Shipwright/soh/src/code/z_skin_awb.c

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#include "global.h"
#include "overlays/actors/ovl_En_fHG/z_en_fhg.h"
#include <assert.h>
/**
* Initialises the Vtx buffers used for limb at index `limbIndex`
*/
void Skin_InitAnimatedLimb(PlayState* play, Skin* skin, s32 limbIndex) {
s32 i;
SkinLimb** skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
SkinAnimatedLimbData* animatedLimbData =
SEGMENTED_TO_VIRTUAL(((SkinLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]))->segment);
SkinLimbModif* limbModifications = SEGMENTED_TO_VIRTUAL(animatedLimbData->limbModifications);
SkinLimbModif* modifEntry;
SkinVertex* skinVtxEntry;
for (i = 0; i < ARRAY_COUNT(skin->vtxTable->buf); i++) {
Vtx* vtxBuf = skin->vtxTable[limbIndex].buf[i];
for (modifEntry = limbModifications; modifEntry < limbModifications + animatedLimbData->limbModifCount;
modifEntry++) {
SkinVertex* skinVertices = SEGMENTED_TO_VIRTUAL(modifEntry->skinVertices);
for (skinVtxEntry = skinVertices; skinVtxEntry < &skinVertices[modifEntry->vtxCount]; skinVtxEntry++) {
Vtx* vtx = &vtxBuf[skinVtxEntry->index];
vtx->n.flag = 0;
vtx->n.tc[0] = skinVtxEntry->s;
vtx->n.tc[1] = skinVtxEntry->t;
vtx->n.a = skinVtxEntry->alpha;
}
}
}
}
/**
* Initializes a skin skeleton to looping animation, dynamically allocating the frame tables,
* and dynamically allocating and initializing the Vtx and SkinLimbVtx buffers for its animated limbs
*/
void Skin_Init(PlayState* play, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader) {
if (ResourceMgr_OTRSigCheck(skeletonHeader))
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
skeletonHeader = ResourceMgr_LoadSkeletonByName(skeletonHeader, NULL);
s32 limbCount;
s32 i;
SkinLimb** skeleton;
SkeletonHeader* virtSkelHeader = SEGMENTED_TO_VIRTUAL(skeletonHeader);
skin->limbCount = virtSkelHeader->limbCount;
skin->skeletonHeader = virtSkelHeader;
skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
limbCount = skin->skeletonHeader->limbCount;
skin->vtxTable = ZELDA_ARENA_MALLOC_DEBUG(limbCount * sizeof(SkinLimbVtx));
assert(skin->vtxTable != NULL);
for (i = 0; i < limbCount; i++) {
SkinLimbVtx* vtxEntry = &skin->vtxTable[i];
SkinLimb* limb = SEGMENTED_TO_VIRTUAL(skeleton[i]);
if ((limb->segmentType != SKIN_LIMB_TYPE_ANIMATED) || (limb->segment == NULL)) {
vtxEntry->index = 0;
vtxEntry->buf[0] = NULL;
vtxEntry->buf[1] = NULL;
} else {
SkinAnimatedLimbData* animatedLimbData = SEGMENTED_TO_VIRTUAL(((void)0, limb->segment));
vtxEntry->index = 0;
vtxEntry->buf[0] =
ZELDA_ARENA_MALLOC_DEBUG(animatedLimbData->totalVtxCount * sizeof(Vtx));
assert(vtxEntry->buf[0] != NULL);
vtxEntry->buf[1] =
ZELDA_ARENA_MALLOC_DEBUG(animatedLimbData->totalVtxCount * sizeof(Vtx));
assert(vtxEntry->buf[1] != NULL);
Skin_InitAnimatedLimb(play, skin, i);
}
}
SkelAnime_InitSkin(play, &skin->skelAnime, skeletonHeader, animationHeader);
}
/**
* Frees the dynamically allocated Vtx and SkinLimbVtx buffers and tables
