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skelanime update wip

This commit is contained in:
KrimtonZ 2020-03-30 17:53:26 -05:00
parent b337e1d518
commit 24babfa95a
9 changed files with 122 additions and 459 deletions

View file

@ -298,7 +298,7 @@ void Matrix_RotateZ(f32 z, u8 mode) {
/*
* Rotates the top of the matrix stack by `z` degrees, then
* rotates that matrix by `y` degrees, then rotates that matrix
* by `x` degrees.
* by `x` degrees. (roll-pitch-yaw)
* Original Name: Matrix_RotateXYZ, changed to reflect rotation order.
*/
void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode) {
@ -388,7 +388,7 @@ void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode) {
/*
* Translates the top of the matrix stack by `translation` units,
* then rotates that matrix by `rotation` in Z-Y-X order
* then rotates that matrix by `rotation` in Z-Y-X order (roll-pitch-yaw)
*/
void Matrix_TranslateThenRotateZYX(Vec3f* translation, Vec3s* rotation) {
MtxF* cmf = sCurrentMatrix;

View file

@ -15,7 +15,7 @@ void SkelAnime_AnimationType2Loaded(GlobalContext* globalCtx, AnimationEntryType
void SkelAnime_AnimationType3Loaded(GlobalContext* globalCtx, AnimationEntryType3* entry);
void SkelAnime_AnimationType4Loaded(GlobalContext* globalCtx, AnimationEntryType4* entry);
void SkelAnime_AnimationType5Loaded(GlobalContext* globalCtx, AnimationEntryType5* entry);
#define NON_MATCHING
//.data
u32 D_8012A480 = 0;
static AnimationEntryCallback sAnimationLoadDone[] = {
@ -26,6 +26,9 @@ static AnimationEntryCallback sAnimationLoadDone[] = {
//.bss
u32 D_801600B0;
/*
* Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`
*/
void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable,
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
Actor* actor, s32 dListIndex) {
@ -81,6 +84,9 @@ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 821);
}
/*
* Draws the Skeleton described by `skeleton` with a level of detail display list indexed by `dListIndex`
*/
void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable,
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
Actor* actor, s32 dListIndex) {
@ -131,8 +137,10 @@ void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* acto
func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 894);
}
#ifdef NON_MATCHING
// regalloc
/*
* Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`, Limb matrices come
* from a dynamic allocation from the graph arena.
*/
void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable,
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
Actor* actor, s32 dListIndex, Mtx** mtx) {
@ -153,7 +161,9 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton*
pos.x = limbEntry->translation.x;
pos.y = limbEntry->translation.y;
pos.z = limbEntry->translation.z;
dList[1] = dList[0] = limbEntry->displayLists[dListIndex];
// Double assignment here would not work.
dList[0] = limbEntry->displayLists[dListIndex];
dList[1] = dList[0];
if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList[1], &pos, &rot, actor) == 0)) {
Matrix_TranslateThenRotateZYX(&pos, &rot);
@ -185,16 +195,17 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton*
appendDlistFunc, actor, dListIndex, mtx);
}
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/SkelAnime_LodDrawLimbSV.s")
#endif
#ifdef NON_MATCHING
// regalloc
void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 limbCount,
/*
* Draws the Skeleton described by `skeleton` with a level of detail display list indexed by `dListIndex`
* Matricies for the limbs are dynamically allocted from the graph arena. The dynamic allocation occurs
* because the Skeleton is too large to be supported by the normal matrix stack.
