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Document Culling (#2318)
* document culling * format * depth -> distance * format * var name * new graph link * rephrase actor flags * tharo's comments + some more tweaks * is this causing the problem? * change wording * cant scope the temp * format * dragorn review * bad merge * player -> camera in descriptions * more its * cadmic review * goddamn it why do i have that habit * projected
This commit is contained in:
@@ -130,14 +130,25 @@ typedef struct ActorShape {
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// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
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#define ACTOR_FLAG_FRIENDLY (1 << 3)
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//
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#define ACTOR_FLAG_4 (1 << 4)
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// Culling of the actor's update process is disabled.
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// In other words, the actor will keep updating even if the actor is outside its own culling volume.
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// See `Actor_CullingCheck` for more information about culling.
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// See `Actor_CullingVolumeTest` for more information on the test used to determine if an actor should be culled.
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#define ACTOR_FLAG_UPDATE_CULLING_DISABLED (1 << 4)
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//
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#define ACTOR_FLAG_5 (1 << 5)
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// Culling of the actor's draw process is disabled.
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// In other words, the actor will keep drawing even if the actor is outside its own culling volume.
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// See `Actor_CullingCheck` for more information about culling.
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// See `Actor_CullingVolumeTest` for more information on the test used to determine if an actor should be culled.
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// (The original name for this flag is `NO_CULL_DRAW`, known from the Majora's Mask Debug ROM)
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#define ACTOR_FLAG_DRAW_CULLING_DISABLED (1 << 5)
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//
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#define ACTOR_FLAG_6 (1 << 6)
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// Set if the actor is currently within the bounds of its culling volume.
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// In most cases, this flag can be used to determine whether or not an actor is currently culled.
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// However this flag still updates even if `ACTOR_FLAG_UPDATE_CULLING_DISABLED` or `ACTOR_FLAG_DRAW_CULLING_DISABLED`
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// are set. Meaning, the flag can still have a value of "false" even if it is not actually culled.
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// (The original name for this flag is `NO_CULL_FLAG`, known from the Majora's Mask Debug ROM)
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#define ACTOR_FLAG_INSIDE_CULLING_VOLUME (1 << 6)
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// hidden or revealed by Lens of Truth (depending on room lensMode)
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#define ACTOR_FLAG_REACT_TO_LENS (1 << 7)
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@@ -277,9 +288,9 @@ typedef struct Actor {
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/* 0x0B4 */ ActorShape shape; // Variables related to the physical shape of the actor
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/* 0x0E4 */ Vec3f projectedPos; // Position of the actor in projected space
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/* 0x0F0 */ f32 projectedW; // w component of the projected actor position
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/* 0x0F4 */ f32 uncullZoneForward; // Amount to increase the uncull zone forward by (in projected space)
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/* 0x0F8 */ f32 uncullZoneScale; // Amount to increase the uncull zone scale by (in projected space)
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/* 0x0FC */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space)
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/* 0x0F4 */ f32 cullingVolumeDistance; // Forward distance of the culling volume (in projected space). See `Actor_CullingCheck` and `Actor_CullingVolumeTest` for more information.
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/* 0x0F8 */ f32 cullingVolumeScale; // Scale of the culling volume (in projected space). See `Actor_CullingCheck` and `Actor_CullingVolumeTest` for more information.
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/* 0x0FC */ f32 cullingVolumeDownward; // Downward height of the culling volume (in projected space). See `Actor_CullingCheck` and `Actor_CullingVolumeTest` for more information.
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/* 0x100 */ Vec3f prevPos; // World position from the previous update cycle
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/* 0x10C */ u8 isLockedOn; // Set to true if the actor is currently locked-on by Player
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/* 0x10D */ u8 attentionPriority; // Lower values have higher priority. Resets to 0 when lock-on is released.
