#ifndef __TRANSFORM_IDS_H__ #define __TRANSFORM_IDS_H__ #define CAMERA_TRANSFORM_ID 0x10U #define STAR_PROJECTION_TRANSFORM_ID 0x11U #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 STAR_TRANSFORM_ID_START 0x1000U #define EFFECT_TRANSFORM_ID_COUNT 0x800U #define EFFECT_SPARK_TRANSFORM_ID_START 0x2000U #define EFFECT_BLURE_TRANSFORM_ID_START (EFFECT_SPARK_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT) #define EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START (EFFECT_BLURE_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT) #define EFFECT_TIRE_MARK_TRANSFORM_ID_START (EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT) #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