#ifndef Z64_SKIN_H #define Z64_SKIN_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