mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-23 09:04:21 +00:00
346 lines
14 KiB
C++
346 lines
14 KiB
C++
#pragma once
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#include <math/seadMatrix.h>
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#include <math/seadVector.h>
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#include "Library/Anim/AnimPlayerSkl.h"
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#include "Library/Execute/ExecuteTableHolderUpdate.h"
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#include "Library/LiveActor/LiveActor.h"
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#include "Library/Model/ModelCtrl.h"
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#include "Library/Model/ModelKeeper.h"
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namespace al {
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class AnimPlayerMat;
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class LiveActor;
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struct SklAnimRetargettingInfo;
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// Inlined
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inline AnimPlayerSkl* getSkl(const LiveActor* actor) {
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return actor->getModelKeeper()->getAnimSkl();
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}
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inline AnimPlayerMat* getMtp(const LiveActor* actor) {
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return actor->getModelKeeper()->getAnimMtp();
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}
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inline AnimPlayerMat* getMcl(const LiveActor* actor) {
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return actor->getModelKeeper()->getAnimMcl();
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}
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inline AnimPlayerMat* getMts(const LiveActor* actor) {
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return actor->getModelKeeper()->getAnimMts();
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}
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inline AnimPlayerMat* getMat(const LiveActor* actor) {
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return actor->getModelKeeper()->getAnimMat();
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}
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inline AnimPlayerVis* getVis(const LiveActor* actor) {
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return actor->getModelKeeper()->getAnimVis();
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}
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inline AnimPlayerVis* getVisForAction(const LiveActor* actor) {
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return actor->getModelKeeper()->getAnimVisForAction();
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}
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inline void updateModelDraw(const LiveActor* actor) {
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actor->getModelKeeper()->getModelCtrl()->recreateDisplayList();
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}
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inline void updateActorSystem(LiveActor* actor) {
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alActorSystemFunction::updateExecutorDraw(actor);
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}
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inline void setSklBlendWeight(const LiveActor* actor, u32 index, f32 weight) {
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getSkl(actor)->setSklAnimBlendWeight(index, weight);
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}
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inline void createMat(const LiveActor* actor, s32 programType) {
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actor->getModelKeeper()->createMatAnimForProgram(programType);
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}
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// All
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void setAllAnimFrame(LiveActor* actor, f32 frame);
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void setAllAnimFrameRate(LiveActor* f32);
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// Skl
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bool tryStartSklAnimIfExist(LiveActor* actor, const char* animName);
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bool tryStartSklAnimIfNotPlaying(LiveActor* actor, const char* animName);
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void startSklAnim(LiveActor* actor, const char* animName);
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void startSklAnimInterpole(LiveActor* actor, const char* animName0, const char* animName1);
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void startSklAnimBlend(LiveActor* actor, const char* animName0, const char* animName1,
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const char* animName2, const char* animName3, const char* animName4,
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const char* animName5);
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void startSklAnimBlendInterpole(LiveActor* actor, const char* animName0, const char* animName1,
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const char* animName2, const char* animName3, const char* animName4,
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const char* animName5, const char* animName6);
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void clearSklAnimInterpole(LiveActor* actor);
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void validateSklAnimRetargetting(const LiveActor*);
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void invalidateSklAnimRetargetting(const LiveActor*);
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void copySklAnim(LiveActor*, const LiveActor*);
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void setSklAnimFrame(LiveActor* actor, f32 frame, s32 index);
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void setSklAnimFrameRate(LiveActor* actor, f32 frameRate, s32 index);
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void setSklAnimFrameAndStop(LiveActor* actor, f32 frame, s32 index);
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void setSklAnimBlendWeight(LiveActor* actor, f32 weight, s32 index);
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void setSklAnimBlendWeightDouble(LiveActor* actor, f32 weight);
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void setSklAnimBlendWeightDouble(LiveActor* actor, f32 weight0, f32 weight1);
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void setSklAnimBlendWeightTriple(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2);
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void setSklAnimBlendWeightQuad(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2,
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f32 weight3);
