rename animctrl to anctrl to match source debug string and tooie naming

rename `rumbleManager` to `bamotor`
This commit is contained in:
banjo.decomp
2024-10-30 19:51:58 -05:00
parent aa181c3bd9
commit 4c3d4df97b
134 changed files with 1588 additions and 1587 deletions

100
include/core2/anctrl.h Normal file
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@@ -0,0 +1,100 @@
#ifndef __ANIM_CTRL_H__
#define __ANIM_CTRL_H__
#include <ultra64.h>
#include "generic.h"
#ifndef NONMATCHING
#define anctrl_start(this, file, line) _anctrl_start(this, file, line)
#else
#define anctrl_start(this, file, line) _anctrl_start(this, __FILE__, __LINE__)
#endif
enum anctrl_playback_e{
ANIMCTRL_ONCE = 1,
ANIMCTRL_LOOP = 2,
ANIMCTRL_STOPPED = 3,
ANIMCTRL_SUBRANGE_LOOP = 4
};
typedef struct{
MtxF mtx_0;
s32 size_40;
s32 capacity_44;
MtxF data[];
}AnimMtxList;
typedef struct animation_s{
GenFunction_2 matrices;
s32 unk4;
u8 unk8;
u8 unk9;
s16 animcache_index[3];
u32 index;
f32 timer;
f32 duration;
u8 reset;
u8 triple_buffer;
u8 unk1E;
u8 unk1F;
} Animation;
typedef struct anctrl_s{
Animation *animation;
f32 timer;
f32 subrange_start;
f32 subrange_end;
f32 animation_duration;
f32 transition_duration;
float start;
s32 index;
u8 playback_type;
u8 playback_direction;
u8 smooth_transition;
u8 unk23;
u8 unk24;
u8 default_start;
u8 pad26[2];
} AnimCtrl;
typedef struct actorAnimCtrl_s{
AnimCtrl anctrl;
Animation animation;
} ActorAnimCtrl;
AnimCtrl *anctrl_new(s32 arg0);
void anctrl_free(AnimCtrl * this);
void anctrl_update(AnimCtrl *this);
AnimCtrl *anctrl_defrag(AnimCtrl *this);
void anctrl_setIndex(AnimCtrl *this, enum asset_e index);
Animation *anctrl_getAnimPtr(AnimCtrl *this);
void func_8028746C(AnimCtrl *this, void (* arg1)(s32,s32));
void func_8028748C(AnimCtrl *this, s32 arg1);
void anctrl_reset(AnimCtrl *this);
void __anctrl_gotoStart(AnimCtrl *this);
void _anctrl_start(AnimCtrl * this, char *file, s32 line);
void anctrl_setAnimTimer(AnimCtrl *this, f32 timer);
void anctrl_setPlaybackType(AnimCtrl *this, enum anctrl_playback_e arg1);
void anctrl_setDirection(AnimCtrl *this, s32 arg1);
void anctrl_setSmoothTransition(AnimCtrl *this, s32 arg1);
void anctrl_setDuration(AnimCtrl *this, f32 arg1);
void anctrl_setTransitionDuration(AnimCtrl *this, f32 arg1);
void anctrl_setSubRange(AnimCtrl *this, f32 start, f32 end);
void anctrl_getSubRange(AnimCtrl *this, f32 *startPtr, f32 *endPtr);
void anctrl_setStart(AnimCtrl *this, f32 arg1);
void func_80287784(AnimCtrl *this, s32 arg1);
enum asset_e anctrl_getIndex(AnimCtrl *this);
enum anctrl_playback_e anctrl_getPlaybackType(AnimCtrl *this);
s32 anctrl_isPlayedForwards(AnimCtrl *this);
s32 anctrl_isSmoothTransistion(AnimCtrl *this);
f32 anctrl_getDuration(AnimCtrl *this);
f32 anctrl_getTransistionDuration(AnimCtrl *this);
f32 anctrl_getAnimTimer(AnimCtrl *this);
f32 anctrl_getTimer(AnimCtrl *this);
void anctrl_setTimer(AnimCtrl *this, f32 arg1);
s32 anctrl_8028780C(f32 position[3], s32 arg1);
void anctrl_drawSetup(AnimCtrl *this, f32 *arg1, s32 arg2);
s32 anctrl_isStopped(AnimCtrl *this);
int anctrl_isAt(AnimCtrl *this, f32 arg1);
s32 anctrl_isContiguous(AnimCtrl *this);
#endif

