mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-26 06:34:20 +01:00
Significantly improved transform tagging for most actors, updated RT64
This commit is contained in:
parent
289d570b94
commit
3326a1bcce
@ -1 +1 @@
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Subproject commit c3d3488b9acc9b8c96d4b82abf531f4c58218ff3
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Subproject commit 5e21b41fdafbf569cc1938d6560ee1c8c1cef4f3
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patches/actor_transform_tagging.c
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910
patches/actor_transform_tagging.c
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#include "patches.h"
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#include "fault.h"
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#include "transform_ids.h"
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// Start after G_EX_ID_IGNORE to avoid assigning it to a group.
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u32 next_actor_transform = ACTOR_TRANSFORM_ID_START;
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// Use 32 bits of compiler-inserted padding to hold the actor's transform ID.
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// 0x22 between halfDaysBits and world
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#define actorIdByte0(actor) ((u8*)(&(actor)->halfDaysBits))[2]
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// 0x23 between halfDaysBits and world
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#define actorIdByte1(actor) ((u8*)(&(actor)->halfDaysBits))[3]
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// 0x3A between audioFlags and focus
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#define actorIdByte2(actor) ((u8*)(&(actor)->audioFlags))[1]
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// 0x3B between audioFlags and focus
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#define actorIdByte3(actor) ((u8*)(&(actor)->audioFlags))[2]
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extern FaultClient sActorFaultClient;
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Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
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void ZeldaArena_Free(void* ptr);
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void Actor_CleanupContext(ActorContext* actorCtx, PlayState* play) {
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s32 i;
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Fault_RemoveClient(&sActorFaultClient);
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for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
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if (i != ACTORCAT_PLAYER) {
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Actor* actor = actorCtx->actorLists[i].first;
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while (actor != NULL) {
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Actor_Delete(actorCtx, actor, play);
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actor = actorCtx->actorLists[i].first;
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}
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}
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}
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while (actorCtx->actorLists[ACTORCAT_PLAYER].first != NULL) {
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Actor_Delete(actorCtx, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
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}
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if (actorCtx->absoluteSpace != NULL) {
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ZeldaArena_Free(actorCtx->absoluteSpace);
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actorCtx->absoluteSpace = NULL;
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}
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// @recomp Reset the actor transform IDs as all actors have been deleted.
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next_actor_transform = ACTOR_TRANSFORM_ID_START;
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Play_SaveCycleSceneFlags(&play->state);
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ActorOverlayTable_Cleanup();
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}
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u32 create_actor_transform_id() {
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u32 ret = next_actor_transform;
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next_actor_transform += ACTOR_TRANSFORM_ID_COUNT;
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// If the actor transform ID has overflowed, wrap back to the starting ID.
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if (next_actor_transform < ACTOR_TRANSFORM_ID_START) {
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next_actor_transform = ACTOR_TRANSFORM_ID_START;
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// Pick a new ID to make sure the actor has a valid range of IDs to use.
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ret = next_actor_transform;
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next_actor_transform += ACTOR_TRANSFORM_ID_COUNT;
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}
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// Skip ranges that include the special transform IDs.
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while (G_EX_ID_IGNORE - next_actor_transform < ACTOR_TRANSFORM_ID_COUNT || G_EX_ID_AUTO - next_actor_transform < ACTOR_TRANSFORM_ID_COUNT) {
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next_actor_transform += ACTOR_TRANSFORM_ID_COUNT;
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}
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return ret;
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}
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void Actor_Init(Actor* actor, PlayState* play) {
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Actor_SetWorldToHome(actor);
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Actor_SetShapeRotToWorld(actor);
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Actor_SetFocus(actor, 0.0f);
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Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
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Actor_SetScale(actor, 0.01f);
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actor->targetMode = TARGET_MODE_3;
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actor->terminalVelocity = -20.0f;
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actor->xyzDistToPlayerSq = FLT_MAX;
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actor->uncullZoneForward = 1000.0f;
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actor->uncullZoneScale = 350.0f;
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actor->uncullZoneDownward = 700.0f;
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actor->hintId = TATL_HINT_ID_NONE;
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CollisionCheck_InitInfo(&actor->colChkInfo);
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actor->floorBgId = BGCHECK_SCENE;
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ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
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if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
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Actor_SetObjectDependency(play, actor);
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actor->init(actor, play);
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actor->init = NULL;
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}
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// @recomp Pick a transform ID for this actor and encode it into struct padding
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u32 cur_transform_id = create_actor_transform_id();
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actorIdByte0(actor) = (cur_transform_id >> 0) & 0xFF;
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actorIdByte1(actor) = (cur_transform_id >> 8) & 0xFF;
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actorIdByte2(actor) = (cur_transform_id >> 16) & 0xFF;
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actorIdByte3(actor) = (cur_transform_id >> 24) & 0xFF;
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}
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// Extract the transform ID for this actor, add the limb index and write that as the matrix group to POLY_OPA_DISP.
