Significantly improved transform tagging for most actors, updated RT64

This commit is contained in:
Mr-Wiseguy 2024-01-28 23:43:51 -05:00
parent 289d570b94
commit 3326a1bcce
4 changed files with 919 additions and 137 deletions

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Subproject commit c3d3488b9acc9b8c96d4b82abf531f4c58218ff3
Subproject commit 5e21b41fdafbf569cc1938d6560ee1c8c1cef4f3

View File

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#include "patches.h"
#include "fault.h"
#include "transform_ids.h"
// Start after G_EX_ID_IGNORE to avoid assigning it to a group.
u32 next_actor_transform = ACTOR_TRANSFORM_ID_START;
// Use 32 bits of compiler-inserted padding to hold the actor's transform ID.
// 0x22 between halfDaysBits and world
#define actorIdByte0(actor) ((u8*)(&(actor)->halfDaysBits))[2]
// 0x23 between halfDaysBits and world
#define actorIdByte1(actor) ((u8*)(&(actor)->halfDaysBits))[3]
// 0x3A between audioFlags and focus
#define actorIdByte2(actor) ((u8*)(&(actor)->audioFlags))[1]
// 0x3B between audioFlags and focus
#define actorIdByte3(actor) ((u8*)(&(actor)->audioFlags))[2]
extern FaultClient sActorFaultClient;
Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
void ZeldaArena_Free(void* ptr);
void Actor_CleanupContext(ActorContext* actorCtx, PlayState* play) {
s32 i;
Fault_RemoveClient(&sActorFaultClient);
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
if (i != ACTORCAT_PLAYER) {
Actor* actor = actorCtx->actorLists[i].first;
while (actor != NULL) {
Actor_Delete(actorCtx, actor, play);
actor = actorCtx->actorLists[i].first;
}
}
}
while (actorCtx->actorLists[ACTORCAT_PLAYER].first != NULL) {
Actor_Delete(actorCtx, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
}
if (actorCtx->absoluteSpace != NULL) {
ZeldaArena_Free(actorCtx->absoluteSpace);
actorCtx->absoluteSpace = NULL;
}
// @recomp Reset the actor transform IDs as all actors have been deleted.
next_actor_transform = ACTOR_TRANSFORM_ID_START;
Play_SaveCycleSceneFlags(&play->state);
ActorOverlayTable_Cleanup();
}
u32 create_actor_transform_id() {
u32 ret = next_actor_transform;
next_actor_transform += ACTOR_TRANSFORM_ID_COUNT;
// If the actor transform ID has overflowed, wrap back to the starting ID.
if (next_actor_transform < ACTOR_TRANSFORM_ID_START) {
next_actor_transform = ACTOR_TRANSFORM_ID_START;
// Pick a new ID to make sure the actor has a valid range of IDs to use.
ret = next_actor_transform;
next_actor_transform += ACTOR_TRANSFORM_ID_COUNT;
}
// Skip ranges that include the special transform IDs.
while (G_EX_ID_IGNORE - next_actor_transform < ACTOR_TRANSFORM_ID_COUNT || G_EX_ID_AUTO - next_actor_transform < ACTOR_TRANSFORM_ID_COUNT) {
next_actor_transform += ACTOR_TRANSFORM_ID_COUNT;
}
return ret;
}
void Actor_Init(Actor* actor, PlayState* play) {
Actor_SetWorldToHome(actor);
Actor_SetShapeRotToWorld(actor);
Actor_SetFocus(actor, 0.0f);
Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
Actor_SetScale(actor, 0.01f);
actor->targetMode = TARGET_MODE_3;
actor->terminalVelocity = -20.0f;
actor->xyzDistToPlayerSq = FLT_MAX;
actor->uncullZoneForward = 1000.0f;
actor->uncullZoneScale = 350.0f;
actor->uncullZoneDownward = 700.0f;
actor->hintId = TATL_HINT_ID_NONE;
CollisionCheck_InitInfo(&actor->colChkInfo);
actor->floorBgId = BGCHECK_SCENE;
ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
Actor_SetObjectDependency(play, actor);
actor->init(actor, play);
actor->init = NULL;
}
// @recomp Pick a transform ID for this actor and encode it into struct padding
u32 cur_transform_id = create_actor_transform_id();
actorIdByte0(actor) = (cur_transform_id >> 0) & 0xFF;
actorIdByte1(actor) = (cur_transform_id >> 8) & 0xFF;
actorIdByte2(actor) = (cur_transform_id >> 16) & 0xFF;
actorIdByte3(actor) = (cur_transform_id >> 24) & 0xFF;
}
// Extract the transform ID for this actor, add the limb index and write that as the matrix group to POLY_OPA_DISP.
