summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorfig02 <fig02srl@gmail.com>2024-06-18 23:46:36 -0400
committerGitHub <noreply@github.com>2024-06-18 23:46:36 -0400
commit06bbdf88f1a38bec6300ce451b061522802e3371 (patch)
tree56fbfa3517591a204a0b2fc64c77c6c548919968 /src
parent7332e8ee7677e04ebfa8e190e9e569a0ac46eaa9 (diff)
Revamp "AnimationContext" Docs, now called "AnimTaskQueue" (#1941)
* start using task terminology * more docs * format * cleanups * MoveActor -> ActorMove * missed a couple * hopefully the last changes * comment explaining the group change * some review * dragorn review * remove accidental file * fix matching issue, now use while loop
Diffstat (limited to 'src')
-rw-r--r--src/code/z_play.c8
-rw-r--r--src/code/z_skelanime.c337
-rw-r--r--src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c6
-rw-r--r--src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c2
-rw-r--r--src/overlays/actors/ovl_En_In/z_en_in.c2
-rw-r--r--src/overlays/actors/ovl_En_Nb/z_en_nb.c2
-rw-r--r--src/overlays/actors/ovl_En_Ru1/z_en_ru1.c6
-rw-r--r--src/overlays/actors/ovl_En_Test/z_en_test.c10
-rw-r--r--src/overlays/actors/ovl_En_Xc/z_en_xc.c6
-rw-r--r--src/overlays/actors/ovl_En_Zl1/z_en_zl1.c2
-rw-r--r--src/overlays/actors/ovl_En_Zl4/z_en_zl4.c2
-rw-r--r--src/overlays/actors/ovl_player_actor/z_player.c57
12 files changed, 244 insertions, 196 deletions
diff --git a/src/code/z_play.c b/src/code/z_play.c
index f86986839..589ea596c 100644
--- a/src/code/z_play.c
+++ b/src/code/z_play.c
@@ -284,7 +284,7 @@ void Play_Init(GameState* thisx) {
Effect_InitContext(this);
EffectSs_InitInfo(this, 0x55);
CollisionCheck_InitContext(this, &this->colChkCtx);
- AnimationContext_Reset(&this->animationCtx);
+ AnimTaskQueue_Reset(&this->animTaskQueue);
Cutscene_InitContext(this, &this->csCtx);
if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
@@ -454,7 +454,7 @@ void Play_Init(GameState* thisx) {
gSaveContext.seqId = this->sequenceCtx.seqId;
gSaveContext.natureAmbienceId = this->sequenceCtx.natureAmbienceId;
func_8002DF18(this, GET_PLAYER(this));
- AnimationContext_Update(this, &this->animationCtx);
+ AnimTaskQueue_Update(this, &this->animTaskQueue);
gSaveContext.respawnFlag = 0;
#if OOT_DEBUG
@@ -883,7 +883,7 @@ void Play_Update(PlayState* this) {
isPaused = IS_PAUSED(&this->pauseCtx);
PLAY_LOG(3555);
- AnimationContext_Reset(&this->animationCtx);
+ AnimTaskQueue_Reset(&this->animTaskQueue);
if (!OOT_DEBUG) {}
@@ -1000,7 +1000,7 @@ void Play_Update(PlayState* this) {
Interface_Update(this);
PLAY_LOG(3765);
- AnimationContext_Update(this, &this->animationCtx);
+ AnimTaskQueue_Update(this, &this->animTaskQueue);
PLAY_LOG(3771);
SfxSource_UpdateAll(this);
diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c
index 42dfa4e9b..acc01cb74 100644
--- a/src/code/z_skelanime.c
+++ b/src/code/z_skelanime.c
@@ -9,9 +9,6 @@ s32 SkelAnime_LoopFull(SkelAnime* skelAnime);
s32 SkelAnime_Once(SkelAnime* skelAnime);
s32 SkelAnime_LoopPartial(SkelAnime* skelAnime);
-static u32 sDisableAnimQueueFlags = 0;
-static u32 sAnimQueueFlags;
-
/**
* Draw a limb of type `LodLimb`
* Near or far display list is specified via `lod`
@@ -798,39 +795,64 @@ void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s*
}
}
+static u32 sDisabledTransformTaskGroups = 0;
+static u32 sCurAnimTaskGroup;
+
/**
- * zeroes out the current request count
+ * Clear the current task queue. The discarded tasks will then not be processed.
*/
-void AnimationContext_Reset(AnimationContext* animationCtx) {
- animationCtx->animationCount = 0;
+void AnimTaskQueue_Reset(AnimTaskQueue* animTaskQueue) {
+ animTaskQueue->count = 0;
}
/**
- * Shifts the queue flag to the next queue
+ * Changes `sCurAnimTaskGroup` to the next group number.
+ *
+ * Task groups allow for disabling "transformative" tasks for a defined group.
+ * For more information see `AnimTaskQueue_DisableTransformTasksForGroup`.
+ *
+ * Note that `sCurAnimTaskGroup` is not a whole number that increments, it is handled at the bit-level.
+ * Every time the group number changes, a single bit moves 1 position to the left. This is an implementation detail
+ * that allows for `sDisabledTransformTaskGroups` to compare against a set of bit flags.
