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Add struct LegacyLimb and rename AnimationHeader2 for object_human (#849)

* Add LegacyLimb and rename AnimationHeader2

* Simplify SkelAnime_GetFrameDataLegacy

* Minor fixes

* Move LegacyLimb with the rest of the limbs
This commit is contained in:
Anghelo Carvajal 2021-06-14 14:12:34 -04:00 committed by GitHub
parent d399c3deb6
commit a4c606c522
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
3 changed files with 31 additions and 56 deletions

View file

@ -1209,9 +1209,10 @@ void SkelAnime_DrawFlexOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* joi
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
s16 Animation_GetLength(void* animation);
s16 Animation_GetLastFrame(void* animation);
s16 Animation_GetLimbCount2(AnimationHeader2* animation);
s16 Animation_GetLength2(AnimationHeader2* animation);
s16 Animation_GetLastFrame2(AnimationHeader2* animation);
s32 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable);
s16 Animation_GetLimbCountLegacy(LegacyAnimationHeader* animation);
s16 Animation_GetLengthLegacy(LegacyAnimationHeader* animation);
s16 Animation_GetLastFrameLegacy(LegacyAnimationHeader* animation);
Gfx* SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable, s32 dListCount,

View file

@ -54,6 +54,14 @@ typedef struct {
/* 0x0C */ void* segment; // Segment address of data. Currently unclear what.
} SkinLimb; // size = 0x10
typedef struct LegacyLimb {
/* 0x000 */ Gfx* dList;
/* 0x004 */ Vec3f trans;
/* 0x010 */ Vec3s rot;
/* 0x018 */ struct LegacyLimb* sibling;
/* 0x01C */ struct LegacyLimb* child;
} LegacyLimb; // size = 0x20
// Model has limbs with only rigid meshes
typedef struct {
/* 0x00 */ void** segment;
@ -96,8 +104,8 @@ typedef struct {
/* 0x04 */ s16 yMax;
/* 0x06 */ s16 y;
/* 0x08 */ s16 zMax;
/* 0x10 */ s16 z;
} JointKey; // size = 0x12
/* 0x0A */ s16 z;
} JointKey; // size = 0x0C
// Unused
typedef struct {
@ -105,7 +113,7 @@ typedef struct {
/* 0x02 */ s16 limbCount;
/* 0x04 */ s16* frameData;
/* 0x08 */ JointKey* jointKey;
} AnimationHeader2; // size = 0xC
} LegacyAnimationHeader; // size = 0xC
typedef s32 (*OverrideLimbDrawOpa)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void*);
@ -205,13 +213,13 @@ typedef struct {
/* 0x0008 */ s16* copyValues;
/* 0x000C */ s16 unk_0C;
/* 0x000E */ s16 unk_10;
} TransformUpdateIndex; // size 0x10
} TransformUpdateIndex; // size = 0x10
typedef struct {
/* 0x0000 */ u8 firstChildIdx;
/* 0x0001 */ u8 nextLimbIdx;
/* 0x0004 */ Gfx* dList[2];
} SkelCurveLimb; // size >= 0x8
} SkelCurveLimb; // size = 0xC
typedef struct {
/* 0x0000 */ SkelCurveLimb** limbs;
@ -295,7 +303,7 @@ typedef struct {
/* 0x002 */ u16 unk_2;
/* 0x004 */ Struct_800A598C* unk_4;
/* 0x008 */ Gfx* unk_8;
} Struct_800A5E28;
} Struct_800A5E28; // size = 0xC
typedef struct {
/* 0x000 */ u8 unk_0;

View file

@ -723,8 +723,8 @@ Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jointT
* Unpacks frame data for the animation at the given frame into frameTable
* Used by the legacy animation format
*/
s32 SkelAnime_GetFrameData2(AnimationHeader2* animation, s32 frame, Vec3s* frameTable) {
AnimationHeader2* animHeader = SEGMENTED_TO_VIRTUAL(animation);
s32 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable) {
LegacyAnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animation);
s32 limbCount = animHeader->limbCount;
JointKey* key = SEGMENTED_TO_VIRTUAL(animHeader->jointKey);
s16* frameData = SEGMENTED_TO_VIRTUAL(animHeader->frameData);
@ -732,61 +732,27 @@ s32 SkelAnime_GetFrameData2(AnimationHeader2* animation, s32 frame, Vec3s* frame
s16* dynamicData = &frameData[frame];
s32 i;
/**
*Equivalent to the following, but the compiler optimizes the loop in a way I can't replicate
*/
// for(i = 0, frameTable++, key++; i < limbCount + 1; i++, key++, frameTable++) {
// frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
// frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
// frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
// }
frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
i = 1;
frameTable++;
key++;
if (limbCount & 1) {}
if (limbCount > 0) {
if (limbCount & 1) {
i++;
frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
key++;
frameTable++;
if (limbCount + 1 == i) {
goto ret;
}
}
do {
i += 2;
frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
key++;
frameTable++;
frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
key++;
frameTable++;
} while (i != limbCount + 1);
for (i = 1; i <= limbCount; i++, key++, frameTable++) {
frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
}
ret:
return limbCount;
}
/**
* Used by legacy animation format
*/
s16 Animation_GetLimbCount2(AnimationHeader2* animation) {
AnimationHeader2* animHeader = SEGMENTED_TO_VIRTUAL(animation);
s16 Animation_GetLimbCountLegacy(LegacyAnimationHeader* animation) {
LegacyAnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animation);
return animHeader->limbCount;
}
@ -794,8 +760,8 @@ s16 Animation_GetLimbCount2(AnimationHeader2* animation) {
/**
* Used by legacy animation format
*/
s16 Animation_GetLength2(AnimationHeader2* animation) {
AnimationHeader2* animHeader = SEGMENTED_TO_VIRTUAL(animation);
s16 Animation_GetLengthLegacy(LegacyAnimationHeader* animation) {
LegacyAnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animation);
return animHeader->frameCount;
}
@ -803,8 +769,8 @@ s16 Animation_GetLength2(AnimationHeader2* animation) {
/**
* Used by legacy animation format
*/
s16 Animation_GetLastFrame2(AnimationHeader2* animation) {
AnimationHeader2* animHeader = SEGMENTED_TO_VIRTUAL(animation);
s16 Animation_GetLastFrameLegacy(LegacyAnimationHeader* animation) {
LegacyAnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animation);
return animHeader->frameCount - 1;
}