Misc fixes (#159)

* Fix `extract_assets` not properly checking if scenes files were updated

* fix `first_diff.py` path due to the baserom renaming

* FlexSkeletonHeader and other stuff

* fix some SkeletonHeader instead of FlexSkeletonHeader

* Add blob compilation to makefile

* CURRENT_DAY and type swaps

* Remove extra cast

* run format

* zbanks suggestions
This commit is contained in:
Anghelo Carvajal
2021-05-20 18:52:07 -04:00
committed by GitHub
parent 458dd13141
commit 062a813fba
20 changed files with 198 additions and 192 deletions
+113 -113
View File
@@ -8,8 +8,9 @@ s32 func_801370B0(SkelAnime* skelAnime);
s32 func_8013713C(SkelAnime* skelAnime);
void SkelAnime_ChangeAnimDefaultRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg);
void func_80137748(SkelAnime* skelAnime, Vec3f* pos, s16 angle);
void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
f32 playbackSpeed, f32 frame, f32 frameCount, u8 animationMode, f32 transitionRate);
void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimationHeader* linkAnimationHeaderSeg, f32 playbackSpeed, f32 frame, f32 frameCount,
u8 animationMode, f32 transitionRate);
void SkelAnime_CopyVec3s(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
void SkelAnime_LinkAnimetionLoaded(GlobalContext* globalCtx, AnimationEntryType0* entry);
void SkelAnime_AnimationType1Loaded(GlobalContext* globalCtx, AnimationEntryType1* entry);
@@ -30,9 +31,9 @@ s32 D_801F5AB4;
/*
* Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`
*/
void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
Gfx* dList;
Vec3f pos;
Vec3s rot;
@@ -40,7 +41,7 @@ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
s32 pad;
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = limbDrawTable[limbIndex];
@@ -81,9 +82,9 @@ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
/*
* Draws the Skeleton described by `skeleton` with a level of detail display list indexed by `dListIndex`
*/
void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
void SkelAnime_LodDraw(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
s32 pad;
Gfx* dList;
Vec3f pos;
@@ -99,7 +100,7 @@ void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limb
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
pos.z = limbDrawTable[0].z;
@@ -136,10 +137,10 @@ void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limb
* Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`, Limb matrices come
* from a dynamic allocation from the graph arena.
*/
void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDrawSV overrideLimbDraw, PostLimbDrawSV postLimbDraw, Actor* actor,
s32 dListIndex, RSPMatrix** mtx) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
Gfx* dList[2];
Vec3f pos;
Vec3s rot;
@@ -148,7 +149,7 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton*
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = limbDrawTable[limbIndex];
@@ -195,10 +196,10 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton*
* Matricies for the limbs are dynamically allocted from the graph arena. The dynamic allocation occurs
* because the Skeleton is too large to be supported by the normal matrix stack.
*/
void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
void SkelAnime_LodDrawSV(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount,
OverrideLimbDrawSV overrideLimbDraw, PostLimbDrawSV postLimbDraw, Actor* actor,
s32 dListIndex) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
s32 pad;
Gfx* dList[2];
Vec3f pos;
@@ -218,7 +219,7 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* li
gSPSegment(gfxCtx->polyOpa.p++, 0xD, mtx);
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
pos.z = limbDrawTable[0].z;
@@ -258,9 +259,9 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* li
/*
* Draws the limb of the Skeleton `skeleton` at `limbIndex`
*/
void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
Gfx* dList;
Vec3f pos;
Vec3s rot;
@@ -269,7 +270,7 @@ void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skele
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = limbDrawTable[limbIndex];
pos.x = limbEntry->translation.x;
@@ -305,9 +306,9 @@ void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skele
}
}
void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor) {
SkelLimbEntry* rootLimb;
void SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, Actor* actor) {
StandardLimb* rootLimb;
s32 pad;
Gfx* dList;
Vec3f pos;
@@ -322,7 +323,7 @@ void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDra
gfxCtx = globalCtx->state.gfxCtx;
Matrix_Push();
rootLimb = Lib_SegmentedToVirtual(skeleton->limbs[0]);
rootLimb = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
