z_fcurve_data OK, match last function in z_fcurve_data_skelanime, document SkelCurve system (#776)

* Match SkelCurve_Update

Co-authored-by: Kelebek1 <34639600+Kelebek1@users.noreply.github.com>

* Match and document z_fcurve_data

* Begin documenting SkelCurve

* More documentation

* Deformat header

* Pluralise knotCount

* Sort out jointTable

* Rename frameCount

* Format

* More documentation

* Cleanup on DemoEffect

* Remove space on typedef

* Format, couple of fixes in the header

* Review

* Oops

* Fix EnBox, DemoTreLgt, use macros in EnTorch

Co-authored-by: Kelebek1 <34639600+Kelebek1@users.noreply.github.com>
This commit is contained in:
EllipticEllipsis
2022-06-19 03:38:10 +01:00
committed by GitHub
parent 5ae4ef87cd
commit af0123de1e
20 changed files with 505 additions and 327 deletions
+83 -2
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@@ -1,5 +1,86 @@
/**
* @file z_fcurve_data.c
* @brief Interpolation functions for use with Curve SkelAnime
*/
#include "global.h"
#include "z64curve.h"
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fcurve_data/func_800F23E0.s")
#define FCURVE_INTERP_CUBIC 0 // Interpolate using a Hermite cubic spline
#define FCURVE_INTERP_NONE 1 // Return the value at the left endpoint instead of interpolating
#define FCURVE_INTERP_LINEAR 2 // Interpolate linearly
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fcurve_data/func_800F2478.s")
/**
* Hermite cubic spline interpolation between two endpoints, a,b. More information available at
* https://en.wikipedia.org/wiki/Cubic_Hermite_spline
*
* @param t interpolation parameter rescaled to lie in [0,1], (x-a)/(b-a)
* @param interval distance (b-a) between the endpoints
* @param y0 p(a)
* @param y1 p(b)
* @param m0 p'(a)
* @param m1 p'(b)
* @return f32 p(t), value of the cubic interpolating polynomial
*/
f32 Curve_CubicHermiteSpline(f32 t, f32 interval, f32 y0, f32 y1, f32 m0, f32 m1) {
f32 t2 = t * t;
f32 t3 = t2 * t;
f32 t3x2 = t3 * 2.0f;
f32 t2x3 = t2 * 3.0f;
// Hermite basis cubics h_{ij} satisfy h_{ij}^{(j)}(i) = 1, the other three values being 0
f32 h00 = t3x2 - t2x3 + 1.0f; // h_{00}(t) = 2t^3 - 3t^2 + 1
f32 h01 = t2x3 - t3x2; // h_{01}(t) = 3t^2 - 2t^3
f32 h10 = t3 - t2 * 2.0f + t; // h_{10}(t) = t^3 - 2t^2 + t
f32 h11 = t3 - t2; // h_{11}(t) = t^3 - t^2
f32 ret = h00 * y0;
ret += h01 * y1;
ret += h10 * m0 * interval;
ret += h11 * m1 * interval;
return ret;
}
/**
* Interpolates based on an array of CurveInterpKnot.
*
* @param x point at which to interpolate.
* @param knots Beginning of CurveInterpKnot array to use.
* @param knotCount number of knots to read from the array.
* @return f32 interpolated value
*/
f32 Curve_Interpolate(f32 x, CurveInterpKnot* knots, s32 knotCount) {
// If outside the entire interpolation interval, return the value at the near endpoint.
if (x <= knots[0].abscissa) {
return knots[0].ordinate;
} else if (x >= knots[knotCount - 1].abscissa) {
return knots[knotCount - 1].ordinate;
} else {
s32 cur;
for (cur = 0;; cur++) {
s32 next = cur + 1;
// Find the subinterval in which x lies
if (x < knots[next].abscissa) {
if (knots[cur].flags & FCURVE_INTERP_NONE) {
// No interpolation
return knots[cur].ordinate;
} else if (knots[cur].flags & FCURVE_INTERP_LINEAR) {
// Linear interpolation
return knots[cur].ordinate +
((x - (f32)knots[cur].abscissa) / ((f32)knots[next].abscissa - (f32)knots[cur].abscissa)) *
(knots[next].ordinate - knots[cur].ordinate);
} else {
// Cubic interpolation
f32 diff = (f32)knots[next].abscissa - (f32)knots[cur].abscissa;
f32 t = (x - (f32)knots[cur].abscissa) / ((f32)knots[next].abscissa - (f32)knots[cur].abscissa);
return Curve_CubicHermiteSpline(t, diff * (1.0f / 30.0f), knots[cur].ordinate, knots[next].ordinate,
knots[cur].rightGradient, knots[next].leftGradient);
