1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2024-11-29 03:34:07 +00:00

name SkelAnime struct members

This commit is contained in:
KrimtonZ 2020-03-25 22:01:24 -05:00
parent 2a4dd0b013
commit e03c7377b9
3 changed files with 118 additions and 111 deletions

View file

@ -320,7 +320,8 @@ typedef struct {
/* 0x015F */ u8 currentMask;
/* 0x0160 */ char unk_160[0x050];
/* 0x01B0 */ u32 unk_1B0;
/* 0x01B4 */ char unk_1B4[0x1F8];
/* 0x01B4 */ char skelAnime[0x44];
/* 0x01F8 */ char unk_1F8[0x1B4];
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ char unk_3B0[0x084];
/* 0x0434 */ u8 getItemId;
@ -353,7 +354,9 @@ typedef struct {
/* 0x06A4 */ f32 unk_6A4;
/* 0x06A8 */ char unk_6A8[0x5];
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ char unk_6AE[0x186];
/* 0x06AE */ char unk_6AE[0x1A];
/* 0x06C8 */ char skelAnime2[0x44];
/* 0x070C */ char unk_70C[0x128];
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ char unk_836[0x006];
/* 0x083C */ s16 unk_83C;

View file

@ -9,6 +9,9 @@
#define LIMB_DONE 0xFF
#define ANIMATION_ENTRY_MAX 50
#define ANIME_FLAG_UPDATEXZ 0x02
#define ANIME_FLAG_UPDATEY 0x10
struct GlobalContext;
struct Actor;
typedef struct SkelAnime SkelAnime;
@ -152,25 +155,21 @@ struct SkelAnime {
LinkAnimetionEntry* linkAnimetionSeg;
GenericAnimationHeader* genericSeg;
};
/* 0x0C */ f32 unk_0C;
/* 0x0C */ f32 initialFrame;
/* 0x10 */ f32 animFrameCount; // ending frame?
/* 0x14 */ f32 unk_14; // Loop frame?
/* 0x18 */ f32 animCurrentFrame;
/* 0x1C */ f32 animPlaybackSpeed;
/* 0x20 */ Vec3s* actorDrawTbl; // now_joint
/* 0x24 */ Vec3s* unk_24; // morf_joint
/* 0x28 */ f32 unk_28;
/* 0x2C */ f32 unk_2C;
/* 0x24 */ Vec3s* transitionDrawTbl; // morf_joint
/* 0x28 */ f32 transCurrentFrame;
/* 0x2C */ f32 transitionStep;
/* 0x30 */ s32 (*animUpdate)();
/* 0x34 */ s8 unk_34;
/* 0x35 */ u8 unk_35; // flags
/* 0x36 */ s16 unk_36;
/* 0x38 */ s16 unk_38;
/* 0x3A */ s16 unk_3A;
/* 0x3C */ s16 unk_3C;
/* 0x3E */ s16 unk_3E;
/* 0x40 */ s16 unk_40;
/* 0x42 */ s16 unk_42;
/* 0x34 */ s8 initFlags;
/* 0x35 */ u8 flags; // flags
/* 0x36 */ s16 prevFrameRot;
/* 0x38 */ Vec3s prevFramePos;
/* 0x3E */ Vec3s unk_3E;
}; // size = 0x44
typedef s32 (*SkelAnime_LimbUpdateMatrix)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,

View file

@ -1046,7 +1046,7 @@ void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime,
skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
headerCount = skeletonHeader->limbCount;
skelAnime->unk_34 = flags;
skelAnime->initFlags = flags;
limbCount = (flags & 2) ? headerCount : 1;
if (flags & 1) {
@ -1068,17 +1068,17 @@ void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime,
if (actorDrawTbl == NULL) {
skelAnime->actorDrawTbl = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2364);
skelAnime->unk_24 = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2365);
skelAnime->transitionDrawTbl = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2365);
} else {
if (limbBufCount != limbCount) {
__assert("joint_buff_num == joint_num", "../z_skelanime.c", 2369);
}
skelAnime->actorDrawTbl = (Vec3s*)ALIGN16((u32)actorDrawTbl);
skelAnime->unk_24 = (Vec3s*)ALIGN16((u32)arg6);
skelAnime->transitionDrawTbl = (Vec3s*)ALIGN16((u32)arg6);
}
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->unk_24 == NULL)) {
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf(
"Skeleton_Info_Rom_SV_ct メモリアロケーションエラー\n"); // Skeleton_Info_Rom_SV_ct Memory allocation error
@ -1094,7 +1094,7 @@ void func_800A3B8C(SkelAnime* skelAnime) {
} else {
skelAnime->animUpdate = &func_800A3E0C;
}
skelAnime->unk_28 = 0.0f;
