mirror of
https://github.com/zeldaret/oot.git
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SkelAnime Updates (#78)
* update naming, minor updates * rename postLimbUpdate to postLimbDraw * recently decompiled actor naming update
This commit is contained in:
parent
cb5a604ea7
commit
4961eb0a90
19 changed files with 259 additions and 275 deletions
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@ -3869,8 +3869,8 @@ Gfx* func_80034B54(GraphicsContext* gfxCtx) {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/func_80034B54.s")
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#endif
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void func_80034BA0(GlobalContext* globalCtx, SkelAnime* skelAnime, SkelAnime_LimbUpdateMatrix2 unkFunc1,
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SkelAnime_LimbAppendDlist2 unkFunc2, Actor* actor, s16 alpha) {
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void func_80034BA0(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw2 overrideLimbDraw,
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PostLimbDraw2 postLimbDraw, Actor* actor, s16 alpha) {
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GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
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Gfx* dispRefs[4];
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@ -3883,14 +3883,14 @@ void func_80034BA0(GlobalContext* globalCtx, SkelAnime* skelAnime, SkelAnime_Lim
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gDPPipeSync(gfxCtx->polyOpa.p++);
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gSPSegment(gfxCtx->polyOpa.p++, 0x0C, func_80034B28(globalCtx->state.gfxCtx));
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gfxCtx->polyOpa.p = SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->actorDrawTbl,
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skelAnime->dListCount, unkFunc1, unkFunc2, actor, gfxCtx->polyOpa.p);
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gfxCtx->polyOpa.p = SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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overrideLimbDraw, postLimbDraw, actor, gfxCtx->polyOpa.p);
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Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_actor.c", 8860);
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}
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void func_80034CC4(GlobalContext* globalCtx, SkelAnime* skelAnime, SkelAnime_LimbUpdateMatrix2 unkFunc1,
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SkelAnime_LimbAppendDlist2 unkFunc2, Actor* actor, s16 alpha) {
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void func_80034CC4(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw2 overrideLimbDraw,
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PostLimbDraw2 postLimbDraw, Actor* actor, s16 alpha) {
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GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
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Gfx* dispRefs[4];
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@ -3902,8 +3902,8 @@ void func_80034CC4(GlobalContext* globalCtx, SkelAnime* skelAnime, SkelAnime_Lim
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gDPSetEnvColor(gfxCtx->polyXlu.p++, 0x00, 0x00, 0x00, alpha);
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gSPSegment(gfxCtx->polyXlu.p++, 0x0C, func_80034B54(globalCtx->state.gfxCtx));
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gfxCtx->polyXlu.p = SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->actorDrawTbl,
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skelAnime->dListCount, unkFunc1, unkFunc2, actor, gfxCtx->polyXlu.p);
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gfxCtx->polyXlu.p = SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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overrideLimbDraw, postLimbDraw, actor, gfxCtx->polyXlu.p);
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Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_actor.c", 8904);
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}
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@ -28,9 +28,8 @@ u32 D_801600B0;
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/*
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* Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`
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*/
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void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor, s32 dListIndex) {
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void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex) {
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SkelLimbEntry* limbEntry;
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Gfx* dList;
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Vec3f pos;
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@ -43,14 +42,14 @@ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
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Matrix_Push();
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limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]);
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limbIndex++;
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rot = actorDrawTable[limbIndex];
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rot = limbDrawTable[limbIndex];
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pos.x = limbEntry->translation.x;
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pos.y = limbEntry->translation.y;
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pos.z = limbEntry->translation.z;
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dList = limbEntry->displayLists[dListIndex];
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if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList, &pos, &rot, actor) == 0)) {
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if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, actor) == 0)) {
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Matrix_TranslateThenRotateZYX(&pos, &rot);
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if (dList != NULL) {
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do {
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@ -64,20 +63,20 @@ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
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}
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}
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if (appendDlistFunc != NULL) {
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appendDlistFunc(globalCtx, limbIndex, &dList, &rot, actor);
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if (postLimbDraw != NULL) {
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postLimbDraw(globalCtx, limbIndex, &dList, &rot, actor);
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}
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if (limbEntry->firstChildIndex != LIMB_DONE) {
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SkelAnime_LodDrawLimb(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
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appendDlistFunc, actor, dListIndex);
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SkelAnime_LodDrawLimb(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
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postLimbDraw, actor, dListIndex);
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}
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Matrix_Pull();
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if (limbEntry->nextLimbIndex != LIMB_DONE) {
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SkelAnime_LodDrawLimb(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc,
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appendDlistFunc, actor, dListIndex);
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SkelAnime_LodDrawLimb(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw,
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postLimbDraw, actor, dListIndex);
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}
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Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_skelanime.c", 821);
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@ -86,9 +85,8 @@ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
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/*
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* Draws the Skeleton described by `skeleton` with a level of detail display list indexed by `dListIndex`
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*/
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void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor, s32 dListIndex) {
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void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex) {
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SkelLimbEntry* limbEntry;
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char pad[4];
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Gfx* dList;
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@ -108,14 +106,14 @@ void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* acto
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Matrix_Push();
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limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]);
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pos.x = actorDrawTable->x;
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pos.y = actorDrawTable->y;
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pos.z = actorDrawTable->z;
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pos.x = limbDrawTable[0].x;
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pos.y = limbDrawTable[0].y;
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pos.z = limbDrawTable[0].z;
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rot = actorDrawTable[1];
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rot = limbDrawTable[1];
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dList = limbEntry->displayLists[dListIndex];
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if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList, &pos, &rot, actor) == 0)) {
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if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, actor) == 0)) {
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Matrix_TranslateThenRotateZYX(&pos, &rot);
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if (dList != NULL) {
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gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 881), G_MTX_LOAD);
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@ -123,13 +121,13 @@ void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* acto
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gSPDisplayList(gfxCtx->polyOpa.p++, dList);
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}
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}
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if (appendDlistFunc != NULL) {
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appendDlistFunc(globalCtx, 1, &dList, &rot, actor);
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if (postLimbDraw != NULL) {
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postLimbDraw(globalCtx, 1, &dList, &rot, actor);
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}
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if (limbEntry->firstChildIndex != 0xFF) {
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SkelAnime_LodDrawLimb(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
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appendDlistFunc, actor, dListIndex);
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SkelAnime_LodDrawLimb(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
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postLimbDraw, actor, dListIndex);
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}
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Matrix_Pull();
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@ -140,9 +138,9 @@ void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* acto
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* Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`, Limb matrices come
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* from a dynamic allocation from the graph arena.
