CAnimData: Give names to function prototype parameters

Provides at least some form of name for all functions in the interface.
This allows IDEs to perform proper name inspection (as well as being
slightly more informative to the reader in some cases).
This commit is contained in:
Lioncash 2020-03-22 05:37:06 -04:00
parent 36ac0a8d78
commit cd184daeba
1 changed files with 23 additions and 23 deletions

View File

@ -161,36 +161,36 @@ public:
TLockedToken<CCharacterFactory> charFactory, int drawInstCount); TLockedToken<CCharacterFactory> charFactory, int drawInstCount);
void SetParticleEffectState(std::string_view effectName, bool active, CStateManager& mgr); void SetParticleEffectState(std::string_view effectName, bool active, CStateManager& mgr);
void InitializeEffects(CStateManager&, TAreaId, const zeus::CVector3f&); void InitializeEffects(CStateManager& mgr, TAreaId aId, const zeus::CVector3f& scale);
CAssetId GetEventResourceIdForAnimResourceId(CAssetId) const; CAssetId GetEventResourceIdForAnimResourceId(CAssetId id) const;
void AddAdditiveSegData(const CSegIdList& list, CSegStatementSet& stSet); void AddAdditiveSegData(const CSegIdList& list, CSegStatementSet& stSet);
static SAdvancementResults AdvanceAdditiveAnim(std::shared_ptr<CAnimTreeNode>& anim, const CCharAnimTime& time); static SAdvancementResults AdvanceAdditiveAnim(std::shared_ptr<CAnimTreeNode>& anim, const CCharAnimTime& time);
SAdvancementDeltas AdvanceAdditiveAnims(float); SAdvancementDeltas AdvanceAdditiveAnims(float dt);
SAdvancementDeltas UpdateAdditiveAnims(float); SAdvancementDeltas UpdateAdditiveAnims(float dt);
bool IsAdditiveAnimation(s32) const; bool IsAdditiveAnimation(s32 idx) const;
bool IsAdditiveAnimationAdded(s32) const; bool IsAdditiveAnimationAdded(s32 idx) const;
const std::shared_ptr<CAnimTreeNode>& GetRootAnimationTree() const { return x1f8_animRoot; } const std::shared_ptr<CAnimTreeNode>& GetRootAnimationTree() const { return x1f8_animRoot; }
const std::shared_ptr<CAnimTreeNode>& GetAdditiveAnimationTree(s32) const; const std::shared_ptr<CAnimTreeNode>& GetAdditiveAnimationTree(s32 idx) const;
bool IsAdditiveAnimationActive(s32) const; bool IsAdditiveAnimationActive(s32 idx) const;
void DelAdditiveAnimation(s32); void DelAdditiveAnimation(s32 idx);
void AddAdditiveAnimation(s32, float, bool, bool); void AddAdditiveAnimation(s32 idx, float weight, bool active, bool fadeOut);
float GetAdditiveAnimationWeight(s32 idx) const; float GetAdditiveAnimationWeight(s32 idx) const;
std::shared_ptr<CAnimationManager> GetAnimationManager(); std::shared_ptr<CAnimationManager> GetAnimationManager();
const CCharacterInfo& GetCharacterInfo() const { return xc_charInfo; } const CCharacterInfo& GetCharacterInfo() const { return xc_charInfo; }
const CCharLayoutInfo& GetCharLayoutInfo() const { return *xcc_layoutData.GetObj(); } const CCharLayoutInfo& GetCharLayoutInfo() const { return *xcc_layoutData.GetObj(); }
void SetPhase(float); void SetPhase(float ph);
void Touch(const CSkinnedModel& model, int shaderIdx) const; void Touch(const CSkinnedModel& model, int shaderIdx) const;
SAdvancementDeltas GetAdvancementDeltas(const CCharAnimTime& a, const CCharAnimTime& b) const; SAdvancementDeltas GetAdvancementDeltas(const CCharAnimTime& a, const CCharAnimTime& b) const;
CCharAnimTime GetTimeOfUserEvent(EUserEventType, const CCharAnimTime& time) const; CCharAnimTime GetTimeOfUserEvent(EUserEventType type, const CCharAnimTime& time) const;
void MultiplyPlaybackRate(float); void MultiplyPlaybackRate(float mul);
void SetPlaybackRate(float); void SetPlaybackRate(float set);
void SetRandomPlaybackRate(CRandom16&); void SetRandomPlaybackRate(CRandom16& r);
