mirror of
https://github.com/zeldaret/mm.git
synced 2026-06-08 12:17:05 -04:00
z_skin and z_skin_awb OK and documented a bit (#415)
* oot copypaste * func_8013859C non matching and func_80138700 * protos * the other functions * func_80138300 * progress * func_80137F58 * func_80137EBC * func_80137B34 NON_MATCHING * func_80137970 * func_8013835C * z64skin * some docs * some bits * Match func_80137B34 * Match Skin_DrawImpl * Match Skin_Init tahnks to Anon * Some docs? * AnimatedLimb * SkinVtx * more names * fix merge issue * format * another clean * trailing comma * cleanup * format * add some descriptions * Import bss * last cleanup * Update ZAPD symbol map * Reanme gIdentityMtx and gIdentityMtxF * fix merge issues * bss * review * Update include/z64skin.h Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * bss * Port @fig02 skin docs * format and a few changes * format * Port over OoT review * fixes * Engineer's review * format * address pr * Fix bss * fix bss * Update src/code/z_skin_awb.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * bss * bss * undo * pr * Skin_Setup Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
@@ -1,3 +1,4 @@
|
||||
#include "prevent_bss_reordering.h"
|
||||
#include "global.h"
|
||||
#include "vt.h"
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#include "prevent_bss_reordering.h"
|
||||
#include "global.h"
|
||||
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
|
||||
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
#include "prevent_bss_reordering.h"
|
||||
#include "global.h"
|
||||
#include "interface/parameter_static/parameter_static.h"
|
||||
#include "prevent_bss_reordering.h"
|
||||
|
||||
static s16 sHeartsPrimColors[3][3] = { { 255, 70, 50 }, { 255, 190, 0 }, { 100, 100, 255 } };
|
||||
static s16 sHeartsEnvColors[3][3] = { { 50, 40, 60 }, { 255, 0, 0 }, { 0, 0, 255 } };
|
||||
static s16 sHeartsPrimFactors[3][3] = { { 0, 0, 0 }, { 0, 120, -50 }, { -155, 30, 205 } };
|
||||
static s16 sHeartsEnvFactors[3][3] = { { 0, 0, 0 }, { 205, -40, -60 }, { -50, -40, 195 } };
|
||||
static s16 sHeartsDDPrimColors[3][3] = { { 255, 255, 255 }, { 255, 190, 0 }, { 100, 100, 255 } };
|
||||
static s16 sHeartsDDEnvColors[3][3] = { { 200, 0, 0 }, { 255, 0, 0 }, { 0, 0, 255 } };
|
||||
static s16 sHeartsDDPrimFactors[3][3] = { { 0, 0, 0 }, { 0, -65, -255 }, { -155, -155, 0 } };
|
||||
static s16 sHeartsDDEnvFactors[3][3] = { { 0, 0, 0 }, { 55, 0, 0 }, { -200, 0, 255 } };
|
||||
s16 sHeartsPrimColors[3][3] = { { 255, 70, 50 }, { 255, 190, 0 }, { 100, 100, 255 } };
|
||||
s16 sHeartsEnvColors[3][3] = { { 50, 40, 60 }, { 255, 0, 0 }, { 0, 0, 255 } };
|
||||
s16 sHeartsPrimFactors[3][3] = { { 0, 0, 0 }, { 0, 120, -50 }, { -155, 30, 205 } };
|
||||
s16 sHeartsEnvFactors[3][3] = { { 0, 0, 0 }, { 205, -40, -60 }, { -50, -40, 195 } };
|
||||
s16 sHeartsDDPrimColors[3][3] = { { 255, 255, 255 }, { 255, 190, 0 }, { 100, 100, 255 } };
|
||||
s16 sHeartsDDEnvColors[3][3] = { { 200, 0, 0 }, { 255, 0, 0 }, { 0, 0, 255 } };
|
||||
s16 sHeartsDDPrimFactors[3][3] = { { 0, 0, 0 }, { 0, -65, -255 }, { -155, -155, 0 } };
|
||||
s16 sHeartsDDEnvFactors[3][3] = { { 0, 0, 0 }, { 55, 0, 0 }, { -200, 0, 255 } };
|
||||
|
||||
s16 sBeatingHeartsDDPrim[3];
|
||||
s16 sBeatingHeartsDDEnv[3];
|
||||
|
||||
@@ -1577,7 +1577,7 @@ void SkelAnime_InitFlex(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkel
|
||||
/**
|
||||
* Initializes a skeleton with SkinLimbs to a looping animation, dynamically allocating the frame tables.