@@ -354,10 +355,10 @@ void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDra
Matrix_Pop();
}
void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor,
RSPMatrix** limbMatricies) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
Gfx* dList[2];
Vec3f pos;
Vec3s rot;
@@ -366,7 +367,7 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = limbDrawTable[limbIndex];
@@ -407,9 +408,9 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, Skeleton* ske
}
}
void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
void SkelAnime_DrawSV(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
s32 pad;
Gfx* dList[2];
Vec3f pos;
@@ -430,7 +431,7 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbD
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
@@ -469,10 +470,10 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbD
Matrix_Pop();
}
void func_80134148(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
void func_80134148(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, UnkActorDraw unkDraw, Actor* actor,
RSPMatrix** mtx) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
Gfx* dList[2];
Vec3f pos;
Vec3s rot;
@@ -481,7 +482,7 @@ void func_80134148(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton,
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = limbDrawTable[limbIndex];
@@ -529,9 +530,9 @@ void func_80134148(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton,
}
}
void func_801343C0(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
void func_801343C0(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, UnkActorDraw unkDraw, Actor* actor) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
s32 pad;
Gfx* dList[2];
Vec3f pos;
@@ -552,7 +553,7 @@ void func_801343C0(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDraw
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
@@ -600,11 +601,11 @@ void func_801343C0(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDraw
*/
void SkelAnime_AnimateFrame(AnimationHeader* animationSeg, s32 currentFrame, s32 limbCount, Vec3s* dst) {
AnimationHeader* animationHeader = Lib_SegmentedToVirtual(animationSeg);
AnimationRotationIndex* index = Lib_SegmentedToVirtual(animationHeader->rotationIndexSeg);
AnimationRotationValue* rotationValueTable = Lib_SegmentedToVirtual(animationHeader->rotationValueSeg);
JointIndex* index = Lib_SegmentedToVirtual(animationHeader->jointIndices);
AnimationRotationValue* rotationValueTable = Lib_SegmentedToVirtual(animationHeader->frameData);
AnimationRotationValue* frameRotationValueTable = &rotationValueTable[currentFrame];
s32 i;
u16 limit = animationHeader->limit;
u16 limit = animationHeader->staticIndexMax;
for (i = 0; i < limbCount; i++) {
// Debug prints here, this is needed to prevent loop unrolling
@@ -618,13 +619,13 @@ void SkelAnime_AnimateFrame(AnimationHeader* animationSeg, s32 currentFrame, s32
}
}
s16 SkelAnime_GetTotalFrames(GenericAnimationHeader* animationSeg) {
GenericAnimationHeader* animation = Lib_SegmentedToVirtual(animationSeg);
s16 SkelAnime_GetTotalFrames(AnimationHeaderCommon* animationSeg) {
AnimationHeaderCommon* animation = Lib_SegmentedToVirtual(animationSeg);
return animation->frameCount;
}
s16 SkelAnime_GetFrameCount(GenericAnimationHeader* animationSeg) {
GenericAnimationHeader* animation = Lib_SegmentedToVirtual(animationSeg);
s16 SkelAnime_GetFrameCount(AnimationHeaderCommon* animationSeg) {
AnimationHeaderCommon* animation = Lib_SegmentedToVirtual(animationSeg);
return (u16)animation->frameCount - 1;
}
@@ -633,16 +634,16 @@ s16 SkelAnime_GetFrameCount(GenericAnimationHeader* animationSeg) {
* Draws the Skeleton `skeleton`'s limb at index `limbIndex`. Appends all generated graphics commands to
* `gfx`. Returns a pointer to the next gfx to be appended to.
*/
Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
Gfx* dList;
Vec3f pos;
Vec3s rot;
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = limbDrawTable[limbIndex];
@@ -684,9 +685,9 @@ Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skel
* Draws the Skeleton `skeleton` Appends all generated graphics to `gfx`, and returns a pointer to the
* next gfx to be appended to.
*/
Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
s32 pad;
Gfx* dList;
Vec3f pos;
@@ -698,7 +699,7 @@ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDr
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
@@ -734,10 +735,10 @@ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDr
* Draws the Skeleton `skeleton` Appends all generated graphics to `gfx`, and returns a pointer to the
* next gfx to be appended to. Allocates matricies for display lists on the graph heap.
