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oot/src/code/z_skelanime.c

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#include "global.h"
#include "vt.h"
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s32 func_800A3D70(GlobalContext* globalCtx, SkelAnime* skelAnime);
s32 func_800A3E0C(GlobalContext* globalCtx, SkelAnime* skelAnime);
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s32 func_800A4D9C(SkelAnime* skelAnime);
s32 func_800A4EE0(SkelAnime* skelAnime);
s32 func_800A4E38(SkelAnime* skelAnime);
void SkelAnime_CopyVec3s(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
static u32 D_8012A480 = 0;
static u32 D_801600B0;
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/*
* Draw a limb of type `LodLimb`
* Near or far display list is specified via `lod`
*/
void SkelAnime_DrawLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod) {
LodLimb* limb;
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Gfx* dList;
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Vec3f pos;
Vec3s rot;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 773);
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Matrix_Push();
limb = (LodLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]);
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limbIndex++;
rot = limbDrawTable[limbIndex];
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pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
dList = limb->dLists[lod];
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 805), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
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}
}
if (1) {}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, limbIndex, &dList, &rot, arg);
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}
if (limb->child != LIMB_DONE) {
SkelAnime_DrawLimbLod(globalCtx, limb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, arg,
lod);
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}
Matrix_Pull();
if (limb->sibling != LIMB_DONE) {
SkelAnime_DrawLimbLod(globalCtx, limb->sibling, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, arg,
lod);
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}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 821);
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}
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/*
* Draw all limbs of type `LodLimb` in a given skeleton
* Near or far display list is specified via `lod`
*/
void SkelAnime_DrawLod(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod) {
LodLimb* rootLimb;
s32 pad;
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Gfx* dList;
Vec3f pos;
Vec3s rot;
if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("Si2_Lod_draw():skelがNULLです。\n"); // Si2_Lod_draw (): skel is NULL.
osSyncPrintf(VT_RST);
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return;
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}
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 849);
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Matrix_Push();
rootLimb = (LodLimb*)SEGMENTED_TO_VIRTUAL(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
pos.z = limbDrawTable[0].z;
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rot = limbDrawTable[1];
dList = rootLimb->dLists[lod];
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 881), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
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}
}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, 1, &dList, &rot, arg);
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}
if (rootLimb->child != LIMB_DONE) {
SkelAnime_DrawLimbLod(globalCtx, rootLimb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, arg,
lod);
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}
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Matrix_Pull();
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 894);
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}
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/*
* Draw a limb of type `LodLimb` contained within a flexible skeleton
* Near or far display list is specified via `lod`
*/
void SkelAnime_DrawFlexLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod,
Mtx** mtx) {
LodLimb* limb;
Gfx* newDList;
Gfx* limbDList;
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Vec3f pos;
Vec3s rot;
Matrix_Push();
limb = (LodLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]);
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limbIndex++;
rot = limbDrawTable[limbIndex];
pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
newDList = limbDList = limb->dLists[lod];
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*mtx, "../z_skelanime.c", 945);
{
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 946);
gSPMatrix(POLY_OPA_DISP++, *mtx, G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, newDList);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 949);
}
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(*mtx)++;
} else if (limbDList != NULL) {
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Matrix_ToMtx(*mtx, "../z_skelanime.c", 954);
(*mtx)++;
}
}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, limbIndex, &limbDList, &rot, arg);
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}
if (limb->child != LIMB_DONE) {
SkelAnime_DrawFlexLimbLod(globalCtx, limb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, arg,
lod, mtx);
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}
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Matrix_Pull();
if (limb->sibling != LIMB_DONE) {
SkelAnime_DrawFlexLimbLod(globalCtx, limb->sibling, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw,
arg, lod, mtx);
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}
}
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/*
* Draws all limbs of type `LodLimb` in a given flexible skeleton
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
void SkelAnime_DrawFlexLod(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod) {
LodLimb* rootLimb;
s32 pad;
Gfx* newDList;
Gfx* limbDList;
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Vec3f pos;
Vec3s rot;
Mtx* mtx;
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mtx = Graph_Alloc(globalCtx->state.gfxCtx, dListCount * sizeof(Mtx));
if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("Si2_Lod_draw_SV():skelがNULLです。\n"); // Si2_Lod_draw_SV (): skel is NULL.
osSyncPrintf(VT_RST);
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return;
}
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1000);
gSPSegment(POLY_OPA_DISP++, 0xD, mtx);
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Matrix_Push();
rootLimb = (LodLimb*)SEGMENTED_TO_VIRTUAL(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
pos.z = limbDrawTable[0].z;
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rot = limbDrawTable[1];
newDList = limbDList = rootLimb->dLists[lod];
if ((overrideLimbDraw == 0) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1033);
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, newDList);
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mtx++;
} else if (limbDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1040);
mtx++;
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}
}
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if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, 1, &limbDList, &rot, arg);
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}
if (rootLimb->child != LIMB_DONE) {
SkelAnime_DrawFlexLimbLod(globalCtx, rootLimb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw,
arg, lod, &mtx);
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}
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Matrix_Pull();
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1053);
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}
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/*
* Draw a limb of type `StandardLimb` to the polyOpa buffer
*/
void SkelAnime_DrawLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg) {
StandardLimb* limb;
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Gfx* dList;
Vec3f pos;
Vec3s rot;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1076);
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Matrix_Push();
limb = (StandardLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]);
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limbIndex++;
rot = limbDrawTable[limbIndex];
pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
dList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1103), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
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}
}
if (1) {}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, limbIndex, &dList, &rot, arg);
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}
if (limb->child != LIMB_DONE) {
SkelAnime_DrawLimbOpa(globalCtx, limb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, arg);
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}
Matrix_Pull();
if (limb->sibling != LIMB_DONE) {
SkelAnime_DrawLimbOpa(globalCtx, limb->sibling, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, arg);
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}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1121);
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}
/*
* Draw all limbs of type `StandardLimb` in a given skeleton to the polyOpa buffer
*/
void SkelAnime_DrawOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg) {
StandardLimb* rootLimb;
s32 pad;
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Gfx* dList;
Vec3f pos;
Vec3s rot;
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if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
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osSyncPrintf("Si2_draw():skelがNULLです。\n"); // Si2_draw (): skel is NULL.
osSyncPrintf(VT_RST);
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return;
}
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1148);
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Matrix_Push();
rootLimb = (StandardLimb*)SEGMENTED_TO_VIRTUAL(skeleton[0]);
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pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
pos.z = limbDrawTable[0].z;
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rot = limbDrawTable[1];
dList = rootLimb->dList;
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1176), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
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}
}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, 1, &dList, &rot, arg);
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}
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if (rootLimb->child != LIMB_DONE) {
SkelAnime_DrawLimbOpa(globalCtx, rootLimb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, arg);
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}
Matrix_Pull();
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1190);
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}
/*
* Draw a limb of type `StandardLimb` contained within a flexible skeleton to the polyOpa buffer
*/
void SkelAnime_DrawFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg,
Mtx** limbMatricies) {
StandardLimb* limb;
Gfx* newDList;
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1214);
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Matrix_Push();
limb = (StandardLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]);
limbIndex++;
rot = limbDrawTable[limbIndex];
pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
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newDList = limbDList = limb->dList;
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*limbMatricies, "../z_skelanime.c", 1242);
gSPMatrix(POLY_OPA_DISP++, *limbMatricies, G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, newDList);
(*limbMatricies)++;
} else if (limbDList != NULL) {
Matrix_ToMtx(*limbMatricies, "../z_skelanime.c", 1249);
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(*limbMatricies)++;
}
}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, limbIndex, &limbDList, &rot, arg);
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}
if (limb->child != LIMB_DONE) {
SkelAnime_DrawFlexLimbOpa(globalCtx, limb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, arg,
limbMatricies);
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}
Matrix_Pull();
if (limb->sibling != LIMB_DONE) {
SkelAnime_DrawFlexLimbOpa(globalCtx, limb->sibling, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw,
arg, limbMatricies);
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}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1265);
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}
/*
* Draw all limbs of type `StandardLimb` in a given flexible skeleton to the polyOpa buffer
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
void SkelAnime_DrawFlexOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg) {
StandardLimb* rootLimb;
s32 pad;
Gfx* newDList;
Gfx* limbDList;
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Vec3f pos;
Vec3s rot;
Mtx* mtx;
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mtx = Graph_Alloc(globalCtx->state.gfxCtx, dListCount * sizeof(Mtx));
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if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("Si2_draw_SV():skelがNULLです。\n"); // Si2_draw_SV (): skel is NULL.
osSyncPrintf(VT_RST);
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return;
}
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1294);
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gSPSegment(POLY_OPA_DISP++, 0xD, mtx);
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Matrix_Push();
rootLimb = SEGMENTED_TO_VIRTUAL(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
pos.z = limbDrawTable[0].z;
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rot = limbDrawTable[1];
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newDList = limbDList = rootLimb->dList;
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1327);
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, newDList);
mtx++;
} else if (limbDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1334);
mtx++;
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}
}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, 1, &limbDList, &rot, arg);
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}
if (rootLimb->child != LIMB_DONE) {
SkelAnime_DrawFlexLimbOpa(globalCtx, rootLimb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw,
arg, &mtx);
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}
Matrix_Pull();
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1347);
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}
/*
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* Copies the rotation values from the rotation value table, indexed by the rotation index table
* When a rotation index is >= the animation limit, the output rotation value is copied from the frame's
* rotation value list, otherwise it is copied from the initial rotation value list
*/
void SkelAnime_AnimateFrame(AnimationHeader* animationSeg, s32 currentFrame, s32 limbCount, Vec3s* dst) {
AnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animationSeg);
AnimationRotationIndex* index = SEGMENTED_TO_VIRTUAL(animHeader->rotationIndexSeg);
AnimationRotationValue* rotationValueTable = SEGMENTED_TO_VIRTUAL(animHeader->rotationValueSeg);
AnimationRotationValue* frameRotationValueTable = &rotationValueTable[currentFrame];
u16 limit = animHeader->limit;
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s32 i;
for (i = 0; i < limbCount; i++, dst++, index++) {
if ((dst == NULL) || (index == NULL) || (frameRotationValueTable == NULL) || (rotationValueTable == NULL)) {
LOG_ADDRESS("out", dst, "../z_skelanime.c", 1392);
LOG_ADDRESS("ref_tbl", index, "../z_skelanime.c", 1393);
LOG_ADDRESS("frame_tbl", frameRotationValueTable, "../z_skelanime.c", 1394);
LOG_ADDRESS("tbl", rotationValueTable, "../z_skelanime.c", 1395);
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}
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dst->x = (index->x >= limit) ? frameRotationValueTable[index->x] : rotationValueTable[index->x];
dst->y = (index->y >= limit) ? frameRotationValueTable[index->y] : rotationValueTable[index->y];
dst->z = (index->z >= limit) ? frameRotationValueTable[index->z] : rotationValueTable[index->z];
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}
}
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s16 SkelAnime_GetTotalFrames(void* animationSeg) {
GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
return animation->frameCount;
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}
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s16 SkelAnime_GetFrameCount(void* animationSeg) {
GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
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// Loads an unsigned half for some reason.
return (u16)animation->frameCount - 1;
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}
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/*
* Draw a limb of type `StandardLimb` to the specified display buffer
*/
Gfx* SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Gfx* gfx) {
StandardLimb* limb;
Gfx* dList;
Vec3f pos;
Vec3s rot;
Matrix_Push();
limb = (StandardLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]);
limbIndex++;
rot = limbDrawTable[limbIndex];
pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
dList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
if (dList != NULL) {
gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1489), G_MTX_LOAD);
gSPDisplayList(gfx++, dList);
}
}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, limbIndex, &dList, &rot, arg, &gfx);
}
if (limb->child != LIMB_DONE) {
gfx = SkelAnime_DrawLimb(globalCtx, limb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, arg,
gfx);
}
Matrix_Pull();
if (limb->sibling != LIMB_DONE) {
gfx = SkelAnime_DrawLimb(globalCtx, limb->sibling, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, arg,
gfx);
}
return gfx;
}
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/*
* Draw all limbs of type `StandardLimb` in a given skeleton to the specified display buffer
*/
Gfx* SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, void* arg, Gfx* gfx) {
StandardLimb* rootLimb;
s32 pad;
Gfx* dList;
Vec3f pos;
Vec3s rot;
2020-03-17 04:31:30 +00:00
if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("Si2_draw2():skelがNULLです。NULLを返します。\n"); // Si2_draw2 (): skel is NULL. Returns NULL.