|
||||
*/
|
||||
void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
|
||||
void SkelAnime_InitSkin(GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
|
||||
AnimationHeader* animation) {
|
||||
SkeletonHeader* skeletonHeader;
|
||||
|
||||
|
||||
+261
-11
@@ -1,23 +1,273 @@
|
||||
#include "global.h"
|
||||
#include "z64skin.h"
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_80137970.s")
|
||||
// 60 is an arbitrary number which specifies the max amount of limbs per skeleton this system supports
|
||||
MtxF gSkinLimbMatrices[60];
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_80137B34.s")
|
||||
static s32 sUnused;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_80137EBC.s")
|
||||
void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos) {
|
||||
SkinVertex* vertexEntry;
|
||||
Vtx* vtx;
|
||||
Vec3f wTemp;
|
||||
Vec3f normal;
|
||||
Vec3f sp44;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_80137F58.s")
|
||||
wTemp.x = mtx->wx;
|
||||
wTemp.y = mtx->wy;
|
||||
wTemp.z = mtx->wz;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_80138050.s")
|
||||
mtx->wx = 0.0f;
|
||||
mtx->wy = 0.0f;
|
||||
mtx->wz = 0.0f;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_80138228.s")
|
||||
for (vertexEntry = skinVertices; vertexEntry < &skinVertices[modifEntry->vtxCount]; vertexEntry++) {
|
||||
vtx = &vtxBuf[vertexEntry->index];
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_80138258.s")
|
||||
vtx->n.ob[0] = pos->x;
|
||||
vtx->n.ob[1] = pos->y;
|
||||
vtx->n.ob[2] = pos->z;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_8013828C.s")
|
||||
sp44.x = vertexEntry->normX;
|
||||
sp44.y = vertexEntry->normY;
|
||||
sp44.z = vertexEntry->normZ;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_801382C4.s")
|
||||
SkinMatrix_Vec3fMtxFMultXYZ(mtx, &sp44, &normal);
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_80138300.s")
|
||||
vtx->n.n[0] = normal.x;
|
||||
vtx->n.n[1] = normal.y;
|
||||
vtx->n.n[2] = normal.z;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin/func_8013835C.s")
|
||||
mtx->wx = wTemp.x;
|
||||
mtx->wy = wTemp.y;
|
||||
mtx->wz = wTemp.z;
|
||||
}
|
||||
|
||||
void Skin_ApplyLimbModifications(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3) {
|
||||
s32 modifCount;
|
||||
SkinLimb** skeleton;
|
||||
s32 pad;
|
||||
SkinAnimatedLimbData* data;
|
||||
s32 pad2[5];
|
||||
SkinLimbModif* modif;
|
||||
SkinLimbVtx* vtxEntry;
|
||||
s32 pad3;
|
||||
s32 transformCount;
|
||||
f32 scale;
|
||||
SkinVertex* skinVertices;
|
||||
Vec3f sp88;
|
||||
Vtx* vtxBuf;
|
||||
SkinTransformation* limbTransformations;
|
||||
Vec3f spDC;
|
||||
Vec3f spD0;
|
||||
SkinTransformation* transformationEntry;
|
||||
SkinLimb* limb;
|
||||
SkinLimbModif* modifications;
|
||||
|
||||
OPEN_DISPS(gfxCtx);
|
||||
|
||||
skeleton = (SkinLimb**)Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
|
||||
limb = (SkinLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]);
|
||||
data = Lib_SegmentedToVirtual(limb->segment);
|
||||
modifications = (SkinLimbModif*)Lib_SegmentedToVirtual(data->limbModifications);
|
||||
|
||||
vtxEntry = &skin->vtxTable[limbIndex];
|
||||
|
||||
vtxBuf = vtxEntry->buf[vtxEntry->index];
|
||||
modifCount = data->limbModifCount;
|
||||
|
||||
for (modif = modifications; modif < &modifications[modifCount]; modif++) {
|
||||
Vec3f spAC;
|
||||
Vec3f spA0;
|
||||
|
||||
skinVertices = (SkinVertex*)Lib_SegmentedToVirtual(modif->skinVertices);
|
||||
limbTransformations = (SkinTransformation*)Lib_SegmentedToVirtual(modif->limbTransformations);
