Files
mm/include/z64animation.h
T
Tharo 7743e5a2c4 Overhaul the build system (#234)
* wip

* fix

* add disassembler

* Disasm builds OK

* Variable addends

* More wip

* Rodata migration implemented

* Cleanup old tools

* Try fix submodule -> subrepo merge

* git subrepo pull --force --remote=https://github.com/zeldaret/ZAPD.git tools/ZAPD

subrepo:
  subdir:   "tools/ZAPD"
  merged:   "602e609"
upstream:
  origin:   "https://github.com/zeldaret/ZAPD.git"
  branch:   "master"
  commit:   "602e609"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "2f68596"

* Builds again but assets are totally broken

* git subrepo pull --force tools/asm-processor

subrepo:
  subdir:   "tools/asm-processor"
  merged:   "1ffdb08a"
upstream:
  origin:   "https://github.com/simonlindholm/asm-processor.git"
  branch:   "master"
  commit:   "1ffdb08a"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "2f68596"

* More cleanup, move functions.txt and variables.txt to tools/disasm and rm tables

* rm z64compress in preparation for subrepo

* git subrepo clone (merge) https://github.com/z64me/z64compress.git tools/z64compress

subrepo:
  subdir:   "tools/z64compress"
  merged:   "eb11085c"
upstream:
  origin:   "https://github.com/z64me/z64compress.git"
  branch:   "main"
  commit:   "eb11085c"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "2f68596"

* Fix asset extraction

* Fix diff-init make rule

* Split code bss

* Split assumed linker bug padding from assembly files

* add filelists for mm.us.rev1

* Maybe working, but I'm not sure

* add overlays to spec

* Add rodata to actos

* Everything compiles

* Make a lot of C files for code

* Add almost every file in code to spec

* whoops

* 3 code files left

* add scenes to spec

* More progress on progress.py

* Fix skelanime in spec

* audio files!

* Fix merge issues

* Fix some C files in code

* Fix remaining code files

* Use existing O1 C files in spec

* reorder boot order in spec

* update spec

* fault.c

* Convert relocs on completed actors, fixbaserom uses current rom name

* more boot files

* Add VT macros and script

* finish already existing boot files

* most of  libultra

* fix 64bits libultra files

* Use C files for libultra, wrap some functions in NON_MATCHING

* Remove duplicate of OS_CLOCK_RATE from fault.c

* C files for fbdemos

* delete dumb files

* bootstrap C files, still need to add them to the spec

* update fixbaserom

* boot OK?

* I forgot to commit the spec

* C for gamestates

* C for kaleido

* Change all includes to ""

* copy actor sizes script from oot

* I forgot to delete those files

* Basic C files for effects

* Add effects initvars names

* Remove mislabelled boot functions from header/txt

* Begin porting bootstrap_fx, some sizes

* Fix <>

* Fix enum

* Fix diff.py

* fix libultra stuff

* update regconvert

* update setup warnings

* add some missing ;

* Fix some makefile stuff and other fixes on some non_matching functions

* add executable flag in extract_baserom and fixbaserom

* fix relative path

* copy assist from oot

* fix map path

* another assist path fix

* Delete C files for handwritten files

* add code_801A51F0 to spec

* add gfxbuffers to spec

* Move rodata to top of each file when possible

* UNK_TYPEs for func_801A51F0

* Remove kaleido rodata from spec

* Update spec and undefined_syms for recent merge

* GCC warnings and fix errors in nonmatchings,

* round percentage numbers

* progress script: format changes

* progress: error on non-existing files

* fix warning in z_scene_table

* Match 2 nonmatchings in z_actor

* Warnings in lightswitch and invadepoh

* Fix warning in z_actor_dlftbls

* I though I fixed this one

* whoops

* Comment out CC_CHECK

* Removed redundant ultra64.h includes

* Update asm_processor, sorted boot_O1 into other folders, completed the fbdemo bootstrap, cleaned up undefined_syms

