#ifndef Z64ANIMATION_H #define Z64ANIMATION_H #include "PR/ultratypes.h" #include "PR/gbi.h" #include "z64dma.h" #include "z64math.h" struct GameState; struct PlayState; struct Actor; struct SkelAnime; struct PlayerAnimationFrame; // for indexing `jointTable[]` and `morphTable[]` #define LIMB_ROOT_POS 0 // Translation/Offset of the root limb #define LIMB_ROOT_ROT 1 // Rotation of the root limb #define LIMB_DONE 0xFF #define BODYPART_NONE -1 #define ANIM_FLAG_1 (1 << 0) #define ANIM_FLAG_UPDATE_Y (1 << 1) #define ANIM_FLAG_4 (1 << 2) // When this flag is set, ActorMovement tasks will be queued. // // Note that individual actors are responsible for implementing the functionality of this flag. // In practice, Player is the only actor who implements this flag. // It is possible to bypass the need for this flag by manually calling `AnimTaskQueue_AddActorMovement` // when it is needed. #define ANIM_FLAG_ENABLE_MOVEMENT (1 << 3) #define ANIM_FLAG_NOMOVE (1 << 4) #define ANIM_FLAG_80 (1 << 7) #define ANIM_FLAG_100 (1 << 8) #define ANIM_FLAG_200 (1 << 9) typedef enum AnimationMode { /* 0 */ ANIMMODE_LOOP, /* 1 */ ANIMMODE_LOOP_INTERP, /* 2 */ ANIMMODE_ONCE, /* 3 */ ANIMMODE_ONCE_INTERP, /* 4 */ ANIMMODE_LOOP_PARTIAL, /* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP } AnimationMode; typedef enum AnimationTaper { /* -1 */ ANIMTAPER_DECEL = -1, /* 0 */ ANIMTAPER_NONE, /* 1 */ ANIMTAPER_ACCEL } AnimationTaper; typedef struct { /* 0x0 */ Vec3s jointPos; // Root is position in model space, children are relative to parent /* 0x6 */ u8 child; // The first child's index into the limb table. /* 0x7 */ u8 sibling; // The parent limb's next limb index into the limb table. /* 0x8 */ Gfx* dList; // Display lists for the limb. Index 0 is the normal display list, index 1 is the // far model display list. } StandardLimb; // size = 0xC // Model has limbs with only rigid meshes typedef struct { /* 0x0 */ Vec3s jointPos; // Root is position in model space, children are relative to parent /* 0x6 */ u8 child; /* 0x7 */ u8 sibling; /* 0x8 */ Gfx* dLists[2]; // Near and far } LodLimb; // size = 0x10 // Model has limbs with only rigid meshes typedef struct { /* 0x0 */ void** segment; /* 0x4 */ u8 limbCount; } SkeletonHeader; // size = 0x8 // Model has limbs with flexible meshes typedef struct { /* 0x0 */ SkeletonHeader sh; /* 0x8 */ u8 dListCount; } FlexSkeletonHeader; // size = 0xC // Index into the frame data table. typedef struct { /* 0x0 */ u16 x; /* 0x2 */ u16 y; /* 0x4 */ u16 z; } JointIndex; // size = 0x6 typedef struct { /* 0x0 */ s16 frameCount; } AnimationHeaderCommon; // size = 0x2 typedef struct { /* 0x0 */ AnimationHeaderCommon common; /* 0x4 */ s16* frameData; // referenced as tbl /* 0x8 */ JointIndex* jointIndices; // referenced as ref_tbl /* 0xC */ u16 staticIndexMax; } AnimationHeader; // size = 0x10 typedef enum AnimTaskType { /* 0 */ ANIMTASK_LOAD_PLAYER_FRAME, /* 1 */ ANIMTASK_COPY, /* 2 */ ANIMTASK_INTERP, /* 3 */ ANIMTASK_COPY_USING_MAP, /* 4 */ ANIMTASK_COPY_USING_MAP_INVERTED, /* 5 */ ANIMTASK_ACTOR_MOVE, /* 6 */ ANIMTASK_MAX } AnimTaskType; typedef struct { /* 0x00 */ DmaRequest req; /* 0x20 */ OSMesgQueue msgQueue; /* 0x38 */ OSMesg msg[1]; } AnimTaskLoadPlayerFrame; // size = 0x3C typedef struct { /* 0x0 */ u8 group; /* 0x1 */ u8 vecCount; /* 0x4 */ Vec3s* dest; /* 0x8 */ Vec3s* src; } AnimTaskCopy; // size = 0xC typedef struct { /* 0x0 */ u8 group; /* 0x1 */ u8 vecCount; /* 0x4 */ Vec3s* base; /* 0x8 */ Vec3s* mod; /* 0xC */ f32 weight; } AnimTaskInterp; // size = 0x10 typedef struct { /* 0x0 */ u8 group; /* 0x1 */ u8 vecCount; /* 0x4 */ Vec3s* dest; /* 0x8 */ Vec3s* src; /* 0xC */ u8* limbCopyMap; } AnimTaskCopyUsingMap; // size = 0x10 typedef struct { /* 0x0 */ u8 group; /* 0x1 */ u8 vecCount; /* 0x4 */ Vec3s* dest; /* 0x8 */ Vec3s* src; /* 0xC */ u8* limbCopyMap; } AnimTaskCopyUsingMapInverted; // size = 0x10 typedef struct { /* 0x0 */ struct Actor* actor; /* 0x4 */ struct SkelAnime* skelAnime; /* 0x8 */ f32 diffScale; } AnimTaskActorMovement; // size = 0xC typedef union { AnimTaskLoadPlayerFrame loadPlayerFrame; AnimTaskCopy copy; AnimTaskInterp interp; AnimTaskCopyUsingMap copyUsingMap; AnimTaskCopyUsingMapInverted copyUsingMapInverted; AnimTaskActorMovement actorMovement; } AnimTaskData; // size = 0x3C typedef struct { /* 0x0 */ u8 type; /* 0x4 */ AnimTaskData data; } AnimTask; // size = 0x40 #define ANIM_TASK_QUEUE_MAX 50 typedef struct AnimTaskQueue { /* 0x0 */ s16 count; /* 0x4 */ AnimTask tasks[ANIM_TASK_QUEUE_MAX]; } AnimTaskQueue; // size = 0xC84 typedef struct { /* 0x0 */ AnimationHeaderCommon common; /* 0x4 */ union { void* segmentVoid; struct PlayerAnimationFrame* linkAnimSegment; }; } PlayerAnimationHeader; // size = 0x8 typedef struct SkelAnime { /* 0x00 */ u8 limbCount; // Number of limbs in the skeleton /* 0x01 */ u8 mode; // 0: loop, 2: play once, 4: partial loop. +1 to interpolate between frames. /* 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 PlayerAnimationHeader. /* 0x0C */ f32 startFrame; // In mode 4, start of partial loop. /* 0x10 */ f32 endFrame; // In mode 2, Update returns true when curFrame is equal to this. In mode 4, end of partial loop. /* 0x14 */ f32 animLength; // Total number of frames in the current animation's file. /* 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 /* 0x30 */ union { s32 (*normal)(struct SkelAnime*);// Can be Loop, Partial loop, Play once, Morph, or Tapered morph s32 (*player)(struct PlayState*, struct SkelAnime*); // Loop, Play once, and Morph } update; /* 0x34 */ s8 initFlags; // Flags used when initializing Player's skeleton /* 0x35 */ u8 movementFlags; // Flags used for animations that move the actor in worldspace. /* 0x36 */ s16 prevYaw; // Previous rotation in worldspace. /* 0x38 */ Vec3s prevTransl; // Previous modelspace translation. /* 0x3E */ Vec3s baseTransl; // Base modelspace translation. } SkelAnime; // size = 0x44 typedef s32 (*OverrideLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, struct Actor* thisx); typedef void (*PostLimbDrawOpa)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, struct Actor* thisx); typedef s32 (*OverrideLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, struct Actor* thisx, Gfx** gfx); typedef void (*PostLimbDraw)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, struct Actor* thisx, Gfx** gfx); typedef s32 (*OverrideLimbDrawFlex)(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, struct Actor* thisx); typedef void (*PostLimbDrawFlex)(struct PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, struct Actor* thisx); typedef void (*TransformLimbDrawOpa)(struct PlayState* play, s32 limbIndex, struct Actor* thisx); typedef void (*TransformLimbDraw)(struct PlayState* play, s32 limbIndex, struct Actor* thisx, Gfx** gfx); typedef struct { /* 0x00 */ AnimationHeader* animation; /* 0x04 */ f32 playSpeed; /* 0x08 */ f32 startFrame; /* 0x0C */ f32 frameCount; /* 0x10 */ u8 mode; /* 0x14 */ f32 morphFrames; } AnimationInfo; // size = 0x18 typedef struct { /* 0x0 */ AnimationHeader* animation; /* 0x4 */ f32 playSpeed; /* 0x8 */ s16 startFrame; /* 0xA */ s16 frameCount; /* 0xC */ u8 mode; /* 0xE */ s16 morphFrames; } AnimationInfoS; // size = 0x10 typedef struct AnimationSpeedInfo { /* 0x0 */ AnimationHeader* animation; /* 0x4 */ f32 playSpeed; /* 0x8 */ u8 mode; /* 0xC */ f32 morphFrames; } AnimationSpeedInfo; // size = 0x10 void SkelAnime_DrawLod(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, struct Actor* actor, s32 lod); void SkelAnime_DrawFlexLod(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, struct Actor* actor, s32 lod); void SkelAnime_DrawOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, struct Actor* actor); void SkelAnime_DrawFlexOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, struct Actor* actor); void SkelAnime_DrawTransformFlexOpa(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, TransformLimbDrawOpa transformLimbDraw, struct Actor* actor); s16 Animation_GetLastFrame(void* animation); Gfx* SkelAnime_Draw(struct PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, struct