diff options
| author | Thar0 <17233964+Thar0@users.noreply.github.com> | 2022-06-25 23:10:14 +0100 |
|---|---|---|
| committer | Thar0 <17233964+Thar0@users.noreply.github.com> | 2022-06-25 23:10:14 +0100 |
| commit | 05b199dd3dd65317890fcab51eadcac6b91bff09 (patch) | |
| tree | d277ae509a96428c0646b5119cd7551069cd4b26 /src/code | |
| parent | 78eeb3ffe832da80abc75c6976c228398d724e2a (diff) | |
| parent | f77c4770f7ae50b522d9183b79abe60070f6895b (diff) | |
Merge branch 'master' of https://github.com/zeldaret/mm into ovl_En_Death
Diffstat (limited to 'src/code')
34 files changed, 3524 insertions, 737 deletions
diff --git a/src/code/code_800E8EA0.c b/src/code/code_800E8EA0.c index d95f53269..6fb787451 100644 --- a/src/code/code_800E8EA0.c +++ b/src/code/code_800E8EA0.c @@ -1,107 +1,148 @@ #include "global.h" -void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 textId) { +void Actor_ContinueText(GlobalContext* globalCtx, Actor* actor, u16 textId) { func_80151938(globalCtx, textId); actor->textId = textId; } -s32 nop_800E8ED0(UNK_TYPE4 param_1) { - return 0; +/** + * EventCheckInf does not exist, so this always returns false + */ +s32 Flags_GetEventChkInf(s32 flag) { + return false; } -void nop_800E8EE0(UNK_TYPE4 param_1) { +/** + * EventCheckInf does not exist, so this does nothing + */ +void Flags_SetEventChkInf(s32 flag) { } -s32 nop_800E8EEC(UNK_TYPE4 param_1) { - return 0; +/** + * InfTable does not exist, so this always returns false + */ +s32 Flags_GetInfTable(s32 flag) { + return false; } -void nop_800E8EFC(UNK_TYPE4 param_1) { +/** + * InfTable does not exist, so this does nothing + */ +void Flags_SetInfTable(s32 flag) { } -s32 func_800E8F08(Vec3s* param_1, Vec3s* param_2) { - Math_SmoothStepToS(¶m_1->y, 0, 6, 6200, 100); - Math_SmoothStepToS(¶m_1->x, 0, 6, 6200, 100); - Math_SmoothStepToS(¶m_2->y, 0, 6, 6200, 100); - Math_SmoothStepToS(¶m_2->x, 0, 6, 6200, 100); - return 1; +s32 Actor_TrackNone(Vec3s* headRot, Vec3s* torsoRot) { + Math_SmoothStepToS(&headRot->y, 0, 6, 0x1838, 0x64); + Math_SmoothStepToS(&headRot->x, 0, 6, 0x1838, 0x64); + Math_SmoothStepToS(&torsoRot->y, 0, 6, 0x1838, 0x64); + Math_SmoothStepToS(&torsoRot->x, 0, 6, 0x1838, 0x64); + return true; } -s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4) { +s32 Actor_TrackPoint(Actor* actor, Vec3f* target, Vec3s* headRot, Vec3s* torsoRot) { s16 targetPitch; s16 targetYaw; - s16 yawDiffFromTarget; + s16 yawDiff; - targetPitch = Math_Vec3f_Pitch(&actor->focus.pos, param_2); - targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, param_2) - actor->world.rot.y; + targetPitch = Math_Vec3f_Pitch(&actor->focus.pos, target); + targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, target) - actor->world.rot.y; - Math_SmoothStepToS(¶m_3->x, targetPitch, 6, 2000, 1); - param_3->x = CLAMP(param_3->x, -6000, 6000); + Math_SmoothStepToS(&headRot->x, targetPitch, 6, 0x7D0, 1); + headRot->x = CLAMP(headRot->x, -0x1770, 0x1770); - yawDiffFromTarget = Math_SmoothStepToS(¶m_3->y, targetYaw, 6, 2000, 1); - param_3->y = CLAMP(param_3->y, -8000, 8000); + yawDiff = Math_SmoothStepToS(&headRot->y, targetYaw, 6, 0x7D0, 1); + headRot->y = CLAMP(headRot->y, -0x1F40, 0x1F40); - if (yawDiffFromTarget != 0) { - if (ABS_ALT(param_3->y) < 8000) { - return 0; - } + if ((yawDiff != 0) && (ABS_ALT(headRot->y) < 0x1F40)) { + return false; } - Math_SmoothStepToS(¶m_4->y, targetYaw - param_3->y, 4, 2000, 1); - param_4->y = CLAMP(param_4->y, -12000, 12000); + Math_SmoothStepToS(&torsoRot->y, targetYaw - headRot->y, 4, 0x7D0, 1); + torsoRot->y = CLAMP(torsoRot->y, -0x2EE0, 0x2EE0); - return 1; + return true; } -s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) { +/** + * Same as Actor_TrackPlayer, except use the actor's world position as the focus point, with the height + * specified. + * + * @param play + * @param actor + * @param headRot the computed actor's head's rotation step + * @param torsoRot the computed actor's torso's rotation step + * @param focusHeight the height of the focus point relative to their world position + * + * @return true if rotated towards player, false if rotations were stepped back to zero. + * + * @note same note as Actor_TrackPlayer + */ +s32 Actor_TrackPlayerSetFocusHeight(GlobalContext* globalCtx, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, + f32 focusHeight) { Player* player = GET_PLAYER(globalCtx); - s16 sVar3; - Vec3f local_14; + s16 yaw; + Vec3f target; actor->focus.pos = actor->world.pos; - actor->focus.pos.y += param_5; + actor->focus.pos.y += focusHeight; - if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) { - sVar3 = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); - if (sVar3 >= 0x4300) { - func_800E8F08(param_3, param_4); - return 0; + if (!((globalCtx->csCtx.state != 0) || gDbgCamEnabled)) { + yaw = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); + if (yaw >= 0x4300) { + Actor_TrackNone(headRot, torsoRot); + return false; } } - if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) { - local_14 = globalCtx->view.eye; + if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) { + target = globalCtx->view.eye; } else { - local_14 = player->actor.focus.pos; + target = player->actor.focus.pos; } - func_800E8FA4(actor, &local_14, param_3, param_4); + Actor_TrackPoint(actor, &target, headRot, torsoRot); - return 1; + return true; } -s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) { +/** + * Computes the necessary HeadRot and TorsoRot steps to be added to the normal rotation to smoothly turn an actors's + * head and torso towards the player if within a certain yaw, else smoothly returns the rotations back to zero. + * Also sets the focus position with the specified point. + * + * @param play + * @param actor + * @param headRot the computed actor's head's rotation step + * @param torsoRot the computed actor's torso's rotation step + * @param focusPos the point to set as the actor's focus position + * + * @return true if rotated towards player, false if rotations were stepped back to zero. + * + * @note if in a cutscene or debug camera is enabled, the computed rotation will instead turn towards the view eye no + * matter the yaw. + */ +s32 Actor_TrackPlayer(GlobalContext* globalCtx, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos) { Player* player = GET_PLAYER(globalCtx); - s16 sVar3; - Vec3f local_14; + s16 yaw; + Vec3f target; - actor->focus.pos = param_5; + actor->focus.pos = focusPos; - if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) { - sVar3 = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); - if (sVar3 >= 0x4300) { - func_800E8F08(param_3, param_4); - return 0; + if (!((globalCtx->csCtx.state != 0) || gDbgCamEnabled)) { + yaw = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); + if (yaw >= 0x4300) { + Actor_TrackNone(headRot, torsoRot); + return false; } } - if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) { - local_14 = globalCtx->view.eye; + if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) { + target = globalCtx->view.eye; } else { - local_14 = player->actor.focus.pos; + target = player->actor.focus.pos; } - func_800E8FA4(actor, &local_14, param_3, param_4); + Actor_TrackPoint(actor, &target, headRot, torsoRot); - return 1; + return true; } diff --git a/src/code/flg_set.c b/src/code/flg_set.c index 53be7b68d..715d3756f 100644 --- a/src/code/flg_set.c +++ b/src/code/flg_set.c @@ -135,7 +135,7 @@ static s32 sTimer = 0; void FlagSet_Update(GameState* gameState) { GlobalContext* globalCtx = (GlobalContext*)gameState; - Input* input = CONTROLLER1(globalCtx); + Input* input = CONTROLLER1(&globalCtx->state); /* Intra-byte navigation */ diff --git a/src/code/game.c b/src/code/game.c index 2713be299..6f796bc12 100644 --- a/src/code/game.c +++ b/src/code/game.c @@ -52,7 +52,7 @@ void GameState_SetFBFilter(Gfx** gfx, u32 arg1) { sMonoColors.envColor.g = R_FB_FILTER_ENV_COLOR(1); sMonoColors.envColor.b = R_FB_FILTER_ENV_COLOR(2); sMonoColors.envColor.a = R_FB_FILTER_A; - VisMono_Draw(&sMonoColors, &dlist, arg1); + VisMono_Draw(&sMonoColors, &dlist); } } } @@ -213,7 +213,7 @@ void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* g func_80140CE0(&D_801F8010); func_801420C0(&D_801F8020); - func_801418B0(&sMonoColors); + VisMono_Init(&sMonoColors); func_80140898(&D_801F8048); func_801773A0(&D_801F7FF0); func_8013ED9C(); @@ -235,7 +235,7 @@ void GameState_Destroy(GameState* gameState) { func_801773C4(&D_801F7FF0); func_80140D04(&D_801F8010); func_801420F4(&D_801F8020); - func_80141900(&sMonoColors); + VisMono_Destroy(&sMonoColors); func_80140900(&D_801F8048); THA_Dt(&gameState->heap); GameAlloc_Cleanup(&gameState->alloc); diff --git a/src/code/sys_math_atan.c b/src/code/sys_math_atan.c index 09f355d64..d68e1e293 100644 --- a/src/code/sys_math_atan.c +++ b/src/code/sys_math_atan.c @@ -77,57 +77,57 @@ u16 sATan2Tbl[] = { 0x1FF6, 0x1FFB, 0x2000, }; -u16 Math_GetAtan2Tbl(f32 opposite, f32 adjacent) { - return sATan2Tbl[(s32)((opposite / adjacent) * 0x400)]; +u16 Math_GetAtan2Tbl(f32 y, f32 x) { + return sATan2Tbl[(s32)((y / x) * 0x400)]; } -s16 Math_Atan2S(f32 opposite, f32 adjacent) { +s16 Math_Atan2S(f32 y, f32 x) { s32 angle; - if (opposite == 0.0f) { - if (adjacent >= 0.0f) { + if (y == 0.0f) { + if (x >= 0.0f) { angle = 0; } else { angle = 0x8000; } - } else if (adjacent == 0.0f) { - if (opposite >= 0.0f) { + } else if (x == 0.0f) { + if (y >= 0.0f) { angle = 0x4000; } else { angle = 0xC000; } - } else if (opposite >= 0.0f) { - if (adjacent >= 0.0f) { - if (opposite <= adjacent) { - angle = Math_GetAtan2Tbl(opposite, adjacent); + } else if (y >= 0.0f) { + if (x >= 0.0f) { + if (y <= x) { + angle = Math_GetAtan2Tbl(y, x); } else { - angle = 0x4000 - Math_GetAtan2Tbl(adjacent, opposite); + angle = 0x4000 - Math_GetAtan2Tbl(x, y); } } else { - if (-adjacent < opposite) { - angle = Math_GetAtan2Tbl(-adjacent, opposite) + 0x4000; + if (-x < y) { + angle = Math_GetAtan2Tbl(-x, y) + 0x4000; } else { - angle = 0x8000 - Math_GetAtan2Tbl(opposite, -adjacent); + angle = 0x8000 - Math_GetAtan2Tbl(y, -x); } } - } else if (adjacent < 0.0f) { - if (-opposite <= -adjacent) { - angle = Math_GetAtan2Tbl(-opposite, -adjacent) + 0x8000; + } else if (x < 0.0f) { + if (-y <= -x) { + angle = Math_GetAtan2Tbl(-y, -x) + 0x8000; } else { - angle = 0xC000 - Math_GetAtan2Tbl(-adjacent, -opposite); + angle = 0xC000 - Math_GetAtan2Tbl(-x, -y); } } else { - if (adjacent < -opposite) { - angle = Math_GetAtan2Tbl(adjacent, -opposite) + 0xC000; + if (x < -y) { + angle = Math_GetAtan2Tbl(x, -y) + 0xC000; } else { - angle = -Math_GetAtan2Tbl(-opposite, adjacent); + angle = -Math_GetAtan2Tbl(-y, x); } } return angle; } -f32 Math_Atan2F(f32 opposite, f32 adjacent) { - return Math_Atan2S(opposite, adjacent) * (M_PI / 0x8000); +f32 Math_Atan2F(f32 y, f32 x) { + return Math_Atan2S(y, x) * (M_PI / 0x8000); } s16 Math_FAtan2F(f32 adjacent, f32 opposite) { diff --git a/src/code/sys_matrix.c b/src/code/sys_matrix.c index a09d95200..4e517c810 100644 --- a/src/code/sys_matrix.c +++ b/src/code/sys_matrix.c @@ -1,89 +1,1944 @@ +/** + * @file sys_matrix.c + * @brief: Matrix system that mostly uses a matrix stack, and concerns affine transformations. + * + * @note The RSP matrix format (and hence the `MtxF` format) is column-major: vectors are presumed to be row vectors, + * and matrices as a column of row vectors. This means that, for example, a translation matrix + * \f[ + * \begin{pmatrix} + * 1 & 0 & 0 & x \\ + * 0 & 1 & 0 & y \\ + * 0 & 0 & 1 & z \\ + * 0 & 0 & 0 & 1 + * \end{pmatrix} + * \f] + * will be stored as + * + * { { 1, 0, 0, 0 }, + * { 0, 1, 0, 0 }, + * { 0, 0, 1, 0 }, + * { x, y, z, 1 }, } + * + * @note As such, we label the elements in column-major order so we can follow the same conventions for multiplying + * matrices as the rest of the world, i.e. that \f$ [AB]_{ij} = \sum_k A_{ik} B_{kj} \f$. + * + * This file is primarily concerned with matrices representing affine transformations, implemented using an augmented + * matrix formalism, + * + * \f[ + * \begin{pmatrix} + * A & b \\ + * 0 & 1 + * \end{pmatrix} + * \f] + * + * where \f$ A \f$ is a \f$ 3 \times 3 \f$ matrix (the *linear part*) and \f$ b \f$ a \f$ 3 \times 1 \f$ matrix, i.e. a + * 3D vector (the *translation part*), and most of the functions assume that the matrices have this form. + * + * Throughout this file, `mode` indicates whether to multiply the matrix on top of the stack by the new construction + * (APPLY), or to just overwrite it (NEW). + */ +#include "prevent_bss_reordering.h" #include "global.h" -void Matrix_StateAlloc(GameState* gameState) { - sMatrixStack = (MtxF*)THA_AllocEndAlign16(&gameState->heap, 0x500); +/* data */ + +// clang-format off +Mtx gIdentityMtx = gdSPDefMtx( + 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 gIdentityMtxF = { { + { 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 }, +} }; + +/* bss */ + +MtxF* sMatrixStack; //!< original name: "Matrix_stack" +MtxF* sCurrentMatrix; //!