Removed hardcoded skeleton types in actor draw code. (#2979)

* Initial PAL 1.1 support

* Misc fixes

* Updated game to remove hardcoded skeleton types when rendering

* Fixed weird rebase issue

* Replaced remaining skeleton calls

* lus submodule fix

* Remove OTRGui
This commit is contained in:
Nicholas Estelami
2023-09-26 09:45:10 -04:00
committed by GitHub
parent 098d5a8044
commit ccd05d8e58
132 changed files with 219 additions and 296 deletions

View File

@@ -284,6 +284,20 @@ void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3
CLOSE_DISPS(play->state.gfxCtx);
}
// Checks the skeleton header to draw the appropriate skeleton type instead of harcoding the type in the actor's draw function...
void SkelAnime_DrawSkeletonOpa(PlayState* play, SkelAnime* skelAnime, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, void* arg) {
if (skelAnime->skeletonHeader->skeletonType == SKELANIME_TYPE_NORMAL) {
SkelAnime_DrawOpa(play, skelAnime->skeleton, skelAnime->jointTable, overrideLimbDraw, postLimbDraw, arg);
}
else if (skelAnime->skeletonHeader->skeletonType == SKELANIME_TYPE_FLEX)
{
FlexSkeletonHeader* flexHeader = (FlexSkeletonHeader*)skelAnime->skeletonHeader;
SkelAnime_DrawFlexOpa(play, skelAnime->skeleton, skelAnime->jointTable, flexHeader->dListCount,
overrideLimbDraw, postLimbDraw, arg);
}
}
/**
* Draw all limbs of type `StandardLimb` in a given skeleton to the polyOpa buffer
*/
@@ -1436,6 +1450,7 @@ s32 SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skelet
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
skelAnime->skeletonHeader = skeletonHeader;
skelAnime->limbCount = skeletonHeader->limbCount + 1;
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->segment);
if (jointTable == NULL) {
@@ -1469,6 +1484,7 @@ s32 SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader
FlexSkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
skelAnime->skeletonHeader = skeletonHeader;
skelAnime->limbCount = skeletonHeader->sh.limbCount + 1;
skelAnime->dListCount = skeletonHeader->dListCount;
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->sh.segment);
@@ -1506,6 +1522,7 @@ s32 SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* sk
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
skelAnime->skeletonHeader = skeletonHeader;
skelAnime->limbCount = skeletonHeader->limbCount + 1;
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->segment);
skelAnime->jointTable =