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oot/include/z64animation.h

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#ifndef Z64_ANIMATION_H
#define Z64_ANIMATION_H
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#include "ultra64.h"
#include "z64dma.h"
#include "z64math.h"
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struct PlayState;
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struct Actor;
struct SkelAnime;
#define LINK_ANIMATION_OFFSET(addr, offset) \
(((u32)_link_animetionSegmentRomStart) + ((u32)addr) - ((u32)_link_animetionSegmentStart) + ((u32)offset))
#define LIMB_DONE 0xFF
#define ANIMATION_ENTRY_MAX 50
#define ANIM_FLAG_UPDATEY (1 << 1)
#define ANIM_FLAG_NOMOVE (1 << 4)
typedef enum {
/* 0 */ ANIMMODE_LOOP,
/* 1 */ ANIMMODE_LOOP_INTERP,
/* 2 */ ANIMMODE_ONCE,
/* 3 */ ANIMMODE_ONCE_INTERP,
/* 4 */ ANIMMODE_LOOP_PARTIAL,
/* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP
} AnimationMode;
typedef enum {
/* -1 */ ANIMTAPER_DECEL = -1,
/* 0 */ ANIMTAPER_NONE,
/* 1 */ ANIMTAPER_ACCEL
} AnimationTapers;
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typedef struct {
/* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
/* 0x06 */ u8 child;
/* 0x07 */ u8 sibling;
/* 0x08 */ Gfx* dList;
} StandardLimb; // size = 0xC
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typedef struct {
/* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
/* 0x06 */ u8 child;
/* 0x07 */ u8 sibling;
/* 0x08 */ Gfx* dLists[2]; // Near and far
} LodLimb; // size = 0x10
typedef struct LegacyLimb {
/* 0x000 */ Gfx* dList;
/* 0x004 */ Vec3f trans;
/* 0x010 */ Vec3s rot;
/* 0x018 */ struct LegacyLimb* sibling;
/* 0x01C */ struct LegacyLimb* child;
} LegacyLimb; // size = 0x20
// Model has limbs with only rigid meshes
typedef struct {
/* 0x00 */ void** segment;
/* 0x04 */ u8 limbCount;
} SkeletonHeader; // size = 0x8
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// Model has limbs with flexible meshes
typedef struct {
/* 0x00 */ SkeletonHeader sh;
/* 0x08 */ u8 dListCount;
} FlexSkeletonHeader; // size = 0xC
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// Index into the frame data table.
typedef struct {
/* 0x00 */ u16 x;
/* 0x02 */ u16 y;
/* 0x04 */ u16 z;
} JointIndex; // size = 0x06
typedef struct {
/* 0x00 */ s16 frameCount;
} AnimationHeaderCommon;
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typedef struct {
/* 0x00 */ AnimationHeaderCommon common;
/* 0x04 */ void* segment;
} LinkAnimationHeader; // size = 0x8
typedef struct {
/* 0x00 */ AnimationHeaderCommon common;
/* 0x04 */ s16* frameData; // "tbl"
/* 0x08 */ JointIndex* jointIndices; // "ref_tbl"
/* 0x0C */ u16 staticIndexMax;
} AnimationHeader; // size = 0x10
// Unused
typedef struct {
/* 0x00 */ s16 xMax;
/* 0x02 */ s16 x;
/* 0x04 */ s16 yMax;
/* 0x06 */ s16 y;
/* 0x08 */ s16 zMax;
/* 0x0A */ s16 z;
} JointKey; // size = 0x0C
// Unused
typedef struct {
/* 0x00 */ s16 frameCount;
/* 0x02 */ s16 limbCount;
/* 0x04 */ s16* frameData;
/* 0x08 */ JointKey* jointKey;
} LegacyAnimationHeader; // size = 0xC
typedef s32 (*OverrideLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void*);
typedef void (*PostLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*);
typedef s32 (*OverrideLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void*, Gfx** gfx);
typedef void (*PostLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*, Gfx** gfx);
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typedef enum {
ANIMENTRY_LOADFRAME,
ANIMENTRY_COPYALL,
ANIMENTRY_INTERP,
ANIMENTRY_COPYTRUE,
ANIMENTRY_COPYFALSE,
ANIMENTRY_MOVEACTOR
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} AnimationType;
typedef struct {
/* 0x000 */ DmaRequest req;
/* 0x020 */ OSMesgQueue msgQueue;
/* 0x038 */ OSMesg msg;
} AnimEntryLoadFrame; // size = 0x3C
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typedef struct {
/* 0x000 */ u8 queueFlag;
/* 0x001 */ u8 vecCount;
/* 0x004 */ Vec3s* dst;
/* 0x008 */ Vec3s* src;
} AnimEntryCopyAll; // size = 0xC
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typedef struct {
/* 0x000 */ u8 queueFlag;
/* 0x001 */ u8 vecCount;
/* 0x004 */ Vec3s* base;
/* 0x008 */ Vec3s* mod;
/* 0x00C */ f32 weight;
} AnimEntryInterp; // size = 0x10
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typedef struct {
/* 0x000 */ u8 queueFlag;
/* 0x001 */ u8 vecCount;
/* 0x004 */ Vec3s* dst;
/* 0x008 */ Vec3s* src;
/* 0x00C */ u8* copyFlag;
} AnimEntryCopyTrue; // size = 0x10
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typedef struct {
/* 0x000 */ u8 queueFlag;
/* 0x001 */ u8 vecCount;
/* 0x004 */ Vec3s* dst;
/* 0x008 */ Vec3s* src;
/* 0x00C */ u8* copyFlag;
} AnimEntryCopyFalse; // size = 0x10
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typedef struct {
/* 0x000 */ struct Actor* actor;
/* 0x004 */ struct SkelAnime* skelAnime;
/* 0x008 */ f32 unk_08;
} AnimEntryMoveActor; // size = 0xC
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typedef union {
AnimEntryLoadFrame load;
AnimEntryCopyAll copy;
AnimEntryInterp interp;
AnimEntryCopyTrue copy1;
AnimEntryCopyFalse copy0;
AnimEntryMoveActor move;
} AnimationEntryData; // size = 0x3C
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typedef struct {
/* 0x00 */ u8 type;
/* 0x04 */ AnimationEntryData data;
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} AnimationEntry; // size = 0x40
typedef struct AnimationContext {
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s16 animationCount;
AnimationEntry entries[ANIMATION_ENTRY_MAX];
} AnimationContext; // size = 0xC84
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typedef void (*AnimationEntryCallback)(struct PlayState* play, AnimationEntryData* data);
typedef s32 (*AnimUpdateFunc)();
typedef struct SkelAnime {
/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
/* 0x01 */ u8 mode; // See `AnimationMode`
/* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
/* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
/* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader.
/* 0x0C */ f32 startFrame; // In mode ANIMMODE_LOOP_PARTIAL*, start of partial loop.
/* 0x10 */ f32 endFrame; // In mode ANIMMODE_ONCE*, Update returns true when curFrame is equal to this. In mode ANIMMODE_LOOP_PARTIAL*, end of partial loop.
/* 0x14 */ f32 animLength; // Total number of frames in the current animation.
/* 0x18 */ f32 curFrame; // Current frame in the animation
/* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate.
/* 0x20 */ Vec3s* jointTable; // Current translation of model and rotations of all limbs
/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
/* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
/* 0x30 */ s32 (*update)(); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph. Link only has Loop, Play once, and Morph.
/* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
} SkelAnime; // size = 0x44
#endif