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https://github.com/HarbourMasters/Shipwright.git
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99260acaf1
* Use PlayState instead of GlobalContext - GlobalContext -> PlayState - globalCtx -> play - GlobalCtx -> PlayState - globalContext -> playState * Find and replace Gameplay_ with Play_ * Correct some misnamed argument cases
270 lines
8.8 KiB
C
270 lines
8.8 KiB
C
#include "global.h"
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MtxF gSkinLimbMatrices[60]; // holds matrices for each limb of the skeleton currently being drawn
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static s32 sUnused;
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void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos) {
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Vtx* vtx;
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SkinVertex* vertexEntry;
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f32 xwTemp;
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f32 ywTemp;
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f32 zwTemp;
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Vec3f normal;
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Vec3f sp64;
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for (vertexEntry = skinVertices; vertexEntry < &skinVertices[modifEntry->vtxCount]; vertexEntry++) {
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vtx = &vtxBuf[vertexEntry->index];
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vtx->n.ob[0] = pos->x;
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vtx->n.ob[1] = pos->y;
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vtx->n.ob[2] = pos->z;
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xwTemp = mtx->xw;
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ywTemp = mtx->yw;
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zwTemp = mtx->zw;
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mtx->xw = mtx->yw = mtx->zw = 0.0f;
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sp64.x = vertexEntry->normX;
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sp64.y = vertexEntry->normY;
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sp64.z = vertexEntry->normZ;
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SkinMatrix_Vec3fMtxFMultXYZ(mtx, &sp64, &normal);
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vtx->n.n[0] = normal.x;
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vtx->n.n[1] = normal.y;
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vtx->n.n[2] = normal.z;
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mtx->xw = xwTemp;
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mtx->yw = ywTemp;
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mtx->zw = zwTemp;
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}
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}
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void Skin_ApplyLimbModifications(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3) {
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s32 modifCount;
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SkinLimb** skeleton;
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SkinLimb* limb;
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SkinAnimatedLimbData* data;
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SkinLimbModif* modif;
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SkinLimbVtx* vtxEntry;
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s32 transformCount;
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f32 scale;
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SkinVertex* skinVertices;
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SkinTransformation* limbTransformations;
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Vtx* vtxBuf;
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SkinLimbModif* modifications;
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Vec3f vtxPoint;
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Vec3f spD0;
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SkinTransformation* transformationEntry;
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OPEN_DISPS(gfxCtx);
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skeleton = (SkinLimb**)SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
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data = SEGMENTED_TO_VIRTUAL(((SkinLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]))->segment);
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modifications = (SkinLimbModif*)SEGMENTED_TO_VIRTUAL(data->limbModifications);
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vtxEntry = &skin->vtxTable[limbIndex];
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vtxBuf = vtxEntry->buf[vtxEntry->index];
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modifCount = data->limbModifCount;
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for (modif = modifications; modif < modifications + modifCount; modif++) {
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transformCount = modif->transformCount;
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skinVertices = (SkinVertex*)SEGMENTED_TO_VIRTUAL(modif->skinVertices);
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limbTransformations = (SkinTransformation*)SEGMENTED_TO_VIRTUAL(modif->limbTransformations);
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if (transformCount == 1) {
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Vec3f spAC;
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spAC.x = limbTransformations[0].x;
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spAC.y = limbTransformations[0].y;
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spAC.z = limbTransformations[0].z;
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SkinMatrix_Vec3fMtxFMultXYZ(&gSkinLimbMatrices[limbTransformations[0].limbIndex], &spAC, &vtxPoint);
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} else if (arg3 == 1) {
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Vec3f spA0;
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transformationEntry = &limbTransformations[modif->unk_4];
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spA0.x = transformationEntry->x;
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spA0.y = transformationEntry->y;
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spA0.z = transformationEntry->z;
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SkinMatrix_Vec3fMtxFMultXYZ(&gSkinLimbMatrices[transformationEntry->limbIndex], &spA0, &vtxPoint);
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} else {
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Vec3f phi_f20;
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Vec3f sp88;
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phi_f20.x = phi_f20.y = phi_f20.z = 0.0f;
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for (transformationEntry = &limbTransformations[0];
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transformationEntry < &limbTransformations[transformCount]; transformationEntry++) {
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scale = transformationEntry->scale * 0.01f;
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sp88.x = transformationEntry->x;
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sp88.y = transformationEntry->y;
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sp88.z = transformationEntry->z;
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SkinMatrix_Vec3fMtxFMultXYZ(&gSkinLimbMatrices[transformationEntry->limbIndex], &sp88, &spD0);
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spD0.x *= scale;
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spD0.y *= scale;
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spD0.z *= scale;
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phi_f20.x += spD0.x;
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phi_f20.y += spD0.y;
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phi_f20.z += spD0.z;
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}
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vtxPoint.x = phi_f20.x;
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vtxPoint.y = phi_f20.y;
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vtxPoint.z = phi_f20.z;
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}
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Skin_UpdateVertices(&gSkinLimbMatrices[limbTransformations[modif->unk_4].limbIndex], skinVertices, modif,
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vtxBuf, &vtxPoint);
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}
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gSPSegment(POLY_OPA_DISP++, 0x08, vtxEntry->buf[vtxEntry->index]);
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vtxEntry->index = (vtxEntry->index == 0) ? 1 : 0;
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CLOSE_DISPS(gfxCtx);
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}
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/**
