4#include "JSystem/JGeometry/TVec.hpp"
5#include "JSystem/JGeometry/TMatrix.hpp"
12 f32 calcDistance(
const LiveActor *,
const TVec3f &);
13 f32 calcDistanceHorizontal(
const LiveActor *,
const TVec3f &,
const TVec3f &);
14 f32 calcDistanceVertical(
const LiveActor *,
const TVec3f &,
const TVec3f &);
15 f32 calcDistanceVertical(
const LiveActor *,
const TVec3f &);
16 f32 calcDistanceToPlayer(
const LiveActor *);
17 f32 calcDistanceToPlayerH(
const LiveActor *);
20 bool isNear(
const LiveActor *,
const TVec3f &, f32);
21 bool isNearPlayer(
const LiveActor *, f32);
22 bool isNearPlayerAnyTime(
const LiveActor *, f32);
23 bool isNearPlayer(
const TVec3f &, f32);
24 bool isNearPlayerPose(
const LiveActor *, f32, f32);
25 bool isNearPlayerHorizontal(
const LiveActor *, f32);
26 void calcFrontVec(TVec3f *,
const LiveActor *);
27 void calcUpVec(TVec3f *,
const LiveActor *);
28 void calcSideVec(TVec3f *,
const LiveActor *);
29 void calcPositionUpOffset(TVec3f *,
const LiveActor *, f32);
30 void calcVecToPlayerH(TVec3f *,
const LiveActor *,
const TVec3f *);
31 void calcVecFromPlayerH(TVec3f *,
const LiveActor *);
32 void calcVecToTargetPosH(TVec3f *,
const LiveActor *,
const TVec3f &,
const TVec3f *);
33 void calcVecFromTargetPosH(TVec3f *,
const LiveActor *,
const TVec3f &,
const TVec3f *);
34 bool isFaceToTargetDegree(
const LiveActor *,
const TVec3f &,
const TVec3f &,
float);
35 bool isFaceToPlayerDegree(
const LiveActor *,
const TVec3f &,
float);
36 bool isFaceToTargetDegree(
const LiveActor *,
const TVec3f &,
float);
37 bool isFaceToPlayerDegree(
const LiveActor *,
float);
38 bool isFaceToPlayerDegreeHV(
const LiveActor *,
const TVec3f&,
float,
float);
39 bool isFaceToTargetHorizontalDegree(
const LiveActor *,
const TVec3f &,
const TVec3f &,
float);
40 bool isFaceToPlayerHorizontalDegree(
const LiveActor *,
const TVec3f &,
float);
41 bool isClockwiseToDir(
const LiveActor *,
const TVec3f &,
const TVec3f &);
42 bool isClockwiseToPlayer(
const LiveActor *,
const TVec3f &);
44 bool isLeftSideFromPlayer(
const LiveActor *);
45 bool isInSightConePlayer(
const LiveActor *,
const TVec3f &,
float,
float);
46 bool isInSightFanPlayer(
const LiveActor *,
const TVec3f &,
float,
float,
float);
47 bool isBindedWallFront(
const LiveActor *,
const TVec3f &,
float);
48 bool isPlayerExistSide(
const LiveActor *,
float,
float);
49 bool isPlayerExistUp(
const LiveActor *,
float,
float);
50 bool isPlayerExistDown(
const LiveActor *,
float,
float);
51 bool isInWater(
const LiveActor *,
const TVec3f &);
52 bool isInDeath(
const LiveActor *,
const TVec3f &);
54 void makeMtxTR(MtxPtr,
const LiveActor *);
55 void makeMtxTRS(MtxPtr,
const LiveActor *);
56 void makeMtxTransRotateY(MtxPtr,
const LiveActor *);
58 void blendQuatFromGroundAndFront(TQuat4f *,
const LiveActor *,
const TVec3f &,
float,
float);
61 void resetPosition(
LiveActor *,
const TVec3f &);
62 void resetPosition(
LiveActor *,
const char *);
64 void calcActorAxis(TVec3f *, TVec3f *, TVec3f *,
const LiveActor *);
66 void calcActorAxisY(TVec3f *,
const LiveActor *);
70 void killVelocityToTarget(
LiveActor *,
const TVec3f &);
74 bool calcVelocityAreaMoveOnGround(TVec3f *,
const LiveActor *);
76 void turnDirectionToGround(
const LiveActor *, TVec3f *);
78 void calcMtxFromGravityAndZAxis(TPos3f *,
const LiveActor *,
const TVec3f &,
const TVec3f &);
80 void addVelocityToGravity(
LiveActor *, f32);
82 void addVelocityKeepHeight(
LiveActor *,
const TVec3f &, f32, f32, f32);
84 void reboundVelocityFromCollision(
LiveActor *, f32, f32, f32);
86 void addVelocity(
LiveActor *,
const TVec3f &);
88 f32 calcVelocityLength(
const LiveActor *);
90 void turnDirectionAndGravityH(
LiveActor *,
const TVec3f &, f32, f32);
92 void turnDirectionToTargetUseGroundNormalDegree(
const LiveActor *, TVec3f *,
const TVec3f &, f32);
94 void turnDirectionToTargetDegree(
const LiveActor *, TVec3f *,
const TVec3f &, f32);
The basis of a drawable actor that can contain states (see: Nerve)