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Document Actor "Fidget Tables" (#2287)
* Document `func_80034F54` and related data new name: `UpdateLimbOverrides` reason: - `0x814` and `0x940` constants - `*_OverrideLimbDraw` functions additionally: - move constants into `z64animation.h` - use these constant for existing formulas - properly name corresponding actors' fields - add occasional explicit limbs limit constants * port over the MM "fidget" naming * remove redundant comments * move and rename `FIDGET_*` constants * introduce a `FIDGET_SCALE` constant, as no other value is applied * remove generally unrelated changes * apply PR suggestion Co-authored-by: mzxrules <mzxrules@gmail.com> * fix (?) fidgetTable size following the https://github.com/zeldaret/oot/pull/2287#discussion_r1832371833 suggestion * remove an unused `struct EnMu` field @ `0x024A` a continuation to the211263295c
automatic padding commpensates its absence * remove MM mention as "it would get unruly fast" https://github.com/zeldaret/oot/pull/2287#discussion_r1833470468 * rename `overridePerLimb` -> `fidgetFrequency` https://github.com/zeldaret/oot/pull/2287#discussion_r1837211873 * give better names to the constants https://github.com/zeldaret/oot/pull/2287#discussion_r1837211873 * remove unnecesasry braces from a comment https://github.com/zeldaret/oot/pull/2287#discussion_r1842642196 * make the comment multiline "officially" * restore `limbIndex` naming for this PR43afb7b7cb (r1842644602)
* apply a PR suggestion https://github.com/zeldaret/oot/pull/2287#discussion_r1842787653 --------- Co-authored-by: mzxrules <mzxrules@gmail.com>
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@ -4441,13 +4441,24 @@ void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo,
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frameCount, animationInfo->mode, animationInfo->morphFrames);
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}
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void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3) {
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/**
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* Fills two tables with rotation angles that can be used to simulate idle animations.
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*
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* The rotation angles are dependent on the current frame, so should be updated regularly, generally every frame.
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*
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* This is done for the desired limb by taking either the `sin` of the yTable value or the `cos` of the zTable value,
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* multiplying by some scale factor (generally 200), and adding that to the already existing rotation.
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*
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* Note: With the common scale factor of 200, this effect is practically unnoticeable if the current animation already
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* has motion involved.
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*/
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void Actor_UpdateFidgetTables(PlayState* play, s16* fidgetTableY, s16* fidgetTableZ, s32 tableLen) {
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u32 frames = play->gameplayFrames;
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s32 i;
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for (i = 0; i < arg3; i++) {
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arg1[i] = (0x814 + 50 * i) * frames;
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arg2[i] = (0x940 + 50 * i) * frames;
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for (i = 0; i < tableLen; i++) {
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fidgetTableY[i] = (FIDGET_FREQ_Y + FIDGET_FREQ_LIMB * i) * frames;
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fidgetTableZ[i] = (FIDGET_FREQ_Z + FIDGET_FREQ_LIMB * i) * frames;
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}
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}
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