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*/
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void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor, s32 dListIndex, Mtx** mtx) {
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void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex,
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Mtx** mtx) {
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SkelLimbEntry* limbEntry;
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Gfx* dList[2];
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Vec3f pos;
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@ -155,7 +153,7 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton*
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limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]);
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limbIndex++;
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rot = actorDrawTable[limbIndex];
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rot = limbDrawTable[limbIndex];
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pos.x = limbEntry->translation.x;
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pos.y = limbEntry->translation.y;
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@ -164,7 +162,7 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton*
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dList[0] = limbEntry->displayLists[dListIndex];
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dList[1] = dList[0];
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if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList[1], &pos, &rot, actor) == 0)) {
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if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, limbIndex, &dList[1], &pos, &rot, actor) == 0)) {
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Matrix_TranslateThenRotateZYX(&pos, &rot);
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if (dList[1] != NULL) {
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Matrix_ToMtx(*mtx, "../z_skelanime.c", 945);
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@ -179,19 +177,19 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton*
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(*mtx)++;
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}
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}
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if (appendDlistFunc != NULL) {
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appendDlistFunc(globalCtx, limbIndex, &dList[0], &rot, actor);
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if (postLimbDraw != NULL) {
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postLimbDraw(globalCtx, limbIndex, &dList[0], &rot, actor);
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}
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if (limbEntry->firstChildIndex != LIMB_DONE) {
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SkelAnime_LodDrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
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appendDlistFunc, actor, dListIndex, mtx);
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SkelAnime_LodDrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
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postLimbDraw, actor, dListIndex, mtx);
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}
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Matrix_Pull();
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if (limbEntry->nextLimbIndex != LIMB_DONE) {
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SkelAnime_LodDrawLimbSV(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc,
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appendDlistFunc, actor, dListIndex, mtx);
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SkelAnime_LodDrawLimbSV(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw,
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postLimbDraw, actor, dListIndex, mtx);
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}
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}
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* Matricies for the limbs are dynamically allocted from the graph arena. The dynamic allocation occurs
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* because the Skeleton is too large to be supported by the normal matrix stack.
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*/
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void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor, s32 dListIndex) {
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void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex) {
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SkelLimbEntry* limbEntry;
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char pad[4];
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Gfx* dList[2];
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@ -226,16 +223,16 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* ac
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Matrix_Push();
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limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]);
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pos.x = actorDrawTable->x;
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pos.y = actorDrawTable->y;
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pos.z = actorDrawTable->z;
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pos.x = limbDrawTable[0].x;
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pos.y = limbDrawTable[0].y;
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pos.z = limbDrawTable[0].z;
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rot = actorDrawTable[1];
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rot = limbDrawTable[1];
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dList[0] = limbEntry->displayLists[dListIndex];
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dList[1] = dList[0];
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if ((updateMtxFunc == 0) || (updateMtxFunc(globalCtx, 1, &dList[1], &pos, &rot, actor) == 0)) {
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if ((overrideLimbDraw == 0) || (overrideLimbDraw(globalCtx, 1, &dList[1], &pos, &rot, actor) == 0)) {
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Matrix_TranslateThenRotateZYX(&pos, &rot);
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if (dList[1] != NULL) {
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Matrix_ToMtx(mtx, "../z_skelanime.c", 1033);
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@ -248,12 +245,12 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* ac
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}
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}
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if (appendDlistFunc != NULL) {
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appendDlistFunc(globalCtx, 1, &dList[0], &rot, actor);
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if (postLimbDraw != NULL) {
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postLimbDraw(globalCtx, 1, &dList[0], &rot, actor);
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}
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if (limbEntry->firstChildIndex != LIMB_DONE) {
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SkelAnime_LodDrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
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appendDlistFunc, actor, dListIndex, &mtx);
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SkelAnime_LodDrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
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postLimbDraw, actor, dListIndex, &mtx);
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}
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Matrix_Pull();
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/*
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* Draws the limb of the Skeleton `skeleton` at `limbIndex`
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*/
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void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
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Actor* actor) {
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void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor) {
