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authorDragorn421 <Dragorn421@users.noreply.github.com>2022-11-30 18:46:12 +0100
committerGitHub <noreply@github.com>2022-11-30 18:46:12 +0100
commitda2e8a8f2c07b40a7bb4eaeeddaf7a6249933bbe (patch)
treef386e090d07bec414c77561a0e1cb3368a86d9a9
parent1587c5505ad66706ee53326c375c614c5c381e34 (diff)
Skelanime/Animation header cleanup (#1434)
* Skelanime/Animation header cleanup * touch up names of the two existing moveFlags macros * formatter is a dum dum D:
-rw-r--r--include/functions.h86
-rw-r--r--include/macros.h4
-rw-r--r--include/z64.h31
-rwxr-xr-xinclude/z64animation.h313
-rw-r--r--include/z64animation_legacy.h40
-rw-r--r--src/code/z_skelanime.c16
6 files changed, 286 insertions, 204 deletions
diff --git a/include/functions.h b/include/functions.h
index d017977d4..2cc26a9d3 100644
--- a/include/functions.h
+++ b/include/functions.h
@@ -494,7 +494,6 @@ void func_80034BA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3);
-void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index);
void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3);
void Actor_Noop(Actor* actor, PlayState* play);
void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist);
@@ -1117,91 +1116,6 @@ s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx);
void Scene_SetTransitionForNextEntrance(PlayState* play);
void Scene_Draw(PlayState* play);
-void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable,
- OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
-void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
- OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
-void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
- OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
-void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
- OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
-s16 Animation_GetLength(void* animation);
-s16 Animation_GetLastFrame(void* animation);
-s32 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable);
-s16 Animation_GetLimbCountLegacy(LegacyAnimationHeader* animation);
-s16 Animation_GetLengthLegacy(LegacyAnimationHeader* animation);
-s16 Animation_GetLastFrameLegacy(LegacyAnimationHeader* animation);
-Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
- PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
-Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
- OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
-void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
-void AnimationContext_Reset(AnimationContext* animationCtx);
-void AnimationContext_SetNextQueue(PlayState* play);
-void AnimationContext_DisableQueue(PlayState* play);
-void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
- Vec3s* frameTable);
-void AnimationContext_SetCopyAll(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
-void AnimationContext_SetInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
-void AnimationContext_SetCopyTrue(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
-void AnimationContext_SetCopyFalse(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
-void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 arg3);
-void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx);
-void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
- LinkAnimationHeader* animation, s32 flags, Vec3s* jointTable, Vec3s* morphTable,
- s32 limbBufCount);
-void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime);
-s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime);
-void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime);
-void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
-void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
- f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
-void LinkAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
-void LinkAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
- f32 playSpeed);
-void LinkAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
-void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
- f32 playSpeed);
-void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime);
-void LinkAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime);
-void LinkAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
- f32 frame);
-void LinkAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
- f32 frame);
-void LinkAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight);
-void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
- f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
- Vec3s* blendTable);
-void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
- f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
- Vec3s* blendTable);
-void LinkAnimation_EndLoop(SkelAnime* skelAnime);
-s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
-BAD_RETURN(s32) SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
- AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
-BAD_RETURN(s32) SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
- AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
