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* Update menus.c (#634) * Update common_data.yml (#635) * Renames for screenId and other changes (#636) * screenId renames * Rename surface map to collision mesh (#637) * Rename some stack vars (#638) * Fix syntax error (#639) * Rename some stack vars * Update collision.c * Collision Documentation (#640) * Collision related renames * update doxygen (#649) * change bool (#644) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * Update (#642) * Delete trig_tables_bss.c (#650) * fix typo audio (#656) * fix typo src actor (#657) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * fix typo include (#658) * fix course (#659) * fix typo debug (#660) * fix typo data (#661) * replace number with const (#665) * fix typo buffers (#655) * fix typo buffers * tweak ld file * rename to sMemoryPool * add a warning --------- * fix typo src (#654) * fix typo src * fix non matcing * Update code_80091750.c --------- * fix typo racing (#653) * fix typo racing * get it match * replace G_LINE3D to G_QUAD --------- * fix typo src (#652) * fix ending typo (#651) * Action more info when it doesn't match and fix first diff (#662) * Update linux-compile.yml * fix first-diff * Update first-diff.py --------- * document texture of kart (#663) * document texture of kart * change screenPlayerId to screenId * some documentation around object * Revert "some documentation around object" This reverts commit cbb39078e036bf2a417bed67359e910213acab28. * more rename --------- * Make evaluate_collision_players_palm_tree better (#667) This matches just the same as before, but using those two casts instead of shifts seems more likely to be accurate to the original source code Signed-off-by: Gabriel Ravier <gabravier@gmail.com> * add fedora instruciton (#666) * start documenting animation (#668) * start documenting animation * Update course_data.c * change comment * update libultra asm (#648) * update libultra asm * fix gcc __osThreadTail --------- * Document Vehicles (#641) * start doc collision * fix merge * finish rename fonction related to vehicle * document around waypoint of vehicle * make some modification * make some change and rename one * copy_ to oldPos * doc smoke ferry and train * some rename * fix some renaming * precise index * rename a funciton * simplify waypoint_vehicles * change some name * change some name * rename move_to_point_direction * fix some conflict * Update code_80005FD0.c * Update code_80005FD0.h --------- * Label a save info loop (#645) * save info * more gcc progress * fix a value and do a rename (#669) * update clang and add action (#664) * update clang and add action * try clang on course folder only * forget two file * Update course_displaylists.inc.c * forget few other file * Update course_vertices.inc.c * format all code while get it match * second pass * format other dir * disable clang format on bad ido code * fix some tabulation * revert format on tool dir * Update clang-format.yml * ignore gbi.h * add some read me instruction * fix error * format and fixing error * Update README.md --------- * Update linkonly_generator.py (#670) * format more file * update * fix compilation issue * remove course_metadata folder * re add course metadata folder * fix banshee bordwalk crash * fix windows eurk * Update CMakeLists.txt ---------
219 lines
7.8 KiB
C
219 lines
7.8 KiB
C
#ifndef CODE_80004740_H
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#define CODE_80004740_H
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#include <common_structs.h>
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/*
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What I know about animation stuff so far
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Its not clear to me exactly what animations even are in MK64, my speculation is that their some form of matrix
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manipulation sequence. Presumably the "models" of the objects that are getting animated are a bunch of matrices and the
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animations somehow change them. animation appears to be responsible for the handling of animations. Animation seem to be
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reserved for objects, namely: seagulls in KTB, flags in YV, chain chomps in RR, and penguins in SL.
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Each object has 2 pointers of interest, at offsets 0x70 and 0x74 (unk_070 and unk_074).
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These are passed to render_animated_model, along with what appears to be an index and a timer.
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render_animated_model(unk70, unk74, index, timer)
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unk_070 points to what I will call a "Type 1" array.
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I call it an array, but I don't think that's entirely accurate.
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There are 4 potential "types" of "type 1" arrays: 0, 1, 2, and 3
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Only type 0 has anything below the "size" entry.
