-- STADIUM battles: posing a skeleton and skinning it, on the CPU. -- -- One instance of this is one Pokemon standing on the map -- the meshes it -- draws through and the scratch space its pose is computed in. The MODEL -- (geometry, bones, animations, textures) is shared and read-only; this is -- everything about it that is per-Pokemon and changes every frame. -- -- ------- why the CPU -- -- Because these models are tiny and the mod's shader already exists. A -- battle model is 674 vertices on average and 1311 at the worst, of which -- exactly two are on screen at a time -- so skinning them by hand costs -- about two thousand vertex transforms a frame, which is less than the -- grass pass does on an empty route. What it buys is that the finished -- vertices go into Voxel3D's OWN vertex format, through Voxel3D's OWN -- shader, and therefore get every single thing the rest of the diorama -- gets for free: the depth buffer decides what is in front of what, the -- sun pass throws a real shadow of the actual pose, the hour's tint lands -- on it, the hit flash flattens it, and the tilt-shift and the -- depth-of-field see it as part of the picture. A GPU skinning path would -- have needed a second shader that then had to re-implement all of that, -- and a second shadow shader beside it. -- -- It is also what makes the FORMAT work. Every vertex in the Stadium set is -- rigidly bound to ONE bone with weight 1 (model_extract/README.md), so -- skinning is a single matrix multiply per vertex with no blend -- and the -- per-vertex `shade` Voxel3D wants, which no glTF has, is computed here -- from the bone-local normal. -- -- ------- the two matrix chains -- -- The game keeps bone scale OUT of the matrix chain (func_800143C0): scale -- accumulates in its own stack, a bone's local translation is -- pre-multiplied by its parent's accumulated scale, and a bone's own -- accumulated scale is applied to the finished matrix only at draw time. -- glTF cannot express that -- its node scale propagates to children -- and -- the reference export works around it by splitting every bone into two -- nodes. -- -- Here it falls out naturally, as two arrays: -- -- pivot rotation and translation only. This is what a CHILD inherits, -- and it is a pure rotation, which is also why the normals are -- transformed with it rather than with the draw matrix. -- draw the same matrix with the bone's accumulated scale applied on -- the right, which is the one vertices go through. -- -- Folding the scale into the chain instead is the obvious mistake and it -- applies every ancestor's scale once per generation. It is caught by the -- suite: tools/stadium_pack.py measures the bind pose with this exact walk -- and its answer matches the verified glTF export on all 151 species. -- the mod namespace (see main.lua): V.require loads a sibling module local V = ... local Voxel3D = V.require("Voxel3D") local StadiumPack = V.require("StadiumPack") local StadiumRig = {} StadiumRig.__index = StadiumRig local sin, cos, floor = math.sin, math.cos, math.floor -- binary angle (32768 = pi) to radians local ANG = math.pi / 32768 -- ------- how a surface is lit -- -- Voxel3D shades a face by its DIRECTION rather than by a light uniform: -- every terrain and character mesh in this mode carries a per-vertex -- `shade` baked from which way its face points, and the shadow map -- multiplies on top of that (see Voxel3D.FACE_SHADE). A skinned model has -- no fixed faces to bake, so the same answer is computed per vertex from -- the posed normal -- and these four numbers are FACE_SHADE's own six -- values, fitted: -- -- +Y up 1.00 -Y down 0.55 +X east 0.84 -X west 0.72 -- +Z south 0.90 -Z north 0.68 -- -- so a Pokemon's flank catches the same southeastern sun the roof of the -- house behind it does, and the two read as being in one picture. local SHADE_BASE = 0.7725 local SHADE_X = 0.06 local SHADE_Y = 0.225 local SHADE_Z = 0.11 -- ------- an