osSyncPrintf(VT_RST);
return NULL;
}
Matrix_Push();
rootLimb = (StandardLimb*)SEGMENTED_TO_VIRTUAL(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
pos.z = limbDrawTable[0].z;
rot = limbDrawTable[1];
dList = rootLimb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
if (dList != NULL) {
gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1558), G_MTX_LOAD);
gSPDisplayList(gfx++, dList);
}
}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, 1, &dList, &rot, arg, &gfx);
}
if (rootLimb->child != LIMB_DONE) {
gfx = SkelAnime_DrawLimb(globalCtx, rootLimb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw,
arg, gfx);
}
Matrix_Pull();
return gfx;
}
/*
* Draw a limb of type `StandardLimb` contained within a flexible skeleton to the specified display buffer
*/
Gfx* SkelAnime_DrawFlexLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Mtx** mtx,
Gfx* gfx) {
StandardLimb* limb;
Gfx* newDList;
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
Matrix_Push();
limb = (StandardLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]);
limbIndex++;
rot = limbDrawTable[limbIndex];
pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
newDList = limbDList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*mtx, "../z_skelanime.c", 1623);
gSPMatrix(gfx++, *mtx, G_MTX_LOAD);
gSPDisplayList(gfx++, newDList);
(*mtx)++;
} else if (limbDList != NULL) {
Matrix_ToMtx(*mtx, "../z_skelanime.c", 1630);
(*mtx)++;
}
}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, limbIndex, &limbDList, &rot, arg, &gfx);
}
if (limb->child != LIMB_DONE) {
gfx = SkelAnime_DrawFlexLimb(globalCtx, limb->child, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw,
arg, mtx, gfx);
}
Matrix_Pull();
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if (limb->sibling != LIMB_DONE) {
gfx = SkelAnime_DrawFlexLimb(globalCtx, limb->sibling, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw,
arg, mtx, gfx);
}
return gfx;
}
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/*
* Draw all limbs of type `StandardLimb` in a given flexible skeleton to the specified display buffer
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Gfx* gfx) {
StandardLimb* rootLimb;
s32 pad;
Gfx* newDList;
Gfx* limbDList;
2020-03-23 01:24:00 +00:00
Vec3f pos;
Vec3s rot;
Mtx* mtx;
mtx = Graph_Alloc(globalCtx->state.gfxCtx, dListCount * sizeof(*mtx));
if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf(
"Si2_draw2_SV():skelがNULLです。NULLを返します。\n"); // Si2_draw2_SV (): skel is NULL. Returns NULL.
osSyncPrintf(VT_RST);
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return NULL;
}
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gSPSegment(gfx++, 0xD, mtx);
Matrix_Push();
rootLimb = (StandardLimb*)SEGMENTED_TO_VIRTUAL(skeleton[0]);
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pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
pos.z = limbDrawTable[0].z;
rot = limbDrawTable[1];
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newDList = limbDList = rootLimb->dList;
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1710);
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gSPMatrix(gfx++, mtx, G_MTX_LOAD);
gSPDisplayList(gfx++, newDList);
mtx++;
} else if (limbDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1717);
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mtx++;
}
}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, 1, &limbDList, &rot, arg, &gfx);
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}
if (rootLimb->child != LIMB_DONE) {
gfx = SkelAnime_DrawFlexLimb(globalCtx, rootLimb->child, skeleton, limbDrawTable, overrideLimbDraw,
postLimbDraw, arg, &mtx, gfx);
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}
2020-03-23 01:24:00 +00:00
Matrix_Pull();
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return gfx;
}
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// unused
s32 func_800A29BC(s32 arg0, s32 arg1, Vec3s* arg2) {
AnimationHeader* temp_v0 = SEGMENTED_TO_VIRTUAL(arg0);
s32 t = temp_v0->genericHeader.unk_02;
s16* temp_a3 = SEGMENTED_TO_VIRTUAL(temp_v0->rotationIndexSeg);
s16* temp_t1 = SEGMENTED_TO_VIRTUAL(temp_v0->rotationValueSeg);
2020-03-31 23:29:09 +00:00
s32 phi_v0;
arg2->x = arg1 < temp_a3[0] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[1]] : temp_t1[temp_a3[1]];
arg2->y = arg1 < temp_a3[2] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[3]] : temp_t1[temp_a3[3]];
arg2->z = arg1 < temp_a3[4] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[5]] : temp_t1[temp_a3[5]];
phi_v0 = 1;
arg2++;
temp_a3 += 6;
if (t & 1) {}
if (t > 0) {
if (t & 1) {
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phi_v0++;
arg2->x = arg1 < temp_a3[0] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[1]] : temp_t1[temp_a3[1]];
arg2->y = arg1 < temp_a3[2] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[3]] : temp_t1[temp_a3[3]];
arg2->z = arg1 < temp_a3[4] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[5]] : temp_t1[temp_a3[5]];
temp_a3 += 6;
arg2++;
if (t + 1 == phi_v0) {
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goto ret;
}
}
do {
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phi_v0 += 2;
arg2->x = arg1 < temp_a3[0] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[1]] : temp_t1[temp_a3[1]];
arg2->y = arg1 < temp_a3[2] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[3]] : temp_t1[temp_a3[3]];
arg2->z = arg1 < temp_a3[4] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[5]] : temp_t1[temp_a3[5]];
temp_a3 += 6;
arg2++;
arg2->x = arg1 < temp_a3[0] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[1]] : temp_t1[temp_a3[1]];
arg2->y = arg1 < temp_a3[2] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[3]] : temp_t1[temp_a3[3]];
arg2->z = arg1 < temp_a3[4] ? ((s16*)((arg1 * 2) + (u32)temp_t1))[temp_a3[5]] : temp_t1[temp_a3[5]];
temp_a3 += 6;
arg2++;
} while (phi_v0 != t + 1);
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}
ret:
return t;
}
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// unused
s16 func_800A2DBC(void* animationSeg) {
GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
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return animation->unk_02;
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}
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/*
* Appears to be unused anywhere in the game. Appears to be a clone of
* SkelAnime_GetTotalFrames
*/
s16 SkelAnime_GetTotalFrames2(void* animationSeg) {
GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
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return animation->frameCount;
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}
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2020-03-30 22:53:26 +00:00
/*
* Appears to be unused anywhere in the game. Appears to be a clone of
* SkelAnime_GetFrameCount
*/
s16 SkelAnime_GetFrameCount2(void* animationSeg) {
GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
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return animation->frameCount - 1;
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}
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void SkelAnime_InterpolateVec3s(s32 limbCount, Vec3s* dst, Vec3s* vec2, Vec3s* vec3, f32 unkf) {
2020-03-30 22:53:26 +00:00
s32 i;
s16 dist;
s16 temp2;
if (unkf < 1.0f) {
for (i = 0; i < limbCount; i++, dst++, vec2++, vec3++) {
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temp2 = vec2->x;
dist = vec3->x - temp2;
dst->x = (s16)(dist * unkf) + temp2;
temp2 = vec2->y;
dist = vec3->y - temp2;
dst->y = (s16)(dist * unkf) + temp2;
temp2 = vec2->z;
dist = vec3->z - temp2;
dst->z = (s16)(dist * unkf) + temp2;
}
} else {
for (i = 0; i < limbCount; i++, dst++, vec3++) {
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dst->x = vec3->x;
dst->y = vec3->y;
dst->z = vec3->z;
}
}
}
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void SkelAnime_AnimationCtxReset(AnimationContext* animationCtx) {
animationCtx->animationCount = 0;
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}
void func_800A32F4(GlobalContext* globalCtx) {
D_801600B0 <<= 1;
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}
void func_800A3310(GlobalContext* globalCtx) {