*/
-void AnimationContext_SetNextQueue(PlayState* play) {
- sAnimQueueFlags <<= 1;
+void AnimTaskQueue_SetNextGroup(PlayState* play) {
+ sCurAnimTaskGroup <<= 1;
}
/**
- * Disables the current animation queue. Only load and move actor requests will be processed for that queue.
+ * Marks the current task group as disabled so that "transformative" tasks are skipped.
+ * A transformative task is one that will alter the appearance of an animation.
+ * These include Copy, Interp, CopyUsingMap, and CopyUsingMapInverted.
+ *
+ * LoadPlayerFrame and ActorMove, which don't alter the appearance of an existing animation,
+ * will always run even if a group has its transformative tasks disabled.
*/
-void AnimationContext_DisableQueue(PlayState* play) {
- sDisableAnimQueueFlags |= sAnimQueueFlags;
+void AnimTaskQueue_DisableTransformTasksForGroup(PlayState* play) {
+ sDisabledTransformTaskGroups |= sCurAnimTaskGroup;
}
-AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, AnimationType type) {
- AnimationEntry* entry;
- s16 index = animationCtx->animationCount;
+/**
+ * Creates a new task and adds it to the queue, if there is room for it.
+ *
+ * The `type` value for the task gets set here, but all other
+ * initialization must be handled by the caller.
+ *
+ * @return a pointer to the task, or NULL if it could not be added
+ */
+AnimTask* AnimTaskQueue_NewTask(AnimTaskQueue* animTaskQueue, s32 type) {
+ AnimTask* task;
+ s16 taskNumber = animTaskQueue->count;
- if (index >= ANIMATION_ENTRY_MAX) {
+ if (taskNumber >= ANIM_TASK_QUEUE_MAX) {
return NULL;
}
- animationCtx->animationCount = index + 1;
- entry = &animationCtx->entries[index];
- entry->type = type;
- return entry;
+ animTaskQueue->count = taskNumber + 1;
+
+ task = &animTaskQueue->tasks[taskNumber];
+ task->type = type;
+
+ return task;
}
#define LINK_ANIMATION_OFFSET(addr, offset) \
@@ -838,205 +860,230 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
(offset))
/**
- * Requests loading frame data from the Link animation into frameTable
+ * Creates a task which will load a single frame of animation data from the link_animetion file.
+ * The asynchronous DMA request to load the data is made as soon as the task is created.
+ * When the task is processed later in the AnimTaskQueue, it will wait for the DMA to finish.
*/
-void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
- Vec3s* frameTable) {
- AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_LOADFRAME);
+void AnimTaskQueue_AddLoadPlayerFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
+ Vec3s* frameTable) {
+ AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_LOAD_PLAYER_FRAME);
- if (entry != NULL) {
+ if (task != NULL) {
LinkAnimationHeader* linkAnimHeader = SEGMENTED_TO_VIRTUAL(animation);
s32 pad;
- osCreateMesgQueue(&entry->data.load.msgQueue, &entry->data.load.msg, 1);
- DMA_REQUEST_ASYNC(&entry->data.load.req, frameTable,
+ osCreateMesgQueue(&task->data.loadPlayerFrame.msgQueue, &task->data.loadPlayerFrame.msg, 1);
+ DMA_REQUEST_ASYNC(&task->data.loadPlayerFrame.req, frameTable,
LINK_ANIMATION_OFFSET(linkAnimHeader->segment, ((sizeof(Vec3s) * limbCount + 2) * frame)),
- sizeof(Vec3s) * limbCount + 2, 0, &entry->data.load.msgQueue, NULL, "../z_skelanime.c", 2004);
+ sizeof(Vec3s) * limbCount + 2, 0, &task->data.loadPlayerFrame.msgQueue, NULL,
+ "../z_skelanime.c", 2004);
}
}
/**
- * Requests copying all vectors from src frame table into dst frame table
+ * Creates a task which will copy all vectors from the `src` frame table to the `dest` frame table.
+ *
+ * Note: This task is "transformative", meaning it will alter the appearance of an animation.
+ * If this task's group is included in `sDisabledTransformTaskGroups`, this task will be skipped for that frame.
*/
-void AnimationContext_SetCopyAll(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src) {
- AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_COPYALL);
+void AnimTaskQueue_AddCopy(PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src) {
+ AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_COPY);
- if (entry != NULL) {
- entry->data.copy.queueFlag = sAnimQueueFlags;
- entry->data.copy.vecCount = vecCount;
- entry->data.copy.dst = dst;
- entry->data.copy.src = src;
+ if (task != NULL) {
+ task->data.copy.group = sCurAnimTaskGroup;
+ task->data.copy.vecCount = vecCount;
+ task->data.copy.dest = dest;
+ task->data.copy.src = src;
}
}
/**
- * Requests interpolating between base and mod frame tables with the given weight, placing the result in base
+ * Creates a task which will interpolate between the `base` and `mod` frame tables.
+ * The result of the interpolation will be placed in the original `base` table.
+ *
+ * Note: This task is "transformative", meaning it will alter the appearance of an animation.
+ * If this task's group is included in `sDisabledTransformTaskGroups`, this task will be skipped for that frame.
