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oot/include/z64animation.h
Lucas Shaw 81c269b417
z_demo_tre_lgt OK (#521)
* z_demo_tre_lgt ok

* ok

* made suggested changes

* fixed
2020-12-25 19:24:16 -05:00

246 lines
7.1 KiB
C
Executable file

#ifndef _Z64_ANIMATION_H
#define _Z64_ANIMATION_H
#include "ultra64.h"
#include "z64dma.h"
#include "z64math.h"
extern u32 link_animetion_segment;
struct GlobalContext;
struct Actor;
struct SkelAnime;
#define LINK_ANIMATION_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 (1 << 1)
#define ANIM_FLAG_UPDATEY (1 << 4)
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
typedef struct {
/* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
/* 0x06 */ u8 child;
/* 0x07 */ u8 sibling;
/* 0x08 */ s32 unk_08; // Type of data contained in segment
/* 0x0C */ UNK_PTR segment; // Segment address of data. Currently unclear what.
} SkinLimb; // 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
typedef struct {
s16 frameCount;
s16 unk_02;
} GenericAnimationHeader; // size = 0x4
typedef struct {
/* 0x00 */ GenericAnimationHeader genericHeader;
/* 0x04 */ u32 rotationValueSeg; // "tbl"
/* 0x08 */ u32 rotationIndexSeg; // "ref_tbl"
/* 0x0C */ u16 limit;
} AnimationHeader; // size = 0x10
typedef struct {
GenericAnimationHeader genericHeader;
u32 segment;
} LinkAnimationHeader; // size = 0x8
typedef s32 (*OverrideLimbDrawOpa)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void*);
typedef void (*PostLimbDrawOpa)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void*);
typedef s32 (*OverrideLimbDraw)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void*, Gfx** gfx);
typedef void (*PostLimbDraw)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void*,
Gfx** gfx);
typedef s16 AnimationRotationValue;
typedef struct {
/* 0x00 */ u16 x;
/* 0x02 */ u16 y;
/* 0x04 */ u16 z;
} AnimationRotationIndex; // size = 0x06
typedef enum {
ANIMATION_LINK,
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 */ struct SkelAnime* skelAnime;
/* 0x008 */ f32 unk_08;
} AnimationEntryType5;
typedef struct {
/* 0x004 */ char raw[0x3C];
} AnimationEntryRaw;
typedef union {
AnimationEntryRaw data;
AnimationEntryType0 type0;
AnimationEntryType1 type1;
AnimationEntryType2 type2;
AnimationEntryType3 type3;
AnimationEntryType4 type4;
AnimationEntryType5 type5;
} AnimationEntryData;
typedef struct {
/* 0x00 */ u8 type;
/* 0x01 */ u8 unk_01;
/* 0x02 */ char unk_02[2];
/* 0x04 */ AnimationEntryData data;
} AnimationEntry; // size = 0x40
typedef struct AnimationContext {
s16 animationCount;
char unk_02[2];
AnimationEntry entries[ANIMATION_ENTRY_MAX];
} AnimationContext;
typedef void (*AnimationEntryCallback)(struct GlobalContext* globalCtx, AnimationEntryData* data);
// 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* skelCurve, s32 limbIndex, void*);
typedef void (*PostCurveLimbDraw)(struct GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, s32 limbIndex, void*);
typedef s32 (*AnimationUpdateFunc)();
typedef struct SkelAnime {
/* 0x00 */ u8 limbCount; // "joint_Num"
/* 0x01 */ u8 mode; // 0/1 repeat animation, 2/3 stop animation, >= 4 starts on frame 0 and plays once
/* 0x02 */ u8 dListCount;
/* 0x03 */ s8 unk_03;
/* 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 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 */ AnimationUpdateFunc update;
/* 0x34 */ s8 initFlags;
/* 0x35 */ u8 flags;
/* 0x36 */ s16 prevFrameRot;
/* 0x38 */ Vec3s prevFramePos;
/* 0x3E */ Vec3s unk_3E;
} SkelAnime; // size = 0x44
#endif