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Document Bunny Hood 🐰 (#1373)
* Change BunnyEarKinematics struct and some docs * More complete docs * Format, quick note in the InitModes array * remove comment and move struct down Co-authored-by: fig02 <fig02srl@gmail.com>
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1149530c92
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2 changed files with 88 additions and 66 deletions
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@ -526,9 +526,10 @@ void EnMm_Draw(Actor* thisx, PlayState* play) {
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if (GET_ITEMGETINF(ITEMGETINF_3B)) {
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s32 linkChildObjBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_LINK_CHILD);
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// Draw Bunny Hood
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if (linkChildObjBankIndex >= 0) {
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Mtx* mtx;
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Vec3s sp50;
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Vec3s earRot;
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Mtx* mtx2;
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mtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx) * 2);
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@ -540,18 +541,20 @@ void EnMm_Draw(Actor* thisx, PlayState* play) {
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gSPSegment(POLY_OPA_DISP++, 0x0B, mtx);
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gSPSegment(POLY_OPA_DISP++, 0x0D, mtx2 - 7);
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sp50.x = 994;
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sp50.y = 3518;
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sp50.z = -13450;
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// Draw the ears in the neutral position (unlike Player, no flopping physics)
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Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, -240.0f, &sp50);
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// Right ear
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earRot.x = 0x3E2;
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earRot.y = 0xDBE;
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earRot.z = -0x348A;
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Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, -240.0f, &earRot);
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Matrix_ToMtx(mtx++, "../z_en_mm.c", 1124);
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sp50.x = -994;
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sp50.y = -3518;
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sp50.z = -13450;
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Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, 240.0f, &sp50);
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// Left ear
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earRot.x = -0x3E2;
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earRot.y = -0xDBE;
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earRot.z = -0x348A;
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Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, 240.0f, &earRot);
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Matrix_ToMtx(mtx, "../z_en_mm.c", 1131);
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gSPDisplayList(POLY_OPA_DISP++, gLinkChildBunnyHoodDL);
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@ -114,14 +114,6 @@ typedef struct {
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};
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} struct_80854B18; // size = 0x08
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typedef struct {
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/* 0x00 */ s16 unk_00;
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/* 0x02 */ s16 unk_02;
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/* 0x04 */ s16 unk_04;
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/* 0x06 */ s16 unk_06;
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/* 0x08 */ s16 unk_08;
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} struct_80858AC8; // size = 0x0A
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void func_80833770(PlayState* play, Player* this);
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void func_80833790(PlayState* play, Player* this);
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void func_8083379C(PlayState* play, Player* this);
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@ -255,7 +247,7 @@ void func_8084FB10(Player* this, PlayState* play);
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void func_8084FBF4(Player* this, PlayState* play);
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s32 func_8084FCAC(Player* this, PlayState* play);
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void func_8084FF7C(Player* this);
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void func_8085002C(Player* this);
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void Player_UpdateBunnyEars(Player* this);
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s32 func_80850224(Player* this, PlayState* play);
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void func_808502D0(Player* this, PlayState* play);
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void func_808505DC(Player* this, PlayState* play);
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@ -9613,9 +9605,22 @@ void Player_InitCommon(Player* this, PlayState* play, FlexSkeletonHeader* skelHe
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}
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static void (*D_80854738[])(PlayState* play, Player* this) = {
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func_80846648, func_808467D4, func_80846660, func_808468A8, func_808468E8, func_808469BC,
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func_80846A68, func_80846978, func_8083CA54, func_8083CA54, func_8083CA54, func_8083CA54,
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func_8083CA54, func_8083CA20, func_8083CA54, func_8083CA9C,
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/* 0x0 */ func_80846648,
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/* 0x1 */ func_808467D4, // From time travel
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/* 0x2 */ func_80846660,
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/* 0x3 */ func_808468A8,
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/* 0x4 */ func_808468E8,
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/* 0x5 */ func_808469BC,