D_8012A480 |= D_801600B0;
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}
2020-03-17 04:31:30 +00:00
AnimationEntry* SkelAnime_AddEntry(AnimationContext* animationCtx, AnimationType type) {
AnimationEntry* entry;
2020-03-20 21:12:26 +00:00
s16 index = animationCtx->animationCount;
2020-03-17 04:31:30 +00:00
if (index >= ANIMATION_ENTRY_MAX) {
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return NULL;
}
animationCtx->animationCount = index + 1;
entry = &animationCtx->entries[index];
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entry->type = type;
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return entry;
}
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// The next 6 functions are coordinate with the AnimationType enum
2020-03-20 21:12:26 +00:00
void SkelAnime_LoadLinkAnimation(GlobalContext* globalCtx, LinkAnimationHeader* segment, s32 frame, s32 limbCount,
Vec3s* drawTbl) {
AnimationEntry* entry = SkelAnime_AddEntry(&globalCtx->animationCtx, ANIMATION_LINK);
if (entry != NULL) {
LinkAnimationHeader* linkAnimHeader = SEGMENTED_TO_VIRTUAL(segment);
u32 ram = drawTbl;
osCreateMesgQueue(&entry->data.type0.msgQueue, &entry->data.type0.msg, 1);
DmaMgr_SendRequest2(&entry->data.type0.req, ram,
LINK_ANIMATION_OFFSET(linkAnimHeader->segment, ((sizeof(Vec3s) * limbCount + 2) * frame)),
sizeof(Vec3s) * limbCount + 2, 0, &entry->data.type0.msgQueue, NULL, "../z_skelanime.c",
2004);
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}
}
void SkelAnime_LoadAnimationType1(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src) {
AnimationEntry* entry = SkelAnime_AddEntry(&globalCtx->animationCtx, ANIMATION_TYPE1);
if (entry != NULL) {
entry->data.type1.unk_00 = D_801600B0;
entry->data.type1.vecCount = vecCount;
entry->data.type1.dst = dst;
entry->data.type1.src = src;
2020-03-23 01:24:00 +00:00
}
}
void SkelAnime_LoadAnimationType2(GlobalContext* globalCtx, s32 limbCount, Vec3s* arg2, Vec3s* arg3, f32 arg4) {
AnimationEntry* entry = SkelAnime_AddEntry(&globalCtx->animationCtx, ANIMATION_TYPE2);
if (entry != NULL) {
entry->data.type2.unk_00 = D_801600B0;
entry->data.type2.limbCount = limbCount;
entry->data.type2.unk_04 = arg2;
entry->data.type2.unk_08 = arg3;
entry->data.type2.unk_0C = arg4;
2020-03-23 01:24:00 +00:00
}
}
void SkelAnime_LoadAnimationType3(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src, u8* index) {
AnimationEntry* entry = SkelAnime_AddEntry(&globalCtx->animationCtx, ANIMATION_TYPE3);
if (entry != NULL) {
entry->data.type3.unk_00 = D_801600B0;
entry->data.type3.vecCount = vecCount;
entry->data.type3.dst = dst;
entry->data.type3.src = src;
entry->data.type3.index = index;
2020-03-23 01:24:00 +00:00
}
}
void SkelAnime_LoadAnimationType4(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src, u8* index) {
AnimationEntry* entry = SkelAnime_AddEntry(&globalCtx->animationCtx, ANIMATION_TYPE4);
if (entry != NULL) {
entry->data.type4.unk_00 = D_801600B0;
entry->data.type4.vecCount = vecCount;
entry->data.type4.dst = dst;
entry->data.type4.src = src;
entry->data.type4.index = index;
2020-03-23 01:24:00 +00:00
}
}
void SkelAnime_LoadAnimationType5(GlobalContext* globalCtx, Actor* actor, SkelAnime* skelAnime, f32 arg3) {
AnimationEntry* entry = SkelAnime_AddEntry(&globalCtx->animationCtx, ANIMATION_TYPE5);
if (entry != NULL) {
entry->data.type5.actor = actor;
entry->data.type5.skelAnime = skelAnime;
entry->data.type5.unk_08 = arg3;
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}
}
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// The next functions are callbacks to loading animations
void SkelAnime_LinkAnimationLoaded(GlobalContext* globalCtx, AnimationEntryData* data) {
AnimationEntryType0* entry = &data->type0;
2020-03-17 04:31:30 +00:00
2020-03-23 01:24:00 +00:00
osRecvMesg(&entry->msgQueue, NULL, OS_MESG_BLOCK);
}
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void SkelAnime_AnimationType1Loaded(GlobalContext* globalCtx, AnimationEntryData* data) {
AnimationEntryType1* entry = &data->type1;
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if (!(entry->unk_00 & D_8012A480)) {
Vec3s* dst = entry->dst;
Vec3s* src = entry->src;
s32 i;
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for (i = 0; i < entry->vecCount; i++) {
*dst++ = *src++;
}
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}
}
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void SkelAnime_AnimationType2Loaded(GlobalContext* globalCtx, AnimationEntryData* data) {
AnimationEntryType2* entry = &data->type2;
if (!(entry->unk_00 & D_8012A480)) {
SkelAnime_InterpolateVec3s(entry->limbCount, entry->unk_04, entry->unk_04, entry->unk_08, entry->unk_0C);
2020-03-23 01:24:00 +00:00
}
}
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void SkelAnime_AnimationType3Loaded(GlobalContext* globalCtx, AnimationEntryData* data) {
AnimationEntryType3* entry = &data->type3;
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if (!(entry->unk_00 & D_8012A480)) {
Vec3s* dst = entry->dst;
Vec3s* src = entry->src;
u8* index = entry->index;
s32 i;
for (i = 0; i < entry->vecCount; i++, dst++, src++) {
if (*index++) {
2020-03-23 01:24:00 +00:00
*dst = *src;
}
}
}
}
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void SkelAnime_AnimationType4Loaded(GlobalContext* globalCtx, AnimationEntryData* data) {
AnimationEntryType4* entry = &data->type4;
if (!(entry->unk_00 & D_8012A480)) {
Vec3s* dst = entry->dst;
Vec3s* src = entry->src;
u8* index = entry->index;
s32 i;
for (i = 0; i < entry->vecCount; i++, dst++, src++) {
if (!(*index++)) {
2020-03-23 01:24:00 +00:00
*dst = *src;
}
}
}
}
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void SkelAnime_AnimationType5Loaded(GlobalContext* globalCtx, AnimationEntryData* data) {
AnimationEntryType5* entry = &data->type5;
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Actor* actor = entry->actor;
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Vec3f pos;
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func_800A54FC(entry->skelAnime, &pos, actor->shape.rot.y);
actor->posRot.pos.x += pos.x * actor->scale.x;
actor->posRot.pos.y += pos.y * actor->scale.y * entry->unk_08;
actor->posRot.pos.z += pos.z * actor->scale.z;
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}
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void func_800A390C(GlobalContext* globalCtx, AnimationContext* animationCtx) {
static AnimationEntryCallback sAnimationLoadDone[] = {
SkelAnime_LinkAnimationLoaded, SkelAnime_AnimationType1Loaded, SkelAnime_AnimationType2Loaded,
SkelAnime_AnimationType3Loaded, SkelAnime_AnimationType4Loaded, SkelAnime_AnimationType5Loaded,
};
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AnimationEntry* entry;
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for (entry = animationCtx->entries; animationCtx->animationCount != 0; entry++, animationCtx->animationCount--) {
sAnimationLoadDone[entry->type](globalCtx, &entry->data);
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}
2020-03-17 04:31:30 +00:00
2020-03-20 21:12:26 +00:00
D_801600B0 = 1;
D_8012A480 = 0;
}
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void SkelAnime_InitLinkAnimation(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
LinkAnimationHeader* segment, s32 flags, Vec3s* limbDrawTbl, Vec3s* transitionDrawTbl,
s32 limbBufCount) {
FlexSkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
s32 headerJointCount = skeletonHeader->sh.limbCount;
s32 limbCount;
size_t allocSize;
2020-03-20 21:12:26 +00:00
2020-03-26 03:01:24 +00:00
skelAnime->initFlags = flags;
limbCount = (flags & 2) ? headerJointCount : 1;
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if (flags & 1) {
limbCount += headerJointCount;
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}
if (flags & 4) {
limbCount += headerJointCount;
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}
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skelAnime->limbCount = limbCount;
skelAnime->dListCount = skeletonHeader->dListCount;
allocSize = limbCount * sizeof(Vec3s);
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->sh.segment);
if (flags & 8) {
