem(LiveActor* actor)
- void calcViewModel(LiveActor* actor)
- void showSilhouetteModel(LiveActor* actor)
- void hideSilhouetteModel(LiveActor* actor)
- auto isSilhouetteModelHidden(const LiveActor* actor) -> bool
- void showSilhouetteModelIfHide(LiveActor* actor)
- void hideSilhouetteModelIfShow(LiveActor* actor)
- void setModelAlphaMask(LiveActor* actor, f32)
- auto getModelAlphaMask(const LiveActor* actor) -> f32
- auto isModelAlphaMask(const LiveActor* actor) -> bool
- void updateModelAlphaMaskCameraDistance(LiveActor* actor, f32, f32, f32, f32)
- auto isExistZPrePass(const LiveActor* actor) -> bool
- auto isEnableZPrePass(const LiveActor* actor) -> bool
- void validateZPrePass(LiveActor* actor)
- void invalidateZPrePass(LiveActor* actor)
- void invalidateOcclusionQuery(LiveActor* actor)
- void validateOcclusionQuery(LiveActor* actor)
- auto isValidOcclusionQuery(const LiveActor* actor) -> bool
- void setFixedModelFlag(LiveActor* actor)
- void tryInitFixedModelGpuBuffer(LiveActor* actor)
- void setIgnoreUpdateDrawClipping(LiveActor* actor, bool value)
- void setNeedSetBaseMtxAndCalcAnimFlag(LiveActor* actor, bool value)
- auto isViewDependentModel(const LiveActor* actor) -> bool
- auto isNeedUpdateModel(const LiveActor* actor) -> bool
- void setEnvTextureMirror(LiveActor* actor, s32)
- void setEnvTextureProc3D(LiveActor* actor, s32)
- void forceApplyCubeMap(LiveActor* actor, const char* cubeMapName)
- void setMaterialProgrammable(LiveActor* actor)
- auto isIncludePrepassCullingShape(LiveActor* actor) -> bool
- auto isExistJoint(const LiveActor* actor, const char*) -> bool
- auto getJointIndex(const LiveActor* actor, const char*) -> s32
-
auto getJointMtxPtr(const LiveActor* actor,
const char*) -> sead::
Matrix34f* -
auto getJointMtxPtrByIndex(const LiveActor* actor,
s32) -> sead::
Matrix34f* -
void getJointLocalTrans(sead::
Vector3f*, const LiveActor* actor, const char*) -
void calcJointPos(sead::
Vector3f*, const LiveActor* actor, const char*) -
void calcJointOffsetPos(sead::
Vector3f*, const LiveActor* actor, const char*, const sead:: Vector3f&) -
void calcJointPosByIndex(sead::
Vector3f*, const LiveActor* actor, s32) -
void calcJointSideDir(sead::
Vector3f*, const LiveActor* actor, const char*) -
void calcJointUpDir(sead::
Vector3f*, const LiveActor* actor, const char*) -
void calcJointFrontDir(sead::
Vector3f*, const LiveActor* actor, const char*) -
void calcJointScale(sead::
Vector3f*, const LiveActor* actor, const char*) -
void calcJointQuat(sead::
Quatf*, const LiveActor* actor, const char*) -
void multVecJointMtx(sead::
Vector3f*, const sead:: Vector3f&, const LiveActor* actor, const char*) -
void multVecJointInvMtx(sead::
Vector3f*, const sead:: Vector3f&, const LiveActor* actor, const char*) -
void multMtxJointInvMtx(sead::
Matrix34f*, const sead:: Matrix34f&, const LiveActor* actor, const char*) - void setJointVisibility(LiveActor* actor, const char*, bool)
- auto isJointVisibility(const LiveActor* actor, const char*) -> bool
-
auto isFaceJointXDirDegreeYZ(const LiveActor* actor,
const char*,
const sead::
Vector3f&, f32, f32) -> bool -
auto isFaceJointYDirDegreeZX(const LiveActor* actor,
const char*,
const sead::
Vector3f&, f32, f32) -> bool -
auto isFaceJointZDirDegreeXY(const LiveActor* actor,
const char*,
const sead::
Vector3f&, f32, f32) -> bool -
void calcJointAngleXDirToTargetOnYDir(const LiveActor* actor,
const char*,
const sead::
Vector3f&) -
void calcJointAngleXDirToTargetOnZDir(const LiveActor* actor,
const char*,
const sead::
Vector3f&) -
void calcJointAngleYDirToTargetOnXDir(const LiveActor* actor,
const char*,
const sead::
Vector3f&) -
void calcJointAngleYDirToTargetOnZDir(const LiveActor* actor,
const char*,
const sead::
Vector3f&) -
void calcJointAngleZDirToTargetOnXDir(const LiveActor* actor,
const char*,
const sead::
Vector3f&) -
void calcJointAngleZDirToTargetOnYDir(const LiveActor* actor,
const char*,
const sead::
Vector3f&) - auto getMaterialName(const LiveActor* actor, s32) -> const char*
- auto getMaterialCount(const LiveActor* actor) -> s32
- auto isExistMaterial(const LiveActor* actor, const char*) -> bool
- void getMaterialObj(const LiveActor* actor, s32)
- void getMaterialObj(const LiveActor* actor, const char*)
- auto getMaterialIndex(const LiveActor* actor, const char*) -> s32
- auto isExistMaterialTexture(const LiveActor* actor, const char*, const char*) -> bool
- void getMaterialCategory(const LiveActor* actor, s32)
- void tryGetMaterialCategory(const LiveActor* actor, s32)
- auto isOnlyMaterialCategoryObject(const LiveActor* actor) -> bool
- void showMaterial(LiveActor* actor, const char*)
- void hideMaterial(LiveActor* actor, const char*)
- void showMaterial(LiveActor* actor, s32)
- void hideMaterial(LiveActor* actor, s32)
- void showMaterialAll(LiveActor* actor)
- void tryShowMaterial(LiveActor* actor, s32)
- void tryHideMaterial(LiveActor* actor, s32)
- void tryShowMaterialAll(LiveActor* actor)
- void setModelMaterialParameterF32(const LiveActor* actor, s32, const char*, f32)
- void setModelMaterialParameterF32(const LiveActor* actor, const char*, const char*, f32)
-
void setModelMaterialParameterV2F(const LiveActor* actor,
s32,
const char*,
const sead::
Vector2f&) -
void setModelMaterialParameterV2F(const LiveActor* actor,
const char*,
const char*,
const sead::
Vector2f&) -
void setModelMaterialParameterV3F(const LiveActor* actor,
s32,
const char*,
const sead::
Vector3f&) -
void setModelMaterialParameterV3F(const LiveActor* actor,
const char*,
const char*,
const sead::
Vector3f&) -
void setModelMaterialParameterV4F(const LiveActor* actor,
s32,
const char*,
const sead::
Vector4f&) -
void setModelMaterialParameterV4F(const LiveActor* actor,
const char*,
const char*,
const sead::
Vector4f&) -
void setModelMaterialParameterRgb(const LiveActor* actor,
s32,
const char*,
const sead::
Vector3f&) -
void setModelMaterialParameterRgb(const LiveActor* actor,
const char*,
const char*,
const sead::
Vector3f&) -
void setModelMaterialParameterRgb(const LiveActor* actor,
s32,
const char*,
const sead::
Color4f&) -
void setModelMaterialParameterRgb(const LiveActor* actor,
const char*,
const char*,
const sead::
Color4f&) -
void setModelMaterialParameterRgba(const LiveActor* actor,
s32,
const char*,
const sead::
Color4f&) -
void setModelMaterialParameterRgba(const LiveActor* actor,
const char*,
const char*,
const sead::
Color4f&) - void setModelMaterialParameterAlpha(const LiveActor* actor, s32, const char*, f32)
- void setModelMaterialParameterAlpha(const LiveActor* actor, const char*, const char*, f32)
-
void setModelMaterialParameterTextureTrans(const LiveActor* actor,
const char*,
s32,
const sead::
Vector2f&) - void getModelMaterialParameterDisplacementScale(const LiveActor* actor, const char*, s32)
- void setModelMaterialParameterDisplacementScale(const LiveActor* actor, const char*, s32, f32)
- void getModelUniformBlock(const LiveActor* actor, const char*)
- void findModelUniformBlock(const LiveActor* actor, const char*)
- void swapModelUniformBlock(agl::UniformBlock*)
- void flushModelUniformBlock(agl::UniformBlock*)
- void getModelDrawCategoryFromShaderAssign(bool*, bool*, bool*, bool*, const LiveActor* actor)
- void trySetOcclusionQueryBox(LiveActor* actor, f32)
-
void trySetOcclusionQueryBox(LiveActor* actor,
const sead::
BoundBox3f&) -
void trySetOcclusionQueryCenter(LiveActor* actor,
const sead::
Vector3f*) - auto getModelName(const LiveActor* actor) -> const char*
- auto isModelName(const LiveActor* actor, const char*) -> bool
- auto calcModelBoundingSphereRadius(const LiveActor* actor) -> f32
-
void getBoundingSphereCenterAndRadius(sead::
Vector3f*, f32*, const LiveActor* actor) -
void calcModelBoundingBox(sead::
BoundBox3f*, const LiveActor* actor) -
void calcModelBoundingBoxMtx(sead::
Matrix34f*, const LiveActor* actor) -
void submitViewModel(const LiveActor* actor,
const sead::
Matrix34f&) -
void replaceMaterialTextureRef(LiveActor* actor,
nn::
g3d:: TextureRef*, const char*, const char*) -
void replaceMaterialResTexture(LiveActor* actor,
nn::
gfx:: ResTexture*, const char*, const char*) -
void replaceMaterialResTexture(LiveActor*,
const char*,
const char*,
nn::
gfx:: DescriptorSlot, const nn:: gfx:: TextureView*) - void replaceMaterialLayoutTexture(LiveActor* actor, const LayoutTextureRenderObj*, const char*, const char*)
- void recreateModelDisplayList(const LiveActor* actor)
- void calcPolygonNum(const LiveActor* actor, s32)
- void calcPolygonNumCurrentLod(const LiveActor* actor)
- void calcPolygonNumCurrentLodWithoutVisAnim(const LiveActor* actor)
- void getLodLevel(const LiveActor* actor)
- void getMaterialLodLevel(const LiveActor* actor)
- void getLodLevelNoClamp(const LiveActor* actor)
- auto getLodModelCount(const LiveActor* actor) -> s32
- void forceLodLevel(LiveActor* actor, s32)
- void unforceLodLevel(LiveActor* actor)
- auto isExistLodModel(const LiveActor* actor) -> bool
- auto isEnableMaterialLod(const LiveActor* actor) -> bool
- void validateLodModel(LiveActor* actor)
- void invalidateLodModel(LiveActor* actor)
- auto isValidateLodModel(const LiveActor* actor) -> bool
- auto isExistDitherAnimator(const LiveActor* actor) -> bool
- auto isValidNearDitherAnim(const LiveActor* actor) -> bool
- void stopDitherAnimAutoCtrl(LiveActor* actor)
- void restartDitherAnimAutoCtrl(LiveActor* actor)
- void validateDitherAnim(LiveActor* actor)
- void invalidateDitherAnim(LiveActor* actor)
- void validateFarDitherIfInvalidateClipping(LiveActor* actor)
- void setDitherAnimSphereRadius(LiveActor* actor, f32)
-
void setDitherAnimBoundingBox(LiveActor* actor,
const sead::
Vector3f&) - void setDitherAnimMaxAlpha(LiveActor* actor, f32)
-
void setDitherAnimClippingJudgeLocalOffset(LiveActor* actor,
const sead::
Vector3f&) - void setDitherAnimClippingJudgeParam(LiveActor* actor, const char*)
- void resetDitherAnimClippingJudgeParam(LiveActor* actor)
- void getDitherAnimMinNearDitherAlpha(const LiveActor* actor)
- auto getDitherAnimNearClipStartDistance(const LiveActor* actor) -> f32
- auto getDitherAnimNearClipEndDistance(const LiveActor* actor) -> f32
- void calcDitherAnimJudgeDistance(const LiveActor* actor)
- void createUniqueShader(LiveActor* actor)
-
auto isJudgedToClipFrustum(const ClippingDirector*,
const sead::
Vector3f&, f32, f32) -> bool -
auto isJudgedToClipFrustum(const LiveActor* actor,
const sead::
Vector3f&, f32, f32) -> bool - auto isJudgedToClipFrustum(const LiveActor* actor, f32, f32) -> bool
-
auto isJudgedToClipFrustumWithoutFar(const ClippingDirector*,
const sead::
Vector3f&, f32, f32) -> bool -
auto isJudgedToClipFrustumWithoutFar(const LiveActor* actor,
const sead::
Vector3f&, f32, f32) -> bool - auto isJudgedToClipFrustumWithoutFar(const LiveActor* actor, f32, f32) -> bool
- auto modDegree(f32 deg) -> f32
- void resetPosition(LiveActor* actor)
-
void resetPosition(LiveActor* actor,
const sead::
Vector3f& trans) -
void resetRotatePosition(LiveActor* actor,
const sead::
Vector3f& rot, const sead:: Vector3f& trans) -
void resetQuatPosition(LiveActor* actor,
const sead::
Quatf& quat, const sead:: Vector3f& trans) -
void resetMtxPosition(LiveActor* actor,
const sead::
Matrix34f& mtx) - void resetActorPosition(LiveActor* actor, const LiveActor* target)
- auto trySetPosOnGround(LiveActor* actor) -> bool
-
auto getVelocity(const LiveActor* actor) -> const sead::
Vector3f& -
auto getVelocityPtr(LiveActor* actor) -> sead::
Vector3f* -
void separateVelocityHV(sead::
Vector3f* horizontal, sead:: Vector3f* vertical, const LiveActor* actor) -
void separateVelocityDirHV(sead::
Vector3f* horizontal, sead:: Vector3f* vertical, const LiveActor* actor, const sead:: Vector3f& dir) -
void separateVelocityParallelVertical(sead::
Vector3f* parallel, sead:: Vector3f* vertical, const LiveActor* actor, const sead:: Vector3f& dir) -
void setVelocity(LiveActor* actor,
const sead::
Vector3f& vel) - void setVelocity(LiveActor* actor, f32 x, f32 y, f32 z)
- void setVelocityX(LiveActor* actor, f32 x)
- void setVelocityY(LiveActor* actor, f32 y)
- void setVelocityZ(LiveActor* actor, f32 z)
- void setVelocityZero(LiveActor* actor)
- void setVelocityZeroX(LiveActor* actor)
- void setVelocityZeroY(LiveActor* actor)
- void setVelocityZeroZ(LiveActor* actor)
- void setVelocityZeroH(LiveActor* actor)
-
void setVelocityZeroH(LiveActor* actor,
const sead::
Vector3f& gravity) - void setVelocityZeroV(LiveActor* actor)
-
void setVelocityZeroV(LiveActor* actor,
const sead::
Vector3f& gravity) - void setVelocityJump(LiveActor* actor, f32 speed)
- void setVelocityToFront(LiveActor* actor, f32 speed)
- void setVelocityToUp(LiveActor* actor, f32 speed)
- void setVelocityToSide(LiveActor* actor, f32 speed)
-
void setVelocityToDirection(LiveActor* actor,
const sead::
Vector3f& dir, f32 speed) - void setVelocityToGravity(LiveActor* actor, f32 speed)
-
void setVelocitySeparateHV(LiveActor* actor,
const sead::
Vector3f& h, const sead:: Vector3f& v, f32 speedH, f32 speedV) -
void setVelocitySeparateHV(LiveActor* actor,
const sead::
Vector3f& h, f32 speedH, f32 speedV) -
void calcVelocitySeparateHV(sead::
Vector3f* velocity, const LiveActor* actor, const sead:: Vector3f& h, f32 speedH, f32 speedV) -
void setVelocitySeparateUp(LiveActor* actor,
const sead::
Vector3f& h, f32 speedH, f32 speedV) -
void setVelocityOnlyDir(LiveActor* actor,
const sead::
Vector3f& dir, f32 speed) - void setVelocityOnlyV(LiveActor* actor, f32 speed)
- void setVelocityOnlyGravity(LiveActor* actor, f32 speed)
-
void addVelocity(LiveActor* actor,
const sead::
Vector3f& vel) - void addVelocity(LiveActor* actor, f32 x, f32 y, f32 z)
- void addVelocityX(LiveActor* actor, f32 x)
- void addVelocityY(LiveActor* actor, f32 y)
- void addVelocityZ(LiveActor* actor, f32 z)
-
void addVelocityDump(LiveActor* actor,
const sead::
Vector3f& dir, f32 force) - void addVelocityJump(LiveActor* actor, f32 force)
-
void addVelocityInline(LiveActor* actor,
const sead::
Vector3f& vel, f32 force) - void addVelocityToFront(LiveActor* actor, f32 force)
- void addVelocityToUp(LiveActor* actor, f32 force)
- void addVelocityToSide(LiveActor* actor, f32 force)
- void addVelocityToDown(LiveActor* actor, f32 force)
-
void addVelocityToDirection(LiveActor* actor,
const sead::
Vector3f& dir, f32 force) - void addVelocityToGravity(LiveActor* actor, f32 force)
- void addVelocityToGravityLimit(LiveActor* actor, f32 force, f32 limit)
- void addVelocityToGravityFittedGround(LiveActor* actor, f32 force, u32 maxAirTime)
- void addVelocityToGravityNaturalOrFittedGround(LiveActor* actor, f32 force)
-
void calcGravityDir(sead::
Vector3f* gravity, const LiveActor* actor) -
void addVelocityToTarget(LiveActor* actor,
const sead::
Vector3f& target, f32 force) -
void addVelocityToTarget(LiveActor* actor,
const sead::
Vector3f& target, f32 minForce, f32 maxForce, f32 minDistance, f32 maxDistance) -
void addVelocityToTargetH(LiveActor* actor,
const sead::
Vector3f& target, f32 force) -
void addVelocityToTargetHV(LiveActor* actor,
const sead::
Vector3f& target, f32 forceH, f32 forceV) -
void addVelocityDampToTarget(LiveActor* actor,
const sead::
Vector3f& target, f32 forceDamp) -
void addVelocityDampToTarget(LiveActor* actor,
const sead::
Vector3f& target, f32 force, f32 damp) -
auto addVelocityToPlayer(LiveActor* actor,
f32 force,
const sead::
Vector3f& offset) -> bool -
auto addVelocityToPlayerHV(LiveActor* actor,
f32 forceH,
f32 forceV,
const sead::
Vector3f& offset) -> bool -
void addVelocityFromTarget(LiveActor* actor,
const sead::
Vector3f& target, f32 force) -
void addVelocityFromTargetHV(LiveActor* actor,
const sead::
Vector3f& target, f32 forceH, f32 forceV) -
auto addVelocityFromPlayer(LiveActor* actor,
f32 force,
const sead::
Vector3f& offset) -> bool -
auto addVelocityFromPlayerHV(LiveActor* actor,
f32 forceH,
f32 forceV,
const sead::
Vector3f& offset) -> bool -
void addVelocityClockwiseToDirection(LiveActor* actor,
const sead::
Vector3f& dir, f32 force) -
auto calcVelocityClockwiseToDirection(LiveActor* actor,
sead::
Vector3f* dirVelocity, const sead:: Vector3f& dir) -> bool -
void addVelocityClockwiseToTarget(LiveActor* actor,
const sead::
Vector3f& target, f32 force) -
void addVelocityJumpGroundInertia(LiveActor* actor,
const sead::
Vector3f& velocity, f32 force) -
void tryAddVelocityLimit(LiveActor* actor,
const sead::
Vector3f& velocity, f32 limit) -
void subVelocityExceptDirectionLimit(LiveActor* actor,
const sead::
Vector3f& direction, f32 subVel, f32 limit) - void scaleVelocity(LiveActor* actor, f32 factor)
- void scaleVelocityLimit(LiveActor* actor, f32 factor, f32 limit)
- void scaleVelocityX(LiveActor* actor, f32 factorX)
- void scaleVelocityY(LiveActor* actor, f32 factorY)
- void scaleVelocityZ(LiveActor* actor, f32 factorZ)
- void scaleVelocityHV(LiveActor* actor, f32 factorH, f32 factorV)
-
void scaleVelocityDirection(LiveActor* actor,
const sead::
Vector3f& direction, f32 factor) -
void scaleVelocityExceptDirection(LiveActor* actor,
const sead::
Vector3f& direction, f32 factor) -
void scaleVelocityParallelVertical(LiveActor* actor,
const sead::
Vector3f& direction, f32 parallel, f32 vertical) - void limitVelocity(LiveActor* actor, f32 limit)
- auto calcSpeed(const LiveActor* actor) -> f32
- void limitVelocityX(LiveActor* actor, f32 limitX)
- void limitVelocityY(LiveActor* actor, f32 limitY)
- void limitVelocityZ(LiveActor* actor, f32 limitZ)
- void limitVelocityH(LiveActor* actor, f32 limitH)
- void limitVelocityHV(LiveActor* actor, f32 limitH, f32 limitV)
- void limitVelocityUpGravityH(LiveActor* actor, f32 limitDown, f32 limitUp, f32 limitH)
-
void limitVelocityDir(LiveActor* actor,
const sead::
Vector3f& dir, f32 limit) -
void limitVelocityDirSign(LiveActor* actor,
const sead::
Vector3f& dir, f32 limit) -
void limitVelocityDirV(LiveActor* actor,
const sead::
Vector3f& dir, f32 limit) -
void limitVelocityDirVRate(LiveActor* actor,
const sead::
Vector3f& dir, f32 limit, f32 rate) -
void limitVelocityParallelVertical(LiveActor* actor,
const sead::
Vector3f& dir, f32 parallel, f32 vertical) -
void limitVelocitySeparateHV(LiveActor* actor,
const sead::
Vector3f& dir, f32 horizontal, f32 vertical) - auto reboundVelocityPart(LiveActor* actor, f32 rebound, f32 threshold) -> u32
- auto reboundVelocityPart(LiveActor* actor, f32 ground, f32 wall, f32 ceiling, f32 threshold) -> u32
- auto reboundVelocityFromEachCollision(LiveActor* actor, f32 ground, f32 wall, f32 ceiling, f32 threshold) -> bool
- auto reboundVelocityFromCollision(LiveActor* actor, f32 reboundStrength, f32 reboundMin, f32 friction) -> bool
- auto reboundVelocityFromTriangles(LiveActor* actor, f32 reboundStrength, f32 reboundMin) -> bool
- auto reboundVelocityFromActor(LiveActor* actor, const LiveActor* target, f32 reboundStrength) -> bool
- if(dot<=0. 0f) return false
- addVelocity(actor, direction*dot*-reboundStrength+1.0f)
-
auto reboundVelocityFromActor(LiveActor* actor,
const LiveActor* target,
const sead::
Vector3f& targetVelocity, f32 reboundStrength) -> bool - auto reboundVelocityFromSensor(LiveActor* actor, const HitSensor* sensor, f32 reboundStrength) -> bool
-
auto reboundVelocityFromSensor(LiveActor* actor,
const HitSensor* sensor,
const sead::
Vector3f& targetVelocity, f32 reboundStrength) -> bool -
auto calcDirToActor(sead::
Vector3f* dir, const LiveActor* actor, const LiveActor* target) -> bool -
auto reboundVelocityBetweenActor(LiveActor* actor,
LiveActor* target,
const sead::
Vector3f& direction, f32 reboundStrength) -> bool - auto reboundVelocityBetweenActor(LiveActor* actor, LiveActor* target, f32 reboundStrength) -> bool
- auto reboundVelocityBetweenSensor(HitSensor* sensorA, HitSensor* sensorB, f32 reboundStrength) -> bool
-
void calcVelocityKeepLengthBetweenActor(sead::
Vector3f* vel, const LiveActor* actor, const LiveActor* target, f32 targetLength, f32 force) - void addVelocityKeepLengthBetweenActor(LiveActor* actor, LiveActor* target, f32 targetLength, f32 force)
- void addVelocityDumpKeepLengthBetweenActor(LiveActor* actor, LiveActor* target, f32 targetLength, f32 lenForce, f32 dumpForce)
-
void calcVelocityBlowAttack(sead::
Vector3f* velocity, const LiveActor* actor, const sead:: Vector3f& trans, f32 speedH, f32 speedV) -
void addVelocityBlowAttack(LiveActor* actor,
const sead::
Vector3f& trans, f32 speedH, f32 speedV) - void addVelocityBlowAttack(LiveActor* actor, const HitSensor* sensor, f32 speedH, f32 speedV)
-
void setVelocityBlowAttack(LiveActor* actor,
const sead::
Vector3f& trans, f32 speedH, f32 speedV) - void setVelocityBlowAttack(LiveActor* actor, const HitSensor* sensor, f32 speedH, f32 speedV)
-
void setVelocityBlowAttackAndTurnToTarget(LiveActor* actor,
const sead::
Vector3f& target, f32 speedH, f32 speedV) - auto isVelocityFast(const LiveActor* actor, f32 threshold) -> bool
- auto isVelocityFastH(const LiveActor* actor, f32 threshold) -> bool
- auto isVelocitySlow(const LiveActor* actor, f32 threshold) -> bool
- auto isVelocitySlowH(const LiveActor* actor, f32 threshold) -> bool
- auto calcSpeedH(const LiveActor* actor) -> f32
- auto calcSpeedV(const LiveActor* actor) -> f32
-
auto calcSpeedDirection(const LiveActor* actor,
const sead::
Vector3f& dir) -> f32 -
auto calcSpeedExceptDir(const LiveActor* actor,
const sead::
Vector3f& dir) -> f32 - auto isNear(const LiveActor* actor, const LiveActor* target, f32 threshold) -> bool
-
auto isNear(const LiveActor* actor,
const sead::
Vector3f& trans, f32 threshold) -> bool -
auto isNearXZ(const LiveActor* actor,
const sead::
Vector3f& trans, f32 threshold) -> bool -
auto isNearH(const LiveActor* actor,
const sead::
Vector3f& trans, f32 threshold) -> bool -
auto calcDistanceH(const LiveActor* actor,
const sead::
Vector3f& trans) -> f32 -
auto isNearV(const LiveActor* actor,
const sead::
Vector3f& trans, f32 threshold) -> bool -
auto calcDistanceV(const LiveActor* actor,
const sead::
Vector3f& trans) -> f32 -
auto isNearHV(const LiveActor* actor,
const sead::
Vector3f& trans, f32 threshH, f32 threshV) -> bool -
auto isNearHV(const LiveActor* actor,
const sead::
Vector3f& trans, f32 threshH, f32 minV, f32 maxV) -> bool -
auto calcHeight(const LiveActor* actor,
const sead::
Vector3f& trans) -> f32 - auto isFar(const LiveActor* actor, const LiveActor* target, f32 threshold) -> bool
-
auto isFar(const LiveActor* actor,
const sead::
Vector3f& trans, f32 threshold) -> bool - auto calcDistance(const LiveActor* actor, const LiveActor* target) -> f32
-
auto calcDistance(const LiveActor* actor,
const sead::
Vector3f& trans) -> f32 - auto calcDistanceV(const LiveActor* actor, const LiveActor* target) -> f32
- auto calcDistanceH(const LiveActor* actor, const LiveActor* target) -> f32
-
auto calcDistanceH(const LiveActor* actor,
const sead::
Vector3f& trans1, const sead:: Vector3f& trans2) -> f32 - auto calcHeight(const LiveActor* actor, const LiveActor* target) -> f32
-
auto calcDistanceFront(const LiveActor* actor,
const sead::
Vector3f& trans) -> f32 - auto calcDistanceFront(const LiveActor* actor, const LiveActor* target) -> f32
- void addRotateAndRepeatX(LiveActor* actor, f32 deg)
- void addRotateAndRepeatY(LiveActor* actor, f32 deg)
- void addRotateAndRepeatZ(LiveActor* actor, f32 deg)
- void addRandomRotateY(LiveActor* actor)
-
void calcQuatSide(sead::
Vector3f* side, const LiveActor* actor) -
void calcQuatUp(sead::
Vector3f* up, const LiveActor* actor) -
void calcQuatFront(sead::
Vector3f* front, const LiveActor* actor) -
void calcQuatLocalAxis(sead::
Vector3f* local, const LiveActor* actor, s32 axis) -
void calcTransOffsetFront(sead::
Vector3f* offset, const LiveActor* actor, f32 len) -
void calcTransOffsetUp(sead::
Vector3f* offset, const LiveActor* actor, f32 len) -
void calcTransOffsetSide(sead::
Vector3f* offset, const LiveActor* actor, f32 len) -
void setTransOffsetLocalDir(LiveActor* actor,
const sead::
Quatf& quat, const sead:: Vector3f& globalOffset, f32 localOffset, s32 axis) -
void addTransOffsetLocal(LiveActor* actor,
const sead::
Vector3f& localOffset) - void addTransOffsetLocalDir(LiveActor* actor, f32 localOffset, s32 axis)
- void rotateQuatXDirDegree(LiveActor* actor, f32 deg)
-
void rotateQuatXDirDegree(LiveActor* actor,
const sead::
Quatf& quat, f32 deg) - void rotateQuatYDirDegree(LiveActor* actor, f32 deg)
-
void rotateQuatYDirDegree(LiveActor* actor,
const sead::
Quatf& quat, f32 deg) - void rotateQuatZDirDegree(LiveActor* actor, f32 deg)
-
void rotateQuatZDirDegree(LiveActor* actor,
const sead::
Quatf& quat, f32 deg) - void rotateQuatLocalDirDegree(LiveActor* actor, s32 axis, f32 deg)
-
void rotateQuatLocalDirDegree(LiveActor* actor,
const sead::
Quatf& quat, s32 axis, f32 deg) - void rotateQuatYDirRandomDegree(LiveActor* actor)
-
void rotateQuatYDirRandomDegree(LiveActor* actor,
const sead::
Quatf& quat) -
auto turnQuatFrontToDirDegreeH(LiveActor* actor,
const sead::
Vector3f& dir, f32 deg) -> bool -
auto turnQuatFrontToPosDegreeH(LiveActor* actor,
const sead::
Vector3f& pos, f32 deg) -> bool -
auto turnQuatFrontFromPosDegreeH(LiveActor* actor,
const sead::
Vector3f& pos, f32 deg) -> bool - void turnFront(LiveActor* actor, f32 deg)
-
void turnFront(LiveActor* actor,
const sead::
Vector3f& up, f32 deg) -
void turnFrontToPos(LiveActor* actor,
const sead::
Vector3f& pos, f32 deg) -
void turnFrontToDir(LiveActor* actor,
const sead::
Vector3f& dir, f32 deg) -
auto turnFrontToDirGetIsFinished(LiveActor* actor,
const sead::
Vector3f& dir, f32 deg) -> bool -
auto turnDirectionDegree(const LiveActor* actor,
sead::
Vector3f* vec, const sead:: Vector3f& dir, f32 deg) -> bool - void turnFrontToTarget(LiveActor* actor, const LiveActor* target, f32 deg)
- void turnFrontFromTarget(LiveActor* actor, const LiveActor* target, f32 deg)
- auto turnFrontToPlayer(LiveActor* actor, f32 deg) -> bool
- auto turnFrontFromPlayer(LiveActor* actor, f32 deg) -> bool
-
auto turnDirection(const LiveActor* actor,
sead::
Vector3f* vec, const sead:: Vector3f& dir, f32 cos) -> bool -
auto turnDirectionToTarget(const LiveActor* actor,
sead::
Vector3f* vec, const sead:: Vector3f& target, f32 cos) -> bool -
auto turnDirectionToTargetDegree(const LiveActor* actor,
sead::
Vector3f* vec, const sead:: Vector3f& target, f32 deg) -> bool -
auto turnDirectionFromTargetDegree(const LiveActor* actor,
sead::
Vector3f* vec, const sead:: Vector3f& target, f32 deg) -> bool -
void turnDirectionAlongGround(const LiveActor* actor,
sead::
Vector3f* dir) - void turnDirectionAlongGround(LiveActor* actor)
-
auto turnToDirectionAxis(LiveActor* actor,
const sead::
Vector3f& horizontal, const sead:: Vector3f& vertical, f32 deg) -> bool -
auto turnFrontSpherical(const LiveActor* actor,
sead::
Vector3f* vec, const sead:: Vector3f& targetFront, f32 cos) -> bool -
auto turnFrontSphericalToTarget(const LiveActor* actor,
sead::
Vector3f* vec, const sead:: Vector3f& target, f32 cos) -> bool -
auto turnFrontSphericalToTargetDegree(const LiveActor* actor,
sead::
Vector3f* vec, const sead:: Vector3f& target, f32 deg) -> bool -
auto turnToDirection(LiveActor* actor,
const sead::
Vector3f& dir, f32 deg) -> bool -
void turnLocalDirToDirection(LiveActor* actor,
const sead::
Vector3f& localDir, const sead:: Vector3f& targetDir, f32 deg) -
auto turnToTarget(LiveActor* actor,
const sead::
Vector3f& target, f32 deg) -> bool - auto turnToTarget(LiveActor* actor, const LiveActor* target, f32 deg) -> bool
-
void faceToDirection(LiveActor* actor,
const sead::
Vector3f& dir) -
void faceToDirectionSupportUp(LiveActor* actor,
const sead::
Vector3f& dir) -
void faceToTarget(LiveActor* actor,
const sead::
Vector3f& target) - void faceToTarget(LiveActor* actor, const LiveActor* target)
- void faceToSensor(LiveActor* actor, const HitSensor* sensor)
- void faceToVelocity(LiveActor* actor)
-
void calcDirClockwiseToDir(sead::
Vector3f* out, const LiveActor* actor, const sead:: Vector3f& dir) -
void calcDirClockwiseToPos(sead::
Vector3f* out, const LiveActor* actor, const sead:: Vector3f& target) -
void calcDirToActorH(sead::
Vector3f* out, const LiveActor* actor, const LiveActor* target) -
void calcDirToActorH(sead::
Vector3f* out, const LiveActor* actor, const sead:: Vector3f& target) -
auto calcAngleToTargetH(const LiveActor* actor,
const sead::
Vector3f& target) -> f32 -
auto calcAngleToTargetV(const LiveActor* actor,
const sead::
Vector3f& target) -> f32 -
auto isFaceToTargetDegree(const LiveActor* actor,
const sead::
Vector3f& target, const sead:: Vector3f& face, f32 threshDeg) -> bool -
auto isFaceToTargetDegree(const LiveActor* actor,
const sead::
Vector3f& target, f32 threshDeg) -> bool -
auto isFaceToTargetDegreeHV(const LiveActor* actor,
const sead::
Vector3f& target, const sead:: Vector3f& face, f32 degH, f32 degV) -> bool -
auto isFaceToTargetDegreeH(const LiveActor* actor,
const sead::
Vector3f& target, const sead:: Vector3f& face, f32 degH) -> bool -
auto isInSightCone(const LiveActor* actor,
const sead::
Vector3f& target, const sead:: Vector3f& face, f32 maxDist, f32 threshDeg) -> bool - auto isInSightConeTarget(const LiveActor* actor, const LiveActor* target, f32 maxDist, f32 threshDeg) -> bool
- auto isInSightConePlayer(const LiveActor* actor, f32 maxDist, f32 threshDeg) -> bool
-
auto isInSightFan(const LiveActor* actor,
const sead::
Vector3f& target, const sead:: Vector3f& face, f32 maxDist, f32 angleH, f32 angleV) -> bool - auto isInSightFanTarget(const LiveActor* actor, const LiveActor* target, f32 maxDist, f32 angleH, f32 angleV) -> bool
-
auto isInSightBox(const LiveActor* actor,
const sead::
Vector3f& pos, const sead:: BoundBox3f& box) -> bool -
void walkAndTurnToDirection(LiveActor* actor,
const sead::
Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -
void walkAndTurnToDirection(LiveActor* actor,
sead::
Vector3f* front, const sead:: Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -
void walkAndTurnPoseToDirection(LiveActor* actor,
const sead::
Vector3f& dir, const ActorParamMove& param, bool turnAlongGround) -
void walkAndTurnToTarget(LiveActor* actor,
const sead::
Vector3f& target, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -
void flyAndTurnToDirection(LiveActor* actor,
sead::
Vector3f* front, const sead:: Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg) -
void flyAndTurnToDirection(LiveActor* actor,
const sead::
Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg) -
void flyAndTurnToTarget(LiveActor* actor,
const sead::
Vector3f& target, f32 forceFront, f32 forceGravity, f32 decay, f32 deg) -
auto walkAndTurnToDirectionFittedGroundGravity(LiveActor* actor,
sead::
Vector3f* front, const sead:: Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -> bool -
auto walkAndTurnToDirectionFittedGroundGravity(LiveActor* actor,
const sead::
Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -> bool -
auto walkAndTurnToTargetFittedGroundGravity(LiveActor* actor,
const sead::
Vector3f& target, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -> bool - auto tryKillByDeathArea(LiveActor* actor) -> bool
-
void rotateAndKeepColliderPosRate(LiveActor* actor,
const sead::
Vector3f& up, const sead:: Vector3f& front, f32 rate) -
void calcSpringMovement(LiveActor* actor,
const sead::
Vector3f& pos, f32 springPos, f32 sinStrength, const sead:: Vector3f& offset, f32 constStrength, f32 sinAmpl) - auto addVelocityClockwiseToPlayer(LiveActor* actor, f32 force) -> bool
-
auto calcDirClockwiseToPlayer(sead::
Vector3f* dir, const LiveActor* actor) -> bool - auto flyAndTurnToPlayer(LiveActor* actor, const ActorParamMove& param) -> bool
- auto escapeFromPlayer(LiveActor* actor, f32 forceFront, f32 forceGravity, f32 decay, f32 deg) -> bool
-
auto escapeFromPlayer(LiveActor* actor,
sead::
Vector3f* front, f32 forceFront, f32 forceGravity, f32 decay, f32 deg) -> bool - auto walkAndTurnToPlayer(LiveActor* actor, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -> bool
- auto isPlayerInSightFan(const LiveActor* actor, f32 maxDist, f32 angleH, f32 angleV) -> bool
-
auto nextMove(Triangle* triangle,
const LiveActor* actor,
const sead::
Vector3f& velocity, f32 gravity, f32 searchDist) -> bool -
auto isFallOrDamageCodeNextMove(const LiveActor* actor,
const sead::
Vector3f& velocity, f32 gravity, f32 searchDist) -> bool -
auto isFallNextMove(const LiveActor* actor,
const sead::
Vector3f& velocity, f32 gravity, f32 searchDist) -> bool - auto findActorParamF32(const LiveActor* actor, const char* paramName) -> f32*
- auto findActorParamS32(const LiveActor* actor, const char* paramName) -> s32*
-
static void rotationAndTranslationFromMatrix(sead::
Vector3f* trans, sead:: Vector3f* rot, const sead:: Matrix34f* mtx) -
void initActorPoseT(LiveActor* actor,
const sead::
Vector3f& trans) -
void setTrans(LiveActor* actor,
const sead::
Vector3f& trans) -
void initActorPoseTR(LiveActor* actor,
const sead::
Vector3f& trans, const sead:: Vector3f& rotate) -
void setRotate(LiveActor* actor,
const sead::
Vector3f& rotate) -
void makeMtxSRT(sead::
Matrix34f* mtx, const LiveActor* actor) -
void makeMtxRT(sead::
Matrix34f* mtx, const LiveActor* actor) -
void makeMtxR(sead::
Matrix34f* mtx, const LiveActor* actor) -
void calcAnimFrontGravityPos(LiveActor* actor,
const sead::
Vector3f& front) -
auto getGravity(const LiveActor* actor) -> const sead::
Vector3f& -
auto getTrans(const LiveActor* actor) -> const sead::
Vector3f& -
auto getScale(const LiveActor* actor) -> const sead::
Vector3f& - void copyPose(LiveActor* actor, const LiveActor* target)
-
void updatePoseTrans(LiveActor* actor,
const sead::
Vector3f& trans) -
void updatePoseRotate(LiveActor* actor,
const sead::
Vector3f& rotate) -
void updatePoseQuat(LiveActor* actor,
const sead::
Quatf& quat) -
void updatePoseMtx(LiveActor* actor,
const sead::
Matrix34f* mtx) -
void calcSideDir(sead::
Vector3f* side, const LiveActor* actor) -
void calcLeftDir(sead::
Vector3f* left, const LiveActor* actor) -
void calcRightDir(sead::
Vector3f* right, const LiveActor* actor) -
void calcUpDir(sead::
Vector3f* up, const LiveActor* actor) -
void calcDownDir(sead::
Vector3f* down, const LiveActor* actor) -
void calcFrontDir(sead::
Vector3f* front, const LiveActor* actor) -
void calcBackDir(sead::
Vector3f* back, const LiveActor* actor) -
void calcPoseDir(sead::
Vector3f* side, sead:: Vector3f* up, sead:: Vector3f* front, const LiveActor* actor) -
void calcQuat(sead::
Quatf* quat, const LiveActor* actor) -
auto calcDistanceSignLocalXDir(const LiveActor* actor,
const sead::
Vector3f& pos) -> f32 -
auto calcDistanceSignLocalYDir(const LiveActor* actor,
const sead::
Vector3f& pos) -> f32 -
auto calcDistanceSignLocalZDir(const LiveActor* actor,
const sead::
Vector3f& pos) -> f32 -
auto calcDistanceLocalXDir(const LiveActor* actor,
const sead::
Vector3f& pos) -> f32 -
auto calcDistanceLocalYDir(const LiveActor* actor,
const sead::
Vector3f& pos) -> f32 -
auto calcDistanceLocalZDir(const LiveActor* actor,
const sead::
Vector3f& pos) -> f32 -
auto getTransPtr(LiveActor* actor) -> sead::
Vector3f* - void setTrans(LiveActor* actor, f32 x, f32 y, f32 z)
- void setTransX(LiveActor* actor, f32 x)
- void setTransY(LiveActor* actor, f32 y)
- void setTransZ(LiveActor* actor, f32 z)
-
auto getRotate(const LiveActor* actor) -> const sead::
Vector3f& -
auto getRotatePtr(LiveActor* actor) -> sead::
Vector3f* - void setRotate(LiveActor* actor, f32 x, f32 y, f32 z)
- void setRotateX(LiveActor* actor, f32 x)
- void setRotateY(LiveActor* actor, f32 y)
- void setRotateZ(LiveActor* actor, f32 z)
-
auto getScalePtr(LiveActor* actor) -> sead::
Vector3f* -
auto tryGetScalePtr(LiveActor* actor) -> sead::
Vector3f* - auto getScaleX(const LiveActor* actor) -> f32
- auto getScaleY(const LiveActor* actor) -> f32
- auto getScaleZ(const LiveActor* actor) -> f32
-
void setScale(LiveActor* actor,
const sead::
Vector3f& scale) - void setScale(LiveActor* actor, f32 x, f32 y, f32 z)
- void setScaleAll(LiveActor* actor, f32 scale)
- void setScaleX(LiveActor* actor, f32 x)
- void setScaleY(LiveActor* actor, f32 y)
- void setScaleZ(LiveActor* actor, f32 z)
-
auto isFrontTarget(const LiveActor* actor,
const sead::
Vector3f& pos) -> bool -
auto isFrontDir(const LiveActor* actor,
const sead::
Vector3f& dir) -> bool -
auto isBackTarget(const LiveActor* actor,
const sead::
Vector3f& pos) -> bool -
auto isBackDir(const LiveActor* actor,
const sead::
Vector3f& dir) -> bool -
auto isLeftTarget(const LiveActor* actor,
const sead::
Vector3f& pos) -> bool -
auto isLeftDir(const LiveActor* actor,
const sead::
Vector3f& dir) -> bool -
auto isRightTarget(const LiveActor* actor,
const sead::
Vector3f& pos) -> bool -
auto isRightDir(const LiveActor* actor,
const sead::
Vector3f& dir) -> bool -
auto isUpTarget(const LiveActor* actor,
const sead::
Vector3f& pos) -> bool -
auto isUpDir(const LiveActor* actor,
const sead::
Vector3f& dir) -> bool -
auto isDownTarget(const LiveActor* actor,
const sead::
Vector3f& pos) -> bool -
auto isDownDir(const LiveActor* actor,
const sead::
Vector3f& dir) -> bool -
auto getQuat(const LiveActor* actor) -> const sead::
Quatf& -
auto getQuatPtr(LiveActor* actor) -> sead::
Quatf* -
auto tryGetQuatPtr(LiveActor* actor) -> sead::
Quatf* -
void setQuat(LiveActor* actor,
const sead::
Quatf& quat) -
auto getGravityPtr(const LiveActor* actor) -> sead::
Vector3f* -
void setGravity(const LiveActor* actor,
const sead::
Vector3f& gravity) -
auto getFront(const LiveActor* actor) -> const sead::
Vector3f& -
auto getFrontPtr(LiveActor* actor) -> sead::
Vector3f* -
void setFront(LiveActor* actor,
const sead::
Vector3f& front) -
auto getUp(const LiveActor* actor) -> const sead::
Vector3f& -
auto getUpPtr(LiveActor* actor) -> sead::
Vector3f* -
void setUp(LiveActor* actor,
const sead::
Vector3f& up) -
void multVecPoseNoTrans(sead::
Vector3f* posOut, const LiveActor* actor, const sead:: Vector3f& posIn) -
void multVecPose(sead::
Vector3f* posOut, const LiveActor* actor, const sead:: Vector3f& posIn) -
void multVecPoseAndScale(sead::
Vector3f* posOut, const LiveActor* actor, const sead:: Vector3f& posIn) -
void multVecInvPose(sead::
Vector3f* posOut, const LiveActor* actor, const sead:: Vector3f& posIn) -
void multMtxInvPose(sead::
Matrix34f* mtxOut, const LiveActor* actor, const sead:: Matrix34f& mtxIn) -
void calcTransLocalOffset(sead::
Vector3f* transOut, const LiveActor* actor, const sead:: Vector3f& transIn) -
void multVecInvQuat(sead::
Vector3f* posOut, const LiveActor* actor, const sead:: Vector3f& posIn) - auto isExistModelResource(const LiveActor*) -> bool
- auto isExistAnimResource(const LiveActor*) -> bool
- void tryGetAnimResource(const LiveActor*)
- auto isExistModelResourceYaml(const LiveActor*, const char*, const char*) -> bool
- void getModelResource(const LiveActor*)
- auto isExistAnimResourceYaml(const LiveActor*, const char*, const char*) -> bool
- void getAnimResource(const LiveActor*)
- auto isExistModelOrAnimResourceYaml(const LiveActor*, const char*, const char*) -> bool
- auto getModelResourceYaml(const LiveActor*, const char*, const char*) -> u8*
- auto getAnimResourceYaml(const LiveActor*, const char*, const char*) -> u8*
- auto getModelOrAnimResourceYaml(const LiveActor*, const char*, const char*) -> u8*
- auto getMapPartsResourceYaml(const ActorInitInfo&, const char*) -> u8*
- auto tryGetMapPartsResourceYaml(const ActorInitInfo&, const char*) -> u8*
-
void tryMakeInitFileName(sead::
BufferedSafeString*, const Resource*, const char*, const char*, const char*) - void tryGetSuffixIter(ByamlIter*, const Resource*, const char*, const char*)
-
void tryGetInitFileIterAndName(ByamlIter*,
sead::
BufferedSafeString*, const Resource*, const char*, const char*, const char*) -
void tryGetActorInitFileIterAndName(ByamlIter*,
sead::
BufferedSafeString*, const Resource*, const char*, const char*) - auto tryGetActorInitFileIter(ByamlIter*, const Resource*, const char*, const char*) -> bool
-
auto tryGetActorInitFileIterAndName(ByamlIter*,
sead::
BufferedSafeString*, const LiveActor*, const char*, const char*) -> bool - auto tryGetActorInitFileIter(ByamlIter*, const LiveActor*, const char*, const char*) -> bool
-
auto tryGetActorInitFileName(sead::
BufferedSafeString*, const Resource*, const char*, const char*) -> bool -
auto tryGetActorInitFileName(sead::
BufferedSafeString*, const ActorResource*, const char*, const char*) -> bool -
auto tryGetActorInitFileName(sead::
BufferedSafeString*, const LiveActor*, const char*, const char*) -> bool -
auto tryGetActorInitFileSuffixName(sead::
BufferedSafeString*, const Resource*, const char*, const char*) -> bool -
auto tryGetActorInitFileSuffixName(sead::
BufferedSafeString*, const LiveActor*, const char*, const char*) -> bool - auto tryGetActorInitFileSuffixName(const LiveActor*, const char*, const char*) -> const char*
- auto tryGetActorInitFileSuffixName(const Resource*, const char*, const char*) -> const char*
- void initParameterIoAsActorInfo(ParameterIo*, const LiveActor*, const char*, const char*)
- void initParameterIoAndLoad(ParameterIo*, const LiveActor*, const char*, const char*)
- void stopScene(const LiveActor* actor, s32 stopFrames, s32 delayFrames)
- auto isStopScene(const LiveActor* actor) -> bool
- void stopScene(SceneStopCtrl* ctrl, s32 stopFrames, s32 delayFrames)
- auto isStopScene(SceneStopCtrl* ctrl) -> bool
- void requestCaptureScreenCover(const LiveActor* actor, s32 coverFrames)
- auto requestStartDemo(const LiveActor* actor, const char* name) -> bool
- void requestEndDemo(const LiveActor* actor, const char* name)
- void addDemoActor(LiveActor* actor)
-
auto addHitSensor(LiveActor*,
const ActorInitInfo&,
const char*,
u32,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorPlayer(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorPlayerAttack(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorPlayerEye(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorEnemy(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorEnemyBody(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorEnemyAttack(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorMapObj(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorBindable(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorBindableGoal(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorBindableAllPlayer(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorBindableBubbleOutScreen(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorBindableKoura(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorBindableRouteDokan(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorBindableBubblePadInput(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorCollisionParts(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* -
auto addHitSensorEye(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead::
Vector3f&) -> HitSensor* - void setHitSensorSort(LiveActor*, const char*, const SensorSortCmpFuncBase*)
-
void setHitSensorPosPtr(LiveActor*,
const char*,
const sead::
Vector3f*) - auto getHitSensor(const LiveActor*, const char*) -> HitSensor*
-
void setHitSensorMtxPtr(LiveActor*,
const char*,
const sead::
Matrix34f*) - void setHitSensorJointMtx(LiveActor*, const char*, const char*)
- void setSensorRadius(LiveActor*, const char*, f32)
- void setSensorRadius(LiveActor*, f32)
- auto getSensorRadius(const LiveActor*, const char*) -> f32
- auto getSensorRadius(const LiveActor*) -> f32
-
auto getSensorPos(const LiveActor*,
const char*) -> const sead::
Vector3f& -
auto getSensorPos(const LiveActor*) -> const sead::
Vector3f& -
void setSensorFollowPosOffset(LiveActor*,
const char*,
const sead::
Vector3f&) -
void setSensorFollowPosOffset(LiveActor*,
const sead::
Vector3f&) -
auto getSensorFollowPosOffset(const LiveActor*,
const char*) -> const sead::
Vector3f& -
auto getSensorFollowPosOffset(const LiveActor*) -> const sead::
Vector3f& - auto createActorSensorController(LiveActor*, const char*) -> ActorSensorController*
- void setSensorRadius(ActorSensorController*, f32)
- void setSensorScale(ActorSensorController*, f32)
-
void setSensorFollowPosOffset(ActorSensorController*,
const sead::
Vector3f&) - auto getOriginalSensorRadius(const ActorSensorController*) -> f32
-
auto getOriginalSensorFollowPosOffset(const ActorSensorController*) -> const sead::
Vector3f& - void resetActorSensorController(ActorSensorController*)
-
void calcPosBetweenSensors(sead::
Vector3f*, const HitSensor*, const HitSensor*, f32) - auto calcDistance(const HitSensor*, const HitSensor*) -> f32
-
auto getSensorPos(const HitSensor*) -> const sead::
Vector3f& -
auto calcDistanceV(const sead::
Vector3f&, const HitSensor*, const HitSensor*) -> f32 -
auto calcDistanceH(const sead::
Vector3f&, const HitSensor*, const HitSensor*) -> f32 -
auto calcDirBetweenSensors(sead::
Vector3f*, const HitSensor*, const HitSensor*) -> bool -
auto calcDirBetweenSensorsH(sead::
Vector3f*, const HitSensor*, const HitSensor*) -> bool -
auto calcDirBetweenSensorsNormal(sead::
Vector3f*, const HitSensor*, const HitSensor*, sead:: Vector3f) -> bool -
void calcVecBetweenSensors(sead::
Vector3f*, const HitSensor*, const HitSensor*) -
void calcVecBetweenSensorsH(sead::
Vector3f*, const HitSensor*, const HitSensor*) -
void calcVecBetweenSensorsNormal(sead::
Vector3f*, const HitSensor*, const HitSensor*, sead:: Vector3f) -
auto calcStrikeArrowCollideWallAndCeilingBetweenAttackSensor(const LiveActor*,
const HitSensor*,
const HitSensor*,
const sead::
Vector3f&, f32) -> s32 - auto getSensorHost(const HitSensor*) -> LiveActor*
-
auto isFaceBetweenSensors(const sead::
Vector3f&, const HitSensor*, const HitSensor*) -> bool -
auto isFaceBetweenSensorsH(const sead::
Vector3f&, const HitSensor*, const HitSensor*) -> bool -
auto isEnableLookAtTargetSensor(const HitSensor*,
const sead::
Vector3f&, f32) -> bool - auto isSensorValid(const HitSensor*) -> bool
-
auto isHitBoxSensor(const HitSensor*,
const sead::
Vector3f&, const sead:: BoundBox3f&) -> bool - auto getSensorRadius(const HitSensor*) -> f32
-
auto isHitBoxSensor(const HitSensor*,
const sead::
Matrix34f&, const sead:: BoundBox3f&) -> bool -
auto isHitCylinderSensor(const HitSensor*,
const sead::
Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto isHitCylinderSensor(const HitSensor*,
const HitSensor*,
const sead::
Vector3f&, f32) -> bool -
auto isHitCylinderSensor(sead::
Vector3f*, sead:: Vector3f*, const HitSensor*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto isHitCylinderSensor(sead::
Vector3f*, sead:: Vector3f*, const HitSensor*, const HitSensor*, const sead:: Vector3f&, f32) -> bool -
auto isHitCylinderSensorHeight(const HitSensor*,
const HitSensor*,
const sead::
Vector3f&, f32, f32) -> bool -
auto isHitCircleSensor(sead::
Vector3f*, sead:: Vector3f*, const HitSensor*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -> bool -
auto isHitCircleSensor(sead::
Vector3f*, sead:: Vector3f*, const HitSensor*, const HitSensor*, const sead:: Vector3f&, f32, f32) -> bool -
auto isHitCircleSensor(const HitSensor*,
const sead::
Vector3f&, const sead:: Vector3f&, f32, f32) -> bool -
auto isHitCircleSensor(const HitSensor*,
const HitSensor*,
const sead::
Vector3f&, f32, f32) -> bool -
auto isHitPlaneSensor(const HitSensor*,
const sead::
Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto isHitPlaneSensor(const HitSensor*,
const HitSensor*,
const sead::
Vector3f&, f32) -> bool -
auto getActorTrans(const HitSensor*) -> const sead::
Vector3f& -
auto getActorVelocity(const HitSensor*) -> const sead::
Vector3f& -
auto getActorGravity(const HitSensor*) -> const sead::
Vector3f& - auto isSensorName(const HitSensor*, const char*) -> bool
- auto isSensorHostName(const HitSensor*, const char*) -> bool
- auto isSensorHost(const HitSensor*, const LiveActor*) -> bool
- void validateHitSensors(LiveActor*)
- void invalidateHitSensors(LiveActor*)
- auto isSensorValid(const LiveActor*, const char*) -> bool
- void validateHitSensor(LiveActor*, const char*)
- void invalidateHitSensor(LiveActor*, const char*)
- void validateHitSensorBindableAll(LiveActor*)
- auto isSensorBindableAll(const HitSensor*) -> bool
- void validateHitSensorEnemyAll(LiveActor*)
- auto isSensorEnemy(const HitSensor*) -> bool
- void validateHitSensorEnemyAttackAll(LiveActor*)
- auto isSensorEnemyAttack(const HitSensor*) -> bool
- void validateHitSensorEnemyBodyAll(LiveActor*)
- auto isSensorEnemyBody(const HitSensor*) -> bool
- void validateHitSensorEyeAll(LiveActor*)
- auto isSensorEye(const HitSensor*) -> bool
- void validateHitSensorMapObjAll(LiveActor*)
- auto isSensorMapObj(const HitSensor*) -> bool
- void validateHitSensorNpcAll(LiveActor*)
- auto isSensorNpc(const HitSensor*) -> bool
- void validateHitSensorPlayerAll(LiveActor*)
- auto isSensorPlayerAll(const HitSensor*) -> bool
- void validateHitSensorRideAll(LiveActor*)
- auto isSensorRide(const HitSensor*) -> bool
- void invalidateHitSensorEyeAll(LiveActor*)
- void invalidateHitSensorPlayerAll(LiveActor*)
- void invalidateHitSensorPlayerAttackAll(LiveActor*)
- auto isSensorPlayerAttack(const HitSensor*) -> bool
- auto sendMsgPlayerAttackTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerTrampleReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerReflectOrTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerObjHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerObjHipDropReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerObjHipDropHighJump(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerHipDropKnockDown(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerObjStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerObjStatueDropReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerObjStatueDropReflectNoCondition(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerStatueTouch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerUpperPunch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerObjUpperPunch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerRollingAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerRollingReflect(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerObjRollingAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerObjRollingAttackFailure(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerInvincibleAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerFireBallAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerRouteDokanFireBallAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerTailAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerTouch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerKick(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerCatch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerSlidingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerBoomerangAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerBoomerangAttackCollide(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerBoomerangReflect(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerBoomerangBreak(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerBodyAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerBodyLanding(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerBodyAttackReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerClimbAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerSpinAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerGiantAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerCooperationHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerClimbSlidingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerClimbRollingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerGiantHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPlayerDisregard(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerItemGet(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerPutOnEquipment(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerReleaseEquipment(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerReleaseEquipmentGoal(HitSensor* receiver, HitSensor* sender, u32) -> bool
- auto sendMsgPlayerFloorTouch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerDamageTouch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerCarryFront(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerCarryFrontWallKeep(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerCarryUp(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerCarryKeepDemo(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerCarryWarp(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerLeave(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerRelease(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerReleaseBySwing(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerReleaseDamage(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerReleaseDead(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerReleaseDemo(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerToss(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerInvincibleTouch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgEnemyAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyAttackBoomerang(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyAttackFire(HitSensor* receiver, HitSensor* sender, const char*) -> bool
- auto sendMsgEnemyAttackNeedle(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyFloorTouch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyItemGet(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyRouteDokanAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyRouteDokanFire(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyTouch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyUpperPunch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyTrample(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgMapObjTrample(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPressureDeath(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgNpcTouch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgExplosion(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgExplosionCollide(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgPush(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPushStrong(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPushVeryStrong(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgHit(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgHitStrong(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgHitVeryStrong(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKnockDown(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgMapPush(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgVanish(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgChangeAlpha(LiveActor* receiver, f32 alpha) -> bool
- auto sendMsgShowModel(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgHideModel(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgRestart(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgNeedleBallAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPunpunFloorTouch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgInvalidateFootPrint(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKickKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgKickKouraAttackCollide(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgKickKouraGetItem(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKickKouraReflect(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKickKouraCollideNoReflect(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKickKouraBreak(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKickKouraBlow(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKickStoneAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKickStoneAttackCollide(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKickStoneAttackHold(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKickStoneAttackReflect(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKickStoneTrample(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKillerAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgLiftGeyser(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgWarpStart(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgWarpEnd(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgHoldCancel(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgHoleIn(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgJumpInhibit(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgGoalKill(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgGoal(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBindStart(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBindInit(HitSensor* receiver, HitSensor* sender, u32) -> bool
- auto sendMsgBindEnd(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBindCancel(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBindCancelByDemo(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBindDamage(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBindSteal(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBindGiant(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBallAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgBallRouteDokanAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgBallAttackHold(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBallAttackDRCHold(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBallAttackCollide(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBallTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgBallTrampleCollide(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBallItemGet(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgFireBalCollide(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgFireBallFloorTouch(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgDokanBazookaAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgRideAllPlayerItemGet(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgHideModel(LiveActor* receiver) -> bool
- auto sendMsgShowModel(LiveActor* receiver) -> bool
- auto sendMsgRestart(LiveActor* receiver) -> bool
-
auto sendMsgCollisionImpulse(HitSensor* receiver,
HitSensor* sender,
sead::
Vector3f*, const sead:: Vector3f&, f32, const sead:: Vector3f&, f32) -> bool - auto sendMsgSwitchOn(LiveActor* receiver) -> bool
- auto sendMsgSwitchOnInit(LiveActor* receiver) -> bool
- auto sendMsgSwitchOffInit(LiveActor* receiver) -> bool
- auto sendMsgSwitchKillOn(LiveActor* receiver) -> bool
- auto sendMsgSwitchKillOnInit(LiveActor* receiver) -> bool
- auto sendMsgSwitchKillOffInit(LiveActor* receiver) -> bool
- auto sendMsgPlayerFloorTouchToColliderGround(LiveActor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerUpperPunchToColliderCeiling(LiveActor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyFloorTouchToColliderGround(LiveActor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyUpperPunchToColliderCeiling(LiveActor* receiver, HitSensor* sender) -> bool
-
auto sendMsgAskSafetyPoint(HitSensor* receiver,
HitSensor* sender,
sead::
Vector3f**) -> bool -
auto sendMsgAskSafetyPointToColliderGround(LiveActor* receiver,
HitSensor* sender,
sead::
Vector3f**) -> bool - auto sendMsgTouchAssist(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgTouchAssistTrig(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgTouchStroke(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgScreenPointInvalidCollisionParts(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgBlockUpperPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgBlockLowerPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgBlockItemGet(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKillerItemGet(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
- auto sendMsgLightFlash(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgForceAbyss(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgIsNerveSupportFreeze(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgOnSyncSupportFreeze(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgOffSyncSupportFreeze(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgSwordAttackHighLeft(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgSwordAttackLowLeft(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgSwordAttackHighRight(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgSwordAttackLowRight(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgSwordAttackJumpUnder(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgSwordBeamAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgSwordBeamReflectAttack(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgShieldGuard(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgEnemyAttackKnockDown(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgAskMultiPlayerEnemy(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgItemGettable(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgKikkiThrow(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgIsKikkiThrowTarget(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerCloudGet(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgAutoJump(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerTouchShadow(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerPullOutShadow(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerAttackShadow(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgPlayerAttackShadowStrong(HitSensor* receiver, HitSensor* sender) -> bool
-
auto sendMsgPlayerAttackChangePos(HitSensor* receiver,
HitSensor* sender,
sead::
Vector3f* pos) -> bool - auto sendMsgAtmosOnlineLight(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgLightBurn(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgMoonLightBurn(HitSensor* receiver, HitSensor* sender) -> bool
- auto sendMsgString(HitSensor* receiver, HitSensor* sender, const char* str) -> bool
-
auto sendMsgStringV4fPtr(HitSensor* receiver,
HitSensor* sender,
const char* str,
sead::
Vector4f* vec) -> bool -
auto sendMsgStringV4fSensorPtr(HitSensor* receiver,
HitSensor* sender,
const char* str,
sead::
Vector4f* vec) -> bool - auto sendMsgStringVoidPtr(HitSensor* receiver, HitSensor* sender, const char* str, void* ptr) -> bool
- auto isMsgPushAll(const SensorMsg* msg) -> bool
- auto isMsgPush(const SensorMsg* msg) -> bool
- auto isMsgPushStrong(const SensorMsg* msg) -> bool
- auto isMsgPushVeryStrong(const SensorMsg* msg) -> bool
- auto isMsgHoldReleaseAll(const SensorMsg* msg) -> bool
- auto isMsgHoldCancel(const SensorMsg* msg) -> bool
- auto isMsgPlayerRelease(const SensorMsg* msg) -> bool
- auto isMsgPlayerReleaseBySwing(const SensorMsg* msg) -> bool
- auto isMsgPlayerReleaseDead(const SensorMsg* msg) -> bool
- auto isMsgPlayerReleaseDamage(const SensorMsg* msg) -> bool
- auto isMsgPlayerReleaseDemo(const SensorMsg* msg) -> bool
- auto isMsgItemGetDirectAll(const SensorMsg* msg) -> bool
- auto isMsgPlayerItemGet(const SensorMsg* msg) -> bool
- auto isMsgRideAllPlayerItemGet(const SensorMsg* msg) -> bool
- auto isMsgPlayerTailAttack(const SensorMsg* msg) -> bool
- auto isMsgItemGetByObjAll(const SensorMsg* msg) -> bool
- auto isMsgBallItemGet(const SensorMsg* msg) -> bool
- auto isMsgKickKouraItemGet(const SensorMsg* msg) -> bool
- auto isMsgKillerItemGet(const SensorMsg* msg) -> bool
- auto isMsgItemGetAll(const SensorMsg* msg) -> bool
- auto isMsgFloorTouch(const SensorMsg* msg) -> bool
- auto isMsgPlayerFloorTouch(const SensorMsg* msg) -> bool
- auto isMsgEnemyFloorTouch(const SensorMsg* msg) -> bool
- auto isMsgUpperPunch(const SensorMsg* msg) -> bool
- auto isMsgPlayerUpperPunch(const SensorMsg* msg) -> bool
- auto isMsgEnemyUpperPunch(const SensorMsg* msg) -> bool
- auto isMsgPlayerTrample(const SensorMsg* msg) -> bool
- auto isMsgPlayerTrampleReflect(const SensorMsg* msg) -> bool
- auto isMsgPlayerHipDropAll(const SensorMsg* msg) -> bool
- auto isMsgPlayerStatueDrop(const SensorMsg* msg) -> bool
- auto isMsgPlayerObjHipDropAll(const SensorMsg* msg) -> bool
- auto isMsgPlayerObjStatueDrop(const SensorMsg* msg) -> bool
- auto isMsgPlayerObjHipDropReflectAll(const SensorMsg* msg) -> bool
- auto isMsgPlayerObjStatueDropReflect(const SensorMsg* msg) -> bool
- auto isMsgPlayerObjHipDropHighJump(const SensorMsg* msg) -> bool
- auto isMsgPlayerHipDropKnockDown(const SensorMsg* msg) -> bool
- auto isMsgPlayerObjStatueDropReflectNoCondition(const SensorMsg* msg) -> bool
- auto isMsgPlayerStatueTouch(const SensorMsg* msg) -> bool
- auto isMsgPlayerObjUpperPunch(const SensorMsg* msg) -> bool
- auto isMsgPlayerRollingAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerRollingReflect(const SensorMsg* msg) -> bool
- auto isMsgPlayerObjRollingAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerObjRollingAttackFailure(const SensorMsg* msg) -> bool
- auto isMsgPlayerInvincibleAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerFireBallAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerRouteDokanFireBallAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerKick(const SensorMsg* msg) -> bool
- auto isMsgPlayerCatch(const SensorMsg* msg) -> bool
- auto isMsgPlayerSlidingAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerBoomerangAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerBoomerangAttackCollide(const SensorMsg* msg) -> bool
- auto isMsgPlayerBoomerangReflect(const SensorMsg* msg) -> bool
- auto isMsgPlayerBoomerangBreak(const SensorMsg* msg) -> bool
- auto isMsgPlayerBodyAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerBodyLanding(const SensorMsg* msg) -> bool
- auto isMsgPlayerBodyAttackReflect(const SensorMsg* msg) -> bool
- auto isMsgPlayerClimbAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerSpinAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerGiantAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerCooperationHipDrop(const SensorMsg* msg) -> bool
- auto isMsgPlayerClimbSlidingAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerClimbRollingAttack(const SensorMsg* msg) -> bool
- auto isMsgPlayerGiantHipDrop(const SensorMsg* msg) -> bool
- auto isMsgPlayerDisregard(const SensorMsg* msg) -> bool
- auto isMsgPlayerDash(const SensorMsg* msg) -> bool
- auto isMsgPlayerDamageTouch(const SensorMsg* msg) -> bool
- auto isMsgPlayerFloorTouchBind(const SensorMsg* msg) -> bool
- auto isMsgPlayerTouch(const SensorMsg* msg) -> bool
- auto isMsgPlayerInvincibleTouch(const SensorMsg* msg) -> bool
- auto isMsgPlayerGiantTouch(const SensorMsg* msg) -> bool
- auto isMsgPlayerObjTouch(const SensorMsg* msg) -> bool
- auto isMsgPlayerPutOnEquipment(const SensorMsg* msg) -> bool
- auto isMsgPlayerReleaseEquipment(const SensorMsg* msg) -> bool
- auto isMsgPlayerReleaseEquipmentGoal(const SensorMsg* msg) -> bool
- auto isMsgPlayerCarryFront(const SensorMsg* msg) -> bool
- auto isMsgPlayerCarryFrontWallKeep(const SensorMsg* msg) -> bool
- auto isMsgPlayerCarryUp(const SensorMsg* msg) -> bool
- auto isMsgPlayerCarryKeepDemo(const SensorMsg* msg) -> bool
- auto isMsgPlayerCarryWarp(const SensorMsg* msg) -> bool
- auto isMsgPlayerLeave(const SensorMsg* msg) -> bool
- auto isMsgPlayerToss(const SensorMsg* msg) -> bool
- auto isMsgEnemyAttack(const SensorMsg* msg) -> bool
- auto isMsgEnemyAttackFire(const SensorMsg* msg) -> bool
- auto isMsgEnemyAttackKnockDown(const SensorMsg* msg) -> bool
- auto isMsgEnemyAttackBoomerang(const SensorMsg* msg) -> bool
- auto isMsgEnemyAttackNeedle(const SensorMsg* msg) -> bool
- auto isMsgEnemyItemGet(const SensorMsg* msg) -> bool
- auto isMsgEnemyRouteDokanAttack(const SensorMsg* msg) -> bool
- auto isMsgEnemyRouteDokanFire(const SensorMsg* msg) -> bool
- auto isMsgExplosion(const SensorMsg* msg) -> bool
- auto isMsgExplosionCollide(const SensorMsg* msg) -> bool
- auto isMsgBindStart(const SensorMsg* msg) -> bool
- auto isMsgBindInit(const SensorMsg* msg) -> bool
- auto isMsgBindEnd(const SensorMsg* msg) -> bool
- auto isMsgBindCancel(const SensorMsg* msg) -> bool
- auto isMsgBindCancelByDemo(const SensorMsg* msg) -> bool
- auto isMsgBindDamage(const SensorMsg* msg) -> bool
- auto isMsgBindSteal(const SensorMsg* msg) -> bool
- auto isMsgBindGiant(const SensorMsg* msg) -> bool
- auto isMsgPressureDeath(const SensorMsg* msg) -> bool
- auto isMsgNpcTouch(const SensorMsg* msg) -> bool
- auto isMsgHit(const SensorMsg* msg) -> bool
- auto isMsgHitStrong(const SensorMsg* msg) -> bool
- auto isMsgHitVeryStrong(const SensorMsg* msg) -> bool
- auto isMsgKnockDown(const SensorMsg* msg) -> bool
- auto isMsgMapPush(const SensorMsg* msg) -> bool
- auto isMsgVanish(const SensorMsg* msg) -> bool
- auto isMsgChangeAlpha(const SensorMsg* msg) -> bool
- auto isMsgShowModel(const SensorMsg* msg) -> bool
- auto isMsgHideModel(const SensorMsg* msg) -> bool
- auto isMsgRestart(const SensorMsg* msg) -> bool
- auto isMsgEnemyTouch(const SensorMsg* msg) -> bool
- auto isMsgEnemyTrample(const SensorMsg* msg) -> bool
- auto isMsgMapObjTrample(const SensorMsg* msg) -> bool
- auto isMsgNeedleBallAttack(const SensorMsg* msg) -> bool
- auto isMsgPunpunFloorTouch(const SensorMsg* msg) -> bool
- auto isMsgInvalidateFootPrint(const SensorMsg* msg) -> bool
- auto isMsgKickKouraAttack(const SensorMsg* msg) -> bool
- auto isMsgKickKouraAttackCollide(const SensorMsg* msg) -> bool
- auto isMsgKickKouraReflect(const SensorMsg* msg) -> bool
- auto isMsgKickKouraCollideNoReflect(const SensorMsg* msg) -> bool
- auto isMsgKickKouraBreak(const SensorMsg* msg) -> bool
- auto isMsgKickKouraBlow(const SensorMsg* msg) -> bool
- auto isMsgKickStoneAttack(const SensorMsg* msg) -> bool
- auto isMsgKickStoneAttackCollide(const SensorMsg* msg) -> bool
- auto isMsgKickStoneAttackHold(const SensorMsg* msg) -> bool
- auto isMsgKickStoneAttackReflect(const SensorMsg* msg) -> bool
- auto isMsgKickStoneTrample(const SensorMsg* msg) -> bool
- auto isMsgKillerAttack(const SensorMsg* msg) -> bool
- auto isMsgLiftGeyser(const SensorMsg* msg) -> bool
- auto isMsgWarpStart(const SensorMsg* msg) -> bool
- auto isMsgWarpEnd(const SensorMsg* msg) -> bool
- auto isMsgHoleIn(const SensorMsg* msg) -> bool
- auto isMsgJumpInhibit(const SensorMsg* msg) -> bool
- auto isMsgGoalKill(const SensorMsg* msg) -> bool
- auto isMsgGoal(const SensorMsg* msg) -> bool
- auto isMsgBallAttack(const SensorMsg* msg) -> bool
- auto isMsgBallRouteDokanAttack(const SensorMsg* msg) -> bool
- auto isMsgBallAttackHold(const SensorMsg* msg) -> bool
- auto isMsgBallAttackDRCHold(const SensorMsg* msg) -> bool
- auto isMsgBallAttackCollide(const SensorMsg* msg) -> bool
- auto isMsgBallTrample(const SensorMsg* msg) -> bool
- auto isMsgBallTrampleCollide(const SensorMsg* msg) -> bool
- auto isMsgFireBallCollide(const SensorMsg* msg) -> bool
- auto isMsgFireBallFloorTouch(const SensorMsg* msg) -> bool
- auto isMsgDokanBazookaAttack(const SensorMsg* msg) -> bool
- auto isMsgSwitchOn(const SensorMsg* msg) -> bool
