diff options
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_play.c | 8 | ||||
| -rw-r--r-- | src/code/z_skelanime.c | 337 |
2 files changed, 196 insertions, 149 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); } /** |