-BAD_RETURN(s32) SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
- AnimationHeader* animation);
-s32 SkelAnime_Update(SkelAnime* skelAnime);
-void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
- u8 mode, f32 morphFrames, s8 taper);
-void Animation_Change(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame,
- u8 mode, f32 morphFrames);
-void Animation_PlayOnce(SkelAnime* skelAnime, AnimationHeader* animation);
-void Animation_MorphToPlayOnce(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
-void Animation_PlayOnceSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
-void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
-void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames);
-void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed);
-void Animation_EndLoop(SkelAnime* skelAnime);
-void Animation_Reverse(SkelAnime* skelAnime);
-void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
-void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
-void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
-s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
-void SkelAnime_Free(SkelAnime* skelAnime, PlayState* play);
-void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos);
void Skin_DrawAnimatedLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
diff --git a/include/macros.h b/include/macros.h
index 6aa5745e5..fc0615266 100644
--- a/include/macros.h
+++ b/include/macros.h
@@ -139,7 +139,9 @@
} \
(void)0
-extern GraphicsContext* __gfxCtx;
+struct GraphicsContext;
+
+extern struct GraphicsContext* __gfxCtx;
#define WORK_DISP __gfxCtx->work.p
#define POLY_OPA_DISP __gfxCtx->polyOpa.p
diff --git a/include/z64.h b/include/z64.h
index 2a02d483a..5599d6c4d 100644
--- a/include/z64.h
+++ b/include/z64.h
@@ -20,6 +20,7 @@
#include "z64effect.h"
#include "z64item.h"
#include "z64animation.h"
+#include "z64animation_legacy.h"
#include "z64dma.h"
#include "z64math.h"
#include "z64map_mark.h"
@@ -1258,36 +1259,6 @@ typedef struct {
/* 0x1CAD6 */ s16 unk_1CAD6[5];
} FileSelectState; // size = 0x1CAE0
-typedef struct {
- /* 0x00 */ AnimationHeader* animation;
- /* 0x04 */ f32 playSpeed;
- /* 0x08 */ f32 startFrame;
- /* 0x0C */ f32 frameCount;
- /* 0x10 */ u8 mode;
- /* 0x14 */ f32 morphFrames;
-} AnimationInfo; // size = 0x18
-
-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
-
-
// Macros for `EntranceInfo.field`
#define ENTRANCE_INFO_CONTINUE_BGM_FLAG (1 << 15)
#define ENTRANCE_INFO_DISPLAY_TITLE_CARD_FLAG (1 << 14)
diff --git a/include/z64animation.h b/include/z64animation.h
index 830befae7..c7108a668 100755
--- a/include/z64animation.h
+++ b/include/z64animation.h
@@ -4,32 +4,17 @@
#include "ultra64.h"
#include "z64dma.h"
#include "z64math.h"
+#include "macros.h"
struct PlayState;
struct Actor;
struct SkelAnime;
-#define LINK_ANIMATION_OFFSET(addr, offset) \
- (((uintptr_t)_link_animetionSegmentRomStart) + ((uintptr_t)(addr)) - ((uintptr_t)_link_animetionSegmentStart) + (offset))
-#define LIMB_DONE 0xFF
-#define ANIMATION_ENTRY_MAX 50
-#define ANIM_FLAG_UPDATEY (1 << 1)
-#define ANIM_FLAG_NOMOVE (1 << 4)
-
-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;
+/*
+ * Skeletons and limbs
+ */
-typedef enum {
- /* -1 */ ANIMTAPER_DECEL = -1,
- /* 0 */ ANIMTAPER_NONE,
- /* 1 */ ANIMTAPER_ACCEL
-} AnimationTapers;
+#define LIMB_DONE 0xFF
typedef struct {
/* 0x00 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
@@ -45,14 +30,6 @@ typedef struct {
/* 0x08 */ Gfx* dLists[2]; // Near and far
} LodLimb; // size = 0x10
-typedef struct LegacyLimb {
- /* 0x000 */ Gfx* dList;
- /* 0x004 */ Vec3f trans;
- /* 0x010 */ Vec3s rot;
- /* 0x018 */ struct LegacyLimb* sibling;
- /* 0x01C */ struct LegacyLimb* child;
-} LegacyLimb; // size = 0x20
-
// Model has limbs with only rigid meshes
typedef struct {
/* 0x00 */ void** segment;
@@ -65,6 +42,10 @@ typedef struct {
/* 0x08 */ u8 dListCount;
} FlexSkeletonHeader; // size = 0xC
+/*
+ * Animations
+ */
+
// Index into the frame data table.
typedef struct {
/* 0x00 */ u16 x;
@@ -88,41 +69,182 @@ typedef struct {
/* 0x0C */ u16 staticIndexMax;
} AnimationHeader; // size = 0x10
-// Unused
+/*
+ * 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_UPDATE_Y (1 << 1)
+#define ANIM_FLAG_NO_MOVE (1 << 4)
+
+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 */ s16 xMax;
- /* 0x02 */ s16 x;
- /* 0x04 */ s16 yMax;
- /* 0x06 */ s16 y;
- /* 0x08 */ s16 zMax;
- /* 0x0A */ s16 z;
-} JointKey; // size = 0x0C
+ /* 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);
-// Unused
typedef struct {
- /* 0x00 */ s16 frameCount;
- /* 0x02 */ s16 limbCount;
- /* 0x04 */ s16* frameData;
- /* 0x08 */ JointKey* jointKey;
-} LegacyAnimationHeader; // size = 0xC
+ /* 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 s32 (*OverrideLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
- void*);
+typedef struct {
+ /* 0x00 */ AnimationHeader* animation;
+ /* 0x04 */ u8 mode;
+ /* 0x08 */ f32 morphFrames;
+} AnimationMinimalInfo; // size = 0xC
-typedef void (*PostLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*);
+/*
+ * Animation helpers
