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Docs for the Anime part of SkelAnime (#517)

* Darkmeiro decompilation

Bg_Gnd_Darkmeiro decompiled, matched, and documented.

* give this a shot

* fix conflict

* one more try

* could be useful

* whoops

* ZAP2 stuff

* ZAP why

* ZAP again

* more names

* so many names

* we got subsystems now

* slight cleanup

* merge part 2

* new naming scheme

* slight adjustment

* no limit

* syms maybe

* step one

* OK, it's fixed

* table

* some names and such

* comments**

* update zap

* gitkeep to please jenkins

* ZAP

* fixer

* fixer2

* fixer3

* zap

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
petrie911 2020-12-29 16:46:46 -06:00 committed by GitHub
parent e4d88bf942
commit 2dfa188706
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
1187 changed files with 5434 additions and 5367 deletions

View file

@ -77,9 +77,8 @@ void EnFu_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 36.0f);
SkelAnime_InitFlex(globalCtx, &this->skelanime, &D_06006C90, &D_06000B04, this->limbDrawTable,
this->transitionDrawTable, 16);
SkelAnime_ChangeAnimDefaultRepeat(&this->skelanime, &D_06000B04);
SkelAnime_InitFlex(globalCtx, &this->skelanime, &D_06006C90, &D_06000B04, this->jointTable, this->morphTable, 16);
Animation_PlayLoop(&this->skelanime, &D_06000B04);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = 0xFF;
@ -90,7 +89,7 @@ void EnFu_Init(Actor* thisx, GlobalContext* globalCtx) {
} else {
this->actionFunc = EnFu_WaitAdult;
this->facialExpression = FU_FACE_MAD;
this->skelanime.animPlaybackSpeed = 2.0f;
this->skelanime.playSpeed = 2.0f;
}
this->behaviorFlags = 0;
this->actor.unk_1F = 6;
@ -126,8 +125,7 @@ void func_80A1DA04(EnFu* this, GlobalContext* globalCtx) {
this->actionFunc = EnFu_WaitChild;
if (this->skelanime.animation == &D_0600057C) {
SkelAnime_ChangeAnim(&this->skelanime, &D_06000B04, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_06000B04), 2,
-4.0f);
Animation_Change(&this->skelanime, &D_06000B04, 1.0f, 0.0f, Animation_GetLastFrame(&D_06000B04), 2, -4.0f);
}
}
}
@ -146,8 +144,7 @@ void EnFu_WaitChild(EnFu* this, GlobalContext* globalCtx) {
// if func_80A1D94C returns 1, actionFunc is set to func_80A1DA04
if (func_80A1D94C(this, globalCtx, textID, func_80A1DA04)) {
if (textID == 0x5033) {
SkelAnime_ChangeAnim(&this->skelanime, &D_0600057C, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_0600057C), 2,
-4.0f);
Animation_Change(&this->skelanime, &D_0600057C, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600057C), 2, -4.0f);
}
}
}
@ -244,9 +241,9 @@ void EnFu_Update(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider);
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
if ((!(this->behaviorFlags & FU_WAIT)) && (SkelAnime_FrameUpdateMatrix(&this->skelanime) != 0)) {
SkelAnime_ChangeAnim(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f,
SkelAnime_GetFrameCount(this->skelanime.animation), 2, 0.0f);
if ((!(this->behaviorFlags & FU_WAIT)) && (SkelAnime_Update(&this->skelanime) != 0)) {
Animation_Change(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f,
Animation_GetLastFrame(this->skelanime.animation), 2, 0.0f);
}
this->actionFunc(this, globalCtx);
if ((this->behaviorFlags & FU_RESET_LOOK_ANGLE)) {
@ -265,7 +262,7 @@ s32 EnFu_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
s32 pad1;
if (limbIndex == 10) {
return 0;
return false;
}
switch (limbIndex) {
case 14:
@ -277,14 +274,14 @@ s32 EnFu_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
}
if (!(this->behaviorFlags & FU_WAIT)) {
return 0;
return false;
}
if (limbIndex == 8) {
rot->y += (Math_SinS((globalCtx->state.frames * (limbIndex * 50 + 0x814))) * 200.0f);
rot->z += (Math_CosS((globalCtx->state.frames * (limbIndex * 50 + 0x940))) * 200.0f);
}
return 0;
return false;
}
void EnFu_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
@ -304,7 +301,7 @@ void EnFu_Draw(Actor* thisx, GlobalContext* globalCtx) {
func_800943C8(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyesSegments[this->facialExpression]));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthSegments[this->facialExpression]));
SkelAnime_DrawFlexOpa(globalCtx, this->skelanime.skeleton, this->skelanime.limbDrawTbl, this->skelanime.dListCount,
SkelAnime_DrawFlexOpa(globalCtx, this->skelanime.skeleton, this->skelanime.jointTable, this->skelanime.dListCount,
EnFu_OverrideLimbDraw, EnFu_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_fu.c", 791);

View file

@ -12,8 +12,8 @@ typedef struct EnFu {
/* 0x0000 */ Actor actor;
/* 0x014C */ ColliderCylinder collider;
/* 0x0198 */ SkelAnime skelanime;
/* 0x01DC */ Vec3s limbDrawTable[16];
/* 0x023C */ Vec3s transitionDrawTable[16];
/* 0x01DC */ Vec3s jointTable[16];
/* 0x023C */ Vec3s morphTable[16];
/* 0x029C */ Vec3s lookAngleOffset; // offset applied to neck rotation to look at link when he is close
/* 0x02A2 */ Vec3s unk_2A2;
/* 0x02A8 */ u16 behaviorFlags;