SMG-Decomp
A decompilation of Super Mario Galaxy 1
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include
Game
LiveActor
DynamicJointCtrl.hpp
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#pragma once
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#include <revolution.h>
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#include "JSystem/JGeometry.hpp"
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class
LiveActor
;
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class
JointCtrlRate
{
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public
:
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JointCtrlRate
();
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void
update();
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void
startCtrl(s32);
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void
endCtrl(s32);
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f32 _0;
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u32 _4;
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s32 _8;
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s32 _C;
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};
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struct
DynamicJointCtrlParam
{
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f32 mGravity;
// _0
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f32 mFriction;
// _4
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f32 mAccelRatetoBckPos;
// _8
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f32 mBendMaxDegree;
// _C
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const
char
* mJointName;
// _10
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};
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class
DynamicJointCtrlNode
;
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class
DynamicJointCtrl
{
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public
:
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DynamicJointCtrl
(
LiveActor
*,
const
char
*,
const
DynamicJointCtrlParam
*);
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void
init();
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void
update();
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void
reset();
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void
setCallBackFunction();
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LiveActor
* mActor;
// _0
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const
char
* mName;
// _4
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u32 _8;
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DynamicJointCtrlNode
** mCtrlNodes;
// _C
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DynamicJointCtrlParam
* mParams;
// _10
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JointCtrlRate
* mControlRate;
// _14
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};
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class
DynamicJointCtrlNode
{
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public
:
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DynamicJointCtrlNode
(
const
DynamicJointCtrl
*, MtxPtr, f32);
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void
update(
LiveActor
*,
const
DynamicJointCtrlNode
*);
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void
reset();
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f32 _0;
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TVec3f _4;
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TVec3f _10;
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TVec3f _1C;
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MtxPtr _28;
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u32 _2C;
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u32 _30;
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DynamicJointCtrl
* mParentControl;
// _34
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};
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class
DynamicJointCtrlKeeper
{
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public
:
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DynamicJointCtrlKeeper
(
LiveActor
*);
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void
update();
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void
setCallBackFunction();
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void
startCtrl(
const
char
*, s32);
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void
endCtrl(
const
char
*, s32);
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void
reset();
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DynamicJointCtrl
* findJointCtrl(
const
char
*);
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LiveActor
* mActor;
// _0
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s32 _4;
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DynamicJointCtrl
** mControls;
// _8
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};
DynamicJointCtrl
Definition
DynamicJointCtrl.hpp:32
DynamicJointCtrlKeeper
Definition
DynamicJointCtrl.hpp:66
DynamicJointCtrlNode
Definition
DynamicJointCtrl.hpp:49
JointCtrlRate
Definition
DynamicJointCtrl.hpp:8
LiveActor
The basis of a drawable actor that can contain states (see: Nerve)
Definition
LiveActor.hpp:24
DynamicJointCtrlParam
Definition
DynamicJointCtrl.hpp:22
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