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Skelanime/Animation header cleanup (#1434)

* Skelanime/Animation header cleanup

* touch up names of the two existing moveFlags macros

* formatter is a dum dum D:
This commit is contained in:
Dragorn421 2022-11-30 18:46:12 +01:00 committed by GitHub
parent 1587c5505a
commit da2e8a8f2c
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 293 additions and 211 deletions

View file

@ -494,7 +494,6 @@ void func_80034BA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3);
void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index);
void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3);
void Actor_Noop(Actor* actor, PlayState* play);
void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist);
@ -1117,91 +1116,6 @@ s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx);
void Scene_SetTransitionForNextEntrance(PlayState* play);
void Scene_Draw(PlayState* play);
void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
s16 Animation_GetLength(void* animation);
s16 Animation_GetLastFrame(void* 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(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
void AnimationContext_Reset(AnimationContext* animationCtx);
void AnimationContext_SetNextQueue(PlayState* play);
void AnimationContext_DisableQueue(PlayState* play);
void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
Vec3s* frameTable);
void AnimationContext_SetCopyAll(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
void AnimationContext_SetInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
void AnimationContext_SetCopyTrue(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
void AnimationContext_SetCopyFalse(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 arg3);
void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx);
void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
LinkAnimationHeader* animation, s32 flags, Vec3s* jointTable, Vec3s* morphTable,
s32 limbBufCount);
void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime);
s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime);
void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
void LinkAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
void LinkAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
f32 playSpeed);
void LinkAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
f32 playSpeed);
void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
f32 frame);
void LinkAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
f32 frame);
void LinkAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight);
void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
Vec3s* blendTable);
void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
Vec3s* blendTable);
void LinkAnimation_EndLoop(SkelAnime* skelAnime);
s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
BAD_RETURN(s32) SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
BAD_RETURN(s32) SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
BAD_RETURN(s32) SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation);
s32 SkelAnime_Update(SkelAnime* skelAnime);
void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
u8 mode, f32 morphFrames, s8 taper);
void Animation_Change(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
u8 mode, f32 morphFrames);
void Animation_PlayOnce(SkelAnime* skelAnime, AnimationHeader* animation);
void Animation_MorphToPlayOnce(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
void Animation_PlayOnceSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
void Animation_EndLoop(SkelAnime* skelAnime);
void Animation_Reverse(SkelAnime* skelAnime);
void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
void SkelAnime_Free(SkelAnime* skelAnime, PlayState* play);
void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos);
void Skin_DrawAnimatedLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);

View file

@ -139,7 +139,9 @@
} \
(void)0
extern GraphicsContext* __gfxCtx;
struct GraphicsContext;
extern struct GraphicsContext* __gfxCtx;
#define WORK_DISP __gfxCtx->work.p
#define POLY_OPA_DISP __gfxCtx->polyOpa.p

View file

@ -20,6 +20,7 @@
#include "z64effect.h"
#include "z64item.h"
#include "z64animation.h"
#include "z64animation_legacy.h"
#include "z64dma.h"
#include "z64math.h"
#include "z64map_mark.h"
@ -1258,36 +1259,6 @@ typedef struct {
/* 0x1CAD6 */ s16 unk_1CAD6[5];
} FileSelectState; // size = 0x1CAE0
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playSpeed;
/* 0x08 */ f32 startFrame;
/* 0x0C */ f32 frameCount;
/* 0x10 */ u8 mode;
/* 0x14 */ f32 morphFrames;
} AnimationInfo; // size = 0x18
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 frameCount;
/* 0x08 */ u8 mode;
/* 0x0C */ f32 morphFrames;
} AnimationFrameCountInfo; // size = 0x10
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playSpeed;
/* 0x08 */ u8 mode;
/* 0x0C */ f32 morphFrames;
} AnimationSpeedInfo; // size = 0x10
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ u8 mode;
/* 0x08 */ f32 morphFrames;
} AnimationMinimalInfo; // size = 0xC
// Macros for `EntranceInfo.field`
#define ENTRANCE_INFO_CONTINUE_BGM_FLAG (1 << 15)
#define ENTRANCE_INFO_DISPLAY_TITLE_CARD_FLAG (1 << 14)

