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Fix matrices documentation (#952)

* Update names and doc of `Matrix_RotateRPY` and `SkinMatrix_SetRotateRPY` to ZYX Tait-Bryan angles

* Update name and doc of `Matrix_JointPosition` to `Matrix_TranslateRotateZYX`

* `Euler ***` -> `Tait-Bryan *** angles`

* Update docs of `SkinMatrix_Vec3fMtxFMultXYZW` and `SkinMatrix_Vec3fMtxFMultXYZ`

* Fix doc of `SkinMatrix_MtxFMtxFMult`

* Update docs of `SkinMatrix_Invert`

* Change name and docs of `SkinMatrix_SetRotateYRP` to `SkinMatrix_SetRotateYXZ`

* Change name and docs of `SkinMatrix_SetScaleRotateRPYTranslate` to `SkinMatrix_SetScaleRotateZYXTranslate`

* Change name and docs of `SkinMatrix_SetScaleRotateYRPTranslate` to `SkinMatrix_SetScaleRotateYXZTranslate`

* Change name and docs of `SkinMatrix_SetRotateRPYTranslate` to `SkinMatrix_SetRotateZYXTranslate`

* Add renamed functions to `namefixer.py`

* Run formatter

* Consistent function names (`ABC()` if equivalent to `A() B() C()`)
This commit is contained in:
Dragorn421 2021-11-17 11:52:26 +01:00 committed by GitHub
parent 9ca6bfdac3
commit 03636166b3
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GPG key ID: 4AEE18F83AFDEB23
53 changed files with 373 additions and 357 deletions

View file

@ -9,14 +9,14 @@ void func_800430A0(CollisionContext* colCtx, s32 bgId, Actor* actor) {
Vec3f tempPos;
if (DynaPoly_IsBgIdBgActor(bgId)) {
SkinMatrix_SetScaleRotateYRPTranslate(
SkinMatrix_SetTranslateRotateYXZScale(
&prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x,
colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z,
colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y,
colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x,
colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z);
if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) != 2) {
SkinMatrix_SetScaleRotateYRPTranslate(
SkinMatrix_SetTranslateRotateYXZScale(
&curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x,
colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z,
colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y,

View file

@ -293,12 +293,12 @@ void Matrix_RotateZ(f32 z, u8 mode) {
}
/**
* Rotates the top of the matrix stack by `z` degrees, then
* rotates that matrix by `y` degrees, then rotates that matrix
* by `x` degrees. (roll-pitch-yaw)
* 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_RotateRPY(s16 x, s16 y, s16 z, u8 mode) {
void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode) {
MtxF* cmf = sCurrentMatrix;
f32 temp1;
f32 temp2;
@ -379,14 +379,16 @@ void Matrix_RotateRPY(s16 x, s16 y, s16 z, u8 mode) {
cmf->wz = temp2 * cos - temp1 * sin;
}
} else {
SkinMatrix_SetRotateRPY(cmf, x, y, z);
SkinMatrix_SetRotateZYX(cmf, x, y, z);
}
}
/**
* Roll-pitch-yaw rotation and position
* 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_JointPosition(Vec3f* position, Vec3s* rotation) {
void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rotation) {
MtxF* cmf = sCurrentMatrix;
f32 sin = Math_SinS(rotation->z);
f32 cos = Math_CosS(rotation->z);
@ -395,25 +397,25 @@ void Matrix_JointPosition(Vec3f* position, Vec3s* rotation) {
temp1 = cmf->xx;
temp2 = cmf->xy;
cmf->xw += temp1 * position->x + temp2 * position->y + cmf->xz * position->z;
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 * position->x + temp2 * position->y + cmf->yz * position->z;
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 * position->x + temp2 * position->y + cmf->zz * position->z;
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 * position->x + temp2 * position->y + cmf->wz * position->z;
cmf->ww += temp1 * translation->x + temp2 * translation->y + cmf->wz * translation->z;
cmf->wx = temp1 * cos + temp2 * sin;
cmf->wy = temp2 * cos - temp1 * sin;
@ -740,7 +742,7 @@ void func_800D1FD4(MtxF* mf) {
}
/**
* Gets the rotation the specified matrix represents, using Euler YXZ.
* 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) {
@ -793,7 +795,7 @@ void Matrix_MtxFToYXZRotS(MtxF* mf, Vec3s* rotDest, s32 flag) {
}
/**
* Gets the rotation the specified matrix represents, using Euler ZYX.
* 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) {