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The rest only have the type and size.
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The contents look like this struct
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struct {
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s32 type;
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s32 size;
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s32 always_zero_never_used;
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s32 maybe_a_dl_pointer_maybe_null;
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s32 thing1;
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s32 thing2;
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s32 thing3;
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}
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Again, note that types 1, 2, and 3 only have the "type" and "size" elements.
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They are handled in render_armature.
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Each "type" indicates a different action to take while iterating over the array.
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Type 1: Only used to modify Type 0's behaviour
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Type 2: Pop a matrix
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Type 3: End of array, stop processing
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Type 0: Always handles some part of the animation. If preceded by a Type 1 entry it will pop a matrix prior to the
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animation handling.
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The "size" entry is used in a weird way. If you have a set of entries like:
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0x00000001, <- Our unk_070 pointer starts here
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0x00000002,
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0x00000000,
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0x00000007,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000001,
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0x00000002,
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Then the size of 2 in the first entry is used to move the pointer 2 words forward
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0x00000001,
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0x00000002,
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0x00000000, <- Goes here
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0x00000007,
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0x00000000,
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0x00000000,
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0x00000000,
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0xfffffffb, (this is really -5)
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0x00000005,
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0x00000001,
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0x00000002,
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Then, the 7 does the same thing
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0x00000001,
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0x00000002,
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0x00000000,
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0x00000007,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000001, <- Now we're here
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0x00000002,
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This is why I don't think referring to this as an "array" is really correct.
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Iterating over this data not like iterating over a proper array at all.
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I don't really understand the "thing" entries yet.
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They seem to be used in render_limb_or_add_mtx to set some values in Vec3f which is then used to set some values in a
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Mat4. This, I assume, is related to the matrix maniplation stuff that's used to actually accomplish the animation.
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The unk_074 pointer points to a list of other pointers.
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As best as I can tell only the penguins actually have multiple entries in this list, all the other animated objects have
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just 1 entry. The pointers in this list have entires that look like this struct:
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struct {
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s32 always_set_to_something_but_never_used;
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s32 always_zero_never_used;
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s/u16 animation_length;
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s/u16 has_value_but_never_used;
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s32 angle_array;
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s32 AnimationCycleSpecVector;
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}
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I will refer to these structs as Struct 2's.
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Type 2 arrays appear to be just s/u16 arrays.
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Their use will be discussed later
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Type 3 arrays appear to be arrays of pairs of s/u16 numbers that look like this struct:
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struct {
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s/u16 animation_length;
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s/u16 indexCycle;
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};
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Type 3 entires are interesting.
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They're used in render_armature and render_limb_or_add_mtx, and they're always used in triples
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The `timer` argument to render_animated_model is compared to the `animation_length` entry.
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If it less than the limiter then its value it used elsewhere, otherwise 0 is used (more details below).
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The `indexCycle` value is always used.
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Then, the 2 chosen values are used to select a value from the Type 2 array.
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So, for example, if you have a Struct 2 like:
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0x00010000,
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0x00000000,
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0x0037, <- animation lenght
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0x000a,
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d_course_koopa_troopa_beach_unk_data2,
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d_course_koopa_troopa_beach_unk_data3,
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d_course_koopa_troopa_beach_unk_data2 should be a Type 2 array while d_course_koopa_troopa_beach_unk_data3 is a Type 3
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array.
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d_course_koopa_troopa_beach_unk_data3 has entries that look like:
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//limiter //offset
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0x0001, 0x0000,
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0x0037, 0x0001,
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0x0001, 0x0000,
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In practice the limiter value is always 1 or the animation length, meaning that you either choose 0 or the current
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animation timer. There's never a situation where you will choose the animation timer until it hits X and then swap to 0.
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Its always one or the other, never swapping.
