#include "global.h" #include "soh/frame_interpolation.h" // clang-format off Mtx gMtxClear = { 65536, 0, 1, 0, 0, 65536, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, }; MtxF gMtxFClear = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; // clang-format on MtxF* sMatrixStack; // "Matrix_stack" MtxF* sCurrentMatrix; // "Matrix_now" void Matrix_Init(GameState* gameState) { sCurrentMatrix = GameState_Alloc(gameState, 20 * sizeof(MtxF), "../sys_matrix.c", 153); sMatrixStack = sCurrentMatrix; } void Matrix_Push(void) { FrameInterpolation_RecordMatrixPush(); Matrix_MtxFCopy(sCurrentMatrix + 1, sCurrentMatrix); sCurrentMatrix++; } void Matrix_Pop(void) { FrameInterpolation_RecordMatrixPop(); sCurrentMatrix--; ASSERT(sCurrentMatrix >= sMatrixStack, "Matrix_now >= Matrix_stack", "../sys_matrix.c", 176); } void Matrix_Get(MtxF* dest) { Matrix_MtxFCopy(dest, sCurrentMatrix); } void Matrix_Put(MtxF* src) { FrameInterpolation_RecordMatrixPut(src); Matrix_MtxFCopy(sCurrentMatrix, src); } MtxF* Matrix_GetCurrent(void) { return sCurrentMatrix; } void Matrix_Mult(MtxF* mf, u8 mode) { FrameInterpolation_RecordMatrixMult(mf, mode); MtxF* cmf = Matrix_GetCurrent(); if (mode == MTXMODE_APPLY) { SkinMatrix_MtxFMtxFMult(cmf, mf, cmf); } else { Matrix_MtxFCopy(sCurrentMatrix, mf); } } void Matrix_Translate(f32 x, f32 y, f32 z, u8 mode) { FrameInterpolation_RecordMatrixTranslate(x, y, z, mode); MtxF* cmf = sCurrentMatrix; f32 tx; f32 ty; if (mode == MTXMODE_APPLY) { tx = cmf->xx; ty = cmf->xy; cmf->xw += tx * x + ty * y + cmf->xz * z; tx = cmf->yx; ty = cmf->yy; cmf->yw += tx * x + ty * y + cmf->yz * z; tx = cmf->zx; ty = cmf->zy; cmf->zw += tx * x + ty * y + cmf->zz * z; tx = cmf->wx; ty = cmf->wy; cmf->ww += tx * x + ty * y + cmf->wz * z; } else { SkinMatrix_SetTranslate(cmf, x, y, z); } } void Matrix_Scale(f32 x, f32 y, f32 z, u8 mode) { FrameInterpolation_RecordMatrixScale(x, y, z, mode); MtxF* cmf = sCurrentMatrix; if (mode == MTXMODE_APPLY) { cmf->xx *= x; cmf->yx *= x; cmf->zx *= x; cmf->xy *= y; cmf->yy *= y; cmf->zy *= y; cmf->xz *= z; cmf->yz *= z; cmf->zz *= z; cmf->wx *= x; cmf->wy *= y; cmf->wz *= z; } else { SkinMatrix_SetScale(cmf, x, y, z); } } void Matrix_RotateX(f32 x, u8 mode) { FrameInterpolation_RecordMatrixRotate1Coord(0, x, mode); MtxF* cmf; f32 sin; f32 cos; f32 temp1; f32 temp2; if (mode == MTXMODE_APPLY) { if (x != 0) { cmf = sCurrentMatrix; sin = sinf(x); cos = cosf(x); temp1 = cmf->xy; temp2 = cmf->xz; cmf->xy = temp1 * cos + temp2 * sin; cmf->xz = temp2 * cos - temp1 * sin; temp1 = cmf->yy; temp2 = cmf->yz; cmf->yy = temp1 * cos + temp2 * sin; cmf->yz = temp2 * cos - temp1 * sin; temp1 = cmf->zy; temp2 = cmf->zz; cmf->zy = temp1 * cos + temp2 * sin; cmf->zz = temp2 * cos - temp1 * sin; temp1 = cmf->wy; temp2 = cmf->wz; cmf->wy = temp1 * cos + temp2 * sin; cmf->wz = temp2 * cos - temp1 * sin; } } else { cmf = sCurrentMatrix; if (x != 0) { sin = sinf(x); cos = cosf(x); } else { sin = 0.0f; cos = 1.0f; } cmf->yx = 0.0f; cmf->zx = 0.0f; cmf->wx = 0.0f; cmf->xy = 0.0f; cmf->wy = 0.0f; cmf->xz = 0.0f; cmf->wz = 0.0f; cmf->xw = 0.0f; cmf->yw = 0.0f; cmf->zw = 0.0f; cmf->xx = 1.0f; cmf->ww = 1.0f; cmf->yy = cos; cmf->zz = cos; cmf->zy = sin; cmf->yz = -sin; } } void Matrix_RotateY(f32 y, u8 mode) { FrameInterpolation_RecordMatrixRotate1Coord(1, y, mode); MtxF* cmf; f32 sin; f32 cos; f32 temp1; f32 temp2; if (mode == MTXMODE_APPLY) { if (y != 0) { cmf = sCurrentMatrix; sin = sinf(y); cos = cosf(y); temp1 = cmf->xx; temp2 = cmf->xz; cmf->xx = temp1 * cos - temp2 * sin; cmf->xz = temp1 * sin + temp2 * cos; temp1 = cmf->yx; temp2 = cmf->yz; cmf->yx = temp1 * cos - temp2 * sin; cmf->yz = temp1 * sin + temp2 * cos; temp1 = cmf->zx; temp2 = cmf->zz; cmf->zx = temp1 * cos - temp2 * sin; cmf->zz = temp1 * sin + temp2 * cos; temp1 = cmf->wx; temp2 = cmf->wz; cmf->wx = temp1 * cos - temp2 * sin; cmf->wz = temp1 * sin + temp2 * cos; } } else { cmf = sCurrentMatrix; if (y != 0) { sin = sinf(y); cos = cosf(y); } else { sin = 0.0f; cos = 1.0f; } cmf->yx = 0.0f; cmf->wx = 0.0f; cmf->xy = 0.0f; cmf->zy = 0.0f; cmf->wy = 0.0f; cmf->yz = 0.0f; cmf->wz = 0.0f; cmf->xw = 0.0f; cmf->yw = 0.0f; cmf->zw = 0.0f; cmf->yy = 1.0f; cmf->ww = 1.0f; cmf->xx = cos; cmf->zz = cos; cmf->zx = -sin; cmf->xz = sin; } } void Matrix_RotateZ(f32 z, u8 mode) { FrameInterpolation_RecordMatrixRotate1Coord(2, z, mode); MtxF* cmf; f32 sin; f32 cos; f32 temp1; f32 temp2; if (mode == MTXMODE_APPLY) { if (z != 0) { cmf = sCurrentMatrix; sin = sinf(z); cos = cosf(z); temp1 = cmf->xx; temp2 = cmf->xy; cmf->xx = temp1 * cos + temp2 * sin; cmf->xy = temp2 * cos - temp1 * sin; temp1 = cmf->yx; temp2 = cmf->yy; cmf->yx = temp1 * cos + temp2 * sin; cmf->yy = temp2 * cos - temp1 * sin; temp1 = cmf->zx; temp2 = cmf->zy; cmf->zx = temp1 * cos + temp2 * sin; cmf->zy = temp2 * cos - temp1 * sin; temp1 = cmf->wx; temp2 = cmf->wy; cmf->wx = temp1 * cos + temp2 * sin; cmf->wy = temp2 * cos - temp1 * sin; } } else { cmf = sCurrentMatrix; if (z != 0) { sin = sinf(z); cos = cosf(z); } else { sin = 0.0f; cos = 1.0f; } cmf->zx = 0.0f; cmf->wx = 0.0f; cmf->zy = 0.0f; cmf->wy = 0.0f; cmf->xz = 0.0f; cmf->yz = 0.0f; cmf->wz = 0.0f; cmf->xw = 0.0f; cmf->yw = 0.0f; cmf->zw = 0.0f; cmf->zz = 1.0f; cmf->ww = 1.0f; cmf->xx = cos; cmf->yy = cos; cmf->yx = sin; cmf->xy = -sin; } } /** * Rotate using ZYX Tait-Bryan angles. * This means a (column) vector is first rotated around X, then around Y, then around Z, then (if `mode` is * `MTXMODE_APPLY`) gets transformed according to whatever the matrix was before adding the ZYX rotation. * Original Name: Matrix_RotateXYZ, changed to reflect rotation order. */ void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode) { FrameInterpolation_RecordMatrixRotateZYX(x, y, z, mode); MtxF* cmf = sCurrentMatrix; f32 