instance -- `model` is a StadiumPack model. Returns nil where meshes cannot be made, -- which is the same "no 3D" answer every other GPU object in this mod gives. function StadiumRig.new(model) if not (model and model.prims) then return nil end if not (love.graphics and love.graphics.newMesh) then return nil end local self = setmetatable({ model = model, -- The two chains, flat: twelve numbers a bone, row-major 3x4. -- -- Named with the M rather than `pivot` and `draw` because an instance -- field called `draw` shadows the DRAW METHOD through __index, and the -- failure that causes is a nasty one: the shadow pass calls caster() -- and keeps working, so a Pokemon casts a perfect animated shadow onto -- ground it is not standing on. pivotM = {}, drawM = {}, -- the accumulated scale, which is the third thing the game's own walk -- carries and neither matrix can hold accX = {}, accY = {}, accZ = {}, parts = {}, -- what the pose walk last answered, so a frame that neither moved the -- animation nor turned the model can skip the whole thing poseKey = nil, -- scratch for the body-centre estimate (see anchor), kept on the rig so -- a per-frame measurement allocates nothing cx = {}, cy = {}, cz = {}, }, StadiumRig) -- One mesh per primitive: a primitive is already "the triangles sharing -- one texture", which is exactly one draw call's worth. -- -- "dynamic" rather than "static": every vertex is rewritten every frame -- the pose changes, which is what the usage hint exists to say. for i, prim in ipairs(model.prims) do local rows = {} local uv = prim.uv for k = 1, prim.vertCount do -- position and shade are filled by skin(); the texture coordinates -- never change, so they are written once here rows[k] = { 0, 0, 0, uv[k * 2 - 1], uv[k * 2], 1 } end local ok, mesh = pcall(love.graphics.newMesh, Voxel3D.FORMAT, rows, "triangles", "dynamic") if not ok then return nil end pcall(mesh.setVertexMap, mesh, prim.index) self.parts[i] = { mesh = mesh, rows = rows, prim = prim } end -- the spot the animations are measured against, taken while there is no -- pose to overwrite (see measureBind) pcall(self.measureBind, self) return self end function StadiumRig:release() for _, part in ipairs(self.parts or {}) do if part.mesh and part.mesh.release then pcall(part.mesh.release, part.mesh) end end self.parts = {} end -- ------- sampling one track -- -- `c` is the pack's own fold: a bare number when the component holds still -- for the whole animation, or one value a frame when it does not. Two frame -- indices and a blend come in because the caller has already resolved what -- "between frame 12 and 13, three tenths of the way" means for THIS -- animation's looping. -- One component at one frame. local function sampleAt(c, i) if type(c) == "number" then return c end return c[i] end -- ------- interpolation, and the one place it must not happen -- -- These streams are not keyframes: they carry ONE VALUE PER FRAME at 30 Hz, -- and the game steps them a frame at a time. So at 60 Hz the honest replay -- is each pose held for two frames -- which is exactly what it looks like, -- a set of models moving at half the frame rate of everything around them. -- Blending between consecutive entries is therefore not reconstructing -- something the source had; it is INVENTING the halfway pose. It is worth -- inventing, because a 30 Hz step against a 60 Hz camera reads as a stutter -- and the halfway pose is right far more often than it is wrong. -- -- Where it IS wrong is the reason a naive version of this shipped once and -- had to be taken out: bones snapping to an upside-down pose for a frame, -- arms turning inside out for a few. Rotations here are EULER TRIPLES, and -- a Euler triple is not a direction you can walk along. Two triples can -- describe nearly the same orientation and be nowhere near each other -- component by component -- (0, 20976, 32736) and (0, -19936, -5904) are a -- real pair out of the