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DmaAnimation
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@ -752,7 +752,7 @@ typedef struct PlayState {
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/* 0x1878C */ void (*unk_1878C)(struct PlayState* play);
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/* 0x18790 */ void (*unk_18790)(struct PlayState* play, s16 arg1);
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/* 0x18794 */ PlayerItemAction (*unk_18794)(struct PlayState* play, Player* player, ItemId itemId);
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/* 0x18798 */ s32 (*setPlayerTalkAnim)(struct PlayState* play, PlayerAnimationHeader* talkAnim, s32 animMode);
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/* 0x18798 */ s32 (*setPlayerTalkAnim)(struct PlayState* play, DmaAnimationHeader* talkAnim, s32 animMode);
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/* 0x1879C */ s16 playerActorCsIds[10];
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/* 0x187B0 */ MtxF viewProjectionMtxF;
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/* 0x187F0 */ Vec3f projectionMtxFDiagonal;
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@ -156,7 +156,7 @@ typedef struct {
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void* segmentVoid;
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struct PlayerAnimationFrame* linkAnimSegment;
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};
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} PlayerAnimationHeader; // size = 0x8
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} DmaAnimationHeader; // size = 0x8
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typedef struct SkelAnime {
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/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
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@ -164,7 +164,7 @@ typedef struct SkelAnime {
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/* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
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/* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
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/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
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/* 0x08 */ void* animation; // Can be an AnimationHeader or PlayerAnimationHeader.
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/* 0x08 */ void* animation; // Can be an AnimationHeader or DmaAnimationHeader.
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/* 0x0C */ f32 startFrame; // In mode 4, start of partial loop.
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/* 0x10 */ f32 endFrame; // In mode 2, Update returns true when curFrame is equal to this. In mode 4, end of partial loop.
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/* 0x14 */ f32 animLength; // Total number of frames in the current animation's file.
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@ -176,7 +176,7 @@ typedef struct SkelAnime {
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/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
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/* 0x30 */ union {
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s32 (*normal)(struct SkelAnime*);// Can be Loop, Partial loop, Play once, Morph, or Tapered morph
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s32 (*player)(struct PlayState*, struct SkelAnime*); // Loop, Play once, and Morph
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s32 (*dma)(struct PlayState*, struct SkelAnime*); // Loop, Play once, and Morph
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} update;
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/* 0x34 */ s8 initFlags; // Flags used when initializing Player's skeleton
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/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
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@ -315,7 +315,7 @@ Gfx* SkelAnime_DrawFlex(struct PlayState* play, void** skeleton, Vec3s* jointTab
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void AnimationContext_Reset(AnimationContext* animationCtx);
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void AnimationContext_SetNextQueue(struct PlayState* play);
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void AnimationContext_DisableQueue(struct PlayState* play);
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void AnimationContext_SetLoadFrame(struct PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
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void AnimationContext_SetLoadFrame(struct PlayState* play, DmaAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
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void AnimationContext_SetCopyAll(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
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void AnimationContext_SetInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
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void AnimationContext_SetCopyTrue(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
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@ -323,24 +323,24 @@ void AnimationContext_SetCopyFalse(struct PlayState* play, s32 vecCount, Vec3s*
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void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 arg3);
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void AnimationContext_Update(struct PlayState* play, AnimationContext* animationCtx);
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void SkelAnime_InitPlayer(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
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void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime);
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s32 PlayerAnimation_Update(struct PlayState* play, SkelAnime* skelAnime);
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void SkelAnime_InitPlayer(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, DmaAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount);
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void DmaAnimation_SetUpdateFunction(SkelAnime* skelAnime);
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s32 DmaAnimation_Update(struct PlayState* play, SkelAnime* skelAnime);
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void Animation_SetMorph(struct PlayState* play, SkelAnime* skelAnime, f32 morphFrames);
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void PlayerAnimation_Change(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void PlayerAnimation_PlayOnce(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
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void PlayerAnimation_PlayOnceSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
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void PlayerAnimation_PlayLoop(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation);
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void PlayerAnimation_PlayLoopSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed);
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void PlayerAnimation_CopyJointToMorph(struct PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_CopyMorphToJoint(struct PlayState* play, SkelAnime* skelAnime);
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void PlayerAnimation_LoadToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
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void PlayerAnimation_LoadToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame);
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void PlayerAnimation_InterpJointMorph(struct PlayState* play, SkelAnime* skelAnime, f32 weight);
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void PlayerAnimation_BlendToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void PlayerAnimation_BlendToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void PlayerAnimation_EndLoop(SkelAnime* skelAnime);