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Gfx* push_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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if (actor != NULL) {
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u32 cur_transform_id =
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(actorIdByte0(actor) << 0) |
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(actorIdByte1(actor) << 8) |
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(actorIdByte2(actor) << 16) |
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(actorIdByte3(actor) << 24);
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gEXMatrixGroup(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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}
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return dlist;
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}
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// Extract the transform ID for this actor, add the limb index and post-limb offset and write that as the matrix group to POLY_OPA_DISP.
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Gfx* push_post_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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if (actor != NULL) {
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u32 cur_transform_id =
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(actorIdByte0(actor) << 0) |
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(actorIdByte1(actor) << 8) |
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(actorIdByte2(actor) << 16) |
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(actorIdByte3(actor) << 24);
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gEXMatrixGroup(dlist++, cur_transform_id + limb_index + ACTOR_TRANSFORM_LIMB_COUNT, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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}
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return dlist;
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}
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// Extract the transform ID for this actor, add the limb index and write that as the matrix group to POLY_OPA_DISP.
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Gfx* push_skin_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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if (actor != NULL) {
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u32 cur_transform_id =
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(actorIdByte0(actor) << 0) |
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(actorIdByte1(actor) << 8) |
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(actorIdByte2(actor) << 16) |
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(actorIdByte3(actor) << 24);
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gEXMatrixGroup(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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}
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return dlist;
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}
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Gfx* pop_limb_matrix_group(Gfx* dlist, Actor* actor) {
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if (actor != NULL) {
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gEXPopMatrixGroup(dlist++);
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}
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return dlist;
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}
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Gfx* pop_post_limb_matrix_group(Gfx* dlist, Actor* actor) {
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if (actor != NULL) {
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gEXPopMatrixGroup(dlist++);
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}
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return dlist;
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}
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/*
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* Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`
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*/
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void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod) {
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LodLimb* limb;
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Gfx* dList;
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Vec3f pos;
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Vec3s rot;
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OPEN_DISPS(play->state.gfxCtx);
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Matrix_Push();
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limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
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limbIndex++;
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rot = jointTable[limbIndex];
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pos.x = limb->jointPos.x;
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pos.y = limb->jointPos.y;
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pos.z = limb->jointPos.z;
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// @recomp Push the limb's matrix group.
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POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
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dList = limb->dLists[lod];
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (dList != NULL) {
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Gfx* polyTemp = POLY_OPA_DISP;
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gSPMatrix(&polyTemp[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
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gSPDisplayList(&polyTemp[1], dList);
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POLY_OPA_DISP = &polyTemp[2];
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}
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}
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// @recomp Pop the limb's matrix group and push the post-limb matrix group.
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POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
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POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
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if (postLimbDraw != NULL) {
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postLimbDraw(play, limbIndex, &dList, &rot, actor);
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}
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// @recomp Pop the post-limb matrix group.
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POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
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if (limb->child != LIMB_DONE) {
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SkelAnime_DrawLimbLod(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod);
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}
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Matrix_Pop();
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if (limb->sibling != LIMB_DONE) {
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SkelAnime_DrawLimbLod(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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/**
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* Draw all limbs of type `LodLimb` in a given skeleton
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* Near or far display list is specified via `lod`
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*/
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void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
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PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod) {
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LodLimb* rootLimb;
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s32 pad;
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Gfx* dList;
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Vec3f pos;
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Vec3s rot;
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if (skeleton == NULL) {
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return;
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}
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OPEN_DISPS(play->state.gfxCtx);
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Matrix_Push();
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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rot = jointTable[1];
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dList = rootLimb->dLists[lod];
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// @recomp Push the limb's matrix group.