set -- so walking from one to the other passes -- through orientations that are nothing like either end. That is precisely -- a bone flipping over and back inside one frame. -- -- Shortest-arc wrapping (below) fixes the easy half of that, where a -- component crosses the +-pi seam. It cannot fix the hard half, where the -- source simply RE-EXPRESSES a rotation. So the hard half is not fixed, it -- is DETECTED: a bone whose rotation moves more than BREAK_ANGLE in a -- single frame is not being animated, it is being re-expressed or snapped, -- and that bone holds its frame instead of blending. Per bone and all three -- components together, because the three are one rotation and blending two -- of them while holding the third is its own wrong answer. -- -- The same guard, in the same spirit, for TRANSLATION: BREAK_MOVE of the -- model's own height inside one frame is a teleport rather than a stride. -- Scale needs none -- a linear blend of two scales lies between them, and -- there is no way for that to be a pose neither end had. -- 32768 binary-angle units is pi, so this is a quarter turn in one 30 Hz -- frame -- 2700 degrees a second. Nothing in the set genuinely moves that -- fast; everything that reads as moving that fast is a re-expression. local BREAK_ANGLE = 16384 -- and half the Pokemon's own height in one frame, which is fifteen body -- heights a second local BREAK_MOVE = 0.5 -- The signed distance from `c[i0]` to `c[i1]` the SHORT way round, for a -- binary angle. Interpolating 32700 toward -32700 the long way spins the -- bone most of a full turn inside one frame; the short way is 136 units, -- which is what actually happened. local function angleDelta(c, i0, i1) if type(c) == "number" then return 0 end local d = c[i1] - c[i0] if d > 32768 then d = d - 65536 elseif d < -32768 then d = d + 65536 end return d end local function linearDelta(c, i0, i1) if type(c) == "number" then return 0 end return c[i1] - c[i0] end -- ------- the pose -- -- `anim` is an index into model.anims (or nil for the bind pose), `frame` a -- FLOAT frame in that animation's own 30 Hz timeline, and `wrap` whether -- the far end joins back to loopStart (a standby loop) or holds on the last -- frame (a faint). function StadiumRig:pose(anim, frame, wrap) local model = self.model local n = model.boneCount local tracks = anim and StadiumPack.tracks(model, anim) or nil local frames = anim and model.anims[anim] and model.anims[anim].frames or 1 -- The two frames this instant falls between, and how far. `k` is 0 on -- every whole frame, so a caller that steps in whole frames -- the test -- suite, the blink probe -- sees exactly the frame it asked for. local i0, i1, k = 1, 1, 0 if tracks and frames > 1 then local f = frame if f < 0 then f = 0 end local base = floor(f) k = f - base local loop = model.anims[anim].loopStart or 0 if not (loop > 0 and loop < frames) then loop = 0 end if base >= frames then if wrap then -- the far end joins back to loopStart, which is where the game's own -- player sends the counter (func_80016FBC) base = loop + (base - loop) % (frames - loop) else base = frames - 1 -- a faint holds where it fell k = 0 end end i0 = base + 1 if i0 > frames then i0 = frames end if i0 < 1 then i0 = 1 end -- and the frame after it, which past the end of a loop is loopStart -- -- the same seam the counter itself crosses. An animation that HOLDS -- (a faint) has nothing after its last frame, so it blends with itself. if i0 < frames then i1 = i0 + 1 elseif wrap then i1 = loop + 1 else i1, k = i0, 0 end end -- The frame this animation is actually SHOWING, after the wrap or the -- hold, 0-based -- the WHOLE frame, never the blend. A texture swap has no -- halfway: an eye is open or it is shut, and a pupil interpolated toward a -- swirl is not a thing the hardware could draw. So the skeleton runs at 60 -- and the textures step at 30, which is what the game does with both. -- Stashed rather than