< original name: "Matrix_now" + +#define MATRIX_STACK_SIZE 20 + +/* Stack operations */ + +/** + * @brief Create the matrix stack and set the pointer to the top of it. + * + * @remark original name: "new_Matrix" + */ +void Matrix_Init(GameState* gameState) { + sMatrixStack = THA_AllocEndAlign16(&gameState->heap, MATRIX_STACK_SIZE * sizeof(MtxF)); sCurrentMatrix = sMatrixStack; } -void Matrix_StatePush(void) { +/** + * @brief Place a new matrix on the top of the stack and move the stack pointer up. + * + * @remark original name: "Matrix_push" + */ +void Matrix_Push(void) { MtxF* prev = sCurrentMatrix; sCurrentMatrix++; Matrix_MtxFCopy(sCurrentMatrix, prev); } -void Matrix_StatePop(void) { +/** + * @brief Discard the top matrix on the stack and move stack pointer to the next one down. + * + * @remark original name: "Matrix_pull" + */ +void Matrix_Pop(void) { sCurrentMatrix--; } -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_CopyCurrentState.s") +/** + * @brief Copy the top matrix from the stack. + * + * @param[out] dest Matrix into which to copy. + * + * @remark original name: "Matrix_get" + */ +void Matrix_Get(MtxF* dest) { + Matrix_MtxFCopy(dest, sCurrentMatrix); +} + +/** + * @brief Overwrite the top matrix on the stack. + * + * @param[in] src Matrix from which to copy. + * + * @remark original name: "Matrix_put" + */ +void Matrix_Put(MtxF* src) { + Matrix_MtxFCopy(sCurrentMatrix, src); +} + +/** + * @brief Return pointer to the top of the matrix stack. + * + * @return pointer to top matrix on the stack. + * + * @remark original name: get_Matrix_now + */ +MtxF* Matrix_GetCurrent(void) { + return sCurrentMatrix; +} + +/* General transformation matrix functions */ + +/** + * @brief General multiplication of current by a matrix. + * - APPLY: current * mf -> current + * - NEW: mf -> current + * + * @param mf Matrix to multiply by. + * @param mode APPLY or NEW. + * + * @remark original name: "Matrix_mult" + */ +void Matrix_Mult(MtxF* mf, MatrixMode mode) { + MtxF* cmf = Matrix_GetCurrent(); + + if (mode == MTXMODE_APPLY) { + SkinMatrix_MtxFMtxFMult(cmf, mf, cmf); + } else { + Matrix_MtxFCopy(sCurrentMatrix, mf); + } +} + +/** + * @brief Right-multiply current by a translation matrix T. + * - APPLY: current * T -> current + * - NEW: T -> current + * + * T is given by + * + * \f[ + * \begin{pmatrix} + * 1 & 0 & 0 & x \\ + * 0 & 1 & 0 & y \\ + * 0 & 0 & 1 & z \\ + * 0 & 0 & 0 & 1 + * \end{pmatrix} . + * \f] + * + * @param x translation distance in the x direction. + * @param y translation distance in the y direction. + * @param z translation distance in the z direction. + * @param mode APPLY or NEW. + * + * @remark original name: "Matrix_translate" + */ +void Matrix_Translate(f32 x, f32 y, f32 z, MatrixMode mode) { + MtxF* cmf = sCurrentMatrix; + f32 tempX; + f32 tempY; + + if (mode == MTXMODE_APPLY) { + tempX = cmf->xx; + tempY = cmf->xy; + cmf->xw += tempX * x + tempY * y + cmf->xz * z; + tempX = cmf->yx; + tempY = cmf->yy; + cmf->yw += tempX * x + tempY * y + cmf->yz * z; + tempX = cmf->zx; + tempY = cmf->zy; + cmf->zw += tempX * x + tempY * y + cmf->zz * z; + tempX = cmf->wx; + tempY = cmf->wy; + cmf->ww += tempX * x + tempY * y + cmf->wz * z; + } else { + SkinMatrix_SetTranslate(cmf, x, y, z); + } +} + +/** + * @brief Right-multiply by the diagonal scale matrix S = diag(x,y,z,1). + * - APPLY: current * S -> current + * - NEW: S -> current + * + * S is given by + * + * \f[ + * \begin{pmatrix} + * x & 0 & 0 & 0 \\ + * 0 & y & 0 & 0 \\ + * 0 & 0 & z & 0 \\ + * 0 & 0 & 0 & 1 + * \end{pmatrix} . + * \f] + * + * @param x scale in x direction. + * @param y scale in y direction. + * @param z scale in z direction. + * @param mode APPLY or NEW. + * + * @remark original name: "Matrix_scale" + */ +void Matrix_Scale(f32 x, f32 y, f32 z, MatrixMode 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); + } +} + +/** + * @brief Right-multiply by a rotation about the x axis + * - APPLY: current * R -> current + * - NEW: R -> current + * + * R is given by + * + * \f[ + * \begin{pmatrix} + * 1 & 0 & 0 & 0 \\ + * 0 & c & -s & 0 \\ + * 0 & s & c & 0 \\ + * 0 & 0 & 0 & 1 + * \end{pmatrix} + * \f] + * + * where \f$ c = \cos x, s = \sin x \f$. + * + * @note The same as Matrix_RotateXF(), but uses a binary angle. + * + * @param x rotation angle (binary). + * @param mode APPLY or NEW. + * + * @remark original name: "Matrix_RotateX" + */ +void Matrix_RotateXS(s16 x, MatrixMode mode) { + MtxF* cmf; + f32 sin; + f32 cos; + f32 tempY; + f32 tempZ; + + if (mode == MTXMODE_APPLY) { + if (x != 0) { + cmf = sCurrentMatrix; + + sin = Math_SinS(x); + cos = Math_CosS(x); + + tempY = cmf->xy; + tempZ = cmf->xz; + cmf->xy = tempY * cos + tempZ * sin; + cmf->xz = tempZ * cos - tempY * sin; + + tempY = cmf->yy; + tempZ = cmf->yz; + cmf->yy = tempY * cos + tempZ * sin; + cmf->yz = tempZ * cos - tempY * sin; + + tempY = cmf->zy; + tempZ = cmf->zz; + cmf->zy = tempY * cos + tempZ * sin; + cmf->zz = tempZ * cos - tempY * sin; + + tempY = cmf->wy; + tempZ = cmf->wz; + cmf->wy = tempY * cos + tempZ * sin; + cmf->wz = tempZ * cos - tempY * sin; + } + } else { + cmf = sCurrentMatrix; + + if (x != 0) { + sin = Math_SinS(x); + cos = Math_CosS(x); + } else { + sin = 0.0f; + cos = 1.0f; + } + + cmf->yx = 0.0f; + cmf->zx = 0.0f; + cmf->wx = 0.0f; + cmf->xy = 0.0f; + cmf->wy = 0.0f; + cmf->xz = 0.0f; + cmf->wz = 0.0f; + cmf->xw = 0.0f; + cmf->yw = 0.0f; + cmf->zw = 0.0f; + cmf->xx = 1.0f; + cmf->ww = 1.0f; + cmf->yy = cos; + cmf->zz = cos; + cmf->zy = sin; + cmf->yz = -sin; + } +} + +// Unused +/** + * @brief Right-multiply by a rotation about the x axis. + * - APPLY: current * R -> current + * - NEW: R -> current + * + * R is given by + * + * \f[ + * \begin{pmatrix} + * 1 & 0 & 0 & 0 \\ + * 0 & c & -s & 0 \\ + * 0 & s & c & 0 \\ + * 0 & 0 & 0 & 1 + * \end{pmatrix} + * \f] + * + * where \f$ c = \cos x, s = \sin x \f$. + * + * @note The same as Matrix_RotateXS(), but uses a float angle in radians. + * + * @param x rotation angle (radians). + * @param mode APPLY or NEW. + * + * @remark original name may have been "Matrix_RotateX", but clashed with the previous function. + */ +void Matrix_RotateXF(f32 x, MatrixMode mode) { + MtxF* cmf; + f32 sin; + f32 cos; + f32 tempY; + f32 tempZ; + f32 zero = 0.0; + f32 one = 1.0; + + if (mode == MTXMODE_APPLY) { + if (x != 0) { + cmf = sCurrentMatrix; + + sin = sinf(x); + cos = cosf(x); + + tempY = cmf->xy; + tempZ = cmf->xz; + cmf->xy = tempY * cos + tempZ * sin; + cmf->xz = tempZ * cos - tempY * sin; + + tempY = cmf->yy; + tempZ = cmf->yz; + cmf->yy = tempY * cos + tempZ * sin; + cmf->yz = tempZ * cos - tempY * sin; + + tempY = cmf->zy; + tempZ = cmf->zz; + cmf->zy = tempY * cos + tempZ * sin; + cmf->zz = tempZ * cos - tempY * sin; + + tempY = cmf->wy; + tempZ = cmf->wz; + cmf->wy = tempY * cos + tempZ * sin; + cmf->wz = tempZ * cos - tempY * sin; + } + } else { + cmf = sCurrentMatrix; + + if (x != 0) { + sin = sinf(x); + cos = cosf(x); + } else { + sin = zero; + cos = one; + } + + cmf->xx = one; + cmf->yx = zero; + cmf->zx = zero; + cmf->wx = zero; + cmf->xy = zero; + cmf->yy = cos; + cmf->zy = sin; + cmf->wy = zero; + cmf->xz = zero; + cmf->yz = -sin; + cmf->zz = cos; + cmf->wz = zero; + cmf->xw = zero; + cmf->yw = zero; + cmf->zw = zero; + cmf->ww = one; + } +} + +/** + * @brief Right-multiply by a rotation about the x axis. + * current * R -> current + * + * @note Matrix_RotateXF() with mode APPLY. + * + * @param x rotation angle (radians). + */ +void Matrix_RotateXFApply(f32 x) { + MtxF* cmf; + f32 sin; + f32 cos; + f32 tempY; + f32 tempZ; + s32 pad; + + if (x != 0.0f) { + cmf = sCurrentMatrix; + + sin = sins(RADF_TO_BINANG(x)) * SHT_MINV; + cos = coss(RADF_TO_BINANG(x)) * SHT_MINV; + + tempY = cmf->xy; + tempZ = cmf->xz; + cmf->xy = (tempY * cos) + (tempZ * sin); + cmf->xz = (tempZ * cos) - (tempY * sin); + + tempY = cmf->yy; + tempZ = cmf->yz; + cmf->yy = (tempY * cos) + (tempZ * sin); + cmf->yz = (tempZ * cos) - (tempY * sin); + + tempY = cmf->zy; + tempZ = cmf->zz; + cmf->zy = (tempY * cos) + (tempZ * sin); + cmf->zz = (tempZ * cos) - (tempY * sin); + + tempY = cmf->wy; + tempZ = cmf->wz; + cmf->wy = (tempY * cos) + (tempZ * sin); + cmf->wz = (tempZ * cos) - (tempY * sin); + } +} + +/** + * @brief Replace current by a rotation about the x axis. + * R -> current + * + * @note Matrix_RotateXF() with mode NEW. + * + * @param x rotation angle (radians). + */ +void Matrix_RotateXFNew(f32 x) { + MtxF* cmf = sCurrentMatrix; + s32 pad[2]; + f32 sin; + f32 cos; + + cmf->xx = 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->ww = 1.0f; + + if (x != 0.0f) { + sin = sinf(x); + cos = cosf(x); + + cmf->yy = cos; + cmf->zz = cos; + cmf->yz = -sin; + cmf->zy = sin; + } else { + cmf->yy = 1.0f; + cmf->zy = 0.0f; + cmf->yz = 0.0f; + cmf->zz = 1.0f; + } +} + +/** + * @brief Right-multiply by a rotation about the y axis + * - APPLY: current * R -> current + * - NEW: R -> current + * + * R is given by + * + * \f[ + * \begin{pmatrix} + * c & 0 & s & 0 \\ + * 0 & 1 & 0 & 0 \\ + * -s & 0 & c & 0 \\ + * 0 & 0 & 0 & 1 + * \end{pmatrix} + * \f] + * + * where \f$ c = \cos y, s = \sin y \f$. + * + * @note The same as Matrix_RotateYF(), but uses a binary angle. + * + * @param y rotation angle (binary). + * @param mode APPLY or NEW. + * + * @remark original name: "Matrix_RotateY" + */ +void Matrix_RotateYS(s16 y, MatrixMode mode) { + MtxF* cmf; + f32 sin; + f32 cos; + f32 tempX; + f32 tempZ; + + if (mode == MTXMODE_APPLY) { + if (y != 0) { + cmf = sCurrentMatrix; + + sin = Math_SinS(y); + cos = Math_CosS(y); + + tempX = cmf->xx; + tempZ = cmf->xz; + cmf->xx = tempX * cos - tempZ * sin; + cmf->xz = tempX * sin + tempZ * cos; + + tempX = cmf->yx; + tempZ = cmf->yz; + cmf->yx = tempX * cos - tempZ * sin; + cmf->yz = tempX * sin + tempZ * cos; + + tempX = cmf->zx; + tempZ = cmf->zz; + cmf->zx = tempX * cos - tempZ * sin; + cmf->zz = tempX * sin + tempZ * cos; + + tempX = cmf->wx; + tempZ = cmf->wz; + cmf->wx = tempX * cos - tempZ * sin; + cmf->wz = tempX * sin + tempZ * cos; + } + } else { + cmf = sCurrentMatrix; + + if (y != 0) { + sin = Math_SinS(y); + cos = Math_CosS(y); + } else { + sin = 0.0f; + cos = 1.0f; + } + + cmf->yx = 0.0f; + cmf->wx = 0.0f; + cmf->xy = 0.0f; + cmf->zy = 0.0f; + cmf->wy = 0.0f; + cmf->yz = 0.0f; + cmf->wz = 0.0f; + cmf->xw = 0.0f; + cmf->yw = 0.0f; + cmf->zw = 0.0f; + cmf->yy = 1.0f; + cmf->ww = 1.0f; + cmf->xx = cos; + cmf->zz = cos; + cmf->zx = -sin; + cmf->xz = sin; + } +} + +/** + * @brief Right-multiply by a rotation about the y axis. + * - APPLY: current * R -> current + * - NEW: R -> current + * + * R is given by + * + * \f[ + * \begin{pmatrix} + * c & 0 & s & 0 \\ + * 0 & 1 & 0 & 0 \\ + * -s & 0 & c & 0 \\ + * 0 & 0 & 0 & 1 + * \end{pmatrix} + * \f] + * + * where \f$ c = \cos y, s = \sin y \f$. + * + * @note The same as Matrix_RotateYS(), but uses a float angle in radians. + * + * @param y rotation angle (radians). + * @param mode APPLY or NEW. + * + * @remark original name may have been "Matrix_RotateY", but clashed with the previous function. + */ +void Matrix_RotateYF(f32 y, MatrixMode mode) { + MtxF* cmf; + f32 sin; + f32 cos; + f32 tempX; + f32 tempZ; + f32 zero = 0.0; + f32 one = 1.0; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_SetCurrentState.s") + if (mode == MTXMODE_APPLY) { + if (y != 0.0f) { + cmf = sCurrentMatrix; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_GetCurrentState.s") + sin = sinf(y); + cos = cosf(y); -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertMatrix.s") + tempX = cmf->xx; + tempZ = cmf->xz; + cmf->xx = tempX * cos - tempZ * sin; + cmf->xz = tempX * sin + tempZ * cos; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertTranslation.s") + tempX = cmf->yx; + tempZ = cmf->yz; + cmf->yx = tempX * cos - tempZ * sin; + cmf->yz = tempX * sin + tempZ * cos; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_Scale.s") + tempX = cmf->zx; + tempZ = cmf->zz; + cmf->zx = tempX * cos - tempZ * sin; + cmf->zz = tempX * sin + tempZ * cos; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertXRotation_s.s") + tempX = cmf->wx; + tempZ = cmf->wz; + cmf->wx = tempX * cos - tempZ * sin; + cmf->wz = tempX * sin + tempZ * cos; + } + } else { + cmf = sCurrentMatrix; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertXRotation_f.s") + if (y != 0.0f) { + sin = sinf(y); + cos = cosf(y); + } else { + cos = one; + sin = zero; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_RotateStateAroundXAxis.s") + cmf->yx = zero; + cmf->wx = zero; + cmf->xy = zero; + cmf->zy = zero; + cmf->wy = zero; + cmf->yz = zero; + cmf->wz = zero; + cmf->xw = zero; + cmf->yw = zero; + cmf->zw = zero; + cmf->yy = one; + cmf->ww = one; + cmf->xx = cos; + cmf->zz = cos; + cmf->zx = -sin; + cmf->xz = sin; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_SetStateXRotation.s") +/** + * @brief Right-multiply by a rotation about the z axis. + * - APPLY: current * R -> current + * - NEW: R -> current + * + * R is given by + * + * \f[ + * \begin{pmatrix} + * c & -s & 0 & 0 \\ + * s & c & 0 & 0 \\ + * 0 & 0 & 1 & 0 \\ + * 0 & 0 & 0 & 1 + * \end{pmatrix} + * \f] + * + * where \f$ c = \cos z, s = \sin z \f$. + * + * @note The same as Matrix_RotateZF, but uses a binary angle. + * + * @param z rotation angle (binary). + * @param mode APPLY or NEW. + * + * @remark original name: "Matrix_RotateZ" + */ +void Matrix_RotateZS(s16 z, MatrixMode mode) { + MtxF* cmf; + f32 sin; + f32 cos; + f32 tempX; + f32 tempY; + f32 zero = 0.0; + f32 one = 1.0; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_RotateY.s") + if (mode == MTXMODE_APPLY) { + if (z != 0) { + cmf = sCurrentMatrix; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertYRotation_f.s") + sin = Math_SinS(z); + cos = Math_CosS(z); -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertZRotation_s.s") + tempX = cmf->xx; + tempY = cmf->xy; + cmf->xx = tempX * cos + tempY * sin; + cmf->xy = tempY * cos - tempX * sin; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertZRotation_f.s") + tempX = cmf->yx; + tempY = cmf->yy; + cmf->yx = tempX * cos + tempY * sin; + cmf->yy = tempY * cos - tempX * sin; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertRotation.s") + tempX = cmf->zx; + tempY = cmf->zy; + cmf->zx = tempX * cos + tempY * sin; + cmf->zy = tempY * cos - tempX * sin; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_JointPosition.s") + tempX = cmf->wx; + tempY = cmf->wy; + cmf->wx = tempX * cos + tempY * sin; + cmf->wy = tempY * cos - tempX * sin; + } + } else { + cmf = sCurrentMatrix; + + if (z != 0) { + sin = Math_SinS(z); + cos = Math_CosS(z); + } else { + sin = zero; + cos = one; + } + + cmf->zx = zero; + cmf->wx = zero; + cmf->zy = zero; + cmf->wy = zero; + cmf->xz = zero; + cmf->yz = zero; + cmf->wz = zero; + cmf->xw = zero; + cmf->yw = zero; + cmf->zw = zero; + cmf->zz = one; + cmf->ww = one; + cmf->xx = cos; + cmf->yy = cos; + cmf->yx = sin; + cmf->xy = -sin; + } +} + +/** + * @brief Right-multiply by a rotation about the z axis. + * - APPLY: current * R -> current + * - NEW: R -> current + * + * R is given by + * + * \f[ + * \begin{pmatrix} + * c & -s & 0 & 0 \\ + * s & c & 0 & 0 \\ + * 0 & 0 & 1 & 0 \\ + * 0 & 0 & 0 & 1 + * \end{pmatrix} + * \f] + * + * where \f$ c = \cos z, s = \sin z \f$. + * + * @note The same as Matrix_RotateYS(), but uses a float angle in radians. + * + * @param z rotation angle (radians). + * @param mode APPLY or NEW. + * + * @remark original name may have been "Matrix_RotateZ", but clashed with the previous function. + */ +void Matrix_RotateZF(f32 z, MatrixMode mode) { + MtxF* cmf; + f32 sin; + f32 cos; + f32 tempX; + f32 tempY; + + if (mode == MTXMODE_APPLY) { + if (z != 0) { + cmf = sCurrentMatrix; + + sin = sinf(z); + cos = cosf(z); + + tempX = cmf->xx; + tempY = cmf->xy; + cmf->xx = tempX * cos + tempY * sin; + cmf->xy = tempY * cos - tempX * sin; + + tempX = cmf->yx; + tempY = cmf->yy; + cmf->yx = tempX * cos + tempY * sin; + cmf->yy = tempY * cos - tempX * sin; + + tempX = cmf->zx; + tempY = cmf->zy; + cmf->zx = tempX * cos + tempY * sin; + cmf->zy = tempY * cos - tempX * sin; + + tempX = cmf->wx; + tempY = cmf->wy; + cmf->wx = tempX * cos + tempY * sin; + cmf->wy = tempY * cos - tempX * 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; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_SetStateRotationAndTranslation.s") +/** + * @brief Rotate using ZYX Tait-Bryan angles. + * - APPLY: current Rz Ry Rx -> current + * - NEW: Rz Ry Rx -> current + * + * This means a (column) vector is first rotated around X, then around Y, then around Z, then (if `mode` is APPLY) gets + * transformed by what the matrix was before adding the ZYX rotation. + * + * See previous functions for the forms of Rz, Ry, Rx + * + * @param x binary angle to rotate about x axis + * @param y binary angle to rotate about y axis + * @param z binary angle to rotate about z axis + * @param mode APPLY or NEW + * + * @remark original name: "Matrix_RotateXYZ", changed to reflect rotation order. + */ +void Matrix_RotateZYX(s16 x, s16 y, s16 z, MatrixMode mode) { + MtxF* cmf = sCurrentMatrix; + f32 temp1; + f32 temp2; + f32 sin; + f32 cos; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_ToRSPMatrix.s") + if (mode == MTXMODE_APPLY) { + if (z != 0) { // Added in MM, OoT always follows the nonzero path + sin = Math_SinS(z); + cos = Math_CosS(z); -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_ToMtx.s") + temp1 = cmf->xx; + temp2 = cmf->xy; + cmf->xx = temp1 * cos + temp2 * sin; + cmf->xy = temp2 * cos - temp1 * sin; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_NewMtx.s") + temp1 = cmf->yx; + temp2 = cmf->yy; + cmf->yx = temp1 * cos + temp2 * sin; + cmf->yy = temp2 * cos - temp1 * sin; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_AppendToPolyOpaDisp.s") + temp1 = cmf->zx; + temp2 = cmf->zy; + cmf->zx = temp1 * cos + temp2 * sin; + cmf->zy = temp2 * cos - temp1 * sin; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_MultiplyVector3fByState.s") + temp1 = cmf->wx; + temp2 = cmf->wy; + cmf->wx = temp1 * cos + temp2 * sin; + cmf->wy = temp2 * cos - temp1 * sin; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_GetStateTranslation.s") + if (y != 0) { + sin = Math_SinS(y); + cos = Math_CosS(y); -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_GetStateTranslationAndScaledX.s") + temp1 = cmf->xx; + temp2 = cmf->xz; + cmf->xx = temp1 * cos - temp2 * sin; + cmf->xz = temp1 * sin + temp2 * cos; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_GetStateTranslationAndScaledY.s") + temp1 = cmf->yx; + temp2 = cmf->yz; + cmf->yx = temp1 * cos - temp2 * sin; + cmf->yz = temp1 * sin + temp2 * cos; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_GetStateTranslationAndScaledZ.s") + temp1 = cmf->zx; + temp2 = cmf->zz; + cmf->zx = temp1 * cos - temp2 * sin; + cmf->zz = temp1 * sin + temp2 * cos; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_MultiplyVector3fXZByCurrentState.s") + temp1 = cmf->wx; + temp2 = cmf->wz; + cmf->wx = temp1 * cos - temp2 * sin; + cmf->wz = temp1 * sin + temp2 * cos; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_MtxFCopy.s") + if (x != 0) { + sin = Math_SinS(x); + cos = Math_CosS(x); -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_FromRSPMatrix.s") + temp1 = cmf->xy; + temp2 = cmf->xz; + cmf->xy = temp1 * cos + temp2 * sin; + cmf->xz = temp2 * cos - temp1 * sin; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_MultiplyVector3fByMatrix.s") + temp1 = cmf->yy; + temp2 = cmf->yz; + cmf->yy = temp1 * cos + temp2 * sin; + cmf->yz = temp2 * cos - temp1 * sin; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_TransposeXYZ.s") + temp1 = cmf->zy; + temp2 = cmf->zz; + cmf->zy = temp1 * cos + temp2 * sin; + cmf->zz = temp2 * cos - temp1 * sin; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_NormalizeXYZ.s") + temp1 = cmf->wy; + temp2 = cmf->wz; + cmf->wy = temp1 * cos + temp2 * sin; + cmf->wz = temp2 * cos - temp1 * sin; + } + } else { + SkinMatrix_SetRotateRPY(cmf, x, y, z); + } +} + +/** + * @brief Translate and rotate using ZYX Tait-Bryan angles. + * current T Rz Ry Rx -> current + * + * This means a (column) vector is first rotated around X, then around Y, then around Z, then translated, then gets + * transformed by whatever the matrix was previously. + * + * @param translation vector by which to translate. + * @param rot vector of rotation angles. + * + * @remark original name appears to be "Matrix_softcv3_mult" + */ +void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rot) { + MtxF* cmf = sCurrentMatrix; + f32 sin = Math_SinS(rot->z); + f32 cos = Math_CosS(rot->z); + f32 temp1; + f32 temp2; + + // No check for z != 0, presumably since translation is interleaved. + 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 (rot->y != 0) { + sin = Math_SinS(rot->y); + cos = Math_CosS(rot->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 (rot->x != 0) { + sin = Math_SinS(rot->x); + cos = Math_CosS(rot->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; + } +} + +/** + * @brief Set current to a general translation and rotation using YXZ Tait-Bryan angles: T Ry Rx Rz -> current + * + * This means a (column) vector is first rotated around Y, then around X, then around Z, then translated, then gets + * transformed by whatever the matrix was previously. + * + * @param x amount to translate in X direction. + * @param y amount to translate in Y direction. + * @param z amount to translate in Z direction. + * @param rot vector of rotation angles. + * + * @remark original name appears to be "Matrix_softcv3_load" + */ +void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot) { + MtxF* cmf = sCurrentMatrix; + f32 sinY = Math_SinS(rot->y); + f32 cosY = Math_CosS(rot->y); + f32 cosTemp; + f32 sinTemp; + + cmf->xx = cosY; + cmf->zx = -sinY; + cmf->xw = x; + cmf->yw = y; + cmf->zw = z; + cmf->wx = 0.0f; + cmf->wy = 0.0f; + cmf->wz = 0.0f; + cmf->ww = 1.0f; + + if (rot->x != 0) { + sinTemp = Math_SinS(rot->x); + cosTemp = Math_CosS(rot->x); + + cmf->zz = cosY * cosTemp; + cmf->zy = cosY * sinTemp; + cmf->xz = sinY * cosTemp; + cmf->xy = sinY * sinTemp; + cmf->yz = -sinTemp; + cmf->yy = cosTemp; + } else { + cmf->zz = cosY; + cmf->xz = sinY; + cmf->yz = 0.0f; + cmf->zy = 0.0f; + cmf->xy = 0.0f; + cmf->yy = 1.0f; + } + + if (rot->z != 0) { + sinTemp = Math_SinS(rot->z); + cosTemp = Math_CosS(rot->z); + + sinY = cmf->xx; + cosY = cmf->xy; + cmf->xx = sinY * cosTemp + cosY * sinTemp; + cmf->xy = cosY * cosTemp - sinY * sinTemp; + + sinY = cmf->zx; + cosY = cmf->zy; + cmf->zx = sinY * cosTemp + cosY * sinTemp; + cmf->zy = cosY * cosTemp - sinY * sinTemp; + + cosY = cmf->yy; + cmf->yx = cosY * sinTemp; + cmf->yy = cosY * cosTemp; + } else { + cmf->yx = 0.0f; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/func_8018219C.s") +/** + * @brief Converts a floating-point MtxF to a fixed-point RSP-compatible matrix. + * + * @param[in] src MtxF to convert. + * @param[out] dest mtx to output to. + * + * @return dest + * + * @remark original name: "_MtxF_to_Mtx" + */ +Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest) { + s32 temp; + u16* intPart = (u16*)&dest->m[0][0]; + u16* fracPart = (u16*)&dest->m[2][0]; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/func_801822C4.s") + // For some reason the first 9 elements use the intPart temp for the fractional part. + temp = src->xx * 0x10000; + intPart[0] = (temp >> 0x10); + intPart[16 + 0] = temp; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertRotationAroundUnitVector_f.s") + temp = src->yx * 0x10000; + intPart[1] = (temp >> 0x10); + intPart[16 + 1] = temp; -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertRotationAroundUnitVector_s.s") + temp = src->zx * 0x10000; + intPart[2] = (temp >> 0x10); + intPart[16 + 2] = temp; + + temp = src->wx * 0x10000; + intPart[3] = (temp >> 0x10); + intPart[16 + 3] = temp; + + temp = src->xy * 0x10000; + intPart[4] = (temp >> 0x10); + intPart[16 + 4] = temp; + + temp = src->yy * 0x10000; + intPart[5] = (temp >> 0x10); + intPart[16 + 5] = temp; + + temp = src->zy * 0x10000; + intPart[6] = (temp >> 0x10); + intPart[16 + 6] = temp; + + temp = src->wy * 0x10000; + intPart[7] = (temp >> 0x10); + intPart[16 + 7] = temp; + + temp = src->xz * 0x10000; + intPart[8] = (temp >> 0x10); + intPart[16 + 8] = temp; + + temp = src->yz * 0x10000; + intPart[9] = (temp >> 0x10); + fracPart[9] = temp; + + temp = src->zz * 0x10000; + intPart[10] = (temp >> 0x10); + fracPart[10] = temp; + + temp = src->wz * 0x10000; + intPart[11] = (temp >> 0x10); + fracPart[11] = temp; + + temp = src->xw * 0x10000; + intPart[12] = (temp >> 0x10); + fracPart[12] = temp; + + temp = src->yw * 0x10000; + intPart[13] = (temp >> 0x10); + fracPart[13] = temp; + + temp = src->zw * 0x10000; + intPart[14] = (temp >> 0x10); + fracPart[14] = temp; + + temp = src->ww * 0x10000; + intPart[15] = (temp >> 0x10); + fracPart[15] = temp; + + return dest; +} + +/** + * @brief Converts current to a fixed-point RSP-compatible matrix. + * + * @note Debug uses Matrix_CheckFloats to test current first. + * + * @param[out] dest mtx to output to. + * + * @return dest + * + * @remark original name: "_Matrix_to_Mtx" + */ +Mtx* Matrix_ToMtx(Mtx* dest) { + return Matrix_MtxFToMtx(sCurrentMatrix, dest); +} + +/** + * @brief Converts current to a RSP-compatible matrix and saves it to allocated space in the OPA buffer. + * + * @param[in,out] gfxCtx Graphics context. + * + * @return allocated mtx. + * + * @remark original name: "_Matrix_to_Mtx_new" + */ +Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx) { + return Matrix_ToMtx(GRAPH_ALLOC(gfxCtx, sizeof(Mtx))); +} + +// Unused +/** + * @brief Converts src to a RSP-compatible matrix and saves it to allocated space in the OPA buffer. + * + * @param[in] src MtxF to convert. + * @param[in,out] gfxCtx Graphics context. + * + * @return allocated mtx. + * + * @remark original name unknown, likely close to "_Matrix_MtxF_to_Mtx_new" + */ +Mtx* Matrix_MtxFToNewMtx(MtxF* src, GraphicsContext* gfxCtx) { + return Matrix_MtxFToMtx(src, GRAPH_ALLOC(gfxCtx, sizeof(Mtx))); +} + +/** + * @brief Calculates current * (src,1) and writes its components to dest. + * + * This assumes that current has the form + * + * \f[ + * M = + * \begin{pmatrix} + * A & b \\ + * 0 & 1 + * \end{pmatrix} + * \f] + * + * where A is \f$ 3 \times 3 \f$ and b \f$ 3 \times 1 \f$, and so calculates + * + * \f[ + * MX = + * \begin{pmatrix} + * A & b \\ + * 0 & 1 + * \end{pmatrix} + * \begin{pmatrix} + * x \\ + * 1 + * \end{pmatrix} + * = + * \begin{pmatrix} + * Ax + b \\ + * 1 + * \end{pmatrix} + * \f] + * + * and discards the extra w component (1). + * + * @param[in] src input vector + * @param[out] dest output vector + * + * @remark original name: "Matrix_Position" + */ +void Matrix_MultVec3f(Vec3f* src, Vec3f* dest) { + MtxF* cmf = sCurrentMatrix; + + dest->x = cmf->xw + (cmf->xx * src->x + cmf->xy * src->y + cmf->xz * src->z); + dest->y = cmf->yw + (cmf->yx * src->x + cmf->yy * src->y + cmf->yz * src->z); + dest->z = cmf->zw + (cmf->zx * src->x + cmf->zy * src->y + cmf->zz * src->z); +} + +/** + * @brief Multiply the vector `(0, 0, 0, 1)` by current. + * + * Can also see it as obtaining the translation vector part of current, but the former interpretation is consistent with + * the other functions nearby. + * + * @note Special case of Matrix_MultVec3f() with `src = { 0, 0, 0 }`; the same assumptions apply. + * + * @param[out] dest output vector. + * + * @remark original name: "Matrix_Position_Zero" + */ +void Matrix_MultZero(Vec3f* dest) { + MtxF* cmf = sCurrentMatrix; + + dest->x = cmf->xw; + dest->y = cmf->yw; + dest->z = cmf->zw; +} + +/** + * @brief Multiply the vector `(x, 0, 0, 1)` by current. + * + * I.e. calculate \f$ A(x, 0, 0) + b \f$. + * + * @note Special case of Matrix_MultVec3f() with `src = { x, 0, 0 }`; the same assumptions apply. + * + * @param[in] x multiplier of unit vector in x direction. + * @param[out] dest output vector. + * + * @remark original name: "Matrix_Position_VecX" + */ +void Matrix_MultVecX(f32 x, Vec3f* dest) { + MtxF* cmf = sCurrentMatrix; + + dest->x = cmf->xw + cmf->xx * x; + dest->y = cmf->yw + cmf->yx * x; + dest->z = cmf->zw + cmf->zx * x; +} + +/** + * @brief Multiply the vector `(0, y, 0, 1)` by current. + * + * I.e. calculate \f$ A(0, y, 0) + b \f$. + * + * @note Special case of Matrix_MultVec3f() with `src = { 0, y, 0 }`; the same assumptions apply. + * + * @param[in] y multiplier of unit vector in y direction. + * @param[out] dest output vector. + * + * @remark original name is most likely "Matrix_Position_VecY" by analogy with the other two. + */ +void Matrix_MultVecY(f32 y, Vec3f* dest) { + MtxF* cmf = sCurrentMatrix; + + dest->x = cmf->xw + cmf->xy * y; + dest->y = cmf->yw + cmf->yy * y; + dest->z = cmf->zw + cmf->zy * y; +} + +/** + * @brief Multiply the vector `(0, 0, z, 1)` by current. + * + * I.e. calculate \f$ A(0, 0, z) + b \f$. + * + * @note Special case of Matrix_MultVec3f() with `src = { 0, 0, z }`; the same assumptions apply. + * + * @param[in] z multiplier of unit vector in z direction. + * @param[out] dest output vector. + * + * @remark original name: "Matrix_Position_VecZ" + */ +void Matrix_MultVecZ(f32 z, Vec3f* dest) { + MtxF* cmf = sCurrentMatrix; + + dest->x = cmf->xw + cmf->xz * z; + dest->y = cmf->yw + cmf->yz * z; + dest->z = cmf->zw + cmf->zz * z; +} + +/** + * @brief Calculates current * (src,1) and writes its x and z components to dest. + * + * The same as Matrix_MultVec3f(), but only applies to the x and z components; the same assumptions apply. + * + * @note Unlike the previous functions, does *not* just multiply (x, 0, z, 1) and save the x,y,z components. + * + * @param[in] src input vector. + * @param[out] dest output vector. + */ +void Matrix_MultVec3fXZ(Vec3f* src, Vec3f* dest) { + MtxF* cmf = sCurrentMatrix; + + dest->x = cmf->xw + (cmf->xx * src->x + cmf->xy * src->y + cmf->xz * src->z); + dest->z = cmf->zw + (cmf->zx * src->x + cmf->zy * src->y + cmf->zz * src->z); +} + +/** + * @brief Copies the matrix src into dest. + * + * @param[out] dest matrix to copy to. + * @param[in] src matrix to copy from. + * + * @remark original name: "Matrix_copy_MtxF" + */ +void Matrix_MtxFCopy(MtxF* dest, MtxF* src) { + f32 fv0; + f32 fv1; + + // This ought to be a loop, but all attempts to match it as one have so far failed. + if (1) { + fv0 = src->mf[0][0]; + fv1 = src->mf[0][1]; + dest->mf[0][0] = fv0; + dest->mf[0][1] = fv1; + fv0 = src->mf[0][2]; + fv1 = src->mf[0][3]; + dest->mf[0][2] = fv0; + dest->mf[0][3] = fv1; + } + if (1) { + fv0 = src->mf[1][0]; + fv1 = src->mf[1][1]; + dest->mf[1][0] = fv0; + dest->mf[1][1] = fv1; + fv0 = src->mf[1][2]; + fv1 = src->mf[1][3]; + dest->mf[1][2] = fv0; + dest->mf[1][3] = fv1; + } + if (1) { + fv0 = src->mf[2][0]; + fv1 = src->mf[2][1]; + dest->mf[2][0] = fv0; + dest->mf[2][1] = fv1; + fv0 = src->mf[2][2]; + fv1 = src->mf[2][3]; + dest->mf[2][2] = fv0; + dest->mf[2][3] = fv1; + } + if (1) { + fv0 = src->mf[3][0]; + fv1 = src->mf[3][1]; + dest->mf[3][0] = fv0; + dest->mf[3][1] = fv1; + fv0 = src->mf[3][2]; + fv1 = src->mf[3][3]; + dest->mf[3][2] = fv0; + dest->mf[3][3] = fv1; + } +} + +/** + * @brief Converts fixed-point RSP-compatible matrix to an MtxF. + * + * @param[in] src mtx to convert + * @param[out] dest MtxF to output to + * + * @remark original name: "Matrix_MtxtoMtxF" + */ +void Matrix_MtxToMtxF(Mtx* src, MtxF* dest) { + u16* intPart = (u16*)&src->m[0][0]; + u16* fracPart = (u16*)&src->m[2][0]; + + dest->xx = ((intPart[0] << 0x10) | fracPart[0]) * (1 / (f32)0x10000); + dest->yx = ((intPart[1] << 0x10) | fracPart[1]) * (1 / (f32)0x10000); + dest->zx = ((intPart[2] << 0x10) | fracPart[2]) * (1 / (f32)0x10000); + dest->wx = ((intPart[3] << 0x10) | fracPart[3]) * (1 / (f32)0x10000); + dest->xy = ((intPart[4] << 0x10) | fracPart[4]) * (1 / (f32)0x10000); + dest->yy = ((intPart[5] << 0x10) | fracPart[5]) * (1 / (f32)0x10000); + dest->zy = ((intPart[6] << 0x10) | fracPart[6]) * (1 / (f32)0x10000); + dest->wy = ((intPart[7] << 0x10) | fracPart[7]) * (1 / (f32)0x10000); + dest->xz = ((intPart[8] << 0x10) | fracPart[8]) * (1 / (f32)0x10000); + dest->yz = ((intPart[9] << 0x10) | fracPart[9]) * (1 / (f32)0x10000); + dest->zz = ((intPart[10] << 0x10) | fracPart[10]) * (1 / (f32)0x10000); + dest->wz = ((intPart[11] << 0x10) | fracPart[11]) * (1 / (f32)0x10000); + dest->xw = ((intPart[12] << 0x10) | fracPart[12]) * (1 / (f32)0x10000); + dest->yw = ((intPart[13] << 0x10) | fracPart[13]) * (1 / (f32)0x10000); + dest->zw = ((intPart[14] << 0x10) | fracPart[14]) * (1 / (f32)0x10000); + dest->ww = ((intPart[15] << 0x10) | fracPart[15]) * (1 / (f32)0x10000); +} + +// Unused +/** + * @brief Calculates mf * (src,1) and writes its components to dest. + * + * This is the same as Matrix_MultVec3f() but using a specified matrix rather than the current one; the same + * assumptions apply. + * + * @param[in] src input vector + * @param[out] dest output vector + * @param[in] mf matrix to multiply by + */ +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); +} + +/** + * @brief Overwrite the linear part of mf with its transpose (ignores the translational part). + * + * Viz., + * + * \f[ + * \begin{pmatrix} + * A & b \\ + * 0 & 1 + * \end{pmatrix} + * \longrightarrow + * \begin{pmatrix} + * A^T & b \\ + * 0 & 1 + * \end{pmatrix} + * \f] + * + * @param[in,out] mf matrix to transpose + * + * @remark original name: "Matrix_reverse" + */ +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; +} + +/** + * @brief Decompose the linear part A of current into B * S, where B has normalised columns and S is diagonal, and + * replace B by `mf`. + * + * Since B is typically a rotation matrix, and the linear part R * S to `mf` * S, this operation can be + * seen as replacing the B rotation with `mf`, hence the function name. + * + * @param[in] mf matrix whose linear part will replace the normalised part of A. + */ +void Matrix_ReplaceRotation(MtxF* mf) { + MtxF* cmf = sCurrentMatrix; + f32 acc; + f32 component; + f32 curColNorm; + + // compute the Euclidean norm of the first column of the current matrix + acc = cmf->xx; + acc *= acc; + component = cmf->yx; + acc += SQ(component); + component = cmf->zx; + acc += SQ(component); + 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; + component = cmf->yy; + acc += SQ(component); + component = cmf->zy; + acc += SQ(component); + 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; + component = cmf->yz; + acc += SQ(component); + component = cmf->zz; + acc += SQ(component); + curColNorm = sqrtf(acc); + + cmf->xz = mf->xz * curColNorm; + cmf->yz = mf->yz * curColNorm; + cmf->zz = mf->zz * curColNorm; +} + +/** + * @brief Extract the YXZ Tait-Bryan rotation angles from the linear part \f$ A \f$ of a matrix. + * + * \f$ A \f$ should have orthogonal columns; the most general matrix of this form can be written as \f$ RS \f$ + * with \f$ S \f$ a scale matrix. + * + * If A has columns with the same norm (such as if it is just a rotation matrix), it is sufficient (and faster) to use + * `nonUniformScale` off: `nonUniformScale` being set enables extraction of the angles from a matrix with columns that + * are orthogonal but have different scales, at the cost of requiring extra calculation. + * + * @param[in] src Matrix to extract angles from. + * @param[out] dest vector to write angles to. + * @param[in] nonUniformScale boolean: true enables handling matrices with differently-scaled columns. + * + * @remark original name: "Matrix_to_rotate_new"? + */ +void Matrix_MtxFToYXZRot(MtxF* src, Vec3s* dest, s32 nonUniformScale) { + f32 temp; + f32 temp2; + f32 temp3; + f32 temp4; + + temp = src->xz; + temp *= temp; + temp += SQ(src->zz); + dest->x = Math_Atan2S(-src->yz, sqrtf(temp)); + + if ((dest->x == 0x4000) || (dest->x == -0x4000)) { + // cos(x) = 0 if either of these is true, and we get gimbal locking + // (https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles); fix z to make y + // well-defined. + dest->z = 0; + + dest->y = Math_Atan2S(-src->zx, src->xx); + } else { + dest->y = Math_Atan2S(src->xz, src->zz); + + if (!nonUniformScale) { + // assume the columns have the same normalisation + dest->z = Math_Atan2S(src->yx, src->yy); + } else { + temp = src->xx; + temp2 = src->zx; + temp3 = src->zy; + + // find norm of the first column + temp *= temp; + temp += SQ(temp2); + temp2 = src->yx; + temp += SQ(temp2); + // temp = xx^2+zx^2+yx^2 == 1 for a rotation matrix + temp = sqrtf(temp); + temp = temp2 / temp; // yx in normalised column + + // find norm of the second column + temp2 = src->xy; + temp2 *= temp2; + temp2 += SQ(temp3); + temp3 = src->yy; + temp2 += SQ(temp3); + // temp2 = xy^2+zy^2+yy^2 == 1 for a rotation matrix + temp2 = sqrtf(temp2); + temp2 = temp3 / temp2; // yy in normalised column + + // for a rotation matrix, temp == yx and temp2 == yy which is the same as in the !nonUniformScale branch + dest->z = Math_Atan2S(temp, temp2); + } + } +} + +/** + * @brief Extract the ZYX Tait-Bryan rotation angles from the linear part \f$ A \f$ of a matrix. + * + * \f$ A \f$ should have orthogonal columns; the most general matrix of this form can be written as \f$ RS \f$ + * with \f$ S \f$ a scale matrix. + * + * If A has columns with the same norm (such as if it is just a rotation matrix), it is sufficient (and faster) to use + * `nonUniformScale` off: `nonUniformScale` being set enables extraction of the angles from a matrix with columns that + * are orthogonal but have different scales, at the cost of requiring extra calculation. + * + * @param[in] src Matrix to extract angles from. + * @param[out] dest vector to write angles to. + * @param[in] nonUniformScale boolean: true enables handling matrices with unnormalised columns. + * + * @remark original name: "Matrix_to_rotate2_new"? + * + * See Matrix_MtxFToYXZRot() for full inline documentation. + */ +void Matrix_MtxFToZYXRot(MtxF* src, Vec3s* dest, s32 nonUniformScale) { + f32 temp; + f32 temp2; + f32 temp3; + f32 temp4; + + temp = src->xx; + temp *= temp; + temp += SQ(src->yx); + dest->y = Math_Atan2S(-src->zx, sqrtf(temp)); + + if ((dest->y == 0x4000) || (dest->y == -0x4000)) { + dest->x = 0; + dest->z = Math_Atan2S(-src->xy, src->yy); + } else { + dest->z = Math_Atan2S(src->yx, src->xx); + + if (!nonUniformScale) { + dest->x = Math_Atan2S(src->zy, src->zz); + } else { + temp = src->xy; + temp2 = src->yy; + temp3 = src->yz; + + temp *= temp; + temp += SQ(temp2); + temp2 = src->zy; + temp += SQ(temp2); + temp = sqrtf(temp); + temp = temp2 / temp; + + temp2 = src->xz; + temp2 *= temp2; + temp2 += SQ(temp3); + temp3 = src->zz; + temp2 += SQ(temp3); + temp2 = sqrtf(temp2); + temp2 = temp3 / temp2; + + dest->x = Math_Atan2S(temp, temp2); + } + } +} + +/** + * @brief Rotate by `angle` radians about `axis`, which is assumed to be a unit vector. + * + * @param angle rotation angle (radians). + * @param axis axis about which to rotate, must be a unit vector. + * @param mode APPLY or NEW. + * + * @remark original name may have been "Matrix_RotateVector", but clashed with the next function. + */ +void Matrix_RotateAxisF(f32 angle, Vec3f* axis, MatrixMode mode) { + MtxF* cmf; + f32 sin; + f32 cos; + f32 versin; + f32 temp1; + f32 temp2; + f32 temp3; + f32 temp4; + f32 temp5; + + 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); + versin = 1.0f - cos; + + cmf->xx = axis->x * axis->x * versin + cos; + cmf->yy = axis->y * axis->y * versin + cos; + cmf->zz = axis->z * axis->z * versin + cos; + + if (0) {} + + temp2 = axis->x * versin * axis->y; + temp3 = axis->z * sin; + cmf->yx = temp2 + temp3; + cmf->xy = temp2 - temp3; + + temp2 = axis->x * versin * axis->z; + temp3 = axis->y * sin; + cmf->zx = temp2 - temp3; + cmf->xz = temp2 + temp3; + + temp2 = axis->y * versin * 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->xx = 1.0f; + cmf->yx = 0.0f; + cmf->zx = 0.0f; + cmf->wx = 0.0f; + cmf->xy = 0.0f; + cmf->yy = 1.0f; + cmf->zy = 0.0f; + cmf->wy = 0.0f; + cmf->xz = 0.0f; + cmf->yz = 0.0f; + cmf->zz = 1.0f; + cmf->wz = 0.0f; + cmf->xw = 0.0f; + cmf->yw = 0.0f; + cmf->zw = 0.0f; + cmf->ww = 1.0f; + } + } +} + +/** + * @brief Rotate by binary angle `angle` about `axis`, which is assumed to be a unit vector. + * + * @param angle rotation angle (binary). + * @param axis axis about which to rotate, must be a unit vector. + * @param mode APPLY or NEW. + * + * @remark original name: "Matrix_RotateVector" + */ +void Matrix_RotateAxisS(s16 angle, Vec3f* axis, MatrixMode mode) { + MtxF* cmf; + f32 cos; + f32 sin; + f32 versin; + f32 temp1; + f32 temp2; + f32 temp3; + f32 temp4; + + if (mode == MTXMODE_APPLY) { + if (angle != 0) { + cmf = sCurrentMatrix; + + sin = Math_SinS(angle); + cos = Math_CosS(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 = Math_SinS(angle); + cos = Math_CosS(angle); + versin = 1.0f - cos; + + cmf->xx = axis->x * axis->x * versin + cos; + cmf->yy = axis->y * axis->y * versin + cos; + cmf->zz = axis->z * axis->z * versin + cos; + + if (0) {} + + temp2 = axis->x * versin * axis->y; + temp3 = axis->z * sin; + cmf->yx = temp2 + temp3; + cmf->xy = temp2 - temp3; + + temp2 = axis->x * versin * axis->z; + temp3 = axis->y * sin; + cmf->zx = temp2 - temp3; + cmf->xz = temp2 + temp3; + + temp2 = axis->y * versin * 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->xx = 1.0f; + cmf->yx = 0.0f; + cmf->zx = 0.0f; + cmf->wx = 0.0f; + cmf->xy = 0.0f; + cmf->yy = 1.0f; + cmf->zy = 0.0f; + cmf->wy = 0.0f; + cmf->xz = 0.0f; + cmf->yz = 0.0f; + cmf->zz = 1.0f; + cmf->wz = 0.0f; + cmf->xw = 0.0f; + cmf->yw = 0.0f; + cmf->zw = 0.0f; + cmf->ww = 1.0f; + } + } +} diff --git a/src/code/z_DLF.c b/src/code/z_DLF.c index 4c57aca01..862463b76 100644 --- a/src/code/z_DLF.c +++ b/src/code/z_DLF.c @@ -1,5 +1,6 @@ #include "global.h" #include "system_malloc.h" +#include "z64load.h" #pragma GLOBAL_ASM("asm/non_matchings/code/z_DLF/Overlay_LoadGameState.s") diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 24bc91a17..ddc22949b 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -4,6 +4,7 @@ */ #include "global.h" +#include "z64load.h" #include "overlays/actors/ovl_En_Horse/z_en_horse.h" #include "overlays/actors/ovl_En_Part/z_en_part.h" #include "overlays/actors/ovl_En_Box/z_en_box.h" @@ -92,10 +93,10 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf } func_800C0094(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &mtx); - Matrix_SetCurrentState(&mtx); + Matrix_Put(&mtx); if ((dlist != gCircleShadowDL) || (actor->scale.x != actor->scale.z)) { - Matrix_RotateY(actor->shape.rot.y, MTXMODE_APPLY); + Matrix_RotateYS(actor->shape.rot.y, MTXMODE_APPLY); } shadowScale *= actor->shape.shadowScale; @@ -151,8 +152,8 @@ void ActorShadow_DrawFoot(GlobalContext* globalCtx, Light* light, MtxF* arg2, s3 sp58 = Math_FAtan2F(dir2, dir0); shadowScaleZ *= (4.5f - (light->l.dir[1] * 0.035f)); shadowScaleZ = CLAMP_MIN(shadowScaleZ, 1.0f); - Matrix_SetCurrentState(arg2); - Matrix_RotateY(sp58, MTXMODE_APPLY); + Matrix_Put(arg2); + Matrix_RotateYS(sp58, MTXMODE_APPLY); Matrix_Scale(shadowScaleX, 1.0f, shadowScaleX * shadowScaleZ, MTXMODE_APPLY); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); @@ -195,7 +196,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, GlobalContext* globalCtx CollisionPoly* spF8; s32 bgId; f32 floorHeight[2]; - f32 pad; + Light* firstLight = &mapper->l.l[0]; f32 shadowAlpha; f32 shadowScaleX; f32 shadowScaleZ; @@ -239,8 +240,6 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, GlobalContext* globalCtx IREG(88) + 80, IREG(89) + 60, IREG(90) + 40, 30000, 200, 60); } actor->shape.unk_17 &= ~spB8; - - if ((uintptr_t)mapper->l.l) {} // POSSIBLE FAKE MATCH } } @@ -252,7 +251,8 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, GlobalContext* globalCtx shadowScaleZ = 1.0f - (distToFloor * (1.0f / 70.0f)); shadowScaleX = actor->shape.shadowScale * shadowScaleZ * actor->scale.x; - for (lightPtr = mapper->l.l, j = 0; j < numLights; lightPtr++, j++) { + lightPtr = firstLight; + for (j = 0; j < numLights; j++) { if (lightPtr->l.dir[1] > 0) { lightNum = (lightPtr->l.col[0] + lightPtr->l.col[1] + lightPtr->l.col[2]) * ABS_ALT(lightPtr->l.dir[1]); @@ -263,9 +263,10 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, GlobalContext* globalCtx shadowScaleZ); } } + lightPtr++; } - for (j = 0; j < 2; lightPtr++, j++) { + for (j = 0; j < 2; j++) { if (lightPtr->l.dir[1] > 0) { lightNum = ((lightPtr->l.col[0] + lightPtr->l.col[1] + lightPtr->l.col[2]) * ABS_ALT(lightPtr->l.dir[1])) - @@ -275,6 +276,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, GlobalContext* globalCtx shadowScaleZ); } } + lightPtr++; } } feetPosPtr++; @@ -300,9 +302,9 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, GlobalContext* globalCtx void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, Vec3f* rightFootPos) { if (limbIndex == leftFootIndex) { - Matrix_MultiplyVector3fByState(leftFootPos, &actor->shape.feetPos[FOOT_LEFT]); + Matrix_MultVec3f(leftFootPos, &actor->shape.feetPos[FOOT_LEFT]); } else if (limbIndex == rightFootIndex) { - Matrix_MultiplyVector3fByState(rightFootPos, &actor->shape.feetPos[FOOT_RIGHT]); + Matrix_MultVec3f(rightFootPos, &actor->shape.feetPos[FOOT_RIGHT]); } } @@ -532,22 +534,22 @@ void Actor_DrawZTarget(TargetContext* targetCtx, GlobalContext* globalCtx) { var2 = ((entry->unkC - 120.0f) * 0.001f) + 0.15f; } - Matrix_InsertTranslation(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW); + Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW); Matrix_Scale(var2, 0.15f, 1.0f, MTXMODE_APPLY); gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b, (u8)alpha); - Matrix_InsertZRotation_s((targetCtx->unk4B * 512), MTXMODE_APPLY); + Matrix_RotateZS((targetCtx->unk4B * 512), MTXMODE_APPLY); for (i = 0; i < 4; i++) { - Matrix_InsertZRotation_s(0x4000, MTXMODE_APPLY); - Matrix_StatePush(); - Matrix_InsertTranslation(entry->unkC, entry->unkC, 0.0f, MTXMODE_APPLY); + Matrix_RotateZS(0x4000, MTXMODE_APPLY); + Matrix_Push(); + Matrix_Translate(entry->unkC, entry->unkC, 0.0f, MTXMODE_APPLY); gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL); - Matrix_StatePop(); + Matrix_Pop(); } } @@ -565,10 +567,10 @@ void Actor_DrawZTarget(TargetContext* targetCtx, GlobalContext* globalCtx) { POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x07); - Matrix_InsertTranslation(actor->focus.pos.x, - actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f, - actor->focus.pos.z, MTXMODE_NEW); - Matrix_RotateY((globalCtx->gameplayFrames * 3000), MTXMODE_APPLY); + Matrix_Translate(actor->focus.pos.x, + actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f, + actor->focus.pos.z, MTXMODE_NEW); + Matrix_RotateYS((globalCtx->gameplayFrames * 3000), MTXMODE_APPLY); Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY); @@ -2002,11 +2004,11 @@ s32 Actor_PickUp(Actor* actor, GlobalContext* globalCtx, s32 getItemId, f32 xzRa if (!