#include #include #include #define ONE_THIRD (1.0f / 3.0f) s32 func_800A3D70(GlobalContext*, SkelAnime*); s32 func_800A3E0C(GlobalContext*, SkelAnime*); s32 func_800A4D9C(SkelAnime* skelAnime); s32 func_800A4EE0(SkelAnime* skelAnime); s32 func_800A4E38(SkelAnime* skelAnime); s32 func_800A4AD8(SkelAnime* skelAnime); void SkelAnime_CopyVec3s(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src); void SkelAnime_LinkAnimetionLoaded(GlobalContext* globalCtx, AnimationEntryType0* entry); void SkelAnime_AnimationType1Loaded(GlobalContext* globalCtx, AnimationEntryType1* entry); void SkelAnime_AnimationType2Loaded(GlobalContext* globalCtx, AnimationEntryType2* entry); void SkelAnime_AnimationType3Loaded(GlobalContext* globalCtx, AnimationEntryType3* entry); void SkelAnime_AnimationType4Loaded(GlobalContext* globalCtx, AnimationEntryType4* entry); void SkelAnime_AnimationType5Loaded(GlobalContext* globalCtx, AnimationEntryType5* entry); //#define NON_MATCHING //.data u32 D_8012A480 = 0; static AnimationEntryCallback sAnimationLoadDone[] = { &SkelAnime_LinkAnimetionLoaded, &SkelAnime_AnimationType1Loaded, &SkelAnime_AnimationType2Loaded, &SkelAnime_AnimationType3Loaded, &SkelAnime_AnimationType4Loaded, &SkelAnime_AnimationType5Loaded, }; //.bss u32 D_801600B0; /* * Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex` */ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable, SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor, s32 dListIndex) { SkelLimbEntry* limbEntry; Gfx* dList; Vec3f pos; Vec3s rot; GraphicsContext* gfxCtx; Gfx* gfx[4]; gfxCtx = globalCtx->state.gfxCtx; func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 773); Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]); limbIndex++; rot = actorDrawTable[limbIndex]; pos.x = limbEntry->translation.x; pos.y = limbEntry->translation.y; pos.z = limbEntry->translation.z; dList = limbEntry->displayLists[dListIndex]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList, &pos, &rot, actor) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList != NULL) { do { if (1) { gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 805), G_MTX_LOAD); gSPDisplayList(gfxCtx->polyOpa.p++, dList); } } while (0); } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, limbIndex, &dList, &rot, actor); } if (limbEntry->firstChildIndex != LIMB_DONE) { SkelAnime_LodDrawLimb(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, dListIndex); } Matrix_Pull(); if (limbEntry->nextLimbIndex != LIMB_DONE) { SkelAnime_LodDrawLimb(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, dListIndex); } func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 821); } /* * Draws the Skeleton described by `skeleton` with a level of detail display list indexed by `dListIndex` */ void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor, s32 dListIndex) { SkelLimbEntry* limbEntry; char pad[4]; Gfx* dList; Vec3f pos; Vec3s rot; GraphicsContext* gfxCtx; Gfx* gfx[4]; if (skeleton == NULL) { osSyncPrintf(VT_FGCOL(RED)); osSyncPrintf("Si2_Lod_draw():skelがNULLです。\n"); osSyncPrintf(VT_RST); return; } gfxCtx = globalCtx->state.gfxCtx; func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 849); Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]); pos.x = actorDrawTable->x; pos.y = actorDrawTable->y; pos.z = actorDrawTable->z; rot = actorDrawTable[1]; dList = limbEntry->displayLists[dListIndex]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList, &pos, &rot, actor) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList != NULL) { gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 881), G_MTX_LOAD); gSPDisplayList(gfxCtx->polyOpa.p++, dList); } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, 1, &dList, &rot, actor); } if (limbEntry->firstChildIndex != 0xFF) { SkelAnime_LodDrawLimb(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, dListIndex); } Matrix_Pull(); func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 894); } /* * Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`, Limb matrices come * from a dynamic allocation from the graph arena. */ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable, SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor, s32 dListIndex, Mtx** mtx) { SkelLimbEntry* limbEntry; Gfx* dList[2]; Vec3f pos; Vec3s rot; GraphicsContext* gfxCtx; Gfx* gfx[4]; Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]); limbIndex++; rot = actorDrawTable[limbIndex]; pos.x = limbEntry->translation.x; pos.y = limbEntry->translation.y; pos.z = limbEntry->translation.z; // Double assignment here would not work. dList[0] = limbEntry->displayLists[dListIndex]; dList[1] = dList[0]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList[1], &pos, &rot, actor) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList[1] != NULL) { Matrix_ToMtx(*mtx, "../z_skelanime.c", 945); gfxCtx = globalCtx->state.gfxCtx; func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 946); gSPMatrix(gfxCtx->polyOpa.p++, *mtx, G_MTX_LOAD); gSPDisplayList(gfxCtx->polyOpa.p++, dList[1]); func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 949); (*mtx)++; } else if (dList[0] != NULL) { Matrix_ToMtx(*mtx, "../z_skelanime.c", 954); (*mtx)++; } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, limbIndex, &dList[0], &rot, actor); } if (limbEntry->firstChildIndex != LIMB_DONE) { SkelAnime_LodDrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, dListIndex, mtx); } Matrix_Pull(); if (limbEntry->nextLimbIndex != LIMB_DONE) { SkelAnime_LodDrawLimbSV(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, dListIndex, mtx); } } /* * Draws the Skeleton described by `skeleton` with a level of detail display list indexed by `dListIndex` * Matricies for the limbs are dynamically allocted from the graph arena. The dynamic allocation occurs * because the Skeleton is too large to be supported by the normal matrix stack. */ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount, SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor, s32 dListIndex) { SkelLimbEntry* limbEntry; char pad[4]; Gfx* dList[2]; Vec3f pos; Vec3s rot; Mtx* mtx; GraphicsContext* gfxCtx; Gfx* gfx[4]; mtx = Graph_Alloc(globalCtx->state.gfxCtx, dListCount * sizeof(Mtx)); if (skeleton == NULL) { osSyncPrintf(VT_FGCOL(RED)); osSyncPrintf("Si2_Lod_draw_SV():skelがNULLです。