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Revamp "AnimationContext" Docs, now called "AnimTaskQueue" (#1941)

* start using task terminology

* more docs

* format

* cleanups

* MoveActor -> ActorMove

* missed a couple

* hopefully the last changes

* comment explaining the group change

* some review

* dragorn review

* remove accidental file

* fix matching issue, now use while loop
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fig02 2024-06-18 23:46:36 -04:00 committed by GitHub
parent 7332e8ee76
commit 06bbdf88f1
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GPG key ID: B5690EEEBB952194
14 changed files with 310 additions and 262 deletions

View file

@ -284,7 +284,7 @@ void Play_Init(GameState* thisx) {
Effect_InitContext(this);
EffectSs_InitInfo(this, 0x55);
CollisionCheck_InitContext(this, &this->colChkCtx);
AnimationContext_Reset(&this->animationCtx);
AnimTaskQueue_Reset(&this->animTaskQueue);
Cutscene_InitContext(this, &this->csCtx);
if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
@ -454,7 +454,7 @@ void Play_Init(GameState* thisx) {
gSaveContext.seqId = this->sequenceCtx.seqId;
gSaveContext.natureAmbienceId = this->sequenceCtx.natureAmbienceId;
func_8002DF18(this, GET_PLAYER(this));
AnimationContext_Update(this, &this->animationCtx);
AnimTaskQueue_Update(this, &this->animTaskQueue);
gSaveContext.respawnFlag = 0;
#if OOT_DEBUG
@ -883,7 +883,7 @@ void Play_Update(PlayState* this) {
isPaused = IS_PAUSED(&this->pauseCtx);
PLAY_LOG(3555);
AnimationContext_Reset(&this->animationCtx);
AnimTaskQueue_Reset(&this->animTaskQueue);
if (!OOT_DEBUG) {}
@ -1000,7 +1000,7 @@ void Play_Update(PlayState* this) {
Interface_Update(this);
PLAY_LOG(3765);
AnimationContext_Update(this, &this->animationCtx);
AnimTaskQueue_Update(this, &this->animTaskQueue);
PLAY_LOG(3771);
SfxSource_UpdateAll(this);