Gfx* push_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
if (actor != NULL) {
u32 cur_transform_id =
(actorIdByte0(actor) << 0) |
(actorIdByte1(actor) << 8) |
(actorIdByte2(actor) << 16) |
(actorIdByte3(actor) << 24);
gEXMatrixGroup(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
}
return dlist;
}
// Extract the transform ID for this actor, add the limb index and post-limb offset and write that as the matrix group to POLY_OPA_DISP.
Gfx* push_post_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
if (actor != NULL) {
u32 cur_transform_id =
(actorIdByte0(actor) << 0) |
(actorIdByte1(actor) << 8) |
(actorIdByte2(actor) << 16) |
(actorIdByte3(actor) << 24);
gEXMatrixGroup(dlist++, cur_transform_id + limb_index + ACTOR_TRANSFORM_LIMB_COUNT, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
}
return dlist;
}
// Extract the transform ID for this actor, add the limb index and write that as the matrix group to POLY_OPA_DISP.
Gfx* push_skin_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
if (actor != NULL) {
u32 cur_transform_id =
(actorIdByte0(actor) << 0) |
(actorIdByte1(actor) << 8) |
(actorIdByte2(actor) << 16) |
(actorIdByte3(actor) << 24);
gEXMatrixGroup(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
}
return dlist;
}
Gfx* pop_limb_matrix_group(Gfx* dlist, Actor* actor) {
if (actor != NULL) {
gEXPopMatrixGroup(dlist++);
}
return dlist;
}
Gfx* pop_post_limb_matrix_group(Gfx* dlist, Actor* actor) {
if (actor != NULL) {
gEXPopMatrixGroup(dlist++);
}
return dlist;
}
/*
* Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`
*/
void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod) {
LodLimb* limb;
Gfx* dList;
Vec3f pos;
Vec3s rot;
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = jointTable[limbIndex];
pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
// @recomp Push the limb's matrix group.
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
dList = limb->dLists[lod];
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
Gfx* polyTemp = POLY_OPA_DISP;
gSPMatrix(&polyTemp[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
gSPDisplayList(&polyTemp[1], dList);
POLY_OPA_DISP = &polyTemp[2];
}
}
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
if (postLimbDraw != NULL) {
postLimbDraw(play, limbIndex, &dList, &rot, actor);
}
// @recomp Pop the post-limb matrix group.
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
if (limb->child != LIMB_DONE) {
SkelAnime_DrawLimbLod(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod);
}
Matrix_Pop();
if (limb->sibling != LIMB_DONE) {
SkelAnime_DrawLimbLod(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod);
}
CLOSE_DISPS(play->state.gfxCtx);
}
/**
* Draw all limbs of type `LodLimb` in a given skeleton
* Near or far display list is specified via `lod`
*/
void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod) {
LodLimb* rootLimb;
s32 pad;
Gfx* dList;
Vec3f pos;
Vec3s rot;
if (skeleton == NULL) {
return;
}
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
pos.x = jointTable[0].x;
pos.y = jointTable[0].y;
pos.z = jointTable[0].z;
rot = jointTable[1];
dList = rootLimb->dLists[lod];
// @recomp Push the limb's matrix group.
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, 0);
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &dList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
Gfx* polyTemp = POLY_OPA_DISP;
gSPMatrix(&polyTemp[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
gSPDisplayList(&polyTemp[1], dList);
POLY_OPA_DISP = &polyTemp[2];
}
}
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, 0);
if (postLimbDraw != NULL) {
postLimbDraw(play, 1, &dList, &rot, actor);
}
// @recomp Pop the post-limb matrix group.
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
if (rootLimb->child != LIMB_DONE) {
SkelAnime_DrawLimbLod(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod);
}
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
/**
* Draw a limb of type `LodLimb` contained within a flexible skeleton
* Near or far display list is specified via `lod`
*/
void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor,
s32 lod, Mtx** mtx) {
LodLimb* limb;
Gfx* newDList;
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = jointTable[limbIndex];
pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
newDList = limbDList = limb->dLists[lod];
// @recomp Push the limb's matrix group.
