Files
2ship2harkinian-Android/include/z64animation.h
T
efc9df3f56 ovl_player_actor: Dawn of a new PR (#1227)
* Rename Player_UpdateBottleHeld

* Match func_808497A0

* func_80852290 NON_MATCHING

* Match func_8083B3B4

* Params cleanup

* Match func_8083FBC4

* sfxId cleanups and others

* Fix declaration of functions from D_8085D990

* Change D_8085BE84 to be a 2D array

* ARRAY_COUNT_2D

* Match func_8085ADA0

* func_808426F0 nonmatching

* Match func_80852290

* Match func_808426F0

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>

* Add notes to Player_SetDoAction

* Name putAwayCountdown

* rebase

* Match func_80856918

* format

* func_8084933C nonmatching
small amount of boomerang documentation

* Progress on moving data near where it is used

* finish moving data

* format

* cleanup up remaining data

* more match

* Some minor cleanups

* PlayerCsMode enum

* func_80851F18 nonmatching

* Fix unk_B10

* Purge ExchangeItemID enum

* Rename `targetActor` to `talkActor`

* Name `targetedActor`

* PLAYER_LIMB_BUF_SIZE

Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>

* Change SkelAnime Player functions to take a void pointer for the corresponding buffers

* Use PlayerAnimationFrame on Player_DrawImpl

* Match func_8082F1AC

* Match func_8083D23C

* cleanup

* Match and clean up func_808373F8

* Match and document func_8083A98C

* PLAYER_PARAMS macro and PlayerInitMode enum

* Preliminary names for InitMode functions

* Match func_8083C8E8

* remove redundant externs

* Match func_8084933C

* cleanup func_8084933C

* Access D_8085BE84 directly instead of using a macro

* Match func_8084AC84

* Fix boomearng typo

* OK boomerang

* cleanup func_8083D168

* untargetedRotY

* this->unk_14E = ABS_ALT(var_v1);

* GIFIELD macros

* sort of a match

* Match func_8084C16C

Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>

* Use the same trick to match func_808573A4

* Add note on Deku spinning

* Match func_8084D18C

* Match func_80850D68

* Improve func_80832660

* Match func_80854EFC

Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>

* Rename unk_B2A to getItemDrawId

* Some cleanup

* fix merge issues

* format

* minor anim docs

* Match func_808553F4

* Cleanup func_808553F4

* func_8083D860 nonmatching

* Match func_8083D860

* Defake func_80859BA8

* ()

* Add notes to PlayerAnimGroup enum

* underwaterTimer

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>

* some stateFlags cleaning

* more stateFlags cleaning

* some notes and minor cleanups

* more general cleanups

* Slightly less fake func_80832CAC

* Document some melee weapon damage stuff

* Mark lunge storage

* Note PCS patch

* match

* add notes to bss

* yeet extra indentation

* add reloc as nonmatching to spec

* floorSfxOffset

* Player_GetFloorSfx

* Player_GetFloorSfxByAge

* Comments for AnimSfx dunctions

* Name some AnimSfx functions

* Name AnimSfx stuff

* Some PlayerAgeProperties notes

* use animflag defines

* Player_SpawnExplosive

* fix enum and some other minor fixes

* Bit more misc. cleanup

* Use OoT's version of func_808333CC

* Note on quickspin buffer

* Final nonmatching, func_80851F18

Co-authored-by: Synray <31429825+Synray@users.noreply.github.com>

* RIP player.c

* Name Player_StopHorizontalMovement

* misc fixes

* Actor_DeactivateLens

* fixes

* typos and tweaks

* minor stuff

* add names as comments on the animgoup array

* Correct some function names and data type

* add anim commets to ageproperties

* some notes

* De-fake func_80840F90

* Defake & clean up func_8085ADA0

* Improve func_80859BA8

* Enums in func_80852B28

* Name some secret-related things

* 3 small things

* stuff

* Player_TalkWithPlayer

* SurfaceType_GetFloorType

* SurfaceType_GetWallFlags

* and more bgcheck stuff

* more bss naming

* sPlayerControlInput

* clean up func_80836F10 a bit

* name the parameters of func_80835BF8

* door stuff

* remove NON_MATCHING

* remove D_8085D2B0 padding

* Name some Player_Cutscene_ functions

* various cleanups

* format

* remainingHopsCounter

* some cleanups on the struct

* Actor_RequestRumble

* this->exchangeItemId = PLAYER_AP_NONE;

* fix merge stuff

* format

* PlayerUnkAA5

* Name two cylinder-related functions

* BSS

* Add MagicConsume's enum, treat lensActive as bool

* Update func_808332A0 based on better info

* fix merge

* fix merge issues

* remove redundant comments

* Name Player_AddQuake

* ANIM_FLAG_UPDATE*_*Y

* Format

* AT_TYPE_ENEMY

* fix merge issues

* format

* fix uintptr_ts

* Rename

* Name leftHandMf

* fix merge issues

* format

* exchangeItemId <= PLAYER_IA_MINUS1

* getItemDrawIdPlusOne

* currentActorCsIndex

* <= PLAYER_IA_MINUS1

* fix merge issues

* format

* namefixer and bss

* fix build

* bombs parameters cleanup

* bss

* Fix building

* fix building

* Fix building

* Fix building and cleanups

* Pre-PR cleanup

* really...