View file

@ -4,32 +4,17 @@
#include "ultra64.h"
#include "z64dma.h"
#include "z64math.h"
#include "macros.h"
struct PlayState;
struct Actor;
struct SkelAnime;
#define LINK_ANIMATION_OFFSET(addr, offset) \
(((uintptr_t)_link_animetionSegmentRomStart) + ((uintptr_t)(addr)) - ((uintptr_t)_link_animetionSegmentStart) + (offset))
/*
* Skeletons and limbs
*/
#define LIMB_DONE 0xFF
#define ANIMATION_ENTRY_MAX 50
#define ANIM_FLAG_UPDATEY (1 << 1)
#define ANIM_FLAG_NOMOVE (1 << 4)
typedef enum {
/* 0 */ ANIMMODE_LOOP,
/* 1 */ ANIMMODE_LOOP_INTERP,
/* 2 */ ANIMMODE_ONCE,
/* 3 */ ANIMMODE_ONCE_INTERP,
/* 4 */ ANIMMODE_LOOP_PARTIAL,
/* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP
} AnimationMode;
typedef enum {
/* -1 */ ANIMTAPER_DECEL = -1,
/* 0 */ ANIMTAPER_NONE,
/* 1 */ ANIMTAPER_ACCEL
} AnimationTapers;
typedef struct {
/* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
@ -45,14 +30,6 @@ typedef struct {
/* 0x08 */ Gfx* dLists[2]; // Near and far
} LodLimb; // 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;
@ -65,6 +42,10 @@ typedef struct {
/* 0x08 */ u8 dListCount;
} FlexSkeletonHeader; // size = 0xC
/*
* Animations
*/
// Index into the frame data table.
typedef struct {
/* 0x00 */ u16 x;
@ -88,41 +69,182 @@ typedef struct {
/* 0x0C */ u16 staticIndexMax;
} AnimationHeader; // size = 0x10
// Unused
typedef struct {
/* 0x00 */ s16 xMax;
/* 0x02 */ s16 x;
/* 0x04 */ s16 yMax;
/* 0x06 */ s16 y;
/* 0x08 */ s16 zMax;
/* 0x0A */ s16 z;
} JointKey; // size = 0x0C
// Unused
typedef struct {
/* 0x00 */ s16 frameCount;
/* 0x02 */ s16 limbCount;
/* 0x04 */ s16* frameData;
/* 0x08 */ JointKey* jointKey;
} LegacyAnimationHeader; // size = 0xC
typedef s32 (*OverrideLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void*);
typedef void (*PostLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*);
typedef s32 (*OverrideLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void*, Gfx** gfx);
typedef void (*PostLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*, Gfx** gfx);
/*
* SkelAnime
*/
typedef enum {
ANIMENTRY_LOADFRAME,
ANIMENTRY_COPYALL,
ANIMENTRY_INTERP,
ANIMENTRY_COPYTRUE,
ANIMENTRY_COPYFALSE,
ANIMENTRY_MOVEACTOR
/* 0 */ ANIMMODE_LOOP,
/* 1 */ ANIMMODE_LOOP_INTERP,
/* 2 */ ANIMMODE_ONCE,
/* 3 */ ANIMMODE_ONCE_INTERP,
/* 4 */ ANIMMODE_LOOP_PARTIAL,
/* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP
} AnimationMode;
typedef enum {
/* -1 */ ANIMTAPER_DECEL = -1,
/* 0 */ ANIMTAPER_NONE,
/* 1 */ ANIMTAPER_ACCEL
} AnimationTapers;
#define ANIM_FLAG_UPDATE_Y (1 << 1)
#define ANIM_FLAG_NO_MOVE (1 << 4)
typedef struct SkelAnime {
/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
/* 0x01 */ u8 mode; // See `AnimationMode`
/* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
/* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
/* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader.
/* 0x0C */ f32 startFrame; // In mode ANIMMODE_LOOP_PARTIAL*, start of partial loop.
/* 0x10 */ f32 endFrame; // In mode ANIMMODE_ONCE*, Update returns true when curFrame is equal to this. In mode ANIMMODE_LOOP_PARTIAL*, end of partial loop.
/* 0x14 */ f32 animLength; // Total number of frames in the current animation.
/* 0x18 */ f32 curFrame; // Current frame in the animation
/* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate.
/* 0x20 */ Vec3s* jointTable; // Current translation of model and rotations of all limbs
/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
/* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
/* 0x30 */ union {
s32 (*normal)(struct SkelAnime*); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph
s32 (*link)(struct PlayState*, struct SkelAnime*); // Can be Loop, Play once, or Morph
} update;
/* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
} SkelAnime; // size = 0x44
// Init
BAD_RETURN(s32) SkelAnime_Init(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
BAD_RETURN(s32) SkelAnime_InitFlex(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
BAD_RETURN(s32) SkelAnime_InitSkin(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation);
void SkelAnime_InitLink(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
LinkAnimationHeader* animation, s32 flags, Vec3s* jointTable, Vec3s* morphTable,
s32 limbBufCount);
// Free
void SkelAnime_Free(SkelAnime* skelAnime, struct PlayState* play);
// Update
s32 SkelAnime_Update(SkelAnime* skelAnime);
// Draw
typedef s32 (*OverrideLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void*,
Gfx** gfx);
typedef void (*PostLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*, Gfx** gfx);
typedef s32 (*OverrideLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void*);
typedef void (*PostLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*);
Gfx* SkelAnime_Draw(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
void SkelAnime_DrawOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, void* arg);
Gfx* SkelAnime_DrawFlex(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
void SkelAnime_DrawFlexOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
void SkelAnime_DrawLod(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
void SkelAnime_DrawFlexLod(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
// Misc. operations
void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
/*
* Play animations
*/
void Animation_Change(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
