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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 @@
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#define ANIM_INTERP 1
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s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime);
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s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime);
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s32 PlayerAnimation_Loop(PlayState* play, SkelAnime* skelAnime);
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s32 PlayerAnimation_Once(PlayState* play, SkelAnime* skelAnime);
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s32 SkelAnime_LoopFull(SkelAnime* skelAnime);
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s32 SkelAnime_LoopPartial(SkelAnime* skelAnime);
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s32 SkelAnime_Once(SkelAnime* skelAnime);
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void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
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void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
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void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
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f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed,
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f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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void AnimationContext_LoadFrame(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_CopyAll(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_Interp(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_CopyTrue(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_CopyFalse(struct PlayState* play, AnimationEntryData* data);
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void AnimationContext_MoveActor(struct PlayState* play, AnimationEntryData* data);
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static AnimationEntryCallback sAnimationLoadDone[] = {
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AnimationContext_LoadFrame, AnimationContext_CopyAll, AnimationContext_Interp,
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AnimationContext_CopyTrue, AnimationContext_CopyFalse, AnimationContext_MoveActor,
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@@ -44,7 +51,7 @@ void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3
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pos.z = limb->jointPos.z;
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dList = limb->dLists[lod];
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if ((overrideLimbDraw == NULL) || (overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor) == 0)) {
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (dList != NULL) {
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Gfx* polyTemp = POLY_OPA_DISP;
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@@ -876,7 +883,7 @@ Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32
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s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Vec3s* frameTable) {
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LegacyAnimationHeader* animHeader = Lib_SegmentedToVirtual(animation);
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s16 limbCount = animHeader->limbCount;
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JointKey* key = Lib_SegmentedToVirtual(animHeader->jointKey);
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LegacyJointKey* key = Lib_SegmentedToVirtual(animHeader->jointKey);
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s16* frameData = Lib_SegmentedToVirtual(animHeader->frameData);
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s16* staticData = &frameData[0];
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s16* dynamicData = &frameData[frame];
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@@ -901,7 +908,7 @@ s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Ve
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/**
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* Used by legacy animation format
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*/
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s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation) {
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s16 Animation_GetLimbCountLegacy(LegacyAnimationHeader* animation) {
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LegacyAnimationHeader* animHeader = Lib_SegmentedToVirtual(animation);
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return animHeader->limbCount;
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@@ -910,7 +917,7 @@ s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation) {
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/**
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* Used by legacy animation format
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*/
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s16 Animation_GetLength2(LegacyAnimationHeader* animation) {
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s16 Animation_GetLengthLegacy(LegacyAnimationHeader* animation) {
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LegacyAnimationHeader* animHeader = Lib_SegmentedToVirtual(animation);
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return animHeader->frameCount;
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@@ -919,7 +926,7 @@ s16 Animation_GetLength2(LegacyAnimationHeader* animation) {
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/**
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* Used by legacy animation format
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*/
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s16 Animation_GetLastFrame2(LegacyAnimationHeader* animation) {
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s16 Animation_GetLastFrameLegacy(LegacyAnimationHeader* animation) {
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AnimationHeaderCommon* animHeader = Lib_SegmentedToVirtual(animation);
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return animHeader->frameCount - 1;
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@@ -979,7 +986,7 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
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AnimationEntry* entry;
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s16 index = animationCtx->animationCount;
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if (index >= ANIMATION_ENTRY_MAX) {
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if (index >= ARRAY_COUNT(animationCtx->entries)) {
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return NULL;
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}
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@@ -989,21 +996,25 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
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return entry;
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}
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#define LINK_ANIMETION_OFFSET(addr, offset) \
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(SEGMENT_ROM_START(link_animetion) + ((uintptr_t)addr & 0xFFFFFF) + ((u32)offset))
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/**
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* Requests loading frame data from the Link animation into frameTable
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* Requests loading frame data from the Player animation into frameTable
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*/
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void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
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void AnimationContext_SetLoadFrame(PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount,
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Vec3s* frameTable) {
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AnimationEntry* entry = AnimationContext_AddEntry(&play->animationCtx, ANIMATION_LINKANIMETION);
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if (entry != NULL) {
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LinkAnimationHeader* linkAnimHeader = Lib_SegmentedToVirtual(animation);
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uintptr_t ram = frameTable;
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PlayerAnimationHeader* playerAnimHeader = Lib_SegmentedToVirtual(animation);
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void* ram = (void*)frameTable;
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osCreateMesgQueue(&entry->data.load.msgQueue, &entry->data.load.msg, 1);
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DmaMgr_SendRequestImpl(&entry->data.load.req, ram,
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LINK_ANIMETION_OFFSET(linkAnimHeader->segment, (sizeof(Vec3s) * limbCount + 2) * frame),
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sizeof(Vec3s) * limbCount + 2, 0, &entry->data.load.msgQueue, NULL);
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osCreateMesgQueue(&entry->data.load.msgQueue, entry->data.load.msg, ARRAY_COUNT(entry->data.load.msg));
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DmaMgr_SendRequestImpl(
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&entry->data.load.req, ram,
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LINK_ANIMETION_OFFSET(playerAnimHeader->linkAnimSegment, (sizeof(Vec3s) * limbCount + sizeof(s16)) * frame),
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sizeof(Vec3s) * limbCount + sizeof(s16), 0, &entry->data.load.msgQueue, NULL);
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}
