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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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# include "macros.h"
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struct PlayState ;
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struct Actor ;
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struct SkelAnime ;
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/*
* Skeletons and limbs
*/
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# define LIMB_DONE 0xFF
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typedef struct StandardLimb {
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/* 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 LodLimb {
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/* 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
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// Model has limbs with only rigid meshes
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typedef struct SkeletonHeader {
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/* 0x00 */ void * * segment ;
/* 0x04 */ u8 limbCount ;
} SkeletonHeader ; // size = 0x8
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// Model has limbs with flexible meshes
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typedef struct FlexSkeletonHeader {
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/* 0x00 */ SkeletonHeader sh ;
/* 0x08 */ u8 dListCount ;
} FlexSkeletonHeader ; // size = 0xC
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/*
* Animations
*/
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// Index into the frame data table.
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typedef struct JointIndex {
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/* 0x00 */ u16 x ;
/* 0x02 */ u16 y ;
/* 0x04 */ u16 z ;
} JointIndex ; // size = 0x06
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typedef struct AnimationHeaderCommon {
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/* 0x00 */ s16 frameCount ;
} AnimationHeaderCommon ;
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typedef struct LinkAnimationHeader {
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/* 0x00 */ AnimationHeaderCommon common ;
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/* 0x04 */ void * segment ;
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} LinkAnimationHeader ; // size = 0x8
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typedef struct AnimationHeader {
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/* 0x00 */ AnimationHeaderCommon common ;
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/* 0x04 */ s16 * frameData ; // "tbl"
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/* 0x08 */ JointIndex * jointIndices ; // "ref_tbl"
/* 0x0C */ u16 staticIndexMax ;
} AnimationHeader ; // size = 0x10
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/*
* SkelAnime
*/
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typedef enum AnimationMode {
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/* 0 */ ANIMMODE_LOOP ,
/* 1 */ ANIMMODE_LOOP_INTERP ,
/* 2 */ ANIMMODE_ONCE ,
/* 3 */ ANIMMODE_ONCE_INTERP ,
/* 4 */ ANIMMODE_LOOP_PARTIAL ,
/* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP
} AnimationMode ;
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typedef enum AnimationTapers {
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/* -1 */ ANIMTAPER_DECEL = - 1 ,
/* 0 */ ANIMTAPER_NONE ,
/* 1 */ ANIMTAPER_ACCEL
} AnimationTapers ;
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// This flag seems like it was intended to be paired with `ANIM_FLAG_UPDATE_Y` to control
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// XZ movement based on the current animation.
// However, this flag is not checked by the Skelanime system. XZ movement will always occur
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// regardless of the current state of this flag, as long as the ActorMovement Anim Task is in use.
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// The name of this flag is speculative based on its usage in Player and in other actors.
//
// In practice, this flag only affects the scaling of Player's XZ position based on age.
# define ANIM_FLAG_UPDATE_XZ (1 << 0)
// Enables the movement of an actor in the Y-axis based on the current animation.
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// This only has an effect if the ActorMovement Anim Task is in use.
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//
// This animation-driven movement does not replace "normal" movement from other sources
// such as speed/velocity and collisions. The actor should stop updating other sources of movement
// as required if they are preventing the animation from playing as intended.
// An option is to implement and use `ANIM_FLAG_OVERRIDE_MOVEMENT`.
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# define ANIM_FLAG_UPDATE_Y (1 << 1)
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// When this flag is set, Player's root limb position adjustment as child is disabled.
// Many of Player's animations are originally created for Adult Link. When playing those
// animations as Child Link without any adjustment, he will appear to be floating in the air.
// To fix this, Child Link's root position is scaled down by default to fit his smaller size.
// However, if an animation is created specifically for Child Link, it is desirable to disable
// this scaling of the root position by using this flag.
// Note that this flag will be ignored if `ANIM_FLAG_UPDATE_XZ` or `ANIM_FLAG_UPDATE_Y` are also
// set. The adjustment will be applied in this case regardless of this flag being enabled.
# define ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT (1 << 2)
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// When this flag is set, ActorMovement tasks will be queued.
//
// Note that individual actors are responsible for implementing the functionality of this flag.
// In practice, Player is the only actor who implements this flag.