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void setSklAnimBlendWeightFivefold(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2,
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f32 weight3, f32 weight4);
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void setSklAnimBlendWeightSixfold(LiveActor*, f32, f32, f32, f32, f32);
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void setSklAnimBlendFrameAll(LiveActor* actor, f32 frame, bool isSync);
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void setSklAnimBlendFrameRateAll(LiveActor* actor, f32 frameRate, bool isSync);
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const char* getPlayingSklAnimName(const LiveActor* actor, s32 index);
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f32 getSklAnimFrame(const LiveActor* actor, s32 index);
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f32 getSklAnimFrameRate(const LiveActor* actor, s32 index);
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f32 getSklAnimFrameMax(const LiveActor* actor, s32 index);
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f32 getSklAnimFrameMax(const LiveActor* actor, const char* animName);
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s32 getSklAnimBlendNum(const LiveActor* actor);
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f32 getSklAnimBlendWeight(const LiveActor* actor, s32 index);
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bool isSklAnimExist(const LiveActor* actor, const char* animName);
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bool isSklAnimPlaying(const LiveActor* actor, const char* animName, s32 index);
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bool isExistSklAnimRetargetting(const LiveActor*);
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bool isSklAnimRetargettingValid(const LiveActor*);
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bool isSklAnimExist(const LiveActor* actor);
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bool isSklAnimEnd(const LiveActor* actor, s32 index);
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bool isSklAnimOneTime(const LiveActor* actor, const char* animName);
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bool isSklAnimOneTime(const LiveActor* actor, s32 index);
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bool isSklAnimPlaying(const LiveActor* actor, s32 index);
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// Mtp
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bool tryStartMtpAnimIfExist(LiveActor* actor, const char* animName);
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bool tryStartMtpAnimIfNotPlaying(LiveActor* actor, const char* animName);
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void startMtpAnim(LiveActor* actor, const char* animName);
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void startMtpAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame);
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void clearMtpAnim(LiveActor* actor);
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void setMtpAnimFrame(LiveActor* actor, f32 frame);
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void setMtpAnimFrameRate(LiveActor* actor, f32 frameRate);
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void setMtpAnimFrameAndStop(LiveActor* actor, f32 frame);
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void setMtpAnimFrameAndStopEnd(LiveActor* actor);
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const char* getPlayingMtpAnimName(const LiveActor* actor);
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f32 getMtpAnimFrame(const LiveActor* actor);
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f32 getMtpAnimFrameRate(const LiveActor* actor);
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f32 getMtpAnimFrameMax(const LiveActor* actor);
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f32 getMtpAnimFrameMax(const LiveActor* actor, const char* animName);
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bool isMtpAnimExist(const LiveActor* actor, const char* animName);
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bool isMtpAnimPlaying(const LiveActor* actor, const char* animName);
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bool isMtpAnimExist(const LiveActor* actor);
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bool isMtpAnimEnd(const LiveActor* actor);
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bool isMtpAnimOneTime(const LiveActor* actor, const char* animName);
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bool isMtpAnimOneTime(const LiveActor* actor);
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bool isMtpAnimPlaying(const LiveActor* actor);
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// Mcl
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bool tryStartMclAnimIfExist(LiveActor* actor, const char* animName);
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bool tryStartMclAnimIfNotPlaying(LiveActor* actor, const char* animName);
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void startMclAnim(LiveActor* actor, const char* animName);
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void startMclAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame);
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void clearMclAnim(LiveActor* actor);
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void setMclAnimFrame(LiveActor* actor, f32 frame);
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void setMclAnimFrameRate(LiveActor* actor, f32 frameRate);
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void setMclAnimFrameAndStop(LiveActor* actor, f32 frame);
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void setMclAnimNormalFrameAndStop(LiveActor* actor, f32 frame);
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void setMclAnimFrameAndStopEnd(LiveActor* actor);
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const char* getPlayingMclAnimName(const LiveActor* actor);
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f32 getMclAnimFrame(const LiveActor* actor);
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f32 getMclAnimFrameRate(const LiveActor* actor);
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f32 getMclAnimFrameMax(const LiveActor* actor);
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f32 getMclAnimFrameMax(const LiveActor* actor, const char* animName);
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bool isMclAnimExist(const LiveActor* actor, const char* animName);
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bool isMclAnimPlaying(const LiveActor* actor, const char* animName);
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bool isMclAnimExist(const LiveActor* actor);
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bool isMclAnimEnd(const LiveActor* actor);
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bool isMclAnimOneTime(const LiveActor* actor, const char* animName);
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bool isMclAnimOneTime(const LiveActor* actor);
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bool isMclAnimPlaying(const LiveActor* actor);
