Shipwright/soh/src/code/z_skin.c
Garrett Cox 99260acaf1
Use PlayState instead of GlobalContext (#1927)
* Use PlayState instead of GlobalContext
- GlobalContext -> PlayState
- globalCtx -> play
- GlobalCtx -> PlayState
- globalContext -> playState

* Find and replace Gameplay_ with Play_

* Correct some misnamed argument cases
2022-11-06 09:24:34 +01:00

270 lines
8.8 KiB
C

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