mm/include/z64animation.h
Derek Hensley 9a4319827b
General Cleanup 9 (#961)
* 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
2022-08-07 19:43:58 -04:00

322 lines
11 KiB
C

#ifndef Z64_ANIMATION_H
#define Z64_ANIMATION_H
#include "PR/ultratypes.h"
#include "PR/gbi.h"
#include "z64dma.h"
#include "z64math.h"
struct PlayState;
struct Actor;
struct SkelAnime;
#define LINK_ANIMETION_OFFSET(addr, offset) \
(SEGMENT_ROM_START(link_animetion) + ((u32)addr & 0xFFFFFF) + ((u32)offset))
#define LIMB_DONE 0xFF
#define ANIMATION_ENTRY_MAX 50
#define ANIM_FLAG_UPDATEY (1 << 1)
#define ANIM_FLAG_NOMOVE (1 << 4)
typedef enum {
/* 0 */ ANIMMODE_LOOP,
/* 1 */ ANIMMODE_LOOP_INTERP,
/* 2 */ ANIMMODE_ONCE,
/* 3 */ ANIMMODE_ONCE_INTERP,
/* 4 */ ANIMMODE_LOOP_PARTIAL,
/* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP
} AnimationModes;
typedef enum {
/* -1 */ ANIMTAPER_DECEL = -1,
/* 0 */ ANIMTAPER_NONE,
/* 1 */ ANIMTAPER_ACCEL
} AnimationTapers;
typedef struct {
/* 0x0 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
/* 0x6 */ u8 child; // The first child's index into the limb table.
/* 0x7 */ u8 sibling; // The parent limb's next limb index into the limb table.
/* 0x8 */ Gfx* dList; // Display lists for the limb. Index 0 is the normal display list, index 1 is the
// far model display list.
} StandardLimb; // size = 0xC
// Model has limbs with only rigid meshes
typedef struct {
/* 0x0 */ Vec3s jointPos; // Root is position in model space, children are relative to parent
/* 0x6 */ u8 child;
/* 0x7 */ u8 sibling;
/* 0x8 */ Gfx* dLists[2]; // Near and far
} LodLimb; // size = 0x10
// Model has limbs with only rigid meshes
typedef struct {
/* 0x0 */ void** segment;
/* 0x4 */ u8 limbCount;
} SkeletonHeader; // size = 0x8
// Model has limbs with flexible meshes
typedef struct {
/* 0x0 */ SkeletonHeader sh;
/* 0x8 */ u8 dListCount;
} FlexSkeletonHeader; // size = 0xC
// Index into the frame data table.
typedef struct {
/* 0x0 */ u16 x;
/* 0x2 */ u16 y;
/* 0x4 */ u16 z;
} JointIndex; // size = 0x6
typedef struct {
/* 0x0 */ s16 frameCount;
} AnimationHeaderCommon; // size = 0x2
typedef struct {
/* 0x0 */ AnimationHeaderCommon common;
/* 0x4 */ s16* frameData; // referenced as tbl
/* 0x8 */ JointIndex* jointIndices; // referenced as ref_tbl
/* 0xC */ u16 staticIndexMax;
} AnimationHeader; // size = 0x10
typedef struct {
/* 0x00 */ s16 xMax;
/* 0x02 */ s16 x;
/* 0x04 */ s16 yMax;
/* 0x06 */ s16 y;
/* 0x08 */ s16 zMax;
/* 0x10 */ s16 z;
} JointKey; // size = 0x12
typedef struct {
/* 0x0 */ s16 frameCount;
/* 0x2 */ s16 limbCount;
/* 0x4 */ s16* frameData;
/* 0x8 */ JointKey* jointKey;
} LegacyAnimationHeader; // size = 0xC
typedef enum {
ANIMATION_LINKANIMETION,
ANIMENTRY_COPYALL,
ANIMENTRY_INTERP,
ANIMENTRY_COPYTRUE,
ANIMENTRY_COPYFALSE,
ANIMENTRY_MOVEACTOR
} AnimationType;
typedef struct {
/* 0x00 */ DmaRequest req;