View file

@ -9,9 +9,6 @@ s32 SkelAnime_LoopFull(SkelAnime* skelAnime);
s32 SkelAnime_Once(SkelAnime* skelAnime);
s32 SkelAnime_LoopPartial(SkelAnime* skelAnime);
static u32 sDisableAnimQueueFlags = 0;
static u32 sAnimQueueFlags;
/**
* Draw a limb of type `LodLimb`
* Near or far display list is specified via `lod`
@ -798,39 +795,64 @@ void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s*
}
}
static u32 sDisabledTransformTaskGroups = 0;
static u32 sCurAnimTaskGroup;
/**
* zeroes out the current request count
* Clear the current task queue. The discarded tasks will then not be processed.
*/
void AnimationContext_Reset(AnimationContext* animationCtx) {
animationCtx->animationCount = 0;
void AnimTaskQueue_Reset(AnimTaskQueue* animTaskQueue) {
animTaskQueue->count = 0;
}
/**
* Shifts the queue flag to the next queue
* Changes `sCurAnimTaskGroup` to the next group number.
*
* Task groups allow for disabling "transformative" tasks for a defined group.
* For more information see `AnimTaskQueue_DisableTransformTasksForGroup`.
*
* Note that `sCurAnimTaskGroup` is not a whole number that increments, it is handled at the bit-level.
* Every time the group number changes, a single bit moves 1 position to the left. This is an implementation detail
* that allows for `sDisabledTransformTaskGroups` to compare against a set of bit flags.
*/
void AnimationContext_SetNextQueue(PlayState* play) {
sAnimQueueFlags <<= 1;
void AnimTaskQueue_SetNextGroup(PlayState* play) {
sCurAnimTaskGroup <<= 1;
}
/**
* Disables the current animation queue. Only load and move actor requests will be processed for that queue.
* Marks the current task group as disabled so that "transformative" tasks are skipped.
* A transformative task is one that will alter the appearance of an animation.
* These include Copy, Interp, CopyUsingMap, and CopyUsingMapInverted.
*
* LoadPlayerFrame and ActorMove, which don't alter the appearance of an existing animation,
* will always run even if a group has its transformative tasks disabled.
*/
void AnimationContext_DisableQueue(PlayState* play) {
sDisableAnimQueueFlags |= sAnimQueueFlags;
void AnimTaskQueue_DisableTransformTasksForGroup(PlayState* play) {
sDisabledTransformTaskGroups |= sCurAnimTaskGroup;
}
AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, AnimationType type) {
AnimationEntry* entry;
s16 index = animationCtx->animationCount;
/**
* Creates a new task and adds it to the queue, if there is room for it.
*
* The `type` value for the task gets set here, but all other
* initialization must be handled by the caller.
*
* @return a pointer to the task, or NULL if it could not be added
*/
AnimTask* AnimTaskQueue_NewTask(AnimTaskQueue* animTaskQueue, s32 type) {
AnimTask* task;
s16 taskNumber = animTaskQueue->count;
if (index >= ANIMATION_ENTRY_MAX) {
if (taskNumber >= ANIM_TASK_QUEUE_MAX) {
return NULL;
}
animationCtx->animationCount = index + 1;
entry = &animationCtx->entries[index];
entry->type = type;
return entry;
animTaskQueue->count = taskNumber + 1;
task = &animTaskQueue->tasks[taskNumber];
task->type = type;
return task;
}
#define LINK_ANIMATION_OFFSET(addr, offset) \
@ -838,205 +860,230 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
(offset))
/**
* Requests loading frame data from the Link animation into frameTable
* Creates a task which will load a single frame of animation data from the link_animetion file.
* The asynchronous DMA request to load the data is made as soon as the task is created.
* When the task is processed later in the AnimTaskQueue, it will wait for the DMA to finish.
*/
void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
Vec3s* frameTable) {
AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_LOADFRAME);
void AnimTaskQueue_AddLoadPlayerFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
Vec3s* frameTable) {
AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_LOAD_PLAYER_FRAME);
if (entry != NULL) {
if (task != NULL) {
LinkAnimationHeader* linkAnimHeader = SEGMENTED_TO_VIRTUAL(animation);
s32 pad;
osCreateMesgQueue(&entry->data.load.msgQueue, &entry->data.load.msg, 1);
DMA_REQUEST_ASYNC(&entry->data.load.req, frameTable,
osCreateMesgQueue(&task->data.loadPlayerFrame.msgQueue, &task->data.loadPlayerFrame.msg, 1);
DMA_REQUEST_ASYNC(&task->data.loadPlayerFrame.req, frameTable,
