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
+44 -44
View File
@@ -2,14 +2,14 @@
#define ANIM_INTERP 1
s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime);
s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime);
s32 PlayerAnimation_Loop(PlayState* play, SkelAnime* skelAnime);
s32 PlayerAnimation_Once(PlayState* play, SkelAnime* skelAnime);
s32 SkelAnime_LoopFull(SkelAnime* skelAnime);
s32 SkelAnime_LoopPartial(SkelAnime* skelAnime);
s32 SkelAnime_Once(SkelAnime* skelAnime);
void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed,
f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
@@ -43,7 +43,7 @@ void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3
pos.z = limb->jointPos.z;
dList = limb->dLists[lod];
if ((overrideLimbDraw == NULL) || (overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor) == 0)) {
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
Gfx* polyTemp = POLY_OPA_DISP;
@@ -990,12 +990,12 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
/**
* Requests loading frame data from the Link animation into frameTable
*/
void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
void AnimationContext_SetLoadFrame(PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount,
Vec3s* frameTable) {
AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMATION_LINKANIMETION);
if (entry != NULL) {
LinkAnimationHeader* linkAnimHeader = Lib_SegmentedToVirtual(animation);
PlayerAnimationHeader* linkAnimHeader = Lib_SegmentedToVirtual(animation);
uintptr_t ram = frameTable;
osCreateMesgQueue(&entry->data.load.msgQueue, &entry->data.load.msg, 1);
@@ -1187,7 +1187,7 @@ void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx) {
* tables if not given.
*/
void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
LinkAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer,
PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer,
s32 limbBufCount) {
FlexSkeletonHeader* skeletonHeader;
s32 headerJointCount;
@@ -1224,17 +1224,17 @@ void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeade
skelAnime->morphTable = (void*)ALIGN16((uintptr_t)morphTableBuffer);
}
LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f);
PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f);
}
/**
* Sets the update function of a SkelAnime that uses Link animations based on its mode
*/
void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
if (skelAnime->mode <= ANIMMODE_LOOP_INTERP) {
skelAnime->update.link = LinkAnimation_Loop;
skelAnime->update.link = PlayerAnimation_Loop;
} else {
skelAnime->update.link = LinkAnimation_Once;
skelAnime->update.link = PlayerAnimation_Once;
}
skelAnime->morphWeight = 0.0f;
}
@@ -1243,7 +1243,7 @@ void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
* Advances the current Link animation and updates all frame tables. If the animation plays once, returns true when it
* finishes.
*/
s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
return skelAnime->update.link(play, skelAnime);
}
@@ -1251,13 +1251,13 @@ s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
* Requests an interpolation between the pose in jointTable to the one in morphTable, advancing the morph but not the
* animation frame
*/
s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
s32 PlayerAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
f32 prevMorphWeight = skelAnime->morphWeight;
f32 updateRate = (s32)play->state.framerateDivisor * 0.5f;
skelAnime->morphWeight -= skelAnime->morphRate * updateRate;
if (skelAnime->morphWeight <= 0.0f) {
LinkAnimation_SetUpdateFunction(skelAnime);
PlayerAnimation_SetUpdateFunction(skelAnime);
}
AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
@@ -1269,7 +1269,7 @@ s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
* Requests a load of the next frame of a Link animation, advances the morph, and requests an interpolation between
* jointTable and morphTable
*/
void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
void PlayerAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
AnimationContext_SetLoadFrame(play, skelAnime->animation, skelAnime->curFrame, skelAnime->limbCount,
skelAnime->jointTable);
if (skelAnime->morphWeight != 0) {
@@ -1287,7 +1287,7 @@ void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
/**
* Advances a Link animation that loops over its full length
*/
s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
s32 PlayerAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
f32 updateRate = (s32)play->state.framerateDivisor * 0.5f;
skelAnime->curFrame += skelAnime->playSpeed * updateRate;
@@ -1296,18 +1296,18 @@ s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
} else if (skelAnime->animLength <= skelAnime->curFrame) {
skelAnime->curFrame -= skelAnime->animLength;
}
LinkAnimation_AnimateFrame(play, skelAnime);
PlayerAnimation_AnimateFrame(play, skelAnime);
return 0;
}
/**
* Advances a Link animation that stops at endFrame and returns true when it is reached.
*/
s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
s32 PlayerAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
f32 updateRate = (s32)play->state.framerateDivisor * 0.5f;
if (skelAnime->curFrame == skelAnime->endFrame) {
LinkAnimation_AnimateFrame(play, skelAnime);
PlayerAnimation_AnimateFrame(play, skelAnime);
return 1;
}
@@ -1322,7 +1322,7 @@ s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
skelAnime->curFrame -= skelAnime->animLength;
}
}
LinkAnimation_AnimateFrame(play, skelAnime);
PlayerAnimation_AnimateFrame(play, skelAnime);
return 0;
}
@@ -1340,23 +1340,23 @@ void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames)
* animation, then start the new animation. Negative morph frames start the new animation immediately, modified by the
* pose immediately before the animation change.