*/
-void AnimationContext_SetInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight) {
- AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_INTERP);
+void AnimTaskQueue_AddInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight) {
+ AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_INTERP);
- if (entry != NULL) {
- entry->data.interp.queueFlag = sAnimQueueFlags;
- entry->data.interp.vecCount = vecCount;
- entry->data.interp.base = base;
- entry->data.interp.mod = mod;
- entry->data.interp.weight = weight;
+ if (task != NULL) {
+ task->data.interp.group = sCurAnimTaskGroup;
+ task->data.interp.vecCount = vecCount;
+ task->data.interp.base = base;
+ task->data.interp.mod = mod;
+ task->data.interp.weight = weight;
}
}
/**
- * Requests copying vectors from src frame table to dst frame table whose copy flag is true
+ * Creates a task which will copy specified vectors from the `src` frame table to the `dest` frame table.
+ * Exactly which vectors will be copied is specified by the `limbCopyMap`.
+ *
+ * The copy map is an array of true/false flags that specify which limbs should have their data copied.
+ * Each index of the map corresponds to a limb number in the skeleton.
+ * Every limb that has `true` listed will have its data copied.
+ *
+ * Note: This task is "transformative", meaning it will alter the appearance of an animation.
+ * If this task's group is included in `sDisabledTransformTaskGroups`, this task will be skipped for that frame.
*/
-void AnimationContext_SetCopyTrue(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag) {
- AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_COPYTRUE);
+void AnimTaskQueue_AddCopyUsingMap(PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap) {
+ AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_COPY_USING_MAP);
- if (entry != NULL) {
- entry->data.copy1.queueFlag = sAnimQueueFlags;
- entry->data.copy1.vecCount = vecCount;
- entry->data.copy1.dst = dst;
- entry->data.copy1.src = src;
- entry->data.copy1.copyFlag = copyFlag;
+ if (task != NULL) {
+ task->data.copyUsingMap.group = sCurAnimTaskGroup;
+ task->data.copyUsingMap.vecCount = vecCount;
+ task->data.copyUsingMap.dest = dest;
+ task->data.copyUsingMap.src = src;
+ task->data.copyUsingMap.limbCopyMap = limbCopyMap;
}
}
/**
- * Requests copying vectors from src frame table to dst frame table whose copy flag is false
+ * Identical to `AnimTaskQueue_AddCopyUsingMap`, except the meaning of the flags in the `limbCopyMap` are inverted.
+ * Any entry that specifies `false` will be copied, and any entry that specifies `true` will not.
+ *
+ * Note: This task is "transformative", meaning it will alter the appearance of an animation.
+ * If this task's group is included in `sDisabledTransformTaskGroups`, this task will be skipped for that frame.
*/
-void AnimationContext_SetCopyFalse(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag) {
- AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_COPYFALSE);
+void AnimTaskQueue_AddCopyUsingMapInverted(PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap) {
+ AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_COPY_USING_MAP_INVERTED);
- if (entry != NULL) {
- entry->data.copy0.queueFlag = sAnimQueueFlags;
- entry->data.copy0.vecCount = vecCount;
- entry->data.copy0.dst = dst;
- entry->data.copy0.src = src;
- entry->data.copy0.copyFlag = copyFlag;
+ if (task != NULL) {
+ task->data.copyUsingMapInverted.group = sCurAnimTaskGroup;
+ task->data.copyUsingMapInverted.vecCount = vecCount;
+ task->data.copyUsingMapInverted.dest = dest;
+ task->data.copyUsingMapInverted.src = src;
+ task->data.copyUsingMapInverted.limbCopyMap = limbCopyMap;
}
}
/**
- * Requests moving an actor according to the translation of its root limb
+ * Creates a task which will move an actor according to the translation of its root limb for the current frame.
*/
-void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY) {
- AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMENTRY_MOVEACTOR);
+void AnimTaskQueue_AddActorMove(PlayState* play, Actor* actor, SkelAnime* skelAnime, f32 moveDiffScaleY) {
+ AnimTask* task = AnimTaskQueue_NewTask(&play->animTaskQueue, ANIMTASK_ACTOR_MOVE);
- if (entry != NULL) {
- entry->data.move.actor = actor;
- entry->data.move.skelAnime = skelAnime;
- entry->data.move.diffScaleY = moveDiffScaleY;
+ if (task != NULL) {
+ task->data.actorMove.actor = actor;
+ task->data.actorMove.skelAnime = skelAnime;
+ task->data.actorMove.diffScaleY = moveDiffScaleY;
}
}
/**
- * Receives the request for Link's animation frame data
+ * Wait for the DMA request submitted by `AnimTaskQueue_AddLoadPlayerFrame` to complete.
*/
-void AnimationContext_LoadFrame(PlayState* play, AnimationEntryData* data) {
- AnimEntryLoadFrame* entry = &data->load;
+void AnimTask_LoadPlayerFrame(PlayState* play, AnimTaskData* data) {
+ AnimTaskLoadPlayerFrame* task = &data->loadPlayerFrame;
- osRecvMesg(&entry->msgQueue, NULL, OS_MESG_BLOCK);
+ osRecvMesg(&task->msgQueue, NULL, OS_MESG_BLOCK);
}
/**
- * If the entry's queue is enabled, copies all vectors from src frame table to dst frame table
+ * Copy all data from the `src` frame table to the `dest` table.