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SkelLimbEntry* limbEntry;
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Gfx* dList;
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Vec3f pos;
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@ -281,13 +277,13 @@ void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skele
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limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]);
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limbIndex++;
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rot = actorDrawTable[limbIndex];
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rot = limbDrawTable[limbIndex];
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pos.x = limbEntry->translation.x;
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pos.y = limbEntry->translation.y;
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pos.z = limbEntry->translation.z;
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dList = limbEntry->displayLists[0];
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if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList, &pos, &rot, actor) == 0)) {
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if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, actor) == 0)) {
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Matrix_TranslateThenRotateZYX(&pos, &rot);
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if (dList != NULL) {
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do {
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@ -300,27 +296,27 @@ void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skele
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}
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}
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if (appendDlistFunc != NULL) {
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appendDlistFunc(globalCtx, limbIndex, &dList, &rot, actor);
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if (postLimbDraw != NULL) {
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postLimbDraw(globalCtx, limbIndex, &dList, &rot, actor);
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}
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if (limbEntry->firstChildIndex != LIMB_DONE) {
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SkelAnime_DrawLimb(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
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appendDlistFunc, actor);
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SkelAnime_DrawLimb(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
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postLimbDraw, actor);
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}
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Matrix_Pull();
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if (limbEntry->nextLimbIndex != LIMB_DONE) {
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SkelAnime_DrawLimb(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc,
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appendDlistFunc, actor);
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SkelAnime_DrawLimb(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw,
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actor);
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}
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Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_skelanime.c", 1121);
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}
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void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable,
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SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor) {
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void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor) {
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SkelLimbEntry* rootLimb;
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char pad[4];
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Gfx* dList;
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@ -342,14 +338,14 @@ void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDr
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Matrix_Push();
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rootLimb = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]);
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pos.x = actorDrawTable[0].x;
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||||
pos.y = actorDrawTable[0].y;
|
||||
pos.z = actorDrawTable[0].z;
|
||||
pos.x = limbDrawTable[0].x;
|
||||
pos.y = limbDrawTable[0].y;
|
||||
pos.z = limbDrawTable[0].z;
|
||||
|
||||
rot = actorDrawTable[1];
|
||||
rot = limbDrawTable[1];
|
||||
dList = rootLimb->displayLists[0];
|
||||
|
||||
if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList, &pos, &rot, actor) == 0)) {
|
||||
if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, actor) == 0)) {
|
||||
Matrix_TranslateThenRotateZYX(&pos, &rot);
|
||||
if (dList != NULL) {
|
||||
gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1176),
|
||||
|
@ -358,13 +354,13 @@ void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDr
|
|||
}
|
||||
}
|
||||
|
||||
if (appendDlistFunc != NULL) {
|
||||
appendDlistFunc(globalCtx, 1, &dList, &rot, actor);
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(globalCtx, 1, &dList, &rot, actor);
|
||||
}
|
||||
|
||||
if (rootLimb->firstChildIndex != LIMB_DONE) {
|
||||
SkelAnime_DrawLimb(globalCtx, rootLimb->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
|
||||
appendDlistFunc, actor);
|
||||
SkelAnime_DrawLimb(globalCtx, rootLimb->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
|
||||
postLimbDraw, actor);
|
||||
}
|
||||
|
||||
Matrix_Pull();
|
||||
|
@ -372,9 +368,9 @@ void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDr
|
|||
Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_skelanime.c", 1190);
|
||||
}
|
||||
|
||||
void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable,
|
||||
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
|
||||
Actor* actor, Mtx** limbMatricies) {
|
||||
void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
|
||||
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor,
|
||||
Mtx** limbMatricies) {
|
||||
SkelLimbEntry* limbEntry;
|
||||
Gfx* dList[2];
|
||||
Vec3f pos;
|
||||
|
@ -388,7 +384,7 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske
|
|||
|
||||
limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]);
|
||||
limbIndex++;
|
||||
rot = actorDrawTable[limbIndex];
|
||||
rot = limbDrawTable[limbIndex];
|
||||
|
||||
pos.x = limbEntry->translation.x;
|
||||
pos.y = limbEntry->translation.y;
|
||||
|
@ -397,7 +393,7 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske
|
|||
dList[0] = limbEntry->displayLists[0];
|
||||
dList[1] = dList[0];
|
||||
|
||||
if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList[1], &pos, &rot, actor) == 0)) {
|
||||
if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, limbIndex, &dList[1], &pos, &rot, actor) == 0)) {
|
||||
Matrix_TranslateThenRotateZYX(&pos, &rot);
|
||||
if (dList[1] != NULL) {
|
||||
Matrix_ToMtx(*limbMatricies, "../z_skelanime.c", 1242);
|
||||
|
@ -410,28 +406,27 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske
|
|||
}
|
||||
}
|
||||
|
||||
if (appendDlistFunc != NULL) {
|
||||
appendDlistFunc(globalCtx, limbIndex, &dList[0], &rot, actor);
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(globalCtx, limbIndex, &dList[0], &rot, actor);
|
||||
}
|
||||
|
||||
if (limbEntry->firstChildIndex != LIMB_DONE) {
|
||||
SkelAnime_DrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
|
||||
appendDlistFunc, actor, limbMatricies);
|
||||
SkelAnime_DrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
|
||||
postLimbDraw, actor, limbMatricies);
|
||||
}
|
||||
|
||||
Matrix_Pull();
|
||||
|
||||
if (limbEntry->nextLimbIndex != LIMB_DONE) {
|
||||
SkelAnime_DrawLimbSV(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc,
|
||||
appendDlistFunc, actor, limbMatricies);
|
||||
SkelAnime_DrawLimbSV(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw,
|
||||
postLimbDraw, actor, limbMatricies);
|
||||
}
|
||||
|
||||
Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_skelanime.c", 1265);
|
||||
}
|
||||
|
||||
void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
