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more skelanime wip
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24babfa95a
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2 changed files with 21 additions and 17 deletions
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@ -140,7 +140,11 @@ typedef struct {
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struct SkelAnime {
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/* 0x00 */ u8 limbCount; // joint_Num
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/* 0x01 */ u8 unk_01; // state? 00 = loop 02 = don't loop ?
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/* modes 0 and 1 repeat the animation indefinitely
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* modes 2 and 3 play the animaton once then stop
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* modes >= 4 play the animation once, and always start at frame 0.
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*/
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/* 0x01 */ u8 mode;
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/* 0x02 */ u8 dListCount;
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/* 0x03 */ s8 unk_03;
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/* 0x04 */ Skeleton* skeleton;
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@ -151,8 +155,8 @@ struct SkelAnime {
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GenericAnimationHeader* genericSeg;
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};
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/* 0x0C */ f32 initialFrame;
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/* 0x10 */ f32 animFrameCount; // ending frame?
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/* 0x14 */ f32 totalFrames; // Loop frame?
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/* 0x10 */ f32 animFrameCount;
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/* 0x14 */ f32 totalFrames;
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/* 0x18 */ f32 animCurrentFrame;
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/* 0x1C */ f32 animPlaybackSpeed;
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/* 0x20 */ Vec3s* actorDrawTbl; // now_joint
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@ -15,7 +15,7 @@ void SkelAnime_AnimationType2Loaded(GlobalContext* globalCtx, AnimationEntryType
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void SkelAnime_AnimationType3Loaded(GlobalContext* globalCtx, AnimationEntryType3* entry);
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void SkelAnime_AnimationType4Loaded(GlobalContext* globalCtx, AnimationEntryType4* entry);
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void SkelAnime_AnimationType5Loaded(GlobalContext* globalCtx, AnimationEntryType5* entry);
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#define NON_MATCHING
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//#define NON_MATCHING
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//.data
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u32 D_8012A480 = 0;
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static AnimationEntryCallback sAnimationLoadDone[] = {
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@ -149,7 +149,7 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton*
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Vec3f pos;
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Vec3s rot;
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GraphicsContext* gfxCtx;
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Gfx* gfx[3];
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Gfx* gfx[4];
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Matrix_Push();
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@ -381,7 +381,7 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske
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Vec3f pos;
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Vec3s rot;
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GraphicsContext* gfxCtx;
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Gfx* gfx[3];
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Gfx* gfx[4];
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gfxCtx = globalCtx->state.gfxCtx;
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func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1214);
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@ -1057,7 +1057,7 @@ void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime,
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}
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void func_800A3B8C(SkelAnime* skelAnime) {
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if (skelAnime->unk_01 < 2) {
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if (skelAnime->mode < 2) {
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skelAnime->animUpdate = &func_800A3D70;
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} else {
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skelAnime->animUpdate = &func_800A3E0C;
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@ -1142,9 +1142,9 @@ void func_800A3EE8(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 transitio
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void SkelAnime_LinkChangeAnimation(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed, f32 frame,
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f32 frameCount, u8 arg6, f32 transitionRate) {
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f32 frameCount, u8 animationMode, f32 transitionRate) {
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skelAnime->unk_01 = arg6;
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skelAnime->mode = animationMode;
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if ((transitionRate != 0.0f) &&
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((linkAnimetionEntrySeg != skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) {
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if (transitionRate < 0) {
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@ -1244,7 +1244,7 @@ void func_800A43B8(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetion
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}
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void func_800A4454(SkelAnime* skelAnime) {
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skelAnime->unk_01 = 2;
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skelAnime->mode = 2;
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func_800A3B8C(skelAnime);
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}
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@ -1370,9 +1370,9 @@ void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, Skeleton
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}
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void func_800A49B0(SkelAnime* skelAnime) {
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if (skelAnime->unk_01 < 2) {
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if (skelAnime->mode < 2) {
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skelAnime->animUpdate = &func_800A4D9C;
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} else if (skelAnime->unk_01 < 4) {
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} else if (skelAnime->mode < 4) {
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skelAnime->animUpdate = &func_800A4EE0;
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} else {
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skelAnime->animUpdate = &func_800A4E38;
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@ -1522,8 +1522,8 @@ s32 func_800A4EE0(SkelAnime* skelAnime) {
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}
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void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame,
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f32 frameCount, u8 unk1, f32 transitionRate, s8 unk2) {
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skelAnime->unk_01 = unk1;
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f32 frameCount, u8 animationType, f32 transitionRate, s8 unk2) {
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skelAnime->mode = animationType;
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if ((transitionRate != 0.0f) &&
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((animationSeg != skelAnime->animCurrentSeg) || (frame != skelAnime->animCurrentFrame))) {
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if (transitionRate < 0) {
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@ -1551,11 +1551,11 @@ void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animat
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skelAnime->initialFrame = frame;
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skelAnime->animFrameCount = frameCount;
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skelAnime->totalFrames = SkelAnime_GetTotalFrames(&animationSeg->genericHeader);
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if (skelAnime->unk_01 >= 4) {
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if (skelAnime->mode >= 4) {
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skelAnime->animCurrentFrame = 0.0f;
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} else {
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skelAnime->animCurrentFrame = frame;
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if (skelAnime->unk_01 < 2) {
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if (skelAnime->mode < 2) {
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skelAnime->animFrameCount = skelAnime->totalFrames - 1.0f;
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}
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}
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@ -1597,7 +1597,7 @@ void SkelAnime_ChangeAnimationPlaybackSpeed(SkelAnime* skelAnime, AnimationHeade
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}
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void func_800A53DC(SkelAnime* skelAnime) {
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skelAnime->unk_01 = 2;
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skelAnime->mode = 2;
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skelAnime->animFrameCount = skelAnime->totalFrames;
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func_800A49B0(skelAnime);
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}
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