temp1; f32 temp2; f32 sin; f32 cos; if (mode == MTXMODE_APPLY) { sin = Math_SinS(z); cos = Math_CosS(z); temp1 = cmf->xx; temp2 = cmf->xy; cmf->xx = temp1 * cos + temp2 * sin; cmf->xy = temp2 * cos - temp1 * sin; temp1 = cmf->yx; temp2 = cmf->yy; cmf->yx = temp1 * cos + temp2 * sin; cmf->yy = temp2 * cos - temp1 * sin; temp1 = cmf->zx; temp2 = cmf->zy; cmf->zx = temp1 * cos + temp2 * sin; cmf->zy = temp2 * cos - temp1 * sin; temp1 = cmf->wx; temp2 = cmf->wy; cmf->wx = temp1 * cos + temp2 * sin; cmf->wy = temp2 * cos - temp1 * sin; if (y != 0) { sin = Math_SinS(y); cos = Math_CosS(y); temp1 = cmf->xx; temp2 = cmf->xz; cmf->xx = temp1 * cos - temp2 * sin; cmf->xz = temp1 * sin + temp2 * cos; temp1 = cmf->yx; temp2 = cmf->yz; cmf->yx = temp1 * cos - temp2 * sin; cmf->yz = temp1 * sin + temp2 * cos; temp1 = cmf->zx; temp2 = cmf->zz; cmf->zx = temp1 * cos - temp2 * sin; cmf->zz = temp1 * sin + temp2 * cos; temp1 = cmf->wx; temp2 = cmf->wz; cmf->wx = temp1 * cos - temp2 * sin; cmf->wz = temp1 * sin + temp2 * cos; } if (x != 0) { sin = Math_SinS(x); cos = Math_CosS(x); temp1 = cmf->xy; temp2 = cmf->xz; cmf->xy = temp1 * cos + temp2 * sin; cmf->xz = temp2 * cos - temp1 * sin; temp1 = cmf->yy; temp2 = cmf->yz; cmf->yy = temp1 * cos + temp2 * sin; cmf->yz = temp2 * cos - temp1 * sin; temp1 = cmf->zy; temp2 = cmf->zz; cmf->zy = temp1 * cos + temp2 * sin; cmf->zz = temp2 * cos - temp1 * sin; temp1 = cmf->wy; temp2 = cmf->wz; cmf->wy = temp1 * cos + temp2 * sin; cmf->wz = temp2 * cos - temp1 * sin; } } else { SkinMatrix_SetRotateZYX(cmf, x, y, z); } } /** * Translate and rotate using ZYX Tait-Bryan angles. * This means a (column) vector is first rotated around X, then around Y, then around Z, then translated, then gets * transformed according to whatever the matrix was previously. */ void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rotation) { FrameInterpolation_RecordMatrixTranslateRotateZYX(translation, rotation); MtxF* cmf = sCurrentMatrix; f32 sin = Math_SinS(rotation->z); f32 cos = Math_CosS(rotation->z); f32 temp1; f32 temp2; temp1 = cmf->xx; temp2 = cmf->xy; cmf->xw += temp1 * translation->x + temp2 * translation->y + cmf->xz * translation->z; cmf->xx = temp1 * cos + temp2 * sin; cmf->xy = temp2 * cos - temp1 * sin; temp1 = cmf->yx; temp2 = cmf->yy; cmf->yw += temp1 * translation->x + temp2 * translation->y + cmf->yz * translation->z; cmf->yx = temp1 * cos + temp2 * sin; cmf->yy = temp2 * cos - temp1 * sin; temp1 = cmf->zx; temp2 = cmf->zy; cmf->zw += temp1 * translation->x + temp2 * translation->y + cmf->zz * translation->z; cmf->zx = temp1 * cos + temp2 * sin; cmf->zy = temp2 * cos - temp1 * sin; temp1 = cmf->wx; temp2 = cmf->wy; cmf->ww += temp1 * translation->x + temp2 * translation->y + cmf->wz * translation->z; cmf->wx = temp1 * cos + temp2 * sin; cmf->wy = temp2 * cos - temp1 * sin; if (rotation->y != 0) { sin = Math_SinS(rotation->y); cos = Math_CosS(rotation->y); temp1 = cmf->xx; temp2 = cmf->xz; cmf->xx = temp1 * cos - temp2 * sin; cmf->xz = temp1 * sin + temp2 * cos; temp1 = cmf->yx; temp2 = cmf->yz; cmf->yx = temp1 * cos - temp2 * sin; cmf->yz = temp1 * sin + temp2 * cos; temp1 = cmf->zx; temp2 = cmf->zz; cmf->zx = temp1 * cos - temp2 * sin; cmf->zz = temp1 * sin + temp2 * cos; temp1 = cmf->wx; temp2 = cmf->wz; cmf->wx = temp1 * cos - temp2 * sin; cmf->wz = temp1 * sin + temp2 * cos; } if (rotation->x != 0) { sin = Math_SinS(rotation->x); cos = Math_CosS(rotation->x); temp1 = cmf->xy; temp2 = cmf->xz; cmf->xy = temp1 * cos + temp2 * sin; cmf->xz = temp2 * cos - temp1 * sin; temp1 = cmf->yy; temp2 = cmf->yz; cmf->yy = temp1 * cos + temp2 * sin; cmf->yz = temp2 * cos - temp1 * sin; temp1 = cmf->zy; temp2 = cmf->zz; cmf->zy = temp1 * cos + temp2 * sin; cmf->zz = temp2 * cos - temp1 * sin; temp1 = cmf->wy; temp2 = cmf->wz; cmf->wy = temp1 * cos + temp2 * sin; cmf->wz = temp2 * cos - temp1 * sin; } } /** * Set the current matrix to translate and rotate using YXZ Tait-Bryan angles. * This means a (column) vector is first rotated around Z, then around X, then around Y, then translated. */ void Matrix_SetTranslateRotateYXZ(f32 translateX, f32 translateY, f32 translateZ, Vec3s* rot) { MtxF* cmf = sCurrentMatrix; f32 temp1 = Math_SinS(rot->y); f32 temp2 = Math_CosS(rot->y); f32 cos; f32 sin; cmf->xx = temp2; cmf->zx = -temp1; cmf->xw = translateX; cmf->yw = translateY; cmf->zw = translateZ; cmf->wx = 0.0f; cmf->wy = 0.0f; cmf->wz = 0.0f; cmf->ww = 1.0f; if (rot->x != 0) { sin = Math_SinS(rot->x); cos = Math_CosS(rot->x); cmf->zz = temp2 * cos; cmf->zy = temp2 * sin; cmf->xz = temp1 * cos; cmf->xy = temp1 * sin; cmf->yz = -sin; cmf->yy = cos; } else { cmf->zz = temp2; cmf->xz = temp1; cmf->yz = 0.0f; cmf->zy = 0.0f; cmf->xy = 0.0f; cmf->yy = 1.0f; } if (rot->z != 0) { sin = Math_SinS(rot->z); cos = Math_CosS(rot->z); temp1 = cmf->xx; temp2 = cmf->xy; cmf->xx = temp1 * cos + temp2 * sin; cmf->xy = temp2 * cos - temp1 * sin; temp1 = cmf->zx; temp2 = cmf->zy; cmf->zx = temp1 * cos + temp2 * sin; cmf->zy = temp2 * cos - temp1 * sin; temp2 = cmf->yy; cmf->yx = temp2 * sin; cmf->yy = temp2 * cos; } else { cmf->yx = 0.0f; } FrameInterpolation_RecordMatrixSetTranslateRotateYXZ(translateX, translateY, translateZ, rot); } Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest) { FrameInterpolation_RecordMatrixMtxFToMtx(src, dest); guMtxF2L(src, dest); return dest; } Mtx* Matrix_ToMtx(Mtx* dest, char* file, s32 line) { FrameInterpolation_RecordMatrixToMtx(dest, file, line); guMtxF2L(Matrix_CheckFloats(sCurrentMatrix, file, line), dest); return dest; //return Matrix_MtxFToMtx(Matrix_CheckFloats(sCurrentMatrix, file, line), dest); } Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx, char* file, s32 line) { return Matrix_ToMtx(Graph_Alloc(gfxCtx, sizeof(Mtx)), file, line); } Mtx* Matrix_MtxFToNewMtx(MtxF* src, GraphicsContext* gfxCtx) { return