- auto isMsgSwitchOnInit(const SensorMsg* msg) -> bool
- auto isMsgSwitchOffInit(const SensorMsg* msg) -> bool
- auto isMsgSwitchKillOn(const SensorMsg* msg) -> bool
- auto isMsgSwitchKillOnInit(const SensorMsg* msg) -> bool
- auto isMsgSwitchKillOffInit(const SensorMsg* msg) -> bool
- auto isMsgAskSafetyPoint(const SensorMsg* msg) -> bool
-
auto trySetAskSafetyPointFollowPos(const SensorMsg* msg,
sead::
Vector3f*) -> bool - auto isMsgTouchAssist(const SensorMsg* msg) -> bool
- auto isMsgTouchAssistNoPat(const SensorMsg* msg) -> bool
- auto isMsgTouchAssistTrig(const SensorMsg* msg) -> bool
- auto isMsgTouchAssistTrigOff(const SensorMsg* msg) -> bool
- auto isMsgTouchAssistTrigNoPat(const SensorMsg* msg) -> bool
- auto isMsgTouchAssistBurn(const SensorMsg* msg) -> bool
- auto isMsgTouchAssistAll(const SensorMsg* msg) -> bool
- auto isMsgTouchCarryItem(const SensorMsg* msg) -> bool
- auto isMsgTouchReleaseItem(const SensorMsg* msg) -> bool
- auto isMsgTouchStroke(const SensorMsg* msg) -> bool
- auto isMsgIsNerveSupportFreeze(const SensorMsg* msg) -> bool
- auto isMsgOnSyncSupportFreeze(const SensorMsg* msg) -> bool
- auto isMsgOffSyncSupportFreeze(const SensorMsg* msg) -> bool
- auto isMsgScreenPointInvalidCollisionParts(const SensorMsg* msg) -> bool
- auto isMsgBlockUpperPunch(const SensorMsg* msg) -> bool
- auto isMsgBlockLowerPunch(const SensorMsg* msg) -> bool
- auto isMsgBlockItemGet(const SensorMsg* msg) -> bool
- auto isMsgPlayerKouraAttack(const SensorMsg* msg) -> bool
- auto isMsgLightFlash(const SensorMsg* msg) -> bool
- auto isMsgForceAbyss(const SensorMsg* msg) -> bool
- auto isMsgSwordAttackHigh(const SensorMsg* msg) -> bool
- auto isMsgSwordAttackHighLeft(const SensorMsg* msg) -> bool
- auto isMsgSwordAttackHighRight(const SensorMsg* msg) -> bool
- auto isMsgSwordAttackLow(const SensorMsg* msg) -> bool
- auto isMsgSwordAttackLowLeft(const SensorMsg* msg) -> bool
- auto isMsgSwordAttackLowRight(const SensorMsg* msg) -> bool
- auto isMsgSwordBeamAttack(const SensorMsg* msg) -> bool
- auto isMsgSwordBeamReflectAttack(const SensorMsg* msg) -> bool
- auto isMsgSwordAttackJumpUnder(const SensorMsg* msg) -> bool
- auto isMsgShieldGuard(const SensorMsg* msg) -> bool
- auto isMsgAskMultiPlayerEnemy(const SensorMsg* msg) -> bool
- auto isMsgItemGettable(const SensorMsg* msg) -> bool
- auto isMsgKikkiThrow(const SensorMsg* msg) -> bool
- auto isMsgIsKikkiThrowTarget(const SensorMsg* msg) -> bool
- auto isMsgPlayerCloudGet(const SensorMsg* msg) -> bool
- auto isMsgAutoJump(const SensorMsg* msg) -> bool
- auto isMsgPlayerTouchShadow(const SensorMsg* msg) -> bool
- auto isMsgPlayerPullOutShadow(const SensorMsg* msg) -> bool
- auto isMsgPlayerAttackShadow(const SensorMsg* msg) -> bool
- auto isMsgPlayerAttackShadowStrong(const SensorMsg* msg) -> bool
- auto isMsgPlayerAttackChangePos(const SensorMsg* msg) -> bool
- auto isMsgAtmosOnlineLight(const SensorMsg* msg) -> bool
- auto isMsgLightBurn(const SensorMsg* msg) -> bool
- auto isMsgMoonLightBurn(const SensorMsg* msg) -> bool
- auto isMsgString(const SensorMsg* msg) -> bool
- auto isMsgStringV4fPtr(const SensorMsg* msg) -> bool
- auto isMsgStringV4fSensorPtr(const SensorMsg* msg) -> bool
- auto isMsgStringVoidPtr(const SensorMsg* msg) -> bool
- auto isMsgPlayerTrampleForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*) -> bool
- auto isMsgPlayerTrampleReflectForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*) -> bool
- auto isMsgPlayerUpperPunchForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*, f32) -> bool
- auto isMsgKickStoneTrampleForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*) -> bool
- auto sendMsgEnemyAttackForCrossoverSensor(HitSensor*, HitSensor*) -> bool
-
auto sendMsgEnemyAttackForCrossoverCylinderSensor(HitSensor*,
HitSensor*,
const sead::
Vector3f&, const sead:: Vector3f&, f32) -> bool - auto isSensorPlayer(const HitSensor*) -> bool
- auto isSensorPlayerFoot(const HitSensor*) -> bool
- auto isSensorPlayerDecoration(const HitSensor*) -> bool
- auto isSensorPlayerEye(const HitSensor*) -> bool
- auto isSensorPlayerOrPlayerWeapon(const HitSensor*) -> bool
- auto isSensorCollision(const HitSensor*) -> bool
- auto isSensorPlayerFireBall(const HitSensor*) -> bool
- auto isSensorHoldObj(const HitSensor*) -> bool
- auto isSensorLookAt(const HitSensor*) -> bool
- auto isSensorBindableGoal(const HitSensor*) -> bool
- auto isSensorBindableAllPlayer(const HitSensor*) -> bool
- auto isSensorBindableBubbleOutScreen(const HitSensor*) -> bool
- auto isSensorBindableKoura(const HitSensor*) -> bool
- auto isSensorBindableRouteDokan(const HitSensor*) -> bool
- auto isSensorBindableBubblePadInput(const HitSensor*) -> bool
- auto isSensorBindable(const HitSensor*) -> bool
- auto isSensorSimple(const HitSensor*) -> bool
- void updateHitSensorsAll(LiveActor*)
- auto isMySensor(const HitSensor*, const LiveActor*) -> bool
-
auto isSensorHitAnyPlane(const HitSensor*,
const HitSensor*,
const sead::
Vector3f&) -> bool - auto isSensorHitRingShape(const HitSensor*, const HitSensor*, f32) -> bool
- auto tryGetEnemyAttackFireMaterialCode(const char**, const SensorMsg*) -> bool
- auto sendMsgPushAndKillVelocityToTarget(LiveActor*, HitSensor*, HitSensor*) -> bool
- auto sendMsgPushAndKillVelocityToTargetH(LiveActor*, HitSensor*, HitSensor*) -> bool
- auto pushAndAddVelocity(LiveActor*, const HitSensor*, const HitSensor*, f32) -> bool
- auto pushAndAddVelocityH(LiveActor*, const HitSensor*, const HitSensor*, f32) -> bool
- auto pushAndAddVelocityV(LiveActor*, const HitSensor*, const HitSensor*, f32) -> bool
- auto tryReceiveMsgPushAndAddVelocity(LiveActor*, const SensorMsg*, const HitSensor*, const HitSensor*, f32) -> bool
- auto tryReceiveMsgPushAndAddVelocityH(LiveActor*, const SensorMsg*, const HitSensor*, const HitSensor*, f32) -> bool
-
auto tryReceiveMsgPushAndCalcPushTrans(sead::
Vector3f*, const SensorMsg*, const LiveActor*, const HitSensor*, const HitSensor*, f32) -> bool -
auto sendMsgCollidePush(HitSensor*,
HitSensor*,
const sead::
Vector3f&) -> bool -
auto tryReceiveMsgCollidePush(sead::
Vector3f*, const SensorMsg*) -> bool - auto getChangeAlphaValue(const SensorMsg*) -> f32
- auto getBindInitType(const SensorMsg*) -> u32
- auto getMsgString(const SensorMsg*) -> const char*
-
auto getMsgStringV4fPtr(const SensorMsg*,
sead::
Vector4f**) -> const char* -
auto getMsgStringV4fSensorPtr(const SensorMsg*,
sead::
Vector4f, HitSensor**) -> const char* - auto getMsgStringVoidPtr(const SensorMsg*, void**) -> const char*
- auto getPlayerReleaseEquipmentGoalType(const SensorMsg*) -> u32
-
template<typename T>auto createActorFunction(const char* actorName) -> LiveActor*
- auto getSubActorInfo(const LiveActor* actor, s32 index) -> SubActorInfo*
- auto getSubActorInfo(const LiveActor* actor, const LiveActor* subActor) -> SubActorInfo*
- auto isExistSubActorKeeper(const LiveActor* actor) -> bool
- auto getSubActor(const LiveActor* actor, const char* subActorName) -> LiveActor*
- auto tryGetSubActor(const LiveActor* actor, const char* subActorName) -> LiveActor*
- auto getSubActor(const LiveActor* actor, s32 index) -> LiveActor*
- auto getSubActorNum(const LiveActor* actor) -> s32
- void offSyncClippingSubActor(LiveActor* actor, const LiveActor* subActor)
- void offSyncClippingSubActor(LiveActor* actor, const char* subActorName)
- void offSyncClippingSubActorAll(LiveActor* actor)
- void onSyncClippingSubActor(LiveActor* actor, const LiveActor* subActor)
- void onSyncClippingSubActor(LiveActor* actor, const char* subActorName)
- void onSyncClippingSubActorAll(LiveActor* actor)
- void offSyncAppearSubActor(LiveActor* actor, const LiveActor* subActor)
- void offSyncAppearSubActor(LiveActor* actor, const char* subActorName)
- void offSyncAppearSubActorAll(LiveActor* actor)
- void onSyncAppearSubActor(LiveActor* actor, const LiveActor* subActor)
- void onSyncAppearSubActor(LiveActor* actor, const char* subActorName)
- void onSyncAppearSubActorAll(LiveActor* actor)
- void offSyncHideSubActor(LiveActor* actor, const LiveActor* subActor)
- void offSyncHideSubActor(LiveActor* actor, const char* subActorName)
- void offSyncHideSubActorAll(LiveActor* actor)
- void onSyncHideSubActor(LiveActor* actor, const LiveActor* subActor)
- void onSyncHideSubActor(LiveActor* actor, const char* subActorName)
- void onSyncHideSubActorAll(LiveActor* actor)
- auto isSyncHideSubActor(const LiveActor* actor, const LiveActor* subActor) -> bool
- void offSyncAlphaMaskSubActor(LiveActor* actor, const LiveActor* subActor)
- void offSyncAlphaMaskSubActor(LiveActor* actor, const char* subActorName)
- void offSyncAlphaMaskSubActorAll(LiveActor* actor)
- void onSyncAlphaMaskSubActor(LiveActor* actor, const LiveActor* subActor)
- void onSyncAlphaMaskSubActor(LiveActor* actor, const char* subActorName)
- void onSyncAlphaMaskSubActorAll(LiveActor* actor)
- auto isSyncAlphaMaskSubActor(const LiveActor* actor, const LiveActor* subActor) -> bool
- void startActionSubActor(const LiveActor* actor, const char* subActorName, const char* action)
- auto isActionEndSubActor(const LiveActor* actor, const char* subActorName) -> bool
- auto isActionPlayingSubActor(const LiveActor* actor, const char* subActorName, const char* action) -> bool
- auto isActionOneTimeSubActor(const LiveActor* actor, const char* subActorName) -> bool
- auto isActionOneTimeSubActor(const LiveActor* actor, const char* subActorName, const char* action) -> bool
- auto tryStartActionSubActorAll(const LiveActor* actor, const char* action) -> bool
- void makeActorDeadSubActorAll(const LiveActor* actor)
- void tryValidateCollisionPartsSubActorAll(LiveActor* actor)
- void tryInvalidateCollisionPartsSubActorAll(LiveActor* actor)
- static void syncStageSwitchMakeActorDead(LiveActor* actor)
- auto calcChildStepCount(const ActorInitInfo& info) -> s32
- void tryInitSubActorKeeperChildStep(LiveActor* actor, const ActorInitInfo& info)
- void createChildStep(const ActorInitInfo& info, LiveActor* parent, bool isSyncClipping)
- void registerConveyerSteps(DeriveActorGroup<ConveyerStep>* conveyerStepGroup, const ActorInitInfo& info)
- auto isGreaterThanOrEqualToZero(f32 val) -> bool
-
void calcWorldPosFromGridIndex(sead::
Vector3f* out, const sead:: Matrix34f& matrix, const sead:: Vector3i& in) -
void calcGridIndexFromWorldPos(sead::
Vector3i* out, const sead:: Matrix34f& matrix, const sead:: Vector3f& in) -
auto calcGridIndexNext(const sead::
Vector3f&, s32) -> sead:: Vector3f - auto calcDegreeDirIndexSignedX(s32 index) -> f32
- auto calcDegreeDirIndexSignedY(s32 index) -> f32
- auto calcDegreeDirIndexSignedZ(s32 index) -> f32
-
auto calcDirIndexNearXY(const sead::
Vector3i&, const sead:: Vector3i&) -> f32 - auto signDirIndexX(s32) -> f32
- auto signDirIndexY(s32) -> f32
- auto signDirIndexZ(s32) -> f32
-
void calcGridMinMaxFromOBB(sead::
Vector3i*, sead:: Vector3i*, const sead:: Matrix34f&, const sead:: Matrix34f&, const sead:: BoundBox3f&) -
void expandGridFromOBB(sead::
Vector3i*, sead:: Vector3i*, const sead:: Matrix34f&, const sead:: Matrix34f&, const sead:: BoundBox3f&) -
auto calcAngleRadian(const sead::
Vector3f& a, const sead:: Vector3f& b) -> f32 -
auto calcAngleDegree(const sead::
Vector3f& a, const sead:: Vector3f& b) -> f32 -
auto calcAngleDegree(const sead::
Vector2f& a, const sead:: Vector2f& b) -> f32 -
auto isNearZero(const sead::
Vector2f& vec, f32 tolerance) -> bool -
auto tryCalcAngleDegree(f32* out,
const sead::
Vector3f& a, const sead:: Vector3f& b) -> bool -
auto isNearZero(const sead::
Vector3f& vec, f32 tolerance) -> bool -
auto calcAngleOnPlaneRadian(const sead::
Vector3f& a, const sead:: Vector3f& b, const sead:: Vector3f& vertical) -> f32 -
void verticalizeVec(sead::
Vector3f* out, const sead:: Vector3f& vertical, const sead:: Vector3f& vec) -
auto calcAngleOnPlaneDegree(const sead::
Vector3f& a, const sead:: Vector3f& b, const sead:: Vector3f& vertical) -> f32 -
auto calcAngleOnPlaneDegreeOrZero(const sead::
Vector3f& a, const sead:: Vector3f& b, const sead:: Vector3f& vertical) -> f32 -
auto isParallelDirection(const sead::
Vector3f& a, const sead:: Vector3f& b, f32 tolerance) -> bool -
auto calcAngleSignOnPlane(const sead::
Vector3f& a, const sead:: Vector3f& b, const sead:: Vector3f& vertical) -> s32 -
auto isNearAngleRadian(const sead::
Vector2f& a, const sead:: Vector2f& b, f32 tolerance) -> bool -
void normalize(sead::
Vector2f* out, const sead:: Vector2f& vec) -
auto isNearAngleRadian(const sead::
Vector3f& a, const sead:: Vector3f& b, f32 tolerance) -> bool -
void normalize(sead::
Vector3f* out, const sead:: Vector3f& vec) -
auto isNearAngleDegree(const sead::
Vector2f& a, const sead:: Vector2f& b, f32 tolerance) -> bool -
auto isNearAngleDegree(const sead::
Vector3f& a, const sead:: Vector3f& b, f32 tolerance) -> bool -
auto tryNormalizeOrZero(sead::
Vector3f* vec) -> bool -
auto tryNormalizeOrZero(sead::
Vector3f* out, const sead:: Vector3f& vec) -> bool -
auto isNearAngleDegreeHV(const sead::
Vector3f& a, const sead:: Vector3f& b, const sead:: Vector3f& c, f32 d, f32 e) -> bool - auto isNear(f32 value, f32 target, f32 tolerance) -> bool
-
auto isNear(const sead::
Vector2f& value, const sead:: Vector2f& target, f32 tolerance) -> bool -
auto isNear(const sead::
Vector3f& value, const sead:: Vector3f& target, f32 tolerance) -> bool -
auto isNear(const sead::
Color4f& value, const sead:: Color4f& target, f32 tolerance) -> bool - auto isNearZero(f32 value, f32 tolerance) -> bool
-
auto isNearZero(const sead::
Matrix34f& value, f32 tolerance) -> bool - auto isNearZeroOrGreater(f32 value, f32 tolerance) -> bool
- auto isNearZeroOrLess(f32 value, f32 tolerance) -> bool
-
auto isExistNearZeroVal(const sead::
Vector3f& vec, f32 tolerance) -> bool -
auto isNormalize(const sead::
Vector3f& vec, f32 tolerance) -> bool -
auto isParallelDirection(const sead::
Vector2f& a, const sead:: Vector2f& b, f32 tolerance) -> bool -
auto isNearDirection(const sead::
Vector2f& a, const sead:: Vector2f& b, f32 tolerance) -> bool - auto isInRange(s32 x, s32 a, s32 b) -> bool
- auto isInRange(f32 x, f32 a, f32 b) -> bool
-
void normalize(sead::
Vector2f* vec) -
void normalize(sead::
Vector3f* vec) -
void normalize(sead::
Matrix33f* mtx) -
void normalize(sead::
Matrix34f* mtx) -
auto tryNormalizeOrZero(sead::
Vector2f* vec) -> bool -
auto tryNormalizeOrZero(sead::
Vector2f* out, const sead:: Vector2f& vec) -> bool -
auto tryNormalizeOrDirZ(sead::
Vector3f* vec) -> bool -
auto tryNormalizeOrDirZ(sead::
Vector3f* out, const sead:: Vector3f& vec) -> bool -
auto getMaxAbsElementIndex(const sead::
Vector3f& vec) -> u32 -
void setLength(sead::
Vector3f* vec, f32 length) -
void setProjectionLength(sead::
Vector3f* out, const sead:: Vector3f& vec, f32 length) -
auto limitLength(sead::
Vector2f* out, const sead:: Vector2f& vec, f32 limit) -> bool -
auto limitLength(sead::
Vector3f* out, const sead:: Vector3f& vec, f32 limit) -> bool - auto normalizeAbs(f32 x, f32 min, f32 max) -> f32
- auto normalize(f32 x, f32 min, f32 max) -> f32
- auto normalize(s32 x, s32 min, s32 max) -> f32
- auto sign(f32 x) -> f32
- auto sign(s32 x) -> s32
- auto cubeRoot(f32 x) -> f32
-
void clampV3f(sead::
Vector3f* out, const sead:: Vector3f& min, const sead:: Vector3f& max) -
void clampV2f(sead::
Vector2f* out, const sead:: Vector2f& min, const sead:: Vector2f& max) - auto easeIn(f32 t) -> f32
- auto easeOut(f32 t) -> f32
- auto easeInOut(f32 t) -> f32
- auto squareIn(f32 t) -> f32
- auto squareOut(f32 t) -> f32
- auto powerIn(f32 t, f32 exp) -> f32
- auto powerOut(f32 t, f32 exp) -> f32
- auto logarithmIn(f32 t, f32 base) -> f32
- auto logarithmOut(f32 t, f32 base) -> f32
- auto exponentIn(f32 t, f32 exp) -> f32
- auto exponentOut(f32 t, f32 exp) -> f32
- auto hermiteRate(f32 t, f32 m0, f32 m1) -> f32
- auto calcFourthOrderRate(f32 t, f32 scale) -> f32
- auto calcTriangleWave01(f32 t, f32 period) -> f32
- auto calcTriangleWave(f32 t, f32 min, f32 max, f32 period) -> f32
- auto lerpValue(f32 a, f32 b, f32 t) -> f32
- auto calcRate01(f32 t, f32 min, f32 max) -> f32
- auto easeByType(f32 t, s32 easeType) -> f32
- auto hermite(f32 y0, f32 m0, f32 y1, f32 m1, f32 t) -> f32
- auto hermite(f32 y0, f32 m0, f32 y1, f32 m1, f32 t, f32 width) -> f32
- auto reverseBit8(u8 x) -> u8
- auto reverseBit16(u16 x) -> u16
- auto reverseBit32(u32 x) -> u32
- auto calcVanDerCorput(u32 x) -> f32
-
void calcHammersleyPoint(sead::
Vector2f* outPoint, u32 i, u32 num) - auto getRandom() -> f32
- auto getRandom(f32 factor) -> f32
- auto getRandom(f32 min, f32 max) -> f32
- auto getRandom(s32 factor) -> s32
- auto getRandom(s32 min, s32 max) -> s32
- auto getRandomDegree() -> f32
- auto getRandomRadian() -> f32
-
void getRandomVector(sead::
Vector3f* vec, f32 factor) -
void getRandomDir(sead::
Vector3f* vec) - auto modf(f32 a, f32 b) -> f32
- auto modi(s32 a, s32 b) -> s32
- auto calcSpeedMax(f32 accel, f32 friction) -> f32
- auto calcAccel(f32 speed, f32 friction) -> f32
- auto calcFriction(f32 accel, f32 speed) -> f32
- auto round(f32 v) -> f32
-
void roundOffVec(sead::
Vector3f* outVec, const sead:: Vector3f& vec) -
void roundOffVec(sead::
Vector3f* vec) -
void roundOffVec(sead::
Vector2f* outVec, const sead:: Vector2f& vec) -
void roundOffVec(sead::
Vector2f* vec) - auto snapToGrid(f32 val, f32 gridSize, f32 offset) -> f32
-
void snapVecToGrid(sead::
Vector3f* outVec, const sead:: Vector3f& vec, f32 gridSize, const sead:: Vector3f& offset) -
void snapVecToGrid(sead::
Vector3f* outVec, const sead:: Vector3f& vec, const sead:: Vector3f& gridSize, const sead:: Vector3f& offset) -
void limitVectorOppositeDir(sead::
Vector3f* outVec, const sead:: Vector3f& inVec, const sead:: Vector3f& dir, f32 scale) -
void scaleVectorDirection(sead::
Vector3f* outVec, const sead:: Vector3f& inVec, const sead:: Vector3f& dir, f32 scale) -
void scaleVectorExceptDirection(sead::
Vector3f* outVec, const sead:: Vector3f& inVec, const sead:: Vector3f& dir, f32 scale) -
auto calcDir(sead::
Vector3f* outVec, const sead:: Vector3f& vecA, const sead:: Vector3f& vecB) -> bool -
auto calcDirH(sead::
Vector3f* outVec, const sead:: Vector3f& vecA, const sead:: Vector3f& vecB) -> bool -
auto calcDirOnPlane(sead::
Vector3f* outVec, const sead:: Vector3f& vecA, const sead:: Vector3f& vecB, const sead:: Vector3f& plane) -> bool - auto mapRangeLogarithmic(f32 x, f32 min, f32 max, f32 start, f32 end, f32 exponent) -> f32
-
void calcDirFromLongitudeLatitude(sead::
Vector3f* outVec, f32 longitude, f32 latitude) -
void calcLongitudeLatitudeFromDir(f32* longitude,
f32* latitude,
const sead::
Vector3f& dir) -
auto getMaxAbsElementIndex(const sead::
Vector3i& vec) -> u32 -
auto getMaxAbsElementValue(const sead::
Vector3f& vec) -> f32 -
auto getMaxAbsElementValue(const sead::
Vector3i& vec) -> s32 -
auto getMinAbsElementIndex(const sead::
Vector3f& vec) -> u32 -
auto getMinAbsElementIndex(const sead::
Vector3i& vec) -> u32 -
auto getMinAbsElementValue(const sead::
Vector3f& vec) -> f32 -
auto getMinAbsElementValue(const sead::
Vector3i& vec) -> s32 -
void makeQuatFromTwoAxis(sead::
Quatf* outQuat, const sead:: Vector3f& vectorA, const sead:: Vector3f& vectorB, s32 axisA, s32 axisB) -
void makeQuatFrontUp(sead::
Quatf* outQuat, const sead:: Vector3f& front, const sead:: Vector3f& up) -
void makeQuatFrontSide(sead::
Quatf* outQuat, const sead:: Vector3f& front, const sead:: Vector3f& side) -
void makeQuatFrontNoSupport(sead::
Quatf* outQuat, const sead:: Vector3f& front) -
void makeQuatUpFront(sead::
Quatf* outQuat, const sead:: Vector3f& up, const sead:: Vector3f& front) -
void makeQuatUpSide(sead::
Quatf* outQuat, const sead:: Vector3f& up, const sead:: Vector3f& side) -
void makeQuatUpNoSupport(sead::
Quatf* outQuat, const sead:: Vector3f& up) -
void makeQuatSideUp(sead::
Quatf* outQuat, const sead:: Vector3f& side, const sead:: Vector3f& up) -
void makeQuatSideFront(sead::
Quatf* outQuat, const sead:: Vector3f& side, const sead:: Vector3f& front) -
void makeQuatSideNoSupport(sead::
Quatf* outQuat, const sead:: Vector3f& side) -
void rotateQuatRadian(sead::
Quatf* outQuat, const sead:: Quatf& quat, const sead:: Vector3f& vec, f32 angle) -
void makeQuatXDegree(sead::
Quatf* outQuat, f32 angle) -
void makeQuatYDegree(sead::
Quatf* outQuat, f32 angle) -
void makeQuatZDegree(sead::
Quatf* outQuat, f32 angle) -
void rotateQuatXDirDegree(sead::
Quatf* outQuat, const sead:: Quatf& quat, f32 angle) -
void rotateQuatYDirDegree(sead::
Quatf* outQuat, const sead:: Quatf& quat, f32 angle) -
void rotateQuatZDirDegree(sead::
Quatf* outQuat, const sead:: Quatf& quat, f32 angle) -
void rotateQuatLocalDirDegree(sead::
Quatf* outQuat, const sead:: Quatf& quat, s32 axis, f32 angle) -
void rotateQuatMoment(sead::
Quatf* outQuat, const sead:: Quatf& quat, const sead:: Vector3f& vec) -
void rotateQuatMomentDegree(sead::
Quatf* outQuat, const sead:: Quatf& quat, const sead:: Vector3f& vec) -
void rotateQuatRollBall(sead::
Quatf* outQuat, const sead:: Quatf& quat, const sead:: Vector3f& vecA, const sead:: Vector3f& vecB, f32 scale) -
void calcMomentRollBall(sead::
Vector3f* outVec, const sead:: Vector3f& vecA, const sead:: Vector3f& vecB, f32 scale) -
void calcCirclePointPicking(sead::
Vector2f* outPoint, f32 x, f32 y) -
void pickUniformPointsOnCircleHammersley(sead::
Vector2f* outPoint, u32 x, u32 y) -
void calcDiskPointPicking(sead::
Vector2f* outPoint, f32 radius, f32 angle) -
void pickUniformPointsOnDiskHammersley(sead::
Vector2f* outPoint, u32 x, u32 y) -
void pickUniformPointOnDisk(sead::
Vector2f* outPoint) -
void calcSpherePointPicking(sead::
Vector3f* outPoint, f32 x, f32 y) -
void pickUniformPointOnSphere(sead::
Vector3f* outPoint) - void calcParabolicFunctionParam(f32* gravity, f32* initialVelY, f32 maxHeight, f32 verticalDistance)
-
template<typename T>auto clamp(T value, T min, T max) -> T
-
auto tryCalcAngleOnPlaneDegree(f32* angle,
const sead::
Vector3f& a, const sead:: Vector3f& b, const sead:: Vector3f& vertical) -> bool -
auto isNearAngleRadianHV(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -> bool -
auto isInAngleOnPlaneDegreeHV(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32, f32, f32) -> bool -
auto isNormalize(const sead::
Matrix34f& mtx) -> bool -
auto isReverseDirection(const sead::
Vector3f& a, const sead:: Vector3f& b, f32 tolerance = 0.01f) -> bool -
auto isNearDirection(const sead::
Vector3f& a, const sead:: Vector3f& b, f32 tolerance = 0.01f) -> bool -
void normalizeComplement(sead::
Matrix34f* mtx) - auto lerpValue(f32, f32, f32, f32, f32) -> f32
- auto lerpDegree(f32, f32, f32) -> f32
- auto lerpRadian(f32, f32, f32) -> f32
-
void lerpVec(sead::
Vector2f*, const sead:: Vector2f&, const sead:: Vector2f&, f32) -
void lerpVec(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
void lerpVecHV(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -
void separateVectorHV(sead::
Vector3f*, sead:: Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -
void lerpColor(sead::
Color4f*, const sead:: Color4f&, const sead:: Color4f&, f32) - auto lerpLogValueEaseIn(f32, f32, f32, f32) -> f32
- auto lerpLogValueEaseOut(f32, f32, f32, f32) -> f32
-
void lerpLogVecEaseIn(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -
void lerpLogVecEaseOut(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) - auto lerpExponentValueEaseIn(f32, f32, f32, f32) -> f32
- auto lerpExponentValueEaseOut(f32, f32, f32, f32) -> f32
-
void lerpExponentVecEaseIn(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -
void lerpExponentVecEaseOut(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) - auto clampLeapMinAbs(f32, f32, f32, f32) -> f32
-
void hermiteVec(sead::
Vector3f* out, const sead:: Vector3f& p0, const sead:: Vector3f& v0, const sead:: Vector3f& p1, const sead:: Vector3f& v1, f32 t) - auto converge(s32, s32, s32) -> s32
- auto converge(f32, f32, f32) -> f32
- auto convergeDegree(f32, f32, f32) -> f32
- auto convergeRadian(f32, f32, f32) -> f32
-
void convergeVec(sead::
Vector2f*, const sead:: Vector2f&, const sead:: Vector2f&, f32) -
void convergeVec(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32) - auto diffNearAngleDegree(f32, f32) -> f32
- auto isInRangeAngleDegree(f32, f32, f32) -> bool
-
auto calcEyesAnimAngleInRange(f32*,
const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32, f32, f32) -> bool - auto isSameSign(f32, f32) -> bool
- auto findMaxFromArray(const s32*, s32) -> s32
-
void separateMinMax(sead::
Vector3f*, sead:: Vector3f*, const sead:: Vector3f&) - auto findMinFromArray(const s32*, s32) -> s32
-
void getRandomDirH(sead::
Vector3f*, const sead:: Vector3f&) -
void rotateVectorDegree(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
void getRandomOnCircle(sead::
Vector2f*, f32) -
void getRandomInCircle(sead::
Vector2f*, f32) -
void getRandomInCircleMinMaxRadius(sead::
Vector2f*, f32, f32) -
void getRandomInCircle(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
void getRandomOnSphere(sead::
Vector3f*, f32) -
void getRandomInSphere(sead::
Vector3f*, f32) -
auto calcRandomDirInCone(sead::
Vector3f*, const sead:: Vector3f&, f32) -> bool -
void getRandomInSphereMinMaxRadius(sead::
Vector3f*, f32, f32) - void initRandomSeed(u32)
- void initRandomSeedByTick()
- void initRandomSeedByString(const char*)
- auto isHalfProbability() -> bool
- auto isPercentProbability(f32) -> bool
- void getRandomContext(u32*, u32*, u32*, u32*)
- void setRandomContext(u32, u32, u32, u32)
-
void makeRandomDirXZ(sead::
Vector3f*) - auto calcBoxMullerRandomGauss() -> f32
-
void makeBoxMullerRandomGauss(sead::
Vector2f*, f32, f32) -
auto separateScalarAndDirection(f32*,
sead::
Vector2f*, const sead:: Vector2f&) -> bool -
auto separateScalarAndDirection(f32*,
sead::
Vector3f*, const sead:: Vector3f&) -> bool -
void limitVectorSeparateHV(sead::
Vector3f*, const sead:: Vector3f&, f32, f32) -
void parallelizeVec(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -
void calcVectorSeparateHV(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -
void limitVectorParallelVertical(sead::
Vector3f*, const sead:: Vector3f&, f32, f32) -
void separateVectorParallelVertical(sead::
Vector3f*, sead:: Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -
auto addVectorLimit(sead::
Vector3f*, const sead:: Vector3f&, f32) -> bool -
void alongVectorNormalH(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -
auto calcDistanceVecToPlane(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> f32 -
void limitPlanePos(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -
auto limitCylinderInPos(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto limitCylinderInDir(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto limitCylinderInPos(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto limitCylinderInDir(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
void snapVecToDirAxisY(sead::
Vector3f*, const sead:: Vector3f&, s32) -
auto calcNearVecFromAxis2(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> Axis -
auto calcNearVecFromAxis3(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> Axis -
void calcDirVerticalAny(sead::
Vector3f*, const sead:: Vector3f&) -
void calcDirSlide(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -
auto calcNearVecFromAxis3(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Quatf&) -> Axis -
void calcQuatLocalAxisAll(const sead::
Quatf&, sead:: Vector3f*, sead:: Vector3f*, sead:: Vector3f*) -
void addRandomVector(sead::
Vector3f*, const sead:: Vector3f&, f32) -
void turnRandomVector(sead::
Vector3f*, const sead:: Vector3f&, f32) -
void makeAxisFrontUp(sead::
Vector3f*, sead:: Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -
void makeAxisFrontSide(sead::
Vector3f*, sead:: Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -
void makeAxisUpFront(sead::
Vector3f*, sead:: Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -
void makeAxisUpSide(sead::
Vector3f*, sead:: Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -
void makeQuatFromToQuat(sead::
Quatf*, const sead:: Quatf&, const sead:: Quatf&) -
void makeQuatRotationRate(sead::
Quatf*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
auto makeQuatRotationLimit(sead::
Quatf*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
void makeQuatAxisRotation(sead::
Quatf*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
void makeQuatRotateDegree(sead::
Quatf*, const sead:: Vector3f&, f32) -
void slerpQuat(sead::
Quatf*, const sead:: Quatf&, const sead:: Quatf&, f32) -
void calcQuatSide(sead::
Vector3f* out, const sead:: Quatf& quat) -
void calcQuatUp(sead::
Vector3f* out, const sead:: Quatf& quat) -
void calcQuatGravity(sead::
Vector3f* out, const sead:: Quatf& quat) -
void calcQuatFront(sead::
Vector3f* out, const sead:: Quatf& quat) -
auto calcQuatUpY(const sead::
Quatf&) -> f32 -
auto calcQuatFrontY(const sead::
Quatf&) -> f32 -
void calcQuatLocalAxis(sead::
Vector3f*, const sead:: Quatf&, s32) -
void calcQuatLocalSignAxis(sead::
Vector3f*, const sead:: Quatf&, s32) -
void calcQuatRotateDegree(sead::
Vector3f*, const sead:: Quatf&) -
void calcQuatRotateRadian(sead::
Vector3f*, const sead:: Quatf&) -
void calcQuatRotateAxisAndDegree(sead::
Vector3f*, f32*, const sead:: Quatf&) -
void calcQuatRotateAxisAndDegree(sead::
Vector3f*, f32*, const sead:: Quatf&, const sead:: Quatf&) -
auto turnQuat(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatXDirRadian(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatYDirRadian(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatZDirRadian(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -> bool -
void turnQuatXDirRate(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -
void turnQuatYDirRate(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -
void turnQuatZDirRate(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -
void tiltQuatDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
void tiltQuatXDirDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -
void tiltQuatYDirDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -
void tiltQuatZDirDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -
auto turnQuatWithAxisDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatXDirWithYDirDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatXDirWithZDirDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatYDirWithZDirDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatYDirWithXDirDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatZDirWithXDirDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatZDirWithYDirDegree(sead::
Quatf*, const sead:: Quatf&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatZDirToTargetWithAxis(sead::
Quatf*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto turnQuatFrontToDirDegreeH(sead::
Quatf*, const sead:: Vector3f&, f32) -> bool -
void rotateQuatAndTransDegree(sead::
Quatf*, sead:: Vector3f*, const sead:: Quatf&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
auto turnVecToVecDegree(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
void turnVecToVecRate(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
auto turnVecToVecCos(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32, const sead:: Vector3f&, f32) -> bool -
auto turnVecToVecCosOnPlane(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto turnVecToVecCosOnPlane(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
void rotateVectorCenterDegree(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
void rotateVectorDegreeX(sead::
Vector3f*, f32) -
void rotateVectorDegreeY(sead::
Vector3f*, f32) -
void rotateVectorDegreeZ(sead::
Vector3f*, f32) -
void rotateVectorQuat(sead::
Vector3f*, const sead:: Quatf&) -
auto calcAreaTriangle(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> f32 -
void createBoundingBox(const sead::
Vector3f*, u32, sead:: Vector3f*, sead:: Vector3f*) -
void updateBoundingBox(sead::
Vector3f, sead:: Vector3f*, sead:: Vector3f*) -
auto calcDistanceToFarthestBoundingBoxVertex(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> f32 -
void calcSphereMargeSpheres(sead::
Vector3f*, f32*, const sead:: Vector3f&, f32, const sead:: Vector3f&, f32) -
auto calcCrossLinePoint(sead::
Vector2f*, const sead:: Vector2f&, const sead:: Vector2f&, const sead:: Vector2f&, const sead:: Vector2f&) -> bool -
auto calcSquaredDistanceSegmentToSegment(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, sead:: Vector3f*, sead:: Vector3f*) -> f32 -
auto calcSquaredDistancePointToSegment(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> f32 -
auto calcDistancePointToSegment(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> f32 -
void calcPerpendicFootToLineInside(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -
void calcClosestSegmentPoint(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -
auto calcCylinderRadiusDot(const sead::
Vector3f&, const sead:: Vector3f&, f32) -> f32 -
auto checkHitSemilinePlane(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto checkHitSegmentPlane(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, bool) -> bool -
auto checkHitLinePlane(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto checkHitSegmentSphere(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32, sead:: Vector3f*, sead:: Vector3f*) -> bool -
auto checkHitSegmentSphereNearDepth(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32, sead:: Vector3f*, sead:: Vector3f*) -> bool -
auto checkInCylinder(const sead::
Vector3f&, const sead:: Vector3f&, f32, const sead:: Vector3f&, f32) -> bool -
auto checkHitSegmentCylinder(const sead::
Vector3f&, f32, const sead:: Vector3f&, f32, const sead:: Vector3f&, const sead:: Vector3f&, sead:: Vector3f*, sead:: Vector3f*) -> bool -
auto checkHitHalfLineSphere(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto checkHitSegmentBox(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: BoundBox3f&, sead:: Vector3f*) -> bool -
auto checkHitPointCone(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -> bool -
auto checkHitSphereCone(const sead::
Vector3f&, f32, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -> bool -
auto checkHitSphereSpotLight(const sead::
Vector3f&, f32, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -> bool -
auto calcBoundingSphereSpotLight(sead::
Vector3f*, f32*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -> bool -
void calcBoundingSphereBox3f(sead::
Vector3f*, f32*, const sead:: BoundBox3f&) -
void calcArrowAabb(sead::
BoundBox3f*, const sead:: Vector3f&, const sead:: Vector3f&) -
auto isNearCollideSphereAabb(const sead::
Vector3f&, f32, const sead:: BoundBox3f&) -> bool -
void calcBoxFacePoint(sead::
Vector3f[4], const sead:: BoundBox3f&, Axis) -
void calcBoxFacePoint(sead::
Vector3f[4], const sead:: BoundBox3f&, Axis, const sead:: Matrix34f&) -
void calcBoxFacePoint(sead::
Vector3f[4], const sead:: BoundBox3f&, Axis, const sead:: Quatf&, const sead:: Vector3f&) -
void calcFittingBoxPoseEqualAxisAll(sead::
Quatf*, const sead:: Quatf&, const sead:: Quatf&) -
void calcFittingBoxPoseEqualAxisNone(sead::
Quatf*, const sead:: Quatf&, const sead:: Quatf&) -
void calcFittingBoxPoseEqualAxisTwo(sead::
Quatf*, const sead:: Quatf&, const sead:: Quatf&, s32) -
void calcFittingBoxPose(sead::
Quatf*, const sead:: BoundBox3f&, const sead:: Quatf&, const sead:: Quatf&) -
auto calcSquaredDistanceToObb(const sead::
Vector3f&, const sead:: Matrix34f&, const sead:: Vector3f&) -> f32 -
auto calcDistanceToObb(const sead::
Vector3f&, const sead:: Matrix34f&, const sead:: Vector3f&) -> f32 -
auto calcSquaredDistanceToObb(const sead::
Vector3f&, const sead:: Matrix34f&, const sead:: Vector3f&, const sead:: BoundBox3f&) -> f32 -
auto calcDistanceToObb(const sead::
Vector3f&, const sead:: Matrix34f&, const sead:: Vector3f&, const sead:: BoundBox3f&) -> f32 -
auto calcSquaredDistanceToObb(const sead::
Vector3f&, const sead:: Matrix34f&) -> f32 -
auto calcDistanceToObb(const sead::
Vector3f&, const sead:: Matrix34f&) -> f32 -
void calcObbCorners(sead::
Vector3f*, const sead:: Matrix34f&, const sead:: BoundBox3f&) - auto calcTriangleInteriorAngleDegree(f32*, f32*, f32*, f32, f32, f32) -> bool
-
auto calcBetweenTwoLinkMtx(sead::
Matrix34f*, sead:: Matrix34f*, sead:: Matrix34f*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -> bool -
auto calcBetweenTwoLinkPos(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32, const sead:: Vector3f&) -> bool -
auto calcReflectionVector(sead::
Vector3f*, const sead:: Vector3f&, f32, f32) -> bool -
void calcReverseVector(sead::
Vector3f*, const sead:: Vector3f&, f32) - auto calcConvergeVibrationValue(f32, f32, f32, f32, f32) -> f32
-
auto calcSphericalPolarCoordPY(sead::
Vector2f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
void calcBezierPoint(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32) - auto calcSpringDumperForce(f32, f32, f32, f32) -> f32
- auto convertSpringEnergyToSpeed(f32, f32, f32) -> f32
- auto axisIndexToString(s32) -> const char*
-
void visitCellsOverlapped(const sead::
Vector3f&, const sead:: Vector3f&, f32, const VisitCellCallBack&) - auto calcMultValueToDestination(u32, f32, f32) -> f32
- auto getHaltonSequence(u32, u32) -> f32
- auto calcFractal(f32, f32, u32, f32, f32, f32, bool) -> f32
- auto calcMultiFractal(f32, f32, f32, u32, f32, f32, f32, bool) -> f32
- auto calcNormalDistribution(f32, f32, f32) -> f32
-
auto calcVecViewInput(sead::
Vector3f*, const sead:: Vector2f&, const sead:: Vector3f&, const sead:: Matrix34f*) -> bool -
auto calcDirViewInput(sead::
Vector3f*, const sead:: Vector2f&, const sead:: Vector3f&, const sead:: Matrix34f*) -> bool -
auto calcVecViewInput2D(sead::
Vector3f*, const sead:: Vector2f&, const sead:: Vector3f&, const sead:: Matrix34f*) -> bool -
auto calcDirViewInput2D(sead::
Vector3f*, const sead:: Vector2f&, const sead:: Vector3f&, const sead:: Matrix34f*) -> bool -
void calcBendPosAndFront(sead::
Vector3f*, sead:: Vector3f*, sead:: Vector3f&, f32, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
void pickUniformPointsOnCircleHammersley(sead::
Vector2f* outPoint, f32 x, f32 y) - void makeBayerMatrix(s32*, s32)
- auto f32ToF16(f32) -> u16
- auto f16ToF32(u16) -> f32
-
void makeMtxRotateTrans(sead::
Matrix34f* outMtx, const sead:: Vector3f& rotate, const sead:: Vector3f& trans) -
void makeMtxFromTwoAxis(sead::
Matrix34f* outMtx, const sead:: Vector3f& vectorA, const sead:: Vector3f& vectorB, s32 axisA, s32 axisB) -
void makeMtxFrontUp(sead::
Matrix34f* outMtx, const sead:: Vector3f& front, const sead:: Vector3f& up) -
void makeMtxFrontSide(sead::
Matrix34f* outMtx, const sead:: Vector3f& front, const sead:: Vector3f& side) -
void makeMtxUpFront(sead::
Matrix34f* outMtx, const sead:: Vector3f& up, const sead:: Vector3f& front) -
void makeMtxUpSide(sead::
Matrix34f* outMtx, const sead:: Vector3f& up, const sead:: Vector3f& side) -
void makeMtxSideUp(sead::
Matrix34f* outMtx, const sead:: Vector3f& side, const sead:: Vector3f& up) -
void makeMtxSideFront(sead::
Matrix34f* outMtx, const sead:: Vector3f& side, const sead:: Vector3f& front) -
void makeMtxFrontNoSupport(sead::
Matrix34f* outMtx, const sead:: Vector3f& front) -
void makeMtxFrontNoSupportPos(sead::
Matrix34f* outMtx, const sead:: Vector3f& front, const sead:: Vector3f& pos) -
void makeMtxUpNoSupport(sead::
Matrix34f* outMtx, const sead:: Vector3f& up) -
void makeMtxUpNoSupportPos(sead::
Matrix34f* outMtx, const sead:: Vector3f& up, const sead:: Vector3f& pos) -
void makeMtxFrontUpPos(sead::
Matrix34f* outMtx, const sead:: Vector3f& front, const sead:: Vector3f& up, const sead:: Vector3f& pos) -
void makeMtxFrontSidePos(sead::
Matrix34f* outMtx, const sead:: Vector3f& front, const sead:: Vector3f& side, const sead:: Vector3f& pos) -
void makeMtxUpFrontPos(sead::
Matrix34f* outMtx, const sead:: Vector3f& up, const sead:: Vector3f& front, const sead:: Vector3f& pos) -
void makeMtxUpSidePos(sead::
Matrix34f* outMtx, const sead:: Vector3f& up, const sead:: Vector3f& side, const sead:: Vector3f& pos) -
void makeMtxSideUpPos(sead::
Matrix34f* outMtx, const sead:: Vector3f& side, const sead:: Vector3f& up, const sead:: Vector3f& pos) -
void makeMtxSideFrontPos(sead::
Matrix34f* outMtx, const sead:: Vector3f& side, const sead:: Vector3f& front, const sead:: Vector3f& pos) -
void makeMtxFollowTarget(sead::
Matrix34f* outMtx, const sead:: Matrix34f& baseMtx, const sead:: Vector3f& trans, const sead:: Vector3f& rotate) -
void rotateMtxXDirDegree(sead::
Matrix34f* outMtx, const sead:: Matrix34f& baseMtx, f32 angle) -
void rotateMtxYDirDegree(sead::
Matrix34f* outMtx, const sead:: Matrix34f& baseMtx, f32 angle) -
void rotateMtxZDirDegree(sead::
Matrix34f* outMtx, const sead:: Matrix34f& baseMtx, f32 angle) -
void calcMtxScale(sead::
Vector3f* outMtx, const sead:: Matrix34f& mtx) -
void calcMtxScale(sead::
Vector3f* outMtx, const Matrix43f& mtx) -
void normalizeMtxScale(sead::
Matrix34f* outMtx, const sead:: Matrix34f& mtx) -
auto tryNormalizeMtxScaleOrIdentity(sead::
Matrix34f* outMtx, const sead:: Matrix34f& mtx) -> bool -
void preScaleMtx(sead::
Matrix34f* outMtx, const sead:: Vector3f& scale) -
void makeMtxSideNoSupport(sead::
Matrix34f* outMtx, const sead:: Vector3f& side) -
void makeMtxSideNoSupportPos(sead::
Matrix34f* outMtx, const sead:: Vector3f& side, const sead:: Vector3f& pos) -
void makeMtxQuatPos(sead::
Matrix34f* outMtx, const sead:: Quatf& quat, const sead:: Vector3f& pos) -
void makeMtxQuatScalePos(sead::
Matrix34f* outMtx, const sead:: Quatf& quat, const sead:: Vector3f& scale, const sead:: Vector3f& pos) -
void makeMtxQuatScalePos(sead::
Matrix44f* outMtx, const sead:: Quatf& quat, const sead:: Vector3f& scale, const sead:: Vector3f& pos) -
void makeMtxProj(sead::
Matrix44f*, const sead:: Vector2f&, const sead:: Vector3f&, const sead:: Vector3f&) -
void makeMtxProjFromQuatPoseUp(sead::
Matrix44f*, const sead:: Quatf&, const sead:: Vector2f&, const sead:: Vector3f&) -
void makeMtxProjFromQuatPoseFront(sead::
Matrix44f*, const sead:: Quatf&, const sead:: Vector2f&, const sead:: Vector3f&) -
void makeMtxProjFromQuatPoseSide(sead::
Matrix44f*, const sead:: Quatf&, const sead:: Vector2f&, const sead:: Vector3f&) -
void makeMtxProjFromUp(sead::
Matrix44f*, const sead:: Vector2f&, const sead:: Vector3f&) -
void rotateMtxCenterPosXDirDegree(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Vector3f&, f32) -
void rotateMtxCenterPosAxisDegree(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -
void rotateMtxCenterPosYDirDegree(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Vector3f&, f32) -
void rotateMtxCenterPosZDirDegree(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Vector3f&, f32) -
void rotateMtxCenterPosQuat(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Vector3f&, const sead:: Quatf&) -
auto turnMtxXDirDegree(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Vector3f&, f32) -> bool -
auto turnMtxYDirDegree(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Vector3f&, f32) -> bool -
auto turnMtxZDirDegree(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Vector3f&, f32) -> bool -
void calcCameraPosFromViewMtx(sead::
Vector3f*, const sead:: Matrix34f&) -
void calcMtxMul(sead::
Vector3f*, const sead:: Matrix34f&, const sead:: Vector3f&) -
void calcMtxMul(sead::
Vector3f*, const Matrix43f&, const sead:: Vector3f&) -
void calcMtxLocalTrans(sead::
Vector3f*, const sead:: Matrix34f&, const sead:: Vector3f&) -
void calcTransLocalOffsetByMtx(sead::
Vector3f*, const sead:: Matrix34f&, const sead:: Vector3f&) -
void addTransMtxLocalOffset(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Vector3f&) -
void blendMtx(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Matrix34f&, f32) -
void blendMtxRotate(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Matrix34f&, f32) -
void blendMtxTrans(sead::
Matrix34f*, const sead:: Matrix34f&, const sead:: Matrix34f&, f32) -
auto calcMtxLocalDirAngleOnPlaneToTarget(const sead::
Matrix34f*, const sead:: Vector3f&, s32, s32) -> f32 -
auto calcMtxLocalDirAngleOnPlaneToDir(const sead::
Matrix34f*, const sead:: Vector3f&, s32, s32) -> f32 -
auto calcRotAxisOrZero(sead::
Vector3f*, const sead:: Matrix34f&) -> bool -
void calcMxtInvertOrtho(sead::
Matrix34f*, const sead:: Matrix34f&) -
void calcNearFarByInvProjection(f32*,
f32*,
const sead::
Matrix44f&) -
void calcMovedInertiaTensor(sead::
Matrix33f*, const sead:: Matrix33f&, const sead:: Vector3f&, f32) -
void calcInertiaTensorByMovedTensorAndCenter(sead::
Matrix33f*, const sead:: Matrix33f&, const sead:: Vector3f&, f32) -
void calcInertiaTensorSphere(sead::
Matrix33f*, f32, f32) -
void calcInertiaTensorBox(sead::
Matrix33f*, const sead:: Vector3f&, f32) -
void makeMtx34f(sead::
Matrix34f*, const nn::util::neon::MatrixColumnMajor4x3fType&) -
void makeMtx44f(sead::
Matrix44f*, const nn::util::neon::MatrixColumnMajor4x4fType&) -
auto getStationedHeap() -> sead::
Heap* -
auto getSequenceHeap() -> sead::
Heap* -
auto getSceneResourceHeap() -> sead::
Heap* -
auto getSceneHeap() -> sead::
Heap* -
auto getCourseSelectResourceHeap() -> sead::
Heap* -
auto getCourseSelectHeap() -> sead::
Heap* -
auto getWorldResourceHeap() -> sead::
Heap* -
auto tryFindNamedHeap(const char* heapName) -> sead::
Heap* -
auto findNamedHeap(const char* heapName) -> sead::
Heap* -
void addNamedHeap(sead::
Heap* heap, const char* heapName) - void removeNamedHeap(const char* heapName)
- void createSequenceHeap()
- void freeAllSequenceHeap()
- auto printAllSequenceHeap() -> bool
- void createSceneHeap(const char* stageName, bool backwards)
- void createSceneResourceHeap(const char* stageName)
- auto isCreatedSceneResourceHeap() -> bool
- void destroySceneHeap(bool removeCategory)
- void createCourseSelectHeap()
- void destroyCourseSelectHeap()
- void createWorldResourceHeap(bool useCategory)
- void destroyWorldResourceHeap(bool removeCategory)
- void loadPlayerResource(const char* categoryName)
- void freePlayerResource(const char* categoryName)
- void setAudioResourceDirectorToMemorySystem(AudioResourceDirector* audioResourceDirector)
- auto getLanguage() -> const char*
- auto getLayoutMessageArcName() -> const char*
- auto isMessageTagMark(char16) -> bool
- auto isMessageTagEndMark(char16) -> bool
- auto isMessageTagPageBreak(const IUseMessageSystem*, const char16*) -> bool
- auto isMessageTagPageBreak(const IUseMessageSystem*, const MessageTag&) -> bool
- auto isMessageTagPageBreak(const MessageProjectEx*, const MessageTag&) -> bool
- auto getMessageTagGroupName(const MessageProjectEx*, s32) -> const char*
- auto getMessageTagGroupName(const IUseMessageSystem*, s32) -> const char*
- auto getMessageTagName(const MessageProjectEx*, s32, s32) -> const char*
- auto getMessageTagName(const IUseMessageSystem*, s32, s32) -> const char*
- auto isExistMessageTag(const char16*) -> bool
- auto calcMessageSizeWithoutNullCharacter(const char16*, const char16*) -> s32
- auto isExistMessageTagTextPaneAnim(const IUseMessageSystem*, const char16*) -> bool
-
auto tryGetMessageTagTextAnim(sead::
BufferedSafeString*, const IUseMessageSystem*, const char16*) -> bool - auto isMessageTagVoice(const IUseMessageSystem*, const char16*) -> bool
-
void getMessageTagVoiceName(sead::
BufferedSafeString*, const IUseMessageSystem*, const char16*) -
auto tryGetMessageTagVoiceNameInPage(sead::
BufferedSafeString*, const IUseMessageSystem*, const char16*) -> bool - auto isMessageTagPictFont(const IUseMessageSystem*, s32) -> bool
- auto isMessageTagDeviceFont(const IUseMessageSystem*, s32) -> bool
- auto isExistMessageTagPadSwitch(const IUseMessageSystem*, const char16*, s32) -> bool
- auto isMessageTagPadStyle(const IUseMessageSystem*, s32, s32) -> bool
- auto isMessageTagPadPair(const IUseMessageSystem*, s32, s32) -> bool
- auto isMessageTagPadStyle2P(const IUseMessageSystem*, s32, s32) -> bool
- auto isMessageTagAlignLeft(const IUseMessageSystem*, s32, s32) -> bool
- auto isMessageTagAlignCenter(const IUseMessageSystem*, s32, s32) -> bool
-
void replaceMessageTagString(sead::
WBufferedSafeString*, const IUseMessageSystem*, const char16*, const char16*) -
void replaceMessageTagTimeDirectRaceTime(sead::
WBufferedSafeString*, const IUseMessageSystem*, ReplaceTimeInfo&) - auto getSystemMessageString(const IUseMessageSystem*, const char*, const char*) -> const char16*
-
void replaceMessageTagTimeDirectDate(sead::
WBufferedSafeString*, const IUseMessageSystem*, ReplaceTimeInfo&) -
void replaceMessageTagTimeDirectDateDetail(sead::
WBufferedSafeString*, const IUseMessageSystem*, ReplaceTimeInfo&) -
void replaceMessageTagScore(sead::
WBufferedSafeString*, const IUseMessageSystem*, const char16*, s32, const char*) -
void replaceMessageTagCoinNum(sead::
WBufferedSafeString*, const IUseMessageSystem*, const char16*, s32, const char*) -
void replaceMessageTagAmiiboName(sead::
WBufferedSafeString*, const IUseMessageSystem*, const char16*, const char*, const char*) -
void replaceMessageTagUserName(sead::
WBufferedSafeString*, const IUseMessageSystem*, const char16*, const char16*, const char*) -
void replaceMessageTagNamedString(sead::
WBufferedSafeString*, const IUseMessageSystem*, const char16*, const char16*, const char*) -
void replaceMessageTagTime(sead::
WBufferedSafeString*, const IUseMessageSystem*, const char16*, ReplaceTimeInfo&, const char*) - void createReplaceTimeInfoForRaceTime(ReplaceTimeInfo*, s32, s32, s32)
- void createReplaceTimeInfoForDateTime(ReplaceTimeInfo*, u64)
- void replacePaneDateTime(LayoutActor*, const char*, u64)
- auto initMessageTagDataHolder(s32) -> MessageTagDataHolder*
- void registerMessageTagDataScore(MessageTagDataHolder*, const char*, const s32*)
- void registerMessageTagDataCoinNum(MessageTagDataHolder*, const char*, const s32*)
- void registerMessageTagDataUserName(MessageTagDataHolder*, const char*, const char16**)
- void registerMessageTagDataAmiiboName(MessageTagDataHolder*, const char*, const char**)
- void registerMessageTagDataString(MessageTagDataHolder*, const char*, const char16**)
-
void replaceMessageTagData(sead::
WBufferedSafeString*, const IUseMessageSystem*, const MessageTagDataHolder*, const char16*) - auto calcMessageSizeWithoutTag(const char16*, const char16*) -> s32
- auto isExistLayoutMessage(const IUseMessageSystem*, const char*) -> bool
- auto isExistSystemMessage(const IUseMessageSystem*, const char*) -> bool
- auto isExistStageMessage(const IUseMessageSystem*, const char*) -> bool
- auto isExistLabelInLayoutMessage(const IUseMessageSystem*, const char*, const char*) -> bool
- auto isExistLabelInSystemMessage(const IUseMessageSystem*, const char*, const char*) -> bool
- auto isExistLabelInStageMessage(const IUseMessageSystem*, const char*, const char*) -> bool
- auto calcSystemMessageCharacterNum(const IUseMessageSystem*, const char*, const char*) -> s32
- auto calcSystemMessageCharacterNumWithoutTag(const IUseMessageSystem*, const char*, const char*) -> s32
- auto getLayoutMessageString(const IUseMessageSystem*, const char*, const char*) -> const char16*
- auto getStageMessageString(const IUseMessageSystem*, const char*, const char*) -> const char16*
- auto tryGetStageMessageString(const char16**, const IUseMessageSystem*, const char*, const char*) -> bool
- auto getLayoutMessageString(const IUseMessageSystem*, const char*, s32) -> const char16*
- auto getSystemMessageString(const IUseMessageSystem*, const char*, s32) -> const char16*
- auto getSystemMessageLabelNum(const IUseMessageSystem*, const char*) -> s32
- auto getLayoutMessageLabelNum(const IUseMessageSystem*, const char*) -> s32
- auto getMessageTagParamName(const IUseMessageSystem*, const MessageTag&, s32) -> const char*
- auto getMessageTagParamNum(const IUseMessageSystem*, const MessageTag&) -> s32
-
void getMessageTagParamString(sead::
WBufferedSafeString*, const IUseMessageSystem*, const MessageTag&, s32) -
void getSystemMessageLabelString(sead::
BufferedSafeString*, const IUseMessageSystem*, const char*, s32) -
void getLayoutMessageLabelString(sead::
BufferedSafeString*, const IUseMessageSystem*, const char*, s32) - void getMessageLine(char16*, u32, const char16*, u32)
- auto countMessageLine(const char16*) -> s32
- auto copyMessageExpandTag(char16*, s32, const IUseMessageSystem*, const char16*) -> bool
- auto copyMessageWithoutTag(char16*, s32, const char16*) -> bool
- auto copyMessageWithoutRubyTag(char16*, s32, const IUseMessageSystem*, const char16*) -> bool
- void copyMessageWithoutTagExpandRuby(char16*, s32, const IUseMessageSystem*, const char16*)
- auto copyMessageWithTag(char16*, s32, const char16*) -> s32
- auto copyMessageWithTagOnlyCurrentPage(const IUseMessageSystem*, char16*, s32, const char16*, s32) -> s32
- auto getMessageWithPage(const IUseMessageSystem*, const char16*, s32) -> const char16*
- void copyMessageOnlyRuby(char16*, s32, const IUseMessageSystem*, const char16*)
- auto countMessagePage(const IUseMessageSystem*, const char16*, s32) -> s32
- auto getNextMessagePage(const IUseMessageSystem*, const char16*) -> const char16*
- auto getPictureFont(const LayoutSystem*) -> void*
- auto isGreaterEqualMaxLodLevelNoClamp(const ModelKeeper* modelKeeper) -> bool
- auto isLessMaxLodLevelNoClamp(const ModelKeeper* modelKeeper) -> bool
-
void setModelProjMtx0(const ModelKeeper*,
const sead::
Matrix44f&) - auto tryCreateRailMoveMovement(LiveActor* host, const ActorInitInfo& info) -> RailMoveMovement*
- void registerFluidSurfaceObj(IUseFluidSurface*, const LiveActor*)
- auto isExistFluidSurface(const LiveActor*) -> bool
- void setWaterRippleFieldScale(const LiveActor*, f32)
-
auto isInWaterPos(const LiveActor*,
const sead::
Vector3f&) -> bool - auto isInWater(const LiveActor*) -> bool
-
auto isInWaterNoIgnore(const LiveActor*,
const sead::
Vector3f&) -> bool -
auto isInSodaWater(const LiveActor*,
const sead::
Vector3f&) -> bool -
auto isInIceWaterPos(const LiveActor*,
const sead::
Vector3f&) -> bool - auto isInIceWater(const LiveActor*) -> bool
-
auto isInFirePos(const LiveActor*,
const sead::
Vector3f&) -> bool - auto isInFire(const LiveActor*) -> bool
-
auto isInCloudPos(const LiveActor*,
const sead::
Vector3f&) -> bool - auto isInCloud(const LiveActor*) -> bool
- auto tryAddRippleMiddle(const LiveActor*) -> bool
- auto tryAddRippleLarge(const LiveActor*) -> bool
- auto isWaterAreaIgnore(const AreaObj*) -> bool
- auto getFireMaterialCode(const LiveActor*) -> const char*
-
auto calcFindWaterSurface(sead::
Vector3f*, sead:: Vector3f*, const LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto calcFindWaterSurfaceFlat(sead::
Vector3f*, sead:: Vector3f*, const LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto calcFindWaterSurfaceDisplacement(sead::
Vector3f*, sead:: Vector3f*, const LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto calcFindWaterSurfaceOverGround(sead::
Vector3f*, sead:: Vector3f*, const LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto calcFindFireSurface(sead::
Vector3f*, sead:: Vector3f*, const LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto calcFindCloudSurface(sead::
Vector3f*, sead:: Vector3f*, const LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto tryAddRipple(const NatureDirector*,
const sead::
Vector3f&, f32, f32) -> bool - auto tryAddRippleTiny(const LiveActor*) -> bool
-
auto tryAddRippleSmall(const LiveActor*,
const sead::
Vector3f&) -> bool -
auto tryAddRippleTiny(const LiveActor*,
const sead::
Vector3f&) -> bool - auto tryAddRippleSmall(const LiveActor*) -> bool
-
auto tryAddRippleMiddle(const LiveActor*,
const sead::
Vector3f&) -> bool -
auto tryAddRippleLarge(const LiveActor*,
const sead::
Vector3f&) -> bool -
auto tryAddRippleWithRange(const LiveActor*,
const sead::
Vector3f&, f32, f32, f32, f32) -> bool -
auto tryAddRipple(const LiveActor*,
const sead::
Vector3f&, f32, f32) -> bool -
auto tryAddRippleRandomBlur(const LiveActor*,
const sead::
Vector3f&, f32, f32, f32) -> bool -
auto tryAddQuadRipple(const LiveActor*,
const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto tryAddQuadRipple(const LiveActor*,
const sead::
BoundBox3f&, const sead:: Vector3f&, const sead:: Quatf&, f32, f32) -> bool -
auto tryAddQuadRippleByBoxRotateY(const LiveActor*,
const sead::
BoundBox3f&, const sead:: Vector3f&, f32, f32, f32) -> bool - void approachWaterSurfaceSpringDumper(LiveActor*, const WaterSurfaceFinder*, f32, f32, f32, f32, f32)
- void approachFireSurfaceSpringDumper(LiveActor*, const FireSurfaceFinder*, f32, f32, f32, f32, f32)
- void approachWaterSurfaceRate(LiveActor*, const WaterSurfaceFinder*, f32, f32, f32)
- void approachFireSurfaceRate(LiveActor*, const FireSurfaceFinder*, f32, f32, f32)
- void keepWaterSurfaceHeight(LiveActor*, const WaterSurfaceFinder*, f32)
- void syncWaterSurfaceTrans(LiveActor*, const WaterSurfaceFinder*)
- void syncFireSurfaceTrans(LiveActor*, const FireSurfaceFinder*)
- void syncWaterSurfaceTransH(LiveActor*, const WaterSurfaceFinder*)
- void blendWaterSurfaceTransH(LiveActor*, const WaterSurfaceFinder*, f32)
- void syncWaterSurfaceUp(LiveActor*, const WaterSurfaceFinder*, f32)
- void syncFireSurfaceUp(LiveActor*, const FireSurfaceFinder*, f32)
-
void calcMatrixFromActorPoseAndWaterSurfaceH(sead::
Matrix34f*, const WaterSurfaceFinder*, const LiveActor*) - void setNerve(IUseNerve* user, const Nerve* nerve)
- void setNerveAtStep(IUseNerve* user, const Nerve* nerve, s32 step)
- auto isStep(const IUseNerve* user, s32 step) -> bool
- void setNerveAtGreaterEqualStep(IUseNerve* user, const Nerve* nerve, s32 step)
- auto isNerve(const IUseNerve* user, const Nerve* nerve) -> bool
- auto getNerveStep(const IUseNerve* user) -> s32
- auto getCurrentNerve(const IUseNerve* user) -> const Nerve*
- auto isFirstStep(const IUseNerve* user) -> bool
- auto isGreaterStep(const IUseNerve* user, s32 step) -> bool
- auto isGreaterEqualStep(const IUseNerve* user, s32 step) -> bool
- auto isLessStep(const IUseNerve* user, s32 step) -> bool
- auto isLessEqualStep(const IUseNerve* user, s32 step) -> bool
- auto isInRangeStep(const IUseNerve* user, s32 startStep, s32 endStep) -> bool
- auto isIntervalStep(const IUseNerve* user, s32 interval, s32 offset) -> bool
- auto isIntervalOnOffStep(const IUseNerve* user, s32 interval, s32 offset) -> bool
- auto isNewNerve(const IUseNerve* user) -> bool
- auto calcNerveInterval(const IUseNerve* user, s32 interval, s32 offset) -> s32
- auto calcNerveRate(const IUseNerve* user, s32 max) -> f32
- auto calcNerveRate(const IUseNerve* user, s32 min, s32 max) -> f32
- auto calcNerveEaseInRate(const IUseNerve* user, s32 max) -> f32
- auto calcNerveEaseInRate(const IUseNerve* user, s32 min, s32 max) -> f32
- auto calcNerveEaseOutRate(const IUseNerve* user, s32 max) -> f32
- auto calcNerveEaseOutRate(const IUseNerve* user, s32 min, s32 max) -> f32
- auto calcNerveEaseInOutRate(const IUseNerve* user, s32 max) -> f32
- auto calcNerveEaseInOutRate(const IUseNerve* user, s32 min, s32 max) -> f32
- auto calcNerveSquareInRate(const IUseNerve* user, s32 max) -> f32
- auto calcNerveSquareInRate(const IUseNerve* user, s32 min, s32 max) -> f32
- auto calcNerveSquareOutRate(const IUseNerve* user, s32 max) -> f32
- auto calcNerveSquareOutRate(const IUseNerve* user, s32 min, s32 max) -> f32
- auto calcNerveEaseByTypeRate(const IUseNerve* user, s32 max, s32 type) -> f32
- auto calcNerveEaseByTypeRate(const IUseNerve* user, s32 min, s32 max, s32 type) -> f32
- auto calcNervePowerInRate(const IUseNerve* user, s32 max, f32 power) -> f32
- auto calcNervePowerInRate(const IUseNerve* user, s32 min, s32 max, f32 power) -> f32
- auto calcNervePowerOutRate(const IUseNerve* user, s32 max, f32 power) -> f32
- auto calcNervePowerOutRate(const IUseNerve* user, s32 min, s32 max, f32 power) -> f32
- auto calcNerveJumpRate(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release) -> f32
- auto calcNerveEaseInValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
- auto calcNerveStartEndRate(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release) -> f32
- auto calcNerveEaseInOutValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
- auto calcNerveValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
- auto calcNerveValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
- auto calcNerveEaseInValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
- auto calcNerveEaseOutValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
- auto calcNerveEaseOutValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
- auto calcNerveEaseInOutValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
- auto calcNerveSquareInValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
- auto calcNerveSquareInValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
- auto calcNerveSquareOutValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
- auto calcNerveSquareOutValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
- auto calcNerveEaseByTypeValue(const IUseNerve* user, s32 max, f32 start, f32 end, s32 type) -> f32
- auto calcNerveEaseByTypeValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end, s32 type) -> f32
- auto calcNerveCosCycle(const IUseNerve* user, s32 max) -> f32
- auto calcNerveSinCycle(const IUseNerve* user, s32 max) -> f32
- auto calcNerveRepeatRate(const IUseNerve* user, s32 max) -> f32
- auto calcNerveRepeatDegree(const IUseNerve* user, s32 max) -> f32
- auto calcNerveJumpValue(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release, f32 factor) -> f32
- auto calcNerveStartEndValue(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release, f32 start, f32 end) -> f32
- void initNerveState(IUseNerve* user, NerveStateBase* state, const Nerve* nerve, const char* name)
- void addNerveState(IUseNerve* user, NerveStateBase* state, const Nerve* nerve, const char* name)
- auto updateNerveState(IUseNerve* user) -> bool
- auto updateNerveStateAndNextNerve(IUseNerve* user, const Nerve* nerve) -> bool
- auto isStateEnd(const IUseNerve* user) -> bool
- auto isAnyNfcTagDetected(const NfpInfo& nfpInfo) -> bool
- auto isNormalNfc(const NfpInfo& nfpInfo) -> bool
- auto isAmiibo(const NfpInfo& nfpInfo) -> bool
- auto isEqualUniqueNfcId(const NfpInfo& nfpInfoA, const NfpInfo& nfpInfoB) -> bool
-
auto isEqualUniqueNfcId(const nn::
nfp:: TagInfo& tagInfoA, const nn:: nfp:: TagInfo& tagInfoB) -> bool - auto isEqualCharacterId(const NfpInfo& nfpInfo, NfpCharacterId characterId) -> bool
-
auto isEqualCharacterId(const nn::
nfp:: ModelInfo& modelInfo, const NfpCharacterId& characterId) -> bool - auto isEqualCharacterIdBase(const NfpInfo& nfpInfo, NfpCharacterId characterId) -> bool
- auto isEqualNumberingId(const NfpInfo& nfpInfo, s32 numberingId) -> bool
-
auto isEqualNumberingId(const nn::
nfp:: ModelInfo& modelInfo, s32 numberingId) -> bool - auto tryGetCharacterId(NfpCharacterId* characterId, const NfpInfo& nfpInfo) -> bool
- auto tryGetNumberingId(s32* numberingId, const NfpInfo& nfpInfo) -> bool
- auto isCharacterIdBaseMario(const NfpInfo& nfpInfo) -> bool
- auto isCharacterIdBaseDrMario(const NfpInfo& nfpInfo) -> bool
- auto isCharacterIdBasePeach(const NfpInfo& nfpInfo) -> bool
- auto isCharacterIdBaseKoopa(const NfpInfo& nfpInfo) -> bool
- auto isCharacterIdBaseYoshi(const NfpInfo& nfpInfo) -> bool
- auto isCharacterIdBaseKinopio(const NfpInfo& nfpInfo) -> bool
- auto isNeedFormat(const NfpInfo& nfpInfo) -> bool
- auto isNeedRestore(const NfpInfo& nfpInfo) -> bool
- auto isNeedRegister(const NfpInfo& nfpInfo) -> bool
- auto isNeedRegisterNickName(const NfpInfo& nfpInfo) -> bool
- auto isValidRegisterInfo(const NfpInfo& nfpInfo) -> bool
-
void getAmiiboOwnerName(sead::
BufferedSafeStringBase<char16>* ownerName, const NfpInfo& nfpInfo) -
void getAmiiboNickName(sead::
BufferedSafeStringBase<char16>* nickName, const NfpInfo& nfpInfo) - auto isInvalidFormatVersion(const NfpInfo& nfpInfo) -> bool
-
auto isEqualCharacterIdBase(const nn::
nfp:: ModelInfo& modelInfo, const NfpCharacterId& characterId) -> bool -
auto isEqualUniqueNfcId(const nn::
nfp:: TagInfo& tagInfoA, const NfpInfo& nfpInfoB) -> bool -
auto isEqualUniqueNfcId(const nn::
nfp:: TagId& tagIdA, const nn:: nfp:: TagId& tagIdB) -> bool - auto isNfpTriggerTouch(NfpDirector*, s32) -> bool
- auto tryGetTriggerTouchNfpInfo(NfpDirector*, s32) -> bool
- auto isNfpError(NfpDirector*, s32) -> bool
-
auto isNfpErrorDisableNfcDevice(const nn::
Result&) -> bool -
auto isNfpErrorBreakTagDisableRestore(const nn::
Result&) -> bool -
auto isNfpErrorBreakTagEnableRestore(const nn::
Result&) -> bool -
void showNfpErrorApplet(const nn::
Result&) - auto createCollisionObj(const LiveActor* parent, const ActorInitInfo& info, const char* collisionFileName, HitSensor* hitSensor, const char* joinMtxName, const char* suffix) -> CollisionObj*
-
auto createCollisionObjMtx(const LiveActor* parent,
const ActorInitInfo& info,
const char* collisionFileName,
HitSensor* hitSensor,
const sead::
Matrix34f* joinMtx, const char* suffix) -> CollisionObj* -
auto createPartsModel(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const sead::
Matrix34f*) -> PartsModel* - auto createPartsModelFile(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*) -> PartsModel*
- auto createPartsModelFileSuffix(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const char*) -> PartsModel*
- auto createSimplePartsModel(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*) -> PartsModel*
- auto createSimplePartsModelSuffix(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const char*) -> PartsModel*
-
auto createPartsModelSuffix(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*,
const sead::
Matrix34f*) -> PartsModel* - auto createPartsModelJoint(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*) -> PartsModel*
- auto createPartsModelSuffixJoint(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const char*) -> PartsModel*
- void appearBreakModelRandomRotateY(LiveActor*)
- auto updateSyncHostVisible(bool*, LiveActor*, const LiveActor*, bool) -> bool
- auto isTraceModelRandomRotate(const LiveActor* actor) -> bool
-
auto createBreakModel(const LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*,
const sead::
Matrix34f*, const char*) -> BreakModel* - auto createHostSyncTowerCamera(LiveActor*, const ActorInitInfo&) -> HostSyncTowerCamera*
- void activateHostSyncTowerCamera(HostSyncTowerCamera*)
- void deactivateHostSyncTowerCamera(HostSyncTowerCamera*)
- void updateHostSyncTowerCamera(HostSyncTowerCamera*)
- auto tryCreateLinksKeyMoveCameraObj(const ActorInitInfo&, const char*) -> KeyMoveCameraObj*
- auto tryCreateLinksKeyMoveCameraObjWithInterpole(const ActorInitInfo&, const char*) -> KeyMoveCameraObj*
- auto isValidInfo(const PlacementInfo& placementInfo) -> bool
- auto isPlaced(const ActorInitInfo& initInfo) -> bool
- void getObjectName(const char** name, const ActorInitInfo& initInfo)
- void getObjectName(const char** name, const PlacementInfo& placementInfo)
- auto tryGetObjectName(const char** name, const ActorInitInfo& initInfo) -> bool
- auto tryGetObjectName(const char** name, const PlacementInfo& placementInfo) -> bool
- auto isObjectName(const ActorInitInfo& initInfo, const char* name) -> bool
- auto isObjectName(const PlacementInfo& placementInfo, const char* name) -> bool
- auto isObjectNameSubStr(const ActorInitInfo& initInfo, const char* name) -> bool
- auto isObjectNameSubStr(const PlacementInfo& placementInfo, const char* name) -> bool
- void getClassName(const char** name, const ActorInitInfo& initInfo)
- void getClassName(const char** name, const PlacementInfo& placementInfo)
- auto tryGetClassName(const char** name, const ActorInitInfo& initInfo) -> bool
- auto tryGetClassName(const char** name, const PlacementInfo& placementInfo) -> bool
- auto isClassName(const ActorInitInfo& initInfo, const char* name) -> bool
- auto isClassName(const PlacementInfo& placementInfo, const char* name) -> bool
- void getDisplayName(const char** name, const ActorInitInfo& initInfo)
- void getDisplayName(const char** name, const PlacementInfo& placementInfo)
- auto tryGetDisplayName(const char** name, const ActorInitInfo& initInfo) -> bool
- auto tryGetDisplayName(const char** name, const PlacementInfo& placementInfo) -> bool
- void getPlacementTargetFile(const char** targetFile, const PlacementInfo& placementInfo)
-
void getTrans(sead::
Vector3f* trans, const ActorInitInfo& initInfo) -
void getTrans(sead::
Vector3f* trans, const PlacementInfo& placementInfo) -
void multZoneMtx(sead::
Vector3f* trans, const PlacementInfo& placementInfo) -
auto tryGetTrans(sead::
Vector3f* trans, const ActorInitInfo& initInfo) -> bool -
auto tryGetTrans(sead::
Vector3f* trans, const PlacementInfo& placementInfo) -> bool -
void getRotate(sead::
Vector3f* rotate, const PlacementInfo& placementInfo) -
auto tryGetRotate(sead::
Vector3f* rotate, const ActorInitInfo& initInfo) -> bool -
template<typename T>void getRotation(sead::
Vector3f* v, const sead:: Matrix34f& n) -
auto tryGetRotate(sead::
Vector3f* rotate, const PlacementInfo& placementInfo) -> bool -
auto tryGetZoneMatrixTR(sead::
Matrix34f* matrix, const PlacementInfo& placementInfo) -> bool -
void getQuat(sead::
Quatf* quat, const ActorInitInfo& initInfo) -
void getQuat(sead::
Quatf* quat, const PlacementInfo& placementInfo) -
auto tryGetQuat(sead::
Quatf* quat, const ActorInitInfo& initInfo) -> bool -
auto tryGetQuat(sead::
Quatf* quat, const PlacementInfo& placementInfo) -> bool -
void getScale(sead::
Vector3f* scale, const PlacementInfo& placementInfo) - void getScale(f32* x, f32* y, f32* z, const PlacementInfo& placementInfo)
-
auto tryGetScale(sead::
Vector3f* scale, const ActorInitInfo& initInfo) -> bool -
auto tryGetScale(sead::
Vector3f* scale, const PlacementInfo& placementInfo) -> bool -
void getSide(sead::
Vector3f* side, const ActorInitInfo& initInfo) -
void getSide(sead::
Vector3f* side, const PlacementInfo& placementInfo) -
auto tryGetSide(sead::
Vector3f* side, const ActorInitInfo& initInfo) -> bool -
auto tryGetSide(sead::
Vector3f* side, const PlacementInfo& placementInfo) -> bool -
void getUp(sead::
Vector3f* up, const ActorInitInfo& initInfo) -
void getUp(sead::
Vector3f* up, const PlacementInfo& placementInfo) -
auto tryGetUp(sead::
Vector3f* up, const ActorInitInfo& initInfo) -> bool -
auto tryGetUp(sead::
Vector3f* up, const PlacementInfo& placementInfo) -> bool -
void getFront(sead::
Vector3f* front, const ActorInitInfo& initInfo) -
void getFront(sead::
Vector3f* front, const PlacementInfo& placementInfo) -
auto tryGetFront(sead::
Vector3f* front, const ActorInitInfo& initInfo) -> bool -
auto tryGetFront(sead::
Vector3f* front, const PlacementInfo& placementInfo) -> bool -
auto tryGetLocalAxis(sead::
Vector3f* dir, const ActorInitInfo& initInfo, s32 axis) -> bool -
auto tryGetLocalAxis(sead::
