diff options
| author | Anghelo Carvajal <angheloalf95@gmail.com> | 2021-05-20 18:52:07 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-05-20 18:52:07 -0400 |
| commit | 062a813fba67bedd24fd3f580c7842a29512b4d9 (patch) | |
| tree | eac908a9b28288eda549189f31d48ffa8cad97cd /src/code | |
| parent | 458dd131419ccd4bdaaa16f3da7f8ab4b284a08a (diff) | |
Misc fixes (#159)
* Fix `extract_assets` not properly checking if scenes files were updated
* fix `first_diff.py` path due to the baserom renaming
* FlexSkeletonHeader and other stuff
* fix some SkeletonHeader instead of FlexSkeletonHeader
* Add blob compilation to makefile
* CURRENT_DAY and type swaps
* Remove extra cast
* run format
* zbanks suggestions
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_skelanime.c | 226 |
1 files changed, 113 insertions, 113 deletions
diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c index a22306dbc..07ab415ad 100644 --- a/src/code/z_skelanime.c +++ b/src/code/z_skelanime.c @@ -8,8 +8,9 @@ s32 func_801370B0(SkelAnime* skelAnime); s32 func_8013713C(SkelAnime* skelAnime); void SkelAnime_ChangeAnimDefaultRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg); void func_80137748(SkelAnime* skelAnime, Vec3f* pos, s16 angle); -void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, - f32 playbackSpeed, f32 frame, f32 frameCount, u8 animationMode, f32 transitionRate); +void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, + LinkAnimationHeader* linkAnimationHeaderSeg, f32 playbackSpeed, f32 frame, f32 frameCount, + u8 animationMode, f32 transitionRate); void SkelAnime_CopyVec3s(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src); void SkelAnime_LinkAnimetionLoaded(GlobalContext* globalCtx, AnimationEntryType0* entry); void SkelAnime_AnimationType1Loaded(GlobalContext* globalCtx, AnimationEntryType1* entry); @@ -30,9 +31,9 @@ s32 D_801F5AB4; /* * Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex` */ -void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable, +void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; Gfx* dList; Vec3f pos; Vec3s rot; @@ -40,7 +41,7 @@ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk s32 pad; Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; rot = limbDrawTable[limbIndex]; @@ -81,9 +82,9 @@ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk /* * Draws the Skeleton described by `skeleton` with a level of detail display list indexed by `dListIndex` */ -void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, +void SkelAnime_LodDraw(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; s32 pad; Gfx* dList; Vec3f pos; @@ -99,7 +100,7 @@ void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limb Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); pos.x = limbDrawTable[0].x; pos.y = limbDrawTable[0].y; pos.z = limbDrawTable[0].z; @@ -136,10 +137,10 @@ void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limb * Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`, Limb matrices come * from a dynamic allocation from the graph arena. */ -void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable, +void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDrawSV overrideLimbDraw, PostLimbDrawSV postLimbDraw, Actor* actor, s32 dListIndex, RSPMatrix** mtx) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; Gfx* dList[2]; Vec3f pos; Vec3s rot; @@ -148,7 +149,7 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; rot = limbDrawTable[limbIndex]; @@ -195,10 +196,10 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* * Matricies for the limbs are dynamically allocted from the graph arena. The dynamic allocation occurs * because the Skeleton is too large to be supported by the normal matrix stack. */ -void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount, +void SkelAnime_LodDrawSV(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount, OverrideLimbDrawSV overrideLimbDraw, PostLimbDrawSV postLimbDraw, Actor* actor, s32 dListIndex) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; s32 pad; Gfx* dList[2]; Vec3f pos; @@ -218,7 +219,7 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* li gSPSegment(gfxCtx->polyOpa.p++, 0xD, mtx); Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); pos.x = limbDrawTable[0].x; pos.y = limbDrawTable[0].y; pos.z = limbDrawTable[0].z; @@ -258,9 +259,9 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* li /* * Draws the limb of the Skeleton `skeleton` at `limbIndex` */ -void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable, +void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; Gfx* dList; Vec3f pos; Vec3s rot; @@ -269,7 +270,7 @@ void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skele Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; rot = limbDrawTable[limbIndex]; pos.x = limbEntry->translation.x; @@ -305,9 +306,9 @@ void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skele } } -void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, - OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor) { - SkelLimbEntry* rootLimb; +void SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw overrideLimbDraw, + PostLimbDraw postLimbDraw, Actor* actor) { + StandardLimb* rootLimb; s32 pad; Gfx* dList; Vec3f pos; @@ -322,7 +323,7 @@ void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDra gfxCtx = globalCtx->state.gfxCtx; Matrix_Push(); - rootLimb = Lib_SegmentedToVirtual(skeleton->limbs[0]); + rootLimb = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); pos.x = limbDrawTable[0].x; pos.y = limbDrawTable[0].y; @@ -354,10 +355,10 @@ void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDra Matrix_Pop(); } -void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable, +void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, RSPMatrix** limbMatricies) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; Gfx* dList[2]; Vec3f pos; Vec3s rot; @@ -366,7 +367,7 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; rot = limbDrawTable[limbIndex]; @@ -407,9 +408,9 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske } } -void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount, +void SkelAnime_DrawSV(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; s32 pad; Gfx* dList[2]; Vec3f pos; @@ -430,7 +431,7 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbD Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); pos.x = limbDrawTable[0].x; pos.y = limbDrawTable[0].y; @@ -469,10 +470,10 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbD Matrix_Pop(); } -void func_80134148(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable, +void func_80134148(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, UnkActorDraw unkDraw, Actor* actor, RSPMatrix** mtx) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; Gfx* dList[2]; Vec3f pos; Vec3s rot; @@ -481,7 +482,7 @@ void func_80134148(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; rot = limbDrawTable[limbIndex]; @@ -529,9 +530,9 @@ void func_80134148(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, } } -void func_801343C0(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount, +void func_801343C0(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, UnkActorDraw unkDraw, Actor* actor) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; s32 pad; Gfx* dList[2]; Vec3f pos; @@ -552,7 +553,7 @@ void func_801343C0(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDraw Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); pos.x = limbDrawTable[0].x; pos.y = limbDrawTable[0].y; @@ -600,11 +601,11 @@ void func_801343C0(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDraw */ void SkelAnime_AnimateFrame(AnimationHeader* animationSeg, s32 currentFrame, s32 limbCount, Vec3s* dst) { AnimationHeader* animationHeader = Lib_SegmentedToVirtual(animationSeg); - AnimationRotationIndex* index = Lib_SegmentedToVirtual(animationHeader->rotationIndexSeg); - AnimationRotationValue* rotationValueTable = Lib_SegmentedToVirtual(animationHeader->rotationValueSeg); + JointIndex* index = Lib_SegmentedToVirtual(animationHeader->jointIndices); + AnimationRotationValue* rotationValueTable = Lib_SegmentedToVirtual(animationHeader->frameData); AnimationRotationValue* frameRotationValueTable = &rotationValueTable[currentFrame]; s32 i; - u16 limit = animationHeader->limit; + u16 limit = animationHeader->staticIndexMax; for (i = 0; i < limbCount; i++) { // Debug prints here, this is needed to prevent loop unrolling @@ -618,13 +619,13 @@ void SkelAnime_AnimateFrame(AnimationHeader* animationSeg, s32 currentFrame, s32 } } -s16 