\n"); osSyncPrintf(VT_RST); return; } gfxCtx = globalCtx->state.gfxCtx; func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1000); gSPSegment(gfxCtx->polyOpa.p++, 0xD, mtx); Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]); pos.x = actorDrawTable->x; pos.y = actorDrawTable->y; pos.z = actorDrawTable->z; rot = actorDrawTable[1]; dList[0] = limbEntry->displayLists[dListIndex]; dList[1] = dList[0]; if ((updateMtxFunc == 0) || (updateMtxFunc(globalCtx, 1, &dList[1], &pos, &rot, actor) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList[1] != NULL) { Matrix_ToMtx(mtx, "../z_skelanime.c", 1033); gSPMatrix(gfxCtx->polyOpa.p++, mtx, G_MTX_LOAD); gSPDisplayList(gfxCtx->polyOpa.p++, dList[1]); mtx++; } else if (dList[0] != NULL) { Matrix_ToMtx(mtx, "../z_skelanime.c", 1040); mtx++; } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, 1, &dList[0], &rot, actor); } if (limbEntry->firstChildIndex != LIMB_DONE) { SkelAnime_LodDrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, dListIndex, &mtx); } Matrix_Pull(); func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1053); } /* * Draws the limb of the Skeleton `skeleton` at `limbIndex` */ void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable, SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor) { SkelLimbEntry* limbEntry; Gfx* dList; Vec3f pos; Vec3s rot; GraphicsContext* gfxCtx; Gfx* gfx[4]; gfxCtx = globalCtx->state.gfxCtx; func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1076); Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]); limbIndex++; rot = actorDrawTable[limbIndex]; pos.x = limbEntry->translation.x; pos.y = limbEntry->translation.y; pos.z = limbEntry->translation.z; dList = limbEntry->displayLists[0]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList, &pos, &rot, actor) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList != NULL) { do { if (1) { gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1103), G_MTX_LOAD); gSPDisplayList(gfxCtx->polyOpa.p++, dList); } } while (0); } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, limbIndex, &dList, &rot, actor); } if (limbEntry->firstChildIndex != LIMB_DONE) { SkelAnime_DrawLimb(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor); } Matrix_Pull(); if (limbEntry->nextLimbIndex != LIMB_DONE) { SkelAnime_DrawLimb(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor); } func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1121); } void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor) { SkelLimbEntry* rootLimb; char pad[4]; Gfx* dList; Vec3f pos; Vec3s rot; GraphicsContext* gfxCtx; Gfx* gfx[4]; if (skeleton == NULL) { osSyncPrintf(VT_FGCOL(RED)); osSyncPrintf("Si2_draw():skelがNULLです。\n"); // Si2_draw (): skel is NULL. osSyncPrintf(VT_RST); return; } gfxCtx = globalCtx->state.gfxCtx; func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1148); Matrix_Push(); rootLimb = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]); pos.x = actorDrawTable[0].x; pos.y = actorDrawTable[0].y; pos.z = actorDrawTable[0].z; rot = actorDrawTable[1]; dList = rootLimb->displayLists[0]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList, &pos, &rot, actor) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList != NULL) { gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1176), G_MTX_LOAD); gSPDisplayList(gfxCtx->polyOpa.p++, dList); } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, 1, &dList, &rot, actor); } if (rootLimb->firstChildIndex != LIMB_DONE) { SkelAnime_DrawLimb(globalCtx, rootLimb->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor); } Matrix_Pull(); func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1190); } void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable, SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor, Mtx** limbMatricies) { SkelLimbEntry* limbEntry; Gfx* dList[2]; Vec3f pos; Vec3s rot; GraphicsContext* gfxCtx; Gfx* gfx[4]; gfxCtx = globalCtx->state.gfxCtx; func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1214); Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]); limbIndex++; rot = actorDrawTable[limbIndex]; pos.x = limbEntry->translation.x; pos.y = limbEntry->translation.y; pos.z = limbEntry->translation.z; dList[0] = limbEntry->displayLists[0]; dList[1] = dList[0]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList[1], &pos, &rot, actor) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList[1] != NULL) { Matrix_ToMtx(*limbMatricies, "../z_skelanime.c", 1242); gSPMatrix(gfxCtx->polyOpa.p++, *limbMatricies, G_MTX_LOAD); gSPDisplayList(gfxCtx->polyOpa.p++, dList[1]); (*limbMatricies)++; } else if (dList[0] != NULL) { Matrix_ToMtx(*limbMatricies, "../z_skelanime.c", 1249); (*limbMatricies)++; } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, limbIndex, &dList[0], &rot, actor); } if (limbEntry->firstChildIndex != LIMB_DONE) { SkelAnime_DrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, limbMatricies); } Matrix_Pull(); if (limbEntry->nextLimbIndex != LIMB_DONE) { SkelAnime_DrawLimbSV(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, limbMatricies); } func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1265); } void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount, SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor) { SkelLimbEntry* limbEntry; char pad[4]; Gfx* dList[2]; Vec3f pos; Vec3s rot; Mtx* mtx; GraphicsContext* gfxCtx; Gfx* gfx[4]; mtx = Graph_Alloc(globalCtx->state.gfxCtx, dListCount * sizeof(Mtx)); if (skeleton == NULL) { osSyncPrintf(VT_FGCOL(RED)); osSyncPrintf("Si2_draw_SV():skelがNULLです。