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POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, 0);
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &dList, &pos, &rot, actor)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (dList != NULL) {
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Gfx* polyTemp = POLY_OPA_DISP;
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gSPMatrix(&polyTemp[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
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gSPDisplayList(&polyTemp[1], dList);
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POLY_OPA_DISP = &polyTemp[2];
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}
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}
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// @recomp Pop the limb's matrix group and push the post-limb matrix group.
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POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
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POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, 0);
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if (postLimbDraw != NULL) {
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postLimbDraw(play, 1, &dList, &rot, actor);
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}
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// @recomp Pop the post-limb matrix group.
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POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
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if (rootLimb->child != LIMB_DONE) {
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SkelAnime_DrawLimbLod(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod);
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}
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Matrix_Pop();
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CLOSE_DISPS(play->state.gfxCtx);
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}
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/**
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* Draw a limb of type `LodLimb` contained within a flexible skeleton
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* Near or far display list is specified via `lod`
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*/
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void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
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OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor,
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s32 lod, Mtx** mtx) {
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LodLimb* limb;
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Gfx* newDList;
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Gfx* limbDList;
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Vec3f pos;
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Vec3s rot;
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OPEN_DISPS(play->state.gfxCtx);
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Matrix_Push();
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limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
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limbIndex++;
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rot = jointTable[limbIndex];
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pos.x = limb->jointPos.x;
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pos.y = limb->jointPos.y;
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pos.z = limb->jointPos.z;
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newDList = limbDList = limb->dLists[lod];
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// @recomp Push the limb's matrix group.
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POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, actor)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (newDList != NULL) {
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Matrix_ToMtx(*mtx);
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gSPMatrix(POLY_OPA_DISP++, *mtx, G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, newDList);
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(*mtx)++;
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} else if (limbDList != NULL) {
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Matrix_ToMtx(*mtx);
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(*mtx)++;
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}
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}
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// @recomp Pop the limb's matrix group and push the post-limb matrix group.
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POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
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POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
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if (postLimbDraw != NULL) {
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postLimbDraw(play, limbIndex, &newDList, &limbDList, &rot, actor);
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}
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// @recomp Pop the post-limb matrix group.
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POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
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if (limb->child != LIMB_DONE) {
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SkelAnime_DrawFlexLimbLod(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod,
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mtx);
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}
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Matrix_Pop();
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if (limb->sibling != LIMB_DONE) {
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SkelAnime_DrawFlexLimbLod(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod,
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mtx);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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/**
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* Draws all limbs of type `LodLimb` in a given flexible skeleton
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* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
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* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
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*/
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void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
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OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor,
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s32 lod) {
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LodLimb* rootLimb;
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s32 pad;
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Gfx* newDList;
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Gfx* limbDList;
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Vec3f pos;
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Vec3s rot;
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Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, dListCount * sizeof(Mtx));
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if (skeleton == NULL) {
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return;
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}
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OPEN_DISPS(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x0D, mtx);
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Matrix_Push();
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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rot = jointTable[1];
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newDList = limbDList = rootLimb->dLists[lod];
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// @recomp Push the limb's matrix group.
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POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, 0);
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, actor)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (newDList != NULL) {
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Gfx* polyTemp = POLY_OPA_DISP;
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gSPMatrix(&polyTemp[0], Matrix_ToMtx(mtx), G_MTX_LOAD);
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gSPDisplayList(&polyTemp[1], newDList);
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POLY_OPA_DISP = &polyTemp[2];
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mtx++;
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} else if (limbDList != NULL) {
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Matrix_ToMtx(mtx);
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mtx++;
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}
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}
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// @recomp Pop the limb's matrix group and push the post-limb matrix group.