View file

@ -2810,7 +2810,7 @@ void DynaPoly_ExpandSRT(GlobalContext* globalCtx, DynaCollisionContext* dyna, s3
*polyStartIndex += pbgdata->numPolygons;
*vtxStartIndex += pbgdata->numVertices;
} else {
SkinMatrix_SetScaleRotateYRPTranslate(
SkinMatrix_SetTranslateRotateYXZScale(
&mtx, dyna->bgActors[bgId].curTransform.scale.x, dyna->bgActors[bgId].curTransform.scale.y,
dyna->bgActors[bgId].curTransform.scale.z, dyna->bgActors[bgId].curTransform.rot.x,
dyna->bgActors[bgId].curTransform.rot.y, dyna->bgActors[bgId].curTransform.rot.z,
@ -3136,7 +3136,7 @@ f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
polyIndex = *dynaRaycast->resultPoly - polyMin;
poly = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->polyList[polyIndex];
SkinMatrix_SetScaleRotateYRPTranslate(&srpMtx, curTransform->scale.x, curTransform->scale.y,
SkinMatrix_SetTranslateRotateYXZScale(&srpMtx, curTransform->scale.x, curTransform->scale.y,
curTransform->scale.z, curTransform->rot.x, curTransform->rot.y,
curTransform->rot.z, curTransform->pos.x, curTransform->pos.y,
curTransform->pos.z);

View file

@ -76,7 +76,7 @@ void DebugDisplay_DrawSpriteI8(DebugDispObject* dispObj, void* texture, GlobalCo
Matrix_Translate(dispObj->pos.x, dispObj->pos.y, dispObj->pos.z, MTXMODE_NEW);
Matrix_Scale(dispObj->scale.x, dispObj->scale.y, dispObj->scale.z, MTXMODE_APPLY);
Matrix_Mult(&globalCtx->mf_11DA0, MTXMODE_APPLY);
Matrix_RotateRPY(dispObj->rot.x, dispObj->rot.y, dispObj->rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(dispObj->rot.x, dispObj->rot.y, dispObj->rot.z, MTXMODE_APPLY);
gDPLoadTextureBlock(POLY_XLU_DISP++, texture, G_IM_FMT_I, G_IM_SIZ_8b, 16, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);

View file

@ -192,9 +192,9 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
}
SkinMatrix_SetTranslate(&spC4, this->position.x, this->position.y, this->position.z);
SkinMatrix_SetRotateRPY(&sp104, 0, elem->yaw, 0);
SkinMatrix_SetRotateZYX(&sp104, 0, elem->yaw, 0);
SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84);
SkinMatrix_SetRotateRPY(&sp104, 0, 0, elem->pitch);
SkinMatrix_SetRotateZYX(&sp104, 0, 0, elem->pitch);
SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4);
SkinMatrix_SetTranslate(&sp104, temp1, 0.0f, 0.0f);
SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84);

View file

@ -120,7 +120,7 @@ void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve*
pos.y = transform->y;
pos.z = transform->z;
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY);
if (lod == 0) {

