3#include <graphics/AnimExpDecayCalcRatio.h>
4#include <player/PlayerEnum.h>
5#include <player/PlayerModelBase.h>
99 void setDark(DarkTargetType type, f32 value)
override;
127 virtual void setColorType(ColorType color_type,
bool keep_head_konst3) = 0;
147 mPlayerNo = player_no;
161 return mNowModeModel;
173 bool setPersonalAnm(ModelResource** anm_res, sead::BufferedSafeString* anm_name, s32 anm_id,
bool body)
override;
175 bool setPersonalRideAnm(ModelResource** anm_res, sead::BufferedSafeString* anm_name, s32 anm_id)
override;
178 void setAnm(s32 anm_id, f32 rate, f32 blend_duration = 0.0f, f32 frame = 0.0f)
override;
180 void setFootAnmImpl(
const ModelResource* anm_res,
const sead::SafeString& anm_name, FrameCtrl::PlayMode mode, f32 rate, f32 frame, f32 blend_duration)
override;
182 void setBodyAnmImpl(
const ModelResource* anm_res,
const sead::SafeString& anm_name, FrameCtrl::PlayMode mode, f32 rate, f32 frame, f32 blend_duration)
override;
216 void getJointMtx(sead::Matrixf* mtx,
const sead::SafeString& name)
override;
220 mPropelRollAngle = angle;
225 mPropelRollSpeed = speed;
230 mPropelScale = scale;
235 return mModelArray[mode_mdl];
240 return mModelArray[mode_mdl];
Definition PlayerModel.h:18
Angle mFaceAngle
Definition PlayerModel.h:257
PlayerModeModel mOldModeModel
Definition PlayerModel.h:248
virtual void setJointMap()
s32 mFaceRotFrameCnt
Definition PlayerModel.h:260
virtual void setTevColor0Alpha(s32 idx_material, f32 value)=0
virtual bool isMiiCapVisible()
Definition PlayerModel.h:154
bool getHeadPropelJointMtx(sead::Matrixf *mtx)
virtual void setPlayerNo(s32 player_no)
Definition PlayerModel.h:145
virtual void setTexAnmTypeImpl(TexAnmType type)=0
virtual void setMusaPtoNmlAnm()
Definition PlayerModel.h:141
void setTexAnmType(TexAnmType type) override
AnimModel * getHeadModel(PlayerModeModel mode_mdl)
Definition PlayerModel.h:238
DarkTargetType mDarkTargetType
Definition PlayerModel.h:268
virtual void removeStarAnm_OldModeModel()
bool setPersonalAnm(ModelResource **anm_res, sead::BufferedSafeString *anm_name, s32 anm_id, bool body) override
PlayerMode getPlayerMode()
Definition PlayerModel.h:106
sead::BitFlag32 mEnvTypeFlag
Definition PlayerModel.h:270
bool checkChange_MusaPtoNml()
virtual void setInvTevColor0(f32 value)
virtual void updateBonusCap()
Definition PlayerModel.h:137
bool mClampFaceRotTimer
Definition PlayerModel.h:261
PlayerMode mPlayerModeOverride
Definition PlayerModel.h:255
AnimExpDecayCalcRatio mCalcRatio
Definition PlayerModel.h:253
void setAnm(s32 anm_id, f32 rate, f32 blend_duration=0.0f, f32 frame=0.0f) override
void getJointMtx(sead::Matrixf *mtx, const sead::SafeString &name) override
void onStarAnm() override
virtual void setTevKColor3(f32 value)
f32 getBaseScale() override
sead::SafeArray< AnimModel *, cPlayerModeModel_Num > mModelArray
Definition PlayerModel.h:244
void setPropelRollAngle(const Angle &angle)
Definition PlayerModel.h:218
void setDark(DarkTargetType type, f32 value) override
void setModelDrawFlagDirect(u32 flag) override
virtual void setMiiColor(PlayerCharacter mii_color)
Definition PlayerModel.h:129
virtual f32 getAimMotionShareScale()=0
JointID
Definition PlayerModel.h:34
@ cJointID_LegL2
Definition PlayerModel.h:38
@ cJointID_WingLegR
Definition PlayerModel.h:53
@ cJointID_LegL1
Definition PlayerModel.h:37
@ cJointID_LegR2
Definition PlayerModel.h:41
@ cJointID_ArmR2
Definition PlayerModel.h:48
@ cJointID_ArmL2
Definition PlayerModel.h:45
@ cJointID_WingArmR
Definition PlayerModel.h:55
@ cJointID_AnkleR1
Definition PlayerModel.h:42
@ cJointID_WingTail2
Definition PlayerModel.h:58
@ cJointID_Face1
Definition PlayerModel.h:51
@ cJointID_AnkleL1
Definition PlayerModel.h:39
@ cJointID_ArmR1
Definition PlayerModel.h:47
@ cJointID_Num
Definition PlayerModel.h:59
@ cJointID_Spin
Definition PlayerModel.h:43
@ cJointID_CapPosition