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@@ -886,7 +897,7 @@ s32 func_8002F9EC(struct PlayState* play, Actor* actor, struct CollisionPoly* po
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void Actor_DisableLens(struct PlayState* play);
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void Actor_InitContext(struct PlayState* play, ActorContext* actorCtx, struct ActorEntry* playerEntry);
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void Actor_UpdateAll(struct PlayState* play, ActorContext* actorCtx);
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s32 func_800314D4(struct PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3);
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s32 Actor_CullingVolumeTest(struct PlayState* play, Actor* actor, Vec3f* projPos, f32 projW);
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void func_800315AC(struct PlayState* play, ActorContext* actorCtx);
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void Actor_KillAllWithMissingObject(struct PlayState* play, ActorContext* actorCtx);
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void func_80031B14(struct PlayState* play, ActorContext* actorCtx);
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@@ -896,9 +896,9 @@ void Actor_Init(Actor* actor, PlayState* play) {
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actor->minVelocityY = -20.0f;
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actor->xyzDistToPlayerSq = MAXFLOAT;
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actor->naviEnemyId = NAVI_ENEMY_NONE;
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actor->uncullZoneForward = 1000.0f;
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actor->uncullZoneScale = 350.0f;
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actor->uncullZoneDownward = 700.0f;
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actor->cullingVolumeDistance = 1000.0f;
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actor->cullingVolumeScale = 350.0f;
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actor->cullingVolumeDownward = 700.0f;
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CollisionCheck_InitInfo(&actor->colChkInfo);
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actor->floorBgId = BGCHECK_SCENE;
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ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
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@@ -2438,7 +2438,8 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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actor->yawTowardsPlayer = Actor_WorldYawTowardActor(actor, &player->actor);
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actor->flags &= ~ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
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if ((DECR(actor->freezeTimer) == 0) && (actor->flags & (ACTOR_FLAG_4 | ACTOR_FLAG_6))) {
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if ((DECR(actor->freezeTimer) == 0) &&
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(actor->flags & (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_INSIDE_CULLING_VOLUME))) {
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if (actor == player->focusActor) {
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actor->isLockedOn = true;
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} else {
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@@ -2708,19 +2709,92 @@ void Actor_DrawLensActors(PlayState* play, s32 numInvisibleActors, Actor** invis
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CLOSE_DISPS(gfxCtx, "../z_actor.c", 6284);
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}
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s32 func_800314B0(PlayState* play, Actor* actor) {
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return func_800314D4(play, actor, &actor->projectedPos, actor->projectedW);
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/**
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* Checks if an actor should be culled or not, by seeing if it is contained within its own culling volume.
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* For more details on the culling test, see `Actor_CullingVolumeTest`.
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*
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* Returns true if the actor is inside its culling volume. In other words, it should not cull.
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*
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* "Culling" in this context refers to the removal of something for the sake of improving performance.
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* For actors, being culled means that their Update and Draw processes are halted.
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* While halted, an Actor's update state is frozen and it will not draw, making it invisible.
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*
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* Actors that are within the bounds of their culling volume may update and draw, while actors that are
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* out of bounds of its culling volume may be excluded from updating and drawing until they are within bounds.
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*
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* It is possible for actors to opt out of update culling or draw culling.
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* This is set per-actor with `ACTOR_FLAG_UPDATE_CULLING_DISABLED` and `ACTOR_FLAG_DRAW_CULLING_DISABLED`.
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*
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* Note: Even if either `ACTOR_FLAG_UPDATE_CULLING_DISABLED` or `ACTOR_FLAG_DRAW_CULLING_DISABLED` are set, the actor
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* will still undergo the culling test and set `ACTOR_FLAG_INSIDE_CULLING_VOLUME` accordingly.
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* So, `ACTOR_FLAG_INSIDE_CULLING_VOLUME` cannot be used on it own to determine if an actor is actually culled.
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* It simply says whether or not they are physically located within the bounds of the culling volume.
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*/
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s32 Actor_CullingCheck(PlayState* play, Actor* actor) {
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return Actor_CullingVolumeTest(play, actor, &actor->projectedPos, actor->projectedW);
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}
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s32 func_800314D4(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3) {
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f32 var;
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/**
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* Tests if an actor is currently within the bounds of its own culling volume.