* format

* review

* stateFlag Mistakes

* 268 * 0.1f

* z64door.h

* fix cutscene stuff

* bss

* Update include/z64player.h

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

* Update include/z64player.h

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

* reiew

* PR Review

* collision

* review

* format and a few stuff i missed

* EnBomExplosiveType

* weekeventregconvert and eventinfconvert

* more review

* review

* bss

* review

* re format sGetItemTable

* Entangle PlayerMask and PlayerItemAction

* a few extra cases i missed

* bss

* review

* EnArrow stuff

* ARROW_MAGIC_DEKU_BUBBLE

* minor format

* merge

* fix bss

* review

* !ARROW_IS_ARROW

* review

* bool cleanup

* fix merge

* review

* Player_StopCutscene

* Player_RequestQuake

* quakeIndex

* Player_RequestQuakeAndRumble

* knobDoor and slidingDoor

* bss

* fix

* review

* dog and float

---------

Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: petrie911 <pmontag@PHYS-S129.iowa.uiowa.edu>
Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>
Co-authored-by: Synray <31429825+Synray@users.noreply.github.com>
2023-05-28 17:41:37 -04:00

376 lines
17 KiB
C

#ifndef Z64ANIMATION_H
#define Z64ANIMATION_H
#include "PR/ultratypes.h"
#include "PR/gbi.h"
#include "z64dma.h"
#include "z64math.h"
struct PlayState;
struct Actor;
struct SkelAnime;
struct PlayerAnimationFrame;
#define LIMB_DONE 0xFF
#define ANIM_FLAG_1 (1 << 0)
#define ANIM_FLAG_UPDATE_Y (1 << 1)
#define ANIM_FLAG_4 (1 << 2)
#define ANIM_FLAG_8 (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 {
/* -1 */ ANIMTAPER_DECEL = -1,
/* 0 */ ANIMTAPER_NONE,
/* 1 */ ANIMTAPER_ACCEL
} AnimationTapers;
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 {
/* 0 */ ANIMATION_LINKANIMETION,
/* 1 */ ANIMENTRY_COPYALL,
/* 2 */ ANIMENTRY_INTERP,
/* 3 */ ANIMENTRY_COPYTRUE,
/* 4 */ ANIMENTRY_COPYFALSE,
/* 5 */ ANIMENTRY_MOVEACTOR
} AnimationType;
typedef struct {
/* 0x00 */ DmaRequest req;
/* 0x20 */ OSMesgQueue msgQueue;
/* 0x38 */ OSMesg msg[1];
} AnimEntryLoadFrame; // size = 0x3C
typedef struct {
/* 0x0 */ u8 queueFlag;
/* 0x1 */ u8 vecCount;
/* 0x4 */ Vec3s* dst;
/* 0x8 */ Vec3s* src;
} AnimEntryCopyAll; // size = 0xC
typedef struct {
/* 0x0 */ u8 queueFlag;
/* 0x1 */ u8 vecCount;
/* 0x4 */ Vec3s* base;
/* 0x8 */ Vec3s* mod;
/* 0xC */ f32 weight;
} AnimEntryInterp; // size = 0x10
typedef struct {
/* 0x0 */ u8 queueFlag;
/* 0x1 */ u8 vecCount;
/* 0x4 */ Vec3s* dst;
/* 0x8 */ Vec3s* src;
/* 0xC */ u8* copyFlag;
} AnimEntryCopyTrue; // size = 0x10
typedef struct {
/* 0x0 */ u8 queueFlag;
/* 0x1 */ u8 vecCount;
/* 0x4 */ Vec3s* dst;
/* 0x8 */ Vec3s* src;
/* 0xC */ u8* copyFlag;
} AnimEntryCopyFalse; // size = 0x10
typedef struct {
/* 0x0 */ struct Actor* actor;
/* 0x4 */ struct SkelAnime* skelAnime;
/* 0x8 */ f32 unk08;
} AnimEntryMoveActor; // size = 0xC
typedef union {
AnimEntryLoadFrame load;
AnimEntryCopyAll copy;
AnimEntryInterp interp;
AnimEntryCopyTrue copy1;
AnimEntryCopyFalse copy0;
AnimEntryMoveActor move;
} AnimationEntryData; // size = 0x3C
typedef struct {
/* 0x00 */ u8 type;
/* 0x04 */ AnimationEntryData data;
} AnimationEntry; // size = 0x40
typedef struct AnimationContext {
/* 0x000 */ s16 animationCount;
/* 0x004 */ AnimationEntry entries[50];