allocSize += 2;
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}
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if (limbDrawTbl == NULL) {
skelAnime->limbDrawTbl = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2364);
2020-03-26 03:01:24 +00:00
skelAnime->transitionDrawTbl = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2365);
} else {
if (limbBufCount != limbCount) {
2020-03-20 21:12:26 +00:00
__assert("joint_buff_num == joint_num", "../z_skelanime.c", 2369);
}
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skelAnime->limbDrawTbl = (Vec3s*)ALIGN16((u32)limbDrawTbl);
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skelAnime->transitionDrawTbl = (Vec3s*)ALIGN16((u32)transitionDrawTbl);
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}
if ((skelAnime->limbDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf(
"Skeleton_Info_Rom_SV_ct メモリアロケーションエラー\n"); // Skeleton_Info_Rom_SV_ct Memory allocation error
osSyncPrintf(VT_RST);
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}
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SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, segment, 1.0f, 0.0f, 0.0f, 0, 0.0f);
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}
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void func_800A3B8C(SkelAnime* skelAnime) {
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if (skelAnime->mode < 2) {
skelAnime->update = func_800A3D70;
} else {
skelAnime->update = func_800A3E0C;
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}
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skelAnime->transCurrentFrame = 0.0f;
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}
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s32 func_800A3BC0(GlobalContext* globalCtx, SkelAnime* skelAnime) {
return skelAnime->update(globalCtx, skelAnime);
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}
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s32 func_800A3BE4(GlobalContext* globalCtx, SkelAnime* skelAnime) {
f32 transPrevFRame = skelAnime->transCurrentFrame;
f32 updateRate = R_UPDATE_RATE * 0.5f;
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skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
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if (skelAnime->transCurrentFrame <= 0.0f) {
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func_800A3B8C(skelAnime);
}
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->transitionDrawTbl,
1.0f - (skelAnime->transCurrentFrame / transPrevFRame));
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return 0;
}
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void func_800A3C9C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
SkelAnime_LoadLinkAnimation(globalCtx, skelAnime->animation, skelAnime->animCurrentFrame, skelAnime->limbCount,
skelAnime->limbDrawTbl);
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if (skelAnime->transCurrentFrame != 0) {
f32 updateRate = R_UPDATE_RATE * 0.5f;
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skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
if (skelAnime->transCurrentFrame <= 0.0f) {
skelAnime->transCurrentFrame = 0.0f;
} else {
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl,
skelAnime->transitionDrawTbl, skelAnime->transCurrentFrame);
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}
}
}
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s32 func_800A3D70(GlobalContext* globalCtx, SkelAnime* skelAnime) {
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f32 updateRate = R_UPDATE_RATE * 0.5f;
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skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate;
if (skelAnime->animCurrentFrame < 0.0f) {
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skelAnime->animCurrentFrame += skelAnime->totalFrames;
} else if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->totalFrames;
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}
func_800A3C9C(globalCtx, skelAnime);
return 0;
}
s32 func_800A3E0C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
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f32 updateRate = R_UPDATE_RATE * 0.5f;
if (skelAnime->animCurrentFrame == skelAnime->animFrameCount) {
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func_800A3C9C(globalCtx, skelAnime);
return 1;
}
skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate;
if ((skelAnime->animCurrentFrame - skelAnime->animFrameCount) * skelAnime->animPlaybackSpeed > 0.0f) {
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skelAnime->animCurrentFrame = skelAnime->animFrameCount;
} else if (skelAnime->animCurrentFrame < 0.0f) {
skelAnime->animCurrentFrame += skelAnime->totalFrames;
} else if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->totalFrames;
}
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func_800A3C9C(globalCtx, skelAnime);
return 0;
}
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void SkelAnime_SetTransition(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 transitionRate) {
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skelAnime->transCurrentFrame = 1.0f;
skelAnime->transitionStep = 1.0f / transitionRate;
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}
void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment,
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f32 playbackSpeed, f32 frame, f32 frameCount, u8 animationMode, f32 transitionRate) {
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skelAnime->mode = animationMode;
if ((transitionRate != 0.0f) && ((segment != skelAnime->animation) || (frame != skelAnime->animCurrentFrame))) {
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if (transitionRate < 0) {
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func_800A3B8C(skelAnime);
SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->limbDrawTbl);
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transitionRate = -transitionRate;
} else {
skelAnime->update = func_800A3BE4;
SkelAnime_LoadLinkAnimation(globalCtx, segment, (s32)frame, skelAnime->limbCount,
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skelAnime->transitionDrawTbl);
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}
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skelAnime->transCurrentFrame = 1.0f;
skelAnime->transitionStep = 1.0f / transitionRate;
} else {
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func_800A3B8C(skelAnime);
SkelAnime_LoadLinkAnimation(globalCtx, segment, (s32)frame, skelAnime->limbCount, skelAnime->limbDrawTbl);
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skelAnime->transCurrentFrame = 0.0f;
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}
skelAnime->animation = segment;
skelAnime->animCurrentFrame = 0.0f;
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skelAnime->initialFrame = frame;
skelAnime->animCurrentFrame = frame;
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skelAnime->animFrameCount = frameCount;
skelAnime->totalFrames = SkelAnime_GetTotalFrames(segment);
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skelAnime->animPlaybackSpeed = playbackSpeed;
}
void SkelAnime_ChangeLinkAnimDefaultStop(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, segment, 1.0f, 0.0f, SkelAnime_GetFrameCount(segment), 2, 0.0f);
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}
void SkelAnime_ChangeLinkAnimPlaybackStop(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment,
f32 playbackSpeed) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, segment, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(segment), 2,
0.0f);
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}
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void SkelAnime_ChangeLinkAnimDefaultRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimationHeader* segment) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, segment, 1.0f, 0.0f, SkelAnime_GetFrameCount(segment), 0, 0.0f);
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}