recomputed because the texture -- animation is sampled at the very same frame (see textures) -- in the -- game one counter drives both, and 73% of the paired animations in the -- set are the same length as each other, which is what that looks like -- from the outside. Two copies of this arithmetic would be two things to -- keep in step; one number cannot drift from itself. self.frameAt = i0 - 1 local parent = model.parent local restT, restR, restS = model.restT, model.restR, model.restS local pivot, drw = self.pivotM, self.drawM local accX, accY, accZ = self.accX, self.accY, self.accZ -- how far a bone may travel in one frame before it is read as a teleport -- rather than a stride. In the vertices' own RAW units, which is what the -- tracks are in: model.height is measured after the model_root scale. local moveBreak = nil if k > 0 then local root = model.rootScale if not (root and root > 0) then root = 1 end local h = (model.height or 0) / root if h > 0 then moveBreak = h * BREAK_MOVE end end for b = 1, n do local o3 = (b - 1) * 3 local tx, ty, tz, rx, ry, rz, kx, ky, kz local comps = tracks and tracks[b] if comps then tx = sampleAt(comps[1], i0) ty = sampleAt(comps[2], i0) tz = sampleAt(comps[3], i0) rx = sampleAt(comps[4], i0) ry = sampleAt(comps[5], i0) rz = sampleAt(comps[6], i0) kx = sampleAt(comps[7], i0) ky = sampleAt(comps[8], i0) kz = sampleAt(comps[9], i0) if k > 0 then -- ROTATION, all three at once: a bone that snaps holds its frame, -- and a bone that moves holds none of it (see BREAK_ANGLE) local dx = angleDelta(comps[4], i0, i1) local dy = angleDelta(comps[5], i0, i1) local dz = angleDelta(comps[6], i0, i1) if dx < 0 then dx = -dx end if dy < 0 then dy = -dy end if dz < 0 then dz = -dz end if dx <= BREAK_ANGLE and dy <= BREAK_ANGLE and dz <= BREAK_ANGLE then rx = rx + angleDelta(comps[4], i0, i1) * k ry = ry + angleDelta(comps[5], i0, i1) * k rz = rz + angleDelta(comps[6], i0, i1) * k end -- TRANSLATION, likewise together: the three are one offset local mx = linearDelta(comps[1], i0, i1) local my = linearDelta(comps[2], i0, i1) local mz = linearDelta(comps[3], i0, i1) local far = false if moveBreak then far = (mx > moveBreak or mx < -moveBreak) or (my > moveBreak or my < -moveBreak) or (mz > moveBreak or mz < -moveBreak) end if not far then tx, ty, tz = tx + mx * k, ty + my * k, tz + mz * k end -- SCALE, which cannot land anywhere the two ends did not bracket kx = kx + linearDelta(comps[7], i0, i1) * k ky = ky + linearDelta(comps[8], i0, i1) * k kz = kz + linearDelta(comps[9], i0, i1) * k end else -- a bone this animation never touches keeps its rest transform tx, ty, tz = restT[o3 + 1], restT[o3 + 2], restT[o3 + 3] rx, ry, rz = restR[o3 + 1], restR[o3 + 2], restR[o3 + 3] kx, ky, kz = restS[o3 + 1], restS[o3 + 2], restS[o3 + 3] end local p = parent[b] local pax, pay, paz = 1, 1, 1 if p > 0 then pax, pay, paz = accX[p], accY[p], accZ[p] end -- the parent's accumulated scale, applied to the CHILD's offset. This -- is the whole of what the game does instead of propagating scale. tx, ty, tz = tx * pax, ty * pay, tz * paz -- Rx * Ry * Rz in the game's own row-vector form (src/F420.c -- func_8000F730), written out as the rows of a 3x3 local ax, ay, az = rx * ANG, ry * ANG, rz * ANG local sx, cx = sin(ax), cos(ax) local sy, cy = sin(ay), cos(ay) local sz, cz = sin(az), cos(az) local m11, m12, m13 = cy * cz, sx * sy * cz - cx * sz, cx * sy * cz + sx * sz local m21, m22, m23 = cy * sz, sx * sy * sz + cx * cz, cx * sy * sz - sx * cz local m31, m32, m33 = -sy, sx * cy, cx * cy local o = (b - 1) * 12 if p > 0 then local q = (p - 1) * 12 local a1, a2, a3, a4 = pivot[q + 1], pivot[q + 2], pivot[q + 3], pivot[q + 4] local b1, b2, b3, b4 = pivot[q + 5], pivot[q + 6], pivot[q + 7], pivot[q + 8] local c1, c2, c3, c4 = pivot[q + 9], pivot[q + 10], pivot[q + 11], pivot[q + 12] pivot[o + 1] = a1 * m11 + a2 * m21 + a3 * m31 pivot[o + 2] = a1 * m12 + a2 * m22 + a3 * m32 pivot[o + 