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*mtx);
gSPMatrix(POLY_OPA_DISP++, *mtx, G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, newDList);
(*mtx)++;
} else if (limbDList != NULL) {
Matrix_ToMtx(*mtx);
(*mtx)++;
}
}
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
if (postLimbDraw != NULL) {
postLimbDraw(play, limbIndex, &newDList, &limbDList, &rot, actor);
}
// @recomp Pop the post-limb matrix group.
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
if (limb->child != LIMB_DONE) {
SkelAnime_DrawFlexLimbLod(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod,
mtx);
}
Matrix_Pop();
if (limb->sibling != LIMB_DONE) {
SkelAnime_DrawFlexLimbLod(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod,
mtx);
}
CLOSE_DISPS(play->state.gfxCtx);
}
/**
* Draws all limbs of type `LodLimb` in a given flexible skeleton
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor,
s32 lod) {
LodLimb* rootLimb;
s32 pad;
Gfx* newDList;
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, dListCount * sizeof(Mtx));
if (skeleton == NULL) {
return;
}
OPEN_DISPS(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0D, mtx);
Matrix_Push();
rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
pos.x = jointTable[0].x;
pos.y = jointTable[0].y;
pos.z = jointTable[0].z;
rot = jointTable[1];
newDList = limbDList = rootLimb->dLists[lod];
// @recomp Push the limb's matrix group.
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, 0);
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Gfx* polyTemp = POLY_OPA_DISP;
gSPMatrix(&polyTemp[0], Matrix_ToMtx(mtx), G_MTX_LOAD);
gSPDisplayList(&polyTemp[1], newDList);
POLY_OPA_DISP = &polyTemp[2];
mtx++;
} else if (limbDList != NULL) {
Matrix_ToMtx(mtx);
mtx++;
}
}
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, 0);
if (postLimbDraw != NULL) {
postLimbDraw(play, 1, &newDList, &limbDList, &rot, actor);
}
// @recomp Pop the post-limb matrix group.
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
if (rootLimb->child != LIMB_DONE) {
SkelAnime_DrawFlexLimbLod(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
lod, &mtx);
}
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
/*
* Draws the limb of the Skeleton `skeleton` at `limbIndex`
*/
void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor) {
StandardLimb* limb;
Gfx* dList;
Vec3f pos;
Vec3s rot;
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = jointTable[limbIndex];
pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
dList = limb->dList;
// @recomp Push the limb's matrix group.
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
Gfx* polyTemp = POLY_OPA_DISP;
gSPMatrix(&polyTemp[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
gSPDisplayList(&polyTemp[1], dList);
POLY_OPA_DISP = &polyTemp[2];
}
}
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
if (postLimbDraw != NULL) {
postLimbDraw(play, limbIndex, &dList, &rot, actor);
}
// @recomp Pop the post-limb matrix group.
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
if (limb->child != LIMB_DONE) {
SkelAnime_DrawLimbOpa(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor);
}
Matrix_Pop();
if (limb->sibling != LIMB_DONE) {
SkelAnime_DrawLimbOpa(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor);
}
CLOSE_DISPS(play->state.gfxCtx);
}
/**
* Draw all limbs of type `StandardLimb` in a given skeleton to the polyOpa buffer
*/
void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, Actor* actor) {
StandardLimb* rootLimb;
s32 pad;
Gfx* dList;
Vec3f pos;
Vec3s rot;
if (skeleton == NULL) {
return;
}
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
pos.x = jointTable[0].x;
pos.y = jointTable[0].y;
pos.z = jointTable[0].z;
rot = jointTable[1];
dList = rootLimb->dList;
// @recomp Push the limb's matrix group.
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, 0);
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &dList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
Gfx* polyTemp = POLY_OPA_DISP;
gSPMatrix(&polyTemp[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
gSPDisplayList(&polyTemp[1], dList);
POLY_OPA_DISP = &polyTemp[2];
}
}
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, 0);
if (postLimbDraw != NULL) {
postLimbDraw(play, 1, &dList, &rot, actor);
}
// @recomp Pop the post-limb matrix group.
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
if (rootLimb->child != LIMB_DONE) {
SkelAnime_DrawLimbOpa(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor);
}
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor,
Mtx** limbMatricies) {
StandardLimb* limb;
Gfx* newDList;
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = jointTable[limbIndex];
pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
newDList = limbDList = limb->dList;
// @recomp Push the limb's matrix group.
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*limbMatricies);
gSPMatrix(POLY_OPA_DISP++, *limbMatricies, G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, newDList);
(*limbMatricies)++;
} else if (limbDList != NULL) {
Matrix_ToMtx(*limbMatricies);
(*limbMatricies)++;
}
}
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
if (postLimbDraw != NULL) {
postLimbDraw(play, limbIndex, &limbDList, &rot, actor);
}
// @recomp Pop the post-limb matrix group.