* Completed gamestates bootstrap

* Split kaleido_scope

* Remove section.h and segment.h, move keep object externs to a common location in variables.h

* Completed effects bootstrap

* Segmented address externs for effects, fbdemos, gamestates and kaleido

* Move actor data externs out of the if 0

* Segmented address externs for actors

* Prepare actionfunc detection

* fix script, how did it even work before

* Fix actionfunc script again, re-introduce some more intermediate prints to the disassembler

* Automated actionFunc detection in actors

* Segmented addresses from player .text

* rm old segment addrs script and fix build

* Move sizes folder to tools

* Make build.py executable

* New Jenkinsfile Prayge

* Remove numpy dependencies

* Add warnings_disasm_current.txt

* my bad

* Update spec and undefined_syms

* Add z_eff_ss_hahen to pametfrog

* git subrepo pull (merge) --force tools/z64compress

subrepo:
  subdir:   "tools/z64compress"
  merged:   "163ca2af"
upstream:
  origin:   "https://github.com/z64me/z64compress.git"
  branch:   "main"
  commit:   "163ca2af"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "2f68596"

* Make z64compress print to stdout

* sneeky commit to update warnings tooling

* test

* Another test

* Mark fixing overlay reloc generating as a TODO

* Update warnings stuff

* Communicate the return code from running z64compress back to the Makefile through the wrapper

* Run formatter, remove extra commented copy of function

* Re-fix some includes

* Convert atan to hex to conform to decided style

* Some tidying up, remove c for fp and the other two handwritten code files

* BSS in z_collision_check & z_scene_proc

* add static back in

* Fix timerintr bss, add file to spec, some cleanup

* Remove externs

* Newline

* Readd enums

* Typo

* Colours

* Comments for hitmark enum values

Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>

* Improvements and suggestions

* Organize and remove unused imports and use env for python3 scripts, delete unused overlay.py

Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
2021-08-03 23:21:31 -04:00

260 lines
8.2 KiB
C

#ifndef _Z64_ANIMATION_H
#define _Z64_ANIMATION_H
#include "PR/ultratypes.h"
#include "PR/gbi.h"
#include "z64dma.h"
#include "z64math.h"
#define LINK_ANIMETION_OFFSET(addr, offset) \
(((u32)&_link_animetionSegmentRomStart) + ((u32)addr & 0xFFFFFF) + ((u32)offset))
#define LIMB_DONE 0xFF
#define ANIMATION_ENTRY_MAX 50
#define ANIM_FLAG_UPDATEXZ 0x02
#define ANIM_FLAG_UPDATEY 0x10
struct GlobalContext;
struct Actor;
typedef struct SkelAnime SkelAnime;
typedef struct {
/* 0x000 */ Vec3s translation; // Translation relative to parent limb. root limb is a tranlation for entire model.
/* 0x006 */ u8 firstChildIndex; // The first child's index into the limb table.
/* 0x007 */ u8 nextLimbIndex; // The parent limb's next limb index into the limb table.
/* 0x008 */ Gfx* displayLists[1]; // Display lists for the limb. Index 0 is the normal display list, index 1 is the
// far model display list.
} StandardLimb; // Size = 0xC
// Model has limbs with only rigid meshes
typedef struct {
/* 0x000 */ void** skeletonSeg; // Segment address of SkelLimbIndex.
/* 0x004 */ u8 limbCount; // Number of limbs in the model.
} SkeletonHeader; // size = 0x8
// Model has limbs with flexible meshes
typedef struct {
/* 0x000 */ SkeletonHeader sh;
/* 0x008 */ u8 dListCount; // Number of display lists in the model.
} FlexSkeletonHeader; // size = 0xC
typedef s16 AnimationRotationValue;
typedef struct {
/* 0x000 */ u16 x;
/* 0x002 */ u16 y;
/* 0x004 */ u16 z;
} JointIndex; // size = 0x06
typedef struct {
/* 0x000 */ s16 frameCount;
/* 0x002 */ s16 unk02;
} AnimationHeaderCommon; // size = 0x4
typedef struct {
/* 0x00 */ AnimationHeaderCommon common;
/* 0x04 */ s16* frameData; // referenced as tbl
/* 0x08 */ JointIndex* jointIndices; // referenced as ref_tbl
/* 0x0C */ u16 staticIndexMax;
} AnimationHeader; // size = 0x10
typedef enum {
ANIMATION_LINKANIMETION,
ANIMATION_TYPE1,
ANIMATION_TYPE2,
ANIMATION_TYPE3,
ANIMATION_TYPE4,
ANIMATION_TYPE5
} AnimationType;
typedef struct {
/* 0x000 */ DmaRequest req;
/* 0x020 */ OSMesgQueue msgQueue;
/* 0x038 */ OSMesg msg;
} AnimationEntryType0; // size = 0x3C
typedef struct {
/* 0x000 */ u8 unk00;
/* 0x001 */ u8 vecCount;
/* 0x004 */ Vec3s* dst;
/* 0x008 */ Vec3s* src;
} AnimationEntryType1; // size = 0xC
typedef struct {
/* 0x000 */ u8 unk00;
/* 0x001 */ u8 limbCount;
/* 0x004 */ Vec3s* unk04;
/* 0x008 */ Vec3s* unk08;
/* 0x00C */ f32 unk0C;
} AnimationEntryType2; // size = 0x10
typedef struct {
/* 0x000 */ u8 unk00;
/* 0x001 */ u8 vecCount;
/* 0x004 */ Vec3s* dst;
/* 0x008 */ Vec3s* src;
/* 0x00C */ u8* index;
} AnimationEntryType3; // size = 0x10
typedef struct {
/* 0x000 */ u8 unk00;
/* 0x001 */ u8 vecCount;
/* 0x002 */ char unk02[0x2];
/* 0x004 */ Vec3s* dst;
/* 0x008 */ Vec3s* src;
/* 0x00C */ u8* index;
} AnimationEntryType4; // size = 0x10
typedef struct {
/* 0x000 */ struct Actor* actor;
/* 0x004 */ SkelAnime* skelAnime;
/* 0x008 */ f32 unk08;
} AnimationEntryType5; // size = 0xC
typedef struct {
/* 0x000 */ u8 raw[0x3C];
} AnimationEntryRaw; // size = 0x3C
typedef union {
AnimationEntryRaw raw;
AnimationEntryType0 type0;
AnimationEntryType1 type1;
AnimationEntryType2 type2;
AnimationEntryType3 type3;
AnimationEntryType4 type4;
AnimationEntryType5 type5;
} AnimationEntryType; // size = 0x3C
typedef struct {
/* 0x000 */ u8 type;
/* 0x001 */ u8 unk01;
/* 0x004 */ AnimationEntryType types;
} AnimationEntry; // size = 0x40
typedef struct AnimationContext {
/* 0x000 */ s16 animationCount;
/* 0x002 */ char unk02[2];
/* 0x004 */ AnimationEntry entries[ANIMATION_ENTRY_MAX];