/* 0x20 */ OSMesgQueue msgQueue;
/* 0x38 */ OSMesg msg;
} AnimEntryLoadFrame; // size = 0x3C
typedef struct {
/* 0x0 */ u8 queueFlag;
/* 0x1 */ u8 vecCount;
/* 0x4 */ Vec3s* dst;
/* 0x8 */ Vec3s* src;
} AnimEntryCopyAll; // size = 0xC
typedef struct {
/* 0x0 */ u8 queueFlag;
/* 0x1 */ u8 vecCount;
/* 0x4 */ Vec3s* base;
/* 0x8 */ Vec3s* mod;
/* 0xC */ f32 weight;
} AnimEntryInterp; // size = 0x10
typedef struct {
/* 0x0 */ u8 queueFlag;
/* 0x1 */ u8 vecCount;
/* 0x4 */ Vec3s* dst;
/* 0x8 */ Vec3s* src;
/* 0xC */ u8* copyFlag;
} AnimEntryCopyTrue; // size = 0x10
typedef struct {
/* 0x0 */ u8 queueFlag;
/* 0x1 */ u8 vecCount;
/* 0x4 */ Vec3s* dst;
/* 0x8 */ Vec3s* src;
/* 0xC */ u8* copyFlag;
} AnimEntryCopyFalse; // size = 0x10
typedef struct {
/* 0x0 */ struct Actor* actor;
/* 0x4 */ struct SkelAnime* skelAnime;
/* 0x8 */ f32 unk08;
} AnimEntryMoveActor; // size = 0xC
typedef union {
AnimEntryLoadFrame load;
AnimEntryCopyAll copy;
AnimEntryInterp interp;
AnimEntryCopyTrue copy1;
AnimEntryCopyFalse copy0;
AnimEntryMoveActor move;
} AnimationEntryData; // size = 0x3C
typedef struct {
/* 0x00 */ u8 type;
/* 0x04 */ AnimationEntryData data;
} AnimationEntry; // size = 0x40
typedef struct AnimationContext {
/* 0x000 */ s16 animationCount;
/* 0x004 */ AnimationEntry entries[ANIMATION_ENTRY_MAX];
} AnimationContext; // size = 0xC84
typedef struct {
/* 0x0 */ AnimationHeaderCommon common;
/* 0x4 */ u32 segment;
} LinkAnimationHeader; // size = 0x8
typedef struct SkelAnime {
/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
/* 0x01 */ u8 mode; // 0: loop, 2: play once, 4: partial loop. +1 to interpolate between frames.
/* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton
/* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1.
/* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb.
/* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader.
/* 0x0C */ f32 startFrame; // In mode 4, start of partial loop.
/* 0x10 */ f32 endFrame; // In mode 2, Update returns true when curFrame is equal to this. In mode 4, end of partial loop.
/* 0x14 */ f32 animLength; // Total number of frames in the current animation's file.
/* 0x18 */ f32 curFrame; // Current frame in the animation
/* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate.
/* 0x20 */ Vec3s* jointTable; // Current translation of model and rotations of all limbs
/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
/* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
/* 0x30 */ union {
s32 (*normal)(struct SkelAnime*);// Can be Loop, Partial loop, Play once, Morph, or Tapered morph
s32 (*link)(struct PlayState*, struct SkelAnime*); // Loop, Play once, and Morph
} update;
/* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
/* 0x38 */ Vec3s prevTransl; // Previous modelspace translation.
/* 0x3E */ Vec3s baseTransl; // Base modelspace translation.