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||||
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, 0);
|
||||
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(play, 1, &newDList, &limbDList, &rot, actor);
|
||||
}
|
||||
|
||||
// @recomp Pop the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
|
||||
if (rootLimb->child != LIMB_DONE) {
|
||||
SkelAnime_DrawFlexLimbLod(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
|
||||
lod, &mtx);
|
||||
}
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
/*
|
||||
* Draws the limb of the Skeleton `skeleton` at `limbIndex`
|
||||
*/
|
||||
void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor) {
|
||||
StandardLimb* limb;
|
||||
Gfx* dList;
|
||||
Vec3f pos;
|
||||
Vec3s rot;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
Matrix_Push();
|
||||
|
||||
limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
|
||||
limbIndex++;
|
||||
rot = jointTable[limbIndex];
|
||||
pos.x = limb->jointPos.x;
|
||||
pos.y = limb->jointPos.y;
|
||||
pos.z = limb->jointPos.z;
|
||||
dList = limb->dList;
|
||||
|
||||
// @recomp Push the limb's matrix group.
|
||||
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
|
||||
|
||||
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor)) {
|
||||
Matrix_TranslateRotateZYX(&pos, &rot);
|
||||
if (dList != NULL) {
|
||||
Gfx* polyTemp = POLY_OPA_DISP;
|
||||
|
||||
gSPMatrix(&polyTemp[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
|
||||
gSPDisplayList(&polyTemp[1], dList);
|
||||
POLY_OPA_DISP = &polyTemp[2];
|
||||
}
|
||||
}
|
||||
|
||||
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
|
||||
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(play, limbIndex, &dList, &rot, actor);
|
||||
}
|
||||
|
||||
// @recomp Pop the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
|
||||
if (limb->child != LIMB_DONE) {
|
||||
SkelAnime_DrawLimbOpa(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor);
|
||||
}
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
if (limb->sibling != LIMB_DONE) {
|
||||
SkelAnime_DrawLimbOpa(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw all limbs of type `StandardLimb` in a given skeleton to the polyOpa buffer
|
||||
*/
|
||||
void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
|
||||
PostLimbDrawOpa postLimbDraw, Actor* actor) {
|
||||
StandardLimb* rootLimb;
|
||||
s32 pad;
|
||||
Gfx* dList;
|
||||
Vec3f pos;
|
||||
Vec3s rot;
|
||||
|
||||
if (skeleton == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
Matrix_Push();
|
||||
rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
|
||||
|
||||
pos.x = jointTable[0].x;
|
||||
pos.y = jointTable[0].y;
|
||||
pos.z = jointTable[0].z;
|
||||
|
||||
rot = jointTable[1];
|
||||
dList = rootLimb->dList;
|
||||
|
||||
// @recomp Push the limb's matrix group.
|
||||
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, 0);
|
||||
|
||||
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &dList, &pos, &rot, actor)) {
|
||||
Matrix_TranslateRotateZYX(&pos, &rot);
|
||||
if (dList != NULL) {
|
||||
Gfx* polyTemp = POLY_OPA_DISP;
|
||||
|
||||
gSPMatrix(&polyTemp[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
|
||||
gSPDisplayList(&polyTemp[1], dList);
|
||||
POLY_OPA_DISP = &polyTemp[2];
|
||||
}
|
||||
}
|
||||
|
||||
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, 0);
|
||||
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(play, 1, &dList, &rot, actor);
|
||||
}
|
||||
|
||||
// @recomp Pop the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
|
||||
if (rootLimb->child != LIMB_DONE) {
|
||||
SkelAnime_DrawLimbOpa(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor);
|
||||
}
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor,
|
||||
Mtx** limbMatricies) {
|
||||
StandardLimb* limb;
|
||||
Gfx* newDList;
|
||||
Gfx* limbDList;
|
||||
Vec3f pos;
|
||||
Vec3s rot;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
Matrix_Push();
|
||||
|
||||
limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
|
||||
limbIndex++;
|
||||
rot = jointTable[limbIndex];
|
||||
|
||||
pos.x = limb->jointPos.x;
|
||||
pos.y = limb->jointPos.y;
|
||||
pos.z = limb->jointPos.z;
|
||||
|
||||
newDList = limbDList = limb->dList;
|
||||
|
||||
// @recomp Push the limb's matrix group.