skelAnime->transCurrentFrame = 0.0f;
}
void func_800A3BC0(GlobalContext* globalCtx, SkelAnime* skelAnime) {
@ -1102,17 +1102,17 @@ void func_800A3BC0(GlobalContext* globalCtx, SkelAnime* skelAnime) {
}
s32 func_800A3BE4(GlobalContext* globalCtx, SkelAnime* skelAnime) {
f32 prevUnk28 = skelAnime->unk_28;
f32 prevUnk28 = skelAnime->transCurrentFrame;
f32 updateRate = R_UPDATE_RATE * 0.5f;
skelAnime->unk_28 -= skelAnime->unk_2C * updateRate;
skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
if (skelAnime->unk_28 <= 0.0f) {
if (skelAnime->transCurrentFrame <= 0.0f) {
func_800A3B8C(skelAnime);
}
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->unk_24,
1.0f - (skelAnime->unk_28 / prevUnk28));
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
1.0f - (skelAnime->transCurrentFrame / prevUnk28));
return 0;
}
@ -1121,15 +1121,15 @@ void func_800A3C9C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
SkelAnime_LoadLinkAnimetion(globalCtx, skelAnime->linkAnimetionSeg, skelAnime->animCurrentFrame,
skelAnime->limbCount, skelAnime->actorDrawTbl);
if (skelAnime->unk_28 != 0) {
if (skelAnime->transCurrentFrame != 0) {
updateRate = R_UPDATE_RATE * 0.5f;
skelAnime->unk_28 -= skelAnime->unk_2C * updateRate;
if (skelAnime->unk_28 <= 0.0f) {
skelAnime->unk_28 = 0.0f;
skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
if (skelAnime->transCurrentFrame <= 0.0f) {
skelAnime->transCurrentFrame = 0.0f;
return;
}
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->unk_24,
skelAnime->unk_28);
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
skelAnime->transCurrentFrame);
}
}
@ -1167,39 +1167,39 @@ s32 func_800A3E0C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
return 0;
}
void func_800A3EE8(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 arg2) {
skelAnime->unk_28 = 1.0f;
skelAnime->unk_2C = 1.0f / arg2;
void func_800A3EE8(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 transitionRate) {
skelAnime->transCurrentFrame = 1.0f;
skelAnime->transitionStep = 1.0f / transitionRate;
}
#ifdef NON_MATCHING
void SkelAnime_LinkChangeAnimation(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed, f32 frame,
f32 frameCount, u8 arg6, f32 arg7) {
f32 frameCount, u8 arg6, f32 transitionRate) {
skelAnime->unk_01 = arg6;
if ((arg7 != 0.0f) &&
if ((transitionRate != 0.0f) &&
((linkAnimetionEntrySeg == skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) {
if (arg7 < 0.0f) {
if (transitionRate < 0.0f) {
func_800A3B8C(skelAnime);
SkelAnime_CopyVec3s(skelAnime, skelAnime->unk_24, skelAnime->actorDrawTbl);
arg7 = -arg7;
SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->actorDrawTbl);
transitionRate = -transitionRate;
} else {
skelAnime->animUpdate = &func_800A3BE4;
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount,
skelAnime->unk_24);
skelAnime->transitionDrawTbl);
}
skelAnime->unk_28 = 1.0f;
skelAnime->unk_2C = 1.0f / arg7;
skelAnime->transCurrentFrame = 1.0f;
skelAnime->transitionStep = 1.0f / transitionRate;
} else {
func_800A3B8C(skelAnime);
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount,
skelAnime->actorDrawTbl);
skelAnime->unk_28 = 0.0f;
skelAnime->transCurrentFrame = 0.0f;
}
skelAnime->animCurrentFrame = 0.0f;
skelAnime->unk_0C = frame;
skelAnime->initialFrame = frame;
skelAnime->animCurrentFrame = frame;
skelAnime->animFrameCount = frameCount;
skelAnime->unk_14 = func_800A1FC8(&linkAnimetionEntrySeg->genericHeader);
@ -1232,16 +1232,16 @@ void func_800A419C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetion
}
void func_800A41FC(GlobalContext* globalCtx, SkelAnime* skelAnime) {
