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Rename MtxF members to use the common convention (#923)

* Rename MtxF members like xy -> now_21

* Revert comments I didn't mean to commit

* Rename c*/r* temps in `SkinMatrix_MtxFMtxFMult`

* Rename MtxF members like now_21 -> yx
This commit is contained in:
Dragorn421 2021-08-31 20:19:41 +02:00 committed by GitHub
parent 7728f75d2a
commit 430a172183
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GPG key ID: 4AEE18F83AFDEB23
20 changed files with 683 additions and 683 deletions

View file

@ -211,9 +211,9 @@ Gfx* BgHidanRsekizou_DrawFireball(GlobalContext* globalCtx, BgHidanRsekizou* thi
mf->xx = mf->yy = mf->zz = (0.7f * fVar6) + 0.5f;
tmpf7 = (((((0.7f * fVar6) + 0.5f) * 10.0f) * fVar6) + 20.0f);
mf->wx = (tmpf7 * sins) + this->dyna.actor.world.pos.x;
mf->wy = (this->dyna.actor.world.pos.y + 30.0f) + ((7.0f / 10.0f) * fVar6);
mf->wz = (tmpf7 * coss) + this->dyna.actor.world.pos.z;
mf->xw = (tmpf7 * sins) + this->dyna.actor.world.pos.x;
mf->yw = (this->dyna.actor.world.pos.y + 30.0f) + ((7.0f / 10.0f) * fVar6);
mf->zw = (tmpf7 * coss) + this->dyna.actor.world.pos.z;
gSPMatrix(displayList++,
Matrix_MtxFToMtx(Matrix_CheckFloats(mf, "../z_bg_hidan_rsekizou.c", 543),

View file

@ -244,16 +244,16 @@ Gfx* func_8088EB54(GlobalContext* globalCtx, BgHidanSima* this, Gfx* gfx) {
v0 = 3 - (this->timer >> 1);
v0 = CLAMP_MIN(v0, 0);
mtxF.wx = this->dyna.actor.world.pos.x + ((79 - ((this->timer % 6) * 4)) + v0 * 25) * sin;
mtxF.wz = this->dyna.actor.world.pos.z + ((79 - ((this->timer % 6) * 4)) + v0 * 25) * cos;
mtxF.wy = this->dyna.actor.world.pos.y + 40.0f;
mtxF.xw = this->dyna.actor.world.pos.x + ((79 - ((this->timer % 6) * 4)) + v0 * 25) * sin;
mtxF.zw = this->dyna.actor.world.pos.z + ((79 - ((this->timer % 6) * 4)) + v0 * 25) * cos;
mtxF.yw = this->dyna.actor.world.pos.y + 40.0f;
mtxF.zz = v0 * 0.4f + 1.0f;
mtxF.yy = v0 * 0.4f + 1.0f;
mtxF.xx = v0 * 0.4f + 1.0f;
for (s3 = v0; s3 < phi_s5; s3++) {
mtxF.wx += 25.0f * sin;
mtxF.wz += 25.0f * cos;
mtxF.xw += 25.0f * sin;
mtxF.zw += 25.0f * cos;
mtxF.xx += 0.4f;
mtxF.yy += 0.4f;
mtxF.zz += 0.4f;
@ -265,8 +265,8 @@ Gfx* func_8088EB54(GlobalContext* globalCtx, BgHidanSima* this, Gfx* gfx) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfx++, gFireTempleFireballDL);
}
mtxF.wx = this->dyna.actor.world.pos.x + (phi_s5 * 25 + 80) * sin;
mtxF.wz = this->dyna.actor.world.pos.z + (phi_s5 * 25 + 80) * cos;
mtxF.xw = this->dyna.actor.world.pos.x + (phi_s5 * 25 + 80) * sin;
mtxF.zw = this->dyna.actor.world.pos.z + (phi_s5 * 25 + 80) * cos;
gSPSegment(gfx++, 0x09, SEGMENTED_TO_VIRTUAL(sFireballsTexs[(this->timer + s3) % 7]));
gSPMatrix(gfx++,
Matrix_MtxFToMtx(Matrix_CheckFloats(&mtxF, "../z_bg_hidan_sima.c", 624),