u8 mode, f32 morphFrames);
void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
u8 mode, f32 morphFrames, s8 taper);
void Animation_PlayOnce(SkelAnime* skelAnime, AnimationHeader* animation);
void Animation_PlayOnceSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
void Animation_MorphToPlayOnce(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
void Animation_EndLoop(SkelAnime* skelAnime);
void Animation_Reverse(SkelAnime* skelAnime);
void Animation_SetMorph(struct PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playSpeed;
/* 0x08 */ f32 startFrame;
/* 0x0C */ f32 frameCount;
/* 0x10 */ u8 mode;
/* 0x14 */ f32 morphFrames;
} AnimationInfo; // size = 0x18
void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index);
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 frameCount;
/* 0x08 */ u8 mode;
/* 0x0C */ f32 morphFrames;
} AnimationFrameCountInfo; // size = 0x10
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playSpeed;
/* 0x08 */ u8 mode;
/* 0x0C */ f32 morphFrames;
} AnimationSpeedInfo; // size = 0x10
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ u8 mode;
/* 0x08 */ f32 morphFrames;
} AnimationMinimalInfo; // size = 0xC
/*
* Animation helpers
*/
s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
s16 Animation_GetLength(void* animation);
s16 Animation_GetLastFrame(void* animation);
/*
* Animation requests
*/
typedef enum {
/* 0 */ ANIMENTRY_LOADFRAME,
/* 1 */ ANIMENTRY_COPYALL,
/* 2 */ ANIMENTRY_INTERP,
/* 3 */ ANIMENTRY_COPYTRUE,
/* 4 */ ANIMENTRY_COPYFALSE,
/* 5 */ ANIMENTRY_MOVEACTOR
} AnimationType;
typedef struct {
@ -182,40 +304,67 @@ typedef struct {
/* 0x04 */ AnimationEntryData data;
} AnimationEntry; // size = 0x40
#define ANIMATION_ENTRY_MAX 50
typedef struct AnimationContext {
s16 animationCount;
AnimationEntry entries[ANIMATION_ENTRY_MAX];
} AnimationContext; // size = 0xC84
typedef void (*AnimationEntryCallback)(struct PlayState* play, AnimationEntryData* data);
void AnimationContext_SetLoadFrame(struct PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
Vec3s* frameTable);
void AnimationContext_SetCopyAll(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
void AnimationContext_SetCopyTrue(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
void AnimationContext_SetCopyFalse(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
void AnimationContext_SetInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 arg3);
typedef s32 (*AnimUpdateFunc)();
void AnimationContext_SetNextQueue(struct PlayState* play);
void AnimationContext_DisableQueue(struct PlayState* play);
typedef struct SkelAnime {
/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
/* 0x01 */ u8 mode; // See `AnimationMode`
/* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
/* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
/* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader.
/* 0x0C */ f32 startFrame; // In mode ANIMMODE_LOOP_PARTIAL*, start of partial loop.
/* 0x10 */ f32 endFrame; // In mode ANIMMODE_ONCE*, Update returns true when curFrame is equal to this. In mode ANIMMODE_LOOP_PARTIAL*, end of partial loop.
/* 0x14 */ f32 animLength; // Total number of frames in the current animation.
/* 0x18 */ f32 curFrame; // Current frame in the animation
/* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate.
/* 0x20 */ Vec3s* jointTable; // Current translation of model and rotations of all limbs
/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
/* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
/* 0x30 */ union {
s32 (*normal)(struct SkelAnime*); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph
s32 (*link)(struct PlayState*, struct SkelAnime*); // Can be Loop, Play once, or Morph
} update;
/* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
} SkelAnime; // size = 0x44
void AnimationContext_Reset(AnimationContext* animationCtx);
void AnimationContext_Update(struct PlayState* play, AnimationContext* animationCtx);
/*
* Link animations
*/
// Update
s32 LinkAnimation_Update(struct PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime);
void LinkAnimation_AnimateFrame(struct PlayState* play, SkelAnime* skelAnime);
// Play animations
void LinkAnimation_Change(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
void LinkAnimation_PlayOnce(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
void LinkAnimation_PlayOnceSetSpeed(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
f32 playSpeed);
void LinkAnimation_PlayLoop(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
void LinkAnimation_PlayLoopSetSpeed(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
f32 playSpeed);
void LinkAnimation_EndLoop(SkelAnime* skelAnime);
// Misc. operations
void LinkAnimation_CopyJointToMorph(struct PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_CopyMorphToJoint(struct PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_LoadToMorph(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame);
void LinkAnimation_LoadToJoint(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame);
void LinkAnimation_InterpJointMorph(struct PlayState* play, SkelAnime* skelAnime, f32 weight);
void LinkAnimation_BlendToJoint(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
Vec3s* blendTable);
void LinkAnimation_BlendToMorph(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
Vec3s* blendTable);
s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
#endif

