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oot/include/z64animation.h
Random 174af7384d
libultra cleanup (#215)
* 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
2020-10-03 11:22:44 -04:00

239 lines
7.1 KiB
C
Executable file

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