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void SkelAnime_ChangeLinkAnimPlaybackRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimationHeader* segment, f32 playbackSpeed) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, segment, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(segment), 0,
0.0f);
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}
void func_800A41FC(GlobalContext* globalCtx, SkelAnime* skelAnime) {
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl, skelAnime->limbDrawTbl);
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}
// Unused
void func_800A422C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->transitionDrawTbl);
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}
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void func_800A425C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 frame) {
SkelAnime_LoadLinkAnimation(globalCtx, segment, (s32)frame, skelAnime->limbCount, skelAnime->transitionDrawTbl);
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}
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void func_800A42A0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 frame) {
SkelAnime_LoadLinkAnimation(globalCtx, segment, (s32)frame, skelAnime->limbCount, skelAnime->limbDrawTbl);
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}
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void func_800A42E4(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 frame) {
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->transitionDrawTbl,
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frame);
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}
void func_800A431C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 transitionFrame,
LinkAnimationHeader* linkAnimSeg2, f32 frame, f32 transitionRate, Vec3s* limbDrawTbl) {
Vec3s* alignedLimbDrawTbl;
SkelAnime_LoadLinkAnimation(globalCtx, segment, (s32)transitionFrame, skelAnime->limbCount, skelAnime->limbDrawTbl);
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alignedLimbDrawTbl = (Vec3s*)ALIGN16((u32)limbDrawTbl);
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SkelAnime_LoadLinkAnimation(globalCtx, linkAnimSeg2, (s32)frame, skelAnime->limbCount, alignedLimbDrawTbl);
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, alignedLimbDrawTbl,
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transitionRate);
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}
void func_800A43B8(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 transitionFrame,
LinkAnimationHeader* linkAnimSeg2, f32 frame, f32 transitionRate, Vec3s* limbDrawTbl) {
Vec3s* alignedLimbDrawTbl;
SkelAnime_LoadLinkAnimation(globalCtx, segment, (s32)transitionFrame, skelAnime->limbCount,
skelAnime->transitionDrawTbl);
alignedLimbDrawTbl = (Vec3s*)ALIGN16((u32)limbDrawTbl);
SkelAnime_LoadLinkAnimation(globalCtx, linkAnimSeg2, (s32)frame, skelAnime->limbCount, alignedLimbDrawTbl);
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl, alignedLimbDrawTbl,
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transitionRate);
}
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// unused
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void SkelAnime_SetModeStop(SkelAnime* skelAnime) {
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skelAnime->mode = 2;
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func_800A3B8C(skelAnime);
}
s32 func_800A4478(SkelAnime* skelAnime, f32 arg1, f32 updateRate) {
f32 updateSpeed = skelAnime->animPlaybackSpeed * updateRate;
f32 nextFrame = skelAnime->animCurrentFrame - updateSpeed;
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f32 temp_f12;
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if (nextFrame < 0.0f) {
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nextFrame += skelAnime->totalFrames;
} else if (skelAnime->totalFrames <= nextFrame) {
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nextFrame -= skelAnime->totalFrames;
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}
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if ((arg1 == 0.0f) && (updateSpeed > 0.0f)) {
arg1 = skelAnime->totalFrames;
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}
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temp_f12 = nextFrame + updateSpeed - arg1;
if ((temp_f12 * updateSpeed >= 0.0f) && (((temp_f12 - updateSpeed) * updateSpeed) < 0.0f)) {
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return 1;
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}
return 0;
}
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s32 func_800A4530(SkelAnime* skelAnime, f32 arg1) {
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f32 updateRate = R_UPDATE_RATE * 0.5f;
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2020-03-20 21:12:26 +00:00
return func_800A4478(skelAnime, arg1, updateRate);
}
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s32 SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animationSeg, Vec3s* limbDrawTbl, Vec3s* transitionDrawTable, s32 limbCount) {
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
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skelAnime->limbCount = skeletonHeader->limbCount + 1;
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->segment);
if (limbDrawTbl == NULL) {
skelAnime->limbDrawTbl =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->limbDrawTbl), "../z_skelanime.c", 2968);
skelAnime->transitionDrawTbl = ZeldaArena_MallocDebug(
skelAnime->limbCount * sizeof(*skelAnime->transitionDrawTbl), "../z_skelanime.c", 2969);
} else {
if (limbCount != skelAnime->limbCount) {
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__assert("joint_buff_num == this->joint_num", "../z_skelanime.c", 2973);
}
skelAnime->limbDrawTbl = limbDrawTbl;
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skelAnime->transitionDrawTbl = transitionDrawTable;
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}
if ((skelAnime->limbDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
osSyncPrintf(VT_FGCOL(RED));
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osSyncPrintf("Skeleton_Info2_ct メモリアロケーションエラー\n"); // Skeleton_Info2_ct memory allocation error
osSyncPrintf(VT_RST);
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}
if (animationSeg != NULL) {
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SkelAnime_ChangeAnimDefaultRepeat(skelAnime, animationSeg);
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}
}
s32 SkelAnime_InitFlex(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animationSeg, Vec3s* limbDrawTbl, Vec3s* transitionDrawTable, s32 limbCount) {
FlexSkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
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skelAnime->limbCount = skeletonHeader->sh.limbCount + 1;
skelAnime->dListCount = skeletonHeader->dListCount;
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->sh.segment);
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if (limbDrawTbl == NULL) {
skelAnime->limbDrawTbl =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->limbDrawTbl), "../z_skelanime.c", 3047);
skelAnime->transitionDrawTbl = ZeldaArena_MallocDebug(
skelAnime->limbCount * sizeof(*skelAnime->transitionDrawTbl), "../z_skelanime.c", 3048);
} else {
if (limbCount != skelAnime->limbCount) {
__assert("joint_buff_num == this->joint_num", "../z_skelanime.c", 3052);
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}
skelAnime->limbDrawTbl = limbDrawTbl;
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skelAnime->transitionDrawTbl = transitionDrawTable;
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}
if ((skelAnime->limbDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf(
"Skeleton_Info_Rom_SV_ct メモリアロケーションエラー\n"); // Skeleton_Info_Rom_SV_ct Memory allocation error
osSyncPrintf(VT_RST);
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}
if (animationSeg != NULL) {
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SkelAnime_ChangeAnimDefaultRepeat(skelAnime, animationSeg);
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}
}
void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animationSeg) {
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