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// Mts
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bool tryStartMtsAnimIfExist(LiveActor* actor, const char* animName);
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bool tryStartMtsAnimIfNotPlaying(LiveActor* actor, const char* animName);
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void startMtsAnim(LiveActor* actor, const char* animName);
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void startMtsAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame);
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void clearMtsAnim(LiveActor* actor);
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void setMtsAnimFrame(LiveActor* actor, f32 frame);
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void setMtsAnimFrameRate(LiveActor* actor, f32 frameRate);
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void setMtsAnimFrameAndStop(LiveActor* actor, f32 frame);
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void setMtsAnimFrameAndStopEnd(LiveActor* actor);
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const char* getPlayingMtsAnimName(const LiveActor* actor);
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f32 getMtsAnimFrame(const LiveActor* actor);
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f32 getMtsAnimFrameRate(const LiveActor* actor);
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f32 getMtsAnimFrameMax(const LiveActor* actor);
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f32 getMtsAnimFrameMax(const LiveActor* actor, const char* animName);
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bool isMtsAnimExist(const LiveActor* actor, const char* animName);
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bool isMtsAnimPlaying(const LiveActor* actor, const char* animName);
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bool isMtsAnimExist(const LiveActor* actor);
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bool isMtsAnimEnd(const LiveActor* actor);
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bool isMtsAnimOneTime(const LiveActor* actor, const char* animName);
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bool isMtsAnimOneTime(const LiveActor* actor);
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bool isMtsAnimPlaying(const LiveActor* actor);
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// Mat
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bool tryStartMatAnimIfExist(LiveActor* actor, const char* animName);
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bool tryStartMatAnimIfNotPlaying(LiveActor* actor, const char* animName);
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void createMatAnimSlotForMcl(LiveActor* actor);
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void createMatAnimSlotForMtp(LiveActor* actor);
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void createMatAnimSlotForMts(LiveActor* actor);
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void startMatAnim(LiveActor, const char*);
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void startMatAnimAndSetFrameAndStop(LiveActor, const char*, f32);
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void clearMatAnim(LiveActor* actor);
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void setMatAnimFrame(LiveActor* actor, f32 frame);
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void setMatAnimFrameRate(LiveActor* actor, f32 frameRate);
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void setMatAnimFrameAndStop(LiveActor* actor, f32 frame);
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void setMatAnimFrameAndStopEnd(LiveActor* actor);
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const char* getPlayingMatAnimName(const LiveActor* actor);
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f32 getMatAnimFrame(const LiveActor* actor);
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f32 getMatAnimFrameRate(const LiveActor* actor);
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f32 getMatAnimFrameMax(const LiveActor* actor);
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f32 getMatAnimFrameMax(const LiveActor* actor, const char* animName);
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bool isMatAnimExist(const LiveActor* actor, const char* animName);
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bool isMatAnimPlaying(const LiveActor* actor, const char* animName);
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bool isMatAnimExist(const LiveActor* actor);
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bool isMatAnimEnd(const LiveActor* actor);
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bool isMatAnimOneTime(const LiveActor* actor, const char* animName);
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bool isMatAnimOneTime(const LiveActor* actor);
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bool isMatAnimPlaying(const LiveActor* actor);
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// Vis
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bool tryStartVisAnimIfExist(LiveActor* actor, const char* animName);
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bool tryStartVisAnimIfNotPlaying(LiveActor* actor, const char* animName);
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void startVisAnim(LiveActor* actor, const char* animName);
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void startVisAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame);
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void clearVisAnim(LiveActor* actor);
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void setVisAnimFrame(LiveActor* actor, f32 frame);
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void setVisAnimFrameRate(LiveActor* actor, f32 frameRate);
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void setVisAnimFrameAndStop(LiveActor* actor, f32 frame);
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void setVisAnimFrameAndStopEnd(LiveActor* actor);
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const char* getPlayingVisAnimName(const LiveActor* actor);
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f32 getVisAnimFrame(const LiveActor* actor);
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f32 getVisAnimFrameRate(const LiveActor* actor);
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f32 getVisAnimFrameMax(const LiveActor* actor);
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f32 getVisAnimFrameMax(const LiveActor* actor, const char* animName);
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bool isVisAnimExist(const LiveActor* actor, const char* animName);
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bool isVisAnimPlaying(const LiveActor* actor, const char* animName);
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bool isVisAnimExist(const LiveActor* actor);
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bool isVisAnimEnd(const LiveActor* actor);
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bool isVisAnimOneTime(const LiveActor* actor, const char* animName);
