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oot/src/code/z_skin_awb.c

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#include "global.h"
#include "overlays/actors/ovl_En_fHG/z_en_fhg.h"
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void func_800A6460(GlobalContext* globalCtx, PSkinAwb* skin, s32 limbIndex) {
s32 i;
SkinLimb** skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
Struct_800A5E28* temp_v1 = SEGMENTED_TO_VIRTUAL(((SkinLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]))->segment);
Struct_800A598C* temp_v0 = SEGMENTED_TO_VIRTUAL(temp_v1->unk_4);
Struct_800A598C* phi_s0;
Struct_800A57C0* temp_s1;
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for (i = 0; i < 2; i++) {
Vtx* temp2 = skin->avbTbl[limbIndex].buf[i];
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for (phi_s0 = temp_v0; phi_s0 < temp_v0 + temp_v1->unk_2; phi_s0++) {
Struct_800A57C0* phi_s1 = SEGMENTED_TO_VIRTUAL(phi_s0->unk_8);
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for (temp_s1 = phi_s1; temp_s1 < phi_s1 + phi_s0->unk_0; temp_s1++) {
Vtx* temp_t5_3 = &temp2[temp_s1->unk_0];
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temp_t5_3->v.flag = 0;
temp_t5_3->v.tc[0] = temp_s1->unk_2;
temp_t5_3->v.tc[1] = temp_s1->unk_4;
temp_t5_3->v.cn[3] = temp_s1->unk_9;
}
}
}
}
void func_800A663C(GlobalContext* globalCtx, PSkinAwb* skin, SkeletonHeader* skeletonHeader,
AnimationHeader* animationHeader) {
s32 limbCount;
s32 i;
SkinLimb** skeleton;
SkeletonHeader* virtSkelHeader = SEGMENTED_TO_VIRTUAL(skeletonHeader);
skin->avbCount = virtSkelHeader->limbCount;
skin->skeletonHeader = virtSkelHeader;
skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
limbCount = skin->skeletonHeader->limbCount;
skin->avbTbl = ZeldaArena_MallocDebug(limbCount * sizeof(SkinAvb), "../z_skin_awb.c", 212);
ASSERT(skin->avbTbl != NULL, "pskin_awb->avb_tbl != NULL", "../z_skin_awb.c", 214);
for (i = 0; i < limbCount; i++) {
SkinAvb* avbEntry = &skin->avbTbl[i];
SkinLimb* limb = SEGMENTED_TO_VIRTUAL(skeleton[i]);
if ((limb->unk_8 != 4) || (limb->segment == NULL)) {
avbEntry->unk_0 = 0;
avbEntry->buf[0] = NULL;
avbEntry->buf[1] = NULL;
} else {
Struct_800A5E28* temp_s1 = SEGMENTED_TO_VIRTUAL(((void)0, limb->segment));
avbEntry->unk_0 = 0;
avbEntry->buf[0] = ZeldaArena_MallocDebug(temp_s1->unk_0 * sizeof(Vtx), "../z_skin_awb.c", 235);
ASSERT(avbEntry->buf[0] != NULL, "psavb->buf[0] != NULL", "../z_skin_awb.c", 237);
avbEntry->buf[1] = ZeldaArena_MallocDebug(temp_s1->unk_0 * sizeof(Vtx), "../z_skin_awb.c", 240);
ASSERT(avbEntry->buf[1] != NULL, "psavb->buf[1] != NULL", "../z_skin_awb.c", 242);
func_800A6460(globalCtx, skin, i);
}
if (1) {}
}
SkelAnime_InitSkin(globalCtx, &skin->skelAnime, skeletonHeader, animationHeader);
}
void func_800A6888(GlobalContext* globalCtx, PSkinAwb* arg1) {
if (arg1->avbTbl != NULL) {
Volvagia (ovl_Boss_Fd) and related actors (#352) * Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * Lots of functions matched. Some big ones are close. * Five left unmatched, one close. * Merged data and decompiled the giant function into something readable. Its branch structure has yet to be matched. * Three unmatched, one essentially matched, the rest matched. * More fixes. * Documented more of the structure and cleaned up a bit. * BossFd2, BgVbSima, and EnVbBall matched and documented * Also removed unneeded .s files * And need to name EnVbBall's functions * give this a shot * fix conflict * one more try * removing darkmeiro changes * and again * now OK from make clean * minor cleanup * One more matching function for BossFd * which means it doesn't need its .s * splitting * splitting * splitting * forgot some .s * fancy new names * fancy new names * trying again * sneaky .s files * sound effects and some hex to decimal conversions * Sound effects and static variable cleanup * format.sh and clean up static variables * sfx and formatting * ZAP and cleanup * small cleanup * cleanup and ZAP * ZAP * looking at the giant function again * looking at the giant function