LINK_ANIMATION_OFFSET(linkAnimHeader->segment, ((sizeof(Vec3s) * limbCount + 2) * frame)),
sizeof(Vec3s) * limbCount + 2, 0, &entry->data.load.msgQueue, NULL, "../z_skelanime.c", 2004);
sizeof(Vec3s) * limbCount + 2, 0, &task->data.loadPlayerFrame.msgQueue, NULL,
"../z_skelanime.c", 2004);
}
}
/**
* Requests copying all vectors from src frame table into dst frame table
* Creates a task which will copy all vectors from the `src` frame table to the `dest` frame table.
*
* Note: This task is "transformative", meaning it will alter the appearance of an animation.
* If this task's group is included in `sDisabledTransformTaskGroups`, this task will be skipped for that frame.
*/
void AnimationContext_SetCopyAll(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src) {
AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_COPYALL);
void AnimTaskQueue_AddCopy(PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src) {
AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_COPY);
if (entry != NULL) {
entry->data.copy.queueFlag = sAnimQueueFlags;
entry->data.copy.vecCount = vecCount;
entry->data.copy.dst = dst;
entry->data.copy.src = src;
if (task != NULL) {
task->data.copy.group = sCurAnimTaskGroup;
task->data.copy.vecCount = vecCount;
task->data.copy.dest = dest;
task->data.copy.src = src;
}
}
/**
* Requests interpolating between base and mod frame tables with the given weight, placing the result in base
* Creates a task which will interpolate between the `base` and `mod` frame tables.
* The result of the interpolation will be placed in the original `base` table.
*
* Note: This task is "transformative", meaning it will alter the appearance of an animation.
* If this task's group is included in `sDisabledTransformTaskGroups`, this task will be skipped for that frame.
*/
void AnimationContext_SetInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight) {
AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_INTERP);
void AnimTaskQueue_AddInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight) {
AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_INTERP);
if (entry != NULL) {
entry->data.interp.queueFlag = sAnimQueueFlags;
entry->data.interp.vecCount = vecCount;
entry->data.interp.base = base;
entry->data.interp.mod = mod;
entry->data.interp.weight = weight;
if (task != NULL) {
task->data.interp.group = sCurAnimTaskGroup;
task->data.interp.vecCount = vecCount;
task->data.interp.base = base;
task->data.interp.mod = mod;
task->data.interp.weight = weight;
}
}
/**
* Requests copying vectors from src frame table to dst frame table whose copy flag is true
* Creates a task which will copy specified vectors from the `src` frame table to the `dest` frame table.
* Exactly which vectors will be copied is specified by the `limbCopyMap`.
*
* The copy map is an array of true/false flags that specify which limbs should have their data copied.
* Each index of the map corresponds to a limb number in the skeleton.
* Every limb that has `true` listed will have its data copied.
*
* Note: This task is "transformative", meaning it will alter the appearance of an animation.
* If this task's group is included in `sDisabledTransformTaskGroups`, this task will be skipped for that frame.
*/
void AnimationContext_SetCopyTrue(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag) {
AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_COPYTRUE);
void AnimTaskQueue_AddCopyUsingMap(PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap) {
AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_COPY_USING_MAP);
if (entry != NULL) {
entry->data.copy1.queueFlag = sAnimQueueFlags;
entry->data.copy1.vecCount = vecCount;
entry->data.copy1.dst = dst;
entry->data.copy1.src = src;
entry->data.copy1.copyFlag = copyFlag;
if (task != NULL) {
task->data.copyUsingMap.group = sCurAnimTaskGroup;
task->data.copyUsingMap.vecCount = vecCount;
task->data.copyUsingMap.dest = dest;
task->data.copyUsingMap.src = src;
task->data.copyUsingMap.limbCopyMap = limbCopyMap;
}
}
/**
* Requests copying vectors from src frame table to dst frame table whose copy flag is false
* Identical to `AnimTaskQueue_AddCopyUsingMap`, except the meaning of the flags in the `limbCopyMap` are inverted.
* Any entry that specifies `false` will be copied, and any entry that specifies `true` will not.
*