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bool isVisAnimOneTime(const LiveActor* actor);
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bool isVisAnimPlaying(const LiveActor* actor);
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// Vis for Action
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bool tryStartVisAnimIfExistForAction(LiveActor* actor, const char* animName);
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bool tryStartVisAnimIfNotPlayingForAction(LiveActor* actor, const char* animName);
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void startVisAnimForAction(LiveActor* actor, const char* animName);
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void startVisAnimAndSetFrameAndStopForAction(LiveActor* actor, const char* animName, f32 frame);
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void clearVisAnimForAction(LiveActor* actor);
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void setVisAnimFrameForAction(LiveActor* actor, f32 frame);
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void setVisAnimFrameRateForAction(LiveActor* actor, f32 frameRate);
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void setVisAnimFrameAndStopForAction(LiveActor* actor, f32 frame);
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void setVisAnimFrameAndStopEndForAction(LiveActor* actor);
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const char* getPlayingVisAnimNameForAction(const LiveActor* actor);
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f32 getVisAnimFrameForAction(const LiveActor* actor);
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f32 getVisAnimFrameRateForAction(const LiveActor* actor);
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f32 getVisAnimFrameMaxForAction(const LiveActor* actor);
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f32 getVisAnimFrameMaxForAction(const LiveActor*, const char*);
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bool isVisAnimExistForAction(const LiveActor*, const char*);
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bool isVisAnimPlayingForAction(const LiveActor* actor, const char* animName);
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bool isVisAnimExistForAction(const LiveActor*);
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bool isVisAnimEndForAction(const LiveActor* actor);
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bool isVisAnimOneTimeForAction(const LiveActor* actor, const char* animName);
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bool isVisAnimOneTimeForAction(const LiveActor* actor);
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bool isVisAnimPlayingForAction(const LiveActor* actor);
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// Skl Retargetting
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void initAndBindSklAnimRetargetting(LiveActor*, const char*, const sead::Vector3f&);
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SklAnimRetargettingInfo* createSklAnimRetargetting(const LiveActor*, const char*,
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const sead::Vector3f&);
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void bindSklAnimRetargetting(const LiveActor*, const SklAnimRetargettingInfo*);
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SklAnimRetargettingInfo* createSklAnimRetargetting(const LiveActor*, const LiveActor*,
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const sead::Vector3f&);
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void unbindSklAnimRetargetting(const LiveActor*);
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// Partial Skl
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void startPartialSklAnim(LiveActor* actor, const char* animName, s32 partCount, s32 value,
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const SklAnimRetargettingInfo* info);
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void startPartialSklAnimWithInterpolate(LiveActor* actor, const char* animName, s32 partCount,
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s32 value, s32 interpol,
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const SklAnimRetargettingInfo* info);
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void initPartialSklAnim(LiveActor*, s32, s32, s32);
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void clearPartialSklAnim(LiveActor* actor, s32 index);
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void clearPartialSklAnimWithInterpolate(LiveActor* actor, s32 partIndex, s32 interpol);
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void addPartialSklAnimPartsList(LiveActor*, const char*, const char*, s32);
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void addPartialSklAnimPartsListRecursive(LiveActor*, const char*, s32);
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void setPartialSklAnimFrame(LiveActor* actor, s32 index, f32 frame);
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void setPartialSklAnimFrameRate(LiveActor* actor, s32 index, f32 frameRate);
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void setBaseMtxAndCalcAnim(LiveActor* actor, const sead::Matrix34f& matrix,
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const sead::Vector3f& vector);
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const char* getPlayingPartialSklAnimName(const LiveActor* actor, s32 index);
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f32 getPartialSklAnimFrame(const LiveActor* actor, s32 index);
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f32 getPartialSklAnimFrameRate(const LiveActor* actor, s32 index);
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s32 getPartialSklAnimSlotNum(LiveActor*);
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s32 calcJoitsAmountFromJoint(LiveActor*, const char*);
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bool isPartialSklAnimEnd(const LiveActor* actor, s32 index);
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bool isPartialSklAnimOneTime(const LiveActor* actor, s32 index);
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bool isPartialSklAnimAttached(const LiveActor* actor, s32 index);
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bool isPartialSklAnimPlaying(const LiveActor* actor, const char* partsName, s32 index);
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} // namespace al
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namespace alAnimFunction {
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bool isAllAnimEnd(const al::LiveActor*, s32);
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f32 getAllAnimFrame(const al::LiveActor*, s32);
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f32 getAllAnimFrameMax(const al::LiveActor*, const char*, s32);
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f32 getAllAnimFrameRate(const al::LiveActor*, s32);
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const char* getAllAnimName(const al::LiveActor*);
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} // namespace alAnimFunction
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