*/
void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
Actor* actor, s32 dListIndex) {
SkelLimbEntry* limbEntry;
char pad[4];
Gfx* dList[2];
Vec3f pos;
Vec3s rot;
@ -202,7 +213,7 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* ac
GraphicsContext* gfxCtx;
Gfx* gfx[4];
mtx = Graph_Alloc(globalCtx->state.gfxCtx, limbCount * sizeof(Mtx));
mtx = Graph_Alloc(globalCtx->state.gfxCtx, dListCount * sizeof(Mtx));
if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
@ -216,14 +227,14 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* ac
Matrix_Push();
limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]);
if (limbEntry) {}
pos.x = actorDrawTable->x;
pos.y = actorDrawTable->y;
pos.z = actorDrawTable->z;
rot = actorDrawTable[1];
dList[0] = dList[1] = limbEntry->displayLists[dListIndex];
dList[0] = limbEntry->displayLists[dListIndex];
dList[1] = dList[0];
if ((updateMtxFunc == 0) || (updateMtxFunc(globalCtx, 1, &dList[1], &pos, &rot, actor) == 0)) {
Matrix_TranslateThenRotateZYX(&pos, &rot);
@ -250,10 +261,10 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* ac
func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1053);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/SkelAnime_LodDrawSV.s")
#endif
/*
* Draws the limb of the Skeleton `skeleton` at `limbIndex`
*/
void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable,
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
Actor* actor) {
@ -362,8 +373,6 @@ void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDr
func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1190);
}
#ifdef NON_MATCHING
// close, needs a bit bmore work. Mainly seems centered around SEGMENTED_TO_VIRTUAL
void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable,
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
Actor* actor, Mtx** limbMatricies) {
@ -386,7 +395,8 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske
pos.y = limbEntry->translation.y;
pos.z = limbEntry->translation.z;
dList[0] = dList[1] = limbEntry->displayLists[0];
dList[0] = limbEntry->displayLists[0];
dList[1] = dList[0];
if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList[1], &pos, &rot, actor) == 0)) {
Matrix_TranslateThenRotateZYX(&pos, &rot);
@ -419,13 +429,8 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske
func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1265);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/SkelAnime_DrawLimbSV.s")
#endif
#ifdef NON_MATCHING
// Regalloc, pretty much same as SkelAnime_LodDrawSV
void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 limbCount,
void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
Actor* actor) {
SkelLimbEntry* limbEntry;
@ -437,7 +442,7 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actor
GraphicsContext* gfxCtx;
Gfx* gfx[4];
mtx = Graph_Alloc(globalCtx->state.gfxCtx, limbCount * sizeof(Mtx));
mtx = Graph_Alloc(globalCtx->state.gfxCtx, dListCount * sizeof(Mtx));
if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
@ -457,12 +462,13 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actor
limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]);
pos.x = actorDrawTable->x;
pos.y = actorDrawTable->x;
pos.y = actorDrawTable->y;
pos.z = actorDrawTable->z;
rot = actorDrawTable[1];
dList[0] = dList[1] = limbEntry->displayLists[0];
dList[0] = limbEntry->displayLists[0];
dList[1] = dList[0];
if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList[1], &pos, &rot, actor) == 0)) {
Matrix_TranslateThenRotateZYX(&pos, &rot);
@ -491,9 +497,6 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actor
Matrix_Pull();
func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1347);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/SkelAnime_DrawSV.s")
#endif
/*
* Copies the rotation values from the rotation value table, indexed by the rotation index table
@ -534,17 +537,22 @@ void SkelAnime_AnimateFrame(AnimationHeader* animationSeg, s32 currentFrame, s32
}
}
s16 func_800A1FC8(GenericAnimationHeader* animationSeg) {
s16 SkelAnime_GetTotalFrames(GenericAnimationHeader* animationSeg) {
GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
return animation->frameCount;
}
s16 SkelAnime_GetFrameCount(GenericAnimationHeader* animationSeg) {
GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
// Loads an unsigned half for some reason.
return (u16)animation->frameCount - 1;
}
/*
* Draws the Skeleton `skeleton`'s limb at index `limbIndex`. Appends all generated graphics commands to
* `gfx`. Returns a pointer to the next gfx to be appended to.
*/
Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable,
SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc,
Actor* actor, Gfx* gfx) {
@ -593,6 +601,10 @@ Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skel
return gfx;
}
/*
* Draws the Skeleton `skeleton` Appends all generated graphics to `gfx`, and returns a pointer to the
* next gfx to be appended to.
*/
Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable,
SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc,
Actor* actor, Gfx* gfx) {
@ -754,57 +766,7 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* acto
return gfx;
}
#ifdef NON_MATCHING
/*
* Seems to be completely unused by the game, doesn't really make much sense with the
* rest of SkelAnime animation types. This does not match due to loop unrolling, but
* is functionally equal.