*/
void Skin_Free(PlayState* play, Skin* skin) {
if (skin->vtxTable != NULL) {
s32 i;
for (i = 0; i < skin->limbCount; i++) {
if (skin->vtxTable[i].buf[0] != NULL) {
ZELDA_ARENA_FREE_DEBUG(skin->vtxTable[i].buf[0]);
skin->vtxTable[i].buf[0] = NULL;
}
if (skin->vtxTable[i].buf[1] != NULL) {
ZELDA_ARENA_FREE_DEBUG(skin->vtxTable[i].buf[1]);
skin->vtxTable[i].buf[1] = NULL;
}
}
if (skin->vtxTable != NULL) {
ZELDA_ARENA_FREE_DEBUG(skin->vtxTable);
}
SkelAnime_Free(&skin->skelAnime, play);
}
}
s32 func_800A698C(Skin* skin, SkinLimb** skeleton, MtxF* limbMatrices, u8 parentIndex, u8 limbIndex) {
s32 pad;
SkinLimb* limb = SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]);
MtxF* mtx;
s32 ret;
MtxF sp28;
if (parentIndex == LIMB_DONE) {
SkinMatrix_GetClear(&mtx);
} else {
mtx = &limbMatrices[(s32)parentIndex];
}
SkinMatrix_MtxFMtxFMult(mtx, &limbMatrices[limbIndex], &sp28);
SkinMatrix_MtxFCopy(&sp28, &limbMatrices[limbIndex]);
if (limb->child != LIMB_DONE) {
ret = func_800A698C(skin, skeleton, limbMatrices, limbIndex, limb->child);
if (ret) {
return ret;
}
}
if (limb->sibling != LIMB_DONE) {
ret = func_800A698C(skin, skeleton, limbMatrices, parentIndex, limb->sibling);
if (ret) {
return ret;
}
}
return false;
}
/**
* Recursively applies matrix tranformations to each limb
*/
s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, Actor* actor, s32 setTranslation) {
s32 i;
s32 pad;
f32 yRot;
f32 xRot;
f32 zRot;
s32 ret;
f32 yTransl;
f32 xTransl;
f32 zTransl;
SkinLimb** skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
Vec3s* jointRot = &skin->skelAnime.jointTable[0];
jointRot++;
xRot = jointRot->x;
yRot = jointRot->y;
zRot = jointRot->z;
if (setTranslation) {
jointRot--; // access joint table entry 0 for translation data
xTransl = jointRot->x;
yTransl = jointRot->y;
zTransl = jointRot->z;
jointRot++;
if (setTranslation == SKIN_TRANSFORM_IS_FHG) {
EnfHG* horse = (EnfHG*)actor;
yRot += horse->turnRot;
}
SkinMatrix_SetTranslateRotateZYX(&limbMatrices[0], xRot, yRot, zRot, xTransl, yTransl, zTransl);
} else {
SkinMatrix_SetTranslateRotateZYX(&limbMatrices[0], xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
}
jointRot++;
for (i = 1; i < skin->skeletonHeader->limbCount; i++) {
SkinLimb* limb = SEGMENTED_TO_VIRTUAL(skeleton[i]);
xTransl = limb->jointPos.x;
yTransl = limb->jointPos.y;
zTransl = limb->jointPos.z;
xRot = jointRot->x;
yRot = jointRot->y;
zRot = jointRot->z;
jointRot++;
SkinMatrix_SetTranslateRotateZYX(&limbMatrices[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
}
SkinMatrix_SetTranslateRotateYXZScale(
&skin->mtx, actor->scale.x, actor->scale.y, actor->scale.z, actor->shape.rot.x, actor->shape.rot.y,
actor->shape.rot.z, actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z);
ret = func_800A698C(skin, SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment), limbMatrices, LIMB_DONE, 0);
if (!ret) {
return ret;
}
return false;
}