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->unk_24, skelAnime->actorDrawTbl);
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl, skelAnime->actorDrawTbl);
}
void func_800A422C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->unk_24);
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl);
}
void func_800A425C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
f32 frame) {
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, skelAnime->unk_24);
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, skelAnime->transitionDrawTbl);
}
void func_800A42A0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
@ -1251,7 +1251,7 @@ void func_800A42A0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetion
}
void func_800A42E4(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 arg2) {
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->unk_24, arg2);
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl, arg2);
}
void func_800A431C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, f32 frame,
@ -1270,12 +1270,12 @@ void func_800A43B8(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetion
LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 arg5, f32 arg6, Vec3s* arg7) {
Vec3s* alignedArg7;
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, skelAnime->unk_24);
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, skelAnime->transitionDrawTbl);
alignedArg7 = (Vec3s*)ALIGN16((u32)arg7);
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg2, (s32)arg5, skelAnime->limbCount, alignedArg7);
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->unk_24, alignedArg7, arg6);
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl, alignedArg7, arg6);
}
void func_800A4454(SkelAnime* skelAnime) {
@ -1318,7 +1318,7 @@ s32 func_800A4530(SkelAnime* skelAnime, f32 arg1) {
}
void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animationSeg, Vec3s* actorDrawTable, Vec3s* arg5, s32 limbCount) {
AnimationHeader* animationSeg, Vec3s* actorDrawTable, Vec3s* transitionDrawTable, s32 limbCount) {
SkeletonHeader* skeletonHeader;
skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
@ -1327,16 +1327,16 @@ void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHead
if (actorDrawTable == NULL) {
skelAnime->actorDrawTbl =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->actorDrawTbl), "../z_skelanime.c", 2968);
skelAnime->unk_24 =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->unk_24), "../z_skelanime.c", 2969);
skelAnime->transitionDrawTbl =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->transitionDrawTbl), "../z_skelanime.c", 2969);
} else {
if (limbCount != skelAnime->limbCount) {
__assert("joint_buff_num == this->joint_num", "../z_skelanime.c", 2973);
}
skelAnime->actorDrawTbl = actorDrawTable;
skelAnime->unk_24 = arg5;
skelAnime->transitionDrawTbl = transitionDrawTable;
}
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->unk_24 == NULL)) {
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("Skeleton_Info2_ct メモリアロケーションエラー\n"); // Skeleton_Info2_ct memory allocation error
osSyncPrintf(VT_RST);
@ -1348,7 +1348,7 @@ void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHead
}
void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animationSeg, Vec3s* actorDrawTable, Vec3s* arg5, s32 limbCount) {
AnimationHeader* animationSeg, Vec3s* actorDrawTable, Vec3s* transitionDrawTable, s32 limbCount) {
SkeletonHeader* skeletonHeader;
skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
@ -1360,16 +1360,16 @@ void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHe
skelAnime->actorDrawTbl =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->actorDrawTbl), "../z_skelanime.c", 3047);
skelAnime->unk_24 =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->unk_24), "../z_skelanime.c", 3048);
skelAnime->transitionDrawTbl =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->transitionDrawTbl), "../z_skelanime.c", 3048);
} else {
if (limbCount != skelAnime->limbCount) {
__assert("joint_buff_num == this->joint_num", "../z_skelanime.c", 3052);
}
skelAnime->actorDrawTbl = actorDrawTable;
skelAnime->unk_24 = arg5;
skelAnime->transitionDrawTbl = transitionDrawTable;
}
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->unk_24 == NULL)) {
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf(
"Skeleton_Info_Rom_SV_ct メモリアロケーションエラー\n"); // Skeleton_Info_Rom_SV_ct Memory allocation error
@ -1390,9 +1390,9 @@ void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, Skeleton
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->skeletonSeg);
skelAnime->actorDrawTbl =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->actorDrawTbl), "../z_skelanime.c", 3120);
skelAnime->unk_24 =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->unk_24), "../z_skelanime.c", 3121);
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->unk_24 == NULL)) {
skelAnime->transitionDrawTbl =
ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->transitionDrawTbl), "../z_skelanime.c", 3121);
if ((skelAnime->actorDrawTbl == NULL) || (skelAnime->transitionDrawTbl == NULL)) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf(
"Skeleton_Info2_skin2_ct メモリアロケーションエラー\n"); // Skeleton_Info2_skin2_ct Memory allocation error
@ -1422,15 +1422,15 @@ s32 func_800A4A20(SkelAnime* skelAnime) {
f32 prevUnk28;
f32 updateRate;
prevUnk28 = skelAnime->unk_28;
prevUnk28 = skelAnime->transCurrentFrame;
updateRate = R_UPDATE_RATE * 0.33333334f;
skelAnime->unk_28 -= skelAnime->unk_2C * updateRate;
if (skelAnime->unk_28 <= 0.0f) {
skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
if (skelAnime->transCurrentFrame <= 0.0f) {
func_800A49B0(skelAnime);
skelAnime->unk_28 = 0.0f;
skelAnime->transCurrentFrame = 0.0f;
}
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->unk_24,
1.0f - (skelAnime->unk_28 / prevUnk28));
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
1.0f - (skelAnime->transCurrentFrame / prevUnk28));
return 0;
}
@ -1443,14 +1443,14 @@ s32 func_800A4AD8(SkelAnime* skelAnime) {
f32 phi_f2;
f32 updateRate;
temp_a2 = (s16)(skelAnime->unk_28 * 16384.0f);
temp_a2 = (s16)(skelAnime->transCurrentFrame * 16384.0f);
updateRate = R_UPDATE_RATE * 0.33333334f;
skelAnime->unk_28 -= skelAnime->unk_2C * updateRate;
if (skelAnime->unk_28 <= 0.0f) {
skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate;
if (skelAnime->transCurrentFrame <= 0.0f) {
func_800A49B0(skelAnime);
skelAnime->unk_28 = 0.0f;
skelAnime->transCurrentFrame = 0.0f;
}
temp_a1 = (s16)(skelAnime->unk_28 * 16384.0f);
temp_a1 = (s16)(skelAnime->transCurrentFrame * 16384.0f);
if (skelAnime->unk_03 < 0) {
sp28 = 1.0f - Math_Coss(temp_a2);
phi_f2 = 1.0f - Math_Coss(temp_a1);
@ -1463,7 +1463,7 @@ s32 func_800A4AD8(SkelAnime* skelAnime) {
} else {
phi_f2 = 0.0f;
}
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->unk_24,
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
1.0f - phi_f2);
return 0;
}
@ -1494,15 +1494,15 @@ void func_800A4C58(SkelAnime* skelAnime) {
SkelAnime_AnimateFrame(skelAnime->animCurrentSeg, temp_f8, skelAnime->limbCount, sp38);
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, sp38, temp_f2);
}
if (skelAnime->unk_28 != 0) {
skelAnime->unk_28 -= skelAnime->unk_2C * (R_UPDATE_RATE * 0.33333334f);