\n"); // Si2_draw_SV (): skel is NULL. osSyncPrintf(VT_RST); return; } gfxCtx = globalCtx->state.gfxCtx; func_800C6AC4(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1294); gSPSegment(gfxCtx->polyOpa.p++, 0xD, mtx); Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]); pos.x = actorDrawTable->x; pos.y = actorDrawTable->y; pos.z = actorDrawTable->z; rot = actorDrawTable[1]; dList[0] = limbEntry->displayLists[0]; dList[1] = dList[0]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList[1], &pos, &rot, actor) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList[1] != NULL) { Matrix_ToMtx(mtx, "../z_skelanime.c", 1327); gSPMatrix(gfxCtx->polyOpa.p++, mtx, G_MTX_LOAD); gSPDisplayList(gfxCtx->polyOpa.p++, dList[1]); mtx++; } else { if (dList[0] != NULL) { Matrix_ToMtx(mtx, "../z_skelanime.c", 1334); mtx++; } } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, 1, &dList[0], &rot, actor); } if (limbEntry->firstChildIndex != LIMB_DONE) { SkelAnime_DrawLimbSV(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, &mtx); } Matrix_Pull(); func_800C6B54(gfx, globalCtx->state.gfxCtx, "../z_skelanime.c", 1347); } /* * Copies the rotation values from the rotation value table, indexed by the rotation index table * When a rotation index is >= the animation limit, the output rotation value is copied from the frame's * rotation value list, otherwise it is copied from the initial rotation value list */ void SkelAnime_AnimateFrame(AnimationHeader* animationSeg, s32 currentFrame, s32 limbCount, Vec3s* dst) { AnimationRotationIndex* index; AnimationRotationValue* rotationValueTable; AnimationRotationValue* frameRotationValueTable; AnimationHeader* animationHeader; s32 i; u16 limit; animationHeader = SEGMENTED_TO_VIRTUAL(animationSeg); index = SEGMENTED_TO_VIRTUAL(animationHeader->rotationIndexSeg); rotationValueTable = SEGMENTED_TO_VIRTUAL(animationHeader->rotationValueSeg); frameRotationValueTable = &rotationValueTable[currentFrame]; limit = animationHeader->limit; for (i = 0; i < limbCount; i++, dst++, index++) { if ((dst == NULL) || (index == NULL) || (frameRotationValueTable == NULL) || (rotationValueTable == NULL)) { if (1) {} // Necessary to match. LogUtils_LogThreadId("../z_skelanime.c", 1392); osSyncPrintf("out = %08x\n", dst); LogUtils_LogThreadId("../z_skelanime.c", 1393); osSyncPrintf("ref_tbl = %08x\n", index); LogUtils_LogThreadId("../z_skelanime.c", 1394); osSyncPrintf("frame_tbl = %08x\n", frameRotationValueTable); LogUtils_LogThreadId("../z_skelanime.c", 1395); osSyncPrintf("tbl = %08x\n", rotationValueTable); } dst->x = index->x >= limit ? frameRotationValueTable[index->x] : rotationValueTable[index->x]; dst->y = index->y >= limit ? frameRotationValueTable[index->y] : rotationValueTable[index->y]; dst->z = index->z >= limit ? frameRotationValueTable[index->z] : rotationValueTable[index->z]; } } s16 SkelAnime_GetTotalFrames(GenericAnimationHeader* animationSeg) { GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg); return animation->frameCount; } s16 SkelAnime_GetFrameCount(GenericAnimationHeader* animationSeg) { GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg); // Loads an unsigned half for some reason. return (u16)animation->frameCount - 1; } /* * Draws the Skeleton `skeleton`'s limb at index `limbIndex`. Appends all generated graphics commands to * `gfx`. Returns a pointer to the next gfx to be appended to. */ Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable, SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc, Actor* actor, Gfx* gfx) { SkelLimbEntry* limbEntry; Gfx* dList; Vec3f pos; Vec3s rot; Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]); limbIndex++; rot = actorDrawTable[limbIndex]; pos.x = limbEntry->translation.x; pos.y = limbEntry->translation.y; pos.z = limbEntry->translation.z; dList = limbEntry->displayLists[0]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList, &pos, &rot, actor, &gfx) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList != NULL) { gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1489), G_MTX_LOAD); gSPDisplayList(gfx++, dList); } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, limbIndex, &dList, &rot, actor, &gfx); } if (limbEntry->firstChildIndex != LIMB_DONE) { gfx = SkelAnime_Draw2Limb(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, gfx); } Matrix_Pull(); if (limbEntry->nextLimbIndex != LIMB_DONE) { gfx = SkelAnime_Draw2Limb(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, gfx); } return gfx; } /* * Draws the Skeleton `skeleton` Appends all generated graphics to `gfx`, and returns a pointer to the * next gfx to be appended to. */ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc, Actor* actor, Gfx* gfx) { SkelLimbEntry* limbEntry; char pad[4]; Gfx* dList; Vec3f pos; Vec3s rot; if (skeleton == NULL) { osSyncPrintf(VT_FGCOL(RED)); osSyncPrintf("Si2_draw2():skelがNULLです。NULLを返します。