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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:
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6 changed files with 293 additions and 211 deletions
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@ -4,32 +4,17 @@
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#include "ultra64.h"
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#include "z64dma.h"
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#include "z64math.h"
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#include "macros.h"
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struct PlayState;
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struct Actor;
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struct SkelAnime;
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#define LINK_ANIMATION_OFFSET(addr, offset) \
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(((uintptr_t)_link_animetionSegmentRomStart) + ((uintptr_t)(addr)) - ((uintptr_t)_link_animetionSegmentStart) + (offset))
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/*
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* Skeletons and limbs
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*/
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#define LIMB_DONE 0xFF
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#define ANIMATION_ENTRY_MAX 50
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#define ANIM_FLAG_UPDATEY (1 << 1)
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#define ANIM_FLAG_NOMOVE (1 << 4)
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typedef enum {
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/* 0 */ ANIMMODE_LOOP,
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/* 1 */ ANIMMODE_LOOP_INTERP,
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/* 2 */ ANIMMODE_ONCE,
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/* 3 */ ANIMMODE_ONCE_INTERP,
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/* 4 */ ANIMMODE_LOOP_PARTIAL,
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/* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP
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} AnimationMode;
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typedef enum {
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/* -1 */ ANIMTAPER_DECEL = -1,
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/* 0 */ ANIMTAPER_NONE,
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/* 1 */ ANIMTAPER_ACCEL
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} AnimationTapers;
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typedef struct {
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/* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
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@ -45,14 +30,6 @@ typedef struct {
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/* 0x08 */ Gfx* dLists[2]; // Near and far
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} LodLimb; // size = 0x10
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typedef struct LegacyLimb {
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/* 0x000 */ Gfx* dList;
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/* 0x004 */ Vec3f trans;
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/* 0x010 */ Vec3s rot;
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/* 0x018 */ struct LegacyLimb* sibling;
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/* 0x01C */ struct LegacyLimb* child;
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} LegacyLimb; // size = 0x20
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// Model has limbs with only rigid meshes
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typedef struct {
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/* 0x00 */ void** segment;
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@ -65,6 +42,10 @@ typedef struct {
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/* 0x08 */ u8 dListCount;
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} FlexSkeletonHeader; // size = 0xC
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/*
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* Animations
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*/
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// Index into the frame data table.
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typedef struct {
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/* 0x00 */ u16 x;
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@ -88,41 +69,182 @@ typedef struct {
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/* 0x0C */ u16 staticIndexMax;
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} AnimationHeader; // size = 0x10
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// Unused
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typedef struct {
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/* 0x00 */ s16 xMax;
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/* 0x02 */ s16 x;
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/* 0x04 */ s16 yMax;
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/* 0x06 */ s16 y;
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/* 0x08 */ s16 zMax;
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/* 0x0A */ s16 z;
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} JointKey; // size = 0x0C
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// Unused
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typedef struct {
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/* 0x00 */ s16 frameCount;
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/* 0x02 */ s16 limbCount;
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/* 0x04 */ s16* frameData;
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/* 0x08 */ JointKey* jointKey;
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} LegacyAnimationHeader; // size = 0xC
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typedef s32 (*OverrideLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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void*);
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typedef void (*PostLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*);
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typedef s32 (*OverrideLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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void*, Gfx** gfx);
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typedef void (*PostLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*, Gfx** gfx);
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/*
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* SkelAnime
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*/
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typedef enum {
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ANIMENTRY_LOADFRAME,
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ANIMENTRY_COPYALL,
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ANIMENTRY_INTERP,
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ANIMENTRY_COPYTRUE,
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ANIMENTRY_COPYFALSE,
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ANIMENTRY_MOVEACTOR
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/* 0 */ ANIMMODE_LOOP,
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/* 1 */ ANIMMODE_LOOP_INTERP,
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/* 2 */ ANIMMODE_ONCE,
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/* 3 */ ANIMMODE_ONCE_INTERP,
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/* 4 */ ANIMMODE_LOOP_PARTIAL,
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/* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP
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} AnimationMode;
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typedef enum {
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/* -1 */ ANIMTAPER_DECEL = -1,
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/* 0 */ ANIMTAPER_NONE,
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/* 1 */ ANIMTAPER_ACCEL
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} AnimationTapers;
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#define ANIM_FLAG_UPDATE_Y (1 << 1)
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#define ANIM_FLAG_NO_MOVE (1 << 4)
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typedef struct SkelAnime {
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/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
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/* 0x01 */ u8 mode; // See `AnimationMode`
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/* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
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/* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
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/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
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/* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader.