*/
Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* skeleton, Vec3s* limbDrawTable,
Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable,
OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor,
RSPMatrix** mtx, Gfx* gfx) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
Gfx* dList1;
Gfx* dList2;
Vec3f pos;
@@ -745,7 +746,7 @@ Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[limbIndex]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = limbDrawTable[limbIndex];
@@ -789,9 +790,9 @@ Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, Skeleton* sk
return gfx;
}
Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount,
OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx) {
SkelLimbEntry* limbEntry;
StandardLimb* limbEntry;
s32 pad;
Gfx* dList1;
Gfx* dList2;
@@ -809,7 +810,7 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limb
Matrix_Push();
limbEntry = Lib_SegmentedToVirtual(skeleton->limbs[0]);
limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]);
pos.x = limbDrawTable[0].x;
pos.y = limbDrawTable[0].y;
@@ -851,8 +852,8 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limb
// Function is unused.
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_skelanime/func_80134FFC.asm")
s16 func_801353D4(GenericAnimationHeader* animationSeg) {
GenericAnimationHeader* animation = Lib_SegmentedToVirtual(animationSeg);
s16 func_801353D4(AnimationHeaderCommon* animationSeg) {
AnimationHeaderCommon* animation = Lib_SegmentedToVirtual(animationSeg);
return animation->unk02;
}
@@ -861,8 +862,8 @@ s16 func_801353D4(GenericAnimationHeader* animationSeg) {
* Appears to be unused anywhere in the game. Appears to be a clone of
* SkelAnime_GetTotalFrames
*/
s16 SkelAnime_GetTotalFrames2(GenericAnimationHeader* animationSeg) {
GenericAnimationHeader* animation = Lib_SegmentedToVirtual(animationSeg);
s16 SkelAnime_GetTotalFrames2(AnimationHeaderCommon* animationSeg) {
AnimationHeaderCommon* animation = Lib_SegmentedToVirtual(animationSeg);
return animation->frameCount;
}
@@ -871,8 +872,8 @@ s16 SkelAnime_GetTotalFrames2(GenericAnimationHeader* animationSeg) {
* Appears to be unused anywhere in the game. Appears to be a clone of
* SkelAnime_GetFrameCount
*/
s16 SkelAnime_GetFrameCount2(GenericAnimationHeader* animationSeg) {
GenericAnimationHeader* animation = Lib_SegmentedToVirtual(animationSeg);
s16 SkelAnime_GetFrameCount2(AnimationHeaderCommon* animationSeg) {
AnimationHeaderCommon* animation = Lib_SegmentedToVirtual(animationSeg);
return animation->frameCount - 1;
}
@@ -933,20 +934,20 @@ AnimationEntry* SkelAnime_NextEntry(AnimationContext* animationCtx, AnimationTyp
* The next 6 functions are coordinate with the AnimationType enum
*/
void SkelAnime_LoadLinkAnimetion(GlobalContext* globalCtx, LinkAnimetionEntry* linkAnimetionSeg, s32 frame,
void SkelAnime_LoadLinkAnimetion(GlobalContext* globalCtx, LinkAnimationHeader* linkAnimetionSeg, s32 frame,
s32 limbCount, void* ram) {
AnimationEntry* entry;
LinkAnimetionEntry* linkAnimetionEntry;
LinkAnimationHeader* LinkAnimationHeader;
s32 pad;
entry = SkelAnime_NextEntry(&globalCtx->animationCtx, ANIMATION_LINKANIMETION);
if (entry != NULL) {
linkAnimetionEntry = Lib_SegmentedToVirtual(linkAnimetionSeg);
LinkAnimationHeader = Lib_SegmentedToVirtual(linkAnimetionSeg);
osCreateMesgQueue(&entry->types.type0.msgQueue, &entry->types.type0.msg, 1);
DmaMgr_SendRequestImpl(
&entry->types.type0.req, ram,
LINK_ANIMETION_OFFSET(linkAnimetionEntry->animationSegAddress, (sizeof(Vec3s) * limbCount + 2) * frame),
LINK_ANIMETION_OFFSET(LinkAnimationHeader->segment, (sizeof(Vec3s) * limbCount + 2) * frame),
sizeof(Vec3s) * limbCount + 2, 0, &entry->types.type0.msgQueue, NULL);
}
}