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/* 0x6 */ func_80846A68,
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/* 0x7 */ func_80846978,
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/* 0x8 */ func_8083CA54,
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/* 0x9 */ func_8083CA54,
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/* 0xA */ func_8083CA54,
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/* 0xB */ func_8083CA54,
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/* 0xC */ func_8083CA54,
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/* 0xD */ func_8083CA20,
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/* 0xE */ func_8083CA54,
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/* 0xF */ func_8083CA9C,
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};
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static Vec3f D_80854778 = { 0.0f, 50.0f, 0.0f };
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@ -10589,7 +10594,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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this->actor.shape.face = this->unk_3A8[0] + ((play->gameplayFrames & 32) ? 0 : 3);
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if (this->currentMask == PLAYER_MASK_BUNNY) {
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func_8085002C(this);
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Player_UpdateBunnyEars(this);
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}
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if (func_8002DD6C(this) != 0) {
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@ -10929,7 +10934,13 @@ void Player_Update(Actor* thisx, PlayState* play) {
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MREG(55) = this->actor.world.rot.y;
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}
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static struct_80858AC8 D_80858AC8;
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typedef struct {
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/* 0x0 */ Vec3s rot;
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/* 0x6 */ Vec3s angVel;
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} BunnyEarKinematics; // size = 0xC
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static BunnyEarKinematics sBunnyEarKinematics;
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static Vec3s D_80858AD8[25];
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static Gfx* sMaskDlists[PLAYER_MASK_MAX - 1] = {
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@ -10952,24 +10963,26 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
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Player_PostLimbDrawGameplay, this);
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if ((overrideLimbDraw == Player_OverrideLimbDrawGameplayDefault) && (this->currentMask != PLAYER_MASK_NONE)) {
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Mtx* sp70 = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Mtx));
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Mtx* bunnyEarMtx = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Mtx));
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if (this->currentMask == PLAYER_MASK_BUNNY) {
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Vec3s sp68;
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Vec3s earRot;
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gSPSegment(POLY_OPA_DISP++, 0x0B, sp70);
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gSPSegment(POLY_OPA_DISP++, 0x0B, bunnyEarMtx);
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sp68.x = D_80858AC8.unk_02 + 0x3E2;
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sp68.y = D_80858AC8.unk_04 + 0xDBE;
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sp68.z = D_80858AC8.unk_00 - 0x348A;
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Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, -240.0f, &sp68);
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Matrix_ToMtx(sp70++, "../z_player.c", 19273);
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// Right ear
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earRot.x = sBunnyEarKinematics.rot.y + 0x3E2;
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earRot.y = sBunnyEarKinematics.rot.z + 0xDBE;
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earRot.z = sBunnyEarKinematics.rot.x - 0x348A;
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Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, -240.0f, &earRot);
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Matrix_ToMtx(bunnyEarMtx++, "../z_player.c", 19273);
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sp68.x = D_80858AC8.unk_02 - 0x3E2;
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sp68.y = -0xDBE - D_80858AC8.unk_04;
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sp68.z = D_80858AC8.unk_00 - 0x348A;
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Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, 240.0f, &sp68);
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Matrix_ToMtx(sp70, "../z_player.c", 19279);
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// Left ear
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earRot.x = sBunnyEarKinematics.rot.y - 0x3E2;
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earRot.y = -sBunnyEarKinematics.rot.z - 0xDBE;
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earRot.z = sBunnyEarKinematics.rot.x - 0x348A;
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Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, 240.0f, &earRot);
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Matrix_ToMtx(bunnyEarMtx, "../z_player.c", 19279);
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}
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gSPDisplayList(POLY_OPA_DISP++, sMaskDlists[this->currentMask - 1]);
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@ -13255,44 +13268,50 @@ void func_8084FF7C(Player* this) {
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}
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}
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void func_8085002C(Player* this) {
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s32 pad;
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s16 sp2A;
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s16 sp28;
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s16 sp26;
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/**
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* Updates the Bunny Hood's floppy ears' rotation and velocity.
