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https://github.com/zeldaret/mm.git
synced 2026-05-23 23:05:08 -04:00
Player doc: anim wrappers (#1434)
* player cs docs setup * more docs * more docs * missed enums * more docs, but broken. Need to fix sPlayerCsModeAnimFuncs * fix * rm enum * more minor docs * PR suggestion * typo * csActionFunc * PR Suggestion * player animation * cleanup * cleanup * comments * macro * fix bss * another comment * better macro * move macro * fix bss * adjust names * simplify enum * missed flags * PR Review * adjust comment * missed defines
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@@ -187,8 +187,8 @@ void func_800F0BB4(EnHy* enHy, PlayState* play, EnDoor* door, s16 arg3, s16 arg4
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phi_f0 = (offset.z >= 0.0f) ? 1.0f : -1.0f;
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animIndex = ((s8)phi_f0 < 0) ? 0 : 2;
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EnHy_ChangeObjectAndAnim(enHy, play, (animIndex == 0) ? arg3 : arg4);
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enHy->skelAnime.baseTransl = *enHy->skelAnime.jointTable;
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enHy->skelAnime.prevTransl = *enHy->skelAnime.jointTable;
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enHy->skelAnime.baseTransl = enHy->skelAnime.jointTable[LIMB_ROOT_POS];
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enHy->skelAnime.prevTransl = enHy->skelAnime.jointTable[LIMB_ROOT_POS];
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enHy->skelAnime.moveFlags |= (ANIM_FLAG_UPDATE_Y | ANIM_FLAG_1);
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AnimationContext_SetMoveActor(play, &enHy->actor, &enHy->skelAnime, 1.0f);
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door->knobDoor.playOpenAnim = true;
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+44
-44
@@ -100,11 +100,11 @@ void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, Over
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Matrix_Push();
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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pos.x = jointTable[LIMB_ROOT_POS].x;
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pos.y = jointTable[LIMB_ROOT_POS].y;
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pos.z = jointTable[LIMB_ROOT_POS].z;
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rot = jointTable[1];
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rot = jointTable[LIMB_ROOT_ROT];
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dList = rootLimb->dLists[lod];
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &dList, &pos, &rot, actor)) {
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@@ -219,11 +219,11 @@ void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable,
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Matrix_Push();
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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pos.x = jointTable[LIMB_ROOT_POS].x;
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pos.y = jointTable[LIMB_ROOT_POS].y;
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pos.z = jointTable[LIMB_ROOT_POS].z;
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rot = jointTable[1];
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rot = jointTable[LIMB_ROOT_ROT];
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newDList = limbDList = rootLimb->dLists[lod];
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@@ -326,11 +326,11 @@ void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, Over
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Matrix_Push();
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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pos.x = jointTable[LIMB_ROOT_POS].x;
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pos.y = jointTable[LIMB_ROOT_POS].y;
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pos.z = jointTable[LIMB_ROOT_POS].z;
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rot = jointTable[1];
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rot = jointTable[LIMB_ROOT_ROT];
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dList = rootLimb->dList;
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &dList, &pos, &rot, actor)) {
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@@ -439,10 +439,10 @@ void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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rot = jointTable[1];
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pos.x = jointTable[LIMB_ROOT_POS].x;
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pos.y = jointTable[LIMB_ROOT_POS].y;
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pos.z = jointTable[LIMB_ROOT_POS].z;
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rot = jointTable[LIMB_ROOT_ROT];
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newDList = limbDList = rootLimb->dList;
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@@ -575,10 +575,10 @@ void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* joi
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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rot = jointTable[1];
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pos.x = jointTable[LIMB_ROOT_POS].x;
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pos.y = jointTable[LIMB_ROOT_POS].y;
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pos.z = jointTable[LIMB_ROOT_POS].z;
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rot = jointTable[LIMB_ROOT_ROT];
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newDList = limbDList = rootLimb->dList;
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@@ -722,11 +722,11 @@ Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, Overrid
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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pos.x = jointTable[LIMB_ROOT_POS].x;
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pos.y = jointTable[LIMB_ROOT_POS].y;
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pos.z = jointTable[LIMB_ROOT_POS].z;
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rot = jointTable[1];
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rot = jointTable[LIMB_ROOT_ROT];
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dList = rootLimb->dList;
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@@ -838,11 +838,11 @@ Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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pos.x = jointTable[LIMB_ROOT_POS].x;
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pos.y = jointTable[LIMB_ROOT_POS].y;
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pos.z = jointTable[LIMB_ROOT_POS].z;
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rot = jointTable[1];
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rot = jointTable[LIMB_ROOT_ROT];
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newDList = limbDList = rootLimb->dList;
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@@ -1236,7 +1236,7 @@ void SkelAnime_InitPlayer(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHea
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skelAnime->morphTable = (void*)ALIGN16((uintptr_t)morphTableBuffer);