Matrix_MtxFToMtx(src, Graph_Alloc(gfxCtx, sizeof(Mtx))); } void Matrix_MultVec3f(Vec3f* src, Vec3f* dest) { MtxF* cmf = sCurrentMatrix; dest->x = cmf->xw + (cmf->xx * src->x + cmf->xy * src->y + cmf->xz * src->z); dest->y = cmf->yw + (cmf->yx * src->x + cmf->yy * src->y + cmf->yz * src->z); dest->z = cmf->zw + (cmf->zx * src->x + cmf->zy * src->y + cmf->zz * src->z); } void Matrix_MtxFCopy(MtxF* dest, MtxF* src) { dest->xx = src->xx; dest->yx = src->yx; dest->zx = src->zx; dest->wx = src->wx; dest->xy = src->xy; dest->yy = src->yy; dest->zy = src->zy; dest->wy = src->wy; dest->xx = src->xx; dest->yx = src->yx; dest->zx = src->zx; dest->wx = src->wx; dest->xy = src->xy; dest->yy = src->yy; dest->zy = src->zy; dest->wy = src->wy; dest->xz = src->xz; dest->yz = src->yz; dest->zz = src->zz; dest->wz = src->wz; dest->xw = src->xw; dest->yw = src->yw; dest->zw = src->zw; dest->ww = src->ww; dest->xz = src->xz; dest->yz = src->yz; dest->zz = src->zz; dest->wz = src->wz; dest->xw = src->xw; dest->yw = src->yw; dest->zw = src->zw; dest->ww = src->ww; } void Matrix_MtxToMtxF(Mtx* src, MtxF* dest) { guMtxL2F(dest, src); } void Matrix_MultVec3fExt(Vec3f* src, Vec3f* dest, MtxF* mf) { dest->x = mf->xw + (mf->xx * src->x + mf->xy * src->y + mf->xz * src->z); dest->y = mf->yw + (mf->yx * src->x + mf->yy * src->y + mf->yz * src->z); dest->z = mf->zw + (mf->zx * src->x + mf->zy * src->y + mf->zz * src->z); } void Matrix_Transpose(MtxF* mf) { f32 temp; temp = mf->yx; mf->yx = mf->xy; mf->xy = temp; temp = mf->zx; mf->zx = mf->xz; mf->xz = temp; temp = mf->zy; mf->zy = mf->yz; mf->yz = temp; } /** * Changes the 3x3 part of the current matrix to `mf` * S, where S is the scale in the current matrix. * * In details, S is a diagonal where each coefficient is the norm of the column in the 3x3 current matrix. * The 3x3 part can then be written as R * S where R has its columns normalized. * Since R is typically a rotation matrix, and the 3x3 part is changed from R * S to `mf` * S, this operation can be * seen as replacing the R rotation with `mf`, hence the function name. */ void Matrix_ReplaceRotation(MtxF* mf) { FrameInterpolation_RecordMatrixReplaceRotation(mf); MtxF* cmf = sCurrentMatrix; f32 acc; f32 temp; f32 curColNorm; // compute the Euclidean norm of the first column of the current matrix acc = cmf->xx; acc *= acc; temp = cmf->yx; acc += SQ(temp); temp = cmf->zx; acc += SQ(temp); curColNorm = sqrtf(acc); cmf->xx = mf->xx * curColNorm; cmf->yx = mf->yx * curColNorm; cmf->zx = mf->zx * curColNorm; // second column acc = cmf->xy; acc *= acc; temp = cmf->yy; acc += SQ(temp); temp = cmf->zy; acc += SQ(temp); curColNorm = sqrtf(acc); cmf->xy = mf->xy * curColNorm; cmf->yy = mf->yy * curColNorm; cmf->zy = mf->zy * curColNorm; // third column acc = cmf->xz; acc *= acc; temp = cmf->yz; acc += SQ(temp); temp = cmf->zz; acc += SQ(temp); curColNorm = sqrtf(acc); cmf->xz = mf->xz * curColNorm; cmf->yz = mf->yz * curColNorm; cmf->zz = mf->zz * curColNorm; } /** * Gets the rotation the specified matrix represents, using Tait-Bryan YXZ angles. * The flag value doesn't matter for a rotation matrix. Not 0 does extra calculation. */ void Matrix_MtxFToYXZRotS(MtxF* mf, Vec3s* rotDest, s32 flag) { f32 temp; f32 temp2; f32 temp3; f32 temp4; temp = mf->xz; temp *= temp; temp += SQ(mf->zz); rotDest->x = Math_FAtan2F(-mf->yz, sqrtf(temp)) * (0x8000 / M_PI); if ((rotDest->x == 0x4000) || (rotDest->x == -0x4000)) { rotDest->z = 0; rotDest->y = Math_FAtan2F(-mf->zx, mf->xx) * (0x8000 / M_PI); } else { rotDest->y = Math_FAtan2F(mf->xz, mf->zz) * (0x8000 / M_PI); if (!flag) { rotDest->z = Math_FAtan2F(mf->yx, mf->yy) * (0x8000 / M_PI); } else { temp = mf->xx; temp2 = mf->zx; temp3 = mf->zy; temp *= temp; temp += SQ(temp2); temp2 = mf->yx; temp += SQ(temp2); /* temp = xx^2+zx^2+yx^2 == 1 for a rotation matrix */ temp = sqrtf(temp); temp = temp2 / temp; temp2 = mf->xy; temp2 *= temp2; temp2 += SQ(temp3); temp3 = mf->yy; temp2 += SQ(temp3); /* temp2 = xy^2+zy^2+yy^2 == 1 for a rotation matrix */ temp2 = sqrtf(temp2); temp2 = temp3 / temp2; /* for a rotation matrix, temp == yx and temp2 == yy * which is the same as in the !flag branch */ rotDest->z = Math_FAtan2F(temp, temp2) * (0x8000 / M_PI); } } } /** * Gets the rotation the specified matrix represents, using Tait-Bryan ZYX angles. * The flag value doesn't matter for a rotation matrix. Not 0 does extra calculation. */ void Matrix_MtxFToZYXRotS(MtxF* mf, Vec3s* rotDest, s32 flag) { f32 temp; f32 temp2; f32 temp3; f32 temp4; temp = mf->xx; temp *= temp; temp += SQ(mf->yx); rotDest->y = Math_FAtan2F(-mf->zx, sqrtf(temp)) * (0x8000 / M_PI); if ((rotDest->y == 0x4000) || (rotDest->y == -0x4000)) { rotDest->x = 0; rotDest->z = Math_FAtan2F(-mf->xy, mf->yy) * (0x8000 / M_PI); } else { rotDest->z = Math_FAtan2F(mf->yx, mf->xx) * (0x8000 / M_PI); if (!flag) { rotDest->x = Math_FAtan2F(mf->zy, mf->zz) * (0x8000 / M_PI); } else { // see Matrix_MtxFToYXZRotS temp = mf->xy; temp2 = mf->yy; temp3 = mf->yz; temp *= temp; temp += SQ(temp2); temp2 = mf->zy; temp += SQ(temp2); temp = sqrtf(temp); temp = temp2 / temp; temp2 = mf->xz; temp2 *= temp2; temp2 += SQ(temp3); temp3 = mf->zz; temp2 += SQ(temp3); temp2 = sqrtf(temp2); temp2 = temp3 / temp2; rotDest->x = Math_FAtan2F(temp, temp2) * (0x8000 / M_PI); } } } /* * Rotate the matrix by `angle` radians around a unit vector `axis`. * NB: `axis` is assumed to be a unit vector. */ void Matrix_RotateAxis(f32 angle, Vec3f* axis, u8 mode) { FrameInterpolation_RecordMatrixRotateAxis(angle, axis, mode); MtxF* cmf; f32 sin; f32 cos; f32 rCos; f32 temp1; f32 temp2; f32 temp3; f32 temp4; if (mode == MTXMODE_APPLY) { if (angle != 0) { cmf = sCurrentMatrix; sin = sinf(angle); cos = cosf(angle); temp1 = cmf->xx; temp2 = cmf->xy; temp3 = cmf->xz; temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos); cmf->xx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y); cmf->xy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z); cmf->xz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x); temp1 = cmf->yx; temp2 = cmf->yy; temp3 = cmf->yz; temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos); cmf->yx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y); cmf->yy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z); cmf->yz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x); temp1 = cmf->zx; temp2 = cmf->zy; temp3 = cmf->zz; temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos); cmf->zx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y); cmf->zy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z); cmf->zz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x); } } else { cmf = sCurrentMatrix; if (angle != 0) { sin = sinf(angle); cos = cosf(angle); rCos = 1.0f - cos; cmf->xx = axis->x * axis->x * rCos + cos; cmf->yy = axis->y * axis->y * rCos + cos; cmf->zz = axis->z * axis->z * rCos + cos; if (0) {} temp2 = axis->x * rCos * axis->y; temp3 = axis->z * sin; cmf->yx = temp2 + temp3; cmf->xy = temp2 - temp3; temp2 = axis->x * rCos * axis->z; temp3 = axis->y * sin; cmf->zx = temp2 - temp3; cmf->xz = temp2 + temp3; temp2 = axis->y * rCos * axis->z; temp3 = axis->x * sin; cmf->zy = temp2 + temp3; cmf->yz = temp2 - temp3; cmf->wx = cmf->wy = cmf->wz = cmf->xw = cmf->yw = cmf->zw = 0.0f; cmf->ww = 1.0f; } else { cmf->yx = 0.0f; cmf->zx = 0.0f; cmf->wx = 0.0f; cmf->xy = 0.0f; cmf->zy = 0.0f; cmf->wy = 0.0f; cmf->xz = 0.0f; cmf->yz = 0.0f; cmf->wz = 0.0f; cmf->xw = 0.0f; cmf->yw = 0.0f; cmf->zw = 0.0f; cmf->xx = 1.0f; cmf->yy = 1.0f; cmf->zz = 1.0f; cmf->ww = 1.0f; } } } MtxF* Matrix_CheckFloats(MtxF* mf, char* file, s32 line) { s32 i, j; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { if (!(-32768.0f <= mf->mf[i][j]) || !(mf->mf[i][j] < 32768.0f)) { osSyncPrintf("%s %d: [%s] =\n" "/ %12.6f %12.6f %12.6f %12.6f \\\n" "| %12.6f %12.6f %12.6f %12.6f |\n" "| %12.6f %12.6f %12.6f %12.6f |\n" "\\ %12.6f %12.6f %12.6f %12.6f /\n", file, line, "mf", mf->xx, mf->xy, mf->xz, mf->xw, mf->yx, mf->yy, mf->yz, mf->yw, mf->zx, mf->zy, mf->zz, mf->zw, mf->wx, mf->wy, mf->wz, mf->ww); //Fault_AddHungupAndCrash(file, line); } } } return mf; } void Matrix_SetTranslateUniformScaleMtxF(MtxF* mf, f32 scale, f32 translateX, f32 translateY, f32 translateZ) { mf->yx = 0.0f; mf->zx = 0.0f; mf->wx = 0.0f; mf->xy = 0.0f; mf->zy = 0.0f; mf->wy = 0.0f; mf->xz = 0.0f; mf->yz = 0.0f; mf->wz = 0.0f; mf->xx = scale; mf->yy = scale; mf->zz = scale; mf->xw = translateX; mf->yw = translateY; mf->zw = translateZ; mf->ww = 1.0f; } void Matrix_SetTranslateUniformScaleMtx(Mtx* mtx, f32 scale, f32 translateX, f32 translateY, f32 translateZ) { MtxF