}
}
}
}
}
+148 -91
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@@ -1,130 +1,187 @@
/**
* @file z_fcurve_data_skelanime.c
* @brief Curve skeleton animation system
*
* A curve skeleton has a fixed number of limbs, each of which has 9 properties that may be changed by the animation:
* - 3 scales,
* - 3 rotations,
* - 3 positions
* (note the position is stored in the animations instead of being stored in the limbs like SkelAnime would). Otherwise
* the structure is similar to an ordinary SkelAnime-compatible skeleton.
*
* The animations are significantly more complex than SkelAnime. A curve animation consists of 4 parts:
* - a header (CurveAnimationHeader)
* - a list of counts, one for each of the 9 properties of each limb (u8)
* - a list of interpolation data (CurveInterpKnot). The length is the sum of the counts.
* - a list of constant data (s16[9]). The length is the number of 0s in counts.
*
* If the interpolation count for a property is 0, the value of the property is copied from the next number in the
* constant data; there are no gaps for nonzero interpolation count.
* If the interpolation count N for a property is larger than 0, the next N elements of the interpolation data array
* are used to interpolate the value of the property, using Curve_Interpolate.
*
* Curve limbs may use LOD:
* - lower detail draws only the first displaylist
* - higher detail draws both.
*/
#include "global.h"
#include "z64curve.h"
void SkelCurve_Clear(SkelAnimeCurve* skelCurve) {
void SkelCurve_Clear(SkelCurve* skelCurve) {
skelCurve->limbCount = 0;
skelCurve->limbList = NULL;
skelCurve->transUpdIdx = NULL;
skelCurve->animCurFrame = 0.0f;
skelCurve->animSpeed = 0.0f;
skelCurve->animFinalFrame = 0.0f;
skelCurve->unk0C = 0.0f;
skelCurve->transforms = NULL;
skelCurve->skeleton = NULL;
skelCurve->animation = NULL;
skelCurve->curFrame = 0.0f;
skelCurve->playSpeed = 0.0f;
skelCurve->endFrame = 0.0f;
skelCurve->unk_0C = 0.0f;
skelCurve->jointTable = NULL;
}
s32 SkelCurve_Init(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, SkelCurveLimbList* limbListSeg,
TransformUpdateIndex* transUpdIdx) {
/**
* Initialises the SkelCurve struct and mallocs the joint table.
*
* @return bool always true
*/
s32 SkelCurve_Init(GlobalContext* globalCtx, SkelCurve* skelCurve, CurveSkeletonHeader* skeletonHeaderSeg,
CurveAnimationHeader* animation) {
SkelCurveLimb** limbs;
SkelCurveLimbList* limbList = Lib_SegmentedToVirtual(limbListSeg);
CurveSkeletonHeader* skeletonHeader = Lib_SegmentedToVirtual(skeletonHeaderSeg);
skelCurve->limbCount = limbList->limbCount;
skelCurve->limbList = Lib_SegmentedToVirtual(limbList->limbs);
skelCurve->limbCount = skeletonHeader->limbCount;
skelCurve->skeleton = Lib_SegmentedToVirtual(skeletonHeader->limbs);
skelCurve->transforms = ZeldaArena_Malloc(sizeof(*skelCurve->transforms) * skelCurve->limbCount);
skelCurve->jointTable = ZeldaArena_Malloc(sizeof(*skelCurve->jointTable) * skelCurve->limbCount);
do {
skelCurve->animCurFrame = 0.0f;
} while (0);
return 1;
skelCurve->curFrame = 0.0f;
return true;
}
void SkelCurve_Destroy(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) {
if (skelCurve->transforms != NULL) {
ZeldaArena_Free(skelCurve->transforms);
/**
* Frees the joint table.
*/
void SkelCurve_Destroy(GlobalContext* globalCtx, SkelCurve* skelCurve) {
if (skelCurve->jointTable != NULL) {
ZeldaArena_Free(skelCurve->jointTable);
}
}
void SkelCurve_SetAnim(SkelAnimeCurve* skelCurve, TransformUpdateIndex* transUpdIdx, f32 arg2, f32 animFinalFrame,
f32 animCurFrame, f32 animSpeed) {
skelCurve->unk0C = arg2 - skelCurve->animSpeed;
skelCurve->animFinalFrame = animFinalFrame;
skelCurve->animCurFrame = animCurFrame;
skelCurve->animSpeed = animSpeed;
skelCurve->transUpdIdx = transUpdIdx;