View file

@ -758,9 +758,9 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime,
sp74 = D_80126068[(void)0, gSaveContext.linkAge] - this->unk_6C4;
Matrix_Push();
Matrix_JointPosition(pos, rot);
Matrix_TranslateRotateZYX(pos, rot);
Matrix_MultVec3f(&D_8012602C, &spA4);
Matrix_JointPosition(&D_80126038[(void)0, gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]);
Matrix_TranslateRotateZYX(&D_80126038[(void)0, gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]);
Matrix_Translate(D_80126050[(void)0, gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_MultVec3f(&D_8012602C, &sp98);
Matrix_MultVec3f(&D_80126070, &footprintPos);
@ -842,7 +842,7 @@ s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
if (this->unk_6C2 != 0) {
Matrix_Translate(pos->x, ((Math_CosS(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateX(this->unk_6C2 * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateRPY(rot->x, rot->y, rot->z, MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
pos->x = pos->y = pos->z = 0.0f;
rot->x = rot->y = rot->z = 0;
}
@ -1062,7 +1062,7 @@ void Player_DrawGetItemImpl(GlobalContext* globalCtx, Player* this, Vec3f* refPo
Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW);
Matrix_RotateRPY(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_RotateZYX(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
GetItem_Draw(globalCtx, drawIdPlusOne - 1);
@ -1207,7 +1207,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
}
Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY);
Matrix_RotateRPY(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_Scale(1.0f, this->unk_85C, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2653),
@ -1243,7 +1243,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) {
if (this->stateFlags1 & 0x200) {
Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos);
Matrix_RotateRPY(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
hookedActor->shape.rot = hookedActor->world.rot;
@ -1325,7 +1325,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
s32 pad;
Matrix_MultVec3f(&D_80126190, &heldActor->world.pos);
Matrix_RotateRPY(0, -0x4000, -0x4000, MTXMODE_APPLY);
Matrix_RotateZYX(0, -0x4000, -0x4000, MTXMODE_APPLY);
Matrix_Get(&sp44);
Matrix_MtxFToYXZRotS(&sp44, &heldActor->world.rot, 0);
heldActor->shape.rot = heldActor->world.rot;
@ -1359,7 +1359,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
func_80090604(globalCtx, this, &this->shieldQuad, D_8012619C);
}
Matrix_JointPosition(&D_801261CC, &D_801261D8);
Matrix_TranslateRotateZYX(&D_801261CC, &D_801261D8);
Matrix_Get(&this->shieldMf);
}
} else if (limbIndex == PLAYER_LIMB_HEAD) {

View file

@ -39,7 +39,7 @@ void SkelAnime_DrawLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** skele
dList = limb->dLists[lod];
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 805), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
@ -97,7 +97,7 @@ void SkelAnime_DrawLod(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa
dList = rootLimb->dLists[lod];
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 881), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
@ -144,7 +144,7 @@ void SkelAnime_DrawFlexLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** s
newDList = limbDList = limb->dLists[lod];
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*mtx, "../z_skelanime.c", 945);
{
@ -212,7 +212,7 @@ void SkelAnime_DrawFlexLod(GlobalContext* globalCtx, void** skeleton, Vec3s* joi
newDList = limbDList = rootLimb->dLists[lod];
if ((overrideLimbDraw == 0) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1033);
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
@ -259,7 +259,7 @@ void SkelAnime_DrawLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** skele
dList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1103), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
@ -315,7 +315,7 @@ void SkelAnime_DrawOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa
dList = rootLimb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1176), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
@ -362,7 +362,7 @@ void SkelAnime_DrawFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** s
newDList = limbDList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*limbMatricies, "../z_skelanime.c", 1242);
gSPMatrix(POLY_OPA_DISP++, *limbMatricies, G_MTX_LOAD);
@ -431,7 +431,7 @@ void SkelAnime_DrawFlexOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* joi
newDList = limbDList = rootLimb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1327);
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
@ -523,7 +523,7 @@ Gfx* SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton
dList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1489), G_MTX_LOAD);
gSPDisplayList(gfx++, dList);
@ -581,7 +581,7 @@ Gfx* SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable
dList = rootLimb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1558), G_MTX_LOAD);
gSPDisplayList(gfx++, dList);
@ -626,7 +626,7 @@ Gfx* SkelAnime_DrawFlexLimb(GlobalContext* globalCtx, s32 limbIndex, void** skel
newDList = limbDList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*mtx, "../z_skelanime.c", 1623);
gSPMatrix(gfx++, *mtx, G_MTX_LOAD);
@ -691,7 +691,7 @@ Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jointT
newDList = limbDList = rootLimb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1710);
gSPMatrix(gfx++, mtx, G_MTX_LOAD);

View file

@ -150,9 +150,9 @@ s32 func_800A6AC4(PSkinAwb* skin, MtxF* arg1, Actor* actor, s32 arg3) {
yRot += horse->turnRot;
}
SkinMatrix_SetRotateRPYTranslate(arg1, xRot, yRot, zRot, xTransl, yTransl, zTransl);
SkinMatrix_SetTranslateRotateZYX(arg1, xRot, yRot, zRot, xTransl, yTransl, zTransl);
} else {
SkinMatrix_SetRotateRPYTranslate(arg1, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
SkinMatrix_SetTranslateRotateZYX(arg1, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
}
jointRot++;
for (i = 1; i < skin->skeletonHeader->limbCount; i++) {
@ -165,10 +165,10 @@ s32 func_800A6AC4(PSkinAwb* skin, MtxF* arg1, Actor* actor, s32 arg3) {
yRot = jointRot->y;
zRot = jointRot->z;
jointRot++;
SkinMatrix_SetRotateRPYTranslate(&arg1[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
SkinMatrix_SetTranslateRotateZYX(&arg1[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
}
SkinMatrix_SetScaleRotateYRPTranslate(
SkinMatrix_SetTranslateRotateYXZScale(
&skin->mtx, actor->scale.x, actor->scale.y, actor->scale.z, actor->shape.rot.x, actor->shape.rot.y,
actor->shape.rot.z, actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z);