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*
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* The culling volume is a 3D shape composed of a frustum with a box attached to the end of it. The frustum sits at the
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* camera's position and projects forward, encompassing the player's current view; the box extrudes behind the camera,
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* allowing actors in the immediate vicinity behind and to the sides of the camera to be detected.
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*
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* This function returns true if the actor is within bounds, false if not.
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* The comparison is done in projected space against the actor's projected position as the viewing frustum
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* in world space transforms to a box in projected space, making the calculation easy.
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*
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* Every actor can set properties for their own culling volume, changing its dimensions to suit the needs of
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* it and its environment. These properties are in units of projected space (i.e. compared to the actor's position
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* after perspective projection is applied) are therefore not directly comparable to world units.
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* These depend on the current view parameters (fov, aspect, scale, znear, zfar).
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* The default parameters considered are (60 degrees, 4/3, 1.0, 10, 12800).
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*
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* cullingVolumeDistance: Configures how far forward the far plane of the frustum should extend.
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* This along with cullingVolumeScale determines the maximum distance from
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* the camera eye that the actor can be detected at. This quantity is related
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* to world units by a factor of
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* (znear - zfar) / ((znear + zfar) * scale).
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* For default view parameters, increasing this property by 1 increases the
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* distance by ~0.995 world units.
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*
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* cullingVolumeScale: Scales the entire culling volume in all directions except the downward
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* direction. Both the frustum and the box will scale in size. This quantity is
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* related to world units by different factors based on direction:
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* - For the forward and backward directions, they are related in the same way
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* as above. For default view parameters, increasing this property by 1 increases
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* the forward and backward scales by ~0.995 world units.
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* - For the sideways directions, the relation to world units is
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* (aspect / scale) * tan(0.5 * fov)
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* For default view parameters, increasing this property by 1 increases the
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* sideways scales by ~0.77 world units.
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* - For the upward direction, the relation to world units is
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* (1 / scale) * tan(0.5 * fov)
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* For default view parameters, increasing this property by 1 increases the
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* scale by ~0.58 world units.
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*
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* cullingVolumeDownward: Sets the height of the culling volume in the downward direction. Increasing
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* this value will make actors below the camera more easily detected. This
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* quantity is related to world units by the same factor as the upward scale.
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* For default view parameters, increasing this property by 1 increases the
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* downward height by ~0.58 world units.
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*
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* This interactive 3D graph visualizes the shape of the culling volume and has sliders for the 3 properties mentioned
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* above: https://www.desmos.com/3d/4ztkxqky2a.
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*/
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s32 Actor_CullingVolumeTest(PlayState* play, Actor* actor, Vec3f* projPos, f32 projW) {
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f32 invW;
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if ((arg2->z > -actor->uncullZoneScale) && (arg2->z < (actor->uncullZoneForward + actor->uncullZoneScale))) {
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var = (arg3 < 1.0f) ? 1.0f : 1.0f / arg3;
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if ((projPos->z > -actor->cullingVolumeScale) &&
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(projPos->z < (actor->cullingVolumeDistance + actor->cullingVolumeScale))) {
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// Clamping `projW` affects points behind the camera, so that the culling volume has
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// a frustum shape in front of the camera and a box shape behind the camera.