mf; Matrix_SetTranslateUniformScaleMtxF(&mf, scale, translateX, translateY, translateZ); guMtxF2L(&mf, mtx); } void Matrix_SetTranslateUniformScaleMtx2(Mtx* mtx, f32 scale, f32 translateX, f32 translateY, f32 translateZ) { u16* intPart = (u16*)&mtx->m[0][0]; u16* fracPart = (u16*)&mtx->m[2][0]; u32 fixedPoint; fixedPoint = (s32)(scale * 0x10000); fracPart[0] = fixedPoint & 0xFFFF; intPart[0] = (fixedPoint >> 16) & 0xFFFF; fixedPoint = (s32)(scale * 0x10000); intPart[5] = (fixedPoint >> 16) & 0xFFFF; fracPart[5] = fixedPoint & 0xFFFF; fixedPoint = (s32)(scale * 0x10000); intPart[10] = (fixedPoint >> 16) & 0xFFFF; fracPart[10] = fixedPoint & 0xFFFF; fixedPoint = (s32)(translateX * 0x10000); intPart[12] = (fixedPoint >> 16) & 0xFFFF; fracPart[12] = fixedPoint & 0xFFFF; fixedPoint = (s32)(translateY * 0x10000); intPart[13] = (fixedPoint >> 16) & 0xFFFF; fracPart[13] = fixedPoint & 0xFFFF; fixedPoint = (s32)(translateZ * 0x10000); intPart[14] = (fixedPoint >> 16) & 0xFFFF; fracPart[14] = fixedPoint & 0xFFFF; intPart[1] = 0; intPart[2] = 0; intPart[3] = 0; intPart[4] = 0; intPart[6] = 0; intPart[7] = 0; intPart[8] = 0; intPart[9] = 0; intPart[11] = 0; intPart[15] = 1; fracPart[1] = 0; fracPart[2] = 0; fracPart[3] = 0; fracPart[4] = 0; fracPart[6] = 0; fracPart[7] = 0; fracPart[8] = 0; fracPart[9] = 0; fracPart[11] = 0; fracPart[15] = 0; } void Matrix_SetTranslateScaleMtx1(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, f32 translateX, f32 translateY, f32 translateZ) { u16* intPart = (u16*)&mtx->m[0][0]; u16* fracPart = (u16*)&mtx->m[2][0]; u32 fixedPoint; fixedPoint = (s32)(scaleX * 0x10000); intPart[0] = (fixedPoint >> 16) & 0xFFFF; fracPart[0] = fixedPoint & 0xFFFF; fixedPoint = (s32)(scaleY * 0x10000); intPart[5] = (fixedPoint >> 16) & 0xFFFF; fracPart[5] = fixedPoint & 0xFFFF; fixedPoint = (s32)(scaleZ * 0x10000); intPart[10] = (fixedPoint >> 16) & 0xFFFF; fracPart[10] = fixedPoint & 0xFFFF; fixedPoint = (s32)(translateX * 0x10000); intPart[12] = (fixedPoint >> 16) & 0xFFFF; fracPart[12] = fixedPoint & 0xFFFF; fixedPoint = (s32)(translateY * 0x10000); intPart[13] = (fixedPoint >> 16) & 0xFFFF; fracPart[13] = fixedPoint & 0xFFFF; fixedPoint = (s32)(translateZ * 0x10000); intPart[14] = (fixedPoint >> 16) & 0xFFFF; fracPart[14] = fixedPoint & 0xFFFF; intPart[1] = 0; intPart[2] = 0; intPart[3] = 0; intPart[4] = 0; intPart[6] = 0; intPart[7] = 0; intPart[8] = 0; intPart[9] = 0; intPart[11] = 0; intPart[15] = 1; fracPart[1] = 0; fracPart[2] = 0; fracPart[3] = 0; fracPart[4] = 0; fracPart[6] = 0; fracPart[7] = 0; fracPart[8] = 0; fracPart[9] = 0; fracPart[11] = 0; fracPart[15] = 0; } void Matrix_SetTranslateScaleMtx2(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, f32 translateX, f32 translateY, f32 translateZ) { MtxF mtxf = { { { scaleX, 0, 0, 0 }, { 0, scaleY, 0, 0 }, { 0, 0, scaleZ, 0 }, { translateX, translateY, translateZ, 1 } } }; guMtxF2L(&mtxf, mtx); }