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#include <racing/actors.h>
#include <main.h>
#include <assets/models/tracks/koopa_troopa_beach/koopa_troopa_beach_data.h>
#include "port/interpolation/FrameInterpolation.h"
/**
* @brief Renders the palm tree actor.
* Actor used in Koopa Troopa Beach.
*
* @param camera
* @param arg1
* @param arg2
*/
void render_actor_palm_tree(Camera* camera, UNUSED Mat4 arg1, struct PalmTree* arg2) {
Vec3s spA8 = { 0, 0, 0 };
Mat4 sp68;
f32 temp_f0;
s16 temp_v0 = arg2->flags;
if ((temp_v0 & 0x800)) {
return;
}
temp_f0 =
is_within_render_distance(camera->pos, arg2->pos, camera->rot[1], 0.0f, camera->fieldOfView, 4000000.0f);
if (CVarGetInteger("gNoCulling", 0) == 1) {
temp_f0 = MAX(temp_f0, 0.0f);
}
if (!(temp_f0 < 0.0f)) {
FrameInterpolation_RecordOpenChild("palm_tree", TAG_ITEM_ADDR( ( (uintptr_t)arg2 << 5 ) | camera->cameraId ));
if (((temp_v0 & 0x400) == 0) && (temp_f0 < 250000.0f)) {
func_8029794C(arg2->pos, arg2->rot, 2.0f);
}
mtxf_pos_rotation_xyz(sp68, arg2->pos, spA8);
if (render_set_position(sp68, 0) != 0) {
gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE);
gSPSetGeometryMode(gDisplayListHead++, G_LIGHTING);
switch (arg2->variant) {
case 0:
gSPDisplayList(gDisplayListHead++, d_course_koopa_troopa_beach_dl_tree_trunk1);
gSPClearGeometryMode(gDisplayListHead++, G_CULL_BACK);
gSPDisplayList(gDisplayListHead++, d_course_koopa_troopa_beach_dl_tree_top1);
gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK);
break;
case 1:
gSPDisplayList(gDisplayListHead++, d_course_koopa_troopa_beach_dl_tree_trunk2);
gSPClearGeometryMode(gDisplayListHead++, G_CULL_BACK);
gSPDisplayList(gDisplayListHead++, d_course_koopa_troopa_beach_dl_tree_top2);
gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK);
break;
case 2:
gSPDisplayList(gDisplayListHead++, d_course_koopa_troopa_beach_dl_tree_trunk3);
gSPClearGeometryMode(gDisplayListHead++, G_CULL_BACK);
gSPDisplayList(gDisplayListHead++, d_course_koopa_troopa_beach_dl_tree_top3);
gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK);
break;
}
}
FrameInterpolation_RecordCloseChild();
}
}
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