Definition PlayerModel.h:50
@ cJointID_WingLegL
Definition PlayerModel.h:52
@ cJointID_WingTail1
Definition PlayerModel.h:57
@ cJointID_Wing
Definition PlayerModel.h:56
@ cJointID_SklRoot
Definition PlayerModel.h:36
@ cJointID_ArmL1
Definition PlayerModel.h:44
@ cJointID_WristR1
Definition PlayerModel.h:49
@ cJointID_WingArmL
Definition PlayerModel.h:54
@ cJointID_WristL1
Definition PlayerModel.h:46
@ cJointID_AllRoot
Definition PlayerModel.h:35
@ cJointID_LegR1
Definition PlayerModel.h:40
void setPropelScale(f32 scale)
Definition PlayerModel.h:228
void postChange_MusaPtoNml()
sead::SafeArray< AnimModel *, cPlayerModeModel_Num > mHeadModelArray
Definition PlayerModel.h:245
void calc2Impl() override
f32 mBlendRate_v1
Definition PlayerModel.h:266
void setBodyAnmImpl(const ModelResource *anm_res, const sead::SafeString &anm_name, FrameCtrl::PlayMode mode, f32 rate, f32 frame, f32 blend_duration) override
sead::SafeArray< s32, cJointID_Num > mJointMap
Definition PlayerModel.h:251
ColorType mColorType
Definition PlayerModel.h:256
bool setPersonalRideAnm(ModelResource **anm_res, sead::BufferedSafeString *anm_name, s32 anm_id) override
Angle mFaceAngleTarget
Definition PlayerModel.h:258
EnvTypeFlag
Definition PlayerModel.h:71
@ cEnvTypeFlag_Star
Definition PlayerModel.h:72
@ cEnvTypeFlag_P
Definition PlayerModel.h:73
void offStarAnm() override
f32 mDarkColorValue
Definition PlayerModel.h:269
f32 mBlendRate_v0
Definition PlayerModel.h:265
f32 mBlendRate_v2
Definition PlayerModel.h:267
virtual void onPMusaChange()
Angle mPropelRollSpeed
Definition PlayerModel.h:263
Angle mPropelRollAngle
Definition PlayerModel.h:262
virtual ~PlayerModel()
Definition PlayerModel.h:80
sead::BitFlag16 mModeModelLoadFlag
Definition PlayerModel.h:250
void setFootAnmImpl(const ModelResource *anm_res, const sead::SafeString &anm_name, FrameCtrl::PlayMode mode, f32 rate, f32 frame, f32 blend_duration) override
virtual void setCapMode(CapMode mode)
Definition PlayerModel.h:133
void setPlayerMode(PlayerMode mode)
AnimModel * mHeadModel
Definition PlayerModel.h:247
virtual void setModeModel(PlayerModeModel mode_mdl)
void setPropelRollSpeed(const Angle &speed)
Definition PlayerModel.h:223
EnvType
Definition PlayerModel.h:64
@ cEnvType_Normal
Definition PlayerModel.h:65
@ cEnvType_Star
Definition PlayerModel.h:66
@ cEnvType_P
Definition PlayerModel.h:67
s32 mFaceRotTimer
Definition PlayerModel.h:259
virtual void removeStarAnm_NowModeModel()
PlayerModel(const PlayerObjectResHIO &res_hio, Type type, PlayerMode mode, SceneType scene_type, bool override_lightmap)
virtual void setStarAnm()
PlayerModeModel mNowModeModel
Definition PlayerModel.h:249
bool mOverrideLightMap
Definition PlayerModel.h:271
const PlayerObjectResHIO & mResHio
Definition PlayerModel.h:246
void setAnmBind() override
PlayerMode mPlayerMode
Definition PlayerModel.h:254
f32 mPropelScale
Definition PlayerModel.h:264
PlayerModeModel getModeModel()
Definition PlayerModel.h:159
void setCarryBodyAnm(f32 blend_duration, bool bubble_reset_frame) override
virtual void setColorType(ColorType color_type, bool keep_head_konst3)=0
s32 mPlayerNo
Definition PlayerModel.h:252
void setModelDrawBufferIndex(s32 idx_opa, s32 idx_xlu) override
void releaseBodyAnm(f32 blend_duration) override
AnimModel * getBodyModel(PlayerModeModel mode_mdl)
Definition PlayerModel.h:233
virtual void setMiiCapVisible(bool visible)
Definition PlayerModel.h:150
virtual f32 getTevColor0Alpha(s32 idx_material)=0
Definition PlayerModel.h:8
sead::SafeString anm_res_key
Definition PlayerModel.h:10
sead::SafeString body_mdl_name[cPlayerModeModel_Num]
Definition PlayerModel.h:11
sead::SafeString model_res_key
Definition PlayerModel.h:9
f32 head_top_offs[cPlayerModeModel_Num]
Definition PlayerModel.h:13
sead::SafeString head_mdl_name[cPlayerModeModel_Num]
Definition PlayerModel.h:12