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174af7384d
* cleanup libultra * fixes - use quotes instead of <> for includes - add macros for zelda specific thread priorities - fix Makefile - properly format the remaining pfs structs * fix button macros + add CHECK_BTN_ANY/CHECK_BTN_ALL * remove ULTRA_ABS * fix includes * update z_player.c/z_lib.c + run format.sh * merge upstream/master * fix include in En_Goroiwa * fix includes
239 lines
7.1 KiB
C
Executable file
239 lines
7.1 KiB
C
Executable file
#ifndef _Z64_ANIMATION_H
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#define _Z64_ANIMATION_H
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#include "ultra64.h"
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#include "z64dma.h"
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#include "z64math.h"
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#define LINK_ANIMETION_OFFSET(addr,offset) (((u32)&_link_animetionSegmentRomStart)+((u32)addr)-((u32)&link_animetion_segment)+((u32)offset))
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#define LIMB_DONE 0xFF
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#define ANIMATION_ENTRY_MAX 50
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#define ANIM_FLAG_UPDATEXZ 0x02
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#define ANIM_FLAG_UPDATEY 0x10
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struct GlobalContext;
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struct Actor;
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typedef struct SkelAnime SkelAnime;
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typedef struct {
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/* 0x000 */ Vec3s translation; // Translation relative to parent limb. root limb is a tranlation for entire model.
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/* 0x006 */ u8 firstChildIndex; // The first child's index into the limb table.
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/* 0x007 */ u8 nextLimbIndex; // The parent limb's next limb index into the limb table.
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/* 0x008 */ Gfx* displayLists[1]; // Display lists for the limb. Index 0 is the normal display list, index 1 is the far model display list.
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} SkelLimbEntry; // Size = 0xC or 0x10
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typedef struct {
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/* 0x000 */ SkelLimbEntry* limbs[1]; // One ore more limbs, index 0 is the root limb.
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} Skeleton; // Size >= 4
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typedef struct {
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/* 0x000 */ Skeleton* skeletonSeg; // Segment address of SkelLimbIndex.
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/* 0x004 */ u8 limbCount; // Number of limbs in the model.
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/* 0x005 */ char unk_05[3]; // unknown, maybe padding?
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/* 0x008 */ u8 dListCount; // Number of display lists in the model.
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} SkeletonHeader; // Size = 0xC
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typedef s16 AnimationRotationValue;
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typedef struct {
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/* 0x000 */ u16 x;
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/* 0x002 */ u16 y;
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/* 0x004 */ u16 z;
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} AnimationRotationIndex; // size = 0x06
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typedef struct {
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s16 frameCount;
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s16 unk_02;
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} GenericAnimationHeader;
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typedef struct {
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/* 0x000 */ GenericAnimationHeader genericHeader;
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/* 0x004 */ u32 rotationValueSeg; // referenced as tbl
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/* 0x008 */ u32 rotationIndexSeg; // referenced as ref_tbl
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/* 0x00C */ u16 limit;
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} AnimationHeader; // size = 0x10
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typedef enum {
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ANIMATION_LINKANIMETION,
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ANIMATION_TYPE1,
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ANIMATION_TYPE2,
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ANIMATION_TYPE3,
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ANIMATION_TYPE4,
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ANIMATION_TYPE5
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} AnimationType;
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typedef struct {
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/* 0x000 */ DmaRequest req;
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/* 0x020 */ OSMesgQueue msgQueue;
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/* 0x038 */ OSMesg msg;
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} AnimationEntryType0;
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typedef struct {
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/* 0x000 */ u8 unk_00;
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/* 0x001 */ u8 vecCount;
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/* 0x004 */ Vec3s* dst;
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/* 0x008 */ Vec3s* src;
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} AnimationEntryType1;
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typedef struct {
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/* 0x000 */ u8 unk_00;
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/* 0x001 */ u8 limbCount;
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/* 0x004 */ Vec3s* unk_04;
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/* 0x008 */ Vec3s* unk_08;
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/* 0x00C */ f32 unk_0C;
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} AnimationEntryType2;
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typedef struct {
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/* 0x000 */ u8 unk_00;
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/* 0x001 */ u8 vecCount;
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/* 0x004 */ Vec3s* dst;
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/* 0x008 */ Vec3s* src;
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/* 0x00C */ u8* index;
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} AnimationEntryType3;
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typedef struct {
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/* 0x000 */ u8 unk_00;
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/* 0x001 */ u8 vecCount;
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/* 0x002 */ char unk_02[0x2];
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/* 0x004 */ Vec3s* dst;
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/* 0x008 */ Vec3s* src;
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/* 0x00C */ u8* index;
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} AnimationEntryType4;
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typedef struct {
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/* 0x000 */ struct Actor* actor;
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/* 0x004 */ SkelAnime* skelAnime;
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/* 0x008 */ f32 unk_08;
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} AnimationEntryType5;
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typedef struct {
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/* 0x000 */ u8 raw[0x3C];
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} AnimationEntryRaw;
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typedef union {
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AnimationEntryRaw raw;
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AnimationEntryType0 type0;
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AnimationEntryType1 type1;
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AnimationEntryType2 type2;
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AnimationEntryType3 type3;
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AnimationEntryType4 type4;
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AnimationEntryType5 type5;
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} AnimationEntryType;
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typedef struct {
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/* 0x000 */ u8 type;
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/* 0x001 */ u8 unk_01;
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/* 0x004 */ AnimationEntryType types;
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} AnimationEntry; // size = 0x40
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typedef struct AnimationContext {
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s16 animationCount;
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char unk_02[2];
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AnimationEntry entries[ANIMATION_ENTRY_MAX];
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} AnimationContext;
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typedef struct {
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GenericAnimationHeader genericHeader;
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u32 animationSegAddress;
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} LinkAnimetionEntry;
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struct SkelAnime {
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/* 0x00 */ u8 limbCount; // joint_Num
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/* modes 0 and 1 repeat the animation indefinitely
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* modes 2 and 3 play the animaton once then stop
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* modes >= 4 play the animation once, and always start at frame 0.