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
if (limb->child != LIMB_DONE) {
SkelAnime_DrawFlexLimbOpa(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
limbMatricies);
}
Matrix_Pop();
if (limb->sibling != LIMB_DONE) {
SkelAnime_DrawFlexLimbOpa(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
limbMatricies);
}
CLOSE_DISPS(play->state.gfxCtx);
}
/**
* Draw all limbs of type `StandardLimb` in a given flexible skeleton to the polyOpa buffer
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor) {
StandardLimb* rootLimb;
s32 pad;
Gfx* newDList;
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, dListCount * sizeof(Mtx));
if (skeleton == NULL) {
return;
}
OPEN_DISPS(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0D, mtx);
Matrix_Push();
rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
pos.x = jointTable[0].x;
pos.y = jointTable[0].y;
pos.z = jointTable[0].z;
rot = jointTable[1];
newDList = limbDList = rootLimb->dList;
// @recomp Push the limb's matrix group.
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, 0);
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Gfx* polyTemp = POLY_OPA_DISP;
gSPMatrix(&polyTemp[0], Matrix_ToMtx(mtx), G_MTX_LOAD);
gSPDisplayList(&polyTemp[1], newDList);
POLY_OPA_DISP = &polyTemp[2];
mtx++;
} else {
if (limbDList != NULL) {
Matrix_ToMtx(mtx);
mtx++;
}
}
}
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, 0);
if (postLimbDraw != NULL) {
postLimbDraw(play, 1, &limbDList, &rot, actor);
}
// @recomp Pop the post-limb matrix group.
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
if (rootLimb->child != LIMB_DONE) {
SkelAnime_DrawFlexLimbOpa(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
&mtx);
}
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
void SkelAnime_DrawTransformFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
TransformLimbDrawOpa transformLimbDraw, Actor* actor, Mtx** mtx) {
StandardLimb* limb;
Gfx* newDList;
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
limbIndex++;
rot = jointTable[limbIndex];
pos.x = limb->jointPos.x;
pos.y = limb->jointPos.y;
pos.z = limb->jointPos.z;
newDList = limbDList = limb->dList;
// @recomp Push the limb's matrix group.
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
Matrix_Push();
transformLimbDraw(play, limbIndex, actor);
if (newDList != NULL) {
Gfx* polyTemp = POLY_OPA_DISP;
gSPMatrix(&polyTemp[0], Matrix_ToMtx(*mtx), G_MTX_LOAD);
gSPDisplayList(&polyTemp[1], newDList);
POLY_OPA_DISP = &polyTemp[2];
(*mtx)++;
} else {
if (limbDList != NULL) {
Matrix_ToMtx(*mtx);
(*mtx)++;
}
}
Matrix_Pop();
}
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, limbIndex);
if (postLimbDraw != NULL) {
postLimbDraw(play, limbIndex, &limbDList, &rot, actor);
}
// @recomp Pop the post-limb matrix group.
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
if (limb->child != LIMB_DONE) {
SkelAnime_DrawTransformFlexLimbOpa(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw,
transformLimbDraw, actor, mtx);
}
Matrix_Pop();
if (limb->sibling != LIMB_DONE) {
SkelAnime_DrawTransformFlexLimbOpa(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw,
transformLimbDraw, actor, mtx);
}
CLOSE_DISPS(play->state.gfxCtx);
}
/**
* Draw all limbs of type `StandardLimb` in a given flexible skeleton to the polyOpa buffer
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*
* Also makes use of a `TransformLimbDraw`, which transforms limbs based on world coordinates, as opposed to local limb
* coordinates.
* Note that the `TransformLimbDraw` does not have a NULL check, so must be provided even if empty.
*/
void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
TransformLimbDrawOpa transformLimbDraw, Actor* actor) {
StandardLimb* rootLimb;
s32 pad;
Gfx* newDList;
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
Mtx* mtx;
if (skeleton == NULL) {
return;
}
OPEN_DISPS(play->state.gfxCtx);
mtx = GRAPH_ALLOC(play->state.gfxCtx, dListCount * sizeof(Mtx));
gSPSegment(POLY_OPA_DISP++, 0x0D, mtx);
Matrix_Push();
rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
pos.x = jointTable[0].x;
pos.y = jointTable[0].y;
pos.z = jointTable[0].z;
rot = jointTable[1];
newDList = limbDList = rootLimb->dList;
// @recomp Push the limb's matrix group.
