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oot/include/z64animation.h
Dragorn421 4dea0bfb26
Placeholder names for skelanime moveflags (#1489)
* Add defines for all used animflags

* Use named constants (and add two) for players `func_80832F54` flags

* note which flags are player-only

* Attempt at documenting but too FeelsUnkMan again

* forgot something

* ANIM_FLAG_PLAYER_0 -> ANIM_FLAG_0 and amend comment from "player-only" to "no effect outside player"

* 1<<n flags
2023-08-15 22:23:53 +02:00

374 lines
14 KiB
C
Executable file

#ifndef Z64_ANIMATION_H
#define Z64_ANIMATION_H
#include "ultra64.h"
#include "z64dma.h"
#include "z64math.h"
#include "macros.h"
struct PlayState;
struct Actor;
struct SkelAnime;
/*
* Skeletons and limbs
*/
#define LIMB_DONE 0xFF
typedef struct {
/* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
/* 0x06 */ u8 child;
/* 0x07 */ u8 sibling;
/* 0x08 */ Gfx* dList;
} StandardLimb; // size = 0xC
typedef struct {
/* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
/* 0x06 */ u8 child;
/* 0x07 */ u8 sibling;
/* 0x08 */ Gfx* dLists[2]; // Near and far
} LodLimb; // size = 0x10
// Model has limbs with only rigid meshes
typedef struct {
/* 0x00 */ void** segment;
/* 0x04 */ u8 limbCount;
} SkeletonHeader; // size = 0x8
// Model has limbs with flexible meshes
typedef struct {
/* 0x00 */ SkeletonHeader sh;
/* 0x08 */ u8 dListCount;
} FlexSkeletonHeader; // size = 0xC
/*
* Animations
*/
// Index into the frame data table.
typedef struct {
/* 0x00 */ u16 x;
/* 0x02 */ u16 y;
/* 0x04 */ u16 z;
} JointIndex; // size = 0x06
typedef struct {
/* 0x00 */ s16 frameCount;
} AnimationHeaderCommon;
typedef struct {
/* 0x00 */ AnimationHeaderCommon common;
/* 0x04 */ void* segment;
} LinkAnimationHeader; // size = 0x8
typedef struct {
/* 0x00 */ AnimationHeaderCommon common;
/* 0x04 */ s16* frameData; // "tbl"
/* 0x08 */ JointIndex* jointIndices; // "ref_tbl"
/* 0x0C */ u16 staticIndexMax;
} AnimationHeader; // size = 0x10
/*
* SkelAnime
*/
typedef enum {
/* 0 */ ANIMMODE_LOOP,
/* 1 */ ANIMMODE_LOOP_INTERP,
/* 2 */ ANIMMODE_ONCE,
/* 3 */ ANIMMODE_ONCE_INTERP,
/* 4 */ ANIMMODE_LOOP_PARTIAL,
/* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP
} AnimationMode;
typedef enum {
/* -1 */ ANIMTAPER_DECEL = -1,
/* 0 */ ANIMTAPER_NONE,
/* 1 */ ANIMTAPER_ACCEL
} AnimationTapers;
#define ANIM_FLAG_0 (1 << 0) // (no effect outside of player) Related to scaling an animation from/to child/adult
#define ANIM_FLAG_UPDATE_Y (1 << 1)
#define ANIM_FLAG_PLAYER_2 (1 << 2) // (player-only) Related to scaling an animation from/to child/adult
#define ANIM_FLAG_PLAYER_SETMOVE (1 << 3) // (player-only) Call AnimationContext_SetMoveActor
#define ANIM_FLAG_NO_MOVE (1 << 4)
#define ANIM_FLAG_PLAYER_7 (1 << 7) // (player-only)
typedef struct SkelAnime {
/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
/* 0x01 */ u8 mode; // See `AnimationMode`
/* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
/* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
/* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader.
/* 0x0C */ f32 startFrame; // In mode ANIMMODE_LOOP_PARTIAL*, start of partial loop.
/* 0x10 */ f32 endFrame; // In mode ANIMMODE_ONCE*, Update returns true when curFrame is equal to this. In mode ANIMMODE_LOOP_PARTIAL*, end of partial loop.
/* 0x14 */ f32 animLength; // Total number of frames in the current animation.
/* 0x18 */ f32 curFrame; // Current frame in the animation
/* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate.
/* 0x20 */ Vec3s* jointTable; // Current translation of model and rotations of all limbs
/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
/* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
/* 0x30 */ union {
s32 (*normal)(struct SkelAnime*); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph
s32 (*link)(struct PlayState*, struct SkelAnime*); // Can be Loop, Play once, or Morph
} update;
/* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
} SkelAnime; // size = 0x44
// Init
BAD_RETURN(s32) SkelAnime_Init(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
BAD_RETURN(s32) SkelAnime_InitFlex(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
BAD_RETURN(s32) SkelAnime_InitSkin(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation);
void SkelAnime_InitLink(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
LinkAnimationHeader* animation, s32 flags, Vec3s* jointTable, Vec3s* morphTable,
s32 limbBufCount);
// Free
void SkelAnime_Free(SkelAnime* skelAnime, struct PlayState* play);
// Update
s32 SkelAnime_Update(SkelAnime* skelAnime);
// Draw
typedef s32 (*OverrideLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void*,
Gfx** gfx);
typedef void (*PostLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*, Gfx** gfx);
typedef s32 (*OverrideLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void*);
typedef void (*PostLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*);
Gfx* SkelAnime_Draw(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
void SkelAnime_DrawOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, void* arg);
Gfx* SkelAnime_DrawFlex(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
void SkelAnime_DrawFlexOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
void SkelAnime_DrawLod(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
void SkelAnime_DrawFlexLod(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
