start documenting animation (#668)

* start documenting animation

* Update course_data.c

* change comment
This commit is contained in:
coco875
2024-08-22 21:40:13 +02:00
committed by GitHub
parent 1ae52f2fcd
commit 8733751fb5
20 changed files with 394 additions and 651 deletions
+9 -9
View File
@@ -19,7 +19,7 @@
#include "bomb_kart.h"
#include <assets/common_data.h>
#include "render_player.h"
#include "code_80004740.h"
#include "animation.h"
#include "code_80005FD0.h"
#include "code_80057C60.h"
#include "code_8006E9C0.h"
@@ -3854,9 +3854,9 @@ void func_80055164(s32 objectIndex) {
gSPDisplayList(gDisplayListHead++, D_0D0077A0);
rsp_set_matrix_transformation(gObjectList[objectIndex].pos, gObjectList[objectIndex].direction_angle, gObjectList[objectIndex].sizeScaling);
if (gIsGamePaused == 0) {
gObjectList[objectIndex].unk_0A2 = func_80004DFC((animation_type_1 *) gObjectList[objectIndex].model, (animation_type_2 **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
gObjectList[objectIndex].unk_0A2 = render_animated_model((Armature *) gObjectList[objectIndex].model, (Animation **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
} else {
func_80004DFC((animation_type_1 *) gObjectList[objectIndex].model, (animation_type_2 **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
render_animated_model((Armature *) gObjectList[objectIndex].model, (Animation **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
}
}
}
@@ -3879,9 +3879,9 @@ void func_800552BC(s32 objectIndex) {
rsp_set_matrix_transformation(gObjectList[objectIndex].pos, gObjectList[objectIndex].direction_angle, gObjectList[objectIndex].sizeScaling);
gSPDisplayList(gDisplayListHead++, D_0D0077D0);
if (gIsGamePaused == 0) {
gObjectList[objectIndex].unk_0A2 = func_80004DFC((animation_type_1 *) gObjectList[objectIndex].model, (animation_type_2 **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
gObjectList[objectIndex].unk_0A2 = render_animated_model((Armature *) gObjectList[objectIndex].model, (Animation **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
} else {
func_80004DFC((animation_type_1 *) gObjectList[objectIndex].model, (animation_type_2 **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
render_animated_model((Armature *) gObjectList[objectIndex].model, (Animation **) gObjectList[objectIndex].vertex, 0, gObjectList[objectIndex].unk_0A2);
}
}
}
@@ -3980,7 +3980,7 @@ void func_800557B4(s32 objectIndex, u32 arg1, u32 arg2) {
sp34[2] = object->pos[2];
rsp_set_matrix_transformation_inverted_x_y_orientation(sp34, object->orientation, object->sizeScaling);
gSPDisplayList(gDisplayListHead++, D_0D0077D0);
func_80004DFC((animation_type_1 *) object->model, (animation_type_2 **) object->vertex, (s16) object->unk_0D8, (s16) object->itemDisplay);
render_animated_model((Armature *) object->model, (Animation **) object->vertex, (s16) object->unk_0D8, (s16) object->itemDisplay);
}
} else if (arg1 < 0x15F91U) {
func_8004A7AC(objectIndex, 1.5f);
@@ -3988,7 +3988,7 @@ void func_800557B4(s32 objectIndex, u32 arg1, u32 arg2) {
}
rsp_set_matrix_transformation(object->pos, object->orientation, object->sizeScaling);
gSPDisplayList(gDisplayListHead++, D_0D0077D0);
func_80004DFC((animation_type_1 *) object->model, (animation_type_2 **) object->vertex, (s16) object->unk_0D8, (s16) object->itemDisplay);
render_animated_model((Armature *) object->model, (Animation **) object->vertex, (s16) object->unk_0D8, (s16) object->itemDisplay);
}
}
@@ -4052,7 +4052,7 @@ void func_80055AB8(s32 objectIndex, s32 cameraId) {
} else {
rsp_set_matrix_transformation(gObjectList[objectIndex].pos, gObjectList[objectIndex].direction_angle, gObjectList[objectIndex].sizeScaling);
gSPDisplayList(gDisplayListHead++, D_0D0077D0);
func_80004DFC((animation_type_1 *) gObjectList[objectIndex].model, (animation_type_2 **) gObjectList[objectIndex].vertex, 0, (s16) gObjectList[objectIndex].itemDisplay);
render_animated_model((Armature *) gObjectList[objectIndex].model, (Animation **) gObjectList[objectIndex].vertex, 0, (s16) gObjectList[objectIndex].itemDisplay);
}
}
}
@@ -4061,7 +4061,7 @@ void render_object_chain_chomps(s32 cameraId) {
s32 var_s1;
s32 objectIndex;
for (var_s1 = 0; var_s1 < 3; var_s1++) {
for (var_s1 = 0; var_s1 < NUM_CHAIN_CHOMPS; var_s1++) {
objectIndex = indexObjectList2[var_s1];
func_8008A1D0(objectIndex, cameraId, 0x000005DC, 0x000009C4);
if (is_obj_flag_status_active(objectIndex, VISIBLE) != 0) {