POLY_OPA_DISP = push_limb_matrix_group(POLY_OPA_DISP, actor, 0);
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, actor)) {
Matrix_TranslateRotateZYX(&pos, &rot);
Matrix_Push();
transformLimbDraw(play, 1, actor);
if (newDList != NULL) {
Gfx* polyTemp = POLY_OPA_DISP;
gSPMatrix(&polyTemp[0], Matrix_ToMtx(mtx), G_MTX_LOAD);
gSPDisplayList(&polyTemp[1], newDList);
POLY_OPA_DISP = &polyTemp[2];
mtx++;
} else {
if (limbDList != NULL) {
Matrix_ToMtx(mtx++);
}
}
Matrix_Pop();
}
// @recomp Pop the limb's matrix group and push the post-limb matrix group.
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
POLY_OPA_DISP = push_post_limb_matrix_group(POLY_OPA_DISP, actor, 0);
if (postLimbDraw != NULL) {
postLimbDraw(play, 1, &limbDList, &rot, actor);
}
// @recomp Pop the post-limb matrix group.
POLY_OPA_DISP = pop_post_limb_matrix_group(POLY_OPA_DISP, actor);
if (rootLimb->child != LIMB_DONE) {
SkelAnime_DrawTransformFlexLimbOpa(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw,
transformLimbDraw, actor, &mtx);
}
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
extern MtxF gSkinLimbMatrices[];
void Skin_DrawImpl(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags) {
s32 i;
SkinLimb** skeleton;
GraphicsContext* gfxCtx = play->state.gfxCtx;
OPEN_DISPS(gfxCtx);
if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_TRANSFORMS)) {
Skin_ApplyAnimTransformations(skin, gSkinLimbMatrices, actor, setTranslation);
}
skeleton = Lib_SegmentedToVirtual(skin->skeletonHeader->segment);
if (!(drawFlags & SKIN_DRAW_FLAG_CUSTOM_MATRIX)) {
Mtx* mtx;
gSPMatrix(POLY_OPA_DISP++, &gIdentityMtx, 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;
s32 segmentType;
if (overrideLimbDraw != NULL) {
shouldDraw = overrideLimbDraw(actor, play, i, skin);
}
segmentType = ((SkinLimb*)Lib_SegmentedToVirtual(skeleton[i]))->segmentType;
// @recomp Push a new matrix by multiplying in the identity matrix. This doesn't change the actual matrix contents,
// but allows a unique matrix group ID to be applied to this limb.
gSPMatrix(POLY_OPA_DISP++, &gIdentityMtx, G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
// Tag the matrix.
POLY_OPA_DISP = push_skin_limb_matrix_group(POLY_OPA_DISP, actor, i);
if (segmentType == SKIN_LIMB_TYPE_ANIMATED && shouldDraw) {
Skin_DrawAnimatedLimb(gfxCtx, skin, i, arg6, drawFlags);
} else if (segmentType == SKIN_LIMB_TYPE_NORMAL && shouldDraw) {
Skin_DrawLimb(gfxCtx, skin, i, NULL, drawFlags);
}
// @recomp Pop the matrix and matrix group that were made earlier.
gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW);
POLY_OPA_DISP = pop_limb_matrix_group(POLY_OPA_DISP, actor);
}
if (postDraw != NULL) {
postDraw(actor, play, skin);
}
close_disps:;
CLOSE_DISPS(gfxCtx);
}

8
patches/transform_ids.h Normal file
View File

@ -0,0 +1,8 @@
#ifndef __TRANSFORM_IDS_H__
#define __TRANSFORM_IDS_H__
#define ACTOR_TRANSFORM_LIMB_COUNT 128
#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
#define ACTOR_TRANSFORM_ID_START 0x1000000U
#endif

View File

@ -1,136 +0,0 @@
#include "patches.h"
// Start after G_EX_ID_AUTO to avoid assigning it to a group
u32 total_transforms = G_EX_ID_AUTO + 1;
// Use 24 bits of compiler-inserted padding to hold the actor's transform ID.