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skelAnime->limbCount = skeletonHeader->limbCount + 1;
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->segment);
skelAnime->limbDrawTbl =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->limbDrawTbl), "../z_skelanime.c", 3120);
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skelAnime->transitionDrawTbl =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->transitionDrawTbl), "../z_skelanime.c", 3121);
if ((skelAnime->limbDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf(
"Skeleton_Info2_skin2_ct メモリアロケーションエラー\n"); // Skeleton_Info2_skin2_ct Memory allocation error
osSyncPrintf(VT_RST);
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}
if (animationSeg != NULL) {
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SkelAnime_ChangeAnimDefaultRepeat(skelAnime, animationSeg);
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}
}
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void func_800A49B0(SkelAnime* skelAnime) {
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if (skelAnime->mode < 2) {
skelAnime->update = func_800A4D9C;
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} else if (skelAnime->mode < 4) {
skelAnime->update = func_800A4EE0;
} else {
skelAnime->update = func_800A4E38;
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}
}
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s32 SkelAnime_FrameUpdateMatrix(SkelAnime* skelAnime) {
return skelAnime->update(skelAnime);
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}
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s32 func_800A4A20(SkelAnime* skelAnime) {
f32 transPrevFrame = skelAnime->transCurrentFrame;
f32 updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
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skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
if (skelAnime->transCurrentFrame <= 0.0f) {
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func_800A49B0(skelAnime);
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skelAnime->transCurrentFrame = 0.0f;
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}
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->limbDrawTbl,
skelAnime->transitionDrawTbl, 1.0f - (skelAnime->transCurrentFrame / transPrevFrame));
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return 0;
}
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s32 func_800A4AD8(SkelAnime* skelAnime) {
s16 temp_a2 = skelAnime->transCurrentFrame * 0x4000;
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s16 temp_a1;
f32 sp28;
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f32 phi_f2;
f32 updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
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skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
if (skelAnime->transCurrentFrame <= 0.0f) {
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func_800A49B0(skelAnime);
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skelAnime->transCurrentFrame = 0.0f;
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}
temp_a1 = skelAnime->transCurrentFrame * 0x4000;
if (skelAnime->unk_03 < 0) {
sp28 = 1.0f - Math_CosS(temp_a2);
phi_f2 = 1.0f - Math_CosS(temp_a1);
} else {
sp28 = Math_SinS(temp_a2);
phi_f2 = Math_SinS(temp_a1);
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}
if (phi_f2 != 0.0f) {
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phi_f2 /= sp28;
} else {
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phi_f2 = 0.0f;
}
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->limbDrawTbl,
skelAnime->transitionDrawTbl, 1.0f - phi_f2);
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return 0;
}
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void func_800A4C58(SkelAnime* skelAnime) {
Vec3s sp38[100];
SkelAnime_AnimateFrame(skelAnime->animation, skelAnime->animCurrentFrame, skelAnime->limbCount,
skelAnime->limbDrawTbl);
if (skelAnime->mode & 1) {
s32 t = skelAnime->animCurrentFrame;
f32 sp30 = skelAnime->animCurrentFrame - t;
if (++t >= (s32)skelAnime->totalFrames) {
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t = 0;
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}
SkelAnime_AnimateFrame(skelAnime->animation, t, skelAnime->limbCount, sp38);
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->limbDrawTbl, sp38, sp30);
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}
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if (skelAnime->transCurrentFrame != 0) {
f32 updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
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skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
if (skelAnime->transCurrentFrame <= 0.0f) {
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skelAnime->transCurrentFrame = 0.0f;
} else {
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->limbDrawTbl,
skelAnime->transitionDrawTbl, skelAnime->transCurrentFrame);
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}
}
}
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s32 func_800A4D9C(SkelAnime* skelAnime) {
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f32 updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate;
if (skelAnime->animCurrentFrame < 0.0f) {
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skelAnime->animCurrentFrame += skelAnime->totalFrames;
} else if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->totalFrames;
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}
func_800A4C58(skelAnime);
return 0;
}
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s32 func_800A4E38(SkelAnime* skelAnime) {
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f32 updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate;
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if (skelAnime->animCurrentFrame < skelAnime->initialFrame) {
skelAnime->animCurrentFrame =
(skelAnime->animCurrentFrame - skelAnime->initialFrame) + skelAnime->animFrameCount;
} else if (skelAnime->animFrameCount <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame =
(skelAnime->animCurrentFrame - skelAnime->animFrameCount) + skelAnime->initialFrame;
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}
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func_800A4C58(skelAnime);
return 0;
}
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s32 func_800A4EE0(SkelAnime* skelAnime) {
f32 updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
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if (skelAnime->animCurrentFrame == skelAnime->animFrameCount) {
SkelAnime_AnimateFrame(skelAnime->animation, (s32)skelAnime->animCurrentFrame, skelAnime->limbCount,
skelAnime->limbDrawTbl);
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func_800A4C58(skelAnime);
return 1;
}
skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate;
if ((skelAnime->animCurrentFrame - skelAnime->animFrameCount) * skelAnime->animPlaybackSpeed > 0.0f) {
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skelAnime->animCurrentFrame = skelAnime->animFrameCount;
} else if (skelAnime->animCurrentFrame < 0.0f) {
skelAnime->animCurrentFrame += skelAnime->totalFrames;
} else if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->totalFrames;
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}
func_800A4C58(skelAnime);
return 0;
}
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void SkelAnime_ChangeAnimImpl(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame,
f32 frameCount, u8 animationType, f32 transitionRate, s8 unk2) {
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skelAnime->mode = animationType;
if ((transitionRate != 0.0f) &&
((animationSeg != skelAnime->animation) || (frame != skelAnime->animCurrentFrame))) {
if (transitionRate < 0) {
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func_800A49B0(skelAnime);
SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->limbDrawTbl);
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transitionRate = -transitionRate;
} else {
if (unk2 != 0) {
skelAnime->update = func_800A4AD8;
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skelAnime->unk_03 = unk2;
} else {
skelAnime->update = func_800A4A20;