|
||||
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
|
||||
|
||||
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, actor)) {
|
||||
Matrix_TranslateRotateZYX(&pos, &rot);
|
||||
if (newDList != NULL) {
|
||||
Matrix_ToMtx(*limbMatricies);
|
||||
gSPMatrix(POLY_OPA_DISP++, *limbMatricies, G_MTX_LOAD);
|
||||
gSPDisplayList(POLY_OPA_DISP++, newDList);
|
||||
(*limbMatricies)++;
|
||||
} else if (limbDList != NULL) {
|
||||
Matrix_ToMtx(*limbMatricies);
|
||||
(*limbMatricies)++;
|
||||
}
|
||||
}
|
||||
|
||||
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
|
||||
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(play, limbIndex, &limbDList, &rot, actor);
|
||||
}
|
||||
|
||||
// @recomp Pop the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
|
||||
if (limb->child != LIMB_DONE) {
|
||||
SkelAnime_DrawFlexLimbOpa(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
|
||||
limbMatricies);
|
||||
}
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
if (limb->sibling != LIMB_DONE) {
|
||||
SkelAnime_DrawFlexLimbOpa(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
|
||||
limbMatricies);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw all limbs of type `StandardLimb` in a given flexible skeleton to the polyOpa buffer
|
||||
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
|
||||
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
|
||||
*/
|
||||
void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor) {
|
||||
StandardLimb* rootLimb;
|
||||
s32 pad;
|
||||
Gfx* newDList;
|
||||
Gfx* limbDList;
|
||||
Vec3f pos;
|
||||
Vec3s rot;
|
||||
Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, dListCount * sizeof(Mtx));
|
||||
|
||||
if (skeleton == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0D, mtx);
|
||||
|
||||
Matrix_Push();
|
||||
|
||||
rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
|
||||
|
||||
pos.x = jointTable[0].x;
|
||||
pos.y = jointTable[0].y;
|
||||
pos.z = jointTable[0].z;
|
||||
rot = jointTable[1];
|
||||
|
||||
newDList = limbDList = rootLimb->dList;
|
||||
|
||||
// @recomp Push the limb's matrix group.
|
||||
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, 0);
|
||||
|
||||
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, actor)) {
|
||||
Matrix_TranslateRotateZYX(&pos, &rot);
|
||||
if (newDList != NULL) {
|
||||
Gfx* polyTemp = POLY_OPA_DISP;
|
||||
|
||||
gSPMatrix(&polyTemp[0], Matrix_ToMtx(mtx), G_MTX_LOAD);
|
||||
gSPDisplayList(&polyTemp[1], newDList);
|
||||
POLY_OPA_DISP = &polyTemp[2];
|
||||
mtx++;
|
||||
} else {
|
||||
if (limbDList != NULL) {
|
||||
Matrix_ToMtx(mtx);
|
||||
mtx++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, 0);
|
||||
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(play, 1, &limbDList, &rot, actor);
|
||||
}
|
||||
|
||||
// @recomp Pop the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
|
||||
if (rootLimb->child != LIMB_DONE) {
|
||||
SkelAnime_DrawFlexLimbOpa(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
|
||||
&mtx);
|
||||
}
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
void SkelAnime_DrawTransformFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
|
||||
TransformLimbDrawOpa transformLimbDraw, Actor* actor, Mtx** mtx) {
|
||||
StandardLimb* limb;
|
||||
Gfx* newDList;
|
||||
Gfx* limbDList;
|
||||
Vec3f pos;
|
||||
Vec3s rot;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
Matrix_Push();
|
||||
|
||||
limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
|
||||
limbIndex++;
|
||||
|
||||
rot = jointTable[limbIndex];
|
||||
pos.x = limb->jointPos.x;
|
||||
pos.y = limb->jointPos.y;
|
||||
pos.z = limb->jointPos.z;
|
||||
|
||||
newDList = limbDList = limb->dList;
|
||||
|
||||
// @recomp Push the limb's matrix group.
|
||||
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
|
||||
|
||||
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, actor)) {
|
||||
Matrix_TranslateRotateZYX(&pos, &rot);
|
||||
Matrix_Push();
|
||||
|
||||
transformLimbDraw(play, limbIndex, actor);
|
||||
|
||||
if (newDList != NULL) {
|
||||
Gfx* polyTemp = POLY_OPA_DISP;
|
||||
|
||||
gSPMatrix(&polyTemp[0], Matrix_ToMtx(*mtx), G_MTX_LOAD);
|
||||
gSPDisplayList(&polyTemp[1], newDList);
|
||||
POLY_OPA_DISP = &polyTemp[2];
|
||||
(*mtx)++;
|
||||
} else {
|
||||
if (limbDList != NULL) {
|
||||
Matrix_ToMtx(*mtx);
|
||||
(*mtx)++;
|
||||
}
|
||||
}
|
||||
Matrix_Pop();
|
||||
}
|
||||
|
||||
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
|
||||
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(play, limbIndex, &limbDList, &rot, actor);
|
||||
}
|
||||
|
||||
// @recomp Pop the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
|
||||
if (limb->child != LIMB_DONE) {
|
||||
SkelAnime_DrawTransformFlexLimbOpa(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw,
|
||||
transformLimbDraw, actor, mtx);
|
||||
}
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
if (limb->sibling != LIMB_DONE) {
|
||||
SkelAnime_DrawTransformFlexLimbOpa(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw,
|
||||
transformLimbDraw, actor, mtx);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw all limbs of type `StandardLimb` in a given flexible skeleton to the polyOpa buffer
|
||||
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
|
||||
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
|
||||
*
|
||||
* Also makes use of a `TransformLimbDraw`, which transforms limbs based on world coordinates, as opposed to local limb
|
||||
* coordinates.