// 0x3A
#define actorIdByte0(actor) ((u8*)(&(actor)->audioFlags))[1]
// 0x3B
#define actorIdByte1(actor) ((u8*)(&(actor)->audioFlags))[2]
u32 create_transform_id() {
u32 ret = total_transforms;
total_transforms = (total_transforms + 1) & 0xFFFF;
// Skip the auto transform ID
if (total_transforms == G_EX_ID_AUTO) {
total_transforms++;
}
return ret;
}
void Actor_Init(Actor* actor, PlayState* play) {
Actor_SetWorldToHome(actor);
Actor_SetShapeRotToWorld(actor);
Actor_SetFocus(actor, 0.0f);
Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
Actor_SetScale(actor, 0.01f);
actor->targetMode = TARGET_MODE_3;
actor->terminalVelocity = -20.0f;
actor->xyzDistToPlayerSq = FLT_MAX;
actor->uncullZoneForward = 1000.0f;
actor->uncullZoneScale = 350.0f;
actor->uncullZoneDownward = 700.0f;
actor->hintId = TATL_HINT_ID_NONE;
CollisionCheck_InitInfo(&actor->colChkInfo);
actor->floorBgId = BGCHECK_SCENE;
ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
Actor_SetObjectDependency(play, actor);
actor->init(actor, play);
actor->init = NULL;
}
// @recomp Pick a transform ID for this actor and encode it into struct padding
u32 cur_transform_id = create_transform_id();
actorIdByte0(actor) = (cur_transform_id >> 0) & 0xFF;
actorIdByte1(actor) = (cur_transform_id >> 8) & 0xFF;
}
void Actor_Draw(PlayState* play, Actor* actor) {
Lights* light;
OPEN_DISPS(play->state.gfxCtx);
light = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
light->enablePosLights = true;
}
Lights_BindAll(light, play->lightCtx.listHead,
(actor->flags & (ACTOR_FLAG_10000000 | ACTOR_FLAG_400000)) ? NULL : &actor->world.pos, play);
Lights_Draw(light, play->state.gfxCtx);
if (actor->flags & ACTOR_FLAG_IGNORE_QUAKE) {
Matrix_SetTranslateRotateYXZ(actor->world.pos.x + play->mainCamera.quakeOffset.x,
actor->world.pos.y +
((actor->shape.yOffset * actor->scale.y) + play->mainCamera.quakeOffset.y),
actor->world.pos.z + play->mainCamera.quakeOffset.z, &actor->shape.rot);
} else {
Matrix_SetTranslateRotateYXZ(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z, &actor->shape.rot);
}
Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
Actor_SetObjectDependency(play, actor);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
// @recomp Extract the transform ID for this actor and write it to both lists
u32 cur_transform_id =
(actorIdByte0(actor) << 0) |
(actorIdByte1(actor) << 8);
gEXMatrixGroup(POLY_OPA_DISP++, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP,G_EX_ORDER_AUTO);
gEXMatrixGroup(POLY_XLU_DISP++, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP,G_EX_ORDER_AUTO);
if (actor->colorFilterTimer != 0) {
s32 colorFlag = COLORFILTER_GET_COLORFLAG(actor->colorFilterParams);
Color_RGBA8 actorDefaultHitColor = { 0, 0, 0, 255 };
if (colorFlag == COLORFILTER_COLORFLAG_GRAY) {
actorDefaultHitColor.r = actorDefaultHitColor.g = actorDefaultHitColor.b =
COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
} else if (colorFlag == COLORFILTER_COLORFLAG_RED) {
actorDefaultHitColor.r = COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
} else if (colorFlag == COLORFILTER_COLORFLAG_NONE) {
actorDefaultHitColor.b = actorDefaultHitColor.g = actorDefaultHitColor.r = 0;
} else {
actorDefaultHitColor.b = COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
}
if (actor->colorFilterParams & COLORFILTER_BUFFLAG_XLU) {
func_800AE778(play, &actorDefaultHitColor, actor->colorFilterTimer,
COLORFILTER_GET_DURATION(actor->colorFilterParams));
} else {
func_800AE434(play, &actorDefaultHitColor, actor->colorFilterTimer,
COLORFILTER_GET_DURATION(actor->colorFilterParams));
}
}
actor->draw(actor, play);
if (actor->colorFilterTimer != 0) {
if (actor->colorFilterParams & COLORFILTER_BUFFLAG_XLU) {
func_800AE8EC(play);
} else {
func_800AE5A0(play);
}
}
if (actor->shape.shadowDraw != NULL) {
actor->shape.shadowDraw(actor, light, play);
}
actor->isDrawn = true;
gEXPopMatrixGroup(POLY_OPA_DISP++);
gEXPopMatrixGroup(POLY_XLU_DISP++);
CLOSE_DISPS(play->state.gfxCtx);
}