@@ -1089,16 +1090,16 @@ void func_80135EE8(GlobalContext* globalCtx, AnimationContext* animationCtx) {
D_801F5AB4 = 0;
}
void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
LinkAnimetionEntry* linkAnimetionEntrySeg, s32 flags, Vec3s* limbDrawTbl,
void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
LinkAnimationHeader* linkAnimationHeaderSeg, s32 flags, Vec3s* limbDrawTbl,
Vec3s* transitionDrawTbl, s32 limbBufCount) {
SkeletonHeader* skeletonHeader;
FlexSkeletonHeader* skeletonHeader;
s32 headerCount;
s32 limbCount;
u32 allocSize;
skeletonHeader = Lib_SegmentedToVirtual(skeletonHeaderSeg);
headerCount = skeletonHeader->limbCount;
headerCount = skeletonHeader->sh.limbCount;
skelAnime->initFlags = flags;
limbCount = (flags & 2) ? headerCount : 1;
@@ -1112,7 +1113,7 @@ void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime,
skelAnime->limbCount = limbCount;
skelAnime->dListCount = skeletonHeader->dListCount;
skelAnime->skeleton = Lib_SegmentedToVirtual(skeletonHeader->skeletonSeg);
skelAnime->skeleton = Lib_SegmentedToVirtual(skeletonHeader->sh.skeletonSeg);
allocSize = sizeof(Vec3s) * limbCount;
if (flags & 8) {
@@ -1127,7 +1128,7 @@ void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime,
skelAnime->transitionDrawTbl = (Vec3s*)ALIGN16((u32)transitionDrawTbl);
}
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f, 0.0f, 0, 0.0f);
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimationHeaderSeg, 1.0f, 0.0f, 0.0f, 0, 0.0f);
}
void func_801360A8(SkelAnime* skelAnime) {
@@ -1213,60 +1214,61 @@ void SkelAnime_SetTransition(GlobalContext* globalCtx, SkelAnime* skelAnime, f32
skelAnime->transitionStep = 1.0f / transitionRate;
}
void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
f32 playbackSpeed, f32 frame, f32 frameCount, u8 animationMode, f32 transitionRate) {
void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimationHeader* linkAnimationHeaderSeg, f32 playbackSpeed, f32 frame, f32 frameCount,
u8 animationMode, f32 transitionRate) {
skelAnime->mode = animationMode;
if ((transitionRate != 0.0f) &&
((linkAnimetionEntrySeg != skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) {
((linkAnimationHeaderSeg != skelAnime->linkAnimetionSeg) || (frame != skelAnime->animCurrentFrame))) {
if (transitionRate < 0) {
func_801360A8(skelAnime);
SkelAnime_CopyVec3s(skelAnime, skelAnime->transitionDrawTbl, skelAnime->limbDrawTbl);
transitionRate = -transitionRate;
} else {
skelAnime->animUpdate = func_80136104;
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount,
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)frame, skelAnime->limbCount,
skelAnime->transitionDrawTbl);
}
skelAnime->transCurrentFrame = 1.0f;
skelAnime->transitionStep = 1.0f / transitionRate;
} else {
func_801360A8(skelAnime);
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount,
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)frame, skelAnime->limbCount,
skelAnime->limbDrawTbl);
skelAnime->transCurrentFrame = 0.0f;
}
skelAnime->linkAnimetionSeg = linkAnimetionEntrySeg;
skelAnime->linkAnimetionSeg = linkAnimationHeaderSeg;
skelAnime->animCurrentFrame = 0.0f;
skelAnime->initialFrame = frame;
skelAnime->animCurrentFrame = frame;
skelAnime->animFrameCount = frameCount;
skelAnime->totalFrames = SkelAnime_GetTotalFrames(&linkAnimetionEntrySeg->genericHeader);
skelAnime->totalFrames = SkelAnime_GetTotalFrames(&linkAnimationHeaderSeg->common);
skelAnime->animPlaybackSpeed = playbackSpeed;
}
void SkelAnime_ChangeLinkAnimDefaultStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimetionEntry* linkAnimetionEntrySeg) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f,
SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 2, 0.0f);
LinkAnimationHeader* linkAnimationHeaderSeg) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimationHeaderSeg, 1.0f, 0.0f,