View file

@ -171,15 +171,15 @@ void func_809C5BA8(EnBomChu* this, CollisionPoly* floorPoly, GlobalContext* glob
if (1) {}
mf.xx = this->unk_16C.x;
mf.xy = this->unk_16C.y;
mf.xz = this->unk_16C.z;
mf.yx = this->unk_16C.y;
mf.zx = this->unk_16C.z;
mf.yx = sp84.x;
mf.xy = sp84.x;
mf.yy = sp84.y;
mf.yz = sp84.z;
mf.zy = sp84.z;
mf.zx = this->unk_154.x;
mf.zy = this->unk_154.y;
mf.xz = this->unk_154.x;
mf.yz = this->unk_154.y;
mf.zz = this->unk_154.z;
Matrix_MtxFToYXZRotS(&mf, &this->actor.world.rot, 0);

View file

@ -310,13 +310,13 @@ void EnBrob_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, V
Matrix_Get(&mtx);
if (limbIndex == 3) {
this->colliders[0].dim.pos.x = mtx.wx;
this->colliders[0].dim.pos.y = mtx.wy;
this->colliders[0].dim.pos.z = mtx.wz;
this->colliders[0].dim.pos.x = mtx.xw;
this->colliders[0].dim.pos.y = mtx.yw;
this->colliders[0].dim.pos.z = mtx.zw;
} else if (limbIndex == 8) {
this->colliders[1].dim.pos.x = mtx.wx;
this->colliders[1].dim.pos.y = (mtx.wy + 7.0f);
this->colliders[1].dim.pos.z = mtx.wz;
this->colliders[1].dim.pos.x = mtx.xw;
this->colliders[1].dim.pos.y = (mtx.yw + 7.0f);
this->colliders[1].dim.pos.z = mtx.zw;
}
}

View file

@ -1192,10 +1192,10 @@ void EnDekubaba_DrawStemExtended(EnDekubaba* this, GlobalContext* globalCtx) {
}
for (i = 0; i < stemSections; i++) {
mtx.wy += 20.0f * Math_SinS(this->stemSectionAngle[i]) * this->size;
mtx.yw += 20.0f * Math_SinS(this->stemSectionAngle[i]) * this->size;
horizontalStepSize = 20.0f * Math_CosS(this->stemSectionAngle[i]) * this->size;
mtx.wx -= horizontalStepSize * Math_SinS(this->actor.shape.rot.y);
mtx.wz -= horizontalStepSize * Math_CosS(this->actor.shape.rot.y);
mtx.xw -= horizontalStepSize * Math_SinS(this->actor.shape.rot.y);
mtx.zw -= horizontalStepSize * Math_CosS(this->actor.shape.rot.y);
Matrix_Put(&mtx);
Matrix_RotateRPY(this->stemSectionAngle[i], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
@ -1209,9 +1209,9 @@ void EnDekubaba_DrawStemExtended(EnDekubaba* this, GlobalContext* globalCtx) {
if (i == 0) {
if (this->actionFunc != EnDekubaba_Sway) {
this->actor.focus.pos.x = mtx.wx;
this->actor.focus.pos.y = mtx.wy;
this->actor.focus.pos.z = mtx.wz;
this->actor.focus.pos.x = mtx.xw;
this->actor.focus.pos.y = mtx.yw;
this->actor.focus.pos.z = mtx.zw;
} else {
this->actor.focus.pos.x = this->actor.home.pos.x;
this->actor.focus.pos.y = this->actor.home.pos.y + (40.0f * this->size);
@ -1221,9 +1221,9 @@ void EnDekubaba_DrawStemExtended(EnDekubaba* this, GlobalContext* globalCtx) {
if ((i < 2) && (this->actor.colorFilterTimer != 0)) {
// checking colorFilterTimer ensures that spA4 has been initialized earlier, so not a bug
this->bodyPartsPos[i].x = mtx.wx;
this->bodyPartsPos[i].y = mtx.wy - spA4;
this->bodyPartsPos[i].z = mtx.wz;
this->bodyPartsPos[i].x = mtx.xw;
this->bodyPartsPos[i].y = mtx.yw - spA4;
this->bodyPartsPos[i].z = mtx.zw;
}
}