View file

@ -11,10 +11,13 @@ MtxF sMtxFClear = {
// clang-format on
/**
* Multiplies a 4 component row vector [ src , 1 ] by the matrix mf and writes the resulting 4 components to xyzDest
* Multiplies the matrix mf by a 4 components column vector [ src , 1 ] and writes the resulting 4 components to xyzDest
* and wDest.
*
* \f[ [\texttt{xyzDest}, \texttt{wDest}] = [\texttt{src}, 1] \cdot [mf] \f]
* \f[ \begin{bmatrix} \texttt{xyzDest} \\ \texttt{wDest} \\ \end{bmatrix}
* = [\texttt{mf}] \cdot
* \begin{bmatrix} \texttt{src} \\ 1 \\ \end{bmatrix}
* \f]
*/
void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest) {
xyzDest->x = mf->xw + ((src->x * mf->xx) + (src->y * mf->xy) + (src->z * mf->xz));
@ -24,9 +27,12 @@ void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDe
}
/**
* Multiplies a 4 component row vector [ src , 1 ] by the matrix mf and writes the resulting xyz components to dest.
* Multiplies the matrix mf by a 4 components column vector [ src , 1 ] and writes the resulting xyz components to dest.
*
* \f[ [\texttt{dest}, -] = [\texttt{src}, 1] \cdot [mf] \f]
* \f[ \begin{bmatrix} \texttt{dest} \\ - \\ \end{bmatrix}
* = [\texttt{mf}] \cdot
* \begin{bmatrix} \texttt{src} \\ 1 \\ \end{bmatrix}
* \f]
*/
void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest) {
f32 mx = mf->xx;
@ -49,133 +55,133 @@ void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest) {
/**
* Matrix multiplication, dest = mfA * mfB.
* mfA and dest should not be the same matrix.
* mfB and dest should not be the same matrix.
*/
void SkinMatrix_MtxFMtxFMult(MtxF* mfB, MtxF* mfA, MtxF* dest) {
f32 x2;
f32 y2;
f32 z2;
f32 w2;
void SkinMatrix_MtxFMtxFMult(MtxF* mfA, MtxF* mfB, MtxF* dest) {
f32 cx;
f32 cy;
f32 cz;
f32 cw;
//---ROW1---
f32 x1 = mfB->xx;
f32 y1 = mfB->xy;
f32 z1 = mfB->xz;
f32 w1 = mfB->xw;
f32 rx = mfA->xx;
f32 ry = mfA->xy;
f32 rz = mfA->xz;
f32 rw = mfA->xw;
//--------
x2 = mfA->xx;
y2 = mfA->yx;
z2 = mfA->zx;
w2 = mfA->wx;
dest->xx = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xx;
cy = mfB->yx;
cz = mfB->zx;
cw = mfB->wx;
dest->xx = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xy;
y2 = mfA->yy;
z2 = mfA->zy;
w2 = mfA->wy;
dest->xy = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xy;
cy = mfB->yy;
cz = mfB->zy;
cw = mfB->wy;
dest->xy = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xz;
y2 = mfA->yz;
z2 = mfA->zz;
w2 = mfA->wz;
dest->xz = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xz;
cy = mfB->yz;
cz = mfB->zz;
cw = mfB->wz;
dest->xz = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xw;
y2 = mfA->yw;
z2 = mfA->zw;
w2 = mfA->ww;
dest->xw = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xw;
cy = mfB->yw;
cz = mfB->zw;
cw = mfB->ww;
dest->xw = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
//---ROW2---
x1 = mfB->yx;
y1 = mfB->yy;
z1 = mfB->yz;
w1 = mfB->yw;
rx = mfA->yx;
ry = mfA->yy;
rz = mfA->yz;
rw = mfA->yw;
//--------
x2 = mfA->xx;
y2 = mfA->yx;
z2 = mfA->zx;
w2 = mfA->wx;
