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CSortedLists: Add names to all function prototypes
More self-documenting and allows parameter inspection in IDEs to function nicer.
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@@ -31,27 +31,27 @@ class CSortedListManager {
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std::array<SNode, 1024> x0_nodes;
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std::array<SSortedList, 6> xb000_sortedLists;
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void Reset();
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void AddToLinkedList(s16 a, s16& b, s16& c);
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void RemoveFromList(ESortedList, s16);
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void MoveInList(ESortedList, s16);
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void InsertInList(ESortedList, SNode& node);
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s16 FindInListUpper(ESortedList, float) const;
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s16 FindInListLower(ESortedList, float) const;
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s16 ConstructIntersectionArray(const zeus::CAABox&);
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s16 CalculateIntersections(ESortedList, ESortedList, s16, s16, s16, s16, ESortedList, ESortedList, ESortedList,
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ESortedList, const zeus::CAABox&);
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void AddToLinkedList(s16 nodeId, s16& headId, s16& tailId);
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void RemoveFromList(ESortedList list, s16 idx);
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void MoveInList(ESortedList list, s16 idx);
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void InsertInList(ESortedList list, SNode& node);
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s16 FindInListUpper(ESortedList list, float value) const;
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s16 FindInListLower(ESortedList list, float value) const;
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s16 ConstructIntersectionArray(const zeus::CAABox& aabb);
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s16 CalculateIntersections(ESortedList la, ESortedList lb, s16 a, s16 b, s16 c, s16 d, ESortedList slA,
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ESortedList slB, ESortedList slC, ESortedList slD, const zeus::CAABox& aabb);
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public:
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CSortedListManager();
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const zeus::CVector3f&, const zeus::CVector3f&, float,
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const CMaterialFilter&, const CActor*) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const CActor&, const zeus::CAABox&) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const zeus::CAABox&, const CMaterialFilter&,
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const CActor*) const;
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void Remove(const CActor*);
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void Move(const CActor* act, const zeus::CAABox& aabb);
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void Insert(const CActor* act, const zeus::CAABox& aabb);
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bool ActorInLists(const CActor* act) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CVector3f& pos,
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const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter, const CActor* actor) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const CActor& actor, const zeus::CAABox& aabb) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CAABox& aabb,
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const CMaterialFilter& filter, const CActor* actor) const;
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void Remove(const CActor* actor);
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void Move(const CActor* actor, const zeus::CAABox& aabb);
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void Insert(const CActor* actor, const zeus::CAABox& aabb);
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bool ActorInLists(const CActor* actor) const;
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};
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} // namespace urde
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