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}
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@@ -1080,7 +1091,7 @@ void AnimationContext_SetMoveActor(PlayState* play, Actor* actor, SkelAnime* ske
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}
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/**
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* Receives the request for Link's animation frame data
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* Receives the request for Player's animation frame data
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*/
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void AnimationContext_LoadFrame(PlayState* play, AnimationEntryData* data) {
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AnimEntryLoadFrame* entry = &data->load;
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@@ -1185,12 +1196,12 @@ void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx) {
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}
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/**
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* Initializes a skeleton to be used with Link animations to a looping animation, dynamically allocating the frame
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* Initializes a skeleton to be used with Player animations to a looping animation, dynamically allocating the frame
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* tables if not given.
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*/
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void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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LinkAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer,
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s32 limbBufCount) {
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void SkelAnime_InitPlayer(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer,
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s32 limbBufCount) {
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FlexSkeletonHeader* skeletonHeader;
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s32 headerJointCount;
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s32 limbCount;
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@@ -1226,52 +1237,52 @@ void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeade
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skelAnime->morphTable = (void*)ALIGN16((uintptr_t)morphTableBuffer);
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}
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LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f);
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PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f);
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}
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/**
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* Sets the update function of a SkelAnime that uses Link animations based on its mode
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* Sets the update function of a SkelAnime that uses Player animations based on its mode
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*/
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void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
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void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
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if (skelAnime->mode <= ANIMMODE_LOOP_INTERP) {
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skelAnime->update.link = LinkAnimation_Loop;
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skelAnime->update.player = PlayerAnimation_Loop;
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} else {
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skelAnime->update.link = LinkAnimation_Once;
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skelAnime->update.player = PlayerAnimation_Once;
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}
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skelAnime->morphWeight = 0.0f;
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}
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/**
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* Advances the current Link animation and updates all frame tables. If the animation plays once, returns true when it
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* Advances the current Player animation and updates all frame tables. If the animation plays once, returns true when it
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* finishes.
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*/
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s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
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return skelAnime->update.link(play, skelAnime);
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s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
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return skelAnime->update.player(play, skelAnime);
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}
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/**
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* Requests an interpolation between the pose in jointTable to the one in morphTable, advancing the morph but not the
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* animation frame
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*/
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s32 LinkAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
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s32 PlayerAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
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f32 prevMorphWeight = skelAnime->morphWeight;
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f32 updateRate = (s32)play->state.framerateDivisor * 0.5f;
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skelAnime->morphWeight -= skelAnime->morphRate * updateRate;
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if (skelAnime->morphWeight <= 0.0f) {
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LinkAnimation_SetUpdateFunction(skelAnime);
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PlayerAnimation_SetUpdateFunction(skelAnime);
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}
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AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
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1.0f - (skelAnime->morphWeight / prevMorphWeight));
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return 0;
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return false;
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}
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/**
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* Requests a load of the next frame of a Link animation, advances the morph, and requests an interpolation between
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* Requests a load of the next frame of a Player animation, advances the morph, and requests an interpolation between
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* jointTable and morphTable
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*/
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void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
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void PlayerAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
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AnimationContext_SetLoadFrame(play, skelAnime->animation, skelAnime->curFrame, skelAnime->limbCount,
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skelAnime->jointTable);
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if (skelAnime->morphWeight != 0) {
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@@ -1287,9 +1298,9 @@ void LinkAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
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}
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/**
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* Advances a Link animation that loops over its full length
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* Advances a Player animation that loops over its full length
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*/
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s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
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s32 PlayerAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
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f32 updateRate = (s32)play->state.framerateDivisor * 0.5f;
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skelAnime->curFrame += skelAnime->playSpeed * updateRate;
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@@ -1298,19 +1309,19 @@ s32 LinkAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
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} else if (skelAnime->animLength <= skelAnime->curFrame) {
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skelAnime->curFrame -= skelAnime->animLength;
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}
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LinkAnimation_AnimateFrame(play, skelAnime);
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return 0;
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PlayerAnimation_AnimateFrame(play, skelAnime);
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return false;
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}
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/**
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* Advances a Link animation that stops at endFrame and returns true when it is reached.
