2ship2harkinian/mm/include/z64skin.h
2024-01-05 18:00:59 -05:00

107 lines
4.5 KiB
C

#ifndef Z64SKIN_H
#define Z64SKIN_H
#include "z64animation.h"
struct GraphicsContext;
struct GameState;
struct PlayState;
/**
* Holds a compact version of a vertex used in the Skin system (doesn't has the x, y, z positions or the flag member)
* It is used to initialise the Vtx used by an animated limb
*/
typedef struct {
/* 0x0 */ u16 index;
/* 0x2 */ s16 s; // s and t are texture coordinates (also known as u and v)
/* 0x4 */ s16 t;
/* 0x6 */ s8 normX;
/* 0x7 */ s8 normY;
/* 0x8 */ s8 normZ;
/* 0x9 */ u8 alpha;
} SkinVertex; // size = 0xA
/**
* Describes a position displacement and a scale to be applied to a limb at index `limbIndex`
*/
typedef struct {
/* 0x0 */ u8 limbIndex;
/* 0x2 */ s16 x;
/* 0x4 */ s16 y;
/* 0x6 */ s16 z;
/* 0x8 */ u8 scale;
} SkinTransformation; // size = 0xA
typedef struct {
/* 0x0 */ u16 vtxCount; // number of vertices in this modif entry
/* 0x2 */ u16 transformCount;
/* 0x4 */ u16 unk_04; // index of limbTransformations
/* 0x8 */ SkinVertex* skinVertices;
/* 0xC */ SkinTransformation* limbTransformations;
} SkinLimbModif; // size = 0x10
typedef struct {
/* 0x0 */ u16 totalVtxCount; // total vertex count for all modif entries
/* 0x2 */ u16 limbModifCount; // count of limbModifCount
/* 0x4 */ SkinLimbModif* limbModifications;
/* 0x8 */ Gfx* dlist;
} SkinAnimatedLimbData; // size = 0xC
// ZAPD compatibility typedefs
// TODO: Remove when ZAPD adds support for them
typedef SkinVertex Struct_800A57C0;
typedef SkinTransformation Struct_800A598C_2;
typedef SkinAnimatedLimbData Struct_800A5E28;
typedef SkinLimbModif Struct_800A598C;
#define SKIN_LIMB_TYPE_ANIMATED 4
#define SKIN_LIMB_TYPE_NORMAL 11
typedef struct {
/* 0x0 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
/* 0x6 */ u8 child;
/* 0x7 */ u8 sibling;
/* 0x8 */ s32 segmentType; // Type of data contained in segment
/* 0xC */ void* segment; // Gfx* if segmentType is SKIN_LIMB_TYPE_NORMAL, SkinAnimatedLimbData if segmentType is SKIN_LIMB_TYPE_ANIMATED, NULL otherwise
} SkinLimb; // size = 0x10
typedef struct {
/* 0x0 */ u8 index; // alternates every draw cycle
/* 0x4 */ Vtx* buf[2]; // number of vertices in buffer determined by `totalVtxCount`
} SkinLimbVtx; // size = 0xC
typedef struct {
/* 0x00 */ SkeletonHeader* skeletonHeader;
/* 0x04 */ MtxF mtx;
/* 0x44 */ s32 limbCount;
/* 0x48 */ SkinLimbVtx* vtxTable; // double buffered list of vertices for each limb
/* 0x4C */ SkelAnime skelAnime;
} Skin; // size = 0x90
typedef void (*SkinPostDraw)(struct Actor* thisx, struct PlayState* play, Skin* skin);
typedef s32 (*SkinOverrideLimbDraw)(struct Actor* thisx, struct PlayState* play, s32 limbIndex, Skin* skin);
#define SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS (1 << 0)
#define SKIN_DRAW_FLAG_CUSTOM_MATRIX (1 << 1)
void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos);
void Skin_ApplyLimbModifications(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3);
void Skin_DrawAnimatedLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
void Skin_DrawLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dListOverride, s32 drawFlags);
void func_80138228(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation);
void func_80138258(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
void func_8013828C(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
void func_801382C4(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst);
void Skin_GetVertexPos(Skin* skin, s32 limbIndex, s32 vtxIndex, Vec3f* dst);
void Skin_Setup(Skin* skin);
void Skin_InitAnimatedLimb(struct GameState* gameState, Skin* skin, s32 limbIndex);
void Skin_Init(struct GameState* gameState, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader);
void Skin_Free(struct GameState* gameState, Skin* skin);
s32 func_801387D4(Skin* skin, SkinLimb** skeleton, MtxF* limbMatrices, u8 parentIndex, u8 limbIndex);
s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, Actor* actor, s32 setTranslation);
#endif