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@@ -1,100 +0,0 @@
#ifndef __ANIM_CTRL_H__
#define __ANIM_CTRL_H__
#include <ultra64.h>
#include "generic.h"
#ifndef NONMATCHING
#define animctrl_start(this, file, line) _animctrl_start(this, file, line)
#else
#define animctrl_start(this, file, line) _animctrl_start(this, __FILE__, __LINE__)
#endif
enum animctrl_playback_e{
ANIMCTRL_ONCE = 1,
ANIMCTRL_LOOP = 2,
ANIMCTRL_STOPPED = 3,
ANIMCTRL_SUBRANGE_LOOP = 4
};
typedef struct{
MtxF mtx_0;
s32 size_40;
s32 capacity_44;
MtxF data[];
}AnimMtxList;
typedef struct animation_s{
GenFunction_2 matrices;
s32 unk4;
u8 unk8;
u8 unk9;
s16 animcache_index[3];
u32 index;
f32 timer;
f32 duration;
u8 reset;
u8 triple_buffer;
u8 unk1E;
u8 unk1F;
} Animation;
typedef struct animctrl_s{
Animation *animation;
f32 timer;
f32 subrange_start;
f32 subrange_end;
f32 animation_duration;
f32 transition_duration;
float start;
s32 index;
u8 playback_type;
u8 playback_direction;
u8 smooth_transition;
u8 unk23;
u8 unk24;
u8 default_start;
u8 pad26[2];
} AnimCtrl;
typedef struct actorAnimCtrl_s{
AnimCtrl animctrl;
Animation animation;
} ActorAnimCtrl;
AnimCtrl *animctrl_new(s32 arg0);
void animctrl_free(AnimCtrl * this);
void animctrl_update(AnimCtrl *this);
AnimCtrl *animctrl_defrag(AnimCtrl *this);
void animctrl_setIndex(AnimCtrl *this, enum asset_e index);
Animation *animctrl_getAnimPtr(AnimCtrl *this);
void func_8028746C(AnimCtrl *this, void (* arg1)(s32,s32));
void func_8028748C(AnimCtrl *this, s32 arg1);
void animctrl_reset(AnimCtrl *this);
void __animctrl_gotoStart(AnimCtrl *this);
void _animctrl_start(AnimCtrl * this, char *file, s32 line);
void animctrl_setAnimTimer(AnimCtrl *this, f32 timer);
void animctrl_setPlaybackType(AnimCtrl *this, enum animctrl_playback_e arg1);
void animctrl_setDirection(AnimCtrl *this, s32 arg1);
void animctrl_setSmoothTransition(AnimCtrl *this, s32 arg1);
void animctrl_setDuration(AnimCtrl *this, f32 arg1);
void animctrl_setTransitionDuration(AnimCtrl *this, f32 arg1);
void animctrl_setSubRange(AnimCtrl *this, f32 start, f32 end);
void animctrl_getSubRange(AnimCtrl *this, f32 *startPtr, f32 *endPtr);
void animctrl_setStart(AnimCtrl *this, f32 arg1);
void func_80287784(AnimCtrl *this, s32 arg1);
enum asset_e animctrl_getIndex(AnimCtrl *this);
enum animctrl_playback_e animctrl_getPlaybackType(AnimCtrl *this);
s32 animctrl_isPlayedForwards(AnimCtrl *this);
s32 animctrl_isSmoothTransistion(AnimCtrl *this);
f32 animctrl_getDuration(AnimCtrl *this);
f32 animctrl_getTransistionDuration(AnimCtrl *this);
f32 animctrl_getAnimTimer(AnimCtrl *this);
f32 animctrl_getTimer(AnimCtrl *this);
void animctrl_setTimer(AnimCtrl *this, f32 arg1);
s32 animctrl_8028780C(f32 position[3], s32 arg1);
void animctrl_drawSetup(AnimCtrl *this, f32 *arg1, s32 arg2);
s32 animctrl_isStopped(AnimCtrl *this);
int animctrl_isAt(AnimCtrl *this, f32 arg1);
s32 animctrl_isContiguous(AnimCtrl *this);
#endif

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@@ -4,7 +4,7 @@
#include "core2/timedfunc.h"
#include "gc/gc.h"
#include "core2/code_6DA30.h"
#include "core2/animctrl.h"
#include "core2/anctrl.h"
void func_80351A04(Struct68s *arg0, s32 arg1);
void func_80351A14(Struct68s *arg0, Struct68DrawMethod arg1);

