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SkelAnime Updates (#78)

* update naming, minor updates

* rename postLimbUpdate to postLimbDraw

* recently decompiled actor naming update
This commit is contained in:
krimtonz 2020-04-18 13:08:12 -05:00 committed by GitHub
parent cb5a604ea7
commit 4961eb0a90
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GPG key ID: 4AEE18F83AFDEB23
19 changed files with 259 additions and 275 deletions

View file

@ -23,8 +23,8 @@ void func_809B0994(EnAni* this, GlobalContext* globalCtx);
void func_809B0A28(EnAni* this, GlobalContext* globalCtx);
void func_809B0A6C(EnAni* this, GlobalContext* globalCtx);
void EnAni_Update(EnAni* this, GlobalContext* globalCtx);
s32 EnAni_UpdateMtxFunc(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, EnAni* enAni);
void EnAni_LimbAppendDList(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, EnAni* enAni);
s32 EnAni_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, EnAni* enAni);
void EnAni_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, EnAni* enAni);
void EnAni_Draw(EnAni* this, GlobalContext* globalCtx);
extern SkeletonHeader D_060000F0;
@ -73,7 +73,7 @@ void EnAni_Init(EnAni* this, GlobalContext* globalCtx) {
anim = &D_060076EC;
Actor_ProcessInitChain(&this->actor, initChain);
ActorShape_Init(&this->actor.shape, -2800.0f, ActorShadow_DrawFunc_Circle, 36.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060000F0, anim, this->actorDrawTable, this->transitionDrawTable,
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060000F0, anim, this->limbDrawTable, this->transitionDrawTable,
0x10);
SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, anim);
ActorCollider_AllocCylinder(globalCtx, &this->collider);
@ -297,7 +297,7 @@ void EnAni_Update(EnAni* this, GlobalContext* globalCtx) {
}
}
s32 EnAni_UpdateMtxFunc(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, EnAni* enAni) {
s32 EnAni_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, EnAni* enAni) {
EnAni* temp;
temp = enAni;
@ -308,7 +308,7 @@ s32 EnAni_UpdateMtxFunc(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
return 0;
}
void EnAni_LimbAppendDList(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, EnAni* enAni) {
void EnAni_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, EnAni* enAni) {
if (limbIndex == 15) {
Matrix_MultVec3f(&EnAniVec, &enAni->actor.posRot2.pos);
}
@ -328,7 +328,7 @@ void EnAni_Draw(EnAni* this, GlobalContext* globalCtx) {
gSPSegment(gfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(temp[this->unk_2AC]));
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.actorDrawTbl, this->skelAnime.dListCount,
EnAni_UpdateMtxFunc, EnAni_LimbAppendDList, &this->actor);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnAni_OverrideLimbDraw, EnAni_PostLimbDraw, &this->actor);
Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_en_ani.c", 736);
}

View file

@ -8,7 +8,7 @@ typedef struct {
/* 0x0000 */ Actor actor;
/* 0x014C */ ColliderCylinderMain collider;
/* 0x0198 */ SkelAnime skelAnime;
/* 0x01DC */ Vec3s actorDrawTable[16];
/* 0x01DC */ Vec3s limbDrawTable[16];
/* 0x023C */ Vec3s transitionDrawTable[16];
/* 0x029C */ Vec3s unk_29C;
/* 0x02A2 */ Vec3s unk_2A2;