SkelAnime_GetFrameCount(&linkAnimationHeaderSeg->common), 2, 0.0f);
}
void SkelAnime_ChangeLinkAnimPlaybackStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, playbackSpeed, 0.0f,
SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 2, 0.0f);
LinkAnimationHeader* linkAnimationHeaderSeg, f32 playbackSpeed) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimationHeaderSeg, playbackSpeed, 0.0f,
SkelAnime_GetFrameCount(&linkAnimationHeaderSeg->common), 2, 0.0f);
}
void SkelAnime_ChangeLinkAnimDefaultRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimetionEntry* linkAnimetionEntrySeg) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, 1.0f, 0.0f,
SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 0, 0.0f);
LinkAnimationHeader* linkAnimationHeaderSeg) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimationHeaderSeg, 1.0f, 0.0f,
SkelAnime_GetFrameCount(&linkAnimationHeaderSeg->common), 0, 0.0f);
}
void SkelAnime_ChangeLinkAnimPlaybackRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimetionEntrySeg, playbackSpeed, 0.0f,
SkelAnime_GetFrameCount(&linkAnimetionEntrySeg->genericHeader), 0, 0.0f);
LinkAnimationHeader* linkAnimationHeaderSeg, f32 playbackSpeed) {
SkelAnime_ChangeLinkAnim(globalCtx, skelAnime, linkAnimationHeaderSeg, playbackSpeed, 0.0f,
SkelAnime_GetFrameCount(&linkAnimationHeaderSeg->common), 0, 0.0f);
}
void func_8013670C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
@@ -1277,15 +1279,15 @@ void func_8013673C(GlobalContext* globalCtx, SkelAnime* skelAnime) {
SkelAnime_LoadAnimationType1(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, skelAnime->transitionDrawTbl);
}
void func_8013676C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
void func_8013676C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* linkAnimationHeaderSeg,
f32 frame) {
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount,
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)frame, skelAnime->limbCount,
skelAnime->transitionDrawTbl);
}
void func_801367B0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
void func_801367B0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* linkAnimationHeaderSeg,
f32 frame) {
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)frame, skelAnime->limbCount,
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)frame, skelAnime->limbCount,
skelAnime->limbDrawTbl);
}
@@ -1294,32 +1296,32 @@ void func_801367F4(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 frame) {
frame);
}
void func_8013682C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
f32 transitionFrame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 frame, f32 transitionRate,
void func_8013682C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* linkAnimationHeaderSeg,
f32 transitionFrame, LinkAnimationHeader* LinkAnimationHeaderSeg2, f32 frame, f32 transitionRate,
Vec3s* limbDrawTbl) {
Vec3s* alignedLimbDrawTbl;
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)transitionFrame, skelAnime->limbCount,
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)transitionFrame, skelAnime->limbCount,
skelAnime->limbDrawTbl);
alignedLimbDrawTbl = (Vec3s*)ALIGN16((u32)limbDrawTbl);
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg2, (s32)frame, skelAnime->limbCount,
SkelAnime_LoadLinkAnimetion(globalCtx, LinkAnimationHeaderSeg2, (s32)frame, skelAnime->limbCount,
alignedLimbDrawTbl);
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->limbDrawTbl, alignedLimbDrawTbl,
transitionRate);
}
void func_801368CC(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
f32 transitionFrame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 frame, f32 transitionRate,