Vector3f* dir, const PlacementInfo& placementInfo, s32 axis) -> bool -
auto tryGetLocalSignAxis(sead::
Vector3f* dir, const ActorInitInfo& initInfo, s32 axis) -> bool -
auto tryGetLocalSignAxis(sead::
Vector3f* dir, const PlacementInfo& placementInfo, s32 axis) -> bool -
auto tryGetMatrixTR(sead::
Matrix34f* matrix, const ActorInitInfo& initInfo) -> bool -
auto tryGetMatrixTR(sead::
Matrix34f* matrix, const PlacementInfo& placementInfo) -> bool -
auto tryGetMatrixTRS(sead::
Matrix34f* matrix, const ActorInitInfo& initInfo) -> bool -
auto tryGetMatrixTRS(sead::
Matrix34f* matrix, const PlacementInfo& placementInfo) -> bool -
auto tryGetInvertMatrixTR(sead::
Matrix34f* matrix, const ActorInitInfo& initInfo) -> bool -
auto tryGetInvertMatrixTR(sead::
Matrix34f* matrix, const PlacementInfo& placementInfo) -> bool -
void calcMatrixMultParent(sead::
Matrix34f* matrix, const ActorInitInfo& initInfo1, const ActorInitInfo& initInfo2) -
void calcMatrixMultParent(sead::
Matrix34f* matrix, const PlacementInfo& placementInfo1, const PlacementInfo& placementInfo2) - void getArg(s32* arg, const ActorInitInfo& initInfo, const char* key)
- void getArg(s32* arg, const PlacementInfo& placementInfo, const char* key)
- auto tryGetArg(s32* arg, const ActorInitInfo& initInfo, const char* key) -> bool
- auto tryGetArg(s32* arg, const PlacementInfo& placementInfo, const char* key) -> bool
- void getArg(f32* arg, const ActorInitInfo& initInfo, const char* key)
- void getArg(f32* arg, const PlacementInfo& placementInfo, const char* key)
- auto tryGetArg(f32* arg, const ActorInitInfo& initInfo, const char* key) -> bool
- auto tryGetArg(f32* arg, const PlacementInfo& placementInfo, const char* key) -> bool
- void getArg(bool* arg, const ActorInitInfo& initInfo, const char* key)
- void getArg(bool* arg, const PlacementInfo& placementInfo, const char* key)
- auto tryGetArg(bool* arg, const ActorInitInfo& initInfo, const char* key) -> bool
- auto tryGetArg(bool* arg, const PlacementInfo& placementInfo, const char* key) -> bool
- auto getArgS32(const ActorInitInfo& actorInitInfo, const char* key) -> s32
- auto getArgF32(const ActorInitInfo& actorInitInfo, const char* key) -> f32
-
void getArgV3f(sead::
Vector3f* arg, const ActorInitInfo& actorInitInfo, const char* key) -
void getArgV3f(sead::
Vector3f* arg, const PlacementInfo& placementInfo, const char* key) -
auto tryGetArgV3f(sead::
Vector3f* arg, const ActorInitInfo& actorInitInfo, const char* key) -> bool -
auto tryGetArgV3f(sead::
Vector3f* arg, const PlacementInfo& placementInfo, const char* key) -> bool - auto isArgBool(const ActorInitInfo& initInfo, const char* key) -> bool
- auto isArgBool(const PlacementInfo& placementInfo, const char* key) -> bool
- auto isArgString(const ActorInitInfo& initInfo, const char* key, const char* arg) -> bool
- auto isArgString(const PlacementInfo& placementInfo, const char* key, const char* arg) -> bool
- void getStringArg(const char** arg, const ActorInitInfo& initInfo, const char* key)
- void getStringArg(const char** arg, const PlacementInfo& placementInfo, const char* key)
- void getStringArg(const char** arg, const AreaInitInfo& initInfo, const char* key)
- auto getStringArg(const ActorInitInfo& initInfo, const char* key) -> const char*
- auto getStringArg(const PlacementInfo& placementInfo, const char* key) -> const char*
- auto getStringArg(const AreaInitInfo& initInfo, const char* key) -> const char*
- auto tryGetStringArg(const char** arg, const ActorInitInfo& initInfo, const char* key) -> bool
- auto tryGetStringArg(const char** arg, const PlacementInfo& initInfo, const char* key) -> bool
- auto tryGetStringArg(const char** arg, const AreaInitInfo& initInfo, const char* key) -> bool
-
auto tryGetArgV2f(sead::
Vector2f* arg, const ActorInitInfo& initInfo, const char* key) -> bool -
auto tryGetArgV2f(sead::
Vector2f* arg, const PlacementInfo& initInfo, const char* key) -> bool -
auto tryGetArgColor(sead::
Color4f* arg, const ActorInitInfo& initInfo, const char* key) -> bool -
auto tryGetArgColor(sead::
Color4f* arg, const PlacementInfo& initInfo, const char* key) -> bool - void getLayerConfigName(const char** name, const ActorInitInfo& initInfo)
- void getLayerConfigName(const char** name, const PlacementInfo& initInfo)
- auto tryGetZoneNameIfExist(const char** name, const PlacementInfo& placementInfo) -> bool
- void getPlacementId(PlacementId* placementId, const PlacementInfo& placementInfo)
- auto tryGetBoolArgOrFalse(const ActorInitInfo& initInfo, const char* key) -> bool
- auto getCountPlacementInfo(const PlacementInfo& placementInfo) -> s32
- void getPlacementInfoByKey(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, const char* key)
- auto tryGetPlacementInfoByKey(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, const char* key) -> bool
- void getPlacementInfoByIndex(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, s32 index)
- auto tryGetPlacementInfoByIndex(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, s32 index) -> bool
- void getPlacementInfoAndKeyNameByIndex(PlacementInfo* outPlacementInfo, const char** outKey, const PlacementInfo& placementInfo, s32 index)
- auto tryGetPlacementInfoAndKeyNameByIndex(PlacementInfo* outPlacementInfo, const char** outKey, const PlacementInfo& placementInfo, s32 index) -> bool
- auto createPlacementId(const ActorInitInfo& initInfo) -> PlacementId*
- auto createPlacementId(const PlacementInfo& placementInfo) -> PlacementId*
- auto tryGetPlacementId(PlacementId* placementId, const ActorInitInfo& initInfo) -> bool
- auto tryGetPlacementId(PlacementId* placementId, const PlacementInfo& placementInfo) -> bool
- void getPlacementId(PlacementId* placementId, const ActorInitInfo& initInfo)
- auto isEqualPlacementId(const PlacementId& placementId, const PlacementId& otherPlacementId) -> bool
- auto isEqualPlacementId(const PlacementInfo& placementInfo, const PlacementInfo& otherPlacementInfo) -> bool
- auto isExistRail(const ActorInitInfo& initInfo, const char* linkName) -> bool
- auto tryGetRailIter(PlacementInfo* railPlacementInfo, const PlacementInfo& placementInfo, const char* linkName) -> bool
- auto tryGetLinksInfo(PlacementInfo* railPlacementInfo, const PlacementInfo& placementInfo, const char* linkName) -> bool
- auto tryGetMoveParameterRailIter(PlacementInfo* railPlacementInfo, const PlacementInfo& placementInfo) -> bool
-
auto tryGetRailPointPos(sead::
Vector3f* railPoint, const PlacementInfo& placementInfo) -> bool -
void getRailPointHandlePrev(sead::
Vector3f* railPoint, const PlacementInfo& placementInfo) -
auto tryGetRailPointHandlePrev(sead::
Vector3f* railPoint, const PlacementInfo& placementInfo) -> bool -
void getRailPointHandleNext(sead::
Vector3f* railPoint, const PlacementInfo& placementInfo) -
auto tryGetRailPointHandleNext(sead::
Vector3f* railPoint, const PlacementInfo& placementInfo) -> bool - auto isExistGraphRider(const ActorInitInfo& initInfo) -> bool
- auto calcLinkChildNum(const ActorInitInfo& initInfo, const char* linkName) -> s32
- auto calcLinkChildNum(const PlacementInfo& placementInfo, const char* linkName) -> s32
- auto isExistLinkChild(const ActorInitInfo& initInfo, const char* linkName, s32 index) -> bool
- auto isExistLinkChild(const PlacementInfo& placementInfo, const char* linkName, s32 index) -> bool
- auto isExistLinkChild(const AreaInitInfo& initInfo, const char* linkName, s32 index) -> bool
- auto calcLinkNestNum(const ActorInitInfo& initInfo, const char* linkName) -> s32
- auto calcLinkNestNum(const PlacementInfo& placementInfo, const char* linkName) -> s32
- void getLinksInfo(PlacementInfo* linkPlacementInfo, const PlacementInfo& placementInfo, const char* linkName)
- void getLinksInfoByIndex(PlacementInfo* linkPlacementInfo, const PlacementInfo& placementInfo, const char* linkName, s32 index)
- void getLinksInfo(PlacementInfo* linkPlacementInfo, const ActorInitInfo& initInfo, const char* linkName)
- void getLinksInfoByIndex(PlacementInfo* linkPlacementInfo, const ActorInitInfo& initInfo, const char* linkName, s32 index)
- auto tryGetLinksInfo(PlacementInfo* linkPlacementInfo, const ActorInitInfo& initInfo, const char* linkName) -> bool
-
void getLinksMatrix(sead::
Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName) -
void getLinksMatrixByIndex(sead::
Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName, s32 index) -
void getLinkTR(sead::
Vector3f* trans, sead:: Vector3f* rotate, const PlacementInfo& placementInfo, const char* linkName) -
void getLinkTR(sead::
Vector3f* trans, sead:: Vector3f* rotate, const ActorInitInfo& initInfo, const char* linkName) -
void getLinkTR(sead::
Vector3f* trans, sead:: Vector3f* rotate, const AreaInitInfo& initInfo, const char* linkName) -
void getLinksQT(sead::
Quatf* quat, sead:: Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName) -
void getLinksQT(sead::
Quatf* quat, sead:: Vector3f* trans, const PlacementInfo& placementInfo, const char* linkName) -
auto tryGetLinksQT(sead::
Quatf* quat, sead:: Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName) -> bool -
auto tryGetLinksQTS(sead::
Quatf* quat, sead:: Vector3f* trans, sead:: Vector3f* scale, const ActorInitInfo& initInfo, const char* linkName) -> bool -
auto tryGetLinksMatrixTR(sead::
Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName) -> bool -
auto tryGetLinksMatrixTR(sead::
Matrix34f* matrix, const AreaInitInfo& initInfo, const char* linkName) -> bool -
auto tryGetLinksMatrixTRS(sead::
Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName) -> bool -
auto tryGetLinksTrans(sead::
Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName) -> bool -
auto tryGetLinksTrans(sead::
Vector3f* trans, const PlacementInfo& placementInfo, const char* linkName) -> bool -
auto tryGetLinksQuat(sead::
Quatf* quat, const ActorInitInfo& initInfo, const char* linkName) -> bool -
auto tryGetLinksTR(sead::
Vector3f* trans, sead:: Vector3f* rotate, const ActorInitInfo& initInfo, const char* linkName) -> bool -
void getChildTrans(sead::
Vector3f* trans, const PlacementInfo& placementInfo, const char* linkName) -
void getChildTrans(sead::
Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName) -
void getChildTrans(sead::
Vector3f* trans, const AreaInitInfo& initInfo, const char* linkName) -
void getChildLinkT(sead::
Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName, s32 index) -
void getChildLinkTR(sead::
Vector3f* trans, sead:: Vector3f* rotate, const ActorInitInfo& initInfo, const char* linkName, s32 index) - auto calcMatchNameLinkCount(const PlacementInfo& placementInfo, const char* linkName) -> s32
- auto calcLinkCountClassName(const PlacementInfo& placementInfo, const char* linkName) -> s32
-
auto tryGetZoneMatrixTR(sead::
Matrix34f* matrix, const ActorInitInfo& initInfo) -> bool -
auto tryGetDisplayOffset(sead::
Vector3f* offset, const ActorInitInfo& initInfo) -> bool -
auto tryGetDisplayOffset(sead::
Vector3f* offset, const PlacementInfo& placementInfo) -> bool -
auto tryGetChildDisplayOffset(sead::
Vector3f* offset, const ActorInitInfo& initInfo, const char* linkName) -> bool -
auto tryGetDisplayRotate(sead::
Vector3f* rotate, const ActorInitInfo& initInfo) -> bool -
auto tryGetDisplayScale(sead::
Vector3f* scale, const ActorInitInfo& initInfo) -> bool - auto makeStringPlacementId(const PlacementId* placementId) -> StringTmp<128>
- void startAppear(LayoutActor* layout)
- auto createBalloonMessage(const LiveActor* hostActor, const ActorInitInfo& info, const BalloonMessageInitParam& initParam) -> BalloonMessage*
- auto createBalloonMessageNoAutoUpdate(const LiveActor* hostActor, const ActorInitInfo& info, const BalloonMessageInitParam& initParam) -> BalloonMessage*
- auto createBalloonMessage(const LiveActor* hostActor, const ActorInitInfo& info) -> BalloonMessage*
- auto createBalloonMessage(const LiveActor* hostActor, const ActorInitInfo& info, const char* message) -> BalloonMessage*
- auto createSimpleLayoutText(const ActorInitInfo& info, const char* name, const char* paneName, const char* archiveName) -> SimpleLayoutText*
-
void addPlayerAccelStick(LiveActor*,
sead::
Vector3f*, f32, s32, const sead:: Matrix34f*) -
void addPlayerAccelStickGravity(LiveActor*,
sead::
Vector3f*, f32, const sead:: Vector3f&, s32, const sead:: Matrix34f*) -
void addPlayerAccelInputGravity(LiveActor*,
sead::
Vector3f*, const sead:: Vector2f&, f32, const sead:: Vector3f&, const sead:: Matrix34f*) -
auto tryCalcTouchWorldPosPlane(const IUseCamera*,
sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto tryCalcTouchWorldPosPlaneXZ(const IUseCamera*,
sead::
Vector3f*, f32) -> bool - auto getPlayerNumMax(const PlayerHolder* holder) -> s32
- auto getAlivePlayerNum(const PlayerHolder* holder) -> s32
- auto getPlayerActor(const PlayerHolder* holder, s32 index) -> LiveActor*
-
auto getPlayerPos(const PlayerHolder* holder,
s32 index) -> const sead::
Vector3f& - auto tryGetPlayerActor(const PlayerHolder* holder, s32 index) -> LiveActor*
- auto isPlayerDead(const PlayerHolder* holder, s32 index) -> bool
- auto isPlayerAreaTarget(const PlayerHolder* holder, s32 index) -> bool
- auto tryFindAlivePlayerActorFirst(const PlayerHolder* holder) -> LiveActor*
- auto findAlivePlayerActorFirst(const PlayerHolder* holder) -> LiveActor*
- auto getPlayerNumMax(const LiveActor*) -> s32
- auto getAlivePlayerNum(const LiveActor*) -> s32
- auto getPlayerActor(const LiveActor*, s32) -> LiveActor*
-
auto getPlayerPos(const LiveActor*,
s32) -> const sead::
Vector3f& - auto tryGetPlayerActor(const LiveActor*, s32) -> LiveActor*
- auto isPlayerDead(const LiveActor*, s32) -> bool
- auto isPlayerAreaTarget(const LiveActor*, s32) -> bool
- auto tryFindAlivePlayerActorFirst(const LiveActor*) -> LiveActor*
- auto findAlivePlayerActorFirst(const LiveActor*) -> LiveActor*
- auto getPlayerPadRumbleKeeper(const LiveActor*, s32) -> PadRumbleKeeper*
- auto getPlayerPort(const PlayerHolder*, s32) -> s32
- auto getPlayerPort(const LiveActor*, s32) -> s32
- auto findAlivePlayerActorFromPort(const PlayerHolder*, s32) -> LiveActor*
- auto tryFindAlivePlayerActorFromPort(const PlayerHolder*, s32) -> LiveActor*
- auto findAlivePlayerActorFromPort(const LiveActor*, s32) -> LiveActor*
- auto tryFindAlivePlayerActorFromPort(const LiveActor*, s32) -> LiveActor*
- auto findNearestPlayerId(const LiveActor*, f32) -> s32
- auto findNearestPlayerActor(const LiveActor*) -> LiveActor*
- auto tryFindNearestPlayerActor(const LiveActor*) -> LiveActor*
-
auto findNearestPlayerPos(const LiveActor*) -> const sead::
Vector3f& -
auto tryFindNearestPlayerPos(sead::
Vector3f*, const LiveActor*) -> bool -
auto tryFindNearestPlayerDisatanceFromTarget(f32*,
const LiveActor*,
const sead::
Vector3f&) -> bool - auto isNearPlayer(const LiveActor*, f32) -> bool
- auto isNearPlayerH(const LiveActor*, f32) -> bool
- auto isNearPlayerHCondition(const LiveActor*, f32, bool(*)(const LiveActor*)) -> bool
-
auto getFarPlayerPosMaxX(const LiveActor*) -> const sead::
Vector3f& -
auto getFarPlayerPosMinX(const LiveActor*) -> const sead::
Vector3f& - auto calcPlayerListOrderByDistance(const LiveActor*, const LiveActor**, u32) -> u32
- auto calcAlivePlayerActor(const LiveActor*, const LiveActor**, u32) -> u32
- auto tryFindNearestPlayerActorCondition(const LiveActor*, bool(*)(const LiveActor*)) -> LiveActor*
-
auto tryFindNearestPlayerPosCondition(sead::
Vector3f*, const LiveActor*, bool(*)(const LiveActor*)) -> bool -
auto isResetablePlayerPos(const LiveActor*,
const sead::
Vector3f&, f32, f32) -> bool - auto isResetablePlayerPos(const LiveActor*, f32) -> bool
- void faceToPlayer(LiveActor*)
- auto createRailKeeper(const PlacementInfo& info, const char* linkName) -> RailKeeper*
- auto tryCreateRailKeeper(const PlacementInfo& info, const char* linkName) -> RailKeeper*
- auto createRailKeeperIndex(const PlacementInfo& info, s32 linkIndex, const char* linkName) -> RailKeeper*
- void setRailPosToStart(IUseRail* railHolder)
- void setRailPosToEnd(IUseRail* railHolder)
-
void setRailPosToNearestPos(IUseRail* railHolder,
const sead::
Vector3f&) - void setRailPosToCoord(IUseRail* railHolder, f32)
- void setRailPosToRailPoint(IUseRail* railHolder, s32)
- void setSyncRailToStart(LiveActor* actor)
- void syncRailTrans(LiveActor* actor)
- void setSyncRailToEnd(LiveActor* actor)
-
void setSyncRailToNearestPos(LiveActor* actor,
const sead::
Vector3f&) - void setSyncRailToNearestRailControlPoint(LiveActor* actor)
- void setSyncRailToNearestPos(LiveActor* actor)
- void setSyncRailToCoord(LiveActor* actor, f32 coord)
- void setSyncRailToRailPoint(LiveActor* actor, s32)
- auto moveRail(IUseRail* railHolder, f32) -> bool
- auto isRailReachedGoal(const IUseRail* railHolder) -> bool
- auto moveRailLoop(IUseRail* railHolder, f32) -> bool
- auto getRailCoord(const IUseRail* railHolder) -> f32
- auto isRailGoingToEnd(const IUseRail* railHolder) -> bool
- auto getRailTotalLength(const IUseRail* railHolder) -> f32
- auto moveRailTurn(IUseRail* railHolder, f32, f32) -> bool
- void reverseRail(IUseRail* railHolder)
- auto isRailReachedNearGoal(const IUseRail* railHolder, f32) -> bool
- auto turnToRailDir(LiveActor* actor, f32) -> bool
-
void calcRailMoveDir(sead::
Vector3f*, const IUseRail* railHolder) - auto turnToRailDirImmediately(LiveActor* actor) -> bool
-
auto getRailPos(const IUseRail* railHolder) -> const sead::
Vector3f& - auto moveSyncRail(LiveActor* actor, f32) -> bool
- auto moveSyncRailLoop(LiveActor* actor, f32 speed) -> bool
- auto moveSyncRailTurn(LiveActor* actor, f32 speed) -> bool
-
auto calcNearestRailCoord(const IUseRail* railHolder,
const sead::
Vector3f&) -> f32 -
auto calcNearestRailPos(sead::
Vector3f*, const IUseRail* railHolder, const sead:: Vector3f&) -> f32 -
void calcNearestRailDir(sead::
Vector3f*, const IUseRail* railHolder, const sead:: Vector3f&) -
void calcNearestRailPosAndDir(sead::
Vector3f*, sead:: Vector3f*, const IUseRail* railHolder, const sead:: Vector3f&) -
void calcRailPosDir(sead::
Vector3f*, sead:: Vector3f*, const IUseRail* railHolder, f32) -
void calcRailPointPos(sead::
Vector3f*, const IUseRail* railHolder, s32) -
auto calcNearestRailPointNo(const IUseRail* railHolder,
const sead::
Vector3f&) -> s32 - auto calcNearestRailPointNo(const IUseRail* railHolder) -> s32
- auto calcCoordNearestRailPointNo(const IUseRail* railHolder) -> s32
- auto getRailPartIndex(const IUseRail* railHolder) -> s32
- auto calcRailPartRate(const IUseRail* railHolder) -> f32
- auto isLoopRail(const IUseRail* railHolder) -> bool
- auto getRailPointNum(const IUseRail* railHolder) -> s32
-
auto calcNearestRailPointPosCoord(const IUseRail* railHolder,
const sead::
Vector3f&) -> f32 - auto calcRailCoordByPoint(const IUseRail* railHolder, s32) -> f32
-
void calcRailUp(sead::
Vector3f*, const IUseRail* railHolder) - auto getRailPointInfo(const IUseRail* railHolder, s32) -> PlacementInfo*
- auto getRailPointNo(const IUseRail* railHolder) -> s32
- auto getNextRailPointNo(const IUseRail* railHolder) -> s32
- auto calcRailToGoalLength(const IUseRail* railHolder) -> f32
- auto calcRailTotalRate(const IUseRail* railHolder) -> f32
- auto calcRailToNextRailPointLength(const IUseRail* railHolder) -> f32
- auto calcRailToPreviousRailPointLength(const IUseRail* railHolder) -> f32
- auto getRailNum(const IUseRail* railHolder) -> s32
-
auto getRailDir(const IUseRail* railHolder) -> const sead::
Vector3f& - auto isRailReachedEnd(const IUseRail* railHolder) -> bool
- auto getRailPartLength(const IUseRail* railHolder, s32) -> f32
- auto tryGetCurrentRailPointArg(f32*, const IUseRail* railHolder, const char*) -> bool
- auto tryGetNextRailPointArg(f32*, const IUseRail* railHolder, const char*) -> bool
- auto tryGetCurrentRailPointArg(s32*, const IUseRail* railHolder, const char*) -> bool
- auto tryGetNextRailPointArg(s32*, const IUseRail* railHolder, const char*) -> bool
- auto tryGetCurrentRailPointArg(bool*, const IUseRail* railHolder, const char*) -> bool
- auto tryGetNextRailPointArg(bool*, const IUseRail* railHolder, const char*) -> bool
- auto tryGetCurrentRailPointArg(const char**, const IUseRail* railHolder, const char*) -> bool
- auto tryGetNextRailPointArg(const char**, const IUseRail* railHolder, const char*) -> bool
- auto isExistRail(const IUseRail* railHolder) -> bool
- auto isRailReachedStart(const IUseRail* railHolder) -> bool
- auto isRailReachedNearGoal(const IUseRail* railHolder, f32, f32) -> bool
- auto isRailReachedEdge(const IUseRail* railHolder) -> bool
- auto isRailReachedNearRailPoint(const IUseRail* railHolder, f32) -> bool
- auto isRailIncludeBezierPart(const IUseRail* railHolder) -> bool
- auto isRailBezierPart(const IUseRail* railHolder, s32) -> bool
-
auto isRailPlusDir(const IUseRail* railHolder,
const sead::
Vector3f&) -> bool - auto isRailPlusPoseSide(const LiveActor* actor) -> bool
- auto isRailPlusPoseUp(const LiveActor* actor) -> bool
- auto isRailPlusPoseFront(const LiveActor* actor) -> bool
-
void calcRailPosAtCoord(sead::
Vector3f*, const IUseRail* railHolder, f32) -
void calcRailDirAtCoord(sead::
Vector3f*, const IUseRail* railHolder, f32) -
void calcRailPosFront(sead::
Vector3f*, const IUseRail* railHolder, f32) -
void calcRailDirFront(sead::
Vector3f*, const IUseRail* railHolder, f32) -
void calcRailPointPose(sead::
Quatf*, const IUseRail* railHolder, s32) - auto calcRailPointNum(const IUseRail* railHolder, f32, f32) -> s32
- auto calcForwardRailPointNo(const IUseRail* railHolder, s32) -> s32
- auto calcPreviousRailPointNo(const IUseRail* railHolder, s32) -> s32
-
void calcRailClippingInfo(sead::
Vector3f*, f32*, const IUseRail* railHolder, f32, f32) -
void setRailClippingInfo(sead::
Vector3f*, LiveActor* actor, f32, f32) -
void calcAndSyncMoveFitRailDir(IUseRail* railHolder,
sead::
Vector3f*, f32, const sead:: Vector3f&, const sead:: Vector3f&, bool) -
void calcAndSyncMoveFitRailDir(LiveActor* actor,
sead::
Vector3f*, f32, bool) - auto createRailModelGroup(const IUseRail* railHolder, const ActorInitInfo&, const char*, const char*) -> LiveActorGroup*
- auto calcRailDivideNum(const IUseRail* railHolder, f32, bool) -> s32
- auto calcRailDivideForcePointNum(const IUseRail* railHolder, f32) -> s32
- auto calcRailDivideEquallyNum(const IUseRail* railHolder, f32) -> s32
- void placementRailDivide(const IUseRail* railHolder, f32, bool, const RailPlacementCallBack&)
- void placementRailDivideForcePoint(const IUseRail* railHolder, f32, const RailPlacementCallBack&)
- void placementRailDivideEqually(const IUseRail* railHolder, f32, const RailPlacementCallBack&)
-
void addResourceCategory(const sead::
SafeString&, s32, sead:: Heap*) -
auto isEmptyCategoryResource(const sead::
SafeString&) -> bool -
void createCategoryResourceAll(const sead::
SafeString&) -
void removeResourceCategory(const sead::
SafeString&) - auto getResourceName(const Resource*) -> const char*
- auto getResourcePath(const Resource*) -> const char*
- auto isExistResGraphicsFile(const Resource*) -> bool
-
auto findResource(const sead::
SafeString&) -> Resource* -
auto findOrCreateResource(const sead::
SafeString& path, const char* ext) -> Resource* -
auto findOrCreateResourceCategory(const sead::
SafeString& path, const sead:: SafeString& category, const char* ext) -> Resource* - auto findOrCreateResourceEventData(const char*, const char*) -> Resource*
- auto findOrCreateResourceSystemData(const char*, const char*) -> Resource*
- auto findOrCreateActorResource(ActorResourceHolder*, const char*, const char*) -> ActorResource*
- void findOrCreateActorResourceWithAnimResource(ActorResourceHolder*, const char*, const char*, const char*, bool)
- auto isExistResourceYaml(const Resource*, const char*, const char*) -> bool
- auto isExistResourceYaml(const ActorResource*, const char*, const char*) -> bool
- void findResourceYaml(const Resource*, const char*, const char*)
- void findResourceYaml(const ActorResource*, const char*, const char*)
-
auto tryFindStageParameterFileDesign(const sead::
SafeString&, const sead:: SafeString&, s32) -> bool -
void loadCategoryArchiveAll(const sead::
SafeString&) - void setCurrentCategoryName(const char*)
- void resetCurrentCategoryName()
- void setCurrentCategoryNameDefault()
-
auto getBymlFromObjectResource(const sead::
SafeString&, const sead:: SafeString&) -> u8* -
auto tryGetBymlFromObjectResource(const sead::
SafeString&, const sead:: SafeString&) -> u8* -
auto getBymlFromLayoutResource(const sead::
SafeString&, const sead:: SafeString&) -> u8* -
auto tryGetBymlFromLayoutResource(const sead::
SafeString&, const sead:: SafeString&) -> u8* -
auto tryGetBymlFromArcName(const sead::
SafeString&, const sead:: SafeString&) -> u8* -
auto getBymlFromArcName(const sead::
SafeString&, const sead:: SafeString&) -> u8* -
auto getByml(const Resource*,
const sead::
SafeString&) -> u8* -
auto tryGetByml(const Resource*,
const sead::
SafeString&) -> u8* - auto setAudioPlayerToResourceSystem(SeadAudioPlayer*, SeadAudioPlayer*) -> bool
- auto createSceneObj(const IUseSceneObjHolder* objHolder, s32 type) -> ISceneObj*
- void setSceneObj(const IUseSceneObjHolder* user, ISceneObj* obj, s32 sceneObjId)
- auto getSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) -> ISceneObj*
- auto tryGetSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) -> ISceneObj*
- auto isExistSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) -> bool
- void deleteSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId)
- auto tryDeleteSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) -> bool
-
template<typename T>auto getSceneObj(const IUseSceneObjHolder* user) -> T*
-
template<typename T>auto tryGetSceneObj(const IUseSceneObjHolder* user) -> T*
- auto getStageInfoMapNum(const Scene* scene) -> s32
- auto getStageInfoDesignNum(const Scene* scene) -> s32
- auto getStageInfoSoundNum(const Scene* scene) -> s32
- auto getStageInfoMap(const Scene* scene, s32 index) -> StageInfo*
- auto getStageInfoDesign(const Scene* scene, s32 index) -> StageInfo*
- auto getStageInfoSound(const Scene* scene, s32 index) -> StageInfo*
- auto getStageResourceMap(const Scene* scene, s32 index) -> Resource*
- auto tryGetStageResourceDesign(const Scene* scene, s32 index) -> Resource*
- auto tryGetStageResourceSound(const Scene* scene, s32 index) -> Resource*
-
auto getSceneFrameBufferMain(const Scene* scene) -> agl::
RenderBuffer* -
auto getSceneDrawContext(const Scene* scene) -> agl::
DrawContext* -
auto getSceneFrameBufferConsole(const Scene* scene) -> agl::
RenderBuffer* -
auto getSceneFrameBufferHandheld(const Scene* scene) -> agl::
RenderBuffer* - auto getSceneFrameBufferMainAspect(const Scene* scene) -> f32
- auto isChangedGraphicsQualityMode(const Scene* scene) -> bool
- auto getSceneAreaObjDirector(const Scene* scene) -> AreaObjDirector*
- auto getSceneExecuteDirector(const Scene* scene) -> ExecuteDirector*
- auto getScenePlayerHolder(const Scene* scene) -> PlayerHolder*
- auto getSceneItemDirector(const Scene* scene) -> ItemDirectorBase*
- void initActorInitInfo(ActorInitInfo* actorInitInfo, const Scene* scene, const PlacementInfo* placementInfo, const LayoutInitInfo* layoutInfo, const ActorFactory* actorFactory, SceneMsgCtrl* sceneMsgCtrl, GameDataHolderBase* gameDataHolderBase)
- void initLayoutInitInfo(LayoutInitInfo* layoutInfo, const Scene* scene, const SceneInitInfo& sceneInfo)
- void initPlacementAreaObj(Scene* scene, const ActorInitInfo& actorInfo)
- void initPlacementGravityObj(Scene* scene)
- auto tryGetPlacementInfoAndCount(PlacementInfo* outPlacementInfo, s32* outCount, const StageInfo* stageInfo, const char* key) -> bool
- void initPlacementObjectMap(Scene* scene, const ActorInitInfo& actorInfo, const char* name)
- void initPlacementByStageInfo(const StageInfo* stageInfo, const char* key, const ActorInitInfo& actorInfo)
- void initPlacementObjectDesign(Scene* scene, const ActorInitInfo& actorInfo, const char* name)
- void initPlacementObjectSound(Scene* scene, const ActorInitInfo& actorInfo, const char* name)
- auto tryInitPlacementSingleObject(Scene* scene, const ActorInitInfo& actorInfo, s32 resourceType, const char* key) -> LiveActor*
- auto tryInitPlacementSingleObject(Scene* scene, const ActorInitInfo& actorInfo, s32 resourceType, const char* key, const char* name) -> LiveActor*
- auto tryInitPlacementActorGroup(LiveActorGroup* liveActorGroup, Scene* scene, const ActorInitInfo& actorInfo, s32 resourceType, const char* key, const char* name) -> bool
- void initPlacementByStageInfoSingle(const StageInfo* stageInfo, const char* key, const ActorInitInfo& actorInfo)
- auto tryGetPlacementInfo(PlacementInfo* outPlacementInfo, const StageInfo* stageInfo, const char* key) -> bool
- void getPlacementInfo(PlacementInfo* outPlacementInfo, const StageInfo* stageInfo, const char* key)
- void getPlacementInfoAndCount(PlacementInfo* outPlacementInfo, s32* outCount, const StageInfo* stageInfo, const char* key)
- void initAreaObjDirector(Scene* scene, const AreaObjFactory* factory)
- void initDemoDirector(Scene* scene, DemoDirector* demoDirector)
- void initHitSensorDirector(Scene* scene)
- void initGravityHolder(Scene* scene)
- void initItemDirector(Scene* scene, ItemDirectorBase* itemDirector)
- void initNatureDirector(Scene* scene)
- void initSwitchAreaDirector(Scene* scene, s32 maxSwitchOnArea, s32 maxSwitchKeepOnArea)
- void registerSwitchOnAreaGroup(Scene* scene, SwitchOnAreaGroup* switchOnAreaGroup)
- void registerSwitchKeepOnAreaGroup(Scene* scene, SwitchKeepOnAreaGroup* switchKeepOnAreaGroup)
- void initGraphicsSystemInfo(Scene* scene, const char* name, s32 index)
- void initCameraDirectorImpl(Scene* scene, const CameraPoserFactory* cameraPoserFactory)
- void initCameraDirector(Scene* scene, const char* name, s32 index, const CameraPoserFactory* cameraPoserFactory)
- void initCameraDirectorWithoutStageResource(Scene* scene, const CameraPoserFactory* cameraPoserFactory)
-
void initCameraDirectorFix(Scene* scene,
const sead::
Vector3f& pos, const sead:: Vector3f& lookAtPos, const CameraPoserFactory* cameraPoserFactory) - void initSceneCameraFovyDegree(Scene* scene, f32 fovy)
- void initSnapShotCameraAudioKeeper(Scene* scene, IUseAudioKeeper* audioKeeper)
- void setCameraAspect(Scene* scene, f32 aspectA, f32 aspectB)
- void resetSceneInitEntranceCamera(Scene* scene)
- void stopCameraByDeathPlayer(Scene* scene)
- void restartCameraByDeathPlayer(Scene* scene)
- void startInvalidCameraStopJudgeByDemo(Scene* scene)
- void endInvalidCameraStopJudgeByDemo(Scene* scene)
- void startCameraSnapShotMode(Scene* scene, bool useInterpole)
- void endCameraSnapShotMode(Scene* scene)
- auto isCameraReverseInputH(const Scene* scene) -> bool
- void onCameraReverseInputH(Scene* scene)
- void offCameraReverseInputH(Scene* scene)
- auto isCameraReverseInputV(const Scene* scene) -> bool
- void onCameraReverseInputV(Scene* scene)
- void offCameraReverseInputV(Scene* scene)
- auto getCameraStickSensitivityLevel(const Scene* scene) -> s32
- void setCameraStickSensitivityLevel(Scene* scene, s32 sensitivityLevel)
- auto isValidCameraGyro(const Scene* scene) -> bool
- void validateCameraGyro(Scene* scene)
- void invalidateCameraGyro(Scene* scene)
- auto getCameraGyroSensitivityLevel(const Scene* scene) -> s32
- void setCameraGyroSensitivityLevel(Scene* scene, s32 sensitivityLevel)
- auto initAndCreatePauseCameraCtrl(Scene* scene, f32 value) -> PauseCameraCtrl*
- void startCameraPause(PauseCameraCtrl* pauseCameraCtrl)
- void endCameraPause(PauseCameraCtrl* pauseCameraCtrl)
- auto initAudioDirectorImpl(Scene* scene, const SceneInitInfo& sceneInfo, AudioDirectorInitInfo& audioDirectorInfo) -> AudioDirector*
- void initAudioDirector2D(Scene* scene, const SceneInitInfo& sceneInfo, AudioDirectorInitInfo& audioDirectorInfo)
- void initAudioDirector3D(Scene* scene, const SceneInitInfo& sceneInfo, AudioDirectorInitInfo& audioDirectorInfo)
-
void initAudioDirector3D(Scene* scene,
const SceneInitInfo& sceneInfo,
AudioDirectorInitInfo& audioDirectorInfo,
const sead::
LookAtCamera* lookAtCamera, const Projection* projection, AreaObjDirector* areaObjDirector) - void initSceneAudioKeeper(Scene* scene, const SceneInitInfo& sceneInfo, const char* name)
- void setIsSafeFinalizingInParallelThread(Scene* scene, bool isSafe)
- void updateKit(Scene* scene)
- void updateKitTable(Scene* scene, const char* name)
- void updateKitList(Scene* scene, const char* listName, const char* name)
- void updateKitList(Scene* scene, const char* name)
- void updateLayoutKit(Scene* scene)
- void updateEffect(Scene* scene)
- void updateEffectSystem(Scene* scene)
- void updateEffectPlayer(Scene* scene)
- void updateEffectDemo(Scene* scene)
- void updateEffectDemoWithPause(Scene* scene)
- void updateEffectLayout(Scene* scene)
- void updateGraphicsPrev(Scene* scene)
- void updateKitListPrev(Scene* scene)
- void updateKitListPost(Scene* scene)
- void updateKitListPostDemoWithPauseNormalEffect(Scene* scene)
- void updateKitListPostOnNerveEnd(Scene* scene)
- void drawKit(const Scene* scene, const char* name)
- void drawKitList(const Scene* scene, const char* listName, const char* name)
- void drawLayoutKit(const Scene* scene, const char* name)
- void drawEffectDeferred(const Scene* scene, s32 index)
- void startForwardPlayerScreenFader(const Scene* scene, s32 a, s32 b, f32 c)
- void endForwardPlayerScreenFader(const Scene* scene, s32 a)
- auto isStopScene(const Scene* scene) -> bool
- void startCheckViewCtrlByCameraPos(Scene* scene)
- void startCheckViewCtrlByLookAtPos(Scene* scene)
- void startCheckViewCtrlByPlayerPos(Scene* scene)
- auto isExistScreenCoverCtrl(const Scene* scene) -> bool
- auto isRequestCaptureScreenCover(const Scene* scene) -> bool
- void resetRequestCaptureScreenCover(const Scene* scene)
- auto isOffDrawScreenCover(const Scene* scene) -> bool
- void resetCaptureScreenCover(const Scene* scene)
- void validatePostProcessingFilter(const Scene* scene)
- void invalidatePostProcessingFilter(const Scene* scene)
- void incrementPostProcessingFilterPreset(const Scene* scene)
- void decrementPostProcessingFilterPreset(const Scene* scene)
- auto getPostProcessingFilterPresetId(const Scene* scene) -> s32
- auto getActiveDemoName(const Scene* scene) -> const char*
- auto getDemoActorList(const Scene* scene) -> LiveActor**
- auto getDemoActorNum(const Scene* scene) -> s32
- void updateDemoActor(const Scene* scene)
- void updateDemoActorForPauseEffect(const Scene* scene)
- void stopAllSe(const Scene* scene, u32 index)
- void initPadRumble(const Scene* scene, const SceneInitInfo& sceneInfo)
- void stopPadRumble(const Scene* scene)
- void pausePadRumble(const Scene* scene)
- void endPausePadRumble(const Scene* scene)
- void validatePadRumble(Scene* scene)
- void invalidatePadRumble(Scene* scene)
- void setPadRumblePowerLevel(Scene* scene, s32 powerLevel)
- auto getPreLoadFileListArc() -> const Resource*
-
auto tryRequestPreLoadFile(const Scene* scene,
const SceneInitInfo& sceneInfo,
s32 index,
sead::
Heap* heap) -> bool - void initCameraDirector(Scene* scene, const CameraPoserFactory* cameraPoserFactory)
- auto getDisplayWidth() -> u32
- auto getDisplayHeight() -> u32
- auto getLayoutDisplayWidth() -> u32
- auto getLayoutDisplayHeight() -> u32
- auto getVirtualDisplayWidth() -> u32
- auto getVirtualDisplayHeight() -> u32
- auto getSubDisplayWidth() -> u32
- auto getSubDisplayHeight() -> u32
-
auto isInScreen(const sead::
Vector2f&, f32) -> bool -
auto calcWorldPosFromScreen(sead::
Vector3f* output, const sead:: Vector2f&, const sead:: Matrix34f&, f32) -> bool -
void calcWorldPosFromScreenPos(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, f32) -
void calcWorldPosFromScreenPos(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, const sead:: Vector3f&) -
void calcWorldPosFromScreenPos(sead::
Vector3f* output, const SceneCameraInfo*, const sead:: Vector2f&, f32, s32) -
void calcWorldPosFromScreenPos(sead::
Vector3f* output, const SceneCameraInfo*, const sead:: Vector2f&, const sead:: Vector3f&, s32) -
void calcWorldPosFromScreenPosSub(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, f32) -
void calcWorldPosFromScreenPosSub(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, const sead:: Vector3f&) -
void calcWorldPosFromLayoutPos(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, f32) -
void calcWorldPosFromLayoutPos(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, const sead:: Vector3f&) -
void calcWorldPosFromLayoutPos(sead::
Vector3f* output, const SceneCameraInfo*, const sead:: Vector2f&, s32, s32) -
void calcWorldPosFromLayoutPos(sead::
Vector3f* output, const SceneCameraInfo*, const sead:: Vector2f&, const sead:: Vector3f&, s32) -
void calcWorldPosFromLayoutPosSub(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, f32) -
void calcWorldPosFromLayoutPosSub(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, const sead:: Vector3f&) -
void calcScreenPosFromWorldPos(sead::
Vector2f* output, const IUseCamera*, const sead:: Vector3f&) -
void calcScreenPosFromWorldPosSub(sead::
Vector2f* output, const IUseCamera*, const sead:: Vector3f&) -
void calcScreenPosFromLayoutPos(sead::
Vector2f* output, const sead:: Vector2f&) -
auto calcScreenRadiusFromWorldRadius(const sead::
Vector3f&, const IUseCamera*, f32) -> f32 -
auto calcScreenRadiusFromWorldRadiusSub(const sead::
Vector3f&, const IUseCamera*, f32) -> f32 -
void calcLayoutPosFromScreenPos(sead::
Vector2f* output, const sead:: Vector2f&) -
void calcLayoutPosFromWorldPos(sead::
Vector2f* output, const IUseCamera*, const sead:: Vector3f&) -
void calcLayoutPosFromWorldPos(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector3f&) -
void calcLayoutPosFromWorldPos(sead::
Vector2f* output, const SceneCameraInfo*, const sead:: Vector3f&, s32) -
void calcLayoutPosFromWorldPos(sead::
Vector3f* output, const SceneCameraInfo*, const sead:: Vector3f&, s32) -
void calcLayoutPosFromWorldPosSub(sead::
Vector2f* output, const IUseCamera*, const sead:: Vector3f&) -
void calcLayoutPosFromWorldPosWithClampOutRange(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector3f&, f32, s32) -
void calcLayoutPosFromWorldPosWithClampOutRange(sead::
Vector3f* output, const SceneCameraInfo*, const sead:: Vector3f&, f32, s32) -
void calcLayoutPosFromWorldPosWithClampByScreen(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector3f&) -
auto calcLayoutRadiusFromWorldRadius(const sead::
Vector3f&, const IUseCamera*, f32) -> f32 -
auto calcCameraPosToWorldPosDirFromScreenPos(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, f32) -> bool -
auto calcCameraPosToWorldPosDirFromScreenPos(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, const sead:: Vector3f&) -> bool -
auto calcCameraPosToWorldPosDirFromScreenPos(sead::
Vector3f* output, const SceneCameraInfo*, const sead:: Vector2f&, f32, s32) -> bool -
auto calcCameraPosToWorldPosDirFromScreenPos(sead::
Vector3f* output, const SceneCameraInfo*, const sead:: Vector2f&, const sead:: Vector3f&, s32) -> bool -
void calcCameraPosToWorldPosDirFromScreenPosSub(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, f32) -
void calcCameraPosToWorldPosDirFromScreenPosSub(sead::
Vector3f* output, const IUseCamera*, const sead:: Vector2f&, const sead:: Vector3f&) -
void calcLineCameraToWorldPosFromScreenPos(sead::
Vector3f* output1, sead:: Vector3f* output2, const IUseCamera*, const sead:: Vector2f&) -
void calcLineCameraToWorldPosFromScreenPos(sead::
Vector3f* output1, sead:: Vector3f* output2, const IUseCamera*, const sead:: Vector2f&, f32, f32) -
void calcLineCameraToWorldPosFromScreenPos(sead::
Vector3f* output1, sead:: Vector3f* output2, const SceneCameraInfo*, const sead:: Vector2f&, s32) -
void calcLineCameraToWorldPosFromScreenPos(sead::
Vector3f* output1, sead:: Vector3f* output2, const SceneCameraInfo*, const sead:: Vector2f&, f32, f32, s32) -
void calcLineCameraToWorldPosFromScreenPosSub(sead::
Vector3f* output1, sead:: Vector3f* output2, const IUseCamera*, const sead:: Vector2f&) -
void calcLineCameraToWorldPosFromScreenPosSub(sead::
Vector3f* output1, sead:: Vector3f* output2, const IUseCamera*, const sead:: Vector2f&, f32, f32) -
void startSe(const IUseAudioKeeper*,
const sead::
SafeString&) -
auto verifySeKeeperNull(const IUseAudioKeeper*,
const sead::
SafeString&) -> bool -
auto tryStartSe(const IUseAudioKeeper*,
const sead::
SafeString&) -> bool -
void holdSe(const IUseAudioKeeper*,
const sead::
SafeString&) -
auto tryHoldSe(const IUseAudioKeeper*,
const sead::
SafeString&) -> bool -
void startSeWithParam(const IUseAudioKeeper*,
const sead::
SafeString&, f32, const char*) -
auto tryStartSeWithParam(const IUseAudioKeeper*,
const sead::
SafeString&, f32, const char*) -> bool -
void holdSeWithParam(const IUseAudioKeeper*,
const sead::
SafeString&, f32, const char*) -
auto tryHoldSeWithParam(const IUseAudioKeeper*,
const sead::
SafeString&, f32, const char*) -> bool -
void startSeWithMeInfo(const IUseAudioKeeper*,
const sead::
SafeString&, const MeInfo*) -
void holdSeWithMeInfo(const IUseAudioKeeper*,
const sead::
SafeString&, const MeInfo*) -
void startSeWithManualControl(const IUseAudioKeeper*,
const sead::
SafeString&, const SePlayParamList*, const char*, const sead:: Vector3f*) -
auto tryStartSeWithManualControl(const IUseAudioKeeper*,
const sead::
SafeString&, const SePlayParamList*, const char*, const sead:: Vector3f*) -> bool -
void holdSeWithManualControl(const IUseAudioKeeper*,
const sead::
SafeString&, const SePlayParamList*, const char*, const sead:: Vector3f*) -
auto tryHoldSeWithManualControl(const IUseAudioKeeper*,
const sead::
SafeString&, const SePlayParamList*, const char*, const sead:: Vector3f*) -> bool -
void stopSe(const IUseAudioKeeper*,
const sead::
SafeString&, s32, const char*) -
void stopSeWithoutFreezed(const IUseAudioKeeper*,
const sead::
SafeString&, s32, const char*) -
auto tryStopSe(const IUseAudioKeeper*,
const sead::
SafeString&, s32, const char*) -> bool - void tryStopAllSeFromUser(const IUseAudioKeeper*, s32, const char*)
- void stopAllSeFromUser(const IUseAudioKeeper*, s32, const char*)
- auto isPlayingAnySe(const IUseAudioKeeper*, const char*) -> bool
-
auto checkIsPlayingSe(const IUseAudioKeeper*,
const sead::
SafeString&, const char*) -> bool - void setLifeTimeForHoldCall(const IUseAudioKeeper*, const char*, s32, const char*)
- void setSeSourceVolume(const IUseAudioKeeper*, f32)
- void setSeKeeperPlayNamePrefix(const IUseAudioKeeper*, const char*)
- void resetSeKeeperPlayNamePrefix(const IUseAudioKeeper*)
- auto isExistSeKeeper(const IUseAudioKeeper*) -> bool
- void forceActivateSeKeeper(IUseAudioKeeper*)
- void validateSeKeeper(IUseAudioKeeper*)
- void invalidateSeKeeper(IUseAudioKeeper*)
-
void setSeEmitterPoseMtxPtr(const IUseAudioKeeper*,
const sead::
Matrix34f*, const char*) -
void setSeEmitterPosePosPtr(const IUseAudioKeeper*,
const sead::
Vector3f*, const char*) - void tryUpdateSeMaterialCode(IUseAudioKeeper*, const char*)
- void updateSeMaterialWater(IUseAudioKeeper*, bool)
- void updateSeMaterialWet(IUseAudioKeeper*, bool)
- void updateSeMaterialBeyondWall(IUseAudioKeeper*, bool)
- void updateSeMaterialPuddle(IUseAudioKeeper*, bool)
- void resetSeMaterialName(const IUseAudioKeeper*)
- void setSeModifier(const IUseAudioKeeper*, ISeModifier*)
- void setSeUserSyncParamPtr(const IUseAudioKeeper*, const f32*, const char*)
- void setSeUserSyncParamPtrInt(const IUseAudioKeeper*, const s32*, const char*)
- void setSeOutputFromController(SePlayParamList*, s32, bool)
- void setSeOutputTvDrcRemoteAll(SePlayParamList*)
- auto isExistShadow(LiveActor* actor) -> bool
- auto isExistShadowMaskCtrl(LiveActor* actor) -> bool
- auto isExistShadowMask(LiveActor* actor, const char* maskName) -> bool
- auto isExistDepthShadow(LiveActor* actor) -> bool
- auto isExistDepthShadowMapCtrl(LiveActor* actor) -> bool
- auto isExistAnyShadowCtrl(LiveActor* actor) -> bool
- auto isHideShadowMask(const LiveActor* actor) -> bool
- void hideShadow(LiveActor* actor)
- void showShadow(LiveActor* actor)
- void showShadowMask(LiveActor* actor)
- void showShadowMask(LiveActor* actor, ShadowMaskBase* mask)
- void showShadowMask(LiveActor* actor, const char* maskName)
- void showShadowMask(LiveActor* actor, ShadowMaskDrawCategory drawCategory)
- void hideShadowMask(LiveActor* actor)
- void hideShadowMask(LiveActor* actor, ShadowMaskBase* mask)
- void hideShadowMask(LiveActor* actor, const char* maskName)
- void hideShadowMask(LiveActor* actor, ShadowMaskDrawCategory drawCategory)
- auto isHideShadowMask(LiveActor* actor, const char* maskName) -> bool
- void showDepthShadowMap(LiveActor* actor, s32 mapIdx)
- void showDepthShadowMap(const LiveActor* actor, DepthShadowMapInfo* map)
- void showDepthShadowMap(LiveActor* actor, const char* mapName)
- void hideDepthShadowMap(LiveActor* actor, s32 mapIdx)
- void hideDepthShadowMap(const LiveActor* actor, DepthShadowMapInfo* map)
- void hideDepthShadowMap(LiveActor* actor, const char* mapName)
- auto isHideDepthShadowMap(LiveActor* actor, const char* mapName) -> bool
- auto isHideDepthShadowMap(LiveActor* actor, s32 mapIdx) -> bool
- auto getDepthShadowMapNum(LiveActor* actor) -> s32
- void validateShadowMask(LiveActor* actor)
- void validateShadowMask(LiveActor* actor, ShadowMaskBase* mask)
- void validateShadowMask(LiveActor* actor, const char* maskName)
- void invalidateShadowMask(LiveActor* actor)
- void invalidateShadowMask(LiveActor* actor, ShadowMaskBase* mask)
- void invalidateShadowMask(LiveActor* actor, const char* maskName)
- void validateDepthShadowMap(LiveActor* actor)
- void validateDepthShadowMap(LiveActor* actor, DepthShadowMapInfo* map)
- void validateDepthShadowMap(LiveActor* actor, const char* mapName)
- void invalidateDepthShadowMap(LiveActor* actor)
- void invalidateDepthShadowMap(LiveActor* actor, DepthShadowMapInfo* map)
- void invalidateDepthShadowMap(LiveActor* actor, const char* mapName)
- void invalidateShadowMask(LiveActor* actor, ShadowMaskDrawCategory drawCategory)
- void invalidateShadowMaskIntensityAll(LiveActor* actor)
- void setShadowMaskFixed(LiveActor* actor, bool isFixed)
-
void setShadowMaskDropDir(LiveActor* actor,
const sead::
Vector3f& dropDir) -
void setShadowMaskDropDir(LiveActor* actor,
const sead::
Vector3f& dropDir, const char* maskName) - void setShadowMaskDropDirActorDown(LiveActor* actor)
-
void setShadowMaskSize(LiveActor* actor,
const char* maskName,
const sead::
Vector3f& size) - void setShadowMaskSize(LiveActor* actor, const char* maskName, f32 sizeX, f32 sizeY, f32 sizeZ)
- void setShadowTextureOffset(LiveActor* actor, const char* maskName, f32 offsetX, f32 offsetY)
- void onShadowTextureScroll(LiveActor* actor, const char* maskName)
- void offShadowTextureScroll(LiveActor* actor, const char* maskName)
-
void calcShadowMaskSize(sead::
Vector3f* size, LiveActor* actor, const char* maskName) - auto getShadowMaskDropLength(const LiveActor* actor, const char* maskName) -> f32
- void setShadowMaskDropLength(LiveActor* actor, f32 dropLength)
- void setShadowMaskDropLength(LiveActor* actor, f32 dropLength, const char* maskName)
- void setShadowMaskDropLengthScaleWithDrawCategory(LiveActor* actor, f32 dropLengthScale, ShadowMaskDrawCategory drawCategory)
- void setShadowMaskDropLengthWithDrawCategory(LiveActor* actor, f32 dropLength, ShadowMaskDrawCategory drawCategory)
-
void setShadowMaskDropLengthEvenWithTarget(ShadowMaskBase* targetMask,
const char* maskName,
const sead::
Vector3f&) -
void setShadowMaskDropLengthEvenWithTarget(ShadowMaskBase* targetMask,
const ShadowMaskBase* mask,
const sead::
Vector3f&) - void setShadowMaskDropLengthEvenWithDrawCategory(LiveActor*, ShadowMaskDrawCategory drawCategory, const LiveActor*, const char* maskName)
-
void setShadowMaskDropLengthEvenPlaneNormal(const LiveActor* actor,
const sead::
Vector3f&) - auto getDepthShadowMapWidth(const LiveActor* actor, const char* mapName) -> s32
- auto getDepthShadowMapHeight(const LiveActor* actor, const char* mapName) -> s32
- void setDepthShadowMapSize(const LiveActor* actor, s32 width, s32 height, const char* mapName)
- auto getDepthShadowMapLength(const LiveActor* actor, const char* mapName) -> f32
- void setDepthShadowMapLength(const LiveActor* actor, f32 length, const char* mapName)
- void setDepthShadowMapLengthFromActorTransFlag(const LiveActor* actor, bool isSetShadowLength, const char* mapName)
-
void setDepthShadowMapBoundingBox(const LiveActor* actor,
const sead::
Vector3f& boundMin, const sead:: Vector3f& boundMax, const char* mapName) - void setDepthShadowMapMaskTypeNone(const LiveActor* actor, const char* mapName)
- void setDepthShadowMapMaskTypeSelf(const LiveActor* actor, const char* mapName)
- void setEnableDepthShadowMapBottomGradation(const LiveActor* actor, const char* mapName, bool isEnableBottomGradation)
- auto isEnableDepthShadowMapBottomGradation(const LiveActor* actor, const char* mapName) -> bool
- void setDepthShadowMapBottomGradationLength(const LiveActor* actor, const char* mapName, f32 length)
- auto getDepthShadowMapBottomGradationLength(const LiveActor* actor, const char* mapName) -> f32
- auto isAppendSubActorDepthShadowMap(const LiveActor* actor) -> bool
- auto getShadowMaskDropLengthMax(const LiveActor* actor) -> f32
-
void setShadowMaskColor(const LiveActor* actor,
const char* maskName,
const sead::
Color4f& color) -
auto getShadowMaskColor(const LiveActor* actor,
const char* maskName) -> const sead::
Color4f& - void setShadowMaskIntensity(const LiveActor* actor, const char* maskName, f32 intensity)
- auto getShadowMaskIntensity(const LiveActor* actor, const char* maskName) -> f32
- auto getShadowMaskTextureFixedScale(const LiveActor* actor, const char* maskName) -> f32
- void setShadowMaskTextureFixedScale(const LiveActor* actor, const char* maskName, f32 scale)
-
auto getShadowMaskOffset(const LiveActor* actor,
const char* maskName) -> const sead::
Vector3f& -
void setShadowMaskOffset(const LiveActor* actor,
const sead::
Vector3f& offset, const char* maskName) - auto isExistOcclusionLightPosPtr(const LiveActor* actor, const char* occSphereName) -> bool
-
void setOcclusionLightPosPtr(const LiveActor* actor,
const char* occSphereName,
const sead::
Vector3f* lightPosPtr) -
void setOcclusionAddOffset(const LiveActor* actor,
const char* occSphereName,
const sead::
Vector3f& offset) - void enableOcclusion(const LiveActor* actor, const char* occSphereName)
- void disableOcclusion(const LiveActor* actor, const char* occSphereName)
- auto isEnableOcclusion(const LiveActor* actor, const char* occSphereName) -> bool
-
void calcSphereDoBoundingInfo(sead::
Vector3f*, sead:: Vector3f*, f32*, f32*, const LiveActor* actor, const char* occSphereName, f32) -
void calcOcclusionSpherePos(sead::
Vector3f* pos, const LiveActor* actor, const char* occSphereName) - void changeOcclusionGroup(const LiveActor* actor, const char* occSphereName, const char* groupName)
- auto getOcclusionSphere(const LiveActor* actor, const char* occSphereName) -> OccSphere*
- void setOcclusionIgnoreHostHide(const LiveActor* actor, bool isIgnoreHostHide)
-
auto findIsInShade(const LiveActor* actor,
const sead::
Vector3f& pos) -> bool -
void requestDepthShadowMapLightDir(const LiveActor* actor,
const sead::
Vector3f& lightDir, const char* mapName) - void resetRequestDepthShadowMapLightDir(const LiveActor* actor, const char* mapName)
- auto isRequestDepthShadowMapLightDir(const LiveActor* actor, const char* mapName) -> bool
- void onDepthShadowModel(LiveActor* actor)
- void offDepthShadowModel(LiveActor* actor)
- void updateDepthShadowMapCtrlShapeVisible(LiveActor* actor)
-
void makeStageDataArchivePath(sead::
BufferedSafeString* archivePath, const char* stageName, const char* resourceType) - void initStageSwitch(IUseStageSwitch* user, StageSwitchDirector* stageSwitchDirector, const PlacementInfo& placementInfo)
- static auto getStageSwitchAccesser(const IUseStageSwitch* user, const char* linkName) -> StageSwitchAccesser*
- auto isValidStageSwitch(const IUseStageSwitch* user, const char* linkName) -> bool
- auto isOnStageSwitch(const IUseStageSwitch* user, const char* linkName) -> bool
- void onStageSwitch(IUseStageSwitch* user, const char* linkName)
- void offStageSwitch(IUseStageSwitch* user, const char* linkName)
- auto tryOnStageSwitch(IUseStageSwitch* user, const char* linkName) -> bool
- auto tryOffStageSwitch(IUseStageSwitch* user, const char* linkName) -> bool
- auto isSameStageSwitch(const IUseStageSwitch* user, const IUseStageSwitch* otherUser, const char* linkName) -> bool
- auto isValidSwitchAppear(const IUseStageSwitch* user) -> bool
- auto isOnSwitchAppear(const IUseStageSwitch* user) -> bool
- auto isValidSwitchKill(const IUseStageSwitch* user) -> bool
- auto isValidSwitchDeadOn(const IUseStageSwitch* user) -> bool
- void onSwitchDeadOn(IUseStageSwitch* user)
- void offSwitchDeadOn(IUseStageSwitch* user)
- auto tryOnSwitchDeadOn(IUseStageSwitch* user) -> bool
- auto tryOffSwitchDeadOn(IUseStageSwitch* user) -> bool
- auto isValidSwitchStart(const IUseStageSwitch* user) -> bool
- auto isOnSwitchStart(const IUseStageSwitch* user) -> bool
- auto listenStageSwitchOn(IUseStageSwitch* user, const char* eventName, const FunctorBase& action) -> bool
- auto listenStageSwitchOff(IUseStageSwitch* user, const char* eventName, const FunctorBase& action) -> bool
- auto listenStageSwitchOnOff(IUseStageSwitch* user, const char* eventName, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
- auto listenStageSwitchOnAppear(IUseStageSwitch* user, const FunctorBase& action) -> bool
- auto listenStageSwitchOnOffAppear(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
- auto listenStageSwitchOnKill(IUseStageSwitch* user, const FunctorBase& action) -> bool
- auto listenStageSwitchOnOffKill(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
- auto trySyncStageSwitchOnOffAppear(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
- auto trySyncStageSwitchOnOffKill(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
- auto trySyncStageSwitchOnOffAppearAndKill(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
- auto listenStageSwitchOnStart(IUseStageSwitch* user, const FunctorBase& action) -> bool
- auto listenStageSwitchOnOffStart(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
- auto listenStageSwitchOnStop(IUseStageSwitch* user, const FunctorBase& action) -> bool
- auto trySyncStageSwitchOnOff(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
- auto tryGetByamlU8(u8* pOut, const ByamlIter& rIter, const char* pKey) -> bool
- auto tryGetByamlU16(u16* pOut, const ByamlIter& rIter, const char* pKey) -> bool
- auto tryGetByamlS16(s16* pOut, const ByamlIter& rIter, const char* pKey) -> bool
- auto tryGetByamlS32(s32* pOut, const ByamlIter& rIter, const char* pKey) -> bool
- auto tryGetByamlU32(u32* pOut, const ByamlIter& rIter, const char* pKey) -> bool
- auto tryGetByamlS64(s64* pOut, const ByamlIter& rIter, const char* pKey) -> bool
- auto tryGetByamlU64(u64* pOut, const ByamlIter& rIter, const char* pKey) -> bool
- auto tryGetByamlF32(f32* pOut, const ByamlIter& rIter, const char* pKey) -> bool
-
auto tryGetByamlV2f(sead::
Vector2f* pOut, const ByamlIter& rIter) -> bool -
auto tryGetByamlV3f(sead::
Vector3f* pOut, const ByamlIter& rIter) -> bool -
auto tryGetByamlV4f(sead::
Vector4f* pOut, const ByamlIter& rIter) -> bool -
auto tryGetByamlScale(sead::
Vector3f* pOut, const ByamlIter& rIter) -> bool -
auto tryGetByamlV2s32(sead::
Vector2i* pOut, const ByamlIter& rIter) -> bool -
auto tryGetByamlV3s32(sead::
Vector3i* pOut, const ByamlIter& rIter) -> bool -
auto tryGetByamlBox3f(sead::
BoundBox3f* pOut, const ByamlIter& rIter) -> bool -
auto tryGetByamlV3f(sead::
Vector3f* pOut, const ByamlIter& sIter, const char* key) -> bool -
auto tryGetByamlV2f(sead::
Vector2f* pOut, const ByamlIter& sIter, const char* key) -> bool -
auto tryGetByamlV4f(sead::
Vector4f* pOut, const ByamlIter& sIter, const char* key) -> bool -
auto tryGetByamlScale(sead::
Vector3f* pOut, const ByamlIter& sIter, const char* key) -> bool -
auto tryGetByamlV2s32(sead::
Vector2i* pOut, const ByamlIter& sIter, const char* key) -> bool -
auto tryGetByamlV3s32(sead::
Vector3i* pOut, const ByamlIter& sIter, const char* key) -> bool -
auto tryGetByamlBox3f(sead::
BoundBox3f* pOut, const ByamlIter& sIter, const char* key) -> bool - auto tryGetByamlString(const char** pOut, const ByamlIter& rIter, const char* key) -> bool
-
auto tryGetByamlColor(sead::
Color4f* pOut, const ByamlIter& rIter) -> bool -
auto tryGetByamlColor(sead::
Color4f* pOut, const ByamlIter& sIter, const char* key) -> bool - auto tryGetByamlBool(bool* pOut, const ByamlIter& rIter, const char* key) -> bool
- auto tryGetByamlKeyStringOrNULL(const ByamlIter& rIter, const char* key) -> const char*
- auto tryGetByamlKeyIntOrZero(const ByamlIter& rIter, const char* key) -> s32
- auto tryGetByamlKeyU32OrZero(const ByamlIter& rIter, const char* key) -> u32
- auto tryGetByamlKeyFloatOrZero(const ByamlIter& rIter, const char* key) -> f32
- auto tryGetByamlKeyBoolOrFalse(const ByamlIter& rIter, const char* key) -> bool
- auto tryGetByamlIterByKey(ByamlIter* pOut, const ByamlIter& rIter, const char* key) -> bool
- auto tryGetByamlKeyAndIntByIndex(const char** key, s32* pOut, const ByamlIter& rIter, s32 index) -> bool
- auto getByamlKeyString(const ByamlIter& rIter, const char* key) -> const char*
- auto getByamlKeyInt(const ByamlIter& rIter, const char* key) -> s32
- auto getByamlKeyFloat(const ByamlIter& rIter, const char* key) -> f32
- auto getByamlKeyBool(const ByamlIter& rIter, const char* key) -> bool
- void getByamlIterByKey(ByamlIter* pOut, const ByamlIter& rIter, const char* pKey)
- void getByamlIterByIndex(ByamlIter* pOut, const ByamlIter& rIter, s32 index)
- auto isTypeBoolByIndex(const ByamlIter& rIter, s32 index) -> bool
- auto isTypeBoolByKey(const ByamlIter& rIter, const char* pKey) -> bool
- auto isTypeIntByIndex(const ByamlIter& rIter, s32 index) -> bool
- auto isTypeIntByKey(const ByamlIter& rIter, const char* pKey) -> bool
- auto isTypeFloatByIndex(const ByamlIter& rIter, s32 index) -> bool
- auto isTypeFloatByKey(const ByamlIter& rIter, const char* pKey) -> bool
- auto isTypeStringByIndex(const ByamlIter& rIter, s32 index) -> bool
- auto isTypeStringByKey(const ByamlIter& rIter, const char* pKey) -> bool
- auto isTypeArrayByIndex(const ByamlIter& rIter, s32 index) -> bool
- auto isTypeArrayByKey(const ByamlIter& rIter, const char* pKey) -> bool
- auto isTypeHashByIndex(const ByamlIter& rIter, s32 index) -> bool
- auto isTypeHashByKey(const ByamlIter& rIter, const char* pKey) -> bool
- auto getByamlIterDataNum(const ByamlIter& rIter) -> s32
- void printByamlIter(const u8* data)
- void printByamlIter(const ByamlIter& iter)
- void printByamlIter_(const ByamlIter& iter, PrintParams* param)
-
template<ByamlDataType T>auto isTypeByIndex(const ByamlIter& rIter, s32 index) -> bool
-
template<ByamlDataType T>auto isTypeByKey(const ByamlIter& rIter, const char* key) -> bool
- SEAD_ENUM(YamlParamType, Invalid, Bool, F32, S32, U32, V2f, V2s32, V3f, V4f, Q4f, C4f, StringRef, String32, String64, String128, String256, String512, String1024, String2048, String4096)
-
auto add(const char* string,
sead::
TList<const char*>& list) -> char* -
auto getFileList(sead::
FixedSafeString<256> out[], s32 outSize, const char* path, bool isPathValidconst sead::DirectoryEntry &, const char *, const char* suffix) -> u32 -
static auto isDirectoryValid(const sead::
DirectoryEntry& entry, const char* suffix) -> bool -
static auto isFileValid(const sead::
DirectoryEntry& entry, const char* suffix) -> bool - auto createRollingCubePoseKeeper(const LiveActor* actor, const ActorInitInfo& initInfo) -> RollingCubePoseKeeper*
-
auto createRollingCubePoseKeeper(const sead::
BoundBox3f& cubeSize, const ActorInitInfo& initInfo) -> RollingCubePoseKeeper* - auto nextRollingCubeKey(RollingCubePoseKeeper* keeper) -> bool
- void setStartRollingCubeKey(RollingCubePoseKeeper* keeper)
- void setRollingCubeKeyIndex(RollingCubePoseKeeper* keeper, s32 index)
- auto isMoveTypeLoopRollingCube(const RollingCubePoseKeeper* keeper) -> bool
-
void fittingToCurrentKeyBoundingBox(sead::
Quatf* outQuat, sead:: Vector3f* outTrans, const RollingCubePoseKeeper* keeper) -
void calcCurrentKeyQT(sead::
Quatf* outQuat, sead:: Vector3f* outTrans, const RollingCubePoseKeeper* keeper, const sead:: Quatf& quat, const sead:: Vector3f& trans, f32 rate) -
void getCurrentKeyQT(sead::
Quatf* outQuat, sead:: Vector3f* outTrans, const RollingCubePoseKeeper* keeper) - auto getCurrentKeyRotateDegree(const RollingCubePoseKeeper* keeper) -> f32
-
auto getCurrentKeySlideVec(const RollingCubePoseKeeper* keeper) -> const sead::
Vector3f& - auto getCurrentKeyIndex(const RollingCubePoseKeeper* keeper) -> s32
- auto getCurrentKeyPlacementInfo(const RollingCubePoseKeeper* keeper) -> const PlacementInfo&
- auto isMovementCurrentKeyRotate(const RollingCubePoseKeeper* keeper) -> bool
- auto isMovementCurrentKeySlide(const RollingCubePoseKeeper* keeper) -> bool
- auto calcDistanceCurrentKeyRotateCenterToBoxCenter(const RollingCubePoseKeeper* keeper) -> f32
-
void calcMtxLandEffect(sead::
Matrix34f* effectMtx, const RollingCubePoseKeeper* keeper, const sead:: Quatf& quat, const sead:: Vector3f& trans) -
void calcRollingCubeClippingInfo(sead::
Vector3f* clippingTrans, f32* clippingRadius, const RollingCubePoseKeeper* keeper, f32 offset) - void executeUpdate(LiveActorKit*, const char*)
- void executeUpdateTable(LiveActorKit*, const char*)
- void executeUpdateList(LiveActorKit*, const char*, const char*)
- void executeDraw(const LiveActorKit*, const char*)
- void executeDrawList(const LiveActorKit*, const char*, const char*)
- auto isActiveDraw(const LiveActorKit*, const char*) -> bool
- void executeUpdateDrawBuffer(const LiveActorKit*)
- void waitUpdateDrawBuffer(const LiveActorKit*)
- void executeUpdateCalcView(const LiveActorKit*)
- void waitUpdateCalcView(const LiveActorKit*)
- void incrementDrawBufferCounter(const LiveActorKit*)
- void registSupportFreezeSyncGroup(LiveActor* actor, const ActorInitInfo& info)
Variables
- static NameToCreator<AreaShapeCreatorFunction> sAreaShapeEntries
- const char* str2
- const char* archiveName
-
const CameraShaker::
ShakeInfo WeakShakeLoop -
const CameraShaker::
ShakeInfo ShakeInfos - const char* name
- const char const char* groupName
- const char const char const char* areaName
- AreaObjGroup* areaGroup
- const PlacementInfo& actorPlacementInfo
- const NameToCreator<PoseKeeperCreatorFunction> gActorPoseTable
- LiveActor* actor
- s32 poseId
- return false
- const ActorInitInfo& initInfo
- const ActorInitInfo Resource* modelRes
- const ActorInitInfo Resource const char* suffix
- const char* pose
-
sead::
Vector3f scale -
const sead::
Vector3f& prevScale - scale x
- scale y
- scale z
-
sead::
BoundBox3f modelBoundingBox - s32 lodModelCount
- ModelLodCtrl* modelLodCtrl
- const ActorInitInfo Resource ActorResource* actorResource
- s32 blendAnimMax
- const char* displayRootJointName
- bool isCreateUniqShader
- s32 partialAnimSlotNum
- s32 partialAnimGroupNum
- s32 partialAnimPartsListBufferSize
- bool isFixedModel
- bool isIgnoreUpdateOnDrawClipping
- true
- ModelKeeper* modelKeeper
- MaterialCategoryKeeper* materialCategoryKeeper
- GraphicsQualityInfo* graphicsQualityInfo
- ModelOcclusionQuery* modelOcclusionQuery
- bool isCalcViewCore1
- bool isCalcViewCore2
- const char* updaterCategoryName
- const char* drawerCategoryName
- ByamlIter iter
- s32 numSensors
-
sead::
FixedSafeString<256> unused - const char* sensorName
- HitSensor* sensor
- const char* joint
-
sead::
Matrix34f* jointMtx - f32 radius
- u32 planeNum
-
sead::
Vector3f offset - const char* seName
- const char* bgmName
- else return
- const ActorInitInfo const ByamlIter& initClipping
- ByamlIter groupClipping
- bool invalidate
-
sead::
BoundBox3f obb - f32 nearClipDistance
- tryGetArg& usingDepthShadow
- ByamlIter initShadowMask
- ByamlIter tmp
- DitherAnimator* ditherAnimator
- const PlacementInfo* placementInfo
- const char* objectName
- const char* className
- ActorCreatorFunction creationFunction
- const char* displayName
- const LiveActor* target
-
const LiveActor const sead::
Vector3f& targetVelocity -
const LiveActor const sead::
Vector3f f32 reboundStrength - calcDirToActor& direction
- f32 dot
-
static sead::
FixedSafeString<256> sDeviceName
Enum documentation
enum class al:: CollisionLocation: u8
enum class al:: FloaterMoveType: s32
#include <l/Library/MapObj/FloaterMapParts.h>
enum class al:: Axis: s32
#include <l/Library/Math/Axis.h>
enum al:: EaseType: s32
#include <l/Library/Math/MathUtil.h>
enum class al:: MoveType: s32
#include <l/Library/Movement/MoveType.h>
enum class al:: ShadowMaskDrawCategory: s32
#include <l/Library/Shadow/ActorShadowUtil.h>
enum al:: ByamlDataType: const u8
#include <l/Library/Yaml/ByamlData.h>
enum class al:: FileState: s32
#include <l/Project/FileEntryBase.h>
enum class al:: HitSensorType: u32
#include <l/Project/HitSensor/HitSensor.h>
Typedef documentation
using al:: AreaCreatorFunction = AreaObj*(*)(const char*areaName)
#include <l/Library/Area/AreaObjFactory.h>
using al:: AreaShapeCreatorFunction = AreaShape*(*)()
#include <l/Library/Area/AreaShape.h>
using al:: CameraPoserCreatorFunction = CameraPoser*(*)(const char*cameraPoserName)
using al:: EventFlowNodeCreatorFunction = EventFlowNode*(*)(const char*eventFlowNodeName)
typedef Matrix43<f32> al:: Matrix43f
#include <l/Library/Layout/LayoutActorUtil.h>
using al:: ActorCreatorFunction = LiveActor*(*)(const char*actorName)
#include <l/Library/LiveActor/ActorFactory.h>
using al:: PoseKeeperCreatorFunction = void(*)(LiveActor*)
using al:: JudgeFuncPtr = bool(*)(const SensorMsg*message, HitSensor*other, HitSensor*self)
using al:: SensorSortCmpFunc = bool(*)(HitSensor*a, HitSensor*b)
#include <l/Project/HitSensor/HitSensor.h>
Function documentation
AreaObj* al:: tryFindAreaObj(const IUseAreaObj* areaUser,
const char* name,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
AreaObj* al:: tryFindAreaObjWithFilter(const IUseAreaObj* areaUser,
const char* name,
const sead:: Vector3f& position,
AreaObjFilterBase* filter)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: tryFindAreaObjAll(const IUseAreaObj* areaUser,
const char* name,
const sead:: Vector3f& position,
AreaObjFindCallBack* callBack)
#include <l/Library/Area/AreaObjUtil.h>
AreaObjGroup* al:: tryFindAreaObjGroup(const IUseAreaObj* areaUser,
const char* name)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: isInAreaObj(const AreaObjGroup* group,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
AreaObj* al:: tryGetAreaObj(const AreaObjGroup* group,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: isInAreaPos(const AreaObj* areaObj,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: isInAreaObj(const IUseAreaObj* areaUser,
const char* name,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: isExistAreaObj(const IUseAreaObj* areaUser,
const char* name)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: isInDeathArea(const IUseAreaObj* areaUser,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: isInWaterArea(const IUseAreaObj* areaUser,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: isInPlayerControlOffArea(const IUseAreaObj* areaUser,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
s32 al:: calcAreaObjNum(const IUseAreaObj* areaUser,
const char* name)
#include <l/Library/Area/AreaObjUtil.h>
f32 al:: calcWaterSinkDepth(const IUseAreaObj* areaUser,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: tryGetAreaObjArg(s32* outArg,
const AreaObj* areaObj,
const char* key)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: tryGetAreaObjArg(f32* outArg,
const AreaObj* areaObj,
const char* key)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: tryGetAreaObjArg(bool* outArg,
const AreaObj* areaObj,
const char* key)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: tryGetAreaObjStringArg(const char** outArg,
const AreaObj* areaObj,
const char* key)
#include <l/Library/Area/AreaObjUtil.h>
const sead:: Matrix34f& al:: getAreaObjBaseMtx(const AreaObj* areaObj)
#include <l/Library/Area/AreaObjUtil.h>
const sead:: Vector3f& al:: getAreaObjScale(const AreaObj* areaObj)
#include <l/Library/Area/AreaObjUtil.h>
void al:: getAreaObjDirFront(sead:: Vector3f* outFrontDir,
const AreaObj* areaObj)
#include <l/Library/Area/AreaObjUtil.h>
void al:: getAreaObjDirUp(sead:: Vector3f* outUpDir,
const AreaObj* areaObj)
#include <l/Library/Area/AreaObjUtil.h>
void al:: getAreaObjDirSide(sead:: Vector3f* outSideDir,
const AreaObj* areaObj)
#include <l/Library/Area/AreaObjUtil.h>
void al:: calcNearestAreaObjEdgePos(sead:: Vector3f* outNearestEdgePos,
const AreaObj* areaObj,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
void al:: calcNearestAreaObjEdgePosTopY(sead:: Vector3f* outNearestEdgePosTopY,
const AreaObj* areaObj,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
f32 al:: calcNearestAreaObjEdgeRateTopY(const AreaObj* areaObj,
const sead:: Vector3f& position)
#include <l/Library/Area/AreaObjUtil.h>
void al:: calcAreaObjCenterPos(sead:: Vector3f* outCenterPosition,
const AreaObj* areaObj)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: checkAreaObjCollisionByArrow(sead:: Vector3f* outHitPosition,
sead:: Vector3f* outNormal,
const AreaObj* areaObj,
const sead:: Vector3f& position1,
const sead:: Vector3f& position2)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: calcFindAreaSurface(const IUseAreaObj* areaUser,
const char* name,
sead:: Vector3f* outHitPosition,
sead:: Vector3f* outNormal,
const sead:: Vector3f& position1,
const sead:: Vector3f& position2)
#include <l/Library/Area/AreaObjUtil.h>
bool al:: calcFindAreaSurface(const IUseAreaObj* areaUser,
const char* name,
sead:: Vector3f* outHitPosition,
sead:: Vector3f* outNormal,
const sead:: Vector3f& position,
const sead:: Vector3f& direction,
f32 distance)
#include <l/Library/Area/AreaObjUtil.h>
#include <l/Library/Area/AreaShape.cpp>
template<typename T>
AreaShape* al:: createAreaShapeFunction()
template<typename T>
AreaObj* al:: createAreaObjFunction(const char* areaObjName)
bool al:: isAnyPosInVolume(AreaObj* areaObj,
sead:: Vector3f* targetPos,
s32 targetPosCount)
bool al:: isAllPosInVolume(AreaObj* areaObj,
sead:: Vector3f* targetPos,
s32 targetPosCount)
s32 al:: calcHashCode(const char* str)
#include <l/Library/Base/HashCodeUtil.h>
s32 al:: calcHashCodeLower(const char* str)
#include <l/Library/Base/HashCodeUtil.h>
s32 al:: calcHashCodeFmt(const char* format,
std::va_list argv)
#include <l/Library/Base/HashCodeUtil.h>
s32 al:: calcHashCodeFmt(const char* format,
...)