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* Advances a Player animation that stops at endFrame and returns true when it is reached.
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*/
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s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
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s32 PlayerAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
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f32 updateRate = (s32)play->state.framerateDivisor * 0.5f;
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if (skelAnime->curFrame == skelAnime->endFrame) {
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LinkAnimation_AnimateFrame(play, skelAnime);
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return 1;
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PlayerAnimation_AnimateFrame(play, skelAnime);
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return true;
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}
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skelAnime->curFrame += skelAnime->playSpeed * updateRate;
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@@ -1324,8 +1335,8 @@ s32 LinkAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
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skelAnime->curFrame -= skelAnime->animLength;
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}
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}
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LinkAnimation_AnimateFrame(play, skelAnime);
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return 0;
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PlayerAnimation_AnimateFrame(play, skelAnime);
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return false;
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}
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/**
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@@ -1337,28 +1348,28 @@ void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames)
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}
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/**
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* General way to set a new Link animation, allowing choice of playback speed, start frame, end frame, play mode, and
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* General way to set a new Player animation, allowing choice of playback speed, start frame, end frame, play mode, and
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* number of transition frames. Positive morph frames morph from the current pose to the start pose of the new
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* animation, then start the new animation. Negative morph frames start the new animation immediately, modified by the
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* pose immediately before the animation change.
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*/
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void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
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f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames) {
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void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed,
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f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames) {
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skelAnime->mode = mode;
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if ((morphFrames != 0.0f) && ((animation != skelAnime->animation) || (startFrame != skelAnime->curFrame))) {
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if (morphFrames < 0) {
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LinkAnimation_SetUpdateFunction(skelAnime);
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PlayerAnimation_SetUpdateFunction(skelAnime);
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SkelAnime_CopyFrameTable(skelAnime, skelAnime->morphTable, skelAnime->jointTable);
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morphFrames = -morphFrames;
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} else {
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skelAnime->update.link = LinkAnimation_Morph;
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skelAnime->update.player = PlayerAnimation_Morph;
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AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount,
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skelAnime->morphTable);
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}
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skelAnime->morphWeight = 1.0f;
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skelAnime->morphRate = 1.0f / morphFrames;
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} else {
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LinkAnimation_SetUpdateFunction(skelAnime);
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PlayerAnimation_SetUpdateFunction(skelAnime);
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AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount, skelAnime->jointTable);
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skelAnime->morphWeight = 0.0f;
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}
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@@ -1373,79 +1384,80 @@ void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHe
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}
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/**
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* Immediately changes to a Link animation that plays once at the default speed.
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* Immediately changes to a Player animation that plays once at the default speed.
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*/
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void LinkAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation) {
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LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_ONCE, 0.0f);
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void PlayerAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation) {
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PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_ONCE, 0.0f);
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}
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/**
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* Immediately changes to a Link animation that plays once at the specified speed.
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* Immediately changes to a Player animation that plays once at the specified speed.
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*/
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void LinkAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 playSpeed) {
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LinkAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_ONCE, 0.0f);
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void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation,
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f32 playSpeed) {
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PlayerAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_ONCE, 0.0f);
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}
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/**
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* Immediately changes to a Link animation that loops at the default speed.
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* Immediately changes to a Player animation that loops at the default speed.
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*/
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void LinkAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation) {
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LinkAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_LOOP, 0.0f);
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void PlayerAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation) {
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PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_LOOP, 0.0f);
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}
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/**
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* Immediately changes to a Link animation that loops at the specified speed.
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* Immediately changes to a Player animation that loops at the specified speed.
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*/
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void LinkAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation,
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f32 playSpeed) {
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LinkAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_LOOP, 0.0f);
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void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation,
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f32 playSpeed) {
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PlayerAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
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ANIMMODE_LOOP, 0.0f);
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}
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/**
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* Requests copying jointTable to morphTable
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||||
*/
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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;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user