3#include <graphics/Mii_SlotID.h>
4#include <player/PlayerModel.h>
5#include <player/PlayerModelBaseMgr.h>
7#include <heap/seadHeap.h>
14 PlayerModelMgr(PlayerModelBase::Type type, PlayerModelBase::SceneType scene_type, s32 player_no,
bool override_lightmap =
true);
16 PlayerModelMgr(PlayerModelBase::Type type, PlayerMode mode, PlayerModelBase::SceneType scene_type,
bool override_lightmap =
true);
18 PlayerModelMgr(PlayerMode mode, PlayerCharacter mii_color, Mii::SlotID slot_id, sead::Heap* ffl_tmp_heap,
bool override_lightmap =
true);
22 return mModel->getPlayerMode();
27 mModel->setPlayerMode(mode);
32 return mModel->getHeadPropelJointMtx(mtx);
37 return mModel->checkChange_MusaPtoNml();
42 mModel->postChange_MusaPtoNml();
47 return mModel->isFaceRot();
52 mModel->setClampFaceRot();
55 void setColorType(PlayerModel::ColorType color_type,
bool keep_head_konst3)
57 mModel->setColorType(color_type, keep_head_konst3);
62 mModel->setMiiColor(mii_color);
65 void setHeadID(PlayerModelBase::HeadType id)
override
67 mModel->setHeadID(id);
72 mModel->setMusaPtoNmlAnm();
77 mModel->setMiiCapVisible(visible);
82 return mModel->isMiiCapVisible();
87 return mModel->getBodyID();
92 mModel->setPropelRollAngle(angle);
97 mModel->setPropelRollSpeed(speed);
102 mModel->setPropelScale(scale);
107 return mModel->getBodyModel(type);
112 return mModel->getHeadModel(type);
116 inline void construct_(PlayerModelBase::Type type, PlayerMode mode, PlayerModelBase::SceneType scene_type, s32 player_no,
bool override_lightmap);
Definition PlayerModelMgr.h:11
bool checkChange_MusaPtoNml()
Definition PlayerModelMgr.h:35
void setColorType(PlayerModel::ColorType color_type, bool keep_head_konst3)
Definition PlayerModelMgr.h:55
void setMiiColor(PlayerCharacter mii_color)
Definition PlayerModelMgr.h:60
virtual bool isMiiCapVisible()
Definition PlayerModelMgr.h:80
AnimModel * getBodyModel(PlayerModel::BodyType type)
Definition PlayerModelMgr.h:105
PlayerMode getPlayerMode() const
Definition PlayerModelMgr.h:20
PlayerModelMgr(PlayerModelBase::Type type, PlayerModelBase::SceneType scene_type, s32 player_no, bool override_lightmap=true)
void setPlayerMode(PlayerMode mode)
Definition PlayerModelMgr.h:25
void setPropelRollAngle(const Angle &angle)
Definition PlayerModelMgr.h:90
PlayerModelMgr(PlayerMode mode, PlayerCharacter mii_color, Mii::SlotID slot_id, sead::Heap *ffl_tmp_heap, bool override_lightmap=true)
void setMusaPtoNmlAnm()
Definition PlayerModelMgr.h:70
virtual void setMiiCapVisible(bool visible)
Definition PlayerModelMgr.h:75
void setPropelRollSpeed(const Angle &speed)
Definition PlayerModelMgr.h:95
PlayerModel * mModel
Definition PlayerModelMgr.h:119
bool getHeadPropelJointMtx(sead::Matrixf *mtx)
Definition PlayerModelMgr.h:30
void postChange_MusaPtoNml()
Definition PlayerModelMgr.h:40
AnimModel * getHeadModel(PlayerModel::BodyType type)
Definition PlayerModelMgr.h:110
void setPropelScale(f32 scale)
Definition PlayerModelMgr.h:100
void construct_(PlayerModelBase::Type type, PlayerMode mode, PlayerModelBase::SceneType scene_type, s32 player_no, bool override_lightmap)
void setClampFaceRot()
Definition PlayerModelMgr.h:50
void setHeadID(PlayerModelBase::HeadType id) override
Definition PlayerModelMgr.h:65
PlayerModel::BodyType getBodyID()
Definition PlayerModelMgr.h:85
bool isFaceRot()
Definition PlayerModelMgr.h:45