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more skelanime wip

This commit is contained in:
KrimtonZ 2020-03-30 20:12:49 -05:00
parent 24babfa95a
commit b9f2d4c707
2 changed files with 21 additions and 17 deletions

View file

@ -140,7 +140,11 @@ typedef struct {
struct SkelAnime { struct SkelAnime {
/* 0x00 */ u8 limbCount; // joint_Num /* 0x00 */ u8 limbCount; // joint_Num
/* 0x01 */ u8 unk_01; // state? 00 = loop 02 = don't loop ? /* modes 0 and 1 repeat the animation indefinitely
* modes 2 and 3 play the animaton once then stop
* modes >= 4 play the animation once, and always start at frame 0.
*/
/* 0x01 */ u8 mode;
/* 0x02 */ u8 dListCount; /* 0x02 */ u8 dListCount;
/* 0x03 */ s8 unk_03; /* 0x03 */ s8 unk_03;
/* 0x04 */ Skeleton* skeleton; /* 0x04 */ Skeleton* skeleton;
@ -151,8 +155,8 @@ struct SkelAnime {
GenericAnimationHeader* genericSeg; GenericAnimationHeader* genericSeg;
}; };
/* 0x0C */ f32 initialFrame; /* 0x0C */ f32 initialFrame;
/* 0x10 */ f32 animFrameCount; // ending frame? /* 0x10 */ f32 animFrameCount;
/* 0x14 */ f32 totalFrames; // Loop frame? /* 0x14 */ f32 totalFrames;
/* 0x18 */ f32 animCurrentFrame; /* 0x18 */ f32 animCurrentFrame;
/* 0x1C */ f32 animPlaybackSpeed; /* 0x1C */ f32 animPlaybackSpeed;
/* 0x20 */ Vec3s* actorDrawTbl; // now_joint /* 0x20 */ Vec3s* actorDrawTbl; // now_joint

