mirror of
https://github.com/zeldaret/mm.git
synced 2026-09-09 19:51:14 -04:00
Rename LinkAnimation to DmaAnimation and other skelanime misc cleanups (#1147)
* Rename LinkAnimation to PlayerAnimation * remove the remaining link stuff * Move functions out of functions.h * cleanup returns * more cleanups * format * format again * format again again * Remove internal functions from header * legacy * bss * linkAnimSegment * Update src/overlays/actors/ovl_En_Yb/z_en_yb.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * bss * `DmaAnimation` rename * more DMA i missed * Revert "more DMA i missed" This reverts commit6c0ca44f45. * Revert "`DmaAnimation` rename" This reverts commit1d2626514c. * Add LinkAnimationHeader rename to namefixer.py --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
+106
-93
@@ -3,17 +3,24 @@
|
||||
|
||||
#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,
|
||||
f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
|
||||
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);
|
||||
|
||||
void AnimationContext_LoadFrame(struct PlayState* play, AnimationEntryData* data);
|
||||
void AnimationContext_CopyAll(struct PlayState* play, AnimationEntryData* data);
|
||||
void AnimationContext_Interp(struct PlayState* play, AnimationEntryData* data);
|
||||
void AnimationContext_CopyTrue(struct PlayState* play, AnimationEntryData* data);
|
||||
void AnimationContext_CopyFalse(struct PlayState* play, AnimationEntryData* data);
|
||||
void AnimationContext_MoveActor(struct PlayState* play, AnimationEntryData* data);
|
||||
|
||||
static AnimationEntryCallback sAnimationLoadDone[] = {
|
||||
AnimationContext_LoadFrame, AnimationContext_CopyAll, AnimationContext_Interp,
|
||||
AnimationContext_CopyTrue, AnimationContext_CopyFalse, AnimationContext_MoveActor,
|
||||
@@ -44,7 +51,7 @@ 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;
|
||||
@@ -876,7 +883,7 @@ Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32
|
||||
s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable) {
|
||||
LegacyAnimationHeader* animHeader = Lib_SegmentedToVirtual(animation);
|
||||
s16 limbCount = animHeader->limbCount;
|
||||
JointKey* key = Lib_SegmentedToVirtual(animHeader->jointKey);
|
||||
LegacyJointKey* key = Lib_SegmentedToVirtual(animHeader->jointKey);
|
||||
s16* frameData = Lib_SegmentedToVirtual(animHeader->frameData);
|
||||
s16* staticData = &frameData[0];
|
||||
s16* dynamicData = &frameData[frame];
|
||||
@@ -901,7 +908,7 @@ s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Ve
|
||||
/**
|
||||
* Used by legacy animation format
|
||||
*/
|
||||
s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation) {
|
||||
s16 Animation_GetLimbCountLegacy(LegacyAnimationHeader* animation) {
|
||||
LegacyAnimationHeader* animHeader = Lib_SegmentedToVirtual(animation);
|
||||
|
||||
return animHeader->limbCount;
|
||||
@@ -910,7 +917,7 @@ s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation) {
|
||||
/**
|
||||
* Used by legacy animation format
|
||||
*/
|
||||
s16 Animation_GetLength2(LegacyAnimationHeader* animation) {
|
||||
s16 Animation_GetLengthLegacy(LegacyAnimationHeader* animation) {
|
||||
LegacyAnimationHeader* animHeader = Lib_SegmentedToVirtual(animation);
|
||||
|
||||
return animHeader->frameCount;
|
||||
@@ -919,7 +926,7 @@ s16 Animation_GetLength2(LegacyAnimationHeader* animation) {
|
||||
/**
|
||||
* Used by legacy animation format
|
||||
*/
|
||||
s16 Animation_GetLastFrame2(LegacyAnimationHeader* animation) {
|
||||
s16 Animation_GetLastFrameLegacy(LegacyAnimationHeader* animation) {
|
||||