} AnimationContext; // 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 moveFlags; // Flags used for animations that move the actor in worldspace.
/* 0x36 */ s16 prevRot; // 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 void (*AnimationEntryCallback)(struct PlayState*, AnimationEntryData*);
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
struct SkeletonInfo;
typedef s32 (*UnkKeyframeCallback)(struct PlayState* play, struct SkeletonInfo* skeletonInfo, s32* arg2, Gfx** dList,
u8* arg4, void* arg5);
// Keyframe limb?
typedef struct {
/* 0x0 */ Gfx* dList;
/* 0x4 */ u8 unk_4;
/* 0x5 */ u8 flags;
/* 0x6 */ Vec3s root;
} Struct_801BFA14_Arg1_Field4; // size = 0xC
// Other limb type?
typedef struct {
/* 0x0 */ Gfx* dList;
/* 0x4 */ u8 unk_4;
/* 0x5 */ u8 flags;
/* 0x6 */ u8 unk_6; // transform limb draw index
} Struct_801BFA14_Arg1_Field4_2; // size = 0x8
typedef struct {
/* 0x00 */ u8 limbCount;
/* 0x01 */ u8 unk_1; // non-zero in object files, number of non-null-dlist limbs?
/* 0x04 */ union {
Struct_801BFA14_Arg1_Field4* unk_4; // arrays
Struct_801BFA14_Arg1_Field4_2* unk_4_2;
};
/* 0x08 */ s16* unk_8;
/* 0x0C */ s16* unk_C;
/* 0x10 */ char unk_10[0x2];
/* 0x12 */ s16 unk_12;
} Struct_801BFA14_Arg1; // size = 0x14
typedef struct {
/* 0x00 */ u16* unk_0;
/* 0x04 */ s16* unk_4;
/* 0x08 */ s16* unk_8;
/* 0x0C */ s16* unk_C;
/* 0x10 */ char unk_10[0x2];
/* 0x12 */ s16 unk_12;
} SkeletonInfo_1C; // size = 0x14
typedef struct {
/* 0x00 */ f32 unk_0;
/* 0x04 */ f32 unk_4;
/* 0x08 */ f32 unk_8;
/* 0x0C */ f32 unk_C;
/* 0x10 */ f32 unk_10;
/* 0x14 */ s32 unk_14;
} FrameControl; // size = 0x18
// FlexKeyframeSkeleton ?
typedef struct SkeletonInfo {
/* 0x00 */ FrameControl frameCtrl;
/* 0x18 */ Struct_801BFA14_Arg1* unk_18; // array
/* 0x1C */ SkeletonInfo_1C* unk_1C;
/* 0x20 */ UnkKeyframeCallback* unk_20; // pointer to array of functions
/* 0x24 */ f32 unk_24; // duration? current time?
/* 0x28 */ Vec3s* frameData; // array of 3 Vec3s
/* 0x2C */ s16* unk_2C;
} SkeletonInfo; // size = 0x30
typedef s32 (*OverrideKeyframeDrawScaled)(struct PlayState* play, SkeletonInfo* skeletonInfo, s32 limbIndex, Gfx** dList,
u8* flags, struct Actor* actor, Vec3f* scale, Vec3s* rot, Vec3f* pos);
typedef void (*PostKeyframeDrawScaled)(struct PlayState* play, SkeletonInfo* skeleton, s32 limbIndex, Gfx** dList,
u8* flags, struct Actor* actor, Vec3f* scale, Vec3s* rot, Vec3f* pos);
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 AnimationContext_Reset(AnimationContext* animationCtx);
void AnimationContext_SetNextQueue(struct PlayState* play);
void AnimationContext_DisableQueue(struct PlayState* play);
void AnimationContext_SetLoadFrame(struct PlayState* play, PlayerAnimationHeader* animation, s32 frame, s32 limbCount, Vec3s* frameTable);
void AnimationContext_SetCopyAll(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src);
void AnimationContext_SetInterp(struct PlayState* play, s32 vecCount, Vec3s* base, Vec3s* mod, f32 weight);
void AnimationContext_SetCopyTrue(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
void AnimationContext_SetCopyFalse(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag);
void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 arg3);
void AnimationContext_Update(struct PlayState* play, AnimationContext* animationCtx);
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