sm64coopdx/src/game/rendering_graph_node.h

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#ifndef RENDERING_GRAPH_NODE_H
#define RENDERING_GRAPH_NODE_H
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#include <PR/ultratypes.h>
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#include "engine/graph_node.h"
extern struct GraphNodeRoot *gCurGraphNodeRoot;
extern struct GraphNodeMasterList *gCurGraphNodeMasterList;
extern struct GraphNodePerspective *gCurGraphNodeCamFrustum;
extern struct GraphNodeCamera *gCurGraphNodeCamera;
extern struct GraphNodeObject *gCurGraphNodeObject;
extern struct GraphNodeHeldObject *gCurGraphNodeHeldObject;
extern u16 gAreaUpdateCounter;
// after processing an object, the type is reset to this
#define ANIM_TYPE_NONE 0
// Not all parts have full animation: to save space, some animations only
// have xz, y, or no translation at all. All animations have rotations though
#define ANIM_TYPE_TRANSLATION 1
#define ANIM_TYPE_VERTICAL_TRANSLATION 2
#define ANIM_TYPE_LATERAL_TRANSLATION 3
#define ANIM_TYPE_NO_TRANSLATION 4
// Every animation includes rotation, after processing any of the above
// translation types the type is set to this
#define ANIM_TYPE_ROTATION 5
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void geo_process_node_and_siblings(struct GraphNode *firstNode);
void geo_process_root(struct GraphNodeRoot *node, Vp *b, Vp *c, s32 clearColor);
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#endif // RENDERING_GRAPH_NODE_H