#include <l/Library/Base/HashCodeUtil.h>
const char* al:: getBaseName(const char* name)
#include <l/Library/Base/HashCodeUtil.h>
const char* al:: createStringIfInStack(const char* str)
#include <l/Library/Base/StringUtil.h>
const char* al:: createConcatString(const char* start,
const char* end)
#include <l/Library/Base/StringUtil.h>
void al:: createFileNameBySuffix(sead:: BufferedSafeString* out,
const char* name,
const char* suffix)
#include <l/Library/Base/StringUtil.h>
u32 al:: outputValueWithComma(char* out,
u32 size,
u64 value,
bool usePadding,
bool padToThousands)
#include <l/Library/Base/StringUtil.h>
void al:: extractString(char* out,
const char* str,
u32 len,
u32 unused)
#include <l/Library/Base/StringUtil.h>
const char* al:: searchSubString(const char* str,
const char* substr)
#include <l/Library/Base/StringUtil.h>
const char* al:: searchSubString(const char* str,
const char* substr,
s32 substrLen)
#include <l/Library/Base/StringUtil.h>
void al:: removeExtensionString(char* out,
u32 len,
const char* str)
#include <l/Library/Base/StringUtil.h>
void al:: removeStringFromEnd(char* out,
u32 len,
const char* end,
const char* str)
#include <l/Library/Base/StringUtil.h>
void al:: translateCharacters(char* string,
const char* charmap,
const char* newCharmap)
#include <l/Library/Base/StringUtil.h>
bool al:: isEqualString(const char16* str1,
const char16* str2)
#include <l/Library/Base/StringUtil.h>
bool al:: isEqualSubString(const char* str,
const char* subStr)
#include <l/Library/Base/StringUtil.h>
bool al:: isEqualSubString(const sead:: SafeString& str,
const sead:: SafeString& subStr)
#include <l/Library/Base/StringUtil.h>
bool al:: isStartWithString(const char* str,
const char* start)
#include <l/Library/Base/StringUtil.h>
bool al:: isEndWithString(const char* str,
const char* end)
#include <l/Library/Base/StringUtil.h>
s32 al:: compareStringIgnoreCase(const char* str1,
const char* str2)
#include <l/Library/Base/StringUtil.h>
void al:: copyString(char* out,
const char* str,
u32 len)
#include <l/Library/Base/StringUtil.h>
void al:: copyStringW(char16* out,
const char16* str,
u32 len)
#include <l/Library/Base/StringUtil.h>
al:: __attribute__((noinline)) bool isEqualString(const char *str1
#include <l/Library/Base/StringUtil.cpp>
bool al:: isEqualString(const sead:: SafeString& safestr1,
const sead:: SafeString& safestr2)
#include <l/Library/Base/StringUtil.h>
bool al:: isEqualStringCase(const char* str1,
const char* str2)
#include <l/Library/Base/StringUtil.h>
bool al:: isEqualStringCase(const sead:: SafeString& str1,
const sead:: SafeString& str2)
#include <l/Library/Base/StringUtil.h>
const char* al:: getSubStringUnmatched(const char**,
const char*,
const MatchStr&,
void(*)(const char*, const char*, void*),
void*)
#include <l/Library/Base/StringUtil.h>
const char* al:: getSubStringUnmatched(const char*,
const MatchStr&)
#include <l/Library/Base/StringUtil.h>
void al:: extractBaseNameW(sead:: WBufferedSafeString*,
const sead:: WSafeString&)
#include <l/Library/Base/StringUtil.h>
void al:: tryReplaceString(sead:: BufferedSafeString*,
const char*,
const char*)
#include <l/Library/Base/StringUtil.h>
void al:: tryReplaceString(sead:: BufferedSafeString*,
const char*,
const char*,
const char*)
#include <l/Library/Base/StringUtil.h>
void al:: tryReplaceStringNoRecursive(sead:: BufferedSafeString*,
const char*,
const char*,
const char*)
#include <l/Library/Base/StringUtil.h>
bool al:: isMatchString(const char*,
const MatchStr&)
#include <l/Library/Base/StringUtil.h>
void al:: makeUrlEncodeString(char*,
u32,
const char*)
#include <l/Library/Base/StringUtil.h>
void al:: makeUrlDecodeString(char*,
u32,
const char*)
#include <l/Library/Base/StringUtil.h>
bool al:: isInStack(const void*)
#include <l/Library/Base/StringUtil.h>
bool al:: isEqualString(const char* str1,
const char* str2)
#include <l/Library/Base/StringUtil.h>
BgmDirector* al:: getBgmDirector(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
BgmDirector* al:: tryGetBgmDirector(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
BgmSituationDirector* al:: getBgmSituationDirector(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
Bgm3DParamsController* al:: getBgm3DParamsController(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
BgmLine* al:: getActiveBgmLine(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
BgmLine* al:: getPlayingBgmLine(const IUseAudioKeeper*,
const char*)
#include <l/Library/Bgm/BgmLineFunction.h>
const char* al:: getCurPlayingBgmPlayName(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
const char* al:: getCurPlayingBgmResourceName(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
const char* al:: getBgmPlayNameInCurPosition(const IUseAudioKeeper*,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
const char* al:: getBgmResourceNameInCurPosition(const IUseAudioKeeper*,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
s64 al:: getActiveBgmCurSamplePosition(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
s64 al:: getBgmLoopEndSamplePosition(const IUseAudioKeeper*,
const char*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: startBgm(const IUseAudioKeeper*,
const char*,
s32,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: startBgm(const IUseAudioKeeper*,
const BgmPlayingRequest&,
bool,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: startBgmWithSuffix(const IUseAudioKeeper*,
const char*,
const char*,
s32,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: startAndStopBgmInCurPosition(const IUseAudioKeeper*,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: startBgmSituation(const IUseAudioKeeper*,
const char*,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: prepareBgm(const IUseAudioKeeper*,
const BgmPlayingRequest&)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: prepareBgmWithAreaCheck(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: stopBgm(const IUseAudioKeeper*,
const char*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: stopBgm(const IUseAudioKeeper*,
const BgmPlayingRequest&)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: pauseBgm(const IUseAudioKeeper*,
const char*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: resumeBgm(const IUseAudioKeeper*,
const char*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isPlayingBgm(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isPlayingBgm(const IUseAudioKeeper*,
const char*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isRunningBgm(const IUseAudioKeeper*,
const char*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isPlayingResourceCategoryBgm(const IUseAudioKeeper*,
const char*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: stopActiveBgm(const IUseAudioKeeper*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: pauseActiveBgm(const IUseAudioKeeper*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: resumeActiveBgm(const IUseAudioKeeper*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isPlayingActiveBgm(const IUseAudioKeeper*,
const char*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isPauseActiveBgm(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: stopAllBgm(const IUseAudioKeeper*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: tryStopAllBgm(const IUseAudioKeeper*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: setTriggerEventForStopAllBgm(const IUseAudioKeeper*,
const FunctorBase&)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: tryPauseBgmIfDifferBgmArea(const LiveActor*,
const sead:: Vector3f&,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: tryPauseBgmIfLowPriority(const IUseAudioKeeper*,
const char*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: startBgmSituation(const IUseAudioKeeper*,
const char*,
bool,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: startBgmSituation(const IUseAudioKeeper*,
sead:: PtrArray<IBgmParamsChanger>*,
const char*,
bool,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: forceStartBgmSituation(const IUseAudioKeeper*,
const char*,
bool,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: endBgmSituation(const IUseAudioKeeper*,
const char*,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: endBgmSituation(const IUseAudioKeeper*,
sead:: PtrArray<IBgmParamsChanger>*,
const char*,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: forceEndBgmSituation(const IUseAudioKeeper*,
const char*,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: startBgm3D(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: endBgm3D(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: changeBgm3DParams(const IUseAudioKeeper*,
f32,
f32,
f32,
f32,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: activateBgm3DController(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: deactivateBgm3DController(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isActivateBgm3DController(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
s32 al:: getActiveBgmSituationNum(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
const char* al:: getActiveBgmSituationName(const IUseAudioKeeper*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
s32 al:: getDeactiveBgmSituationNum(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
const char* al:: getDeactiveBgmSituationName(const IUseAudioKeeper*,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: takeBgmSituationSnapShot(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: applyBgmSituationSnapShot(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: applyNoAppliedSituationRecord(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isStartedBgmSituation(const IUseAudioKeeper*,
const char*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: endAllBgmSituation(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: clearBgmDataForStepOverScene(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: clearBgmPlayPointRecord(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: startBgmSyncedCurBgmBeat(const IUseAudioKeeper*,
const BgmPlayingRequest&,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: stopBgmSyncedCurBgmBeat(const IUseAudioKeeper*,
const BgmPlayingRequest&,
s32)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: disableBgmLineChange(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: enableBgmLineChange(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isDisableBgmLineChange(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: disableBgmSituationChange(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: enableBgmSituationChange(const IUseAudioKeeper*,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isDisableBgmSituationChange(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
BgmMultiPlayingController* al:: tryAllocBgmMultiPlayingController(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: tryReleaseBgmMultiPlayingController(const IUseAudioKeeper*,
BgmMultiPlayingController*)
#include <l/Library/Bgm/BgmLineFunction.h>
s32 al:: getBgmLineNum(const IUseAudioKeeper*,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
BgmLine* al:: getBgmLineAccessor(const IUseAudioKeeper*,
s32,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
s32 al:: getgBgmLineIndex(const IUseAudioKeeper*,
const char*,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: replaceBgmPlayInfoResourceName(const IUseAudioKeeper*,
const char*,
const char*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isEnableRhythmAnim(const IUseAudioKeeper*,
const char*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isTriggerBeat(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isTriggerBackBeat(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isTriggerMeasureTop(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
f32 al:: getBpm(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
f32 al:: getBeatRate(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
f32 al:: getCurBeat(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
f32 al:: getCurBeatOnMeasure(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
f32 al:: getLoopStartBeat(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
f32 al:: getLoopEndBeat(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
f32 al:: getFramePerMeasure(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
s32 al:: getBeatPerMeasure(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: isChangeActiveBgmResourceName(const IUseAudioKeeper*)
#include <l/Library/Bgm/BgmLineFunction.h>
bool al:: tryRegistTargetBgmResourceName(const IUseAudioKeeper*,
const char*)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: muteOnRunningLineTrack(IUseAudioKeeper*,
u32,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
void al:: muteOffRunningLineTrack(IUseAudioKeeper*,
u32,
bool)
#include <l/Library/Bgm/BgmLineFunction.h>
al:: __attribute__((always_inline)) void getStageName(StringTmp< 128 > *stageName
safeArchiveName al:: format("%s",
archiveName)
al:: if(safeArchiveName. endsWith"Map")
CameraDirector* al:: getCameraDirector(const IUseCamera* user)
#include <l/Library/Camera/CameraUtil.cpp>
SceneCameraInfo* al:: getSceneCameraInfo(const IUseCamera* user)
#include <l/Library/Camera/CameraUtil.h>
s32 al:: getViewNumMax(const IUseCamera* user)
#include <l/Library/Camera/CameraUtil.h>
s32 al:: getViewNumMax(const SceneCameraInfo* info)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isValidView(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isValidView(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const char* al:: getViewName(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const char* al:: getViewName(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Matrix34f& al:: getViewMtx(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Matrix34f& al:: getViewMtx(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Matrix34f* al:: getViewMtxPtr(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Matrix34f* al:: getViewMtxPtr(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Matrix44f& al:: getProjectionMtx(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Matrix44f& al:: getProjectionMtx(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: LookAtCamera& al:: getLookAtCamera(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: LookAtCamera& al:: getLookAtCamera(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Projection& al:: getProjectionSead(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Projection& al:: getProjectionSead(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const Projection& al:: getProjection(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const Projection& al:: getProjection(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Vector3f& al:: getCameraPos(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Vector3f& al:: getCameraPos(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Vector3f& al:: getCameraAt(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Vector3f& al:: getCameraAt(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Vector3f& al:: getCameraUp(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Vector3f& al:: getCameraUp(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: getFovyDegree(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: getFovyDegree(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: getFovy(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: getFovy(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: getNear(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: getNear(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: getFar(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: getFar(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: calcCameraDistance(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: calcFovxDegree(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: calcCurrentFovyRate(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Matrix44f* al:: getProjectionMtxPtr(const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
const sead:: Matrix44f* al:: getProjectionMtxPtr(const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
void al:: calcCameraFront(sead:: Vector3f*,
const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
void al:: setNearClipDistance(const IUseCamera* user,
f32 distance,
s32 updaterIdx)
#include <l/Library/Camera/CameraUtil.h>
void al:: setFarClipDistance(const IUseCamera* user,
f32 distance,
s32 updaterIdx)
#include <l/Library/Camera/CameraUtil.h>
void al:: setCurrentCameraPose(CameraPoseInfo* poseInfo,
const IUseCamera* user)
#include <l/Library/Camera/CameraUtil.h>
void al:: calcCameraDir(sead:: Vector3f* dir,
const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
void al:: calcCameraLookDir(sead:: Vector3f* lookDir,
const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
void al:: calcCameraSideDir(sead:: Vector3f* sideDir,
const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
void al:: calcCameraUpDir(sead:: Vector3f* upDir,
const IUseCamera* user,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
bool al:: tryCalcCameraDir(sead:: Vector3f* dir,
const SceneCameraInfo* info,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
bool al:: tryCalcCameraDirH(sead:: Vector3f* dirH,
const SceneCameraInfo* info,
const sead:: Vector3f& upDir,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
bool al:: tryCalcCameraLookDirH(sead:: Vector3f* lookDirH,
const SceneCameraInfo* info,
const sead:: Vector3f& upDir,
s32 viewIdx)
#include <l/Library/Camera/CameraUtil.h>
void al:: startCamera(const IUseCamera* user,
CameraTicket* ticket,
s32 unk = -1)
#include <l/Library/Camera/CameraUtil.h>
void al:: startCameraSub(const IUseCamera* user,
CameraTicket* ticket,
s32 unk = -1)
#include <l/Library/Camera/CameraUtil.h>
void al:: startAnimCamera(const IUseCamera* user,
CameraTicket* ticket,
const char* animName,
s32 unk = 0)
#include <l/Library/Camera/CameraUtil.h>
void al:: startAnimCameraAnim(CameraTicket* ticket,
const char*,
s32,
s32,
s32)
#include <l/Library/Camera/CameraUtil.h>
void al:: startAnimCameraWithStartStepAndEndStepAndPlayStep(const IUseCamera* user,
CameraTicket* ticket,
const char* animName,
s32,
s32,
s32,
s32)
#include <l/Library/Camera/CameraUtil.h>
void al:: endCamera(const IUseCamera* user,
CameraTicket* ticket,
s32,
bool)
#include <l/Library/Camera/CameraUtil.h>
void al:: endCameraWithNextCameraPose(const IUseCamera* user,
CameraTicket* ticket,
const CameraPoseInfo* poseInfo,
s32)
#include <l/Library/Camera/CameraUtil.h>
void al:: endCameraSub(const IUseCamera* user,
CameraTicket* ticket,
s32)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isActiveCamera(const CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initObjectCamera(const IUseCamera* user,
const PlacementInfo& placementInfo,
const char*,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initObjectCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initObjectCameraNoPlacementInfo(const IUseCamera* user,
const char*,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initFixCamera(const IUseCamera* user,
const char*,
const sead:: Vector3f&,
const sead:: Vector3f& lookAtPos)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initFixDoorwayCamera(const IUseCamera* user,
const char*,
const sead:: Vector3f&,
const sead:: Vector3f& lookAtPos)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initFixActorCamera(const LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*,
const sead:: Vector3f&,
f32,
f32,
f32,
bool)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initFixLookCamera(LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initFixTalkCamera(const LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*,
const sead:: Vector3f&,
f32,
f32,
f32,
bool)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initFixFishingCamera(const LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32,
f32,
bool)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initFixPointCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
bool)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initLookDownCamera(const LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initProgramableCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const sead:: Vector3f*,
const sead:: Vector3f*,
const sead:: Vector3f*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initProgramableCamera(const IUseCamera* user,
const char*,
const sead:: Vector3f*,
const sead:: Vector3f*,
const sead:: Vector3f*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initProgramableCameraWithCollider(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const sead:: Vector3f*,
const sead:: Vector3f*,
const sead:: Vector3f*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initProgramableAngleCamera(const IUseCamera* user,
const PlacementInfo& placementInfo,
const char*,
const sead:: Vector3f*,
const f32*,
const f32*,
const f32*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initProgramableCameraKeepColliderPreCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const sead:: Vector3f*,
const sead:: Vector3f*,
const sead:: Vector3f*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initShooterCameraSingle(const IUseCamera* user,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initTowerCameraWithSave(const IUseCamera* user,
const sead:: Vector3f*,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initTowerCamera(const IUseCamera* user,
const sead:: Vector3f*,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initBossBattleCamera(const IUseCamera* user,
const sead:: Vector3f*,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: initProgramableCameraAngleSwing(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initFollowCameraSimple(const IUseCamera* user,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initFollowCameraSimple(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initDemoObjectCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initDemoProgramableCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const sead:: Vector3f*,
const sead:: Vector3f*,
const sead:: Vector3f*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initDemoProgramableCameraKeepColliderPreCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*,
const sead:: Vector3f*,
const sead:: Vector3f*,
const sead:: Vector3f*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initDemoAnimCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const Resource*,
const sead:: Matrix34f*,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initAnimCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const Resource*,
const sead:: Matrix34f*,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initDemoAnimCamera(const LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: loadActorCameraParam(CameraTicket* ticket,
const LiveActor* actor,
const char*,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: loadActorCameraParamInitFile(CameraTicket* ticket,
const LiveActor* actor,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: setFixActorCameraTarget(CameraTicket* ticket,
const LiveActor* actor)
#include <l/Library/Camera/CameraUtil.h>
void al:: setFixActorCameraAngleH(CameraTicket* ticket,
f32 angleH)
#include <l/Library/Camera/CameraUtil.h>
void al:: setTowerCameraDistance(CameraTicket* ticket,
f32 distance)
#include <l/Library/Camera/CameraUtil.h>
void al:: setTowerCameraStartAngleV(CameraTicket* ticket,
f32 startAngleV)
#include <l/Library/Camera/CameraUtil.h>
void al:: setTowerCameraUserMarginAngleH(CameraTicket* ticket,
f32 angleH)
#include <l/Library/Camera/CameraUtil.h>
void al:: resetTowerCameraUserMarginAngleH(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
void al:: resetTowerCameraInputRotate(CameraTicket* ticket,
f32,
s32)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initSubjectiveCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initSubjectiveCameraNoSave(const IUseCamera* user,
const char*)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: getSubjectiveCameraOffsetUp(const CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
f32 al:: getSubjectiveCameraOffsetFront()
#include <l/Library/Camera/CameraUtil.h>
void al:: setSubjectiveCameraStartAngleH(const CameraTicket* ticket,
f32 angleH)
#include <l/Library/Camera/CameraUtil.h>
void al:: validateSubjectiveCameraResetAngleH(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
void al:: requestSubjectiveCameraZoomIn(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initParallelCamera(const IUseCamera* user,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initParallelCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: setParallelCameraLookAtOffset(const CameraTicket* ticket,
const sead:: Vector3f& offset)
#include <l/Library/Camera/CameraUtil.h>
void al:: setParallelCameraDistance(const CameraTicket* ticket,
f32 distance)
#include <l/Library/Camera/CameraUtil.h>
void al:: setParallelCameraAngleH(const CameraTicket* ticket,
f32 angleH)
#include <l/Library/Camera/CameraUtil.h>
void al:: setParallelCameraAngleV(const CameraTicket* ticket,
f32 angleV)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initQuickTurnCamera(const IUseCamera* user,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: setQuickTurnCameraFollow(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
void al:: setQuickTurnCameraRotateFast(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initRaceCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: setRaceCameraFrontDirPtr(const CameraTicket* ticket,
const sead:: Vector3f* frontDirPtr)
#include <l/Library/Camera/CameraUtil.h>
void al:: setRaceCameraDistance(const CameraTicket* ticket,
f32 distance)
#include <l/Library/Camera/CameraUtil.h>
void al:: setRaceCameraOffsetY(const CameraTicket* ticket,
f32 offsetY)
#include <l/Library/Camera/CameraUtil.h>
void al:: setRaceCameraAngleDegreeV(const CameraTicket* ticket,
f32 angleV)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initCartCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: stopCartCamera(const CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
void al:: restartCartCamera(const CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initActorRailParallelCamera(const LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initKinopioBrigadeCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initAnimCamera(const LiveActor* actor,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: validateAnimCameraAngleSwing(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
void al:: invalidateAnimCameraAngleSwing(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
void al:: setAnimCameraBaseMtxPtr(CameraTicket* ticket,
const sead:: Matrix34f* baseMtxPtr)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initEntranceCamera(const IUseCamera* user,
const PlacementInfo& placementInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initEntranceCamera(const IUseCamera* user,
const ActorInitInfo& actorInitInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
CameraTicket* al:: initEntranceCameraNoSave(const IUseCamera* user,
const PlacementInfo& placementInfo,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: setEntranceCameraParam(CameraTicket* ticket,
f32,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Camera/CameraUtil.h>
void al:: setEntranceCameraLookAt(CameraTicket* ticket,
const sead:: Vector3f& lookAt)
#include <l/Library/Camera/CameraUtil.h>
void al:: invalidateEndEntranceCamera(LiveActor* actor)
#include <l/Library/Camera/CameraUtil.h>
void al:: invalidateEndEntranceCameraWithName(IUseCamera* user,
const char* name)
#include <l/Library/Camera/CameraUtil.h>
void al:: validateEndEntranceCamera(IUseCamera* user)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isPlayingEntranceCamera(const IUseCamera* user,
s32 updaterIdx)
#include <l/Library/Camera/CameraUtil.h>
void al:: setCameraInterpoleStep(CameraTicket* ticket,
s32 step)
#include <l/Library/Camera/CameraUtil.h>
void al:: setCameraFovyDegree(CameraTicket* ticket,
f32 fovy)
#include <l/Library/Camera/CameraUtil.h>
SimpleCameraInput* al:: createSimpleCameraInput(s32 port)
#include <l/Library/Camera/CameraUtil.h>
void al:: setCameraInput(IUseCamera* user,
const ICameraInput* cameraInput)
#include <l/Library/Camera/CameraUtil.h>
void al:: setViewCameraInput(IUseCamera* user,
const ICameraInput* cameraInput,
s32 inputIdx)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isExistCameraInputAtDisableTiming(const IUseCamera* user,
s32 inputIdx)
#include <l/Library/Camera/CameraUtil.h>
ActorCameraTarget* al:: createActorCameraTarget(const LiveActor* actor,
f32)
#include <l/Library/Camera/CameraUtil.h>
ActorCameraTarget* al:: createActorCameraTarget(const LiveActor* actor,
const sead:: Vector3f*)
#include <l/Library/Camera/CameraUtil.h>
ActorMatrixCameraTarget* al:: createActorJointCameraTarget(const LiveActor* actor,
const char* jointName)
#include <l/Library/Camera/CameraUtil.h>
ActorMatrixCameraTarget* al:: createActorMatrixCameraTarget(const LiveActor* actor,
const sead:: Matrix34f* matrix)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isActiveCameraTarget(const CameraTargetBase* target)
#include <l/Library/Camera/CameraUtil.h>
void al:: setCameraTarget(IUseCamera* user,
CameraTargetBase* target)
#include <l/Library/Camera/CameraUtil.h>
void al:: resetCameraTarget(IUseCamera* user,
CameraTargetBase* target)
#include <l/Library/Camera/CameraUtil.h>
ActorCameraSubTarget* al:: createActorCameraSubTarget(const LiveActor* actor,
const sead:: Vector3f*)
#include <l/Library/Camera/CameraUtil.h>
ActorBackAroundCameraSubTarget* al:: createActorBackAroundCameraSubTarget(const LiveActor* actor,
const sead:: Vector3f*)
#include <l/Library/Camera/CameraUtil.h>
TransCameraSubTarget* al:: createTransCameraSubTarget(const char*,
const sead:: Vector3f*)
#include <l/Library/Camera/CameraUtil.h>
void al:: initCameraSubTargetTurnParam(CameraSubTargetBase* target,
const CameraSubTargetTurnParam* turnParam)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isActiveCameraSubTarget(const CameraSubTargetBase* target)
#include <l/Library/Camera/CameraUtil.h>
void al:: setCameraSubTarget(IUseCamera* user,
CameraSubTargetBase* target)
#include <l/Library/Camera/CameraUtil.h>
void al:: resetCameraSubTarget(IUseCamera* user,
CameraSubTargetBase* target)
#include <l/Library/Camera/CameraUtil.h>
void al:: setCameraPlacementSubTarget(IUseCamera* user,
CameraSubTargetBase* target)
#include <l/Library/Camera/CameraUtil.h>
void al:: resetCameraPlacementSubTarget(IUseCamera* user,
CameraSubTargetBase* target)
#include <l/Library/Camera/CameraUtil.h>
const CameraDistanceCurve* al:: getCameraDistanceRocketFlowerCurve()
#include <l/Library/Camera/CameraUtil.h>
void al:: setViewCameraTarget(IUseCamera* user,
CameraTargetBase* target,
s32)
#include <l/Library/Camera/CameraUtil.h>
void al:: startCameraShakeByAction(const LiveActor* actor,
const char*,
const char*,
s32,
s32)
#include <l/Library/Camera/CameraUtil.h>
void al:: startCameraShakeByHitReaction(const IUseCamera* user,
const char*,
const char*,
const char*,
s32,
s32)
#include <l/Library/Camera/CameraUtil.h>
void al:: requestCameraLoopShakeWeak(const IUseCamera* user)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isActiveCameraInterpole(const IUseCamera* user,
s32)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isActiveCameraInterpole(const SceneCameraInfo* info,
s32)
#include <l/Library/Camera/CameraUtil.h>
void al:: startCameraInterpole(const IUseCamera* user,
s32,
s32)
#include <l/Library/Camera/CameraUtil.h>
void al:: requestCancelCameraInterpole(const IUseCamera* user,
s32)
#include <l/Library/Camera/CameraUtil.h>
bool al:: tryCalcCameraPoseWithoutInterpole(sead:: LookAtCamera* camera,
const IUseCamera* user,
s32)
#include <l/Library/Camera/CameraUtil.h>
void al:: invalidateCameraPoserVerticalAbsorber(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
void al:: requestStopCameraVerticalAbsorb(IUseCamera* user)
#include <l/Library/Camera/CameraUtil.h>
void al:: validateSnapShotCameraZoomFovy(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
void al:: validateSnapShotCameraRoll(CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isSnapShotOrientationRotate90(const IUseCamera* user)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isSnapShotOrientationRotate270(const IUseCamera* user)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isValidCameraGyro(const IUseCamera* user)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isInvalidChangeSubjectiveCamera(const IUseCamera* user)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isCurrentCameraZooming(const IUseCamera* user,
s32)
#include <l/Library/Camera/CameraUtil.h>
void al:: onCameraRideObj(const LiveActor* actor)
#include <l/Library/Camera/CameraUtil.h>
void al:: offCameraRideObj(const LiveActor* actor)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isExistAnimCameraData(const CameraTicket* ticket,
const char*)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isEndAnimCamera(const CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isAnimCameraPlaying(const CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
bool al:: isAnimCameraAnimPlaying(const CameraTicket* ticket,
const char*)
#include <l/Library/Camera/CameraUtil.h>
s32 al:: getAnimCameraStepMax(const CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
s32 al:: getAnimCameraStep(const CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
s32 al:: calcAnimCameraAnimStepMax(const CameraTicket* ticket,
const char*)
#include <l/Library/Camera/CameraUtil.h>
void al:: setAnimCameraRotateBaseUp(const CameraTicket* ticket)
#include <l/Library/Camera/CameraUtil.h>
template<typename T>
CameraPoser* al:: createCameraPoserFunction(const char* cameraPoserName)
bool al:: isWallPolygon(const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Collision/Collider.h>
bool al:: isFloorPolygon(const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Collision/Collider.h>
bool al:: isCeilingPolygon(const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Collision/Collider.h>
bool al:: isFloorCode(const Triangle&,
const char*)
MtxConnector* al:: createMtxConnector(const LiveActor* actor)
MtxConnector* al:: tryCreateMtxConnector(const LiveActor* actor,
const ActorInitInfo& info)
void al:: attachMtxConnectorToCollision(MtxConnector* mtxConnector,
const LiveActor* actor,
bool)
void al:: attachMtxConnectorToCollision(MtxConnector* mtxConnector,
const LiveActor* actor,
const sead:: Vector3f&,
const sead:: Vector3f&)
CollisionParts* al:: attachMtxConnectorToCollision(MtxConnector* mtxConnector,
const LiveActor* actor,
f32,
f32)
void al:: connectPoseQT(LiveActor* actor,
const MtxConnector* mtxConnector,
const sead:: Quatf& quat,
const sead:: Vector3f& trans)
void al:: connectPoseQT(LiveActor* actor,
const MtxConnector* mtxConnector)
void al:: attachMtxConnectorToJoint(MtxConnector* mtxConnector,
const LiveActor* actor,
const char* jointName)
void al:: attachMtxConnectorToJoint(MtxConnector* mtxConnector,
const LiveActor* actor,
const char* jointName,
const sead:: Vector3f& quatInitVec,
const sead:: Vector3f& trans)
void al:: disconnectMtxConnector(MtxConnector* mtxConnector)
bool al:: isMtxConnectorConnecting(const MtxConnector* mtxConnector)
sead:: ControllerBase* al:: getController(s32 port)
bool al:: isPadTrigger(s32 port,
s32 button)
bool al:: isPadTriggerA(s32 port)
bool al:: isPadTriggerB(s32 port)
bool al:: isPadTriggerX(s32 port)
bool al:: isPadTriggerY(s32 port)
bool al:: isPadTriggerZL(s32 port)
bool al:: isPadTriggerZR(s32 port)
bool al:: isPadTriggerL(s32 port)
bool al:: isPadTriggerR(s32 port)
bool al:: isPadTrigger1(s32 port)
bool al:: isPadTrigger2(s32 port)
bool al:: isPadTriggerUp(s32 port)
bool al:: isPadTriggerDown(s32 port)
bool al:: isPadTriggerLeft(s32 port)
bool al:: isPadTriggerRight(s32 port)
bool al:: isPadTriggerLeftUp(s32 port)
bool al:: isPadTriggerLeftDown(s32 port)
bool al:: isPadTriggerRightUp(s32 port)
bool al:: isPadTriggerRightDown(s32 port)
bool al:: isPadTriggerHome(s32 port)
bool al:: isPadTriggerStart(s32 port)
bool al:: isPadTriggerSelect(s32 port)
bool al:: isPadTriggerPlus(s32 port)
bool al:: isPadTriggerMinus(s32 port)
bool al:: isPadTriggerTouch()
bool al:: isPadTriggerUpLeftStick(s32 port)
bool al:: isPadTriggerDownLeftStick(s32 port)
bool al:: isPadTriggerLeftLeftStick(s32 port)
bool al:: isPadTriggerRightLeftStick(s32 port)
bool al:: isPadTriggerUpRightStick(s32 port)
bool al:: isPadTriggerDownRightStick(s32 port)
bool al:: isPadTriggerLeftRightStick(s32 port)
bool al:: isPadTriggerRightRightStick(s32 port)
bool al:: isPadTriggerAnyABXY(s32 port)
bool al:: isPadTriggerAny(s32 port)
bool al:: isPadTriggerLeftStick(s32 port)
bool al:: isPadTriggerRightStick(s32 port)
bool al:: isPadTriggerPressLeftStick(s32 port)
bool al:: isPadTriggerPressRightStick(s32 port)
bool al:: isPadRepeat(s32 port,
s32 button)
bool al:: isPadRepeatA(s32 port)
bool al:: isPadRepeatB(s32 port)
bool al:: isPadRepeatX(s32 port)
bool al:: isPadRepeatY(s32 port)
bool al:: isPadRepeatZL(s32 port)
bool al:: isPadRepeatZR(s32 port)
bool al:: isPadRepeatL(s32 port)
bool al:: isPadRepeatR(s32 port)
bool al:: isPadRepeat1(s32 port)
bool al:: isPadRepeat2(s32 port)
bool al:: isPadRepeatUp(s32 port)
bool al:: isPadRepeatDown(s32 port)
bool al:: isPadRepeatLeft(s32 port)
bool al:: isPadRepeatRight(s32 port)
bool al:: isPadRepeatHome(s32 port)
bool al:: isPadRepeatStart(s32 port)
bool al:: isPadRepeatSelect(s32 port)
bool al:: isPadRepeatPlus(s32 port)
bool al:: isPadRepeatMinus(s32 port)
bool al:: isPadRepeatTouch()
bool al:: isPadRepeatUpLeftStick(s32 port)
bool al:: isPadRepeatDownLeftStick(s32 port)
bool al:: isPadRepeatLeftLeftStick(s32 port)
bool al:: isPadRepeatRightLeftStick(s32 port)
bool al:: isPadRepeatUpRightStick(s32 port)
bool al:: isPadRepeatDownRightStick(s32 port)
bool al:: isPadRepeatLeftRightStick(s32 port)
bool al:: isPadRepeatRightRightStick(s32 port)
bool al:: isPadHoldPressLeftStick(s32 port)
bool al:: isPadHoldPressRightStick(s32 port)
bool al:: isPadHoldA(s32 port)
bool al:: isPadHoldB(s32 port)
bool al:: isPadHoldX(s32 port)
bool al:: isPadHoldY(s32 port)
bool al:: isPadHoldZL(s32 port)
bool al:: isPadHoldZR(s32 port)
bool al:: isPadHoldL(s32 port)
bool al:: isPadHoldR(s32 port)
bool al:: isPadHold1(s32 port)
bool al:: isPadHold2(s32 port)
bool al:: isPadHoldUp(s32 port)
bool al:: isPadHoldDown(s32 port)
bool al:: isPadHoldLeft(s32 port)
bool al:: isPadHoldRight(s32 port)
bool al:: isPadHoldLeftUp(s32 port)
bool al:: isPadHoldLeftDown(s32 port)
bool al:: isPadHoldRightUp(s32 port)
bool al:: isPadHoldRightDown(s32 port)
bool al:: isPadHoldHome(s32 port)
bool al:: isPadHoldStart(s32 port)
bool al:: isPadHoldSelect(s32 port)
bool al:: isPadHoldPlus(s32 port)
bool al:: isPadHoldMinus(s32 port)
bool al:: isPadHoldAny(s32 port)
bool al:: isPadHoldAnyWithoutStick(s32 port)
bool al:: isPadHoldTouch()
bool al:: isPadHoldUpLeftStick(s32 port)
bool al:: isPadHoldDownLeftStick(s32 port)
bool al:: isPadHoldLeftLeftStick(s32 port)
bool al:: isPadHoldRightLeftStick(s32 port)
bool al:: isPadHoldUpRightStick(s32 port)
bool al:: isPadHoldDownRightStick(s32 port)
bool al:: isPadHoldLeftRightStick(s32 port)
bool al:: isPadHoldRightRightStick(s32 port)
bool al:: isPadHoldLeftStick(s32 port)
bool al:: isPadHoldRightStick(s32 port)
bool al:: isPadRelease(s32 port,
s32 button)
bool al:: isPadReleaseA(s32 port)
bool al:: isPadReleaseB(s32 port)
bool al:: isPadReleaseX(s32 port)
bool al:: isPadReleaseY(s32 port)
bool al:: isPadReleaseZL(s32 port)
bool al:: isPadReleaseZR(s32 port)
bool al:: isPadReleaseL(s32 port)
bool al:: isPadReleaseR(s32 port)
bool al:: isPadRelease1(s32 port)
bool al:: isPadRelease2(s32 port)
bool al:: isPadReleaseUp(s32 port)
bool al:: isPadReleaseDown(s32 port)
bool al:: isPadReleaseLeft(s32 port)
bool al:: isPadReleaseRight(s32 port)
bool al:: isPadReleaseHome(s32 port)
bool al:: isPadReleaseStart(s32 port)
bool al:: isPadReleaseSelect(s32 port)
bool al:: isPadReleasePlus(s32 port)
bool al:: isPadReleaseMinus(s32 port)
bool al:: isPadReleaseTouch()
bool al:: isPadReleaseUpLeftStick(s32 port)
bool al:: isPadReleaseDownLeftStick(s32 port)
bool al:: isPadReleaseLeftLeftStick(s32 port)
bool al:: isPadReleaseRightLeftStick(s32 port)
bool al:: isPadReleaseUpRightStick(s32 port)
bool al:: isPadReleaseDownRightStick(s32 port)
bool al:: isPadReleaseLeftRightStick(s32 port)
bool al:: isPadReleaseRightRightStick(s32 port)
const sead:: Vector2f& al:: getLeftStick(s32 port)
const sead:: Vector2f& al:: getRightStick(s32 port)
void al:: getPadCrossDir(sead:: Vector2f* vec,
s32 port)
void al:: getPadCrossDirSideways(sead:: Vector2f* vec,
s32 port)
void al:: calcTouchScreenPos(sead:: Vector2f* vec)
void al:: calcTouchLayoutPos(sead:: Vector2f*)
bool al:: isTouchPosInRect(const sead:: Vector2f& rect_pos,
const sead:: Vector2f& size)
void al:: setPadRepeat(s32 a1,
s32 a2,
s32 a3,
s32 port)
s32 al:: getPlayerControllerPort(s32 playerNo)
s32 al:: getTouchPanelPort()
s32 al:: getMainControllerPort()
s32 al:: getMainJoyPadDoublePort()
bool al:: isPadTypeJoySingle(s32 port = -1)
bool al:: isPadTriggerUiCursorUp(s32 port = -1)
bool al:: isPadTriggerUiCursorDown(s32 port = -1)
bool al:: isPadTriggerUiCursorLeft(s32 port = -1)
bool al:: isPadTriggerUiCursorRight(s32 port = -1)
bool al:: isPadRepeatUiCursorUp(s32 port = -1)
bool al:: isPadRepeatUiCursorDown(s32 port = -1)
bool al:: isPadRepeatUiCursorLeft(s32 port = -1)
bool al:: isPadRepeatUiCursorRight(s32 port = -1)
bool al:: isPadHoldUiCursorUp(s32 port = -1)
bool al:: isPadHoldUiCursorDown(s32 port = -1)
bool al:: isPadHoldUiCursorLeft(s32 port = -1)
bool al:: isPadHoldUiCursorRight(s32 port = -1)
bool al:: isPadReleaseUiCursorUp(s32 port = -1)
bool al:: isPadReleaseUiCursorDown(s32 port = -1)
bool al:: isPadReleaseUiCursorLeft(s32 port = -1)
bool al:: isPadReleaseUiCursorRight(s32 port = -1)
bool al:: isTouchPosInCircle(const sead:: Vector2f&,
f32)
bool al:: isTouchPosInCircleByWorldPos(const sead:: Vector2f&,
const IUseCamera*,
f32,
f32)
bool al:: isPadTouchRect(f32,
f32,
f32,
f32)
bool al:: isSameNpadId(u32,
s32)
void al:: createReplayController(u32 port)
void al:: unregistReplayController(u32 port)
ReplayController* al:: getReplayController(u32 port)
void al:: setPadDataReader(IUsePadDataReader* reader,
u32 port)
void al:: createAndSetPadDataArcReader(const char* path,
const char* stageName,
u32 port)
void al:: startPadReplay(u32 port)
void al:: pausePadReplay(u32 port)
void al:: endPadReplay(u32 port)
void al:: setPadDataWriter(IUsePadDataWriter* writer,
u32 port)
void al:: startPadRecording(u32 port)
void al:: endPadRecording(u32 port)
bool al:: isPadReplaying(u32 port)
s32 al:: getPadReplayRemainFrame(u32 port)
bool al:: isPadRecording(u32 port)
void al:: invalidatePadReplay(u32 port)
void al:: validatePadReplay(u32 port)
bool al:: isValidReplayController(u32 port)
bool al:: isReadPadReplayData(u32 port)
PadRumbleKeeper* al:: createPadRumbleKeeper(const LiveActor*,
s32)
void al:: getComputerName(sead:: BufferedSafeString* computerName)
#include <l/Library/Debug/Host.h>
bool al:: tryGetComputerName(sead:: BufferedSafeString* computerName)
#include <l/Library/Debug/Host.h>
void al:: getUserName(sead:: BufferedSafeString* userName)
#include <l/Library/Debug/Host.h>
void al:: makeUniqueTemporaryFilename(sead:: BufferedSafeString* out,
const char* fileName)
#include <l/Library/Debug/Host.h>
void al:: expandEnvironmentString(sead:: BufferedSafeString* out,
const sead:: SafeString& envStr)
#include <l/Library/Debug/Host.h>
sead:: FixedSafeString<128> al:: makeTmpExpandEnvironmentString(const sead:: SafeString& envStr)
#include <l/Library/Debug/Host.h>
StringTmp<128> al:: makeTmpFileFullPath(const char* fileName)
#include <l/Library/Debug/Host.h>
const char* al:: getALCommon()
#include <l/Library/Debug/Host.h>
void al:: FUN_710086f65c(sead:: BufferedSafeString* out,
const sead:: SafeString& envStr)
#include <l/Library/Debug/Host.h>
AddDemoInfo* al:: registDemoRequesterToAddDemoInfo(const LiveActor* actor,
const ActorInitInfo& initInfo,
s32 index)
#include <l/Library/Demo/DemoFunction.h>
void al:: registActorToDemoInfo(LiveActor* actor,
const ActorInitInfo& initInfo)
#include <l/Library/Demo/DemoFunction.h>
void al:: addDemoActorFromAddDemoInfo(const LiveActor* actor,
const AddDemoInfo* info)
#include <l/Library/Demo/DemoFunction.h>
void al:: addDemoActorFromDemoActorHolder(const LiveActor* actor,
const DemoActorHolder* holder)
#include <l/Library/Demo/DemoFunction.h>
void al:: addDemoActorFromDemoActorHolder(const Scene* scene,
const DemoActorHolder* holder)
#include <l/Library/Demo/DemoFunction.h>
void al:: setDemoInfoDemoName(const LiveActor* actor,
const char* name)
#include <l/Library/Demo/DemoFunction.h>
void al:: killForceBeforeDemo(LiveActor* actor)
#include <l/Library/Demo/DemoFunction.h>
void al:: prepareSkip(LiveActor* actor,
s32)
#include <l/Library/Demo/DemoFunction.h>
void al:: invalidateLODWithSubActor(LiveActor*)
#include <l/Library/Demo/DemoFunction.h>
bool al:: isActiveDemo(const Scene*)
#include <l/Library/Scene/SceneUtil.h>
f32 al:: getDepthClearValue()
#include <l/Library/Draw/GraphicsFunction.h>
void al:: setDepthFuncNearDraw(sead::GraphicsContext* context)
#include <l/Library/Draw/GraphicsFunction.h>
void al:: setDepthFuncFarDraw(sead::GraphicsContext* context)
#include <l/Library/Draw/GraphicsFunction.h>
bool al:: getAlphaTestEnable(nn::g3d::MaterialObj* material)
#include <l/Library/Draw/GraphicsFunction.h>
void al:: emitEffectCurrentPos(IUseEffectKeeper*,
const char*)
void al:: emitEffect(IUseEffectKeeper*,
const char*,
const sead:: Vector3f*)
bool al:: tryEmitEffect(IUseEffectKeeper*,
const char*,
const sead:: Vector3f*)
void al:: deleteEffect(IUseEffectKeeper*,
const char*)
bool al:: tryDeleteEffect(IUseEffectKeeper*,
const char*)
void al:: deleteEffectAll(IUseEffectKeeper*)
void al:: tryKillEmitterAndParticleAll(IUseEffectKeeper*)
void al:: onCalcAndDrawEffect(IUseEffectKeeper*)
void al:: offCalcAndDrawEffect(IUseEffectKeeper*)
void al:: forceSetStopCalcAndDraw(IUseEffectKeeper*,
bool)
bool al:: isEffectEmitting(const IUseEffectKeeper*,
const char*)
void al:: setEffectEmitRatio(IUseEffectKeeper*,
const char*,
f32)
void al:: setEffectAllScale(IUseEffectKeeper*,
const char*,
const sead:: Vector3f&)
void al:: setEffectEmitterVolumeScale(IUseEffectKeeper*,
const char*,
const sead:: Vector3f&)
void al:: setEffectParticleScale(IUseEffectKeeper*,
const char*,
f32)
void al:: setEffectParticleScale(IUseEffectKeeper*,
const char*,
const sead:: Vector3f&)
void al:: setEffectParticleAlpha(IUseEffectKeeper*,
const char*,
f32)
void al:: setEffectParticleColor(IUseEffectKeeper*,
const char*,
const sead:: Color4f&)
void al:: setParticleLifeScale(IUseEffectKeeper*,
const char*,
f32)
void al:: setEffectParticleDirectionalVel(IUseEffectKeeper*,
const char*,
f32)
void al:: setEffectFollowPosPtr(IUseEffectKeeper*,
const char*,
const sead:: Vector3f*)
void al:: setEffectFollowMtxPtr(IUseEffectKeeper*,
const char*,
const sead:: Matrix34f*)
void al:: setEffectNamedMtxPtr(IUseEffectKeeper*,
const char*,
const sead:: Matrix34f*)
bool al:: trySetEffectNamedMtxPtr(IUseEffectKeeper*,
const char*,
const sead:: Matrix34f*)
bool al:: tryUpdateEffectMaterialCode(IUseEffectKeeper*,
const char*)
void al:: resetEffectMaterialCode(IUseEffectKeeper*)
void al:: updateEffectMaterialWater(IUseEffectKeeper*,
bool)
void al:: updateEffectMaterialWet(IUseEffectKeeper*,
bool)
void al:: updateEffectMaterialPuddle(IUseEffectKeeper*,
bool)
template<typename T>
EventFlowNode* al:: createEventFlowNode(const char* eventFlowNodeName)
bool al:: isNodeName(const EventFlowNode*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
const char16* al:: getScareMessage(const EventFlowNode*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: startEventCamera(EventFlowNode*,
const char*,
s32)
#include <l/Library/Event/EventFlowUtil.h>
void al:: startEventAnimCamera(EventFlowNode*,
const char*,
const char*,
s32)
#include <l/Library/Event/EventFlowUtil.h>
void al:: endEventCamera(EventFlowNode*,
const char*,
s32,
bool)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: tryEndEventCameraIfPlaying(EventFlowNode*,
const char*,
s32,
bool)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isEndInterpoleEventCamera(const EventFlowNode*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isPlayingEventAnimCamera(const EventFlowNode*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: requestDemoAction(EventFlowNode*,
const char*,
bool)
#include <l/Library/Event/EventFlowUtil.h>
void al:: requestPlayerDemoAction(EventFlowNode*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isEndDemoAction(const EventFlowNode*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: setDemoTalkAction(EventFlowNode*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: resetDemoTalkAction(EventFlowNode*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: requestDemoCamera(EventFlowNode*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isEndRequestDemoCamera(const EventFlowNode*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isHideDemoPlayer(const EventFlowNode*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: requestHideDemoPlayer(EventFlowNode*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: requestShowDemoPlayer(EventFlowNode*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: calcPlayerWatchTrans(sead:: Vector3f*,
const EventFlowNode*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: requestCommandCloseTalkMessageLayout(EventFlowNode*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isActive(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isScare(const IUseEventFlowData*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: tryGetScareEnemyPos(sead:: Vector3f*,
const IUseEventFlowData*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: invalidateUiCollisionCheck(EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: onExistLookAtJointCtrl(EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: setTalkSubActorName(EventFlowExecutor*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: resetTalkSubActorName(EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: startEventAction(LiveActor*,
const IUseEventFlowData*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: makeEventActionName(sead:: BufferedSafeStringBase<char>*,
const IUseEventFlowData*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: startEventActionAtRandomFrame(LiveActor*,
const IUseEventFlowData*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: tryStartEventActionIfNotPlaying(LiveActor*,
const IUseEventFlowData*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isPlayingEventAction(const LiveActor*,
const IUseEventFlowData*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isExistEventAction(const LiveActor*,
const IUseEventFlowData*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isOneTimeEventAction(const LiveActor*,
const IUseEventFlowData*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
f32 al:: getEventActionFrameMax(const LiveActor*,
const IUseEventFlowData*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
f32 al:: getParamMoveSpeed(const IUseEventFlowData*)
#include <l/Library/Event/EventFlowUtil.h>
f32 al:: getParamTurnSpeedDegree(const IUseEventFlowData*)
#include <l/Library/Event/EventFlowUtil.h>
const sead:: Vector3f& al:: getRecordActorFront(const IUseEventFlowData*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: recordActorFront(IUseEventFlowData*,
const sead:: Vector3f&)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: checkInsideTerritoryPos(const IUseEventFlowData*,
const LiveActor*,
const sead:: Vector3f&,
f32)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: checkInsideEmotionTerritoryPos(const IUseEventFlowData*,
const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: checkInsideEmotionLowPriorityTerritoryPos(const IUseEventFlowData*,
const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: checkInsideTalkTerritoryPos(const IUseEventFlowData*,
const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Event/EventFlowUtil.h>
void al:: calcBalloonOffset(sead:: Vector3f*,
const IUseEventFlowData*,
const LiveActor*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: setBalloonLocalOffset(EventFlowExecutor*,
const sead:: Vector3f&)
#include <l/Library/Event/EventFlowUtil.h>
f32 al:: getBalloonCollisionCheckOffsetRadius(const IUseEventFlowData*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isDisableOpenBalloonByOrderGroup(const LiveActor*,
const IUseEventFlowData*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isEnableForceOpenBalloonByOrderGroup(const LiveActor*,
const IUseEventFlowData*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isWaitAtPointMovement(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isStopMovement(const IUseEventFlowData*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isRequestEventDemoAction(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isPlayingEventDemoAction(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
const char* al:: getEventDemoActionName(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isExistEventDemoTalkAction(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
const char* al:: getEventDemoTalkActionName(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isResetEventDemoPlayerDynamics(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: startEventDemoAction(EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: endEventDemoAction(EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isRequestEventDemoCamera(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
const char* al:: getEventDemoCameraAnimName(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: clearEventDemoCameraRequest(EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isHideDemoPlayer(const EventFlowExecutor*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isExistEventEntry(const EventFlowExecutor*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isCurrentEventEntry(const EventFlowExecutor*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isEventName(const EventFlowEventData*,
const char*,
...)
