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User talk:Ssg: Difference between revisions

No change in size ,  6 September 2007
m
fixed the array indices in the C-style declarations
m (reveni revidi)
m (fixed the array indices in the C-style declarations)
Line 97: Line 97:
  };
  };
  typedef struct OBAN {
  typedef struct OBAN {
     char[16] blank_space;
     char blank_space[16];
     Matrix transform_initial;
     Matrix transform_initial;
     Matrix transform_fixed;
     Matrix transform_fixed;
Line 104: Line 104:
     short shpadoinkle2;
     short shpadoinkle2;
     short n_keyframes;
     short n_keyframes;
     ObjectAnimationKeyframe[n_keyframes] keyframes;
     ObjectAnimationKeyframe keyframes[n_keyframes];
  }
  }
:I don't mean that's exactly how Oni's source looks like,
:I don't mean that's exactly how Oni's source looks like,
Line 119: Line 119:
  };
  };
  typedef struct OBAN {
  typedef struct OBAN {
     char[16] blank_space;
     char blank_space[16];
     float transform_initial_x1;
     float transform_initial_x1;
     float transform_initial_y1;
     float transform_initial_y1;
Line 148: Line 148:
     short shpadoinkle2;
     short shpadoinkle2;
     short n_keyframes;
     short n_keyframes;
     ObjectAnimationKeyframe[n_keyframes] keyframes;
     ObjectAnimationKeyframe keyframes[n_keyframes];
  }
  }
:Do I have to explain why I like the first OBAN better? <font color=red>An overwiev table is not the same as a code snippet.</font>
:Do I have to explain why I like the first OBAN better? <font color=red>An overwiev table is not the same as a code snippet.</font>
Line 214: Line 214:
  };
  };
  typedef struct OBAN {
  typedef struct OBAN {
     char[16] blank_space;    // 0x00 // used for pointers at runtime
     char blank_space[16];    // 0x00 // used for pointers at runtime
     Matrix transform_initial; // 0x10 // initial transform matrix (before animation)
     Matrix transform_initial; // 0x10 // initial transform matrix (before animation)
     Matrix transform_fixed;  // 0x40 // fixed transform matrix (e.g., scaling)
     Matrix transform_fixed;  // 0x40 // fixed transform matrix (e.g., scaling)
Line 221: Line 221:
     short shpadoinkle2;      // 0x74 // I wonder what *this* button does, too...
     short shpadoinkle2;      // 0x74 // I wonder what *this* button does, too...
     short n_keyframes;        // 0x76 // number of keyframes in array
     short n_keyframes;        // 0x76 // number of keyframes in array
     ObjectAnimationKeyframe[n_keyframes] keyframes; // 0x78 // array of keyframes
     ObjectAnimationKeyframe keyframes[n_keyframes]; // 0x78 // array of keyframes
  }
  }
:And since my point about vectors, matrix and quaternions was out of context:
:And since my point about vectors, matrix and quaternions was out of context: