1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-07-06 16:04:35 +00:00

Document undocumented matrix functions (#955)

* Document `func_800D1694` as `Matrix_TranslateRotateYXZ`

* Document `func_800D1FD4` as `Matrix_ReplaceRotation`

* Cleanup `Matrix_RotateAxis`

* Document `func_800A7EC0` as `SkinMatrix_SetRotateAxis`

* Document `func_800D2A34` and `func_800D2A98` as `Matrix_SetTranslateScaleMtx`(`F`)

* Document mostly unused functions at the end of `sys_matrix.c`

* Add in-use renamed functions to `namefixer.py`

* Add `Matrix_SetTranslateScaleMtx2` to `namefixer.py`

* Run formatter

* Fix namefixer.py mistake from #952

* Format clang-11.1

* Fix `Matrix_TranslateRotateYXZ` wrongly documented, it actually is `Matrix_SetTranslateRotateYXZ`

* VS Code is stellar at refactoring (no)

* Run formatter

* Come on VS Code

* Improve `Matrix_ReplaceRotation` docs

* Fix typo

* Fix namefixer.py
This commit is contained in:
Dragorn421 2022-01-11 00:28:01 +01:00 committed by GitHub
parent 0b8edc21c0
commit b1d3844325
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
63 changed files with 403 additions and 374 deletions

View file

@ -470,59 +470,63 @@ void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rotation) {
}
}
void func_800D1694(f32 x, f32 y, f32 z, Vec3s* vec) {
/**
* 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 sp30 = Math_SinS(vec->y);
f32 sp2C = Math_CosS(vec->y);
f32 sp28;
f32 sp24;
f32 temp1 = Math_SinS(rot->y);
f32 temp2 = Math_CosS(rot->y);
f32 cos;
f32 sin;
cmf->xx = sp2C;
cmf->zx = -sp30;
cmf->xw = x;
cmf->yw = y;
cmf->zw = z;
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 (vec->x != 0) {
sp24 = Math_SinS(vec->x);
sp28 = Math_CosS(vec->x);
if (rot->x != 0) {
sin = Math_SinS(rot->x);
cos = Math_CosS(rot->x);
cmf->zz = sp2C * sp28;
cmf->zy = sp2C * sp24;
cmf->xz = sp30 * sp28;
cmf->xy = sp30 * sp24;
cmf->yz = -sp24;
cmf->yy = sp28;
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 = sp2C;
cmf->xz = sp30;
cmf->zz = temp2;
cmf->xz = temp1;
cmf->yz = 0.0f;
cmf->zy = 0.0f;
cmf->xy = 0.0f;
cmf->yy = 1.0f;
}
if (vec->z != 0) {
sp24 = Math_SinS(vec->z);
sp28 = Math_CosS(vec->z);
if (rot->z != 0) {
sin = Math_SinS(rot->z);
cos = Math_CosS(rot->z);
sp30 = cmf->xx;
sp2C = cmf->xy;
cmf->xx = sp30 * sp28 + sp2C * sp24;
cmf->xy = sp2C * sp28 - sp30 * sp24;
temp1 = cmf->xx;
temp2 = cmf->xy;
cmf->xx = temp1 * cos + temp2 * sin;
cmf->xy = temp2 * cos - temp1 * sin;
sp30 = cmf->zx;
sp2C = cmf->zy;
cmf->zx = sp30 * sp28 + sp2C * sp24;
cmf->zy = sp2C * sp28 - sp30 * sp24;
temp1 = cmf->zx;
temp2 = cmf->zy;
cmf->zx = temp1 * cos + temp2 * sin;
cmf->zy = temp2 * cos - temp1 * sin;
sp2C = cmf->yy;
cmf->yx = sp2C * sp24;
cmf->yy = sp2C * sp28;
temp2 = cmf->yy;
cmf->yx = temp2 * sin;
cmf->yy = temp2 * cos;
} else {
cmf->yx = 0.0f;
}
@ -698,47 +702,58 @@ void Matrix_Transpose(MtxF* mf) {
mf->yz = temp;
}
void func_800D1FD4(MtxF* mf) {
/**
* 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) {
MtxF* cmf = sCurrentMatrix;
f32 acc;
f32 temp;
f32 temp2;
f32 temp3;
f32 curColNorm;
temp = cmf->xx;
temp *= temp;
temp2 = cmf->yx;
temp += SQ(temp2);
temp2 = cmf->zx;
temp += SQ(temp2);
temp3 = sqrtf(temp);
// 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 * temp3;
cmf->yx = mf->yx * temp3;
cmf->zx = mf->zx * temp3;
cmf->xx = mf->xx * curColNorm;
cmf->yx = mf->yx * curColNorm;
cmf->zx = mf->zx * curColNorm;
temp = cmf->xy;
temp *= temp;
temp2 = cmf->yy;
temp += SQ(temp2);
temp2 = cmf->zy;
temp += SQ(temp2);
temp3 = sqrtf(temp);
// 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 * temp3;
cmf->yy = mf->yy * temp3;
cmf->zy = mf->zy * temp3;
cmf->xy = mf->xy * curColNorm;
cmf->yy = mf->yy * curColNorm;
cmf->zy = mf->zy * curColNorm;
temp = cmf->xz;
temp *= temp;
temp2 = cmf->yz;
temp += SQ(temp2);
temp2 = cmf->zz;
temp += SQ(temp2);
temp3 = sqrtf(temp);
// 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 * temp3;
cmf->yz = mf->yz * temp3;
cmf->zz = mf->zz * temp3;
cmf->xz = mf->xz * curColNorm;
cmf->yz = mf->yz * curColNorm;
cmf->zz = mf->zz * curColNorm;
}
/**
@ -844,78 +859,76 @@ void Matrix_MtxFToZYXRotS(MtxF* mf, Vec3s* rotDest, s32 flag) {
}
/*
* Rotate the matrix by `f` radians around a unit vector `vec`.
* NB: vec is assumed to be a unit vector.
* Rotate the matrix by `angle` radians around a unit vector `axis`.
* NB: `axis` is assumed to be a unit vector.
*/
void Matrix_RotateAxis(f32 f, Vec3f* vec, u8 mode) {
void Matrix_RotateAxis(f32 angle, Vec3f* axis, u8 mode) {
MtxF* cmf;
f32 sin;
f32 cos;
f32 rCos;
f32 vrs;
f32 temp1;
f32 temp2;
f32 temp3;
f32 temp4;
f32 temp5;
if (mode == MTXMODE_APPLY) {
if (f != 0) {
if (angle != 0) {
cmf = sCurrentMatrix;
sin = sinf(f);
cos = cosf(f);
sin = sinf(angle);
cos = cosf(angle);
temp1 = cmf->xx;
temp2 = cmf->xy;
temp3 = cmf->xz;
temp1 = cmf->xx;
temp4 = (vec->x * temp1 + vec->y * temp2 + vec->z * temp3) * (1.0f - cos);
cmf->xx = temp1 * cos + vec->x * temp4 + sin * (temp2 * vec->z - temp3 * vec->y);
cmf->xy = temp2 * cos + vec->y * temp4 + sin * (temp3 * vec->x - temp1 * vec->z);
cmf->xz = temp3 * cos + vec->z * temp4 + sin * (temp1 * vec->y - temp2 * vec->x);
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 = (vec->x * temp1 + vec->y * temp2 + vec->z * temp3) * (1.0f - cos);
cmf->yx = temp1 * cos + vec->x * temp4 + sin * (temp2 * vec->z - temp3 * vec->y);
cmf->yy = temp2 * cos + vec->y * temp4 + sin * (temp3 * vec->x - temp1 * vec->z);
cmf->yz = temp3 * cos + vec->z * temp4 + sin * (temp1 * vec->y - temp2 * vec->x);
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 = (vec->x * temp1 + vec->y * temp2 + vec->z * temp3) * (1.0f - cos);
cmf->zx = temp1 * cos + vec->x * temp4 + sin * (temp2 * vec->z - temp3 * vec->y);
cmf->zy = temp2 * cos + vec->y * temp4 + sin * (temp3 * vec->x - temp1 * vec->z);
cmf->zz = temp3 * cos + vec->z * temp4 + sin * (temp1 * vec->y - temp2 * vec->x);
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 (f != 0) {
sin = sinf(f);
cos = cosf(f);
if (angle != 0) {
sin = sinf(angle);
cos = cosf(angle);
rCos = 1.0f - cos;
cmf->xx = vec->x * vec->x * rCos + cos;
cmf->yy = vec->y * vec->y * rCos + cos;
cmf->zz = vec->z * vec->z * rCos + 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 = vec->x * rCos * vec->y;
temp3 = vec->z * sin;
temp2 = axis->x * rCos * axis->y;
temp3 = axis->z * sin;
cmf->yx = temp2 + temp3;
cmf->xy = temp2 - temp3;
temp2 = vec->x * rCos * vec->z;
temp3 = vec->y * sin;
temp2 = axis->x * rCos * axis->z;
temp3 = axis->y * sin;
cmf->zx = temp2 - temp3;
cmf->xz = temp2 + temp3;
temp2 = vec->y * rCos * vec->z;
temp3 = vec->x * sin;
temp2 = axis->y * rCos * axis->z;
temp3 = axis->x * sin;
cmf->zy = temp2 + temp3;
cmf->yz = temp2 - temp3;
@ -963,7 +976,7 @@ MtxF* Matrix_CheckFloats(MtxF* mf, char* file, s32 line) {
return mf;
}
void func_800D2A34(MtxF* mf, f32 arg1, f32 arg2, f32 arg3, f32 arg4) {
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;
@ -973,131 +986,133 @@ void func_800D2A34(MtxF* mf, f32 arg1, f32 arg2, f32 arg3, f32 arg4) {
mf->xz = 0.0f;
mf->yz = 0.0f;
mf->wz = 0.0f;
mf->xx = arg1;
mf->yy = arg1;
mf->zz = arg1;
mf->xw = arg2;
mf->yw = arg3;
mf->zw = arg4;
mf->xx = scale;
mf->yy = scale;
mf->zz = scale;
mf->xw = translateX;
mf->yw = translateY;
mf->zw = translateZ;
mf->ww = 1.0f;
}
void func_800D2A98(Mtx* mtx, f32 arg1, f32 arg2, f32 arg3, f32 arg4) {
void Matrix_SetTranslateUniformScaleMtx(Mtx* mtx, f32 scale, f32 translateX, f32 translateY, f32 translateZ) {
MtxF mf;
func_800D2A34(&mf, arg1, arg2, arg3, arg4);
Matrix_SetTranslateUniformScaleMtxF(&mf, scale, translateX, translateY, translateZ);
guMtxF2L(&mf, mtx);
}
void func_800D2AE4(Mtx* mtx, f32 arg1, f32 arg2, f32 arg3, f32 arg4) {
u16* m1 = (u16*)&mtx->m[0][0];
u16* m2 = (u16*)&mtx->m[2][0];
u32 temp;
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;
temp = (s32)(arg1 * 65536.0f);
m2[0] = temp & 0xFFFF;
m1[0] = (temp >> 16) & 0xFFFF;
fixedPoint = (s32)(scale * 0x10000);
fracPart[0] = fixedPoint & 0xFFFF;
intPart[0] = (fixedPoint >> 16) & 0xFFFF;
temp = (s32)(arg1 * 65536.0f);
m1[5] = (temp >> 16) & 0xFFFF;
m2[5] = temp & 0xFFFF;
fixedPoint = (s32)(scale * 0x10000);
intPart[5] = (fixedPoint >> 16) & 0xFFFF;
fracPart[5] = fixedPoint & 0xFFFF;
temp = (s32)(arg1 * 65536.0f);
m1[10] = (temp >> 16) & 0xFFFF;
m2[10] = temp & 0xFFFF;
fixedPoint = (s32)(scale * 0x10000);
intPart[10] = (fixedPoint >> 16) & 0xFFFF;
fracPart[10] = fixedPoint & 0xFFFF;
temp = (s32)(arg2 * 65536.0f);
m1[12] = (temp >> 16) & 0xFFFF;
m2[12] = temp & 0xFFFF;
fixedPoint = (s32)(translateX * 0x10000);
intPart[12] = (fixedPoint >> 16) & 0xFFFF;
fracPart[12] = fixedPoint & 0xFFFF;
temp = (s32)(arg3 * 65536.0f);
m1[13] = (temp >> 16) & 0xFFFF;
m2[13] = temp & 0xFFFF;
fixedPoint = (s32)(translateY * 0x10000);
intPart[13] = (fixedPoint >> 16) & 0xFFFF;
fracPart[13] = fixedPoint & 0xFFFF;
temp = (s32)(arg4 * 65536.0f);
m1[14] = (temp >> 16) & 0xFFFF;
m2[14] = temp & 0xFFFF;
fixedPoint = (s32)(translateZ * 0x10000);
intPart[14] = (fixedPoint >> 16) & 0xFFFF;
fracPart[14] = fixedPoint & 0xFFFF;
m1[1] = 0;
m1[2] = 0;
m1[3] = 0;
m1[4] = 0;
m1[6] = 0;
m1[7] = 0;
m1[8] = 0;
m1[9] = 0;
m1[11] = 0;
m1[15] = 1;
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;
m2[1] = 0;
m2[2] = 0;
m2[3] = 0;
m2[4] = 0;
m2[6] = 0;
m2[7] = 0;
m2[8] = 0;
m2[9] = 0;
m2[11] = 0;
m2[15] = 0;
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 func_800D2BD0(Mtx* mtx, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6) {
u16* m1 = (u16*)&mtx->m[0][0];
u16* m2 = (u16*)&mtx->m[2][0];
u32 temp;
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;
temp = (s32)(arg1 * 65536.0f);
m1[0] = (temp >> 16) & 0xFFFF;
m2[0] = temp & 0xFFFF;
fixedPoint = (s32)(scaleX * 0x10000);
intPart[0] = (fixedPoint >> 16) & 0xFFFF;
fracPart[0] = fixedPoint & 0xFFFF;
temp = (s32)(arg2 * 65536.0f);
m1[5] = (temp >> 16) & 0xFFFF;
m2[5] = temp & 0xFFFF;
fixedPoint = (s32)(scaleY * 0x10000);
intPart[5] = (fixedPoint >> 16) & 0xFFFF;
fracPart[5] = fixedPoint & 0xFFFF;
temp = (s32)(arg3 * 65536.0f);
m1[10] = (temp >> 16) & 0xFFFF;
m2[10] = temp & 0xFFFF;
fixedPoint = (s32)(scaleZ * 0x10000);
intPart[10] = (fixedPoint >> 16) & 0xFFFF;
fracPart[10] = fixedPoint & 0xFFFF;
temp = (s32)(arg4 * 65536.0f);
m1[12] = (temp >> 16) & 0xFFFF;
m2[12] = temp & 0xFFFF;
fixedPoint = (s32)(translateX * 0x10000);
intPart[12] = (fixedPoint >> 16) & 0xFFFF;
fracPart[12] = fixedPoint & 0xFFFF;
temp = (s32)(arg5 * 65536.0f);
m1[13] = (temp >> 16) & 0xFFFF;
m2[13] = temp & 0xFFFF;
fixedPoint = (s32)(translateY * 0x10000);
intPart[13] = (fixedPoint >> 16) & 0xFFFF;
fracPart[13] = fixedPoint & 0xFFFF;
temp = (s32)(arg6 * 65536.0f);
m1[14] = (temp >> 16) & 0xFFFF;
m2[14] = temp & 0xFFFF;
fixedPoint = (s32)(translateZ * 0x10000);
intPart[14] = (fixedPoint >> 16) & 0xFFFF;
fracPart[14] = fixedPoint & 0xFFFF;
m1[1] = 0;
m1[2] = 0;
m1[3] = 0;
m1[4] = 0;
m1[6] = 0;
m1[7] = 0;
m1[8] = 0;
m1[9] = 0;
m1[11] = 0;
m1[15] = 1;
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;
m2[1] = 0;
m2[2] = 0;
m2[3] = 0;
m2[4] = 0;
m2[6] = 0;
m2[7] = 0;
m2[8] = 0;
m2[9] = 0;
m2[11] = 0;
m2[15] = 0;
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 func_800D2CEC(Mtx* mtx, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6) {
void Matrix_SetTranslateScaleMtx2(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, f32 translateX, f32 translateY,
f32 translateZ) {
Mtx_t* m = &mtx->m;
u16* m1 = (u16*)(*m)[0];
u16* m2 = (u16*)(*m)[2];
u32 temp;
u16* intPart = (u16*)&(*m)[0][0];
u16* fracPart = (u16*)&(*m)[2][0];
u32 fixedPoint;
(*m)[0][1] = 0;
(*m)[2][1] = 0;
@ -1105,33 +1120,32 @@ void func_800D2CEC(Mtx* mtx, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f
(*m)[2][3] = 0;
(*m)[0][4] = 0;
temp = (s32)(arg1 * 65536.0f);
(*m)[0][0] = temp;
fixedPoint = (s32)(scaleX * 0x10000);
(*m)[0][0] = fixedPoint;
intPart[1] = 0;
(*m)[2][0] = fixedPoint << 16;
m1[1] = 0;
(*m)[2][0] = temp << 16;
fixedPoint = (s32)(scaleY * 0x10000);
(*m)[0][2] = fixedPoint >> 16;
(*m)[2][2] = fixedPoint & 0xFFFF;
temp = (s32)(arg2 * 65536.0f);
(*m)[0][2] = temp >> 16;
(*m)[2][2] = temp & 0xFFFF;
temp = (s32)(arg3 * 65536.0f);
(*m)[1][1] = temp;
m1[11] = 0;
(*m)[3][1] = temp << 16;
fixedPoint = (s32)(scaleZ * 0x10000);
(*m)[1][1] = fixedPoint;
intPart[11] = 0;
(*m)[3][1] = fixedPoint << 16;
(*m)[2][4] = 0;
temp = (s32)(arg4 * 65536.0f);
m1[12] = (temp >> 16) & 0xFFFF;
m2[12] = temp & 0xFFFF;
fixedPoint = (s32)(translateX * 0x10000);
intPart[12] = (fixedPoint >> 16) & 0xFFFF;
fracPart[12] = fixedPoint & 0xFFFF;
temp = (s32)(arg5 * 65536.0f);
m1[13] = (temp >> 16) & 0xFFFF;
m2[13] = temp & 0xFFFF;
fixedPoint = (s32)(translateY * 0x10000);
intPart[13] = (fixedPoint >> 16) & 0xFFFF;
fracPart[13] = fixedPoint & 0xFFFF;
temp = (s32)(arg6 * 65536.0f);
m1[14] = (temp >> 16) & 0xFFFF;
m1[15] = 1;
(*m)[3][3] = temp << 16;
fixedPoint = (s32)(translateZ * 0x10000);
intPart[14] = (fixedPoint >> 16) & 0xFFFF;
intPart[15] = 1;
(*m)[3][3] = fixedPoint << 16;
}

View file

@ -2165,13 +2165,13 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
Lights_Draw(lights, globalCtx->state.gfxCtx);
if (actor->flags & ACTOR_FLAG_12) {
func_800D1694(actor->world.pos.x + globalCtx->mainCamera.skyboxOffset.x,
actor->world.pos.y +
(f32)((actor->shape.yOffset * actor->scale.y) + globalCtx->mainCamera.skyboxOffset.y),
actor->world.pos.z + globalCtx->mainCamera.skyboxOffset.z, &actor->shape.rot);
Matrix_SetTranslateRotateYXZ(
actor->world.pos.x + globalCtx->mainCamera.skyboxOffset.x,
actor->world.pos.y + (f32)((actor->shape.yOffset * actor->scale.y) + globalCtx->mainCamera.skyboxOffset.y),
actor->world.pos.z + globalCtx->mainCamera.skyboxOffset.z, &actor->shape.rot);
} else {
func_800D1694(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z, &actor->shape.rot);
Matrix_SetTranslateRotateYXZ(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z, &actor->shape.rot);
}
Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);

View file

@ -97,7 +97,7 @@ void DebugDisplay_DrawPolygon(DebugDispObject* dispObj, void* dlist, GlobalConte
gSPSetLights1(POLY_XLU_DISP++, sDebugObjectLights);
func_800D1694(dispObj->pos.x, dispObj->pos.y, dispObj->pos.z, &dispObj->rot);
Matrix_SetTranslateRotateYXZ(dispObj->pos.x, dispObj->pos.y, dispObj->pos.z, &dispObj->rot);
Matrix_Scale(dispObj->scale.x, dispObj->scale.y, dispObj->scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_debug_display.c", 228),

View file

@ -422,7 +422,7 @@ void GetItem_DrawBlueFire(GlobalContext* globalCtx, s16 drawId) {
1 * -(globalCtx->state.frames * 8), 16, 32));
Matrix_Push();
Matrix_Translate(-8.0f, -2.0f, 0.0f, MTXMODE_APPLY);
func_800D1FD4(&globalCtx->billboardMtxF);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_draw.c", 615),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
@ -450,7 +450,7 @@ void GetItem_DrawPoes(GlobalContext* globalCtx, s16 drawId) {
0 * (globalCtx->state.frames * 0), 16, 32, 1, 1 * (globalCtx->state.frames * 1),
1 * -(globalCtx->state.frames * 6), 16, 32));
Matrix_Push();
func_800D1FD4(&globalCtx->billboardMtxF);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_draw.c", 656),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[3]);
@ -479,7 +479,7 @@ void GetItem_DrawFairy(GlobalContext* globalCtx, s16 drawId) {
0 * (globalCtx->state.frames * 0), 32, 32, 1, 1 * (globalCtx->state.frames * 1),
1 * -(globalCtx->state.frames * 6), 32, 32));
Matrix_Push();
func_800D1FD4(&globalCtx->billboardMtxF);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_draw.c", 698),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);

View file

@ -48,7 +48,7 @@ void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2) {
Math_Vec3f_Scale(&sp154, scale);
SkinMatrix_SetTranslate(&sp110, sp160.x, sp160.y, sp160.z);
func_800A7EC0(&spD0, this->addAngle, sp154.x, sp154.y, sp154.z);
SkinMatrix_SetRotateAxis(&spD0, this->addAngle, sp154.x, sp154.y, sp154.z);
SkinMatrix_MtxFMtxFMult(&sp110, &spD0, &sp90);
SkinMatrix_SetTranslate(&sp110, -sp160.x, -sp160.y, -sp160.z);
SkinMatrix_MtxFMtxFMult(&sp90, &sp110, &sp50);
@ -804,7 +804,7 @@ void EffectBlure_DrawSimpleVertices(GraphicsContext* gfxCtx, EffectBlure* this,
Math_Vec3f_Scale(&sp198, scale);
SkinMatrix_SetTranslate(&sp154, sp1B0.x, sp1B0.y, sp1B0.z);
func_800A7EC0(&sp114, 0x3FFF, sp198.x, sp198.y, sp198.z);
SkinMatrix_SetRotateAxis(&sp114, 0x3FFF, sp198.x, sp198.y, sp198.z);
SkinMatrix_MtxFMtxFMult(&sp154, &sp114, &spD4);
SkinMatrix_SetTranslate(&sp154, -sp1B0.x, -sp1B0.y, -sp1B0.z);
SkinMatrix_MtxFMtxFMult(&spD4, &sp154, &sp94);

View file

@ -471,8 +471,8 @@ void HealthMeter_Draw(GlobalContext* globalCtx) {
{
Mtx* matrix = Graph_Alloc(gfxCtx, sizeof(Mtx));
func_800D2CEC(matrix, 1.0f - (0.32f * sp144), 1.0f - (0.32f * sp144), 1.0f - (0.32f * sp144),
-130.0f + offsetX, 94.5f - offsetY, 0.0f);
Matrix_SetTranslateScaleMtx2(matrix, 1.0f - (0.32f * sp144), 1.0f - (0.32f * sp144),
1.0f - (0.32f * sp144), -130.0f + offsetX, 94.5f - offsetY, 0.0f);
gSPMatrix(OVERLAY_DISP++, matrix, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPVertex(OVERLAY_DISP++, sp154, 4, 0);
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);

View file

@ -1544,7 +1544,7 @@ void func_80091A24(GlobalContext* globalCtx, void* seg04, void* seg06, SkelAnime
sp12C[0] = sword;
sp12C[1] = shield;
func_800D1694(pos->x, pos->y, pos->z, rot);
Matrix_SetTranslateRotateYXZ(pos->x, pos->y, pos->z, rot);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPSegment(POLY_OPA_DISP++, 0x04, seg04);

View file

@ -604,9 +604,10 @@ Mtx* SkinMatrix_MtxFToNewMtx(GraphicsContext* gfxCtx, MtxF* src) {
}
/**
* Produces a matrix which rotates vectors by angle a around a unit vector with components (x,y,z)
* Produces a matrix which rotates by binary angle `angle` around a unit vector (`axisX`,`axisY`,`axisZ`).
* NB: the rotation axis is assumed to be a unit vector.
*/
void func_800A7EC0(MtxF* mf, s16 a, f32 x, f32 y, f32 z) {
void SkinMatrix_SetRotateAxis(MtxF* mf, s16 angle, f32 axisX, f32 axisY, f32 axisZ) {
f32 sinA;
f32 cosA;
f32 xx;
@ -617,28 +618,28 @@ void func_800A7EC0(MtxF* mf, s16 a, f32 x, f32 y, f32 z) {
f32 xz;
f32 pad;
sinA = Math_SinS(a);
cosA = Math_CosS(a);
sinA = Math_SinS(angle);
cosA = Math_CosS(angle);
xx = x * x;
yy = y * y;
zz = z * z;
xy = x * y;
yz = y * z;
xz = x * z;
xx = axisX * axisX;
yy = axisY * axisY;
zz = axisZ * axisZ;
xy = axisX * axisY;
yz = axisY * axisZ;
xz = axisX * axisZ;
mf->xx = (1.0f - xx) * cosA + xx;
mf->yx = (1.0f - cosA) * xy + z * sinA;
mf->zx = (1.0f - cosA) * xz - y * sinA;
mf->yx = (1.0f - cosA) * xy + axisZ * sinA;
mf->zx = (1.0f - cosA) * xz - axisY * sinA;
mf->wx = 0.0f;
mf->xy = (1.0f - cosA) * xy - z * sinA;
mf->xy = (1.0f - cosA) * xy - axisZ * sinA;
mf->yy = (1.0f - yy) * cosA + yy;
mf->zy = (1.0f - cosA) * yz + x * sinA;
mf->zy = (1.0f - cosA) * yz + axisX * sinA;
mf->wy = 0.0f;
mf->xz = (1.0f - cosA) * xz + y * sinA;
mf->yz = (1.0f - cosA) * yz - x * sinA;
mf->xz = (1.0f - cosA) * xz + axisY * sinA;
mf->yz = (1.0f - cosA) * yz - axisX * sinA;
mf->zz = (1.0f - zz) * cosA + zz;
mf->wz = 0.0f;