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}
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SkelAnime_AnimateFrame(animationSeg, frame, skelAnime->limbCount, skelAnime->transitionDrawTbl);
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}
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skelAnime->transCurrentFrame = 1.0f;
skelAnime->transitionStep = 1.0f / transitionRate;
} else {
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func_800A49B0(skelAnime);
SkelAnime_AnimateFrame(animationSeg, frame, skelAnime->limbCount, skelAnime->limbDrawTbl);
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skelAnime->transCurrentFrame = 0.0f;
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}
skelAnime->animation = animationSeg;
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skelAnime->initialFrame = frame;
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skelAnime->animFrameCount = frameCount;
skelAnime->totalFrames = SkelAnime_GetTotalFrames(animationSeg);
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if (skelAnime->mode >= 4) {
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skelAnime->animCurrentFrame = 0.0f;
} else {
skelAnime->animCurrentFrame = frame;
if (skelAnime->mode <= 1) {
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skelAnime->animFrameCount = skelAnime->totalFrames - 1.0f;
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}
}
skelAnime->animPlaybackSpeed = playbackSpeed;
}
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void SkelAnime_ChangeAnim(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame,
f32 frameCount, u8 mode, f32 transitionRate) {
SkelAnime_ChangeAnimImpl(skelAnime, animationSeg, playbackSpeed, frame, frameCount, mode, transitionRate, 0);
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}
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void SkelAnime_ChangeAnimDefaultStop(SkelAnime* skelAnime, AnimationHeader* animationSeg) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(animationSeg), 2, 0.0f);
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}
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void SkelAnime_ChangeAnimTransitionStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0, SkelAnime_GetFrameCount(animationSeg), 2, transitionRate);
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}
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void SkelAnime_ChangeAnimPlaybackStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(animationSeg), 2, 0.0f);
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}
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void SkelAnime_ChangeAnimDefaultRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(animationSeg), 0, 0.0f);
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}
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void SkelAnime_ChangeAnimTransitionRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, 0.0f, 0, transitionRate);
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}
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void SkelAnime_ChangeAnimPlaybackRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(animationSeg), 0, 0.0f);
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}
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// unused
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void SkelAnime_AnimSetStop(SkelAnime* skelAnime) {
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skelAnime->mode = 2;
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skelAnime->animFrameCount = skelAnime->totalFrames;
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func_800A49B0(skelAnime);
}
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void SkelAnime_AnimReverse(SkelAnime* skelAnime) {
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f32 initialFrame = skelAnime->initialFrame;
skelAnime->initialFrame = skelAnime->animFrameCount;
skelAnime->animPlaybackSpeed = -skelAnime->animPlaybackSpeed;
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skelAnime->animFrameCount = initialFrame;
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}
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void func_800A5428(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* index) {
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s32 i;
for (i = 0; i < skelAnime->limbCount; i++, dst++, src++) {
if (*index++) {
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*dst = *src;
}
}
}
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// unused
void func_800A5490(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* arg3) {
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s32 i;
for (i = 0; i < skelAnime->limbCount; i++, dst++, src++) {
if (*arg3++ < 1U) {
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*dst = *src;
}
}
}
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/*
* Moves `pos` backwards on the xz plane from `angle`
*/
void func_800A54FC(SkelAnime* skelAnime, Vec3f* pos, s16 angle) {
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f32 x;
f32 z;
f32 sin;
f32 cos;
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if (skelAnime->flags & 0x10) {
pos->x = pos->z = 0.0f;
} else {
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// `angle` rotation around y axis.
x = skelAnime->limbDrawTbl[0].x;
z = skelAnime->limbDrawTbl[0].z;
sin = Math_SinS(angle);
cos = Math_CosS(angle);
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pos->x = x * cos + z * sin;
pos->z = z * cos - x * sin;
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x = skelAnime->prevFramePos.x;
z = skelAnime->prevFramePos.z;
// `prevFrameRot` rotation around y axis.
sin = Math_SinS(skelAnime->prevFrameRot);
cos = Math_CosS(skelAnime->prevFrameRot);
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pos->x -= x * cos + z * sin;
pos->z -= z * cos - x * sin;
}
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skelAnime->prevFrameRot = angle;
skelAnime->prevFramePos.x = skelAnime->limbDrawTbl[0].x;
skelAnime->limbDrawTbl[0].x = skelAnime->unk_3E.x;
skelAnime->prevFramePos.z = skelAnime->limbDrawTbl[0].z;
skelAnime->limbDrawTbl[0].z = skelAnime->unk_3E.z;
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if (skelAnime->flags & ANIM_FLAG_UPDATEXZ) {
if (skelAnime->flags & ANIM_FLAG_UPDATEY) {
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pos->y = 0.0f;
} else {
pos->y = skelAnime->limbDrawTbl[0].y - skelAnime->prevFramePos.y;
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}
skelAnime->prevFramePos.y = skelAnime->limbDrawTbl[0].y;
skelAnime->limbDrawTbl[0].y = skelAnime->unk_3E.y;
} else {
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pos->y = 0.0f;
skelAnime->prevFramePos.y = skelAnime->limbDrawTbl[0].y;
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}
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skelAnime->flags &= ~ANIM_FLAG_UPDATEY;
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}
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s32 func_800A56C8(SkelAnime* skelAnime, f32 arg1) {
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return func_800A4478(skelAnime, arg1, 1.0f);
}
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void SkelAnime_Free(SkelAnime* skelAnime, GlobalContext* globalCtx) {
if (skelAnime->limbDrawTbl != NULL) {
ZeldaArena_FreeDebug(skelAnime->limbDrawTbl, "../z_skelanime.c", 3729);
} else {
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osSyncPrintf("now_joint あきまへん!!\n"); // now_joint Akimane! !
}
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if (skelAnime->transitionDrawTbl != NULL) {
ZeldaArena_FreeDebug(skelAnime->transitionDrawTbl, "../z_skelanime.c", 3731);
} else {
osSyncPrintf("morf_joint あきまへん!!\n"); // "morf_joint Akimane !!"
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}
}
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void SkelAnime_CopyVec3s(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src) {
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s32 i;
for (i = 0; i < skelAnime->limbCount; i++) {
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*dst++ = *src++;
}
}