dest->yx = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xx;
cy = mfB->yx;
cz = mfB->zx;
cw = mfB->wx;
dest->yx = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xy;
y2 = mfA->yy;
z2 = mfA->zy;
w2 = mfA->wy;
dest->yy = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xy;
cy = mfB->yy;
cz = mfB->zy;
cw = mfB->wy;
dest->yy = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xz;
y2 = mfA->yz;
z2 = mfA->zz;
w2 = mfA->wz;
dest->yz = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xz;
cy = mfB->yz;
cz = mfB->zz;
cw = mfB->wz;
dest->yz = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xw;
y2 = mfA->yw;
z2 = mfA->zw;
w2 = mfA->ww;
dest->yw = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xw;
cy = mfB->yw;
cz = mfB->zw;
cw = mfB->ww;
dest->yw = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
//---ROW3---
x1 = mfB->zx;
y1 = mfB->zy;
z1 = mfB->zz;
w1 = mfB->zw;
rx = mfA->zx;
ry = mfA->zy;
rz = mfA->zz;
rw = mfA->zw;
//--------
x2 = mfA->xx;
y2 = mfA->yx;
z2 = mfA->zx;
w2 = mfA->wx;
dest->zx = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xx;
cy = mfB->yx;
cz = mfB->zx;
cw = mfB->wx;
dest->zx = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xy;
y2 = mfA->yy;
z2 = mfA->zy;
w2 = mfA->wy;
dest->zy = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xy;
cy = mfB->yy;
cz = mfB->zy;
cw = mfB->wy;
dest->zy = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xz;
y2 = mfA->yz;
z2 = mfA->zz;
w2 = mfA->wz;
dest->zz = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xz;
cy = mfB->yz;
cz = mfB->zz;
cw = mfB->wz;
dest->zz = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xw;
y2 = mfA->yw;
z2 = mfA->zw;
w2 = mfA->ww;
dest->zw = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xw;
cy = mfB->yw;
cz = mfB->zw;
cw = mfB->ww;
dest->zw = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
//---ROW4---
x1 = mfB->wx;
y1 = mfB->wy;
z1 = mfB->wz;
w1 = mfB->ww;
rx = mfA->wx;
ry = mfA->wy;
rz = mfA->wz;
rw = mfA->ww;
//--------
x2 = mfA->xx;
y2 = mfA->yx;
z2 = mfA->zx;
w2 = mfA->wx;
dest->wx = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xx;
cy = mfB->yx;
cz = mfB->zx;
cw = mfB->wx;
dest->wx = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xy;
y2 = mfA->yy;
z2 = mfA->zy;
w2 = mfA->wy;
dest->wy = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xy;
cy = mfB->yy;
cz = mfB->zy;
cw = mfB->wy;
dest->wy = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xz;
y2 = mfA->yz;
z2 = mfA->zz;
w2 = mfA->wz;
dest->wz = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xz;
cy = mfB->yz;
cz = mfB->zz;
cw = mfB->wz;
dest->wz = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xw;
y2 = mfA->yw;
z2 = mfA->zw;
w2 = mfA->ww;
dest->ww = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xw;
cy = mfB->yw;
cz = mfB->zw;
cw = mfB->ww;
dest->ww = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
}
/**
@ -224,8 +230,7 @@ void SkinMatrix_MtxFCopy(MtxF* src, MtxF* dest) {
}
/**
* Inverts a matrix using a slight modification of the Gauss-Jordan method