AnimationHeaderCommon* animHeader = Lib_SegmentedToVirtual(animation);
|
||||
|
||||
return animHeader->frameCount - 1;
|
||||
@@ -979,7 +986,7 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
|
||||
AnimationEntry* entry;
|
||||
s16 index = animationCtx->animationCount;
|
||||
|
||||
if (index >= ANIMATION_ENTRY_MAX) {
|
||||
if (index >= ARRAY_COUNT(animationCtx->entries)) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
@@ -989,21 +996,25 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
|
||||
return entry;
|
||||
}
|
||||
|
||||
#define LINK_ANIMETION_OFFSET(addr, offset) \
|
||||
(SEGMENT_ROM_START(link_animetion) + ((uintptr_t)addr & 0xFFFFFF) + ((u32)offset))
|
||||
|
||||
/**
|
||||
* Requests loading frame data from the Link animation into frameTable
|
||||
* Requests loading frame data from the Player 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);
|
||||
uintptr_t ram = frameTable;
|
||||
PlayerAnimationHeader* playerAnimHeader = Lib_SegmentedToVirtual(animation);
|
||||
void* ram = (void*)frameTable;
|
||||
|
||||
osCreateMesgQueue(&entry->data.load.msgQueue, &entry->data.load.msg, 1);
|
||||
DmaMgr_SendRequestImpl(&entry->data.load.req, ram,
|
||||
LINK_ANIMETION_OFFSET(linkAnimHeader->segment, (sizeof(Vec3s) * limbCount + 2) * frame),
|
||||
sizeof(Vec3s) * limbCount + 2, 0, &entry->data.load.msgQueue, NULL);
|
||||
osCreateMesgQueue(&entry->data.load.msgQueue, entry->data.load.msg, ARRAY_COUNT(entry->data.load.msg));
|
||||
DmaMgr_SendRequestImpl(
|
||||
&entry->data.load.req, ram,
|
||||
LINK_ANIMETION_OFFSET(playerAnimHeader->linkAnimSegment, (sizeof(Vec3s) * limbCount + sizeof(s16)) * frame),
|
||||
sizeof(Vec3s) * limbCount + sizeof(s16), 0, &entry->data.load.msgQueue, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1080,7 +1091,7 @@ void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* ske
|
||||
}
|
||||
|
||||
/**
|
||||
* Receives the request for Link's animation frame data
|
||||
* Receives the request for Player's animation frame data
|
||||
*/
|
||||
void AnimationContext_LoadFrame(PlayState* play, AnimationEntryData* data) {
|
||||
AnimEntryLoadFrame* entry = &data->load;
|
||||
@@ -1185,12 +1196,12 @@ void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes a skeleton to be used with Link animations to a looping animation, dynamically allocating the frame
|
||||
* Initializes a skeleton to be used with Player animations to a looping animation, dynamically allocating the frame
|
||||
* tables if not given.
|
||||
*/
|
||||
void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
|
||||
LinkAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer,
|
||||
s32 limbBufCount) {
|
||||
void SkelAnime_InitPlayer(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
|
||||
PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer,
|
||||
s32 limbBufCount) {
|
||||
FlexSkeletonHeader* skeletonHeader;
|
||||
s32 headerJointCount;
|
||||
s32 limbCount;
|
||||
@@ -1226,52 +1237,52 @@ 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
|
||||
* Sets the update function of a SkelAnime that uses Player 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.player = PlayerAnimation_Loop;
|
||||
} else {
|
||||
skelAnime->update.link = LinkAnimation_Once;
|
||||
skelAnime->update.player = PlayerAnimation_Once;
|
||||
}
|
||||
skelAnime->morphWeight = 0.0f;
|
||||
}
|
||||
|
||||
/**
|
||||
* Advances the current Link animation and updates all frame tables. If the animation plays once, returns true when it
|
||||
* Advances the current Player animation and updates all frame tables. If the animation plays once, returns true when it
|
||||
* finishes.