|
||||
transformCount = modif->transformCount;
|
||||
|
||||
if (transformCount == 1) {
|
||||
spAC.x = limbTransformations[0].x;
|
||||
spAC.y = limbTransformations[0].y;
|
||||
spAC.z = limbTransformations[0].z;
|
||||
|
||||
SkinMatrix_Vec3fMtxFMultXYZ(&gSkinLimbMatrices[limbTransformations[0].limbIndex], &spAC, &spDC);
|
||||
} else if (arg3) {
|
||||
transformationEntry = &limbTransformations[modif->unk_04];
|
||||
|
||||
spA0.x = transformationEntry->x;
|
||||
spA0.y = transformationEntry->y;
|
||||
spA0.z = transformationEntry->z;
|
||||
SkinMatrix_Vec3fMtxFMultXYZ(&gSkinLimbMatrices[transformationEntry->limbIndex], &spA0, &spDC);
|
||||
} else {
|
||||
spDC.x = 0.0f;
|
||||
spDC.y = 0.0f;
|
||||
spDC.z = 0.0f;
|
||||
|
||||
for (transformationEntry = limbTransformations; transformationEntry < &limbTransformations[transformCount];
|
||||
transformationEntry++) {
|
||||
scale = transformationEntry->scale * 0.01f;
|
||||
|
||||
sp88.x = transformationEntry->x;
|
||||
sp88.y = transformationEntry->y;
|
||||
sp88.z = transformationEntry->z;
|
||||
|
||||
SkinMatrix_Vec3fMtxFMultXYZ(&gSkinLimbMatrices[transformationEntry->limbIndex], &sp88, &spD0);
|
||||
|
||||
spDC.x += spD0.x * scale;
|
||||
spDC.y += spD0.y * scale;
|
||||
spDC.z += spD0.z * scale;
|
||||
}
|
||||
}
|
||||
|
||||
Skin_UpdateVertices(&gSkinLimbMatrices[limbTransformations[modif->unk_04].limbIndex], skinVertices, modif,
|
||||
vtxBuf, &spDC);
|
||||
}
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, vtxEntry->buf[vtxEntry->index]);
|
||||
|
||||
vtxEntry->index = (vtxEntry->index == 0);
|
||||
|
||||
CLOSE_DISPS(gfxCtx);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a limb of type SKIN_LIMB_TYPE_ANIMATED, of the skeleton `skin` at index `limbIndex`
|
||||
* The vertices of this limb are modified dynamically
|
||||
*/
|
||||
void Skin_DrawAnimatedLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags) {
|
||||
SkinLimb** skeleton;
|
||||
s32 pad[3];
|
||||
SkinAnimatedLimbData* data;
|
||||
|
||||
OPEN_DISPS(gfxCtx);
|
||||
|
||||
skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
|
||||
data = Lib_SegmentedToVirtual(((SkinLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]))->segment);
|
||||
|
||||
if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS)) {
|
||||
Skin_ApplyLimbModifications(gfxCtx, skin, limbIndex, arg3);
|
||||
}
|
||||
|
||||
gSPDisplayList(POLY_OPA_DISP++, data->dlist);
|
||||
|
||||
CLOSE_DISPS(gfxCtx);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a limb of type SKIN_LIMB_TYPE_NORMAL, of the skeleton `skin` at index `limbIndex`
|
||||
*/
|
||||
void Skin_DrawLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dListOverride, s32 drawFlags) {
|
||||
Gfx* gfx = dListOverride;
|
||||
SkinLimb** skeleton;
|
||||
|
||||
OPEN_DISPS(gfxCtx);
|
||||
|
||||
skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
|
||||
|
||||
if (dListOverride == NULL) {
|
||||
gfx = ((SkinLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]))->segment;
|
||||
}
|
||||
|
||||
if (gfx != NULL) {
|
||||
Mtx* mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &gSkinLimbMatrices[limbIndex]);
|
||||
|
||||
if (mtx != NULL) {
|
||||
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gfx);
|
||||
gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW);
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
}
|
||||
}
|
||||
|
||||
CLOSE_DISPS(gfxCtx);
|
||||
}
|
||||
|
||||
void Skin_DrawImpl(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw,
|
||||
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags) {
