#ifndef Z64_ANIMATION_H #define Z64_ANIMATION_H #include "ultra64.h" #include "z64dma.h" #include "z64math.h" #include "macros.h" struct PlayState; struct Actor; struct SkelAnime; /* * Skeletons and limbs */ #define LIMB_DONE 0xFF // These constants are ubiqutous limb override formulas parameters. // Some actors call `UpdateLimbOverrides` function and cache their results in `limbOverrides*` tables. // Others compute them on the fly. Both variants are applied inside `*_OverrideLimbDraw` as input angles. #define LIMB_OVERRIDE_BASE_Y 0x814 #define LIMB_OVERRIDE_BASE_Z 0x940 #define LIMB_OVERRIDE_PER_I 0x32 typedef struct StandardLimb { /* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent /* 0x06 */ u8 child; /* 0x07 */ u8 sibling; /* 0x08 */ Gfx* dList; } StandardLimb; // size = 0xC typedef struct LodLimb { /* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent /* 0x06 */ u8 child; /* 0x07 */ u8 sibling; /* 0x08 */ Gfx* dLists[2]; // Near and far } LodLimb; // size = 0x10 // Model has limbs with only rigid meshes typedef struct SkeletonHeader { /* 0x00 */ void** segment; /* 0x04 */ u8 limbCount; } SkeletonHeader; // size = 0x8 // Model has limbs with flexible meshes typedef struct FlexSkeletonHeader { /* 0x00 */ SkeletonHeader sh; /* 0x08 */ u8 dListCount; } FlexSkeletonHeader; // size = 0xC /* * Animations */ // Index into the frame data table. typedef struct JointIndex { /* 0x00 */ u16 x; /* 0x02 */ u16 y; /* 0x04 */ u16 z; } JointIndex; // size = 0x06 typedef struct AnimationHeaderCommon { /* 0x00 */ s16 frameCount; } AnimationHeaderCommon; typedef struct LinkAnimationHeader { /* 0x00 */ AnimationHeaderCommon common; /* 0x04 */ void* segment; } LinkAnimationHeader; // size = 0x8 typedef struct AnimationHeader { /* 0x00 */ AnimationHeaderCommon common; /* 0x04 */ s16* frameData; // "tbl" /* 0x08 */ JointIndex* jointIndices; // "ref_tbl" /* 0x0C */ u16 staticIndexMax; } AnimationHeader; // size = 0x10 /* * SkelAnime */ typedef enum AnimationMode { /* 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 AnimationTapers { /* -1 */ ANIMTAPER_DECEL = -1, /* 0 */ ANIMTAPER_NONE, /* 1 */ ANIMTAPER_ACCEL } AnimationTapers; // This flag seems like it was intended to be paired with `ANIM_FLAG_UPDATE_Y` to control // XZ movement based on the current animation. // However, this flag is not checked by the Skelanime system. XZ movement will always occur // regardless of the current state of this flag, as long as the ActorMovement Anim Task is in use. // The name of this flag is speculative based on its usage in Player and in other actors. // // In practice, this flag only affects the scaling of Player's XZ position based on age. #define ANIM_FLAG_UPDATE_XZ (1 << 0) // Enables the movement of an actor in the Y-axis based on the current animation. // This only has an effect if the ActorMovement Anim Task is in use. // // This animation-driven movement does not replace "normal" movement from other sources // such as speed/velocity and collisions. The actor should stop updating other sources of movement // as required if they are preventing the animation from playing as intended. // An option is to implement and use `ANIM_FLAG_OVERRIDE_MOVEMENT`. #define ANIM_FLAG_UPDATE_Y (1 << 1) // When this flag is set, Player's root limb position adjustment as child is disabled. // Many of Player's animations are originally created for Adult Link. When playing those // animations as Child Link without any adjustment, he will appear to be floating in the air. // To fix this, Child Link's root position is scaled down by default to fit his smaller size. // However, if an animation is created specifically for Child Link, it is desirable to disable // this scaling of the root position by using this flag. // Note that this flag will be ignored if `ANIM_FLAG_UPDATE_XZ` or `ANIM_FLAG_UPDATE_Y` are also // set. The adjustment will be applied in this case regardless of this flag being enabled. #define ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT (1 << 2) // When this flag is set, ActorMovement tasks will be queued. // // Note that individual actors are responsible for implementing the functionality of this flag. // In practice, Player is the only actor who implements this flag. // It is possible to bypass the need for this flag by manually calling `AnimTaskQueue_AddActorMovement` // when it is needed. #define ANIM_FLAG_ENABLE_MOVEMENT (1 << 3) // When this flag is set, movement in all axes will not be applied for one frame. The flag // is unset automatically after one use, so movement can resume. The intent is for this flag to be used // when changing between two different animations. // In some contexts, disabling the first frame of movement is necessary for a seamless transition. // // Depending on specific implementations, an actor may choose to reset `prevTransl` to `baseTransl` when // starting a new animation. This is helpful when an animation's translation data starts at the "origin" // (in this case, the