+ */
-typedef s32 (*OverrideLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
- void*, Gfx** gfx);
+s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
+s16 Animation_GetLength(void* animation);
+s16 Animation_GetLastFrame(void* animation);
-typedef void (*PostLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void*, Gfx** gfx);
+/*
+ * Animation requests
+ */
typedef enum {
- ANIMENTRY_LOADFRAME,
- ANIMENTRY_COPYALL,
- ANIMENTRY_INTERP,
- ANIMENTRY_COPYTRUE,
- ANIMENTRY_COPYFALSE,
- ANIMENTRY_MOVEACTOR
+ /* 0 */ ANIMENTRY_LOADFRAME,
+ /* 1 */ ANIMENTRY_COPYALL,
+ /* 2 */ ANIMENTRY_INTERP,
+ /* 3 */ ANIMENTRY_COPYTRUE,
+ /* 4 */ ANIMENTRY_COPYFALSE,
+ /* 5 */ ANIMENTRY_MOVEACTOR
} AnimationType;
typedef struct {
@@ -182,40 +304,67 @@ typedef struct {
/* 0x04 */ AnimationEntryData data;
} AnimationEntry; // size = 0x40
+#define ANIMATION_ENTRY_MAX 50
+
typedef struct AnimationContext {
s16 animationCount;
AnimationEntry entries[ANIMATION_ENTRY_MAX];
} AnimationContext; // size = 0xC84
-typedef void (*AnimationEntryCallback)(struct PlayState* play, AnimationEntryData* data);
+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 arg3);
-typedef s32 (*AnimUpdateFunc)();
+void AnimationContext_SetNextQueue(struct PlayState* play);
+void AnimationContext_DisableQueue(struct PlayState* play);
-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
+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
diff --git a/include/z64animation_legacy.h b/include/z64animation_legacy.h
new file mode 100644
index 000000000..f5f68bfc8
--- /dev/null
+++ b/include/z64animation_legacy.h
@@ -0,0 +1,40 @@
+#ifndef Z64_ANIMATION_LEGACY_H
+#define Z64_ANIMATION_LEGACY_H
+
+#include "ultra64.h"
+#include "z64math.h"
+
+typedef struct LegacyLimb {
+ /* 0x000 */ Gfx* dList;
+ /* 0x004 */ Vec3f trans;
+ /* 0x010 */ Vec3s rot;
+ /* 0x018 */ struct LegacyLimb* sibling;
+ /* 0x01C */ struct LegacyLimb* child;
+} LegacyLimb; // size = 0x20
+
+typedef struct {
+ /* 0x00 */ s16 xMax;
+ /* 0x02 */ s16 x;
+ /* 0x04 */ s16 yMax;
+ /* 0x06 */ s16 y;
+ /* 0x08 */ s16 zMax;
+ /* 0x0A */ s16 z;
+} LegacyJointKey; // size = 0x0C
+
+// ZAPD compatibility typedefs
+// TODO: Remove when ZAPD adds support for them
+typedef LegacyJointKey JointKey;
+
+typedef struct {
+ /* 0x00 */ s16 frameCount;
+ /* 0x02 */ s16 limbCount;
+ /* 0x04 */ s16* frameData;
+ /* 0x08 */ LegacyJointKey* jointKey;
+} LegacyAnimationHeader; // size = 0xC
+
+s32 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable);
+s16 Animation_GetLimbCountLegacy(LegacyAnimationHeader* animation);
+s16 Animation_GetLengthLegacy(LegacyAnimationHeader* animation);
+s16 Animation_GetLastFrameLegacy(LegacyAnimationHeader* animation);
+
+#endif
diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c
index 43e7e02d8..6be89bafe 100644
--- a/src/code/z_skelanime.c
+++ b/src/code/z_skelanime.c
@@ -716,7 +716,7 @@ Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32
s32 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable) {
LegacyAnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animation);
s32 limbCount = animHeader->limbCount;
- JointKey* key = SEGMENTED_TO_VIRTUAL(animHeader->jointKey);
+ LegacyJointKey* key = SEGMENTED_TO_VIRTUAL(animHeader->jointKey);
s16* frameData = SEGMENTED_TO_VIRTUAL(animHeader->frameData);
s16* staticData = &frameData[0];
s16* dynamicData = &frameData[frame];
@@ -829,6 +829,10 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
return entry;
}
+#define LINK_ANIMATION_OFFSET(addr, offset) \
+ (((uintptr_t)_link_animetionSegmentRomStart) + ((uintptr_t)(addr)) - ((uintptr_t)_link_animetionSegmentStart) + \
+ (offset))
+
/**
* Requests loading frame data from the Link animation into frameTable
*/
@@ -1011,6 +1015,8 @@ void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data) {
actor->world.pos.z += diff.z * actor->scale.z;
}
+typedef void (*AnimationEntryCallback)(struct PlayState* play, AnimationEntryData* data);
+
/**
* Performs all requests in the animation queue, then resets the queue flags.
*/
@@ -1784,7 +1790,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
f32 sin;
f32 cos;
- if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
+ if (skelAnime->moveFlags & ANIM_FLAG_NO_MOVE) {
diff->x = diff->z = 0.0f;
} else {
x = skelAnime->jointTable[0].x;
@@ -1806,8 +1812,8 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
skelAnime->jointTable[0].x = skelAnime->baseTransl.x;
skelAnime->prevTransl.z = skelAnime->jointTable[0].z;
skelAnime->jointTable[0].z = skelAnime->baseTransl.z;
- if (skelAnime->moveFlags & ANIM_FLAG_UPDATEY) {
- if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
+ if (skelAnime->moveFlags & ANIM_FLAG_UPDATE_Y) {
+ if (skelAnime->moveFlags & ANIM_FLAG_NO_MOVE) {
diff->y = 0.0f;
} else {
diff->y = skelAnime->jointTable[0].y - skelAnime->prevTransl.y;
@@ -1818,7 +1824,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
diff->y = 0.0f;
skelAnime->prevTransl.y = skelAnime->jointTable[0].y;
}
- skelAnime->moveFlags &= ~ANIM_FLAG_NOMOVE;
+ skelAnime->moveFlags &= ~ANIM_FLAG_NO_MOVE;
}
/**