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*/
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/* 0x01 */ u8 mode;
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/* 0x02 */ u8 dListCount;
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/* 0x03 */ s8 unk_03;
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/* 0x04 */ Skeleton* skeleton;
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/* 0x08 */
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union {
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AnimationHeader* animCurrentSeg;
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LinkAnimetionEntry* linkAnimetionSeg;
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GenericAnimationHeader* genericSeg;
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};
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/* 0x0C */ f32 initialFrame;
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/* 0x10 */ f32 animFrameCount;
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/* 0x14 */ f32 totalFrames;
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/* 0x18 */ f32 animCurrentFrame;
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/* 0x1C */ f32 animPlaybackSpeed;
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/* 0x20 */ Vec3s* limbDrawTbl; // now_joint
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/* 0x24 */ Vec3s* transitionDrawTbl; // morf_joint
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/* 0x28 */ f32 transCurrentFrame;
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/* 0x2C */ f32 transitionStep;
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/* 0x30 */ s32 (*animUpdate)();
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/* 0x34 */ s8 initFlags;
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/* 0x35 */ u8 flags;
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/* 0x36 */ s16 prevFrameRot;
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/* 0x38 */ Vec3s prevFramePos;
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/* 0x3E */ Vec3s unk_3E;
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}; // size = 0x44
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typedef s32 (*OverrideLimbDraw)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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Vec3f* pos, Vec3s* rot, struct Actor* actor);
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typedef void (*PostLimbDraw)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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Vec3s* rot, struct Actor* actor);
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typedef s32 (*OverrideLimbDraw2)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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Vec3f* pos, Vec3s* rot, struct Actor* actor, Gfx** gfx);
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typedef void (*PostLimbDraw2)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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Vec3s* rot, struct Actor* actor, Gfx** gfx);
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typedef void (*AnimationEntryCallback)(struct GlobalContext*, AnimationEntryType*);
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extern u32 link_animetion_segment;
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// fcurve_skelanime structs
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typedef struct {
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/* 0x0000 */ u16 unk_00; // appears to be flags
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/* 0x0002 */ s16 unk_02;
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/* 0x0004 */ s16 unk_04;
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/* 0x0006 */ s16 unk_06;
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/* 0x0008 */ f32 unk_08;
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} TransformData; // size = 0xC
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typedef struct {
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/* 0x0000 */ u8* refIndex;
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/* 0x0004 */ TransformData* transformData;
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/* 0x0008 */ s16* copyValues;
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/* 0x000C */ s16 unk_0C;
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/* 0x000E */ s16 unk_10;
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} TransformUpdateIndex; // size 0x10
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typedef struct {
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/* 0x0000 */ u8 firstChildIdx;
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/* 0x0001 */ u8 nextLimbIdx;
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/* 0x0004 */ Gfx* dList[2];
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} SkelCurveLimb; // size >= 0x8
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typedef struct {
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/* 0x0000 */ SkelCurveLimb** limbs;
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/* 0x0004 */ u8 limbCount;
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} SkelCurveLimbList; // size = 0x8
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typedef struct {
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/* 0x0000 */ Vec3s scale;
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/* 0x0006 */ Vec3s rot;
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/* 0x000C */ Vec3s pos;
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} LimbTransform; // size = 0x12
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typedef struct {
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/* 0x0000 */ u8 limbCount;
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/* 0x0004 */ SkelCurveLimb** limbList;
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/* 0x0008 */ TransformUpdateIndex* transUpdIdx;
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/* 0x000C */ f32 unk_0C; // seems to be unused
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/* 0x0010 */ f32 animFinalFrame;
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/* 0x0014 */ f32 animSpeed;
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/* 0x0018 */ f32 animCurFrame;
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/* 0x001C */ LimbTransform* transforms;
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} SkelAnimeCurve; // size = 0x20
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typedef s32 (*OverrideCurveLimbDraw)(struct GlobalContext* globalCtx, SkelAnimeCurve* skelCuve, s32 limbIndex, struct Actor* actor);
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typedef void (*PostCurveLimbDraw)(struct GlobalContext* globalCtx, SkelAnimeCurve* skelCuve, s32 limbIndex, struct Actor* actor);
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#endif
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