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e6bc4bd8cb
* Add names to all typedef'd structs, unions, and enums * wtf vs code * Use a better regex
62 lines
2.4 KiB
C
62 lines
2.4 KiB
C
#ifndef Z64_CURVE_H
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#define Z64_CURVE_H
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#include "ultra64/ultratypes.h"
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#include "z64math.h"
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struct PlayState;
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typedef struct CurveInterpKnot {
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/* 0x0 */ u16 flags; // Only the bottom two bits are used, although others are set in objects
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/* 0x2 */ s16 abscissa; // knot input value
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/* 0x4 */ s16 leftGradient; // left derivative at the point
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/* 0x6 */ s16 rightGradient; // right derivative at the point
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/* 0x8 */ f32 ordinate; // output value
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} CurveInterpKnot; // size = 0xC
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typedef struct CurveAnimationHeader {
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/* 0x0 */ u8* knotCounts;
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/* 0x4 */ CurveInterpKnot* interpolationData;
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/* 0x8 */ s16* constantData;
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/* 0xC */ s16 unk_0C; // Set but not used, always 1 in objects
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/* 0xE */ s16 frameCount; // Not used, inferred from use in objects
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} CurveAnimationHeader; // size = 0x10
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typedef struct SkelCurveLimb {
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/* 0x0 */ u8 child;
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/* 0x1 */ u8 sibling;
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/* 0x4 */ Gfx* dList[2];
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} SkelCurveLimb; // size = 0xC
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typedef struct CurveSkeletonHeader {
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/* 0x0 */ SkelCurveLimb** limbs;
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/* 0x4 */ u8 limbCount;
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} CurveSkeletonHeader; // size = 0x8
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typedef struct SkelCurve {
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/* 0x00 */ u8 limbCount;
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/* 0x04 */ SkelCurveLimb** skeleton;
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/* 0x08 */ CurveAnimationHeader* animation;
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/* 0x0C */ f32 unk_0C; // set but not used
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/* 0x10 */ f32 endFrame;
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/* 0x14 */ f32 playSpeed;
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/* 0x18 */ f32 curFrame;
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/* 0x1C */ s16 (*jointTable)[9];
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} SkelCurve; // size = 0x20
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typedef s32 (*OverrideCurveLimbDraw)(struct PlayState* play, SkelCurve* skelCuve, s32 limbIndex, void* thisx);
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typedef void (*PostCurveLimbDraw)(struct PlayState* play, SkelCurve* skelCuve, s32 limbIndex, void* thisx);
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f32 Curve_Interpolate(f32 x, CurveInterpKnot* knots, s32 knotCount);
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void SkelCurve_Clear(SkelCurve* skelCurve);
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s32 SkelCurve_Init(struct PlayState* play, SkelCurve* skelCurve, CurveSkeletonHeader* skeletonHeaderSeg,
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CurveAnimationHeader* animation);
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void SkelCurve_Destroy(struct PlayState* play, SkelCurve* skelCurve);
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void SkelCurve_SetAnim(SkelCurve* skelCurve, CurveAnimationHeader* animation, f32 arg2, f32 endFrame, f32 curFrame,
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f32 playSpeed);
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s32 SkelCurve_Update(struct PlayState* play, SkelCurve* skelCurve);
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void SkelCurve_Draw(Actor* actor, struct PlayState* play, SkelCurve* skelCurve, OverrideCurveLimbDraw overrideLimbDraw,
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PostCurveLimbDraw postLimbDraw, s32 lod, void* data);
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#endif
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