Replace FrameInterpolation Pop/Push with RecordOpen/CloseChild (#542)
* Replaced Pop/Push for Yoshi Egg and Mario Sign actors * Removed comments * applied suggestions --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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@ -25,7 +25,7 @@ void render_actor_mario_sign(Camera* arg0, UNUSED Mat4 arg1, struct Actor* arg2)
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}
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if (!(unk < 0.0f)) {
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FrameInterpolation_RecordMatrixPush(mtx);
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FrameInterpolation_RecordOpenChild("mario_sign", TAG_OBJECT(arg2));
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gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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@ -33,7 +33,6 @@ void render_actor_mario_sign(Camera* arg0, UNUSED Mat4 arg1, struct Actor* arg2)
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if (render_set_position(mtx, 0) != 0) {
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gSPDisplayList(gDisplayListHead++, d_course_mario_raceway_dl_sign);
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}
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FrameInterpolation_RecordMatrixPop(mtx);
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FrameInterpolation_RecordCloseChild();
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}
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}
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@ -53,7 +53,7 @@ void render_actor_yoshi_egg(Camera* arg0, Mat4 arg1, struct YoshiValleyEgg* egg,
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sp5C[1] = egg->eggRot;
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sp5C[2] = 0;
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FrameInterpolation_RecordMatrixPush(sp60);
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FrameInterpolation_RecordOpenChild("yoshi_egg", TAG_OBJECT(egg));
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mtxf_pos_rotation_xyz(sp60, egg->pos, sp5C);
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if (render_set_position(sp60, 0) == 0) {
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@ -62,18 +62,18 @@ void render_actor_yoshi_egg(Camera* arg0, Mat4 arg1, struct YoshiValleyEgg* egg,
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gSPSetGeometryMode(gDisplayListHead++, G_LIGHTING);
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gSPDisplayList(gDisplayListHead++, d_course_yoshi_valley_dl_16D70);
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FrameInterpolation_RecordMatrixPop(sp60);
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FrameInterpolation_RecordCloseChild();
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} else {
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arg1[3][0] = egg->pos[0];
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arg1[3][1] = egg->pos[1];
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arg1[3][2] = egg->pos[2];
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FrameInterpolation_RecordMatrixPush(arg1);
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FrameInterpolation_RecordOpenChild("yoshi_egg2", TAG_OBJECT(egg));
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if (render_set_position(arg1, 0) != 0) {
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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gSPDisplayList(gDisplayListHead++, d_course_yoshi_valley_dl_egg_lod0);
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}
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FrameInterpolation_RecordMatrixPop(arg1);
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FrameInterpolation_RecordCloseChild();
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}
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}
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@ -96,7 +96,7 @@ void render_limb_or_add_mtx(Armature* arg0, s16* arg1, AnimationLimbVector arg2,
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}
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angle[i] = arg1[arg2[i].indexCycle + some_offset];
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}
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FrameInterpolation_RecordMatrixPush(modelMatrix);
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FrameInterpolation_RecordOpenChild("animation", TAG_OBJECT(arg0));
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mtxf_translate_rotate2(modelMatrix, pos, angle);
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//convert_to_fixed_point_matrix_animation(&gGfxPool->mtxHud[gMatrixHudCount], modelMatrix);
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sMatrixStackSize += 1;
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@ -108,7 +108,7 @@ void render_limb_or_add_mtx(Armature* arg0, s16* arg1, AnimationLimbVector arg2,
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model = (virtualModel);
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gSPDisplayList(gDisplayListHead++, model);
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}
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FrameInterpolation_RecordMatrixPop(modelMatrix);
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FrameInterpolation_RecordCloseChild();
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}
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void render_armature(Armature* animation, Animation* arg1, s16 timeCycle) {
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@ -686,13 +686,13 @@ void FrameInterpolation_RecordActorPosRotMatrix(void) {
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next_is_actor_pos_rot_matrix = true;
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}
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void FrameInterpolation_RecordMatrixPush(Mat4* matrix) {
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if (!check_if_recording()) {
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return;
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}
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append(Op::MatrixPush).matrix_ptr = { (Mat4**) matrix };
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}
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//void FrameInterpolation_RecordMatrixPush(Mat4* matrix) {
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// if (!check_if_recording()) {
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// return;
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// }
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//
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// append(Op::MatrixPush).matrix_ptr = { (Mat4**) matrix };
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//}
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void FrameInterpolation_RecordMarker(const char* file, int line) {
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if (!check_if_recording()) {
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@ -702,12 +702,12 @@ void FrameInterpolation_RecordMarker(const char* file, int line) {
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append(Op::Marker).marker = { file, line };
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}
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void FrameInterpolation_RecordMatrixPop(Mat4* matrix) {
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if (!check_if_recording()) {
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return;
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}
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append(Op::MatrixPop).matrix_ptr = { (Mat4**) matrix };
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}
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//void FrameInterpolation_RecordMatrixPop(Mat4* matrix) {
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// if (!check_if_recording()) {
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// return;
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// }
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// append(Op::MatrixPop).matrix_ptr = { (Mat4**) matrix };
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//}
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void FrameInterpolation_RecordMatrixPut(MtxF* src) {
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if (!check_if_recording()) {
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@ -52,9 +52,9 @@ void FrameInterpolation_RecordMatrixPosRotScaleXY(Mat4* matrix, s32 x, s32 y, u1
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void FrameInterpolation_Record_SetTextMatrix(Mat4* matrix, f32 x, f32 y, f32 arg3, f32 arg4);
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void FrameInterpolation_RecordMatrixPush(Mat4* matrix);
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//void FrameInterpolation_RecordMatrixPush(Mat4* matrix);
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void FrameInterpolation_RecordMatrixPop(Mat4* matrix);
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//void FrameInterpolation_RecordMatrixPop(Mat4* matrix);
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void FrameInterpolation_RecordMatrixMult(Mat4* matrix, MtxF* mf, u8 mode);
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