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s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
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void DmaAnimation_Change(struct PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void DmaAnimation_PlayOnce(struct PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation);
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void DmaAnimation_PlayOnceSetSpeed(struct PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation, f32 playSpeed);
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void DmaAnimation_PlayLoop(struct PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation);
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void DmaAnimation_PlayLoopSetSpeed(struct PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation, f32 playSpeed);
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void DmaAnimation_CopyJointToMorph(struct PlayState* play, SkelAnime* skelAnime);
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void DmaAnimation_CopyMorphToJoint(struct PlayState* play, SkelAnime* skelAnime);
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void DmaAnimation_LoadToMorph(struct PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation, f32 frame);
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void DmaAnimation_LoadToJoint(struct PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation, f32 frame);
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void DmaAnimation_InterpJointMorph(struct PlayState* play, SkelAnime* skelAnime, f32 weight);
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void DmaAnimation_BlendToJoint(struct PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation1, f32 frame1, DmaAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void DmaAnimation_BlendToMorph(struct PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation1, f32 frame1, DmaAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer);
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void DmaAnimation_EndLoop(SkelAnime* skelAnime);
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s32 DmaAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
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void SkelAnime_Init(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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void SkelAnime_InitFlex(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount);
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@ -365,6 +365,6 @@ void SkelAnime_Free(SkelAnime* skelAnime, struct PlayState* play);
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// ZAPD compatibility typedefs
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// TODO: Remove when ZAPD adds support for them
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typedef PlayerAnimationHeader LinkAnimationHeader;
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typedef DmaAnimationHeader LinkAnimationHeader;
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#endif
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@ -399,15 +399,15 @@ typedef struct PlayerAgeProperties {
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/* 0x94 */ u16 surfaceSfxIdOffset;
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/* 0x98 */ f32 unk_98;
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/* 0x9C */ f32 unk_9C;
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/* 0xA0 */ PlayerAnimationHeader* unk_A0;
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/* 0xA4 */ PlayerAnimationHeader* unk_A4;
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/* 0xA8 */ PlayerAnimationHeader* unk_A8;
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/* 0xAC */ PlayerAnimationHeader* unk_AC;
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/* 0xB0 */ PlayerAnimationHeader* unk_B0;
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/* 0xB4 */ PlayerAnimationHeader* unk_B4[4];
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/* 0xC4 */ PlayerAnimationHeader* unk_C4[2];
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/* 0xCC */ PlayerAnimationHeader* unk_CC[2];
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/* 0xD4 */ PlayerAnimationHeader* unk_D4[2];
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/* 0xA0 */ DmaAnimationHeader* unk_A0;
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/* 0xA4 */ DmaAnimationHeader* unk_A4;
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/* 0xA8 */ DmaAnimationHeader* unk_A8;
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/* 0xAC */ DmaAnimationHeader* unk_AC;
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/* 0xB0 */ DmaAnimationHeader* unk_B0;
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/* 0xB4 */ DmaAnimationHeader* unk_B4[4];
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/* 0xC4 */ DmaAnimationHeader* unk_C4[2];
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/* 0xCC */ DmaAnimationHeader* unk_CC[2];
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/* 0xD4 */ DmaAnimationHeader* unk_D4[2];
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} PlayerAgeProperties; // size = 0xDC
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typedef struct {
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@ -3,15 +3,15 @@
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#define ANIM_INTERP 1
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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 DmaAnimation_Loop(PlayState* play, SkelAnime* skelAnime);
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s32 DmaAnimation_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 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 DmaAnimation_Change(PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* 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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@ -1001,18 +1001,18 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
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/**
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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, PlayerAnimationHeader* animation, s32 frame, s32 limbCount,
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void AnimationContext_SetLoadFrame(PlayState* play, DmaAnimationHeader* 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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PlayerAnimationHeader* playerAnimHeader = Lib_SegmentedToVirtual(animation);
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DmaAnimationHeader* dmaAnimHeader = Lib_SegmentedToVirtual(animation);
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void* ram = (void*)frameTable;
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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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LINK_ANIMETION_OFFSET(dmaAnimHeader->segmentVoid, (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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@ -1195,11 +1195,11 @@ 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 Player animations to a looping animation, dynamically allocating the frame
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* Initializes a skeleton to be used with DMA 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_InitPlayer(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer,
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DmaAnimationHeader* 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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@ -1236,17 +1236,17 @@ 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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DmaAnimation_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 Player animations based on its mode
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* Sets the update function of a SkelAnime that uses DMA animations based on its mode