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The first triplet is used in render_armature to access the Type 2 array and the values accessed is placed into
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sOriginalPosAnimation. sOriginalPosAnimation is a Vec3s is then used to set the values of some Vec3f in
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render_limb_or_add_mtx. All further triplets are used in render_limb_or_add_mtx to collect Type 2 values to another
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Vec3s local to the function. Both the local Vec3s and Vec3f are used to create a Mat4, which is then converted to a Mtx,
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which is then pushed into the matrix pool.
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The chosen values are then used to access the Type 2 array and the value accessed is placed into sOriginalPosAnimation.
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sOriginalPosAnimation is a Vec3s that is used to set values in the some Vec3f that goes on to be used to modify the same
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Mat4 that the `thing` values are placed into.
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*/
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#define SIMPLE_ANIMATION_INSTRUCTION(x) x, 0x00000002
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#define ANIMATION_DISABLE_AUTOMATIC_POP SIMPLE_ANIMATION_INSTRUCTION(DISABLE_AUTOMATIC_POP_MATRIX)
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#define ANIMATION_POP_MATRIX SIMPLE_ANIMATION_INSTRUCTION(POP_MATRIX)
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#define ANIMATION_STOP SIMPLE_ANIMATION_INSTRUCTION(STOP_ANIMATION)
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//! the pos is relative to the previous RENDER_MODEL_OR_ADD_POS if ANIMATION_DISABLE_AUTOMATIC_POP is used
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#define ANIMATION_RENDER_MODEL_AT(model, x, y, z) RENDER_MODEL_OR_ADD_POS, 0x00000007, 0x00000000, (s64) model, x, y, z
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//! use RENDER_MODEL_OR_ADD_POS
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#define ANIMATION_RENDER_MODEL(model) ANIMATION_RENDER_MODEL_AT(model, 0x00000000, 0x00000000, 0x00000000)
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//! use RENDER_MODEL_OR_ADD_POS
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#define ANIMATION_ADD_POS(x, y, z) ANIMATION_RENDER_MODEL_AT((s64) NULL, x, y, z)
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enum animation_type { RENDER_MODEL_OR_ADD_POS, DISABLE_AUTOMATIC_POP_MATRIX, POP_MATRIX, STOP_ANIMATION };
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/**
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* @brief The armature is associated with an AnimationLimbVector which is equal to the number of RENDER_MODEL_OR_ADD_POS
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* in the armature
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*/
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typedef struct {
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/* 0x00 */ s64 type;
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/* 0x04 */ s64 size;
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/* 0x08 */ s64 always_zero_never_used;
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/* 0x0C */ Gfx* model;
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/* 0x10 */ s64 pos[3];
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} Armature;
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typedef struct {
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/* 0x00 */ u16 animation_length;
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/* 0x02 */ u16 indexCycle;
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} AnimationCycleSpec;
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//! the first are the original position and other are animation specification for each "limb" who correspond to each
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//! RENDER_MODEL_OR_ADD_POS so ANIMATION_RENDER_MODEL and ANIMATION_ADD_POS
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typedef AnimationCycleSpec AnimationLimbVector[3];
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typedef struct {
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/* 0x00 */ s32 always_set_to_something_but_never_used;
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/* 0x04 */ s32 always_zero_never_used;
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/* 0x08 */ s16 animation_length;
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/* 0x0A */ u16 has_value_but_never_used;
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/* 0x0C */ s16* angle_array;
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/* 0x10 */ AnimationLimbVector* animation_cycle_spec_vector;
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} Animation;
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/* Function Prototypes */
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void convert_to_fixed_point_matrix_animation(Mtx* dest, Mat4 src);
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void mtxf_translate_rotate2(Mat4 dest, Vec3f pos, Vec3s angle);
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s16 get_animation_length(Animation**, s16);
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void render_limb_or_add_mtx(Armature*, s16*, AnimationLimbVector, s32);
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void render_armature(Armature*, Animation*, s16);
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s16 render_animated_model(Armature*, Animation**, s16, s16);
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#endif
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