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oot/include/z64animation.h

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#ifndef _Z64_ANIMATION_H
#define _Z64_ANIMATION_H
#include <ultra64.h>
#include <ultra64/gbi.h>
#include <z64dma.h>
struct GlobalContext;
struct Actor;
typedef struct
{
/* 0x000 */ u32 limbs[1]; // One ore more limbs, index 0 is the root limb.
} SkelLimbTable; // Size >= 4
typedef struct
{
/* 0x000 */ Vec3s translation; // Translation relative to parent limb. root limb is a tranlation for entire model.
/* 0x006 */ u8 firstChildIndex; // The first child's index into the limb table.
/* 0x007 */ u8 nextLimbIndex; // The parent limb's next limb index into the limb table.
/* 0x008 */ Gfx* displayLists[1]; // Display lists for the limb. Index 0 is the normal display list, index 1 is the far model display list.
} SkelLimbEntry; // Size = 0xC or 0x10
typedef struct
{
u32 limbIndexSeg; // Segment address of SkelLimbIndex.
u8 limbCount; // Number of limbs in the model.
char pad[3]; // Padding.
u8 dListCount; // Number of display lists in the model.
char pad2[3]; // Padding.
} SkelAnimeLimbHeader; // Size = 0xC
typedef struct SkelAnime
{
/* 0x00 */ u8 limbCount; // joint_Num
/* 0x01 */ u8 unk_01; // state? 00 = loop 02 = don't loop ?
/* 0x02 */ u8 dListCount;
/* 0x03 */ s8 unk_03;
/* 0x04 */ u32 limbIndex;
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/* 0x08 */ u32* animCurrent;
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/* 0x0C */ f32 unk_0C;
/* 0x10 */ f32 animFrameCount; // ending frame?
/* 0x14 */ f32 unk_14; // Loop frame?
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/* 0x18 */ f32 animCurrentFrame;
/* 0x1C */ f32 animPlaybackSpeed;
/* 0x20 */ Vec3s* actorDrawTbl; // now_joint
/* 0x24 */ Vec3s* unk_24; // morf_joint
/* 0x28 */ f32 unk_28;
/* 0x2C */ f32 unk_2C;
/* 0x30 */ s32 (*animUpdate)();
/* 0x34 */ s8 unk_34;
/* 0x35 */ u8 unk_35; // flags
/* 0x36 */ s16 unk_36;
/* 0x38 */ s16 unk_38;
/* 0x3A */ s16 unk_3A;
/* 0x3C */ s16 unk_3C;
/* 0x3E */ s16 unk_3E;
/* 0x40 */ s16 unk_40;
/* 0x42 */ s16 unk_42;
} SkelAnime; // size = 0x44
typedef s16 AnimationRotationValue;
typedef struct
{
u16 x;
u16 y;
u16 z;
} AnimationRotationIndex;
typedef struct
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{
/* 0x000 */ s16 frameCount;
/* 0x002 */ char pad[2];
/* 0x004 */ u32 rotationValueSeg; // tbl
/* 0x008 */ u32 rotationIndexSeg; //ref_tbl
/* 0x00C */ u16 limit;
/* 0x00E */ char pad2[2];
} AnimationHeader; // size = 0x10
typedef enum {
ANIMATION_TYPE0,
ANIMATION_TYPE1,
ANIMATION_TYPE2,
ANIMATION_TYPE3,
ANIMATION_TYPE4,
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ANIMATION_TYPE5
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} AnimationType;
typedef struct
{
DmaRequest req;
OSMesgQueue msgQueue;
OSMesg msg;
} AnimationEntryType0;
typedef struct
{
u8 unk_00;
u8 vecCount;
char pad[2];
Vec3s* dst;
Vec3s* src;
char unk_0C[0x30];
} AnimationEntryType1;
typedef struct
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{
u8 unk_00;
u8 unk_01;
char pad[2];
Vec3s* unk_04;
Vec3s* unk_08;
f32 unk_0C;
char unk_10[0x2C];
} AnimationEntryType2;
typedef struct
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{
u8 unk_00;
u8 vecCount;
char pad[2];
Vec3s* dst;
Vec3s* src;
u8* index;
char unk_10[0x2C];
} AnimationEntryType3;
typedef struct
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{
u8 unk_00;
u8 vecCount;
char unk_02[0x2];
Vec3s* dst;
Vec3s* src;
u8* index;
char unk_10[0x2C];
} AnimationEntryType4;
typedef struct
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{
struct Actor* actor;
SkelAnime* skelAnime;
f32 unk_08;
char unk_0C[0x30];
} AnimationEntryType5;
typedef struct
{
u8 raw[0x3C];
} AnimationEntryRaw;
typedef union
{
AnimationEntryRaw raw;
AnimationEntryType0 type0;
AnimationEntryType1 type1;
AnimationEntryType2 type2;
AnimationEntryType3 type3;
AnimationEntryType4 type4;
AnimationEntryType5 type5;
} AnimationEntryType;
typedef struct
{
/* 0x000 */ u8 type;
/* 0x001 */ u8 unk_01;
/* 0x002 */ char pad[2];
/* 0x004 */ AnimationEntryType types;
} AnimationEntry; // size = 0x40
typedef struct AnimationContext
{
s16 animationCount;
char unk_02[2];
AnimationEntry entries[0x32];
} AnimationContext;
typedef struct
{
u16 frameCount;
char pad[2];
u32 animationSegAddress;
} LinkAnimetionEntry;
typedef s32 (*SkelAnime_LimbUpdateMatrix)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
Vec3f* pos, Vec3s* rot, struct Actor* actor);
typedef void (*SkelAnime_LimbAppendDlist)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
Vec3s* rot, struct Actor* actor);
typedef s32 (*SkelAnime_LimbUpdateMatrix2)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
Vec3f* pos, Vec3s* rot, struct Actor* actor, Gfx** gfx);
typedef void (*SkelAnime_LimbAppendDlist2)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
Vec3s* rot, struct Actor* actor, Gfx** gfx);
typedef void (*AnimationEntryCallback)(struct GlobalContext*, AnimationEntryType*);
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extern u32 link_animetion_segment; // 0x07000000
#define LINK_ANIMETION_OFFSET(addr,offset) (((u32)&_link_animetionSegmentRomStart)+((u32)addr)-((u32)&link_animetion_segment)+((u32)offset))
#define LIMB_DONE 0xFF
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#define LOG(file,line,msg,arg) LogUtils_LogThreadId(file, line); osSyncPrintf(msg, arg)
#endif