OdysseyDecomp/lib/al/Library/LiveActor/ActorAnimFunction.h
2026-01-18 16:26:26 -05:00

346 lines
14 KiB
C++

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