rename animctrl
to anctrl
to match source debug string and tooie naming
rename `rumbleManager` to `bamotor`
This commit is contained in:
100
include/core2/anctrl.h
Normal file
100
include/core2/anctrl.h
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@@ -0,0 +1,100 @@
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#ifndef __ANIM_CTRL_H__
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#define __ANIM_CTRL_H__
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#include <ultra64.h>
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#include "generic.h"
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#ifndef NONMATCHING
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#define anctrl_start(this, file, line) _anctrl_start(this, file, line)
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#else
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#define anctrl_start(this, file, line) _anctrl_start(this, __FILE__, __LINE__)
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#endif
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enum anctrl_playback_e{
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ANIMCTRL_ONCE = 1,
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ANIMCTRL_LOOP = 2,
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ANIMCTRL_STOPPED = 3,
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ANIMCTRL_SUBRANGE_LOOP = 4
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};
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typedef struct{
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MtxF mtx_0;
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s32 size_40;
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s32 capacity_44;
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MtxF data[];
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}AnimMtxList;
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typedef struct animation_s{
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GenFunction_2 matrices;
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s32 unk4;
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u8 unk8;
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u8 unk9;
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s16 animcache_index[3];
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u32 index;
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f32 timer;
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f32 duration;
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u8 reset;
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u8 triple_buffer;
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u8 unk1E;
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u8 unk1F;
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} Animation;
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typedef struct anctrl_s{
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Animation *animation;
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f32 timer;
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f32 subrange_start;
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f32 subrange_end;
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f32 animation_duration;
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f32 transition_duration;
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float start;
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s32 index;
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u8 playback_type;
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u8 playback_direction;
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u8 smooth_transition;
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u8 unk23;
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u8 unk24;
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u8 default_start;
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u8 pad26[2];
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} AnimCtrl;
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typedef struct actorAnimCtrl_s{
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AnimCtrl anctrl;
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Animation animation;
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} ActorAnimCtrl;
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AnimCtrl *anctrl_new(s32 arg0);
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void anctrl_free(AnimCtrl * this);
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void anctrl_update(AnimCtrl *this);
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AnimCtrl *anctrl_defrag(AnimCtrl *this);
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void anctrl_setIndex(AnimCtrl *this, enum asset_e index);
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Animation *anctrl_getAnimPtr(AnimCtrl *this);
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void func_8028746C(AnimCtrl *this, void (* arg1)(s32,s32));
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void func_8028748C(AnimCtrl *this, s32 arg1);
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void anctrl_reset(AnimCtrl *this);
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void __anctrl_gotoStart(AnimCtrl *this);
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void _anctrl_start(AnimCtrl * this, char *file, s32 line);
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void anctrl_setAnimTimer(AnimCtrl *this, f32 timer);
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void anctrl_setPlaybackType(AnimCtrl *this, enum anctrl_playback_e arg1);
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void anctrl_setDirection(AnimCtrl *this, s32 arg1);
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void anctrl_setSmoothTransition(AnimCtrl *this, s32 arg1);
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void anctrl_setDuration(AnimCtrl *this, f32 arg1);
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void anctrl_setTransitionDuration(AnimCtrl *this, f32 arg1);
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void anctrl_setSubRange(AnimCtrl *this, f32 start, f32 end);
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void anctrl_getSubRange(AnimCtrl *this, f32 *startPtr, f32 *endPtr);
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void anctrl_setStart(AnimCtrl *this, f32 arg1);
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void func_80287784(AnimCtrl *this, s32 arg1);
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enum asset_e anctrl_getIndex(AnimCtrl *this);
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enum anctrl_playback_e anctrl_getPlaybackType(AnimCtrl *this);
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s32 anctrl_isPlayedForwards(AnimCtrl *this);
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s32 anctrl_isSmoothTransistion(AnimCtrl *this);
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f32 anctrl_getDuration(AnimCtrl *this);
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f32 anctrl_getTransistionDuration(AnimCtrl *this);
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f32 anctrl_getAnimTimer(AnimCtrl *this);
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f32 anctrl_getTimer(AnimCtrl *this);
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void anctrl_setTimer(AnimCtrl *this, f32 arg1);
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s32 anctrl_8028780C(f32 position[3], s32 arg1);
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void anctrl_drawSetup(AnimCtrl *this, f32 *arg1, s32 arg2);
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s32 anctrl_isStopped(AnimCtrl *this);
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int anctrl_isAt(AnimCtrl *this, f32 arg1);
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s32 anctrl_isContiguous(AnimCtrl *this);
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#endif
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@@ -1,100 +0,0 @@
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#ifndef __ANIM_CTRL_H__