#include <l/Library/Event/EventFlowUtil.h>
const char* al:: getEventName(const EventFlowEventData*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: getEventDataParamString(const EventFlowEventData*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
bool al:: isEventDataParamBool(const EventFlowEventData*,
const char*)
#include <l/Library/Event/EventFlowUtil.h>
void al:: registerExecutorUser(IUseExecutor* user,
ExecuteDirector* director,
const char* listName)
#include <l/Library/Execute/ExecuteUtil.h>
void al:: registerExecutorActorUpdate(LiveActor* actor,
ExecuteDirector* director,
const char* listName)
#include <l/Library/Execute/ExecuteUtil.h>
void al:: registerExecutorActorDraw(LiveActor* actor,
ExecuteDirector* director,
const char* listName)
#include <l/Library/Execute/ExecuteUtil.h>
void al:: registerExecutorLayoutUpdate(LayoutActor* layout,
ExecuteDirector* director,
const char* listName)
#include <l/Library/Execute/ExecuteUtil.h>
void al:: registerExecutorLayoutDraw(LayoutActor* layout,
ExecuteDirector* director,
const char* listName)
#include <l/Library/Execute/ExecuteUtil.h>
void al:: registerExecutorFunctor(const char* listName,
ExecuteDirector* director,
const FunctorBase& functor)
#include <l/Library/Execute/ExecuteUtil.h>
void al:: registerExecutorFunctorDraw(const char* listName,
ExecuteDirector* director,
const FunctorBase& functor)
#include <l/Library/Execute/ExecuteUtil.h>
FileLoader* al:: getFileLoader()
#include <l/Library/File/FileUtil.cpp>
bool al:: isExistFile(const sead:: SafeString& fileName)
#include <l/Library/File/FileUtil.h>
bool al:: isExistDirectory(const sead:: SafeString& fileName)
#include <l/Library/File/FileUtil.h>
bool al:: isExistArchive(const sead:: SafeString& fileName)
#include <l/Library/File/FileUtil.h>
bool al:: isExistArchive(const sead:: SafeString& fileName,
const char* ext)
#include <l/Library/File/FileUtil.h>
u32 al:: getFileSize(const sead:: SafeString& fileName)
#include <l/Library/File/FileUtil.h>
u32 al:: calcFileAlignment(const sead:: SafeString& fileName)
#include <l/Library/File/FileUtil.h>
u32 al:: calcBufferSizeAlignment(const sead:: SafeString& fileName)
#include <l/Library/File/FileUtil.h>
u8* al:: loadFile(const sead:: SafeString& fileName,
s32 size)
#include <l/Library/File/FileUtil.h>
bool al:: tryLoadFileToBuffer(const sead:: SafeString& fileName,
u8* buffer,
u32 bufferSize,
s32 size)
#include <l/Library/File/FileUtil.h>
sead:: ArchiveRes* al:: loadArchive(const sead:: SafeString& fileName)
#include <l/Library/File/FileUtil.h>
sead:: ArchiveRes* al:: loadArchiveWithExt(const sead:: SafeString& fileName,
const char* ext)
#include <l/Library/File/FileUtil.h>
bool al:: tryRequestLoadArchive(const sead:: SafeString& fileName,
sead:: Heap* heap)
#include <l/Library/File/FileUtil.h>
void al:: loadSoundItem(u32 soundEntryId,
u32 unknown,
IAudioResourceLoader* resLoader)
#include <l/Library/File/FileUtil.h>
bool al:: tryRequestLoadSoundItem(u32 soundEntryId)
#include <l/Library/File/FileUtil.h>
bool al:: tryRequestPreLoadFile(const Resource* res,
s32 id,
sead:: Heap* heap,
IAudioResourceLoader* resLoader)
#include <l/Library/File/FileUtil.h>
bool al:: tryRequestPreLoadFile(const Resource* res,
const sead:: SafeString& fileName,
sead:: Heap* heap,
IAudioResourceLoader* resLoader)
#include <l/Library/File/FileUtil.h>
void al:: waitLoadDoneAllFile()
#include <l/Library/File/FileUtil.h>
void al:: clearFileLoaderEntry()
#include <l/Library/File/FileUtil.h>
void al:: makeLocalizedArchivePath(sead:: BufferedSafeString* outPath,
const sead:: SafeString& fileName)
#include <l/Library/File/FileUtil.h>
void al:: makeLocalizedArchivePathByCountryCode(sead:: BufferedSafeString* outPath,
const sead:: SafeString& fileName)
#include <l/Library/File/FileUtil.h>
void al:: setFileLoaderThreadPriority(s32 priority)
#include <l/Library/File/FileUtil.h>
bool al:: isExistItemKeeper(const LiveActor* actor)
#include <l/Library/Item/ItemUtil.h>
ActorItemInfo* al:: addItem(LiveActor* actor,
const ActorInitInfo&,
const char*,
const char*,
const char*,
s32,
bool)
#include <l/Library/Item/ItemUtil.h>
ActorItemInfo* al:: addItem(LiveActor* actor,
const ActorInitInfo&,
const char*,
bool)
#include <l/Library/Item/ItemUtil.h>
void al:: setAppearItemFactor(const LiveActor* actor,
const char*,
const HitSensor* sensor)
#include <l/Library/Item/ItemUtil.h>
void al:: setAppearItemOffset(const LiveActor* actor,
const sead:: Vector3f& offset)
#include <l/Library/Item/ItemUtil.h>
void al:: setAppearItemAttackerSensor(const LiveActor* actor,
const HitSensor* sensor)
#include <l/Library/Item/ItemUtil.h>
bool al:: appearItem(const LiveActor* actor)
#include <l/Library/Item/ItemUtil.h>
bool al:: appearItem(const LiveActor* actor,
const sead:: Vector3f&,
const sead:: Quatf&,
const HitSensor* sensor)
#include <l/Library/Item/ItemUtil.h>
bool al:: appearItem(const LiveActor* actor,
const sead:: Vector3f&,
const sead:: Vector3f&,
const HitSensor* sensor)
#include <l/Library/Item/ItemUtil.h>
bool al:: appearItemTiming(const LiveActor* actor,
const char*)
#include <l/Library/Item/ItemUtil.h>
bool al:: appearItemTiming(const LiveActor* actor,
const char*,
const sead:: Vector3f&,
const sead:: Quatf&,
const HitSensor* sensor)
#include <l/Library/Item/ItemUtil.h>
bool al:: appearItemTiming(const LiveActor* actor,
const char*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const HitSensor* sensor)
#include <l/Library/Item/ItemUtil.h>
void al:: acquireItem(const LiveActor* actor,
HitSensor* sensor,
const char*)
#include <l/Library/Item/ItemUtil.h>
s32 al:: getItemType(const LiveActor* actor,
const char*)
#include <l/Library/Item/ItemUtil.h>
void al:: initJointControllerKeeper(const LiveActor*,
s32)
void al:: isExistJointControllerKeeper(const LiveActor*)
void al:: registerJointController(const LiveActor*,
JointControllerBase*)
void al:: registerJointController(const LiveActor*,
JointControllerBase*,
const char*)
void al:: initJointLocalRotator(const LiveActor*,
sead:: Vector3f*,
const char*)
void al:: initJointLocalXRotator(const LiveActor*,
const f32*,
const char*)
void al:: initJointLocalYRotator(const LiveActor*,
const f32*,
const char*)
void al:: initJointLocalZRotator(const LiveActor*,
const f32*,
const char*)
JointLocalAxisRotator* al:: initJointLocalAxisRotator(const LiveActor*,
const sead:: Vector3f&,
const f32*,
const char*,
bool)
void al:: initJointLocalMinusXRotator(const LiveActor*,
const f32*,
const char*)
void al:: initJointLocalMinusYRotator(const LiveActor*,
const f32*,
const char*)
void al:: initJointLocalMinusZRotator(const LiveActor*,
const f32*,
const char*)
void al:: initJointGlobalXRotator(const LiveActor*,
f32*,
const char*)
void al:: initJointGlobalAxisRotator(const LiveActor*,
const sead:: Vector3f&,
f32*,
const char*)
void al:: initJointGlobalYRotator(const LiveActor*,
f32*,
const char*)
void al:: initJointGlobalZRotator(const LiveActor*,
f32*,
const char*)
void al:: initJointGlobalMinusXRotator(const LiveActor*,
f32*,
const char*)
void al:: initJointGlobalMinusYRotator(const LiveActor*,
f32*,
const char*)
void al:: initJointGlobalMinusZRotator(const LiveActor*,
f32*,
const char*)
void al:: initJointLocalTransControllerX(const LiveActor*,
const f32*,
const char*)
void al:: initJointLocalTransControllerY(const LiveActor*,
const f32*,
const char*)
void al:: initJointLocalTransControllerZ(const LiveActor*,
const f32*,
const char*)
void al:: initJointLocalTransController(const LiveActor*,
const sead:: Vector3f*,
const char*)
void al:: initJointLocalScaleControllerX(const LiveActor*,
const f32*,
const char*)
void al:: initJointLocalScaleControllerY(const LiveActor*,
const f32*,
const char*)
void al:: initJointLocalScaleControllerZ(const LiveActor*,
const f32*,
const char*)
void al:: initJointLocalScaleController(const LiveActor*,
const sead:: Vector3f*,
const char*)
void al:: initJointLocalMtxController(const LiveActor*,
const sead:: Matrix34f*,
const char*)
void al:: initJointGlobalMtxController(const LiveActor*,
const sead:: Matrix34f*,
const char*)
void al:: initJointGlobalQuatController(const LiveActor*,
const sead:: Quatf*,
const char*)
void al:: initJointGlobalQuatTransController(const LiveActor*,
const sead:: Quatf*,
const sead:: Vector3f*,
const char*)
void al:: initJointPostQuatController(const LiveActor*,
const sead:: Quatf*,
const char*)
void al:: initJointLocalDirController(const LiveActor*,
const JointDirectionInfo*,
const char*)
void al:: initJointAimController(const LiveActor*,
const JointAimInfo*,
const char*)
void al:: initJointTranslateShaker(const LiveActor*,
s32)
void al:: appendJointTranslateShakerX(JointTranslateShaker*,
const char*)
void al:: appendJointTranslateShakerY(JointTranslateShaker*,
const char*)
void al:: appendJointTranslateShakerZ(JointTranslateShaker*,
const char*)
void al:: initJointMasher(const LiveActor*,
const bool*,
s32)
void al:: appendMashJoint(JointMasher*,
const char*,
f32)
void al:: initJointLocalQuatRotator(const LiveActor*,
const char*,
const sead:: Quatf*)
void al:: initJointLookAtController(const LiveActor*,
s32)
void al:: appendJointLookAtController(JointLookAtController*,
const LiveActor*,
const char*,
f32,
const sead:: Vector2f&,
const sead:: Vector2f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
void al:: appendJointLookAtControllerNoJudge(JointLookAtController*,
const LiveActor*,
const char*,
f32,
const sead:: Vector2f&,
const sead:: Vector2f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
void al:: appendJointLookAtControllerNoJudgeNoOverLimitYaw(JointLookAtController*,
const LiveActor*,
const char*,
f32,
const sead:: Vector2f&,
const sead:: Vector2f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
void al:: initJointGroundSmoothController(const LiveActor*,
const char*)
void al:: initJointPosToPosController(const LiveActor*,
const char*,
const sead:: Vector3f*,
const sead:: Vector3f*,
f32*,
const sead:: Vector3f&)
JointSpringController* al:: initJointSpringController(const LiveActor*,
const char*)
void al:: initJointConstrainedSpringController(const LiveActor*,
const char*)
void al:: initJointSpringTransController(const LiveActor*,
const char*)
void al:: initJointSimpleIK(const LiveActor*,
const char*)
KeyPoseKeeper* al:: createKeyPoseKeeper(const ActorInitInfo& info)
KeyPoseKeeper* al:: createKeyPoseKeeper(const PlacementInfo& info)
void al:: resetKeyPose(KeyPoseKeeper* keyPoseKeeper)
void al:: nextKeyPose(KeyPoseKeeper* keyPoseKeeper)
void al:: restartKeyPose(KeyPoseKeeper* keyPoseKeeper,
sead:: Vector3f* pos,
sead:: Quatf* orientation)
void al:: reverseKeyPose(KeyPoseKeeper* keyPoseKeeper)
const sead:: Vector3f& al:: getCurrentKeyTrans(const KeyPoseKeeper* keyPoseKeeper)
const sead:: Vector3f& al:: getNextKeyTrans(const KeyPoseKeeper* keyPoseKeeper)
const sead:: Quatf& al:: getCurrentKeyQuat(const KeyPoseKeeper* keyPoseKeeper)
const sead:: Quatf& al:: getNextKeyQuat(const KeyPoseKeeper* keyPoseKeeper)
const PlacementInfo& al:: getCurrentKeyPlacementInfo(const KeyPoseKeeper* keyPoseKeeper)
const PlacementInfo& al:: getNextKeyPlacementInfo(const KeyPoseKeeper* keyPoseKeeper)
s32 al:: getKeyPoseCount(const KeyPoseKeeper* keyPoseKeeper)
void al:: getKeyPoseTrans(sead:: Vector3f* out,
const KeyPoseKeeper* keyPoseKeeper,
s32 idx)
void al:: getKeyPoseQuat(sead:: Quatf* out,
const KeyPoseKeeper* keyPoseKeeper,
s32 idx)
void al:: calcLerpKeyTrans(sead:: Vector3f* out,
const KeyPoseKeeper* keyPoseKeeper,
f32 rate)
void al:: calcSlerpKeyQuat(sead:: Quatf* out,
const KeyPoseKeeper* keyPoseKeeper,
f32 rate)
bool al:: isMoveSignKey(const KeyPoseKeeper* keyPoseKeeper)
bool al:: isLastKey(const KeyPoseKeeper* keyPoseKeeper)
bool al:: isFirstKey(const KeyPoseKeeper* keyPoseKeeper)
bool al:: isGoingToEnd(const KeyPoseKeeper* keyPoseKeeper)
bool al:: isStop(const KeyPoseKeeper* keyPoseKeeper)
bool al:: isRestart(const KeyPoseKeeper* keyPoseKeeper)
f32 al:: calcDistanceNextKeyTrans(const KeyPoseKeeper* keyPoseKeeper)
s32 al:: calcTimeToNextKeyMove(const KeyPoseKeeper* keyPoseKeeper,
f32 speed)
void al:: calcDirToNextKey(sead:: Vector3f* out,
const KeyPoseKeeper* keyPoseKeeper)
f32 al:: calcKeyMoveSpeed(const KeyPoseKeeper* keyPoseKeeper)
f32 al:: calcKeyMoveSpeedByTime(const KeyPoseKeeper* keyPoseKeeper)
s32 al:: calcKeyMoveWaitTime(const KeyPoseKeeper* keyPoseKeeper)
s32 al:: calcKeyMoveMoveTime(const KeyPoseKeeper* keyPoseKeeper)
void al:: calcKeyMoveClippingInfo(sead:: Vector3f*,
f32*,
const KeyPoseKeeper*,
f32)
void al:: setKeyMoveClippingInfo(LiveActor*,
sead:: Vector3f*,
const KeyPoseKeeper*)
LayoutPaneGroup* al:: getLayoutPaneGroup(const IUseLayoutAction* layout,
const char* paneName)
void al:: startAction(IUseLayoutAction* layout,
const char* actionName,
const char* paneName)
s32 al:: startActionAtRandomFrame(IUseLayoutAction* layout,
const char* actionName,
const char* paneName)
void al:: startFreezeAction(IUseLayoutAction* layout,
const char* actionName,
f32 frame,
const char* paneName)
void al:: startFreezeActionEnd(IUseLayoutAction* layout,
const char* actionName,
const char* paneName)
f32 al:: getActionFrameMax(const IUseLayoutAction* layout,
const char* actionName,
const char* paneName)
void al:: startFreezeGaugeAction(IUseLayoutAction* layout,
f32 value,
f32 minFrame,
f32 maxFrame,
const char* actionName,
const char* paneName)
bool al:: tryStartAction(IUseLayoutAction* layout,
const char* actionName,
const char* paneName)
bool al:: isExistAction(const IUseLayoutAction* layout,
const char* actionName,
const char* paneName)
bool al:: isActionEnd(const IUseLayoutAction* layout,
const char* paneName)
bool al:: isExistAction(const IUseLayoutAction* layout,
const char* paneName)
bool al:: isActionOneTime(const IUseLayoutAction* layout,
const char* actionName,
const char* paneName)
f32 al:: getActionFrame(const IUseLayoutAction* layout,
const char* paneName)
void al:: setActionFrame(IUseLayoutAction* layout,
f32 frame,
const char* paneName)
f32 al:: getActionFrameRate(const IUseLayoutAction* layout,
const char* paneName)
void al:: setActionFrameRate(IUseLayoutAction* layout,
f32 frameRate,
const char* paneName)
const char* al:: getActionName(const IUseLayoutAction* layout,
const char* paneName)
bool al:: isActionPlaying(const IUseLayoutAction* layout,
const char* actionName,
const char* paneName)
bool al:: isAnyActionPlaying(const IUseLayoutAction* layout,
const char* paneName)
void al:: setNerveAtActionEnd(LayoutActor* layout,
const Nerve* nerve)
void al:: startTextPaneAnim(LayoutActor*,
const char16*,
const MessageTagDataHolder*,
const ReplaceTagProcessorBase*)
void al:: startTextPaneAnimWithAudioUser(LayoutActor*,
const char16*,
const MessageTagDataHolder*,
const ReplaceTagProcessorBase*,
const IUseAudioKeeper*)
void al:: startAndSetTextPaneAnimStage(LayoutActor*,
const char*,
const char*,
const MessageTagDataHolder*,
const ReplaceTagProcessorBase*)
void al:: startAndSetTextPaneAnimSystem(LayoutActor*,
const char*,
const char*,
const MessageTagDataHolder*,
const ReplaceTagProcessorBase*)
void al:: endTextPaneAnim(LayoutActor*)
void al:: skipTextPaneAnim(LayoutActor*)
void al:: flushTextPaneAnim(LayoutActor*)
void al:: changeNextPage(LayoutActor*,
const MessageTagDataHolder*,
const ReplaceTagProcessorBase*)
bool al:: tryChangeNextPage(LayoutActor*,
const MessageTagDataHolder*,
const ReplaceTagProcessorBase*)
bool al:: isExistNextPage(const LayoutActor*)
bool al:: isEndTextPaneAnim(const LayoutActor*,
bool)
const char16* al:: getCurrentMessagePaneAnim(const LayoutActor*)
s32 al:: calcCurrentMessageTextNum(const LayoutActor*)
s32 al:: calcShowTextTime(s32)
bool al:: tryStartTextAnim(LayoutActor*,
const char16*)
bool al:: tryStartTextTagVoice(LayoutActor*,
const char16*,
const IUseAudioKeeper*,
const char*,
sead:: FixedSafeString<64>*)
void al:: startHitReaction(const LayoutActor*,
const char*,
const char*)
bool al:: killLayoutIfActive(LayoutActor*)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: appearLayoutIfDead(LayoutActor*)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isActive(const LayoutActor*)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isDead(const LayoutActor*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: calcTrans(sead:: Vector3f*,
const IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
sead:: Vector2f al:: getLocalTrans(const IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
sead:: Vector2f* al:: getLocalTransPtr(const IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: calcScale(sead:: Vector3f*,
const IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
f32 al:: getLocalScale(const IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setLocalTrans(IUseLayout*,
const sead:: Vector3f&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setLocalTrans(IUseLayout*,
const sead:: Vector2f&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setLocalScale(IUseLayout*,
f32)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setLocalScale(IUseLayout*,
const sead:: Vector2f&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setLocalAlpha(IUseLayout*,
f32)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: calcPaneTrans(sead:: Vector3f*,
const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: calcPaneMtx(sead:: Matrix34f*,
const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: calcPaneTrans(sead:: Vector2f*,
const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: calcPaneScale(sead:: Vector3f*,
const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: calcPaneSize(sead:: Vector3f*,
const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
const Matrix43f& al:: getPaneMtx(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
const Matrix43f* al:: getPaneMtxRaw(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
f32 al:: getGlobalAlpha(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneLocalTrans(IUseLayout*,
const char*,
const sead:: Vector2f&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneLocalTrans(IUseLayout*,
const char*,
const sead:: Vector3f&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneLocalRotate(IUseLayout*,
const char*,
const sead:: Vector3f&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneLocalScale(IUseLayout*,
const char*,
const sead:: Vector2f&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneLocalSize(IUseLayout*,
const char*,
const sead:: Vector2f&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneLocalAlpha(IUseLayout*,
const char*,
f32)
#include <l/Library/Layout/LayoutActorUtil.h>
sead:: Vector3f al:: getPaneLocalTrans(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: getPaneLocalSize(sead:: Vector2f*,
const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
const sead:: Vector3f& al:: getPaneLocalRotate(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
const sead:: Vector3f& al:: getPaneLocalScale(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
const sead:: Vector3f& al:: getTextBoxDrawRectSize(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: showPane(IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: hidePane(IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: showPaneNoRecursive(IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: hidePaneNoRecursive(IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isHidePane(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: showPaneRoot(IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: hidePaneRoot(IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: showPaneRootNoRecursive(IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: hidePaneRootNoRecursive(IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isHidePaneRoot(const IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isExistPane(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isContainPointPane(const IUseLayout*,
const char*,
const sead:: Vector2f&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: findHitPaneFromLayoutPos(const IUseLayout*,
const sead:: Vector2f&)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isExistHitPaneFromLayoutPos(const IUseLayout*,
const sead:: Vector2f&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: findHitPaneFromScreenPos(const IUseLayout*,
const sead:: Vector2f&)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isExistHitPaneFromScreenPos(const IUseLayout*,
const sead:: Vector2f&)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isTouchPosInPane(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setCursorPanePos(IUseLayout*,
const IUseLayout*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneVtxColor(const IUseLayout*,
const char*,
const sead:: Color4u8&)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isTriggerTouchPane(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isHoldTouchPane(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
bool al:: isReleaseTouchPane(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
s32 al:: getPaneChildNum(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
const char* al:: getPaneChildName(const IUseLayout*,
const char*,
s32)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneStringLength(IUseLayout*,
const char*,
const char16*,
u16,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneString(IUseLayout*,
const char*,
const char16*,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneCounterDigit1(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneCounterDigit2(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneCounterDigit3(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneCounterDigit4(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneCounterDigit5(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneCounterDigit6(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneNumberDigit1(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneNumberDigit2(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneNumberDigit3(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneNumberDigit4(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneNumberDigit5(IUseLayout*,
const char*,
s32,
u16)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneStringFormat(IUseLayout*,
const char*,
const char*,
...)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setTextPositionCenterH(IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: initPaneMessage(IUseLayout*,
const char*,
const MessageHolder*,
const char*,
u32)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneSystemMessage(LayoutActor*,
const char*,
const char*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneStageMessage(LayoutActor*,
const char*,
const char*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
const char16* al:: getPaneStringBuffer(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
s32 al:: getPaneStringBufferLength(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setTextBoxPaneFont(const LayoutActor*,
const char*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: adjustPaneSizeToTextSizeAll(const LayoutActor*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: requestCaptureRecursive(const LayoutActor*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setRubyScale(const LayoutActor*,
f32)
#include <l/Library/Layout/LayoutActorUtil.h>
nn::ui2d::TextureInfo* al:: createTextureInfo()
#include <l/Library/Layout/LayoutActorUtil.h>
nn::ui2d::TextureInfo* al:: createTextureInfo(const agl:: TextureData&)
#include <l/Library/Layout/LayoutActorUtil.h>
nn::ui2d::TextureInfo* al:: createTextureInfo(const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: getPaneTextureInfo(nn::ui2d::TextureInfo*,
const IUseLayout*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
nn::ui2d::TextureInfo* al:: createTextureInfo(const char*,
const char*,
const char*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: updateTextureInfo(nn::ui2d::TextureInfo*,
const agl:: TextureData&)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: setPaneTexture(IUseLayout*,
const char*,
const nn::ui2d::TextureInfo*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: registerLayoutPartsActor(LayoutActor*,
LayoutActor*)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: updateLayoutPaneRecursive(LayoutActor*)
#include <l/Library/Layout/LayoutActorUtil.h>
s32 al:: getLayoutPaneGroupNum(LayoutActor*)
#include <l/Library/Layout/LayoutActorUtil.h>
LayoutPaneGroup* al:: getLayoutPaneGroup(LayoutActor*,
s32)
#include <l/Library/Layout/LayoutActorUtil.h>
void al:: initLayoutActor(LayoutActor*,
const LayoutInitInfo&,
const char*,
const char*)
#include <l/Library/Layout/LayoutInitInfo.h>
void al:: initLayoutActorLocalized(LayoutActor*,
const LayoutInitInfo&,
const char*,
const char*)
#include <l/Library/Layout/LayoutInitInfo.h>
void al:: initLayoutActorUseOtherMessage(LayoutActor*,
const LayoutInitInfo&,
const char*,
const char*,
const char*)
#include <l/Library/Layout/LayoutInitInfo.h>
void al:: initLayoutTextPaneAnimator(LayoutActor*,
const char*)
#include <l/Library/Layout/LayoutInitInfo.h>
void al:: initLayoutTextPaneAnimatorWithShadow(LayoutActor*,
const char*)
#include <l/Library/Layout/LayoutInitInfo.h>
void al:: initLayoutPartsActor(LayoutActor*,
LayoutActor*,
const LayoutInitInfo&,
const char*,
const char*)
#include <l/Library/Layout/LayoutInitInfo.h>
void al:: initLayoutPartsActorLocalized(LayoutActor*,
LayoutActor*,
const LayoutInitInfo&,
const char*,
const char*)
#include <l/Library/Layout/LayoutInitInfo.h>
void al:: initLayoutInitInfo(LayoutInitInfo*,
const LayoutKit*,
SceneObjHolder*,
const AudioDirector*,
const LayoutSystem*,
const MessageSystem*,
const GamePadSystem*)
#include <l/Library/Layout/LayoutUtil.h>
void al:: setRenderBuffer(LayoutKit*,
const agl:: RenderBuffer*)
#include <l/Library/Layout/LayoutUtil.h>
void al:: executeUpdate(LayoutKit*)
#include <l/Library/Layout/LayoutUtil.h>
void al:: executeUpdateList(LayoutKit*,
const char*,
const char*)
#include <l/Library/Layout/LayoutUtil.h>
void al:: executeUpdateEffect(LayoutKit*)
#include <l/Library/Layout/LayoutUtil.h>
void al:: executeDraw(const LayoutKit*,
const char*)
#include <l/Library/Layout/LayoutUtil.h>
void al:: executeDrawEffect(const LayoutKit*)
#include <l/Library/Layout/LayoutUtil.h>
void al:: startAction(LiveActor* actor,
const char* actionName)
s32 al:: startActionAtRandomFrame(LiveActor* actor,
const char* actionName)
bool al:: tryStartAction(LiveActor* actor,
const char* actionName)
bool al:: tryStartActionIfNotPlaying(LiveActor* actor,
const char* actionName)
bool al:: isActionPlaying(const LiveActor* actor,
const char* actionName)
bool al:: tryStartActionIfActionEnd(LiveActor* actor,
const char* actionName)
bool al:: isActionEnd(const LiveActor* actor)
bool al:: isExistAction(const LiveActor* actor)
bool al:: isExistAction(const LiveActor* actor,
const char* actionName)
bool al:: isActionOneTime(const LiveActor* actor)
bool al:: isActionOneTime(const LiveActor* actor,
const char* actionName)
const char* al:: getActionName(const LiveActor* actor)
f32 al:: getActionFrame(const LiveActor* actor)
f32 al:: getActionFrameMax(const LiveActor* actor)
f32 al:: getActionFrameMax(const LiveActor* actor,
const char* actionName)
f32 al:: getActionFrameRate(const LiveActor* actor)
void al:: setActionFrame(LiveActor* actor,
f32 frame)
void al:: setActionFrameRate(LiveActor* actor,
f32 rate)
void al:: stopAction(LiveActor* actor)
void al:: restartAction(LiveActor* actor)
void al:: copyAction(LiveActor* actor,
const LiveActor* sourceActor)
void al:: startNerveAction(LiveActor* actor,
const char* actionName)
void al:: setNerveAtActionEnd(LiveActor* actor,
const Nerve* nerve)
void al:: resetNerveActionForInit(LiveActor* actor)
void al:: startHitReaction(const LiveActor* actor,
const char* name)
void al:: startHitReactionHitEffect(const LiveActor* actor,
const char* name,
const HitSensor* other,
const HitSensor* self)
void al:: startHitReactionHitEffect(const LiveActor* actor,
const char* name,
const sead:: Vector3f& pos)
void al:: startHitReactionHitEffect(const LiveActor* actor,
const char* name,
const sead:: Matrix34f* mtx)
void al:: startHitReactionBlowHit(const LiveActor* actor,
const HitSensor* other,
const HitSensor* self)
void al:: startHitReactionBlowHit(const LiveActor* actor,
const sead:: Vector3f& pos)
void al:: startHitReactionBlowHit(const LiveActor* actor)
void al:: startHitReactionBlowHitDirect(const LiveActor* actor,
const HitSensor* other,
const HitSensor* self)
void al:: startHitReactionBlowHitDirect(const LiveActor* actor,
const sead:: Vector3f& pos)
void al:: startHitReactionBlowHitDirect(const LiveActor* actor)
void al:: startSklAnim(LiveActor* actor,
const char* animName)
void al:: startSklAnimInterpole(LiveActor* actor,
const char* animName0,
const char* animName1)
bool al:: tryStartSklAnimIfExist(LiveActor* actor,
const char* animName)
bool al:: isSklAnimExist(const LiveActor* actor,
const char* animName)
bool al:: tryStartSklAnimIfNotPlaying(LiveActor* actor,
const char* animName)
bool al:: isSklAnimPlaying(const LiveActor* actor,
const char* animName,
s32 index)
void al:: startSklAnimBlend(LiveActor* actor,
const char* animName0,
const char* animName1,
const char* animName2,
const char* animName3,
const char* animName4,
const char* animName5)
void al:: startSklAnimBlendInterpole(LiveActor* actor,
const char* animName0,
const char* animName1,
const char* animName2,
const char* animName3,
const char* animName4,
const char* animName5,
const char* animName6)
void al:: clearSklAnimInterpole(LiveActor* actor)
bool al:: isSklAnimExist(const LiveActor* actor)
bool al:: isSklAnimEnd(const LiveActor* actor,
s32 index)
bool al:: isSklAnimOneTime(const LiveActor* actor,
const char* animName)
bool al:: isSklAnimOneTime(const LiveActor* actor,
s32 index)
bool al:: isSklAnimPlaying(const LiveActor* actor,
s32 index)
const char* al:: getPlayingSklAnimName(const LiveActor* actor,
s32 index)
f32 al:: getSklAnimFrame(const LiveActor* actor,
s32 index)
f32 al:: getSklAnimFrameRate(const LiveActor* actor,
s32 index)
f32 al:: getSklAnimFrameMax(const LiveActor* actor,
s32 index)
f32 al:: getSklAnimFrameMax(const LiveActor* actor,
const char* animName)
void al:: setSklAnimFrame(LiveActor* actor,
f32 frame,
s32 index)
void al:: setSklAnimFrameRate(LiveActor* actor,
f32 frameRate,
s32 index)
void al:: setSklAnimFrameAndStop(LiveActor* actor,
f32 frame,
s32 index)
s32 al:: getSklAnimBlendNum(const LiveActor* actor)
f32 al:: getSklAnimBlendWeight(const LiveActor* actor,
s32 index)
void al:: setSklAnimBlendWeight(LiveActor* actor,
f32 weight,
s32 index)
void al:: setSklAnimBlendWeightDouble(LiveActor* actor,
f32 weight)
void al:: setSklAnimBlendWeightDouble(LiveActor* actor,
f32 weight0,
f32 weight1)
void al:: setSklAnimBlendWeightTriple(LiveActor* actor,
f32 weight0,
f32 weight1,
f32 weight2)
void al:: setSklAnimBlendFrameAll(LiveActor* actor,
f32 frame,
bool isSync)
void al:: setSklAnimBlendFrameRateAll(LiveActor* actor,
f32 frameRate,
bool isSync)
void al:: startMtpAnim(LiveActor* actor,
const char* animName)
void al:: startMtpAnimAndSetFrameAndStop(LiveActor* actor,
const char* animName,
f32 frame)
void al:: setMtpAnimFrameRate(LiveActor* actor,
f32 frameRate)
void al:: setMtpAnimFrame(LiveActor* actor,
f32 frame)
bool al:: tryStartMtpAnimIfExist(LiveActor* actor,
const char* animName)
bool al:: isMtpAnimExist(const LiveActor* actor,
const char* animName)
bool al:: tryStartMtpAnimIfNotPlaying(LiveActor* actor,
const char* animName)
bool al:: isMtpAnimPlaying(const LiveActor* actor,
const char* animName)
void al:: clearMtpAnim(LiveActor* actor)
bool al:: isMtpAnimExist(const LiveActor* actor)
bool al:: isMtpAnimEnd(const LiveActor* actor)
bool al:: isMtpAnimOneTime(const LiveActor* actor,
const char* animName)
bool al:: isMtpAnimOneTime(const LiveActor* actor)
const char* al:: getPlayingMtpAnimName(const LiveActor* actor)
bool al:: isMtpAnimPlaying(const LiveActor* actor)
f32 al:: getMtpAnimFrame(const LiveActor* actor)
f32 al:: getMtpAnimFrameRate(const LiveActor* actor)
f32 al:: getMtpAnimFrameMax(const LiveActor* actor)
f32 al:: getMtpAnimFrameMax(const LiveActor* actor,
const char* animName)
void al:: setMtpAnimFrameAndStop(LiveActor* actor,
f32 frame)
void al:: setMtpAnimFrameAndStopEnd(LiveActor* actor)
void al:: startMclAnim(LiveActor* actor,
const char* animName)
bool al:: isMclAnimExist(const LiveActor* actor)
bool al:: isMclAnimExist(const LiveActor* actor,
const char* animName)
bool al:: tryStartMclAnimIfExist(LiveActor* actor,
const char* animName)
bool al:: tryStartMclAnimIfNotPlaying(LiveActor* actor,
const char* animName)
bool al:: isMclAnimPlaying(const LiveActor* actor,
const char* animName)
void al:: clearMclAnim(LiveActor* actor)
bool al:: isMclAnimEnd(const LiveActor* actor)
bool al:: isMclAnimOneTime(const LiveActor* actor,
const char* animName)
bool al:: isMclAnimOneTime(const LiveActor* actor)
const char* al:: getPlayingMclAnimName(const LiveActor* actor)
bool al:: isMclAnimPlaying(const LiveActor* actor)
f32 al:: getMclAnimFrame(const LiveActor* actor)
f32 al:: getMclAnimFrameRate(const LiveActor* actor)
f32 al:: getMclAnimFrameMax(const LiveActor* actor)
f32 al:: getMclAnimFrameMax(const LiveActor* actor,
const char* animName)
void al:: setMclAnimFrame(LiveActor* actor,
f32 frame)
void al:: setMclAnimFrameRate(LiveActor* actor,
f32 frameRate)
void al:: startMclAnimAndSetFrameAndStop(LiveActor* actor,
const char* animName,
f32 frame)
void al:: setMclAnimFrameAndStop(LiveActor* actor,
f32 frame)
void al:: setMclAnimNormalFrameAndStop(LiveActor* actor,
f32 frame)
void al:: setMclAnimFrameAndStopEnd(LiveActor* actor)
void al:: startMtsAnim(LiveActor* actor,
const char* animName)
void al:: startMtsAnimAndSetFrameAndStop(LiveActor* actor,
const char* animName,
f32 frame)
void al:: setMtsAnimFrame(LiveActor* actor,
f32 frame)
void al:: setMtsAnimFrameRate(LiveActor* actor,
f32 frameRate)
bool al:: tryStartMtsAnimIfExist(LiveActor* actor,
const char* animName)
bool al:: isMtsAnimExist(const LiveActor* actor,
const char* animName)
bool al:: tryStartMtsAnimIfNotPlaying(LiveActor* actor,
const char* animName)
bool al:: isMtsAnimPlaying(const LiveActor* actor,
const char* animName)
void al:: clearMtsAnim(LiveActor* actor)
bool al:: isMtsAnimExist(const LiveActor* actor)
bool al:: isMtsAnimEnd(const LiveActor* actor)
bool al:: isMtsAnimOneTime(const LiveActor* actor,
const char* animName)
bool al:: isMtsAnimOneTime(const LiveActor* actor)
const char* al:: getPlayingMtsAnimName(const LiveActor* actor)
bool al:: isMtsAnimPlaying(const LiveActor* actor)
f32 al:: getMtsAnimFrame(const LiveActor* actor)
f32 al:: getMtsAnimFrameRate(const LiveActor* actor)
f32 al:: getMtsAnimFrameMax(const LiveActor* actor)
f32 al:: getMtsAnimFrameMax(const LiveActor* actor,
const char* animName)
void al:: setMtsAnimFrameAndStop(LiveActor* actor,
f32 frame)
void al:: setMtsAnimFrameAndStopEnd(LiveActor* actor)
void al:: createMatAnimSlotForMcl(LiveActor* actor)
void al:: createMatAnimSlotForMtp(LiveActor* actor)
void al:: createMatAnimSlotForMts(LiveActor* actor)
void al:: startMatAnim(LiveActor* actor,
const char* animName)
void al:: startMatAnimAndSetFrameAndStop(LiveActor* actor,
const char* animName,
f32 frame)
void al:: setMatAnimFrame(LiveActor* actor,
f32 frame)
void al:: setMatAnimFrameRate(LiveActor* actor,
f32 frameRate)
bool al:: tryStartMatAnimIfExist(LiveActor* actor,
const char* animName)
bool al:: isMatAnimExist(const LiveActor* actor,
const char* animName)
bool al:: tryStartMatAnimIfNotPlaying(LiveActor* actor,
const char* animName)
bool al:: isMatAnimPlaying(const LiveActor* actor,
const char* animName)
void al:: clearMatAnim(LiveActor* actor)
bool al:: isMatAnimExist(const LiveActor* actor)
bool al:: isMatAnimEnd(const LiveActor* actor)
bool al:: isMatAnimOneTime(const LiveActor* actor,
const char* animName)
bool al:: isMatAnimOneTime(const LiveActor* actor)
const char* al:: getPlayingMatAnimName(const LiveActor* actor)
bool al:: isMatAnimPlaying(const LiveActor* actor)
f32 al:: getMatAnimFrame(const LiveActor* actor)
f32 al:: getMatAnimFrameRate(const LiveActor* actor)
f32 al:: getMatAnimFrameMax(const LiveActor* actor)
f32 al:: getMatAnimFrameMax(const LiveActor* actor,
const char* animName)
void al:: setMatAnimFrameAndStop(LiveActor* actor,
f32 frame)
void al:: setMatAnimFrameAndStopEnd(LiveActor* actor)
void al:: startVisAnim(LiveActor* actor,
const char* animName)
bool al:: tryStartVisAnimIfExist(LiveActor* actor,
const char* animName)
bool al:: isVisAnimExist(const LiveActor* actor,
const char* animName)
bool al:: tryStartVisAnimIfNotPlaying(LiveActor* actor,
const char* animName)
bool al:: isVisAnimPlaying(const LiveActor* actor,
const char* animName)
void al:: clearVisAnim(LiveActor* actor)
bool al:: isVisAnimExist(const LiveActor* actor)
bool al:: isVisAnimEnd(const LiveActor* actor)
bool al:: isVisAnimOneTime(const LiveActor* actor,
const char* animName)
bool al:: isVisAnimOneTime(const LiveActor* actor)
const char* al:: getPlayingVisAnimName(const LiveActor* actor)
bool al:: isVisAnimPlaying(const LiveActor* actor)
f32 al:: getVisAnimFrame(const LiveActor* actor)
f32 al:: getVisAnimFrameRate(const LiveActor* actor)
f32 al:: getVisAnimFrameMax(const LiveActor* actor)
f32 al:: getVisAnimFrameMax(const LiveActor* actor,
const char* animName)
void al:: setVisAnimFrame(LiveActor* actor,
f32 frame)
void al:: setVisAnimFrameRate(LiveActor* actor,
f32 frameRate)
void al:: setVisAnimFrameAndStop(LiveActor* actor,
f32 frame)
void al:: setVisAnimFrameAndStopEnd(LiveActor* actor)
void al:: startVisAnimAndSetFrameAndStop(LiveActor* actor,
const char* animName,
f32 frame)
void al:: startVisAnimForAction(LiveActor* actor,
const char* animName)
bool al:: tryStartVisAnimIfExistForAction(LiveActor* actor,
const char* animName)
bool al:: tryStartVisAnimIfNotPlayingForAction(LiveActor* actor,
const char* animName)
bool al:: isVisAnimPlayingForAction(const LiveActor* actor,
const char* animName)
void al:: clearVisAnimForAction(LiveActor* actor)
bool al:: isVisAnimEndForAction(const LiveActor* actor)
bool al:: isVisAnimOneTimeForAction(const LiveActor* actor,
const char* animName)
bool al:: isVisAnimOneTimeForAction(const LiveActor* actor)
const char* al:: getPlayingVisAnimNameForAction(const LiveActor* actor)
bool al:: isVisAnimPlayingForAction(const LiveActor* actor)
f32 al:: getVisAnimFrameForAction(const LiveActor* actor)
f32 al:: getVisAnimFrameRateForAction(const LiveActor* actor)
f32 al:: getVisAnimFrameMaxForAction(const LiveActor* actor)
void al:: setVisAnimFrameForAction(LiveActor* actor,
f32 frame)
void al:: setVisAnimFrameRateForAction(LiveActor* actor,
f32 frameRate)
void al:: setVisAnimFrameAndStopForAction(LiveActor* actor,
f32 frame)
void al:: setVisAnimFrameAndStopEndForAction(LiveActor* actor)
void al:: startVisAnimAndSetFrameAndStopForAction(LiveActor* actor,
const char* animName,
f32 frame)
void al:: setAllAnimFrame(LiveActor* actor,
f32 frame)
void al:: setAllAnimFrameRate(LiveActor* actor,
f32 frameRate)
void al:: startPartialSklAnim(LiveActor* actor,
const char* animName,
s32 partCount,
s32 value,
const SklAnimRetargettingInfo* info)
void al:: startPartialSklAnimWithInterpolate(LiveActor* actor,
const char* animName,
s32 partCount,
s32 value,
s32 interpol,
const SklAnimRetargettingInfo* info)
void al:: clearPartialSklAnim(LiveActor* actor,
s32 index)
void al:: clearPartialSklAnimWithInterpolate(LiveActor* actor,
s32 partIndex,
s32 interpol)
bool al:: isPartialSklAnimEnd(const LiveActor* actor,
s32 index)
bool al:: isPartialSklAnimOneTime(const LiveActor* actor,
s32 index)
bool al:: isPartialSklAnimAttached(const LiveActor* actor,
s32 index)
bool al:: isPartialSklAnimPlaying(const LiveActor* actor,
const char* partsName,
s32 index)
const char* al:: getPlayingPartialSklAnimName(const LiveActor* actor,
s32 index)
f32 al:: getPartialSklAnimFrame(const LiveActor* actor,
s32 index)
void al:: setPartialSklAnimFrame(LiveActor* actor,
s32 index,
f32 frame)
f32 al:: getPartialSklAnimFrameRate(const LiveActor* actor,
s32 index)
void al:: setPartialSklAnimFrameRate(LiveActor* actor,
s32 index,
f32 frameRate)
void al:: setBaseMtxAndCalcAnim(LiveActor* actor,
const sead:: Matrix34f& matrix,
const sead:: Vector3f& vector)
AnimPlayerSkl* al:: getSkl(const LiveActor* actor)
AnimPlayerMat* al:: getMtp(const LiveActor* actor)
AnimPlayerMat* al:: getMcl(const LiveActor* actor)
AnimPlayerMat* al:: getMts(const LiveActor* actor)
AnimPlayerMat* al:: getMat(const LiveActor* actor)
AnimPlayerVis* al:: getVis(const LiveActor* actor)
AnimPlayerVis* al:: getVisForAction(const LiveActor* actor)
void al:: updateModelDraw(const LiveActor* actor)
void al:: updateActorSystem(LiveActor* actor)
void al:: setSklBlendWeight(const LiveActor* actor,
u32 index,
f32 weight)
void al:: setAllAnimFrameRate(LiveActor* f32)
void al:: validateSklAnimRetargetting(const LiveActor*)
void al:: invalidateSklAnimRetargetting(const LiveActor*)
void al:: copySklAnim(LiveActor*,
const LiveActor*)
bool al:: isExistSklAnimRetargetting(const LiveActor*)
bool al:: isSklAnimRetargettingValid(const LiveActor*)
void al:: startMatAnim(LiveActor,
const char*)
void al:: startMatAnimAndSetFrameAndStop(LiveActor,
const char*,
f32)
f32 al:: getVisAnimFrameMaxForAction(const LiveActor*,
const char*)
bool al:: isVisAnimExistForAction(const LiveActor*,
const char*)
bool al:: isVisAnimExistForAction(const LiveActor*)
void al:: initAndBindSklAnimRetargetting(LiveActor*,
const char*,
const sead:: Vector3f&)
SklAnimRetargettingInfo* al:: createSklAnimRetargetting(const LiveActor*,
const char*,
const sead:: Vector3f&)
void al:: bindSklAnimRetargetting(const LiveActor*,
const SklAnimRetargettingInfo*)
SklAnimRetargettingInfo* al:: createSklAnimRetargetting(const LiveActor*,
const LiveActor*,
const sead:: Vector3f&)
void al:: unbindSklAnimRetargetting(const LiveActor*)
void al:: initPartialSklAnim(LiveActor*,
s32,
s32,
s32)
void al:: addPartialSklAnimPartsList(LiveActor*,
const char*,
const char*,
s32)
void al:: addPartialSklAnimPartsListRecursive(LiveActor*,
const char*,
s32)
s32 al:: calcJoitsAmountFromJoint(LiveActor*,
const char*)
bool al:: isPartialAnimPlaying(const LiveActor*,
s32)
AreaObj* al:: tryFindAreaObjPlayerOne(const PlayerHolder* holder,
const char* name)
AreaObj* al:: tryFindAreaObjPlayerAll(const PlayerHolder* holder,
const char* name)
AreaObj* al:: createAreaObj(const ActorInitInfo& actorInitInfo,
const char* name)
void al:: initAreaInitInfo(AreaInitInfo* areaInitInfo,
const ActorInitInfo& actorInitInfo)
AreaObj* al:: createLinkArea(const ActorInitInfo& initInfo,
const char* name,
const char* areaName)
void al:: initAreaInitInfo(AreaInitInfo* areaInitInfo,
const PlacementInfo& placementInfo,
const ActorInitInfo& actorInitInfo)
AreaObj* al:: tryCreateLinkArea(const ActorInitInfo& initInfo,
const char* name,
const char* areaName)
al:: __attribute__((always_inline)) AreaObjGroup *createLinkAreaGroup(const ActorInitInfo &initInfo
al:: if() return nullptr
areaGroup al:: createBuffer(linkChildNum)
al:: for()
AreaObjGroup* al:: createLinkAreaGroup(LiveActor* actor,
const ActorInitInfo& initInfo,
const char* name,
const char* groupName,
const char* areaName)
AreaObj* al:: tryFindAreaObj(const LiveActor* actor,
const char* name)
bool al:: isInAreaObj(const LiveActor* actor,
const char* name)
bool al:: isInDeathArea(const LiveActor* actor)
bool al:: isInWaterArea(const LiveActor* actor)
bool al:: isInPlayerControlOffArea(const LiveActor* actor)
f32 al:: calcWaterSinkDepth(const LiveActor* actor)
void al:: registerAreaHostMtx(const IUseAreaObj* areaObj,
const sead:: Matrix34f* mtx,
const ActorInitInfo& initInfo)
void al:: registerAreaHostMtx(const IUseAreaObj* areaObj,
const sead:: Matrix34f* mtx,
const ActorInitInfo& initInfo,
const ValidatorBase& validator)
void al:: registerAreaHostMtx(const LiveActor* actor,
const ActorInitInfo& initInfo)
void al:: registerAreaHostMtx(const LiveActor* actor,
const ActorInitInfo& initInfo,
const ValidatorBase& validator)
void al:: registerAreaSyncHostMtx(const IUseAreaObj* areaObj,
const sead:: Matrix34f* mtx,
const ActorInitInfo& initInfo)
void al:: registerAreaSyncHostMtx(const IUseAreaObj* areaObj,
const sead:: Matrix34f* mtx,
const ActorInitInfo& initInfo,
const ValidatorBase& validator)
void al:: registerAreaSyncHostMtx(const LiveActor* actor,
const ActorInitInfo& initInfo)
void al:: registerAreaSyncHostMtx(const LiveActor* actor,
const ActorInitInfo& initInfo,
const ValidatorBase& validator)
bool al:: tryReviseVelocityInsideAreaObj(sead:: Vector3f* nearestEdgePos,
LiveActor* actor,
AreaObjGroup* areaGroup,
const AreaObj* areaObj)
SwitchKeepOnAreaGroup* al:: tryCreateSwitchKeepOnAreaGroup(LiveActor* actor,
const ActorInitInfo& initInfo)
SwitchOnAreaGroup* al:: tryCreateSwitchOnAreaGroup(LiveActor* actor,
const ActorInitInfo& initInfo)
AreaObj* al:: tryGetAreaObjPlayerAll(const LiveActor* actor,
const AreaObjGroup* areaGroup)
bool al:: isInAreaObjPlayerAll(const LiveActor* actor,
const AreaObj* areaObj)
bool al:: isInAreaObjPlayerAll(const LiveActor* actor,
const AreaObjGroup* areaGroup)
bool al:: isInAreaObjPlayerAnyOne(const LiveActor* actor,
const AreaObj* areaObj)
bool al:: isInAreaObjPlayerAnyOne(const LiveActor* actor,
const AreaObjGroup* areaGroup)
AreaObjGroup* al:: createLinkAreaGroup(const ActorInitInfo& initInfo,
const char* name,
const char* groupName,
const char* areaName)
bool al:: isInAreaObjPlayerOne(const PlayerHolder* holder,
const char* name)
bool al:: isInAreaObjPlayerAll(const PlayerHolder* holder,
const char* name)
bool al:: isInAreaObjPlayerOneIgnoreAreaTarget(const PlayerHolder* holder,
const char* name)
bool al:: isInvalidClipping(const LiveActor* actor)
void al:: initActorClipping(LiveActor* actor,
const ActorInitInfo& initInfo)
void al:: initGroupClipping(LiveActor* actor,
const ActorInitInfo& initInfo)
f32 al:: getClippingRadius(const LiveActor* actor)
void al:: setClippingInfo(LiveActor* actor,
f32,
const sead:: Vector3f*)
void al:: setClippingObb(LiveActor* actor,
const sead:: BoundBox3f& boundingBox)
const sead:: BoundBox3f& al:: getClippingObb(LiveActor* actor)
const sead:: Vector3f& al:: getClippingCenterPos(const LiveActor* actor)
void al:: setClippingNearDistance(LiveActor* actor,
f32 near)
void al:: expandClippingRadiusByShadowLength(LiveActor* actor,
sead:: Vector3f*,
f32 radius)
bool al:: tryExpandClippingToGround(LiveActor* actor,
sead:: Vector3f*,
f32)
bool al:: tryExpandClippingByShadowMaskLength(LiveActor* actor,
sead:: Vector3f*)
bool al:: tryExpandClippingByDepthShadowLength(LiveActor* actor,
sead:: Vector3f*)
bool al:: tryExpandClippingByExpandObject(LiveActor*,
const ActorInitInfo& initInfo)
void al:: invalidateClipping(LiveActor* actor)
void al:: validateClipping(LiveActor* actor)
void al:: onDrawClipping(LiveActor* actor)
void al:: offDrawClipping(LiveActor* actor)
void al:: onGroupClipping(LiveActor* actor)
void al:: offGroupClipping(LiveActor* actor)
bool al:: isInClippingFrustum(const LiveActor* actor,
const sead:: Vector3f&,
f32,
f32,
s32)
bool al:: isInClippingFrustum(const ClippingDirector* director,
const sead:: Vector3f&,
f32,
f32,
s32)
bool al:: isInClippingFrustumAllView(const LiveActor* actor,
const sead:: Vector3f& pos,
f32,
f32)
Collider* al:: getActorCollider(const LiveActor*)
bool al:: isExistActorCollider(const LiveActor*)
void al:: getActorCollisionPartsSensor(const LiveActor*)
bool al:: isExistCollisionParts(const LiveActor*)
bool al:: isEqualCollisionParts(const LiveActor*,
const CollisionParts*)
void al:: validateCollisionParts(LiveActor*)
void al:: invalidateCollisionParts(LiveActor*)
void al:: validateCollisionPartsBySystem(LiveActor*)
void al:: invalidateCollisionPartsBySystem(LiveActor*)
void al:: isValidCollisionParts(const LiveActor*)
void al:: setCollisionPartsSpecialPurposeName(LiveActor*,
const char*)
void al:: resetAllCollisionMtx(LiveActor*)
void al:: syncCollisionMtx(LiveActor*,
const sead:: Matrix34f*)
void al:: syncCollisionMtx(LiveActor*,
CollisionParts*,
const sead:: Matrix34f*)
void al:: setSyncCollisionMtxPtr(LiveActor*,
const sead:: Matrix34f*)
bool al:: isOnGround(const LiveActor*,
u32)
bool al:: isOnGroundFace(const LiveActor*)
bool al:: isCollidedGroundEdgeOrCorner(const LiveActor*)
bool al:: isOnGroundNoVelocity(const LiveActor*,
u32)
bool al:: isOnGroundDegree(const LiveActor*,
f32,
u32)
bool al:: isOnGroundFaceDegree(const LiveActor*,
f32)
bool al:: isOnGroundNoVelocityDegree(const LiveActor*,
f32,
u32)
const sead:: Vector3f& al:: getOnGroundNormal(const LiveActor*,
u32)
void al:: setColliderRadius(LiveActor*,
f32)
void al:: setColliderOffsetY(LiveActor*,
f32)
f32 al:: getColliderRadius(const LiveActor*)
f32 al:: getColliderOffsetY(const LiveActor*)
void al:: getColliderFixReaction(const LiveActor*)
void al:: calcColliderPos(sead:: Vector3f*,
const LiveActor*)
void al:: validateColliderRobustCheck(LiveActor*)
void al:: invalidateColliderRobustCheck(LiveActor*)
void al:: setColliderReactMovePower(LiveActor*,
bool)
void al:: calcColliderFloorRotatePower(sead:: Quatf*,
LiveActor*)
void al:: calcJumpInertia(sead:: Vector3f*,
LiveActor*,
const sead:: Vector3f&,
f32)
bool al:: isCollidedGround(const LiveActor*)
void al:: calcJumpInertiaWall(sead:: Vector3f*,
LiveActor*,
f32)
bool al:: isCollidedWall(const LiveActor*)
void al:: scaleVelocityInertiaWallHit(LiveActor*,
f32,
f32,
f32)
const sead:: Vector3f& al:: getCollidedWallNormal(const LiveActor*)
void al:: calcCollidedNormalSum(const LiveActor*,
sead:: Vector3f*)
void al:: calcGroundNormalOrUpDir(sead:: Vector3f*,
const LiveActor*)
const sead:: Vector3f& al:: getCollidedGroundNormal(const LiveActor*)
void al:: calcGroundNormalOrGravityDir(sead:: Vector3f*,
const LiveActor*)
void al:: setColliderFilterTriangle(LiveActor*,
const TriangleFilterBase*)
void al:: setColliderFilterCollisionParts(LiveActor*,
const CollisionPartsFilterBase*)
void al:: createAndSetColliderFilterExistActor(LiveActor*,
LiveActor*)
void al:: createAndSetColliderSpecialPurpose(LiveActor*,
const char*)
void al:: createAndSetColliderSpecialPurposeForCollisionActor(LiveActor*,
const char*)
void al:: createAndSetColliderIgnoreOptionalPurpose(LiveActor*,
const char*)
void al:: createAndSetColliderSpecialAndIgnoreOptionalPurpose(LiveActor*,
const char*,
const char*)
void al:: createActorCollisionController(LiveActor*)
void al:: setColliderRadius(ActorCollisionController*,
f32)
void al:: setColliderRadiusScale(ActorCollisionController*,
f32)
void al:: setColliderOffsetY(ActorCollisionController*,
f32)
void al:: resetActorCollisionController(ActorCollisionController*,
s32)
void al:: updateActorCollisionController(ActorCollisionController*)
const char* al:: getCollidedFloorMaterialCodeName(const LiveActor*)
const char* al:: getCollidedFloorMaterialCodeName(const Collider*)
const char* al:: getCollidedWallMaterialCodeName(const LiveActor*)
const char* al:: getCollidedCeilingMaterialCodeName(const LiveActor*)
bool al:: isCollidedFloorCode(const LiveActor*,
const char*)
bool al:: isCollidedCollisionCode(const LiveActor*,
const char*,
const char*)
bool al:: isCollidedWallCode(const LiveActor*,
const char*)
bool al:: isCollidedCameraCode(const LiveActor*,
const char*)
bool al:: isCollidedMaterialCode(const LiveActor*,
const char*)
bool al:: isCollidedGroundFloorCode(const LiveActor*,
const char*)
bool al:: isCollidedGroundCollisionCode(const LiveActor*,
const char*,
const char*)
bool al:: isCollided(const LiveActor*)
bool al:: isCollidedCeiling(const LiveActor*)
bool al:: isCollidedWallFace(const LiveActor*)
bool al:: isCollidedVelocity(const LiveActor*)
bool al:: isCollidedWallVelocity(const LiveActor*)
bool al:: isCollidedCeilingVelocity(const LiveActor*)
const sead:: Vector3f& al:: getCollidedCeilingNormal(const LiveActor*)
const sead:: Vector3f& al:: getCollidedGroundPos(const LiveActor*)
const sead:: Vector3f& al:: getCollidedWallPos(const LiveActor*)
const sead:: Vector3f& al:: getCollidedCeilingPos(const LiveActor*)
void al:: calcSpeedCollideWall(const LiveActor*)
void al:: calcSpeedCollideGround(const LiveActor*)
void al:: calcSpeedCollideCeiling(const LiveActor*)
void al:: getCollidedGroundCollisionParts(const LiveActor*)
bool al:: tryGetCollidedGroundCollisionParts(const LiveActor*)
void al:: getCollidedWallCollisionParts(const LiveActor*)
bool al:: tryGetCollidedWallCollisionParts(const LiveActor*)
void al:: getCollidedCeilingCollisionParts(const LiveActor*)
bool al:: tryGetCollidedCeilingCollisionParts(const LiveActor*)
void al:: getCollidedGroundSensor(const LiveActor*)
HitSensor* al:: tryGetCollidedGroundSensor(const LiveActor*)
HitSensor* al:: getCollidedWallSensor(const LiveActor*)
HitSensor* al:: tryGetCollidedWallSensor(const LiveActor*)
HitSensor* al:: getCollidedCeilingSensor(const LiveActor*)
HitSensor* al:: tryGetCollidedCeilingSensor(const LiveActor*)
HitSensor* al:: tryGetCollidedSensor(const LiveActor*)
bool al:: tryGetCollidedPos(sead:: Vector3f*,
const LiveActor*)
void al:: setForceCollisionScaleOne(const LiveActor*)
void al:: followRotateFrontAxisUpGround(LiveActor*)
void al:: followRotateFrontAxisUp(LiveActor*,
const CollisionParts*)
bool al:: isNoCollide(const LiveActor* actor)
void al:: onCalcAnim(LiveActor* actor)
void al:: offCalcAnim(LiveActor* actor)
void al:: validateShadow(LiveActor* actor)
void al:: invalidateShadow(LiveActor* actor)
void al:: offCollide(LiveActor* actor)
void al:: validateMaterialCode(LiveActor* actor)
void al:: invalidateMaterialCode(LiveActor* actor)
void al:: validatePuddleMaterial(LiveActor* actor)
void al:: invalidatePuddleMaterial(LiveActor* actor)
bool al:: isAreaTarget(const LiveActor* actor)
void al:: onAreaTarget(LiveActor* actor)
void al:: offAreaTarget(LiveActor* actor)
bool al:: isUpdateMovementEffectAudioCollisionSensor(const LiveActor* actor)
void al:: onUpdateMovementEffectAudioCollisionSensor(LiveActor* actor)
void al:: offUpdateMovementEffectAudioCollisionSensor(LiveActor* actor)
void al:: initActorSceneInfo(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorUpdate(LiveActor* actor,
const ActorInitInfo& info,
const char*)
void al:: initExecutorDraw(LiveActor* actor,
const ActorInitInfo& info,
const char*)
void al:: initExecutorPlayer(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorPlayerPreMovement(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorPlayerMovement(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorPlayerModel(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorPlayerDecoration(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorEnemy(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorEnemyMovement(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorEnemyDecoration(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorEnemyDecorationMovement(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorMapObj(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorMapObjMovement(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorMapObjDecoration(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorNpcDecoration(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorShadowVolume(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorShadowVolumeFillStencil(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorCollisionMapObjDecorationMovement(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorWatchObj(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorDebugMovement(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorModelUpdate(LiveActor* actor,
const ActorInitInfo& info)
void al:: initExecutorDrcAssistMovement(LiveActor* actor,
const ActorInitInfo& info)
void al:: initActorPoseTRSV(LiveActor* actor)
void al:: initActorPoseTRMSV(LiveActor* actor)
void al:: initActorPoseTRGMSV(LiveActor* actor)
void al:: initActorPoseTFSV(LiveActor* actor)
void al:: initActorPoseTFUSV(LiveActor* actor)
void al:: initActorPoseTFGSV(LiveActor* actor)
void al:: initActorPoseTQSV(LiveActor* actor)
void al:: initActorPoseTQGSV(LiveActor* actor)
void al:: initActorPoseTQGMSV(LiveActor* actor)
void al:: initActorSRT(LiveActor* actor,
const ActorInitInfo& info)
void al:: initActorModelKeeper(LiveActor*,
const ActorInitInfo&,
const ActorResource*,
s32)
void al:: initActorModelKeeper(LiveActor*,
const ActorInitInfo&,
const char*,
s32,
const char*)
void al:: initActorModelKeeperByHost(LiveActor*,
const LiveActor*)
void al:: initActorModelForceCubeMap(LiveActor*,
const ActorInitInfo&)
void al:: initActorActionKeeper(LiveActor*,
const ActorInitInfo&,
const char*,
const char*)
void al:: initActorActionKeeper(LiveActor*,
const ActorResource*,
const char*,
const char*)
void al:: initActorEffectKeeper(LiveActor*,
const ActorInitInfo&,
const char*)
void al:: initActorSeKeeper(LiveActor*,
const ActorInitInfo&,
const char*,
const sead:: Vector3f*,
const sead:: Matrix34f*)
void al:: initActorSeKeeper(LiveActor*,
const ActorInitInfo&,
const char*)
void al:: initActorSeKeeperWithout3D(LiveActor*,
const ActorInitInfo&,
const char*)
void al:: initActorBgmKeeper(LiveActor*,
const ActorInitInfo&,
const char*)
bool al:: isInitializedBgmKeeper(LiveActor*)
void al:: initHitReactionKeeper(LiveActor*,
const char*)
void al:: initHitReactionKeeper(LiveActor*,
const Resource*,
const char*)
void al:: initActorParamHolder(LiveActor*,
const char*)
void al:: initActorParamHolder(LiveActor*,
const Resource*,
const char*)
void al:: initDepthShadowMapCtrl(LiveActor*,
const Resource*,
const ActorInitInfo&,
const char*)
void al:: initDepthShadowMapCtrlWithoutIter(LiveActor*,
s32,
bool)
void al:: addDepthShadowMapInfo(const LiveActor*,
const char*,
s32,
s32,
s32,
f32,
bool,
const sead:: Vector3f&,
bool,
const sead:: Vector3f&,
const sead:: Vector3f&,
bool,
const char*,
s32,
bool,
f32,
f32,
f32,
bool,
bool,
f32,
s32,
bool)
void al:: declareUseDepthShadowMap(const LiveActor*,
s32)
void al:: createDepthShadowMap(const LiveActor*,
const char*,
s32,
s32,
s32)
void al:: initShadowMaskCtrl(LiveActor*,
const ActorInitInfo&,
const ByamlIter&,
const char*)
void al:: initShadowMaskCtrlWithoutInitFile(LiveActor*,
const ActorInitInfo&,
s32)
void al:: createShadowMaskSphere(LiveActor*,
const char*,
const char*,
const char*)
void al:: createShadowMaskCube(LiveActor*,
const char*,
const char*,
const char*,
const sead:: Color4f&,
const sead:: Vector3f&,
f32,
f32,
f32,
const sead:: Vector3f&,
f32)
void al:: createShadowMaskCylinder(LiveActor*,
const char*,
const char*,
const char*,
const sead:: Color4f&,
const sead:: Vector3f&,
f32,
f32,
f32,
f32,
f32)
void al:: createShadowMaskCastOvalCylinder(LiveActor*,
const char*,
const char*,
const char*,
const sead:: Color4f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32,
f32,
f32)
void al:: initActorCollision(LiveActor*,
const sead:: SafeString&,
HitSensor*,
const sead:: Matrix34f*)
void al:: initActorCollisionWithResource(LiveActor*,
const Resource*,
const sead:: SafeString&,
HitSensor*,
const sead:: Matrix34f*,
const char*)
void al:: initActorCollisionWithArchiveName(LiveActor*,
const sead:: SafeString&,
const sead:: SafeString&,
HitSensor*,
const sead:: Matrix34f*)
void al:: initActorCollisionWithFilePtr(LiveActor*,
void*,
const void*,
HitSensor*,
const sead:: Matrix34f*,
const char*,
const char*,
s32)
void al:: initStageSwitch(LiveActor*,
const ActorInitInfo&)
void al:: initActorItemKeeper(LiveActor*,
const ActorInitInfo&,
const ByamlIter&)
bool al:: initActorPrePassLightKeeper(LiveActor*,
const Resource*,
const ActorInitInfo&,
const char*)
void al:: initActorOcclusionKeeper(LiveActor*,
const Resource*,
const ActorInitInfo&,
const char*)
void al:: initSubActorKeeper(LiveActor*,
const ActorInitInfo&,
const char*,
s32)
void al:: initSubActorKeeperNoFile(LiveActor*,
const ActorInitInfo&,
s32)
void al:: registerSubActor(LiveActor*,
LiveActor*)
void al:: registerSubActorSyncClipping(LiveActor*,
LiveActor*)
void al:: registerSubActorSyncClippingAndHide(LiveActor*,
LiveActor*)
void al:: registerSubActorSyncAll(LiveActor*,
LiveActor*)
void al:: setSubActorOffSyncClipping(LiveActor*)
void al:: initScreenPointKeeper(LiveActor*,
const Resource*,
const ActorInitInfo&,
const char*)
void al:: initScreenPointKeeperNoYaml(LiveActor*,
s32)
void al:: initActorMaterialCategory(LiveActor*,
const ActorInitInfo&,
const char*)
void al:: initActor(LiveActor* actor,
const ActorInitInfo& initInfo)
al:: if(!tryGetActorInitFileIter&,, "", suffix) return
al:: if(!initPose.tryGetStringByKey&, "" Pose) return
al:: if(! initActorPoseKeeperpose, actor) return
al:: if(isEqualString(pose, "TFUSV") && tryGetByamlKeyBoolOrFalse(initPose, "IsFrontUp"))
al:: if(!tryGetByamlScale&,, "" Scale) return
al:: if(isExistModel(actor))
modelLodCtrl al:: init(initLod)
al:: if(displayRootJointName ! = nullptr)
al:: if(isCreateUniqShader)
al:: if(partialAnimGroupNum>= 1) initPartialSklAnim(actor
al:: if(isFixedModel)
al:: if(isIgnoreUpdateOnDrawClipping) setIgnoreUpdateDrawClipping(actor
al:: if(modelLodCtrl)
modelKeeper al:: getModelCtrl()
al:: if(isCalcViewCore1)
al:: if(isCalcViewCore2)
al:: if(initExecutor.tryGetIterByKey&, ""Updater && iter. isTypeArray())
al:: if(initExecutor.tryGetIterByKey&, "" Drawer)
al:: if(numSensors<= 0) return
actor al:: initHitSensor(numSensors)
al:: if(initCollision.tryGetStringByKey&, "" Sensor) sensor
actor al:: initCollider(radius,
offset. y,
planeNum)
al:: if(!initEffect.tryGetStringByKey&, "" Name) return
al:: initActorEffectKeeper(actor,
initInfo,
name)
al:: if(tryGetActorInitFileIter&,, "", suffix)
al:: if(initSound. isExistKey"BgmUserName") initActorBgmKeeper(actor
al:: if(!initClipping.tryGetIterByKey&, "" GroupClipping) return
al:: initGroupClipping(actor,
initInfo)
al:: initActorClipping(actor,
initInfo)
al:: if(invalidate)
al:: if(initClipping.tryGetFloatByKey&, "" Radius)
al:: if(tryGetByamlBox3f&,, "" Obb) setClippingObb(actor
al:: initShadowMaskCtrl(actor,
initInfo,
initShadowMask,
"InitShadowMask")
al:: if(usingDepthShadow)
al:: if(initFlag.tryGetIterByKey&, "" MaterialCode)
al:: initActorItemKeeper(actor,
initInfo,
initItem)
actor al:: initScoreKeeper()
actor al:: getActorScoreKeeper()
al:: if(! tryStartActionactor, archiveName)
al:: if(! modelKeeper) return
al:: if(ditherAnimator)
void al:: initActorImpl(LiveActor* actor,
const ActorInitInfo& initInfo,
const sead:: SafeString& folderName,
const sead:: SafeString& fileName,
const char* suffix)
void al:: initActorSuffix(LiveActor* actor,
const ActorInitInfo& initInfo,
const char* suffix)
void al:: initActorChangeModel(LiveActor* actor,
const ActorInitInfo& initInfo)
const char* al:: getModelName(const ActorInitInfo& initInfo)
void al:: initActorChangeModelSuffix(LiveActor* actor,
const ActorInitInfo& initInfo,
const char* suffix)
void al:: initActorWithArchiveName(LiveActor* actor,
const ActorInitInfo& initInfo,
const sead:: SafeString& archiveName,
const char* suffix)
void al:: initChildActorWithArchiveNameWithPlacementInfo(LiveActor* actor,
const ActorInitInfo& initInfo,
const sead:: SafeString& archiveName,
const char* suffix)
void al:: initChildActorWithArchiveNameNoPlacementInfo(LiveActor* actor,
const ActorInitInfo& initInfo,
const sead:: SafeString& archiveName,
const char* suffix)
LiveActor* al:: createChildLinkSimpleActor(const char* actorName,
const char* linkName,
const ActorInitInfo& initInfo,
bool alive)
LiveActor* al:: createChildLinkMapPartsActor(const char* actorName,
const char* linkName,
const ActorInitInfo& initInfo,
s32 linkIndex,
bool alive)
void al:: initMapPartsActor(LiveActor* actor,
const ActorInitInfo& initInfo,
const char* suffix)
void al:: initLinksActor(LiveActor* actor,
const ActorInitInfo& initInfo,
const char* suffix,
s32 linkIndex)
ActorInitInfo* al:: createLinksPlayerActorInfo(LiveActor* actor,
const ActorInitInfo& initInfo)
const char* al:: getLinksActorClassName(const ActorInitInfo& initInfo,
const char* linkName,
s32 linkIndex)
const char* al:: getLinksActorDisplayName(const ActorInitInfo& initInfo,
const char* linkName,
s32 linkIndex)
const char* al:: getLinksActorObjectName(const ActorInitInfo& initInfo,
const char* linkName,
s32 linkIndex)
void al:: initCreateActorWithPlacementInfo(LiveActor* actor,
const ActorInitInfo& initInfo)
void al:: initCreateActorWithPlacementInfo(LiveActor* actor,
const ActorInitInfo& initInfo,
const PlacementInfo& placementInfo)
void al:: initCreateActorNoPlacementInfo(LiveActor* actor,
const ActorInitInfo& initInfo)
void al:: initCreateActorNoPlacementInfoNoViewId(LiveActor* actor,
const ActorInitInfo& initInfo)
al:: if(creationFunction = =nullptr) return nullptr
LiveActor* al:: createPlacementActorFromFactory(const ActorInitInfo& initInfo,
const PlacementInfo* placementInfo)
LiveActor* al:: createLinksActorFromFactory(const ActorInitInfo& initInfo,
const char* linkName,
s32 linkNum)
LiveActorGroup* al:: createLinksActorGroupFromFactory(const ActorInitInfo& initInfo,
const char* linkName,
const char* groupName)
LiveActorGroup* al:: tryCreateLinksActorGroupFromFactory(const ActorInitInfo& initInfo,
const char* linkName,
const char* groupName)
LiveActor* al:: tryCreateLinksActorFromFactorySingle(const ActorInitInfo& initInfo,
const char* linkName)
void al:: createAndRegisterLinksActorFromFactory(LiveActorGroup* group,
const ActorInitInfo& initInfo,
const char* linkName)
void al:: makeMapPartsModelName(sead:: BufferedSafeString* modelName,
sead:: BufferedSafeString* path,
const PlacementInfo& placementInfo)
void al:: makeMapPartsModelName(sead:: BufferedSafeString* modelName,
sead:: BufferedSafeString* path,
const ActorInitInfo& initInfo)
const char* al:: tryGetMapPartsSuffix(const ActorInitInfo& initInfo,
const char* suffix)
void al:: initMapPartsActorWithArchiveName(LiveActor* actor,
const ActorInitInfo& initInfo,
const char* fileName,
const char* suffix)
void al:: initNerveAction(LiveActor* actor,
const char* actionName,
alNerveFunction:: NerveActionCollector* collector,
s32 maxStates)
bool al:: trySyncStageSwitchAppear(LiveActor* actor)
bool al:: trySyncStageSwitchKill(LiveActor* actor)
bool al:: trySyncStageSwitchAppearAndKill(LiveActor* actor)
bool al:: tryListenStageSwitchAppear(LiveActor* actor)
bool al:: tryListenStageSwitchKill(LiveActor* actor)
void al:: syncSensorScaleY(LiveActor* actor)
void al:: syncSensorAndColliderScaleY(LiveActor* actor)
void al:: setMaterialCode(LiveActor* actor,
const char* materialCode)
void al:: initMaterialCode(LiveActor* actor,
const ActorInitInfo& initInfo)
bool al:: tryAddDisplayRotate(LiveActor* actor,
const ActorInitInfo& initInfo)
bool al:: tryAddDisplayOffset(LiveActor* actor,
const ActorInitInfo& initInfo)
bool al:: tryAddDisplayScale(LiveActor* actor,
const ActorInitInfo& initInfo)
const PlacementInfo& al:: getPlacementInfo(const ActorInitInfo& initInfo)
const LayoutInitInfo& al:: getLayoutInitInfo(const ActorInitInfo& initInfo)
AudioDirector* al:: getAudioDirector(const ActorInitInfo& initInfo)
CollisionDirector* al:: getCollisionDirectorFromInfo(const ActorInitInfo& initInfo)
const SceneCameraInfo* al:: getSceneCameraInfoFromInfo(const ActorInitInfo& initInfo)
GraphicsSystemInfo* al:: getGraphicsSystemInfo(const ActorInitInfo& initInfo)
agl:: DrawContext* al:: getDrawContext(const ActorInitInfo& initInfo)
void al:: getActorRecourseDataF32(f32* val,
LiveActor* actor,
const char* fileName,
const char* entryName)
void al:: getActorRecourseDataString(const char** val,
LiveActor* actor,
const char* fileName,
const char* entryName)
void al:: getActorRecourseDataV3f(sead:: Vector3f* val,
LiveActor* actor,
const char* fileName,
const char* entryName)
void al:: getActorRecourseDataBox3f(sead:: BoundBox3f* box,
LiveActor* actor,
const char* fileName,
const char* entryName)
PartsEffectGroup* al:: createPartsEffectGroup(LiveActor* actor,
const ActorInitInfo& initInfo,
s32 maxEffects)
void al:: updateMaterialCodeGround(LiveActor* actor,
const char*)
void al:: updateMaterialCodeAll(LiveActor* actor)
void al:: updateMaterialCodeArea(LiveActor* actor)
void al:: updateMaterialCodeWet(LiveActor* actor,
bool)
void al:: updateMaterialCodeWater(LiveActor* actor)
void al:: updateMaterialCodeWater(LiveActor* actor,
bool)
void al:: updateMaterialCodePuddle(LiveActor* actor)
void al:: updateMaterialCodePuddle(LiveActor* actor,
bool)
void al:: resetMaterialCode(LiveActor* actor)
void al:: showModelIfHide(LiveActor* actor)
bool al:: isHideModel(const LiveActor* actor)
void al:: hideModelIfShow(LiveActor* actor)
bool al:: isExistModel(const LiveActor* actor)
void al:: switchShowHideModelIfNearCamera(LiveActor* actor,
f32)
bool al:: blinkModel(LiveActor* actor,
s32,
s32,
s32)
void al:: calcViewModelSystem(LiveActor* actor)
void al:: calcViewModel(LiveActor* actor)
void al:: showSilhouetteModel(LiveActor* actor)
void al:: hideSilhouetteModel(LiveActor* actor)
bool al:: isSilhouetteModelHidden(const LiveActor* actor)
void al:: showSilhouetteModelIfHide(LiveActor* actor)
void al:: hideSilhouetteModelIfShow(LiveActor* actor)
void al:: setModelAlphaMask(LiveActor* actor,
f32)
f32 al:: getModelAlphaMask(const LiveActor* actor)
bool al:: isModelAlphaMask(const LiveActor* actor)
bool al:: isExistZPrePass(const LiveActor* actor)
bool al:: isEnableZPrePass(const LiveActor* actor)
void al:: validateZPrePass(LiveActor* actor)
void al:: invalidateZPrePass(LiveActor* actor)
void al:: invalidateOcclusionQuery(LiveActor* actor)
void al:: validateOcclusionQuery(LiveActor* actor)
bool al:: isValidOcclusionQuery(const LiveActor* actor)
void al:: setFixedModelFlag(LiveActor* actor)
void al:: tryInitFixedModelGpuBuffer(LiveActor* actor)
void al:: setIgnoreUpdateDrawClipping(LiveActor* actor,
bool value)
void al:: setNeedSetBaseMtxAndCalcAnimFlag(LiveActor* actor,
bool value)
bool al:: isViewDependentModel(const LiveActor* actor)
bool al:: isNeedUpdateModel(const LiveActor* actor)
void al:: setEnvTextureMirror(LiveActor* actor,
s32)
void al:: setEnvTextureProc3D(LiveActor* actor,
s32)
void al:: forceApplyCubeMap(LiveActor* actor,
const char* cubeMapName)
void al:: setMaterialProgrammable(LiveActor* actor)
bool al:: isIncludePrepassCullingShape(LiveActor* actor)
bool al:: isExistJoint(const LiveActor* actor,
const char*)
s32 al:: getJointIndex(const LiveActor* actor,
const char*)
sead:: Matrix34f* al:: getJointMtxPtr(const LiveActor* actor,
const char*)
sead:: Matrix34f* al:: getJointMtxPtrByIndex(const LiveActor* actor,
s32)
void al:: getJointLocalTrans(sead:: Vector3f*,
const LiveActor* actor,
const char*)
void al:: calcJointPos(sead:: Vector3f*,
const LiveActor* actor,
const char*)
void al:: calcJointOffsetPos(sead:: Vector3f*,
const LiveActor* actor,
const char*,
const sead:: Vector3f&)
void al:: calcJointPosByIndex(sead:: Vector3f*,
const LiveActor* actor,
s32)
void al:: calcJointSideDir(sead:: Vector3f*,
const LiveActor* actor,
const char*)
void al:: calcJointUpDir(sead:: Vector3f*,
const LiveActor* actor,
const char*)
void al:: calcJointFrontDir(sead:: Vector3f*,
const LiveActor* actor,
const char*)
void al:: calcJointScale(sead:: Vector3f*,
const LiveActor* actor,
const char*)
void al:: calcJointQuat(sead:: Quatf*,
const LiveActor* actor,
const char*)
void al:: multVecJointMtx(sead:: Vector3f*,
const sead:: Vector3f&,
const LiveActor* actor,
const char*)
void al:: multVecJointInvMtx(sead:: Vector3f*,
const sead:: Vector3f&,
const LiveActor* actor,
const char*)
void al:: multMtxJointInvMtx(sead:: Matrix34f*,
const sead:: Matrix34f&,
const LiveActor* actor,
const char*)
void al:: setJointVisibility(LiveActor* actor,
const char*,
bool)
bool al:: isJointVisibility(const LiveActor* actor,
const char*)
bool al:: isFaceJointXDirDegreeYZ(const LiveActor* actor,
const char*,
const sead:: Vector3f&,
f32,
f32)
bool al:: isFaceJointYDirDegreeZX(const LiveActor* actor,
const char*,
const sead:: Vector3f&,
f32,
f32)
bool al:: isFaceJointZDirDegreeXY(const LiveActor* actor,
const char*,
const sead:: Vector3f&,
f32,
f32)
void al:: calcJointAngleXDirToTargetOnYDir(const LiveActor* actor,
const char*,
const sead:: Vector3f&)
void al:: calcJointAngleXDirToTargetOnZDir(const LiveActor* actor,
const char*,
const sead:: Vector3f&)
void al:: calcJointAngleYDirToTargetOnXDir(const LiveActor* actor,
const char*,
const sead:: Vector3f&)
void al:: calcJointAngleYDirToTargetOnZDir(const LiveActor* actor,
const char*,
const sead:: Vector3f&)
void al:: calcJointAngleZDirToTargetOnXDir(const LiveActor* actor,
const char*,
const sead:: Vector3f&)
void al:: calcJointAngleZDirToTargetOnYDir(const LiveActor* actor,
const char*,
const sead:: Vector3f&)
const char* al:: getMaterialName(const LiveActor* actor,
s32)
s32 al:: getMaterialCount(const LiveActor* actor)
bool al:: isExistMaterial(const LiveActor* actor,
const char*)
void al:: getMaterialObj(const LiveActor* actor,
s32)
void al:: getMaterialObj(const LiveActor* actor,
const char*)
s32 al:: getMaterialIndex(const LiveActor* actor,
const char*)
bool al:: isExistMaterialTexture(const LiveActor* actor,
const char*,
const char*)
void al:: getMaterialCategory(const LiveActor* actor,
s32)
void al:: tryGetMaterialCategory(const LiveActor* actor,
s32)
bool al:: isOnlyMaterialCategoryObject(const LiveActor* actor)
void al:: showMaterial(LiveActor* actor,
const char*)
void al:: hideMaterial(LiveActor* actor,
const char*)
void al:: showMaterial(LiveActor* actor,
s32)
void al:: hideMaterial(LiveActor* actor,
s32)
void al:: showMaterialAll(LiveActor* actor)
void al:: tryShowMaterial(LiveActor* actor,
s32)
void al:: tryHideMaterial(LiveActor* actor,
s32)
void al:: tryShowMaterialAll(LiveActor* actor)
void al:: setModelMaterialParameterF32(const LiveActor* actor,
s32,
const char*,
f32)
void al:: setModelMaterialParameterF32(const LiveActor* actor,
const char*,
const char*,
f32)
void al:: setModelMaterialParameterV2F(const LiveActor* actor,
s32,
const char*,
const sead:: Vector2f&)
void al:: setModelMaterialParameterV2F(const LiveActor* actor,
const char*,
const char*,
const sead:: Vector2f&)
void al:: setModelMaterialParameterV3F(const LiveActor* actor,
s32,
const char*,
const sead:: Vector3f&)
void al:: setModelMaterialParameterV3F(const LiveActor* actor,
const char*,
const char*,
const sead:: Vector3f&)
void al:: setModelMaterialParameterV4F(const LiveActor* actor,
s32,
const char*,
const sead:: Vector4f&)
void al:: setModelMaterialParameterV4F(const LiveActor* actor,
const char*,
const char*,
const sead:: Vector4f&)
void al:: setModelMaterialParameterRgb(const LiveActor* actor,
s32,
const char*,
const sead:: Vector3f&)
void al:: setModelMaterialParameterRgb(const LiveActor* actor,
const char*,
const char*,
const sead:: Vector3f&)
void al:: setModelMaterialParameterRgb(const LiveActor* actor,