*/
-void AnimationContext_CopyAll(PlayState* play, AnimationEntryData* data) {
- AnimEntryCopyAll* entry = &data->copy;
+void AnimTask_Copy(PlayState* play, AnimTaskData* data) {
+ AnimTaskCopy* task = &data->copy;
- if (!(entry->queueFlag & sDisableAnimQueueFlags)) {
- Vec3s* dst = entry->dst;
- Vec3s* src = entry->src;
+ if (!(task->group & sDisabledTransformTaskGroups)) {
+ Vec3s* dest = task->dest;
+ Vec3s* src = task->src;
s32 i;
- for (i = 0; i < entry->vecCount; i++) {
- *dst++ = *src++;
+ for (i = 0; i < task->vecCount; i++) {
+ *dest++ = *src++;
}
}
}
/**
- * If the entry's queue is enabled, interpolates between the base and mod frame tables, placing the result in base
+ * Interpolate between the `base` and `mod` frame tables.
*/
-void AnimationContext_Interp(PlayState* play, AnimationEntryData* data) {
- AnimEntryInterp* entry = &data->interp;
+void AnimTask_Interp(PlayState* play, AnimTaskData* data) {
+ AnimTaskInterp* task = &data->interp;
- if (!(entry->queueFlag & sDisableAnimQueueFlags)) {
- SkelAnime_InterpFrameTable(entry->vecCount, entry->base, entry->base, entry->mod, entry->weight);
+ if (!(task->group & sDisabledTransformTaskGroups)) {
+ SkelAnime_InterpFrameTable(task->vecCount, task->base, task->base, task->mod, task->weight);
}
}
/**
- * If the entry's queue is enabled, copies all vectors from src frame table to dst frame table whose copy flag is true
+ * Copy all data from the `src` frame table to the `dest` table according to the copy map.
*/
-void AnimationContext_CopyTrue(PlayState* play, AnimationEntryData* data) {
- AnimEntryCopyTrue* entry = &data->copy1;
+void AnimTask_CopyUsingMap(PlayState* play, AnimTaskData* data) {
+ AnimTaskCopyUsingMap* task = &data->copyUsingMap;
- if (!(entry->queueFlag & sDisableAnimQueueFlags)) {
- Vec3s* dst = entry->dst;
- Vec3s* src = entry->src;
- u8* copyFlag = entry->copyFlag;
+ if (!(task->group & sDisabledTransformTaskGroups)) {
+ Vec3s* dest = task->dest;
+ Vec3s* src = task->src;
+ u8* limbCopyMap = task->limbCopyMap;
s32 i;
- for (i = 0; i < entry->vecCount; i++, dst++, src++) {
- if (*copyFlag++) {
- *dst = *src;
+ for (i = 0; i < task->vecCount; i++, dest++, src++) {
+ if (*limbCopyMap++) {
+ *dest = *src;
}
}
}
}
/**
- * If the entry's queue is enabled, copies all vectors from src frame table to dst frame table whose copy flag is false
+ * Copy all data from the `src` frame table to the `dest` table according to the inverted copy map.
*/
-void AnimationContext_CopyFalse(PlayState* play, AnimationEntryData* data) {
- AnimEntryCopyFalse* entry = &data->copy0;
+void AnimTask_CopyUsingMapInverted(PlayState* play, AnimTaskData* data) {
+ AnimTaskCopyUsingMapInverted* task = &data->copyUsingMapInverted;
- if (!(entry->queueFlag & sDisableAnimQueueFlags)) {
- Vec3s* dst = entry->dst;
- Vec3s* src = entry->src;
- u8* copyFlag = entry->copyFlag;
+ if (!(task->group & sDisabledTransformTaskGroups)) {
+ Vec3s* dest = task->dest;
+ Vec3s* src = task->src;
+ u8* limbCopyMap = task->limbCopyMap;
s32 i;
- for (i = 0; i < entry->vecCount; i++, dst++, src++) {
- if (!(*copyFlag++)) {
- *dst = *src;
+ for (i = 0; i < task->vecCount; i++, dest++, src++) {
+ if (!(*limbCopyMap++)) {
+ *dest = *src;
}
}
}
}
/**
- * Moves an actor according to the translation of its root limb
+ * Move an actor according to the translation of its root limb for the current animation frame.
*/
-void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data) {
- AnimEntryMoveActor* entry = &data->move;
- Actor* actor = entry->actor;
+void AnimTask_ActorMove(PlayState* play, AnimTaskData* data) {
+ AnimTaskActorMove* task = &data->actorMove;
+ Actor* actor = task->actor;
Vec3f diff;
- SkelAnime_UpdateTranslation(entry->skelAnime, &diff, actor->shape.rot.y);
+ SkelAnime_UpdateTranslation(task->skelAnime, &diff, actor->shape.rot.y);
+
actor->world.pos.x += diff.x * actor->scale.x;
- actor->world.pos.y += diff.y * actor->scale.y * entry->diffScaleY;
+ actor->world.pos.y += diff.y * actor->scale.y * task->diffScaleY;
actor->world.pos.z += diff.z * actor->scale.z;
}
-typedef void (*AnimationEntryCallback)(struct PlayState* play, AnimationEntryData* data);
+typedef void (*AnimTaskFunc)(struct PlayState* play, AnimTaskData* data);
/**
- * Performs all requests in the animation queue, then resets the queue flags.
+ * Update the AnimTaskQueue, processing all tasks in order.
+ * Variables related to anim task groups are then reset for the next frame.