View file

@ -15,7 +15,7 @@ void SkelAnime_AnimationType2Loaded(GlobalContext* globalCtx, AnimationEntryType
void SkelAnime_AnimationType3Loaded(GlobalContext* globalCtx, AnimationEntryType3* entry); void SkelAnime_AnimationType3Loaded(GlobalContext* globalCtx, AnimationEntryType3* entry);
void SkelAnime_AnimationType4Loaded(GlobalContext* globalCtx, AnimationEntryType4* entry); void SkelAnime_AnimationType4Loaded(GlobalContext* globalCtx, AnimationEntryType4* entry);
void SkelAnime_AnimationType5Loaded(GlobalContext* globalCtx, AnimationEntryType5* entry); void SkelAnime_AnimationType5Loaded(GlobalContext* globalCtx, AnimationEntryType5* entry);
#define NON_MATCHING //#define NON_MATCHING
//.data //.data
u32 D_8012A480 = 0; u32 D_8012A480 = 0;
static AnimationEntryCallback sAnimationLoadDone[] = { static AnimationEntryCallback sAnimationLoadDone[] = {
@ -149,7 +149,7 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton*
Vec3f pos; Vec3f pos;
Vec3s rot; Vec3s rot;
GraphicsContext* gfxCtx; GraphicsContext* gfxCtx;
Gfx* gfx[3]; Gfx* gfx[4];
Matrix_Push(); Matrix_Push();
@ -381,7 +381,7 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske
Vec3f pos; Vec3f pos;
Vec3s rot; Vec3s rot;
GraphicsContext* gfxCtx; GraphicsContext* gfxCtx;
Gfx* gfx[3]; Gfx* gfx[4];
gfxCtx = globalCtx->state.gfxCtx; gfxCtx = globalCtx->state.gfxCtx;
func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1214); func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1214);
@ -1057,7 +1057,7 @@ void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime,
} }
void func_800A3B8C(SkelAnime* skelAnime) { void func_800A3B8C(SkelAnime* skelAnime) {
if (skelAnime->unk_01 < 2) { if (skelAnime->mode < 2) {
skelAnime->animUpdate = &func_800A3D70; skelAnime->animUpdate = &func_800A3D70;
} else { } else {
skelAnime->animUpdate = &func_800A3E0C; skelAnime->animUpdate = &func_800A3E0C;
@ -1142,9 +1142,9 @@ void func_800A3EE8(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 transitio
void SkelAnime_LinkChangeAnimation(GlobalContext* globalCtx, SkelAnime* skelAnime, void SkelAnime_LinkChangeAnimation(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed, f32 frame, LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed, f32 frame,
f32 frameCount, u8 arg6, f32 transitionRate) { f32 frameCount, u8 animationMode, f32 transitionRate) {
skelAnime->unk_01 = arg6; skelAnime->mode = animationMode;
if ((transitionRate != 0.0f) && if ((transitionRate != 0.0f) &&
((linkAnimetionEntrySeg != skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) { ((linkAnimetionEntrySeg != skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) {
if (transitionRate < 0) { if (transitionRate < 0) {
@ -1244,7 +1244,7 @@ void func_800A43B8(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetion
} }
void func_800A4454(SkelAnime* skelAnime) { void func_800A4454(SkelAnime* skelAnime) {
skelAnime->unk_01 = 2; skelAnime->mode = 2;
func_800A3B8C(skelAnime); func_800A3B8C(skelAnime);
} }
@ -1370,9 +1370,9 @@ void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, Skeleton
} }
void func_800A49B0(SkelAnime* skelAnime) { void func_800A49B0(SkelAnime* skelAnime) {
if (skelAnime->unk_01 < 2) { if (skelAnime->mode < 2) {
skelAnime->animUpdate = &func_800A4D9C; skelAnime->animUpdate = &func_800A4D9C;
} else if (skelAnime->unk_01 < 4) { } else if (skelAnime->mode < 4) {
skelAnime->animUpdate = &func_800A4EE0; skelAnime->animUpdate = &func_800A4EE0;
} else { } else {
skelAnime->animUpdate = &func_800A4E38; skelAnime->animUpdate = &func_800A4E38;
@ -1522,8 +1522,8 @@ s32 func_800A4EE0(SkelAnime* skelAnime) {
} }
void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame, void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame,
f32 frameCount, u8 unk1, f32 transitionRate, s8 unk2) { f32 frameCount, u8 animationType, f32 transitionRate, s8 unk2) {
skelAnime->unk_01 = unk1; skelAnime->mode = animationType;
if ((transitionRate != 0.0f) && if ((transitionRate != 0.0f) &&
((animationSeg != skelAnime->animCurrentSeg) || (frame != skelAnime->animCurrentFrame))) { ((animationSeg != skelAnime->animCurrentSeg) || (frame != skelAnime->animCurrentFrame))) {
if (transitionRate < 0) { if (transitionRate < 0) {
@ -1551,11 +1551,11 @@ void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animat
skelAnime->initialFrame = frame; skelAnime->initialFrame = frame;
skelAnime->animFrameCount = frameCount; skelAnime->animFrameCount = frameCount;
skelAnime->totalFrames = SkelAnime_GetTotalFrames(&animationSeg->genericHeader); skelAnime->totalFrames = SkelAnime_GetTotalFrames(&animationSeg->genericHeader);
if (skelAnime->unk_01 >= 4) { if (skelAnime->mode >= 4) {
skelAnime->animCurrentFrame = 0.0f; skelAnime->animCurrentFrame = 0.0f;
} else { } else {
skelAnime->animCurrentFrame = frame; skelAnime->animCurrentFrame = frame;
if (skelAnime->unk_01 < 2) { if (skelAnime->mode < 2) {
skelAnime->animFrameCount = skelAnime->totalFrames - 1.0f; skelAnime->animFrameCount = skelAnime->totalFrames - 1.0f;
} }
} }
@ -1597,7 +1597,7 @@ void SkelAnime_ChangeAnimationPlaybackSpeed(SkelAnime* skelAnime, AnimationHeade
} }
void func_800A53DC(SkelAnime* skelAnime) { void func_800A53DC(SkelAnime* skelAnime) {
skelAnime->unk_01 = 2; skelAnime->mode = 2;
skelAnime->animFrameCount = skelAnime->totalFrames; skelAnime->animFrameCount = skelAnime->totalFrames;
func_800A49B0(skelAnime); func_800A49B0(skelAnime);
} }