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* Draw a limb of type SKIN_LIMB_TYPE_ANIMATED, of the skeleton `skin` at index `limbIndex`
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* The vertices of this limb are modified dynamically
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*/
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void Skin_DrawAnimatedLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags) {
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SkinLimb** skeleton;
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SkinAnimatedLimbData* data;
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OPEN_DISPS(gfxCtx);
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skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
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data = SEGMENTED_TO_VIRTUAL(((SkinLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]))->segment);
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if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS)) {
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Skin_ApplyLimbModifications(gfxCtx, skin, limbIndex, arg3);
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}
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gSPDisplayList(POLY_OPA_DISP++, data->dlist);
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CLOSE_DISPS(gfxCtx);
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}
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/**
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* Draw a limb of type SKIN_LIMB_TYPE_NORMAL, of the skeleton `skin` at index `limbIndex`
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*/
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void Skin_DrawLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dlistOverride, s32 drawFlags) {
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Gfx* gfx = dlistOverride;
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SkinLimb** skeleton;
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s32 pad;
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OPEN_DISPS(gfxCtx);
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skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
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if (dlistOverride == NULL) {
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gfx = ((SkinLimb*)SEGMENTED_TO_VIRTUAL(skeleton[limbIndex]))->segment;
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}
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if (gfx != NULL) {
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Mtx* mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &gSkinLimbMatrices[limbIndex]);
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if (mtx != NULL) {
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gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gfx);
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gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW);
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gDPPipeSync(POLY_OPA_DISP++);
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}
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}
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CLOSE_DISPS(gfxCtx);
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}
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void Skin_DrawImpl(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
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SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags) {
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s32 i;
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s32 segmentType;
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SkinLimb** skeleton;
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GraphicsContext* gfxCtx = play->state.gfxCtx;
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s32 pad;
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OPEN_DISPS(gfxCtx);
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if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS)) {
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Skin_ApplyAnimTransformations(skin, gSkinLimbMatrices, actor, setTranslation);
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}
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skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
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if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_MATRIX)) {
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Mtx* mtx;
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gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &skin->mtx);
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if (mtx == NULL) {
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goto close_disps;
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}
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gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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}
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for (i = 0; i < skin->skeletonHeader->limbCount; i++) {
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s32 shouldDraw = true;
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if (overrideLimbDraw != NULL) {
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shouldDraw = overrideLimbDraw(actor, play, i, skin);
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}
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segmentType = ((SkinLimb*)SEGMENTED_TO_VIRTUAL(skeleton[i]))->segmentType;
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if (segmentType == SKIN_LIMB_TYPE_ANIMATED && shouldDraw == true) {
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Skin_DrawAnimatedLimb(gfxCtx, skin, i, arg6, drawFlags);
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} else if (segmentType == SKIN_LIMB_TYPE_NORMAL && shouldDraw == true) {
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Skin_DrawLimb(gfxCtx, skin, i, NULL, drawFlags);
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}
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}
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if (postDraw != NULL) {
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postDraw(actor, play, skin);
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}
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close_disps:
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CLOSE_DISPS(gfxCtx);
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}
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// allows specifying PostLimbDraw and setTranslation
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void func_800A6330(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation) {
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Skin_DrawImpl(actor, play, skin, postDraw, NULL, setTranslation, false, 0);
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}
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// allows specifying OverrideLimbDraw, PostLimbDraw and setTranslation
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void func_800A6360(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
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SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation) {
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Skin_DrawImpl(actor, play, skin, postDraw, overrideLimbDraw, setTranslation, false, 0);
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}
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// allows specifying OverrideLimbDraw, PostLimbDraw, setTranslation, and arg6
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void func_800A6394(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
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SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6) {
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Skin_DrawImpl(actor, play, skin, postDraw, overrideLimbDraw, setTranslation, arg6, 0);
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}
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// allows specifying all variables
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void func_800A63CC(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
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SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags) {
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Skin_DrawImpl(actor, play, skin, postDraw, overrideLimbDraw, setTranslation, arg6, drawFlags);
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}
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void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst) {
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MtxF mtxf;
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SkinMatrix_MtxFMtxFMult(&skin->mtx, &gSkinLimbMatrices[limbIndex], &mtxf);
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SkinMatrix_Vec3fMtxFMultXYZ(&mtxf, offset, dst);
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}
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