Rename LinkAnimation to PlayerAnimation

This commit is contained in:
Angie
2022-11-13 18:41:23 -03:00
parent a0c65bb3c6
commit d92e2cfc78
11 changed files with 149 additions and 150 deletions
+21 -22
View File
@@ -2036,7 +2036,9 @@ s32 Entrance_GetSceneId(u16 entrance);
s32 Entrance_GetSceneIdAbsolute(u16 entrance);
s32 Entrance_GetSpawnNum(u16 entrance);
s32 Entrance_GetTransitionFlags(u16 entrance);
s32 Schedule_RunScript(PlayState* play, u8* script, ScheduleOutput* output);
void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor, s32 lod, Mtx** mtx);
@@ -2063,7 +2065,7 @@ void AnimationContext_Reset(AnimationContext* animationCtx);
void AnimationContext_SetNextQueue(PlayState* play);
void AnimationContext_DisableQueue(PlayState* play);
AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, AnimationType type);
void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
void AnimationContext_SetLoadFrame(PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
void AnimationContext_SetCopyAll(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
void AnimationContext_SetInterp(PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
void AnimationContext_SetCopyTrue(PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
@@ -2076,29 +2078,25 @@ void AnimationContext_CopyTrue(PlayState* play, AnimationEntryData* data);
void AnimationContext_CopyFalse(PlayState* play, AnimationEntryData* data);
void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data);
void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx);
void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, LinkAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime);
s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime);
s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime);
s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime);
s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime);
void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime);
s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime);
void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
void LinkAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
void LinkAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed);
void LinkAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation);
void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed);
void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime);
void LinkAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame);
void LinkAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame);
void LinkAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight);
void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1, f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1, f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
void LinkAnimation_EndLoop(SkelAnime* skelAnime);
void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
void PlayerAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
void PlayerAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
void PlayerAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime);
void PlayerAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime);
void PlayerAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
void PlayerAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
void PlayerAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight);
void PlayerAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
void PlayerAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
void PlayerAnimation_EndLoop(SkelAnime* skelAnime);
s32 Animation_OnFrameImpl(SkelAnime* skelAnime, f32 frame, f32 updateRate);
s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
void SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
void SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
void SkelAnime_InitSkin(GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation);
@@ -2126,6 +2124,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
void SkelAnime_Free(SkelAnime* skelAnime, PlayState* play);
void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest);
void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest);
void SkinMatrix_MtxFMtxFMult(MtxF* mfB, MtxF* mfA, MtxF* dest);
+1 -1
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@@ -1049,7 +1049,7 @@ struct PlayState {
/* 0x1878C */ void (*unk_1878C)(struct PlayState* play);
/* 0x18790 */ void (*unk_18790)(struct PlayState* play, s16 arg1);
/* 0x18794 */ PlayerItemAction (*unk_18794)(struct PlayState* play, Player* player, ItemId itemId);
/* 0x18798 */ s32 (*setPlayerTalkAnim)(struct PlayState* play, LinkAnimationHeader* talkAnim, s32 animMode);
/* 0x18798 */ s32 (*setPlayerTalkAnim)(struct PlayState* play, PlayerAnimationHeader* talkAnim, s32 animMode);
/* 0x1879C */ s16 playerActorCsIds[10];
/* 0x187B0 */ MtxF viewProjectionMtxF;
/* 0x187F0 */ Vec3f unk_187F0;
+6 -2
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@@ -175,7 +175,7 @@ typedef struct {
void* segmentVoid;
struct PlayerAnimationFrame* segment;
};
} LinkAnimationHeader; // size = 0x8
} PlayerAnimationHeader; // size = 0x8
typedef struct SkelAnime {
/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
@@ -183,7 +183,7 @@ typedef struct SkelAnime {
/* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
/* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
/* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader.
/* 0x08 */ void* animation; // Can be an AnimationHeader or PlayerAnimationHeader.
/* 0x0C */ f32 startFrame; // In mode 4, start of partial loop.
/* 0x10 */ f32 endFrame; // In mode 2, Update returns true when curFrame is equal to this. In mode 4, end of partial loop.
/* 0x14 */ f32 animLength; // Total number of frames in the current animation's file.
@@ -324,4 +324,8 @@ typedef s32 (*OverrideKeyframeDrawScaled)(struct PlayState* play, SkeletonInfo*
typedef void (*PostKeyframeDrawScaled)(struct PlayState* play, SkeletonInfo* skeleton, s32 limbIndex, Gfx** dList,
u8* flags, struct Actor* actor, Vec3f* scale, Vec3s* rot, Vec3f* pos);
// ZAPD compatibility typedefs
// TODO: Remove when ZAPD adds support for them
typedef PlayerAnimationHeader LinkAnimationHeader;
#endif
+9 -9
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@@ -399,15 +399,15 @@ typedef struct PlayerAgeProperties {
/* 0x94 */ u16 surfaceSfxIdOffset;
/* 0x98 */ f32 unk_98;
/* 0x9C */ f32 unk_9C;
/* 0xA0 */ LinkAnimationHeader* unk_A0;
/* 0xA4 */ LinkAnimationHeader* unk_A4;
/* 0xA8 */ LinkAnimationHeader* unk_A8;
/* 0xAC */ LinkAnimationHeader* unk_AC;
/* 0xB0 */ LinkAnimationHeader* unk_B0;
/* 0xB4 */ LinkAnimationHeader* unk_B4[4];
/* 0xC4 */ LinkAnimationHeader* unk_C4[2];
/* 0xCC */ LinkAnimationHeader* unk_CC[2];
/* 0xD4 */ LinkAnimationHeader* unk_D4[2];
/* 0xA0 */ PlayerAnimationHeader* unk_A0;
/* 0xA4 */ PlayerAnimationHeader* unk_A4;
/* 0xA8 */ PlayerAnimationHeader* unk_A8;
/* 0xAC */ PlayerAnimationHeader* unk_AC;
/* 0xB0 */ PlayerAnimationHeader* unk_B0;
/* 0xB4 */ PlayerAnimationHeader* unk_B4[4];
/* 0xC4 */ PlayerAnimationHeader* unk_C4[2];
/* 0xCC */ PlayerAnimationHeader* unk_CC[2];
/* 0xD4 */ PlayerAnimationHeader* unk_D4[2];
} PlayerAgeProperties; // size = 0xDC
typedef struct {