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158d1b26b0
* PlayState rename * Make this work with the latest master and run format * Respond to hensldm's review * Respond to Elliptic's review * Add Effect_GetPlayState to namefixer.py * Add missed comma
205 lines
6.5 KiB
C
205 lines
6.5 KiB
C
#include "global.h"
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#include "z64skin.h"
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void Skin_Setup(Skin* skin) {
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skin->skeletonHeader = NULL;
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skin->limbCount = 0;
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skin->vtxTable = NULL;
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}
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/**
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* Initialises the Vtx buffers used for limb at index `limbIndex`
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*/
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void Skin_InitAnimatedLimb(GameState* gameState, Skin* skin, s32 limbIndex) {
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s32 i;
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SkinLimb** skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
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SkinAnimatedLimbData* animatedLimbData =
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Lib_SegmentedToVirtual(((SkinLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]))->segment);
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SkinLimbModif* limbModifications = Lib_SegmentedToVirtual(animatedLimbData->limbModifications);
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for (i = 0; i < ARRAY_COUNT(skin->vtxTable->buf); i++) {
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Vtx* vertices = skin->vtxTable[limbIndex].buf[i];
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SkinLimbModif* modifEntry;
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for (modifEntry = limbModifications; modifEntry < &limbModifications[animatedLimbData->limbModifCount];
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modifEntry++) {
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SkinVertex* skinVertices = Lib_SegmentedToVirtual(modifEntry->skinVertices);
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SkinVertex* skinVtxEntry;
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for (skinVtxEntry = skinVertices; skinVtxEntry < &skinVertices[modifEntry->vtxCount];) {
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Vtx* vtx = &vertices[skinVtxEntry->index];
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skinVtxEntry++;
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vtx->n.flag = 0;
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vtx->n.tc[0] = skinVtxEntry[-1].s;
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vtx->n.tc[1] = skinVtxEntry[-1].t;
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vtx->n.a = skinVtxEntry[-1].alpha;
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}
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}
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}
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}
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/**
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* Initializes a skin skeleton to looping animation, dynamically allocating the frame tables,
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* and dynamically allocating and initialising the Vtx and SkinLimbVtx buffers for its animated limbs
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*/
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void Skin_Init(GameState* gameState, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader) {
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s32 limbCount;
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s32 i;
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SkinLimb** skeleton;
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SkeletonHeader* virtSkelHeader = Lib_SegmentedToVirtual(skeletonHeader);
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skin->limbCount = virtSkelHeader->limbCount;
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skin->skeletonHeader = virtSkelHeader;
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limbCount = skin->skeletonHeader->limbCount;
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skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
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skin->vtxTable = ZeldaArena_Malloc(limbCount * sizeof(SkinLimbVtx));
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for (i = 0; i < limbCount; i++) {
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SkinLimbVtx* vtxEntry = &skin->vtxTable[i];
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if ((((SkinLimb*)Lib_SegmentedToVirtual(skeleton[i]))->segmentType != SKIN_LIMB_TYPE_ANIMATED) ||
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(((SkinLimb*)Lib_SegmentedToVirtual(skeleton[i]))->segment == NULL)) {
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vtxEntry->index = 0;
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vtxEntry->buf[0] = NULL;
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vtxEntry->buf[1] = NULL;
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} else {
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SkinAnimatedLimbData* animatedLimbData =
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Lib_SegmentedToVirtual((((SkinLimb*)Lib_SegmentedToVirtual(skeleton[i]))->segment));
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{ s32 tmp; }
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vtxEntry->index = 0;
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vtxEntry->buf[0] = ZeldaArena_Malloc(animatedLimbData->totalVtxCount * sizeof(Vtx));
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vtxEntry->buf[1] = ZeldaArena_Malloc(animatedLimbData->totalVtxCount * sizeof(Vtx));
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Skin_InitAnimatedLimb(gameState, skin, i);
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}
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}
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SkelAnime_InitSkin(gameState, &skin->skelAnime, skeletonHeader, animationHeader);
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}
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/**
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* Frees the dynamically allocated Vtx and SkinLimbVtx buffers and tables
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*/
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void Skin_Free(GameState* gameState, Skin* skin) {
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if (skin->vtxTable != NULL) {
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s32 i;
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for (i = 0; i < skin->limbCount; i++) {
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if (skin->vtxTable[i].buf[0] != NULL) {
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ZeldaArena_Free(skin->vtxTable[i].buf[0]);
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skin->vtxTable[i].buf[0] = NULL;