void SkelCurve_SetAnim(SkelCurve* skelCurve, CurveAnimationHeader* animation, f32 arg2, f32 endFrame, f32 curFrame,
f32 playSpeed) {
skelCurve->unk_0C = arg2 - skelCurve->playSpeed;
skelCurve->endFrame = endFrame;
skelCurve->curFrame = curFrame;
skelCurve->playSpeed = playSpeed;
skelCurve->animation = animation;
}
#ifdef NON_MATCHING
/* Should be functionally equivalent, also migrating rodata makes it a lot cleaner */
s32 SkelCurve_Update(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) {
s16* transforms;
u8* transformRefIdx;
TransformUpdateIndex* transformIndex;
u16* transformCopyValues;
s32 i;
s32 ret = 0;
s32 k;
TransformData* transData;
f32 transformValue;
s32 j;
typedef enum {
/* 0 */ SKELCURVE_VEC_TYPE_SCALE,
/* 1 */ SKELCURVE_VEC_TYPE_ROTATION,
/* 2 */ SKELCURVE_VEC_TYPE_POSIITON,
/* 3 */ SKELCURVE_VEC_TYPE_MAX
} SkelCurveVecType;
transformIndex = Lib_SegmentedToVirtual(skelCurve->transUpdIdx);
transformRefIdx = Lib_SegmentedToVirtual(transformIndex->refIndex);
transData = Lib_SegmentedToVirtual(transformIndex->transformData);
transformCopyValues = Lib_SegmentedToVirtual(transformIndex->copyValues);
transforms = (s16*)skelCurve->transforms;
#define SKELCURVE_SCALE_SCALE 1024.0f
#define SKELCURVE_SCALE_POSITION 100
skelCurve->animCurFrame += skelCurve->animSpeed * (globalCtx->state.framerateDivisor * 0.5f);
/**
* The only animation updating function.
*
* @return bool true when the animation has finished.
*/
s32 SkelCurve_Update(GlobalContext* globalCtx, SkelCurve* skelCurve) {
s16* jointData;
u8* knotCounts;
CurveAnimationHeader* animation;
u16* constantData;
s32 curLimb;
s32 ret = false;
s32 coord;
CurveInterpKnot* startKnot;
s32 vecType;
if ((skelCurve->animSpeed >= 0.0f && skelCurve->animCurFrame > skelCurve->animFinalFrame) ||
(skelCurve->animSpeed < 0.0f && skelCurve->animCurFrame < skelCurve->animFinalFrame)) {
skelCurve->animCurFrame = skelCurve->animFinalFrame;
ret = 1;
animation = Lib_SegmentedToVirtual(skelCurve->animation);
knotCounts = Lib_SegmentedToVirtual(animation->knotCounts);
startKnot = Lib_SegmentedToVirtual(animation->interpolationData);
constantData = Lib_SegmentedToVirtual(animation->constantData);
jointData = *skelCurve->jointTable;
skelCurve->curFrame += skelCurve->playSpeed * ((s32)globalCtx->state.framerateDivisor * 0.5f);
if (((skelCurve->playSpeed >= 0.0f) && (skelCurve->curFrame > skelCurve->endFrame)) ||
((skelCurve->playSpeed < 0.0f) && (skelCurve->curFrame < skelCurve->endFrame))) {
skelCurve->curFrame = skelCurve->endFrame;
ret = true;
}
for (i = 0; i < skelCurve->limbCount; i++) {
for (j = 0; j < 3; j++) {
for (k = 0; k < 3; k++, transformRefIdx++, transforms++) {
if (*transformRefIdx == 0) {
transformValue = *transformCopyValues;
*transforms = transformValue;
transformCopyValues++;
for (curLimb = 0; curLimb < skelCurve->limbCount; curLimb++) {
// scale/rotation/position
for (vecType = SKELCURVE_VEC_TYPE_SCALE; vecType < SKELCURVE_VEC_TYPE_MAX; vecType++) {
// x/y/z
for (coord = 0; coord < 3; coord++) {
f32 transformValue;
if (*knotCounts == 0) {
transformValue = *constantData;
*jointData = transformValue;
constantData++;
} else {
transformValue = func_800F2478(skelCurve->animCurFrame, transData, *transformRefIdx);
transData += *transformRefIdx;
if (j == 0) {
*transforms = transformValue * 1024.0f;
} else if (j == 1) {
*transforms = transformValue * (32768.0f / 180.0f);
} else {
*transforms = transformValue * 100.0f;
transformValue = Curve_Interpolate(skelCurve->curFrame, startKnot, *knotCounts);
startKnot += *knotCounts;
if (vecType == SKELCURVE_VEC_TYPE_SCALE) {
// Rescaling allows for more refined scaling using an s16
*jointData = transformValue * SKELCURVE_SCALE_SCALE;
} else if (vecType == SKELCURVE_VEC_TYPE_ROTATION) {
// Convert value from degrees to a binary angle