*/
void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed,
f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames) {
skelAnime->mode = mode;
if ((morphFrames != 0.0f) && ((animation != skelAnime->animation) || (startFrame != skelAnime->curFrame))) {
if (morphFrames < 0) {
LinkAnimation_SetUpdateFunction(skelAnime);
PlayerAnimation_SetUpdateFunction(skelAnime);
SkelAnime_CopyFrameTable(skelAnime, skelAnime->morphTable, skelAnime->jointTable);
morphFrames = -morphFrames;
} else {
skelAnime->update.link = LinkAnimation_Morph;
skelAnime->update.link = PlayerAnimation_Morph;
AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount,
skelAnime->morphTable);
}
skelAnime->morphWeight = 1.0f;
skelAnime->morphRate = 1.0f / morphFrames;
} else {
LinkAnimation_SetUpdateFunction(skelAnime);
PlayerAnimation_SetUpdateFunction(skelAnime);
AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount, skelAnime->jointTable);
skelAnime->morphWeight = 0.0f;
}
@@ -1373,77 +1373,77 @@ void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHe
/**
* Immediately changes to a Link animation that plays once at the default speed.
*/
void LinkAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation) {
LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
void PlayerAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation) {
PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
ANIMMODE_ONCE, 0.0f);
}
/**
* Immediately changes to a Link animation that plays once at the specified speed.
*/
void LinkAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation,
f32 playSpeed) {
LinkAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
PlayerAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
ANIMMODE_ONCE, 0.0f);
}
/**
* Immediately changes to a Link animation that loops at the default speed.
*/
void LinkAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation) {
LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
void PlayerAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation) {
PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
ANIMMODE_LOOP, 0.0f);
}
/**
* Immediately changes to a Link animation that loops at the specified speed.
*/
void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation,
f32 playSpeed) {
LinkAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
PlayerAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
ANIMMODE_LOOP, 0.0f);
}
/**
* Requests copying jointTable to morphTable
*/
void LinkAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) {
void PlayerAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) {
AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->morphTable, skelAnime->jointTable);
}
/**
* Requests copying morphTable to jointTable
*/
void LinkAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime) {
void PlayerAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime) {
AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable);
}
/**
* Requests loading frame data from the Link animation into morphTable
*/
void LinkAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame) {
void PlayerAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame) {
AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->morphTable);
}
/**
* Requests loading frame data from the Link animation into jointTable
*/
void LinkAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 frame) {
void PlayerAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame) {
AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->jointTable);
}
/**
* Requests interpolating between jointTable and morphTable, placing the result in jointTable
*/
void LinkAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight) {
void PlayerAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight) {
AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable, weight);
}
/**
* Requests loading frame data from the Link animations and blending them, placing the result in jointTable
*/
void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1, f32 frame1,
LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer) {
void PlayerAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1,
PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer) {
void* alignedBlendTable;
AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->jointTable);
@@ -1457,8 +1457,8 @@ void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnima
/**
* Requests loading frame data from the Link animations and blending them, placing the result in morphTable
*/
void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation1, f32 frame1,
LinkAnimationHeader* 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* alignedBlendTable;
AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->morphTable);
@@ -1472,9 +1472,9 @@ void LinkAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, LinkAnima
/**
* Changes a looping animation to one that stops at the end.
