prime/include/MetroidPrime/BodyState/CBodyController.hpp

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#ifndef _CBODYCONTROLLER
#define _CBODYCONTROLLER
#include "MetroidPrime/BodyState/CBodyStateCmdMgr.hpp"
#include "MetroidPrime/BodyState/CBodyStateInfo.hpp"
#include "Kyoto/Math/CQuaternion.hpp"
class CActor;
class CPASDatabase;
class CQuaternion;
class CAnimPlaybackParms;
class CBodyController {
public:
const CPASDatabase& GetPASDatabase() const;
CActor& GetOwner() const { return x0_actor; }
CBodyStateCmdMgr& CommandMgr() { return x4_cmdMgr; }
const CBodyStateCmdMgr& GetCommandMgr() const { return x4_cmdMgr; }
float GetAnimTimeRemaining() const;
void SetDeltaRotation(const CQuaternion& q);
void SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop, bool noTrans);
void FaceDirection(const CVector3f& v0, float dt);
void EnableAnimation(bool enable);
void SetFallState(pas::EFallState state); // { x2f0_fallState = state; }
pas::EFallState GetFallState() const; // { return x2f0_fallState; }
int GetCurrentAnimId() const { return x2f8_curAnim; }
pas::ELocomotionType GetLocomotionType() const { return x2ec_locomotionType; }
bool IsAnimationOver() const { return x300_24_animationOver; }
bool ShouldPlayDeathAnims() const { return x300_28_playDeathAnims; }
private:
CActor& x0_actor;
CBodyStateCmdMgr x4_cmdMgr;
CBodyStateInfo x2a4_bodyStateInfo;
CQuaternion x2dc_rot;
pas::ELocomotionType x2ec_locomotionType ;
pas::EFallState x2f0_fallState ;
EBodyType x2f4_bodyType;
int x2f8_curAnim ;
float x2fc_turnSpeed;
bool x300_24_animationOver : 1;
bool x300_25_active : 1;
bool x300_26_frozen : 1;
bool x300_27_hasBeenFrozen : 1;
bool x300_28_playDeathAnims : 1;
};
#endif // _CBODYCONTROLLER