|
||||
s32 i;
|
||||
SkinLimb** skeleton;
|
||||
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
|
||||
|
||||
OPEN_DISPS(gfxCtx);
|
||||
|
||||
if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS)) {
|
||||
Skin_ApplyAnimTransformations(skin, gSkinLimbMatrices, actor, setTranslation);
|
||||
}
|
||||
|
||||
skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
|
||||
|
||||
if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_MATRIX)) {
|
||||
Mtx* mtx;
|
||||
|
||||
gSPMatrix(POLY_OPA_DISP++, &gIdentityMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &skin->mtx);
|
||||
if (mtx == NULL) {
|
||||
goto close_disps;
|
||||
}
|
||||
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
}
|
||||
|
||||
for (i = 0; i < skin->skeletonHeader->limbCount; i++) {
|
||||
s32 shouldDraw = true;
|
||||
s32 segmentType;
|
||||
|
||||
if (overrideLimbDraw != NULL) {
|
||||
shouldDraw = overrideLimbDraw(actor, globalCtx, i, skin);
|
||||
}
|
||||
|
||||
segmentType = ((SkinLimb*)Lib_SegmentedToVirtual(skeleton[i]))->segmentType;
|
||||
|
||||
if (segmentType == SKIN_LIMB_TYPE_ANIMATED && shouldDraw) {
|
||||
Skin_DrawAnimatedLimb(gfxCtx, skin, i, arg6, drawFlags);
|
||||
} else if (segmentType == SKIN_LIMB_TYPE_NORMAL && shouldDraw) {
|
||||
Skin_DrawLimb(gfxCtx, skin, i, NULL, drawFlags);
|
||||
}
|
||||
}
|
||||
|
||||
if (postDraw != NULL) {
|
||||
postDraw(actor, globalCtx, skin);
|
||||
}
|
||||
|
||||
close_disps:;
|
||||
CLOSE_DISPS(gfxCtx);
|
||||
}
|
||||
|
||||
// allows specifying postDraw and setTranslation
|
||||
void func_80138228(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw, s32 setTranslation) {
|
||||
Skin_DrawImpl(actor, globalCtx, skin, postDraw, NULL, setTranslation, false, 0);
|
||||
}
|
||||
|
||||
// allows specifying OverrideLimbDraw, postDraw and setTranslation
|
||||
void func_80138258(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw,
|
||||
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation) {
|
||||
Skin_DrawImpl(actor, globalCtx, skin, postDraw, overrideLimbDraw, setTranslation, false, 0);
|
||||
}
|
||||
|
||||
// allows specifying OverrideLimbDraw, postDraw, setTranslation, and arg6
|
||||
void func_8013828C(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw,
|
||||
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6) {
|
||||
Skin_DrawImpl(actor, globalCtx, skin, postDraw, overrideLimbDraw, setTranslation, arg6, 0);
|
||||
}
|
||||
|
||||
// allows specifying all variables
|
||||
void func_801382C4(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw,
|
||||
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags) {
|
||||
Skin_DrawImpl(actor, globalCtx, skin, postDraw, overrideLimbDraw, setTranslation, arg6, drawFlags);
|
||||
}
|
||||
|
||||
void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst) {
|
||||
MtxF mtxf;
|
||||
|
||||
SkinMatrix_MtxFMtxFMult(&skin->mtx, &gSkinLimbMatrices[limbIndex], &mtxf);
|
||||
SkinMatrix_Vec3fMtxFMultXYZ(&mtxf, offset, dst);
|
||||
}
|
||||
|
||||
void Skin_GetVertexPos(Skin* skin, s32 limbIndex, s32 vtxIndex, Vec3f* dst) {
|
||||
Vec3f pos;
|
||||
Vtx* vtx = &skin->vtxTable[limbIndex].buf[skin->vtxTable[0].index][vtxIndex];
|
||||
|
||||
pos.x = vtx->n.ob[0];
|
||||
pos.y = vtx->n.ob[1];
|
||||
pos.z = vtx->n.ob[2];
|
||||
SkinMatrix_Vec3fMtxFMultXYZ(&skin->mtx, &pos, dst);
|
||||
}
|
||||
|
||||
+197
-6
@@ -1,13 +1,204 @@
|
||||
#include "global.h"
|
||||
#include "z64skin.h"
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin_awb/func_80138410.s")
|
||||
void Skin_Setup(Skin* skin) {