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invW = (projW < 1.0f) ? 1.0f : 1.0f / projW;
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if ((((fabsf(arg2->x) - actor->uncullZoneScale) * var) < 1.0f) &&
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(((arg2->y + actor->uncullZoneDownward) * var) > -1.0f) &&
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(((arg2->y - actor->uncullZoneScale) * var) < 1.0f)) {
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if ((((fabsf(projPos->x) - actor->cullingVolumeScale) * invW) < 1.0f) &&
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(((projPos->y + actor->cullingVolumeDownward) * invW) > -1.0f) &&
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(((projPos->y - actor->cullingVolumeScale) * invW) < 1.0f)) {
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return true;
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}
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}
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@@ -2767,17 +2841,18 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) {
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}
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if (!DEBUG_FEATURES || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(70) == 0)) {
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if (func_800314B0(play, actor)) {
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actor->flags |= ACTOR_FLAG_6;
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if (Actor_CullingCheck(play, actor)) {
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actor->flags |= ACTOR_FLAG_INSIDE_CULLING_VOLUME;
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} else {
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actor->flags &= ~ACTOR_FLAG_6;
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actor->flags &= ~ACTOR_FLAG_INSIDE_CULLING_VOLUME;
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}
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}
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actor->isDrawn = false;
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if (!DEBUG_FEATURES || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) {
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if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_5 | ACTOR_FLAG_6))) {
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if ((actor->init == NULL) && (actor->draw != NULL) &&
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(actor->flags & (ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_INSIDE_CULLING_VOLUME))) {
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if ((actor->flags & ACTOR_FLAG_REACT_TO_LENS) &&
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((play->roomCtx.curRoom.lensMode == LENS_MODE_SHOW_ACTORS) || play->actorCtx.lensActive ||
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(actor->room != play->roomCtx.curRoom.num))) {
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@@ -2,7 +2,7 @@
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/object_d_hsblock/object_d_hsblock.h"
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#define FLAGS ACTOR_FLAG_4
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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void EnAObj_Init(Actor* thisx, PlayState* play);
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void EnAObj_Destroy(Actor* thisx, PlayState* play);
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@@ -114,8 +114,8 @@ void EnAObj_Init(Actor* thisx, PlayState* play) {
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this->dyna.bgId = BGACTOR_NEG_ONE;
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this->dyna.interactFlags = 0;
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this->dyna.transformFlags = 0;
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thisx->uncullZoneDownward = 1200.0f;
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thisx->uncullZoneScale = 200.0f;
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thisx->cullingVolumeDownward = 1200.0f;
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thisx->cullingVolumeScale = 200.0f;
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switch (thisx->params) {
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case A_OBJ_BLOCK_LARGE:
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@@ -288,8 +288,8 @@ void EnAObj_BoulderFragment(EnAObj* this, PlayState* play) {
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}
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void EnAObj_SetupBlock(EnAObj* this, s16 type) {
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this->dyna.actor.uncullZoneDownward = 1200.0f;
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this->dyna.actor.uncullZoneScale = 720.0f;
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this->dyna.actor.cullingVolumeDownward = 1200.0f;
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this->dyna.actor.cullingVolumeScale = 720.0f;
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EnAObj_SetupAction(this, EnAObj_Block);
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}
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@@ -980,7 +980,7 @@ EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params) {
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(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
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spawnedActor->actor.room = -1;
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}
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spawnedActor->actor.flags |= ACTOR_FLAG_4;
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spawnedActor->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
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}
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}
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}
