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-rw-r--r--src/code/z_play.c8
-rw-r--r--src/code/z_skelanime.c337
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);
}
/**