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# ifndef Z64_ANIMATION_H
# define Z64_ANIMATION_H
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# include <libultraship/libultra.h>
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# include "z64dma.h"
# include "z64math.h"
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struct PlayState ;
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struct Actor ;
struct SkelAnime ;
# define LINK_ANIMATION_OFFSET(addr, offset) \
( ( ( uintptr_t ) _link_animetionSegmentRomStart ) + ( ( uintptr_t ) addr ) - ( ( uintptr_t ) _link_animetionSegmentStart ) + ( ( uintptr_t ) offset ) )
# define LIMB_DONE 0xFF
# define ANIMATION_ENTRY_MAX 50
# define ANIM_FLAG_UPDATEY (1 << 1)
# define ANIM_FLAG_NOMOVE (1 << 4)
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# define SKELANIME_TYPE_NORMAL 0
# define SKELANIME_TYPE_FLEX 1
# define SKELANIME_TYPE_CURVE 2
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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
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} AnimationMode ;
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typedef enum {
/* -1 */ ANIMTAPER_DECEL = - 1 ,
/* 0 */ ANIMTAPER_NONE ,
/* 1 */ ANIMTAPER_ACCEL
} AnimationTapers ;
typedef struct {
/* 0x00 */ Vec3s jointPos ; // Root is position in model space, children are relative to parent
/* 0x06 */ u8 child ;
/* 0x07 */ u8 sibling ;
/* 0x08 */ Gfx * dList ;
} StandardLimb ; // size = 0xC
typedef struct {
/* 0x00 */ Vec3s jointPos ; // Root is position in model space, children are relative to parent
/* 0x06 */ u8 child ;
/* 0x07 */ u8 sibling ;
/* 0x08 */ Gfx * dLists [ 2 ] ; // Near and far
} LodLimb ; // size = 0x10
typedef struct LegacyLimb {
/* 0x000 */ Gfx * dList ;
/* 0x004 */ Vec3f trans ;
/* 0x010 */ Vec3s rot ;
/* 0x018 */ struct LegacyLimb * sibling ;
/* 0x01C */ struct LegacyLimb * child ;
} LegacyLimb ; // size = 0x20
// Model has limbs with only rigid meshes
typedef struct {
/* 0x00 */ void * * segment ;
/* 0x04 */ u8 limbCount ;
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u8 skeletonType ;
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} SkeletonHeader ; // size = 0x8
// Model has limbs with flexible meshes
typedef struct {
/* 0x00 */ SkeletonHeader sh ;
/* 0x08 */ u8 dListCount ;
} FlexSkeletonHeader ; // size = 0xC
// Index into the frame data table.
typedef struct {
/* 0x00 */ u16 x ;
/* 0x02 */ u16 y ;
/* 0x04 */ u16 z ;
} JointIndex ; // size = 0x06
typedef struct {
/* 0x00 */ s16 frameCount ;
} AnimationHeaderCommon ;
typedef struct {
/* 0x00 */ AnimationHeaderCommon common ;
/* 0x04 */ void * segment ;
} LinkAnimationHeader ; // size = 0x8
typedef struct {
/* 0x00 */ AnimationHeaderCommon common ;
/* 0x04 */ s16 * frameData ; // "tbl"
/* 0x08 */ JointIndex * jointIndices ; // "ref_tbl"
/* 0x0C */ u16 staticIndexMax ;
} AnimationHeader ; // size = 0x10
// Unused
typedef struct {
/* 0x00 */ s16 xMax ;
/* 0x02 */ s16 x ;
/* 0x04 */ s16 yMax ;
/* 0x06 */ s16 y ;
/* 0x08 */ s16 zMax ;
/* 0x0A */ s16 z ;
} JointKey ; // size = 0x0C
// Unused
typedef struct {
/* 0x00 */ s16 frameCount ;
/* 0x02 */ s16 limbCount ;
/* 0x04 */ s16 * frameData ;
/* 0x08 */ JointKey * jointKey ;
} LegacyAnimationHeader ; // size = 0xC
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typedef s32 ( * OverrideLimbDrawOpa ) ( struct PlayState * play , s32 limbIndex , Gfx * * dList , Vec3f * pos , Vec3s * rot ,
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void * ) ;
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typedef void ( * PostLimbDrawOpa ) ( struct PlayState * play , s32 limbIndex , Gfx * * dList , Vec3s * rot , void * ) ;
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typedef s32 ( * OverrideLimbDraw ) ( struct PlayState * play , s32 limbIndex , Gfx * * dList , Vec3f * pos , Vec3s * rot ,
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void * , Gfx * * gfx ) ;
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typedef void ( * PostLimbDraw ) ( struct PlayState * play , s32 limbIndex , Gfx * * dList , Vec3s * rot , void * , Gfx * * gfx ) ;
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typedef enum {
ANIMENTRY_LOADFRAME ,
ANIMENTRY_COPYALL ,
ANIMENTRY_INTERP ,