Actor* actor, Gfx* gfx); Gfx* SkelAnime_DrawFlex(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, struct Actor* actor, Gfx* gfx); void AnimTaskQueue_Reset(AnimTaskQueue* animTaskQueue); void AnimTaskQueue_SetNextGroup(struct PlayState* play); void AnimTaskQueue_DisableTransformTasksForGroup(struct PlayState* play); void AnimTaskQueue_AddLoadPlayerFrame(struct PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable); void AnimTaskQueue_AddCopy(struct PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src); void AnimTaskQueue_AddInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight); void AnimTaskQueue_AddCopyUsingMap(struct PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap); void AnimTaskQueue_AddCopyUsingMapInverted(struct PlayState* play, s32 vecCount, Vec3s* dest, Vec3s* src, u8* limbCopyMap); void AnimTaskQueue_AddActorMovement(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 moveDiffScale); void AnimTaskQueue_Update(struct PlayState* play, AnimTaskQueue* animTaskQueue); void SkelAnime_InitPlayer(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount); void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime); s32 PlayerAnimation_Update(struct PlayState* play, SkelAnime* skelAnime); void PlayerAnimation_AnimateFrame(struct PlayState* play, SkelAnime* skelAnime); void Animation_SetMorph(struct PlayState* play, SkelAnime* skelAnime, f32 morphFrames); void PlayerAnimation_Change(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames); void PlayerAnimation_PlayOnce(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation); void PlayerAnimation_PlayOnceSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed); void PlayerAnimation_PlayLoop(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation); void PlayerAnimation_PlayLoopSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed); void PlayerAnimation_CopyJointToMorph(struct PlayState* play, SkelAnime* skelAnime); void PlayerAnimation_CopyMorphToJoint(struct PlayState* play, SkelAnime* skelAnime); void PlayerAnimation_LoadToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame); void PlayerAnimation_LoadToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame); void PlayerAnimation_InterpJointMorph(struct PlayState* play, SkelAnime* skelAnime, f32 weight); void PlayerAnimation_BlendToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer); void PlayerAnimation_BlendToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer); void PlayerAnimation_EndLoop(SkelAnime* skelAnime); s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame); void SkelAnime_Init(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount); void SkelAnime_InitFlex(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount); void SkelAnime_InitSkin(struct GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation); s32 SkelAnime_Update(SkelAnime* skelAnime); void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames, s8 taper); void Animation_Change(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames); void Animation_PlayOnce(SkelAnime* skelAnime, AnimationHeader* animation); void Animation_MorphToPlayOnce(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames); void Animation_PlayOnceSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed); void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation); void Animation_MorphToLoop(SkelAnime* skelAnime, AnimationHeader* animation, f32 morphFrames); void Animation_PlayLoopSetSpeed(SkelAnime* skelAnime, AnimationHeader* animation, f32 playSpeed); void Animation_EndLoop(SkelAnime* skelAnime); void Animation_Reverse(SkelAnime* skelAnime); void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag); void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag); void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle); s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame); void SkelAnime_Free(SkelAnime* skelAnime, struct PlayState* play); // ZAPD compatibility typedefs // TODO: Remove when ZAPD adds support for them typedef PlayerAnimationHeader LinkAnimationHeader; #endif