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}
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PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f);
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PlayerAnimation_Change(play, skelAnime, animation, PLAYER_ANIM_NORMAL_SPEED, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f);
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}
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/**
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@@ -1386,8 +1386,8 @@ void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimati
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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 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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PlayerAnimation_Change(play, skelAnime, animation, PLAYER_ANIM_NORMAL_SPEED, 0.0f,
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Animation_GetLastFrame(&animation->common), ANIMMODE_ONCE, 0.0f);
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}
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/**
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@@ -1403,8 +1403,8 @@ void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, Pla
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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 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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PlayerAnimation_Change(play, skelAnime, animation, PLAYER_ANIM_NORMAL_SPEED, 0.0f,
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Animation_GetLastFrame(&animation->common), ANIMMODE_LOOP, 0.0f);
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}
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/**
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@@ -1564,7 +1564,6 @@ void SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeade
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if (jointTable == NULL) {
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skelAnime->jointTable = ZeldaArena_Malloc(sizeof(*skelAnime->jointTable) * skelAnime->limbCount);
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skelAnime->morphTable = ZeldaArena_Malloc(sizeof(*skelAnime->morphTable) * skelAnime->limbCount);
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} else {
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skelAnime->jointTable = jointTable;
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@@ -1932,29 +1931,30 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
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diff->x = 0.0f;
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} else {
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// `angle` rotation around y axis.
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x = skelAnime->jointTable->x - skelAnime->prevTransl.x;
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z = skelAnime->jointTable->z - skelAnime->prevTransl.z;
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x = skelAnime->jointTable[LIMB_ROOT_POS].x - skelAnime->prevTransl.x;
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z = skelAnime->jointTable[LIMB_ROOT_POS].z - skelAnime->prevTransl.z;
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sin = Math_SinS(angle);
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cos = Math_CosS(angle);
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diff->x = x * cos + z * sin;
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diff->z = z * cos - x * sin;
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}
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skelAnime->prevTransl.x = skelAnime->jointTable->x;
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skelAnime->jointTable->x = skelAnime->baseTransl.x;
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skelAnime->prevTransl.z = skelAnime->jointTable->z;
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skelAnime->jointTable->z = skelAnime->baseTransl.z;
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skelAnime->prevTransl.x = skelAnime->jointTable[LIMB_ROOT_POS].x;
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skelAnime->jointTable[LIMB_ROOT_POS].x = skelAnime->baseTransl.x;
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skelAnime->prevTransl.z = skelAnime->jointTable[LIMB_ROOT_POS].z;
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skelAnime->jointTable[LIMB_ROOT_POS].z = skelAnime->baseTransl.z;
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if (skelAnime->moveFlags & ANIM_FLAG_UPDATE_Y) {
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if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
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diff->y = 0.0f;
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} else {
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diff->y = skelAnime->jointTable->y - skelAnime->prevTransl.y;
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diff->y = skelAnime->jointTable[LIMB_ROOT_POS].y - skelAnime->prevTransl.y;
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}
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skelAnime->prevTransl.y = skelAnime->jointTable->y;
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skelAnime->jointTable->y = skelAnime->baseTransl.y;
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skelAnime->prevTransl.y = skelAnime->jointTable[LIMB_ROOT_POS].y;
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skelAnime->jointTable[LIMB_ROOT_POS].y = skelAnime->baseTransl.y;
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} else {
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diff->y = 0.0f;
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skelAnime->prevTransl.y = skelAnime->jointTable->y;
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skelAnime->prevTransl.y = skelAnime->jointTable[LIMB_ROOT_POS].y;
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}
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skelAnime->moveFlags &= ~ANIM_FLAG_NOMOVE;
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}
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+4
-4
@@ -121,10 +121,10 @@ Gfx* SubS_DrawTransformFlex(PlayState* play, void** skeleton, Vec3s* jointTable,
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gSPSegment(gfx++, 0x0D, mtx);
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Matrix_Push();
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable->x;
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pos.y = jointTable->y;
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pos.z = jointTable->z;
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rot = jointTable[1];
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pos.x = jointTable[LIMB_ROOT_POS].x;
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pos.y = jointTable[LIMB_ROOT_POS].y;
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pos.z = jointTable[LIMB_ROOT_POS].z;
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rot = jointTable[LIMB_ROOT_ROT];
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newDlist = rootLimb->dList;
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limbDList = rootLimb->dList;
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