} AnimationContext; // size = 0xC84
typedef struct {
/* 0x00 */ AnimationHeaderCommon common;
/* 0x04 */ u32 segment;
} LinkAnimationHeader; // size = 0x8
struct SkelAnime {
/* 0x00 */ u8 limbCount; // joint_Num
/* modes 0 and 1 repeat the animation indefinitely
* modes 2 and 3 play the animaton once then stop
* modes >= 4 play the animation once, and always start at frame 0.
*/
/* 0x01 */ u8 mode;
/* 0x02 */ u8 dListCount;
/* 0x03 */ s8 unk03;
/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
/* 0x08 */
union {
AnimationHeader* animCurrentSeg;
LinkAnimationHeader* linkAnimetionSeg;
AnimationHeaderCommon* genericSeg;
};
/* 0x0C */ f32 initialFrame;
/* 0x10 */ f32 animFrameCount;
/* 0x14 */ f32 totalFrames;
/* 0x18 */ f32 animCurrentFrame;
/* 0x1C */ f32 animPlaybackSpeed;
/* 0x20 */ Vec3s* limbDrawTbl; // now_joint
/* 0x24 */ Vec3s* transitionDrawTbl; // morf_joint
/* 0x28 */ f32 transCurrentFrame;
/* 0x2C */ f32 transitionStep;
/* 0x30 */ s32 (*animUpdate)();
/* 0x34 */ s8 initFlags;
/* 0x35 */ u8 flags;
/* 0x36 */ s16 prevFrameRot;
/* 0x38 */ Vec3s prevFramePos;
/* 0x3E */ Vec3s unk3E;
}; // size = 0x44
typedef s32 (*OverrideLimbDraw)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
struct Actor* actor);
typedef void (*PostLimbDraw)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot,
struct Actor* actor);
typedef s32 (*OverrideLimbDraw2)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
struct Actor* actor, Gfx** gfx);
typedef void (*PostLimbDraw2)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot,
struct Actor* actor, Gfx** gfx);
typedef s32 (*OverrideLimbDrawSV)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
struct Actor* actor);
typedef void (*PostLimbDrawSV)(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot,
struct Actor* actor);
typedef void (*UnkActorDraw)(struct GlobalContext* globalCtx, s32 limbIndex, struct Actor* actor);
typedef void (*AnimationEntryCallback)(struct GlobalContext*, AnimationEntryType*);
extern u32 link_animetion_segment;
// fcurve_skelanime structs
typedef struct {
/* 0x0000 */ u16 unk00; // appears to be flags
/* 0x0002 */ s16 unk02;
/* 0x0004 */ s16 unk04;
/* 0x0006 */ s16 unk06;
/* 0x0008 */ f32 unk08;
} TransformData; // size = 0xC
typedef struct {
/* 0x0000 */ u8* refIndex;
/* 0x0004 */ TransformData* transformData;
/* 0x0008 */ s16* copyValues;
/* 0x000C */ s16 unk0C;
/* 0x000E */ s16 unk10;
} TransformUpdateIndex; // size 0x10
typedef struct {
/* 0x0000 */ u8 firstChildIdx;
/* 0x0001 */ u8 nextLimbIdx;
/* 0x0004 */ Gfx* dList[2];
} SkelCurveLimb; // size >= 0x8
typedef struct {
/* 0x0000 */ SkelCurveLimb** limbs;
/* 0x0004 */ u8 limbCount;
} SkelCurveLimbList; // size = 0x8
typedef struct {
/* 0x0000 */ Vec3s scale;
/* 0x0006 */ Vec3s rot;
/* 0x000C */ Vec3s pos;
} LimbTransform; // size = 0x12
typedef struct {
/* 0x0000 */ u8 limbCount;
/* 0x0004 */ SkelCurveLimb** limbList;
/* 0x0008 */ TransformUpdateIndex* transUpdIdx;
/* 0x000C */ f32 unk0C; // seems to be unused
/* 0x0010 */ f32 animFinalFrame;
/* 0x0014 */ f32 animSpeed;
/* 0x0018 */ f32 animCurFrame;
/* 0x001C */ LimbTransform* transforms;
} SkelAnimeCurve; // size = 0x20
typedef s32 (*OverrideCurveLimbDraw)(struct GlobalContext* globalCtx, SkelAnimeCurve* skelCuve, s32 limbIndex,
struct Actor* actor);
typedef void (*PostCurveLimbDraw)(struct GlobalContext* globalCtx, SkelAnimeCurve* skelCuve, s32 limbIndex,
struct Actor* actor);
typedef struct struct_80B8E1A8 {
/* 0x00 */ AnimationHeader* animationSeg;
/* 0x04 */ f32 playbackSpeed;
/* 0x08 */ u8 mode;
/* 0x0C */ f32 transitionRate;
} struct_80B8E1A8; // size = 0x10
#endif