* (column operations instead of row operations).
* Inverts a matrix using the Gauss-Jordan method.
* returns 0 if successfully inverted
* returns 2 if matrix non-invertible (0 determinant)
*/
@ -235,50 +240,53 @@ s32 SkinMatrix_Invert(MtxF* src, MtxF* dest) {
s32 pad;
f32 temp2;
f32 temp1;
s32 thisRow;
s32 thisCol;
s32 thisRow;
SkinMatrix_MtxFCopy(src, &mfCopy);
SkinMatrix_Clear(dest);
for (thisRow = 0; thisRow < 4; thisRow++) {
thisCol = thisRow;
while ((thisCol < 4) && (fabsf(mfCopy.mf[thisRow][thisCol]) < 0.0005f)) {
thisCol++;
for (thisCol = 0; thisCol < 4; thisCol++) {
thisRow = thisCol;
while ((thisRow < 4) && (fabsf(mfCopy.mf[thisCol][thisRow]) < 0.0005f)) {
thisRow++;
}
if (thisCol == 4) {
// reaching col = 4 means the row is either all 0 or a duplicate row.
// therefore singular matrix (0 determinant).
if (thisRow == 4) {
// Reaching row = 4 means the column is either all 0 or a duplicate column.
// Therefore src is a singular matrix (0 determinant).
osSyncPrintf(VT_COL(YELLOW, BLACK));
osSyncPrintf("Skin_Matrix_InverseMatrix():逆行列つくれません\n");
osSyncPrintf(VT_RST);
return 2;
}
if (thisCol != thisRow) { // responsible for swapping columns if zero on diagonal
for (i = 0; i < 4; i++) {
temp1 = mfCopy.mf[i][thisCol];
mfCopy.mf[i][thisCol] = mfCopy.mf[i][thisRow];
mfCopy.mf[i][thisRow] = temp1;
temp2 = dest->mf[i][thisCol];
dest->mf[i][thisCol] = dest->mf[i][thisRow];
dest->mf[i][thisRow] = temp2;
if (thisRow != thisCol) {
// Diagonal element mf[thisCol][thisCol] is zero.
// Swap the rows thisCol and thisRow.
for (i = 0; i < 4; i++) {
temp1 = mfCopy.mf[i][thisRow];
mfCopy.mf[i][thisRow] = mfCopy.mf[i][thisCol];
mfCopy.mf[i][thisCol] = temp1;
temp2 = dest->mf[i][thisRow];
dest->mf[i][thisRow] = dest->mf[i][thisCol];
dest->mf[i][thisCol] = temp2;
}
}
// Scale this whole column s.t. the diag element = 1
temp1 = mfCopy.mf[thisRow][thisRow];
// Scale this whole row such that the diagonal element is 1.
temp1 = mfCopy.mf[thisCol][thisCol];
for (i = 0; i < 4; i++) {
mfCopy.mf[i][thisRow] /= temp1;
dest->mf[i][thisRow] /= temp1;
mfCopy.mf[i][thisCol] /= temp1;
dest->mf[i][thisCol] /= temp1;
}
for (thisCol = 0; thisCol < 4; thisCol++) {
if (thisCol != thisRow) {
temp1 = mfCopy.mf[thisRow][thisCol];
for (thisRow = 0; thisRow < 4; thisRow++) {
if (thisRow != thisCol) {
temp1 = mfCopy.mf[thisCol][thisRow];
for (i = 0; i < 4; i++) {
mfCopy.mf[i][thisCol] -= mfCopy.mf[i][thisRow] * temp1;
dest->mf[i][thisCol] -= dest->mf[i][thisRow] * temp1;
mfCopy.mf[i][thisRow] -= mfCopy.mf[i][thisCol] * temp1;
dest->mf[i][thisRow] -= dest->mf[i][thisCol] * temp1;
}
}
}
@ -309,85 +317,84 @@ void SkinMatrix_SetScale(MtxF* mf, f32 x, f32 y, f32 z) {
}
/**
* Produces a rotation matrix = (roll rotation matrix) * (pitch rotation matrix) * (yaw rotation matrix)
* Produces a rotation matrix using ZYX Tait-Bryan angles.
*/
void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw) {
f32 cos2;
f32 sin = Math_SinS(yaw);
f32 cos = Math_CosS(yaw);
void SkinMatrix_SetRotateZYX(MtxF* mf, s16 x, s16 y, s16 z) {