// It is possible to bypass the need for this flag by manually calling `AnimTaskQueue_AddActorMovement`
// when it is needed.
# define ANIM_FLAG_ENABLE_MOVEMENT (1 << 3)
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// When this flag is set, movement in all axes will not be applied for one frame. The flag
// is unset automatically after one use, so movement can resume. The intent is for this flag to be used
// when changing between two different animations.
// In some contexts, disabling the first frame of movement is necessary for a seamless transition.
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//
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// Depending on specific implementations, an actor may choose to reset `prevTransl` to `baseTransl` when
// starting a new animation. This is helpful when an animation's translation data starts at the "origin"
// (in this case, the origin refers to `baseTransl`, in model space).
// Some animations have translation data that does not begin at the "origin". This is common when a
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// longer sequence of animation is broken up into different parts as separate animations.
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// In this case, when one animation starts its translation at the same position where a different animation
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// left off, resetting `prevTransl` is not desirable. This will cause the actor's position to noticeably change
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// when the translation data from the first frame of the new animation is applied.
//
// When this flag is used during a transition between two animations, the first frame of movement is not applied.
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// This allows the actor's world position to stay at the same location as where the previous animation ended.
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// Because translations are calculated as a difference from the current and previous frame, all subsequent
// frames have their translation occur relative to this new starting point.
//
// Note that for Player, this flag is only relevant when transitioning from an animation that was also using
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// ActorMovement. This is because of how `prevTransl` gets reset in `Player_AnimReplaceApplyFlags`.
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# define ANIM_FLAG_ADJUST_STARTING_POS (1 << 4)
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// Disables "normal" movement from sources like speed/velocity and collisions, which allows the
// animation to have full control over the actor's movement.
//
// Note that individual actors are responsible for implementing the functionality of this flag.
// In practice, Player is the only actor who implements this flag.
# define ANIM_FLAG_OVERRIDE_MOVEMENT (1 << 7)
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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 */ union {
s32 ( * normal ) ( struct SkelAnime * ) ; // Can be Loop, Partial loop, Play once, Morph, or Tapered morph
s32 ( * link ) ( struct PlayState * , struct SkelAnime * ) ; // Can be Loop, Play once, or Morph
} update ;
/* 0x34 */ s8 initFlags ; // Flags used when initializing Link's skeleton
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/* 0x35 */ u8 movementFlags ; // Flags used for animations that move the actor in worldspace.
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/* 0x36 */ s16 prevRot ; // Previous rotation in worldspace.
/* 0x38 */ Vec3s prevTransl ; // Previous modelspace translation.
/* 0x3E */ Vec3s baseTransl ; // Base modelspace translation.
} SkelAnime ; // size = 0x44
// Init
BAD_RETURN ( s32 ) SkelAnime_Init ( struct PlayState * play , SkelAnime * skelAnime , SkeletonHeader * skeletonHeaderSeg ,
AnimationHeader * animation , Vec3s * jointTable , Vec3s * morphTable , s32 limbCount ) ;