s32,
const char*,
const sead:: Color4f&)
void al:: setModelMaterialParameterRgb(const LiveActor* actor,
const char*,
const char*,
const sead:: Color4f&)
void al:: setModelMaterialParameterRgba(const LiveActor* actor,
s32,
const char*,
const sead:: Color4f&)
void al:: setModelMaterialParameterRgba(const LiveActor* actor,
const char*,
const char*,
const sead:: Color4f&)
void al:: setModelMaterialParameterAlpha(const LiveActor* actor,
s32,
const char*,
f32)
void al:: setModelMaterialParameterAlpha(const LiveActor* actor,
const char*,
const char*,
f32)
void al:: setModelMaterialParameterTextureTrans(const LiveActor* actor,
const char*,
s32,
const sead:: Vector2f&)
void al:: getModelMaterialParameterDisplacementScale(const LiveActor* actor,
const char*,
s32)
void al:: setModelMaterialParameterDisplacementScale(const LiveActor* actor,
const char*,
s32,
f32)
void al:: getModelUniformBlock(const LiveActor* actor,
const char*)
void al:: findModelUniformBlock(const LiveActor* actor,
const char*)
void al:: swapModelUniformBlock(agl::UniformBlock*)
void al:: flushModelUniformBlock(agl::UniformBlock*)
void al:: getModelDrawCategoryFromShaderAssign(bool*,
bool*,
bool*,
bool*,
const LiveActor* actor)
void al:: trySetOcclusionQueryBox(LiveActor* actor,
f32)
void al:: trySetOcclusionQueryBox(LiveActor* actor,
const sead:: BoundBox3f&)
void al:: trySetOcclusionQueryCenter(LiveActor* actor,
const sead:: Vector3f*)
const char* al:: getModelName(const LiveActor* actor)
bool al:: isModelName(const LiveActor* actor,
const char*)
f32 al:: calcModelBoundingSphereRadius(const LiveActor* actor)
void al:: getBoundingSphereCenterAndRadius(sead:: Vector3f*,
f32*,
const LiveActor* actor)
void al:: calcModelBoundingBox(sead:: BoundBox3f*,
const LiveActor* actor)
void al:: calcModelBoundingBoxMtx(sead:: Matrix34f*,
const LiveActor* actor)
void al:: submitViewModel(const LiveActor* actor,
const sead:: Matrix34f&)
void al:: replaceMaterialTextureRef(LiveActor* actor,
nn:: g3d:: TextureRef*,
const char*,
const char*)
void al:: replaceMaterialResTexture(LiveActor* actor,
nn:: gfx:: ResTexture*,
const char*,
const char*)
void al:: replaceMaterialResTexture(LiveActor*,
const char*,
const char*,
nn:: gfx:: DescriptorSlot,
const nn:: gfx:: TextureView*)
void al:: replaceMaterialLayoutTexture(LiveActor* actor,
const LayoutTextureRenderObj*,
const char*,
const char*)
void al:: recreateModelDisplayList(const LiveActor* actor)
void al:: calcPolygonNum(const LiveActor* actor,
s32)
void al:: calcPolygonNumCurrentLod(const LiveActor* actor)
void al:: calcPolygonNumCurrentLodWithoutVisAnim(const LiveActor* actor)
void al:: getLodLevel(const LiveActor* actor)
void al:: getMaterialLodLevel(const LiveActor* actor)
void al:: getLodLevelNoClamp(const LiveActor* actor)
s32 al:: getLodModelCount(const LiveActor* actor)
void al:: forceLodLevel(LiveActor* actor,
s32)
void al:: unforceLodLevel(LiveActor* actor)
bool al:: isExistLodModel(const LiveActor* actor)
bool al:: isEnableMaterialLod(const LiveActor* actor)
void al:: validateLodModel(LiveActor* actor)
void al:: invalidateLodModel(LiveActor* actor)
bool al:: isValidateLodModel(const LiveActor* actor)
bool al:: isExistDitherAnimator(const LiveActor* actor)
bool al:: isValidNearDitherAnim(const LiveActor* actor)
void al:: stopDitherAnimAutoCtrl(LiveActor* actor)
void al:: restartDitherAnimAutoCtrl(LiveActor* actor)
void al:: validateDitherAnim(LiveActor* actor)
void al:: invalidateDitherAnim(LiveActor* actor)
void al:: validateFarDitherIfInvalidateClipping(LiveActor* actor)
void al:: setDitherAnimSphereRadius(LiveActor* actor,
f32)
void al:: setDitherAnimBoundingBox(LiveActor* actor,
const sead:: Vector3f&)
void al:: setDitherAnimMaxAlpha(LiveActor* actor,
f32)
void al:: setDitherAnimClippingJudgeLocalOffset(LiveActor* actor,
const sead:: Vector3f&)
void al:: setDitherAnimClippingJudgeParam(LiveActor* actor,
const char*)
void al:: resetDitherAnimClippingJudgeParam(LiveActor* actor)
void al:: getDitherAnimMinNearDitherAlpha(const LiveActor* actor)
f32 al:: getDitherAnimNearClipStartDistance(const LiveActor* actor)
f32 al:: getDitherAnimNearClipEndDistance(const LiveActor* actor)
void al:: calcDitherAnimJudgeDistance(const LiveActor* actor)
void al:: createUniqueShader(LiveActor* actor)
bool al:: isJudgedToClipFrustum(const ClippingDirector*,
const sead:: Vector3f&,
f32,
f32)
bool al:: isJudgedToClipFrustum(const LiveActor* actor,
const sead:: Vector3f&,
f32,
f32)
bool al:: isJudgedToClipFrustum(const LiveActor* actor,
f32,
f32)
bool al:: isJudgedToClipFrustumWithoutFar(const ClippingDirector*,
const sead:: Vector3f&,
f32,
f32)
bool al:: isJudgedToClipFrustumWithoutFar(const LiveActor* actor,
const sead:: Vector3f&,
f32,
f32)
bool al:: isJudgedToClipFrustumWithoutFar(const LiveActor* actor,
f32,
f32)
void al:: resetPosition(LiveActor* actor)
void al:: resetPosition(LiveActor* actor,
const sead:: Vector3f& trans)
void al:: resetRotatePosition(LiveActor* actor,
const sead:: Vector3f& rot,
const sead:: Vector3f& trans)
void al:: resetQuatPosition(LiveActor* actor,
const sead:: Quatf& quat,
const sead:: Vector3f& trans)
void al:: resetMtxPosition(LiveActor* actor,
const sead:: Matrix34f& mtx)
void al:: resetActorPosition(LiveActor* actor,
const LiveActor* target)
bool al:: trySetPosOnGround(LiveActor* actor)
const sead:: Vector3f& al:: getVelocity(const LiveActor* actor)
sead:: Vector3f* al:: getVelocityPtr(LiveActor* actor)
void al:: separateVelocityHV(sead:: Vector3f* horizontal,
sead:: Vector3f* vertical,
const LiveActor* actor)
void al:: separateVelocityDirHV(sead:: Vector3f* horizontal,
sead:: Vector3f* vertical,
const LiveActor* actor,
const sead:: Vector3f& dir)
void al:: separateVelocityParallelVertical(sead:: Vector3f* parallel,
sead:: Vector3f* vertical,
const LiveActor* actor,
const sead:: Vector3f& dir)
void al:: setVelocity(LiveActor* actor,
const sead:: Vector3f& vel)
void al:: setVelocity(LiveActor* actor,
f32 x,
f32 y,
f32 z)
void al:: setVelocityX(LiveActor* actor,
f32 x)
void al:: setVelocityY(LiveActor* actor,
f32 y)
void al:: setVelocityZ(LiveActor* actor,
f32 z)
void al:: setVelocityZero(LiveActor* actor)
void al:: setVelocityZeroX(LiveActor* actor)
void al:: setVelocityZeroY(LiveActor* actor)
void al:: setVelocityZeroZ(LiveActor* actor)
void al:: setVelocityZeroH(LiveActor* actor)
void al:: setVelocityZeroH(LiveActor* actor,
const sead:: Vector3f& gravity)
void al:: setVelocityZeroV(LiveActor* actor)
void al:: setVelocityZeroV(LiveActor* actor,
const sead:: Vector3f& gravity)
void al:: setVelocityJump(LiveActor* actor,
f32 speed)
void al:: setVelocityToFront(LiveActor* actor,
f32 speed)
void al:: setVelocityToUp(LiveActor* actor,
f32 speed)
void al:: setVelocityToSide(LiveActor* actor,
f32 speed)
void al:: setVelocityToDirection(LiveActor* actor,
const sead:: Vector3f& dir,
f32 speed)
void al:: setVelocityToGravity(LiveActor* actor,
f32 speed)
void al:: setVelocitySeparateHV(LiveActor* actor,
const sead:: Vector3f& h,
const sead:: Vector3f& v,
f32 speedH,
f32 speedV)
void al:: setVelocitySeparateHV(LiveActor* actor,
const sead:: Vector3f& h,
f32 speedH,
f32 speedV)
void al:: calcVelocitySeparateHV(sead:: Vector3f* velocity,
const LiveActor* actor,
const sead:: Vector3f& h,
f32 speedH,
f32 speedV)
void al:: setVelocitySeparateUp(LiveActor* actor,
const sead:: Vector3f& h,
f32 speedH,
f32 speedV)
void al:: setVelocityOnlyDir(LiveActor* actor,
const sead:: Vector3f& dir,
f32 speed)
void al:: setVelocityOnlyV(LiveActor* actor,
f32 speed)
void al:: setVelocityOnlyGravity(LiveActor* actor,
f32 speed)
void al:: addVelocity(LiveActor* actor,
const sead:: Vector3f& vel)
void al:: addVelocity(LiveActor* actor,
f32 x,
f32 y,
f32 z)
void al:: addVelocityX(LiveActor* actor,
f32 x)
void al:: addVelocityY(LiveActor* actor,
f32 y)
void al:: addVelocityZ(LiveActor* actor,
f32 z)
void al:: addVelocityDump(LiveActor* actor,
const sead:: Vector3f& dir,
f32 force)
void al:: addVelocityJump(LiveActor* actor,
f32 force)
void al:: addVelocityInline(LiveActor* actor,
const sead:: Vector3f& vel,
f32 force)
void al:: addVelocityToFront(LiveActor* actor,
f32 force)
void al:: addVelocityToUp(LiveActor* actor,
f32 force)
void al:: addVelocityToSide(LiveActor* actor,
f32 force)
void al:: addVelocityToDown(LiveActor* actor,
f32 force)
void al:: addVelocityToDirection(LiveActor* actor,
const sead:: Vector3f& dir,
f32 force)
void al:: addVelocityToGravity(LiveActor* actor,
f32 force)
void al:: addVelocityToGravityLimit(LiveActor* actor,
f32 force,
f32 limit)
void al:: addVelocityToGravityFittedGround(LiveActor* actor,
f32 force,
u32 maxAirTime)
void al:: addVelocityToGravityNaturalOrFittedGround(LiveActor* actor,
f32 force)
void al:: calcGravityDir(sead:: Vector3f* gravity,
const LiveActor* actor)
void al:: addVelocityToTarget(LiveActor* actor,
const sead:: Vector3f& target,
f32 force)
void al:: addVelocityToTarget(LiveActor* actor,
const sead:: Vector3f& target,
f32 minForce,
f32 maxForce,
f32 minDistance,
f32 maxDistance)
void al:: addVelocityToTargetH(LiveActor* actor,
const sead:: Vector3f& target,
f32 force)
void al:: addVelocityToTargetHV(LiveActor* actor,
const sead:: Vector3f& target,
f32 forceH,
f32 forceV)
void al:: addVelocityDampToTarget(LiveActor* actor,
const sead:: Vector3f& target,
f32 forceDamp)
void al:: addVelocityDampToTarget(LiveActor* actor,
const sead:: Vector3f& target,
f32 force,
f32 damp)
bool al:: addVelocityToPlayer(LiveActor* actor,
f32 force,
const sead:: Vector3f& offset)
bool al:: addVelocityToPlayerHV(LiveActor* actor,
f32 forceH,
f32 forceV,
const sead:: Vector3f& offset)
void al:: addVelocityFromTarget(LiveActor* actor,
const sead:: Vector3f& target,
f32 force)
void al:: addVelocityFromTargetHV(LiveActor* actor,
const sead:: Vector3f& target,
f32 forceH,
f32 forceV)
bool al:: addVelocityFromPlayer(LiveActor* actor,
f32 force,
const sead:: Vector3f& offset)
bool al:: addVelocityFromPlayerHV(LiveActor* actor,
f32 forceH,
f32 forceV,
const sead:: Vector3f& offset)
void al:: addVelocityClockwiseToDirection(LiveActor* actor,
const sead:: Vector3f& dir,
f32 force)
bool al:: calcVelocityClockwiseToDirection(LiveActor* actor,
sead:: Vector3f* dirVelocity,
const sead:: Vector3f& dir)
void al:: addVelocityClockwiseToTarget(LiveActor* actor,
const sead:: Vector3f& target,
f32 force)
void al:: addVelocityJumpGroundInertia(LiveActor* actor,
const sead:: Vector3f& velocity,
f32 force)
void al:: tryAddVelocityLimit(LiveActor* actor,
const sead:: Vector3f& velocity,
f32 limit)
void al:: subVelocityExceptDirectionLimit(LiveActor* actor,
const sead:: Vector3f& direction,
f32 subVel,
f32 limit)
void al:: scaleVelocity(LiveActor* actor,
f32 factor)
void al:: scaleVelocityLimit(LiveActor* actor,
f32 factor,
f32 limit)
void al:: scaleVelocityX(LiveActor* actor,
f32 factorX)
void al:: scaleVelocityY(LiveActor* actor,
f32 factorY)
void al:: scaleVelocityZ(LiveActor* actor,
f32 factorZ)
void al:: scaleVelocityHV(LiveActor* actor,
f32 factorH,
f32 factorV)
void al:: scaleVelocityDirection(LiveActor* actor,
const sead:: Vector3f& direction,
f32 factor)
void al:: scaleVelocityExceptDirection(LiveActor* actor,
const sead:: Vector3f& direction,
f32 factor)
void al:: scaleVelocityParallelVertical(LiveActor* actor,
const sead:: Vector3f& direction,
f32 parallel,
f32 vertical)
void al:: limitVelocity(LiveActor* actor,
f32 limit)
void al:: limitVelocityX(LiveActor* actor,
f32 limitX)
void al:: limitVelocityY(LiveActor* actor,
f32 limitY)
void al:: limitVelocityZ(LiveActor* actor,
f32 limitZ)
void al:: limitVelocityH(LiveActor* actor,
f32 limitH)
void al:: limitVelocityHV(LiveActor* actor,
f32 limitH,
f32 limitV)
void al:: limitVelocityUpGravityH(LiveActor* actor,
f32 limitDown,
f32 limitUp,
f32 limitH)
void al:: limitVelocityDir(LiveActor* actor,
const sead:: Vector3f& dir,
f32 limit)
void al:: limitVelocityDirSign(LiveActor* actor,
const sead:: Vector3f& dir,
f32 limit)
void al:: limitVelocityDirV(LiveActor* actor,
const sead:: Vector3f& dir,
f32 limit)
void al:: limitVelocityDirVRate(LiveActor* actor,
const sead:: Vector3f& dir,
f32 limit,
f32 rate)
void al:: limitVelocityParallelVertical(LiveActor* actor,
const sead:: Vector3f& dir,
f32 parallel,
f32 vertical)
void al:: limitVelocitySeparateHV(LiveActor* actor,
const sead:: Vector3f& dir,
f32 horizontal,
f32 vertical)
u32 al:: reboundVelocityPart(LiveActor* actor,
f32 rebound,
f32 threshold)
bool al:: reboundVelocityFromCollision(LiveActor* actor,
f32 reboundStrength,
f32 reboundMin,
f32 friction)
bool al:: reboundVelocityFromTriangles(LiveActor* actor,
f32 reboundStrength,
f32 reboundMin)
bool al:: reboundVelocityFromActor(LiveActor* actor,
const LiveActor* target,
f32 reboundStrength)
al:: addVelocity(actor,
direction*dot*-reboundStrength+1.0f)
bool al:: reboundVelocityFromActor(LiveActor* actor,
const LiveActor* target,
const sead:: Vector3f& targetVelocity,
f32 reboundStrength)
bool al:: reboundVelocityFromSensor(LiveActor* actor,
const HitSensor* sensor,
f32 reboundStrength)
bool al:: reboundVelocityFromSensor(LiveActor* actor,
const HitSensor* sensor,
const sead:: Vector3f& targetVelocity,
f32 reboundStrength)
bool al:: calcDirToActor(sead:: Vector3f* dir,
const LiveActor* actor,
const LiveActor* target)
bool al:: reboundVelocityBetweenActor(LiveActor* actor,
LiveActor* target,
const sead:: Vector3f& direction,
f32 reboundStrength)
bool al:: reboundVelocityBetweenActor(LiveActor* actor,
LiveActor* target,
f32 reboundStrength)
bool al:: reboundVelocityBetweenSensor(HitSensor* sensorA,
HitSensor* sensorB,
f32 reboundStrength)
void al:: calcVelocityKeepLengthBetweenActor(sead:: Vector3f* vel,
const LiveActor* actor,
const LiveActor* target,
f32 targetLength,
f32 force)
void al:: addVelocityKeepLengthBetweenActor(LiveActor* actor,
LiveActor* target,
f32 targetLength,
f32 force)
void al:: calcVelocityBlowAttack(sead:: Vector3f* velocity,
const LiveActor* actor,
const sead:: Vector3f& trans,
f32 speedH,
f32 speedV)
void al:: addVelocityBlowAttack(LiveActor* actor,
const sead:: Vector3f& trans,
f32 speedH,
f32 speedV)
void al:: addVelocityBlowAttack(LiveActor* actor,
const HitSensor* sensor,
f32 speedH,
f32 speedV)
void al:: setVelocityBlowAttack(LiveActor* actor,
const sead:: Vector3f& trans,
f32 speedH,
f32 speedV)
void al:: setVelocityBlowAttack(LiveActor* actor,
const HitSensor* sensor,
f32 speedH,
f32 speedV)
void al:: setVelocityBlowAttackAndTurnToTarget(LiveActor* actor,
const sead:: Vector3f& target,
f32 speedH,
f32 speedV)
bool al:: isVelocityFast(const LiveActor* actor,
f32 threshold)
bool al:: isVelocityFastH(const LiveActor* actor,
f32 threshold)
bool al:: isVelocitySlow(const LiveActor* actor,
f32 threshold)
bool al:: isVelocitySlowH(const LiveActor* actor,
f32 threshold)
f32 al:: calcSpeedH(const LiveActor* actor)
f32 al:: calcSpeedV(const LiveActor* actor)
f32 al:: calcSpeedDirection(const LiveActor* actor,
const sead:: Vector3f& dir)
f32 al:: calcSpeedExceptDir(const LiveActor* actor,
const sead:: Vector3f& dir)
bool al:: isNear(const LiveActor* actor,
const sead:: Vector3f& trans,
f32 threshold)
bool al:: isNearXZ(const LiveActor* actor,
const sead:: Vector3f& trans,
f32 threshold)
bool al:: isNearH(const LiveActor* actor,
const sead:: Vector3f& trans,
f32 threshold)
f32 al:: calcDistanceH(const LiveActor* actor,
const sead:: Vector3f& trans)
bool al:: isNearV(const LiveActor* actor,
const sead:: Vector3f& trans,
f32 threshold)
f32 al:: calcDistanceV(const LiveActor* actor,
const sead:: Vector3f& trans)
bool al:: isNearHV(const LiveActor* actor,
const sead:: Vector3f& trans,
f32 threshH,
f32 threshV)
f32 al:: calcHeight(const LiveActor* actor,
const sead:: Vector3f& trans)
bool al:: isFar(const LiveActor* actor,
const sead:: Vector3f& trans,
f32 threshold)
f32 al:: calcDistance(const LiveActor* actor,
const LiveActor* target)
f32 al:: calcDistance(const LiveActor* actor,
const sead:: Vector3f& trans)
f32 al:: calcDistanceV(const LiveActor* actor,
const LiveActor* target)
f32 al:: calcDistanceH(const LiveActor* actor,
const LiveActor* target)
f32 al:: calcDistanceH(const LiveActor* actor,
const sead:: Vector3f& trans1,
const sead:: Vector3f& trans2)
f32 al:: calcHeight(const LiveActor* actor,
const LiveActor* target)
f32 al:: calcDistanceFront(const LiveActor* actor,
const sead:: Vector3f& trans)
f32 al:: calcDistanceFront(const LiveActor* actor,
const LiveActor* target)
void al:: addRotateAndRepeatX(LiveActor* actor,
f32 deg)
void al:: addRotateAndRepeatY(LiveActor* actor,
f32 deg)
void al:: addRotateAndRepeatZ(LiveActor* actor,
f32 deg)
void al:: addRandomRotateY(LiveActor* actor)
void al:: calcQuatSide(sead:: Vector3f* side,
const LiveActor* actor)
void al:: calcQuatUp(sead:: Vector3f* up,
const LiveActor* actor)
void al:: calcQuatFront(sead:: Vector3f* front,
const LiveActor* actor)
void al:: calcQuatLocalAxis(sead:: Vector3f* local,
const LiveActor* actor,
s32 axis)
void al:: calcTransOffsetFront(sead:: Vector3f* offset,
const LiveActor* actor,
f32 len)
void al:: calcTransOffsetUp(sead:: Vector3f* offset,
const LiveActor* actor,
f32 len)
void al:: calcTransOffsetSide(sead:: Vector3f* offset,
const LiveActor* actor,
f32 len)
void al:: setTransOffsetLocalDir(LiveActor* actor,
const sead:: Quatf& quat,
const sead:: Vector3f& globalOffset,
f32 localOffset,
s32 axis)
void al:: addTransOffsetLocal(LiveActor* actor,
const sead:: Vector3f& localOffset)
void al:: addTransOffsetLocalDir(LiveActor* actor,
f32 localOffset,
s32 axis)
void al:: rotateQuatXDirDegree(LiveActor* actor,
f32 deg)
void al:: rotateQuatXDirDegree(LiveActor* actor,
const sead:: Quatf& quat,
f32 deg)
void al:: rotateQuatYDirDegree(LiveActor* actor,
f32 deg)
void al:: rotateQuatYDirDegree(LiveActor* actor,
const sead:: Quatf& quat,
f32 deg)
void al:: rotateQuatZDirDegree(LiveActor* actor,
f32 deg)
void al:: rotateQuatZDirDegree(LiveActor* actor,
const sead:: Quatf& quat,
f32 deg)
void al:: rotateQuatLocalDirDegree(LiveActor* actor,
s32 axis,
f32 deg)
void al:: rotateQuatLocalDirDegree(LiveActor* actor,
const sead:: Quatf& quat,
s32 axis,
f32 deg)
void al:: rotateQuatYDirRandomDegree(LiveActor* actor)
void al:: rotateQuatYDirRandomDegree(LiveActor* actor,
const sead:: Quatf& quat)
bool al:: turnQuatFrontToDirDegreeH(LiveActor* actor,
const sead:: Vector3f& dir,
f32 deg)
bool al:: turnQuatFrontToPosDegreeH(LiveActor* actor,
const sead:: Vector3f& pos,
f32 deg)
bool al:: turnQuatFrontFromPosDegreeH(LiveActor* actor,
const sead:: Vector3f& pos,
f32 deg)
void al:: turnFront(LiveActor* actor,
const sead:: Vector3f& up,
f32 deg)
void al:: turnFrontToPos(LiveActor* actor,
const sead:: Vector3f& pos,
f32 deg)
void al:: turnFrontToDir(LiveActor* actor,
const sead:: Vector3f& dir,
f32 deg)
bool al:: turnFrontToDirGetIsFinished(LiveActor* actor,
const sead:: Vector3f& dir,
f32 deg)
bool al:: turnDirectionDegree(const LiveActor* actor,
sead:: Vector3f* vec,
const sead:: Vector3f& dir,
f32 deg)
void al:: turnFrontToTarget(LiveActor* actor,
const LiveActor* target,
f32 deg)
void al:: turnFrontFromTarget(LiveActor* actor,
const LiveActor* target,
f32 deg)
bool al:: turnFrontToPlayer(LiveActor* actor,
f32 deg)
bool al:: turnFrontFromPlayer(LiveActor* actor,
f32 deg)
bool al:: turnDirection(const LiveActor* actor,
sead:: Vector3f* vec,
const sead:: Vector3f& dir,
f32 cos)
bool al:: turnDirectionToTarget(const LiveActor* actor,
sead:: Vector3f* vec,
const sead:: Vector3f& target,
f32 cos)
bool al:: turnDirectionToTargetDegree(const LiveActor* actor,
sead:: Vector3f* vec,
const sead:: Vector3f& target,
f32 deg)
bool al:: turnDirectionFromTargetDegree(const LiveActor* actor,
sead:: Vector3f* vec,
const sead:: Vector3f& target,
f32 deg)
void al:: turnDirectionAlongGround(const LiveActor* actor,
sead:: Vector3f* dir)
void al:: turnDirectionAlongGround(LiveActor* actor)
bool al:: turnToDirectionAxis(LiveActor* actor,
const sead:: Vector3f& horizontal,
const sead:: Vector3f& vertical,
f32 deg)
bool al:: turnFrontSpherical(const LiveActor* actor,
sead:: Vector3f* vec,
const sead:: Vector3f& targetFront,
f32 cos)
bool al:: turnFrontSphericalToTarget(const LiveActor* actor,
sead:: Vector3f* vec,
const sead:: Vector3f& target,
f32 cos)
bool al:: turnFrontSphericalToTargetDegree(const LiveActor* actor,
sead:: Vector3f* vec,
const sead:: Vector3f& target,
f32 deg)
bool al:: turnToDirection(LiveActor* actor,
const sead:: Vector3f& dir,
f32 deg)
void al:: turnLocalDirToDirection(LiveActor* actor,
const sead:: Vector3f& localDir,
const sead:: Vector3f& targetDir,
f32 deg)
bool al:: turnToTarget(LiveActor* actor,
const sead:: Vector3f& target,
f32 deg)
bool al:: turnToTarget(LiveActor* actor,
const LiveActor* target,
f32 deg)
void al:: faceToDirection(LiveActor* actor,
const sead:: Vector3f& dir)
void al:: faceToDirectionSupportUp(LiveActor* actor,
const sead:: Vector3f& dir)
void al:: faceToTarget(LiveActor* actor,
const sead:: Vector3f& target)
void al:: faceToTarget(LiveActor* actor,
const LiveActor* target)
void al:: faceToSensor(LiveActor* actor,
const HitSensor* sensor)
void al:: faceToVelocity(LiveActor* actor)
void al:: calcDirClockwiseToDir(sead:: Vector3f* out,
const LiveActor* actor,
const sead:: Vector3f& dir)
void al:: calcDirClockwiseToPos(sead:: Vector3f* out,
const LiveActor* actor,
const sead:: Vector3f& target)
void al:: calcDirToActorH(sead:: Vector3f* out,
const LiveActor* actor,
const LiveActor* target)
void al:: calcDirToActorH(sead:: Vector3f* out,
const LiveActor* actor,
const sead:: Vector3f& target)
f32 al:: calcAngleToTargetH(const LiveActor* actor,
const sead:: Vector3f& target)
f32 al:: calcAngleToTargetV(const LiveActor* actor,
const sead:: Vector3f& target)
bool al:: isFaceToTargetDegree(const LiveActor* actor,
const sead:: Vector3f& target,
const sead:: Vector3f& face,
f32 threshDeg)
bool al:: isFaceToTargetDegree(const LiveActor* actor,
const sead:: Vector3f& target,
f32 threshDeg)
bool al:: isFaceToTargetDegreeHV(const LiveActor* actor,
const sead:: Vector3f& target,
const sead:: Vector3f& face,
f32 degH,
f32 degV)
bool al:: isFaceToTargetDegreeH(const LiveActor* actor,
const sead:: Vector3f& target,
const sead:: Vector3f& face,
f32 degH)
bool al:: isInSightCone(const LiveActor* actor,
const sead:: Vector3f& target,
const sead:: Vector3f& face,
f32 maxDist,
f32 threshDeg)
bool al:: isInSightConeTarget(const LiveActor* actor,
const LiveActor* target,
f32 maxDist,
f32 threshDeg)
bool al:: isInSightConePlayer(const LiveActor* actor,
f32 maxDist,
f32 threshDeg)
bool al:: isInSightFan(const LiveActor* actor,
const sead:: Vector3f& target,
const sead:: Vector3f& face,
f32 maxDist,
f32 angleH,
f32 angleV)
bool al:: isInSightBox(const LiveActor* actor,
const sead:: Vector3f& pos,
const sead:: BoundBox3f& box)
void al:: walkAndTurnToDirection(LiveActor* actor,
const sead:: Vector3f& dir,
f32 forceFront,
f32 forceGravity,
f32 decay,
f32 deg,
bool turnAlongGround)
void al:: walkAndTurnToDirection(LiveActor* actor,
sead:: Vector3f* front,
const sead:: Vector3f& dir,
f32 forceFront,
f32 forceGravity,
f32 decay,
f32 deg,
bool turnAlongGround)
void al:: walkAndTurnPoseToDirection(LiveActor* actor,
const sead:: Vector3f& dir,
const ActorParamMove& param,
bool turnAlongGround)
void al:: walkAndTurnToTarget(LiveActor* actor,
const sead:: Vector3f& target,
f32 forceFront,
f32 forceGravity,
f32 decay,
f32 deg,
bool turnAlongGround)
void al:: flyAndTurnToDirection(LiveActor* actor,
sead:: Vector3f* front,
const sead:: Vector3f& dir,
f32 forceFront,
f32 forceGravity,
f32 decay,
f32 deg)
void al:: flyAndTurnToDirection(LiveActor* actor,
const sead:: Vector3f& dir,
f32 forceFront,
f32 forceGravity,
f32 decay,
f32 deg)
void al:: flyAndTurnToTarget(LiveActor* actor,
const sead:: Vector3f& target,
f32 forceFront,
f32 forceGravity,
f32 decay,
f32 deg)
bool al:: walkAndTurnToDirectionFittedGroundGravity(LiveActor* actor,
sead:: Vector3f* front,
const sead:: Vector3f& dir,
f32 forceFront,
f32 forceGravity,
f32 decay,
f32 deg,
bool turnAlongGround)
bool al:: walkAndTurnToDirectionFittedGroundGravity(LiveActor* actor,
const sead:: Vector3f& dir,
f32 forceFront,
f32 forceGravity,
f32 decay,
f32 deg,
bool turnAlongGround)
bool al:: walkAndTurnToTargetFittedGroundGravity(LiveActor* actor,
const sead:: Vector3f& target,
f32 forceFront,
f32 forceGravity,
f32 decay,
f32 deg,
bool turnAlongGround)
bool al:: tryKillByDeathArea(LiveActor* actor)
void al:: rotateAndKeepColliderPosRate(LiveActor* actor,
const sead:: Vector3f& up,
const sead:: Vector3f& front,
f32 rate)
void al:: calcSpringMovement(LiveActor* actor,
const sead:: Vector3f& pos,
f32 springPos,
f32 sinStrength,
const sead:: Vector3f& offset,
f32 constStrength,
f32 sinAmpl)
bool al:: addVelocityClockwiseToPlayer(LiveActor* actor,
f32 force)
bool al:: calcDirClockwiseToPlayer(sead:: Vector3f* dir,
const LiveActor* actor)
bool al:: flyAndTurnToPlayer(LiveActor* actor,
const ActorParamMove& param)
bool al:: escapeFromPlayer(LiveActor* actor,
sead:: Vector3f* front,
f32 forceFront,
f32 forceGravity,
f32 decay,
f32 deg)
bool al:: isPlayerInSightFan(const LiveActor* actor,
f32 maxDist,
f32 angleH,
f32 angleV)
bool al:: isFallOrDamageCodeNextMove(const LiveActor* actor,
const sead:: Vector3f& velocity,
f32 gravity,
f32 searchDist)
bool al:: isFallNextMove(const LiveActor* actor,
const sead:: Vector3f& velocity,
f32 gravity,
f32 searchDist)
f32* al:: findActorParamF32(const LiveActor* actor,
const char* paramName)
s32* al:: findActorParamS32(const LiveActor* actor,
const char* paramName)
static void al:: rotationAndTranslationFromMatrix(sead:: Vector3f* trans,
sead:: Vector3f* rot,
const sead:: Matrix34f* mtx)
void al:: initActorPoseT(LiveActor* actor,
const sead:: Vector3f& trans)
void al:: setTrans(LiveActor* actor,
const sead:: Vector3f& trans)
void al:: initActorPoseTR(LiveActor* actor,
const sead:: Vector3f& trans,
const sead:: Vector3f& rotate)
void al:: setRotate(LiveActor* actor,
const sead:: Vector3f& rotate)
void al:: makeMtxSRT(sead:: Matrix34f* mtx,
const LiveActor* actor)
void al:: makeMtxRT(sead:: Matrix34f* mtx,
const LiveActor* actor)
void al:: makeMtxR(sead:: Matrix34f* mtx,
const LiveActor* actor)
void al:: calcAnimFrontGravityPos(LiveActor* actor,
const sead:: Vector3f& front)
const sead:: Vector3f& al:: getGravity(const LiveActor* actor)
const sead:: Vector3f& al:: getTrans(const LiveActor* actor)
const sead:: Vector3f& al:: getScale(const LiveActor* actor)
void al:: updatePoseTrans(LiveActor* actor,
const sead:: Vector3f& trans)
void al:: updatePoseRotate(LiveActor* actor,
const sead:: Vector3f& rotate)
void al:: updatePoseQuat(LiveActor* actor,
const sead:: Quatf& quat)
void al:: updatePoseMtx(LiveActor* actor,
const sead:: Matrix34f* mtx)
void al:: calcSideDir(sead:: Vector3f* side,
const LiveActor* actor)
void al:: calcLeftDir(sead:: Vector3f* left,
const LiveActor* actor)
void al:: calcRightDir(sead:: Vector3f* right,
const LiveActor* actor)
void al:: calcUpDir(sead:: Vector3f* up,
const LiveActor* actor)
void al:: calcDownDir(sead:: Vector3f* down,
const LiveActor* actor)
void al:: calcFrontDir(sead:: Vector3f* front,
const LiveActor* actor)
void al:: calcBackDir(sead:: Vector3f* back,
const LiveActor* actor)
void al:: calcPoseDir(sead:: Vector3f* side,
sead:: Vector3f* up,
sead:: Vector3f* front,
const LiveActor* actor)
void al:: calcQuat(sead:: Quatf* quat,
const LiveActor* actor)
f32 al:: calcDistanceSignLocalXDir(const LiveActor* actor,
const sead:: Vector3f& pos)
f32 al:: calcDistanceSignLocalYDir(const LiveActor* actor,
const sead:: Vector3f& pos)
f32 al:: calcDistanceSignLocalZDir(const LiveActor* actor,
const sead:: Vector3f& pos)
f32 al:: calcDistanceLocalXDir(const LiveActor* actor,
const sead:: Vector3f& pos)
f32 al:: calcDistanceLocalYDir(const LiveActor* actor,
const sead:: Vector3f& pos)
f32 al:: calcDistanceLocalZDir(const LiveActor* actor,
const sead:: Vector3f& pos)
sead:: Vector3f* al:: getTransPtr(LiveActor* actor)
const sead:: Vector3f& al:: getRotate(const LiveActor* actor)
sead:: Vector3f* al:: getRotatePtr(LiveActor* actor)
void al:: setRotateX(LiveActor* actor,
f32 x)
void al:: setRotateY(LiveActor* actor,
f32 y)
void al:: setRotateZ(LiveActor* actor,
f32 z)
sead:: Vector3f* al:: getScalePtr(LiveActor* actor)
sead:: Vector3f* al:: tryGetScalePtr(LiveActor* actor)
void al:: setScale(LiveActor* actor,
const sead:: Vector3f& scale)
void al:: setScaleAll(LiveActor* actor,
f32 scale)
bool al:: isFrontTarget(const LiveActor* actor,
const sead:: Vector3f& pos)
bool al:: isFrontDir(const LiveActor* actor,
const sead:: Vector3f& dir)
bool al:: isBackTarget(const LiveActor* actor,
const sead:: Vector3f& pos)
bool al:: isBackDir(const LiveActor* actor,
const sead:: Vector3f& dir)
bool al:: isLeftTarget(const LiveActor* actor,
const sead:: Vector3f& pos)
bool al:: isLeftDir(const LiveActor* actor,
const sead:: Vector3f& dir)
bool al:: isRightTarget(const LiveActor* actor,
const sead:: Vector3f& pos)
bool al:: isRightDir(const LiveActor* actor,
const sead:: Vector3f& dir)
bool al:: isUpTarget(const LiveActor* actor,
const sead:: Vector3f& pos)
bool al:: isUpDir(const LiveActor* actor,
const sead:: Vector3f& dir)
bool al:: isDownTarget(const LiveActor* actor,
const sead:: Vector3f& pos)
bool al:: isDownDir(const LiveActor* actor,
const sead:: Vector3f& dir)
const sead:: Quatf& al:: getQuat(const LiveActor* actor)
sead:: Quatf* al:: getQuatPtr(LiveActor* actor)
sead:: Quatf* al:: tryGetQuatPtr(LiveActor* actor)
void al:: setQuat(LiveActor* actor,
const sead:: Quatf& quat)
sead:: Vector3f* al:: getGravityPtr(const LiveActor* actor)
void al:: setGravity(const LiveActor* actor,
const sead:: Vector3f& gravity)
const sead:: Vector3f& al:: getFront(const LiveActor* actor)
sead:: Vector3f* al:: getFrontPtr(LiveActor* actor)
void al:: setFront(LiveActor* actor,
const sead:: Vector3f& front)
const sead:: Vector3f& al:: getUp(const LiveActor* actor)
sead:: Vector3f* al:: getUpPtr(LiveActor* actor)
void al:: setUp(LiveActor* actor,
const sead:: Vector3f& up)
void al:: multVecPoseNoTrans(sead:: Vector3f* posOut,
const LiveActor* actor,
const sead:: Vector3f& posIn)
void al:: multVecPose(sead:: Vector3f* posOut,
const LiveActor* actor,
const sead:: Vector3f& posIn)
void al:: multVecPoseAndScale(sead:: Vector3f* posOut,
const LiveActor* actor,
const sead:: Vector3f& posIn)
void al:: multVecInvPose(sead:: Vector3f* posOut,
const LiveActor* actor,
const sead:: Vector3f& posIn)
void al:: multMtxInvPose(sead:: Matrix34f* mtxOut,
const LiveActor* actor,
const sead:: Matrix34f& mtxIn)
void al:: calcTransLocalOffset(sead:: Vector3f* transOut,
const LiveActor* actor,
const sead:: Vector3f& transIn)
void al:: multVecInvQuat(sead:: Vector3f* posOut,
const LiveActor* actor,
const sead:: Vector3f& posIn)
bool al:: isExistModelResource(const LiveActor*)
bool al:: isExistAnimResource(const LiveActor*)
void al:: tryGetAnimResource(const LiveActor*)
bool al:: isExistModelResourceYaml(const LiveActor*,
const char*,
const char*)
void al:: getModelResource(const LiveActor*)
bool al:: isExistAnimResourceYaml(const LiveActor*,
const char*,
const char*)
void al:: getAnimResource(const LiveActor*)
bool al:: isExistModelOrAnimResourceYaml(const LiveActor*,
const char*,
const char*)
u8* al:: getModelResourceYaml(const LiveActor*,
const char*,
const char*)
u8* al:: getAnimResourceYaml(const LiveActor*,
const char*,
const char*)
u8* al:: getModelOrAnimResourceYaml(const LiveActor*,
const char*,
const char*)
u8* al:: getMapPartsResourceYaml(const ActorInitInfo&,
const char*)
u8* al:: tryGetMapPartsResourceYaml(const ActorInitInfo&,
const char*)
void al:: tryMakeInitFileName(sead:: BufferedSafeString*,
const Resource*,
const char*,
const char*,
const char*)
void al:: tryGetSuffixIter(ByamlIter*,
const Resource*,
const char*,
const char*)
void al:: tryGetInitFileIterAndName(ByamlIter*,
sead:: BufferedSafeString*,
const Resource*,
const char*,
const char*,
const char*)
void al:: tryGetActorInitFileIterAndName(ByamlIter*,
sead:: BufferedSafeString*,
const Resource*,
const char*,
const char*)
bool al:: tryGetActorInitFileIter(ByamlIter*,
const Resource*,
const char*,
const char*)
bool al:: tryGetActorInitFileIterAndName(ByamlIter*,
sead:: BufferedSafeString*,
const LiveActor*,
const char*,
const char*)
bool al:: tryGetActorInitFileIter(ByamlIter*,
const LiveActor*,
const char*,
const char*)
bool al:: tryGetActorInitFileName(sead:: BufferedSafeString*,
const Resource*,
const char*,
const char*)
bool al:: tryGetActorInitFileName(sead:: BufferedSafeString*,
const ActorResource*,
const char*,
const char*)
bool al:: tryGetActorInitFileName(sead:: BufferedSafeString*,
const LiveActor*,
const char*,
const char*)
bool al:: tryGetActorInitFileSuffixName(sead:: BufferedSafeString*,
const Resource*,
const char*,
const char*)
bool al:: tryGetActorInitFileSuffixName(sead:: BufferedSafeString*,
const LiveActor*,
const char*,
const char*)
const char* al:: tryGetActorInitFileSuffixName(const LiveActor*,
const char*,
const char*)
const char* al:: tryGetActorInitFileSuffixName(const Resource*,
const char*,
const char*)
void al:: initParameterIoAsActorInfo(ParameterIo*,
const LiveActor*,
const char*,
const char*)
void al:: initParameterIoAndLoad(ParameterIo*,
const LiveActor*,
const char*,
const char*)
bool al:: isStopScene(const LiveActor* actor)
void al:: stopScene(SceneStopCtrl* ctrl,
s32 stopFrames,
s32 delayFrames)
bool al:: isStopScene(SceneStopCtrl* ctrl)
void al:: requestCaptureScreenCover(const LiveActor* actor,
s32 coverFrames)
bool al:: requestStartDemo(const LiveActor* actor,
const char* name)
void al:: requestEndDemo(const LiveActor* actor,
const char* name)
void al:: addDemoActor(LiveActor* actor)
HitSensor* al:: addHitSensor(LiveActor*,
const ActorInitInfo&,
const char*,
u32,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorPlayer(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorPlayerAttack(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorPlayerEye(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorEnemy(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorEnemyBody(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorEnemyAttack(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorMapObj(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorBindable(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorBindableGoal(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorBindableAllPlayer(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorBindableBubbleOutScreen(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorBindableKoura(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorBindableRouteDokan(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorBindableBubblePadInput(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorCollisionParts(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
HitSensor* al:: addHitSensorEye(LiveActor*,
const ActorInitInfo&,
const char*,
f32,
u16,
const sead:: Vector3f&)
void al:: setHitSensorSort(LiveActor*,
const char*,
const SensorSortCmpFuncBase*)
void al:: setHitSensorPosPtr(LiveActor*,
const char*,
const sead:: Vector3f*)
HitSensor* al:: getHitSensor(const LiveActor*,
const char*)
void al:: setHitSensorMtxPtr(LiveActor*,
const char*,
const sead:: Matrix34f*)
void al:: setHitSensorJointMtx(LiveActor*,
const char*,
const char*)
void al:: setSensorRadius(LiveActor*,
const char*,
f32)
void al:: setSensorRadius(LiveActor*,
f32)
f32 al:: getSensorRadius(const LiveActor*,
const char*)
f32 al:: getSensorRadius(const LiveActor*)
const sead:: Vector3f& al:: getSensorPos(const LiveActor*,
const char*)
const sead:: Vector3f& al:: getSensorPos(const LiveActor*)
void al:: setSensorFollowPosOffset(LiveActor*,
const char*,
const sead:: Vector3f&)
void al:: setSensorFollowPosOffset(LiveActor*,
const sead:: Vector3f&)
const sead:: Vector3f& al:: getSensorFollowPosOffset(const LiveActor*,
const char*)
const sead:: Vector3f& al:: getSensorFollowPosOffset(const LiveActor*)
ActorSensorController* al:: createActorSensorController(LiveActor*,
const char*)
void al:: setSensorRadius(ActorSensorController*,
f32)
void al:: setSensorScale(ActorSensorController*,
f32)
void al:: setSensorFollowPosOffset(ActorSensorController*,
const sead:: Vector3f&)
f32 al:: getOriginalSensorRadius(const ActorSensorController*)
const sead:: Vector3f& al:: getOriginalSensorFollowPosOffset(const ActorSensorController*)
void al:: resetActorSensorController(ActorSensorController*)
void al:: calcPosBetweenSensors(sead:: Vector3f*,
const HitSensor*,
const HitSensor*,
f32)
f32 al:: calcDistance(const HitSensor*,
const HitSensor*)
const sead:: Vector3f& al:: getSensorPos(const HitSensor*)
f32 al:: calcDistanceV(const sead:: Vector3f&,
const HitSensor*,
const HitSensor*)
f32 al:: calcDistanceH(const sead:: Vector3f&,
const HitSensor*,
const HitSensor*)
bool al:: calcDirBetweenSensors(sead:: Vector3f*,
const HitSensor*,
const HitSensor*)
bool al:: calcDirBetweenSensorsH(sead:: Vector3f*,
const HitSensor*,
const HitSensor*)
bool al:: calcDirBetweenSensorsNormal(sead:: Vector3f*,
const HitSensor*,
const HitSensor*,
sead:: Vector3f)
void al:: calcVecBetweenSensors(sead:: Vector3f*,
const HitSensor*,
const HitSensor*)
void al:: calcVecBetweenSensorsH(sead:: Vector3f*,
const HitSensor*,
const HitSensor*)
void al:: calcVecBetweenSensorsNormal(sead:: Vector3f*,
const HitSensor*,
const HitSensor*,
sead:: Vector3f)
s32 al:: calcStrikeArrowCollideWallAndCeilingBetweenAttackSensor(const LiveActor*,
const HitSensor*,
const HitSensor*,
const sead:: Vector3f&,
f32)
LiveActor* al:: getSensorHost(const HitSensor*)
bool al:: isFaceBetweenSensors(const sead:: Vector3f&,
const HitSensor*,
const HitSensor*)
bool al:: isFaceBetweenSensorsH(const sead:: Vector3f&,
const HitSensor*,
const HitSensor*)
bool al:: isEnableLookAtTargetSensor(const HitSensor*,
const sead:: Vector3f&,
f32)
bool al:: isSensorValid(const HitSensor*)
bool al:: isHitBoxSensor(const HitSensor*,
const sead:: Vector3f&,
const sead:: BoundBox3f&)
f32 al:: getSensorRadius(const HitSensor*)
bool al:: isHitBoxSensor(const HitSensor*,
const sead:: Matrix34f&,
const sead:: BoundBox3f&)
bool al:: isHitCylinderSensor(const HitSensor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
bool al:: isHitCylinderSensor(const HitSensor*,
const HitSensor*,
const sead:: Vector3f&,
f32)
bool al:: isHitCylinderSensor(sead:: Vector3f*,
sead:: Vector3f*,
const HitSensor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
bool al:: isHitCylinderSensor(sead:: Vector3f*,
sead:: Vector3f*,
const HitSensor*,
const HitSensor*,
const sead:: Vector3f&,
f32)
bool al:: isHitCylinderSensorHeight(const HitSensor*,
const HitSensor*,
const sead:: Vector3f&,
f32,
f32)
bool al:: isHitCircleSensor(sead:: Vector3f*,
sead:: Vector3f*,
const HitSensor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
bool al:: isHitCircleSensor(sead:: Vector3f*,
sead:: Vector3f*,
const HitSensor*,
const HitSensor*,
const sead:: Vector3f&,
f32,
f32)
bool al:: isHitCircleSensor(const HitSensor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
bool al:: isHitCircleSensor(const HitSensor*,
const HitSensor*,
const sead:: Vector3f&,
f32,
f32)
bool al:: isHitPlaneSensor(const HitSensor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
bool al:: isHitPlaneSensor(const HitSensor*,
const HitSensor*,
const sead:: Vector3f&,
f32)
const sead:: Vector3f& al:: getActorTrans(const HitSensor*)
const sead:: Vector3f& al:: getActorVelocity(const HitSensor*)
const sead:: Vector3f& al:: getActorGravity(const HitSensor*)
bool al:: isSensorName(const HitSensor*,
const char*)
bool al:: isSensorHostName(const HitSensor*,
const char*)
bool al:: isSensorHost(const HitSensor*,
const LiveActor*)
void al:: validateHitSensors(LiveActor*)
void al:: invalidateHitSensors(LiveActor*)
bool al:: isSensorValid(const LiveActor*,
const char*)
void al:: validateHitSensor(LiveActor*,
const char*)
void al:: invalidateHitSensor(LiveActor*,
const char*)
void al:: validateHitSensorBindableAll(LiveActor*)
bool al:: isSensorBindableAll(const HitSensor*)
void al:: validateHitSensorEnemyAll(LiveActor*)
bool al:: isSensorEnemy(const HitSensor*)
void al:: validateHitSensorEnemyAttackAll(LiveActor*)
bool al:: isSensorEnemyAttack(const HitSensor*)
void al:: validateHitSensorEnemyBodyAll(LiveActor*)
bool al:: isSensorEnemyBody(const HitSensor*)
void al:: validateHitSensorEyeAll(LiveActor*)
bool al:: isSensorEye(const HitSensor*)
void al:: validateHitSensorMapObjAll(LiveActor*)
bool al:: isSensorMapObj(const HitSensor*)
void al:: validateHitSensorNpcAll(LiveActor*)
bool al:: isSensorNpc(const HitSensor*)
void al:: validateHitSensorPlayerAll(LiveActor*)
bool al:: isSensorPlayerAll(const HitSensor*)
void al:: validateHitSensorRideAll(LiveActor*)
bool al:: isSensorRide(const HitSensor*)
void al:: invalidateHitSensorEyeAll(LiveActor*)
void al:: invalidateHitSensorPlayerAll(LiveActor*)
void al:: invalidateHitSensorPlayerAttackAll(LiveActor*)
bool al:: isSensorPlayerAttack(const HitSensor*)
bool al:: sendMsgPlayerAttackTrample(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerTrampleReflect(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerReflectOrTrample(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerHipDrop(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerObjHipDrop(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerObjHipDropReflect(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerObjHipDropHighJump(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerHipDropKnockDown(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerStatueDrop(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerObjStatueDrop(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerObjStatueDropReflect(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerObjStatueDropReflectNoCondition(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerStatueTouch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerUpperPunch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerObjUpperPunch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerRollingAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerRollingReflect(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerObjRollingAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerObjRollingAttackFailure(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerInvincibleAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerFireBallAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerRouteDokanFireBallAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerTailAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerTouch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerKick(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerCatch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerSlidingAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerBoomerangAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerBoomerangAttackCollide(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerBoomerangReflect(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerBoomerangBreak(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerBodyAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerBodyLanding(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerBodyAttackReflect(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerClimbAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerSpinAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerGiantAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerCooperationHipDrop(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerClimbSlidingAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerClimbRollingAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerGiantHipDrop(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPlayerDisregard(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerItemGet(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerPutOnEquipment(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerReleaseEquipment(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerReleaseEquipmentGoal(HitSensor* receiver,
HitSensor* sender,
u32)
bool al:: sendMsgPlayerFloorTouch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerDamageTouch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerCarryFront(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerCarryFrontWallKeep(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerCarryUp(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerCarryKeepDemo(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerCarryWarp(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerLeave(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerRelease(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerReleaseBySwing(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerReleaseDamage(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerReleaseDead(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerReleaseDemo(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerToss(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerInvincibleTouch(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgEnemyAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyAttackBoomerang(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyAttackFire(HitSensor* receiver,
HitSensor* sender,
const char*)
bool al:: sendMsgEnemyAttackNeedle(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyFloorTouch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyItemGet(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyRouteDokanAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyRouteDokanFire(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyTouch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyUpperPunch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyTrample(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgMapObjTrample(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPressureDeath(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgNpcTouch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgExplosion(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgExplosionCollide(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgPush(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPushStrong(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPushVeryStrong(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgHit(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgHitStrong(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgHitVeryStrong(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKnockDown(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgMapPush(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgVanish(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgChangeAlpha(LiveActor* receiver,
f32 alpha)
bool al:: sendMsgShowModel(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgHideModel(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgRestart(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgNeedleBallAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPunpunFloorTouch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgInvalidateFootPrint(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKickKouraAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgKickKouraAttackCollide(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgKickKouraGetItem(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKickKouraReflect(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKickKouraCollideNoReflect(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKickKouraBreak(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKickKouraBlow(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKickStoneAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKickStoneAttackCollide(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKickStoneAttackHold(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKickStoneAttackReflect(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKickStoneTrample(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKillerAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgLiftGeyser(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgWarpStart(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgWarpEnd(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgHoldCancel(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgHoleIn(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgJumpInhibit(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgGoalKill(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgGoal(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBindStart(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBindInit(HitSensor* receiver,
HitSensor* sender,
u32)
bool al:: sendMsgBindEnd(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBindCancel(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBindCancelByDemo(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBindDamage(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBindSteal(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBindGiant(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBallAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgBallRouteDokanAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgBallAttackHold(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBallAttackDRCHold(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBallAttackCollide(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBallTrample(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgBallTrampleCollide(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBallItemGet(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgFireBalCollide(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgFireBallFloorTouch(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgDokanBazookaAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgRideAllPlayerItemGet(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgHideModel(LiveActor* receiver)
bool al:: sendMsgShowModel(LiveActor* receiver)
bool al:: sendMsgRestart(LiveActor* receiver)
bool al:: sendMsgCollisionImpulse(HitSensor* receiver,
HitSensor* sender,
sead:: Vector3f*,
const sead:: Vector3f&,
f32,
const sead:: Vector3f&,
f32)
bool al:: sendMsgSwitchOn(LiveActor* receiver)
bool al:: sendMsgSwitchOnInit(LiveActor* receiver)
bool al:: sendMsgSwitchOffInit(LiveActor* receiver)
bool al:: sendMsgSwitchKillOn(LiveActor* receiver)
bool al:: sendMsgSwitchKillOnInit(LiveActor* receiver)
bool al:: sendMsgSwitchKillOffInit(LiveActor* receiver)
bool al:: sendMsgPlayerFloorTouchToColliderGround(LiveActor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerUpperPunchToColliderCeiling(LiveActor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyFloorTouchToColliderGround(LiveActor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyUpperPunchToColliderCeiling(LiveActor* receiver,
HitSensor* sender)
bool al:: sendMsgAskSafetyPoint(HitSensor* receiver,
HitSensor* sender,
sead:: Vector3f**)
bool al:: sendMsgAskSafetyPointToColliderGround(LiveActor* receiver,
HitSensor* sender,
sead:: Vector3f**)
bool al:: sendMsgTouchAssist(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgTouchAssistTrig(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgTouchStroke(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgScreenPointInvalidCollisionParts(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgBlockUpperPunch(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgBlockLowerPunch(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgBlockItemGet(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKillerItemGet(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerKouraAttack(HitSensor* receiver,
HitSensor* sender,
ComboCounter* comboCounter)
bool al:: sendMsgLightFlash(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgForceAbyss(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgIsNerveSupportFreeze(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgOnSyncSupportFreeze(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgOffSyncSupportFreeze(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgSwordAttackHighLeft(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgSwordAttackLowLeft(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgSwordAttackHighRight(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgSwordAttackLowRight(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgSwordAttackJumpUnder(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgSwordBeamAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgSwordBeamReflectAttack(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgShieldGuard(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgEnemyAttackKnockDown(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgAskMultiPlayerEnemy(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgItemGettable(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgKikkiThrow(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgIsKikkiThrowTarget(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerCloudGet(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgAutoJump(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerTouchShadow(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerPullOutShadow(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerAttackShadow(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerAttackShadowStrong(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgPlayerAttackChangePos(HitSensor* receiver,
HitSensor* sender,
sead:: Vector3f* pos)
bool al:: sendMsgAtmosOnlineLight(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgLightBurn(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgMoonLightBurn(HitSensor* receiver,
HitSensor* sender)
bool al:: sendMsgString(HitSensor* receiver,
HitSensor* sender,
const char* str)
bool al:: sendMsgStringV4fPtr(HitSensor* receiver,
HitSensor* sender,
const char* str,
sead:: Vector4f* vec)
bool al:: sendMsgStringV4fSensorPtr(HitSensor* receiver,
HitSensor* sender,
const char* str,
sead:: Vector4f* vec)
bool al:: sendMsgStringVoidPtr(HitSensor* receiver,
HitSensor* sender,
const char* str,
void* ptr)
bool al:: isMsgPushAll(const SensorMsg* msg)
bool al:: isMsgPush(const SensorMsg* msg)
bool al:: isMsgPushStrong(const SensorMsg* msg)
bool al:: isMsgPushVeryStrong(const SensorMsg* msg)
bool al:: isMsgHoldReleaseAll(const SensorMsg* msg)
bool al:: isMsgHoldCancel(const SensorMsg* msg)
bool al:: isMsgPlayerRelease(const SensorMsg* msg)
bool al:: isMsgPlayerReleaseBySwing(const SensorMsg* msg)
bool al:: isMsgPlayerReleaseDead(const SensorMsg* msg)
bool al:: isMsgPlayerReleaseDamage(const SensorMsg* msg)
bool al:: isMsgPlayerReleaseDemo(const SensorMsg* msg)
bool al:: isMsgItemGetDirectAll(const SensorMsg* msg)
bool al:: isMsgPlayerItemGet(const SensorMsg* msg)
bool al:: isMsgRideAllPlayerItemGet(const SensorMsg* msg)
bool al:: isMsgPlayerTailAttack(const SensorMsg* msg)
bool al:: isMsgItemGetByObjAll(const SensorMsg* msg)
bool al:: isMsgBallItemGet(const SensorMsg* msg)
bool al:: isMsgKickKouraItemGet(const SensorMsg* msg)
bool al:: isMsgKillerItemGet(const SensorMsg* msg)
bool al:: isMsgItemGetAll(const SensorMsg* msg)
bool al:: isMsgFloorTouch(const SensorMsg* msg)
bool al:: isMsgPlayerFloorTouch(const SensorMsg* msg)
bool al:: isMsgEnemyFloorTouch(const SensorMsg* msg)
bool al:: isMsgUpperPunch(const SensorMsg* msg)
bool al:: isMsgPlayerUpperPunch(const SensorMsg* msg)
bool al:: isMsgEnemyUpperPunch(const SensorMsg* msg)
bool al:: isMsgPlayerTrample(const SensorMsg* msg)
bool al:: isMsgPlayerTrampleReflect(const SensorMsg* msg)
bool al:: isMsgPlayerHipDropAll(const SensorMsg* msg)
bool al:: isMsgPlayerStatueDrop(const SensorMsg* msg)
bool al:: isMsgPlayerObjHipDropAll(const SensorMsg* msg)
bool al:: isMsgPlayerObjStatueDrop(const SensorMsg* msg)
bool al:: isMsgPlayerObjHipDropReflectAll(const SensorMsg* msg)
bool al:: isMsgPlayerObjStatueDropReflect(const SensorMsg* msg)
bool al:: isMsgPlayerObjHipDropHighJump(const SensorMsg* msg)
bool al:: isMsgPlayerHipDropKnockDown(const SensorMsg* msg)
bool al:: isMsgPlayerObjStatueDropReflectNoCondition(const SensorMsg* msg)
bool al:: isMsgPlayerStatueTouch(const SensorMsg* msg)
bool al:: isMsgPlayerObjUpperPunch(const SensorMsg* msg)
bool al:: isMsgPlayerRollingAttack(const SensorMsg* msg)
bool al:: isMsgPlayerRollingReflect(const SensorMsg* msg)
bool al:: isMsgPlayerObjRollingAttack(const SensorMsg* msg)
bool al:: isMsgPlayerObjRollingAttackFailure(const SensorMsg* msg)
bool al:: isMsgPlayerInvincibleAttack(const SensorMsg* msg)
bool al:: isMsgPlayerFireBallAttack(const SensorMsg* msg)
bool al:: isMsgPlayerRouteDokanFireBallAttack(const SensorMsg* msg)
bool al:: isMsgPlayerKick(const SensorMsg* msg)
bool al:: isMsgPlayerCatch(const SensorMsg* msg)
bool al:: isMsgPlayerSlidingAttack(const SensorMsg* msg)
bool al:: isMsgPlayerBoomerangAttack(const SensorMsg* msg)
bool al:: isMsgPlayerBoomerangAttackCollide(const SensorMsg* msg)
bool al:: isMsgPlayerBoomerangReflect(const SensorMsg* msg)
bool al:: isMsgPlayerBoomerangBreak(const SensorMsg* msg)
bool al:: isMsgPlayerBodyAttack(const SensorMsg* msg)
bool al:: isMsgPlayerBodyLanding(const SensorMsg* msg)
bool al:: isMsgPlayerBodyAttackReflect(const SensorMsg* msg)
bool al:: isMsgPlayerClimbAttack(const SensorMsg* msg)
bool al:: isMsgPlayerSpinAttack(const SensorMsg* msg)
bool al:: isMsgPlayerGiantAttack(const SensorMsg* msg)
bool al:: isMsgPlayerCooperationHipDrop(const SensorMsg* msg)
bool al:: isMsgPlayerClimbSlidingAttack(const SensorMsg* msg)
bool al:: isMsgPlayerClimbRollingAttack(const SensorMsg* msg)
bool al:: isMsgPlayerGiantHipDrop(const SensorMsg* msg)
bool al:: isMsgPlayerDisregard(const SensorMsg* msg)
bool al:: isMsgPlayerDash(const SensorMsg* msg)
bool al:: isMsgPlayerDamageTouch(const SensorMsg* msg)
bool al:: isMsgPlayerFloorTouchBind(const SensorMsg* msg)
bool al:: isMsgPlayerTouch(const SensorMsg* msg)
bool al:: isMsgPlayerInvincibleTouch(const SensorMsg* msg)
bool al:: isMsgPlayerGiantTouch(const SensorMsg* msg)
bool al:: isMsgPlayerObjTouch(const SensorMsg* msg)
bool al:: isMsgPlayerPutOnEquipment(const SensorMsg* msg)
bool al:: isMsgPlayerReleaseEquipment(const SensorMsg* msg)
bool al:: isMsgPlayerReleaseEquipmentGoal(const SensorMsg* msg)
bool al:: isMsgPlayerCarryFront(const SensorMsg* msg)
bool al:: isMsgPlayerCarryFrontWallKeep(const SensorMsg* msg)
bool al:: isMsgPlayerCarryUp(const SensorMsg* msg)
bool al:: isMsgPlayerCarryKeepDemo(const SensorMsg* msg)
bool al:: isMsgPlayerCarryWarp(const SensorMsg* msg)
bool al:: isMsgPlayerLeave(const SensorMsg* msg)
bool al:: isMsgPlayerToss(const SensorMsg* msg)
bool al:: isMsgEnemyAttack(const SensorMsg* msg)
bool al:: isMsgEnemyAttackFire(const SensorMsg* msg)
bool al:: isMsgEnemyAttackKnockDown(const SensorMsg* msg)
bool al:: isMsgEnemyAttackBoomerang(const SensorMsg* msg)
bool al:: isMsgEnemyAttackNeedle(const SensorMsg* msg)
bool al:: isMsgEnemyItemGet(const SensorMsg* msg)
bool al:: isMsgEnemyRouteDokanAttack(const SensorMsg* msg)
bool al:: isMsgEnemyRouteDokanFire(const SensorMsg* msg)
bool al:: isMsgExplosion(const SensorMsg* msg)
bool al:: isMsgExplosionCollide(const SensorMsg* msg)
bool al:: isMsgBindStart(const SensorMsg* msg)
bool al:: isMsgBindInit(const SensorMsg* msg)
bool al:: isMsgBindEnd(const SensorMsg* msg)
bool al:: isMsgBindCancel(const SensorMsg* msg)
bool al:: isMsgBindCancelByDemo(const SensorMsg* msg)
bool al:: isMsgBindDamage(const SensorMsg* msg)
bool al:: isMsgBindSteal(const SensorMsg* msg)
bool al:: isMsgBindGiant(const SensorMsg* msg)
bool al:: isMsgPressureDeath(const SensorMsg* msg)
bool al:: isMsgNpcTouch(const SensorMsg* msg)
bool al:: isMsgHit(const SensorMsg* msg)
bool al:: isMsgHitStrong(const SensorMsg* msg)
bool al:: isMsgHitVeryStrong(const SensorMsg* msg)
bool al:: isMsgKnockDown(const SensorMsg* msg)
bool al:: isMsgMapPush(const SensorMsg* msg)
bool al:: isMsgVanish(const SensorMsg* msg)
bool al:: isMsgChangeAlpha(const SensorMsg* msg)
bool al:: isMsgShowModel(const SensorMsg* msg)
bool al:: isMsgHideModel(const SensorMsg* msg)
bool al:: isMsgRestart(const SensorMsg* msg)
bool al:: isMsgEnemyTouch(const SensorMsg* msg)
bool al:: isMsgEnemyTrample(const SensorMsg* msg)
bool al:: isMsgMapObjTrample(const SensorMsg* msg)
bool al:: isMsgNeedleBallAttack(const SensorMsg* msg)
bool al:: isMsgPunpunFloorTouch(const SensorMsg* msg)
bool al:: isMsgInvalidateFootPrint(const SensorMsg* msg)
bool al:: isMsgKickKouraAttack(const SensorMsg* msg)
bool al:: isMsgKickKouraAttackCollide(const SensorMsg* msg)
bool al:: isMsgKickKouraReflect(const SensorMsg* msg)
bool al:: isMsgKickKouraCollideNoReflect(const SensorMsg* msg)
bool al:: isMsgKickKouraBreak(const SensorMsg* msg)
bool al:: isMsgKickKouraBlow(const SensorMsg* msg)
bool al:: isMsgKickStoneAttack(const SensorMsg* msg)
bool al:: isMsgKickStoneAttackCollide(const SensorMsg* msg)
bool al:: isMsgKickStoneAttackHold(const SensorMsg* msg)
bool al:: isMsgKickStoneAttackReflect(const SensorMsg* msg)
bool al:: isMsgKickStoneTrample(const SensorMsg* msg)
bool al:: isMsgKillerAttack(const SensorMsg* msg)
bool al:: isMsgLiftGeyser(const SensorMsg* msg)
bool al:: isMsgWarpStart(const SensorMsg* msg)
bool al:: isMsgWarpEnd(const SensorMsg* msg)
bool al:: isMsgHoleIn(const SensorMsg* msg)
bool al:: isMsgJumpInhibit(const SensorMsg* msg)
bool al:: isMsgGoalKill(const SensorMsg* msg)
bool al:: isMsgGoal(const SensorMsg* msg)
bool al:: isMsgBallAttack(const SensorMsg* msg)
bool al:: isMsgBallRouteDokanAttack(const SensorMsg* msg)
bool al:: isMsgBallAttackHold(const SensorMsg* msg)
bool al:: isMsgBallAttackDRCHold(const SensorMsg* msg)
bool al:: isMsgBallAttackCollide(const SensorMsg* msg)
bool al:: isMsgBallTrample(const SensorMsg* msg)
bool al:: isMsgBallTrampleCollide(const SensorMsg* msg)
bool al:: isMsgFireBallCollide(const SensorMsg* msg)
bool al:: isMsgFireBallFloorTouch(const SensorMsg* msg)
bool al:: isMsgDokanBazookaAttack(const SensorMsg* msg)
bool al:: isMsgSwitchOn(const SensorMsg* msg)
bool al:: isMsgSwitchOnInit(const SensorMsg* msg)
bool al:: isMsgSwitchOffInit(const SensorMsg* msg)
bool al:: isMsgSwitchKillOn(const SensorMsg* msg)
bool al:: isMsgSwitchKillOnInit(const SensorMsg* msg)
bool al:: isMsgSwitchKillOffInit(const SensorMsg* msg)
bool al:: isMsgAskSafetyPoint(const SensorMsg* msg)
bool al:: trySetAskSafetyPointFollowPos(const SensorMsg* msg,
sead:: Vector3f*)
bool al:: isMsgTouchAssist(const SensorMsg* msg)
bool al:: isMsgTouchAssistNoPat(const SensorMsg* msg)
bool al:: isMsgTouchAssistTrig(const SensorMsg* msg)
bool al:: isMsgTouchAssistTrigOff(const SensorMsg* msg)
bool al:: isMsgTouchAssistTrigNoPat(const SensorMsg* msg)
bool al:: isMsgTouchAssistBurn(const SensorMsg* msg)
bool al:: isMsgTouchAssistAll(const SensorMsg* msg)
bool al:: isMsgTouchCarryItem(const SensorMsg* msg)
bool al:: isMsgTouchReleaseItem(const SensorMsg* msg)
bool al:: isMsgTouchStroke(const SensorMsg* msg)
bool al:: isMsgIsNerveSupportFreeze(const SensorMsg* msg)
bool al:: isMsgOnSyncSupportFreeze(const SensorMsg* msg)
bool al:: isMsgOffSyncSupportFreeze(const SensorMsg* msg)
bool al:: isMsgScreenPointInvalidCollisionParts(const SensorMsg* msg)
bool al:: isMsgBlockUpperPunch(const SensorMsg* msg)
bool al:: isMsgBlockLowerPunch(const SensorMsg* msg)
bool al:: isMsgBlockItemGet(const SensorMsg* msg)
bool al:: isMsgPlayerKouraAttack(const SensorMsg* msg)
bool al:: isMsgLightFlash(const SensorMsg* msg)
bool al:: isMsgForceAbyss(const SensorMsg* msg)
bool al:: isMsgSwordAttackHigh(const SensorMsg* msg)
bool al:: isMsgSwordAttackHighLeft(const SensorMsg* msg)
bool al:: isMsgSwordAttackHighRight(const SensorMsg* msg)
bool al:: isMsgSwordAttackLow(const SensorMsg* msg)
bool al:: isMsgSwordAttackLowLeft(const SensorMsg* msg)
bool al:: isMsgSwordAttackLowRight(const SensorMsg* msg)
bool al:: isMsgSwordBeamAttack(const SensorMsg* msg)
bool al:: isMsgSwordBeamReflectAttack(const SensorMsg* msg)
bool al:: isMsgSwordAttackJumpUnder(const SensorMsg* msg)
bool al:: isMsgShieldGuard(const SensorMsg* msg)
bool al:: isMsgAskMultiPlayerEnemy(const SensorMsg* msg)
bool al:: isMsgItemGettable(const SensorMsg* msg)
bool al:: isMsgKikkiThrow(const SensorMsg* msg)
bool al:: isMsgIsKikkiThrowTarget(const SensorMsg* msg)
bool al:: isMsgPlayerCloudGet(const SensorMsg* msg)
bool al:: isMsgAutoJump(const SensorMsg* msg)
bool al:: isMsgPlayerTouchShadow(const SensorMsg* msg)
bool al:: isMsgPlayerPullOutShadow(const SensorMsg* msg)
bool al:: isMsgPlayerAttackShadow(const SensorMsg* msg)
bool al:: isMsgPlayerAttackShadowStrong(const SensorMsg* msg)
bool al:: isMsgPlayerAttackChangePos(const SensorMsg* msg)
bool al:: isMsgAtmosOnlineLight(const SensorMsg* msg)
bool al:: isMsgLightBurn(const SensorMsg* msg)
bool al:: isMsgMoonLightBurn(const SensorMsg* msg)
bool al:: isMsgString(const SensorMsg* msg)
bool al:: isMsgStringV4fPtr(const SensorMsg* msg)
bool al:: isMsgStringV4fSensorPtr(const SensorMsg* msg)
bool al:: isMsgStringVoidPtr(const SensorMsg* msg)
bool al:: isMsgPlayerTrampleForCrossoverSensor(const SensorMsg* msg,
const HitSensor*,
const HitSensor*)
bool al:: isMsgPlayerTrampleReflectForCrossoverSensor(const SensorMsg* msg,
const HitSensor*,
const HitSensor*)
bool al:: isMsgPlayerUpperPunchForCrossoverSensor(const SensorMsg* msg,
const HitSensor*,
const HitSensor*,
f32)
bool al:: isMsgKickStoneTrampleForCrossoverSensor(const SensorMsg* msg,
const HitSensor*,
const HitSensor*)
bool al:: sendMsgEnemyAttackForCrossoverSensor(HitSensor*,
HitSensor*)
bool al:: sendMsgEnemyAttackForCrossoverCylinderSensor(HitSensor*,
HitSensor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
bool al:: isSensorPlayer(const HitSensor*)
bool al:: isSensorPlayerFoot(const HitSensor*)
bool al:: isSensorPlayerDecoration(const HitSensor*)
bool al:: isSensorPlayerEye(const HitSensor*)
bool al:: isSensorPlayerOrPlayerWeapon(const HitSensor*)
bool al:: isSensorCollision(const HitSensor*)
bool al:: isSensorPlayerFireBall(const HitSensor*)
bool al:: isSensorHoldObj(const HitSensor*)
bool al:: isSensorLookAt(const HitSensor*)
bool al:: isSensorBindableGoal(const HitSensor*)
bool al:: isSensorBindableAllPlayer(const HitSensor*)
bool al:: isSensorBindableBubbleOutScreen(const HitSensor*)
bool al:: isSensorBindableKoura(const HitSensor*)
bool al:: isSensorBindableRouteDokan(const HitSensor*)
bool al:: isSensorBindableBubblePadInput(const HitSensor*)
bool al:: isSensorBindable(const HitSensor*)
bool al:: isSensorSimple(const HitSensor*)
void al:: updateHitSensorsAll(LiveActor*)
bool al:: isMySensor(const HitSensor*,
const LiveActor*)
bool al:: isSensorHitAnyPlane(const HitSensor*,
const HitSensor*,
const sead:: Vector3f&)
bool al:: isSensorHitRingShape(const HitSensor*,
const HitSensor*,
f32)
bool al:: tryGetEnemyAttackFireMaterialCode(const char**,
const SensorMsg*)
bool al:: sendMsgPushAndKillVelocityToTarget(LiveActor*,
HitSensor*,
HitSensor*)
bool al:: sendMsgPushAndKillVelocityToTargetH(LiveActor*,
HitSensor*,
HitSensor*)
bool al:: pushAndAddVelocity(LiveActor*,
const HitSensor*,
const HitSensor*,
f32)
bool al:: pushAndAddVelocityH(LiveActor*,
const HitSensor*,
const HitSensor*,
f32)
bool al:: pushAndAddVelocityV(LiveActor*,
const HitSensor*,
const HitSensor*,
f32)
bool al:: tryReceiveMsgPushAndAddVelocity(LiveActor*,
const SensorMsg*,
const HitSensor*,
const HitSensor*,
f32)
bool al:: tryReceiveMsgPushAndAddVelocityH(LiveActor*,
const SensorMsg*,
const HitSensor*,
const HitSensor*,
f32)
bool al:: tryReceiveMsgPushAndCalcPushTrans(sead:: Vector3f*,
const SensorMsg*,
const LiveActor*,
const HitSensor*,
const HitSensor*,
f32)
bool al:: sendMsgCollidePush(HitSensor*,
HitSensor*,
const sead:: Vector3f&)
bool al:: tryReceiveMsgCollidePush(sead:: Vector3f*,
const SensorMsg*)
f32 al:: getChangeAlphaValue(const SensorMsg*)
u32 al:: getBindInitType(const SensorMsg*)
const char* al:: getMsgString(const SensorMsg*)
const char* al:: getMsgStringV4fPtr(const SensorMsg*,
sead:: Vector4f**)
const char* al:: getMsgStringV4fSensorPtr(const SensorMsg*,
sead:: Vector4f,
HitSensor**)
const char* al:: getMsgStringVoidPtr(const SensorMsg*,
void**)
u32 al:: getPlayerReleaseEquipmentGoalType(const SensorMsg*)
template<typename T>
LiveActor* al:: createActorFunction(const char* actorName)
SubActorInfo* al:: getSubActorInfo(const LiveActor* actor,
s32 index)
SubActorInfo* al:: getSubActorInfo(const LiveActor* actor,
const LiveActor* subActor)
bool al:: isExistSubActorKeeper(const LiveActor* actor)
LiveActor* al:: getSubActor(const LiveActor* actor,
const char* subActorName)
LiveActor* al:: tryGetSubActor(const LiveActor* actor,
const char* subActorName)
LiveActor* al:: getSubActor(const LiveActor* actor,
s32 index)
s32 al:: getSubActorNum(const LiveActor* actor)
void al:: offSyncClippingSubActor(LiveActor* actor,
const LiveActor* subActor)
void al:: offSyncClippingSubActor(LiveActor* actor,
const char* subActorName)
void al:: offSyncClippingSubActorAll(LiveActor* actor)
void al:: onSyncClippingSubActor(LiveActor* actor,
const LiveActor* subActor)
void al:: onSyncClippingSubActor(LiveActor* actor,
const char* subActorName)
void al:: onSyncClippingSubActorAll(LiveActor* actor)
void al:: offSyncAppearSubActor(LiveActor* actor,
const LiveActor* subActor)
void al:: offSyncAppearSubActor(LiveActor* actor,
const char* subActorName)
void al:: offSyncAppearSubActorAll(LiveActor* actor)
void al:: onSyncAppearSubActor(LiveActor* actor,
const LiveActor* subActor)
void al:: onSyncAppearSubActor(LiveActor* actor,
const char* subActorName)
void al:: onSyncAppearSubActorAll(LiveActor* actor)
void al:: offSyncHideSubActor(LiveActor* actor,
const LiveActor* subActor)
void al:: offSyncHideSubActor(LiveActor* actor,
const char* subActorName)
void al:: offSyncHideSubActorAll(LiveActor* actor)
void al:: onSyncHideSubActor(LiveActor* actor,
const LiveActor* subActor)
void al:: onSyncHideSubActor(LiveActor* actor,
const char* subActorName)
void al:: onSyncHideSubActorAll(LiveActor* actor)
bool al:: isSyncHideSubActor(const LiveActor* actor,
const LiveActor* subActor)
void al:: offSyncAlphaMaskSubActor(LiveActor* actor,
const LiveActor* subActor)
void al:: offSyncAlphaMaskSubActor(LiveActor* actor,
const char* subActorName)
void al:: offSyncAlphaMaskSubActorAll(LiveActor* actor)
void al:: onSyncAlphaMaskSubActor(LiveActor* actor,
const LiveActor* subActor)
void al:: onSyncAlphaMaskSubActor(LiveActor* actor,
const char* subActorName)
void al:: onSyncAlphaMaskSubActorAll(LiveActor* actor)
bool al:: isSyncAlphaMaskSubActor(const LiveActor* actor,
const LiveActor* subActor)
void al:: startActionSubActor(const LiveActor* actor,
const char* subActorName,
const char* action)
bool al:: isActionEndSubActor(const LiveActor* actor,
const char* subActorName)
bool al:: isActionPlayingSubActor(const LiveActor* actor,
const char* subActorName,
const char* action)
bool al:: isActionOneTimeSubActor(const LiveActor* actor,
const char* subActorName)
bool al:: isActionOneTimeSubActor(const LiveActor* actor,
const char* subActorName,
const char* action)
bool al:: tryStartActionSubActorAll(const LiveActor* actor,
const char* action)
void al:: makeActorDeadSubActorAll(const LiveActor* actor)
void al:: tryValidateCollisionPartsSubActorAll(LiveActor* actor)
void al:: tryInvalidateCollisionPartsSubActorAll(LiveActor* actor)
static void al:: syncStageSwitchMakeActorDead(LiveActor* actor)
s32 al:: calcChildStepCount(const ActorInitInfo& info)
#include <l/Library/MapObj/ChildStep.h>
void al:: tryInitSubActorKeeperChildStep(LiveActor* actor,
const ActorInitInfo& info)
#include <l/Library/MapObj/ChildStep.h>
void al:: createChildStep(const ActorInitInfo& info,
LiveActor* parent,
bool isSyncClipping)
#include <l/Library/MapObj/ChildStep.h>
void al:: registerConveyerSteps(DeriveActorGroup<ConveyerStep>* conveyerStepGroup,
const ActorInitInfo& info)
bool al:: isGreaterThanOrEqualToZero(f32 val)
void al:: calcWorldPosFromGridIndex(sead:: Vector3f* out,
const sead:: Matrix34f& matrix,
const sead:: Vector3i& in)
#include <l/Library/Math/MathGridUtil.h>
void al:: calcGridIndexFromWorldPos(sead:: Vector3i* out,
const sead:: Matrix34f& matrix,
const sead:: Vector3f& in)
#include <l/Library/Math/MathGridUtil.h>
sead:: Vector3f al:: calcGridIndexNext(const sead:: Vector3f&,
s32)
#include <l/Library/Math/MathGridUtil.h>
f32 al:: calcDegreeDirIndexSignedX(s32 index)
#include <l/Library/Math/MathGridUtil.h>
f32 al:: calcDegreeDirIndexSignedY(s32 index)
#include <l/Library/Math/MathGridUtil.h>
f32 al:: calcDegreeDirIndexSignedZ(s32 index)
#include <l/Library/Math/MathGridUtil.h>
f32 al:: calcDirIndexNearXY(const sead:: Vector3i&,
const sead:: Vector3i&)
#include <l/Library/Math/MathGridUtil.h>
f32 al:: signDirIndexX(s32)
#include <l/Library/Math/MathGridUtil.h>
f32 al:: signDirIndexY(s32)
#include <l/Library/Math/MathGridUtil.h>
f32 al:: signDirIndexZ(s32)
#include <l/Library/Math/MathGridUtil.h>
void al:: calcGridMinMaxFromOBB(sead:: Vector3i*,
sead:: Vector3i*,
const sead:: Matrix34f&,
const sead:: Matrix34f&,
const sead:: BoundBox3f&)
#include <l/Library/Math/MathGridUtil.h>
void al:: expandGridFromOBB(sead:: Vector3i*,
sead:: Vector3i*,
const sead:: Matrix34f&,
const sead:: Matrix34f&,
const sead:: BoundBox3f&)
#include <l/Library/Math/MathGridUtil.h>
f32 al:: calcAngleRadian(const sead:: Vector3f& a,
const sead:: Vector3f& b)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcAngleDegree(const sead:: Vector3f& a,
const sead:: Vector3f& b)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcAngleDegree(const sead:: Vector2f& a,
const sead:: Vector2f& b)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearZero(const sead:: Vector2f& vec,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: tryCalcAngleDegree(f32* out,
const sead:: Vector3f& a,
const sead:: Vector3f& b)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearZero(const sead:: Vector3f& vec,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcAngleOnPlaneRadian(const sead:: Vector3f& a,
const sead:: Vector3f& b,
const sead:: Vector3f& vertical)
#include <l/Library/Math/MathUtil.h>
void al:: verticalizeVec(sead:: Vector3f* out,
const sead:: Vector3f& vertical,
const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
Takes the plane perpendicular to unit vector vertical, projects vec onto it, and stores the result in out. The effect is that vec and out will look equal if looking in the direction of vertical.