*/
typedef struct {
s16 limitx;
s16 indexx;
s16 limity;
s16 indexy;
s16 limitz;
s16 indexz;
} unk_struct;
s16 func_800A29BC(AnimationHeader* animationSeg, s32 arg1, Vec3s *arg2)
{
AnimationRotationValue* temp_t1;
unk_struct *temp_a3;
AnimationHeader *temp_v0;
s32 i;
temp_v0 = SEGMENTED_TO_VIRTUAL(animationSeg);
temp_a3 = SEGMENTED_TO_VIRTUAL(temp_v0->rotationIndexSeg);
temp_t1 = SEGMENTED_TO_VIRTUAL(temp_v0->rotationValueSeg);
arg2->x = arg1 < temp_a3->limitx ? (&temp_t1[arg1])[temp_a3->indexx] : temp_t1[temp_a3->indexx];
arg2->y = arg1 < temp_a3->limity ? (&temp_t1[arg1])[temp_a3->indexy] : temp_t1[temp_a3->indexy];
arg2->z = arg1 < temp_a3->limitz ? (&temp_t1[arg1])[temp_a3->indexz] : temp_t1[temp_a3->indexz];
arg2++;
temp_a3++;
i = 1;
if(temp_v0->genericHeader.unk_02 > 0){
do {
arg2->x = arg1 < temp_a3->limitx ? (&temp_t1[arg1])[temp_a3->indexx] : temp_t1[temp_a3->indexx];
arg2->y = arg1 < temp_a3->limity ? (&temp_t1[arg1])[temp_a3->indexy] : temp_t1[temp_a3->indexy];
arg2->z = arg1 < temp_a3->limitz ? (&temp_t1[arg1])[temp_a3->indexz] : temp_t1[temp_a3->indexz];
temp_a3++;
arg2++;
i++;
} while ((temp_v0->genericHeader.unk_02 + 1) != i);
}
return temp_v0->genericHeader.unk_02;
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/func_800A29BC.s")
#endif
s16 func_800A2DBC(GenericAnimationHeader* animationSeg) {
GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
@ -812,46 +774,52 @@ s16 func_800A2DBC(GenericAnimationHeader* animationSeg) {
return animation->unk_02;
}
s16 func_800A2DF4(GenericAnimationHeader* animationSeg) {
/*
* Appears to be unused anywhere in the game. Appears to be a clone of
* SkelAnime_GetTotalFrames
*/
s16 SkelAnime_GetTotalFrames2(GenericAnimationHeader* animationSeg) {
GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
return animation->frameCount;
}
s16 func_800A2E2C(GenericAnimationHeader* animationSeg) {
/*
* Appears to be unused anywhere in the game. Appears to be a clone of
* SkelAnime_GetFrameCount
*/
s16 SkelAnime_GetFrameCount2(GenericAnimationHeader* animationSeg) {
GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
return animation->frameCount - 1;
}
#ifdef NON_MATCHING
// Functionally equal, but loop unrolling is way off.
void func_800A2E70(s32 limbCount, Vec3s* vec1, Vec3s* vec2, Vec3s* vec3, f32 unkf) {
Vec3s* pvec1;
Vec3s* pvec2;
Vec3s* pvec3;
s32 iVar3;
void SkelAnime_InterpolateRotation(s32 limbCount, Vec3s* dst, Vec3s* vec2, Vec3s* vec3, f32 unkf) {
s32 i;
s16 dist;
s16 temp2;
if (unkf < 1.0f) {
for (iVar3 = 0, pvec1 = vec1, pvec2 = vec2, pvec3 = vec3; iVar3 < limbCount;
iVar3++, pvec1++, pvec2++, pvec3++) {
pvec1->x = pvec2->x + ((s16)(pvec3->x - pvec2->x) * unkf);
pvec1->y = pvec2->y + ((s16)(pvec3->y - pvec2->y) * unkf);
pvec1->z = pvec2->z + ((s16)(pvec3->z - pvec2->z) * unkf);
if(unkf < 1.0f){
for(i = 0; i < limbCount;i++, dst++, vec2++, vec3++){
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 (iVar3 = 0; iVar3 < limbCount; iVar3++) {
pvec1 = &vec1[iVar3];
pvec3 = &vec3[iVar3];
pvec1->x = pvec3->x;
pvec1->y = pvec3->y;
pvec1->z = pvec3->z;
}
else {
for (i = 0;i < limbCount; i++, dst++, vec3++) {
dst->x = vec3->x;
dst->y = vec3->y;
dst->z = vec3->z;
}
}
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/func_800A2E70.s")
#endif
void SkelAnime_AnimationCtxReset(AnimationContext* animationCtx) {
animationCtx->animationCount = 0;
@ -977,7 +945,7 @@ void SkelAnime_AnimationType1Loaded(GlobalContext* globalCtx, AnimationEntryType
void SkelAnime_AnimationType2Loaded(GlobalContext* globalCtx, AnimationEntryType2* entry) {
if ((entry->unk_00 & D_8012A480) == 0) {