|
||||
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
|
||||
Actor* actor) {
|
||||
void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
|
||||
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor) {
|
||||
SkelLimbEntry* limbEntry;
|
||||
char pad[4];
|
||||
Gfx* dList[2];
|
||||
|
@ -460,16 +455,16 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actor
|
|||
|
||||
limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]);
|
||||
|
||||
pos.x = actorDrawTable->x;
|
||||
pos.y = actorDrawTable->y;
|
||||
pos.z = actorDrawTable->z;
|
||||
pos.x = limbDrawTable[0].x;
|
||||
pos.y = limbDrawTable[0].y;
|
||||
pos.z = limbDrawTable[0].z;
|
||||
|
||||
rot = actorDrawTable[1];
|
||||
rot = limbDrawTable[1];
|
||||
|
||||
dList[0] = limbEntry->displayLists[0];
|
||||
dList[1] = dList[0];
|
||||
|
||||
if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList[1], &pos, &rot, actor) == 0)) {
|
||||
if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, 1, &dList[1], &pos, &rot, actor) == 0)) {
|
||||
Matrix_TranslateThenRotateZYX(&pos, &rot);
|
||||
if (dList[1] != NULL) {
|
||||
Matrix_ToMtx(mtx, "../z_skelanime.c", 1327);
|
||||
|
@ -484,13 +479,13 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actor
|
|||
}
|
||||
}
|
||||
|
||||
if (appendDlistFunc != NULL) {
|
||||
appendDlistFunc(globalCtx, 1, &dList[0], &rot, actor);
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(globalCtx, 1, &dList[0], &rot, actor);
|
||||
}
|
||||
|
||||
if (limbEntry->firstChildIndex != LIMB_DONE) {
|
||||
SkelAnime_DrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
|
||||
appendDlistFunc, actor, &mtx);
|
||||
SkelAnime_DrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
|
||||
postLimbDraw, actor, &mtx);
|
||||
}
|
||||
|
||||
Matrix_Pull();
|
||||
|
@ -547,9 +542,8 @@ s16 SkelAnime_GetFrameCount(GenericAnimationHeader* animationSeg) {
|
|||
* 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) {
|
||||
Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
|
||||
OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx) {
|
||||
SkelLimbEntry* limbEntry;
|
||||
Gfx* dList;
|
||||
Vec3f pos;
|
||||
|
@ -560,7 +554,7 @@ Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skel
|
|||
limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]);
|
||||
limbIndex++;
|
||||
|
||||
rot = actorDrawTable[limbIndex];
|
||||
rot = limbDrawTable[limbIndex];
|
||||
|
||||
pos.x = limbEntry->translation.x;
|
||||
pos.y = limbEntry->translation.y;
|
||||
|
@ -568,7 +562,7 @@ Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skel
|
|||
|
||||
dList = limbEntry->displayLists[0];
|
||||
|
||||
if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList, &pos, &rot, actor, &gfx) == 0)) {
|
||||
if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, actor, &gfx) == 0)) {
|
||||
Matrix_TranslateThenRotateZYX(&pos, &rot);
|
||||
if (dList != NULL) {
|
||||
gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1489), G_MTX_LOAD);
|
||||
|
@ -576,20 +570,20 @@ Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skel
|
|||
}
|
||||
}
|
||||
|
||||
if (appendDlistFunc != NULL) {
|
||||
appendDlistFunc(globalCtx, limbIndex, &dList, &rot, actor, &gfx);
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(globalCtx, limbIndex, &dList, &rot, actor, &gfx);
|
||||
}
|
||||
|
||||
if (limbEntry->firstChildIndex != LIMB_DONE) {
|
||||
gfx = SkelAnime_Draw2Limb(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
|
||||
appendDlistFunc, actor, gfx);
|
||||
gfx = SkelAnime_Draw2Limb(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
|
||||
postLimbDraw, actor, gfx);
|
||||
}
|
||||
|
||||
Matrix_Pull();
|
||||
|
||||
if (limbEntry->nextLimbIndex != LIMB_DONE) {
|
||||
gfx = SkelAnime_Draw2Limb(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc,
|
||||
appendDlistFunc, actor, gfx);
|
||||
gfx = SkelAnime_Draw2Limb(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw,
|
||||
postLimbDraw, actor, gfx);
|
||||
}
|
||||
|
||||
return gfx;
|
||||
|
@ -599,9 +593,8 @@ Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skel
|
|||
* 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) {
|
||||
Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
|
||||
OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx) {
|
||||
SkelLimbEntry* limbEntry;
|
||||
char pad[4];
|
||||
Gfx* dList;
|
||||
|
@ -619,15 +612,15 @@ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorD
|
|||
|
||||
limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]);
|
||||
|
||||
pos.x = actorDrawTable->x;
|
||||
pos.y = actorDrawTable->y;
|
||||
pos.z = actorDrawTable->z;
|
||||
pos.x = limbDrawTable[0].x;
|
||||
pos.y = limbDrawTable[0].y;
|
||||
pos.z = limbDrawTable[0].z;
|
||||
|
||||
rot = actorDrawTable[1];
|
||||
rot = limbDrawTable[1];
|
||||
|
||||
dList = limbEntry->displayLists[0];
|
||||
|
||||
if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList, &pos, &rot, actor, &gfx) == 0)) {
|
||||
if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, actor, &gfx) == 0)) {
|
||||
Matrix_TranslateThenRotateZYX(&pos, &rot);
|
||||
if (dList != NULL) {
|
||||
gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1558), G_MTX_LOAD);
|
||||
|
@ -635,13 +628,13 @@ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorD
|
|||
}
|
||||
}
|
||||
|
||||
if (appendDlistFunc != NULL) {
|
||||
appendDlistFunc(globalCtx, 1, &dList, &rot, actor, &gfx);
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(globalCtx, 1, &dList, &rot, actor, &gfx);
|
||||
}
|
||||
|
||||
if (limbEntry->firstChildIndex != LIMB_DONE) {
|
||||
gfx = SkelAnime_Draw2Limb(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
|
||||
appendDlistFunc, actor, gfx);
|
||||
gfx = SkelAnime_Draw2Limb(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
|
||||
postLimbDraw, actor, gfx);
|
||||
}
|
||||
|
||||
Matrix_Pull();
|
||||
|
@ -649,9 +642,9 @@ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorD
|
|||
return gfx;
|
||||
}
|
||||
|
||||
Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable,
|
||||
SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc,
|
||||
Actor* actor, Mtx** mtx, Gfx* gfx) {
|
||||
Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
|
||||
OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Mtx** mtx,
|
||||
Gfx* gfx) {
|
||||
SkelLimbEntry* limbEntry;
|
||||
Gfx* dList1;
|
||||
Gfx* dList2;
|
||||
|
@ -663,14 +656,14 @@ Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
|
|||
|
||||
limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]);
|
||||
limbIndex++;
|
||||
rot = actorDrawTable[limbIndex];
|
||||
rot = limbDrawTable[limbIndex];
|
||||
|
||||
pos.x = limbEntry->translation.x;
|
||||
pos.y = limbEntry->translation.y;
|
||||
pos.z = limbEntry->translation.z;
|
||||
|
||||
dList1 = dList2 = limbEntry->displayLists[0];
|
||||
if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList1, &pos, &rot, actor, &gfx) == 0)) {
|
||||
if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, limbIndex, &dList1, &pos, &rot, actor, &gfx) == 0)) {
|
||||
Matrix_TranslateThenRotateZYX(&pos, &rot);
|
||||
if (dList1 != NULL) {
|
||||
Matrix_ToMtx(*mtx, "../z_skelanime.c", 1623);
|
||||
|
@ -684,19 +677,19 @@ Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
|
|||
}
|
||||
}
|
||||
}
|
||||
if (appendDlistFunc != NULL) {
|
||||
appendDlistFunc(globalCtx, limbIndex, &dList2, &rot, actor, &gfx);
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(globalCtx, limbIndex, &dList2, &rot, actor, &gfx);
|
||||
}
|
||||
if (limbEntry->firstChildIndex != LIMB_DONE) {
|
||||
gfx = SkelAnime_DrawLimbSV2(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
|
||||
appendDlistFunc, actor, mtx, gfx);
|
||||
gfx = SkelAnime_DrawLimbSV2(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
|
||||
postLimbDraw, actor, mtx, gfx);
|
||||
}
|
||||
|
||||
Matrix_Pull();
|
||||
|
||||
if (limbEntry->nextLimbIndex != LIMB_DONE) {
|
||||
gfx = SkelAnime_DrawLimbSV2(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc,
|
||||
appendDlistFunc, actor, mtx, gfx);
|
||||
gfx = SkelAnime_DrawLimbSV2(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw,
|
||||
postLimbDraw, actor, mtx, gfx);
|
||||
}
|
||||
|
||||
return gfx;
|
||||
|
@ -706,9 +699,8 @@ Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
|
|||
* Draws the Skeleton `skeleton` Appends all generated graphics to `gfx`, and returns a pointer to the
|
||||
* next gfx to be appended to. Allocates matricies for display lists on the graph heap.