f32 al:: calcAngleOnPlaneDegree(const sead:: Vector3f& a,
const sead:: Vector3f& b,
const sead:: Vector3f& vertical)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcAngleOnPlaneDegreeOrZero(const sead:: Vector3f& a,
const sead:: Vector3f& b,
const sead:: Vector3f& vertical)
#include <l/Library/Math/MathUtil.h>
bool al:: isParallelDirection(const sead:: Vector3f& a,
const sead:: Vector3f& b,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
s32 al:: calcAngleSignOnPlane(const sead:: Vector3f& a,
const sead:: Vector3f& b,
const sead:: Vector3f& vertical)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearAngleRadian(const sead:: Vector2f& a,
const sead:: Vector2f& b,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
void al:: normalize(sead:: Vector2f* out,
const sead:: Vector2f& vec)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearAngleRadian(const sead:: Vector3f& a,
const sead:: Vector3f& b,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
void al:: normalize(sead:: Vector3f* out,
const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearAngleDegree(const sead:: Vector2f& a,
const sead:: Vector2f& b,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearAngleDegree(const sead:: Vector3f& a,
const sead:: Vector3f& b,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: tryNormalizeOrZero(sead:: Vector3f* vec)
#include <l/Library/Math/MathUtil.h>
bool al:: tryNormalizeOrZero(sead:: Vector3f* out,
const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearAngleDegreeHV(const sead:: Vector3f& a,
const sead:: Vector3f& b,
const sead:: Vector3f& c,
f32 d,
f32 e)
#include <l/Library/Math/MathUtil.h>
bool al:: isNear(f32 value,
f32 target,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isNear(const sead:: Vector2f& value,
const sead:: Vector2f& target,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isNear(const sead:: Vector3f& value,
const sead:: Vector3f& target,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isNear(const sead:: Color4f& value,
const sead:: Color4f& target,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearZero(f32 value,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearZero(const sead:: Matrix34f& value,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearZeroOrGreater(f32 value,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearZeroOrLess(f32 value,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isExistNearZeroVal(const sead:: Vector3f& vec,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isNormalize(const sead:: Vector3f& vec,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isParallelDirection(const sead:: Vector2f& a,
const sead:: Vector2f& b,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearDirection(const sead:: Vector2f& a,
const sead:: Vector2f& b,
f32 tolerance)
#include <l/Library/Math/MathUtil.h>
bool al:: isInRange(s32 x,
s32 a,
s32 b)
#include <l/Library/Math/MathUtil.h>
bool al:: isInRange(f32 x,
f32 a,
f32 b)
#include <l/Library/Math/MathUtil.h>
void al:: normalize(sead:: Vector2f* vec)
#include <l/Library/Math/MathUtil.h>
void al:: normalize(sead:: Vector3f* vec)
#include <l/Library/Math/MathUtil.h>
void al:: normalize(sead:: Matrix33f* mtx)
#include <l/Library/Math/MathUtil.h>
void al:: normalize(sead:: Matrix34f* mtx)
#include <l/Library/Math/MathUtil.h>
bool al:: tryNormalizeOrZero(sead:: Vector2f* vec)
#include <l/Library/Math/MathUtil.h>
bool al:: tryNormalizeOrZero(sead:: Vector2f* out,
const sead:: Vector2f& vec)
#include <l/Library/Math/MathUtil.h>
bool al:: tryNormalizeOrDirZ(sead:: Vector3f* vec)
#include <l/Library/Math/MathUtil.h>
bool al:: tryNormalizeOrDirZ(sead:: Vector3f* out,
const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
u32 al:: getMaxAbsElementIndex(const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
void al:: setLength(sead:: Vector3f* vec,
f32 length)
#include <l/Library/Math/MathUtil.h>
void al:: setProjectionLength(sead:: Vector3f* out,
const sead:: Vector3f& vec,
f32 length)
#include <l/Library/Math/MathUtil.h>
bool al:: limitLength(sead:: Vector2f* out,
const sead:: Vector2f& vec,
f32 limit)
#include <l/Library/Math/MathUtil.h>
bool al:: limitLength(sead:: Vector3f* out,
const sead:: Vector3f& vec,
f32 limit)
#include <l/Library/Math/MathUtil.h>
f32 al:: normalizeAbs(f32 x,
f32 min,
f32 max)
#include <l/Library/Math/MathUtil.h>
f32 al:: sign(f32 x)
#include <l/Library/Math/MathUtil.h>
s32 al:: sign(s32 x)
#include <l/Library/Math/MathUtil.h>
f32 al:: cubeRoot(f32 x)
#include <l/Library/Math/MathUtil.h>
void al:: clampV3f(sead:: Vector3f* out,
const sead:: Vector3f& min,
const sead:: Vector3f& max)
#include <l/Library/Math/MathUtil.h>
void al:: clampV2f(sead:: Vector2f* out,
const sead:: Vector2f& min,
const sead:: Vector2f& max)
#include <l/Library/Math/MathUtil.h>
f32 al:: easeIn(f32 t)
#include <l/Library/Math/MathUtil.h>
f32 al:: easeOut(f32 t)
#include <l/Library/Math/MathUtil.h>
f32 al:: easeInOut(f32 t)
#include <l/Library/Math/MathUtil.h>
f32 al:: squareIn(f32 t)
#include <l/Library/Math/MathUtil.h>
f32 al:: squareOut(f32 t)
#include <l/Library/Math/MathUtil.h>
f32 al:: powerIn(f32 t,
f32 exp)
#include <l/Library/Math/MathUtil.h>
f32 al:: powerOut(f32 t,
f32 exp)
#include <l/Library/Math/MathUtil.h>
f32 al:: logarithmIn(f32 t,
f32 base)
#include <l/Library/Math/MathUtil.h>
f32 al:: logarithmOut(f32 t,
f32 base)
#include <l/Library/Math/MathUtil.h>
f32 al:: exponentIn(f32 t,
f32 exp)
#include <l/Library/Math/MathUtil.h>
f32 al:: exponentOut(f32 t,
f32 exp)
#include <l/Library/Math/MathUtil.h>
f32 al:: hermiteRate(f32 t,
f32 m0,
f32 m1)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcFourthOrderRate(f32 t,
f32 scale)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcTriangleWave01(f32 t,
f32 period)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcTriangleWave(f32 t,
f32 min,
f32 max,
f32 period)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcRate01(f32 t,
f32 min,
f32 max)
#include <l/Library/Math/MathUtil.h>
f32 al:: easeByType(f32 t,
s32 easeType)
#include <l/Library/Math/MathUtil.h>
u8 al:: reverseBit8(u8 x)
#include <l/Library/Math/MathUtil.h>
u16 al:: reverseBit16(u16 x)
#include <l/Library/Math/MathUtil.h>
u32 al:: reverseBit32(u32 x)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcVanDerCorput(u32 x)
#include <l/Library/Math/MathUtil.h>
void al:: calcHammersleyPoint(sead:: Vector2f* outPoint,
u32 i,
u32 num)
#include <l/Library/Math/MathUtil.h>
f32 al:: getRandom()
#include <l/Library/Math/MathUtil.h>
f32 al:: getRandom(f32 factor)
#include <l/Library/Math/MathUtil.h>
f32 al:: getRandom(f32 min,
f32 max)
#include <l/Library/Math/MathUtil.h>
s32 al:: getRandom(s32 factor)
#include <l/Library/Math/MathUtil.h>
s32 al:: getRandom(s32 min,
s32 max)
#include <l/Library/Math/MathUtil.h>
f32 al:: getRandomDegree()
#include <l/Library/Math/MathUtil.h>
f32 al:: getRandomRadian()
#include <l/Library/Math/MathUtil.h>
void al:: getRandomVector(sead:: Vector3f* vec,
f32 factor)
#include <l/Library/Math/MathUtil.h>
void al:: getRandomDir(sead:: Vector3f* vec)
#include <l/Library/Math/MathUtil.h>
f32 al:: modf(f32 a,
f32 b)
#include <l/Library/Math/MathUtil.h>
s32 al:: modi(s32 a,
s32 b)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcSpeedMax(f32 accel,
f32 friction)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcAccel(f32 speed,
f32 friction)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcFriction(f32 accel,
f32 speed)
#include <l/Library/Math/MathUtil.h>
f32 al:: round(f32 v)
#include <l/Library/Math/MathUtil.cpp>
void al:: roundOffVec(sead:: Vector3f* outVec,
const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
void al:: roundOffVec(sead:: Vector3f* vec)
#include <l/Library/Math/MathUtil.h>
void al:: roundOffVec(sead:: Vector2f* outVec,
const sead:: Vector2f& vec)
#include <l/Library/Math/MathUtil.h>
void al:: roundOffVec(sead:: Vector2f* vec)
#include <l/Library/Math/MathUtil.h>
f32 al:: snapToGrid(f32 val,
f32 gridSize,
f32 offset)
#include <l/Library/Math/MathUtil.h>
void al:: snapVecToGrid(sead:: Vector3f* outVec,
const sead:: Vector3f& vec,
f32 gridSize,
const sead:: Vector3f& offset)
#include <l/Library/Math/MathUtil.h>
void al:: snapVecToGrid(sead:: Vector3f* outVec,
const sead:: Vector3f& vec,
const sead:: Vector3f& gridSize,
const sead:: Vector3f& offset)
#include <l/Library/Math/MathUtil.h>
void al:: limitVectorOppositeDir(sead:: Vector3f* outVec,
const sead:: Vector3f& inVec,
const sead:: Vector3f& dir,
f32 scale)
#include <l/Library/Math/MathUtil.h>
void al:: scaleVectorDirection(sead:: Vector3f* outVec,
const sead:: Vector3f& inVec,
const sead:: Vector3f& dir,
f32 scale)
#include <l/Library/Math/MathUtil.h>
void al:: scaleVectorExceptDirection(sead:: Vector3f* outVec,
const sead:: Vector3f& inVec,
const sead:: Vector3f& dir,
f32 scale)
#include <l/Library/Math/MathUtil.h>
bool al:: calcDir(sead:: Vector3f* outVec,
const sead:: Vector3f& vecA,
const sead:: Vector3f& vecB)
#include <l/Library/Math/MathUtil.h>
bool al:: calcDirH(sead:: Vector3f* outVec,
const sead:: Vector3f& vecA,
const sead:: Vector3f& vecB)
#include <l/Library/Math/MathUtil.h>
bool al:: calcDirOnPlane(sead:: Vector3f* outVec,
const sead:: Vector3f& vecA,
const sead:: Vector3f& vecB,
const sead:: Vector3f& plane)
#include <l/Library/Math/MathUtil.h>
f32 al:: mapRangeLogarithmic(f32 x,
f32 min,
f32 max,
f32 start,
f32 end,
f32 exponent)
#include <l/Library/Math/MathUtil.h>
void al:: calcDirFromLongitudeLatitude(sead:: Vector3f* outVec,
f32 longitude,
f32 latitude)
#include <l/Library/Math/MathUtil.h>
void al:: calcLongitudeLatitudeFromDir(f32* longitude,
f32* latitude,
const sead:: Vector3f& dir)
#include <l/Library/Math/MathUtil.h>
u32 al:: getMaxAbsElementIndex(const sead:: Vector3i& vec)
#include <l/Library/Math/MathUtil.h>
f32 al:: getMaxAbsElementValue(const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
s32 al:: getMaxAbsElementValue(const sead:: Vector3i& vec)
#include <l/Library/Math/MathUtil.h>
u32 al:: getMinAbsElementIndex(const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
u32 al:: getMinAbsElementIndex(const sead:: Vector3i& vec)
#include <l/Library/Math/MathUtil.h>
f32 al:: getMinAbsElementValue(const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
s32 al:: getMinAbsElementValue(const sead:: Vector3i& vec)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatFromTwoAxis(sead:: Quatf* outQuat,
const sead:: Vector3f& vectorA,
const sead:: Vector3f& vectorB,
s32 axisA,
s32 axisB)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatFrontUp(sead:: Quatf* outQuat,
const sead:: Vector3f& front,
const sead:: Vector3f& up)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatFrontSide(sead:: Quatf* outQuat,
const sead:: Vector3f& front,
const sead:: Vector3f& side)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatFrontNoSupport(sead:: Quatf* outQuat,
const sead:: Vector3f& front)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatUpFront(sead:: Quatf* outQuat,
const sead:: Vector3f& up,
const sead:: Vector3f& front)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatUpSide(sead:: Quatf* outQuat,
const sead:: Vector3f& up,
const sead:: Vector3f& side)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatUpNoSupport(sead:: Quatf* outQuat,
const sead:: Vector3f& up)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatSideUp(sead:: Quatf* outQuat,
const sead:: Vector3f& side,
const sead:: Vector3f& up)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatSideFront(sead:: Quatf* outQuat,
const sead:: Vector3f& side,
const sead:: Vector3f& front)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatSideNoSupport(sead:: Quatf* outQuat,
const sead:: Vector3f& side)
#include <l/Library/Math/MathUtil.h>
void al:: rotateQuatRadian(sead:: Quatf* outQuat,
const sead:: Quatf& quat,
const sead:: Vector3f& vec,
f32 angle)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatXDegree(sead:: Quatf* outQuat,
f32 angle)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatYDegree(sead:: Quatf* outQuat,
f32 angle)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatZDegree(sead:: Quatf* outQuat,
f32 angle)
#include <l/Library/Math/MathUtil.h>
void al:: rotateQuatXDirDegree(sead:: Quatf* outQuat,
const sead:: Quatf& quat,
f32 angle)
#include <l/Library/Math/MathUtil.h>
void al:: rotateQuatYDirDegree(sead:: Quatf* outQuat,
const sead:: Quatf& quat,
f32 angle)
#include <l/Library/Math/MathUtil.h>
void al:: rotateQuatZDirDegree(sead:: Quatf* outQuat,
const sead:: Quatf& quat,
f32 angle)
#include <l/Library/Math/MathUtil.h>
void al:: rotateQuatLocalDirDegree(sead:: Quatf* outQuat,
const sead:: Quatf& quat,
s32 axis,
f32 angle)
#include <l/Library/Math/MathUtil.h>
void al:: rotateQuatMoment(sead:: Quatf* outQuat,
const sead:: Quatf& quat,
const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
void al:: rotateQuatMomentDegree(sead:: Quatf* outQuat,
const sead:: Quatf& quat,
const sead:: Vector3f& vec)
#include <l/Library/Math/MathUtil.h>
void al:: rotateQuatRollBall(sead:: Quatf* outQuat,
const sead:: Quatf& quat,
const sead:: Vector3f& vecA,
const sead:: Vector3f& vecB,
f32 scale)
#include <l/Library/Math/MathUtil.h>
void al:: calcMomentRollBall(sead:: Vector3f* outVec,
const sead:: Vector3f& vecA,
const sead:: Vector3f& vecB,
f32 scale)
#include <l/Library/Math/MathUtil.h>
void al:: calcCirclePointPicking(sead:: Vector2f* outPoint,
f32 x,
f32 y)
#include <l/Library/Math/MathUtil.h>
void al:: pickUniformPointsOnCircleHammersley(sead:: Vector2f* outPoint,
u32 x,
u32 y)
#include <l/Library/Math/MathUtil.cpp>
void al:: calcDiskPointPicking(sead:: Vector2f* outPoint,
f32 radius,
f32 angle)
#include <l/Library/Math/MathUtil.h>
void al:: pickUniformPointsOnDiskHammersley(sead:: Vector2f* outPoint,
u32 x,
u32 y)
#include <l/Library/Math/MathUtil.h>
void al:: pickUniformPointOnDisk(sead:: Vector2f* outPoint)
#include <l/Library/Math/MathUtil.h>
void al:: calcSpherePointPicking(sead:: Vector3f* outPoint,
f32 x,
f32 y)
#include <l/Library/Math/MathUtil.h>
void al:: pickUniformPointOnSphere(sead:: Vector3f* outPoint)
#include <l/Library/Math/MathUtil.h>
void al:: calcParabolicFunctionParam(f32* gravity,
f32* initialVelY,
f32 maxHeight,
f32 verticalDistance)
#include <l/Library/Math/MathUtil.h>
#include <l/Library/Math/MathUtil.h>
template<typename T>
T al:: clamp(T value,
T min,
T max)
bool al:: tryCalcAngleOnPlaneDegree(f32* angle,
const sead:: Vector3f& a,
const sead:: Vector3f& b,
const sead:: Vector3f& vertical)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearAngleRadianHV(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: isInAngleOnPlaneDegreeHV(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: isNormalize(const sead:: Matrix34f& mtx)
#include <l/Library/Math/MathUtil.h>
bool al:: isReverseDirection(const sead:: Vector3f& a,
const sead:: Vector3f& b,
f32 tolerance = 0.01f)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearDirection(const sead:: Vector3f& a,
const sead:: Vector3f& b,
f32 tolerance = 0.01f)
#include <l/Library/Math/MathUtil.h>
void al:: normalizeComplement(sead:: Matrix34f* mtx)
#include <l/Library/Math/MathUtil.h>
f32 al:: lerpDegree(f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: lerpRadian(f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: lerpVec(sead:: Vector2f*,
const sead:: Vector2f&,
const sead:: Vector2f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: lerpVec(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: lerpVecHV(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: separateVectorHV(sead:: Vector3f*,
sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: lerpColor(sead:: Color4f*,
const sead:: Color4f&,
const sead:: Color4f&,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: lerpLogValueEaseIn(f32,
f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: lerpLogValueEaseOut(f32,
f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: lerpLogVecEaseIn(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: lerpLogVecEaseOut(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: lerpExponentValueEaseIn(f32,
f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: lerpExponentValueEaseOut(f32,
f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: lerpExponentVecEaseIn(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: lerpExponentVecEaseOut(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: clampLeapMinAbs(f32,
f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: hermiteVec(sead:: Vector3f* out,
const sead:: Vector3f& p0,
const sead:: Vector3f& v0,
const sead:: Vector3f& p1,
const sead:: Vector3f& v1,
f32 t)
#include <l/Library/Math/MathUtil.h>
f32 al:: convergeDegree(f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: convergeRadian(f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: convergeVec(sead:: Vector2f*,
const sead:: Vector2f&,
const sead:: Vector2f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: convergeVec(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: diffNearAngleDegree(f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: isInRangeAngleDegree(f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: calcEyesAnimAngleInRange(f32*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: isSameSign(f32,
f32)
#include <l/Library/Math/MathUtil.h>
s32 al:: findMaxFromArray(const s32*,
s32)
#include <l/Library/Math/MathUtil.h>
void al:: separateMinMax(sead:: Vector3f*,
sead:: Vector3f*,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
s32 al:: findMinFromArray(const s32*,
s32)
#include <l/Library/Math/MathUtil.h>
void al:: getRandomDirH(sead:: Vector3f*,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: rotateVectorDegree(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: getRandomOnCircle(sead:: Vector2f*,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: getRandomInCircle(sead:: Vector2f*,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: getRandomInCircleMinMaxRadius(sead:: Vector2f*,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: getRandomInCircle(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: getRandomOnSphere(sead:: Vector3f*,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: getRandomInSphere(sead:: Vector3f*,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: calcRandomDirInCone(sead:: Vector3f*,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: getRandomInSphereMinMaxRadius(sead:: Vector3f*,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: initRandomSeed(u32)
#include <l/Library/Math/MathUtil.h>
void al:: initRandomSeedByTick()
#include <l/Library/Math/MathUtil.h>
void al:: initRandomSeedByString(const char*)
#include <l/Library/Math/MathUtil.h>
bool al:: isHalfProbability()
#include <l/Library/Math/MathUtil.h>
bool al:: isPercentProbability(f32)
#include <l/Library/Math/MathUtil.h>
void al:: getRandomContext(u32*,
u32*,
u32*,
u32*)
#include <l/Library/Math/MathUtil.h>
void al:: setRandomContext(u32,
u32,
u32,
u32)
#include <l/Library/Math/MathUtil.h>
void al:: makeRandomDirXZ(sead:: Vector3f*)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcBoxMullerRandomGauss()
#include <l/Library/Math/MathUtil.h>
void al:: makeBoxMullerRandomGauss(sead:: Vector2f*,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: separateScalarAndDirection(f32*,
sead:: Vector2f*,
const sead:: Vector2f&)
#include <l/Library/Math/MathUtil.h>
bool al:: separateScalarAndDirection(f32*,
sead:: Vector3f*,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: limitVectorSeparateHV(sead:: Vector3f*,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: parallelizeVec(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcVectorSeparateHV(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: limitVectorParallelVertical(sead:: Vector3f*,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: separateVectorParallelVertical(sead:: Vector3f*,
sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
bool al:: addVectorLimit(sead:: Vector3f*,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: alongVectorNormalH(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcDistanceVecToPlane(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: limitPlanePos(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
bool al:: limitCylinderInPos(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: limitCylinderInDir(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
bool al:: limitCylinderInPos(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: limitCylinderInDir(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: snapVecToDirAxisY(sead:: Vector3f*,
const sead:: Vector3f&,
s32)
#include <l/Library/Math/MathUtil.h>
Axis al:: calcNearVecFromAxis2(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
Axis al:: calcNearVecFromAxis3(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcDirVerticalAny(sead:: Vector3f*,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcDirSlide(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
Axis al:: calcNearVecFromAxis3(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatLocalAxisAll(const sead:: Quatf&,
sead:: Vector3f*,
sead:: Vector3f*,
sead:: Vector3f*)
#include <l/Library/Math/MathUtil.h>
void al:: addRandomVector(sead:: Vector3f*,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: turnRandomVector(sead:: Vector3f*,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: makeAxisFrontUp(sead:: Vector3f*,
sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: makeAxisFrontSide(sead:: Vector3f*,
sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: makeAxisUpFront(sead:: Vector3f*,
sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: makeAxisUpSide(sead:: Vector3f*,
sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatFromToQuat(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatRotationRate(sead:: Quatf*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: makeQuatRotationLimit(sead:: Quatf*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatAxisRotation(sead:: Quatf*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: makeQuatRotateDegree(sead:: Quatf*,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: slerpQuat(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Quatf&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatSide(sead:: Vector3f* out,
const sead:: Quatf& quat)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatUp(sead:: Vector3f* out,
const sead:: Quatf& quat)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatGravity(sead:: Vector3f* out,
const sead:: Quatf& quat)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatFront(sead:: Vector3f* out,
const sead:: Quatf& quat)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcQuatUpY(const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcQuatFrontY(const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatLocalAxis(sead:: Vector3f*,
const sead:: Quatf&,
s32)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatLocalSignAxis(sead:: Vector3f*,
const sead:: Quatf&,
s32)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatRotateDegree(sead:: Vector3f*,
const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatRotateRadian(sead:: Vector3f*,
const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatRotateAxisAndDegree(sead:: Vector3f*,
f32*,
const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
void al:: calcQuatRotateAxisAndDegree(sead:: Vector3f*,
f32*,
const sead:: Quatf&,
const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuat(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatXDirRadian(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatYDirRadian(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatZDirRadian(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: turnQuatXDirRate(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: turnQuatYDirRate(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: turnQuatZDirRate(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: tiltQuatDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: tiltQuatXDirDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: tiltQuatYDirDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: tiltQuatZDirDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatWithAxisDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatXDirWithYDirDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatXDirWithZDirDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatYDirWithZDirDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatYDirWithXDirDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatZDirWithXDirDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatZDirWithYDirDegree(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatZDirToTargetWithAxis(sead:: Quatf*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnQuatFrontToDirDegreeH(sead:: Quatf*,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: rotateQuatAndTransDegree(sead:: Quatf*,
sead:: Vector3f*,
const sead:: Quatf&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnVecToVecDegree(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: turnVecToVecRate(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnVecToVecCos(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnVecToVecCosOnPlane(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: turnVecToVecCosOnPlane(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: rotateVectorCenterDegree(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: rotateVectorDegreeX(sead:: Vector3f*,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: rotateVectorDegreeY(sead:: Vector3f*,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: rotateVectorDegreeZ(sead:: Vector3f*,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: rotateVectorQuat(sead:: Vector3f*,
const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcAreaTriangle(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: createBoundingBox(const sead:: Vector3f*,
u32,
sead:: Vector3f*,
sead:: Vector3f*)
#include <l/Library/Math/MathUtil.h>
void al:: updateBoundingBox(sead:: Vector3f,
sead:: Vector3f*,
sead:: Vector3f*)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcDistanceToFarthestBoundingBoxVertex(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcSphereMargeSpheres(sead:: Vector3f*,
f32*,
const sead:: Vector3f&,
f32,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: calcCrossLinePoint(sead:: Vector2f*,
const sead:: Vector2f&,
const sead:: Vector2f&,
const sead:: Vector2f&,
const sead:: Vector2f&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcSquaredDistanceSegmentToSegment(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
sead:: Vector3f*,
sead:: Vector3f*)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcSquaredDistancePointToSegment(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcDistancePointToSegment(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcPerpendicFootToLineInside(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcClosestSegmentPoint(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcCylinderRadiusDot(const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitSemilinePlane(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitSegmentPlane(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
bool)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitLinePlane(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitSegmentSphere(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
sead:: Vector3f*,
sead:: Vector3f*)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitSegmentSphereNearDepth(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
sead:: Vector3f*,
sead:: Vector3f*)
#include <l/Library/Math/MathUtil.h>
bool al:: checkInCylinder(const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitSegmentCylinder(const sead:: Vector3f&,
f32,
const sead:: Vector3f&,
f32,
const sead:: Vector3f&,
const sead:: Vector3f&,
sead:: Vector3f*,
sead:: Vector3f*)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitHalfLineSphere(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitSegmentBox(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: BoundBox3f&,
sead:: Vector3f*)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitPointCone(const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitSphereCone(const sead:: Vector3f&,
f32,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: checkHitSphereSpotLight(const sead:: Vector3f&,
f32,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: calcBoundingSphereSpotLight(sead:: Vector3f*,
f32*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: calcBoundingSphereBox3f(sead:: Vector3f*,
f32*,
const sead:: BoundBox3f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcArrowAabb(sead:: BoundBox3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
bool al:: isNearCollideSphereAabb(const sead:: Vector3f&,
f32,
const sead:: BoundBox3f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcBoxFacePoint(sead:: Vector3f[4],
const sead:: BoundBox3f&,
Axis)
#include <l/Library/Math/MathUtil.h>
void al:: calcBoxFacePoint(sead:: Vector3f[4],
const sead:: BoundBox3f&,
Axis,
const sead:: Matrix34f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcBoxFacePoint(sead:: Vector3f[4],
const sead:: BoundBox3f&,
Axis,
const sead:: Quatf&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcFittingBoxPoseEqualAxisAll(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
void al:: calcFittingBoxPoseEqualAxisNone(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
void al:: calcFittingBoxPoseEqualAxisTwo(sead:: Quatf*,
const sead:: Quatf&,
const sead:: Quatf&,
s32)
#include <l/Library/Math/MathUtil.h>
void al:: calcFittingBoxPose(sead:: Quatf*,
const sead:: BoundBox3f&,
const sead:: Quatf&,
const sead:: Quatf&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcSquaredDistanceToObb(const sead:: Vector3f&,
const sead:: Matrix34f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcDistanceToObb(const sead:: Vector3f&,
const sead:: Matrix34f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcSquaredDistanceToObb(const sead:: Vector3f&,
const sead:: Matrix34f&,
const sead:: Vector3f&,
const sead:: BoundBox3f&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcDistanceToObb(const sead:: Vector3f&,
const sead:: Matrix34f&,
const sead:: Vector3f&,
const sead:: BoundBox3f&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcSquaredDistanceToObb(const sead:: Vector3f&,
const sead:: Matrix34f&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcDistanceToObb(const sead:: Vector3f&,
const sead:: Matrix34f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcObbCorners(sead:: Vector3f*,
const sead:: Matrix34f&,
const sead:: BoundBox3f&)
#include <l/Library/Math/MathUtil.h>
bool al:: calcTriangleInteriorAngleDegree(f32*,
f32*,
f32*,
f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: calcBetweenTwoLinkMtx(sead:: Matrix34f*,
sead:: Matrix34f*,
sead:: Matrix34f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: calcBetweenTwoLinkPos(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
bool al:: calcReflectionVector(sead:: Vector3f*,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: calcReverseVector(sead:: Vector3f*,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcConvergeVibrationValue(f32,
f32,
f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: calcSphericalPolarCoordPY(sead:: Vector2f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Math/MathUtil.h>
void al:: calcBezierPoint(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcSpringDumperForce(f32,
f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: convertSpringEnergyToSpeed(f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
const char* al:: axisIndexToString(s32)
#include <l/Library/Math/MathUtil.h>
void al:: visitCellsOverlapped(const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
const VisitCellCallBack&)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcMultValueToDestination(u32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: getHaltonSequence(u32,
u32)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcFractal(f32,
f32,
u32,
f32,
f32,
f32,
bool)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcMultiFractal(f32,
f32,
f32,
u32,
f32,
f32,
f32,
bool)
#include <l/Library/Math/MathUtil.h>
f32 al:: calcNormalDistribution(f32,
f32,
f32)
#include <l/Library/Math/MathUtil.h>
bool al:: calcVecViewInput(sead:: Vector3f*,
const sead:: Vector2f&,
const sead:: Vector3f&,
const sead:: Matrix34f*)
#include <l/Library/Math/MathUtil.h>
bool al:: calcDirViewInput(sead:: Vector3f*,
const sead:: Vector2f&,
const sead:: Vector3f&,
const sead:: Matrix34f*)
#include <l/Library/Math/MathUtil.h>
bool al:: calcVecViewInput2D(sead:: Vector3f*,
const sead:: Vector2f&,
const sead:: Vector3f&,
const sead:: Matrix34f*)
#include <l/Library/Math/MathUtil.h>
bool al:: calcDirViewInput2D(sead:: Vector3f*,
const sead:: Vector2f&,
const sead:: Vector3f&,
const sead:: Matrix34f*)
#include <l/Library/Math/MathUtil.h>
void al:: calcBendPosAndFront(sead:: Vector3f*,
sead:: Vector3f*,
sead:: Vector3f&,
f32,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Math/MathUtil.h>
void al:: pickUniformPointsOnCircleHammersley(sead:: Vector2f* outPoint,
f32 x,
f32 y)
#include <l/Library/Math/MathUtil.h>
void al:: makeBayerMatrix(s32*,
s32)
#include <l/Library/Math/MathUtil.h>
u16 al:: f32ToF16(f32)
#include <l/Library/Math/MathUtil.h>
f32 al:: f16ToF32(u16)
#include <l/Library/Math/MathUtil.h>
void al:: makeMtxRotateTrans(sead:: Matrix34f* outMtx,
const sead:: Vector3f& rotate,
const sead:: Vector3f& trans)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxFromTwoAxis(sead:: Matrix34f* outMtx,
const sead:: Vector3f& vectorA,
const sead:: Vector3f& vectorB,
s32 axisA,
s32 axisB)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxFrontUp(sead:: Matrix34f* outMtx,
const sead:: Vector3f& front,
const sead:: Vector3f& up)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxFrontSide(sead:: Matrix34f* outMtx,
const sead:: Vector3f& front,
const sead:: Vector3f& side)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxUpFront(sead:: Matrix34f* outMtx,
const sead:: Vector3f& up,
const sead:: Vector3f& front)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxUpSide(sead:: Matrix34f* outMtx,
const sead:: Vector3f& up,
const sead:: Vector3f& side)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxSideUp(sead:: Matrix34f* outMtx,
const sead:: Vector3f& side,
const sead:: Vector3f& up)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxSideFront(sead:: Matrix34f* outMtx,
const sead:: Vector3f& side,
const sead:: Vector3f& front)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxFrontNoSupport(sead:: Matrix34f* outMtx,
const sead:: Vector3f& front)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxFrontNoSupportPos(sead:: Matrix34f* outMtx,
const sead:: Vector3f& front,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxUpNoSupport(sead:: Matrix34f* outMtx,
const sead:: Vector3f& up)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxUpNoSupportPos(sead:: Matrix34f* outMtx,
const sead:: Vector3f& up,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxFrontUpPos(sead:: Matrix34f* outMtx,
const sead:: Vector3f& front,
const sead:: Vector3f& up,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxFrontSidePos(sead:: Matrix34f* outMtx,
const sead:: Vector3f& front,
const sead:: Vector3f& side,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxUpFrontPos(sead:: Matrix34f* outMtx,
const sead:: Vector3f& up,
const sead:: Vector3f& front,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxUpSidePos(sead:: Matrix34f* outMtx,
const sead:: Vector3f& up,
const sead:: Vector3f& side,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxSideUpPos(sead:: Matrix34f* outMtx,
const sead:: Vector3f& side,
const sead:: Vector3f& up,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxSideFrontPos(sead:: Matrix34f* outMtx,
const sead:: Vector3f& side,
const sead:: Vector3f& front,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxFollowTarget(sead:: Matrix34f* outMtx,
const sead:: Matrix34f& baseMtx,
const sead:: Vector3f& trans,
const sead:: Vector3f& rotate)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: rotateMtxXDirDegree(sead:: Matrix34f* outMtx,
const sead:: Matrix34f& baseMtx,
f32 angle)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: rotateMtxYDirDegree(sead:: Matrix34f* outMtx,
const sead:: Matrix34f& baseMtx,
f32 angle)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: rotateMtxZDirDegree(sead:: Matrix34f* outMtx,
const sead:: Matrix34f& baseMtx,
f32 angle)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcMtxScale(sead:: Vector3f* outMtx,
const sead:: Matrix34f& mtx)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcMtxScale(sead:: Vector3f* outMtx,
const Matrix43f& mtx)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: normalizeMtxScale(sead:: Matrix34f* outMtx,
const sead:: Matrix34f& mtx)
#include <l/Library/Matrix/MatrixUtil.h>
bool al:: tryNormalizeMtxScaleOrIdentity(sead:: Matrix34f* outMtx,
const sead:: Matrix34f& mtx)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: preScaleMtx(sead:: Matrix34f* outMtx,
const sead:: Vector3f& scale)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxSideNoSupport(sead:: Matrix34f* outMtx,
const sead:: Vector3f& side)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxSideNoSupportPos(sead:: Matrix34f* outMtx,
const sead:: Vector3f& side,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxQuatPos(sead:: Matrix34f* outMtx,
const sead:: Quatf& quat,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxQuatScalePos(sead:: Matrix34f* outMtx,
const sead:: Quatf& quat,
const sead:: Vector3f& scale,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxQuatScalePos(sead:: Matrix44f* outMtx,
const sead:: Quatf& quat,
const sead:: Vector3f& scale,
const sead:: Vector3f& pos)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxProj(sead:: Matrix44f*,
const sead:: Vector2f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxProjFromQuatPoseUp(sead:: Matrix44f*,
const sead:: Quatf&,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxProjFromQuatPoseFront(sead:: Matrix44f*,
const sead:: Quatf&,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxProjFromQuatPoseSide(sead:: Matrix44f*,
const sead:: Quatf&,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtxProjFromUp(sead:: Matrix44f*,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: rotateMtxCenterPosXDirDegree(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: rotateMtxCenterPosAxisDegree(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: rotateMtxCenterPosYDirDegree(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: rotateMtxCenterPosZDirDegree(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: rotateMtxCenterPosQuat(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Vector3f&,
const sead:: Quatf&)
#include <l/Library/Matrix/MatrixUtil.h>
bool al:: turnMtxXDirDegree(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
bool al:: turnMtxYDirDegree(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
bool al:: turnMtxZDirDegree(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcCameraPosFromViewMtx(sead:: Vector3f*,
const sead:: Matrix34f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcMtxMul(sead:: Vector3f*,
const sead:: Matrix34f&,
const sead:: Vector3f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcMtxMul(sead:: Vector3f*,
const Matrix43f&,
const sead:: Vector3f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcMtxLocalTrans(sead:: Vector3f*,
const sead:: Matrix34f&,
const sead:: Vector3f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcTransLocalOffsetByMtx(sead:: Vector3f*,
const sead:: Matrix34f&,
const sead:: Vector3f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: addTransMtxLocalOffset(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Vector3f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: blendMtx(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Matrix34f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: blendMtxRotate(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Matrix34f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: blendMtxTrans(sead:: Matrix34f*,
const sead:: Matrix34f&,
const sead:: Matrix34f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
f32 al:: calcMtxLocalDirAngleOnPlaneToTarget(const sead:: Matrix34f*,
const sead:: Vector3f&,
s32,
s32)
#include <l/Library/Matrix/MatrixUtil.h>
f32 al:: calcMtxLocalDirAngleOnPlaneToDir(const sead:: Matrix34f*,
const sead:: Vector3f&,
s32,
s32)
#include <l/Library/Matrix/MatrixUtil.h>
bool al:: calcRotAxisOrZero(sead:: Vector3f*,
const sead:: Matrix34f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcMxtInvertOrtho(sead:: Matrix34f*,
const sead:: Matrix34f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcNearFarByInvProjection(f32*,
f32*,
const sead:: Matrix44f&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcMovedInertiaTensor(sead:: Matrix33f*,
const sead:: Matrix33f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcInertiaTensorByMovedTensorAndCenter(sead:: Matrix33f*,
const sead:: Matrix33f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcInertiaTensorSphere(sead:: Matrix33f*,
f32,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: calcInertiaTensorBox(sead:: Matrix33f*,
const sead:: Vector3f&,
f32)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtx34f(sead:: Matrix34f*,
const nn::util::neon::MatrixColumnMajor4x3fType&)
#include <l/Library/Matrix/MatrixUtil.h>
void al:: makeMtx44f(sead:: Matrix44f*,
const nn::util::neon::MatrixColumnMajor4x4fType&)
#include <l/Library/Matrix/MatrixUtil.h>
sead:: Heap* al:: getStationedHeap()
#include <l/Library/Memory/HeapUtil.h>
sead:: Heap* al:: getSequenceHeap()
#include <l/Library/Memory/HeapUtil.h>
sead:: Heap* al:: getSceneResourceHeap()
#include <l/Library/Memory/HeapUtil.h>
sead:: Heap* al:: getSceneHeap()
#include <l/Library/Memory/HeapUtil.h>
sead:: Heap* al:: getCourseSelectResourceHeap()
#include <l/Library/Memory/HeapUtil.h>
sead:: Heap* al:: getCourseSelectHeap()
#include <l/Library/Memory/HeapUtil.h>
sead:: Heap* al:: getWorldResourceHeap()
#include <l/Library/Memory/HeapUtil.h>
sead:: Heap* al:: tryFindNamedHeap(const char* heapName)
#include <l/Library/Memory/HeapUtil.h>
sead:: Heap* al:: findNamedHeap(const char* heapName)
#include <l/Library/Memory/HeapUtil.h>
void al:: addNamedHeap(sead:: Heap* heap,
const char* heapName)
#include <l/Library/Memory/HeapUtil.h>
void al:: removeNamedHeap(const char* heapName)
#include <l/Library/Memory/HeapUtil.h>
void al:: createSequenceHeap()
#include <l/Library/Memory/HeapUtil.h>
void al:: freeAllSequenceHeap()
#include <l/Library/Memory/HeapUtil.h>
bool al:: printAllSequenceHeap()
#include <l/Library/Memory/HeapUtil.h>
void al:: createSceneHeap(const char* stageName,
bool backwards)
#include <l/Library/Memory/HeapUtil.h>
void al:: createSceneResourceHeap(const char* stageName)
#include <l/Library/Memory/HeapUtil.h>
bool al:: isCreatedSceneResourceHeap()
#include <l/Library/Memory/HeapUtil.h>
void al:: destroySceneHeap(bool removeCategory)
#include <l/Library/Memory/HeapUtil.h>
void al:: createCourseSelectHeap()
#include <l/Library/Memory/HeapUtil.h>
void al:: destroyCourseSelectHeap()
#include <l/Library/Memory/HeapUtil.h>
void al:: createWorldResourceHeap(bool useCategory)
#include <l/Library/Memory/HeapUtil.h>
void al:: destroyWorldResourceHeap(bool removeCategory)
#include <l/Library/Memory/HeapUtil.h>
void al:: loadPlayerResource(const char* categoryName)
#include <l/Library/Memory/HeapUtil.h>
void al:: freePlayerResource(const char* categoryName)
#include <l/Library/Memory/HeapUtil.h>
void al:: setAudioResourceDirectorToMemorySystem(AudioResourceDirector* audioResourceDirector)
#include <l/Library/Memory/HeapUtil.h>
const char* al:: getLanguage()
#include <l/Library/Message/MessageHolder.h>
const char* al:: getLayoutMessageArcName()
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagMark(char16)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagEndMark(char16)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagPageBreak(const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagPageBreak(const IUseMessageSystem*,
const MessageTag&)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagPageBreak(const MessageProjectEx*,
const MessageTag&)
#include <l/Library/Message/MessageHolder.h>
const char* al:: getMessageTagGroupName(const MessageProjectEx*,
s32)
#include <l/Library/Message/MessageHolder.h>
const char* al:: getMessageTagGroupName(const IUseMessageSystem*,
s32)
#include <l/Library/Message/MessageHolder.h>
const char* al:: getMessageTagName(const MessageProjectEx*,
s32,
s32)
#include <l/Library/Message/MessageHolder.h>
const char* al:: getMessageTagName(const IUseMessageSystem*,
s32,
s32)
#include <l/Library/Message/MessageHolder.h>
bool al:: isExistMessageTag(const char16*)
#include <l/Library/Message/MessageHolder.h>
s32 al:: calcMessageSizeWithoutNullCharacter(const char16*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isExistMessageTagTextPaneAnim(const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
bool al:: tryGetMessageTagTextAnim(sead:: BufferedSafeString*,
const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagVoice(const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
void al:: getMessageTagVoiceName(sead:: BufferedSafeString*,
const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
bool al:: tryGetMessageTagVoiceNameInPage(sead:: BufferedSafeString*,
const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagPictFont(const IUseMessageSystem*,
s32)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagDeviceFont(const IUseMessageSystem*,
s32)
#include <l/Library/Message/MessageHolder.h>
bool al:: isExistMessageTagPadSwitch(const IUseMessageSystem*,
const char16*,
s32)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagPadStyle(const IUseMessageSystem*,
s32,
s32)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagPadPair(const IUseMessageSystem*,
s32,
s32)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagPadStyle2P(const IUseMessageSystem*,
s32,
s32)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagAlignLeft(const IUseMessageSystem*,
s32,
s32)
#include <l/Library/Message/MessageHolder.h>
bool al:: isMessageTagAlignCenter(const IUseMessageSystem*,
s32,
s32)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagString(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
const char16*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagTimeDirectRaceTime(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
ReplaceTimeInfo&)
#include <l/Library/Message/MessageHolder.h>
const char16* al:: getSystemMessageString(const IUseMessageSystem*,
const char*,
const char*)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagTimeDirectDate(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
ReplaceTimeInfo&)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagTimeDirectDateDetail(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
ReplaceTimeInfo&)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagScore(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
const char16*,
s32,
const char*)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagCoinNum(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
const char16*,
s32,
const char*)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagAmiiboName(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
const char16*,
const char*,
const char*)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagUserName(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
const char16*,
const char16*,
const char*)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagNamedString(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
const char16*,
const char16*,
const char*)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagTime(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
const char16*,
ReplaceTimeInfo&,
const char*)
#include <l/Library/Message/MessageHolder.h>
void al:: createReplaceTimeInfoForRaceTime(ReplaceTimeInfo*,
s32,
s32,
s32)
#include <l/Library/Message/MessageHolder.h>
void al:: createReplaceTimeInfoForDateTime(ReplaceTimeInfo*,
u64)
#include <l/Library/Message/MessageHolder.h>
void al:: replacePaneDateTime(LayoutActor*,
const char*,
u64)
#include <l/Library/Message/MessageHolder.h>
void al:: registerMessageTagDataScore(MessageTagDataHolder*,
const char*,
const s32*)
#include <l/Library/Message/MessageHolder.h>
void al:: registerMessageTagDataCoinNum(MessageTagDataHolder*,
const char*,
const s32*)
#include <l/Library/Message/MessageHolder.h>
void al:: registerMessageTagDataUserName(MessageTagDataHolder*,
const char*,
const char16**)
#include <l/Library/Message/MessageHolder.h>
void al:: registerMessageTagDataAmiiboName(MessageTagDataHolder*,
const char*,
const char**)
#include <l/Library/Message/MessageHolder.h>
void al:: registerMessageTagDataString(MessageTagDataHolder*,
const char*,
const char16**)
#include <l/Library/Message/MessageHolder.h>
void al:: replaceMessageTagData(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
const MessageTagDataHolder*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
s32 al:: calcMessageSizeWithoutTag(const char16*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isExistLayoutMessage(const IUseMessageSystem*,
const char*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isExistSystemMessage(const IUseMessageSystem*,
const char*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isExistStageMessage(const IUseMessageSystem*,
const char*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isExistLabelInLayoutMessage(const IUseMessageSystem*,
const char*,
const char*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isExistLabelInSystemMessage(const IUseMessageSystem*,
const char*,
const char*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isExistLabelInStageMessage(const IUseMessageSystem*,
const char*,
const char*)
#include <l/Library/Message/MessageHolder.h>
s32 al:: calcSystemMessageCharacterNum(const IUseMessageSystem*,
const char*,
const char*)
#include <l/Library/Message/MessageHolder.h>
s32 al:: calcSystemMessageCharacterNumWithoutTag(const IUseMessageSystem*,
const char*,
const char*)
#include <l/Library/Message/MessageHolder.h>
const char16* al:: getLayoutMessageString(const IUseMessageSystem*,
const char*,
const char*)
#include <l/Library/Message/MessageHolder.h>
const char16* al:: getStageMessageString(const IUseMessageSystem*,
const char*,
const char*)
#include <l/Library/Message/MessageHolder.h>
bool al:: tryGetStageMessageString(const char16**,
const IUseMessageSystem*,
const char*,
const char*)
#include <l/Library/Message/MessageHolder.h>
const char16* al:: getLayoutMessageString(const IUseMessageSystem*,
const char*,
s32)
#include <l/Library/Message/MessageHolder.h>
const char16* al:: getSystemMessageString(const IUseMessageSystem*,
const char*,
s32)
#include <l/Library/Message/MessageHolder.h>
s32 al:: getSystemMessageLabelNum(const IUseMessageSystem*,
const char*)
#include <l/Library/Message/MessageHolder.h>
s32 al:: getLayoutMessageLabelNum(const IUseMessageSystem*,
const char*)
#include <l/Library/Message/MessageHolder.h>
const char* al:: getMessageTagParamName(const IUseMessageSystem*,
const MessageTag&,
s32)
#include <l/Library/Message/MessageHolder.h>
s32 al:: getMessageTagParamNum(const IUseMessageSystem*,
const MessageTag&)
#include <l/Library/Message/MessageHolder.h>
void al:: getMessageTagParamString(sead:: WBufferedSafeString*,
const IUseMessageSystem*,
const MessageTag&,
s32)
#include <l/Library/Message/MessageHolder.h>
void al:: getSystemMessageLabelString(sead:: BufferedSafeString*,
const IUseMessageSystem*,
const char*,
s32)
#include <l/Library/Message/MessageHolder.h>
void al:: getLayoutMessageLabelString(sead:: BufferedSafeString*,
const IUseMessageSystem*,
const char*,
s32)
#include <l/Library/Message/MessageHolder.h>
void al:: getMessageLine(char16*,
u32,
const char16*,
u32)
#include <l/Library/Message/MessageHolder.h>
s32 al:: countMessageLine(const char16*)
#include <l/Library/Message/MessageHolder.h>
bool al:: copyMessageExpandTag(char16*,
s32,
const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
bool al:: copyMessageWithoutTag(char16*,
s32,
const char16*)
#include <l/Library/Message/MessageHolder.h>
bool al:: copyMessageWithoutRubyTag(char16*,
s32,
const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
void al:: copyMessageWithoutTagExpandRuby(char16*,
s32,
const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
s32 al:: copyMessageWithTag(char16*,
s32,
const char16*)
#include <l/Library/Message/MessageHolder.h>
s32 al:: copyMessageWithTagOnlyCurrentPage(const IUseMessageSystem*,
char16*,
s32,
const char16*,
s32)
#include <l/Library/Message/MessageHolder.h>
const char16* al:: getMessageWithPage(const IUseMessageSystem*,
const char16*,
s32)
#include <l/Library/Message/MessageHolder.h>
void al:: copyMessageOnlyRuby(char16*,
s32,
const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
s32 al:: countMessagePage(const IUseMessageSystem*,
const char16*,
s32)
#include <l/Library/Message/MessageHolder.h>
const char16* al:: getNextMessagePage(const IUseMessageSystem*,
const char16*)
#include <l/Library/Message/MessageHolder.h>
void* al:: getPictureFont(const LayoutSystem*)
#include <l/Library/Message/MessageHolder.h>
bool al:: isGreaterEqualMaxLodLevelNoClamp(const ModelKeeper* modelKeeper)
#include <l/Library/Model/ModelShapeUtil.h>
bool al:: isLessMaxLodLevelNoClamp(const ModelKeeper* modelKeeper)
#include <l/Library/Model/ModelShapeUtil.h>
void al:: setModelProjMtx0(const ModelKeeper*,
const sead:: Matrix44f&)
#include <l/Library/Model/ModelShapeUtil.h>
RailMoveMovement* al:: tryCreateRailMoveMovement(LiveActor* host,
const ActorInitInfo& info)
void al:: registerFluidSurfaceObj(IUseFluidSurface*,
const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isExistFluidSurface(const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
void al:: setWaterRippleFieldScale(const LiveActor*,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isInWaterPos(const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isInWater(const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isInWaterNoIgnore(const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isInSodaWater(const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isInIceWaterPos(const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isInIceWater(const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isInFirePos(const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isInFire(const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isInCloudPos(const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isInCloud(const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRippleMiddle(const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRippleLarge(const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
bool al:: isWaterAreaIgnore(const AreaObj*)
#include <l/Library/Nature/NatureUtil.h>
const char* al:: getFireMaterialCode(const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
bool al:: calcFindWaterSurface(sead:: Vector3f*,
sead:: Vector3f*,
const LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: calcFindWaterSurfaceFlat(sead:: Vector3f*,
sead:: Vector3f*,
const LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: calcFindWaterSurfaceDisplacement(sead:: Vector3f*,
sead:: Vector3f*,
const LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: calcFindWaterSurfaceOverGround(sead:: Vector3f*,
sead:: Vector3f*,
const LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: calcFindFireSurface(sead:: Vector3f*,
sead:: Vector3f*,
const LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: calcFindCloudSurface(sead:: Vector3f*,
sead:: Vector3f*,
const LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRipple(const NatureDirector*,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRippleTiny(const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRippleSmall(const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRippleTiny(const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRippleSmall(const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRippleMiddle(const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRippleLarge(const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRippleWithRange(const LiveActor*,
const sead:: Vector3f&,
f32,
f32,
f32,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRipple(const LiveActor*,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddRippleRandomBlur(const LiveActor*,
const sead:: Vector3f&,
f32,
f32,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddQuadRipple(const LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddQuadRipple(const LiveActor*,
const sead:: BoundBox3f&,
const sead:: Vector3f&,
const sead:: Quatf&,
f32,
f32)
#include <l/Library/Nature/NatureUtil.h>
bool al:: tryAddQuadRippleByBoxRotateY(const LiveActor*,
const sead:: BoundBox3f&,
const sead:: Vector3f&,
f32,
f32,
f32)
#include <l/Library/Nature/NatureUtil.h>
void al:: approachWaterSurfaceSpringDumper(LiveActor*,
const WaterSurfaceFinder*,
f32,
f32,
f32,
f32,
f32)
#include <l/Library/Nature/NatureUtil.h>
void al:: approachFireSurfaceSpringDumper(LiveActor*,
const FireSurfaceFinder*,
f32,
f32,
f32,
f32,
f32)
#include <l/Library/Nature/NatureUtil.h>
void al:: approachWaterSurfaceRate(LiveActor*,
const WaterSurfaceFinder*,
f32,
f32,
f32)
#include <l/Library/Nature/NatureUtil.h>
void al:: approachFireSurfaceRate(LiveActor*,
const FireSurfaceFinder*,
f32,
f32,
f32)
#include <l/Library/Nature/NatureUtil.h>
void al:: keepWaterSurfaceHeight(LiveActor*,
const WaterSurfaceFinder*,
f32)
#include <l/Library/Nature/NatureUtil.h>
void al:: syncWaterSurfaceTrans(LiveActor*,
const WaterSurfaceFinder*)
#include <l/Library/Nature/NatureUtil.h>
void al:: syncFireSurfaceTrans(LiveActor*,
const FireSurfaceFinder*)
#include <l/Library/Nature/NatureUtil.h>
void al:: syncWaterSurfaceTransH(LiveActor*,
const WaterSurfaceFinder*)
#include <l/Library/Nature/NatureUtil.h>
void al:: blendWaterSurfaceTransH(LiveActor*,
const WaterSurfaceFinder*,
f32)
#include <l/Library/Nature/NatureUtil.h>
void al:: syncWaterSurfaceUp(LiveActor*,
const WaterSurfaceFinder*,
f32)
#include <l/Library/Nature/NatureUtil.h>
void al:: syncFireSurfaceUp(LiveActor*,
const FireSurfaceFinder*,
f32)
#include <l/Library/Nature/NatureUtil.h>
void al:: calcMatrixFromActorPoseAndWaterSurfaceH(sead:: Matrix34f*,
const WaterSurfaceFinder*,
const LiveActor*)
#include <l/Library/Nature/NatureUtil.h>
void al:: setNerve(IUseNerve* user,
const Nerve* nerve)
#include <l/Library/Nerve/NerveUtil.h>
void al:: setNerveAtStep(IUseNerve* user,
const Nerve* nerve,
s32 step)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isStep(const IUseNerve* user,
s32 step)
#include <l/Library/Nerve/NerveUtil.h>
void al:: setNerveAtGreaterEqualStep(IUseNerve* user,
const Nerve* nerve,
s32 step)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isNerve(const IUseNerve* user,
const Nerve* nerve)
#include <l/Library/Nerve/NerveUtil.h>
s32 al:: getNerveStep(const IUseNerve* user)
#include <l/Library/Nerve/NerveUtil.h>
const Nerve* al:: getCurrentNerve(const IUseNerve* user)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isFirstStep(const IUseNerve* user)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isGreaterStep(const IUseNerve* user,
s32 step)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isGreaterEqualStep(const IUseNerve* user,
s32 step)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isLessStep(const IUseNerve* user,
s32 step)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isLessEqualStep(const IUseNerve* user,
s32 step)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isInRangeStep(const IUseNerve* user,
s32 startStep,
s32 endStep)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isIntervalStep(const IUseNerve* user,
s32 interval,
s32 offset)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isIntervalOnOffStep(const IUseNerve* user,
s32 interval,
s32 offset)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isNewNerve(const IUseNerve* user)
#include <l/Library/Nerve/NerveUtil.h>
s32 al:: calcNerveInterval(const IUseNerve* user,
s32 interval,
s32 offset)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveRate(const IUseNerve* user,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveRate(const IUseNerve* user,
s32 min,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseInRate(const IUseNerve* user,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseInRate(const IUseNerve* user,
s32 min,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseOutRate(const IUseNerve* user,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseOutRate(const IUseNerve* user,
s32 min,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseInOutRate(const IUseNerve* user,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseInOutRate(const IUseNerve* user,
s32 min,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveSquareInRate(const IUseNerve* user,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveSquareInRate(const IUseNerve* user,
s32 min,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveSquareOutRate(const IUseNerve* user,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveSquareOutRate(const IUseNerve* user,
s32 min,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseByTypeRate(const IUseNerve* user,
s32 max,
s32 type)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseByTypeRate(const IUseNerve* user,
s32 min,
s32 max,
s32 type)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNervePowerInRate(const IUseNerve* user,
s32 max,
f32 power)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNervePowerInRate(const IUseNerve* user,
s32 min,
s32 max,
f32 power)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNervePowerOutRate(const IUseNerve* user,
s32 max,
f32 power)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNervePowerOutRate(const IUseNerve* user,
s32 min,
s32 max,
f32 power)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveJumpRate(const IUseNerve* user,
s32 inMax,
s32 upDuration,
s32 release)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseInValue(const IUseNerve* user,
s32 min,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveStartEndRate(const IUseNerve* user,
s32 inMax,
s32 upDuration,
s32 release)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseInOutValue(const IUseNerve* user,
s32 min,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveValue(const IUseNerve* user,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveValue(const IUseNerve* user,
s32 min,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseInValue(const IUseNerve* user,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseOutValue(const IUseNerve* user,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseOutValue(const IUseNerve* user,
s32 min,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseInOutValue(const IUseNerve* user,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveSquareInValue(const IUseNerve* user,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveSquareInValue(const IUseNerve* user,
s32 min,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveSquareOutValue(const IUseNerve* user,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveSquareOutValue(const IUseNerve* user,
s32 min,
s32 max,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseByTypeValue(const IUseNerve* user,
s32 max,
f32 start,
f32 end,
s32 type)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveEaseByTypeValue(const IUseNerve* user,
s32 min,
s32 max,
f32 start,
f32 end,
s32 type)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveCosCycle(const IUseNerve* user,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveSinCycle(const IUseNerve* user,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveRepeatRate(const IUseNerve* user,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveRepeatDegree(const IUseNerve* user,
s32 max)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveJumpValue(const IUseNerve* user,
s32 inMax,
s32 upDuration,
s32 release,
f32 factor)
#include <l/Library/Nerve/NerveUtil.h>
f32 al:: calcNerveStartEndValue(const IUseNerve* user,
s32 inMax,
s32 upDuration,
s32 release,
f32 start,
f32 end)
#include <l/Library/Nerve/NerveUtil.h>
void al:: initNerveState(IUseNerve* user,
NerveStateBase* state,
const Nerve* nerve,
const char* name)
#include <l/Library/Nerve/NerveUtil.h>
void al:: addNerveState(IUseNerve* user,
NerveStateBase* state,
const Nerve* nerve,
const char* name)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: updateNerveState(IUseNerve* user)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: updateNerveStateAndNextNerve(IUseNerve* user,
const Nerve* nerve)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isStateEnd(const IUseNerve* user)
#include <l/Library/Nerve/NerveUtil.h>
bool al:: isAnyNfcTagDetected(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isNormalNfc(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isAmiibo(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isEqualUniqueNfcId(const NfpInfo& nfpInfoA,
const NfpInfo& nfpInfoB)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isEqualUniqueNfcId(const nn:: nfp:: TagInfo& tagInfoA,
const nn:: nfp:: TagInfo& tagInfoB)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isEqualCharacterId(const NfpInfo& nfpInfo,
NfpCharacterId characterId)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isEqualCharacterId(const nn:: nfp:: ModelInfo& modelInfo,
const NfpCharacterId& characterId)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isEqualCharacterIdBase(const NfpInfo& nfpInfo,
NfpCharacterId characterId)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isEqualNumberingId(const NfpInfo& nfpInfo,
s32 numberingId)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isEqualNumberingId(const nn:: nfp:: ModelInfo& modelInfo,
s32 numberingId)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: tryGetCharacterId(NfpCharacterId* characterId,
const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: tryGetNumberingId(s32* numberingId,
const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isCharacterIdBaseMario(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isCharacterIdBaseDrMario(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isCharacterIdBasePeach(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isCharacterIdBaseKoopa(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isCharacterIdBaseYoshi(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isCharacterIdBaseKinopio(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isNeedFormat(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isNeedRestore(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isNeedRegister(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isNeedRegisterNickName(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isValidRegisterInfo(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
void al:: getAmiiboOwnerName(sead:: BufferedSafeStringBase<char16>* ownerName,
const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
void al:: getAmiiboNickName(sead:: BufferedSafeStringBase<char16>* nickName,
const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isInvalidFormatVersion(const NfpInfo& nfpInfo)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isEqualCharacterIdBase(const nn:: nfp:: ModelInfo& modelInfo,
const NfpCharacterId& characterId)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isEqualUniqueNfcId(const nn:: nfp:: TagInfo& tagInfoA,
const NfpInfo& nfpInfoB)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isEqualUniqueNfcId(const nn:: nfp:: TagId& tagIdA,
const nn:: nfp:: TagId& tagIdB)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isNfpTriggerTouch(NfpDirector*,
s32)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: tryGetTriggerTouchNfpInfo(NfpDirector*,
s32)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isNfpError(NfpDirector*,
s32)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isNfpErrorDisableNfcDevice(const nn:: Result&)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isNfpErrorBreakTagDisableRestore(const nn:: Result&)
#include <l/Library/Nfp/NfpFunction.h>
bool al:: isNfpErrorBreakTagEnableRestore(const nn:: Result&)
#include <l/Library/Nfp/NfpFunction.h>
void al:: showNfpErrorApplet(const nn:: Result&)
#include <l/Library/Nfp/NfpFunction.h>
CollisionObj* al:: createCollisionObj(const LiveActor* parent,
const ActorInitInfo& info,
const char* collisionFileName,
HitSensor* hitSensor,
const char* joinMtxName,
const char* suffix)
#include <l/Library/Obj/PartsFunction.h>
CollisionObj* al:: createCollisionObjMtx(const LiveActor* parent,
const ActorInitInfo& info,
const char* collisionFileName,
HitSensor* hitSensor,
const sead:: Matrix34f* joinMtx,
const char* suffix)
#include <l/Library/Obj/PartsFunction.h>
PartsModel* al:: createPartsModel(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const sead:: Matrix34f*)
#include <l/Library/Obj/PartsFunction.h>
PartsModel* al:: createPartsModelFile(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*)
#include <l/Library/Obj/PartsFunction.h>
PartsModel* al:: createPartsModelFileSuffix(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*,
const char*)
#include <l/Library/Obj/PartsFunction.h>
PartsModel* al:: createSimplePartsModel(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*)
#include <l/Library/Obj/PartsFunction.h>
PartsModel* al:: createSimplePartsModelSuffix(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*,
const char*)
#include <l/Library/Obj/PartsFunction.h>
PartsModel* al:: createPartsModelSuffix(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*,
const sead:: Matrix34f*)
#include <l/Library/Obj/PartsFunction.h>
PartsModel* al:: createPartsModelJoint(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*)
#include <l/Library/Obj/PartsFunction.h>
PartsModel* al:: createPartsModelSuffixJoint(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*,
const char*)
#include <l/Library/Obj/PartsFunction.h>
void al:: appearBreakModelRandomRotateY(LiveActor*)
#include <l/Library/Obj/PartsFunction.h>
bool al:: updateSyncHostVisible(bool*,
LiveActor*,
const LiveActor*,
bool)
#include <l/Library/Obj/PartsFunction.h>
bool al:: isTraceModelRandomRotate(const LiveActor* actor)
#include <l/Library/Obj/PartsFunction.h>
BreakModel* al:: createBreakModel(const LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*,
const sead:: Matrix34f*,
const char*)
#include <l/Library/Obj/PartsFunction.h>
HostSyncTowerCamera* al:: createHostSyncTowerCamera(LiveActor*,
const ActorInitInfo&)
#include <l/Library/Obj/PartsFunction.h>
void al:: activateHostSyncTowerCamera(HostSyncTowerCamera*)
#include <l/Library/Obj/PartsFunction.h>
void al:: deactivateHostSyncTowerCamera(HostSyncTowerCamera*)
#include <l/Library/Obj/PartsFunction.h>
void al:: updateHostSyncTowerCamera(HostSyncTowerCamera*)
#include <l/Library/Obj/PartsFunction.h>
KeyMoveCameraObj* al:: tryCreateLinksKeyMoveCameraObj(const ActorInitInfo&,
const char*)
#include <l/Library/Obj/PartsFunction.h>
KeyMoveCameraObj* al:: tryCreateLinksKeyMoveCameraObjWithInterpole(const ActorInitInfo&,
const char*)
#include <l/Library/Obj/PartsFunction.h>
bool al:: isValidInfo(const PlacementInfo& placementInfo)
bool al:: isPlaced(const ActorInitInfo& initInfo)
void al:: getObjectName(const char** name,
const ActorInitInfo& initInfo)
void al:: getObjectName(const char** name,
const PlacementInfo& placementInfo)
bool al:: tryGetObjectName(const char** name,
const ActorInitInfo& initInfo)
bool al:: tryGetObjectName(const char** name,
const PlacementInfo& placementInfo)
bool al:: isObjectName(const ActorInitInfo& initInfo,
const char* name)
bool al:: isObjectName(const PlacementInfo& placementInfo,
const char* name)
bool al:: isObjectNameSubStr(const ActorInitInfo& initInfo,
const char* name)
bool al:: isObjectNameSubStr(const PlacementInfo& placementInfo,
const char* name)
void al:: getClassName(const char** name,
const ActorInitInfo& initInfo)
void al:: getClassName(const char** name,
const PlacementInfo& placementInfo)
bool al:: tryGetClassName(const char** name,
const ActorInitInfo& initInfo)
bool al:: tryGetClassName(const char** name,
const PlacementInfo& placementInfo)
bool al:: isClassName(const ActorInitInfo& initInfo,
const char* name)
bool al:: isClassName(const PlacementInfo& placementInfo,
const char* name)
void al:: getDisplayName(const char** name,
const ActorInitInfo& initInfo)
void al:: getDisplayName(const char** name,
const PlacementInfo& placementInfo)
bool al:: tryGetDisplayName(const char** name,
const ActorInitInfo& initInfo)
bool al:: tryGetDisplayName(const char** name,
const PlacementInfo& placementInfo)
void al:: getPlacementTargetFile(const char** targetFile,
const PlacementInfo& placementInfo)
void al:: getTrans(sead:: Vector3f* trans,
const ActorInitInfo& initInfo)
void al:: getTrans(sead:: Vector3f* trans,
const PlacementInfo& placementInfo)
void al:: multZoneMtx(sead:: Vector3f* trans,
const PlacementInfo& placementInfo)
bool al:: tryGetTrans(sead:: Vector3f* trans,
const ActorInitInfo& initInfo)
bool al:: tryGetTrans(sead:: Vector3f* trans,
const PlacementInfo& placementInfo)
void al:: getRotate(sead:: Vector3f* rotate,
const PlacementInfo& placementInfo)
bool al:: tryGetRotate(sead:: Vector3f* rotate,
const ActorInitInfo& initInfo)
template<typename T>
void al:: getRotation(sead:: Vector3f* v,
const sead:: Matrix34f& n)
bool al:: tryGetRotate(sead:: Vector3f* rotate,
const PlacementInfo& placementInfo)
bool al:: tryGetZoneMatrixTR(sead:: Matrix34f* matrix,
const PlacementInfo& placementInfo)
void al:: getQuat(sead:: Quatf* quat,
const ActorInitInfo& initInfo)
void al:: getQuat(sead:: Quatf* quat,
const PlacementInfo& placementInfo)
bool al:: tryGetQuat(sead:: Quatf* quat,
const ActorInitInfo& initInfo)
bool al:: tryGetQuat(sead:: Quatf* quat,
const PlacementInfo& placementInfo)
void al:: getScale(sead:: Vector3f* scale,
const PlacementInfo& placementInfo)
void al:: getScale(f32* x,
f32* y,
f32* z,
const PlacementInfo& placementInfo)
bool al:: tryGetScale(sead:: Vector3f* scale,
const ActorInitInfo& initInfo)
bool al:: tryGetScale(sead:: Vector3f* scale,
const PlacementInfo& placementInfo)
void al:: getSide(sead:: Vector3f* side,
const ActorInitInfo& initInfo)
void al:: getSide(sead:: Vector3f* side,
const PlacementInfo& placementInfo)
bool al:: tryGetSide(sead:: Vector3f* side,
const ActorInitInfo& initInfo)
bool al:: tryGetSide(sead:: Vector3f* side,
const PlacementInfo& placementInfo)
void al:: getUp(sead:: Vector3f* up,
const ActorInitInfo& initInfo)
void al:: getUp(sead:: Vector3f* up,
const PlacementInfo& placementInfo)
bool al:: tryGetUp(sead:: Vector3f* up,
const ActorInitInfo& initInfo)
bool al:: tryGetUp(sead:: Vector3f* up,
const PlacementInfo& placementInfo)
void al:: getFront(sead:: Vector3f* front,
const ActorInitInfo& initInfo)
void al:: getFront(sead:: Vector3f* front,
const PlacementInfo& placementInfo)
bool al:: tryGetFront(sead:: Vector3f* front,
const ActorInitInfo& initInfo)
bool al:: tryGetFront(sead:: Vector3f* front,
const PlacementInfo& placementInfo)
bool al:: tryGetLocalAxis(sead:: Vector3f* dir,
const ActorInitInfo& initInfo,
s32 axis)
bool al:: tryGetLocalAxis(sead:: Vector3f* dir,
const PlacementInfo& placementInfo,
s32 axis)
bool al:: tryGetLocalSignAxis(sead:: Vector3f* dir,
const ActorInitInfo& initInfo,
s32 axis)
bool al:: tryGetLocalSignAxis(sead:: Vector3f* dir,
const PlacementInfo& placementInfo,
s32 axis)
bool al:: tryGetMatrixTR(sead:: Matrix34f* matrix,
const ActorInitInfo& initInfo)
bool al:: tryGetMatrixTR(sead:: Matrix34f* matrix,
const PlacementInfo& placementInfo)
bool al:: tryGetMatrixTRS(sead:: Matrix34f* matrix,
const ActorInitInfo& initInfo)
bool al:: tryGetMatrixTRS(sead:: Matrix34f* matrix,
const PlacementInfo& placementInfo)
bool al:: tryGetInvertMatrixTR(sead:: Matrix34f* matrix,
const ActorInitInfo& initInfo)
bool al:: tryGetInvertMatrixTR(sead:: Matrix34f* matrix,
const PlacementInfo& placementInfo)
void al:: calcMatrixMultParent(sead:: Matrix34f* matrix,
const ActorInitInfo& initInfo1,
const ActorInitInfo& initInfo2)
void al:: calcMatrixMultParent(sead:: Matrix34f* matrix,
const PlacementInfo& placementInfo1,
const PlacementInfo& placementInfo2)
void al:: getArg(s32* arg,
const ActorInitInfo& initInfo,
const char* key)
void al:: getArg(s32* arg,
const PlacementInfo& placementInfo,
const char* key)
bool al:: tryGetArg(s32* arg,
const ActorInitInfo& initInfo,
const char* key)
bool al:: tryGetArg(s32* arg,
const PlacementInfo& placementInfo,
const char* key)
void al:: getArg(f32* arg,
const ActorInitInfo& initInfo,
const char* key)
void al:: getArg(f32* arg,
const PlacementInfo& placementInfo,
const char* key)
bool al:: tryGetArg(f32* arg,
const ActorInitInfo& initInfo,
const char* key)
bool al:: tryGetArg(f32* arg,
const PlacementInfo& placementInfo,
const char* key)
void al:: getArg(bool* arg,
const ActorInitInfo& initInfo,
const char* key)
void al:: getArg(bool* arg,
const PlacementInfo& placementInfo,
const char* key)
bool al:: tryGetArg(bool* arg,
const ActorInitInfo& initInfo,
const char* key)
bool al:: tryGetArg(bool* arg,
const PlacementInfo& placementInfo,
const char* key)
s32 al:: getArgS32(const ActorInitInfo& actorInitInfo,
const char* key)
f32 al:: getArgF32(const ActorInitInfo& actorInitInfo,
const char* key)
void al:: getArgV3f(sead:: Vector3f* arg,
const ActorInitInfo& actorInitInfo,
const char* key)
void al:: getArgV3f(sead:: Vector3f* arg,
const PlacementInfo& placementInfo,
const char* key)
bool al:: tryGetArgV3f(sead:: Vector3f* arg,
const ActorInitInfo& actorInitInfo,
const char* key)
bool al:: tryGetArgV3f(sead:: Vector3f* arg,
const PlacementInfo& placementInfo,
const char* key)
bool al:: isArgBool(const ActorInitInfo& initInfo,
const char* key)
bool al:: isArgBool(const PlacementInfo& placementInfo,
const char* key)
bool al:: isArgString(const ActorInitInfo& initInfo,
const char* key,
const char* arg)
bool al:: isArgString(const PlacementInfo& placementInfo,
const char* key,
const char* arg)