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#define __ANIM_CTRL_H__
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#include <ultra64.h>
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#include "generic.h"
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#ifndef NONMATCHING
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#define animctrl_start(this, file, line) _animctrl_start(this, file, line)
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#else
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#define animctrl_start(this, file, line) _animctrl_start(this, __FILE__, __LINE__)
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#endif
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enum animctrl_playback_e{
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ANIMCTRL_ONCE = 1,
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ANIMCTRL_LOOP = 2,
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ANIMCTRL_STOPPED = 3,
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ANIMCTRL_SUBRANGE_LOOP = 4
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};
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typedef struct{
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MtxF mtx_0;
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s32 size_40;
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s32 capacity_44;
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MtxF data[];
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}AnimMtxList;
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typedef struct animation_s{
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GenFunction_2 matrices;
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s32 unk4;
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u8 unk8;
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u8 unk9;
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s16 animcache_index[3];
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u32 index;
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f32 timer;
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f32 duration;
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u8 reset;
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u8 triple_buffer;
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u8 unk1E;
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u8 unk1F;
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} Animation;
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typedef struct animctrl_s{
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Animation *animation;
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f32 timer;
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f32 subrange_start;
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f32 subrange_end;
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f32 animation_duration;
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f32 transition_duration;
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float start;
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s32 index;
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u8 playback_type;
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u8 playback_direction;
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u8 smooth_transition;
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u8 unk23;
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u8 unk24;
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u8 default_start;
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u8 pad26[2];
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} AnimCtrl;
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typedef struct actorAnimCtrl_s{
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AnimCtrl animctrl;
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Animation animation;
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} ActorAnimCtrl;
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AnimCtrl *animctrl_new(s32 arg0);
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void animctrl_free(AnimCtrl * this);
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void animctrl_update(AnimCtrl *this);
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AnimCtrl *animctrl_defrag(AnimCtrl *this);
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void animctrl_setIndex(AnimCtrl *this, enum asset_e index);
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Animation *animctrl_getAnimPtr(AnimCtrl *this);
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void func_8028746C(AnimCtrl *this, void (* arg1)(s32,s32));
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void func_8028748C(AnimCtrl *this, s32 arg1);
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void animctrl_reset(AnimCtrl *this);
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void __animctrl_gotoStart(AnimCtrl *this);
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void _animctrl_start(AnimCtrl * this, char *file, s32 line);
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void animctrl_setAnimTimer(AnimCtrl *this, f32 timer);
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void animctrl_setPlaybackType(AnimCtrl *this, enum animctrl_playback_e arg1);
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void animctrl_setDirection(AnimCtrl *this, s32 arg1);
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void animctrl_setSmoothTransition(AnimCtrl *this, s32 arg1);
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void animctrl_setDuration(AnimCtrl *this, f32 arg1);
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void animctrl_setTransitionDuration(AnimCtrl *this, f32 arg1);
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void animctrl_setSubRange(AnimCtrl *this, f32 start, f32 end);
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void animctrl_getSubRange(AnimCtrl *this, f32 *startPtr, f32 *endPtr);
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void animctrl_setStart(AnimCtrl *this, f32 arg1);
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void func_80287784(AnimCtrl *this, s32 arg1);
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enum asset_e animctrl_getIndex(AnimCtrl *this);
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enum animctrl_playback_e animctrl_getPlaybackType(AnimCtrl *this);
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s32 animctrl_isPlayedForwards(AnimCtrl *this);
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s32 animctrl_isSmoothTransistion(AnimCtrl *this);
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f32 animctrl_getDuration(AnimCtrl *this);
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f32 animctrl_getTransistionDuration(AnimCtrl *this);
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f32 animctrl_getAnimTimer(AnimCtrl *this);
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f32 animctrl_getTimer(AnimCtrl *this);
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void animctrl_setTimer(AnimCtrl *this, f32 arg1);
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s32 animctrl_8028780C(f32 position[3], s32 arg1);
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void animctrl_drawSetup(AnimCtrl *this, f32 *arg1, s32 arg2);
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s32 animctrl_isStopped(AnimCtrl *this);
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int animctrl_isAt(AnimCtrl *this, f32 arg1);
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s32 animctrl_isContiguous(AnimCtrl *this);
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#endif
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@@ -4,7 +4,7 @@
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#include "core2/timedfunc.h"
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#include "gc/gc.h"
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#include "core2/code_6DA30.h"
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#include "core2/animctrl.h"
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#include "core2/anctrl.h"