|
||||
skin->skeletonHeader = NULL;
|
||||
skin->limbCount = 0;
|
||||
skin->vtxTable = NULL;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin_awb/func_80138424.s")
|
||||
/**
|
||||
* Initialises the Vtx buffers used for limb at index `limbIndex`
|
||||
*/
|
||||
void Skin_InitAnimatedLimb(GameState* gameState, Skin* skin, s32 limbIndex) {
|
||||
s32 i;
|
||||
SkinLimb** skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
|
||||
SkinAnimatedLimbData* animatedLimbData =
|
||||
Lib_SegmentedToVirtual(((SkinLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]))->segment);
|
||||
SkinLimbModif* limbModifications = Lib_SegmentedToVirtual(animatedLimbData->limbModifications);
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin_awb/func_8013859C.s")
|
||||
for (i = 0; i < ARRAY_COUNT(skin->vtxTable->buf); i++) {
|
||||
Vtx* vertices = skin->vtxTable[limbIndex].buf[i];
|
||||
SkinLimbModif* modifEntry;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin_awb/func_80138700.s")
|
||||
for (modifEntry = limbModifications; modifEntry < &limbModifications[animatedLimbData->limbModifCount];
|
||||
modifEntry++) {
|
||||
SkinVertex* skinVertices = Lib_SegmentedToVirtual(modifEntry->skinVertices);
|
||||
SkinVertex* skinVtxEntry;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin_awb/func_801387D4.s")
|
||||
for (skinVtxEntry = skinVertices; skinVtxEntry < &skinVertices[modifEntry->vtxCount];) {
|
||||
Vtx* vtx = &vertices[skinVtxEntry->index];
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_skin_awb/func_801388E4.s")
|
||||
skinVtxEntry++;
|
||||
|
||||
vtx->n.flag = 0;
|
||||
vtx->n.tc[0] = skinVtxEntry[-1].s;
|
||||
vtx->n.tc[1] = skinVtxEntry[-1].t;
|
||||
vtx->n.a = skinVtxEntry[-1].alpha;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes a skin skeleton to looping animation, dynamically allocating the frame tables,
|
||||
* and dynamically allocating and initialising the Vtx and SkinLimbVtx buffers for its animated limbs
|
||||
*/
|
||||
void Skin_Init(GameState* gameState, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader) {
|
||||
s32 limbCount;
|
||||
s32 i;
|
||||
SkinLimb** skeleton;
|
||||
SkeletonHeader* virtSkelHeader = Lib_SegmentedToVirtual(skeletonHeader);
|
||||
|
||||
skin->limbCount = virtSkelHeader->limbCount;
|
||||
skin->skeletonHeader = virtSkelHeader;
|
||||
limbCount = skin->skeletonHeader->limbCount;
|
||||
|
||||
skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
|
||||
skin->vtxTable = ZeldaArena_Malloc(limbCount * sizeof(SkinLimbVtx));
|
||||
|
||||
for (i = 0; i < limbCount; i++) {
|
||||
SkinLimbVtx* vtxEntry = &skin->vtxTable[i];
|
||||
|
||||
if ((((SkinLimb*)Lib_SegmentedToVirtual(skeleton[i]))->segmentType != SKIN_LIMB_TYPE_ANIMATED) ||
|
||||
(((SkinLimb*)Lib_SegmentedToVirtual(skeleton[i]))->segment == NULL)) {
|
||||
vtxEntry->index = 0;
|
||||
|
||||
vtxEntry->buf[0] = NULL;
|
||||
vtxEntry->buf[1] = NULL;
|
||||
} else {
|
||||
SkinAnimatedLimbData* animatedLimbData =
|
||||
Lib_SegmentedToVirtual((((SkinLimb*)Lib_SegmentedToVirtual(skeleton[i]))->segment));
|
||||
|
||||
{ s32 tmp; }
|
||||
|
||||
vtxEntry->index = 0;
|
||||
vtxEntry->buf[0] = ZeldaArena_Malloc(animatedLimbData->totalVtxCount * sizeof(Vtx));
|
||||
vtxEntry->buf[1] = ZeldaArena_Malloc(animatedLimbData->totalVtxCount * sizeof(Vtx));
|
||||
|
||||
Skin_InitAnimatedLimb(gameState, skin, i);
|
||||
}
|
||||
}
|
||||
|
||||
SkelAnime_InitSkin(gameState, &skin->skelAnime, skeletonHeader, animationHeader);
|
||||
}
|
||||
|
||||
/**
|
||||