*jointData = DEG_TO_BINANG(transformValue);
} else { // SKELCURVE_VEC_TYPE_POSIITON
// Model to world scale conversion
*jointData = transformValue * SKELCURVE_SCALE_POSITION;
}
}
knotCounts++;
jointData++;
}
}
}
return ret;
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fcurve_data_skelanime/SkelCurve_Update.s")
#endif
void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve* skelCurve,
/**
* Recursively draws limbs with appropriate properties.
*/
void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelCurve* skelCurve,
OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, Actor* thisx) {
SkelCurveLimb* limb = Lib_SegmentedToVirtual(skelCurve->limbList[limbIndex]);
SkelCurveLimb* limb = Lib_SegmentedToVirtual(skelCurve->skeleton[limbIndex]);
OPEN_DISPS(globalCtx->state.gfxCtx);
Matrix_Push();
if (overrideLimbDraw == NULL ||
(overrideLimbDraw != NULL && overrideLimbDraw(globalCtx, skelCurve, limbIndex, thisx))) {
if ((overrideLimbDraw == NULL) ||
((overrideLimbDraw != NULL) && overrideLimbDraw(globalCtx, skelCurve, limbIndex, thisx))) {
Vec3f scale;
Vec3s rot;
Vec3f pos;
Gfx* dList;
Vec3s* transform = (Vec3s*)&skelCurve->transforms[limbIndex];
s16* jointData = skelCurve->jointTable[limbIndex];
scale.x = transform->x / 1024.0f;
scale.y = transform->y / 1024.0f;
scale.z = transform->z / 1024.0f;
transform++;
rot.x = transform->x;
rot.y = transform->y;
rot.z = transform->z;
transform++;
pos.x = transform->x;
pos.y = transform->y;
pos.z = transform->z;
scale.x = jointData[0] / SKELCURVE_SCALE_SCALE;
scale.y = jointData[1] / SKELCURVE_SCALE_SCALE;
scale.z = jointData[2] / SKELCURVE_SCALE_SCALE;
jointData += 3;
rot.x = jointData[0];
rot.y = jointData[1];
rot.z = jointData[2];
jointData += 3;
pos.x = jointData[0];
pos.y = jointData[1];
pos.z = jointData[2];
Matrix_TranslateRotateZYX(&pos, &rot);
Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY);
@@ -160,22 +217,22 @@ void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve*
postLimbDraw(globalCtx, skelCurve, limbIndex, thisx);
}
if (limb->firstChildIdx != LIMB_DONE) {
SkelCurve_DrawLimb(globalCtx, limb->firstChildIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, thisx);
if (limb->child != LIMB_DONE) {
SkelCurve_DrawLimb(globalCtx, limb->child, skelCurve, overrideLimbDraw, postLimbDraw, lod, thisx);
}
Matrix_Pop();
if (limb->nextLimbIdx != LIMB_DONE) {
SkelCurve_DrawLimb(globalCtx, limb->nextLimbIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, thisx);
if (limb->sibling != LIMB_DONE) {
SkelCurve_DrawLimb(globalCtx, limb->sibling, skelCurve, overrideLimbDraw, postLimbDraw, lod, thisx);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void SkelCurve_Draw(Actor* actor, GlobalContext* globalCtx, SkelAnimeCurve* skelCurve,
void SkelCurve_Draw(Actor* actor, GlobalContext* globalCtx, SkelCurve* skelCurve,
OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, Actor* thisx) {
if (skelCurve->transforms != NULL) {
if (skelCurve->jointTable != NULL) {
SkelCurve_DrawLimb(globalCtx, 0, skelCurve, overrideLimbDraw, postLimbDraw, lod, thisx);
}
}
+1 -3
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@@ -627,9 +627,7 @@ void SkelAnime_GetFrameData(AnimationHeader* animation, s32 frame, s32 limbCount
for (i = 0; i < limbCount; i++) {
// Debug prints here, this is needed to prevent loop unrolling
if (0) {
if (0) {};
}
if ((frameTable == NULL) || (jointIndices == NULL) || (dynamicData == NULL)) {}
frameTable->x = jointIndices->x >= staticIndexMax ? dynamicData[jointIndices->x] : frameData[jointIndices->x];
frameTable->y = jointIndices->y >= staticIndexMax ? dynamicData[jointIndices->y] : frameData[jointIndices->y];
frameTable->z = jointIndices->z >= staticIndexMax ? dynamicData[jointIndices->z] : frameData[jointIndices->z];