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void func_80351A04(Struct68s *arg0, s32 arg1);
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void func_80351A14(Struct68s *arg0, Struct68DrawMethod arg1);
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@@ -2553,7 +2553,7 @@ enum item_e
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ITEM_2B_UNKNOWN = 0x2B //uses jiggy model
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};
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enum animctrl_direction_e
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enum anctrl_direction_e
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{
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mvmt_dir_forwards = 1
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};
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@@ -214,7 +214,7 @@ void particleEmitter_setSpawnInterval(ParticleEmitter *, f32);
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OSContPad *func_8024F3F4(void);
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OSMesgQueue *pfsManager_getFrameReplyQ(void);
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void rumbleManager_80250D94(f32, f32, f32);
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void baMotor_80250D94(f32, f32, f32);
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void func_8025A6EC(enum comusic_e, s32);
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void comusic_playTrack(enum comusic_e);
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@@ -436,7 +436,7 @@ void timed_setStaticCameraToNode(f32, s32);
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void timed_exitStaticCamera(f32 time);
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int actor_animationIsAt(Actor*, f32);
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void rumbleManager_80250E94(f32, f32, f32, f32, f32, f32);
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void baMotor_80250E94(f32, f32, f32, f32, f32, f32);
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void bundle_setYaw(f32);
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@@ -4,7 +4,7 @@
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#include <ultra64.h>
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#include "structs.h"
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#include "core2/animctrl.h"
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#include "core2/anctrl.h"
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#include "core2/modelRender.h"
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#include "core2/skeletalanim.h"
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@@ -163,7 +163,7 @@ typedef struct actor_s{
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u32 unk10_3:2;
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u32 unk10_1:1;
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u32 is_bundle:1;
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AnimCtrl *animctrl;
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AnimCtrl *anctrl;
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ActorAnimationInfo *unk18;
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TUPLE(f32, unk1C); // actor position? // used as "home" for chbat
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f32 actor_specific_1_f; //used in cheggs
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@@ -171,7 +171,7 @@ typedef struct actor_s{
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u32 unk38_31:10; // hit count for jinjo base in fight
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u32 unk38_21:9;
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u32 unk38_13:9;
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u32 stored_animctrl_playbackType_:3; //animctrlPlaybackType
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u32 stored_anctrl_playbackType_:3; //anctrlPlaybackType
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u32 unk38_0:1;
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u32 unk3C;
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s32 unk40;
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@@ -186,8 +186,8 @@ typedef struct actor_s{
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f32 unk4C;
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/* 0x50 */ f32 yaw; //0x50
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f32 unk54; //0x54
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u32 animctrl_asset_id: 15; // animation asset id (enum asset_id)
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u32 stored_animctrl_index: 14; //animctrlAnimIndex;
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u32 anctrl_asset_id: 15; // animation asset id (enum asset_id)
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u32 stored_anctrl_index: 14; //anctrlAnimIndex;
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u32 unk58_2: 1;
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u32 unk58_1: 1;
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u32 unk58_0: 1;
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@@ -201,8 +201,8 @@ typedef struct actor_s{
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u32 unk78_31:9;
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u32 unk78_22:9;
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u32 unk78_13:12; //default_spawn_yaw?
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u32 stored_animctrl_forwards:1; //animCtrlDirection
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u32 stored_animctrl_smoothTransistion:1; //animCtrlSmoothTransition
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u32 stored_anctrl_forwards:1; //animCtrlDirection
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u32 stored_anctrl_smoothTransistion:1; //animCtrlSmoothTransition
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union
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{ //DON'T DO THIS JUST DEFINE STATICLY IN ch/ FILE AND CAST FROM &Actor->local
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ActorLocal_BGS_6730 bgs_6730;
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@@ -217,8 +217,8 @@ typedef struct actor_s{
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};
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//u8 padAC[0x44];
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f32 stored_animctrl_timer; // animCtrlTimer
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f32 stored_animctrl_duration; //animCtrlDuration
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f32 stored_anctrl_timer; // animCtrlTimer
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f32 stored_anctrl_duration; //animCtrlDuration
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u32 unkF4_31:1;
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u32 unkF4_30:1; // has something to do with vertices
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u32 unkF4_29:1;
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@@ -233,8 +233,8 @@ typedef struct actor_s{
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u32 unkF4_8:9; /* jinjo id in final fight.
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* Is used to determine file progress related stuff, can also be a file_progress_e
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*/
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f32 stored_animctrl_subrangeMin; //animCtrl_SubRangeStart
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f32 stored_animctrl_subrangeMax; //animCtrl_SubRangeEnd
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f32 stored_anctrl_subrangeMin; //animCtrl_SubRangeStart
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f32 stored_anctrl_subrangeMax; //animCtrl_SubRangeEnd
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ActorMarker *unk100; // child actor marker ?
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ActorMarker *unk104;
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Struct62s *unk108;
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