3] = a1 * m13 + a2 * m23 + a3 * m33 pivot[o + 4] = a1 * tx + a2 * ty + a3 * tz + a4 pivot[o + 5] = b1 * m11 + b2 * m21 + b3 * m31 pivot[o + 6] = b1 * m12 + b2 * m22 + b3 * m32 pivot[o + 7] = b1 * m13 + b2 * m23 + b3 * m33 pivot[o + 8] = b1 * tx + b2 * ty + b3 * tz + b4 pivot[o + 9] = c1 * m11 + c2 * m21 + c3 * m31 pivot[o + 10] = c1 * m12 + c2 * m22 + c3 * m32 pivot[o + 11] = c1 * m13 + c2 * m23 + c3 * m33 pivot[o + 12] = c1 * tx + c2 * ty + c3 * tz + c4 else pivot[o + 1], pivot[o + 2], pivot[o + 3], pivot[o + 4] = m11, m12, m13, tx pivot[o + 5], pivot[o + 6], pivot[o + 7], pivot[o + 8] = m21, m22, m23, ty pivot[o + 9], pivot[o + 10], pivot[o + 11], pivot[o + 12] = m31, m32, m33, tz end local ex, ey, ez = pax * kx, pay * ky, paz * kz accX[b], accY[b], accZ[b] = ex, ey, ez -- the bone's own accumulated scale, on the right: it scales the axes of -- THIS bone's space and cannot reach the children, which is exactly the -- game's draw-time application drw[o + 1], drw[o + 2] = pivot[o + 1] * ex, pivot[o + 2] * ey drw[o + 3], drw[o + 4] = pivot[o + 3] * ez, pivot[o + 4] drw[o + 5], drw[o + 6] = pivot[o + 5] * ex, pivot[o + 6] * ey drw[o + 7], drw[o + 8] = pivot[o + 7] * ez, pivot[o + 8] drw[o + 9], drw[o + 10] = pivot[o + 9] * ex, pivot[o + 10] * ey drw[o + 11], drw[o + 12] = pivot[o + 11] * ez, pivot[o + 12] end end -- ------- keeping the Pokemon on its own tile -- -- Stadium's animations MOVE the Pokemon, and they move it a long way. Half -- the set's send-out entrances walk the body more than its own height off -- the spot it started on; Dewgong's faint travels nearly ten body-heights, -- and its entrance seven and a half. Every one of them ends exactly where it -- began, because that game framed each Pokemon with a camera of its OWN that -- followed the performance around a stage. -- -- This mode has one camera, solved to put two named map cells at two fixed -- points in a 160x144 frame (BattleCam), and a Pokemon that travels seven -- body-heights out of that frame is simply GONE -- which is what sending out -- a Farfetch'd looked like: an empty tile for three and a half seconds, -- while its animation played somewhere off to the left of the shot. -- -- So the bulk travel is taken back out. The pose is measured, and whatever -- has carried the body further than `limit` from where the bind pose put it -- is subtracted from every bone. -- -- ------- why a LIMIT and not an anchor -- -- Pinning the body outright would flatten the animations into mime: a lunge, -- a hop, a recoil and a collapse are all the body moving, and they are the -- part worth having. What breaks the shot is not motion, it is EXCURSION -- -- and the two are told apart by how far. Inside the limit nothing is touched -- at all, so the 83 species whose animations stay put are bit-for-bit what -- they were; past it the excess alone is removed, so a big move still reads -- as big and still comes back to the tile it left. -- -- ------- and why the MEDIAN bone -- -- The centre is the median bone origin on each axis, not the mean and not -- the root. The mean is dragged by exactly the thing that must not count -- -- Farfetch'd's five-bone trail streaks three thousand units out while the -- bird stays put -- and the root is a bone like any other, which several -- species animate independently of the body hanging off it. The median is -- the position most of the skeleton agrees on, and a handful of bones flung -- anywhere cannot move it. -- The body centre of the pose currently in drawM. local function centre(self, n) -- made on demand as well as in new(), so the probes and the QA sweep -- -- which build a rig with no meshes by hand, because pose() needs none -- -- can measure without having to know about this scratch local xs, ys, zs = self.cx, self.cy, self.cz if not xs then xs, ys, zs = {}, {}, {} self.cx, self.cy, self.cz = xs, ys, zs end local d = self.drawM for b = 1, n do local o = (b - 1) * 12 xs[b], ys[b], zs[b] = d[o + 4], d[o + 8], d[o + 12] end for i = n + 1, #xs do xs[i], ys[i], zs[i] = nil, nil, nil end table.sort(xs) table.sort(ys) table.sort(zs) local h = floor(n / 2) + 1 return xs[h], ys[h], zs[h] end -- Where the BIND pose puts it -- the spot every animation is measured -- against. Cached on the shared MODEL, because it is a fact about the model -- and not about this instance of it. -- -- Called once, from new(), and deliberately not lazily from anchor(): taking -- this measurement means POSING the bind pose, which would overwrite the -- animated pose anchor() was called to correct. Doing it while the rig is -- still being built is the one moment there is no pose to lose. function StadiumRig:measureBind() local model = self.model if model.bindCX then return end self:pose(nil, 0, false) model.bindCX, model.bindCY, model.bindCZ = centre(self, model.boneCount) end -- Pull the pose back toward the tile. `limit` is in the Pokemon's own -- body-heights; nil or a non-positive value leaves the pose exactly as posed. function StadiumRig:anchor(limit) if not (limit and limit > 0) then return end local model = self.model local n = model.boneCount -- the vertices are in RAW units, before the model_root scale that -- model.height is measured after local root = model.rootScale if not (root and root > 0) then root = 1 end local h = (model.height or 0) / root if not (h > 0) then return end local bx, by, bz = model.bindCX, model.bindCY, model.bindCZ if not bx then return end -- never measured; leave the pose alone local x, y, z = centre(self, n) local dx, dy, dz = x - bx, y - by, z - bz local dist = (dx * dx + dy * dy + dz * dz) ^ 0.5 local allow = limit * h if dist <= allow or dist <= 0 then return end -- the EXCESS only: what is inside the limit stays, so the motion keeps its -- shape and only the part that would leave the frame is removed local k = (dist - allow) / dist local ox, oy, oz = dx * k, dy * k, dz * k local pivot, drw = self.pivotM, self.drawM for b = 1, n do local o = (b - 1) * 12 pivot[o + 4] = pivot[o + 4] - ox pivot[o + 8] = pivot[o + 8] - oy pivot[o + 12] = pivot[o + 12] - oz drw[o + 4] = drw[o + 4] - ox drw[o + 8] = drw[o + 8] - oy drw[o + 12] = drw[o + 12] - oz end end -- ------- the skin -- -- Every vertex through its one bone's draw matrix, and its normal through -- the same bone's pivot (a pure rotation, so the normal survives a -- non-uniformly scaled bone -- which several species have). -- -- `yaw` is the model matrix's own turn, and it is folded in HERE rather -- than left to the matrix because the shade has to be computed against the -- WORLD normal: a Pokemon turned to face its opponent has a differently lit -- flank than one facing the camera, and the sun does not turn with it. function StadiumRig:skin(yaw) local cy, sy = cos(yaw or 0), sin(yaw or 0) local drw, piv = self.drawM, self.pivotM for _, part in ipairs(self.parts) do local prim, rows = part.prim, part.rows local px, py, pz = prim.px, prim.py, prim.pz local nx, ny, nz = prim.nx, prim.ny, prim.nz local bone = prim.bone for k = 1, prim.vertCount do local o = (bone[k] - 1) * 12 local x, y, z = px[k], py[k], pz[k] local row = rows[k] row[1] = drw[o + 1] * x + drw[o + 2] * y + drw[o + 3] * z + drw[o + 4] row[2] = drw[o + 5] * x + drw[o + 6] * y + drw[o + 7] * z + drw[o + 8] row[3] = drw[o + 9] * x + drw[o + 10] * y + drw[o + 11] * z + drw[o + 12] local ax, ay, az = nx[k], ny[k], nz[k] local wx = piv[o + 1] * ax + piv[o + 2] * ay + piv[o + 3] * az local wy = piv[o + 5] * ax + piv[o + 6] * ay + piv[o + 7] * az local wz = piv[o + 9] * ax + piv[o + 10] * ay + piv[o + 11] * az -- the model matrix's yaw, by hand: (x, z) turned, y untouched row[6] = SHADE_BASE + SHADE_X * (cy * wx + sy * wz) + SHADE_Y * wy + SHADE_Z * (cy * wz - sy * wx) end pcall(part.mesh.setVertices, part.mesh, rows) end end -- ------- which texture each part wears this frame -- -- The eyes. A primitive whose display list carried geo