|
||||
* Note that the `TransformLimbDraw` does not have a NULL check, so must be provided even if empty.
|
||||
*/
|
||||
void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
|
||||
TransformLimbDrawOpa transformLimbDraw, Actor* actor) {
|
||||
StandardLimb* rootLimb;
|
||||
s32 pad;
|
||||
Gfx* newDList;
|
||||
Gfx* limbDList;
|
||||
Vec3f pos;
|
||||
Vec3s rot;
|
||||
Mtx* mtx;
|
||||
|
||||
if (skeleton == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
mtx = GRAPH_ALLOC(play->state.gfxCtx, dListCount * sizeof(Mtx));
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0D, mtx);
|
||||
|
||||
Matrix_Push();
|
||||
|
||||
rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
|
||||
|
||||
pos.x = jointTable[0].x;
|
||||
pos.y = jointTable[0].y;
|
||||
pos.z = jointTable[0].z;
|
||||
rot = jointTable[1];
|
||||
|
||||
newDList = limbDList = rootLimb->dList;
|
||||
|
||||
// @recomp Push the limb's matrix group.
|
||||
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, 0);
|
||||
|
||||
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, actor)) {
|
||||
Matrix_TranslateRotateZYX(&pos, &rot);
|
||||
Matrix_Push();
|
||||
|
||||
transformLimbDraw(play, 1, actor);
|
||||
|
||||
if (newDList != NULL) {
|
||||
Gfx* polyTemp = POLY_OPA_DISP;
|
||||
|
||||
gSPMatrix(&polyTemp[0], Matrix_ToMtx(mtx), G_MTX_LOAD);
|
||||
gSPDisplayList(&polyTemp[1], newDList);
|
||||
POLY_OPA_DISP = &polyTemp[2];
|
||||
mtx++;
|
||||
} else {
|
||||
if (limbDList != NULL) {
|
||||
Matrix_ToMtx(mtx++);
|
||||
}
|
||||
}
|
||||
Matrix_Pop();
|
||||
}
|
||||
|
||||
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, 0);
|
||||
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(play, 1, &limbDList, &rot, actor);
|
||||
}
|
||||
|
||||
// @recomp Pop the post-limb matrix group.
|
||||
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
|
||||
if (rootLimb->child != LIMB_DONE) {
|
||||
SkelAnime_DrawTransformFlexLimbOpa(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw,
|
||||
transformLimbDraw, actor, &mtx);
|
||||
}
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
extern MtxF gSkinLimbMatrices[];
|
||||
|
||||
void Skin_DrawImpl(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
|
||||
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags) {
|
||||
s32 i;
|
||||
SkinLimb** skeleton;
|
||||
GraphicsContext* gfxCtx = play->state.gfxCtx;
|
||||
|
||||
OPEN_DISPS(gfxCtx);
|
||||
|
||||
if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS)) {
|
||||
Skin_ApplyAnimTransformations(skin, gSkinLimbMatrices, actor, setTranslation);
|
||||
}
|
||||
|
||||
skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
|
||||
|
||||
if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_MATRIX)) {
|
||||
Mtx* mtx;
|
||||
|
||||
gSPMatrix(POLY_OPA_DISP++, &gIdentityMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &skin->mtx);
|
||||
if (mtx == NULL) {
|
||||
goto close_disps;
|
||||
}
|
||||
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
}
|
||||
|
||||
for (i = 0; i < skin->skeletonHeader->limbCount; i++) {
|
||||
s32 shouldDraw = true;
|
||||
s32 segmentType;
|
||||
|
||||
if (overrideLimbDraw != NULL) {
|
||||
shouldDraw = overrideLimbDraw(actor, play, i, skin);
|
||||
}
|
||||
|
||||
segmentType = ((SkinLimb*)Lib_SegmentedToVirtual(skeleton[i]))->segmentType;
|
||||
|
||||
// @recomp Push a new matrix by multiplying in the identity matrix. This doesn't change the actual matrix contents,
|
||||
// but allows a unique matrix group ID to be applied to this limb.
