#include "global.h" MtxF gSkinLimbMatrices[60]; // holds matrices for each limb of the skeleton currently being drawn static s32 sUnused; void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos) { Vtx* vtx; SkinVertex* vertexEntry; f32 xwTemp; f32 ywTemp; f32 zwTemp; Vec3f normal; Vec3f sp64; for (vertexEntry = skinVertices; vertexEntry < &skinVertices[modifEntry->vtxCount]; vertexEntry++) { vtx = &vtxBuf[vertexEntry->index]; vtx->n.ob[0] = pos->x; vtx->n.ob[1] = pos->y; vtx->n.ob[2] = pos->z; xwTemp = mtx->xw; ywTemp = mtx->yw; zwTemp = mtx->zw; mtx->xw = mtx->yw = mtx->zw = 0.0f; sp64.x = vertexEntry->normX; sp64.y = vertexEntry->normY; sp64.z = vertexEntry->normZ; SkinMatrix_Vec3fMtxFMultXYZ(mtx, &sp64, &normal); vtx->n.n[0] = normal.x; vtx->n.n[1] = normal.y; vtx->n.n[2] = normal.z; mtx->xw = xwTemp; mtx->yw = ywTemp; mtx->zw = zwTemp; } } void Skin_ApplyLimbModifications(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3) { s32 modifCount; SkinLimb** skeleton; SkinLimb* limb; SkinAnimatedLimbData* data; SkinLimbModif* modif; SkinLimbVtx* vtxEntry; s32 transformCount; f32 scale; SkinVertex* skinVertices; SkinTransformation* limbTransformations; Vtx* vtxBuf; SkinLimbModif* modifications; Vec3f vtxPoint; Vec3f spD0; SkinTransformation* transformationEntry; OPEN_DISPS(gfxCtx, "../z_skin.c", 254); skeleton = (SkinLimb**)SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment); data = SEGMENTED_TO_VIRTUAL(((SkinLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]))->segment); modifications = (SkinLimbModif*)SEGMENTED_TO_VIRTUAL(data->limbModifications); vtxEntry = &skin->vtxTable[limbIndex]; vtxBuf = vtxEntry->buf[vtxEntry->index]; modifCount = data->limbModifCount; for (modif = modifications; modif < modifications + modifCount; modif++) { transformCount = modif->transformCount; skinVertices = (SkinVertex*)SEGMENTED_TO_VIRTUAL(modif->skinVertices); limbTransformations = (SkinTransformation*)SEGMENTED_TO_VIRTUAL(modif->limbTransformations); if (transformCount == 1) { Vec3f spAC; spAC.x = limbTransformations[0].x; spAC.y = limbTransformations[0].y; spAC.z = limbTransformations[0].z; SkinMatrix_Vec3fMtxFMultXYZ(&gSkinLimbMatrices[limbTransformations[0].limbIndex], &spAC, &vtxPoint); } else if (arg3 == 1) { Vec3f spA0; transformationEntry = &limbTransformations[modif->unk_4]; spA0.x = transformationEntry->x; spA0.y = transformationEntry->y; spA0.z = transformationEntry->z; SkinMatrix_Vec3fMtxFMultXYZ(&gSkinLimbMatrices[transformationEntry->limbIndex], &spA0, &vtxPoint); } else { Vec3f phi_f20; Vec3f sp88; phi_f20.x = phi_f20.y = phi_f20.z = 0.0f; for (transformationEntry = &limbTransformations[0]; transformationEntry < &limbTransformations[transformCount]; transformationEntry++) { scale = transformationEntry->scale * 0.01f; sp88.x = transformationEntry->x; sp88.y = transformationEntry->y; sp88.z = transformationEntry->z; SkinMatrix_Vec3fMtxFMultXYZ(&gSkinLimbMatrices[transformationEntry->limbIndex], &sp88, &spD0); spD0.x *= scale; spD0.y *= scale; spD0.z *= scale; phi_f20.x += spD0.x; phi_f20.y += spD0.y; phi_f20.z += spD0.z; } vtxPoint.x = phi_f20.x; vtxPoint.y = phi_f20.y; vtxPoint.z = phi_f20.z; } Skin_UpdateVertices(&gSkinLimbMatrices[limbTransformations[modif->unk_4].limbIndex], skinVertices, modif, vtxBuf, &vtxPoint); } gSPSegment(POLY_OPA_DISP++, 0x08, vtxEntry->buf[vtxEntry->index]); vtxEntry->index = (vtxEntry->index == 0) ? 