BAD_RETURN ( s32 ) SkelAnime_InitFlex ( struct PlayState * play , SkelAnime * skelAnime , FlexSkeletonHeader * skeletonHeaderSeg ,
AnimationHeader * animation , Vec3s * jointTable , Vec3s * morphTable , s32 limbCount ) ;
BAD_RETURN ( s32 ) SkelAnime_InitSkin ( struct PlayState * play , SkelAnime * skelAnime , SkeletonHeader * skeletonHeaderSeg ,
AnimationHeader * animation ) ;
void SkelAnime_InitLink ( struct PlayState * play , SkelAnime * skelAnime , FlexSkeletonHeader * skeletonHeaderSeg ,
LinkAnimationHeader * animation , s32 flags , Vec3s * jointTable , Vec3s * morphTable ,
s32 limbBufCount ) ;
// Free
void SkelAnime_Free ( SkelAnime * skelAnime , struct PlayState * play ) ;
// Update
s32 SkelAnime_Update ( SkelAnime * skelAnime ) ;
// Draw
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 ) ;
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 * ) ;
Gfx * SkelAnime_Draw ( struct PlayState * play , void * * skeleton , Vec3s * jointTable , OverrideLimbDraw overrideLimbDraw ,
PostLimbDraw postLimbDraw , void * arg , Gfx * gfx ) ;
void SkelAnime_DrawOpa ( struct PlayState * play , void * * skeleton , Vec3s * jointTable , OverrideLimbDrawOpa overrideLimbDraw ,
PostLimbDrawOpa postLimbDraw , void * arg ) ;
Gfx * SkelAnime_DrawFlex ( struct PlayState * play , void * * skeleton , Vec3s * jointTable , s32 dListCount ,
OverrideLimbDraw overrideLimbDraw , PostLimbDraw postLimbDraw , void * arg , Gfx * gfx ) ;
void SkelAnime_DrawFlexOpa ( struct PlayState * play , void * * skeleton , Vec3s * jointTable , s32 dListCount ,
OverrideLimbDrawOpa overrideLimbDraw , PostLimbDrawOpa postLimbDraw , void * arg ) ;
void SkelAnime_DrawLod ( struct PlayState * play , void * * skeleton , Vec3s * jointTable , OverrideLimbDrawOpa overrideLimbDraw ,
PostLimbDrawOpa postLimbDraw , void * arg , s32 lod ) ;
void SkelAnime_DrawFlexLod ( struct PlayState * play , void * * skeleton , Vec3s * jointTable , s32 dListCount ,
OverrideLimbDrawOpa overrideLimbDraw , PostLimbDrawOpa postLimbDraw , void * arg , s32 lod ) ;
// Misc. operations
void SkelAnime_CopyFrameTable ( SkelAnime * skelAnime , Vec3s * dst , Vec3s * src ) ;
void SkelAnime_CopyFrameTableTrue ( SkelAnime * skelAnime , Vec3s * dst , Vec3s * src , u8 * copyFlag ) ;
void SkelAnime_CopyFrameTableFalse ( SkelAnime * skelAnime , Vec3s * dst , Vec3s * src , u8 * copyFlag ) ;
void SkelAnime_InterpFrameTable ( s32 limbCount , Vec3s * dst , Vec3s * start , Vec3s * target , f32 weight ) ;
void SkelAnime_UpdateTranslation ( SkelAnime * skelAnime , Vec3f * diff , s16 angle ) ;
/*
* Play animations
*/
void Animation_Change ( SkelAnime * skelAnime , AnimationHeader * animation , f32 playSpeed , f32 startFrame , f32 endFrame ,
u8 mode , f32 morphFrames ) ;
void Animation_ChangeImpl ( SkelAnime * skelAnime , AnimationHeader * animation , f32 playSpeed , f32 startFrame , f32 endFrame ,
u8 mode , f32 morphFrames , s8 taper ) ;
void Animation_PlayOnce ( SkelAnime * skelAnime , AnimationHeader * animation ) ;
void Animation_PlayOnceSetSpeed ( SkelAnime * skelAnime , AnimationHeader * animation , f32 playSpeed ) ;
void Animation_MorphToPlayOnce ( SkelAnime * skelAnime , AnimationHeader * animation , f32 morphFrames ) ;
void Animation_PlayLoop ( SkelAnime * skelAnime , AnimationHeader * animation ) ;
void Animation_PlayLoopSetSpeed ( SkelAnime * skelAnime , AnimationHeader * animation , f32 playSpeed ) ;
void Animation_MorphToLoop ( SkelAnime * skelAnime , AnimationHeader * animation , f32 morphFrames ) ;
void Animation_EndLoop ( SkelAnime * skelAnime ) ;
void Animation_Reverse ( SkelAnime * skelAnime ) ;
void Animation_SetMorph ( struct PlayState * play , SkelAnime * skelAnime , f32 morphFrames ) ;
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typedef struct AnimationInfo {
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/* 0x00 */ AnimationHeader * animation ;
/* 0x04 */ f32 playSpeed ;
/* 0x08 */ f32 startFrame ;
/* 0x0C */ f32 frameCount ;
/* 0x10 */ u8 mode ;
/* 0x14 */ f32 morphFrames ;
} AnimationInfo ; // size = 0x18
void Animation_ChangeByInfo ( SkelAnime * skelAnime , AnimationInfo * animationInfo , s32 index ) ;
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typedef struct AnimationFrameCountInfo {
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/* 0x00 */ AnimationHeader * animation ;
/* 0x04 */ f32 frameCount ;
/* 0x08 */ u8 mode ;
/* 0x0C */ f32 morphFrames ;
} AnimationFrameCountInfo ; // size = 0x10
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typedef struct AnimationSpeedInfo {
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/* 0x00 */ AnimationHeader * animation ;
/* 0x04 */ f32 playSpeed ;
/* 0x08 */ u8 mode ;
/* 0x0C */ f32 morphFrames ;
} AnimationSpeedInfo ; // size = 0x10
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typedef struct AnimationMinimalInfo {
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/* 0x00 */ AnimationHeader * animation ;
/* 0x04 */ u8 mode ;
/* 0x08 */ f32 morphFrames ;
} AnimationMinimalInfo ; // size = 0xC
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/*
* Animation helpers
*/
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s32 Animation_OnFrame ( SkelAnime * skelAnime , f32 frame ) ;
s16 Animation_GetLength ( void * animation ) ;
s16 Animation_GetLastFrame ( void * animation ) ;
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/*
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* Animation Task Queue
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*/
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typedef enum AnimTaskType {
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/* 0 */ ANIMTASK_LOAD_PLAYER_FRAME ,
/* 1 */ ANIMTASK_COPY ,
/* 2 */ ANIMTASK_INTERP ,
/* 3 */ ANIMTASK_COPY_USING_MAP ,
/* 4 */ ANIMTASK_COPY_USING_MAP_INVERTED ,
/* 5 */ ANIMTASK_ACTOR_MOVE
} AnimTaskType ;
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typedef struct AnimTaskLoadPlayerFrame {
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/* 0x00 */ DmaRequest req ;
/* 0x20 */ OSMesgQueue msgQueue ;
/* 0x38 */ OSMesg msg ;
} AnimTaskLoadPlayerFrame ; // size = 0x3C
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typedef struct AnimTaskCopy {
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/* 0x00 */ u8 group ;
/* 0x01 */ u8 vecCount ;
/* 0x04 */ Vec3s * dest ;
/* 0x08 */ Vec3s * src ;
} AnimTaskCopy ; // size = 0xC
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typedef struct AnimTaskInterp {
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/* 0x00 */ u8 group ;
/* 0x01 */ u8 vecCount ;
/* 0x04 */ Vec3s * base ;
/* 0x08 */ Vec3s * mod ;
/* 0x0C */ f32 weight ;
} AnimTaskInterp ; // size = 0x10
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typedef struct AnimTaskCopyUsingMap {
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/* 0x00 */ u8 group ;
/* 0x01 */ u8 vecCount ;
/* 0x04 */ Vec3s * dest ;
/* 0x08 */ Vec3s * src ;
/* 0x0C */ u8 * limbCopyMap ;
} AnimTaskCopyUsingMap ; // size = 0x10
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typedef struct AnimTaskCopyUsingMapInverted {
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/* 0x00 */ u8 group ;
/* 0x01 */ u8 vecCount ;
/* 0x04 */ Vec3s * dest ;
/* 0x08 */ Vec3s * src ;
/* 0x0C */ u8 * limbCopyMap ;
} AnimTaskCopyUsingMapInverted ; // size = 0x10
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typedef struct AnimTaskActorMovement {
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/* 0x00 */ struct Actor * actor ;
/* 0x04 */ struct SkelAnime * skelAnime ;
/* 0x08 */ f32 diffScaleY ;
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} AnimTaskActorMovement ; // size = 0xC
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typedef union AnimTaskData {
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AnimTaskLoadPlayerFrame loadPlayerFrame ;
AnimTaskCopy copy ;
AnimTaskInterp interp ;
AnimTaskCopyUsingMap copyUsingMap ;
AnimTaskCopyUsingMapInverted copyUsingMapInverted ;
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AnimTaskActorMovement actorMovement ;
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} AnimTaskData ; // size = 0x3C