|
||||
*/
|
||||
s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
|
||||
return skelAnime->update.link(play, skelAnime);
|
||||
s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
|
||||
return skelAnime->update.player(play, 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,
|
||||
1.0f - (skelAnime->morphWeight / prevMorphWeight));
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Requests a load of the next frame of a Link animation, advances the morph, and requests an interpolation between
|
||||
* Requests a load of the next frame of a Player 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) {
|
||||
@@ -1287,9 +1298,9 @@ void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Advances a Link animation that loops over its full length
|
||||
* Advances a Player 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;
|
||||
@@ -1298,19 +1309,19 @@ s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
|
||||
} else if (skelAnime->animLength <= skelAnime->curFrame) {
|
||||
skelAnime->curFrame -= skelAnime->animLength;
|
||||
}
|
||||
LinkAnimation_AnimateFrame(play, skelAnime);
|
||||
return 0;
|
||||
PlayerAnimation_AnimateFrame(play, skelAnime);
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Advances a Link animation that stops at endFrame and returns true when it is reached.
|
||||
* Advances a Player 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);
|
||||
return 1;
|
||||
PlayerAnimation_AnimateFrame(play, skelAnime);
|
||||
return true;
|
||||
}
|
||||
|
||||
skelAnime->curFrame += skelAnime->playSpeed * updateRate;
|
||||
@@ -1324,8 +1335,8 @@ s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
|
||||
skelAnime->curFrame -= skelAnime->animLength;
|
||||
}
|
||||
}
|
||||
LinkAnimation_AnimateFrame(play, skelAnime);
|
||||
return 0;
|
||||
PlayerAnimation_AnimateFrame(play, skelAnime);
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1337,28 +1348,28 @@ void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames)
|
||||
}
|
||||
|
||||
/**
|
||||
* General way to set a new Link animation, allowing choice of playback speed, start frame, end frame, play mode, and
|
||||
* General way to set a new Player animation, allowing choice of playback speed, start frame, end frame, play mode, and
|
||||
* number of transition frames. Positive morph frames morph from the current pose to the start pose of the new
|
||||
* 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,
|
||||
f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames) {
|
||||
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.player = 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;
|
||||
}
|
||||
@@ -1373,79 +1384,80 @@ void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHe
|
||||
}
|
||||
|
||||
/**
|
||||
* Immediately changes to a Link animation that plays once at the default speed.
|
||||
* Immediately changes to a Player 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),
|
||||
ANIMMODE_ONCE, 0.0f);
|
||||
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.
|
||||
* Immediately changes to a Player animation that plays once at the specified speed.
|
||||
*/
|
||||
void LinkAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
|
||||
f32 playSpeed) {
|
||||
LinkAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
|
||||
ANIMMODE_ONCE, 0.0f);
|
||||
void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation,
|
||||
f32 playSpeed) {
|
||||
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.
|
||||
* Immediately changes to a Player 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),
|
||||
ANIMMODE_LOOP, 0.0f);
|
||||
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.
|
||||
* Immediately changes to a Player animation that loops at the specified speed.
