diff options
| author | Anghelo Carvajal <angheloalf95@gmail.com> | 2023-04-18 22:38:22 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-04-18 22:38:22 -0400 |
| commit | f9c638117c0b5f9559ee8952fe459cac178bc73c (patch) | |
| tree | 1f4352ea3282df335323251281cacea7818229ac /src/code | |
| parent | 3c107cb148d784e2af4a347dc78f25b1697410be (diff) | |
Rename `LinkAnimation` to `DmaAnimation` and other `skelanime` misc cleanups (#1147)
* Rename LinkAnimation to PlayerAnimation
* remove the remaining link stuff
* Move functions out of functions.h
* cleanup returns
* more cleanups
* format
* format again
* format again again
* Remove internal functions from header
* legacy
* bss
* linkAnimSegment
* Update src/overlays/actors/ovl_En_Yb/z_en_yb.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* bss
* `DmaAnimation` rename
* more DMA i missed
* Revert "more DMA i missed"
This reverts commit 6c0ca44f450c92d8c12374fa243c8b17d46527d3.
* Revert "`DmaAnimation` rename"
This reverts commit 1d2626514c94158001566fa664222b0dcf34a4f7.
* Add LinkAnimationHeader rename to namefixer.py
---------
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_skelanime.c | 199 |
1 files changed, 106 insertions, 93 deletions
diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c index 9890f4741..cf7f95078 100644 --- a/src/code/z_skelanime.c +++ b/src/code/z_skelanime.c @@ -3,17 +3,24 @@ #define ANIM_INTERP 1 -s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime); -s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime); +s32 PlayerAnimation_Loop(PlayState* play, SkelAnime* skelAnime); +s32 PlayerAnimation_Once(PlayState* play, SkelAnime* skelAnime); s32 SkelAnime_LoopFull(SkelAnime* skelAnime); s32 SkelAnime_LoopPartial(SkelAnime* skelAnime); s32 SkelAnime_Once(SkelAnime* skelAnime); void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation); void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle); -void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed, - f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames); +void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, + f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames); void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src); +void AnimationContext_LoadFrame(struct PlayState* play, AnimationEntryData* data); +void AnimationContext_CopyAll(struct PlayState* play, AnimationEntryData* data); +void AnimationContext_Interp(struct PlayState* play, AnimationEntryData* data); +void AnimationContext_CopyTrue(struct PlayState* play, AnimationEntryData* data); +void AnimationContext_CopyFalse(struct PlayState* play, AnimationEntryData* data); +void AnimationContext_MoveActor(struct PlayState* play, AnimationEntryData* data); + static AnimationEntryCallback sAnimationLoadDone[] = { AnimationContext_LoadFrame, AnimationContext_CopyAll, AnimationContext_Interp, AnimationContext_CopyTrue, AnimationContext_CopyFalse, AnimationContext_MoveActor, @@ -44,7 +51,7 @@ void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3 pos.z = limb->jointPos.z; dList = limb->dLists[lod]; - if ((overrideLimbDraw == NULL) || (overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor) == 0)) { + if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor)) { Matrix_TranslateRotateZYX(&pos, &rot); if (dList != NULL) { Gfx* polyTemp = POLY_OPA_DISP; @@ -876,7 +883,7 @@ Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable) { LegacyAnimationHeader* animHeader = Lib_SegmentedToVirtual(animation); s16 limbCount = animHeader->limbCount; - JointKey* key = Lib_SegmentedToVirtual(animHeader->jointKey); + LegacyJointKey* key = Lib_SegmentedToVirtual(animHeader->jointKey); s16* frameData = Lib_SegmentedToVirtual(animHeader->frameData); s16* staticData = &frameData[0]; s16* dynamicData = &frameData[frame]; @@ -901,7 +908,7 @@ s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Ve /** * Used by legacy animation format */ -s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation) { +s16 Animation_GetLimbCountLegacy(LegacyAnimationHeader* animation) { LegacyAnimationHeader* animHeader = Lib_SegmentedToVirtual(animation); return animHeader->limbCount; @@ -910,7 +917,7 @@ s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation) { /** * Used by legacy animation format */ -s16 Animation_GetLength2(LegacyAnimationHeader* animation) { +s16 Animation_GetLengthLegacy(LegacyAnimationHeader* animation) { LegacyAnimationHeader* animHeader = Lib_SegmentedToVirtual(animation); return animHeader->frameCount; @@ -919,7 +926,7 @@ s16 Animation_GetLength2(LegacyAnimationHeader* animation) { /** * Used by legacy animation format */ -s16 Animation_GetLastFrame2(LegacyAnimationHeader* animation) { +s16 Animation_GetLastFrameLegacy(LegacyAnimationHeader* animation) { AnimationHeaderCommon* animHeader = Lib_SegmentedToVirtual(animation); return animHeader->frameCount - 1; @@ -979,7 +986,7 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat AnimationEntry* entry; s16 index = animationCtx->animationCount; - if (index >= ANIMATION_ENTRY_MAX) { + if (index >= ARRAY_COUNT(animationCtx->entries)) { return NULL; } @@ -989,21 +996,25 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat return entry; } +#define