SMG-Decomp
A decompilation of Super Mario Galaxy 1
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ClippingActorHolder.hpp
1#pragma once
2
3#include "Game/NameObj/NameObj.hpp"
4#include "Game/LiveActor/ClippingActorInfo.hpp"
5#include "Game/LiveActor/LodCtrl.hpp"
6#include "Game/LiveActor/ViewGroupCtrl.hpp"
7
8namespace {
9 static int sActorNumMax;
10};
11
13public:
15
16 virtual ~ClippingActorHolder();
17 virtual void movement();
18
19 void registerActor(LiveActor *);
20 void initSystemInfo(LiveActor *, const JMapInfoIter &);
21 void initViewGroupTable();
22 void entryLodCtrl(LodCtrl *, const JMapInfoIter &);
23 void validateClipping(LiveActor *);
24 void invalidateClipping(LiveActor *);
25 void addToClippingTarget(LiveActor *);
26 void removeFromClippingTarget(LiveActor *);
27 ClippingActorInfo* startGroupClipping(LiveActor *, const JMapInfoIter &);
28 void setTypeToSphere(LiveActor *, f32, const TVec3f *);
29 void setFarClipLevel(LiveActor *, s32);
30 ClippingActorInfo* find(const LiveActor *) const;
31
32 u32 _C;
37 ViewGroupCtrl* mViewGroupCtrl; // _20
38};
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
The most basic form of an object.
Definition NameObj.hpp:11