command 0x23 with a -- channel index has its texture REPLACED every frame from a stream of -- texture-table indices (src/18140.c func_800176DC) -- which is how every -- Pokemon in the game blinks, and how a confused one gets swirls. glTF has -- no channel for that, so the .glb files carry only the first frame; the -- pack carries the streams. -- -- `aux` is an index into model.auxAnims (the stream set) and `frame` its -- own frame counter, which runs independently of the skeletal one. -- The eyes, and everything else a material swaps per frame. -- -- Sampled at the SKELETAL animation's own frame -- the one pose() just -- resolved -- and CLAMPED past the end of the stream rather than wrapped. -- Both halves of that matter, and getting either wrong is visible. -- -- The frame is the skeleton's because in the game a single counter drives -- both; the data says so plainly, since 507 of the 691 paired animations in -- the set have a texture animation exactly as long as the skeletal one it -- rides with. -- -- The clamp is what the game's own sampler does (func_80017540 indexes the -- stream and holds the last entry past its end), and it is the whole -- difference between a blink and a twitch. Rattata's standby loop is forty -- frames and its blink is FIVE -- `6 8 7 8 6`, open through closed and back. -- Wrapped on the blink's own length that plays six times a second, which is -- what it looked like. Clamped, the eye blinks once at the top of the loop -- and stays open for the remaining thirty-five frames, so it blinks about -- once a second and a half. function StadiumRig:textures(aux) local model = self.model local anim = aux and model.auxAnims and model.auxAnims[aux] or nil local frame = self.frameAt or 0 for _, part in ipairs(self.parts) do local prim = part.prim local index = prim.tex if anim and prim.texAnim and prim.texAnim >= 0 and prim.texMap then local stream = anim.channels[prim.texAnim + 1] local n = stream and #stream or 0 if n > 0 then local at = frame + 1 if at > n then at = n end if at < 1 then at = 1 end local mapped = prim.texMap[stream[at]] if mapped then index = mapped end end end part.texture = StadiumPack.image(model, index) end end -- ------- the draw -- -- `model` here is the MODEL MATRIX -- where this Pokemon stands, how big -- and which way round -- and `sunModel` the transform the shadow pass drew -- it with, which for these is the same matrix (unlike a character's leaning -- card; see Voxel3D.draw). -- -- Seams off for the whole of it: the voxel wireframe draws the integer -- planes of a mesh's own model space, and these vertices are in the N64's -- own units where an integer plane means nothing (see VoxelGrid). Glass off -- for the same reason the sprite passes turn it off -- the mask's -- coordinates belong to the tileset atlas, not to a Pokemon's texture. function StadiumRig:draw(matrix, pull) Voxel3D.seams(false) Voxel3D.glass(false) local additive = nil for _, part in ipairs(self.parts) do if part.prim.additive then -- held back to a second pass so the flames composite over the body -- rather than depth-fighting it additive = additive or {} additive[#additive + 1] = part elseif part.texture then Voxel3D.draw(part.mesh, part.texture, matrix, pull) end end if additive then Voxel3D.blend("add") for _, part in ipairs(additive) do if part.texture then Voxel3D.draw(part.mesh, part.texture, matrix, pull) end end Voxel3D.blend(nil) end Voxel3D.glass(true) Voxel3D.seams(true) end -- The same geometry as the SUN sees it: no camera-ward pull (a trick for -- the view's own depth buffer, which would drag a shadow off its owner) and -- through the shadow pass's own draw call. The generated flame prims are -- skipped -- a fire casts light, not a shadow. function StadiumRig:caster(shadowMap, matrix) for _, part in ipairs(self.parts) do if part.texture and not part.prim.additive then shadowMap.draw(part.mesh, part.texture, matrix) end end end return StadiumRig