temp_f0 = skelAnime->unk_28;
if (skelAnime->transCurrentFrame != 0) {
skelAnime->transCurrentFrame -= skelAnime->transitionStep * (R_UPDATE_RATE * 0.33333334f);
temp_f0 = skelAnime->transCurrentFrame;
if (temp_f0 <= 0.0f) {
skelAnime->unk_28 = 0.0f;
skelAnime->transCurrentFrame = 0.0f;
return;
}
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->unk_24,
skelAnime->unk_28);
func_800A2E70(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl,
skelAnime->transCurrentFrame);
}
}
#else
@ -1524,10 +1524,10 @@ s32 func_800A4D9C(SkelAnime* skelAnime) {
s32 func_800A4E38(SkelAnime* skelAnime) {
f32 updateRate = R_UPDATE_RATE * 0.33333334f;
skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate;
if (skelAnime->animCurrentFrame < skelAnime->unk_0C) {
skelAnime->animCurrentFrame = (skelAnime->animCurrentFrame - skelAnime->unk_0C) + skelAnime->animFrameCount;
if (skelAnime->animCurrentFrame < skelAnime->initialFrame) {
skelAnime->animCurrentFrame = (skelAnime->animCurrentFrame - skelAnime->initialFrame) + skelAnime->animFrameCount;
} else if (skelAnime->animFrameCount <= skelAnime->animCurrentFrame) {
skelAnime->animCurrentFrame = (skelAnime->animCurrentFrame - skelAnime->animFrameCount) + skelAnime->unk_0C;
skelAnime->animCurrentFrame = (skelAnime->animCurrentFrame - skelAnime->animFrameCount) + skelAnime->initialFrame;
}
func_800A4C58(skelAnime);
@ -1568,7 +1568,7 @@ void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animat
((animationSeg != skelAnime->animCurrentSeg) || (frame != skelAnime->animCurrentFrame))) {
if (transitionRate < 0) {
func_800A49B0(skelAnime);
SkelAnime_CopyVec3s(skelAnime, skelAnime->unk_24, skelAnime->actorDrawTbl);
SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->actorDrawTbl);
transitionRate = -transitionRate;
} else {
if (unk2 != 0) {
@ -1577,18 +1577,18 @@ void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animat
} else {
skelAnime->animUpdate = &func_800A4A20;
}
SkelAnime_AnimateFrame(animationSeg, frame, skelAnime->limbCount, skelAnime->unk_24);
SkelAnime_AnimateFrame(animationSeg, frame, skelAnime->limbCount, skelAnime->transitionDrawTbl);
}
skelAnime->unk_28 = 1.0f;
skelAnime->unk_2C = 1.0f / transitionRate;
skelAnime->transCurrentFrame = 1.0f;
skelAnime->transitionStep = 1.0f / transitionRate;
} else {
func_800A49B0(skelAnime);
SkelAnime_AnimateFrame(animationSeg, frame, skelAnime->limbCount, skelAnime->actorDrawTbl);
skelAnime->unk_28 = 0.0f;
skelAnime->transCurrentFrame = 0.0f;
}
skelAnime->animCurrentSeg = animationSeg;
skelAnime->unk_0C = frame;
skelAnime->initialFrame = frame;
skelAnime->animFrameCount = frameCount;
skelAnime->unk_14 = func_800A1FC8(&animationSeg->genericHeader);
if (skelAnime->unk_01 >= 4) {
@ -1647,9 +1647,9 @@ void func_800A53DC(SkelAnime* skelAnime) {
void func_800A5408(SkelAnime* skelAnime) {
f32 frameCount = skelAnime->animFrameCount;
skelAnime->animFrameCount = skelAnime->unk_0C;
skelAnime->animFrameCount = skelAnime->initialFrame;
skelAnime->animPlaybackSpeed = -skelAnime->animPlaybackSpeed;
skelAnime->unk_0C = frameCount;
skelAnime->initialFrame = frameCount;
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/func_800A5408.s")
@ -1673,48 +1673,53 @@ void func_800A5490(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* arg3) {
}
}
/*
* Moves `pos` backwards on the xz plane from `angle`
*/
void func_800A54FC(SkelAnime* skelAnime, Vec3f* pos, s16 angle) {
f32 x;
f32 z;
f32 sin;
f32 cos;
if (skelAnime->unk_35 & 0x10) {
if (skelAnime->flags & 0x10) {
pos->z = 0.0f;
pos->x = 0.0f;
} else {
// `angle` rotation around y axis.