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@@ -2553,7 +2553,7 @@ enum item_e
ITEM_2B_UNKNOWN = 0x2B //uses jiggy model
};
enum animctrl_direction_e
enum anctrl_direction_e
{
mvmt_dir_forwards = 1
};

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@@ -214,7 +214,7 @@ void particleEmitter_setSpawnInterval(ParticleEmitter *, f32);
OSContPad *func_8024F3F4(void);
OSMesgQueue *pfsManager_getFrameReplyQ(void);
void rumbleManager_80250D94(f32, f32, f32);
void baMotor_80250D94(f32, f32, f32);
void func_8025A6EC(enum comusic_e, s32);
void comusic_playTrack(enum comusic_e);
@@ -436,7 +436,7 @@ void timed_setStaticCameraToNode(f32, s32);
void timed_exitStaticCamera(f32 time);
int actor_animationIsAt(Actor*, f32);
void rumbleManager_80250E94(f32, f32, f32, f32, f32, f32);
void baMotor_80250E94(f32, f32, f32, f32, f32, f32);
void bundle_setYaw(f32);

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@@ -4,7 +4,7 @@
#include <ultra64.h>
#include "structs.h"
#include "core2/animctrl.h"
#include "core2/anctrl.h"
#include "core2/modelRender.h"
#include "core2/skeletalanim.h"
@@ -163,7 +163,7 @@ typedef struct actor_s{
u32 unk10_3:2;
u32 unk10_1:1;
u32 is_bundle:1;
AnimCtrl *animctrl;
AnimCtrl *anctrl;
ActorAnimationInfo *unk18;
TUPLE(f32, unk1C); // actor position? // used as "home" for chbat
f32 actor_specific_1_f; //used in cheggs
@@ -171,7 +171,7 @@ typedef struct actor_s{
u32 unk38_31:10; // hit count for jinjo base in fight
u32 unk38_21:9;
u32 unk38_13:9;
u32 stored_animctrl_playbackType_:3; //animctrlPlaybackType
u32 stored_anctrl_playbackType_:3; //anctrlPlaybackType
u32 unk38_0:1;
u32 unk3C;
s32 unk40;
@@ -186,8 +186,8 @@ typedef struct actor_s{
f32 unk4C;
/* 0x50 */ f32 yaw; //0x50
f32 unk54; //0x54
u32 animctrl_asset_id: 15; // animation asset id (enum asset_id)
u32 stored_animctrl_index: 14; //animctrlAnimIndex;
u32 anctrl_asset_id: 15; // animation asset id (enum asset_id)
u32 stored_anctrl_index: 14; //anctrlAnimIndex;
u32 unk58_2: 1;
u32 unk58_1: 1;
u32 unk58_0: 1;
@@ -201,8 +201,8 @@ typedef struct actor_s{
u32 unk78_31:9;
u32 unk78_22:9;
u32 unk78_13:12; //default_spawn_yaw?
u32 stored_animctrl_forwards:1; //animCtrlDirection
u32 stored_animctrl_smoothTransistion:1; //animCtrlSmoothTransition
u32 stored_anctrl_forwards:1; //animCtrlDirection
u32 stored_anctrl_smoothTransistion:1; //animCtrlSmoothTransition
union
{ //DON'T DO THIS JUST DEFINE STATICLY IN ch/ FILE AND CAST FROM &Actor->local
ActorLocal_BGS_6730 bgs_6730;
@@ -217,8 +217,8 @@ typedef struct actor_s{
};
//u8 padAC[0x44];
f32 stored_animctrl_timer; // animCtrlTimer
f32 stored_animctrl_duration; //animCtrlDuration
f32 stored_anctrl_timer; // animCtrlTimer
f32 stored_anctrl_duration; //animCtrlDuration
u32 unkF4_31:1;
u32 unkF4_30:1; // has something to do with vertices
u32 unkF4_29:1;
@@ -233,8 +233,8 @@ typedef struct actor_s{
u32 unkF4_8:9; /* jinjo id in final fight.
* Is used to determine file progress related stuff, can also be a file_progress_e
*/
f32 stored_animctrl_subrangeMin; //animCtrl_SubRangeStart
f32 stored_animctrl_subrangeMax; //animCtrl_SubRangeEnd
f32 stored_anctrl_subrangeMin; //animCtrl_SubRangeStart
f32 stored_anctrl_subrangeMax; //animCtrl_SubRangeEnd
ActorMarker *unk100; // child actor marker ?
ActorMarker *unk104;
Struct62s *unk108;