|
||||
*/
|
||||
Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount,
|
||||
SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc,
|
||||
Actor* actor, Gfx* gfx) {
|
||||
Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
|
||||
OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx) {
|
||||
SkelLimbEntry* limbEntry;
|
||||
char pad[4];
|
||||
Gfx* dList1;
|
||||
|
@ -730,15 +722,15 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* acto
|
|||
Matrix_Push();
|
||||
limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]);
|
||||
|
||||
pos.x = actorDrawTable->x;
|
||||
pos.y = actorDrawTable->y;
|
||||
pos.z = actorDrawTable->z;
|
||||
pos.x = limbDrawTable[0].x;
|
||||
pos.y = limbDrawTable[0].y;
|
||||
pos.z = limbDrawTable[0].z;
|
||||
|
||||
rot = actorDrawTable[1];
|
||||
rot = limbDrawTable[1];
|
||||
|
||||
dList1 = dList2 = limbEntry->displayLists[0];
|
||||
|
||||
if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList1, &pos, &rot, actor, &gfx) == 0)) {
|
||||
if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, 1, &dList1, &pos, &rot, actor, &gfx) == 0)) {
|
||||
Matrix_TranslateThenRotateZYX(&pos, &rot);
|
||||
if (dList1 != NULL) {
|
||||
Matrix_ToMtx(mtx, "../z_skelanime.c", 1710);
|
||||
|
@ -752,12 +744,12 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* acto
|
|||
}
|
||||
}
|
||||
}
|
||||
if (appendDlistFunc != NULL) {
|
||||
appendDlistFunc(globalCtx, 1, &dList2, &rot, actor, &gfx);
|
||||
if (postLimbDraw != NULL) {
|
||||
postLimbDraw(globalCtx, 1, &dList2, &rot, actor, &gfx);
|
||||
}
|
||||
if (limbEntry->firstChildIndex != LIMB_DONE) {
|
||||
gfx = SkelAnime_DrawLimbSV2(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc,
|
||||
appendDlistFunc, actor, &mtx, gfx);
|
||||
gfx = SkelAnime_DrawLimbSV2(globalCtx, limbEntry->firstChildIndex, skeleton, limbDrawTable, overrideLimbDraw,
|
||||
postLimbDraw, actor, &mtx, gfx);
|
||||
}
|
||||
|
||||
Matrix_Pull();
|
||||
|
@ -1055,7 +1047,7 @@ void func_800A390C(GlobalContext* globalCtx, AnimationContext* animationCtx) {
|
|||
}
|
||||
|
||||
void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
|
||||
LinkAnimetionEntry* linkAnimetionEntrySeg, s32 flags, Vec3s* actorDrawTbl,
|
||||
LinkAnimetionEntry* linkAnimetionEntrySeg, s32 flags, Vec3s* limbDrawTbl,
|
||||
Vec3s* transitionDrawTbl, s32 limbBufCount) {
|
||||
char pad[8];
|
||||
SkeletonHeader* skeletonHeader;
|
||||
|
@ -1085,19 +1077,19 @@ void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime,
|
|||
allocSize += 2;
|
||||
}
|
||||
|
||||
if (actorDrawTbl == NULL) {
|
||||
skelAnime->actorDrawTbl = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2364);
|
||||
if (limbDrawTbl == NULL) {
|
||||
skelAnime->limbDrawTbl = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2364);
|
||||
skelAnime->transitionDrawTbl = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2365);
|
||||
} else {
|
||||
if (limbBufCount != limbCount) {
|
||||
__assert("joint_buff_num == joint_num", "../z_skelanime.c", 2369);
|
||||
}
|
||||
|
||||
skelAnime->actorDrawTbl = (Vec3s*)ALIGN16((u32)actorDrawTbl);
|
||||
skelAnime->limbDrawTbl = (Vec3s*)ALIGN16((u32)limbDrawTbl);
|
||||
skelAnime->transitionDrawTbl = (Vec3s*)ALIGN16((u32)transitionDrawTbl);
|
||||
}
|
||||
|
||||
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
|
||||
if ((skelAnime->limbDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
|
||||
osSyncPrintf(VT_FGCOL(RED));
|
||||
osSyncPrintf(
|
||||
"Skeleton_Info_Rom_SV_ct メモリアロケーションエラー\n"); // Skeleton_Info_Rom_SV_ct Memory allocation error
|
||||
|
@ -1130,7 +1122,7 @@ s32 func_800A3BE4(GlobalContext* globalCtx, SkelAnime* skelAnime) {
|
|||
func_800A3B8C(skelAnime);
|
||||
}
|
||||
|
||||
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
|
||||
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->transitionDrawTbl,
|
||||
1.0f - (skelAnime->transCurrentFrame / prevUnk28));
|
||||
return 0;
|
||||
}
|
||||
|
@ -1139,7 +1131,7 @@ void func_800A3C9C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
|
|||
f32 updateRate;
|
||||
|
||||
SkelAnime_LoadLinkAnimetion(globalCtx, skelAnime->linkAnimetionSeg, skelAnime->animCurrentFrame,
|
||||
skelAnime->limbCount, skelAnime->actorDrawTbl);
|
||||
skelAnime->limbCount, skelAnime->limbDrawTbl);
|
||||
if (skelAnime->transCurrentFrame != 0) {
|
||||
updateRate = R_UPDATE_RATE * 0.5f;
|
||||
skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
|
||||
|
@ -1147,7 +1139,7 @@ void func_800A3C9C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
|
|||
skelAnime->transCurrentFrame = 0.0f;
|
||||
return;
|
||||
}
|
||||
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl,
|
||||
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl,
|
||||
skelAnime->transitionDrawTbl, skelAnime->transCurrentFrame);
|
||||
}
|
||||
}
|
||||
|