// Misc. operations
void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
/*
* Play animations
*/
void Animation_Change(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
u8 mode, f32 morphFrames);
void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
u8 mode, f32 morphFrames, s8 taper);
void Animation_PlayOnce(SkelAnime* skelAnime, AnimationHeader* animation);
void Animation_PlayOnceSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
void Animation_MorphToPlayOnce(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
void Animation_EndLoop(SkelAnime* skelAnime);
void Animation_Reverse(SkelAnime* skelAnime);
void Animation_SetMorph(struct PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playSpeed;
/* 0x08 */ f32 startFrame;
/* 0x0C */ f32 frameCount;
/* 0x10 */ u8 mode;
/* 0x14 */ f32 morphFrames;
} AnimationInfo; // size = 0x18
void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index);
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 frameCount;
/* 0x08 */ u8 mode;
/* 0x0C */ f32 morphFrames;
} AnimationFrameCountInfo; // size = 0x10
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playSpeed;
/* 0x08 */ u8 mode;
/* 0x0C */ f32 morphFrames;
} AnimationSpeedInfo; // size = 0x10
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ u8 mode;
/* 0x08 */ f32 morphFrames;
} AnimationMinimalInfo; // size = 0xC
/*
* Animation helpers
*/
s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
s16 Animation_GetLength(void* animation);
s16 Animation_GetLastFrame(void* animation);
/*
* Animation requests
*/
typedef enum {
/* 0 */ ANIMENTRY_LOADFRAME,
/* 1 */ ANIMENTRY_COPYALL,
/* 2 */ ANIMENTRY_INTERP,
/* 3 */ ANIMENTRY_COPYTRUE,
/* 4 */ ANIMENTRY_COPYFALSE,
/* 5 */ ANIMENTRY_MOVEACTOR
} AnimationType;
typedef struct {
/* 0x000 */ DmaRequest req;
/* 0x020 */ OSMesgQueue msgQueue;
/* 0x038 */ OSMesg msg;
} AnimEntryLoadFrame; // size = 0x3C
typedef struct {
/* 0x000 */ u8 queueFlag;
/* 0x001 */ u8 vecCount;
/* 0x004 */ Vec3s* dst;
/* 0x008 */ Vec3s* src;
} AnimEntryCopyAll; // size = 0xC
typedef struct {
/* 0x000 */ u8 queueFlag;
/* 0x001 */ u8 vecCount;
/* 0x004 */ Vec3s* base;
/* 0x008 */ Vec3s* mod;
/* 0x00C */ f32 weight;
} AnimEntryInterp; // size = 0x10
typedef struct {
/* 0x000 */ u8 queueFlag;
/* 0x001 */ u8 vecCount;
/* 0x004 */ Vec3s* dst;
/* 0x008 */ Vec3s* src;
/* 0x00C */ u8* copyFlag;
} AnimEntryCopyTrue; // size = 0x10
typedef struct {
/* 0x000 */ u8 queueFlag;
/* 0x001 */ u8 vecCount;
/* 0x004 */ Vec3s* dst;
/* 0x008 */ Vec3s* src;
/* 0x00C */ u8* copyFlag;
} AnimEntryCopyFalse; // size = 0x10
typedef struct {
/* 0x000 */ struct Actor* actor;
/* 0x004 */ struct SkelAnime* skelAnime;
/* 0x008 */ f32 diffScaleY;
} AnimEntryMoveActor; // size = 0xC
typedef union {
AnimEntryLoadFrame load;
AnimEntryCopyAll copy;
AnimEntryInterp interp;
AnimEntryCopyTrue copy1;
AnimEntryCopyFalse copy0;
AnimEntryMoveActor move;
} AnimationEntryData; // size = 0x3C
typedef struct {
/* 0x00 */ u8 type;
/* 0x04 */ AnimationEntryData data;
} AnimationEntry; // size = 0x40
#define ANIMATION_ENTRY_MAX 50
typedef struct AnimationContext {
s16 animationCount;
AnimationEntry entries[ANIMATION_ENTRY_MAX];
} AnimationContext; // size = 0xC84
void AnimationContext_SetLoadFrame(struct PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
Vec3s* frameTable);
void AnimationContext_SetCopyAll(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
void AnimationContext_SetCopyTrue(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
void AnimationContext_SetCopyFalse(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
void AnimationContext_SetInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY);
void AnimationContext_SetNextQueue(struct PlayState* play);
void AnimationContext_DisableQueue(struct PlayState* play);
void AnimationContext_Reset(AnimationContext* animationCtx);
void AnimationContext_Update(struct PlayState* play, AnimationContext* animationCtx);
/*
* Link animations
*/
// Update
s32 LinkAnimation_Update(struct PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime);
void LinkAnimation_AnimateFrame(struct PlayState* play, SkelAnime* skelAnime);
// Play animations
void LinkAnimation_Change(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
void LinkAnimation_PlayOnce(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
void LinkAnimation_PlayOnceSetSpeed(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
f32 playSpeed);
void LinkAnimation_PlayLoop(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
void LinkAnimation_PlayLoopSetSpeed(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
f32 playSpeed);
void LinkAnimation_EndLoop(SkelAnime* skelAnime);
// Misc. operations
void LinkAnimation_CopyJointToMorph(struct PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_CopyMorphToJoint(struct PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_LoadToMorph(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame);
void LinkAnimation_LoadToJoint(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame);
void LinkAnimation_InterpJointMorph(struct PlayState* play, SkelAnime* skelAnime, f32 weight);
void LinkAnimation_BlendToJoint(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
Vec3s* blendTable);
void LinkAnimation_BlendToMorph(struct PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
Vec3s* blendTable);
s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
#endif