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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
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3 changed files with 31 additions and 56 deletions
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@ -723,8 +723,8 @@ Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jointT
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* Unpacks frame data for the animation at the given frame into frameTable
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* Used by the legacy animation format
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*/
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s32 SkelAnime_GetFrameData2(AnimationHeader2* animation, s32 frame, Vec3s* frameTable) {
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AnimationHeader2* animHeader = SEGMENTED_TO_VIRTUAL(animation);
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s32 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable) {
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LegacyAnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animation);
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s32 limbCount = animHeader->limbCount;
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JointKey* key = SEGMENTED_TO_VIRTUAL(animHeader->jointKey);
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s16* frameData = SEGMENTED_TO_VIRTUAL(animHeader->frameData);
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@ -732,61 +732,27 @@ s32 SkelAnime_GetFrameData2(AnimationHeader2* animation, s32 frame, Vec3s* frame
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s16* dynamicData = &frameData[frame];
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s32 i;
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/**
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*Equivalent to the following, but the compiler optimizes the loop in a way I can't replicate
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*/
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// for(i = 0, frameTable++, key++; i < limbCount + 1; i++, key++, frameTable++) {
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// frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
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// frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
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// frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
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// }
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frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
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frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
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frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
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i = 1;
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frameTable++;
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key++;
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if (limbCount & 1) {}
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if (limbCount > 0) {
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if (limbCount & 1) {
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i++;
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frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
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frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
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frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
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key++;
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frameTable++;
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if (limbCount + 1 == i) {
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goto ret;
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}
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}
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do {
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i += 2;
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frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
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frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
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frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
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key++;
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frameTable++;
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frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
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frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
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frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
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key++;
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frameTable++;
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} while (i != limbCount + 1);
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for (i = 1; i <= limbCount; i++, key++, frameTable++) {
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frameTable->x = frame < key->xMax ? dynamicData[key->x] : staticData[key->x];
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frameTable->y = frame < key->yMax ? dynamicData[key->y] : staticData[key->y];
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frameTable->z = frame < key->zMax ? dynamicData[key->z] : staticData[key->z];
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}
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ret:
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return limbCount;
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}
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/**
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* Used by legacy animation format
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*/
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s16 Animation_GetLimbCount2(AnimationHeader2* animation) {
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AnimationHeader2* animHeader = SEGMENTED_TO_VIRTUAL(animation);
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s16 Animation_GetLimbCountLegacy(LegacyAnimationHeader* animation) {
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LegacyAnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animation);
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return animHeader->limbCount;
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}
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@ -794,8 +760,8 @@ s16 Animation_GetLimbCount2(AnimationHeader2* animation) {
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/**
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* Used by legacy animation format
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*/
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s16 Animation_GetLength2(AnimationHeader2* animation) {
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AnimationHeader2* animHeader = SEGMENTED_TO_VIRTUAL(animation);
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s16 Animation_GetLengthLegacy(LegacyAnimationHeader* animation) {
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LegacyAnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animation);
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return animHeader->frameCount;
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}
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@ -803,8 +769,8 @@ s16 Animation_GetLength2(AnimationHeader2* animation) {
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/**
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* Used by legacy animation format
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*/
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s16 Animation_GetLastFrame2(AnimationHeader2* animation) {
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AnimationHeader2* animHeader = SEGMENTED_TO_VIRTUAL(animation);
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s16 Animation_GetLastFrameLegacy(LegacyAnimationHeader* animation) {
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LegacyAnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animation);
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return animHeader->frameCount - 1;
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}
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