void func_801368CC(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* linkAnimationHeaderSeg,
f32 transitionFrame, LinkAnimationHeader* LinkAnimationHeaderSeg2, f32 frame, f32 transitionRate,
Vec3s* limbDrawTbl) {
Vec3s* alignedLimbDrawTbl;
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg, (s32)transitionFrame, skelAnime->limbCount,
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimationHeaderSeg, (s32)transitionFrame, skelAnime->limbCount,
skelAnime->transitionDrawTbl);
alignedLimbDrawTbl = (Vec3s*)ALIGN16((u32)limbDrawTbl);
SkelAnime_LoadLinkAnimetion(globalCtx, linkAnimetionEntrySeg2, (s32)frame, skelAnime->limbCount,
SkelAnime_LoadLinkAnimetion(globalCtx, LinkAnimationHeaderSeg2, (s32)frame, skelAnime->limbCount,
alignedLimbDrawTbl);
SkelAnime_LoadAnimationType2(globalCtx, skelAnime->limbCount, skelAnime->transitionDrawTbl, alignedLimbDrawTbl,
transitionRate);
@@ -1380,14 +1382,14 @@ void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHead
}
}
void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animationSeg, Vec3s* limbDrawTbl, Vec3s* transitionDrawTable, s32 limbCount) {
SkeletonHeader* skeletonHeader;
FlexSkeletonHeader* skeletonHeader;
skeletonHeader = Lib_SegmentedToVirtual(skeletonHeaderSeg);
skelAnime->limbCount = skeletonHeader->limbCount + 1;
skelAnime->limbCount = skeletonHeader->sh.limbCount + 1;
skelAnime->dListCount = skeletonHeader->dListCount;
skelAnime->skeleton = Lib_SegmentedToVirtual(skeletonHeader->skeletonSeg);
skelAnime->skeleton = Lib_SegmentedToVirtual(skeletonHeader->sh.skeletonSeg);
if (limbDrawTbl == NULL) {
skelAnime->limbDrawTbl = zelda_malloc(sizeof(*skelAnime->limbDrawTbl) * skelAnime->limbCount);
@@ -1596,7 +1598,7 @@ void SkelAnime_ChangeAnimImpl(SkelAnime* skelAnime, AnimationHeader* animationSe
skelAnime->animCurrentSeg = animationSeg;
skelAnime->initialFrame = frame;
skelAnime->animFrameCount = frameCount;
skelAnime->totalFrames = SkelAnime_GetTotalFrames(&animationSeg->genericHeader);
skelAnime->totalFrames = SkelAnime_GetTotalFrames(&animationSeg->common);
if (skelAnime->mode >= 4) {
skelAnime->animCurrentFrame = 0.0f;
} else {
@@ -1614,23 +1616,21 @@ void SkelAnime_ChangeAnim(SkelAnime* skelAnime, AnimationHeader* animationSeg, f
}
void SkelAnime_ChangeAnimDefaultStop(SkelAnime* skelAnime, AnimationHeader* animationSeg) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2,
0.0f);
SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->common), 2, 0.0f);
}
void SkelAnime_ChangeAnimTransitionStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2,
SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0, SkelAnime_GetFrameCount(&animationSeg->common), 2,
transitionRate);
}
void SkelAnime_ChangeAnimPlaybackStop(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f,
SkelAnime_GetFrameCount(&animationSeg->genericHeader), 2, 0.0f);
SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(&animationSeg->common),
2, 0.0f);
}
void SkelAnime_ChangeAnimDefaultRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->genericHeader), 0,
0.0f);
SkelAnime_ChangeAnim(skelAnime, animationSeg, 1.0f, 0.0f, SkelAnime_GetFrameCount(&animationSeg->common), 0, 0.0f);
}
void SkelAnime_ChangeAnimTransitionRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 transitionRate) {
@@ -1638,8 +1638,8 @@ void SkelAnime_ChangeAnimTransitionRepeat(SkelAnime* skelAnime, AnimationHeader*
}
void SkelAnime_ChangeAnimPlaybackRepeat(SkelAnime* skelAnime, AnimationHeader* animationSeg, f32 playbackSpeed) {
SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f,
SkelAnime_GetFrameCount(&animationSeg->genericHeader), 0, 0.0f);
SkelAnime_ChangeAnim(skelAnime, animationSeg, playbackSpeed, 0.0f, SkelAnime_GetFrameCount(&animationSeg->common),
0, 0.0f);
}
void SkelAnime_AnimSetStop(SkelAnime* skelAnime) {