@ -1199,7 +1191,7 @@ void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, Li
|
|||
((linkAnimetionEntrySeg != skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) {
|
||||
if (transitionRate < 0) {
|
||||
func_800A3B8C(skelAnime);
|
||||
SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->actorDrawTbl);
|
||||
SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->limbDrawTbl);
|
||||
transitionRate = -transitionRate;
|
||||
} else {
|
||||
skelAnime->animUpdate = &func_800A3BE4;
|
||||
|
@ -1211,7 +1203,7 @@ void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, Li
|
|||
} else {
|
||||
func_800A3B8C(skelAnime);
|
||||
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount,
|
||||
skelAnime->actorDrawTbl);
|
||||
skelAnime->limbDrawTbl);
|
||||
skelAnime->transCurrentFrame = 0.0f;
|
||||
}
|
||||
|
||||
|
@ -1249,13 +1241,11 @@ void SkelAnime_ChangeLinkAnimPlaybackRepeat(GlobalContext* globalCtx, SkelAnime*
|
|||
}
|
||||
|
||||
void func_800A41FC(GlobalContext* globalCtx, SkelAnime* skelAnime) {
|
||||
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl,
|
||||
skelAnime->actorDrawTbl);
|
||||
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl, skelAnime->limbDrawTbl);
|
||||
}
|
||||
|
||||
void func_800A422C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
|
||||
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl,
|
||||
skelAnime->transitionDrawTbl);
|
||||
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->transitionDrawTbl);
|
||||
}
|
||||
|
||||
void func_800A425C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
|
||||
|
@ -1267,42 +1257,42 @@ void func_800A425C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetion
|
|||
void func_800A42A0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
|
||||
f32 frame) {
|
||||
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount,
|
||||
skelAnime->actorDrawTbl);
|
||||
skelAnime->limbDrawTbl);
|
||||
}
|
||||
|
||||
void func_800A42E4(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 frame) {
|
||||
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
|
||||
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->transitionDrawTbl,
|
||||
frame);
|
||||
}
|
||||
|
||||
void func_800A431C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
|
||||
f32 transitionFrame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 frame, f32 transitionRate,
|
||||
Vec3s* actorDrawTbl) {
|
||||
Vec3s* alignedActorDrawTbl;
|
||||
Vec3s* limbDrawTbl) {
|
||||
Vec3s* alignedLimbDrawTbl;
|
||||
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)transitionFrame, skelAnime->limbCount,
|
||||
skelAnime->actorDrawTbl);
|
||||
skelAnime->limbDrawTbl);
|
||||
|
||||
alignedActorDrawTbl = (Vec3s*)ALIGN16((u32)actorDrawTbl);
|
||||
alignedLimbDrawTbl = (Vec3s*)ALIGN16((u32)limbDrawTbl);
|
||||
|
||||
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg2, (s32)frame, skelAnime->limbCount,
|
||||
alignedActorDrawTbl);
|
||||
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, alignedActorDrawTbl,
|
||||
alignedLimbDrawTbl);
|
||||
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, alignedLimbDrawTbl,
|
||||
transitionRate);
|
||||
}
|
||||
|
||||
void func_800A43B8(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
|
||||
f32 transitionFrame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 frame, f32 transitionRate,
|
||||
Vec3s* actorDrawTbl) {
|
||||
Vec3s* alignedActorDrawTbl;
|
||||
Vec3s* limbDrawTbl) {
|
||||
Vec3s* alignedLimbDrawTbl;
|
||||
|
||||
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)transitionFrame, skelAnime->limbCount,
|
||||
skelAnime->transitionDrawTbl);
|
||||
|
||||
alignedActorDrawTbl = (Vec3s*)ALIGN16((u32)actorDrawTbl);
|
||||
alignedLimbDrawTbl = (Vec3s*)ALIGN16((u32)limbDrawTbl);
|
||||
|
||||
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg2, (s32)frame, skelAnime->limbCount,
|
||||
alignedActorDrawTbl);
|
||||
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl, alignedActorDrawTbl,
|
||||
alignedLimbDrawTbl);
|
||||
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl, alignedLimbDrawTbl,
|
||||
transitionRate);
|
||||
}
|
||||
|
||||
|
@ -1342,25 +1332,25 @@ s32 func_800A4530(SkelAnime* skelAnime, f32 arg1) {
|
|||
}
|
||||
|
||||
void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
|
||||
AnimationHeader* animationSeg, Vec3s* actorDrawTable, Vec3s* transitionDrawTable, s32 limbCount) {
|
||||
AnimationHeader* animationSeg, Vec3s* limbDrawTbl, Vec3s* transitionDrawTable, s32 limbCount) {
|
||||
SkeletonHeader* skeletonHeader;
|
||||
|
||||
skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
|
||||
skelAnime->limbCount = skeletonHeader->limbCount + 1;
|
||||
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->skeletonSeg);
|
||||
if (actorDrawTable == NULL) {
|
||||
skelAnime->actorDrawTbl =
|
||||