*/
-void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx) {
- static AnimationEntryCallback animFuncs[] = {
- AnimationContext_LoadFrame, AnimationContext_CopyAll, AnimationContext_Interp,
- AnimationContext_CopyTrue, AnimationContext_CopyFalse, AnimationContext_MoveActor,
+void AnimTaskQueue_Update(PlayState* play, AnimTaskQueue* animTaskQueue) {
+ static AnimTaskFunc animTaskFuncs[] = {
+ AnimTask_LoadPlayerFrame, AnimTask_Copy, AnimTask_Interp, AnimTask_CopyUsingMap,
+ AnimTask_CopyUsingMapInverted, AnimTask_ActorMove,
};
- AnimationEntry* entry = animationCtx->entries;
+ AnimTask* task = animTaskQueue->tasks;
- for (; animationCtx->animationCount != 0; animationCtx->animationCount--) {
- animFuncs[entry->type](play, &entry->data);
- entry++;
+ while (animTaskQueue->count != 0) {
+ animTaskFuncs[task->type](play, &task->data);
+ task++;
+ animTaskQueue->count--;
}
- sAnimQueueFlags = 1;
- sDisableAnimQueueFlags = 0;
+ sCurAnimTaskGroup = 1 << 0;
+ sDisabledTransformTaskGroups = 0;
}
/**
@@ -1125,8 +1172,8 @@ s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
LinkAnimation_SetUpdateFunction(skelAnime);
}
- AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
- 1.0f - (skelAnime->morphWeight / prevMorphWeight));
+ AnimTaskQueue_AddInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
+ 1.0f - (skelAnime->morphWeight / prevMorphWeight));
return 0;
}
@@ -1135,8 +1182,8 @@ s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
* jointTable and morphTable
*/
void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
- AnimationContext_SetLoadFrame(play, skelAnime->animation, skelAnime->curFrame, skelAnime->limbCount,
- skelAnime->jointTable);
+ AnimTaskQueue_AddLoadPlayerFrame(play, skelAnime->animation, skelAnime->curFrame, skelAnime->limbCount,
+ skelAnime->jointTable);
if (skelAnime->morphWeight != 0) {
f32 updateRate = R_UPDATE_RATE * 0.5f;
@@ -1144,8 +1191,8 @@ void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
if (skelAnime->morphWeight <= 0.0f) {
skelAnime->morphWeight = 0.0f;
} else {
- AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
- skelAnime->morphWeight);
+ AnimTaskQueue_AddInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
+ skelAnime->morphWeight);
}
}
}
@@ -1212,14 +1259,14 @@ void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHe
morphFrames = -morphFrames;
} else {
skelAnime->update.link = LinkAnimation_Morph;
- AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount,
- skelAnime->morphTable);
+ AnimTaskQueue_AddLoadPlayerFrame(play, animation, (s32)startFrame, skelAnime->limbCount,
+ skelAnime->morphTable);
}
skelAnime->morphWeight = 1.0f;
skelAnime->morphRate = 1.0f / morphFrames;
} else {
LinkAnimation_SetUpdateFunction(skelAnime);
- AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount, skelAnime->jointTable);
+ AnimTaskQueue_AddLoadPlayerFrame(play, animation, (s32)startFrame, skelAnime->limbCount, skelAnime->jointTable);
skelAnime->morphWeight = 0.0f;
}
@@ -1270,7 +1317,7 @@ void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkA
* Requests copying jointTable to morphTable
*/
void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) {
- AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->morphTable, skelAnime->jointTable);
+ AnimTaskQueue_AddCopy(play, skelAnime->limbCount, skelAnime->morphTable, skelAnime->jointTable);
}
/**
@@ -1278,28 +1325,28 @@ void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) {
* unused
*/
void LinkAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime) {
- AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable);
+ AnimTaskQueue_AddCopy(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable);
}
/**
* Requests loading frame data from the Link animation into morphTable
*/
void LinkAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame) {
- AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->morphTable);
+ AnimTaskQueue_AddLoadPlayerFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->morphTable);
}
/**
* Requests loading frame data from the Link animation into jointTable
*/
void LinkAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame) {
- AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->jointTable);
+ AnimTaskQueue_AddLoadPlayerFrame(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) {
- AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable, weight);
+ AnimTaskQueue_AddInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable, weight);
}
/**
@@ -1309,12 +1356,12 @@ void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnima
LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, Vec3s* blendTable) {
Vec3s* alignedBlendTable;
- AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->jointTable);
+ AnimTaskQueue_AddLoadPlayerFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->jointTable);
alignedBlendTable = (Vec3s*)ALIGN16((uintptr_t)blendTable);
- AnimationContext_SetLoadFrame(play, animation2, (s32)frame2, skelAnime->limbCount, alignedBlendTable);
- AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, alignedBlendTable, blendWeight);
+ AnimTaskQueue_AddLoadPlayerFrame(play, animation2, (s32)frame2, skelAnime->limbCount, alignedBlendTable);
+ AnimTaskQueue_AddInterp(play, skelAnime->limbCount, skelAnime->jointTable, alignedBlendTable, blendWeight);
}
/**