\n"); osSyncPrintf(VT_RST); return NULL; } Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]); pos.x = actorDrawTable->x; pos.y = actorDrawTable->y; pos.z = actorDrawTable->z; rot = actorDrawTable[1]; dList = limbEntry->displayLists[0]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList, &pos, &rot, actor, &gfx) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList != NULL) { gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1558), G_MTX_LOAD); gSPDisplayList(gfx++, dList); } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, 1, &dList, &rot, actor, &gfx); } if (limbEntry->firstChildIndex != LIMB_DONE) { gfx = SkelAnime_Draw2Limb(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, gfx); } Matrix_Pull(); return gfx; } Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* actorDrawTable, SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc, Actor* actor, Mtx** mtx, Gfx* gfx) { SkelLimbEntry* limbEntry; Gfx* dList1; Gfx* dList2; Vec3f pos; Vec3s rot; char pad[4]; Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[limbIndex]); limbIndex++; rot = actorDrawTable[limbIndex]; pos.x = limbEntry->translation.x; pos.y = limbEntry->translation.y; pos.z = limbEntry->translation.z; dList1 = dList2 = limbEntry->displayLists[0]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, limbIndex, &dList1, &pos, &rot, actor, &gfx) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList1 != NULL) { Matrix_ToMtx(*mtx, "../z_skelanime.c", 1623); gSPMatrix(gfx++, *mtx, G_MTX_LOAD); gSPDisplayList(gfx++, dList1); (*mtx)++; } else { if (dList2 != NULL) { Matrix_ToMtx(*mtx, "../z_skelanime.c", 1630); (*mtx)++; } } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, limbIndex, &dList2, &rot, actor, &gfx); } if (limbEntry->firstChildIndex != LIMB_DONE) { gfx = SkelAnime_DrawLimbSV2(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, mtx, gfx); } Matrix_Pull(); if (limbEntry->nextLimbIndex != LIMB_DONE) { gfx = SkelAnime_DrawLimbSV2(globalCtx, limbEntry->nextLimbIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, mtx, gfx); } return gfx; } Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* actorDrawTable, s32 dListCount, SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc, Actor* actor, Gfx* gfx) { SkelLimbEntry* limbEntry; char pad[4]; Gfx* dList1; Gfx* dList2; Vec3f pos; Vec3s rot; Mtx* mtx; mtx = Graph_Alloc(globalCtx->state.gfxCtx, dListCount * sizeof(*mtx)); if (skeleton == NULL) { osSyncPrintf(VT_FGCOL(RED)); osSyncPrintf("Si2_draw2_SV():skelがNULLです。NULLを返します。\n"); osSyncPrintf(VT_RST); return NULL; } gSPSegment(gfx++, 0xD, mtx); Matrix_Push(); limbEntry = SEGMENTED_TO_VIRTUAL(skeleton->limbs[0]); pos.x = actorDrawTable->x; pos.y = actorDrawTable->y; pos.z = actorDrawTable->z; rot = actorDrawTable[1]; dList1 = dList2 = limbEntry->displayLists[0]; if ((updateMtxFunc == NULL) || (updateMtxFunc(globalCtx, 1, &dList1, &pos, &rot, actor, &gfx) == 0)) { Matrix_TranslateThenRotateZYX(&pos, &rot); if (dList1 != NULL) { Matrix_ToMtx(mtx, "../z_skelanime.c", 1710); gSPMatrix(gfx++, mtx, G_MTX_LOAD); gSPDisplayList(gfx++, dList1); mtx++; } else { if (dList2 != NULL) { Matrix_ToMtx(mtx, "../z_skelanime.c", 1717); mtx++; } } } if (appendDlistFunc != NULL) { appendDlistFunc(globalCtx, 1, &dList2, &rot, actor, &gfx); } if (limbEntry->firstChildIndex != LIMB_DONE) { gfx = SkelAnime_DrawLimbSV2(globalCtx, limbEntry->firstChildIndex, skeleton, actorDrawTable, updateMtxFunc, appendDlistFunc, actor, &mtx, gfx); } Matrix_Pull(); return gfx; } #pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/func_800A29BC.s") s16 func_800A2DBC(GenericAnimationHeader* animationSeg) { GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg); return animation->unk_02; } /* * Appears to be unused anywhere in the game. Appears to be a clone of * SkelAnime_GetTotalFrames */ s16 SkelAnime_GetTotalFrames2(GenericAnimationHeader* animationSeg) { GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg); return animation->frameCount; } /* * Appears to be unused anywhere in the game. Appears to be a clone of * SkelAnime_GetFrameCount */ s16 SkelAnime_GetFrameCount2(GenericAnimationHeader* animationSeg) { GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg); return animation->frameCount - 1; } void SkelAnime_InterpolateRotation(s32 limbCount, Vec3s* dst, Vec3s* vec2, Vec3s* vec3, f32 unkf) { s32 i; s16 dist; s16 temp2; if(unkf < 1.0f){ for(i = 0; i < limbCount;i++, dst++, vec2++, vec3++){ temp2 = vec2->x; dist = vec3->x - temp2; dst->x = (s16)(dist * unkf) + temp2; temp2 = vec2->y; dist = vec3->y - temp2; dst->y = (s16)(dist * unkf) + temp2; temp2 = vec2->z; dist = vec3->z - temp2; dst->z = (s16)(dist * unkf) + temp2; } } else { for (i = 0;i < limbCount; i++, dst++, vec3++) { dst->x = vec3->x; dst->y = vec3->y; dst->z = vec3->z; } } } void SkelAnime_AnimationCtxReset(AnimationContext* animationCtx) { animationCtx->animationCount = 0; } void func_800A32F4(GlobalContext* globalCtx) { D_801600B0 <<= 1; } void func_800A3310(GlobalContext* globalCtx) { u32* D_8012A480Ptr = &D_8012A480; *D_8012A480Ptr |= D_801600B0; } AnimationEntry* SkelAnime_NextEntry(AnimationContext* animationCtx, AnimationType type) { AnimationEntry* entry; s16 index = animationCtx->animationCount; if (index >= ANIMATION_ENTRY_MAX) { return NULL; } animationCtx->animationCount = index + 1; entry = &animationCtx->entries[index]; entry->type = type; return entry; } /* * The next 6 functions are coordinate with the AnimationType enum */ void SkelAnime_LoadLinkAnimetion(GlobalContext* globalCtx, LinkAnimetionEntry* linkAnimetionSeg, s32 frame, s32 limbCount, void* ram) { AnimationEntry* entry; LinkAnimetionEntry* linkAnimetionEntry; char pad[4]; entry = SkelAnime_NextEntry(&globalCtx->animationCtx, ANIMATION_LINKANIMETION); if (entry != NULL) { linkAnimetionEntry = SEGMENTED_TO_VIRTUAL(linkAnimetionSeg); osCreateMesgQueue(&entry->types.type0.msgQueue, &entry->types.type0.msg, 1); DmaMgr_SendRequest2( &entry->types.type0.req, ram, LINK_ANIMETION_OFFSET(linkAnimetionEntry->animationSegAddress, ((sizeof(Vec3s) * limbCount + 2) * frame)), sizeof(Vec3s) * limbCount + 2, 0, &entry->types.type0.msgQueue, NULL, "../z_skelanime.c", 2004); } } void SkelAnime_LoadAnimationType1(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src) { AnimationEntry* entry = SkelAnime_NextEntry(&globalCtx->animationCtx, ANIMATION_TYPE1); if (entry != NULL) { entry->types.type1.unk_00 = D_801600B0; entry->types.type1.vecCount = vecCount; entry->types.type1.dst = dst; entry->types.type1.src = src; } } void SkelAnime_LoadAnimationType2(GlobalContext* globalCtx, s32 limbCount, Vec3s* arg2, Vec3s* arg3, f32 arg4) { AnimationEntry* entry = SkelAnime_NextEntry(&globalCtx->animationCtx, ANIMATION_TYPE2); if (entry != NULL) { entry->types.type2.unk_00 = D_801600B0; entry->types.type2.limbCount = limbCount; entry->types.type2.unk_04 = arg2; entry->types.type2.unk_08 = arg3; entry->types.type2.unk_0C = arg4; } } void SkelAnime_LoadAnimationType3(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src, u8* index) { AnimationEntry* entry = SkelAnime_NextEntry(&globalCtx->animationCtx, ANIMATION_TYPE3); if (entry != NULL) { entry->types.type3.unk_00 = D_801600B0; entry->types.type3.vecCount = vecCount; entry->types.type3.dst = dst; entry->types.type3.src = src; entry->types.type3.index = index; } } void SkelAnime_LoadAnimationType4(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src, u8* index) { AnimationEntry* entry = SkelAnime_NextEntry(&globalCtx->animationCtx, ANIMATION_TYPE4); if (entry != NULL) { entry->types.type4.unk_00 = D_801600B0; entry->types.type4.vecCount = vecCount; entry->types.type4.dst = dst; entry->types.type4.src = src; entry->types.type4.index = index; } } void SkelAnime_LoadAnimationType5(GlobalContext* globalCtx, Actor* actor, SkelAnime* skelAnime, f32 arg3) { AnimationEntry* entry = SkelAnime_NextEntry(&globalCtx->animationCtx, ANIMATION_TYPE5); if (entry != NULL) { entry->types.type5.actor = actor; entry->types.type5.skelAnime = skelAnime; entry->types.type5.unk_08 = arg3; } } /* The next functions are callbacks to loading animations */ void SkelAnime_LinkAnimetionLoaded(GlobalContext* globalCtx, AnimationEntryType0* entry) { osRecvMesg(&entry->msgQueue, NULL, OS_MESG_BLOCK); } void SkelAnime_AnimationType1Loaded(GlobalContext* globalCtx, AnimationEntryType1* entry) { s32 i; Vec3s* dst; Vec3s* src; AnimationEntryRaw* genericEntry = (AnimationEntryRaw*)entry; if ((genericEntry->raw[0] & D_8012A480) != 0) { return; } for (dst = entry->dst, src = entry->src, i = 0; i < genericEntry->raw[1]; i++) { *dst++ = *src++; } } void SkelAnime_AnimationType2Loaded(GlobalContext* globalCtx, AnimationEntryType2* entry) { if ((entry->unk_00 & D_8012A480) == 0) { SkelAnime_InterpolateRotation(entry->limbCount, entry->unk_04, entry->unk_04, entry->unk_08, entry->unk_0C); } } void SkelAnime_AnimationType3Loaded(GlobalContext* globalCtx, AnimationEntryType3* entry) { s32 i; Vec3s* dst; Vec3s* src; u8* index; AnimationEntryRaw* rawEntry = (AnimationEntryRaw*)entry; if ((rawEntry->raw[0] & D_8012A480) == 0) { for (dst = entry->dst, src = entry->src, index = entry->index, i = 0; i < rawEntry->raw[1]; i++, dst++, src++) { if (*index++) { *dst = *src; } } } } void SkelAnime_AnimationType4Loaded(GlobalContext* globalCtx, AnimationEntryType4* entry) { s32 i; Vec3s* dst; Vec3s* src; u8* index; AnimationEntryRaw* rawEntry = (AnimationEntryRaw*)entry; if ((rawEntry->raw[0] & D_8012A480) == 0) { for (dst = entry->dst, src = entry->src, index = entry->index, i = 0; i < rawEntry->raw[1]; i++, dst++, src++) { if (*index++ < 1U) { *dst = *src; } } } } void SkelAnime_AnimationType5Loaded(GlobalContext* globalCtx, AnimationEntryType5* entry) { char pad[4]; Actor* actor = entry->actor; Vec3f pos; func_800A54FC(entry->skelAnime, &pos, actor->shape.rot.y); actor->posRot.pos.x += pos.x * actor->scale.x; actor->posRot.pos.y += pos.y * actor->scale.y * entry->unk_08; actor->posRot.pos.z += pos.z * actor->scale.z; } void func_800A390C(GlobalContext* globalCtx, AnimationContext* animationCtx) { AnimationEntry* entry; for (entry = animationCtx->entries; animationCtx->animationCount != 0; entry++, animationCtx->animationCount--) { sAnimationLoadDone[entry->type](globalCtx, &entry->types); } D_801600B0 = 1; D_8012A480 = 0; } void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, LinkAnimetionEntry* linkAnimetionEntrySeg, s32 flags, Vec3s* actorDrawTbl, Vec3s* arg6, s32 limbBufCount) { char pad[8]; SkeletonHeader* skeletonHeader; size_t allocSize; s32 limbCount; s32 headerCount; skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg); headerCount = skeletonHeader->limbCount; skelAnime->initFlags = flags; limbCount = (flags & 2) ? headerCount : 1; if (flags & 1) { limbCount += headerCount; } if (flags & 4) { limbCount += headerCount; } skelAnime->limbCount = limbCount; skelAnime->dListCount = skeletonHeader->dListCount; allocSize = limbCount * sizeof(Vec3s); skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->skeletonSeg); if (flags & 8) { allocSize += 2; } if (actorDrawTbl == NULL) { skelAnime->actorDrawTbl = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2364); 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->transitionDrawTbl = (Vec3s*)ALIGN16((u32)arg6); } 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 osSyncPrintf(VT_RST); } SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f, 0.0f, 0, 0.0f); } void func_800A3B8C(SkelAnime* skelAnime) { if (skelAnime->mode < 2) { skelAnime->animUpdate = &func_800A3D70; } else { skelAnime->animUpdate = &func_800A3E0C; } skelAnime->transCurrentFrame = 0.0f; } void func_800A3BC0(GlobalContext* globalCtx, SkelAnime* skelAnime) { skelAnime->animUpdate(globalCtx, skelAnime); } s32 func_800A3BE4(GlobalContext* globalCtx, SkelAnime* skelAnime) { f32 prevUnk28 = skelAnime->transCurrentFrame; f32 updateRate = R_UPDATE_RATE * 0.5f; skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate; if (skelAnime->transCurrentFrame <= 0.0f) { func_800A3B8C(skelAnime); } SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl, 