1 : 0; CLOSE_DISPS(gfxCtx, "../z_skin.c", 344); } /** * Draw a limb of type SKIN_LIMB_TYPE_ANIMATED, of the skeleton `skin` at index `limbIndex` * The vertices of this limb are modified dynamically */ void Skin_DrawAnimatedLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags) { SkinLimb** skeleton; SkinAnimatedLimbData* data; OPEN_DISPS(gfxCtx, "../z_skin.c", 364); skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment); data = SEGMENTED_TO_VIRTUAL(((SkinLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]))->segment); if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS)) { Skin_ApplyLimbModifications(gfxCtx, skin, limbIndex, arg3); } gSPDisplayList(POLY_OPA_DISP++, data->dlist); CLOSE_DISPS(gfxCtx, "../z_skin.c", 377); } /** * Draw a limb of type SKIN_LIMB_TYPE_NORMAL, of the skeleton `skin` at index `limbIndex` */ void Skin_DrawLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dlistOverride, s32 drawFlags) { Gfx* gfx = dlistOverride; SkinLimb** skeleton; s32 pad; OPEN_DISPS(gfxCtx, "../z_skin.c", 395); skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment); if (dlistOverride == NULL) { gfx = ((SkinLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]))->segment; } if (gfx != NULL) { Mtx* mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &gSkinLimbMatrices[limbIndex]); if (mtx != NULL) { gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW); gSPDisplayList(POLY_OPA_DISP++, gfx); gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW); gDPPipeSync(POLY_OPA_DISP++); } } CLOSE_DISPS(gfxCtx, "../z_skin.c", 433); } void Skin_DrawImpl(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags) { s32 i; s32 segmentType; SkinLimb** skeleton; GraphicsContext* gfxCtx = play->state.gfxCtx; s32 pad; OPEN_DISPS(gfxCtx, "../z_skin.c", 471); if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS)) { Skin_ApplyAnimTransformations(skin, gSkinLimbMatrices, actor, setTranslation); } skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment); if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_MATRIX)) { Mtx* mtx; gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &skin->mtx); if (mtx == NULL) { goto close_disps; } gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); } for (i = 0; i < skin->skeletonHeader->limbCount; i++) { s32 shouldDraw = true; if (overrideLimbDraw != NULL) { shouldDraw = overrideLimbDraw(actor, play, i, skin); } segmentType = ((SkinLimb*)SEGMENTED_TO_VIRTUAL(skeleton[i]))->segmentType; if (segmentType == SKIN_LIMB_TYPE_ANIMATED && shouldDraw == true) { Skin_DrawAnimatedLimb(gfxCtx, skin, i, arg6, drawFlags); } else if (segmentType == SKIN_LIMB_TYPE_NORMAL && shouldDraw == true) { Skin_DrawLimb(gfxCtx, skin, i, NULL, drawFlags); } } if (postDraw != NULL) { postDraw(actor, play, skin); } close_disps: CLOSE_DISPS(gfxCtx, "../z_skin.c", 534); } // allows specifying PostLimbDraw and setTranslation void func_800A6330(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation) { Skin_DrawImpl(actor, play, skin, postDraw, NULL, setTranslation, false, 0); } // allows specifying OverrideLimbDraw, PostLimbDraw and setTranslation void func_800A6360(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation) { Skin_DrawImpl(actor, play, skin, postDraw, overrideLimbDraw, setTranslation, false, 0); } // allows specifying OverrideLimbDraw, PostLimbDraw, setTranslation, and arg6 void func_800A6394(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6) { Skin_DrawImpl(actor, play, skin, postDraw, overrideLimbDraw, setTranslation, arg6, 0); } // allows specifying all variables void func_800A63CC(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags) { Skin_DrawImpl(actor, play, skin, postDraw, overrideLimbDraw, setTranslation, arg6, drawFlags); } void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst) { MtxF mtxf; SkinMatrix_MtxFMtxFMult(&skin->mtx, &gSkinLimbMatrices[limbIndex], &mtxf); SkinMatrix_Vec3fMtxFMultXYZ(&mtxf, offset, dst); }