func_800A2E70(entry->limbCount, entry->unk_04, entry->unk_04, entry->unk_08, entry->unk_0C);
SkelAnime_InterpolateRotation(entry->limbCount, entry->unk_04, entry->unk_04, entry->unk_08, entry->unk_0C);
}
}
@ -1138,9 +1106,9 @@ s32 func_800A3D70(GlobalContext* globalCtx, SkelAnime* skelAnime) {
skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate;
if (skelAnime->animCurrentFrame < 0.0f) {
skelAnime->animCurrentFrame += skelAnime->unk_14;
} else if (skelAnime->unk_14 <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->unk_14;
skelAnime->animCurrentFrame += skelAnime->totalFrames;
} else if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->totalFrames;
}
func_800A3C9C(globalCtx, skelAnime);
return 0;
@ -1158,9 +1126,9 @@ s32 func_800A3E0C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
skelAnime->animCurrentFrame = skelAnime->animFrameCount;
} else {
if (skelAnime->animCurrentFrame < 0.0f) {
skelAnime->animCurrentFrame += skelAnime->unk_14;
} else if (skelAnime->unk_14 <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->unk_14;
skelAnime->animCurrentFrame += skelAnime->totalFrames;
} else if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->totalFrames;
}
}
func_800A3C9C(globalCtx, skelAnime);
@ -1172,15 +1140,14 @@ void func_800A3EE8(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 transitio
skelAnime->transitionStep = 1.0f / transitionRate;
}
#ifdef NON_MATCHING
void SkelAnime_LinkChangeAnimation(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed, f32 frame,
f32 frameCount, u8 arg6, f32 transitionRate) {
skelAnime->unk_01 = arg6;
if ((transitionRate != 0.0f) &&
((linkAnimetionEntrySeg == skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) {
if (transitionRate < 0.0f) {
((linkAnimetionEntrySeg != skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) {
if (transitionRate < 0) {
func_800A3B8C(skelAnime);
SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->actorDrawTbl);
transitionRate = -transitionRate;
@ -1198,16 +1165,14 @@ void SkelAnime_LinkChangeAnimation(GlobalContext* globalCtx, SkelAnime* skelAnim
skelAnime->transCurrentFrame = 0.0f;
}
skelAnime->linkAnimetionSeg = linkAnimetionEntrySeg;
skelAnime->animCurrentFrame = 0.0f;
skelAnime->initialFrame = frame;
skelAnime->animCurrentFrame = frame;
skelAnime->animFrameCount = frameCount;
skelAnime->unk_14 = func_800A1FC8(&linkAnimetionEntrySeg->genericHeader);
skelAnime->totalFrames = SkelAnime_GetTotalFrames(linkAnimetionEntrySeg);
skelAnime->animPlaybackSpeed = playbackSpeed;
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/SkelAnime_LinkChangeAnimation.s")
#endif
void func_800A407C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg) {
SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f,
@ -1291,15 +1256,15 @@ s32 func_800A4478(SkelAnime* skelAnime, f32 arg1, f32 updateRate) {
updateSpeed = skelAnime->animPlaybackSpeed * updateRate;
nextFrame = skelAnime->animCurrentFrame - updateSpeed;
if (nextFrame < 0.0f) {
nextFrame += skelAnime->unk_14;
nextFrame += skelAnime->totalFrames;
} else {
if (skelAnime->unk_14 <= nextFrame) {
nextFrame -= skelAnime->unk_14;
if (skelAnime->totalFrames <= nextFrame) {
nextFrame -= skelAnime->totalFrames;
}
}
if (arg1 == 0.0f) {
if (0.0f < updateSpeed) {
arg1 = skelAnime->unk_14;
arg1 = skelAnime->totalFrames;
}
}
temp_f12 = (nextFrame + updateSpeed) - arg1;
@ -1429,16 +1394,14 @@ s32 func_800A4A20(SkelAnime* skelAnime) {
func_800A49B0(skelAnime);
skelAnime->transCurrentFrame = 0.0f;
}
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
SkelAnime_InterpolateRotation(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
1.0f - (skelAnime->transCurrentFrame / prevUnk28));