1.0f - (skelAnime->transCurrentFrame / prevUnk28)); return 0; } void func_800A3C9C(GlobalContext* globalCtx, SkelAnime* skelAnime) { f32 updateRate; SkelAnime_LoadLinkAnimetion(globalCtx, skelAnime->linkAnimetionSeg, skelAnime->animCurrentFrame, skelAnime->limbCount, skelAnime->actorDrawTbl); if (skelAnime->transCurrentFrame != 0) { updateRate = R_UPDATE_RATE * 0.5f; skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate; if (skelAnime->transCurrentFrame <= 0.0f) { skelAnime->transCurrentFrame = 0.0f; return; } SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl, skelAnime->transCurrentFrame); } } s32 func_800A3D70(GlobalContext* globalCtx, SkelAnime* skelAnime) { f32 updateRate = R_UPDATE_RATE * 0.5f; skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate; if (skelAnime->animCurrentFrame < 0.0f) { skelAnime->animCurrentFrame += skelAnime->totalFrames; } else if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) { skelAnime->animCurrentFrame -= skelAnime->totalFrames; } func_800A3C9C(globalCtx, skelAnime); return 0; } s32 func_800A3E0C(GlobalContext* globalCtx, SkelAnime* skelAnime) { f32 updateRate = R_UPDATE_RATE * 0.5f; if (skelAnime->animCurrentFrame == skelAnime->animFrameCount) { func_800A3C9C(globalCtx, skelAnime); return 1; } skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate; if (0.0f < ((skelAnime->animCurrentFrame - skelAnime->animFrameCount) * skelAnime->animPlaybackSpeed)) { skelAnime->animCurrentFrame = skelAnime->animFrameCount; } else { if (skelAnime->animCurrentFrame < 0.0f) { skelAnime->animCurrentFrame += skelAnime->totalFrames; } else if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) { skelAnime->animCurrentFrame -= skelAnime->totalFrames; } } func_800A3C9C(globalCtx, skelAnime); return 0; } void func_800A3EE8(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 transitionRate) { skelAnime->transCurrentFrame = 1.0f; skelAnime->transitionStep = 1.0f / transitionRate; } void SkelAnime_LinkChangeAnimation(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed, f32 frame, f32 frameCount, u8 animationMode, f32 transitionRate) { skelAnime->mode = animationMode; if ((transitionRate != 0.0f) && ((linkAnimetionEntrySeg != skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) { if (transitionRate < 0) { func_800A3B8C(skelAnime); SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->actorDrawTbl); transitionRate = -transitionRate; } else { skelAnime->animUpdate = &func_800A3BE4; SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, skelAnime->transitionDrawTbl); } skelAnime->transCurrentFrame = 1.0f; skelAnime->transitionStep = 1.0f / transitionRate; } else { func_800A3B8C(skelAnime); SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, skelAnime->actorDrawTbl); skelAnime->transCurrentFrame = 0.0f; } skelAnime->linkAnimetionSeg = linkAnimetionEntrySeg; skelAnime->animCurrentFrame = 0.0f; skelAnime->initialFrame = frame; skelAnime->animCurrentFrame = frame; skelAnime->animFrameCount = frameCount; skelAnime->totalFrames = SkelAnime_GetTotalFrames(linkAnimetionEntrySeg); skelAnime->animPlaybackSpeed = playbackSpeed; } void func_800A407C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg) { SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 2, 0.0f); } void func_800A40DC(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed) { SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 2, 0.0f); } void func_800A4140(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg) { SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 0, 0.0f); } void func_800A419C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed) { SkelAnime_LinkChangeAnimation(globalCtx, skelAnime, linkAnimetionEntrySeg, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 0, 0.0f); } void func_800A41FC(GlobalContext* globalCtx, SkelAnime* skelAnime) { SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl, skelAnime->actorDrawTbl); } void func_800A422C(GlobalContext* globalCtx, SkelAnime* skelAnime) { 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->transitionDrawTbl); } void func_800A42A0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, f32 frame) { SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, skelAnime->actorDrawTbl); } void func_800A42E4(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 arg2) { SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl, arg2); } void func_800A431C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, f32 frame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 arg5, f32 arg6, Vec3s* arg7) { Vec3s* alignedArg7; SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, skelAnime->actorDrawTbl); alignedArg7 = (Vec3s*)ALIGN16((u32)arg7); SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg2, (s32)arg5, skelAnime->limbCount, alignedArg7); SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->actorDrawTbl, alignedArg7, arg6); } void func_800A43B8(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, f32 frame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 arg5, f32 arg6, Vec3s* arg7) { Vec3s* alignedArg7; 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->transitionDrawTbl, alignedArg7, arg6); } void func_800A4454(SkelAnime* skelAnime) { skelAnime->mode = 2; func_800A3B8C(skelAnime); } s32 func_800A4478(SkelAnime* skelAnime, f32 arg1, f32 updateRate) { f32 updateSpeed; f32 temp_f12; f32 nextFrame; updateSpeed = skelAnime->animPlaybackSpeed * updateRate; nextFrame = skelAnime->animCurrentFrame - updateSpeed; if (nextFrame < 0.0f) { nextFrame += skelAnime->totalFrames; } else { if (skelAnime->totalFrames <= nextFrame) { nextFrame -= skelAnime->totalFrames; } } if (arg1 == 0.0f) { if (0.0f < updateSpeed) { arg1 = skelAnime->totalFrames; } } temp_f12 = (nextFrame + updateSpeed) - arg1; if (0.0f <= (temp_f12 * updateSpeed)) { if (((temp_f12 - updateSpeed) * updateSpeed) < 0.0f) { return 1; } } return 0; } s32 func_800A4530(SkelAnime* skelAnime, f32 arg1) { f32 updateRate = R_UPDATE_RATE * 0.5f; return func_800A4478(skelAnime, arg1, updateRate); } void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animationSeg, Vec3s* actorDrawTable, Vec3s* transitionDrawTable, s32 limbCount) { SkeletonHeader* skeletonHeader; skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg); skelAnime->limbCount = skeletonHeader->limbCount + 1; skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->skeletonSeg); if (actorDrawTable == NULL) { skelAnime->actorDrawTbl = ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->actorDrawTbl), "../z_skelanime.c", 2968); 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->transitionDrawTbl = transitionDrawTable; } 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); } if (animationSeg != NULL) { SkelAnime_ChangeAnimationDefaultRepeat(skelAnime, animationSeg); } } void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animationSeg, Vec3s* actorDrawTable, Vec3s* transitionDrawTable, s32 limbCount) { SkeletonHeader* skeletonHeader; skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg); skelAnime->limbCount = skeletonHeader->limbCount + 1; skelAnime->dListCount = skeletonHeader->dListCount; skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->skeletonSeg); if (actorDrawTable == NULL) { skelAnime->actorDrawTbl = ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->actorDrawTbl), "../z_skelanime.c", 3047); 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->transitionDrawTbl = transitionDrawTable; } 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 osSyncPrintf(VT_RST); } if (animationSeg != NULL) { SkelAnime_ChangeAnimationDefaultRepeat(skelAnime, animationSeg); } } void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animationSeg) { SkeletonHeader* skeletonHeader; skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg); skelAnime->limbCount = skeletonHeader->limbCount + 1; skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->skeletonSeg); skelAnime->actorDrawTbl = ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->actorDrawTbl), "../z_skelanime.c", 3120); 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 osSyncPrintf(VT_RST); } if (animationSeg != NULL) { SkelAnime_ChangeAnimationDefaultRepeat(skelAnime, animationSeg); } } void func_800A49B0(SkelAnime* skelAnime) { if (skelAnime->mode < 2) { skelAnime->animUpdate = &func_800A4D9C; } else if (skelAnime->mode < 4) { skelAnime->animUpdate = &func_800A4EE0; } else { skelAnime->animUpdate = &func_800A4E38; } } s32 SkelAnime_FrameUpdateMatrix(SkelAnime* skelAnime) { return skelAnime->animUpdate(skelAnime); } s32 func_800A4A20(SkelAnime* skelAnime) { f32 prevUnk28; f32 updateRate; prevUnk28 = skelAnime->transCurrentFrame; updateRate = R_UPDATE_RATE * ONE_THIRD; skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate; if (skelAnime->transCurrentFrame <= 0.0f) { func_800A49B0(skelAnime); skelAnime->transCurrentFrame = 0.0f; } SkelAnime_InterpolateRotation(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl, 1.0f - (skelAnime->transCurrentFrame / prevUnk28)); return 0; } s32 func_800A4AD8(SkelAnime* skelAnime) { s16 temp_a2; s16 temp_a1; f32 sp28; f32 phi_f2; f32 updateRate; temp_a2 = (s16)(skelAnime->transCurrentFrame * 16384.0f); updateRate = R_UPDATE_RATE * ONE_THIRD; skelAnime->transCurrentFrame -= skelAnime->transitionStep * updateRate; if (skelAnime->transCurrentFrame <= 0.0f) { func_800A49B0(skelAnime); skelAnime->transCurrentFrame = 0.0f; } 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); } else { sp28 = Math_Sins(temp_a2); phi_f2 = Math_Sins(temp_a1); } if (phi_f2 != 0.0f) { phi_f2 /= sp28; } else { phi_f2 = 0.0f; } SkelAnime_InterpolateRotation(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl, 1.0f - phi_f2); return 0; } #ifdef NON_MATCHING // regalloc void func_800A4C58(SkelAnime* skelAnime) { char pad[6]; f32 temp_f0; f32 temp_f10; Vec3s sp38[97]; s32 temp_f8; f32 temp_f2; SkelAnime_AnimateFrame(skelAnime->animCurrentSeg, skelAnime->animCurrentFrame, skelAnime->limbCount, skelAnime->actorDrawTbl); if (skelAnime->mode & 0x1) { temp_f8 = (s32)skelAnime->animCurrentFrame; temp_f10 = temp_f8; temp_f8++; temp_f2 = skelAnime->animCurrentFrame - temp_f10; if (temp_f8 >= (s32)skelAnime->totalFrames) { temp_f8 = 0; } SkelAnime_AnimateFrame(skelAnime->animCurrentSeg, temp_f8, skelAnime->limbCount, sp38); SkelAnime_InterpolateRotation(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, sp38, temp_f2); } if (skelAnime->transCurrentFrame != 0) { skelAnime->transCurrentFrame -= skelAnime->transitionStep * (R_UPDATE_RATE * ONE_THIRD); temp_f0 = skelAnime->transCurrentFrame; if (temp_f0 <= 0.0f) { skelAnime->transCurrentFrame = 0.0f; return; } SkelAnime_InterpolateRotation(skelAnime->limbCount, skelAnime->actorDrawTbl, skelAnime->actorDrawTbl, skelAnime->transitionDrawTbl, skelAnime->transCurrentFrame); } } #else #pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/func_800A4C58.s") #endif s32 func_800A4D9C(SkelAnime* skelAnime) { f32 updateRate = R_UPDATE_RATE * ONE_THIRD; skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate; if (skelAnime->animCurrentFrame < 0.0f) { skelAnime->animCurrentFrame += skelAnime->totalFrames; } else if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) { skelAnime->animCurrentFrame -= skelAnime->totalFrames; } func_800A4C58(skelAnime); return 0; } s32 func_800A4E38(SkelAnime* skelAnime) { f32 updateRate = R_UPDATE_RATE * ONE_THIRD; skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * updateRate; 