66 AnimatedModel* animModel = (*gCurrentMeshAnimationListPtr)[index];
81 guMtxIdent(&animModel->
mtx);
90 AnimatedModel* animModel = (*gCurrentMeshAnimationListPtr)[index];
100 animModel->
rot.
z = 0;
101 animModel->
scale.
x = 1.0f;
102 animModel->
scale.
y = 1.0f;
103 animModel->
scale.
z = 1.0f;
105 guMtxIdent(&animModel->
mtx);
111 Bytecode* args = script->ptrReadPos;
114 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[index];
123 Bytecode* args = script->ptrReadPos;
127 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[index];
136 Bytecode* args = script->ptrReadPos;
139 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[index];
151 Bytecode* args = script->ptrReadPos;
156 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[index];
166 Bytecode* args = script->ptrReadPos;
171 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[index];
181 Bytecode* args = script->ptrReadPos;
186 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[index];
196 Bytecode* args = script->ptrReadPos;
201 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[index];
211 Bytecode* args = script->ptrReadPos;
216 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[index];
226 Bytecode* args = script->ptrReadPos;
243 Bytecode* args = script->ptrReadPos;
250 animMesh->
flags |= a1;
252 animMesh->
flags &= ~a1;
270 (*gCurrentMeshAnimationListPtr)[i] = model;
272 (*gCurrentMeshAnimationListPtr)[i]->animModelID = -1;
287 Bytecode* args = script->ptrReadPos;
293 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[listIndex];
297 guMtxXFML(&model->
mtx, node->
pos.
x, node->
pos.
y, node->
pos.
z, &x, &y, &z);
306 Bytecode* args = script->ptrReadPos;
312 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[listIndex];
323 Bytecode* args = script->ptrReadPos;
329 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[listIndex];
333 guMtxXFML(&model->
mtx, node->
pos.
x, node->
pos.
y, node->
pos.
z, &x, &y, &z);
342 Bytecode* args = script->ptrReadPos;
348 AnimatedModel* model = (*gCurrentMeshAnimationListPtr)[listIndex];
359 Bytecode* args = script->ptrReadPos;
370 node->
flags &= ~flags;
AnimatedModel * AnimatedModelList[16]
#define ASSERT(condition)
s32 create_worker_world(WorldArgs, WorldArgs)
void play_model_animation(s32, s16 *)
s32 evt_get_variable(Evt *script, Bytecode var)
f32 evt_set_float_variable(Evt *script, Bytecode var, f32 value)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void load_mesh_animator_tree(s32 index, StaticAnimatorNode **tree)
s32 create_model_animator(s16 *animPos)
f32 evt_get_float_variable(Evt *script, Bytecode var)
void load_model_animator_tree(s32, StaticAnimatorNode **)
void * heap_malloc(s32 size)
void render_animated_model(s32 animatorID, Mtx *rootTransform)
AnimatorNode * get_animator_node_with_id(ModelAnimator *animator, s32 id)
void delete_model_animator(ModelAnimator *animator)
void play_model_animation_starting_from(s32 index, s16 *animPos, s32 framesToSkip)
ModelAnimator * get_animator_by_index(s32 animModelID)
void update_model_animator_with_transform(s32 animatorID, Mtx *mtx)
AnimatorNode * get_animator_node_for_tree_index(ModelAnimator *animator, s32 treeIndex)
void update_animated_models(void)
void init_model_animators(void)
AnimatedModelList * gCurrentMeshAnimationListPtr
AnimatedModelList gBattleMeshAnimationList
void reset_model_animators(void)
AnimatedModelList gWorldMeshAnimationList
void render_animated_models(void)
ApiStatus SetAnimatorFlags(Evt *script, b32 isInitialCall)
ApiStatus GetAnimatedNodePosition(Evt *script, b32 isInitialCall)
ApiStatus SetAnimatedModelRenderMode(Evt *script, b32 isInitialCall)
ApiStatus PlayModelAnimation(Evt *script, b32 isInitialCall)
ApiStatus PlayModelAnimationStartingFrom(Evt *script, b32 isInitialCall)
ApiStatus GetAnimatedRotationByTreeIndex(Evt *script, b32 isInitialCall)
ApiStatus LoadAnimatedModel(Evt *script, b32 isInitialCall)
ApiStatus SetAnimatedNodeFlags(Evt *script, b32 isInitialCall)
ApiStatus LoadAnimatedMesh(Evt *script, b32 isInitialCall)
ApiStatus GetAnimatedModelRootPosition(Evt *script, b32 isInitialCall)
ApiStatus InitAnimatedModels(Evt *script, b32 isInitialCall)
ApiStatus AddAnimatedModelRootPosition(Evt *script, b32 isInitialCall)
ApiStatus SetAnimatedModelRootScale(Evt *script, b32 isInitialCall)
ApiStatus SetAnimatedModelRootPosition(Evt *script, b32 isInitialCall)
ApiStatus ChangeModelAnimation(Evt *script, b32 isInitialCall)
ApiStatus GetAnimatedNodeRotation(Evt *script, b32 isInitialCall)
ApiStatus SetAnimatedModelRootRotation(Evt *script, b32 isInitialCall)
ApiStatus DeleteAnimatedModel(Evt *script, b32 isInitialCall)
ApiStatus GetAnimatedPositionByTreeIndex(Evt *script, b32 isInitialCall)
#define MAX_ANIMATED_MODELS
GameStatus * gGameStatusPtr