View file

@ -756,9 +756,9 @@ void EnFirefly_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
if ((limbIndex == 15) || (limbIndex == 21)) {
if (this->actionFunc != EnFirefly_Die) {
Matrix_Get(&mtx);
effPos.x = (Rand_ZeroOne() * 5.0f) + mtx.wx;
effPos.y = (Rand_ZeroOne() * 5.0f) + mtx.wy;
effPos.z = (Rand_ZeroOne() * 5.0f) + mtx.wz;
effPos.x = (Rand_ZeroOne() * 5.0f) + mtx.xw;
effPos.y = (Rand_ZeroOne() * 5.0f) + mtx.yw;
effPos.z = (Rand_ZeroOne() * 5.0f) + mtx.zw;
effScaleStep = -40;
effLife = 3;
} else {

View file

@ -375,8 +375,8 @@ void EnHonotrap_FlameMove(EnHonotrap* this, GlobalContext* globalCtx) {
Vec3f tempVel;
Vec3f shieldVec;
shieldVec.x = -player->shieldMf.zx;
shieldVec.y = -player->shieldMf.zy;
shieldVec.x = -player->shieldMf.xz;
shieldVec.y = -player->shieldMf.yz;
shieldVec.z = -player->shieldMf.zz;
EnHonotrap_GetNormal(&shieldNorm, &shieldVec);

View file

@ -913,9 +913,9 @@ void EnPoField_PostLimDraw2(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
}
Matrix_Get(&sLimb7Mtx);
if (this->actionFunc == EnPoField_Death && this->actionTimer == 27) {
this->actor.world.pos.x = sLimb7Mtx.wx;
this->actor.world.pos.y = sLimb7Mtx.wy;
this->actor.world.pos.z = sLimb7Mtx.wz;
this->actor.world.pos.x = sLimb7Mtx.xw;
this->actor.world.pos.y = sLimb7Mtx.yw;
this->actor.world.pos.z = sLimb7Mtx.zw;
}
Lights_PointGlowSetInfo(&this->lightInfo, vec.x, vec.y, vec.z, this->soulColor.r, this->soulColor.g,
this->soulColor.b, this->soulColor.a * (200.0f / 255));

View file

@ -1061,9 +1061,9 @@ void EnPoh_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
}
Matrix_Get(&this->unk_368);
if (this->actionFunc == func_80ADF15C && this->unk_198 == 27) {
this->actor.world.pos.x = this->unk_368.wx;
this->actor.world.pos.y = this->unk_368.wy;
this->actor.world.pos.z = this->unk_368.wz;
this->actor.world.pos.x = this->unk_368.xw;
this->actor.world.pos.y = this->unk_368.yw;
this->actor.world.pos.z = this->unk_368.zw;
}
Lights_PointGlowSetInfo(&this->lightInfo, this->colliderSph.elements[0].dim.worldSphere.center.x,
this->colliderSph.elements[0].dim.worldSphere.center.y,