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*/
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void Player_UpdateBunnyEars(Player* this) {
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Vec3s force;
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s16 angle;
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D_80858AC8.unk_06 -= D_80858AC8.unk_06 >> 3;
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D_80858AC8.unk_08 -= D_80858AC8.unk_08 >> 3;
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D_80858AC8.unk_06 += -D_80858AC8.unk_00 >> 2;
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D_80858AC8.unk_08 += -D_80858AC8.unk_02 >> 2;
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// Damping: decay by 1/8 the previous value each frame
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sBunnyEarKinematics.angVel.x -= sBunnyEarKinematics.angVel.x >> 3;
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sBunnyEarKinematics.angVel.y -= sBunnyEarKinematics.angVel.y >> 3;
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sp26 = this->actor.world.rot.y - this->actor.shape.rot.y;
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// Elastic restorative force
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sBunnyEarKinematics.angVel.x += -sBunnyEarKinematics.rot.x >> 2;
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sBunnyEarKinematics.angVel.y += -sBunnyEarKinematics.rot.y >> 2;
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sp28 = (s32)(this->actor.speed * -200.0f * Math_CosS(sp26) * (Rand_CenteredFloat(2.0f) + 10.0f)) & 0xFFFF;
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sp2A = (s32)(this->actor.speed * 100.0f * Math_SinS(sp26) * (Rand_CenteredFloat(2.0f) + 10.0f)) & 0xFFFF;
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// Forcing from motion relative to shape frame
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angle = this->actor.world.rot.y - this->actor.shape.rot.y;
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force.x = (s32)(this->actor.speed * -200.0f * Math_CosS(angle) * (Rand_CenteredFloat(2.0f) + 10.0f)) & 0xFFFF;
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force.y = (s32)(this->actor.speed * 100.0f * Math_SinS(angle) * (Rand_CenteredFloat(2.0f) + 10.0f)) & 0xFFFF;
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D_80858AC8.unk_06 += sp28 >> 2;
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D_80858AC8.unk_08 += sp2A >> 2;
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sBunnyEarKinematics.angVel.x += force.x >> 2;
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sBunnyEarKinematics.angVel.y += force.y >> 2;
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if (D_80858AC8.unk_06 > 6000) {
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D_80858AC8.unk_06 = 6000;
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} else if (D_80858AC8.unk_06 < -6000) {
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D_80858AC8.unk_06 = -6000;
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// Clamp both angular velocities to [-6000, 6000]
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if (sBunnyEarKinematics.angVel.x > 6000) {
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sBunnyEarKinematics.angVel.x = 6000;
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} else if (sBunnyEarKinematics.angVel.x < -6000) {
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sBunnyEarKinematics.angVel.x = -6000;
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}
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if (sBunnyEarKinematics.angVel.y > 6000) {
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sBunnyEarKinematics.angVel.y = 6000;
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} else if (sBunnyEarKinematics.angVel.y < -6000) {
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sBunnyEarKinematics.angVel.y = -6000;
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}
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if (D_80858AC8.unk_08 > 6000) {
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D_80858AC8.unk_08 = 6000;
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} else if (D_80858AC8.unk_08 < -6000) {
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D_80858AC8.unk_08 = -6000;
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}
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// Add angular velocity to rotations
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sBunnyEarKinematics.rot.x += sBunnyEarKinematics.angVel.x;
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sBunnyEarKinematics.rot.y += sBunnyEarKinematics.angVel.y;
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D_80858AC8.unk_00 += D_80858AC8.unk_06;
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D_80858AC8.unk_02 += D_80858AC8.unk_08;
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if (D_80858AC8.unk_00 < 0) {
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D_80858AC8.unk_04 = D_80858AC8.unk_00 >> 1;
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// swivel ears outwards if bending backwards
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if (sBunnyEarKinematics.rot.x < 0) {
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sBunnyEarKinematics.rot.z = sBunnyEarKinematics.rot.x >> 1;
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} else {
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D_80858AC8.unk_04 = 0;
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sBunnyEarKinematics.rot.z = 0;
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}
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}
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