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->actorDrawTbl), "../z_skelanime.c", 2968);
|
||||
if (limbDrawTbl == NULL) {
|
||||
skelAnime->limbDrawTbl =
|
||||
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->limbDrawTbl), "../z_skelanime.c", 2968);
|
||||
skelAnime->transitionDrawTbl = ZeldaArena_MallocDebug(
|
||||
skelAnime->limbCount * sizeof(*skelAnime->transitionDrawTbl), "../z_skelanime.c", 2969);
|
||||
} else {
|
||||
if (limbCount != skelAnime->limbCount) {
|
||||
__assert("joint_buff_num == this->joint_num", "../z_skelanime.c", 2973);
|
||||
}
|
||||
skelAnime->actorDrawTbl = actorDrawTable;
|
||||
skelAnime->limbDrawTbl = limbDrawTbl;
|
||||
skelAnime->transitionDrawTbl = transitionDrawTable;
|
||||
}
|
||||
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
|
||||
if ((skelAnime->limbDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
|
||||
osSyncPrintf(VT_FGCOL(RED));
|
||||
osSyncPrintf("Skeleton_Info2_ct メモリアロケーションエラー\n"); // Skeleton_Info2_ct memory allocation error
|
||||
osSyncPrintf(VT_RST);
|
||||
|
@ -1372,7 +1362,7 @@ void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHead
|
|||
}
|
||||
|
||||
void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
|
||||
AnimationHeader* animationSeg, Vec3s* actorDrawTable, Vec3s* transitionDrawTable, s32 limbCount) {
|
||||
AnimationHeader* animationSeg, Vec3s* limbDrawTbl, Vec3s* transitionDrawTable, s32 limbCount) {
|
||||
SkeletonHeader* skeletonHeader;
|
||||
|
||||
skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
|
||||
|
@ -1380,9 +1370,9 @@ void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHe
|
|||
skelAnime->dListCount = skeletonHeader->dListCount;
|
||||
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->skeletonSeg);
|
||||
|
||||
if (actorDrawTable == NULL) {
|
||||
skelAnime->actorDrawTbl =
|
||||
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->actorDrawTbl), "../z_skelanime.c", 3047);
|
||||
if (limbDrawTbl == NULL) {
|
||||
skelAnime->limbDrawTbl =
|
||||
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->limbDrawTbl), "../z_skelanime.c", 3047);
|
||||
|
||||
skelAnime->transitionDrawTbl = ZeldaArena_MallocDebug(
|
||||
skelAnime->limbCount * sizeof(*skelAnime->transitionDrawTbl), "../z_skelanime.c", 3048);
|
||||
|
@ -1390,10 +1380,10 @@ void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHe
|
|||
if (limbCount != skelAnime->limbCount) {
|
||||
__assert("joint_buff_num == this->joint_num", "../z_skelanime.c", 3052);
|
||||
}
|
||||
skelAnime->actorDrawTbl = actorDrawTable;
|
||||
skelAnime->limbDrawTbl = limbDrawTbl;
|
||||
skelAnime->transitionDrawTbl = transitionDrawTable;
|
||||
}
|
||||
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
|
||||
if ((skelAnime->limbDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
|
||||
osSyncPrintf(VT_FGCOL(RED));
|
||||
osSyncPrintf(
|
||||
"Skeleton_Info_Rom_SV_ct メモリアロケーションエラー\n"); // Skeleton_Info_Rom_SV_ct Memory allocation error
|
||||
|
@ -1412,11 +1402,11 @@ void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, Skeleton
|
|||
skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
|
||||
skelAnime->limbCount = skeletonHeader->limbCount + 1;
|
||||
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->skeletonSeg);
|
||||
skelAnime->actorDrawTbl =
|
||||
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->actorDrawTbl), "../z_skelanime.c", 3120);
|
||||
skelAnime->limbDrawTbl =
|
||||
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->limbDrawTbl), "../z_skelanime.c", 3120);
|
||||
skelAnime->transitionDrawTbl =
|
||||
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->transitionDrawTbl), "../z_skelanime.c", 3121);
|
||||
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
|
||||
if ((skelAnime->limbDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
|
||||
osSyncPrintf(VT_FGCOL(RED));
|
||||
osSyncPrintf(
|
||||
"Skeleton_Info2_skin2_ct メモリアロケーションエラー\n"); // Skeleton_Info2_skin2_ct Memory allocation error
|
||||
|
@ -1453,7 +1443,7 @@ s32 func_800A4A20(SkelAnime* skelAnime) {
|
|||
func_800A49B0(skelAnime);
|
||||
skelAnime->transCurrentFrame = 0.0f;
|
||||
}
|
||||
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl,
|
||||
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->limbDrawTbl,
|
||||
skelAnime->transitionDrawTbl, 1.0f - (skelAnime->transCurrentFrame / prevUnk28));
|
||||
return 0;
|
||||
}
|
||||
|
@ -1485,7 +1475,7 @@ s32 func_800A4AD8(SkelAnime* skelAnime) {
|
|||
} else {
|
||||
phi_f2 = 0.0f;
|
||||
}
|
||||
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl,
|
||||
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->limbDrawTbl,
|
||||
skelAnime->transitionDrawTbl, 1.0f - phi_f2);
|
||||
return 0;
|
||||
}
|
||||
|
@ -1499,7 +1489,7 @@ void func_800A4C58(SkelAnime* skelAnime) {
|
|||
f32 temp_f2;
|
||||
|
||||