* Note: This task is "transformative", meaning it will alter the appearance of an animation.
* If this task's group is included in `sDisabledTransformTaskGroups`, this task will be skipped for that frame.
*/
void AnimationContext_SetCopyFalse(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag) {
AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_COPYFALSE);
void AnimTaskQueue_AddCopyUsingMapInverted(PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap) {
AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_COPY_USING_MAP_INVERTED);
if (entry != NULL) {
entry->data.copy0.queueFlag = sAnimQueueFlags;
entry->data.copy0.vecCount = vecCount;
entry->data.copy0.dst = dst;
entry->data.copy0.src = src;
entry->data.copy0.copyFlag = copyFlag;
if (task != NULL) {
task->data.copyUsingMapInverted.group = sCurAnimTaskGroup;
task->data.copyUsingMapInverted.vecCount = vecCount;
task->data.copyUsingMapInverted.dest = dest;
task->data.copyUsingMapInverted.src = src;
task->data.copyUsingMapInverted.limbCopyMap = limbCopyMap;
}
}
/**
* Requests moving an actor according to the translation of its root limb
* Creates a task which will move an actor according to the translation of its root limb for the current frame.
*/
void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY) {
AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_MOVEACTOR);
void AnimTaskQueue_AddActorMove(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY) {
AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_ACTOR_MOVE);
if (entry != NULL) {
entry->data.move.actor = actor;
entry->data.move.skelAnime = skelAnime;
entry->data.move.diffScaleY = moveDiffScaleY;
if (task != NULL) {
task->data.actorMove.actor = actor;
task->data.actorMove.skelAnime = skelAnime;
task->data.actorMove.diffScaleY = moveDiffScaleY;
}
}
/**
* Receives the request for Link's animation frame data
* Wait for the DMA request submitted by `AnimTaskQueue_AddLoadPlayerFrame` to complete.
*/
void AnimationContext_LoadFrame(PlayState* play, AnimationEntryData* data) {
AnimEntryLoadFrame* entry = &data->load;
void AnimTask_LoadPlayerFrame(PlayState* play, AnimTaskData* data) {
AnimTaskLoadPlayerFrame* task = &data->loadPlayerFrame;
osRecvMesg(&entry->msgQueue, NULL, OS_MESG_BLOCK);
osRecvMesg(&task->msgQueue, NULL, OS_MESG_BLOCK);
}
/**
* If the entry's queue is enabled, copies all vectors from src frame table to dst frame table
* Copy all data from the `src` frame table to the `dest` table.
*/
void AnimationContext_CopyAll(PlayState* play, AnimationEntryData* data) {
AnimEntryCopyAll* entry = &data->copy;
void AnimTask_Copy(PlayState* play, AnimTaskData* data) {
AnimTaskCopy* task = &data->copy;
if (!(entry->queueFlag & sDisableAnimQueueFlags)) {
Vec3s* dst = entry->dst;
Vec3s* src = entry->src;
if (!(task->group & sDisabledTransformTaskGroups)) {
Vec3s* dest = task->dest;
Vec3s* src = task->src;
s32 i;
for (i = 0; i < entry->vecCount; i++) {
*dst++ = *src++;
for (i = 0; i < task->vecCount; i++) {
*dest++ = *src++;
}
}
}
/**
* If the entry's queue is enabled, interpolates between the base and mod frame tables, placing the result in base
* Interpolate between the `base` and `mod` frame tables.
*/
void AnimationContext_Interp(PlayState* play, AnimationEntryData* data) {
AnimEntryInterp* entry = &data->interp;
void AnimTask_Interp(PlayState* play, AnimTaskData* data) {
AnimTaskInterp* task = &data->interp;
if (!(entry->queueFlag & sDisableAnimQueueFlags)) {
SkelAnime_InterpFrameTable(entry->vecCount, entry->base, entry->base, entry->mod, entry->weight);
if (!(task->group & sDisabledTransformTaskGroups)) {
SkelAnime_InterpFrameTable(task->vecCount, task->base, task->base, task->mod, task->weight);
}
}
/**
* If the entry's queue is enabled, copies all vectors from src frame table to dst frame table whose copy flag is true
* Copy all data from the `src` frame table to the `dest` table according to the copy map.
*/
void AnimationContext_CopyTrue(PlayState* play, AnimationEntryData* data) {
AnimEntryCopyTrue* entry = &data->copy1;
void AnimTask_CopyUsingMap(PlayState* play, AnimTaskData* data) {
AnimTaskCopyUsingMap* task = &data->copyUsingMap;
if (!(entry->queueFlag & sDisableAnimQueueFlags)) {
Vec3s* dst = entry->dst;
Vec3s* src = entry->src;
u8* copyFlag = entry->copyFlag;
if (!(task->group & sDisabledTransformTaskGroups)) {