LINK_ANIMETION_OFFSET(addr, offset) \ + (SEGMENT_ROM_START(link_animetion) + ((uintptr_t)addr & 0xFFFFFF) + ((u32)offset)) + /** - * Requests loading frame data from the Link animation into frameTable + * Requests loading frame data from the Player animation into frameTable */ -void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount, +void AnimationContext_SetLoadFrame(PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable) { AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMATION_LINKANIMETION); if (entry != NULL) { - LinkAnimationHeader* linkAnimHeader = Lib_SegmentedToVirtual(animation); - uintptr_t ram = frameTable; + PlayerAnimationHeader* playerAnimHeader = Lib_SegmentedToVirtual(animation); + void* ram = (void*)frameTable; - osCreateMesgQueue(&entry->data.load.msgQueue, &entry->data.load.msg, 1); - DmaMgr_SendRequestImpl(&entry->data.load.req, ram, - LINK_ANIMETION_OFFSET(linkAnimHeader->segment, (sizeof(Vec3s) * limbCount + 2) * frame), - sizeof(Vec3s) * limbCount + 2, 0, &entry->data.load.msgQueue, NULL); + osCreateMesgQueue(&entry->data.load.msgQueue, entry->data.load.msg, ARRAY_COUNT(entry->data.load.msg)); + DmaMgr_SendRequestImpl( + &entry->data.load.req, ram, + LINK_ANIMETION_OFFSET(playerAnimHeader->linkAnimSegment, (sizeof(Vec3s) * limbCount + sizeof(s16)) * frame), + sizeof(Vec3s) * limbCount + sizeof(s16), 0, &entry->data.load.msgQueue, NULL); } } @@ -1080,7 +1091,7 @@ void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* ske } /** - * Receives the request for Link's animation frame data + * Receives the request for Player's animation frame data */ void AnimationContext_LoadFrame(PlayState* play, AnimationEntryData* data) { AnimEntryLoadFrame* entry = &data->load; @@ -1185,12 +1196,12 @@ void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx) { } /** - * Initializes a skeleton to be used with Link animations to a looping animation, dynamically allocating the frame + * Initializes a skeleton to be used with Player animations to a looping animation, dynamically allocating the frame * tables if not given. */ -void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, - LinkAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, - s32 limbBufCount) { +void SkelAnime_InitPlayer(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, + PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, + s32 limbBufCount) { FlexSkeletonHeader* skeletonHeader; s32 headerJointCount; s32 limbCount; @@ -1226,52 +1237,52 @@ void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeade skelAnime->morphTable = (void*)ALIGN16((uintptr_t)morphTableBuffer); } - LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f); + PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f); } /** - * Sets the update function of a SkelAnime that uses Link animations based on its mode + * Sets the update function of a SkelAnime that uses Player animations based on its mode */ -void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime) { +void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime) { if (skelAnime->mode <= ANIMMODE_LOOP_INTERP) { - skelAnime->update.link = LinkAnimation_Loop; + skelAnime->update.player = PlayerAnimation_Loop; } else { - skelAnime->update.link = LinkAnimation_Once; + skelAnime->update.player = PlayerAnimation_Once; } skelAnime->morphWeight = 0.0f; } /** - * Advances the current Link animation and updates all frame tables. If the animation plays once, returns true when it + * Advances the current Player animation and updates all frame tables. If the animation plays once, returns true when it * finishes. */ -s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime) { - return skelAnime->update.link(play, skelAnime); +s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime) { + return skelAnime->update.player(play, skelAnime); } /** * Requests an interpolation between the pose in jointTable to the one in morphTable, advancing the morph but not the * animation frame */ -s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime) { +s32 PlayerAnimation_Morph(PlayState* play, SkelAnime* skelAnime) { f32 prevMorphWeight = skelAnime->morphWeight; f32 updateRate = (s32)play->state.framerateDivisor * 0.5f; skelAnime->morphWeight -= skelAnime->morphRate * updateRate; if (skelAnime->morphWeight <= 0.0f) { - LinkAnimation_SetUpdateFunction(skelAnime); + PlayerAnimation_SetUpdateFunction(skelAnime); } AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable, 1.0f - (skelAnime->morphWeight / prevMorphWeight)); - return 0; + return false; } /** - * Requests a load of the next frame of a Link animation, advances the morph, and requests an interpolation between + * Requests a load of the next frame of a Player animation, advances the morph, and requests an interpolation between * jointTable and morphTable */ -void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) { +void PlayerAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) { AnimationContext_SetLoadFrame(play, skelAnime->animation, skelAnime->curFrame, skelAnime->limbCount, skelAnime->jointTable); if (skelAnime->morphWeight != 0) { @@ -1287,9 +1298,9 @@ void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) { } /** - * Advances