origin refers to `baseTransl`, in model space). // Some animations have translation data that does not begin at the "origin". This is common when a // longer sequence of animation is broken up into different parts as separate animations. // In this case, when one animation starts its translation at the same position where a different animation // left off, resetting `prevTransl` is not desirable. This will cause the actor's position to noticeably change // when the translation data from the first frame of the new animation is applied. // // When this flag is used during a transition between two animations, the first frame of movement is not applied. // This allows the actor's world position to stay at the same location as where the previous animation ended. // Because translations are calculated as a difference from the current and previous frame, all subsequent // frames have their translation occur relative to this new starting point. // // Note that for Player, this flag is only relevant when transitioning from an animation that was also using // ActorMovement. This is because of how `prevTransl` gets reset in `Player_StartAnimMovement`. #define ANIM_FLAG_ADJUST_STARTING_POS (1 << 4) // Disables "normal" movement from sources like speed/velocity and collisions, which allows the // animation to have full control over the actor's movement. // // Note that individual actors are responsible for implementing the functionality of this flag. // In practice, Player is the only actor who implements this flag. #define ANIM_FLAG_OVERRIDE_MOVEMENT (1 << 7) 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 movementFlags; // 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 AnimationInfo { /* 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 AnimationFrameCountInfo { /* 0x00 */ AnimationHeader* animation; /* 0x04 */ f32 frameCount; /* 0x08 */ u8 mode; /* 0x0C */ f32 morphFrames; } AnimationFrameCountInfo; // size = 0x10 typedef struct AnimationSpeedInfo { /* 0x00 */ AnimationHeader* animation; /* 0x04 */ f32 playSpeed; /* 0x08 */ u8 mode; /* 0x0C */ f32 morphFrames; } AnimationSpeedInfo; // size = 0x10 typedef struct AnimationMinimalInfo { /* 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 Task Queue */ typedef enum AnimTaskType { /* 0 */ ANIMTASK_LOAD_PLAYER_FRAME, /* 1 */ ANIMTASK_COPY, /* 2 */ ANIMTASK_INTERP, /* 3 */ ANIMTASK_COPY_USING_MAP, /* 4 */ ANIMTASK_COPY_USING_MAP_INVERTED, /* 5 */ ANIMTASK_ACTOR_MOVE } AnimTaskType; typedef struct AnimTaskLoadPlayerFrame { /* 0x00 */ DmaRequest req; /* 0x20 */ OSMesgQueue msgQueue; /* 0x38 */ OSMesg msg; } AnimTaskLoadPlayerFrame; // size = 0x3C typedef struct AnimTaskCopy { /* 0x00 */ u8 group; /* 0x01 */ u8 vecCount; /* 0x04 */ Vec3s* dest; /* 0x08 */ Vec3s* src; } AnimTaskCopy; // size = 0xC typedef struct AnimTaskInterp { /* 0x00 */ u8 group; /* 0x01 */ u8 vecCount; /* 0x04 */ Vec3s* base; /* 0x08 */ Vec3s* mod; /* 0x0C */ f32 weight; } AnimTaskInterp; // size = 0x10 typedef struct AnimTaskCopyUsingMap { /* 0x00 */ u8 group; /* 0x01 */ u8 vecCount; /* 0x04 */ Vec3s* dest; /* 0x08 */ Vec3s* src; /* 0x0C */ u8* limbCopyMap; } AnimTaskCopyUsingMap; // size = 0x10 typedef struct AnimTaskCopyUsingMapInverted { /* 0x00 */ u8 group; /* 0x01 */ u8 vecCount; /* 0x04 */ Vec3s* dest; /* 0x08 */ Vec3s* src; /* 0x0C */ u8* limbCopyMap; } AnimTaskCopyUsingMapInverted; // size = 0x10 typedef struct AnimTaskActorMovement { /* 0x00 */ struct Actor* actor; /* 0x04 */ struct SkelAnime* skelAnime; /* 0x08 */ f32 diffScaleY; } AnimTaskActorMovement; // size = 0xC typedef union AnimTaskData { AnimTaskLoadPlayerFrame loadPlayerFrame; AnimTaskCopy copy; AnimTaskInterp interp; AnimTaskCopyUsingMap copyUsingMap; AnimTaskCopyUsingMapInverted copyUsingMapInverted; AnimTaskActorMovement actorMovement; } AnimTaskData; // size = 0x3C typedef struct AnimTask { /* 0x00 */ u8 type; /* 0x04 */ AnimTaskData data; } AnimTask; // size = 0x40 #define ANIM_TASK_QUEUE_MAX 50 typedef struct AnimTaskQueue { s16 count; AnimTask tasks[ANIM_TASK_QUEUE_MAX]; } AnimTaskQueue; // size = 0xC84 void AnimTaskQueue_AddLoadPlayerFrame(struct PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable); void AnimTaskQueue_AddCopy(struct PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src); void AnimTaskQueue_AddInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight); void AnimTaskQueue_AddCopyUsingMap(struct PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap); void AnimTaskQueue_AddCopyUsingMapInverted(struct PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap); void AnimTaskQueue_AddActorMovement(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY); void AnimTaskQueue_SetNextGroup(struct PlayState* play); void AnimTaskQueue_DisableTransformTasksForGroup(struct PlayState* play); void AnimTaskQueue_Reset(AnimTaskQueue* animTaskQueue); void AnimTaskQueue_Update(struct PlayState* play, AnimTaskQueue* animTaskQueue); /* * 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