Zelda64Recomp/patches/transform_ids.h

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#ifndef __TRANSFORM_IDS_H__
#define __TRANSFORM_IDS_H__
#define CAMERA_TRANSFORM_ID_START 0x10U
#define SKYBOX_TRANSFORM_ID_START 0x100U
#define PARTICLE_TRANSFORM_ID_START 0x200U
#define SOARING_WINGS_TRANSFORM_ID 0x300U
#define SOARING_CAPSULE_TRANSFORM_ID 0x301U
#define BOWSTRING_TRANSFORM_ID 0x400U
#define HOOKSHOT_RETICLE_TRANSFORM_ID 0x401U
#define PAUSE_CURSOR_TRANSFORM_ID_START 0x500U
#define ACTOR_TRANSFORM_LIMB_COUNT 128
#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
#define ACTOR_TRANSFORM_ID_START 0x1000000U
// Use 16 bits of compiler-inserted padding to hold the actor's transform ID.
// 0x22 between halfDaysBits and world
#define actorIdByte0(actor) ((u8*)(actor))[0x22]
// 0x23 between halfDaysBits and world
#define actorIdByte1(actor) ((u8*)(actor))[0x23]
// Other unused padding:
// 0x3A between audioFlags and focus
// 0x3B between audioFlags and focus
static inline u32 actor_transform_id(Actor* actor) {
u32 actor_id =
(actorIdByte0(actor) << 0) |
(actorIdByte1(actor) << 8);
return (actor_id * ACTOR_TRANSFORM_ID_COUNT) + ACTOR_TRANSFORM_ID_START;
}
void force_camera_interpolation();
void force_camera_skip_interpolation();
#endif