mirror of https://github.com/n64decomp/mk64.git
200 lines
6.6 KiB
C
200 lines
6.6 KiB
C
#ifndef CODE_80004740_H
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#define CODE_80004740_H
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#include "common_structs.h"
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/*
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What I know about animation stuff so far
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Its not clear to me exactly what animations even are in MK64, my speculation is that their some form of matrix manipulation sequence.
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Presumably the "models" of the objects that are getting animated are a bunch of matrices and the animations somehow change them.
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code_80004740 appears to be responsible for the handling of animations.
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Animation seem to be reserved for objects, namely: seagulls in KTB, flags in YV, chain chomps in RR, and penguins in SL.
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Each object has 2 pointers of interest, at offsets 0x70 and 0x74 (unk_070 and unk_074).
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These are passed to func_80004DFC, along with what appears to be an index and a timer.
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func_80004DFC(unk70, unk74, index, timer)
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unk_070 points to what I will call a "Type 1" array.
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I call it an array, but I don't think that's entirely accurate.
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There are 4 potential "types" of "type 1" arrays: 0, 1, 2, and 3
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Only type 0 has anything below the "size" entry.
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The rest only have the type and size.
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The contents look like this struct
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struct {
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s32 type;
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s32 size;
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s32 always_zero_never_used;
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s32 maybe_a_dl_pointer_maybe_null;
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s32 thing1;
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s32 thing2;
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s32 thing3;
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}
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Again, note that types 1, 2, and 3 only have the "type" and "size" elements.
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They are handled in func_80004C30.
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Each "type" indicates a different action to take while iterating over the array.
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Type 1: Only used to modify Type 0's behaviour
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Type 2: Pop a matrix
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Type 3: End of array, stop processing
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Type 0: Always handles some part of the animation. If preceded by a Type 1 entry it will pop a matrix prior to the animation handling.
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The "size" entry is used in a weird way. If you have a set of entries like:
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0x00000001, <- Our unk_070 pointer starts here
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0x00000002,
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0x00000000,
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0x00000007,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000001,
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0x00000002,
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Then the size of 2 in the first entry is used to move the pointer 2 words forward
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0x00000001,
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0x00000002,
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0x00000000, <- Goes here
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0x00000007,
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0x00000000,
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0x00000000,
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0x00000000,
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0xfffffffb, (this is really -5)
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0x00000005,
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0x00000001,
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0x00000002,
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Then, the 7 does the same thing
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0x00000001,
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0x00000002,
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0x00000000,
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0x00000007,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00000001, <- Now we're here
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0x00000002,
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This is why I don't think referring to this as an "array" is really correct.
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Iterating over this data not like iterating over a proper array at all.
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I don't really understand the "thing" entries yet.
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They seem to be used in func_80004A1C to set some values in Vec3f which is then used to set some values in a Mat4.
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This, I assume, is related to the matrix maniplation stuff that's used to actually accomplish the animation.
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The unk_074 pointer points to a list of other pointers.
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As best as I can tell only the penguins actually have multiple entries in this list, all the other animated objects have just 1 entry.
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The pointers in this list have entires that look like this struct:
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struct {
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s32 always_set_to_something_but_never_used;
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s32 always_zero_never_used;
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s/u16 animation_length;
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s/u16 has_value_but_never_used;
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s32 type_2_array_pointer;
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s32 type_3_array_pointer;
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}
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I will refer to these structs as Struct 2's.
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Type 2 arrays appear to be just s/u16 arrays.
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Their use will be discussed later
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Type 3 arrays appear to be arrays of pairs of s/u16 numbers that look like this struct:
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struct {
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s/u16 some_limiter;
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s/u16 some_offset;
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};
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Type 3 entires are interesting.
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They're used in func_80004C30 and func_80004A1C, and they're always used in triples
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The `timer` argument to func_80004DFC is compared to the `some_limiter` entry.
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If it less than the limiter then its value it used elsewhere, otherwise 0 is used (more details below).
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The `some_offset` value is always used.
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Then, the 2 chosen values are used to select a value from the Type 2 array.
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So, for example, if you have a Struct 2 like:
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0x00010000,
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0x00000000,
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0x0037, <- animation lenght
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0x000a,
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d_course_koopa_troopa_beach_unk_data2,
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d_course_koopa_troopa_beach_unk_data3,
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d_course_koopa_troopa_beach_unk_data2 should be a Type 2 array while d_course_koopa_troopa_beach_unk_data3 is a Type 3 array.
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d_course_koopa_troopa_beach_unk_data3 has entries that look like:
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//limiter //offset
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0x0001, 0x0000,
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0x0037, 0x0001,
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0x0001, 0x0000,
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In practice the limiter value is always 1 or the animation length, meaning that you either choose 0 or the current animation timer.
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There's never a situation where you will choose the animation timer until it hits X and then swap to 0.
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Its always one or the other, never swapping.
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The first triplet is used in func_80004C30 to access the Type 2 array and the values accessed is placed into D_80162D70.
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D_80162D70 is a Vec3s is then used to set the values of some Vec3f in func_80004A1C.
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All further triplets are used in func_80004A1C to collect Type 2 values to another Vec3s local to the function.
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Both the local Vec3s and Vec3f are used to create a Mat4, which is then converted to a Mtx, which is then pushed into the matrix pool.
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The chosen values are then used to access the Type 2 array and the value accessed is placed into D_80162D70.
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D_80162D70 is a Vec3s that is used to set values in the some Vec3f that goes on to be used to modify the same Mat4 that the `thing` values are placed into.
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*/
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typedef struct {
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/* 0x00 */ s32 type;
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/* 0x04 */ s32 size;
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/* 0x08 */ s32 always_zero_never_used;
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/* 0x0C */ Gfx *optional_segmented_dl_address;
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/* 0x10 */ s32 thing[3];
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} animation_type_1;
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typedef struct {
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/* 0x00 */ u16 some_limiter;
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/* 0x02 */ u16 some_offset;
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} animation_type_3;
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typedef animation_type_3 animation_type_3_triplet[3];
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typedef struct {
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/* 0x00 */ s32 always_set_to_something_but_never_used;
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/* 0x04 */ s32 always_zero_never_used;
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/* 0x08 */ s16 animation_length;
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/* 0x0A */ u16 has_value_but_never_used;
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/* 0x0C */ s16 *type_2_array_pointer;
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/* 0x10 */ animation_type_3_triplet *type_3_array_pointer;
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} animation_type_2;
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struct stru_80004EAC {
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s32 unk0;
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s32 unk4;
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s16 unk8;
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};
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/* Function Prototypes */
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void func_80004740(Mtx *dest, Mat4 src);
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void func_800048D8(Mat4 dest, Vec3f b, Vec3s c);
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s16 func_80004EAC(void*, s16);
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void func_80004A1C(animation_type_1*, s16*, animation_type_3_triplet, s32);
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void func_80004C30(u32*, animation_type_2*, s16);
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s16 func_80004DFC(animation_type_1*, animation_type_2**, s16, s16);
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#endif |