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@@ -1012,7 +1012,7 @@ EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params) {
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spawnedActor->actor.speed = 0.0f;
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spawnedActor->actor.gravity = param4000 ? 0.0f : -0.9f;
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spawnedActor->actor.world.rot.y = Rand_CenteredFloat(65536.0f);
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spawnedActor->actor.flags |= ACTOR_FLAG_4;
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spawnedActor->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
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}
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}
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}
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@@ -1126,7 +1126,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
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spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f;
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Actor_SetScale(&spawnedActor->actor, 0.0f);
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EnItem00_SetupAction(spawnedActor, func_8001E304);
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spawnedActor->actor.flags |= ACTOR_FLAG_4;
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spawnedActor->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
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if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) &&
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(spawnedActor->actor.params != ITEM00_HEART_PIECE) &&
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(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
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@@ -1,8 +1,8 @@
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#include "global.h"
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5 | \
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ACTOR_FLAG_UPDATE_DURING_OCARINA | ACTOR_FLAG_CAN_PRESS_SWITCHES)
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
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ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA | ACTOR_FLAG_CAN_PRESS_SWITCHES)
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.2:128 pal-1.1:128"
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@@ -1,7 +1,7 @@
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#include "z_arms_hook.h"
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#include "assets/objects/object_link_boy/object_link_boy.h"
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
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void ArmsHook_Init(Actor* thisx, PlayState* play);
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void ArmsHook_Destroy(Actor* thisx, PlayState* play);
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@@ -7,7 +7,7 @@
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#include "z_arrow_fire.h"
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#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA)
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void ArrowFire_Init(Actor* thisx, PlayState* play);
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void ArrowFire_Destroy(Actor* thisx, PlayState* play);
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@@ -33,7 +33,7 @@ ActorProfile Arrow_Fire_Profile = {
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_STOP),
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ICHAIN_F32(cullingVolumeDistance, 2000, ICHAIN_STOP),
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};
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void ArrowFire_SetupAction(ArrowFire* this, ArrowFireActionFunc actionFunc) {
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@@ -8,7 +8,7 @@
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#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA)
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void ArrowIce_Init(Actor* thisx, PlayState* play);
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void ArrowIce_Destroy(Actor* thisx, PlayState* play);
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@@ -34,7 +34,7 @@ ActorProfile Arrow_Ice_Profile = {
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_STOP),
|
||||
ICHAIN_F32(cullingVolumeDistance, 2000, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
void ArrowIce_SetupAction(ArrowIce* this, ArrowIceActionFunc actionFunc) {
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
|
||||
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
|
||||
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA)
|
||||
|
||||
void ArrowLight_Init(Actor* thisx, PlayState* play);
|
||||
void ArrowLight_Destroy(Actor* thisx, PlayState* play);
|
||||
@@ -34,7 +34,7 @@ ActorProfile Arrow_Light_Profile = {
|
||||
};
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_STOP),
|
||||
ICHAIN_F32(cullingVolumeDistance, 2000, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
void ArrowLight_SetupAction(ArrowLight* this, ArrowLightActionFunc actionFunc) {
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
#include "quake.h"
|
||||
#include "assets/objects/object_bdan_objects/object_bdan_objects.h"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
|
||||
|
||||
typedef enum BgBdanObjectsPropertyGetter {
|
||||
JABU_OBJECTS_GET_PROP_CAM_SETTING_NORMAL0 = 0,
|
||||
@@ -126,7 +126,7 @@ void BgBdanObjects_Init(Actor* thisx, PlayState* play) {
|
||||
this->var.switchFlag = PARAMS_GET_U(thisx->params, 8, 6);
|
||||
thisx->params &= 0xFF;
|
||||
if (thisx->params == JABU_OBJECTS_TYPE_WATERBOX_HEIGHT_CHANGER) {
|
||||
thisx->flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
|
||||
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED;
|
||||
play->colCtx.colHeader->waterBoxes[7].ySurface = thisx->world.pos.y;