Vec3s* dest = task->dest;
Vec3s* src = task->src;
u8* limbCopyMap = task->limbCopyMap;
s32 i;
for (i = 0; i < entry->vecCount; i++, dst++, src++) {
if (*copyFlag++) {
*dst = *src;
for (i = 0; i < task->vecCount; i++, dest++, src++) {
if (*limbCopyMap++) {
*dest = *src;
}
}
}
}
/**
* If the entry's queue is enabled, copies all vectors from src frame table to dst frame table whose copy flag is false
* Copy all data from the `src` frame table to the `dest` table according to the inverted copy map.
*/
void AnimationContext_CopyFalse(PlayState* play, AnimationEntryData* data) {
AnimEntryCopyFalse* entry = &data->copy0;
void AnimTask_CopyUsingMapInverted(PlayState* play, AnimTaskData* data) {
AnimTaskCopyUsingMapInverted* task = &data->copyUsingMapInverted;
if (!(entry->queueFlag & sDisableAnimQueueFlags)) {
Vec3s* dst = entry->dst;
Vec3s* src = entry->src;
u8* copyFlag = entry->copyFlag;
if (!(task->group & sDisabledTransformTaskGroups)) {
Vec3s* dest = task->dest;
Vec3s* src = task->src;
u8* limbCopyMap = task->limbCopyMap;
s32 i;
for (i = 0; i < entry->vecCount; i++, dst++, src++) {
if (!(*copyFlag++)) {
*dst = *src;
for (i = 0; i < task->vecCount; i++, dest++, src++) {
if (!(*limbCopyMap++)) {
*dest = *src;
}
}
}
}
/**
* Moves an actor according to the translation of its root limb
* Move an actor according to the translation of its root limb for the current animation frame.
*/
void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data) {
AnimEntryMoveActor* entry = &data->move;
Actor* actor = entry->actor;
void AnimTask_ActorMove(PlayState* play, AnimTaskData* data) {
AnimTaskActorMove* task = &data->actorMove;
Actor* actor = task->actor;
Vec3f diff;
SkelAnime_UpdateTranslation(entry->skelAnime, &diff, actor->shape.rot.y);
SkelAnime_UpdateTranslation(task->skelAnime, &diff, actor->shape.rot.y);
actor->world.pos.x += diff.x * actor->scale.x;
actor->world.pos.y += diff.y * actor->scale.y * entry->diffScaleY;
actor->world.pos.y += diff.y * actor->scale.y * task->diffScaleY;
actor->world.pos.z += diff.z * actor->scale.z;
}
typedef void (*AnimationEntryCallback)(struct PlayState* play, AnimationEntryData* data);
typedef void (*AnimTaskFunc)(struct PlayState* play, AnimTaskData* data);
/**
* Performs all requests in the animation queue, then resets the queue flags.
* Update the AnimTaskQueue, processing all tasks in order.
* Variables related to anim task groups are then reset for the next frame.
*/
void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx) {
static AnimationEntryCallback animFuncs[] = {
AnimationContext_LoadFrame, AnimationContext_CopyAll, AnimationContext_Interp,
AnimationContext_CopyTrue, AnimationContext_CopyFalse, AnimationContext_MoveActor,
void AnimTaskQueue_Update(PlayState* play, AnimTaskQueue* animTaskQueue) {
static AnimTaskFunc animTaskFuncs[] = {
AnimTask_LoadPlayerFrame, AnimTask_Copy, AnimTask_Interp, AnimTask_CopyUsingMap,
AnimTask_CopyUsingMapInverted, AnimTask_ActorMove,
};
AnimationEntry* entry = animationCtx->entries;
AnimTask* task = animTaskQueue->tasks;
for (; animationCtx->animationCount != 0; animationCtx->animationCount--) {
animFuncs[entry->type](play, &entry->data);
entry++;
while (animTaskQueue->count != 0) {
animTaskFuncs[task->type](play, &task->data);
task++;
animTaskQueue->count--;
}
sAnimQueueFlags = 1;
sDisableAnimQueueFlags = 0;
sCurAnimTaskGroup = 1 << 0;
sDisabledTransformTaskGroups = 0;
}
/**
@ -1125,8 +1172,8 @@ s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
LinkAnimation_SetUpdateFunction(skelAnime);
}
AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
1.0f - (skelAnime->morphWeight / prevMorphWeight));
AnimTaskQueue_AddInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
1.0f - (skelAnime->morphWeight / prevMorphWeight));
return 0;
}
@ -1135,8 +1182,8 @@ s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
* jointTable and morphTable
*/
void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
AnimationContext_SetLoadFrame(play, skelAnime->animation, skelAnime->curFrame, skelAnime->limbCount,
skelAnime->jointTable);
AnimTaskQueue_AddLoadPlayerFrame(play, skelAnime->animation, skelAnime->curFrame, skelAnime->limbCount,
skelAnime->jointTable);
if (skelAnime->morphWeight != 0) {
f32 updateRate = R_UPDATE_RATE * 0.5f;
@ -1144,8 +1191,8 @@ void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