SkelAnime_AnimateFrame(skelAnime->animCurrentSeg, skelAnime->animCurrentFrame, skelAnime->limbCount,
|
||||
skelAnime->actorDrawTbl);
|
||||
skelAnime->limbDrawTbl);
|
||||
if (skelAnime->mode & 0x1) {
|
||||
t = (s32)skelAnime->animCurrentFrame;
|
||||
temp_f10 = t;
|
||||
|
@ -1509,8 +1499,7 @@ void func_800A4C58(SkelAnime* skelAnime) {
|
|||
t = 0;
|
||||
}
|
||||
SkelAnime_AnimateFrame(skelAnime->animCurrentSeg, t, skelAnime->limbCount, sp38);
|
||||
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, sp38,
|
||||
temp_f2);
|
||||
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->limbDrawTbl, sp38, temp_f2);
|
||||
}
|
||||
if (skelAnime->transCurrentFrame != 0) {
|
||||
updateRate = R_UPDATE_RATE * (1.0f / 3.0f);
|
||||
|
@ -1519,7 +1508,7 @@ void func_800A4C58(SkelAnime* skelAnime) {
|
|||
skelAnime->transCurrentFrame = 0.0f;
|
||||
return;
|
||||
}
|
||||
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl,
|
||||
SkelAnime_InterpolateVec3s(skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->limbDrawTbl,
|
||||
skelAnime->transitionDrawTbl, skelAnime->transCurrentFrame);
|
||||
}
|
||||
}
|
||||
|
@ -1558,7 +1547,7 @@ s32 func_800A4EE0(SkelAnime* skelAnime) {
|
|||
if (skelAnime->animCurrentFrame == skelAnime->animFrameCount) {
|
||||
|
||||
SkelAnime_AnimateFrame(skelAnime->animCurrentSeg, (s32)skelAnime->animCurrentFrame, skelAnime->limbCount,
|
||||
skelAnime->actorDrawTbl);
|
||||
skelAnime->limbDrawTbl);
|
||||
func_800A4C58(skelAnime);
|
||||
return 1;
|
||||
}
|
||||
|
@ -1585,7 +1574,7 @@ void SkelAnime_ChangeAnimImpl(SkelAnime* skelAnime, AnimationHeader* animationSe
|
|||
((animationSeg != skelAnime->animCurrentSeg) || (frame != skelAnime->animCurrentFrame))) {
|
||||
if (transitionRate < 0) {
|
||||
func_800A49B0(skelAnime);
|
||||
SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->actorDrawTbl);
|
||||
SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->limbDrawTbl);
|
||||
transitionRate = -transitionRate;
|
||||
} else {
|
||||
if (unk2 != 0) {
|
||||
|
@ -1600,7 +1589,7 @@ void SkelAnime_ChangeAnimImpl(SkelAnime* skelAnime, AnimationHeader* animationSe
|
|||
skelAnime->transitionStep = 1.0f / transitionRate;
|
||||
} else {
|
||||
func_800A49B0(skelAnime);
|
||||
SkelAnime_AnimateFrame(animationSeg, frame, skelAnime->limbCount, skelAnime->actorDrawTbl);
|
||||
SkelAnime_AnimateFrame(animationSeg, frame, skelAnime->limbCount, skelAnime->limbDrawTbl);
|
||||
skelAnime->transCurrentFrame = 0.0f;
|
||||
}
|
||||
|
||||
|
@ -1699,8 +1688,8 @@ void func_800A54FC(SkelAnime* skelAnime, Vec3f* pos, s16 angle) {
|
|||
pos->x = 0.0f;
|
||||
} else {
|
||||
// `angle` rotation around y axis.
|
||||
x = skelAnime->actorDrawTbl->x;
|
||||
z = skelAnime->actorDrawTbl->z;
|
||||
x = skelAnime->limbDrawTbl->x;
|
||||
z = skelAnime->limbDrawTbl->z;
|
||||
sin = Math_Sins(angle);
|
||||
cos = Math_Coss(angle);
|
||||
pos->x = x * cos + z * sin;
|
||||
|
@ -1715,21 +1704,21 @@ void func_800A54FC(SkelAnime* skelAnime, Vec3f* pos, s16 angle) {
|
|||
}
|
||||
|
||||
skelAnime->prevFrameRot = angle;
|
||||
skelAnime->prevFramePos.x = skelAnime->actorDrawTbl->x;
|
||||
skelAnime->actorDrawTbl->x = skelAnime->unk_3E.x;
|
||||
skelAnime->prevFramePos.z = skelAnime->actorDrawTbl->z;
|
||||
skelAnime->actorDrawTbl->z = skelAnime->unk_3E.z;
|
||||
skelAnime->prevFramePos.x = skelAnime->limbDrawTbl->x;
|
||||
skelAnime->limbDrawTbl->x = skelAnime->unk_3E.x;
|
||||
skelAnime->prevFramePos.z = skelAnime->limbDrawTbl->z;
|
||||
skelAnime->limbDrawTbl->z = skelAnime->unk_3E.z;
|
||||
if (skelAnime->flags & ANIM_FLAG_UPDATEXZ) {
|
||||
if (skelAnime->flags & ANIM_FLAG_UPDATEY) {
|
||||
pos->y = 0.0f;
|
||||
} else {
|
||||
pos->y = skelAnime->actorDrawTbl->y - skelAnime->prevFramePos.y;
|
||||
pos->y = skelAnime->limbDrawTbl->y - skelAnime->prevFramePos.y;
|
||||
}
|
||||
skelAnime->prevFramePos.y = skelAnime->actorDrawTbl->y;
|
||||
skelAnime->actorDrawTbl->y = skelAnime->unk_3E.y;
|
||||
skelAnime->prevFramePos.y = skelAnime->limbDrawTbl->y;
|
||||
skelAnime->limbDrawTbl->y = skelAnime->unk_3E.y;
|
||||
} else {
|
||||
pos->y = 0.0f;
|
||||
skelAnime->prevFramePos.y = skelAnime->actorDrawTbl->y;
|
||||
skelAnime->prevFramePos.y = skelAnime->limbDrawTbl->y;
|
||||
}
|
||||
skelAnime->flags &= ~ANIM_FLAG_UPDATEY;
|
||||
}
|
||||
|
@ -1739,8 +1728,8 @@ s32 func_800A56C8(SkelAnime* skelAnime, f32 arg1) {
|
|||
}
|
||||
|
||||
void SkelAnime_Free(SkelAnime* skelAnime, GlobalContext* globalCtx) {
|
||||
if (skelAnime->actorDrawTbl != NULL) {
|
||||
ZeldaArena_FreeDebug(skelAnime->actorDrawTbl, "../z_skelanime.c", 3729);
|
||||
if (skelAnime->limbDrawTbl != NULL) {
|
||||
ZeldaArena_FreeDebug(skelAnime->limbDrawTbl, "../z_skelanime.c", 3729);
|
||||
} else {
|
||||
osSyncPrintf("now_joint あきまへん!!\n"); // now_joint Akimane! !
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue