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9a4319827b
* small z64animation cleanup * z64 * actor * bgcheck * collisioncheck * curve * cutscene * effect * item * light * math * player * save * save * schedule * skin * transition * Remove leading 0s from size = 0x10 * z64schedule enum * PR * enums
107 lines
4.5 KiB
C
107 lines
4.5 KiB
C
#ifndef Z64_SKIN_H
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#define Z64_SKIN_H
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#include "z64animation.h"
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struct GraphicsContext;
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struct GameState;
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struct PlayState;
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/**
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* Holds a compact version of a vertex used in the Skin system (doesn't has the x, y, z positions or the flag member)
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* It is used to initialise the Vtx used by an animated limb
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*/
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typedef struct {
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/* 0x0 */ u16 index;
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/* 0x2 */ s16 s; // s and t are texture coordinates (also known as u and v)
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/* 0x4 */ s16 t;
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/* 0x6 */ s8 normX;
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/* 0x7 */ s8 normY;
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/* 0x8 */ s8 normZ;
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/* 0x9 */ u8 alpha;
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} SkinVertex; // size = 0xA
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/**
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* Describes a position displacement and a scale to be applied to a limb at index `limbIndex`
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*/
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typedef struct {
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/* 0x0 */ u8 limbIndex;
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/* 0x2 */ s16 x;
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/* 0x4 */ s16 y;
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/* 0x6 */ s16 z;
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/* 0x8 */ u8 scale;
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} SkinTransformation; // size = 0xA
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typedef struct {
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/* 0x0 */ u16 vtxCount; // number of vertices in this modif entry
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/* 0x2 */ u16 transformCount;
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/* 0x4 */ u16 unk_04; // index of limbTransformations
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/* 0x8 */ SkinVertex* skinVertices;
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/* 0xC */ SkinTransformation* limbTransformations;
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} SkinLimbModif; // size = 0x10
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typedef struct {
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/* 0x0 */ u16 totalVtxCount; // total vertex count for all modif entries
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/* 0x2 */ u16 limbModifCount; // count of limbModifCount
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/* 0x4 */ SkinLimbModif* limbModifications;
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/* 0x8 */ Gfx* dlist;
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} SkinAnimatedLimbData; // size = 0xC
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// ZAPD compatibility typedefs
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// TODO: Remove when ZAPD adds support for them
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typedef SkinVertex Struct_800A57C0;
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typedef SkinTransformation Struct_800A598C_2;
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typedef SkinAnimatedLimbData Struct_800A5E28;
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typedef SkinLimbModif Struct_800A598C;
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#define SKIN_LIMB_TYPE_ANIMATED 4
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#define SKIN_LIMB_TYPE_NORMAL 11
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typedef struct {
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/* 0x0 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
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/* 0x6 */ u8 child;
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/* 0x7 */ u8 sibling;
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/* 0x8 */ s32 segmentType; // Type of data contained in segment
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/* 0xC */ void* segment; // Gfx* if segmentType is SKIN_LIMB_TYPE_NORMAL, SkinAnimatedLimbData if segmentType is SKIN_LIMB_TYPE_ANIMATED, NULL otherwise
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} SkinLimb; // size = 0x10
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typedef struct {
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/* 0x0 */ u8 index; // alternates every draw cycle
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/* 0x4 */ Vtx* buf[2]; // number of vertices in buffer determined by `totalVtxCount`
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} SkinLimbVtx; // size = 0xC
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typedef struct {
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/* 0x00 */ SkeletonHeader* skeletonHeader;
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/* 0x04 */ MtxF mtx;
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/* 0x44 */ s32 limbCount;
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/* 0x48 */ SkinLimbVtx* vtxTable; // double buffered list of vertices for each limb
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/* 0x4C */ SkelAnime skelAnime;
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} Skin; // size = 0x90
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typedef void (*SkinPostDraw)(struct Actor* thisx, struct PlayState* play, Skin* skin);
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typedef s32 (*SkinOverrideLimbDraw)(struct Actor* thisx, struct PlayState* play, s32 limbIndex, Skin* skin);
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#define SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS (1 << 0)
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#define SKIN_DRAW_FLAG_CUSTOM_MATRIX (1 << 1)
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void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos);
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void Skin_ApplyLimbModifications(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3);
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void Skin_DrawAnimatedLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
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void Skin_DrawLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dListOverride, s32 drawFlags);
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void func_80138228(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation);
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void func_80138258(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
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void func_8013828C(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
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void func_801382C4(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
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void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst);
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void Skin_GetVertexPos(Skin* skin, s32 limbIndex, s32 vtxIndex, Vec3f* dst);
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void Skin_Setup(Skin* skin);
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void Skin_InitAnimatedLimb(struct GameState* gameState, Skin* skin, s32 limbIndex);
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void Skin_Init(struct GameState* gameState, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader);
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void Skin_Free(struct GameState* gameState, Skin* skin);
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s32 func_801387D4(Skin* skin, SkinLimb** skeleton, MtxF* limbMatrices, u8 parentIndex, u8 limbIndex);
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s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, Actor* actor, s32 setTranslation);
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#endif
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