a Link animation that loops over its full length + * Advances a Player animation that loops over its full length */ -s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime) { +s32 PlayerAnimation_Loop(PlayState* play, SkelAnime* skelAnime) { f32 updateRate = (s32)play->state.framerateDivisor * 0.5f; skelAnime->curFrame += skelAnime->playSpeed * updateRate; @@ -1298,19 +1309,19 @@ s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime) { } else if (skelAnime->animLength <= skelAnime->curFrame) { skelAnime->curFrame -= skelAnime->animLength; } - LinkAnimation_AnimateFrame(play, skelAnime); - return 0; + PlayerAnimation_AnimateFrame(play, skelAnime); + return false; } /** - * Advances a Link animation that stops at endFrame and returns true when it is reached. + * Advances a Player animation that stops at endFrame and returns true when it is reached. */ -s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) { +s32 PlayerAnimation_Once(PlayState* play, SkelAnime* skelAnime) { f32 updateRate = (s32)play->state.framerateDivisor * 0.5f; if (skelAnime->curFrame == skelAnime->endFrame) { - LinkAnimation_AnimateFrame(play, skelAnime); - return 1; + PlayerAnimation_AnimateFrame(play, skelAnime); + return true; } skelAnime->curFrame += skelAnime->playSpeed * updateRate; @@ -1324,8 +1335,8 @@ s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) { skelAnime->curFrame -= skelAnime->animLength; } } - LinkAnimation_AnimateFrame(play, skelAnime); - return 0; + PlayerAnimation_AnimateFrame(play, skelAnime); + return false; } /** @@ -1337,28 +1348,28 @@ void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames) } /** - * General way to set a new Link animation, allowing choice of playback speed, start frame, end frame, play mode, and + * General way to set a new Player animation, allowing choice of playback speed, start frame, end frame, play mode, and * number of transition frames. Positive morph frames morph from the current pose to the start pose of the new * animation, then start the new animation. Negative morph frames start the new animation immediately, modified by the * pose immediately before the animation change. */ -void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed, - f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames) { +void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, + f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames) { skelAnime->mode = mode; if ((morphFrames != 0.0f) && ((animation != skelAnime->animation) || (startFrame != skelAnime->curFrame))) { if (morphFrames < 0) { - LinkAnimation_SetUpdateFunction(skelAnime); + PlayerAnimation_SetUpdateFunction(skelAnime); SkelAnime_CopyFrameTable(skelAnime, skelAnime->morphTable, skelAnime->jointTable); morphFrames = -morphFrames; } else { - skelAnime->update.link = LinkAnimation_Morph; + skelAnime->update.player = PlayerAnimation_Morph; AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount, skelAnime->morphTable); } skelAnime->morphWeight = 1.0f; skelAnime->morphRate = 1.0f / morphFrames; } else { - LinkAnimation_SetUpdateFunction(skelAnime); + PlayerAnimation_SetUpdateFunction(skelAnime); AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount, skelAnime->jointTable); skelAnime->morphWeight = 0.0f; } @@ -1373,79 +1384,80 @@ void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHe } /** - * Immediately changes to a Link animation that plays once at the default speed. + * Immediately changes to a Player animation that plays once at the default speed. */ -void LinkAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation) { - LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common), - ANIMMODE_ONCE, 0.0f); +void PlayerAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation) { + PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common), + ANIMMODE_ONCE, 0.0f); } /** - * Immediately changes to a Link animation that plays once at the specified speed. + * Immediately changes to a Player animation that plays once at the specified speed. */ -void LinkAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, - f32 playSpeed) { - LinkAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common), - ANIMMODE_ONCE, 0.0f); +void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, + f32 playSpeed) { + PlayerAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common), + ANIMMODE_ONCE, 0.0f); } /** - * Immediately changes to a Link animation that loops at the default speed. + * Immediately changes to a Player animation that loops at the default speed. */ -void LinkAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation) { - LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common), - ANIMMODE_LOOP, 0.0f); +void PlayerAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation) { + PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common), + ANIMMODE_LOOP, 0.0f); } /** - * Immediately changes to a Link animation that loops at the specified speed. + * Immediately changes to a Player animation that loops at the specified speed. */ -void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, - f32 playSpeed) { - LinkAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common), - ANIMMODE_LOOP, 