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* add some headers, split some of z64.h
* MtxClear -> IdentityMtx
* more misc cleanups
* move D_80116280 to header, fix build issue
* remove z64.h
* Revert "MtxClear -> IdentityMtx"
This reverts commit 8fc74c0672
.
* split z64path.h and z64skin.h functions
* z64face_reaction.h
* cleanup overlay global references
* trim padding
* bss
97 lines
4 KiB
C
97 lines
4 KiB
C
#ifndef Z64_SKIN_H
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#define Z64_SKIN_H
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#include "z64animation.h"
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struct Actor;
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struct GraphicsContext;
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struct PlayState;
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/**
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* Holds a compact version of a vertex used in the Skin system
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* It is used to initialise the Vtx used by an animated limb
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*/
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typedef struct SkinVertex {
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/* 0x00 */ u16 index;
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/* 0x02 */ s16 s; // s and t are texture coordinates (also known as u and v)
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/* 0x04 */ s16 t;
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/* 0x06 */ s8 normX;
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/* 0x07 */ s8 normY;
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/* 0x08 */ s8 normZ;
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/* 0x09 */ u8 alpha;
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} SkinVertex; // size = 0xA
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/**
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* Describes a position displacement and a scale to be applied to a limb at index `limbIndex`
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*/
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typedef struct SkinTransformation {
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/* 0x00 */ u8 limbIndex;
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/* 0x02 */ s16 x;
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/* 0x04 */ s16 y;
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/* 0x06 */ s16 z;
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/* 0x08 */ u8 scale;
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} SkinTransformation; // size = 0xA
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typedef struct SkinLimbModif {
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/* 0x00 */ u16 vtxCount; // number of vertices in this modif entry
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/* 0x02 */ u16 transformCount;
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/* 0x04 */ u16 unk_4; // index of limbTransformations?
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/* 0x08 */ SkinVertex* skinVertices;
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/* 0x0C */ SkinTransformation* limbTransformations;
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} SkinLimbModif; // size = 0x10
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typedef struct SkinAnimatedLimbData {
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/* 0x00 */ u16 totalVtxCount; // total vertex count for all modif entries
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/* 0x02 */ u16 limbModifCount;
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/* 0x04 */ SkinLimbModif* limbModifications;
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/* 0x08 */ Gfx* dlist;
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} SkinAnimatedLimbData; // size = 0xC
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#define SKIN_LIMB_TYPE_ANIMATED 4
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#define SKIN_LIMB_TYPE_NORMAL 11
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typedef struct SkinLimb {
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/* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
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/* 0x06 */ u8 child;
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/* 0x07 */ u8 sibling;
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/* 0x08 */ s32 segmentType; // Type of data contained in segment
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/* 0x0C */ void* segment; // Gfx* if segmentType is SKIN_LIMB_TYPE_NORMAL, SkinAnimatedLimbData* if segmentType is SKIN_LIMB_TYPE_ANIMATED, NULL otherwise
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} SkinLimb; // size = 0x10
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typedef struct SkinLimbVtx {
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/* 0x000 */ u8 index; // alternates every draw cycle
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/* 0x004 */ Vtx* buf[2]; // number of vertices in buffer determined by `totalVtxCount`
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} SkinLimbVtx; // size = 0xC
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typedef struct Skin {
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/* 0x000 */ SkeletonHeader* skeletonHeader;
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/* 0x004 */ MtxF mtx;
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/* 0x044 */ s32 limbCount;
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/* 0x048 */ SkinLimbVtx* vtxTable; // double buffered list of vertices for each limb
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/* 0x04C */ SkelAnime skelAnime;
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} Skin; // size = 0x90
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typedef void (*SkinPostDraw)(struct Actor*, struct PlayState*, Skin*);
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typedef s32 (*SkinOverrideLimbDraw)(struct Actor*, struct PlayState*, s32, Skin*);
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#define SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS (1 << 0)
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#define SKIN_DRAW_FLAG_CUSTOM_MATRIX (1 << 1)
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#define SKIN_TRANSFORM_IS_FHG 0x23
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void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos);
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void Skin_DrawAnimatedLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
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void Skin_DrawLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dlistOverride, s32 drawFlags);
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void func_800A6330(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation);
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void func_800A6360(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw,
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SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
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void func_800A6394(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw,
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SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
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void func_800A63CC(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw,
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SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
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void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst);
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void Skin_Init(struct PlayState* play, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader);
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void Skin_Free(struct PlayState* play, Skin* skin);
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s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, struct Actor* actor, s32 setTranslation);
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#endif
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