View file

@ -90,20 +90,20 @@ s32 func_80B0BE20(EnSw* this, CollisionPoly* poly) {
this->unk_37C.z = this->unk_37C.z * (1.0f / temp_f0);
this->unk_364 = sp44;
this->unk_3D8.xx = this->unk_370.x;
this->unk_3D8.xy = this->unk_370.y;
this->unk_3D8.xz = this->unk_370.z;
this->unk_3D8.xw = 0.0f;
this->unk_3D8.yx = this->unk_364.x;
this->unk_3D8.yy = this->unk_364.y;
this->unk_3D8.yz = this->unk_364.z;
this->unk_3D8.yw = 0.0f;
this->unk_3D8.zx = this->unk_37C.x;
this->unk_3D8.zy = this->unk_37C.y;
this->unk_3D8.zz = this->unk_37C.z;
this->unk_3D8.zw = 0.0f;
this->unk_3D8.yx = this->unk_370.y;
this->unk_3D8.zx = this->unk_370.z;
this->unk_3D8.wx = 0.0f;
this->unk_3D8.xy = this->unk_364.x;
this->unk_3D8.yy = this->unk_364.y;
this->unk_3D8.zy = this->unk_364.z;
this->unk_3D8.wy = 0.0f;
this->unk_3D8.xz = this->unk_37C.x;
this->unk_3D8.yz = this->unk_37C.y;
this->unk_3D8.zz = this->unk_37C.z;
this->unk_3D8.wz = 0.0f;
this->unk_3D8.xw = 0.0f;
this->unk_3D8.yw = 0.0f;
this->unk_3D8.zw = 0.0f;
this->unk_3D8.ww = 1.0f;
Matrix_MtxFToYXZRotS(&this->unk_3D8, &this->actor.world.rot, 0);
//! @bug: Does not return.
@ -405,20 +405,20 @@ s32 func_80B0CCF4(EnSw* this, f32* arg1) {
this->unk_37C.y *= temp_f0;
this->unk_37C.z *= temp_f0;
sp2C.xx = this->unk_370.x;
sp2C.xy = this->unk_370.y;
sp2C.xz = this->unk_370.z;
sp2C.xw = 0.0f;
sp2C.yx = this->unk_364.x;
sp2C.yy = this->unk_364.y;
sp2C.yz = this->unk_364.z;
sp2C.yw = 0.0f;
sp2C.zx = this->unk_37C.x;
sp2C.zy = this->unk_37C.y;
sp2C.zz = this->unk_37C.z;
sp2C.zw = 0.0f;
sp2C.yx = this->unk_370.y;
sp2C.zx = this->unk_370.z;
sp2C.wx = 0.0f;
sp2C.xy = this->unk_364.x;
sp2C.yy = this->unk_364.y;
sp2C.zy = this->unk_364.z;
sp2C.wy = 0.0f;
sp2C.xz = this->unk_37C.x;
sp2C.yz = this->unk_37C.y;
sp2C.zz = this->unk_37C.z;
sp2C.wz = 0.0f;
sp2C.xw = 0.0f;
sp2C.yw = 0.0f;
sp2C.zw = 0.0f;
sp2C.ww = 1.0f;
Matrix_MtxFToYXZRotS(&sp2C, &this->actor.world.rot, 0);
return true;

View file

@ -190,13 +190,13 @@ void func_80B86F68(ItemShield* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
MtxF* shield = &player->shieldMf;
this->actor.world.pos.x = shield->wx;
this->actor.world.pos.y = shield->wy;
this->actor.world.pos.z = shield->wz;
this->actor.world.pos.x = shield->xw;
this->actor.world.pos.y = shield->yw;
this->actor.world.pos.z = shield->zw;
this->unk_19C &= ~2;
this->actor.shape.rot.y = Math_Atan2S(-shield->zz, -shield->zx);
this->actor.shape.rot.x = Math_Atan2S(-shield->zy, sqrtf(shield->zz * shield->zz + shield->zx * shield->zx));
this->actor.shape.rot.y = Math_Atan2S(-shield->zz, -shield->xz);
this->actor.shape.rot.x = Math_Atan2S(-shield->yz, sqrtf(shield->zz * shield->zz + shield->xz * shield->xz));
if (ABS(this->actor.shape.rot.x) > 0x4000) {
this->unk_19C |= 1;