SkelAnime_GetTotalFrames(GenericAnimationHeader* animationSeg) { - GenericAnimationHeader* animation = Lib_SegmentedToVirtual(animationSeg); +s16 SkelAnime_GetTotalFrames(AnimationHeaderCommon* animationSeg) { + AnimationHeaderCommon* animation = Lib_SegmentedToVirtual(animationSeg); return animation->frameCount; } -s16 SkelAnime_GetFrameCount(GenericAnimationHeader* animationSeg) { - GenericAnimationHeader* animation = Lib_SegmentedToVirtual(animationSeg); +s16 SkelAnime_GetFrameCount(AnimationHeaderCommon* animationSeg) { + AnimationHeaderCommon* animation = Lib_SegmentedToVirtual(animationSeg); return (u16)animation->frameCount - 1; } @@ -633,16 +634,16 @@ s16 SkelAnime_GetFrameCount(GenericAnimationHeader* animationSeg) { * Draws the Skeleton `skeleton`'s limb at index `limbIndex`. Appends all generated graphics commands to * `gfx`. Returns a pointer to the next gfx to be appended to. */ -Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable, +Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; Gfx* dList; Vec3f pos; Vec3s rot; Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; rot = limbDrawTable[limbIndex]; @@ -684,9 +685,9 @@ Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skel * Draws the Skeleton `skeleton` Appends all generated graphics to `gfx`, and returns a pointer to the * next gfx to be appended to. */ -Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, +Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; s32 pad; Gfx* dList; Vec3f pos; @@ -698,7 +699,7 @@ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDr Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); pos.x = limbDrawTable[0].x; pos.y = limbDrawTable[0].y; @@ -734,10 +735,10 @@ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDr * Draws the Skeleton `skeleton` Appends all generated graphics to `gfx`, and returns a pointer to the * next gfx to be appended to. Allocates matricies for display lists on the graph heap. */ -Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable, +Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, RSPMatrix** mtx, Gfx* gfx) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; Gfx* dList1; Gfx* dList2; Vec3f pos; @@ -745,7 +746,7 @@ Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; rot = limbDrawTable[limbIndex]; @@ -789,9 +790,9 @@ Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk return gfx; } -Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount, +Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount, OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx) { - SkelLimbEntry* limbEntry; + StandardLimb* limbEntry; s32 pad; Gfx* dList1; Gfx* dList2; @@ -809,7 +810,7 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limb Matrix_Push(); - limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]); + limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); pos.x = limbDrawTable[0].x; pos.y = limbDrawTable[0].y; @@ -851,8 +852,8 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limb // Function is unused. #pragma GLOBAL_ASM("./asm/non_matchings/code/z_skelanime/func_80134FFC.asm") -s16 func_801353D4(GenericAnimationHeader* animationSeg) { - GenericAnimationHeader* animation = Lib_SegmentedToVirtual(animationSeg); +s16 func_801353D4(AnimationHeaderCommon* animationSeg) { + AnimationHeaderCommon* animation = Lib_SegmentedToVirtual(animationSeg); return animation->unk02; } @@ -861,8 +862,8 @@ s16 func_801353D4(GenericAnimationHeader* animationSeg) { * Appears to be unused anywhere in the game. Appears to be a clone of * SkelAnime_GetTotalFrames */ -s16 SkelAnime_GetTotalFrames2(GenericAnimationHeader* animationSeg) { - GenericAnimationHeader* animation = Lib_SegmentedToVirtual(animationSeg); +s16 SkelAnime_GetTotalFrames2(AnimationHeaderCommon* animationSeg) { + AnimationHeaderCommon* animation = Lib_SegmentedToVirtual(animationSeg); return animation->frameCount; } @@ -871,8 +872,8 @@ s16 SkelAnime_GetTotalFrames2(GenericAnimationHeader* animationSeg) { * Appears to be unused anywhere in the game. Appears to be a clone of * SkelAnime_GetFrameCount */ -s16 SkelAnime_GetFrameCount2(GenericAnimationHeader* animationSeg) { - GenericAnimationHeader* animation = Lib_SegmentedToVirtual(animationSeg); +s16 SkelAnime_GetFrameCount2(AnimationHeaderCommon* animationSeg) { + AnimationHeaderCommon* animation = Lib_SegmentedToVirtual(animationSeg); return animation->frameCount - 1; } @@ -933,20 +934,20 @@ AnimationEntry* SkelAnime_NextEntry(AnimationContext* animationCtx, AnimationTyp * The next 6 functions are coordinate with the AnimationType enum */ -void SkelAnime_LoadLinkAnimetion(GlobalContext* globalCtx, LinkAnimetionEntry* linkAnimetionSeg, s32 frame, +void SkelAnime_LoadLinkAnimetion(GlobalContext* globalCtx, LinkAnimationHeader* linkAnimetionSeg, s32 frame, s32 limbCount, void* ram) { AnimationEntry* entry; - LinkAnimetionEntry* linkAnimetionEntry; + LinkAnimationHeader* LinkAnimationHeader; s32 pad; entry = SkelAnime_NextEntry(&globalCtx->animationCtx, ANIMATION_LINKANIMETION); if (entry != NULL) { - linkAnimetionEntry = Lib_SegmentedToVirtual(linkAnimetionSeg); + LinkAnimationHeader = Lib_SegmentedToVirtual(linkAnimetionSeg); osCreateMesgQueue(&entry->types.type0.msgQueue, &entry->types.type0.msg, 1); DmaMgr_SendRequestImpl( &entry->types.type0.req, ram, - LINK_ANIMETION_OFFSET(linkAnimetionEntry->animationSegAddress, (sizeof(Vec3s) * limbCount + 2) * frame), + LINK_ANIMETION_OFFSET(LinkAnimationHeader->segment, (sizeof(Vec3s) * limbCount + 2) * frame), sizeof(Vec3s) * limbCount + 2, 0, &entry->types.type0.msgQueue, NULL); } } @@ -1089,16 +1090,16 @@ void func_80135EE8(GlobalContext* globalCtx, AnimationContext* animationCtx) { D_801F5AB4 = 0; } -void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, - LinkAnimetionEntry* linkAnimetionEntrySeg, s32 flags, Vec3s* limbDrawTbl, +void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, + LinkAnimationHeader* linkAnimationHeaderSeg, s32 flags, Vec3s* limbDrawTbl, Vec3s* transitionDrawTbl, s32 limbBufCount) { - SkeletonHeader* skeletonHeader; + FlexSkeletonHeader* skeletonHeader; s32 headerCount; s32 limbCount; u32 allocSize; skeletonHeader = Lib_SegmentedToVirtual(skeletonHeaderSeg); - headerCount = skeletonHeader->limbCount; + headerCount = skeletonHeader->sh.limbCount; skelAnime->initFlags = flags; limbCount = (flags & 2) ? headerCount : 1; @@ -1112,7 +1113,7 @@ void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime, skelAnime->limbCount = limbCount; skelAnime->dListCount = skeletonHeader->dListCount; - skelAnime->skeleton = Lib_SegmentedToVirtual(skeletonHeader->skeletonSeg); + skelAnime->skeleton = Lib_SegmentedToVirtual(skeletonHeader->sh.skeletonSeg); allocSize = sizeof(Vec3s) * limbCount; if (flags & 8) { @@ -1127,7 +1128,7 @@ void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime, skelAnime->transitionDrawTbl = (Vec3s*)ALIGN16((u32)transitionDrawTbl); } - SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f, 0.0f, 0, 0.0f); + SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimationHeaderSeg, 1.0f, 0.0f, 0.0f, 0, 0.0f); } void func_801360A8(SkelAnime* skelAnime) { @@ -1213,60 +1214,61 @@ void SkelAnime_SetTransition(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 skelAnime->transitionStep = 1.0f / transitionRate; } -void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, - f32 playbackSpeed, f32 frame, f32 frameCount, u8 animationMode, f32 transitionRate) { +void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, + LinkAnimationHeader* linkAnimationHeaderSeg, f32 playbackSpeed, f32 frame, f32 frameCount, + u8 animationMode, f32 transitionRate) { skelAnime->mode = animationMode; if ((transitionRate != 0.0f) && - ((linkAnimetionEntrySeg != skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) { + ((linkAnimationHeaderSeg != skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) { if (transitionRate < 0) { func_801360A8(skelAnime); SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->limbDrawTbl); transitionRate = -transitionRate; } else { skelAnime->animUpdate = func_80136104; - SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, + SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)frame, skelAnime->limbCount, skelAnime->transitionDrawTbl); } skelAnime->transCurrentFrame = 1.0f; skelAnime->transitionStep = 1.0f / transitionRate; } else { func_801360A8(skelAnime); - SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, + SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)frame, skelAnime->limbCount, skelAnime->limbDrawTbl); skelAnime->transCurrentFrame = 0.0f; } - skelAnime->linkAnimetionSeg = linkAnimetionEntrySeg; + skelAnime->linkAnimetionSeg = linkAnimationHeaderSeg; skelAnime->animCurrentFrame = 0.0f; skelAnime->initialFrame = frame; skelAnime->animCurrentFrame = frame; skelAnime->animFrameCount = frameCount; - skelAnime->totalFrames = SkelAnime_GetTotalFrames(&linkAnimetionEntrySeg->genericHeader); + skelAnime->totalFrames = SkelAnime_GetTotalFrames(&linkAnimationHeaderSeg->common); skelAnime->animPlaybackSpeed = playbackSpeed; } void SkelAnime_ChangeLinkAnimDefaultStop(GlobalContext* globalCtx, SkelAnime* skelAnime, - LinkAnimetionEntry* linkAnimetionEntrySeg) { - SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f, - SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 2, 0.0f); + LinkAnimationHeader* linkAnimationHeaderSeg) { + SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimationHeaderSeg, 1.0f, 0.0f, + SkelAnime_GetFrameCount(&linkAnimationHeaderSeg->common), 2, 0.0f); } void SkelAnime_ChangeLinkAnimPlaybackStop(GlobalContext* globalCtx, SkelAnime* skelAnime, - LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed) { - SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, playbackSpeed, 0.0f, - SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 2, 0.0f); + LinkAnimationHeader* linkAnimationHeaderSeg, f32 playbackSpeed) { + SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimationHeaderSeg, playbackSpeed, 0.0f, + SkelAnime_GetFrameCount(&linkAnimationHeaderSeg->common), 2, 0.0f); } void SkelAnime_ChangeLinkAnimDefaultRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime, - LinkAnimetionEntry* linkAnimetionEntrySeg) { - SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f, - SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 0, 0.0f); + LinkAnimationHeader* linkAnimationHeaderSeg) { + SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimationHeaderSeg, 1.0f, 0.0f, + SkelAnime_GetFrameCount(&linkAnimationHeaderSeg->common), 0, 0.0f); } void SkelAnime_ChangeLinkAnimPlaybackRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime, - LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed) { - SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, playbackSpeed, 0.0f, - SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 0, 0.0f); + LinkAnimationHeader* linkAnimationHeaderSeg, f32 playbackSpeed) { + SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimationHeaderSeg, playbackSpeed, 0.0f, + SkelAnime_GetFrameCount(&linkAnimationHeaderSeg->common), 0, 0.0f); } void func_8013670C(GlobalContext* globalCtx, SkelAnime* skelAnime) { @@ -1277,15 +1279,15 @@ void func_8013673C(GlobalContext* globalCtx, SkelAnime* skelAnime) { SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->transitionDrawTbl); } -void func_8013676C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, +void func_8013676C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* linkAnimationHeaderSeg, f32 frame) { - SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, + SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)frame, skelAnime->limbCount, skelAnime->transitionDrawTbl); } -void func_801367B0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, +void func_801367B0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* linkAnimationHeaderSeg, f32 frame) { - SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount, + SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)frame, skelAnime->limbCount, skelAnime->limbDrawTbl); } @@ -1294,32 +1296,32 @@ void func_801367F4(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 frame) { frame); } -void func_8013682C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, - f32 transitionFrame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 frame, f32 transitionRate, +void func_8013682C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* linkAnimationHeaderSeg, + f32 transitionFrame, LinkAnimationHeader* LinkAnimationHeaderSeg2, f32 frame, f32 transitionRate, Vec3s* limbDrawTbl) { Vec3s* alignedLimbDrawTbl; - SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)transitionFrame, skelAnime->limbCount, + SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)transitionFrame, skelAnime->limbCount, skelAnime->limbDrawTbl); alignedLimbDrawTbl = (Vec3s*)ALIGN16((u32)limbDrawTbl); - SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg2, (s32)frame, skelAnime->limbCount, + SkelAnime_LoadLinkAnimetion(globalCtx, LinkAnimationHeaderSeg2, (s32)frame, skelAnime->limbCount, alignedLimbDrawTbl); SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, alignedLimbDrawTbl, transitionRate); } -void func_801368CC(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg, - f32 transitionFrame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 frame, f32 transitionRate, +void func_801368CC(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* linkAnimationHeaderSeg, + f32 transitionFrame, LinkAnimationHeader* LinkAnimationHeaderSeg2, f32 frame, f32 transitionRate, Vec3s* limbDrawTbl) { Vec3s* alignedLimbDrawTbl; - SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)transitionFrame, skelAnime->limbCount, + SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)transitionFrame, skelAnime->limbCount, skelAnime->transitionDrawTbl); alignedLimbDrawTbl = (Vec3s*)ALIGN16((u32)limbDrawTbl); - SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg2, (s32)frame, skelAnime->limbCount, + SkelAnime_LoadLinkAnimetion(globalCtx, LinkAnimationHeaderSeg2, (s32)frame, skelAnime->limbCount, alignedLimbDrawTbl); SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl, alignedLimbDrawTbl, transitionRate); @@ -1380,14 +1382,14 @@ void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHead } } -void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, +void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animationSeg, Vec3s* limbDrawTbl, Vec3s* transitionDrawTable, s32 limbCount) { - SkeletonHeader* skeletonHeader; + FlexSkeletonHeader* skeletonHeader; skeletonHeader = Lib_SegmentedToVirtual(skeletonHeaderSeg); - skelAnime->limbCount = skeletonHeader->limbCount + 1; + skelAnime->limbCount = skeletonHeader->sh.limbCount + 1; skelAnime->dListCount = skeletonHeader->dListCount; - skelAnime->skeleton = Lib_SegmentedToVirtual(skeletonHeader->skeletonSeg); + skelAnime->skeleton = Lib_SegmentedToVirtual(skeletonHeader->sh.skeletonSeg); if (limbDrawTbl == NULL) { skelAnime->limbDrawTbl = zelda_malloc(sizeof(*skelAnime->limbDrawTbl) * skelAnime->limbCount); @@ -1596,7 +1598,7 @@ void SkelAnime_ChangeAnimImpl(SkelAnime* skelAnime, AnimationHeader* animationSe skelAnime->animCurrentSeg = animationSeg; skelAnime->initialFrame = frame; skelAnime->animFrameCount = frameCount; - skelAnime->totalFrames = SkelAnime_GetTotalFrames(&animationSeg->genericHeader); + skelAnime->totalFrames = SkelAnime_GetTotalFrames(&animationSeg->common); if (skelAnime->mode >= 4) { skelAnime->animCurrentFrame = 0.0f; } else { @@ -1614,23 +1616,21 @@ void SkelAnime_ChangeAnim(SkelAnime* skelAnime, AnimationHeader* animationSeg, f } void SkelAnime_ChangeAnimDefaultStop(SkelAnime* skelAnime, AnimationHeader* animationSeg) { - SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2, - 0.0f); + SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->common), 2, 0.0f); } void SkelAnime_ChangeAnimTransitionStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) { - SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2, + SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0, SkelAnime_GetFrameCount(&animationSeg->common), 2, transitionRate); } void SkelAnime_ChangeAnimPlaybackStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) { - SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f, - SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2, 0.0f); + SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(&animationSeg->common), + 2, 0.0f); } void SkelAnime_ChangeAnimDefaultRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg) { - SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 0, - 0.0f); + SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->common), 0, 0.0f); } void SkelAnime_ChangeAnimTransitionRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) { @@ -1638,8 +1638,8 @@ void SkelAnime_ChangeAnimTransitionRepeat(SkelAnime* skelAnime, AnimationHeader* } void SkelAnime_ChangeAnimPlaybackRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) { - SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f, - SkelAnime_GetFrameCount(&animationSeg->genericHeader), 0, 0.0f); + SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(&animationSeg->common), + 0, 0.0f); } void SkelAnime_AnimSetStop(SkelAnime* skelAnime) { |