|
||||
*/
|
||||
void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
|
||||
f32 playSpeed) {
|
||||
LinkAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
|
||||
ANIMMODE_LOOP, 0.0f);
|
||||
void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation,
|
||||
f32 playSpeed) {
|
||||
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
|
||||
* Requests loading frame data from the Player 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
|
||||
* Requests loading frame data from the Player 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
|
||||
* Requests loading frame data from the Player 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);
|
||||
@@ -1457,10 +1469,11 @@ void LinkAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, LinkAnima
|
||||
}
|
||||
|
||||
/**
|
||||
* Requests loading frame data from the Link animations and blending them, placing the result in morphTable
|
||||
* Requests loading frame data from the Player 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);
|
||||
@@ -1474,9 +1487,9 @@ 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);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1507,9 +1520,9 @@ s32 Animation_OnFrameImpl(SkelAnime* skelAnime, f32 frame, f32 updateRate) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the current Link animation has reached the specified frame
|
||||
* Checks if the current Player 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);
|
||||
@@ -1620,7 +1633,7 @@ s32 SkelAnime_Morph(SkelAnime* skelAnime) {
|
||||
}
|
||||
SkelAnime_InterpFrameTable(skelAnime->limbCount, skelAnime->jointTable, skelAnime->jointTable,
|
||||
skelAnime->morphTable, 1.0f - (skelAnime->morphWeight / prevMorphWeight));
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1654,7 +1667,7 @@ s32 SkelAnime_MorphTaper(SkelAnime* skelAnime) {
|
||||
}
|
||||
SkelAnime_InterpFrameTable(skelAnime->limbCount, skelAnime->jointTable, skelAnime->jointTable,
|
||||
skelAnime->morphTable, 1.0f - curWeight);
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1701,7 +1714,7 @@ s32 SkelAnime_LoopFull(SkelAnime* skelAnime) {
|
||||
}
|
||||
|
||||
SkelAnime_AnimateFrame(skelAnime);
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1718,7 +1731,7 @@ s32 SkelAnime_LoopPartial(SkelAnime* skelAnime) {
|
||||
}
|
||||
|
||||
SkelAnime_AnimateFrame(skelAnime);
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1730,7 +1743,7 @@ s32 SkelAnime_Once(SkelAnime* skelAnime) {
|
||||
if (skelAnime->curFrame == skelAnime->endFrame) {
|
||||
SkelAnime_GetFrameData(skelAnime->animation, skelAnime->curFrame, skelAnime->limbCount, skelAnime->jointTable);
|
||||
SkelAnime_AnimateFrame(skelAnime);
|
||||
return 1;
|
||||
return true;
|
||||
}
|
||||
|
||||
skelAnime->curFrame += skelAnime->playSpeed * updateRate;
|
||||
@@ -1746,7 +1759,7 @@ s32 SkelAnime_Once(SkelAnime* skelAnime) {
|
||||
}
|
||||
}
|
||||
SkelAnime_AnimateFrame(skelAnime);
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -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,
|
||||
};
|
||||
@@ -219,13 +219,15 @@ 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)],
|
||||
2.0f / 3.0f, 0.0f, endFrame, ANIMMODE_LOOP, morphFrames);
|
||||
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)],
|
||||
2.0f / 3.0f, 0.0f, endFrame, ANIMMODE_LOOP, morphFrames);
|
||||
PlayerAnimation_Change(play, &this->skelAnime,
|
||||
sPlayerAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)], 2.0f / 3.0f, 0.0f,
|
||||
endFrame, ANIMMODE_LOOP, morphFrames);
|
||||
}
|
||||
} else {
|
||||
Animation_Change(&this->skelAnime, animationPtr[animIndex], 1.0f, 0.0f,
|
||||
@@ -325,7 +327,7 @@ 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) {
|
||||
Message_ContinueTextbox(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;
|
||||
}
|
||||
|
||||
@@ -68,7 +68,10 @@ 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 };
|
||||
|
||||
@@ -168,17 +171,17 @@ void EnYb_ActorShadowFunc(Actor* thisx, Lights* mapper, PlayState* play) {
|
||||
|
||||
void EnYb_ChangeAnim(PlayState* play, EnYb* this, s16 animIndex, u8 animMode, f32 morphFrames) {
|
||||
if (animIndex >= 0 && animIndex < 3) {
|
||||
if (animIndex != this->animIndex || animMode != ANIMMODE_LOOP) {
|
||||
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,
|
||||
morphFrames);
|
||||
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,
|
||||
morphFrames);
|
||||
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 animIndex = 2)
|
||||
@@ -207,7 +210,7 @@ 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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user