again * Only the big function left. * Those .s files aren't mine, officer * float literals might be fixed. regalloc still a nightmare * almost done with the big function * should make now * not much of a change * all functions match. rodata somehow doesn't. * forgot some things * lots of cleanup * and a little more * small error * large cleanup. Also BossFd has function names and inlined variable declarations * still more cleanup * the quest for 0.1f continues * forgot to put NON_MATCHING back in * Data structures fully documented. Still more cleanup. * DECR now works with BossFd2 * should match now * cleanup * small cleanup * cleanup and names * tiny thing * particles and headers and stuff * now with more enums * merge * test * end test * update * cleanup * object 2 * object 1 * doc object_fd2 * git subrepo pull --force tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "6f874af4a" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "6f874af4a" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596" * formatting * .s * merge actor * vertex arrays * a little more * formatting * merge opd * fixed damage check * cleanup * fixes * effect struct * review Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: fig02 <fig02srl@gmail.com>
2021-04-17 17:12:46 +00:00
s32 i;
for (i = 0; i < arg1->avbCount; i++) {
if (arg1->avbTbl[i].buf[0] != 0) {
ZeldaArena_FreeDebug(arg1->avbTbl[i].buf[0], "../z_skin_awb.c", 276);
arg1->avbTbl[i].buf[0] = 0;
}
if (arg1->avbTbl[i].buf[1] != 0) {
ZeldaArena_FreeDebug(arg1->avbTbl[i].buf[1], "../z_skin_awb.c", 280);
arg1->avbTbl[i].buf[1] = 0;
}
}
if (arg1->avbTbl != NULL) {
ZeldaArena_FreeDebug(arg1->avbTbl, "../z_skin_awb.c", 286);
}
SkelAnime_Free(&arg1->skelAnime, globalCtx);
}
}
s32 func_800A698C(PSkinAwb* skin, SkinLimb** skeleton, MtxF* mf, u8 parentIndex, u8 limbIndex) {
s32 pad;
SkinLimb* limb = SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]);
MtxF* mtx;
s32 temp_ret;
MtxF sp28;
if (parentIndex == 0xFF) {
SkinMatrix_GetClear(&mtx);
} else {
mtx = &mf[(s32)parentIndex];
}
SkinMatrix_MtxFMtxFMult(mtx, &mf[limbIndex], &sp28);
SkinMatrix_MtxFCopy(&sp28, &mf[limbIndex]);
if (limb->child != 0xFF) {
temp_ret = func_800A698C(skin, skeleton, mf, limbIndex, limb->child);
if (temp_ret) { // func_800A698C only returns false
return temp_ret;
}
}
if (limb->sibling != 0xFF) {
temp_ret = func_800A698C(skin, skeleton, mf, parentIndex, limb->sibling);
if (temp_ret) { // func_800A698C only returns false
return temp_ret;
}
}
return false;
}
s32 func_800A6AC4(PSkinAwb* skin, MtxF* arg1, Actor* actor, s32 arg3) {
s32 i;
s32 pad;
f32 yRot;
f32 xRot;
f32 zRot;
s32 temp_ret;
f32 yTransl;
f32 xTransl;
f32 zTransl;
SkinLimb** skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
Vec3s* jointRot = &skin->skelAnime.jointTable[0];
jointRot++;
xRot = jointRot[0].x;
yRot = jointRot[0].y;
zRot = jointRot[0].z;
if (arg3 != 0) {
jointRot--;
xTransl = jointRot[0].x;
yTransl = jointRot[0].y;
zTransl = jointRot[0].z;
jointRot++;
if (arg3 == 0x23) {
EnfHG* horse = (EnfHG*)actor;
yRot += horse->turnRot;
}
SkinMatrix_SetTranslateRotateZYX(arg1, xRot, yRot, zRot, xTransl, yTransl, zTransl);
} else {
SkinMatrix_SetTranslateRotateZYX(arg1, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
}
jointRot++;
for (i = 1; i < skin->skeletonHeader->limbCount; i++) {
SkinLimb* limb = SEGMENTED_TO_VIRTUAL(skeleton[i]);
xTransl = limb->jointPos.x;
yTransl = limb->jointPos.y;
zTransl = limb->jointPos.z;
xRot = jointRot->x;
yRot = jointRot->y;
zRot = jointRot->z;
jointRot++;
SkinMatrix_SetTranslateRotateZYX(&arg1[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
}
SkinMatrix_SetTranslateRotateYXZScale(
&skin->mtx, actor->scale.x, actor->scale.y, actor->scale.z, actor->shape.rot.x, actor->shape.rot.y,
actor->shape.rot.z, actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z);
temp_ret = func_800A698C(skin, SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment), arg1, 0xFF, 0);
if (!temp_ret) { // func_800A698C only returns false
return temp_ret;
}
return 0;
}