*/
void LinkAnimation_EndLoop(SkelAnime* skelAnime) {
void PlayerAnimation_EndLoop(SkelAnime* skelAnime) {
skelAnime->mode = ANIMMODE_ONCE;
LinkAnimation_SetUpdateFunction(skelAnime);
PlayerAnimation_SetUpdateFunction(skelAnime);
}
/**
@@ -1507,7 +1507,7 @@ s32 Animation_OnFrameImpl(SkelAnime* skelAnime, f32 frame, f32 updateRate) {
/**
* Checks if the current Link animation has reached the specified frame
*/
s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) {
s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) {
f32 updateRate = gFramerateDivisorHalf;
return Animation_OnFrameImpl(skelAnime, frame, updateRate);
+5 -5
View File
@@ -203,7 +203,7 @@ void EnRz_ChangeAnim(PlayState* play, EnRz* this, s16 animIndex, u8 animMode, f3
&gRosaSistersStandingAnim, &gRosaSistersStandingAnim, &gRosaSistersWalkingAnim, &gRosaSistersSittingAnim,
&gRosaSistersApplaudingAnim, &gRosaSistersOnKneesAnim, &gRosaSistersDancingAnim,
};
static LinkAnimationHeader* sLinkAnimations[] = {
static PlayerAnimationHeader* sPlayerAnimations[] = {
&gPlayerAnim_link_normal_wait_free,
&gPlayerAnim_alink_dance_loop,
};
@@ -219,12 +219,12 @@ void EnRz_ChangeAnim(PlayState* play, EnRz* this, s16 animIndex, u8 animMode, f3
if ((animIndex >= EN_RZ_ANIM_THINKING) && (animIndex < EN_RZ_ANIM_MAX) &&
((animIndex != this->animIndex) || (animMode != ANIMMODE_LOOP))) {
if (animIndex >= ARRAY_COUNT(sJudoAnimations)) {
endFrame = Animation_GetLastFrame(sLinkAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)]);
endFrame = Animation_GetLastFrame(sPlayerAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)]);
if (animMode == ANIMMODE_LOOP) {
LinkAnimation_Change(play, &this->skelAnime, sLinkAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)],
PlayerAnimation_Change(play, &this->skelAnime, sPlayerAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)],
2.0f / 3.0f, 0.0f, endFrame, ANIMMODE_LOOP, morphFrames);
} else {
LinkAnimation_Change(play, &this->skelAnime, sLinkAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)],
PlayerAnimation_Change(play, &this->skelAnime, sPlayerAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)],
2.0f / 3.0f, 0.0f, endFrame, ANIMMODE_LOOP, morphFrames);
}
} else {
@@ -325,7 +325,7 @@ s32 EnRz_UpdateSkelAnime(EnRz* this, PlayState* play) {
if (this->animIndex < EN_RZ_ANIM_LINK_NORMAL_WAIT_FREE) {
return SkelAnime_Update(&this->skelAnime);
} else {
return LinkAnimation_Update(play, &this->skelAnime);
return PlayerAnimation_Update(play, &this->skelAnime);
}
}
@@ -320,7 +320,7 @@ s32 func_80A3E898(EnTest3* this, PlayState* play) {
func_80151938(play, textId);
}
if (textId == 0x296B) {
LinkAnimation_PlayOnceSetSpeed(play, &this->player.skelAnime, &gPlayerAnim_al_yareyare, 2.0f / 3.0f);
PlayerAnimation_PlayOnceSetSpeed(play, &this->player.skelAnime, &gPlayerAnim_al_yareyare, 2.0f / 3.0f);
}
return false;
}
+6 -6
View File
@@ -68,7 +68,7 @@ static ColliderCylinderInit sCylinderInit = {
// assumption: draw uses two different skeleton functions, might be incompatible
static AnimationHeader* gYbUnusedAnimations[] = { &object_yb_Anim_000200 };
static LinkAnimationHeader* gLinkAnimations[] = { &gPlayerAnim_link_normal_wait_free, &gPlayerAnim_alink_dance_loop };
static PlayerAnimationHeader* gPlayerAnimations[] = { &gPlayerAnim_link_normal_wait_free, &gPlayerAnim_alink_dance_loop };
static Vec3f D_80BFB2E8 = { 0.0f, 0.5f, 0.0f };
@@ -171,13 +171,13 @@ void EnYb_ChangeAnim(PlayState* play, EnYb* this, s16 animIndex, u8 animMode, f3
if (animIndex != this->animIndex || animMode != ANIMMODE_LOOP) {
if (animIndex > 0) {
if (animMode == ANIMMODE_LOOP) {
LinkAnimation_Change(play, &this->skelAnime, gLinkAnimations[animIndex - 1], 1.0f, 0.0f,
Animation_GetLastFrame(gLinkAnimations[animIndex - 1]), ANIMMODE_LOOP,
PlayerAnimation_Change(play, &this->skelAnime, gPlayerAnimations[animIndex - 1], 1.0f, 0.0f,
Animation_GetLastFrame(gPlayerAnimations[animIndex - 1]), ANIMMODE_LOOP,
morphFrames);
} else {
// unused case, (only called once with animMode = ANIMMODE_LOOP)
LinkAnimation_Change(play, &this->skelAnime, gLinkAnimations[animIndex - 1], 1.0f, 0.0f,
Animation_GetLastFrame(gLinkAnimations[animIndex - 1]), ANIMMODE_LOOP,
PlayerAnimation_Change(play, &this->skelAnime, gPlayerAnimations[animIndex - 1], 1.0f, 0.0f,
Animation_GetLastFrame(gPlayerAnimations[animIndex - 1]), ANIMMODE_LOOP,
morphFrames);
}
} else {
@@ -207,7 +207,7 @@ void EnYb_UpdateAnimation(EnYb* this, PlayState* play) {
if (this->animIndex <= 0) {
SkelAnime_Update(&this->skelAnime);
} else {
LinkAnimation_Update(play, &this->skelAnime);
PlayerAnimation_Update(play, &this->skelAnime);
}
}