ANIMENTRY_COPYTRUE ,
ANIMENTRY_COPYFALSE ,
ANIMENTRY_MOVEACTOR
} AnimationType ;
typedef struct {
/* 0x000 */ DmaRequest req ;
/* 0x020 */ OSMesgQueue msgQueue ;
/* 0x038 */ OSMesg msg ;
} AnimEntryLoadFrame ; // size = 0x3C
typedef struct {
/* 0x000 */ u8 queueFlag ;
/* 0x001 */ u8 vecCount ;
/* 0x004 */ Vec3s * dst ;
/* 0x008 */ Vec3s * src ;
} AnimEntryCopyAll ; // size = 0xC
typedef struct {
/* 0x000 */ u8 queueFlag ;
/* 0x001 */ u8 vecCount ;
/* 0x004 */ Vec3s * base ;
/* 0x008 */ Vec3s * mod ;
/* 0x00C */ f32 weight ;
} AnimEntryInterp ; // size = 0x10
typedef struct {
/* 0x000 */ u8 queueFlag ;
/* 0x001 */ u8 vecCount ;
/* 0x004 */ Vec3s * dst ;
/* 0x008 */ Vec3s * src ;
/* 0x00C */ u8 * copyFlag ;
} AnimEntryCopyTrue ; // size = 0x10
typedef struct {
/* 0x000 */ u8 queueFlag ;
/* 0x001 */ u8 vecCount ;
/* 0x004 */ Vec3s * dst ;
/* 0x008 */ Vec3s * src ;
/* 0x00C */ u8 * copyFlag ;
} AnimEntryCopyFalse ; // size = 0x10
typedef struct {
/* 0x000 */ struct Actor * actor ;
/* 0x004 */ struct SkelAnime * skelAnime ;
/* 0x008 */ f32 unk_08 ;
} 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 {
s16 animationCount ;
AnimationEntry entries [ ANIMATION_ENTRY_MAX ] ;
} AnimationContext ; // size = 0xC84
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typedef void ( * AnimationEntryCallback ) ( struct PlayState * play , AnimationEntryData * data ) ;
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// fcurve_skelanime structs
typedef struct {
/* 0x0000 */ u16 unk_00 ; // appears to be flags
/* 0x0002 */ s16 unk_02 ;
/* 0x0004 */ s16 unk_04 ;
/* 0x0006 */ s16 unk_06 ;
/* 0x0008 */ f32 unk_08 ;
} TransformData ; // size = 0xC
typedef struct {
/* 0x0000 */ u8 * refIndex ;
/* 0x0004 */ TransformData * transformData ;
/* 0x0008 */ s16 * copyValues ;
/* 0x000C */ s16 unk_0C ;
/* 0x000E */ s16 unk_0E ;
} TransformUpdateIndex ; // size = 0x10
typedef struct {
/* 0x0000 */ u8 firstChildIdx ;
/* 0x0001 */ u8 nextLimbIdx ;
/* 0x0004 */ Gfx * dList [ 2 ] ;
} SkelCurveLimb ; // size = 0xC
typedef struct {
/* 0x0000 */ SkelCurveLimb * * limbs ;
/* 0x0004 */ u8 limbCount ;
} SkelCurveLimbList ; // size = 0x8
typedef struct {
/* 0x0000 */ Vec3s scale ;
/* 0x0006 */ Vec3s rot ;
/* 0x000C */ Vec3s pos ;
} LimbTransform ; // size = 0x12
typedef struct {
/* 0x0000 */ u8 limbCount ;
/* 0x0004 */ SkelCurveLimb * * limbList ;
/* 0x0008 */ TransformUpdateIndex * transUpdIdx ;
/* 0x000C */ f32 unk_0C ; // seems to be unused
/* 0x0010 */ f32 animFinalFrame ;
/* 0x0014 */ f32 animSpeed ;
/* 0x0018 */ f32 animCurFrame ;
/* 0x001C */ LimbTransform * transforms ;
} SkelAnimeCurve ; // size = 0x20
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typedef s32 ( * OverrideCurveLimbDraw ) ( struct PlayState * play , SkelAnimeCurve * skelCurve , s32 limbIndex , void * ) ;
typedef void ( * PostCurveLimbDraw ) ( struct PlayState * play , SkelAnimeCurve * skelCurve , s32 limbIndex , void * ) ;
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typedef s32 ( * AnimUpdateFunc ) ( ) ;
typedef struct SkelAnime {
/* 0x00 */ u8 limbCount ; // Number of limbs in the skeleton
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/* 0x01 */ u8 mode ; // See `AnimationMode`
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/* 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.
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/* 0x0C */ f32 startFrame ; // In mode ANIMMODE_LOOP_PARTIAL*, start of partial loop.
/* 0x10 */ f32 endFrame ; // In mode ANIMMODE_ONCE*, Update returns true when curFrame is equal to this. In mode ANIMMODE_LOOP_PARTIAL*, end of partial loop.
/* 0x14 */ f32 animLength ; // Total number of frames in the current animation.
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/* 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
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/* 0x30 */ s32 ( * update ) ( ) ; // Can be Loop, Partial loop, Play once, Morph, or Tapered morph. Link only has Loop, Play once, and Morph.
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/* 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.
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SkeletonHeader * skeletonHeader ;
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} SkelAnime ; // size = 0x44
# endif