View file

@ -0,0 +1,40 @@
#ifndef Z64_ANIMATION_LEGACY_H
#define Z64_ANIMATION_LEGACY_H
#include "ultra64.h"
#include "z64math.h"
typedef struct LegacyLimb {
/* 0x000 */ Gfx* dList;
/* 0x004 */ Vec3f trans;
/* 0x010 */ Vec3s rot;
/* 0x018 */ struct LegacyLimb* sibling;
/* 0x01C */ struct LegacyLimb* child;
} LegacyLimb; // size = 0x20
typedef struct {
/* 0x00 */ s16 xMax;
/* 0x02 */ s16 x;
/* 0x04 */ s16 yMax;
/* 0x06 */ s16 y;
/* 0x08 */ s16 zMax;
/* 0x0A */ s16 z;
} LegacyJointKey; // size = 0x0C
// ZAPD compatibility typedefs
// TODO: Remove when ZAPD adds support for them
typedef LegacyJointKey JointKey;
typedef struct {
/* 0x00 */ s16 frameCount;
/* 0x02 */ s16 limbCount;
/* 0x04 */ s16* frameData;
/* 0x08 */ LegacyJointKey* jointKey;
} LegacyAnimationHeader; // size = 0xC
s32 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable);
s16 Animation_GetLimbCountLegacy(LegacyAnimationHeader* animation);
s16 Animation_GetLengthLegacy(LegacyAnimationHeader* animation);
s16 Animation_GetLastFrameLegacy(LegacyAnimationHeader* animation);
#endif

View file

@ -716,7 +716,7 @@ Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32
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);
LegacyJointKey* key = SEGMENTED_TO_VIRTUAL(animHeader->jointKey);
s16* frameData = SEGMENTED_TO_VIRTUAL(animHeader->frameData);
s16* staticData = &frameData[0];
s16* dynamicData = &frameData[frame];
@ -829,6 +829,10 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
return entry;
}
#define LINK_ANIMATION_OFFSET(addr, offset) \
(((uintptr_t)_link_animetionSegmentRomStart) + ((uintptr_t)(addr)) - ((uintptr_t)_link_animetionSegmentStart) + \
(offset))
/**
* Requests loading frame data from the Link animation into frameTable
*/
@ -1011,6 +1015,8 @@ void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data) {
actor->world.pos.z += diff.z * actor->scale.z;
}
typedef void (*AnimationEntryCallback)(struct PlayState* play, AnimationEntryData* data);
/**
* Performs all requests in the animation queue, then resets the queue flags.
*/
@ -1784,7 +1790,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
f32 sin;
f32 cos;
if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
if (skelAnime->moveFlags & ANIM_FLAG_NO_MOVE) {
diff->x = diff->z = 0.0f;
} else {
x = skelAnime->jointTable[0].x;
@ -1806,8 +1812,8 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
skelAnime->jointTable[0].x = skelAnime->baseTransl.x;
skelAnime->prevTransl.z = skelAnime->jointTable[0].z;
skelAnime->jointTable[0].z = skelAnime->baseTransl.z;
if (skelAnime->moveFlags & ANIM_FLAG_UPDATEY) {
if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
if (skelAnime->moveFlags & ANIM_FLAG_UPDATE_Y) {
if (skelAnime->moveFlags & ANIM_FLAG_NO_MOVE) {
diff->y = 0.0f;
} else {
diff->y = skelAnime->jointTable[0].y - skelAnime->prevTransl.y;
@ -1818,7 +1824,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
diff->y = 0.0f;
skelAnime->prevTransl.y = skelAnime->jointTable[0].y;
}
skelAnime->moveFlags &= ~ANIM_FLAG_NOMOVE;
skelAnime->moveFlags &= ~ANIM_FLAG_NO_MOVE;
}
/**