View file

@ -274,10 +274,10 @@ void MirRay_SetIntensity(MirRay* this, GlobalContext* globalCtx) {
this->reflectIntensity = 0.0f;
if (MirRay_CheckInFrustum(&this->sourcePt, &this->poolPt, shieldMtx->wx, shieldMtx->wy, shieldMtx->wz,
if (MirRay_CheckInFrustum(&this->sourcePt, &this->poolPt, shieldMtx->xw, shieldMtx->yw, shieldMtx->zw,
this->sourceEndRad, this->poolEndRad)) {
temp_f0 = sqrtf(SQ(shieldMtx->zz) + (SQ(shieldMtx->zx) + SQ(shieldMtx->zy)));
temp_f0 = sqrtf(SQ(shieldMtx->zz) + (SQ(shieldMtx->xz) + SQ(shieldMtx->yz)));
if (temp_f0 == 0.0f) {
this->reflectRange = 1.0f;
@ -293,7 +293,7 @@ void MirRay_SetIntensity(MirRay* this, GlobalContext* globalCtx) {
sp4C[1] = this->poolPt.y - this->sourcePt.y;
sp4C[2] = this->poolPt.z - this->sourcePt.z;
temp_f2_2 = -shieldMtx->zx * sp4C[0] - shieldMtx->zy * sp4C[1] - shieldMtx->zz * sp4C[2];
temp_f2_2 = -shieldMtx->xz * sp4C[0] - shieldMtx->yz * sp4C[1] - shieldMtx->zz * sp4C[2];
if (temp_f2_2 < 0.0f) {
temp_f0_2 = sqrtf(SQ(sp4C[0]) + SQ(sp4C[1]) + SQ(sp4C[2]));
@ -319,19 +319,19 @@ void MirRay_SetupReflectionPolys(MirRay* this, GlobalContext* globalCtx, MirRayS
shieldMtx = &player->shieldMf;
sp60.x = -((*shieldMtx).zx * this->reflectRange) * this->reflectIntensity * 400.0f;
sp60.y = -((*shieldMtx).zy * this->reflectRange) * this->reflectIntensity * 400.0f;
sp60.x = -((*shieldMtx).xz * this->reflectRange) * this->reflectIntensity * 400.0f;
sp60.y = -((*shieldMtx).yz * this->reflectRange) * this->reflectIntensity * 400.0f;
sp60.z = -((*shieldMtx).zz * this->reflectRange) * this->reflectIntensity * 400.0f;
sp60 = sp60; // Need something involving sp60 or the whole function changes
for (i = 0; i < 6; i++) {
posA.x = ((*shieldMtx).wx + (this->shieldCorners[i].x * (*shieldMtx).xx)) +
(this->shieldCorners[i].y * (*shieldMtx).yx);
posA.y = ((*shieldMtx).wy + (this->shieldCorners[i].x * (*shieldMtx).xy)) +
posA.x = ((*shieldMtx).xw + (this->shieldCorners[i].x * (*shieldMtx).xx)) +
(this->shieldCorners[i].y * (*shieldMtx).xy);
posA.y = ((*shieldMtx).yw + (this->shieldCorners[i].x * (*shieldMtx).yx)) +
(this->shieldCorners[i].y * (*shieldMtx).yy);
posA.z = ((*shieldMtx).wz + (this->shieldCorners[i].x * (*shieldMtx).xz)) +
(this->shieldCorners[i].y * (*shieldMtx).yz);
posA.z = ((*shieldMtx).zw + (this->shieldCorners[i].x * (*shieldMtx).zx)) +
(this->shieldCorners[i].y * (*shieldMtx).zy);
posB.x = sp60.x + posA.x;
posB.y = sp60.y + posA.y;
posB.z = sp60.z + posA.z;
@ -383,25 +383,25 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
shieldMtx = &player->shieldMf;
spE8.x = -(shieldMtx->zx * this->reflectRange) * this->reflectIntensity * 400.0f;
spE8.y = -(shieldMtx->zy * this->reflectRange) * this->reflectIntensity * 400.0f;
spE8.x = -(shieldMtx->xz * this->reflectRange) * this->reflectIntensity * 400.0f;
spE8.y = -(shieldMtx->yz * this->reflectRange) * this->reflectIntensity * 400.0f;
spE8.z = -(shieldMtx->zz * this->reflectRange) * this->reflectIntensity * 400.0f;
vecB.x = shieldMtx->wx;
vecB.y = shieldMtx->wy;
vecB.z = shieldMtx->wz;
vecB.x = shieldMtx->xw;
vecB.y = shieldMtx->yw;
vecB.z = shieldMtx->zw;
vecD.x = spE8.x + vecB.x;
vecD.y = spE8.y + vecB.y;
vecD.z = spE8.z + vecB.z;
vecA.x = vecB.x + (shieldMtx->xx * 300.0f);