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}
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if (skin->vtxTable[i].buf[1] != NULL) {
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ZeldaArena_Free(skin->vtxTable[i].buf[1]);
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skin->vtxTable[i].buf[1] = NULL;
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}
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}
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if (skin->vtxTable != NULL) {
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ZeldaArena_Free(skin->vtxTable);
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}
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SkelAnime_Free(&skin->skelAnime, (PlayState*)gameState);
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}
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}
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s32 func_801387D4(Skin* skin, SkinLimb** skeleton, MtxF* limbMatrices, u8 parentIndex, u8 limbIndex) {
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s32 pad;
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SkinLimb* limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
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MtxF* mtx;
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s32 ret;
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MtxF sp28;
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if (parentIndex == LIMB_DONE) {
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SkinMatrix_GetClear(&mtx);
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} else {
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mtx = &limbMatrices[(s32)parentIndex];
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}
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SkinMatrix_MtxFMtxFMult(mtx, &limbMatrices[limbIndex], &sp28);
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SkinMatrix_MtxFCopy(&sp28, &limbMatrices[limbIndex]);
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if (limb->child != LIMB_DONE) {
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ret = func_801387D4(skin, skeleton, limbMatrices, limbIndex, limb->child);
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if (ret) {
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return ret;
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}
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}
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if (limb->sibling != LIMB_DONE) {
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ret = func_801387D4(skin, skeleton, limbMatrices, parentIndex, limb->sibling);
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if (ret) {
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return ret;
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}
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}
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return false;
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}
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/**
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* Recursively applies matrix tranformations to each limb
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*/
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s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, Actor* actor, s32 setTranslation) {
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s32 i;
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s32 pad;
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f32 yRot;
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f32 xRot;
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f32 zRot;
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s32 ret;
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f32 yTransl;
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f32 xTransl;
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f32 zTransl;
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SkinLimb** skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
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Vec3s* jointRot = skin->skelAnime.jointTable;
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jointRot++;
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xRot = jointRot->x;
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yRot = jointRot->y;
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zRot = jointRot->z;
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if (setTranslation) {
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jointRot--;
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xTransl = jointRot->x;
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yTransl = jointRot->y;
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zTransl = jointRot->z;
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jointRot++;
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SkinMatrix_SetRotateRPYTranslate(limbMatrices, xRot, yRot, zRot, xTransl, yTransl, zTransl);
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} else {
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SkinMatrix_SetRotateRPYTranslate(limbMatrices, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
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}
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jointRot++;
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for (i = 1; i < skin->skeletonHeader->limbCount; i++) {
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SkinLimb* limb = Lib_SegmentedToVirtual(skeleton[i]);
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xTransl = limb->jointPos.x;
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yTransl = limb->jointPos.y;
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zTransl = limb->jointPos.z;
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xRot = jointRot->x;
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yRot = jointRot->y;
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zRot = jointRot->z;
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jointRot++;
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SkinMatrix_SetRotateRPYTranslate(&limbMatrices[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
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}
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SkinMatrix_SetScaleRotateYRPTranslate(
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&skin->mtx, actor->scale.x, actor->scale.y, actor->scale.z, actor->shape.rot.x, actor->shape.rot.y,
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actor->shape.rot.z, actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
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actor->world.pos.z);
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ret = func_801387D4(skin, Lib_SegmentedToVirtual(skin->skeletonHeader->segment), limbMatrices, LIMB_DONE, 0);
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if (!ret) {
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return ret;
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}
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return false;
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}
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