|
||||
this->actionFunc = BgBdanObjects_WaitForSwitch;
|
||||
return;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "z_bg_bdan_switch.h"
|
||||
#include "assets/objects/object_bdan_objects/object_bdan_objects.h"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
|
||||
|
||||
void BgBdanSwitch_Init(Actor* thisx, PlayState* play);
|
||||
void BgBdanSwitch_Destroy(Actor* thisx, PlayState* play);
|
||||
@@ -82,9 +82,9 @@ static ColliderJntSphInit sJntSphInit = {
|
||||
};
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_F32(uncullZoneForward, 1400, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneDownward, 1200, ICHAIN_STOP),
|
||||
ICHAIN_F32(cullingVolumeDistance, 1400, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(cullingVolumeScale, 500, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(cullingVolumeDownward, 1200, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
static Vec3f D_8086E0E0 = { 0.0f, 140.0f, 0.0f };
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
#include "assets/objects/object_bowl/object_bowl.h"
|
||||
#include "terminal.h"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
|
||||
|
||||
void BgBomGuard_Init(Actor* thisx, PlayState* play);
|
||||
void BgBomGuard_Destroy(Actor* thisx, PlayState* play);
|
||||
|
||||
@@ -104,9 +104,9 @@ void BgBombwall_RotateVec(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3) {
|
||||
}
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_F32(uncullZoneForward, 1800, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneScale, 300, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
|
||||
ICHAIN_F32(cullingVolumeDistance, 1800, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(cullingVolumeScale, 300, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(cullingVolumeDownward, 1000, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
void BgBombwall_Init(Actor* thisx, PlayState* play) {
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
#include "quake.h"
|
||||
#include "terminal.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
|
||||
|
||||
void BgBowlWall_Init(Actor* thisx, PlayState* play);
|
||||
void BgBowlWall_Destroy(Actor* thisx, PlayState* play);
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
#include "assets/objects/object_bwall/object_bwall.h"
|
||||
#include "assets/objects/object_kingdodongo/object_kingdodongo.h"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
|
||||
|
||||
typedef struct BombableWallInfo {
|
||||
/* 0x00 */ CollisionHeader* colHeader;
|
||||
@@ -67,9 +67,9 @@ static BombableWallInfo sBombableWallInfo[] = {
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
|
||||
ICHAIN_F32(cullingVolumeDistance, 4000, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(cullingVolumeScale, 400, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(cullingVolumeDownward, 400, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
|
||||
@@ -207,7 +207,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, PlayState* play) {
|
||||
|
||||
this->dyna.actor.objectSlot = this->requiredObjectSlot;
|
||||
Actor_SetObjectDependency(play, &this->dyna.actor);
|
||||
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
|
||||
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
|
||||
this->dyna.actor.draw = BgBreakwall_Draw;
|
||||
CollisionHeader_GetVirtual(sBombableWallInfo[wallType].colHeader, &colHeader);
|
||||
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "z_bg_ddan_jd.h"
|
||||
#include "assets/objects/object_ddan_objects/object_ddan_objects.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
|
||||
|
||||
void BgDdanJd_Init(Actor* thisx, PlayState* play);
|
||||
void BgDdanJd_Destroy(Actor* thisx, PlayState* play);
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "z_bg_ddan_kd.h"
|
||||
#include "assets/objects/object_ddan_objects/object_ddan_objects.h"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
|
||||
|
||||
void BgDdanKd_Init(Actor* thisx, PlayState* play);
|
||||
void BgDdanKd_Destroy(Actor* thisx, PlayState* play);
|
||||
@@ -52,9 +52,9 @@ static ColliderCylinderInit sCylinderInit = {
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneScale, 32767, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneDownward, 32767, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneForward, 32767, ICHAIN_STOP),
|
||||
ICHAIN_F32(cullingVolumeScale, 32767, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(cullingVolumeDownward, 32767, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(cullingVolumeDistance, 32767, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
void BgDdanKd_SetupAction(BgDdanKd* this, BgDdanKdActionFunc actionFunc) {
|
||||
|
||||
@@ -102,9 +102,9 @@ void BgDodoago_SpawnSparkles(Vec3f* meanPos, PlayState* play) {
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneForward, 5000, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneDownward, 800, ICHAIN_STOP),
|
||||
ICHAIN_F32(cullingVolumeDistance, 5000, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(cullingVolumeScale, 1000, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(cullingVolumeDownward, 800, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
void BgDodoago_Init(Actor* thisx, PlayState* play) {
|
||||
|
||||
@@ -13,9 +13,9 @@
|
||||
#include "assets/scenes/indoors/daiyousei_izumi/daiyousei_izumi_scene.h"
|
||||
|
||||
#if OOT_VERSION < NTSC_1_1
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
|
||||
#else
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
|
||||
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA)
|
||||
#endif
|
||||
|
||||
typedef enum BgDyYoseizoRewardType {
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
#include "overlays/actors/ovl_Boss_Ganon/z_boss_ganon.h"
|
||||
#include "terminal.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
|
||||
|
||||
typedef enum FlashState {
|
||||
/* 0x00 */ FLASH_NONE,
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user