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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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44 lines
1.2 KiB
C
44 lines
1.2 KiB
C
#ifndef __TRANSFORM_IDS_H__
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#define __TRANSFORM_IDS_H__
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#define CAMERA_TRANSFORM_ID_START 0x10U
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#define SKYBOX_TRANSFORM_ID_START 0x100U
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#define PARTICLE_TRANSFORM_ID_START 0x200U
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#define SOARING_WINGS_TRANSFORM_ID 0x300U
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#define SOARING_CAPSULE_TRANSFORM_ID 0x301U
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#define BOWSTRING_TRANSFORM_ID 0x400U
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#define HOOKSHOT_RETICLE_TRANSFORM_ID 0x401U
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#define PAUSE_CURSOR_TRANSFORM_ID_START 0x500U
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#define ACTOR_TRANSFORM_LIMB_COUNT 128
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#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
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#define ACTOR_TRANSFORM_ID_START 0x1000000U
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// Use 16 bits of compiler-inserted padding to hold the actor's transform ID.
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// 0x22 between halfDaysBits and world
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#define actorIdByte0(actor) ((u8*)(actor))[0x22]
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// 0x23 between halfDaysBits and world
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#define actorIdByte1(actor) ((u8*)(actor))[0x23]
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// Other unused padding:
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// 0x3A between audioFlags and focus
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// 0x3B between audioFlags and focus
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static inline u32 actor_transform_id(Actor* actor) {
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u32 actor_id =
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(actorIdByte0(actor) << 0) |
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(actorIdByte1(actor) << 8);
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return (actor_id * ACTOR_TRANSFORM_ID_COUNT) + ACTOR_TRANSFORM_ID_START;
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}
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void force_camera_interpolation();
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void force_camera_skip_interpolation();
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#endif
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