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* Update menus.c (#634) * Update common_data.yml (#635) * Renames for screenId and other changes (#636) * screenId renames * Rename surface map to collision mesh (#637) * Rename some stack vars (#638) * Fix syntax error (#639) * Rename some stack vars * Update collision.c * Collision Documentation (#640) * Collision related renames * update doxygen (#649) * change bool (#644) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * Update (#642) * Delete trig_tables_bss.c (#650) * fix typo audio (#656) * fix typo src actor (#657) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * fix typo include (#658) * fix course (#659) * fix typo debug (#660) * fix typo data (#661) * replace number with const (#665) * fix typo buffers (#655) * fix typo buffers * tweak ld file * rename to sMemoryPool * add a warning --------- * fix typo src (#654) * fix typo src * fix non matcing * Update code_80091750.c --------- * fix typo racing (#653) * fix typo racing * get it match * replace G_LINE3D to G_QUAD --------- * fix typo src (#652) * fix ending typo (#651) * Action more info when it doesn't match and fix first diff (#662) * Update linux-compile.yml * fix first-diff * Update first-diff.py --------- * document texture of kart (#663) * document texture of kart * change screenPlayerId to screenId * some documentation around object * Revert "some documentation around object" This reverts commit cbb39078e036bf2a417bed67359e910213acab28. * more rename --------- * Make evaluate_collision_players_palm_tree better (#667) This matches just the same as before, but using those two casts instead of shifts seems more likely to be accurate to the original source code Signed-off-by: Gabriel Ravier <gabravier@gmail.com> * add fedora instruciton (#666) * start documenting animation (#668) * start documenting animation * Update course_data.c * change comment * update libultra asm (#648) * update libultra asm * fix gcc __osThreadTail --------- * Document Vehicles (#641) * start doc collision * fix merge * finish rename fonction related to vehicle * document around waypoint of vehicle * make some modification * make some change and rename one * copy_ to oldPos * doc smoke ferry and train * some rename * fix some renaming * precise index * rename a funciton * simplify waypoint_vehicles * change some name * change some name * rename move_to_point_direction * fix some conflict * Update code_80005FD0.c * Update code_80005FD0.h --------- * Label a save info loop (#645) * save info * more gcc progress * fix a value and do a rename (#669) * update clang and add action (#664) * update clang and add action * try clang on course folder only * forget two file * Update course_displaylists.inc.c * forget few other file * Update course_vertices.inc.c * format all code while get it match * second pass * format other dir * disable clang format on bad ido code * fix some tabulation * revert format on tool dir * Update clang-format.yml * ignore gbi.h * add some read me instruction * fix error * format and fixing error * Update README.md --------- * Update linkonly_generator.py (#670) * format more file * update * fix compilation issue * remove course_metadata folder * re add course metadata folder * fix banshee bordwalk crash * fix windows eurk * Update CMakeLists.txt ---------
74 lines
2.1 KiB
C
74 lines
2.1 KiB
C
#ifndef SPLINE_H
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#define SPLINE_H
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#include <common_structs.h>
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/*
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These are some very good videos about splines/Bezier curves in general
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The Beauty of Bezier Curves
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https://www.youtube.com/watch?v=aVwxzDHniEw
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The Continuity of Splines
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https://www.youtube.com/watch?v=jvPPXbo87ds
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*/
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/*
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This stuff is all about the b-splines used objects like Lakitu and the Boos on Banshee Boardwalk
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For splines used during the award ceremony and credits, see src/ending/ceremony_and_credits.h
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*/
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typedef struct {
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/* 0x0 */ Vec3s pos;
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// Don't really know what to call this member.
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// It somehow controls the speed of travel along a segment of the spline but I don't really get how it works
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/* 0x6 */ s16 velocity;
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} SplineControlPoint; // size = 0x8
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// WARNING!!!
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// You really, really shouldn't use this type for actual spline data. This is intended as a generic SplineData
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// type. I would use a union, but that would cause significant ugliness elsewhere in the codebase
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typedef struct {
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// This name is a little misleading
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// The control point arrays have more control points in them than this number indicates. Not sure why though.
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s16 numControlPoints;
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// This has to be an array for this to work, so just make it size 1
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SplineControlPoint controlPoints[];
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} SplineData;
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// All other SplineDataXX types are for use as data only. The size of the array in them matters a lot.
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// But object structs should never have members with these types, just use the plain SplineData type
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// Ghosts in BansheeBoardwalk x 2
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// Seagulls in KoopaTroopaBeach x 2
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// Penguins in Sherbet Land x 1
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// length of 23
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// Ghosts in BansheeBoardwalk x 2
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// Seagulls in KoopaTroopaBeach x 1
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// length of 24
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// Ghosts in BansheeBoardwalk x 1
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// Seagulls in KoopaTroopaBeach x 1
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// Penguins in Sherbet Land x 1
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// length of 25
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// Data of this type is unreferenced or only referenced in an unused function
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// lenght of 4
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// Lakitu Countdown
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// length of 15
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// Lakitu Checkered Flag
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// length of 21
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// length of 13
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// Lakitu Second/Final Lap
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// length of 12
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// Lakitu Reverse
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// length of 8
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#endif
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