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/* 0x0C */ f32 startFrame; // In mode ANIMMODE_LOOP_PARTIAL*, start of partial loop.
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/* 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.
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/* 0x14 */ f32 animLength; // Total number of frames in the current animation.
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/* 0x18 */ f32 curFrame; // Current frame in the animation
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/* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate.
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/* 0x20 */ Vec3s* jointTable; // Current translation of model and rotations of all limbs
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/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
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/* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
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/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
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/* 0x30 */ union {
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s32 (*normal)(struct SkelAnime*); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph
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s32 (*link)(struct PlayState*, struct SkelAnime*); // Can be Loop, Play once, or Morph
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} update;
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/* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
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/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
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/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
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/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
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/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
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} SkelAnime; // size = 0x44
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// Init
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BAD_RETURN(s32) SkelAnime_Init(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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BAD_RETURN(s32) SkelAnime_InitFlex(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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BAD_RETURN(s32) SkelAnime_InitSkin(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animation);
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void SkelAnime_InitLink(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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LinkAnimationHeader* animation, s32 flags, Vec3s* jointTable, Vec3s* morphTable,
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s32 limbBufCount);
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// Free
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void SkelAnime_Free(SkelAnime* skelAnime, struct PlayState* play);
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// Update
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s32 SkelAnime_Update(SkelAnime* skelAnime);
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// Draw
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typedef s32 (*OverrideLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void*,
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Gfx** gfx);
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typedef void (*PostLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*, Gfx** gfx);
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typedef s32 (*OverrideLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void*);
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typedef void (*PostLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*);
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Gfx* SkelAnime_Draw(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
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PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
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void SkelAnime_DrawOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
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PostLimbDrawOpa postLimbDraw, void* arg);
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Gfx* SkelAnime_DrawFlex(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
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void SkelAnime_DrawFlexOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
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void SkelAnime_DrawLod(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
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PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
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void SkelAnime_DrawFlexLod(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
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// Misc. operations
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void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
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void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
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/*
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* Play animations
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*/
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void Animation_Change(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
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u8 mode, f32 morphFrames);
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void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
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u8 mode, f32 morphFrames, s8 taper);
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void Animation_PlayOnce(SkelAnime* skelAnime, AnimationHeader* animation);
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void Animation_PlayOnceSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_MorphToPlayOnce(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
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void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
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void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
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void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
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void Animation_EndLoop(SkelAnime* skelAnime);
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void Animation_Reverse(SkelAnime* skelAnime);
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void Animation_SetMorph(struct PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
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typedef struct {
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/* 0x00 */ AnimationHeader* animation;
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/* 0x04 */ f32 playSpeed;
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/* 0x08 */ f32 startFrame;
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/* 0x0C */ f32 frameCount;
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/* 0x10 */ u8 mode;
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/* 0x14 */ f32 morphFrames;
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} AnimationInfo; // size = 0x18
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void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index);
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typedef struct {
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/* 0x00 */ AnimationHeader* animation;
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/* 0x04 */ f32 frameCount;
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/* 0x08 */ u8 mode;
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/* 0x0C */ f32 morphFrames;
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} AnimationFrameCountInfo; // size = 0x10
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typedef struct {
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/* 0x00 */ AnimationHeader* animation;
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/* 0x04 */ f32 playSpeed;
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/* 0x08 */ u8 mode;
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/* 0x0C */ f32 morphFrames;
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} AnimationSpeedInfo; // size = 0x10
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typedef struct {
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/* 0x00 */ AnimationHeader* animation;
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/* 0x04 */ u8 mode;
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/* 0x08 */ f32 morphFrames;
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} AnimationMinimalInfo; // size = 0xC
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/*
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* Animation helpers
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*/