if (skelAnime->morphWeight <= 0.0f) {
skelAnime->morphWeight = 0.0f;
} else {
AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
skelAnime->morphWeight);
AnimTaskQueue_AddInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
skelAnime->morphWeight);
}
}
}
@ -1212,14 +1259,14 @@ void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHe
morphFrames = -morphFrames;
} else {
skelAnime->update.link = LinkAnimation_Morph;
AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount,
skelAnime->morphTable);
AnimTaskQueue_AddLoadPlayerFrame(play, animation, (s32)startFrame, skelAnime->limbCount,
skelAnime->morphTable);
}
skelAnime->morphWeight = 1.0f;
skelAnime->morphRate = 1.0f / morphFrames;
} else {
LinkAnimation_SetUpdateFunction(skelAnime);
AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount, skelAnime->jointTable);
AnimTaskQueue_AddLoadPlayerFrame(play, animation, (s32)startFrame, skelAnime->limbCount, skelAnime->jointTable);
skelAnime->morphWeight = 0.0f;
}
@ -1270,7 +1317,7 @@ void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkA
* Requests copying jointTable to morphTable
*/
void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) {
AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->morphTable, skelAnime->jointTable);
AnimTaskQueue_AddCopy(play, skelAnime->limbCount, skelAnime->morphTable, skelAnime->jointTable);
}
/**
@ -1278,28 +1325,28 @@ void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) {
* unused
*/
void LinkAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime) {
AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable);
AnimTaskQueue_AddCopy(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable);
}
/**
* Requests loading frame data from the Link animation into morphTable
*/
void LinkAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame) {
AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->morphTable);
AnimTaskQueue_AddLoadPlayerFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->morphTable);
}
/**
* Requests loading frame data from the Link animation into jointTable
*/
void LinkAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame) {
AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->jointTable);
AnimTaskQueue_AddLoadPlayerFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->jointTable);
}
/**
* Requests interpolating between jointTable and morphTable, placing the result in jointTable
*/
void LinkAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight) {
AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable, weight);
AnimTaskQueue_AddInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable, weight);
}
/**
@ -1309,12 +1356,12 @@ void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnima
LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, Vec3s* blendTable) {
Vec3s* alignedBlendTable;
AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->jointTable);
AnimTaskQueue_AddLoadPlayerFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->jointTable);
alignedBlendTable = (Vec3s*)ALIGN16((uintptr_t)blendTable);
AnimationContext_SetLoadFrame(play, animation2, (s32)frame2, skelAnime->limbCount, alignedBlendTable);
AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, alignedBlendTable, blendWeight);
AnimTaskQueue_AddLoadPlayerFrame(play, animation2, (s32)frame2, skelAnime->limbCount, alignedBlendTable);
AnimTaskQueue_AddInterp(play, skelAnime->limbCount, skelAnime->jointTable, alignedBlendTable, blendWeight);
}
/**
@ -1324,12 +1371,12 @@ void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnima
LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, Vec3s* blendTable) {
Vec3s* alignedBlendTable;
AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->morphTable);
AnimTaskQueue_AddLoadPlayerFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->morphTable);
alignedBlendTable = (Vec3s*)ALIGN16((uintptr_t)blendTable);
AnimationContext_SetLoadFrame(play, animation2, (s32)frame2, skelAnime->limbCount, alignedBlendTable);
AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->morphTable, alignedBlendTable, blendWeight);
AnimTaskQueue_AddLoadPlayerFrame(play, animation2, (s32)frame2, skelAnime->limbCount, alignedBlendTable);
AnimTaskQueue_AddInterp(play, skelAnime->limbCount, skelAnime->morphTable, alignedBlendTable, blendWeight);
}
/**