f32 cos;
f32 sinZ = Math_SinS(z);
f32 cosZ = Math_CosS(z);
f32 xy;
f32 sin2;
f32 sin;
f32 xz;
f32 yy;
f32 yz;
mf->yy = cos;
mf->xy = -sin;
mf->yy = cosZ;
mf->xy = -sinZ;
mf->wx = mf->wy = mf->wz = 0;
mf->xw = mf->yw = mf->zw = 0;
mf->ww = 1;
if (pitch != 0) {
sin2 = Math_SinS(pitch);
cos2 = Math_CosS(pitch);
if (y != 0) {
sin = Math_SinS(y);
cos = Math_CosS(y);
mf->xx = cos * cos2;
mf->xz = cos * sin2;
mf->xx = cosZ * cos;
mf->xz = cosZ * sin;
mf->yx = sin * cos2;
mf->yz = sin * sin2;
mf->zx = -sin2;
mf->zz = cos2;
mf->yx = sinZ * cos;
mf->yz = sinZ * sin;
mf->zx = -sin;
mf->zz = cos;
} else {
mf->xx = cos;
mf->xx = cosZ;
if (1) {}
if (1) {}
xz = sin; // required to match
mf->yx = sin;
xz = sinZ; // required to match
mf->yx = sinZ;
mf->zx = mf->xz = mf->yz = 0;
mf->zz = 1;
}
if (roll != 0) {
sin2 = Math_SinS(roll);
cos2 = Math_CosS(roll);
if (x != 0) {
sin = Math_SinS(x);
cos = Math_CosS(x);
xy = mf->xy;
xz = mf->xz;
mf->xy = (xy * cos2) + (xz * sin2);
mf->xz = (xz * cos2) - (xy * sin2);
mf->xy = (xy * cos) + (xz * sin);
mf->xz = (xz * cos) - (xy * sin);
if (1) {}
yz = mf->yz;
yy = mf->yy;
mf->yy = (yy * cos2) + (yz * sin2);
mf->yz = (yz * cos2) - (yy * sin2);
mf->yy = (yy * cos) + (yz * sin);
mf->yz = (yz * cos) - (yy * sin);
if (cos2) {}
mf->zy = mf->zz * sin2;
mf->zz = mf->zz * cos2;
if (cos) {}
mf->zy = mf->zz * sin;
mf->zz = mf->zz * cos;
} else {
mf->zy = 0;
}
}
/**
* Produces a rotation matrix = (yaw rotation matrix) * (roll rotation matrix) * (pitch rotation matrix)
* Produces a rotation matrix using YXZ Tait-Bryan angles.
*/
void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) {
f32 cos2;
f32 sin;
void SkinMatrix_SetRotateYXZ(MtxF* mf, s16 x, s16 y, s16 z) {
f32 cos;
f32 sinY = Math_SinS(y);
f32 cosY = Math_CosS(y);
f32 zx;
f32 sin2;
f32 sin;
f32 zy;
f32 xx;
f32 xy;
sin = Math_SinS(roll);
cos = Math_CosS(roll);
mf->xx = cos;
mf->zx = -sin;
mf->xx = cosY;
mf->zx = -sinY;
mf->wz = 0;
mf->wy = 0;
mf->wx = 0;
@ -396,43 +403,43 @@ void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) {
mf->xw = 0;
mf->ww = 1;
if (yaw != 0) {
sin2 = Math_SinS(yaw);
cos2 = Math_CosS(yaw);
if (x != 0) {
sin = Math_SinS(x);
cos = Math_CosS(x);
mf->zz = cos * cos2;
mf->zy = cos * sin2;
mf->zz = cosY * cos;
mf->zy = cosY * sin;
mf->xz = sin * cos2;
mf->xy = sin * sin2;
mf->yz = -sin2;
mf->yy = cos2;
mf->xz = sinY * cos;
mf->xy = sinY * sin;
mf->yz = -sin;
mf->yy = cos;
} else {
mf->zz = cos;
mf->zz = cosY;
if (1) {}
if (1) {}
xy = sin; // required to match
mf->xz = sin;
xy = sinY; // required to match
mf->xz = sinY;
mf->xy = mf->zy = mf->yz = 0;
mf->yy = 1;
}
if (pitch != 0) {
sin2 = Math_SinS(pitch);
cos2 = Math_CosS(pitch);
if (z != 0) {
sin = Math_SinS(z);
cos = Math_CosS(z);
xx = mf->xx;
xy = mf->xy;
mf->xx = (xx * cos2) + (xy * sin2);
mf->xy = xy * cos2 - (xx * sin2);
mf->xx = (xx * cos) + (xy * sin);
mf->xy = xy * cos - (xx * sin);
if (1) {}
zy = mf->zy;
zx = mf->zx;
mf->zx = (zx * cos2) + (zy * sin2);
mf->zy = (zy * cos2) - (zx * sin2);