0.0f); +void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, + f32 playSpeed) { + PlayerAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common), + ANIMMODE_LOOP, 0.0f); } /** * Requests copying jointTable to morphTable */ -void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) { +void PlayerAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) { AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->morphTable, skelAnime->jointTable); } /** * Requests copying morphTable to jointTable */ -void LinkAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime) { +void PlayerAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime) { AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable); } /** - * Requests loading frame data from the Link animation into morphTable + * Requests loading frame data from the Player animation into morphTable */ -void LinkAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame) { +void PlayerAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame) { AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->morphTable); } /** - * Requests loading frame data from the Link animation into jointTable + * Requests loading frame data from the Player animation into jointTable */ -void LinkAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame) { +void PlayerAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame) { AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->jointTable); } /** * Requests interpolating between jointTable and morphTable, placing the result in jointTable */ -void LinkAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight) { +void PlayerAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight) { AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable, weight); } /** - * Requests loading frame data from the Link animations and blending them, placing the result in jointTable + * Requests loading frame data from the Player animations and blending them, placing the result in jointTable */ -void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1, f32 frame1, - LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer) { +void PlayerAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, + PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, + void* blendTableBuffer) { void* alignedBlendTable; AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->jointTable); @@ -1457,10 +1469,11 @@ void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnima } /** - * Requests loading frame data from the Link animations and blending them, placing the result in morphTable + * Requests loading frame data from the Player animations and blending them, placing the result in morphTable */ -void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1, f32 frame1, - LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer) { +void PlayerAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, + PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, + void* blendTableBuffer) { void* alignedBlendTable; AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->morphTable); @@ -1474,9 +1487,9 @@ void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnima /** * Changes a looping animation to one that stops at the end. */ -void LinkAnimation_EndLoop(SkelAnime* skelAnime) { +void PlayerAnimation_EndLoop(SkelAnime* skelAnime) { skelAnime->mode = ANIMMODE_ONCE; - LinkAnimation_SetUpdateFunction(skelAnime); + PlayerAnimation_SetUpdateFunction(skelAnime); } /** @@ -1507,9 +1520,9 @@ s32 Animation_OnFrameImpl(SkelAnime* skelAnime, f32 frame, f32 updateRate) { } /** - * Checks if the current Link animation has reached the specified frame + * Checks if the current Player animation has reached the specified frame */ -s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) { +s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) { f32 updateRate = gFramerateDivisorHalf; return Animation_OnFrameImpl(skelAnime, frame, updateRate); @@ -1620,7 +1633,7 @@ s32 SkelAnime_Morph(SkelAnime* skelAnime) { } SkelAnime_InterpFrameTable(skelAnime->limbCount, skelAnime->jointTable, skelAnime->jointTable, skelAnime->morphTable, 1.0f - (skelAnime->morphWeight / prevMorphWeight)); - return 0; + return false; } /** @@ -1654,7 +1667,7 @@ s32 SkelAnime_MorphTaper(SkelAnime* skelAnime) { } SkelAnime_InterpFrameTable(skelAnime->limbCount, skelAnime->jointTable, skelAnime->jointTable, skelAnime->morphTable, 1.0f - curWeight); - return 0; + return false; } /** @@ -1701,7 +1714,7 @@ s32 SkelAnime_LoopFull(SkelAnime* skelAnime) { } SkelAnime_AnimateFrame(skelAnime); - return 0; + return false; } /** @@ -1718,7 +1731,7 @@ s32 SkelAnime_LoopPartial(SkelAnime* skelAnime) { } SkelAnime_AnimateFrame(skelAnime); - return 0; + return false; } /** @@ -1730,7 +1743,7 @@ s32 SkelAnime_Once(SkelAnime* skelAnime) { if (skelAnime->curFrame == skelAnime->endFrame) { SkelAnime_GetFrameData(skelAnime->animation, skelAnime->curFrame, skelAnime->limbCount, skelAnime->jointTable); SkelAnime_AnimateFrame(skelAnime); - return 1; + return true; } skelAnime->curFrame += skelAnime->playSpeed * updateRate; @@ -1746,7 +1759,7 @@ s32 SkelAnime_Once(SkelAnime* skelAnime) { } } SkelAnime_AnimateFrame(skelAnime); - return 0; + return false; } /** |