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*/
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void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
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void DmaAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
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if (skelAnime->mode <= ANIMMODE_LOOP_INTERP) {
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skelAnime->update.player = PlayerAnimation_Loop;
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skelAnime->update.dma = DmaAnimation_Loop;
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} else {
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skelAnime->update.player = PlayerAnimation_Once;
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skelAnime->update.dma = DmaAnimation_Once;
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}
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skelAnime->morphWeight = 0.0f;
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}
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@ -1255,21 +1255,21 @@ void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
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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 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
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return skelAnime->update.player(play, skelAnime);
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s32 DmaAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
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return skelAnime->update.dma(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 PlayerAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
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s32 DmaAnimation_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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PlayerAnimation_SetUpdateFunction(skelAnime);
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DmaAnimation_SetUpdateFunction(skelAnime);
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}
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AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable,
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@ -1281,7 +1281,7 @@ s32 PlayerAnimation_Morph(PlayState* play, SkelAnime* skelAnime) {
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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 PlayerAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
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void DmaAnimation_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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@ -1299,7 +1299,7 @@ void PlayerAnimation_AnimateFrame(PlayState* play, SkelAnime* skelAnime) {
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/**
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* Advances a Player animation that loops over its full length
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*/
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s32 PlayerAnimation_Loop(PlayState* play, SkelAnime* skelAnime) {
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s32 DmaAnimation_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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@ -1308,18 +1308,18 @@ s32 PlayerAnimation_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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PlayerAnimation_AnimateFrame(play, skelAnime);
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DmaAnimation_AnimateFrame(play, skelAnime);
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return false;
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}
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/**
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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 PlayerAnimation_Once(PlayState* play, SkelAnime* skelAnime) {
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s32 DmaAnimation_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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PlayerAnimation_AnimateFrame(play, skelAnime);
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DmaAnimation_AnimateFrame(play, skelAnime);
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return true;
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}
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@ -1334,7 +1334,7 @@ s32 PlayerAnimation_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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PlayerAnimation_AnimateFrame(play, skelAnime);
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DmaAnimation_AnimateFrame(play, skelAnime);
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return false;
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}
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@ -1352,23 +1352,22 @@ void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames)
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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 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 DmaAnimation_Change(PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* 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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PlayerAnimation_SetUpdateFunction(skelAnime);
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DmaAnimation_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.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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skelAnime->update.dma = DmaAnimation_Morph;
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AnimationContext_SetLoadFrame(play, animation, startFrame, skelAnime->limbCount, skelAnime->morphTable);
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}
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skelAnime->morphWeight = 1.0f;
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skelAnime->morphRate = 1.0f / morphFrames;
|
||||
} else {
|
||||
PlayerAnimation_SetUpdateFunction(skelAnime);
|
||||
DmaAnimation_SetUpdateFunction(skelAnime);
|
||||
AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount, skelAnime->jointTable);
|
||||
skelAnime->morphWeight = 0.0f;
|
||||
}
|
||||
@ -1385,78 +1384,77 @@ void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimati
|
||||
/**
|
||||
* Immediately changes to a Player animation that plays once at the default speed.
|
||||
*/
|
||||
void PlayerAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation) {
|
||||
PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
|
||||
ANIMMODE_ONCE, 0.0f);
|
||||
void DmaAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation) {
|
||||
DmaAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
|
||||
ANIMMODE_ONCE, 0.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Immediately changes to a Player animation that plays once at the specified speed.
|
||||
*/
|
||||
void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation,
|
||||
f32 playSpeed) {
|
||||
PlayerAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
|
||||
ANIMMODE_ONCE, 0.0f);
|
||||
void DmaAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation,
|
||||
f32 playSpeed) {
|
||||
DmaAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
|
||||
ANIMMODE_ONCE, 0.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Immediately changes to a Player animation that loops at the default speed.
|
||||
*/
|
||||
void PlayerAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation) {
|
||||
PlayerAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
|
||||
ANIMMODE_LOOP, 0.0f);
|
||||
void DmaAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation) {
|
||||
DmaAnimation_Change(play, skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(&animation->common),
|
||||
ANIMMODE_LOOP, 0.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Immediately changes to a Player animation that loops at the specified speed.
|
||||
*/
|
||||
void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation,
|
||||
f32 playSpeed) {
|
||||
PlayerAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
|
||||
ANIMMODE_LOOP, 0.0f);
|
||||
void DmaAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation,
|
||||
f32 playSpeed) {
|
||||
DmaAnimation_Change(play, skelAnime, animation, playSpeed, 0.0f, Animation_GetLastFrame(&animation->common),
|
||||
ANIMMODE_LOOP, 0.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Requests copying jointTable to morphTable
|
||||
*/
|
||||
void PlayerAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) {
|
||||
void DmaAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime) {
|
||||
AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->morphTable, skelAnime->jointTable);
|
||||
}
|
||||
|
||||
/**
|
||||
* Requests copying morphTable to jointTable
|
||||
*/
|
||||
void PlayerAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime) {
|
||||
void DmaAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime) {
|
||||
AnimationContext_SetCopyAll(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable);
|
||||
}
|
||||
|
||||
/**
|
||||
* Requests loading frame data from the Player animation into morphTable
|
||||
*/
|
||||
void PlayerAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame) {
|
||||
void DmaAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation, f32 frame) {
|
||||
AnimationContext_SetLoadFrame(play, animation, (s32)frame, skelAnime->limbCount, skelAnime->morphTable);
|
||||
}
|
||||
|
||||
/**
|
||||
* Requests loading frame data from the Player animation into jointTable
|
||||
*/
|
||||
void PlayerAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame) {
|
||||
void DmaAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* 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 PlayerAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight) {
|
||||
void DmaAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight) {
|
||||
AnimationContext_SetInterp(play, skelAnime->limbCount, skelAnime->jointTable, skelAnime->morphTable, weight);
|
||||
}
|
||||
|
||||
/**
|
||||
* Requests loading frame data from the Player animations and blending them, placing the result in jointTable
|
||||
* Requests loading frame data from the DMA animations and blending them, placing the result in jointTable
|
||||
*/
|
||||
void PlayerAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1,
|
||||
PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight,
|
||||
void* blendTableBuffer) {
|
||||
void DmaAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation1, f32 frame1,
|
||||
DmaAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer) {
|
||||
void* alignedBlendTable;
|
||||
|
||||
AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->jointTable);
|
||||
@ -1468,11 +1466,10 @@ void PlayerAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, PlayerA
|
||||
}
|
||||
|
||||
/**
|
||||
* Requests loading frame data from the Player animations and blending them, placing the result in morphTable
|
||||
* Requests loading frame data from the DMA animations and blending them, placing the result in morphTable
|
||||
*/
|
||||
void PlayerAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1,
|
||||
PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight,
|
||||
void* blendTableBuffer) {
|
||||
void DmaAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, DmaAnimationHeader* animation1, f32 frame1,
|
||||
DmaAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer) {
|
||||
void* alignedBlendTable;
|
||||
|
||||
AnimationContext_SetLoadFrame(play, animation1, (s32)frame1, skelAnime->limbCount, skelAnime->morphTable);
|
||||
@ -1486,9 +1483,9 @@ void PlayerAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, PlayerA
|
||||
/**
|
||||
* Changes a looping animation to one that stops at the end.
|
||||
*/
|
||||
void PlayerAnimation_EndLoop(SkelAnime* skelAnime) {
|
||||
void DmaAnimation_EndLoop(SkelAnime* skelAnime) {
|
||||
skelAnime->mode = ANIMMODE_ONCE;
|
||||
PlayerAnimation_SetUpdateFunction(skelAnime);
|
||||
DmaAnimation_SetUpdateFunction(skelAnime);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -1521,7 +1518,7 @@ s32 Animation_OnFrameImpl(SkelAnime* skelAnime, f32 frame, f32 updateRate) {
|
||||
/**
|
||||
* Checks if the current Player animation has reached the specified frame
|
||||
*/
|
||||
s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) {
|
||||
s32 DmaAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) {
|
||||
f32 updateRate = gFramerateDivisorHalf;
|
||||
|
||||
return Animation_OnFrameImpl(skelAnime, frame, updateRate);
|
||||
|
@ -203,7 +203,7 @@ void EnRz_ChangeAnim(PlayState* play, EnRz* this, s16 animIndex, u8 animMode, f3
|
||||
&gRosaSistersStandingAnim, &gRosaSistersStandingAnim, &gRosaSistersWalkingAnim, &gRosaSistersSittingAnim,
|
||||
&gRosaSistersApplaudingAnim, &gRosaSistersOnKneesAnim, &gRosaSistersDancingAnim,
|
||||
};
|
||||
static PlayerAnimationHeader* sPlayerAnimations[] = {
|
||||
static DmaAnimationHeader* sDmaAnimations[] = {
|
||||
&gPlayerAnim_link_normal_wait_free,
|
||||
&gPlayerAnim_alink_dance_loop,
|
||||
};
|
||||
@ -219,15 +219,13 @@ void EnRz_ChangeAnim(PlayState* play, EnRz* this, s16 animIndex, u8 animMode, f3
|
||||
if ((animIndex >= EN_RZ_ANIM_THINKING) && (animIndex < EN_RZ_ANIM_MAX) &&
|
||||
((animIndex != this->animIndex) || (animMode != ANIMMODE_LOOP))) {
|
||||
if (animIndex >= ARRAY_COUNT(sJudoAnimations)) {
|
||||
endFrame = Animation_GetLastFrame(sPlayerAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)]);
|
||||
endFrame = Animation_GetLastFrame(sDmaAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)]);
|
||||
if (animMode == ANIMMODE_LOOP) {
|
||||
PlayerAnimation_Change(play, &this->skelAnime,
|
||||
sPlayerAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)], 2.0f / 3.0f, 0.0f,
|
||||
endFrame, ANIMMODE_LOOP, morphFrames);
|
||||
DmaAnimation_Change(play, &this->skelAnime, sDmaAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)],
|
||||
2.0f / 3.0f, 0.0f, endFrame, ANIMMODE_LOOP, morphFrames);
|
||||
} else {
|
||||
PlayerAnimation_Change(play, &this->skelAnime,
|
||||
sPlayerAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)], 2.0f / 3.0f, 0.0f,
|
||||
endFrame, ANIMMODE_LOOP, morphFrames);
|
||||
DmaAnimation_Change(play, &this->skelAnime, sDmaAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)],
|
||||
2.0f / 3.0f, 0.0f, endFrame, ANIMMODE_LOOP, morphFrames);
|
||||
}
|
||||
} else {
|
||||
Animation_Change(&this->skelAnime, animationPtr[animIndex], 1.0f, 0.0f,
|
||||
@ -327,7 +325,7 @@ s32 EnRz_UpdateSkelAnime(EnRz* this, PlayState* play) {
|
||||
if (this->animIndex < EN_RZ_ANIM_LINK_NORMAL_WAIT_FREE) {
|
||||
return SkelAnime_Update(&this->skelAnime);
|
||||
} else {
|
||||
return PlayerAnimation_Update(play, &this->skelAnime);
|
||||
return DmaAnimation_Update(play, &this->skelAnime);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -321,7 +321,7 @@ s32 func_80A3E898(EnTest3* this, PlayState* play) {
|
||||
func_80151938(play, textId);
|
||||
}
|
||||
if (textId == 0x296B) {
|
||||
PlayerAnimation_PlayOnceSetSpeed(play, &this->player.skelAnime, &gPlayerAnim_al_yareyare, 2.0f / 3.0f);
|
||||
DmaAnimation_PlayOnceSetSpeed(play, &this->player.skelAnime, &gPlayerAnim_al_yareyare, 2.0f / 3.0f);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -68,7 +68,7 @@ static ColliderCylinderInit sCylinderInit = {
|
||||
// assumption: draw uses two different skeleton functions, might be incompatible
|
||||
static AnimationHeader* gYbUnusedAnimations[] = { &object_yb_Anim_000200 };
|
||||
|
||||
static PlayerAnimationHeader* gPlayerAnimations[] = {
|
||||
static DmaAnimationHeader* gDmaAnimations[] = {
|
||||
&gPlayerAnim_link_normal_wait_free,
|
||||
&gPlayerAnim_alink_dance_loop,
|
||||
};
|
||||
@ -174,14 +174,14 @@ void EnYb_ChangeAnim(PlayState* play, EnYb* this, s16 animIndex, u8 animMode, f3
|
||||
if ((animIndex != this->animIndex) || (animMode != ANIMMODE_LOOP)) {
|
||||
if (animIndex > 0) {
|
||||
if (animMode == ANIMMODE_LOOP) {
|
||||
PlayerAnimation_Change(play, &this->skelAnime, gPlayerAnimations[animIndex - 1], 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(gPlayerAnimations[animIndex - 1]), ANIMMODE_LOOP,
|
||||
morphFrames);
|
||||
DmaAnimation_Change(play, &this->skelAnime, gDmaAnimations[animIndex - 1], 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(gDmaAnimations[animIndex - 1]), ANIMMODE_LOOP,
|
||||
morphFrames);
|
||||
} else {
|
||||
// unused case, (only called once with animMode = ANIMMODE_LOOP)
|
||||
PlayerAnimation_Change(play, &this->skelAnime, gPlayerAnimations[animIndex - 1], 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(gPlayerAnimations[animIndex - 1]), ANIMMODE_LOOP,
|
||||
morphFrames);
|
||||
DmaAnimation_Change(play, &this->skelAnime, gDmaAnimations[animIndex - 1], 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(gDmaAnimations[animIndex - 1]), ANIMMODE_LOOP,
|
||||
morphFrames);
|
||||
}
|
||||
} else {
|
||||
// unused case, (only called once with animIndex = 2)
|
||||
@ -210,7 +210,7 @@ void EnYb_UpdateAnimation(EnYb* this, PlayState* play) {
|
||||
if (this->animIndex <= 0) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
} else {
|
||||
PlayerAnimation_Update(play, &this->skelAnime);
|
||||
DmaAnimation_Update(play, &this->skelAnime);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2559,28 +2559,28 @@
|
||||
0x80135E3C:("AnimationContext_MoveActor",),
|
||||
0x80135EE8:("AnimationContext_Update",),
|
||||
0x80135F88:("SkelAnime_InitPlayer",),
|
||||
0x801360A8:("PlayerAnimation_SetUpdateFunction",),
|
||||
0x801360E0:("PlayerAnimation_Update",),
|
||||
0x80136104:("PlayerAnimation_Morph",),
|
||||
0x801361BC:("PlayerAnimation_AnimateFrame",),
|
||||
0x80136288:("PlayerAnimation_Loop",),
|
||||
0x8013631C:("PlayerAnimation_Once",),
|
||||
0x801360A8:("DmaAnimation_SetUpdateFunction",),
|
||||
0x801360E0:("DmaAnimation_Update",),
|
||||
0x80136104:("DmaAnimation_Morph",),
|
||||
0x801361BC:("DmaAnimation_AnimateFrame",),
|
||||
0x80136288:("DmaAnimation_Loop",),
|
||||
0x8013631C:("DmaAnimation_Once",),
|
||||
0x801363F0:("Animation_SetMorph",),
|
||||
0x80136414:("PlayerAnimation_Change",),
|
||||
0x8013658C:("PlayerAnimation_PlayOnce",),
|
||||
0x801365EC:("PlayerAnimation_PlayOnceSetSpeed",),
|
||||
0x80136650:("PlayerAnimation_PlayLoop",),
|
||||
0x801366AC:("PlayerAnimation_PlayLoopSetSpeed",),
|
||||
0x8013670C:("PlayerAnimation_CopyJointToMorph",),
|
||||
0x8013673C:("PlayerAnimation_CopyMorphToJoint",),
|
||||
0x8013676C:("PlayerAnimation_LoadToMorph",),
|
||||
0x801367B0:("PlayerAnimation_LoadToJoint",),
|
||||
0x801367F4:("PlayerAnimation_InterpJointMorph",),
|
||||
0x8013682C:("PlayerAnimation_BlendToJoint",),
|
||||
0x801368CC:("PlayerAnimation_BlendToMorph",),
|
||||
0x8013696C:("PlayerAnimation_EndLoop",),
|
||||
0x80136414:("DmaAnimation_Change",),
|
||||
0x8013658C:("DmaAnimation_PlayOnce",),
|
||||
0x801365EC:("DmaAnimation_PlayOnceSetSpeed",),
|
||||
0x80136650:("DmaAnimation_PlayLoop",),
|
||||
0x801366AC:("DmaAnimation_PlayLoopSetSpeed",),
|
||||
0x8013670C:("DmaAnimation_CopyJointToMorph",),
|
||||
0x8013673C:("DmaAnimation_CopyMorphToJoint",),
|
||||
0x8013676C:("DmaAnimation_LoadToMorph",),
|
||||
0x801367B0:("DmaAnimation_LoadToJoint",),
|
||||
0x801367F4:("DmaAnimation_InterpJointMorph",),
|
||||
0x8013682C:("DmaAnimation_BlendToJoint",),
|
||||
0x801368CC:("DmaAnimation_BlendToMorph",),
|
||||
0x8013696C:("DmaAnimation_EndLoop",),
|
||||
0x80136990:("Animation_OnFrameImpl",),
|
||||
0x80136A48:("PlayerAnimation_OnFrame",),
|
||||
0x80136A48:("DmaAnimation_OnFrame",),
|
||||
0x80136A7C:("SkelAnime_Init",),
|
||||
0x80136B30:("SkelAnime_InitFlex",),
|
||||
0x80136BEC:("SkelAnime_InitSkin",),
|
||||
|
@ -194,23 +194,23 @@ wordReplace = {
|
||||
"SkelAnime_AnimationType5Loaded": "AnimationContext_MoveActor",
|
||||
"func_80135EE8": "AnimationContext_Update",
|
||||
"SkelAnime_InitLink": "SkelAnime_InitPlayer",
|
||||
"LinkAnimation_SetUpdateFunction": "PlayerAnimation_SetUpdateFunction",
|
||||
"LinkAnimation_Update": "PlayerAnimation_Update",
|
||||
"LinkAnimation_SetUpdateFunction": "DmaAnimation_SetUpdateFunction",
|
||||
"LinkAnimation_Update": "DmaAnimation_Update",
|
||||
"SkelAnime_SetTransition": "Animation_SetMorph",
|
||||
"LinkAnimation_Change": "PlayerAnimation_Change",
|
||||
"LinkAnimation_PlayOnce": "PlayerAnimation_PlayOnce",
|
||||
"LinkAnimation_PlayOnceSetSpeed": "PlayerAnimation_PlayOnceSetSpeed",
|
||||
"LinkAnimation_PlayLoop": "PlayerAnimation_PlayLoop",
|
||||
"LinkAnimation_PlayLoopSetSpeed": "PlayerAnimation_PlayLoopSetSpeed",
|
||||
"LinkAnimation_CopyJointToMorph": "PlayerAnimation_CopyJointToMorph",
|
||||
"LinkAnimation_CopyMorphToJoint": "PlayerAnimation_CopyMorphToJoint",
|
||||
"LinkAnimation_LoadToMorph": "PlayerAnimation_LoadToMorph",
|
||||
"LinkAnimation_LoadToJoint": "PlayerAnimation_LoadToJoint",
|
||||
"LinkAnimation_InterpJointMorph": "PlayerAnimation_InterpJointMorph",
|
||||
"LinkAnimation_BlendToJoint": "PlayerAnimation_BlendToJoint",
|
||||
"LinkAnimation_BlendToMorph": "PlayerAnimation_BlendToMorph",
|
||||
"LinkAnimation_EndLoop": "PlayerAnimation_EndLoop",
|
||||
"LinkAnimation_OnFrame": "PlayerAnimation_OnFrame",
|
||||
"LinkAnimation_Change": "DmaAnimation_Change",
|
||||
"LinkAnimation_PlayOnce": "DmaAnimation_PlayOnce",
|
||||
"LinkAnimation_PlayOnceSetSpeed": "DmaAnimation_PlayOnceSetSpeed",
|
||||
"LinkAnimation_PlayLoop": "DmaAnimation_PlayLoop",
|
||||
"LinkAnimation_PlayLoopSetSpeed": "DmaAnimation_PlayLoopSetSpeed",
|
||||
"LinkAnimation_CopyJointToMorph": "DmaAnimation_CopyJointToMorph",
|
||||
"LinkAnimation_CopyMorphToJoint": "DmaAnimation_CopyMorphToJoint",
|
||||
"LinkAnimation_LoadToMorph": "DmaAnimation_LoadToMorph",
|
||||
"LinkAnimation_LoadToJoint": "DmaAnimation_LoadToJoint",
|
||||
"LinkAnimation_InterpJointMorph": "DmaAnimation_InterpJointMorph",
|
||||
"LinkAnimation_BlendToJoint": "DmaAnimation_BlendToJoint",
|
||||
"LinkAnimation_BlendToMorph": "DmaAnimation_BlendToMorph",
|
||||
"LinkAnimation_EndLoop": "DmaAnimation_EndLoop",
|
||||
"LinkAnimation_OnFrame": "DmaAnimation_OnFrame",
|
||||
|
||||
"SkelAnime_InitSV": "SkelAnime_InitFlex",
|
||||
"SkelAnime_FrameUpdateMatrix": "SkelAnime_Update",
|
||||
|
@ -2073,28 +2073,28 @@ asm/non_matchings/code/z_skelanime/AnimationContext_CopyFalse.s,AnimationContext
|
||||
asm/non_matchings/code/z_skelanime/AnimationContext_MoveActor.s,AnimationContext_MoveActor,0x80135E3C,0x2B
|
||||
asm/non_matchings/code/z_skelanime/AnimationContext_Update.s,AnimationContext_Update,0x80135EE8,0x28
|
||||
asm/non_matchings/code/z_skelanime/SkelAnime_InitPlayerAnimetion.s,SkelAnime_InitPlayerAnimetion,0x80135F88,0x48
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_SetUpdateFunction.s,PlayerAnimation_SetUpdateFunction,0x801360A8,0xE
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_Update.s,PlayerAnimation_Update,0x801360E0,0x9
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_Morph.s,PlayerAnimation_Morph,0x80136104,0x2E
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_AnimateFrame.s,PlayerAnimation_AnimateFrame,0x801361BC,0x33
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_Loop.s,PlayerAnimation_Loop,0x80136288,0x25
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_Once.s,PlayerAnimation_Once,0x8013631C,0x35
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_SetUpdateFunction.s,DmaAnimation_SetUpdateFunction,0x801360A8,0xE
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_Update.s,DmaAnimation_Update,0x801360E0,0x9
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_Morph.s,DmaAnimation_Morph,0x80136104,0x2E
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_AnimateFrame.s,DmaAnimation_AnimateFrame,0x801361BC,0x33
