EnGe1 OK and documented, document z_snap (#952)

* Move PictoActor typedefs to z64actor.h

* OK, data imported

* Minor snap stuff

* Name most functions and variables

* Name most of object, apart from animations

* Document snap

* Fix actors to use the PictoActor struct

* Format

* Finish documenting EnGe1

* Finish documenting z_snap and related actors

* Format

* Review, format

* Name last couple of things

* bss

* Review

* Review

* bss

* Introduce z64snap.h, add SCREEN_TO_DEVICE macros

* Back to PROJECTED_TO_SCREEN
This commit is contained in:
EllipticEllipsis
2022-08-04 05:53:53 +01:00
committed by GitHub
parent fb445b7d4b
commit 91b2bc3a88
37 changed files with 1396 additions and 863 deletions
+22 -21
View File
@@ -391,12 +391,12 @@ void func_800B4B50(Actor* actor, Lights* mapper, PlayState* play) {
}
}
void Actor_GetProjectedPos(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3) {
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, arg1, arg2, arg3);
if (*arg3 < 1.0f) {
*arg3 = 1.0f;
void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW) {
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, worldPos, projectedPos, invW);
if (*invW < 1.0f) {
*invW = 1.0f;
} else {
*arg3 = 1.0f / *arg3;
*invW = 1.0f / *invW;
}
}
@@ -419,7 +419,7 @@ TatlColor sTatlColorList[] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 255, 255, 0, 255 }, { 200, 155, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
};
void func_800B4F78(TargetContext* targetCtx, s32 type, PlayState* play) {
@@ -480,9 +480,9 @@ void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
TargetContextEntry* entry;
s16 alpha = 255;
f32 var1 = 1.0f;
Vec3f spBC;
Vec3f projectedPos;
s32 spB8;
f32 spB4;
f32 invW;
s32 spB0;
s32 spAC;
f32 var2;
@@ -505,22 +505,22 @@ void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
alpha = targetCtx->unk48;
}
Actor_GetProjectedPos(play, &targetCtx->targetCenterPos, &spBC, &spB4);
Actor_GetProjectedPos(play, &targetCtx->targetCenterPos, &projectedPos, &invW);
spBC.x = (160 * (spBC.x * spB4)) * var1;
spBC.x = CLAMP(spBC.x, -320.0f, 320.0f);
projectedPos.x = (160 * (projectedPos.x * invW)) * var1;
projectedPos.x = CLAMP(projectedPos.x, -320.0f, 320.0f);
spBC.y = (120 * (spBC.y * spB4)) * var1;
spBC.y = CLAMP(spBC.y, -240.0f, 240.0f);
projectedPos.y = (120 * (projectedPos.y * invW)) * var1;
projectedPos.y = CLAMP(projectedPos.y, -240.0f, 240.0f);
spBC.z = spBC.z * var1;
projectedPos.z = projectedPos.z * var1;
targetCtx->unk4C--;
if (targetCtx->unk4C < 0) {
targetCtx->unk4C = 2;
}
Target_SetPos(targetCtx, targetCtx->unk4C, spBC.x, spBC.y, spBC.z);
Target_SetPos(targetCtx, targetCtx->unk4C, projectedPos.x, projectedPos.y, projectedPos.z);
if ((!(player->stateFlags1 & 0x40)) || (actor != player->unk_730)) {
OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
@@ -1966,18 +1966,19 @@ void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y) {
f32 w;
Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &w);
*x = (projectedPos.x * w * (SCREEN_WIDTH / 2)) + (SCREEN_WIDTH / 2);
*y = (projectedPos.y * w * -(SCREEN_HEIGHT / 2)) + (SCREEN_HEIGHT / 2);
*x = PROJECTED_TO_SCREEN_X(projectedPos, w);
*y = PROJECTED_TO_SCREEN_Y(projectedPos, w);
}
s32 func_800B8934(PlayState* play, Actor* actor) {
Vec3f sp2C;
f32 sp28;
Vec3f projectedPos;
f32 invW;
s32 pad[2];
Actor_GetProjectedPos(play, &actor->focus.pos, &sp2C, &sp28);
Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW);
return (sp2C.x * sp28 >= -1.0f) && (sp2C.x * sp28 <= 1.0f) && (sp2C.y * sp28 >= -1.0f) && (sp2C.y * sp28 <= 1.0f);
return (projectedPos.x * invW >= -1.0f) && (projectedPos.x * invW <= 1.0f) && (projectedPos.y * invW >= -1.0f) &&
(projectedPos.y * invW <= 1.0f);
}
s32 Actor_HasParent(Actor* actor, PlayState* play) {