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typedef struct AnimTask {
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/* 0x00 */ u8 type ;
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/* 0x04 */ AnimTaskData data ;
} AnimTask ; // size = 0x40
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# define ANIM_TASK_QUEUE_MAX 50
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typedef struct AnimTaskQueue {
s16 count ;
AnimTask tasks [ ANIM_TASK_QUEUE_MAX ] ;
} AnimTaskQueue ; // size = 0xC84
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void AnimTaskQueue_AddLoadPlayerFrame ( struct PlayState * play , LinkAnimationHeader * animation , s32 frame , s32 limbCount ,
Vec3s * frameTable ) ;
void AnimTaskQueue_AddCopy ( struct PlayState * play , s32 vecCount , Vec3s * dest , Vec3s * src ) ;
void AnimTaskQueue_AddInterp ( struct PlayState * play , s32 vecCount , Vec3s * base , Vec3s * mod , f32 weight ) ;
void AnimTaskQueue_AddCopyUsingMap ( struct PlayState * play , s32 vecCount , Vec3s * dest , Vec3s * src , u8 * limbCopyMap ) ;
void AnimTaskQueue_AddCopyUsingMapInverted ( struct PlayState * play , s32 vecCount , Vec3s * dest , Vec3s * src , u8 * limbCopyMap ) ;
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void AnimTaskQueue_AddActorMovement ( struct PlayState * play , struct Actor * actor , SkelAnime * skelAnime , f32 moveDiffScaleY ) ;
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void AnimTaskQueue_SetNextGroup ( struct PlayState * play ) ;
void AnimTaskQueue_DisableTransformTasksForGroup ( struct PlayState * play ) ;
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void AnimTaskQueue_Reset ( AnimTaskQueue * animTaskQueue ) ;
void AnimTaskQueue_Update ( struct PlayState * play , AnimTaskQueue * animTaskQueue ) ;
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/*
* Link animations
*/
// Update
s32 LinkAnimation_Update ( struct PlayState * play , SkelAnime * skelAnime ) ;
void LinkAnimation_SetUpdateFunction ( SkelAnime * skelAnime ) ;
void LinkAnimation_AnimateFrame ( struct PlayState * play , SkelAnime * skelAnime ) ;
// Play animations
void LinkAnimation_Change ( struct PlayState * play , SkelAnime * skelAnime , LinkAnimationHeader * animation , f32 playSpeed ,
f32 startFrame , f32 endFrame , u8 mode , f32 morphFrames ) ;
void LinkAnimation_PlayOnce ( struct PlayState * play , SkelAnime * skelAnime , LinkAnimationHeader * animation ) ;
void LinkAnimation_PlayOnceSetSpeed ( struct PlayState * play , SkelAnime * skelAnime , LinkAnimationHeader * animation ,
f32 playSpeed ) ;
void LinkAnimation_PlayLoop ( struct PlayState * play , SkelAnime * skelAnime , LinkAnimationHeader * animation ) ;
void LinkAnimation_PlayLoopSetSpeed ( struct PlayState * play , SkelAnime * skelAnime , LinkAnimationHeader * animation ,
f32 playSpeed ) ;
void LinkAnimation_EndLoop ( SkelAnime * skelAnime ) ;
// Misc. operations
void LinkAnimation_CopyJointToMorph ( struct PlayState * play , SkelAnime * skelAnime ) ;
void LinkAnimation_CopyMorphToJoint ( struct PlayState * play , SkelAnime * skelAnime ) ;
void LinkAnimation_LoadToMorph ( struct PlayState * play , SkelAnime * skelAnime , LinkAnimationHeader * animation , f32 frame ) ;
void LinkAnimation_LoadToJoint ( struct PlayState * play , SkelAnime * skelAnime , LinkAnimationHeader * animation , f32 frame ) ;
void LinkAnimation_InterpJointMorph ( struct PlayState * play , SkelAnime * skelAnime , f32 weight ) ;
void LinkAnimation_BlendToJoint ( struct PlayState * play , SkelAnime * skelAnime , LinkAnimationHeader * animation1 ,
f32 frame1 , LinkAnimationHeader * animation2 , f32 frame2 , f32 blendWeight ,
Vec3s * blendTable ) ;
void LinkAnimation_BlendToMorph ( struct PlayState * play , SkelAnime * skelAnime , LinkAnimationHeader * animation1 ,
f32 frame1 , LinkAnimationHeader * animation2 , f32 frame2 , f32 blendWeight ,
Vec3s * blendTable ) ;
s32 LinkAnimation_OnFrame ( SkelAnime * skelAnime , f32 frame ) ;
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# endif