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_Loop.s,DmaAnimation_Loop,0x80136288,0x25
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_Once.s,DmaAnimation_Once,0x8013631C,0x35
|
||||
asm/non_matchings/code/z_skelanime/Animation_SetMorph.s,Animation_SetMorph,0x801363F0,0x9
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_Change.s,PlayerAnimation_Change,0x80136414,0x5E
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_ChangeDefaultStop.s,PlayerAnimation_ChangeDefaultStop,0x8013658C,0x18
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_ChangePlaybackStop.s,PlayerAnimation_ChangePlaybackStop,0x801365EC,0x19
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_ChangeDefaultRepeat.s,PlayerAnimation_ChangeDefaultRepeat,0x80136650,0x17
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_ChangePlaybackRepeat.s,PlayerAnimation_ChangePlaybackRepeat,0x801366AC,0x18
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_CopyJointToMorph.s,PlayerAnimation_CopyJointToMorph,0x8013670C,0xC
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_CopyMorphToJoint.s,PlayerAnimation_CopyMorphToJoint,0x8013673C,0xC
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_LoadToMorph.s,PlayerAnimation_LoadToMorph,0x8013676C,0x11
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_LoadToJoint.s,PlayerAnimation_LoadToJoint,0x801367B0,0x11
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_InterpJointMorph.s,PlayerAnimation_InterpJointMorph,0x801367F4,0xE
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_BlendToJoint.s,PlayerAnimation_BlendToJoint,0x8013682C,0x28
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_BlendToMorph.s,PlayerAnimation_BlendToMorph,0x801368CC,0x28
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_EndLoop.s,PlayerAnimation_EndLoop,0x8013696C,0x9
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_Change.s,DmaAnimation_Change,0x80136414,0x5E
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_ChangeDefaultStop.s,DmaAnimation_ChangeDefaultStop,0x8013658C,0x18
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_ChangePlaybackStop.s,DmaAnimation_ChangePlaybackStop,0x801365EC,0x19
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_ChangeDefaultRepeat.s,DmaAnimation_ChangeDefaultRepeat,0x80136650,0x17
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_ChangePlaybackRepeat.s,DmaAnimation_ChangePlaybackRepeat,0x801366AC,0x18
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_CopyJointToMorph.s,DmaAnimation_CopyJointToMorph,0x8013670C,0xC
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_CopyMorphToJoint.s,DmaAnimation_CopyMorphToJoint,0x8013673C,0xC
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_LoadToMorph.s,DmaAnimation_LoadToMorph,0x8013676C,0x11
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_LoadToJoint.s,DmaAnimation_LoadToJoint,0x801367B0,0x11
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_InterpJointMorph.s,DmaAnimation_InterpJointMorph,0x801367F4,0xE
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_BlendToJoint.s,DmaAnimation_BlendToJoint,0x8013682C,0x28
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_BlendToMorph.s,DmaAnimation_BlendToMorph,0x801368CC,0x28
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_EndLoop.s,DmaAnimation_EndLoop,0x8013696C,0x9
|
||||
asm/non_matchings/code/z_skelanime/Animation_OnFrameImpl.s,Animation_OnFrameImpl,0x80136990,0x2E
|
||||
asm/non_matchings/code/z_skelanime/PlayerAnimation_OnFrame.s,PlayerAnimation_OnFrame,0x80136A48,0xD
|
||||
asm/non_matchings/code/z_skelanime/DmaAnimation_OnFrame.s,DmaAnimation_OnFrame,0x80136A48,0xD
|
||||
asm/non_matchings/code/z_skelanime/SkelAnime_Init.s,SkelAnime_Init,0x80136A7C,0x2D
|
||||
asm/non_matchings/code/z_skelanime/SkelAnime_InitFlex.s,SkelAnime_InitFlex,0x80136B30,0x2F
|
||||
asm/non_matchings/code/z_skelanime/SkelAnime_InitSkin.s,SkelAnime_InitSkin,0x80136BEC,0x26
|
||||
|
|
Loading…
Reference in New Issue
Block a user