void CalcPlaybackAlignmentParms(const CAnimPlaybackParms& parms, const std::shared_ptr<CAnimTreeNode>& node); void CalcPlaybackAlignmentParms(const CAnimPlaybackParms& parms, const std::shared_ptr<CAnimTreeNode>& node);
zeus::CTransform GetLocatorTransform(CSegId id, const CCharAnimTime* time) const; zeus::CTransform GetLocatorTransform(CSegId id, const CCharAnimTime* time) const;
zeus::CTransform GetLocatorTransform(std::string_view name, const CCharAnimTime* time) const; zeus::CTransform GetLocatorTransform(std::string_view name, const CCharAnimTime* time) const;
bool IsAnimTimeRemaining(float, std::string_view name) const; bool IsAnimTimeRemaining(float rem, std::string_view name) const;
float GetAnimTimeRemaining(std::string_view name) const; float GetAnimTimeRemaining(std::string_view name) const;
float GetAnimationDuration(int) const; float GetAnimationDuration(int animIn) const;
bool GetIsLoop() const { return x220_25_loop; } bool GetIsLoop() const { return x220_25_loop; }
void EnableLooping(bool val) { void EnableLooping(bool val) {
x220_25_loop = val; x220_25_loop = val;
@ -201,7 +201,7 @@ public:
void SetAnimDir(EAnimDir dir) { x104_animDir = dir; } void SetAnimDir(EAnimDir dir) { x104_animDir = dir; }
std::shared_ptr<CAnimSysContext> GetAnimSysContext() const; std::shared_ptr<CAnimSysContext> GetAnimSysContext() const;
std::shared_ptr<CAnimationManager> GetAnimationManager() const; std::shared_ptr<CAnimationManager> GetAnimationManager() const;
void RecalcPoseBuilder(const CCharAnimTime*); void RecalcPoseBuilder(const CCharAnimTime* time);
void RenderAuxiliary(const zeus::CFrustum& frustum) const; void RenderAuxiliary(const zeus::CFrustum& frustum) const;
void Render(CSkinnedModel& model, const CModelFlags& drawFlags, void Render(CSkinnedModel& model, const CModelFlags& drawFlags,
const std::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes); const std::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes);
@ -214,11 +214,11 @@ public:
static void PrimitiveSetToTokenVector(const std::set<CPrimitive>& primSet, std::vector<CToken>& tokensOut, static void PrimitiveSetToTokenVector(const std::set<CPrimitive>& primSet, std::vector<CToken>& tokensOut,
bool preLock); bool preLock);
void GetAnimationPrimitives(const CAnimPlaybackParms& parms, std::set<CPrimitive>& primsOut) const; void GetAnimationPrimitives(const CAnimPlaybackParms& parms, std::set<CPrimitive>& primsOut) const;
void SetAnimation(const CAnimPlaybackParms& parms, bool); void SetAnimation(const CAnimPlaybackParms& parms, bool noTrans);
SAdvancementDeltas DoAdvance(float, bool& suspendParticles, CRandom16&, bool advTree); SAdvancementDeltas DoAdvance(float dt, bool& suspendParticles, CRandom16& random, bool advTree);
SAdvancementDeltas Advance(float, const zeus::CVector3f&, CStateManager& stateMgr, TAreaId aid, bool advTree); SAdvancementDeltas Advance(float dt, const zeus::CVector3f& scale, CStateManager& stateMgr, TAreaId aid, bool advTree);
SAdvancementDeltas AdvanceIgnoreParticles(float, CRandom16&, bool advTree); SAdvancementDeltas AdvanceIgnoreParticles(float dt, CRandom16& random, bool advTree);
void AdvanceAnim(CCharAnimTime& time, zeus::CVector3f&, zeus::CQuaternion&); void AdvanceAnim(CCharAnimTime& time, zeus::CVector3f& offset, zeus::CQuaternion& quat);
void SetXRayModel(const TLockedToken<CModel>& model, const TLockedToken<CSkinRules>& skinRules); void SetXRayModel(const TLockedToken<CModel>& model, const TLockedToken<CSkinRules>& skinRules);
std::shared_ptr<CSkinnedModel> GetXRayModel() const { return xf4_xrayModel; } std::shared_ptr<CSkinnedModel> GetXRayModel() const { return xf4_xrayModel; }
void SetInfraModel(const TLockedToken<CModel>& model, const TLockedToken<CSkinRules>& skinRules); void SetInfraModel(const TLockedToken<CModel>& model, const TLockedToken<CSkinRules>& skinRules);