if (cos2) {}
mf->yx = mf->yy * sin2;
mf->yy = mf->yy * cos2;
mf->zx = (zx * cos) + (zy * sin);
mf->zy = (zy * cos) - (zx * sin);
if (cos) {}
mf->yx = mf->yy * sin;
mf->yy = mf->yy * cos;
} else {
mf->yx = 0;
}
@ -461,45 +468,46 @@ void SkinMatrix_SetTranslate(MtxF* mf, f32 x, f32 y, f32 z) {
}
/**
* Produces a matrix which scales, then rotates (RPY), then translates a vector
* Produces a matrix which scales, then rotates (using ZYX Tait-Bryan angles), then translates.
*/
void SkinMatrix_SetScaleRotateRPYTranslate(MtxF* mf, f32 scaleX, f32 scaleY, f32 scaleZ, s16 roll, s16 pitch, s16 yaw,
f32 dx, f32 dy, f32 dz) {
void SkinMatrix_SetTranslateRotateZYXScale(MtxF* dest, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ,
f32 translateX, f32 translateY, f32 translateZ) {
MtxF mft1;
MtxF mft2;
SkinMatrix_SetTranslate(mf, dx, dy, dz);
SkinMatrix_SetRotateRPY(&mft1, roll, pitch, yaw);
SkinMatrix_MtxFMtxFMult(mf, &mft1, &mft2);
SkinMatrix_SetTranslate(dest, translateX, translateY, translateZ);
SkinMatrix_SetRotateZYX(&mft1, rotX, rotY, rotZ);
SkinMatrix_MtxFMtxFMult(dest, &mft1, &mft2);
SkinMatrix_SetScale(&mft1, scaleX, scaleY, scaleZ);
SkinMatrix_MtxFMtxFMult(&mft2, &mft1, mf);
SkinMatrix_MtxFMtxFMult(&mft2, &mft1, dest);
}
/**
* Produces a matrix which scales, then rotates (YRP), then translates a vector
* Produces a matrix which scales, then rotates (using YXZ Tait-Bryan angles), then translates.
*/
void SkinMatrix_SetScaleRotateYRPTranslate(MtxF* mf, f32 scaleX, f32 scaleY, f32 scaleZ, s16 yaw, s16 roll, s16 pitch,
f32 dx, f32 dy, f32 dz) {
void SkinMatrix_SetTranslateRotateYXZScale(MtxF* dest, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ,
f32 translateX, f32 translateY, f32 translateZ) {
MtxF mft1;
MtxF mft2;
SkinMatrix_SetTranslate(mf, dx, dy, dz);
SkinMatrix_SetRotateYRP(&mft1, yaw, roll, pitch);
SkinMatrix_MtxFMtxFMult(mf, &mft1, &mft2);
SkinMatrix_SetTranslate(dest, translateX, translateY, translateZ);
SkinMatrix_SetRotateYXZ(&mft1, rotX, rotY, rotZ);
SkinMatrix_MtxFMtxFMult(dest, &mft1, &mft2);
SkinMatrix_SetScale(&mft1, scaleX, scaleY, scaleZ);
SkinMatrix_MtxFMtxFMult(&mft2, &mft1, mf);
SkinMatrix_MtxFMtxFMult(&mft2, &mft1, dest);
}
/**
* Produces a matrix which rotates (RPY), then translates a vector
* Produces a matrix which rotates (using ZYX Tait-Bryan angles), then translates.
*/
void SkinMatrix_SetRotateRPYTranslate(MtxF* mf, s16 roll, s16 pitch, s16 yaw, f32 dx, f32 dy, f32 dz) {
MtxF mft1;
MtxF mft2;
void SkinMatrix_SetTranslateRotateZYX(MtxF* dest, s16 rotX, s16 rotY, s16 rotZ, f32 translateX, f32 translateY,
f32 translateZ) {
MtxF rotation;
MtxF translation;
SkinMatrix_SetTranslate(&mft2, dx, dy, dz);
SkinMatrix_SetRotateRPY(&mft1, roll, pitch, yaw);
SkinMatrix_MtxFMtxFMult(&mft2, &mft1, mf);
SkinMatrix_SetTranslate(&translation, translateX, translateY, translateZ);
SkinMatrix_SetRotateZYX(&rotation, rotX, rotY, rotZ);
SkinMatrix_MtxFMtxFMult(&translation, &rotation, dest);
}
void SkinMatrix_Vec3fToVec3s(Vec3f* src, Vec3s* dest) {