|
||||
gSPMatrix(POLY_OPA_DISP++, &gIdentityMtx, G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
|
||||
// Tag the matrix.
|
||||
POLY_OPA_DISP = push_skin_limb_matrix_group(POLY_OPA_DISP, actor, i);
|
||||
|
||||
if (segmentType == SKIN_LIMB_TYPE_ANIMATED && shouldDraw) {
|
||||
Skin_DrawAnimatedLimb(gfxCtx, skin, i, arg6, drawFlags);
|
||||
} else if (segmentType == SKIN_LIMB_TYPE_NORMAL && shouldDraw) {
|
||||
Skin_DrawLimb(gfxCtx, skin, i, NULL, drawFlags);
|
||||
}
|
||||
|
||||
// @recomp Pop the matrix and matrix group that were made earlier.
|
||||
gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW);
|
||||
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
|
||||
}
|
||||
|
||||
if (postDraw != NULL) {
|
||||
postDraw(actor, play, skin);
|
||||
}
|
||||
|
||||
close_disps:;
|
||||
CLOSE_DISPS(gfxCtx);
|
||||
}
|
8
patches/transform_ids.h
Normal file
8
patches/transform_ids.h
Normal file
@ -0,0 +1,8 @@
|
||||
#ifndef __TRANSFORM_IDS_H__
|
||||
#define __TRANSFORM_IDS_H__
|
||||
|
||||
#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
|
||||
|
||||
#endif
|
@ -1,136 +0,0 @@
|
||||
#include "patches.h"
|
||||
|
||||
// Start after G_EX_ID_AUTO to avoid assigning it to a group
|
||||
u32 total_transforms = G_EX_ID_AUTO + 1;
|
||||
|
||||
// Use 24 bits of compiler-inserted padding to hold the actor's transform ID.
|
||||
// 0x3A
|
||||
#define actorIdByte0(actor) ((u8*)(&(actor)->audioFlags))[1]
|
||||
// 0x3B
|
||||
#define actorIdByte1(actor) ((u8*)(&(actor)->audioFlags))[2]
|
||||
|
||||
u32 create_transform_id() {
|
||||
u32 ret = total_transforms;
|
||||
total_transforms = (total_transforms + 1) & 0xFFFF;
|
||||
|
||||
// Skip the auto transform ID
|
||||
if (total_transforms == G_EX_ID_AUTO) {
|
||||
total_transforms++;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Actor_Init(Actor* actor, PlayState* play) {
|
||||
Actor_SetWorldToHome(actor);
|
||||
Actor_SetShapeRotToWorld(actor);
|
||||
Actor_SetFocus(actor, 0.0f);
|
||||
Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
|
||||
Actor_SetScale(actor, 0.01f);
|
||||
actor->targetMode = TARGET_MODE_3;
|
||||
actor->terminalVelocity = -20.0f;
|
||||
|
||||
actor->xyzDistToPlayerSq = FLT_MAX;
|
||||
actor->uncullZoneForward = 1000.0f;
|
||||
actor->uncullZoneScale = 350.0f;
|
||||
actor->uncullZoneDownward = 700.0f;
|
||||
|
||||
actor->hintId = TATL_HINT_ID_NONE;
|
||||
|
||||
CollisionCheck_InitInfo(&actor->colChkInfo);
|
||||
actor->floorBgId = BGCHECK_SCENE;
|
||||
|
||||
ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
|
||||
if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
|
||||
Actor_SetObjectDependency(play, actor);
|
||||
actor->init(actor, play);
|
||||
actor->init = NULL;
|
||||
}
|
||||
|
||||
// @recomp Pick a transform ID for this actor and encode it into struct padding
|
||||
u32 cur_transform_id = create_transform_id();
|
||||
actorIdByte0(actor) = (cur_transform_id >> 0) & 0xFF;
|
||||
actorIdByte1(actor) = (cur_transform_id >> 8) & 0xFF;
|
||||
}
|
||||
|
||||
void Actor_Draw(PlayState* play, Actor* actor) {
|
||||
Lights* light;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
light = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
|
||||
if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
|
||||
light->enablePosLights = true;
|
||||
}
|
||||
|
||||
Lights_BindAll(light, play->lightCtx.listHead,
|
||||
(actor->flags & (ACTOR_FLAG_10000000 | ACTOR_FLAG_400000)) ? NULL : &actor->world.pos, play);
|
||||
Lights_Draw(light, play->state.gfxCtx);
|
||||
|
||||
if (actor->flags & ACTOR_FLAG_IGNORE_QUAKE) {
|
||||
Matrix_SetTranslateRotateYXZ(actor->world.pos.x + play->mainCamera.quakeOffset.x,
|
||||
actor->world.pos.y +
|
||||
((actor->shape.yOffset * actor->scale.y) + play->mainCamera.quakeOffset.y),
|
||||
actor->world.pos.z + play->mainCamera.quakeOffset.z, &actor->shape.rot);
|
||||
} else {
|
||||
Matrix_SetTranslateRotateYXZ(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
|
||||
actor->world.pos.z, &actor->shape.rot);
|
||||
}
|
||||
|
||||
Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
|
||||
Actor_SetObjectDependency(play, actor);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
|
||||
|
||||
// @recomp Extract the transform ID for this actor and write it to both lists
|
||||
u32 cur_transform_id =
|
||||
(actorIdByte0(actor) << 0) |
|
||||
(actorIdByte1(actor) << 8);
|
||||
gEXMatrixGroup(POLY_OPA_DISP++, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP,G_EX_ORDER_AUTO);
|
||||
gEXMatrixGroup(POLY_XLU_DISP++, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP,G_EX_ORDER_AUTO);
|
||||
|
||||
if (actor->colorFilterTimer != 0) {
|
||||
s32 colorFlag = COLORFILTER_GET_COLORFLAG(actor->colorFilterParams);
|
||||
Color_RGBA8 actorDefaultHitColor = { 0, 0, 0, 255 };
|
||||
|
||||
if (colorFlag == COLORFILTER_COLORFLAG_GRAY) {
|
||||
actorDefaultHitColor.r = actorDefaultHitColor.g = actorDefaultHitColor.b =
|
||||
COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
|
||||
} else if (colorFlag == COLORFILTER_COLORFLAG_RED) {
|
||||
actorDefaultHitColor.r = COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
|
||||
} else if (colorFlag == COLORFILTER_COLORFLAG_NONE) {
|
||||
actorDefaultHitColor.b = actorDefaultHitColor.g = actorDefaultHitColor.r = 0;
|
||||
} else {
|
||||
actorDefaultHitColor.b = COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
|
||||
}
|
||||
|
||||
if (actor->colorFilterParams & COLORFILTER_BUFFLAG_XLU) {
|
||||
func_800AE778(play, &actorDefaultHitColor, actor->colorFilterTimer,
|
||||
COLORFILTER_GET_DURATION(actor->colorFilterParams));
|
||||
} else {
|
||||
func_800AE434(play, &actorDefaultHitColor, actor->colorFilterTimer,
|
||||
COLORFILTER_GET_DURATION(actor->colorFilterParams));
|
||||
}
|
||||
}
|
||||
|
||||
actor->draw(actor, play);
|
||||
|
||||
if (actor->colorFilterTimer != 0) {
|
||||
if (actor->colorFilterParams & COLORFILTER_BUFFLAG_XLU) {
|
||||
func_800AE8EC(play);
|
||||
} else {
|
||||
func_800AE5A0(play);
|
||||
}
|
||||
}
|
||||
|
||||
if (actor->shape.shadowDraw != NULL) {
|
||||
actor->shape.shadowDraw(actor, light, play);
|
||||
}
|
||||
actor->isDrawn = true;
|
||||
|
||||
gEXPopMatrixGroup(POLY_OPA_DISP++);
|
||||
gEXPopMatrixGroup(POLY_XLU_DISP++);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
Loading…
Reference in New Issue
Block a user