@@ -1324,12 +1371,12 @@ void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnima
LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, Vec3s* blendTable) {
Vec3s* alignedBlendTable;
- AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->morphTable);
+ AnimTaskQueue_AddLoadPlayerFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->morphTable);
alignedBlendTable = (Vec3s*)ALIGN16((uintptr_t)blendTable);
- AnimationContext_SetLoadFrame(play, animation2, (s32)frame2, skelAnime->limbCount, alignedBlendTable);
- AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->morphTable, alignedBlendTable, blendWeight);
+ AnimTaskQueue_AddLoadPlayerFrame(play, animation2, (s32)frame2, skelAnime->limbCount, alignedBlendTable);
+ AnimTaskQueue_AddInterp(play, skelAnime->limbCount, skelAnime->morphTable, alignedBlendTable, blendWeight);
}
/**
diff --git a/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c b/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c
index fa4879e26..1f4bcf362 100644
--- a/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c
+++ b/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c
@@ -177,19 +177,19 @@ void DemoEc_UpdateBgFlags(DemoEc* this, PlayState* play) {
void func_8096D594(DemoEc* this, PlayState* play) {
this->skelAnime.moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
- AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
}
void func_8096D5D4(DemoEc* this, PlayState* play) {
this->skelAnime.baseTransl = this->skelAnime.jointTable[0];
this->skelAnime.prevTransl = this->skelAnime.jointTable[0];
this->skelAnime.moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
- AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
}
void func_8096D64C(DemoEc* this, PlayState* play) {
this->skelAnime.moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
- AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
}
void DemoEc_UpdateEyes(DemoEc* this) {
diff --git a/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c b/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c
index 199fb04f7..0d2d7b24d 100644
--- a/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c
+++ b/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c
@@ -55,7 +55,7 @@ s32 DemoIk_CheckForCue(PlayState* play, u16 cueId, s32 cueChannel) {
void DemoIk_SetMove(DemoIk* this, PlayState* play) {
this->skelAnime.moveFlags |= ANIM_FLAG_0;
- AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
}
void DemoIk_EndMove(DemoIk* this) {
diff --git a/src/overlays/actors/ovl_En_In/z_en_in.c b/src/overlays/actors/ovl_En_In/z_en_in.c
index f41fd6fe1..ff1a9bda7 100644
--- a/src/overlays/actors/ovl_En_In/z_en_in.c
+++ b/src/overlays/actors/ovl_En_In/z_en_in.c
@@ -338,7 +338,7 @@ void func_80A795C8(EnIn* this, PlayState* play) {
void func_80A79690(SkelAnime* skelAnime, EnIn* this, PlayState* play) {
if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) {
skelAnime->moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
- AnimationContext_SetMoveActor(play, &this->actor, skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f);
}
}
diff --git a/src/overlays/actors/ovl_En_Nb/z_en_nb.c b/src/overlays/actors/ovl_En_Nb/z_en_nb.c
index 336aad8d1..2421276be 100644
--- a/src/overlays/actors/ovl_En_Nb/z_en_nb.c
+++ b/src/overlays/actors/ovl_En_Nb/z_en_nb.c
@@ -757,7 +757,7 @@ void EnNb_InitDemo6KInConfrontation(EnNb* this, PlayState* play) {
void func_80AB2688(EnNb* this, PlayState* play) {
this->skelAnime.moveFlags |= ANIM_FLAG_0;
- AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
}
void func_80AB26C8(EnNb* this) {
diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c
index 792457dc5..e0549aca4 100644
--- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c
+++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c
@@ -392,7 +392,7 @@ s32 EnRu1_UpdateSkelAnime(EnRu1* this) {
void func_80AEB364(EnRu1* this, PlayState* play) {
this->skelAnime.moveFlags |= ANIM_FLAG_0;
- AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
}
void func_80AEB3A4(EnRu1* this, PlayState* play) {
@@ -463,7 +463,7 @@ void func_80AEB6E0(EnRu1* this, PlayState* play) {
if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) {
skelAnime->moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
- AnimationContext_SetMoveActor(play, &this->actor, skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f);
}
}
@@ -474,7 +474,7 @@ void func_80AEB738(EnRu1* this, PlayState* play) {
skelAnime->prevTransl = skelAnime->jointTable[0];
if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) {
skelAnime->moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
- AnimationContext_SetMoveActor(play, &this->actor, skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f);
}
}
diff --git a/src/overlays/actors/ovl_En_Test/z_en_test.c b/src/overlays/actors/ovl_En_Test/z_en_test.c
index 1371a2adb..96a2a2e87 100644
--- a/src/overlays/actors/ovl_En_Test/z_en_test.c
+++ b/src/overlays/actors/ovl_En_Test/z_en_test.c
@@ -61,7 +61,7 @@ void func_80862FA8(EnTest* this, PlayState* play);
s32 EnTest_ReactToProjectile(PlayState* play, EnTest* this);
-static u8 sJointCopyFlags[] = {
+static u8 sUpperBodyLimbCopyMap[] = {
false, // STALFOS_LIMB_NONE
false, // STALFOS_LIMB_ROOT
false, // STALFOS_LIMB_UPPERBODY_ROOT
@@ -1742,15 +1742,15 @@ void EnTest_Update(Actor* thisx, PlayState* play) {
case 1:
Animation_Change(&this->upperSkelanime, &gStalfosBlockWithShieldAnim, 2.0f, 0.0f,
Animation_GetLastFrame(&gStalfosBlockWithShieldAnim), 2, 2.0f);
- AnimationContext_SetCopyTrue(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
- this->upperSkelanime.jointTable, sJointCopyFlags);
+ AnimTaskQueue_AddCopyUsingMap(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
+ this->upperSkelanime.jointTable, sUpperBodyLimbCopyMap);
this->unk_7DE++;
break;
case 2:
SkelAnime_Update(&this->upperSkelanime);
SkelAnime_CopyFrameTableTrue(&this->skelAnime, this->skelAnime.jointTable,
- this->upperSkelanime.jointTable, sJointCopyFlags);
+ this->upperSkelanime.jointTable, sUpperBodyLimbCopyMap);
break;
case 3:
@@ -1769,7 +1769,7 @@ void EnTest_Update(Actor* thisx, PlayState* play) {
this->upperSkelanime.jointTable, this->skelAnime.jointTable,
1.0f - (this->upperSkelanime.morphWeight / oldWeight));
SkelAnime_CopyFrameTableTrue(&this->skelAnime, this->skelAnime.jointTable,
- this->upperSkelanime.jointTable, sJointCopyFlags);
+ this->upperSkelanime.jointTable, sUpperBodyLimbCopyMap);
break;
}
diff --git a/src/overlays/actors/ovl_En_Xc/z_en_xc.c b/src/overlays/actors/ovl_En_Xc/z_en_xc.c
index 17eff561a..826edcc72 100644
--- a/src/overlays/actors/ovl_En_Xc/z_en_xc.c
+++ b/src/overlays/actors/ovl_En_Xc/z_en_xc.c
@@ -255,20 +255,20 @@ void func_80B3C8CC(EnXc* this, PlayState* play) {
if (skelAnime->jointTable[0].y >= skelAnime->baseTransl.y) {
skelAnime->moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
- AnimationContext_SetMoveActor(play, &this->actor, skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, skelAnime, 1.0f);
}
}
void func_80B3C924(EnXc* this, PlayState* play) {
this->skelAnime.moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
- AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
}
void func_80B3C964(EnXc* this, PlayState* play) {
this->skelAnime.baseTransl = this->skelAnime.jointTable[0];
this->skelAnime.prevTransl = this->skelAnime.jointTable[0];
this->skelAnime.moveFlags |= ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y;
- AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
}
void func_80B3C9DC(EnXc* this) {
diff --git a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c
index aed5c9b0f..2b1c7d332 100644
--- a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c
+++ b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c
@@ -346,7 +346,7 @@ void func_80B4B834(CsCmdActorCue* cue, Vec3f* dest) {
void func_80B4B874(EnZl1* this, PlayState* play) {
this->skelAnime.moveFlags |= ANIM_FLAG_0;
- AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
}
void func_80B4B8B4(EnZl1* this, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
index 00fdde50a..2cf5b1d2a 100644
--- a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
+++ b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
@@ -299,7 +299,7 @@ void EnZl4_UpdateFace(EnZl4* this) {
void EnZl4_SetMove(EnZl4* this, PlayState* play) {
this->skelAnime.moveFlags |= ANIM_FLAG_0;
- AnimationContext_SetMoveActor(play, &this->actor, &this->skelAnime, 1.0f);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
}
void func_80B5BB78(EnZl4* this, PlayState* play) {
diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c
index 8946f8f9f..db42ef755 100644
--- a/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/src/overlays/actors/ovl_player_actor/z_player.c
@@ -1989,7 +1989,7 @@ void Player_AnimReplaceApplyFlags(PlayState* play, Player* this, s32 flags) {
this->skelAnime.moveFlags = flags & 0xFF;
Player_ZeroSpeedXZ(this);
- AnimationContext_DisableQueue(play);
+ AnimTaskQueue_DisableTransformTasksForGroup(play);
}
void Player_AnimReplacePlayOnceSetSpeed(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags,
@@ -3071,8 +3071,8 @@ s32 func_808358F0(Player* this, PlayState* play) {
if ((func_808334E4(this) == animSeg) || (func_80833528(this) == animSeg) || (func_808335B0(this) == animSeg) ||
(func_808335F4(this) == animSeg)) {
- AnimationContext_SetCopyAll(play, this->skelAnime.limbCount, this->upperSkelAnime.jointTable,
- this->skelAnime.jointTable);
+ AnimTaskQueue_AddCopy(play, this->skelAnime.limbCount, this->upperSkelAnime.jointTable,
+ this->skelAnime.jointTable);
} else {
LinkAnimation_Update(play, &this->upperSkelAnime);
}
@@ -3425,22 +3425,22 @@ s32 Player_UpdateUpperBody(Player* this, PlayState* play) {
// The functionality contained within this block of code is never used in practice
// because `upperAnimInterpWeight` is always 0.
if ((func_80833350(this) == 0) || (this->speedXZ != 0.0f)) {
- AnimationContext_SetCopyFalse(play, this->skelAnime.limbCount, this->upperSkelAnime.jointTable,
- this->skelAnime.jointTable, sUpperBodyLimbCopyMap);
+ AnimTaskQueue_AddCopyUsingMapInverted(play, this->skelAnime.limbCount, this->upperSkelAnime.jointTable,
+ this->skelAnime.jointTable, sUpperBodyLimbCopyMap);
}
Math_StepToF(&this->upperAnimInterpWeight, 0.0f, 0.25f);
- AnimationContext_SetInterp(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
- this->upperSkelAnime.jointTable, 1.0f - this->upperAnimInterpWeight);
+ AnimTaskQueue_AddInterp(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
+ this->upperSkelAnime.jointTable, 1.0f - this->upperAnimInterpWeight);
} else if ((func_80833350(this) == 0) || (this->speedXZ != 0.0f)) {
// Only copy the upper body animation to the upper body limbs in the main skeleton.