void al:: getStringArg(const char** arg,
const ActorInitInfo& initInfo,
const char* key)
void al:: getStringArg(const char** arg,
const PlacementInfo& placementInfo,
const char* key)
void al:: getStringArg(const char** arg,
const AreaInitInfo& initInfo,
const char* key)
const char* al:: getStringArg(const ActorInitInfo& initInfo,
const char* key)
const char* al:: getStringArg(const PlacementInfo& placementInfo,
const char* key)
const char* al:: getStringArg(const AreaInitInfo& initInfo,
const char* key)
bool al:: tryGetStringArg(const char** arg,
const ActorInitInfo& initInfo,
const char* key)
bool al:: tryGetStringArg(const char** arg,
const PlacementInfo& initInfo,
const char* key)
bool al:: tryGetStringArg(const char** arg,
const AreaInitInfo& initInfo,
const char* key)
bool al:: tryGetArgV2f(sead:: Vector2f* arg,
const ActorInitInfo& initInfo,
const char* key)
bool al:: tryGetArgV2f(sead:: Vector2f* arg,
const PlacementInfo& initInfo,
const char* key)
bool al:: tryGetArgColor(sead:: Color4f* arg,
const ActorInitInfo& initInfo,
const char* key)
bool al:: tryGetArgColor(sead:: Color4f* arg,
const PlacementInfo& initInfo,
const char* key)
void al:: getLayerConfigName(const char** name,
const ActorInitInfo& initInfo)
void al:: getLayerConfigName(const char** name,
const PlacementInfo& initInfo)
bool al:: tryGetZoneNameIfExist(const char** name,
const PlacementInfo& placementInfo)
void al:: getPlacementId(PlacementId* placementId,
const PlacementInfo& placementInfo)
bool al:: tryGetBoolArgOrFalse(const ActorInitInfo& initInfo,
const char* key)
s32 al:: getCountPlacementInfo(const PlacementInfo& placementInfo)
void al:: getPlacementInfoByKey(PlacementInfo* outPlacementInfo,
const PlacementInfo& placementInfo,
const char* key)
bool al:: tryGetPlacementInfoByKey(PlacementInfo* outPlacementInfo,
const PlacementInfo& placementInfo,
const char* key)
void al:: getPlacementInfoByIndex(PlacementInfo* outPlacementInfo,
const PlacementInfo& placementInfo,
s32 index)
bool al:: tryGetPlacementInfoByIndex(PlacementInfo* outPlacementInfo,
const PlacementInfo& placementInfo,
s32 index)
void al:: getPlacementInfoAndKeyNameByIndex(PlacementInfo* outPlacementInfo,
const char** outKey,
const PlacementInfo& placementInfo,
s32 index)
bool al:: tryGetPlacementInfoAndKeyNameByIndex(PlacementInfo* outPlacementInfo,
const char** outKey,
const PlacementInfo& placementInfo,
s32 index)
PlacementId* al:: createPlacementId(const ActorInitInfo& initInfo)
PlacementId* al:: createPlacementId(const PlacementInfo& placementInfo)
bool al:: tryGetPlacementId(PlacementId* placementId,
const ActorInitInfo& initInfo)
bool al:: tryGetPlacementId(PlacementId* placementId,
const PlacementInfo& placementInfo)
void al:: getPlacementId(PlacementId* placementId,
const ActorInitInfo& initInfo)
bool al:: isEqualPlacementId(const PlacementId& placementId,
const PlacementId& otherPlacementId)
bool al:: isEqualPlacementId(const PlacementInfo& placementInfo,
const PlacementInfo& otherPlacementInfo)
bool al:: isExistRail(const ActorInitInfo& initInfo,
const char* linkName)
bool al:: tryGetRailIter(PlacementInfo* railPlacementInfo,
const PlacementInfo& placementInfo,
const char* linkName)
bool al:: tryGetLinksInfo(PlacementInfo* railPlacementInfo,
const PlacementInfo& placementInfo,
const char* linkName)
bool al:: tryGetMoveParameterRailIter(PlacementInfo* railPlacementInfo,
const PlacementInfo& placementInfo)
bool al:: tryGetRailPointPos(sead:: Vector3f* railPoint,
const PlacementInfo& placementInfo)
void al:: getRailPointHandlePrev(sead:: Vector3f* railPoint,
const PlacementInfo& placementInfo)
bool al:: tryGetRailPointHandlePrev(sead:: Vector3f* railPoint,
const PlacementInfo& placementInfo)
void al:: getRailPointHandleNext(sead:: Vector3f* railPoint,
const PlacementInfo& placementInfo)
bool al:: tryGetRailPointHandleNext(sead:: Vector3f* railPoint,
const PlacementInfo& placementInfo)
bool al:: isExistGraphRider(const ActorInitInfo& initInfo)
s32 al:: calcLinkChildNum(const ActorInitInfo& initInfo,
const char* linkName)
s32 al:: calcLinkChildNum(const PlacementInfo& placementInfo,
const char* linkName)
bool al:: isExistLinkChild(const ActorInitInfo& initInfo,
const char* linkName,
s32 index)
bool al:: isExistLinkChild(const PlacementInfo& placementInfo,
const char* linkName,
s32 index)
bool al:: isExistLinkChild(const AreaInitInfo& initInfo,
const char* linkName,
s32 index)
s32 al:: calcLinkNestNum(const ActorInitInfo& initInfo,
const char* linkName)
s32 al:: calcLinkNestNum(const PlacementInfo& placementInfo,
const char* linkName)
void al:: getLinksInfo(PlacementInfo* linkPlacementInfo,
const PlacementInfo& placementInfo,
const char* linkName)
void al:: getLinksInfoByIndex(PlacementInfo* linkPlacementInfo,
const PlacementInfo& placementInfo,
const char* linkName,
s32 index)
void al:: getLinksInfo(PlacementInfo* linkPlacementInfo,
const ActorInitInfo& initInfo,
const char* linkName)
void al:: getLinksInfoByIndex(PlacementInfo* linkPlacementInfo,
const ActorInitInfo& initInfo,
const char* linkName,
s32 index)
bool al:: tryGetLinksInfo(PlacementInfo* linkPlacementInfo,
const ActorInitInfo& initInfo,
const char* linkName)
void al:: getLinksMatrix(sead:: Matrix34f* matrix,
const ActorInitInfo& initInfo,
const char* linkName)
void al:: getLinksMatrixByIndex(sead:: Matrix34f* matrix,
const ActorInitInfo& initInfo,
const char* linkName,
s32 index)
void al:: getLinkTR(sead:: Vector3f* trans,
sead:: Vector3f* rotate,
const PlacementInfo& placementInfo,
const char* linkName)
void al:: getLinkTR(sead:: Vector3f* trans,
sead:: Vector3f* rotate,
const ActorInitInfo& initInfo,
const char* linkName)
void al:: getLinkTR(sead:: Vector3f* trans,
sead:: Vector3f* rotate,
const AreaInitInfo& initInfo,
const char* linkName)
void al:: getLinksQT(sead:: Quatf* quat,
sead:: Vector3f* trans,
const ActorInitInfo& initInfo,
const char* linkName)
void al:: getLinksQT(sead:: Quatf* quat,
sead:: Vector3f* trans,
const PlacementInfo& placementInfo,
const char* linkName)
bool al:: tryGetLinksQT(sead:: Quatf* quat,
sead:: Vector3f* trans,
const ActorInitInfo& initInfo,
const char* linkName)
bool al:: tryGetLinksQTS(sead:: Quatf* quat,
sead:: Vector3f* trans,
sead:: Vector3f* scale,
const ActorInitInfo& initInfo,
const char* linkName)
bool al:: tryGetLinksMatrixTR(sead:: Matrix34f* matrix,
const ActorInitInfo& initInfo,
const char* linkName)
bool al:: tryGetLinksMatrixTR(sead:: Matrix34f* matrix,
const AreaInitInfo& initInfo,
const char* linkName)
bool al:: tryGetLinksMatrixTRS(sead:: Matrix34f* matrix,
const ActorInitInfo& initInfo,
const char* linkName)
bool al:: tryGetLinksTrans(sead:: Vector3f* trans,
const ActorInitInfo& initInfo,
const char* linkName)
bool al:: tryGetLinksTrans(sead:: Vector3f* trans,
const PlacementInfo& placementInfo,
const char* linkName)
bool al:: tryGetLinksQuat(sead:: Quatf* quat,
const ActorInitInfo& initInfo,
const char* linkName)
bool al:: tryGetLinksTR(sead:: Vector3f* trans,
sead:: Vector3f* rotate,
const ActorInitInfo& initInfo,
const char* linkName)
void al:: getChildTrans(sead:: Vector3f* trans,
const PlacementInfo& placementInfo,
const char* linkName)
void al:: getChildTrans(sead:: Vector3f* trans,
const ActorInitInfo& initInfo,
const char* linkName)
void al:: getChildTrans(sead:: Vector3f* trans,
const AreaInitInfo& initInfo,
const char* linkName)
void al:: getChildLinkT(sead:: Vector3f* trans,
const ActorInitInfo& initInfo,
const char* linkName,
s32 index)
void al:: getChildLinkTR(sead:: Vector3f* trans,
sead:: Vector3f* rotate,
const ActorInitInfo& initInfo,
const char* linkName,
s32 index)
s32 al:: calcMatchNameLinkCount(const PlacementInfo& placementInfo,
const char* linkName)
s32 al:: calcLinkCountClassName(const PlacementInfo& placementInfo,
const char* linkName)
bool al:: tryGetZoneMatrixTR(sead:: Matrix34f* matrix,
const ActorInitInfo& initInfo)
bool al:: tryGetDisplayOffset(sead:: Vector3f* offset,
const ActorInitInfo& initInfo)
bool al:: tryGetDisplayOffset(sead:: Vector3f* offset,
const PlacementInfo& placementInfo)
bool al:: tryGetChildDisplayOffset(sead:: Vector3f* offset,
const ActorInitInfo& initInfo,
const char* linkName)
bool al:: tryGetDisplayRotate(sead:: Vector3f* rotate,
const ActorInitInfo& initInfo)
bool al:: tryGetDisplayScale(sead:: Vector3f* scale,
const ActorInitInfo& initInfo)
StringTmp<128> al:: makeStringPlacementId(const PlacementId* placementId)
#include <l/Library/Placement/PlacementId.h>
void al:: startAppear(LayoutActor* layout)
BalloonMessage* al:: createBalloonMessage(const LiveActor* hostActor,
const ActorInitInfo& info,
const BalloonMessageInitParam& initParam)
BalloonMessage* al:: createBalloonMessageNoAutoUpdate(const LiveActor* hostActor,
const ActorInitInfo& info,
const BalloonMessageInitParam& initParam)
BalloonMessage* al:: createBalloonMessage(const LiveActor* hostActor,
const ActorInitInfo& info)
BalloonMessage* al:: createBalloonMessage(const LiveActor* hostActor,
const ActorInitInfo& info,
const char* message)
SimpleLayoutText* al:: createSimpleLayoutText(const ActorInitInfo& info,
const char* name,
const char* paneName,
const char* archiveName)
void al:: addPlayerAccelStick(LiveActor*,
sead:: Vector3f*,
f32,
s32,
const sead:: Matrix34f*)
#include <l/Library/Player/PlayerFunction.h>
void al:: addPlayerAccelStickGravity(LiveActor*,
sead:: Vector3f*,
f32,
const sead:: Vector3f&,
s32,
const sead:: Matrix34f*)
#include <l/Library/Player/PlayerFunction.h>
void al:: addPlayerAccelInputGravity(LiveActor*,
sead:: Vector3f*,
const sead:: Vector2f&,
f32,
const sead:: Vector3f&,
const sead:: Matrix34f*)
#include <l/Library/Player/PlayerFunction.h>
bool al:: tryCalcTouchWorldPosPlane(const IUseCamera*,
sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <l/Library/Player/PlayerFunction.h>
bool al:: tryCalcTouchWorldPosPlaneXZ(const IUseCamera*,
sead:: Vector3f*,
f32)
#include <l/Library/Player/PlayerFunction.h>
s32 al:: getPlayerNumMax(const PlayerHolder* holder)
#include <l/Library/Player/PlayerUtil.h>
s32 al:: getAlivePlayerNum(const PlayerHolder* holder)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: getPlayerActor(const PlayerHolder* holder,
s32 index)
#include <l/Library/Player/PlayerUtil.h>
const sead:: Vector3f& al:: getPlayerPos(const PlayerHolder* holder,
s32 index)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: tryGetPlayerActor(const PlayerHolder* holder,
s32 index)
#include <l/Library/Player/PlayerUtil.h>
bool al:: isPlayerDead(const PlayerHolder* holder,
s32 index)
#include <l/Library/Player/PlayerUtil.h>
bool al:: isPlayerAreaTarget(const PlayerHolder* holder,
s32 index)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: tryFindAlivePlayerActorFirst(const PlayerHolder* holder)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: findAlivePlayerActorFirst(const PlayerHolder* holder)
#include <l/Library/Player/PlayerUtil.h>
s32 al:: getPlayerNumMax(const LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
s32 al:: getAlivePlayerNum(const LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: getPlayerActor(const LiveActor*,
s32)
#include <l/Library/Player/PlayerUtil.h>
const sead:: Vector3f& al:: getPlayerPos(const LiveActor*,
s32)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: tryGetPlayerActor(const LiveActor*,
s32)
#include <l/Library/Player/PlayerUtil.h>
bool al:: isPlayerDead(const LiveActor*,
s32)
#include <l/Library/Player/PlayerUtil.h>
bool al:: isPlayerAreaTarget(const LiveActor*,
s32)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: tryFindAlivePlayerActorFirst(const LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: findAlivePlayerActorFirst(const LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
PadRumbleKeeper* al:: getPlayerPadRumbleKeeper(const LiveActor*,
s32)
#include <l/Library/Player/PlayerUtil.h>
s32 al:: getPlayerPort(const PlayerHolder*,
s32)
#include <l/Library/Player/PlayerUtil.h>
s32 al:: getPlayerPort(const LiveActor*,
s32)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: findAlivePlayerActorFromPort(const PlayerHolder*,
s32)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: tryFindAlivePlayerActorFromPort(const PlayerHolder*,
s32)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: findAlivePlayerActorFromPort(const LiveActor*,
s32)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: tryFindAlivePlayerActorFromPort(const LiveActor*,
s32)
#include <l/Library/Player/PlayerUtil.h>
s32 al:: findNearestPlayerId(const LiveActor*,
f32)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: findNearestPlayerActor(const LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: tryFindNearestPlayerActor(const LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
const sead:: Vector3f& al:: findNearestPlayerPos(const LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
bool al:: tryFindNearestPlayerPos(sead:: Vector3f*,
const LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
bool al:: tryFindNearestPlayerDisatanceFromTarget(f32*,
const LiveActor*,
const sead:: Vector3f&)
#include <l/Library/Player/PlayerUtil.h>
bool al:: isNearPlayer(const LiveActor*,
f32)
#include <l/Library/Player/PlayerUtil.h>
bool al:: isNearPlayerH(const LiveActor*,
f32)
#include <l/Library/Player/PlayerUtil.h>
bool al:: isNearPlayerHCondition(const LiveActor*,
f32,
bool(*)(const LiveActor*))
#include <l/Library/Player/PlayerUtil.h>
const sead:: Vector3f& al:: getFarPlayerPosMaxX(const LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
const sead:: Vector3f& al:: getFarPlayerPosMinX(const LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
u32 al:: calcPlayerListOrderByDistance(const LiveActor*,
const LiveActor**,
u32)
#include <l/Library/Player/PlayerUtil.h>
u32 al:: calcAlivePlayerActor(const LiveActor*,
const LiveActor**,
u32)
#include <l/Library/Player/PlayerUtil.h>
LiveActor* al:: tryFindNearestPlayerActorCondition(const LiveActor*,
bool(*)(const LiveActor*))
#include <l/Library/Player/PlayerUtil.h>
bool al:: tryFindNearestPlayerPosCondition(sead:: Vector3f*,
const LiveActor*,
bool(*)(const LiveActor*))
#include <l/Library/Player/PlayerUtil.h>
bool al:: isResetablePlayerPos(const LiveActor*,
const sead:: Vector3f&,
f32,
f32)
#include <l/Library/Player/PlayerUtil.h>
bool al:: isResetablePlayerPos(const LiveActor*,
f32)
#include <l/Library/Player/PlayerUtil.h>
void al:: faceToPlayer(LiveActor*)
#include <l/Library/Player/PlayerUtil.h>
RailKeeper* al:: createRailKeeper(const PlacementInfo& info,
const char* linkName)
#include <l/Library/Rail/RailKeeper.h>
RailKeeper* al:: tryCreateRailKeeper(const PlacementInfo& info,
const char* linkName)
#include <l/Library/Rail/RailKeeper.h>
RailKeeper* al:: createRailKeeperIndex(const PlacementInfo& info,
s32 linkIndex,
const char* linkName)
#include <l/Library/Rail/RailKeeper.h>
void al:: setRailPosToStart(IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
void al:: setRailPosToEnd(IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
void al:: setRailPosToNearestPos(IUseRail* railHolder,
const sead:: Vector3f&)
#include <l/Library/Rail/RailUtil.h>
void al:: setRailPosToCoord(IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: setRailPosToRailPoint(IUseRail* railHolder,
s32)
#include <l/Library/Rail/RailUtil.h>
void al:: setSyncRailToStart(LiveActor* actor)
#include <l/Library/Rail/RailUtil.h>
void al:: syncRailTrans(LiveActor* actor)
#include <l/Library/Rail/RailUtil.h>
void al:: setSyncRailToEnd(LiveActor* actor)
#include <l/Library/Rail/RailUtil.h>
void al:: setSyncRailToNearestPos(LiveActor* actor,
const sead:: Vector3f&)
#include <l/Library/Rail/RailUtil.h>
void al:: setSyncRailToNearestRailControlPoint(LiveActor* actor)
#include <l/Library/Rail/RailUtil.h>
void al:: setSyncRailToNearestPos(LiveActor* actor)
#include <l/Library/Rail/RailUtil.h>
void al:: setSyncRailToCoord(LiveActor* actor,
f32 coord)
#include <l/Library/Rail/RailUtil.h>
void al:: setSyncRailToRailPoint(LiveActor* actor,
s32)
#include <l/Library/Rail/RailUtil.h>
bool al:: moveRail(IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailReachedGoal(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: moveRailLoop(IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
f32 al:: getRailCoord(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailGoingToEnd(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
f32 al:: getRailTotalLength(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: moveRailTurn(IUseRail* railHolder,
f32,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: reverseRail(IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailReachedNearGoal(const IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
bool al:: turnToRailDir(LiveActor* actor,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: calcRailMoveDir(sead:: Vector3f*,
const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: turnToRailDirImmediately(LiveActor* actor)
#include <l/Library/Rail/RailUtil.h>
const sead:: Vector3f& al:: getRailPos(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: moveSyncRail(LiveActor* actor,
f32)
#include <l/Library/Rail/RailUtil.h>
bool al:: moveSyncRailLoop(LiveActor* actor,
f32 speed)
#include <l/Library/Rail/RailUtil.h>
bool al:: moveSyncRailTurn(LiveActor* actor,
f32 speed)
#include <l/Library/Rail/RailUtil.h>
f32 al:: calcNearestRailCoord(const IUseRail* railHolder,
const sead:: Vector3f&)
#include <l/Library/Rail/RailUtil.h>
f32 al:: calcNearestRailPos(sead:: Vector3f*,
const IUseRail* railHolder,
const sead:: Vector3f&)
#include <l/Library/Rail/RailUtil.h>
void al:: calcNearestRailDir(sead:: Vector3f*,
const IUseRail* railHolder,
const sead:: Vector3f&)
#include <l/Library/Rail/RailUtil.h>
void al:: calcNearestRailPosAndDir(sead:: Vector3f*,
sead:: Vector3f*,
const IUseRail* railHolder,
const sead:: Vector3f&)
#include <l/Library/Rail/RailUtil.h>
void al:: calcRailPosDir(sead:: Vector3f*,
sead:: Vector3f*,
const IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: calcRailPointPos(sead:: Vector3f*,
const IUseRail* railHolder,
s32)
#include <l/Library/Rail/RailUtil.h>
s32 al:: calcNearestRailPointNo(const IUseRail* railHolder,
const sead:: Vector3f&)
#include <l/Library/Rail/RailUtil.h>
s32 al:: calcNearestRailPointNo(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
s32 al:: calcCoordNearestRailPointNo(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
s32 al:: getRailPartIndex(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
f32 al:: calcRailPartRate(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: isLoopRail(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
s32 al:: getRailPointNum(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
f32 al:: calcNearestRailPointPosCoord(const IUseRail* railHolder,
const sead:: Vector3f&)
#include <l/Library/Rail/RailUtil.h>
f32 al:: calcRailCoordByPoint(const IUseRail* railHolder,
s32)
#include <l/Library/Rail/RailUtil.h>
void al:: calcRailUp(sead:: Vector3f*,
const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
PlacementInfo* al:: getRailPointInfo(const IUseRail* railHolder,
s32)
#include <l/Library/Rail/RailUtil.h>
s32 al:: getRailPointNo(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
s32 al:: getNextRailPointNo(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
f32 al:: calcRailToGoalLength(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
f32 al:: calcRailTotalRate(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
f32 al:: calcRailToNextRailPointLength(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
f32 al:: calcRailToPreviousRailPointLength(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
s32 al:: getRailNum(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
const sead:: Vector3f& al:: getRailDir(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailReachedEnd(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
f32 al:: getRailPartLength(const IUseRail* railHolder,
s32)
#include <l/Library/Rail/RailUtil.h>
bool al:: tryGetCurrentRailPointArg(f32*,
const IUseRail* railHolder,
const char*)
#include <l/Library/Rail/RailUtil.h>
bool al:: tryGetNextRailPointArg(f32*,
const IUseRail* railHolder,
const char*)
#include <l/Library/Rail/RailUtil.h>
bool al:: tryGetCurrentRailPointArg(s32*,
const IUseRail* railHolder,
const char*)
#include <l/Library/Rail/RailUtil.h>
bool al:: tryGetNextRailPointArg(s32*,
const IUseRail* railHolder,
const char*)
#include <l/Library/Rail/RailUtil.h>
bool al:: tryGetCurrentRailPointArg(bool*,
const IUseRail* railHolder,
const char*)
#include <l/Library/Rail/RailUtil.h>
bool al:: tryGetNextRailPointArg(bool*,
const IUseRail* railHolder,
const char*)
#include <l/Library/Rail/RailUtil.h>
bool al:: tryGetCurrentRailPointArg(const char**,
const IUseRail* railHolder,
const char*)
#include <l/Library/Rail/RailUtil.h>
bool al:: tryGetNextRailPointArg(const char**,
const IUseRail* railHolder,
const char*)
#include <l/Library/Rail/RailUtil.h>
bool al:: isExistRail(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailReachedStart(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailReachedNearGoal(const IUseRail* railHolder,
f32,
f32)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailReachedEdge(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailReachedNearRailPoint(const IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailIncludeBezierPart(const IUseRail* railHolder)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailBezierPart(const IUseRail* railHolder,
s32)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailPlusDir(const IUseRail* railHolder,
const sead:: Vector3f&)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailPlusPoseSide(const LiveActor* actor)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailPlusPoseUp(const LiveActor* actor)
#include <l/Library/Rail/RailUtil.h>
bool al:: isRailPlusPoseFront(const LiveActor* actor)
#include <l/Library/Rail/RailUtil.h>
void al:: calcRailPosAtCoord(sead:: Vector3f*,
const IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: calcRailDirAtCoord(sead:: Vector3f*,
const IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: calcRailPosFront(sead:: Vector3f*,
const IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: calcRailDirFront(sead:: Vector3f*,
const IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: calcRailPointPose(sead:: Quatf*,
const IUseRail* railHolder,
s32)
#include <l/Library/Rail/RailUtil.h>
s32 al:: calcRailPointNum(const IUseRail* railHolder,
f32,
f32)
#include <l/Library/Rail/RailUtil.h>
s32 al:: calcForwardRailPointNo(const IUseRail* railHolder,
s32)
#include <l/Library/Rail/RailUtil.h>
s32 al:: calcPreviousRailPointNo(const IUseRail* railHolder,
s32)
#include <l/Library/Rail/RailUtil.h>
void al:: calcRailClippingInfo(sead:: Vector3f*,
f32*,
const IUseRail* railHolder,
f32,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: setRailClippingInfo(sead:: Vector3f*,
LiveActor* actor,
f32,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: calcAndSyncMoveFitRailDir(IUseRail* railHolder,
sead:: Vector3f*,
f32,
const sead:: Vector3f&,
const sead:: Vector3f&,
bool)
#include <l/Library/Rail/RailUtil.h>
void al:: calcAndSyncMoveFitRailDir(LiveActor* actor,
sead:: Vector3f*,
f32,
bool)
#include <l/Library/Rail/RailUtil.h>
LiveActorGroup* al:: createRailModelGroup(const IUseRail* railHolder,
const ActorInitInfo&,
const char*,
const char*)
#include <l/Library/Rail/RailUtil.h>
s32 al:: calcRailDivideNum(const IUseRail* railHolder,
f32,
bool)
#include <l/Library/Rail/RailUtil.h>
s32 al:: calcRailDivideForcePointNum(const IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
s32 al:: calcRailDivideEquallyNum(const IUseRail* railHolder,
f32)
#include <l/Library/Rail/RailUtil.h>
void al:: placementRailDivide(const IUseRail* railHolder,
f32,
bool,
const RailPlacementCallBack&)
#include <l/Library/Rail/RailUtil.h>
void al:: placementRailDivideForcePoint(const IUseRail* railHolder,
f32,
const RailPlacementCallBack&)
#include <l/Library/Rail/RailUtil.h>
void al:: placementRailDivideEqually(const IUseRail* railHolder,
f32,
const RailPlacementCallBack&)
#include <l/Library/Rail/RailUtil.h>
void al:: addResourceCategory(const sead:: SafeString&,
s32,
sead:: Heap*)
bool al:: isEmptyCategoryResource(const sead:: SafeString&)
void al:: createCategoryResourceAll(const sead:: SafeString&)
void al:: removeResourceCategory(const sead:: SafeString&)
const char* al:: getResourceName(const Resource*)
const char* al:: getResourcePath(const Resource*)
bool al:: isExistResGraphicsFile(const Resource*)
Resource* al:: findResource(const sead:: SafeString&)
Resource* al:: findOrCreateResource(const sead:: SafeString& path,
const char* ext)
Resource* al:: findOrCreateResourceCategory(const sead:: SafeString& path,
const sead:: SafeString& category,
const char* ext)
Resource* al:: findOrCreateResourceEventData(const char*,
const char*)
Resource* al:: findOrCreateResourceSystemData(const char*,
const char*)
ActorResource* al:: findOrCreateActorResource(ActorResourceHolder*,
const char*,
const char*)
void al:: findOrCreateActorResourceWithAnimResource(ActorResourceHolder*,
const char*,
const char*,
const char*,
bool)
bool al:: isExistResourceYaml(const Resource*,
const char*,
const char*)
bool al:: isExistResourceYaml(const ActorResource*,
const char*,
const char*)
void al:: findResourceYaml(const Resource*,
const char*,
const char*)
void al:: findResourceYaml(const ActorResource*,
const char*,
const char*)
bool al:: tryFindStageParameterFileDesign(const sead:: SafeString&,
const sead:: SafeString&,
s32)
void al:: loadCategoryArchiveAll(const sead:: SafeString&)
void al:: setCurrentCategoryName(const char*)
void al:: resetCurrentCategoryName()
void al:: setCurrentCategoryNameDefault()
u8* al:: getBymlFromObjectResource(const sead:: SafeString&,
const sead:: SafeString&)
u8* al:: tryGetBymlFromObjectResource(const sead:: SafeString&,
const sead:: SafeString&)
u8* al:: getBymlFromLayoutResource(const sead:: SafeString&,
const sead:: SafeString&)
u8* al:: tryGetBymlFromLayoutResource(const sead:: SafeString&,
const sead:: SafeString&)
u8* al:: tryGetBymlFromArcName(const sead:: SafeString&,
const sead:: SafeString&)
u8* al:: getBymlFromArcName(const sead:: SafeString&,
const sead:: SafeString&)
u8* al:: getByml(const Resource*,
const sead:: SafeString&)
u8* al:: tryGetByml(const Resource*,
const sead:: SafeString&)
bool al:: setAudioPlayerToResourceSystem(SeadAudioPlayer*,
SeadAudioPlayer*)
ISceneObj* al:: createSceneObj(const IUseSceneObjHolder* objHolder,
s32 type)
#include <l/Library/Scene/SceneObjUtil.h>
void al:: setSceneObj(const IUseSceneObjHolder* user,
ISceneObj* obj,
s32 sceneObjId)
#include <l/Library/Scene/SceneObjUtil.h>
ISceneObj* al:: getSceneObj(const IUseSceneObjHolder* user,
s32 sceneObjId)
#include <l/Library/Scene/SceneObjUtil.h>
ISceneObj* al:: tryGetSceneObj(const IUseSceneObjHolder* user,
s32 sceneObjId)
#include <l/Library/Scene/SceneObjUtil.h>
bool al:: isExistSceneObj(const IUseSceneObjHolder* user,
s32 sceneObjId)
#include <l/Library/Scene/SceneObjUtil.h>
void al:: deleteSceneObj(const IUseSceneObjHolder* user,
s32 sceneObjId)
#include <l/Library/Scene/SceneObjUtil.h>
bool al:: tryDeleteSceneObj(const IUseSceneObjHolder* user,
s32 sceneObjId)
#include <l/Library/Scene/SceneObjUtil.h>
#include <l/Library/Scene/SceneObjUtil.h>
template<typename T>
T* al:: getSceneObj(const IUseSceneObjHolder* user)
#include <l/Library/Scene/SceneObjUtil.h>
template<typename T>
T* al:: tryGetSceneObj(const IUseSceneObjHolder* user)
s32 al:: getStageInfoMapNum(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
s32 al:: getStageInfoDesignNum(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
s32 al:: getStageInfoSoundNum(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
StageInfo* al:: getStageInfoMap(const Scene* scene,
s32 index)
#include <l/Library/Scene/SceneUtil.h>
StageInfo* al:: getStageInfoDesign(const Scene* scene,
s32 index)
#include <l/Library/Scene/SceneUtil.h>
StageInfo* al:: getStageInfoSound(const Scene* scene,
s32 index)
#include <l/Library/Scene/SceneUtil.h>
Resource* al:: getStageResourceMap(const Scene* scene,
s32 index)
#include <l/Library/Scene/SceneUtil.h>
Resource* al:: tryGetStageResourceDesign(const Scene* scene,
s32 index)
#include <l/Library/Scene/SceneUtil.h>
Resource* al:: tryGetStageResourceSound(const Scene* scene,
s32 index)
#include <l/Library/Scene/SceneUtil.h>
agl:: RenderBuffer* al:: getSceneFrameBufferMain(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
agl:: DrawContext* al:: getSceneDrawContext(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
agl:: RenderBuffer* al:: getSceneFrameBufferConsole(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
agl:: RenderBuffer* al:: getSceneFrameBufferHandheld(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
f32 al:: getSceneFrameBufferMainAspect(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
bool al:: isChangedGraphicsQualityMode(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
AreaObjDirector* al:: getSceneAreaObjDirector(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
ExecuteDirector* al:: getSceneExecuteDirector(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
PlayerHolder* al:: getScenePlayerHolder(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
ItemDirectorBase* al:: getSceneItemDirector(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: initActorInitInfo(ActorInitInfo* actorInitInfo,
const Scene* scene,
const PlacementInfo* placementInfo,
const LayoutInitInfo* layoutInfo,
const ActorFactory* actorFactory,
SceneMsgCtrl* sceneMsgCtrl,
GameDataHolderBase* gameDataHolderBase)
#include <l/Library/Scene/SceneUtil.h>
void al:: initLayoutInitInfo(LayoutInitInfo* layoutInfo,
const Scene* scene,
const SceneInitInfo& sceneInfo)
#include <l/Library/Scene/SceneUtil.h>
void al:: initPlacementAreaObj(Scene* scene,
const ActorInitInfo& actorInfo)
#include <l/Library/Scene/SceneUtil.h>
void al:: initPlacementGravityObj(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
bool al:: tryGetPlacementInfoAndCount(PlacementInfo* outPlacementInfo,
s32* outCount,
const StageInfo* stageInfo,
const char* key)
#include <l/Library/Scene/SceneUtil.h>
void al:: initPlacementObjectMap(Scene* scene,
const ActorInitInfo& actorInfo,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
void al:: initPlacementByStageInfo(const StageInfo* stageInfo,
const char* key,
const ActorInitInfo& actorInfo)
#include <l/Library/Scene/SceneUtil.h>
void al:: initPlacementObjectDesign(Scene* scene,
const ActorInitInfo& actorInfo,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
void al:: initPlacementObjectSound(Scene* scene,
const ActorInitInfo& actorInfo,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
LiveActor* al:: tryInitPlacementSingleObject(Scene* scene,
const ActorInitInfo& actorInfo,
s32 resourceType,
const char* key)
#include <l/Library/Scene/SceneUtil.h>
LiveActor* al:: tryInitPlacementSingleObject(Scene* scene,
const ActorInitInfo& actorInfo,
s32 resourceType,
const char* key,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
bool al:: tryInitPlacementActorGroup(LiveActorGroup* liveActorGroup,
Scene* scene,
const ActorInitInfo& actorInfo,
s32 resourceType,
const char* key,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
void al:: initPlacementByStageInfoSingle(const StageInfo* stageInfo,
const char* key,
const ActorInitInfo& actorInfo)
#include <l/Library/Scene/SceneUtil.h>
bool al:: tryGetPlacementInfo(PlacementInfo* outPlacementInfo,
const StageInfo* stageInfo,
const char* key)
#include <l/Library/Scene/SceneUtil.h>
void al:: getPlacementInfo(PlacementInfo* outPlacementInfo,
const StageInfo* stageInfo,
const char* key)
#include <l/Library/Scene/SceneUtil.h>
void al:: getPlacementInfoAndCount(PlacementInfo* outPlacementInfo,
s32* outCount,
const StageInfo* stageInfo,
const char* key)
#include <l/Library/Scene/SceneUtil.h>
void al:: initAreaObjDirector(Scene* scene,
const AreaObjFactory* factory)
#include <l/Library/Scene/SceneUtil.h>
void al:: initDemoDirector(Scene* scene,
DemoDirector* demoDirector)
#include <l/Library/Scene/SceneUtil.h>
void al:: initHitSensorDirector(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: initGravityHolder(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: initItemDirector(Scene* scene,
ItemDirectorBase* itemDirector)
#include <l/Library/Scene/SceneUtil.h>
void al:: initNatureDirector(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: initSwitchAreaDirector(Scene* scene,
s32 maxSwitchOnArea,
s32 maxSwitchKeepOnArea)
#include <l/Library/Scene/SceneUtil.h>
void al:: registerSwitchOnAreaGroup(Scene* scene,
SwitchOnAreaGroup* switchOnAreaGroup)
#include <l/Library/Scene/SceneUtil.h>
void al:: registerSwitchKeepOnAreaGroup(Scene* scene,
SwitchKeepOnAreaGroup* switchKeepOnAreaGroup)
#include <l/Library/Scene/SceneUtil.h>
void al:: initGraphicsSystemInfo(Scene* scene,
const char* name,
s32 index)
#include <l/Library/Scene/SceneUtil.h>
void al:: initCameraDirectorImpl(Scene* scene,
const CameraPoserFactory* cameraPoserFactory)
#include <l/Library/Scene/SceneUtil.cpp>
void al:: initCameraDirector(Scene* scene,
const char* name,
s32 index,
const CameraPoserFactory* cameraPoserFactory)
#include <l/Library/Scene/SceneUtil.cpp>
void al:: initCameraDirectorWithoutStageResource(Scene* scene,
const CameraPoserFactory* cameraPoserFactory)
#include <l/Library/Scene/SceneUtil.h>
void al:: initCameraDirectorFix(Scene* scene,
const sead:: Vector3f& pos,
const sead:: Vector3f& lookAtPos,
const CameraPoserFactory* cameraPoserFactory)
#include <l/Library/Scene/SceneUtil.h>
void al:: initSceneCameraFovyDegree(Scene* scene,
f32 fovy)
#include <l/Library/Scene/SceneUtil.h>
void al:: initSnapShotCameraAudioKeeper(Scene* scene,
IUseAudioKeeper* audioKeeper)
#include <l/Library/Scene/SceneUtil.h>
void al:: setCameraAspect(Scene* scene,
f32 aspectA,
f32 aspectB)
#include <l/Library/Scene/SceneUtil.h>
void al:: resetSceneInitEntranceCamera(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: stopCameraByDeathPlayer(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: restartCameraByDeathPlayer(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: startInvalidCameraStopJudgeByDemo(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: endInvalidCameraStopJudgeByDemo(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: startCameraSnapShotMode(Scene* scene,
bool useInterpole)
#include <l/Library/Scene/SceneUtil.h>
void al:: endCameraSnapShotMode(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
bool al:: isCameraReverseInputH(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: onCameraReverseInputH(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: offCameraReverseInputH(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
bool al:: isCameraReverseInputV(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: onCameraReverseInputV(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: offCameraReverseInputV(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
s32 al:: getCameraStickSensitivityLevel(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: setCameraStickSensitivityLevel(Scene* scene,
s32 sensitivityLevel)
#include <l/Library/Scene/SceneUtil.h>
bool al:: isValidCameraGyro(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: validateCameraGyro(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: invalidateCameraGyro(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
s32 al:: getCameraGyroSensitivityLevel(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: setCameraGyroSensitivityLevel(Scene* scene,
s32 sensitivityLevel)
#include <l/Library/Scene/SceneUtil.h>
PauseCameraCtrl* al:: initAndCreatePauseCameraCtrl(Scene* scene,
f32 value)
#include <l/Library/Scene/SceneUtil.h>
void al:: startCameraPause(PauseCameraCtrl* pauseCameraCtrl)
#include <l/Library/Scene/SceneUtil.h>
void al:: endCameraPause(PauseCameraCtrl* pauseCameraCtrl)
#include <l/Library/Scene/SceneUtil.h>
AudioDirector* al:: initAudioDirectorImpl(Scene* scene,
const SceneInitInfo& sceneInfo,
AudioDirectorInitInfo& audioDirectorInfo)
#include <l/Library/Scene/SceneUtil.cpp>
void al:: initAudioDirector2D(Scene* scene,
const SceneInitInfo& sceneInfo,
AudioDirectorInitInfo& audioDirectorInfo)
#include <l/Library/Scene/SceneUtil.h>
void al:: initAudioDirector3D(Scene* scene,
const SceneInitInfo& sceneInfo,
AudioDirectorInitInfo& audioDirectorInfo)
#include <l/Library/Scene/SceneUtil.h>
void al:: initAudioDirector3D(Scene* scene,
const SceneInitInfo& sceneInfo,
AudioDirectorInitInfo& audioDirectorInfo,
const sead:: LookAtCamera* lookAtCamera,
const Projection* projection,
AreaObjDirector* areaObjDirector)
#include <l/Library/Scene/SceneUtil.h>
void al:: initSceneAudioKeeper(Scene* scene,
const SceneInitInfo& sceneInfo,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
void al:: setIsSafeFinalizingInParallelThread(Scene* scene,
bool isSafe)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateKit(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateKitTable(Scene* scene,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateKitList(Scene* scene,
const char* listName,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateKitList(Scene* scene,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateLayoutKit(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateEffect(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateEffectSystem(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateEffectPlayer(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateEffectDemo(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateEffectDemoWithPause(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateEffectLayout(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateGraphicsPrev(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateKitListPrev(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateKitListPost(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateKitListPostDemoWithPauseNormalEffect(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateKitListPostOnNerveEnd(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: drawKit(const Scene* scene,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
void al:: drawKitList(const Scene* scene,
const char* listName,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
void al:: drawLayoutKit(const Scene* scene,
const char* name)
#include <l/Library/Scene/SceneUtil.h>
void al:: drawEffectDeferred(const Scene* scene,
s32 index)
#include <l/Library/Scene/SceneUtil.h>
void al:: startForwardPlayerScreenFader(const Scene* scene,
s32 a,
s32 b,
f32 c)
#include <l/Library/Scene/SceneUtil.h>
void al:: endForwardPlayerScreenFader(const Scene* scene,
s32 a)
#include <l/Library/Scene/SceneUtil.h>
bool al:: isStopScene(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: startCheckViewCtrlByCameraPos(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: startCheckViewCtrlByLookAtPos(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: startCheckViewCtrlByPlayerPos(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
bool al:: isExistScreenCoverCtrl(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
bool al:: isRequestCaptureScreenCover(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: resetRequestCaptureScreenCover(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
bool al:: isOffDrawScreenCover(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: resetCaptureScreenCover(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: validatePostProcessingFilter(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: invalidatePostProcessingFilter(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: incrementPostProcessingFilterPreset(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: decrementPostProcessingFilterPreset(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
s32 al:: getPostProcessingFilterPresetId(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
const char* al:: getActiveDemoName(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
LiveActor** al:: getDemoActorList(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
s32 al:: getDemoActorNum(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateDemoActor(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: updateDemoActorForPauseEffect(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: stopAllSe(const Scene* scene,
u32 index)
#include <l/Library/Scene/SceneUtil.h>
void al:: initPadRumble(const Scene* scene,
const SceneInitInfo& sceneInfo)
#include <l/Library/Scene/SceneUtil.h>
void al:: stopPadRumble(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: pausePadRumble(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: endPausePadRumble(const Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: validatePadRumble(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: invalidatePadRumble(Scene* scene)
#include <l/Library/Scene/SceneUtil.h>
void al:: setPadRumblePowerLevel(Scene* scene,
s32 powerLevel)
#include <l/Library/Scene/SceneUtil.h>
const Resource* al:: getPreLoadFileListArc()
#include <l/Library/Scene/SceneUtil.h>
bool al:: tryRequestPreLoadFile(const Scene* scene,
const SceneInitInfo& sceneInfo,
s32 index,
sead:: Heap* heap)
#include <l/Library/Scene/SceneUtil.h>
void al:: initCameraDirector(Scene* scene,
const CameraPoserFactory* cameraPoserFactory)
#include <l/Library/Scene/SceneUtil.h>
u32 al:: getDisplayWidth()
#include <l/Library/Screen/ScreenFunction.h>
u32 al:: getDisplayHeight()
#include <l/Library/Screen/ScreenFunction.h>
u32 al:: getLayoutDisplayWidth()
#include <l/Library/Screen/ScreenFunction.h>
u32 al:: getLayoutDisplayHeight()
#include <l/Library/Screen/ScreenFunction.h>
u32 al:: getVirtualDisplayWidth()
#include <l/Library/Screen/ScreenFunction.h>
u32 al:: getVirtualDisplayHeight()
#include <l/Library/Screen/ScreenFunction.h>
u32 al:: getSubDisplayWidth()
#include <l/Library/Screen/ScreenFunction.h>
u32 al:: getSubDisplayHeight()
#include <l/Library/Screen/ScreenFunction.h>
bool al:: isInScreen(const sead:: Vector2f&,
f32)
#include <l/Library/Screen/ScreenFunction.h>
bool al:: calcWorldPosFromScreen(sead:: Vector3f* output,
const sead:: Vector2f&,
const sead:: Matrix34f&,
f32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromScreenPos(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
f32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromScreenPos(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromScreenPos(sead:: Vector3f* output,
const SceneCameraInfo*,
const sead:: Vector2f&,
f32,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromScreenPos(sead:: Vector3f* output,
const SceneCameraInfo*,
const sead:: Vector2f&,
const sead:: Vector3f&,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromScreenPosSub(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
f32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromScreenPosSub(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromLayoutPos(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
f32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromLayoutPos(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromLayoutPos(sead:: Vector3f* output,
const SceneCameraInfo*,
const sead:: Vector2f&,
s32,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromLayoutPos(sead:: Vector3f* output,
const SceneCameraInfo*,
const sead:: Vector2f&,
const sead:: Vector3f&,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromLayoutPosSub(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
f32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcWorldPosFromLayoutPosSub(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcScreenPosFromWorldPos(sead:: Vector2f* output,
const IUseCamera*,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcScreenPosFromWorldPosSub(sead:: Vector2f* output,
const IUseCamera*,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcScreenPosFromLayoutPos(sead:: Vector2f* output,
const sead:: Vector2f&)
#include <l/Library/Screen/ScreenFunction.h>
f32 al:: calcScreenRadiusFromWorldRadius(const sead:: Vector3f&,
const IUseCamera*,
f32)
#include <l/Library/Screen/ScreenFunction.h>
f32 al:: calcScreenRadiusFromWorldRadiusSub(const sead:: Vector3f&,
const IUseCamera*,
f32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLayoutPosFromScreenPos(sead:: Vector2f* output,
const sead:: Vector2f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLayoutPosFromWorldPos(sead:: Vector2f* output,
const IUseCamera*,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLayoutPosFromWorldPos(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLayoutPosFromWorldPos(sead:: Vector2f* output,
const SceneCameraInfo*,
const sead:: Vector3f&,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLayoutPosFromWorldPos(sead:: Vector3f* output,
const SceneCameraInfo*,
const sead:: Vector3f&,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLayoutPosFromWorldPosSub(sead:: Vector2f* output,
const IUseCamera*,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLayoutPosFromWorldPosWithClampOutRange(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector3f&,
f32,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLayoutPosFromWorldPosWithClampOutRange(sead:: Vector3f* output,
const SceneCameraInfo*,
const sead:: Vector3f&,
f32,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLayoutPosFromWorldPosWithClampByScreen(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
f32 al:: calcLayoutRadiusFromWorldRadius(const sead:: Vector3f&,
const IUseCamera*,
f32)
#include <l/Library/Screen/ScreenFunction.h>
bool al:: calcCameraPosToWorldPosDirFromScreenPos(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
f32)
#include <l/Library/Screen/ScreenFunction.h>
bool al:: calcCameraPosToWorldPosDirFromScreenPos(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
bool al:: calcCameraPosToWorldPosDirFromScreenPos(sead:: Vector3f* output,
const SceneCameraInfo*,
const sead:: Vector2f&,
f32,
s32)
#include <l/Library/Screen/ScreenFunction.h>
bool al:: calcCameraPosToWorldPosDirFromScreenPos(sead:: Vector3f* output,
const SceneCameraInfo*,
const sead:: Vector2f&,
const sead:: Vector3f&,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcCameraPosToWorldPosDirFromScreenPosSub(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
f32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcCameraPosToWorldPosDirFromScreenPosSub(sead:: Vector3f* output,
const IUseCamera*,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLineCameraToWorldPosFromScreenPos(sead:: Vector3f* output1,
sead:: Vector3f* output2,
const IUseCamera*,
const sead:: Vector2f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLineCameraToWorldPosFromScreenPos(sead:: Vector3f* output1,
sead:: Vector3f* output2,
const IUseCamera*,
const sead:: Vector2f&,
f32,
f32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLineCameraToWorldPosFromScreenPos(sead:: Vector3f* output1,
sead:: Vector3f* output2,
const SceneCameraInfo*,
const sead:: Vector2f&,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLineCameraToWorldPosFromScreenPos(sead:: Vector3f* output1,
sead:: Vector3f* output2,
const SceneCameraInfo*,
const sead:: Vector2f&,
f32,
f32,
s32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLineCameraToWorldPosFromScreenPosSub(sead:: Vector3f* output1,
sead:: Vector3f* output2,
const IUseCamera*,
const sead:: Vector2f&)
#include <l/Library/Screen/ScreenFunction.h>
void al:: calcLineCameraToWorldPosFromScreenPosSub(sead:: Vector3f* output1,
sead:: Vector3f* output2,
const IUseCamera*,
const sead:: Vector2f&,
f32,
f32)
#include <l/Library/Screen/ScreenFunction.h>
void al:: startSe(const IUseAudioKeeper*,
const sead:: SafeString&)
#include <l/Library/Se/SeFunction.h>
bool al:: verifySeKeeperNull(const IUseAudioKeeper*,
const sead:: SafeString&)
#include <l/Library/Se/SeFunction.h>
bool al:: tryStartSe(const IUseAudioKeeper*,
const sead:: SafeString&)
#include <l/Library/Se/SeFunction.h>
void al:: holdSe(const IUseAudioKeeper*,
const sead:: SafeString&)
#include <l/Library/Se/SeFunction.h>
bool al:: tryHoldSe(const IUseAudioKeeper*,
const sead:: SafeString&)
#include <l/Library/Se/SeFunction.h>
void al:: startSeWithParam(const IUseAudioKeeper*,
const sead:: SafeString&,
f32,
const char*)
#include <l/Library/Se/SeFunction.h>
bool al:: tryStartSeWithParam(const IUseAudioKeeper*,
const sead:: SafeString&,
f32,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: holdSeWithParam(const IUseAudioKeeper*,
const sead:: SafeString&,
f32,
const char*)
#include <l/Library/Se/SeFunction.h>
bool al:: tryHoldSeWithParam(const IUseAudioKeeper*,
const sead:: SafeString&,
f32,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: startSeWithMeInfo(const IUseAudioKeeper*,
const sead:: SafeString&,
const MeInfo*)
#include <l/Library/Se/SeFunction.h>
void al:: holdSeWithMeInfo(const IUseAudioKeeper*,
const sead:: SafeString&,
const MeInfo*)
#include <l/Library/Se/SeFunction.h>
void al:: startSeWithManualControl(const IUseAudioKeeper*,
const sead:: SafeString&,
const SePlayParamList*,
const char*,
const sead:: Vector3f*)
#include <l/Library/Se/SeFunction.h>
bool al:: tryStartSeWithManualControl(const IUseAudioKeeper*,
const sead:: SafeString&,
const SePlayParamList*,
const char*,
const sead:: Vector3f*)
#include <l/Library/Se/SeFunction.h>
void al:: holdSeWithManualControl(const IUseAudioKeeper*,
const sead:: SafeString&,
const SePlayParamList*,
const char*,
const sead:: Vector3f*)
#include <l/Library/Se/SeFunction.h>
bool al:: tryHoldSeWithManualControl(const IUseAudioKeeper*,
const sead:: SafeString&,
const SePlayParamList*,
const char*,
const sead:: Vector3f*)
#include <l/Library/Se/SeFunction.h>
void al:: stopSe(const IUseAudioKeeper*,
const sead:: SafeString&,
s32,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: stopSeWithoutFreezed(const IUseAudioKeeper*,
const sead:: SafeString&,
s32,
const char*)
#include <l/Library/Se/SeFunction.h>
bool al:: tryStopSe(const IUseAudioKeeper*,
const sead:: SafeString&,
s32,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: tryStopAllSeFromUser(const IUseAudioKeeper*,
s32,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: stopAllSeFromUser(const IUseAudioKeeper*,
s32,
const char*)
#include <l/Library/Se/SeFunction.h>
bool al:: isPlayingAnySe(const IUseAudioKeeper*,
const char*)
#include <l/Library/Se/SeFunction.h>
bool al:: checkIsPlayingSe(const IUseAudioKeeper*,
const sead:: SafeString&,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: setLifeTimeForHoldCall(const IUseAudioKeeper*,
const char*,
s32,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: setSeSourceVolume(const IUseAudioKeeper*,
f32)
#include <l/Library/Se/SeFunction.h>
void al:: setSeKeeperPlayNamePrefix(const IUseAudioKeeper*,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: resetSeKeeperPlayNamePrefix(const IUseAudioKeeper*)
#include <l/Library/Se/SeFunction.h>
bool al:: isExistSeKeeper(const IUseAudioKeeper*)
#include <l/Library/Se/SeFunction.h>
void al:: forceActivateSeKeeper(IUseAudioKeeper*)
#include <l/Library/Se/SeFunction.h>
void al:: validateSeKeeper(IUseAudioKeeper*)
#include <l/Library/Se/SeFunction.h>
void al:: invalidateSeKeeper(IUseAudioKeeper*)
#include <l/Library/Se/SeFunction.h>
void al:: setSeEmitterPoseMtxPtr(const IUseAudioKeeper*,
const sead:: Matrix34f*,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: setSeEmitterPosePosPtr(const IUseAudioKeeper*,
const sead:: Vector3f*,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: tryUpdateSeMaterialCode(IUseAudioKeeper*,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: updateSeMaterialWater(IUseAudioKeeper*,
bool)
#include <l/Library/Se/SeFunction.h>
void al:: updateSeMaterialWet(IUseAudioKeeper*,
bool)
#include <l/Library/Se/SeFunction.h>
void al:: updateSeMaterialBeyondWall(IUseAudioKeeper*,
bool)
#include <l/Library/Se/SeFunction.h>
void al:: updateSeMaterialPuddle(IUseAudioKeeper*,
bool)
#include <l/Library/Se/SeFunction.h>
void al:: resetSeMaterialName(const IUseAudioKeeper*)
#include <l/Library/Se/SeFunction.h>
void al:: setSeModifier(const IUseAudioKeeper*,
ISeModifier*)
#include <l/Library/Se/SeFunction.h>
void al:: setSeUserSyncParamPtr(const IUseAudioKeeper*,
const f32*,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: setSeUserSyncParamPtrInt(const IUseAudioKeeper*,
const s32*,
const char*)
#include <l/Library/Se/SeFunction.h>
void al:: setSeOutputFromController(SePlayParamList*,
s32,
bool)
#include <l/Library/Se/SeFunction.h>
void al:: setSeOutputTvDrcRemoteAll(SePlayParamList*)
#include <l/Library/Se/SeFunction.h>
bool al:: isExistShadow(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isExistShadowMaskCtrl(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isExistShadowMask(LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isExistDepthShadow(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isExistDepthShadowMapCtrl(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isExistAnyShadowCtrl(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isHideShadowMask(const LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: hideShadow(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: showShadow(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: showShadowMask(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: showShadowMask(LiveActor* actor,
ShadowMaskBase* mask)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: showShadowMask(LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: showShadowMask(LiveActor* actor,
ShadowMaskDrawCategory drawCategory)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: hideShadowMask(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: hideShadowMask(LiveActor* actor,
ShadowMaskBase* mask)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: hideShadowMask(LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: hideShadowMask(LiveActor* actor,
ShadowMaskDrawCategory drawCategory)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isHideShadowMask(LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: showDepthShadowMap(LiveActor* actor,
s32 mapIdx)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: showDepthShadowMap(const LiveActor* actor,
DepthShadowMapInfo* map)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: showDepthShadowMap(LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: hideDepthShadowMap(LiveActor* actor,
s32 mapIdx)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: hideDepthShadowMap(const LiveActor* actor,
DepthShadowMapInfo* map)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: hideDepthShadowMap(LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isHideDepthShadowMap(LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isHideDepthShadowMap(LiveActor* actor,
s32 mapIdx)
#include <l/Library/Shadow/ActorShadowUtil.h>
s32 al:: getDepthShadowMapNum(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: validateShadowMask(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: validateShadowMask(LiveActor* actor,
ShadowMaskBase* mask)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: validateShadowMask(LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: invalidateShadowMask(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: invalidateShadowMask(LiveActor* actor,
ShadowMaskBase* mask)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: invalidateShadowMask(LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: validateDepthShadowMap(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: validateDepthShadowMap(LiveActor* actor,
DepthShadowMapInfo* map)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: validateDepthShadowMap(LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: invalidateDepthShadowMap(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: invalidateDepthShadowMap(LiveActor* actor,
DepthShadowMapInfo* map)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: invalidateDepthShadowMap(LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: invalidateShadowMask(LiveActor* actor,
ShadowMaskDrawCategory drawCategory)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: invalidateShadowMaskIntensityAll(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskFixed(LiveActor* actor,
bool isFixed)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropDir(LiveActor* actor,
const sead:: Vector3f& dropDir)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropDir(LiveActor* actor,
const sead:: Vector3f& dropDir,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropDirActorDown(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskSize(LiveActor* actor,
const char* maskName,
const sead:: Vector3f& size)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskSize(LiveActor* actor,
const char* maskName,
f32 sizeX,
f32 sizeY,
f32 sizeZ)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowTextureOffset(LiveActor* actor,
const char* maskName,
f32 offsetX,
f32 offsetY)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: onShadowTextureScroll(LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: offShadowTextureScroll(LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: calcShadowMaskSize(sead:: Vector3f* size,
LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
f32 al:: getShadowMaskDropLength(const LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropLength(LiveActor* actor,
f32 dropLength)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropLength(LiveActor* actor,
f32 dropLength,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropLengthScaleWithDrawCategory(LiveActor* actor,
f32 dropLengthScale,
ShadowMaskDrawCategory drawCategory)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropLengthWithDrawCategory(LiveActor* actor,
f32 dropLength,
ShadowMaskDrawCategory drawCategory)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropLengthEvenWithTarget(ShadowMaskBase* targetMask,
const char* maskName,
const sead:: Vector3f&)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropLengthEvenWithTarget(ShadowMaskBase* targetMask,
const ShadowMaskBase* mask,
const sead:: Vector3f&)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropLengthEvenWithDrawCategory(LiveActor*,
ShadowMaskDrawCategory drawCategory,
const LiveActor*,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskDropLengthEvenPlaneNormal(const LiveActor* actor,
const sead:: Vector3f&)
#include <l/Library/Shadow/ActorShadowUtil.h>
s32 al:: getDepthShadowMapWidth(const LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
s32 al:: getDepthShadowMapHeight(const LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setDepthShadowMapSize(const LiveActor* actor,
s32 width,
s32 height,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
f32 al:: getDepthShadowMapLength(const LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setDepthShadowMapLength(const LiveActor* actor,
f32 length,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setDepthShadowMapLengthFromActorTransFlag(const LiveActor* actor,
bool isSetShadowLength,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setDepthShadowMapBoundingBox(const LiveActor* actor,
const sead:: Vector3f& boundMin,
const sead:: Vector3f& boundMax,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setDepthShadowMapMaskTypeNone(const LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setDepthShadowMapMaskTypeSelf(const LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setEnableDepthShadowMapBottomGradation(const LiveActor* actor,
const char* mapName,
bool isEnableBottomGradation)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isEnableDepthShadowMapBottomGradation(const LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setDepthShadowMapBottomGradationLength(const LiveActor* actor,
const char* mapName,
f32 length)
#include <l/Library/Shadow/ActorShadowUtil.h>
f32 al:: getDepthShadowMapBottomGradationLength(const LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isAppendSubActorDepthShadowMap(const LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
f32 al:: getShadowMaskDropLengthMax(const LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskColor(const LiveActor* actor,
const char* maskName,
const sead:: Color4f& color)
#include <l/Library/Shadow/ActorShadowUtil.h>
const sead:: Color4f& al:: getShadowMaskColor(const LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskIntensity(const LiveActor* actor,
const char* maskName,
f32 intensity)
#include <l/Library/Shadow/ActorShadowUtil.h>
f32 al:: getShadowMaskIntensity(const LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
f32 al:: getShadowMaskTextureFixedScale(const LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskTextureFixedScale(const LiveActor* actor,
const char* maskName,
f32 scale)
#include <l/Library/Shadow/ActorShadowUtil.h>
const sead:: Vector3f& al:: getShadowMaskOffset(const LiveActor* actor,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setShadowMaskOffset(const LiveActor* actor,
const sead:: Vector3f& offset,
const char* maskName)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isExistOcclusionLightPosPtr(const LiveActor* actor,
const char* occSphereName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setOcclusionLightPosPtr(const LiveActor* actor,
const char* occSphereName,
const sead:: Vector3f* lightPosPtr)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setOcclusionAddOffset(const LiveActor* actor,
const char* occSphereName,
const sead:: Vector3f& offset)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: enableOcclusion(const LiveActor* actor,
const char* occSphereName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: disableOcclusion(const LiveActor* actor,
const char* occSphereName)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isEnableOcclusion(const LiveActor* actor,
const char* occSphereName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: calcSphereDoBoundingInfo(sead:: Vector3f*,
sead:: Vector3f*,
f32*,
f32*,
const LiveActor* actor,
const char* occSphereName,
f32)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: calcOcclusionSpherePos(sead:: Vector3f* pos,
const LiveActor* actor,
const char* occSphereName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: changeOcclusionGroup(const LiveActor* actor,
const char* occSphereName,
const char* groupName)
#include <l/Library/Shadow/ActorShadowUtil.h>
OccSphere* al:: getOcclusionSphere(const LiveActor* actor,
const char* occSphereName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: setOcclusionIgnoreHostHide(const LiveActor* actor,
bool isIgnoreHostHide)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: findIsInShade(const LiveActor* actor,
const sead:: Vector3f& pos)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: requestDepthShadowMapLightDir(const LiveActor* actor,
const sead:: Vector3f& lightDir,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: resetRequestDepthShadowMapLightDir(const LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
bool al:: isRequestDepthShadowMapLightDir(const LiveActor* actor,
const char* mapName)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: onDepthShadowModel(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: offDepthShadowModel(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: updateDepthShadowMapCtrlShapeVisible(LiveActor* actor)
#include <l/Library/Shadow/ActorShadowUtil.h>
void al:: makeStageDataArchivePath(sead:: BufferedSafeString* archivePath,
const char* stageName,
const char* resourceType)
void al:: initStageSwitch(IUseStageSwitch* user,
StageSwitchDirector* stageSwitchDirector,
const PlacementInfo& placementInfo)
#include <l/Library/Stage/StageSwitchUtil.h>
static StageSwitchAccesser* al:: getStageSwitchAccesser(const IUseStageSwitch* user,
const char* linkName)
bool al:: isValidStageSwitch(const IUseStageSwitch* user,
const char* linkName)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: isOnStageSwitch(const IUseStageSwitch* user,
const char* linkName)
#include <l/Library/Stage/StageSwitchUtil.h>
void al:: onStageSwitch(IUseStageSwitch* user,
const char* linkName)
#include <l/Library/Stage/StageSwitchUtil.h>
void al:: offStageSwitch(IUseStageSwitch* user,
const char* linkName)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: tryOnStageSwitch(IUseStageSwitch* user,
const char* linkName)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: tryOffStageSwitch(IUseStageSwitch* user,
const char* linkName)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: isSameStageSwitch(const IUseStageSwitch* user,
const IUseStageSwitch* otherUser,
const char* linkName)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: isValidSwitchAppear(const IUseStageSwitch* user)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: isOnSwitchAppear(const IUseStageSwitch* user)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: isValidSwitchKill(const IUseStageSwitch* user)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: isValidSwitchDeadOn(const IUseStageSwitch* user)
#include <l/Library/Stage/StageSwitchUtil.h>
void al:: onSwitchDeadOn(IUseStageSwitch* user)
#include <l/Library/Stage/StageSwitchUtil.h>
void al:: offSwitchDeadOn(IUseStageSwitch* user)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: tryOnSwitchDeadOn(IUseStageSwitch* user)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: tryOffSwitchDeadOn(IUseStageSwitch* user)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: isValidSwitchStart(const IUseStageSwitch* user)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: isOnSwitchStart(const IUseStageSwitch* user)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: listenStageSwitchOn(IUseStageSwitch* user,
const char* eventName,
const FunctorBase& action)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: listenStageSwitchOff(IUseStageSwitch* user,
const char* eventName,
const FunctorBase& action)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: listenStageSwitchOnOff(IUseStageSwitch* user,
const char* eventName,
const FunctorBase& actionOn,
const FunctorBase& actionOff)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: listenStageSwitchOnAppear(IUseStageSwitch* user,
const FunctorBase& action)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: listenStageSwitchOnOffAppear(IUseStageSwitch* user,
const FunctorBase& actionOn,
const FunctorBase& actionOff)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: listenStageSwitchOnKill(IUseStageSwitch* user,
const FunctorBase& action)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: listenStageSwitchOnOffKill(IUseStageSwitch* user,
const FunctorBase& actionOn,
const FunctorBase& actionOff)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: trySyncStageSwitchOnOffAppear(IUseStageSwitch* user,
const FunctorBase& actionOn,
const FunctorBase& actionOff)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: trySyncStageSwitchOnOffKill(IUseStageSwitch* user,
const FunctorBase& actionOn,
const FunctorBase& actionOff)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: trySyncStageSwitchOnOffAppearAndKill(IUseStageSwitch* user,
const FunctorBase& actionOn,
const FunctorBase& actionOff)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: listenStageSwitchOnStart(IUseStageSwitch* user,
const FunctorBase& action)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: listenStageSwitchOnOffStart(IUseStageSwitch* user,
const FunctorBase& actionOn,
const FunctorBase& actionOff)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: listenStageSwitchOnStop(IUseStageSwitch* user,
const FunctorBase& action)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: trySyncStageSwitchOnOff(IUseStageSwitch* user,
const FunctorBase& actionOn,
const FunctorBase& actionOff)
#include <l/Library/Stage/StageSwitchUtil.h>
bool al:: tryGetByamlU8(u8* pOut,
const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlU16(u16* pOut,
const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlS16(s16* pOut,
const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlS32(s32* pOut,
const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlU32(u32* pOut,
const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlS64(s64* pOut,
const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlU64(u64* pOut,
const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlF32(f32* pOut,
const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlV2f(sead:: Vector2f* pOut,
const ByamlIter& rIter)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlV3f(sead:: Vector3f* pOut,
const ByamlIter& rIter)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlV4f(sead:: Vector4f* pOut,
const ByamlIter& rIter)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlScale(sead:: Vector3f* pOut,
const ByamlIter& rIter)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlV2s32(sead:: Vector2i* pOut,
const ByamlIter& rIter)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlV3s32(sead:: Vector3i* pOut,
const ByamlIter& rIter)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlBox3f(sead:: BoundBox3f* pOut,
const ByamlIter& rIter)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlV3f(sead:: Vector3f* pOut,
const ByamlIter& sIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlV2f(sead:: Vector2f* pOut,
const ByamlIter& sIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlV4f(sead:: Vector4f* pOut,
const ByamlIter& sIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlScale(sead:: Vector3f* pOut,
const ByamlIter& sIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlV2s32(sead:: Vector2i* pOut,
const ByamlIter& sIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlV3s32(sead:: Vector3i* pOut,
const ByamlIter& sIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlBox3f(sead:: BoundBox3f* pOut,
const ByamlIter& sIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlString(const char** pOut,
const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlColor(sead:: Color4f* pOut,
const ByamlIter& rIter)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlColor(sead:: Color4f* pOut,
const ByamlIter& sIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlBool(bool* pOut,
const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
const char* al:: tryGetByamlKeyStringOrNULL(const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
s32 al:: tryGetByamlKeyIntOrZero(const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
u32 al:: tryGetByamlKeyU32OrZero(const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
f32 al:: tryGetByamlKeyFloatOrZero(const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlKeyBoolOrFalse(const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlIterByKey(ByamlIter* pOut,
const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: tryGetByamlKeyAndIntByIndex(const char** key,
s32* pOut,
const ByamlIter& rIter,
s32 index)
#include <l/Library/Yaml/ByamlUtil.h>
const char* al:: getByamlKeyString(const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
s32 al:: getByamlKeyInt(const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
f32 al:: getByamlKeyFloat(const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: getByamlKeyBool(const ByamlIter& rIter,
const char* key)
#include <l/Library/Yaml/ByamlUtil.h>
void al:: getByamlIterByKey(ByamlIter* pOut,
const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
void al:: getByamlIterByIndex(ByamlIter* pOut,
const ByamlIter& rIter,
s32 index)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeBoolByIndex(const ByamlIter& rIter,
s32 index)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeBoolByKey(const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeIntByIndex(const ByamlIter& rIter,
s32 index)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeIntByKey(const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeFloatByIndex(const ByamlIter& rIter,
s32 index)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeFloatByKey(const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeStringByIndex(const ByamlIter& rIter,
s32 index)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeStringByKey(const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeArrayByIndex(const ByamlIter& rIter,
s32 index)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeArrayByKey(const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeHashByIndex(const ByamlIter& rIter,
s32 index)
#include <l/Library/Yaml/ByamlUtil.h>
bool al:: isTypeHashByKey(const ByamlIter& rIter,
const char* pKey)
#include <l/Library/Yaml/ByamlUtil.h>
s32 al:: getByamlIterDataNum(const ByamlIter& rIter)
#include <l/Library/Yaml/ByamlUtil.h>
void al:: printByamlIter(const u8* data)
#include <l/Library/Yaml/ByamlUtil.h>
void al:: printByamlIter(const ByamlIter& iter)
#include <l/Library/Yaml/ByamlUtil.h>
void al:: printByamlIter_(const ByamlIter& iter,
PrintParams* param)
#include <l/Library/Yaml/ByamlUtil.h>
#include <l/Library/Yaml/ByamlUtil.h>
template<ByamlDataType T>
bool al:: isTypeByIndex(const ByamlIter& rIter,
s32 index)
#include <l/Library/Yaml/ByamlUtil.h>
template<ByamlDataType T>
bool al:: isTypeByKey(const ByamlIter& rIter,
const char* key)
al:: SEAD_ENUM(YamlParamType,
Invalid,
Bool,
F32,
S32,
U32,
V2f,
V2s32,
V3f,
V4f,
Q4f,
C4f,
StringRef,
String32,
String64,
String128,
String256,
String512,
String1024,
String2048,
String4096)
#include <l/Library/Yaml/ParameterBase.h>
char* al:: add(const char* string,
sead:: TList<const char*>& list)
u32 al:: getFileList(sead:: FixedSafeString<256> out[],
s32 outSize,
const char* path,
bool isPathValidconst sead::DirectoryEntry &, const char *,
const char* suffix)
#include <l/Project/File/FileLoader.cpp>
static bool al:: isDirectoryValid(const sead:: DirectoryEntry& entry,
const char* suffix)
#include <l/Project/File/FileLoader.cpp>
static bool al:: isFileValid(const sead:: DirectoryEntry& entry,
const char* suffix)
#include <l/Project/File/FileLoader.cpp>
RollingCubePoseKeeper* al:: createRollingCubePoseKeeper(const LiveActor* actor,
const ActorInitInfo& initInfo)
RollingCubePoseKeeper* al:: createRollingCubePoseKeeper(const sead:: BoundBox3f& cubeSize,
const ActorInitInfo& initInfo)
bool al:: nextRollingCubeKey(RollingCubePoseKeeper* keeper)
void al:: setStartRollingCubeKey(RollingCubePoseKeeper* keeper)
void al:: setRollingCubeKeyIndex(RollingCubePoseKeeper* keeper,
s32 index)
bool al:: isMoveTypeLoopRollingCube(const RollingCubePoseKeeper* keeper)
void al:: fittingToCurrentKeyBoundingBox(sead:: Quatf* outQuat,
sead:: Vector3f* outTrans,
const RollingCubePoseKeeper* keeper)
void al:: calcCurrentKeyQT(sead:: Quatf* outQuat,
sead:: Vector3f* outTrans,
const RollingCubePoseKeeper* keeper,
const sead:: Quatf& quat,
const sead:: Vector3f& trans,
f32 rate)
void al:: getCurrentKeyQT(sead:: Quatf* outQuat,
sead:: Vector3f* outTrans,
const RollingCubePoseKeeper* keeper)
f32 al:: getCurrentKeyRotateDegree(const RollingCubePoseKeeper* keeper)
const sead:: Vector3f& al:: getCurrentKeySlideVec(const RollingCubePoseKeeper* keeper)
s32 al:: getCurrentKeyIndex(const RollingCubePoseKeeper* keeper)
const PlacementInfo& al:: getCurrentKeyPlacementInfo(const RollingCubePoseKeeper* keeper)
bool al:: isMovementCurrentKeyRotate(const RollingCubePoseKeeper* keeper)
bool al:: isMovementCurrentKeySlide(const RollingCubePoseKeeper* keeper)
f32 al:: calcDistanceCurrentKeyRotateCenterToBoxCenter(const RollingCubePoseKeeper* keeper)
void al:: calcMtxLandEffect(sead:: Matrix34f* effectMtx,
const RollingCubePoseKeeper* keeper,
const sead:: Quatf& quat,
const sead:: Vector3f& trans)
void al:: calcRollingCubeClippingInfo(sead:: Vector3f* clippingTrans,
f32* clippingRadius,
const RollingCubePoseKeeper* keeper,
f32 offset)
void al:: executeUpdate(LiveActorKit*,
const char*)
void al:: executeUpdateTable(LiveActorKit*,
const char*)
void al:: executeUpdateList(LiveActorKit*,
const char*,
const char*)
void al:: executeDraw(const LiveActorKit*,
const char*)
void al:: executeDrawList(const LiveActorKit*,
const char*,
const char*)
bool al:: isActiveDraw(const LiveActorKit*,
const char*)
void al:: executeUpdateDrawBuffer(const LiveActorKit*)
void al:: waitUpdateDrawBuffer(const LiveActorKit*)
void al:: executeUpdateCalcView(const LiveActorKit*)
void al:: waitUpdateCalcView(const LiveActorKit*)
void al:: incrementDrawBufferCounter(const LiveActorKit*)
void al:: registSupportFreezeSyncGroup(LiveActor* actor,
const ActorInitInfo& info)
Variable documentation
static NameToCreator<AreaShapeCreatorFunction> al:: sAreaShapeEntries
#include <l/Library/Area/AreaShape.cpp>
const char* al:: str2
#include <l/Library/Base/StringUtil.cpp>
const char* al:: archiveName
const CameraShaker:: ShakeInfo al:: WeakShakeLoop
#include <l/Library/Camera/CameraShaker.cpp>
const CameraShaker:: ShakeInfo al:: ShakeInfos
#include <l/Library/Camera/CameraShaker.cpp>
const char* al:: name
const char const char* al:: groupName
const char const char const char* al:: areaName
AreaObjGroup* al:: areaGroup
const PlacementInfo& al:: actorPlacementInfo
const ActorInitInfo& al:: initInfo
const ActorInitInfo Resource* al:: modelRes
const ActorInitInfo Resource const char* al:: suffix
const char* al:: pose
sead:: Vector3f al:: scale
const sead:: Vector3f& al:: prevScale
s32 al:: lodModelCount
ModelLodCtrl* al:: modelLodCtrl
const ActorInitInfo Resource ActorResource* al:: actorResource
s32 al:: blendAnimMax
const char* al:: displayRootJointName
bool al:: isCreateUniqShader
bool al:: isFixedModel
bool al:: isIgnoreUpdateOnDrawClipping
al:: true
ModelKeeper* al:: modelKeeper
MaterialCategoryKeeper* al:: materialCategoryKeeper
GraphicsQualityInfo* al:: graphicsQualityInfo
bool al:: isCalcViewCore1
bool al:: isCalcViewCore2
const char* al:: updaterCategoryName
const char* al:: drawerCategoryName
s32 al:: numSensors
sead:: FixedSafeString<256> al:: unused
const char* al:: sensorName
const char* al:: joint
sead:: Matrix34f* al:: jointMtx
sead:: Vector3f al:: offset
const char* al:: seName
const char* al:: bgmName
else al:: return
const ActorInitInfo const ByamlIter& al:: initClipping
bool al:: invalidate
sead:: BoundBox3f al:: obb
f32 al:: nearClipDistance
const PlacementInfo* al:: placementInfo
const char* al:: objectName
const char* al:: className
const char* al:: displayName
const LiveActor const sead:: Vector3f& al:: targetVelocity
const LiveActor const sead:: Vector3f f32 al:: reboundStrength
static sead:: FixedSafeString<256> al:: sDeviceName
#include <l/Project/File/FileLoader.cpp>