Mario Kart 64
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render.inc.c
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1#include <actors.h>
2#include <code_800029B0.h>
3#include <PR/gbi.h>
4
12void render_actor_banana(Camera *camera, UNUSED Mat4 arg1, struct BananaActor *banana) {
13 UNUSED s32 pad[2];
14 s32 maxObjectsReached;
15 Vec3s sp7C;
16 Mat4 sp3C;
17
18 f32 temp = is_within_render_distance(camera->pos, banana->pos, camera->rot[1], 0, gCameraZoom[camera - camera1], 490000.0f);
19 if (temp < 0.0f) {
20 actor_not_rendered(camera, (struct Actor *) banana);
21 return;
22 }
23
24 if ((banana->pos[1] > gCourseMaxY + 800.0f)) {
25 actor_not_rendered(camera, (struct Actor *) banana);
26 return;
27 }
28 if (banana->pos[1] < (gCourseMinY - 800.0f)) {
29 actor_not_rendered(camera, (struct Actor *) banana);
30 return;
31 }
32
33 actor_rendered(camera, (struct Actor *) banana);
34
35 if (banana->state == 5) {
36 mtxf_pos_rotation_xyz(sp3C, banana->pos, banana->rot);
37 } else {
38 sp7C[0] = 0;
39 sp7C[1] = 0;
40 sp7C[2] = 0;
41 mtxf_pos_rotation_xyz(sp3C, banana->pos, sp7C);
42 }
43
44 maxObjectsReached = render_set_position(sp3C, 0) == 0;
45 if (maxObjectsReached) { return; }
46
47 if (banana->state != 5) {
48 gSPDisplayList(gDisplayListHead++, &common_model_banana);
49 } else {
51 }
52}
void actor_not_rendered(Camera *arg0, struct Actor *arg1)
Definition actors.c:284
void actor_rendered(Camera *arg0, struct Actor *arg1)
Definition actors.c:301
void render_actor_banana(Camera *camera, UNUSED Mat4 arg1, struct BananaActor *banana)
Render the banana actor.
Definition render.inc.c:12
Camera * camera1
Definition camera.c:23
s16 gCourseMaxY
Definition code_800029B0.c:89
s16 gCourseMinY
Definition code_800029B0.c:90
Gfx common_model_flat_banana[]
Gfx common_model_banana[]
s16 Vec3s[3]
Definition common_structs.h:11
f32 Mat4[4][4]
Definition common_structs.h:16
#define UNUSED
Definition macros.h:24
Gfx * gDisplayListHead
Definition main.c:133
f32 gCameraZoom[4]
Definition main.c:123
f32 is_within_render_distance(Vec3f cameraPos, Vec3f objectPos, u16 orientationY, f32 minDistance, f32 fov, f32 maxDistance)
Definition math_util.c:1092
void mtxf_pos_rotation_xyz(Mat4 out, Vec3f pos, Vec3s orientation)
Definition math_util.c:466
s32 render_set_position(Mat4 arg0, s32 arg1)
Definition math_util.c:49
Definition actor_types.h:120
Definition actor_types.h:377
Vec3s rot
Definition actor_types.h:386
Vec3f pos
Definition actor_types.h:394
s16 state
Definition actor_types.h:381
Definition camera.h:26
Vec3s rot
Definition camera.h:33
Vec3f pos
Definition camera.h:27
signed int s32
Definition ultratypes.h:15
float f32
Definition ultratypes.h:33