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s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
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s16 Animation_GetLength(void* animation);
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s16 Animation_GetLastFrame(void* animation);
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/*
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* Animation requests
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*/
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typedef enum {
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/* 0 */ ANIMENTRY_LOADFRAME,
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/* 1 */ ANIMENTRY_COPYALL,
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/* 2 */ ANIMENTRY_INTERP,
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/* 3 */ ANIMENTRY_COPYTRUE,
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/* 4 */ ANIMENTRY_COPYFALSE,
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/* 5 */ ANIMENTRY_MOVEACTOR
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} AnimationType;
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typedef struct {
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/* 0x04 */ AnimationEntryData data;
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} AnimationEntry; // size = 0x40
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#define ANIMATION_ENTRY_MAX 50
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typedef struct AnimationContext {
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s16 animationCount;
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AnimationEntry entries[ANIMATION_ENTRY_MAX];
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} AnimationContext; // size = 0xC84
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typedef void (*AnimationEntryCallback)(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_SetLoadFrame(struct PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
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Vec3s* frameTable);
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void AnimationContext_SetCopyAll(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
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void AnimationContext_SetCopyTrue(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetCopyFalse(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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void AnimationContext_SetInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
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void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 arg3);
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typedef s32 (*AnimUpdateFunc)();
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void AnimationContext_SetNextQueue(struct PlayState* play);
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void AnimationContext_DisableQueue(struct PlayState* play);
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typedef struct SkelAnime {
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/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
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/* 0x01 */ u8 mode; // See `AnimationMode`
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/* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
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/* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
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/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
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/* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader.
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/* 0x0C */ f32 startFrame; // In mode ANIMMODE_LOOP_PARTIAL*, start of partial loop.
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/* 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.
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/* 0x14 */ f32 animLength; // Total number of frames in the current animation.
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/* 0x18 */ f32 curFrame; // Current frame in the animation
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/* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate.
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/* 0x20 */ Vec3s* jointTable; // Current translation of model and rotations of all limbs
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/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
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/* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
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/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
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/* 0x30 */ union {
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s32 (*normal)(struct SkelAnime*); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph
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s32 (*link)(struct PlayState*, struct SkelAnime*); // Can be Loop, Play once, or Morph
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} update;
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/* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
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/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
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/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
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/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
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/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
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} SkelAnime; // size = 0x44
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void AnimationContext_Reset(AnimationContext* animationCtx);
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void AnimationContext_Update(struct PlayState* play, AnimationContext* animationCtx);
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/*
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* Link animations
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*/
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// Update
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s32 LinkAnimation_Update(struct PlayState* play, SkelAnime* skelAnime);
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void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime);
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void LinkAnimation_AnimateFrame(struct PlayState* play, SkelAnime* skelAnime);
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// Play animations
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void LinkAnimation_Change(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
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f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void LinkAnimation_PlayOnce(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
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void LinkAnimation_PlayOnceSetSpeed(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 playSpeed);
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void LinkAnimation_PlayLoop(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
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void LinkAnimation_PlayLoopSetSpeed(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 playSpeed);
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void LinkAnimation_EndLoop(SkelAnime* skelAnime);
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// Misc. operations
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void LinkAnimation_CopyJointToMorph(struct PlayState* play, SkelAnime* skelAnime);
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void LinkAnimation_CopyMorphToJoint(struct PlayState* play, SkelAnime* skelAnime);
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void LinkAnimation_LoadToMorph(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame);
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void LinkAnimation_LoadToJoint(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame);
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void LinkAnimation_InterpJointMorph(struct PlayState* play, SkelAnime* skelAnime, f32 weight);
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void LinkAnimation_BlendToJoint(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
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f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
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Vec3s* blendTable);
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void LinkAnimation_BlendToMorph(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
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f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
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Vec3s* blendTable);
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s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
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#endif
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Add table
Add a link
Reference in a new issue