* Frees the dynamically allocated Vtx and SkinLimbVtx buffers and tables
|
||||
*/
|
||||
void Skin_Free(GameState* gameState, Skin* skin) {
|
||||
if (skin->vtxTable != NULL) {
|
||||
s32 i;
|
||||
|
||||
for (i = 0; i < skin->limbCount; i++) {
|
||||
if (skin->vtxTable[i].buf[0] != NULL) {
|
||||
ZeldaArena_Free(skin->vtxTable[i].buf[0]);
|
||||
skin->vtxTable[i].buf[0] = NULL;
|
||||
}
|
||||
if (skin->vtxTable[i].buf[1] != NULL) {
|
||||
ZeldaArena_Free(skin->vtxTable[i].buf[1]);
|
||||
skin->vtxTable[i].buf[1] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (skin->vtxTable != NULL) {
|
||||
ZeldaArena_Free(skin->vtxTable);
|
||||
}
|
||||
|
||||
SkelAnime_Free(&skin->skelAnime, (GlobalContext*)gameState);
|
||||
}
|
||||
}
|
||||
|
||||
s32 func_801387D4(Skin* skin, SkinLimb** skeleton, MtxF* limbMatrices, u8 parentIndex, u8 limbIndex) {
|
||||
s32 pad;
|
||||
SkinLimb* limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
|
||||
MtxF* mtx;
|
||||
s32 ret;
|
||||
MtxF sp28;
|
||||
|
||||
if (parentIndex == LIMB_DONE) {
|
||||
SkinMatrix_GetClear(&mtx);
|
||||
} else {
|
||||
mtx = &limbMatrices[(s32)parentIndex];
|
||||
}
|
||||
|
||||
SkinMatrix_MtxFMtxFMult(mtx, &limbMatrices[limbIndex], &sp28);
|
||||
SkinMatrix_MtxFCopy(&sp28, &limbMatrices[limbIndex]);
|
||||
|
||||
if (limb->child != LIMB_DONE) {
|
||||
ret = func_801387D4(skin, skeleton, limbMatrices, limbIndex, limb->child);
|
||||
if (ret) {
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
||||
if (limb->sibling != LIMB_DONE) {
|
||||
ret = func_801387D4(skin, skeleton, limbMatrices, parentIndex, limb->sibling);
|
||||
if (ret) {
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Recursively applies matrix tranformations to each limb
|
||||
*/
|
||||
s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, Actor* actor, s32 setTranslation) {
|
||||
s32 i;
|
||||
s32 pad;
|
||||
f32 yRot;
|
||||
f32 xRot;
|
||||
f32 zRot;
|
||||
s32 ret;
|
||||
f32 yTransl;
|
||||
f32 xTransl;
|
||||
f32 zTransl;
|
||||
SkinLimb** skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
|
||||
Vec3s* jointRot = skin->skelAnime.jointTable;
|
||||
|
||||
jointRot++;
|
||||
xRot = jointRot->x;
|
||||
yRot = jointRot->y;
|
||||
zRot = jointRot->z;
|
||||
|
||||
if (setTranslation) {
|
||||
jointRot--;
|
||||
xTransl = jointRot->x;
|
||||
yTransl = jointRot->y;
|
||||
zTransl = jointRot->z;
|
||||
jointRot++;
|
||||
|
||||
SkinMatrix_SetRotateRPYTranslate(limbMatrices, xRot, yRot, zRot, xTransl, yTransl, zTransl);
|
||||
} else {
|
||||
SkinMatrix_SetRotateRPYTranslate(limbMatrices, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
jointRot++;
|
||||
|
||||
for (i = 1; i < skin->skeletonHeader->limbCount; i++) {
|
||||
SkinLimb* limb = Lib_SegmentedToVirtual(skeleton[i]);
|
||||
|
||||
xTransl = limb->jointPos.x;
|
||||
yTransl = limb->jointPos.y;
|
||||
zTransl = limb->jointPos.z;
|
||||
xRot = jointRot->x;
|
||||
yRot = jointRot->y;
|
||||
zRot = jointRot->z;
|
||||
jointRot++;
|
||||
SkinMatrix_SetRotateRPYTranslate(&limbMatrices[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
|
||||
}
|
||||
|
||||
SkinMatrix_SetScaleRotateYRPTranslate(
|
||||
&skin->mtx, actor->scale.x, actor->scale.y, actor->scale.z, actor->shape.rot.x, actor->shape.rot.y,
|
||||
actor->shape.rot.z, actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
|
||||
actor->world.pos.z);
|
||||
|
||||
ret = func_801387D4(skin, Lib_SegmentedToVirtual(skin->skeletonHeader->segment), limbMatrices, LIMB_DONE, 0);
|
||||
if (!ret) {
|
||||
return ret;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user