return 0;
}
#ifdef NON_MATCHING
// small stack alloc
s32 func_800A4AD8(SkelAnime* skelAnime) {
s16 temp_a1;
s16 temp_a2;
s16 temp_a1;
f32 sp28;
f32 phi_f2;
f32 updateRate;
@ -1463,13 +1426,10 @@ s32 func_800A4AD8(SkelAnime* skelAnime) {
} else {
phi_f2 = 0.0f;
}
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
SkelAnime_InterpolateRotation(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
1.0f - phi_f2);
return 0;
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/func_800A4AD8.s")
#endif
#ifdef NON_MATCHING
// regalloc
@ -1483,16 +1443,16 @@ void func_800A4C58(SkelAnime* skelAnime) {
SkelAnime_AnimateFrame(skelAnime->animCurrentSeg, skelAnime->animCurrentFrame, skelAnime->limbCount,
skelAnime->actorDrawTbl);
if (skelAnime->unk_01) {
if (skelAnime->unk_01 & 0x1) {
temp_f8 = (s32)skelAnime->animCurrentFrame;
temp_f10 = temp_f8;
temp_f8++;
temp_f2 = skelAnime->animCurrentFrame - temp_f10;
if (temp_f8 >= (s32)skelAnime->unk_14) {
if (temp_f8 >= (s32)skelAnime->totalFrames) {
temp_f8 = 0;
}
SkelAnime_AnimateFrame(skelAnime->animCurrentSeg, temp_f8, skelAnime->limbCount, sp38);
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, sp38, temp_f2);
SkelAnime_InterpolateRotation(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, sp38, temp_f2);
}
if (skelAnime->transCurrentFrame != 0) {
skelAnime->transCurrentFrame -= skelAnime->transitionStep * (R_UPDATE_RATE * 0.33333334f);
@ -1501,7 +1461,7 @@ void func_800A4C58(SkelAnime* skelAnime) {
skelAnime->transCurrentFrame = 0.0f;
return;
}
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
SkelAnime_InterpolateRotation(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
skelAnime->transCurrentFrame);
}
}
@ -1513,9 +1473,9 @@ s32 func_800A4D9C(SkelAnime* skelAnime) {
f32 updateRate = R_UPDATE_RATE * 0.33333334f;
skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate;
if (skelAnime->animCurrentFrame < 0.0f) {
skelAnime->animCurrentFrame += skelAnime->unk_14;
} else if (skelAnime->unk_14 <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->unk_14;
skelAnime->animCurrentFrame += skelAnime->totalFrames;
} else if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->totalFrames;
}
func_800A4C58(skelAnime);
return 0;
@ -1550,10 +1510,10 @@ s32 func_800A4EE0(SkelAnime* skelAnime) {
skelAnime->animCurrentFrame = skelAnime->animFrameCount;
} else {
if (skelAnime->animCurrentFrame < 0.0f) {
skelAnime->animCurrentFrame += skelAnime->unk_14;
skelAnime->animCurrentFrame += skelAnime->totalFrames;
} else {
if (skelAnime->unk_14 <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->unk_14;
if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame -= skelAnime->totalFrames;
}
}
}
@ -1590,13 +1550,13 @@ void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animat
skelAnime->animCurrentSeg = animationSeg;
skelAnime->initialFrame = frame;
skelAnime->animFrameCount = frameCount;
skelAnime->unk_14 = func_800A1FC8(&animationSeg->genericHeader);
skelAnime->totalFrames = SkelAnime_GetTotalFrames(&animationSeg->genericHeader);
if (skelAnime->unk_01 >= 4) {
skelAnime->animCurrentFrame = 0.0f;
} else {
skelAnime->animCurrentFrame = frame;
if (skelAnime->unk_01 < 2) {
skelAnime->animFrameCount = skelAnime->unk_14 - 1.0f;
skelAnime->animFrameCount = skelAnime->totalFrames - 1.0f;
}
}
skelAnime->animPlaybackSpeed = playbackSpeed;
@ -1638,7 +1598,7 @@ void SkelAnime_ChangeAnimationPlaybackSpeed(SkelAnime* skelAnime, AnimationHeade
void func_800A53DC(SkelAnime* skelAnime) {
skelAnime->unk_01 = 2;
skelAnime->animFrameCount = skelAnime->unk_14;
skelAnime->animFrameCount = skelAnime->totalFrames;
func_800A49B0(skelAnime);
}