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->initialFrame; } func_800A4C58(skelAnime); return 0; } s32 func_800A4EE0(SkelAnime* skelAnime) { f32 temp_f14; temp_f14 = R_UPDATE_RATE * ONE_THIRD; if (skelAnime->animCurrentFrame == skelAnime->animFrameCount) { SkelAnime_AnimateFrame(skelAnime->animCurrentSeg, (s32)skelAnime->animCurrentFrame, skelAnime->limbCount, skelAnime->actorDrawTbl); func_800A4C58(skelAnime); return 1; } skelAnime->animCurrentFrame += skelAnime->animPlaybackSpeed * temp_f14; if (0.0f < ((skelAnime->animCurrentFrame - skelAnime->animFrameCount) * skelAnime->animPlaybackSpeed)) { skelAnime->animCurrentFrame = skelAnime->animFrameCount; } else { if (skelAnime->animCurrentFrame < 0.0f) { skelAnime->animCurrentFrame += skelAnime->totalFrames; } else { if (skelAnime->totalFrames <= skelAnime->animCurrentFrame) { skelAnime->animCurrentFrame -= skelAnime->totalFrames; } } } func_800A4C58(skelAnime); return 0; } void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame, f32 frameCount, u8 animationType, f32 transitionRate, s8 unk2) { skelAnime->mode = animationType; if ((transitionRate != 0.0f) && ((animationSeg != skelAnime->animCurrentSeg) || (frame != skelAnime->animCurrentFrame))) { if (transitionRate < 0) { func_800A49B0(skelAnime); SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->actorDrawTbl); transitionRate = -transitionRate; } else { if (unk2 != 0) { skelAnime->animUpdate = &func_800A4AD8; skelAnime->unk_03 = unk2; } else { skelAnime->animUpdate = &func_800A4A20; } SkelAnime_AnimateFrame(animationSeg, frame, skelAnime->limbCount, skelAnime->transitionDrawTbl); } skelAnime->transCurrentFrame = 1.0f; skelAnime->transitionStep = 1.0f / transitionRate; } else { func_800A49B0(skelAnime); SkelAnime_AnimateFrame(animationSeg, frame, skelAnime->limbCount, skelAnime->actorDrawTbl); skelAnime->transCurrentFrame = 0.0f; } skelAnime->animCurrentSeg = animationSeg; skelAnime->initialFrame = frame; skelAnime->animFrameCount = frameCount; skelAnime->totalFrames = SkelAnime_GetTotalFrames(&animationSeg->genericHeader); if (skelAnime->mode >= 4) { skelAnime->animCurrentFrame = 0.0f; } else { skelAnime->animCurrentFrame = frame; if (skelAnime->mode < 2) { skelAnime->animFrameCount = skelAnime->totalFrames - 1.0f; } } skelAnime->animPlaybackSpeed = playbackSpeed; } void SkelAnime_ChangeAnimation(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed, f32 frame, f32 frameCount, u8 mode, f32 transitionRate) { SkelAnime_ChangeAnimationImpl(skelAnime, animationSeg, playbackSpeed, frame, frameCount, mode, transitionRate, 0); } //SkelAnimeChangeAnimationDefaultStop void SkelAnimeChangeAnimationDefaultStop(SkelAnime* skelAnime, AnimationHeader* animationSeg) { SkelAnime_ChangeAnimation(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2, 0.0f); } void SkelAnime_ChangeAnimationTransitionStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) { SkelAnime_ChangeAnimation(skelAnime, animationSeg, 1.0f, 0, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2, transitionRate); } //SkelAnime_ChangeAnimationPlaybackStop void SkelAnime_ChangeAnimationPlaybackStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) { SkelAnime_ChangeAnimation(skelAnime, animationSeg, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2, 0.0f); } void SkelAnime_ChangeAnimationDefaultRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg) { SkelAnime_ChangeAnimation(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 0, 0.0f); } void SkelAnime_ChangeAnimationTransitionRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) { SkelAnime_ChangeAnimation(skelAnime, animationSeg, 1.0f, 0.0f, 0.0f, 0, transitionRate); } void SkelAnime_ChangeAnimationPlaybackRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) { SkelAnime_ChangeAnimation(skelAnime, animationSeg, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 0, 0.0f); } void func_800A53DC(SkelAnime* skelAnime) { skelAnime->mode = 2; skelAnime->animFrameCount = skelAnime->totalFrames; func_800A49B0(skelAnime); } #ifdef NON_MATCHING // regalloc void func_800A5408(SkelAnime* skelAnime) { f32 frameCount = skelAnime->animFrameCount; skelAnime->animFrameCount = skelAnime->initialFrame; skelAnime->animPlaybackSpeed = -skelAnime->animPlaybackSpeed; skelAnime->initialFrame = frameCount; } #else #pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/func_800A5408.s") #endif void func_800A5428(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* index) { s32 i; for (i = 0; i < skelAnime->limbCount; i++, dst++, src++) { if (*index++) { *dst = *src; } } } void func_800A5490(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* arg3) { s32 i; for (i = 0; i < skelAnime->limbCount; i++, dst++, src++) { if (*arg3++ < 1U) { *dst = *src; } } } /* * 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->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->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->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->prevFramePos.y; } skelAnime->prevFramePos.y = skelAnime->actorDrawTbl->y; skelAnime->actorDrawTbl->y = skelAnime->unk_3E.y; } else { pos->y = 0.0f; skelAnime->prevFramePos.y = skelAnime->actorDrawTbl->y; } skelAnime->flags &= ~ANIME_FLAG_UPDATEY; } s32 func_800A56C8(SkelAnime* skelAnime, f32 arg1) { return func_800A4478(skelAnime, arg1, 1.0f); } void SkelAnime_Free(SkelAnime* skelAnime, GlobalContext* globalCtx) { if (skelAnime->actorDrawTbl != NULL) { ZeldaArena_FreeDebug(skelAnime->actorDrawTbl, "../z_skelanime.c", 3729); } else { osSyncPrintf("now_joint あきまへん!!\n"); // now_joint Akimane! ! } 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 !!" } } void SkelAnime_CopyVec3s(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src) { s32 i; for (i = 0; i < skelAnime->limbCount; i++) { *dst++ = *src++; } }