vecA.y = vecB.y + (shieldMtx->xy * 300.0f);
vecA.z = vecB.z + (shieldMtx->xz * 300.0f);
vecA.y = vecB.y + (shieldMtx->yx * 300.0f);
vecA.z = vecB.z + (shieldMtx->zx * 300.0f);
vecC.x = vecD.x + (shieldMtx->xx * 300.0f);
vecC.y = vecD.y + (shieldMtx->xy * 300.0f);
vecC.z = vecD.z + (shieldMtx->xz * 300.0f);
vecC.y = vecD.y + (shieldMtx->yx * 300.0f);
vecC.z = vecD.z + (shieldMtx->zx * 300.0f);
Collider_SetQuadVertices(&this->shieldRay, &vecA, &vecB, &vecC, &vecD);
@ -430,8 +430,8 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
spE8 = spE8; // Required to match
sp10C.x = (shieldMtx->xx * 100.0f) + vecB.x;
sp10C.y = (shieldMtx->xy * 100.0f) + vecB.y;
sp10C.z = (shieldMtx->xz * 100.0f) + vecB.z;
sp10C.y = (shieldMtx->yx * 100.0f) + vecB.y;
sp10C.z = (shieldMtx->zx * 100.0f) + vecB.z;
sp100.x = (spE8.x * 4.0f) + sp10C.x;
sp100.y = (spE8.y * 4.0f) + sp10C.y;
@ -439,7 +439,7 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
normalVec = normalVec; // Required to match
currentReflection->mtx.wz = 0.0f;
currentReflection->mtx.zw = 0.0f;
if (1) {}
if (1) {}
@ -448,21 +448,21 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
currentReflection->mtx.xx = currentReflection->mtx.yy = currentReflection->mtx.zz =
currentReflection->mtx.ww = 1.0f;
currentReflection->mtx.xy = currentReflection->mtx.xz = currentReflection->mtx.xw =
currentReflection->mtx.yx = currentReflection->mtx.yz = currentReflection->mtx.yw =
currentReflection->mtx.zx = currentReflection->mtx.zy = currentReflection->mtx.zw =
currentReflection->mtx.wx = currentReflection->mtx.wy = currentReflection->mtx.wz;
currentReflection->mtx.yx = currentReflection->mtx.zx = currentReflection->mtx.wx =
currentReflection->mtx.xy = currentReflection->mtx.zy = currentReflection->mtx.wy =
currentReflection->mtx.xz = currentReflection->mtx.yz = currentReflection->mtx.wz =
currentReflection->mtx.xw = currentReflection->mtx.yw = currentReflection->mtx.zw;
if (Math3D_LineSegVsPlane(normalVec.x, normalVec.y, normalVec.z,
currentReflection->reflectionPoly->dist, &sp10C, &sp100, &intersection, 1)) {
currentReflection->mtx.xx = intersection.x - sp118.x;
currentReflection->mtx.xy = intersection.y - sp118.y;
currentReflection->mtx.xz = intersection.z - sp118.z;
currentReflection->mtx.yx = intersection.y - sp118.y;
currentReflection->mtx.zx = intersection.z - sp118.z;
}
sp10C.x = (shieldMtx->yx * 100.0f) + vecB.x;
sp10C.x = (shieldMtx->xy * 100.0f) + vecB.x;
sp10C.y = (shieldMtx->yy * 100.0f) + vecB.y;
sp10C.z = (shieldMtx->yz * 100.0f) + vecB.z;
sp10C.z = (shieldMtx->zy * 100.0f) + vecB.z;
sp100.x = (spE8.x * 4.0f) + sp10C.x;
sp100.y = (spE8.y * 4.0f) + sp10C.y;
@ -470,9 +470,9 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
if (Math3D_LineSegVsPlane(normalVec.x, normalVec.y, normalVec.z,
currentReflection->reflectionPoly->dist, &sp10C, &sp100, &intersection, 1)) {
currentReflection->mtx.yx = intersection.x - sp118.x;
currentReflection->mtx.xy = intersection.x - sp118.x;
currentReflection->mtx.yy = intersection.y - sp118.y;
currentReflection->mtx.yz = intersection.z - sp118.z;
currentReflection->mtx.zy = intersection.z - sp118.z;
}
} else {
currentReflection->reflectionPoly = NULL;