x = skelAnime->actorDrawTbl->x;
z = skelAnime->actorDrawTbl->z;
sin = Math_Sins(angle);
cos = Math_Coss(angle);
pos->x = x * cos + z * sin;
pos->z = z * cos - x * sin;
x = skelAnime->unk_38;
z = skelAnime->unk_3C;
sin = Math_Sins(skelAnime->unk_36);
cos = Math_Coss(skelAnime->unk_36);
x = skelAnime->prevFramePos.x;
z = skelAnime->prevFramePos.z;
// `prevFrameRot` rotation around y axis.
sin = Math_Sins(skelAnime->prevFrameRot);
cos = Math_Coss(skelAnime->prevFrameRot);
pos->x -= x * cos + z * sin;
pos->z -= z * cos - x * sin;
}
skelAnime->unk_36 = angle;
skelAnime->unk_38 = skelAnime->actorDrawTbl->x;
skelAnime->actorDrawTbl->x = skelAnime->unk_3E;
skelAnime->unk_3C = skelAnime->actorDrawTbl->z;
skelAnime->actorDrawTbl->z = skelAnime->unk_42;
if (skelAnime->unk_35 & 2) {
if (skelAnime->unk_35 & 0x10) {
skelAnime->prevFrameRot = angle;
skelAnime->prevFramePos.x = skelAnime->actorDrawTbl->x;
skelAnime->actorDrawTbl->x = skelAnime->unk_3E.x;
skelAnime->prevFramePos.z = skelAnime->actorDrawTbl->z;
skelAnime->actorDrawTbl->z = skelAnime->unk_3E.z;
if (skelAnime->flags & ANIME_FLAG_UPDATEXZ) {
if (skelAnime->flags & ANIME_FLAG_UPDATEY) {
pos->y = 0.0f;
} else {
pos->y = skelAnime->actorDrawTbl->y - skelAnime->unk_3A;
pos->y = skelAnime->actorDrawTbl->y - skelAnime->prevFramePos.y;
}
skelAnime->unk_3A = skelAnime->actorDrawTbl->y;
skelAnime->actorDrawTbl->y = skelAnime->unk_40;
skelAnime->prevFramePos.y = skelAnime->actorDrawTbl->y;
skelAnime->actorDrawTbl->y = skelAnime->unk_3E.y;
} else {
pos->y = 0.0f;
skelAnime->unk_3A = skelAnime->actorDrawTbl->y;
skelAnime->prevFramePos.y = skelAnime->actorDrawTbl->y;
}
skelAnime->unk_35 &= ~0x10;
skelAnime->flags &= ~ANIME_FLAG_UPDATEY;
}
s32 func_800A56C8(SkelAnime* skelAnime, f32 arg1) {
@ -1728,8 +1733,8 @@ void SkelAnime_Free(SkelAnime* skelAnime, GlobalContext* globalCtx) {
osSyncPrintf("now_joint あきまへん!!\n"); // now_joint Akimane! !
}
if (skelAnime->unk_24 != NULL) {
ZeldaArena_FreeDebug(skelAnime->unk_24, "../z_skelanime.c", 3731);
if (skelAnime->transitionDrawTbl != NULL) {
ZeldaArena_FreeDebug(skelAnime->transitionDrawTbl, "../z_skelanime.c", 3731);
} else {
osSyncPrintf("morf_joint あきまへん!!\n"); // "morf_joint Akimane !!"
}