} SkelAnime; // size = 0x44
typedef s32 (*OverrideLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
struct Actor* thisx);
typedef void (*PostLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
struct Actor* thisx);
typedef s32 (*OverrideLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
struct Actor* thisx, Gfx** gfx);
typedef void (*PostLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
struct Actor* thisx, Gfx** gfx);
typedef s32 (*OverrideLimbDrawFlex)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
struct Actor* thisx);
typedef void (*PostLimbDrawFlex)(struct PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot,
struct Actor* thisx);
typedef void (*TransformLimbDrawOpa)(struct PlayState* play, s32 limbIndex, struct Actor* thisx);
typedef void (*TransformLimbDraw)(struct PlayState* play, s32 limbIndex, struct Actor* thisx, Gfx** gfx);
typedef void (*AnimationEntryCallback)(struct PlayState*, AnimationEntryData*);
extern u32 link_animetion_segment;
typedef struct {
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playSpeed;
/* 0x08 */ f32 startFrame;
/* 0x0C */ f32 frameCount;
/* 0x10 */ u8 mode;
/* 0x14 */ f32 morphFrames;
} AnimationInfo; // size = 0x18
typedef struct {
/* 0x0 */ AnimationHeader* animation;
/* 0x4 */ f32 playSpeed;
/* 0x8 */ s16 startFrame;
/* 0xA */ s16 frameCount;
/* 0xC */ u8 mode;
/* 0xE */ s16 morphFrames;
} AnimationInfoS; // size = 0x10
typedef struct AnimationSpeedInfo {
/* 0x0 */ AnimationHeader* animation;
/* 0x4 */ f32 playSpeed;
/* 0x8 */ u8 mode;
/* 0xC */ f32 morphFrames;
} AnimationSpeedInfo; // size = 0x10
struct SkeletonInfo;
typedef s32 (*UnkKeyframeCallback)(struct PlayState* play, struct SkeletonInfo* skeletonInfo, s32* arg2, Gfx** dList,
u8* arg4, void* arg5);
// Keyframe limb?
typedef struct {
/* 0x0 */ Gfx* dList;
/* 0x4 */ u8 unk_4;
/* 0x5 */ u8 flags;
/* 0x6 */ Vec3s root;
} Struct_801BFA14_Arg1_Field4; // size = 0xC
// Other limb type?
typedef struct {
/* 0x0 */ Gfx* dList;
/* 0x4 */ u8 unk_4;
/* 0x5 */ u8 flags;
/* 0x6 */ u8 unk_6; // transform limb draw index
} Struct_801BFA14_Arg1_Field4_2; // size = 0x8
typedef struct {
/* 0x00 */ u8 limbCount;
/* 0x01 */ u8 unk_1; // non-zero in object files, number of non-null-dlist limbs?
/* 0x04 */ union {
Struct_801BFA14_Arg1_Field4* unk_4; // arrays
Struct_801BFA14_Arg1_Field4_2* unk_4_2;
};
/* 0x08 */ s16* unk_8;
/* 0x0C */ s16* unk_C;
/* 0x10 */ char unk_10[0x2];
/* 0x12 */ s16 unk_12;
} Struct_801BFA14_Arg1; // size = 0x14
typedef struct {
/* 0x00 */ u16* unk_0;
/* 0x04 */ s16* unk_4;
/* 0x08 */ s16* unk_8;
/* 0x0C */ s16* unk_C;
/* 0x10 */ char unk_10[0x2];
/* 0x12 */ s16 unk_12;
} SkeletonInfo_1C; // size = 0x14
typedef struct {
/* 0x00 */ f32 unk_0;
/* 0x04 */ f32 unk_4;
/* 0x08 */ f32 unk_8;
/* 0x0C */ f32 unk_C;
/* 0x10 */ f32 unk_10;
/* 0x14 */ s32 unk_14;
} FrameControl; // size = 0x18
// FlexKeyframeSkeleton ?
typedef struct SkeletonInfo {
/* 0x00 */ FrameControl frameCtrl;
/* 0x18 */ Struct_801BFA14_Arg1* unk_18; // array
/* 0x1C */ SkeletonInfo_1C* unk_1C;
/* 0x20 */ UnkKeyframeCallback* unk_20; // pointer to array of functions
/* 0x24 */ f32 unk_24; // duration? current time?
/* 0x28 */ Vec3s* frameData; // array of 3 Vec3s
/* 0x2C */ s16* unk_2C;
} SkeletonInfo; // size = 0x30
typedef s32 (*OverrideKeyframeDrawScaled)(struct PlayState* play, SkeletonInfo* skeletonInfo, s32 limbIndex, Gfx** dList,
u8* flags, struct Actor* actor, Vec3f* scale, Vec3s* rot, Vec3f* pos);
typedef void (*PostKeyframeDrawScaled)(struct PlayState* play, SkeletonInfo* skeleton, s32 limbIndex, Gfx** dList,
u8* flags, struct Actor* actor, Vec3f* scale, Vec3s* rot, Vec3f* pos);
#endif