// Doing so allows the main skeleton to play its own animation for the lower body limbs.
- AnimationContext_SetCopyTrue(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
- this->upperSkelAnime.jointTable, sUpperBodyLimbCopyMap);
+ AnimTaskQueue_AddCopyUsingMap(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
+ this->upperSkelAnime.jointTable, sUpperBodyLimbCopyMap);
} else {
// Copy all of the upper body animation into the whole main skeleton.
// The upper body has full control of all limbs.
- AnimationContext_SetCopyAll(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
- this->upperSkelAnime.jointTable);
+ AnimTaskQueue_AddCopy(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
+ this->upperSkelAnime.jointTable);
}
return true;
@@ -4650,7 +4650,7 @@ s32 Player_ActionChange_12(Player* this, PlayState* play) {
this->actor.bgCheckFlags |= BGCHECKFLAG_GROUND;
LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, 1.3f);
- AnimationContext_DisableQueue(play);
+ AnimTaskQueue_DisableTransformTasksForGroup(play);
this->actor.shape.rot.y = this->yaw = this->actor.wallYaw + 0x8000;
@@ -8105,10 +8105,10 @@ void Player_Action_80841BA8(Player* this, PlayState* play) {
LinkAnimation_Update(play, &this->skelAnime);
if (Player_HoldsTwoHandedWeapon(this)) {
- AnimationContext_SetLoadFrame(play, func_80833338(this), 0, this->skelAnime.limbCount,
- this->skelAnime.morphTable);
- AnimationContext_SetCopyTrue(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
- this->skelAnime.morphTable, sUpperBodyLimbCopyMap);
+ AnimTaskQueue_AddLoadPlayerFrame(play, func_80833338(this), 0, this->skelAnime.limbCount,
+ this->skelAnime.morphTable);
+ AnimTaskQueue_AddCopyUsingMap(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
+ this->skelAnime.morphTable, sUpperBodyLimbCopyMap);
}
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play);
@@ -9033,7 +9033,7 @@ void Player_Action_8084411C(Player* this, PlayState* play) {
} else if ((this->ledgeClimbType >= PLAYER_LEDGE_CLIMB_2) && (this->yDistToLedge < 150.0f) &&
(((this->actor.world.pos.y - this->actor.floorHeight) + this->yDistToLedge) >
(70.0f * this->ageProperties->unk_08))) {
- AnimationContext_DisableQueue(play);
+ AnimTaskQueue_DisableTransformTasksForGroup(play);
if (this->stateFlags1 & PLAYER_STATE1_2) {
func_80832698(this, NA_SE_VO_LI_HOOKSHOT_HANG);
} else {
@@ -11345,9 +11345,9 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
Player_UpdateCamAndSeqModes(play, this);
if (this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_SETMOVE) {
- AnimationContext_SetMoveActor(
- play, &this->actor, &this->skelAnime,
- (this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_2) ? 1.0f : this->ageProperties->unk_08);
+ AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime,
+ (this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_2) ? 1.0f
+ : this->ageProperties->unk_08);
}
Player_UpdateShapeYaw(this, play);
@@ -11417,8 +11417,10 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
}
}
}
-
- AnimationContext_SetNextQueue(play);
+ // Because Player updates early relative to most actors, his animation tasks will belong to group 0.
+ // Task group 1 is set here at the end of Player's update, meaning tasks that get added by other
+ // actors will be in a different group.
+ AnimTaskQueue_SetNextGroup(play);
}
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
@@ -12635,8 +12637,7 @@ void Player_Action_8084CC98(Player* this, PlayState* play) {
LinkAnimation_AnimateFrame(play, &this->skelAnime);
}
- AnimationContext_SetCopyAll(play, this->skelAnime.limbCount, this->skelAnime.morphTable,
- this->skelAnime.jointTable);
+ AnimTaskQueue_AddCopy(play, this->skelAnime.limbCount, this->skelAnime.morphTable, this->skelAnime.jointTable);
if ((play->csCtx.state != CS_STATE_IDLE) || (this->csAction != PLAYER_CSACTION_NONE)) {
if (this->csAction == PLAYER_CSACTION_7) {
@@ -12674,16 +12675,16 @@ void Player_Action_8084CC98(Player* this, PlayState* play) {
func_80832698(this, NA_SE_VO_LI_LASH);
}
- AnimationContext_SetCopyAll(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
- this->upperSkelAnime.jointTable);
+ AnimTaskQueue_AddCopy(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
+ this->upperSkelAnime.jointTable);
} else {
if (LinkAnimation_OnFrame(&this->upperSkelAnime, 10.0f)) {
Player_PlaySfx(this, NA_SE_IT_LASH);
func_80832698(this, NA_SE_VO_LI_LASH);
}
- AnimationContext_SetCopyTrue(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
- this->upperSkelAnime.jointTable, sUpperBodyLimbCopyMap);
+ AnimTaskQueue_AddCopyUsingMap(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
+ this->upperSkelAnime.jointTable, sUpperBodyLimbCopyMap);
}
} else {
LinkAnimationHeader* anim = NULL;