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Standardize "ActorMovement" over "ActorMove" (#2214)
* ActorMove -> ActorMovement * more move -> movement * ANIM_FLAG_ENABLE_MOVEMENT * format
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14 changed files with 124 additions and 117 deletions
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@ -1263,14 +1263,14 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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sCurBodyPartPos = &this->bodyPartsPos[0] - 1;
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if (!LINK_IS_ADULT) {
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if (!(this->skelAnime.moveFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) ||
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(this->skelAnime.moveFlags & ANIM_FLAG_UPDATE_XZ)) {
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if (!(this->skelAnime.movementFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) ||
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(this->skelAnime.movementFlags & ANIM_FLAG_UPDATE_XZ)) {
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pos->x *= 0.64f;
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pos->z *= 0.64f;
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}
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if (!(this->skelAnime.moveFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) ||
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(this->skelAnime.moveFlags & ANIM_FLAG_UPDATE_Y)) {
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if (!(this->skelAnime.movementFlags & ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT) ||
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(this->skelAnime.movementFlags & ANIM_FLAG_UPDATE_Y)) {
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pos->y *= 0.64f;
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}
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}
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@ -818,7 +818,7 @@ void AnimTaskQueue_SetNextGroup(PlayState* play) {
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* A transformative task is one that will alter the appearance of an animation.
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* These include Copy, Interp, CopyUsingMap, and CopyUsingMapInverted.
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*
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* LoadPlayerFrame and ActorMove, which don't alter the appearance of an existing animation,
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* LoadPlayerFrame and ActorMovement, which don't alter the appearance of an existing animation,
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* will always run even if a group has its transformative tasks disabled.
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*/
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void AnimTaskQueue_DisableTransformTasksForGroup(PlayState* play) {
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@ -960,13 +960,13 @@ void AnimTaskQueue_AddCopyUsingMapInverted(PlayState* play, s32 vecCount, Vec3s*
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/**
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* Creates a task which will move an actor according to the translation of its root limb for the current frame.
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*/
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void AnimTaskQueue_AddActorMove(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY) {
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void AnimTaskQueue_AddActorMovement(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY) {
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AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_ACTOR_MOVE);
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if (task != NULL) {
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task->data.actorMove.actor = actor;
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task->data.actorMove.skelAnime = skelAnime;
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task->data.actorMove.diffScaleY = moveDiffScaleY;
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task->data.actorMovement.actor = actor;
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task->data.actorMovement.skelAnime = skelAnime;
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task->data.actorMovement.diffScaleY = moveDiffScaleY;
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}
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}
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@ -1049,9 +1049,10 @@ void AnimTask_CopyUsingMapInverted(PlayState* play, AnimTaskData* data) {
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/**
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* Move an actor according to the translation of its root limb for the current animation frame.
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* The actor's current shape yaw will factor into the resulting movement.
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*/
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void AnimTask_ActorMove(PlayState* play, AnimTaskData* data) {
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AnimTaskActorMove* task = &data->actorMove;
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void AnimTask_ActorMovement(PlayState* play, AnimTaskData* data) {
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AnimTaskActorMovement* task = &data->actorMovement;
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Actor* actor = task->actor;
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Vec3f diff;
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@ -1070,8 +1071,8 @@ typedef void (*AnimTaskFunc)(struct PlayState* play, AnimTaskData* data);
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*/
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void AnimTaskQueue_Update(PlayState* play, AnimTaskQueue* animTaskQueue) {
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static AnimTaskFunc animTaskFuncs[] = {
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AnimTask_LoadPlayerFrame, AnimTask_Copy, AnimTask_Interp, AnimTask_CopyUsingMap,
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AnimTask_CopyUsingMapInverted, AnimTask_ActorMove,
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AnimTask_LoadPlayerFrame, AnimTask_Copy, AnimTask_Interp, AnimTask_CopyUsingMap,
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AnimTask_CopyUsingMapInverted, AnimTask_ActorMovement,
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};
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AnimTask* task = animTaskQueue->tasks;
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@ -1838,7 +1839,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
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f32 cos;
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// If `ANIM_FLAG_UPDATE_XZ` behaved as expected, it would also be checked here
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if (skelAnime->moveFlags & ANIM_FLAG_ADJUST_STARTING_POS) {
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if (skelAnime->movementFlags & ANIM_FLAG_ADJUST_STARTING_POS) {
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diff->x = diff->z = 0.0f;
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} else {
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x = skelAnime->jointTable[0].x;
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@ -1864,8 +1865,8 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
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skelAnime->prevTransl.z = skelAnime->jointTable[0].z;
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skelAnime->jointTable[0].z = skelAnime->baseTransl.z;
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if (skelAnime->moveFlags & ANIM_FLAG_UPDATE_Y) {
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if (skelAnime->moveFlags & ANIM_FLAG_ADJUST_STARTING_POS) {
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if (skelAnime->movementFlags & ANIM_FLAG_UPDATE_Y) {
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if (skelAnime->movementFlags & ANIM_FLAG_ADJUST_STARTING_POS) {
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diff->y = 0.0f;
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} else {
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diff->y = skelAnime->jointTable[0].y - skelAnime->prevTransl.y;
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@ -1878,7 +1879,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
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skelAnime->prevTransl.y = skelAnime->jointTable[0].y;
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}
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skelAnime->moveFlags &= ~ANIM_FLAG_ADJUST_STARTING_POS;
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skelAnime->movementFlags &= ~ANIM_FLAG_ADJUST_STARTING_POS;
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}
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/**
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