(player->stateFlags1 & 0x3C7080) && Player_GetExplosiveHeld(player) < 0) { if ((actor->xzDistToPlayer <= xzRange) && (fabsf(actor->playerHeightRel) <= fabsf(yRange))) { - if (((getItemId == GI_MASK_CIRCUS_LEADER) || (getItemId == GI_PENDANT_OF_MEMORIES) || - (getItemId == GI_DEED_LAND) || - (((player->heldActor != NULL) || (actor == player->targetActor)) && + if ((getItemId == GI_MASK_CIRCUS_LEADER || getItemId == GI_PENDANT_OF_MEMORIES || + getItemId == GI_DEED_LAND || + ((player->heldActor != NULL || actor == player->targetActor) && (getItemId > GI_NONE && getItemId < GI_MAX))) || - (!(player->stateFlags1 & 0x20000800))) { + !(player->stateFlags1 & 0x20000800)) { s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y; s32 absYawDiff = ABS_ALT(yawDiff); @@ -2510,14 +2512,13 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) { Lights_Draw(light, globalCtx->state.gfxCtx); if (actor->flags & ACTOR_FLAG_1000) { - Matrix_SetStateRotationAndTranslation( + Matrix_SetTranslateRotateYXZ( actor->world.pos.x + globalCtx->mainCamera.skyboxOffset.x, actor->world.pos.y + ((actor->shape.yOffset * actor->scale.y) + globalCtx->mainCamera.skyboxOffset.y), actor->world.pos.z + globalCtx->mainCamera.skyboxOffset.z, &actor->shape.rot); } else { - Matrix_SetStateRotationAndTranslation(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); @@ -3542,14 +3543,14 @@ void Actor_SpawnBodyParts(Actor* actor, GlobalContext* globalCtx, s32 arg2, Gfx* MtxF* currentMatrix; if (*dList != NULL) { - currentMatrix = Matrix_GetCurrentState(); + currentMatrix = Matrix_GetCurrent(); spawnedPart = Actor_SpawnAsChild(&globalCtx->actorCtx, actor, globalCtx, ACTOR_EN_PART, currentMatrix->mf[3][0], currentMatrix->mf[3][1], currentMatrix->mf[3][2], 0, 0, actor->objBankIndex, arg2); if (spawnedPart != NULL) { part = (EnPart*)spawnedPart; - func_8018219C(currentMatrix, &part->actor.shape.rot, 0); + Matrix_MtxFToYXZRot(currentMatrix, &part->actor.shape.rot, false); part->unk_150 = *dList; Math_Vec3f_Copy(&part->actor.scale, &actor->scale); } @@ -3771,9 +3772,9 @@ void func_800BC620(Vec3f* arg0, Vec3f* arg1, u8 alpha, GlobalContext* globalCtx) sp54 = BgCheck_EntityRaycastFloor2(globalCtx, &globalCtx->colCtx, &sp44, &sp48); if (sp44 != NULL) { func_800C0094(sp44, arg0->x, sp54, arg0->z, &sp58); - Matrix_SetCurrentState(&sp58); + Matrix_Put(&sp58); } else { - Matrix_InsertTranslation(arg0->x, arg0->y, arg0->z, MTXMODE_NEW); + Matrix_Translate(arg0->x, arg0->y, arg0->z, MTXMODE_NEW); } Matrix_Scale(arg1->x, 1.0f, arg1->z, MTXMODE_APPLY); @@ -3840,16 +3841,16 @@ void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type) { OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_InsertTranslation(0.0f, entry->yShift, 500.0f, MTXMODE_APPLY); - Matrix_CopyCurrentState(&baseMtxF); + Matrix_Translate(0.0f, entry->yShift, 500.0f, MTXMODE_APPLY); + Matrix_Get(&baseMtxF); - chainsTranslateX = __sinf(entry->chainAngle - chainRotZ) * -(10 - frame) * 0.1f * entry->chainLength; - chainsTranslateY = __cosf(entry->chainAngle - chainRotZ) * (10 - frame) * 0.1f * entry->chainLength; + chainsTranslateX = sinf(entry->chainAngle - chainRotZ) * -(10 - frame) * 0.1f * entry->chainLength; + chainsTranslateY = cosf(entry->chainAngle - chainRotZ) * (10 - frame) * 0.1f * entry->chainLength; for (i = 0; i < 4; i++) { - Matrix_SetCurrentState(&baseMtxF); - Matrix_InsertZRotation_f(chainRotZ, MTXMODE_APPLY); - Matrix_InsertTranslation(chainsTranslateX, chainsTranslateY, 0.0f, MTXMODE_APPLY); + Matrix_Put(&baseMtxF); + Matrix_RotateZF(chainRotZ, MTXMODE_APPLY); + Matrix_Translate(chainsTranslateX, chainsTranslateY, 0.0f, MTXMODE_APPLY); if (entry->chainsScale != 1.0f) { Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY); } @@ -3866,7 +3867,7 @@ void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type) { chainRotZ += rotZStep; } - Matrix_SetCurrentState(&baseMtxF); + Matrix_Put(&baseMtxF); Matrix_Scale(frame * 0.1f, frame * 0.1f, frame * 0.1f, MTXMODE_APPLY); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); @@ -4280,7 +4281,7 @@ s16 func_800BDB6C(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) { Player* player = GET_PLAYER(globalCtx); f32 phi_f2; - if ((globalCtx->csCtx.state != 0) || (D_801D0D50 != 0)) { + if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) { phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &globalCtx->view.eye) * 0.25f; } else { phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos); @@ -4482,9 +4483,10 @@ void func_800BE5CC(Actor* actor, ColliderJntSph* collider, s32 colliderIndex) { } } -s32 func_800BE63C(struct EnBox* chest) { - if ((chest->unk_1F1 == 5) || (chest->unk_1F1 == 6) || (chest->unk_1F1 == 7) || (chest->unk_1F1 == 8) || - (chest->unk_1F1 == 0xC)) { +s32 Actor_IsSmallChest(struct EnBox* chest) { + if (chest->type == ENBOX_TYPE_SMALL || chest->type == ENBOX_TYPE_SMALL_INVISIBLE || + chest->type == ENBOX_TYPE_SMALL_ROOM_CLEAR || chest->type == ENBOX_TYPE_SMALL_SWITCH_FLAG_FALL || + chest->type == ENBOX_TYPE_SMALL_SWITCH_FLAG) { return true; } return false; @@ -4515,7 +4517,7 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP u32 gameplayFrames = globalCtx->gameplayFrames; f32 effectAlphaScaled; - currentMatrix = Matrix_GetCurrentState(); + currentMatrix = Matrix_GetCurrent(); // Apply sfx along with damage effect if ((actor != NULL) && (effectAlpha > 0.05f) && (globalCtx->gameOverCtx.state == 0)) { @@ -4564,15 +4566,15 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP gDPSetEnvColor(POLY_XLU_DISP++, KREG(20) + 200, KREG(21) + 200, KREG(22) + 255, (u8)alpha); - Matrix_InsertTranslation(limbPos->x, limbPos->y, limbPos->z, MTXMODE_NEW); + Matrix_Translate(limbPos->x, limbPos->y, limbPos->z, MTXMODE_NEW); Matrix_Scale(frozenScale, frozenScale, frozenScale, MTXMODE_APPLY); if (limbIndex & 1) { - Matrix_InsertYRotation_f(M_PI, MTXMODE_APPLY); + Matrix_RotateYF(M_PI, MTXMODE_APPLY); } if (limbIndex & 2) { - Matrix_InsertZRotation_f(M_PI, MTXMODE_APPLY); + Matrix_RotateZF(M_PI, MTXMODE_APPLY); } gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), @@ -4603,8 +4605,8 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, twoTexScrollParam * 3, twoTexScrollParam * -12, 32, 64, 1, 0, 0, 32, 32)); - Matrix_InsertTranslation(limbPos->x, limbPos->y, limbPos->z, MTXMODE_NEW); - Matrix_NormalizeXYZ(&globalCtx->billboardMtxF); + Matrix_Translate(limbPos->x, limbPos->y, limbPos->z, MTXMODE_NEW); + Matrix_ReplaceRotation(&globalCtx->billboardMtxF); Matrix_Scale(steamScale, steamScale, 1.0f, MTXMODE_APPLY); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), @@ -4624,7 +4626,7 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP type = 255; } - Matrix_SetCurrentState(&globalCtx->billboardMtxF); + Matrix_Put(&globalCtx->billboardMtxF); Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f, MTXMODE_APPLY); @@ -4650,7 +4652,7 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, ((limbIndex * 10 + gameplayFrames) * -20) & 0x1FF, 32, 128)); - Matrix_InsertYRotation_f(M_PI, MTXMODE_APPLY); + Matrix_RotateYF(M_PI, MTXMODE_APPLY); currentMatrix->mf[3][0] = limbPos->x; currentMatrix->mf[3][1] = limbPos->y; currentMatrix->mf[3][2] = limbPos->z; @@ -4687,12 +4689,12 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 100, 128); } - Matrix_SetCurrentState(&globalCtx->billboardMtxF); + Matrix_Put(&globalCtx->billboardMtxF); Matrix_Scale(lightOrbsScale, lightOrbsScale, 1.0f, MTXMODE_APPLY); // Apply and draw a light orb over each limb of frozen actor for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) { - Matrix_InsertZRotation_f(randPlusMinusPoint5Scaled(2 * M_PI), MTXMODE_APPLY); + Matrix_RotateZF(randPlusMinusPoint5Scaled(2 * M_PI), MTXMODE_APPLY); currentMatrix->mf[3][0] = limbPos->x; currentMatrix->mf[3][1] = limbPos->y; currentMatrix->mf[3][2] = limbPos->z; @@ -4725,14 +4727,14 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP gDPSetEnvColor(POLY_XLU_DISP++, (u8)(sREG(20) + 255), (u8)(sREG(21) + 255), (u8)sREG(22), (u8)sREG(23)); - Matrix_SetCurrentState(&globalCtx->billboardMtxF); + Matrix_Put(&globalCtx->billboardMtxF); Matrix_Scale(electricSparksScale, electricSparksScale, electricSparksScale, MTXMODE_APPLY); // Every limb draws two electric sparks at random orientations for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) { // first electric spark - Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI)); - Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); + Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI)); + Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); currentMatrix->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x; currentMatrix->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y; currentMatrix->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z; @@ -4743,8 +4745,8 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP gSPDisplayList(POLY_XLU_DISP++, gElectricSparkVtxDL); // second electric spark - Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI)); - Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); + Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI)); + Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); currentMatrix->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x; currentMatrix->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y; currentMatrix->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z; @@ -4780,7 +4782,7 @@ void Actor_SpawnIceEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos yaw = Actor_YawToPoint(actor, limbPos); for (j = 0; j < effectsPerLimb; j++) { - randomYaw = (Rand_Next() >> 0x13) + yaw; + randomYaw = ((s32)Rand_Next() >> 0x13) + yaw; velocity.z = Rand_ZeroFloat(5.0f); diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c index f0ebe5911..0667bd84b 100644 --- a/src/code/z_bgcheck.c +++ b/src/code/z_bgcheck.c @@ -248,20 +248,20 @@ void func_800C0094(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest) { phi_f12 = 0.0f; } dest->xx = z_f14; - dest->xy = (-nx) * phi_f14; - dest->xz = (-nx) * phi_f12; - dest->yx = nx; + dest->yx = (-nx) * phi_f14; + dest->zx = (-nx) * phi_f12; + dest->xy = nx; dest->yy = ny; - dest->yz = nz; - dest->zx = 0.0f; - dest->zy = -phi_f12; + dest->zy = nz; + dest->xz = 0.0f; + dest->yz = -phi_f12; dest->zz = phi_f14; - dest->wx = tx; - dest->wy = ty; - dest->wz = tz; - dest->xw = 0.0f; - dest->yw = 0.0f; - dest->zw = 0.0f; + dest->xw = tx; + dest->yw = ty; + dest->zw = tz; + dest->wx = 0.0f; + dest->wy = 0.0f; + dest->wz = 0.0f; dest->ww = 1.0f; } @@ -4208,9 +4208,6 @@ s32 func_800C9AE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return (func_800C9A4C(colCtx, poly, bgId) & 4) ? true : false; } -/** - * unused - */ u32 func_800C9B18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF; } diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index a08e3f822..7ac956e5d 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -3691,7 +3691,7 @@ void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider) { D_801EE1C0.x = collider->elements[i].dim.modelSphere.center.x; D_801EE1C0.y = collider->elements[i].dim.modelSphere.center.y; D_801EE1C0.z = collider->elements[i].dim.modelSphere.center.z; - Matrix_MultiplyVector3fByState(&D_801EE1C0, &D_801EE1D0); + Matrix_MultVec3f(&D_801EE1C0, &D_801EE1D0); collider->elements[i].dim.worldSphere.center.x = D_801EE1D0.x; collider->elements[i].dim.worldSphere.center.y = D_801EE1D0.y; collider->elements[i].dim.worldSphere.center.z = D_801EE1D0.z; @@ -3733,7 +3733,7 @@ void Collider_UpdateSphere(s32 limb, ColliderSphere* collider) { D_801EE1E0.x = collider->dim.modelSphere.center.x; D_801EE1E0.y = collider->dim.modelSphere.center.y; D_801EE1E0.z = collider->dim.modelSphere.center.z; - Matrix_MultiplyVector3fByState(&D_801EE1E0, &D_801EE1F0); + Matrix_MultVec3f(&D_801EE1E0, &D_801EE1F0); collider->dim.worldSphere.center.x = D_801EE1F0.x; collider->dim.worldSphere.center.y = D_801EE1F0.y; collider->dim.worldSphere.center.z = D_801EE1F0.z; diff --git a/src/code/z_debug_display.c b/src/code/z_debug_display.c index ab3478fa1..fb7378751 100644 --- a/src/code/z_debug_display.c +++ b/src/code/z_debug_display.c @@ -68,10 +68,10 @@ void DebugDisplay_DrawSpriteI8(DebugDispObject* dispObj, void* texture, GlobalCo func_8012C6FC(globalCtx->state.gfxCtx); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, dispObj->color.r, dispObj->color.g, dispObj->color.b, dispObj->color.a); - Matrix_InsertTranslation(dispObj->pos.x, dispObj->pos.y, dispObj->pos.z, MTXMODE_NEW); + 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_InsertMatrix(&globalCtx->billboardMtxF, MTXMODE_APPLY); - Matrix_InsertRotation(dispObj->rot.x, dispObj->rot.y, dispObj->rot.z, MTXMODE_APPLY); + Matrix_Mult(&globalCtx->billboardMtxF, 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); @@ -94,7 +94,7 @@ void DebugDisplay_DrawPolygon(DebugDispObject* dispObj, void* arg1, GlobalContex gSPSetLights1(POLY_XLU_DISP++, sDebugDisplayLight1); - Matrix_SetStateRotationAndTranslation(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), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); diff --git a/src/code/z_demo.c b/src/code/z_demo.c index c9c6253d3..67a4d5608 100644 --- a/src/code/z_demo.c +++ b/src/code/z_demo.c @@ -132,7 +132,6 @@ void Cutscene_Command_Misc(GlobalContext* globalCtx2, CutsceneContext* csCtx, Cs u8 isStartFrame = false; f32 progress; SceneTableEntry* loadedScene; - u16 time; if ((csCtx->frames < cmd->startFrame) || ((csCtx->frames >= cmd->endFrame) && (cmd->endFrame != cmd->startFrame))) { return; @@ -250,11 +249,9 @@ void Cutscene_Command_Misc(GlobalContext* globalCtx2, CutsceneContext* csCtx, Cs break; case 0x12: if (!gSaveContext.save.isNight) { - time = gSaveContext.save.time; - gSaveContext.save.time = time - (u16)REG(15); + gSaveContext.save.time = ((void)0, gSaveContext.save.time) - (u16)REG(15); } else { - time = gSaveContext.save.time; - gSaveContext.save.time = time - (u16)(2 * REG(15)); + gSaveContext.save.time = ((void)0, gSaveContext.save.time) - (u16)(2 * REG(15)); } break; case 0x13: @@ -328,10 +325,9 @@ void Cutscene_Command_Misc(GlobalContext* globalCtx2, CutsceneContext* csCtx, Cs D_801BB15C = csCtx->frames; if (REG(15) != 0) { - time = gSaveContext.save.time; - gSaveContext.save.time = (u16)REG(15) + time; - time = gSaveContext.save.time; - gSaveContext.save.time = (u16)gSaveContext.save.daySpeed + time; + gSaveContext.save.time = ((void)0, gSaveContext.save.time) + (u16)REG(15); + gSaveContext.save.time = + ((void)0, gSaveContext.save.time) + (u16)((void)0, gSaveContext.save.daySpeed); } } break; @@ -921,7 +917,7 @@ s32 Cutscene_Command_Camera(GlobalContext* globalCtx, u8* cmd) { bcopy(cmd, &sp1C, sizeof(s32)); cmd += sizeof(s32); - if (func_8016A168() == 0) { + if (!Play_IsDebugCamEnabled()) { func_80161998(cmd, &sCutsceneCameraInfo); } return sp1C + sizeof(s32); diff --git a/src/code/z_eff_footmark.c b/src/code/z_eff_footmark.c index d246aaffa..f959867fe 100644 --- a/src/code/z_eff_footmark.c +++ b/src/code/z_eff_footmark.c @@ -106,7 +106,7 @@ void EffFootmark_Draw(GlobalContext* globalCtx) { for (footmark = globalCtx->footprintInfo, i = 0; i < 100; i++, footmark++) { if (footmark->actor != NULL) { - Matrix_SetCurrentState(&footmark->displayMatrix); + Matrix_Put(&footmark->displayMatrix); Matrix_Scale(footmark->size * (1.0f / 0x100) * 0.7f, 1, footmark->size * (1.0f / 0x100), MTXMODE_APPLY); gSPMatrix(gfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD); diff --git a/src/code/z_effect_soft_sprite.c b/src/code/z_effect_soft_sprite.c index fd1d0212c..56eab9e8a 100644 --- a/src/code/z_effect_soft_sprite.c +++ b/src/code/z_effect_soft_sprite.c @@ -1,4 +1,5 @@ #include "global.h" +#include "z64load.h" EffectSsInfo sEffectSsInfo = { NULL, 0, 0 }; diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c index 0300144e1..1e9b25573 100644 --- a/src/code/z_effect_soft_sprite_old_init.c +++ b/src/code/z_effect_soft_sprite_old_init.c @@ -206,21 +206,21 @@ void func_800B1598(GlobalContext* globalCtx, f32 randScale, Vec3f* srcPos) { } } -void EffectSsKiraKira_SpawnSmallYellow(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { +void EffectSsKirakira_SpawnSmallYellow(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { Color_RGBA8 primColor = { 255, 255, 200, 255 }; Color_RGBA8 envColor = { 255, 200, 0, 0 }; - EffectSsKiraKira_SpawnDispersed(globalCtx, pos, velocity, accel, &primColor, &envColor, 1000, 16); + EffectSsKirakira_SpawnDispersed(globalCtx, pos, velocity, accel, &primColor, &envColor, 1000, 16); } -void EffectSsKiraKira_SpawnSmall(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, +void EffectSsKirakira_SpawnSmall(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor) { - EffectSsKiraKira_SpawnDispersed(globalCtx, pos, velocity, accel, primColor, envColor, 1000, 16); + EffectSsKirakira_SpawnDispersed(globalCtx, pos, velocity, accel, primColor, envColor, 1000, 16); } -void EffectSsKiraKira_SpawnDispersed(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, +void EffectSsKirakira_SpawnDispersed(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life) { - EffectSsKiraKiraInitParams initParams; + EffectSsKirakiraInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); @@ -239,9 +239,9 @@ void EffectSsKiraKira_SpawnDispersed(GlobalContext* globalCtx, Vec3f* pos, Vec3f EffectSs_Spawn(globalCtx, EFFECT_SS_KIRAKIRA, 128, &initParams); } -void EffectSsKiraKira_SpawnFocused(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, +void EffectSsKirakira_SpawnFocused(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life) { - EffectSsKiraKiraInitParams initParams; + EffectSsKirakiraInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index b8fa0f4f1..7ba6134fb 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -68,9 +68,9 @@ void EnItem00_Init(Actor* thisx, GlobalContext* globalCtx) { f32 shadowOffset = 980.0f; f32 shadowScale = 6.0f; s32 getItemId = GI_NONE; - s32 sp30 = (this->actor.params & 0x8000) ? 1 : 0; + s32 sp30 = ENITEM00_GET_8000(&this->actor) ? 1 : 0; - this->collectibleFlag = (this->actor.params & 0x7F00) >> 8; + this->collectibleFlag = ENITEM00_GET_7F00(&this->actor); thisx->params &= 0xFF; // Has to be thisx to match @@ -346,7 +346,7 @@ void func_800A6650(EnItem00* this, GlobalContext* globalCtx) { pos.x = this->actor.world.pos.x + randPlusMinusPoint5Scaled(10.0f); pos.y = this->actor.world.pos.y + randPlusMinusPoint5Scaled(10.0f); pos.z = this->actor.world.pos.z + randPlusMinusPoint5Scaled(10.0f); - EffectSsKiraKira_SpawnSmall(globalCtx, &pos, &D_801ADF18, &D_801ADF24, &D_801ADF10, &D_801ADF14); + EffectSsKirakira_SpawnSmall(globalCtx, &pos, &D_801ADF18, &D_801ADF24, &D_801ADF10, &D_801ADF14); } if ((this->actor.bgCheckFlags & 3) != 0) { if (this->actor.velocity.y > -2.0f) { @@ -403,7 +403,7 @@ void func_800A6780(EnItem00* this, GlobalContext* globalCtx) { pos.x = this->actor.world.pos.x + ((Rand_ZeroOne() - 0.5f) * 10.0f); pos.y = this->actor.world.pos.y + ((Rand_ZeroOne() - 0.5f) * 10.0f); pos.z = this->actor.world.pos.z + ((Rand_ZeroOne() - 0.5f) * 10.0f); - EffectSsKiraKira_SpawnSmall(globalCtx, &pos, &D_801ADF18, &D_801ADF24, &D_801ADF10, &D_801ADF14); + EffectSsKirakira_SpawnSmall(globalCtx, &pos, &D_801ADF18, &D_801ADF24, &D_801ADF10, &D_801ADF14); } if (this->actor.bgCheckFlags & 0x0003) { @@ -815,8 +815,6 @@ void EnItem00_DrawHeartPiece(EnItem00* this, GlobalContext* globalCtx) { } s16 func_800A7650(s16 dropId) { - s16 healthCapacity; - if ((((dropId == ITEM00_BOMBS_A) || (dropId == ITEM00_BOMBS_0) || (dropId == ITEM00_BOMBS_B)) && (INV_CONTENT(ITEM_BOMB) == ITEM_NONE)) || (((dropId == ITEM00_ARROWS_10) || (dropId == ITEM00_ARROWS_30) || (dropId == ITEM00_ARROWS_40) || @@ -828,8 +826,7 @@ s16 func_800A7650(s16 dropId) { } if (dropId == ITEM00_HEART) { - healthCapacity = gSaveContext.save.playerData.healthCapacity; - if (healthCapacity == gSaveContext.save.playerData.health) { + if (((void)0, gSaveContext.save.playerData.healthCapacity) == ((void)0, gSaveContext.save.playerData.health)) { return ITEM00_RUPEE_GREEN; } } @@ -1188,6 +1185,6 @@ s32 func_800A817C(s32 index) { return D_801AE214[index]; } -s32 func_800A81A4(GlobalContext* globalCtx, s32 a1, s32 a2) { - return (func_800A8150(a1) == ITEM00_BIG_FAIRY) && (!Flags_GetCollectible(globalCtx, a2)); +s32 Item_CanDropBigFairy(GlobalContext* globalCtx, s32 index, s32 collectibleFlag) { + return (func_800A8150(index) == ITEM00_BIG_FAIRY) && (!Flags_GetCollectible(globalCtx, collectibleFlag)); } diff --git a/src/code/z_fcurve_data.c b/src/code/z_fcurve_data.c index a0bf887e1..5c0aa066a 100644 --- a/src/code/z_fcurve_data.c +++ b/src/code/z_fcurve_data.c @@ -1,5 +1,86 @@ +/** + * @file z_fcurve_data.c + * @brief Interpolation functions for use with Curve SkelAnime + */ #include "global.h" +#include "z64curve.h" -#pragma GLOBAL_ASM("asm/non_matchings/code/z_fcurve_data/func_800F23E0.s") +#define FCURVE_INTERP_CUBIC 0 // Interpolate using a Hermite cubic spline +#define FCURVE_INTERP_NONE 1 // Return the value at the left endpoint instead of interpolating +#define FCURVE_INTERP_LINEAR 2 // Interpolate linearly -#pragma GLOBAL_ASM("asm/non_matchings/code/z_fcurve_data/func_800F2478.s") +/** + * Hermite cubic spline interpolation between two endpoints, a,b. More information available at + * https://en.wikipedia.org/wiki/Cubic_Hermite_spline + * + * @param t interpolation parameter rescaled to lie in [0,1], (x-a)/(b-a) + * @param interval distance (b-a) between the endpoints + * @param y0 p(a) + * @param y1 p(b) + * @param m0 p'(a) + * @param m1 p'(b) + * @return f32 p(t), value of the cubic interpolating polynomial + */ +f32 Curve_CubicHermiteSpline(f32 t, f32 interval, f32 y0, f32 y1, f32 m0, f32 m1) { + f32 t2 = t * t; + f32 t3 = t2 * t; + f32 t3x2 = t3 * 2.0f; + f32 t2x3 = t2 * 3.0f; + + // Hermite basis cubics h_{ij} satisfy h_{ij}^{(j)}(i) = 1, the other three values being 0 + f32 h00 = t3x2 - t2x3 + 1.0f; // h_{00}(t) = 2t^3 - 3t^2 + 1 + f32 h01 = t2x3 - t3x2; // h_{01}(t) = 3t^2 - 2t^3 + f32 h10 = t3 - t2 * 2.0f + t; // h_{10}(t) = t^3 - 2t^2 + t + f32 h11 = t3 - t2; // h_{11}(t) = t^3 - t^2 + + f32 ret = h00 * y0; + + ret += h01 * y1; + ret += h10 * m0 * interval; + ret += h11 * m1 * interval; + + return ret; +} + +/** + * Interpolates based on an array of CurveInterpKnot. + * + * @param x point at which to interpolate. + * @param knots Beginning of CurveInterpKnot array to use. + * @param knotCount number of knots to read from the array. + * @return f32 interpolated value + */ +f32 Curve_Interpolate(f32 x, CurveInterpKnot* knots, s32 knotCount) { + // If outside the entire interpolation interval, return the value at the near endpoint. + if (x <= knots[0].abscissa) { + return knots[0].ordinate; + } else if (x >= knots[knotCount - 1].abscissa) { + return knots[knotCount - 1].ordinate; + } else { + s32 cur; + + for (cur = 0;; cur++) { + s32 next = cur + 1; + + // Find the subinterval in which x lies + if (x < knots[next].abscissa) { + if (knots[cur].flags & FCURVE_INTERP_NONE) { + // No interpolation + return knots[cur].ordinate; + } else if (knots[cur].flags & FCURVE_INTERP_LINEAR) { + // Linear interpolation + return knots[cur].ordinate + + ((x - (f32)knots[cur].abscissa) / ((f32)knots[next].abscissa - (f32)knots[cur].abscissa)) * + (knots[next].ordinate - knots[cur].ordinate); + } else { + // Cubic interpolation + f32 diff = (f32)knots[next].abscissa - (f32)knots[cur].abscissa; + f32 t = (x - (f32)knots[cur].abscissa) / ((f32)knots[next].abscissa - (f32)knots[cur].abscissa); + + return Curve_CubicHermiteSpline(t, diff * (1.0f / 30.0f), knots[cur].ordinate, knots[next].ordinate, + knots[cur].rightGradient, knots[next].leftGradient); + } + } + } + } +} diff --git a/src/code/z_fcurve_data_skelanime.c b/src/code/z_fcurve_data_skelanime.c index e22b5f351..b40a1c351 100644 --- a/src/code/z_fcurve_data_skelanime.c +++ b/src/code/z_fcurve_data_skelanime.c @@ -1,132 +1,189 @@ +/** + * @file z_fcurve_data_skelanime.c + * @brief Curve skeleton animation system + * + * A curve skeleton has a fixed number of limbs, each of which has 9 properties that may be changed by the animation: + * - 3 scales, + * - 3 rotations, + * - 3 positions + * (note the position is stored in the animations instead of being stored in the limbs like SkelAnime would). Otherwise + * the structure is similar to an ordinary SkelAnime-compatible skeleton. + * + * The animations are significantly more complex than SkelAnime. A curve animation consists of 4 parts: + * - a header (CurveAnimationHeader) + * - a list of counts, one for each of the 9 properties of each limb (u8) + * - a list of interpolation data (CurveInterpKnot). The length is the sum of the counts. + * - a list of constant data (s16[9]). The length is the number of 0s in counts. + * + * If the interpolation count for a property is 0, the value of the property is copied from the next number in the + * constant data; there are no gaps for nonzero interpolation count. + * If the interpolation count N for a property is larger than 0, the next N elements of the interpolation data array + * are used to interpolate the value of the property, using Curve_Interpolate. + * + * Curve limbs may use LOD: + * - lower detail draws only the first displaylist + * - higher detail draws both. + */ + #include "global.h" +#include "z64curve.h" -void SkelCurve_Clear(SkelAnimeCurve* skelCurve) { +void SkelCurve_Clear(SkelCurve* skelCurve) { skelCurve->limbCount = 0; - skelCurve->limbList = NULL; - skelCurve->transUpdIdx = NULL; - skelCurve->animCurFrame = 0.0f; - skelCurve->animSpeed = 0.0f; - skelCurve->animFinalFrame = 0.0f; - skelCurve->unk0C = 0.0f; - skelCurve->transforms = NULL; + skelCurve->skeleton = NULL; + skelCurve->animation = NULL; + skelCurve->curFrame = 0.0f; + skelCurve->playSpeed = 0.0f; + skelCurve->endFrame = 0.0f; + skelCurve->unk_0C = 0.0f; + skelCurve->jointTable = NULL; } -s32 SkelCurve_Init(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, SkelCurveLimbList* limbListSeg, - TransformUpdateIndex* transUpdIdx) { +/** + * Initialises the SkelCurve struct and mallocs the joint table. + * + * @return bool always true + */ +s32 SkelCurve_Init(GlobalContext* globalCtx, SkelCurve* skelCurve, CurveSkeletonHeader* skeletonHeaderSeg, + CurveAnimationHeader* animation) { SkelCurveLimb** limbs; - SkelCurveLimbList* limbList = Lib_SegmentedToVirtual(limbListSeg); + CurveSkeletonHeader* skeletonHeader = Lib_SegmentedToVirtual(skeletonHeaderSeg); - skelCurve->limbCount = limbList->limbCount; - skelCurve->limbList = Lib_SegmentedToVirtual(limbList->limbs); + skelCurve->limbCount = skeletonHeader->limbCount; + skelCurve->skeleton = Lib_SegmentedToVirtual(skeletonHeader->limbs); - skelCurve->transforms = ZeldaArena_Malloc(sizeof(*skelCurve->transforms) * skelCurve->limbCount); + skelCurve->jointTable = ZeldaArena_Malloc(sizeof(*skelCurve->jointTable) * skelCurve->limbCount); - do { - skelCurve->animCurFrame = 0.0f; - } while (0); - return 1; + skelCurve->curFrame = 0.0f; + return true; } -void SkelCurve_Destroy(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) { - if (skelCurve->transforms != NULL) { - ZeldaArena_Free(skelCurve->transforms); +/** + * Frees the joint table. + */ +void SkelCurve_Destroy(GlobalContext* globalCtx, SkelCurve* skelCurve) { + if (skelCurve->jointTable != NULL) { + ZeldaArena_Free(skelCurve->jointTable); } } -void SkelCurve_SetAnim(SkelAnimeCurve* skelCurve, TransformUpdateIndex* transUpdIdx, f32 arg2, f32 animFinalFrame, - f32 animCurFrame, f32 animSpeed) { - skelCurve->unk0C = arg2 - skelCurve->animSpeed; - skelCurve->animFinalFrame = animFinalFrame; - skelCurve->animCurFrame = animCurFrame; - skelCurve->animSpeed = animSpeed; - skelCurve->transUpdIdx = transUpdIdx; +void SkelCurve_SetAnim(SkelCurve* skelCurve, CurveAnimationHeader* animation, f32 arg2, f32 endFrame, f32 curFrame, + f32 playSpeed) { + skelCurve->unk_0C = arg2 - skelCurve->playSpeed; + skelCurve->endFrame = endFrame; + skelCurve->curFrame = curFrame; + skelCurve->playSpeed = playSpeed; + skelCurve->animation = animation; } -#ifdef NON_MATCHING -/* Should be functionally equivalent, also migrating rodata makes it a lot cleaner */ -s32 SkelCurve_Update(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) { - s16* transforms; - u8* transformRefIdx; - TransformUpdateIndex* transformIndex; - u16* transformCopyValues; - s32 i; - s32 ret = 0; - s32 k; - TransformData* transData; - f32 transformValue; - s32 j; - - transformIndex = Lib_SegmentedToVirtual(skelCurve->transUpdIdx); - transformRefIdx = Lib_SegmentedToVirtual(transformIndex->refIndex); - transData = Lib_SegmentedToVirtual(transformIndex->transformData); - transformCopyValues = Lib_SegmentedToVirtual(transformIndex->copyValues); - transforms = (s16*)skelCurve->transforms; - - skelCurve->animCurFrame += skelCurve->animSpeed * (globalCtx->state.framerateDivisor * 0.5f); - - if ((skelCurve->animSpeed >= 0.0f && skelCurve->animCurFrame > skelCurve->animFinalFrame) || - (skelCurve->animSpeed < 0.0f && skelCurve->animCurFrame < skelCurve->animFinalFrame)) { - skelCurve->animCurFrame = skelCurve->animFinalFrame; - ret = 1; +typedef enum { + /* 0 */ SKELCURVE_VEC_TYPE_SCALE, + /* 1 */ SKELCURVE_VEC_TYPE_ROTATION, + /* 2 */ SKELCURVE_VEC_TYPE_POSIITON, + /* 3 */ SKELCURVE_VEC_TYPE_MAX +} SkelCurveVecType; + +#define SKELCURVE_SCALE_SCALE 1024.0f +#define SKELCURVE_SCALE_POSITION 100 + +/** + * The only animation updating function. + * + * @return bool true when the animation has finished. + */ +s32 SkelCurve_Update(GlobalContext* globalCtx, SkelCurve* skelCurve) { + s16* jointData; + u8* knotCounts; + CurveAnimationHeader* animation; + u16* constantData; + s32 curLimb; + s32 ret = false; + s32 coord; + CurveInterpKnot* startKnot; + s32 vecType; + + animation = Lib_SegmentedToVirtual(skelCurve->animation); + knotCounts = Lib_SegmentedToVirtual(animation->knotCounts); + startKnot = Lib_SegmentedToVirtual(animation->interpolationData); + constantData = Lib_SegmentedToVirtual(animation->constantData); + jointData = *skelCurve->jointTable; + + skelCurve->curFrame += skelCurve->playSpeed * ((s32)globalCtx->state.framerateDivisor * 0.5f); + + if (((skelCurve->playSpeed >= 0.0f) && (skelCurve->curFrame > skelCurve->endFrame)) || + ((skelCurve->playSpeed < 0.0f) && (skelCurve->curFrame < skelCurve->endFrame))) { + skelCurve->curFrame = skelCurve->endFrame; + ret = true; } - for (i = 0; i < skelCurve->limbCount; i++) { - for (j = 0; j < 3; j++) { - for (k = 0; k < 3; k++, transformRefIdx++, transforms++) { - if (*transformRefIdx == 0) { - transformValue = *transformCopyValues; - *transforms = transformValue; - transformCopyValues++; + for (curLimb = 0; curLimb < skelCurve->limbCount; curLimb++) { + + // scale/rotation/position + for (vecType = SKELCURVE_VEC_TYPE_SCALE; vecType < SKELCURVE_VEC_TYPE_MAX; vecType++) { + + // x/y/z + for (coord = 0; coord < 3; coord++) { + f32 transformValue; + + if (*knotCounts == 0) { + transformValue = *constantData; + *jointData = transformValue; + constantData++; } else { - transformValue = func_800F2478(skelCurve->animCurFrame, transData, *transformRefIdx); - transData += *transformRefIdx; - if (j == 0) { - *transforms = transformValue * 1024.0f; - } else if (j == 1) { - *transforms = transformValue * (32768.0f / 180.0f); - } else { - *transforms = transformValue * 100.0f; + transformValue = Curve_Interpolate(skelCurve->curFrame, startKnot, *knotCounts); + startKnot += *knotCounts; + if (vecType == SKELCURVE_VEC_TYPE_SCALE) { + // Rescaling allows for more refined scaling using an s16 + *jointData = transformValue * SKELCURVE_SCALE_SCALE; + } else if (vecType == SKELCURVE_VEC_TYPE_ROTATION) { + // Convert value from degrees to a binary angle + *jointData = DEG_TO_BINANG(transformValue); + } else { // SKELCURVE_VEC_TYPE_POSIITON + // Model to world scale conversion + *jointData = transformValue * SKELCURVE_SCALE_POSITION; } } + knotCounts++; + jointData++; } } } return ret; } -#else -#pragma GLOBAL_ASM("asm/non_matchings/code/z_fcurve_data_skelanime/SkelCurve_Update.s") -#endif -void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve* skelCurve, +/** + * Recursively draws limbs with appropriate properties. + */ +void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelCurve* skelCurve, OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, Actor* thisx) { - SkelCurveLimb* limb = Lib_SegmentedToVirtual(skelCurve->limbList[limbIndex]); + SkelCurveLimb* limb = Lib_SegmentedToVirtual(skelCurve->skeleton[limbIndex]); OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_StatePush(); + Matrix_Push(); - if (overrideLimbDraw == NULL || - (overrideLimbDraw != NULL && overrideLimbDraw(globalCtx, skelCurve, limbIndex, thisx))) { + if ((overrideLimbDraw == NULL) || + ((overrideLimbDraw != NULL) && overrideLimbDraw(globalCtx, skelCurve, limbIndex, thisx))) { Vec3f scale; Vec3s rot; Vec3f pos; Gfx* dList; - Vec3s* transform = (Vec3s*)&skelCurve->transforms[limbIndex]; - - scale.x = transform->x / 1024.0f; - scale.y = transform->y / 1024.0f; - scale.z = transform->z / 1024.0f; - transform++; - rot.x = transform->x; - rot.y = transform->y; - rot.z = transform->z; - transform++; - pos.x = transform->x; - pos.y = transform->y; - pos.z = transform->z; - - Matrix_JointPosition(&pos, &rot); + s16* jointData = skelCurve->jointTable[limbIndex]; + + scale.x = jointData[0] / SKELCURVE_SCALE_SCALE; + scale.y = jointData[1] / SKELCURVE_SCALE_SCALE; + scale.z = jointData[2] / SKELCURVE_SCALE_SCALE; + jointData += 3; + rot.x = jointData[0]; + rot.y = jointData[1]; + rot.z = jointData[2]; + jointData += 3; + pos.x = jointData[0]; + pos.y = jointData[1]; + pos.z = jointData[2]; + + Matrix_TranslateRotateZYX(&pos, &rot); Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY); if (lod == 0) { @@ -160,22 +217,22 @@ void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve* postLimbDraw(globalCtx, skelCurve, limbIndex, thisx); } - if (limb->firstChildIdx != LIMB_DONE) { - SkelCurve_DrawLimb(globalCtx, limb->firstChildIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, thisx); + if (limb->child != LIMB_DONE) { + SkelCurve_DrawLimb(globalCtx, limb->child, skelCurve, overrideLimbDraw, postLimbDraw, lod, thisx); } - Matrix_StatePop(); + Matrix_Pop(); - if (limb->nextLimbIdx != LIMB_DONE) { - SkelCurve_DrawLimb(globalCtx, limb->nextLimbIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, thisx); + if (limb->sibling != LIMB_DONE) { + SkelCurve_DrawLimb(globalCtx, limb->sibling, skelCurve, overrideLimbDraw, postLimbDraw, lod, thisx); } CLOSE_DISPS(globalCtx->state.gfxCtx); } -void SkelCurve_Draw(Actor* actor, GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, +void SkelCurve_Draw(Actor* actor, GlobalContext* globalCtx, SkelCurve* skelCurve, OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, Actor* thisx) { - if (skelCurve->transforms != NULL) { + if (skelCurve->jointTable != NULL) { SkelCurve_DrawLimb(globalCtx, 0, skelCurve, overrideLimbDraw, postLimbDraw, lod, thisx); } } diff --git a/src/code/z_fireobj.c b/src/code/z_fireobj.c index 379ebda1d..f627c6394 100644 --- a/src/code/z_fireobj.c +++ b/src/code/z_fireobj.c @@ -159,7 +159,7 @@ void FireObj_Draw(GlobalContext* globalCtx, FireObj* fire) { vec.x = 0; vec.y = Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000; vec.z = 0; - Matrix_SetStateRotationAndTranslation(fire->position.x, fire->position.y, fire->position.z, &vec); + Matrix_SetTranslateRotateYXZ(fire->position.x, fire->position.y, fire->position.z, &vec); Matrix_Scale(fire->xScale, fire->yScale, 1.0f, MTXMODE_APPLY); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); diff --git a/src/code/z_kaleido_manager.c b/src/code/z_kaleido_manager.c index 5e89f49e9..73656d65d 100644 --- a/src/code/z_kaleido_manager.c +++ b/src/code/z_kaleido_manager.c @@ -1,4 +1,5 @@ #include "global.h" +#include "z64load.h" #define KALEIDO_OVERLAY(name) \ { \ diff --git a/src/code/z_kaleido_setup.c b/src/code/z_kaleido_setup.c index 5a234ea44..5ed36d551 100644 --- a/src/code/z_kaleido_setup.c +++ b/src/code/z_kaleido_setup.c @@ -60,7 +60,7 @@ void func_800F4A10(GlobalContext* globalCtx) { } void KaleidoSetup_Update(GlobalContext* globalCtx) { - Input* input = CONTROLLER1(globalCtx); + Input* input = CONTROLLER1(&globalCtx->state); MessageContext* msgCtx = &globalCtx->msgCtx; Player* player = GET_PLAYER(globalCtx); PauseContext* pauseCtx = &globalCtx->pauseCtx; diff --git a/src/code/z_lights.c b/src/code/z_lights.c index 5d47b4153..e9fae530a 100644 --- a/src/code/z_lights.c +++ b/src/code/z_lights.c @@ -431,7 +431,7 @@ void Lights_DrawGlow(GlobalContext* globalCtx) { gDPSetPrimColor(dl++, 0, 0, params->color[0], params->color[1], params->color[2], 50); - Matrix_InsertTranslation(params->x, params->y, params->z, MTXMODE_NEW); + Matrix_Translate(params->x, params->y, params->z, MTXMODE_NEW); Matrix_Scale(scale, scale, scale, MTXMODE_APPLY); gSPMatrix(dl++, Matrix_NewMtx(globalCtx->state.gfxCtx), diff --git a/src/code/z_message.c b/src/code/z_message.c index f41c713f6..d8e2d5c8a 100644 --- a/src/code/z_message.c +++ b/src/code/z_message.c @@ -67,7 +67,7 @@ void func_80147564(GlobalContext* globalCtx) { s32 Message_ShouldAdvance(GlobalContext* globalCtx) { MessageContext* msgCtx = &globalCtx->msgCtx; - Input* controller = CONTROLLER1(globalCtx); + Input* controller = CONTROLLER1(&globalCtx->state); if ((msgCtx->unk12020 == 0x10) || (msgCtx->unk12020 == 0x11)) { if (CHECK_BTN_ALL(controller->press.button, BTN_A)) { @@ -86,7 +86,7 @@ s32 Message_ShouldAdvance(GlobalContext* globalCtx) { s32 Message_ShouldAdvanceSilent(GlobalContext* globalCtx) { MessageContext* msgCtx = &globalCtx->msgCtx; - Input* controller = CONTROLLER1(globalCtx); + Input* controller = CONTROLLER1(&globalCtx->state); if (msgCtx->unk12020 == 0x10 || msgCtx->unk12020 == 0x11) { return CHECK_BTN_ALL(controller->press.button, BTN_A); @@ -117,7 +117,7 @@ void func_801477B4(GlobalContext* globalCtx) { void func_80148B98(GlobalContext* globalCtx, u8 arg1) { static s16 held = 0; MessageContext* msgCtx = &globalCtx->msgCtx; - Input* curInput = CONTROLLER1(globalCtx); + Input* curInput = CONTROLLER1(&globalCtx->state); if ((curInput->rel.stick_y > 29) && held == 0) { held = 1; @@ -405,23 +405,23 @@ void func_80151BB4(GlobalContext* globalCtx, u8 arg1) { u32 func_80151C9C(GlobalContext* globalCtx) { MessageContext* msgCtx = &globalCtx->msgCtx; - u8 flag; while (true) { if (msgCtx->unk120B1 == 0) { - return 0; + return false; } msgCtx->unk120B1--; if ((gSaveContext.save.weekEventReg[D_801C6B28[msgCtx->unk120B2[msgCtx->unk120B1]] >> 8] & (u8)D_801C6B28[msgCtx->unk120B2[msgCtx->unk120B1]]) == 0) { - flag = gSaveContext.save.weekEventReg[D_801C6B28[msgCtx->unk120B2[msgCtx->unk120B1]] >> 8]; gSaveContext.save.weekEventReg[D_801C6B28[msgCtx->unk120B2[msgCtx->unk120B1]] >> 8] = - flag | (u8)D_801C6B28[msgCtx->unk120B2[msgCtx->unk120B1]]; + ((void)0, gSaveContext.save.weekEventReg[D_801C6B28[msgCtx->unk120B2[msgCtx->unk120B1]] >> 8]) | + (u8)D_801C6B28[msgCtx->unk120B2[msgCtx->unk120B1]]; + if ((D_801C6AB8[msgCtx->unk120B2[msgCtx->unk120B1]] != 0) && CHECK_QUEST_ITEM(QUEST_BOMBERS_NOTEBOOK)) { func_80151938(globalCtx, D_801C6AB8[msgCtx->unk120B2[msgCtx->unk120B1]]); play_sound(NA_SE_SY_SCHEDULE_WRITE); - return 1; + return true; } } } diff --git a/src/code/z_message_nes.c b/src/code/z_message_nes.c index 1de839d68..485f016ff 100644 --- a/src/code/z_message_nes.c +++ b/src/code/z_message_nes.c @@ -193,29 +193,32 @@ void Message_LoadTimeNES(GlobalContext* globalCtx, u8 arg1, s32* offset, f32* ar s16 p = *decodedBufPos; s32 o = *offset; f32 f = *arg3; - u32 dayTime; + u32 timeLeft; s16 digits[4]; - f32 timeInMinutes; - s32 day; + f32 timeLeftInMinutes; s16 i; if (arg1 == 0xCF) { - day = gSaveContext.save.day; - dayTime = 0x40000 - ((day % 5) << 16) - (u16)(-0x4000 + gSaveContext.save.time); + // Calculates the time left before the moon crashes. + // The day begins at CLOCK_TIME(6, 0) so it must be offset. + timeLeft = (4 - CURRENT_DAY) * DAY_LENGTH - (u16)(((void)0, gSaveContext.save.time) - CLOCK_TIME(6, 0)); } else { - dayTime = 0x10000 - (u16)(-0x4000 + gSaveContext.save.time); + // Calculates the time left before a new day. + // The day begins at CLOCK_TIME(6, 0) so it must be offset. + timeLeft = DAY_LENGTH - (u16)(((void)0, gSaveContext.save.time) - CLOCK_TIME(6, 0)); } - timeInMinutes = TIME_TO_MINUTES_F(dayTime); + + timeLeftInMinutes = TIME_TO_MINUTES_F(timeLeft); digits[0] = 0; - digits[1] = (timeInMinutes / 60.0f); + digits[1] = (timeLeftInMinutes / 60.0f); while (digits[1] >= 10) { digits[0]++; digits[1] -= 10; } digits[2] = 0; - digits[3] = (s32)timeInMinutes % 60; + digits[3] = (s32)timeLeftInMinutes % 60; while (digits[3] >= 10) { digits[2]++; digits[3] -= 10; diff --git a/src/code/z_overlay.c b/src/code/z_overlay.c index f635331c9..a358cefe6 100644 --- a/src/code/z_overlay.c +++ b/src/code/z_overlay.c @@ -1,4 +1,5 @@ #include "global.h" +#include "z64load.h" #pragma GLOBAL_ASM("asm/non_matchings/code/z_overlay/func_801651B0.s") diff --git a/src/code/z_play.c b/src/code/z_play.c index aa360934e..7d13ee8ee 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -309,10 +309,8 @@ s32 Play_IsUnderwater(GlobalContext* globalCtx, Vec3f* pos) { } } -// z_demo and EnTest4 -// This data appears to be a boolean. It is only set by Play_Init. -s32 func_8016A168(void) { - return D_801D0D50; +s32 Play_IsDebugCamEnabled(void) { + return gDbgCamEnabled; } // A mapping from playerActorCsIds to sGlobalCamDataSettings indices. diff --git a/src/code/z_rcp.c b/src/code/z_rcp.c index f4ffd43c1..1d13be316 100644 --- a/src/code/z_rcp.c +++ b/src/code/z_rcp.c @@ -1239,11 +1239,11 @@ void func_8012CF0C(GraphicsContext* gfxCtx, s32 clearFb, s32 clearZb, u8 r, u8 g gSPDisplayList(&masterGfx[0], D_0E000000.syncSegments); gSPDisplayList(&masterGfx[1], sFillSetupDL); - gDPSetColorImage(&masterGfx[2], G_IM_FMT_RGBA, G_IM_SIZ_16b, D_801FBBCC, &D_0F000000); + gDPSetColorImage(&masterGfx[2], G_IM_FMT_RGBA, G_IM_SIZ_16b, D_801FBBCC, D_0F000000); if (zbuffer != NULL) { gDPSetDepthImage(&masterGfx[3], zbuffer); } else { - gDPSetDepthImage(&masterGfx[3], &D_0F000000); + gDPSetDepthImage(&masterGfx[3], D_0F000000); } gSPEndDisplayList(&masterGfx[4]); @@ -1267,7 +1267,7 @@ void func_8012CF0C(GraphicsContext* gfxCtx, s32 clearFb, s32 clearZb, u8 r, u8 g gDPSetRenderMode(&masterGfx[3], G_RM_NOOP, G_RM_NOOP2); gDPSetFillColor(&masterGfx[4], (GPACK_RGBA5551(255, 255, 240, 0) << 16) | GPACK_RGBA5551(255, 255, 240, 0)); gSPDisplayList(&masterGfx[5], D_0E000000.clearFillRect); - gDPSetColorImage(&masterGfx[6], G_IM_FMT_RGBA, G_IM_SIZ_16b, D_801FBBCC, &D_0F000000); + gDPSetColorImage(&masterGfx[6], G_IM_FMT_RGBA, G_IM_SIZ_16b, D_801FBBCC, D_0F000000); gSPEndDisplayList(&masterGfx[7]); } @@ -1275,7 +1275,7 @@ void func_8012CF0C(GraphicsContext* gfxCtx, s32 clearFb, s32 clearZb, u8 r, u8 g masterGfx = gGfxMasterDL->clearFrameBuffer; - gDPSetColorImage(&masterGfx[0], G_IM_FMT_RGBA, G_IM_SIZ_16b, D_801FBBCC, &D_0F000000); + gDPSetColorImage(&masterGfx[0], G_IM_FMT_RGBA, G_IM_SIZ_16b, D_801FBBCC, D_0F000000); gDPSetCycleType(&masterGfx[1], G_CYC_FILL); gDPSetRenderMode(&masterGfx[2], G_RM_NOOP, G_RM_NOOP2); gDPSetFillColor(&masterGfx[3], (GPACK_RGBA5551(r, g, b, 1) << 16) | GPACK_RGBA5551(r, g, b, 1)); diff --git a/src/code/z_scene.c b/src/code/z_scene.c index b03990702..b9dbb35dd 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -142,11 +142,9 @@ void* func_8012F73C(ObjectContext* objectCtx, s32 iParm2, s16 id) { // SceneTableEntry Header Command 0x00: Spawn List void Scene_HeaderCmdSpawnList(GlobalContext* globalCtx, SceneCmd* cmd) { - GlobalContext* globalCtx2 = globalCtx; s32 loadedCount; - void* nextObject; s16 playerObjectId; - u8 playerForm; + void* nextObject; globalCtx->linkActorEntry = (ActorEntry*)Lib_SegmentedToVirtual(cmd->spawnList.segment) + globalCtx->setupEntranceList[globalCtx->curSpawn].spawn; @@ -158,11 +156,10 @@ void Scene_HeaderCmdSpawnList(GlobalContext* globalCtx, SceneCmd* cmd) { } loadedCount = Object_Spawn(&globalCtx->objectCtx, OBJECT_LINK_CHILD); - nextObject = globalCtx2->objectCtx.status[globalCtx2->objectCtx.num].segment; + nextObject = globalCtx->objectCtx.status[globalCtx->objectCtx.num].segment; globalCtx->objectCtx.num = loadedCount; globalCtx->objectCtx.spawnedObjectCount = loadedCount; - playerForm = gSaveContext.save.playerForm; - playerObjectId = gLinkFormObjectIndexes[playerForm]; + playerObjectId = gLinkFormObjectIndexes[(void)0, gSaveContext.save.playerForm]; gActorOverlayTable[0].initInfo->objectId = playerObjectId; Object_Spawn(&globalCtx->objectCtx, playerObjectId); @@ -378,8 +375,6 @@ void Scene_HeaderCmdSkyboxDisables(GlobalContext* globalCtx, SceneCmd* cmd) { // SceneTableEntry Header Command 0x10: Time Settings void Scene_HeaderCmdTimeSettings(GlobalContext* globalCtx, SceneCmd* cmd) { - u32 dayTime; - if (cmd->timeSettings.hour != 0xFF && cmd->timeSettings.min != 0xFF) { gSaveContext.environmentTime = gSaveContext.save.time = (u16)(((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / 0.021972656f); @@ -399,12 +394,9 @@ void Scene_HeaderCmdTimeSettings(GlobalContext* globalCtx, SceneCmd* cmd) { REG(15) = globalCtx->envCtx.timeIncrement; } - dayTime = gSaveContext.save.time; - globalCtx->envCtx.unk_4 = -(Math_SinS(dayTime - 0x8000) * 120.0f) * 25.0f; - dayTime = gSaveContext.save.time; - globalCtx->envCtx.unk_8 = (Math_CosS(dayTime - 0x8000) * 120.0f) * 25.0f; - dayTime = gSaveContext.save.time; - globalCtx->envCtx.unk_C = (Math_CosS(dayTime - 0x8000) * 20.0f) * 25.0f; + globalCtx->envCtx.unk_4 = -(Math_SinS(((void)0, gSaveContext.save.time) - 0x8000) * 120.0f) * 25.0f; + globalCtx->envCtx.unk_8 = (Math_CosS(((void)0, gSaveContext.save.time) - 0x8000) * 120.0f) * 25.0f; + globalCtx->envCtx.unk_C = (Math_CosS(((void)0, gSaveContext.save.time) - 0x8000) * 20.0f) * 25.0f; if (globalCtx->envCtx.timeIncrement == 0 && gSaveContext.save.cutscene < 0xFFF0) { gSaveContext.environmentTime = gSaveContext.save.time; diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c index 6563eecfc..4c77b3669 100644 --- a/src/code/z_skelanime.c +++ b/src/code/z_skelanime.c @@ -33,7 +33,7 @@ void SkelAnime_DrawLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** skele OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_StatePush(); + Matrix_Push(); limb = Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; rot = jointTable[limbIndex]; @@ -44,7 +44,7 @@ void SkelAnime_DrawLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** skele dList = limb->dLists[lod]; if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, actor) == 0)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (dList != NULL) { Gfx* polyTemp = POLY_OPA_DISP; @@ -63,7 +63,7 @@ void SkelAnime_DrawLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** skele SkelAnime_DrawLimbLod(globalCtx, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, lod); } - Matrix_StatePop(); + Matrix_Pop(); if (limb->sibling != LIMB_DONE) { SkelAnime_DrawLimbLod(globalCtx, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, @@ -91,7 +91,7 @@ void SkelAnime_DrawLod(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_StatePush(); + Matrix_Push(); rootLimb = Lib_SegmentedToVirtual(skeleton[0]); pos.x = jointTable[0].x; @@ -102,7 +102,7 @@ void SkelAnime_DrawLod(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa dList = rootLimb->dLists[lod]; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, actor)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (dList != NULL) { Gfx* polyTemp = POLY_OPA_DISP; @@ -123,7 +123,7 @@ void SkelAnime_DrawLod(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa lod); } - Matrix_StatePop(); + Matrix_Pop(); CLOSE_DISPS(globalCtx->state.gfxCtx); } @@ -143,7 +143,7 @@ void SkelAnime_DrawFlexLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** s OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_StatePush(); + Matrix_Push(); limb = Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -157,7 +157,7 @@ void SkelAnime_DrawFlexLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** s newDList = limbDList = limb->dLists[lod]; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, actor)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (newDList != NULL) { Matrix_ToMtx(*mtx); gSPMatrix(POLY_OPA_DISP++, *mtx, G_MTX_LOAD); @@ -178,7 +178,7 @@ void SkelAnime_DrawFlexLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** s lod, mtx); } - Matrix_StatePop(); + Matrix_Pop(); if (limb->sibling != LIMB_DONE) { SkelAnime_DrawFlexLimbLod(globalCtx, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, @@ -211,7 +211,7 @@ void SkelAnime_DrawFlexLod(GlobalContext* globalCtx, void** skeleton, Vec3s* joi OPEN_DISPS(globalCtx->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x0D, mtx); - Matrix_StatePush(); + Matrix_Push(); rootLimb = Lib_SegmentedToVirtual(skeleton[0]); pos.x = jointTable[0].x; @@ -223,7 +223,7 @@ void SkelAnime_DrawFlexLod(GlobalContext* globalCtx, void** skeleton, Vec3s* joi newDList = limbDList = rootLimb->dLists[lod]; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, actor)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (newDList != NULL) { Gfx* polyTemp = POLY_OPA_DISP; @@ -246,7 +246,7 @@ void SkelAnime_DrawFlexLod(GlobalContext* globalCtx, void** skeleton, Vec3s* joi actor, lod, &mtx); } - Matrix_StatePop(); + Matrix_Pop(); CLOSE_DISPS(globalCtx->state.gfxCtx); } @@ -263,7 +263,7 @@ void SkelAnime_DrawLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** skele OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_StatePush(); + Matrix_Push(); limb = Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -274,7 +274,7 @@ void SkelAnime_DrawLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** skele dList = limb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, actor)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (dList != NULL) { Gfx* polyTemp = POLY_OPA_DISP; @@ -292,7 +292,7 @@ void SkelAnime_DrawLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** skele SkelAnime_DrawLimbOpa(globalCtx, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor); } - Matrix_StatePop(); + Matrix_Pop(); if (limb->sibling != LIMB_DONE) { SkelAnime_DrawLimbOpa(globalCtx, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor); @@ -318,7 +318,7 @@ void SkelAnime_DrawOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_StatePush(); + Matrix_Push(); rootLimb = Lib_SegmentedToVirtual(skeleton[0]); pos.x = jointTable[0].x; @@ -329,7 +329,7 @@ void SkelAnime_DrawOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa dList = rootLimb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, actor)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (dList != NULL) { Gfx* polyTemp = POLY_OPA_DISP; @@ -347,7 +347,7 @@ void SkelAnime_DrawOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa SkelAnime_DrawLimbOpa(globalCtx, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor); } - Matrix_StatePop(); + Matrix_Pop(); CLOSE_DISPS(globalCtx->state.gfxCtx); } @@ -363,7 +363,7 @@ void SkelAnime_DrawFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** s OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_StatePush(); + Matrix_Push(); limb = Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -376,7 +376,7 @@ void SkelAnime_DrawFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** s newDList = limbDList = limb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, actor)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (newDList != NULL) { Matrix_ToMtx(*limbMatricies); gSPMatrix(POLY_OPA_DISP++, *limbMatricies, G_MTX_LOAD); @@ -397,7 +397,7 @@ void SkelAnime_DrawFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** s limbMatricies); } - Matrix_StatePop(); + Matrix_Pop(); if (limb->sibling != LIMB_DONE) { SkelAnime_DrawFlexLimbOpa(globalCtx, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, @@ -430,7 +430,7 @@ void SkelAnime_DrawFlexOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* joi gSPSegment(POLY_OPA_DISP++, 0x0D, mtx); - Matrix_StatePush(); + Matrix_Push(); rootLimb = Lib_SegmentedToVirtual(skeleton[0]); @@ -442,7 +442,7 @@ void SkelAnime_DrawFlexOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* joi newDList = limbDList = rootLimb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, actor)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (newDList != NULL) { Gfx* polyTemp = POLY_OPA_DISP; @@ -467,7 +467,7 @@ void SkelAnime_DrawFlexOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* joi actor, &mtx); } - Matrix_StatePop(); + Matrix_Pop(); CLOSE_DISPS(globalCtx->state.gfxCtx); } @@ -483,7 +483,7 @@ void SkelAnime_DrawTransformFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_StatePush(); + Matrix_Push(); limb = Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -496,8 +496,8 @@ void SkelAnime_DrawTransformFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, newDList = limbDList = limb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, actor)) { - Matrix_JointPosition(&pos, &rot); - Matrix_StatePush(); + Matrix_TranslateRotateZYX(&pos, &rot); + Matrix_Push(); transformLimbDraw(globalCtx, limbIndex, actor); @@ -514,7 +514,7 @@ void SkelAnime_DrawTransformFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, (*mtx)++; } } - Matrix_StatePop(); + Matrix_Pop(); } if (postLimbDraw != NULL) { @@ -526,7 +526,7 @@ void SkelAnime_DrawTransformFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, transformLimbDraw, actor, mtx); } - Matrix_StatePop(); + Matrix_Pop(); if (limb->sibling != LIMB_DONE) { SkelAnime_DrawTransformFlexLimbOpa(globalCtx, limb->sibling, skeleton, jointTable, overrideLimbDraw, @@ -566,7 +566,7 @@ void SkelAnime_DrawTransformFlexOpa(GlobalContext* globalCtx, void** skeleton, V gSPSegment(POLY_OPA_DISP++, 0x0D, mtx); - Matrix_StatePush(); + Matrix_Push(); rootLimb = Lib_SegmentedToVirtual(skeleton[0]); @@ -578,8 +578,8 @@ void SkelAnime_DrawTransformFlexOpa(GlobalContext* globalCtx, void** skeleton, V newDList = limbDList = rootLimb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, actor)) { - Matrix_JointPosition(&pos, &rot); - Matrix_StatePush(); + Matrix_TranslateRotateZYX(&pos, &rot); + Matrix_Push(); transformLimbDraw(globalCtx, 1, actor); @@ -595,7 +595,7 @@ void SkelAnime_DrawTransformFlexOpa(GlobalContext* globalCtx, void** skeleton, V Matrix_ToMtx(mtx++); } } - Matrix_StatePop(); + Matrix_Pop(); } if (postLimbDraw != NULL) { @@ -607,7 +607,7 @@ void SkelAnime_DrawTransformFlexOpa(GlobalContext* globalCtx, void** skeleton, V postLimbDraw, transformLimbDraw, actor, &mtx); } - Matrix_StatePop(); + Matrix_Pop(); CLOSE_DISPS(globalCtx->state.gfxCtx); } @@ -627,9 +627,7 @@ void SkelAnime_GetFrameData(AnimationHeader* animation, s32 frame, s32 limbCount for (i = 0; i < limbCount; i++) { // Debug prints here, this is needed to prevent loop unrolling - if (0) { - if (0) {}; - } + if ((frameTable == NULL) || (jointIndices == NULL) || (dynamicData == NULL)) {} frameTable->x = jointIndices->x >= staticIndexMax ? dynamicData[jointIndices->x] : frameData[jointIndices->x]; frameTable->y = jointIndices->y >= staticIndexMax ? dynamicData[jointIndices->y] : frameData[jointIndices->y]; frameTable->z = jointIndices->z >= staticIndexMax ? dynamicData[jointIndices->z] : frameData[jointIndices->z]; @@ -660,7 +658,7 @@ Gfx* SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton Vec3f pos; Vec3s rot; - Matrix_StatePush(); + Matrix_Push(); limb = Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -673,7 +671,7 @@ Gfx* SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton dList = limb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, actor, &gfx)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (dList != NULL) { gSPMatrix(&gfx[0], Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_LOAD); gSPDisplayList(&gfx[1], dList); @@ -690,7 +688,7 @@ Gfx* SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton gfx); } - Matrix_StatePop(); + Matrix_Pop(); if (limb->sibling != LIMB_DONE) { gfx = SkelAnime_DrawLimb(globalCtx, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, @@ -716,7 +714,7 @@ Gfx* SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable return NULL; } - Matrix_StatePush(); + Matrix_Push(); rootLimb = Lib_SegmentedToVirtual(skeleton[0]); @@ -729,7 +727,7 @@ Gfx* SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable dList = rootLimb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, actor, &gfx)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (dList != NULL) { gSPMatrix(&gfx[0], Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_LOAD); gSPDisplayList(&gfx[1], dList); @@ -746,7 +744,7 @@ Gfx* SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable actor, gfx); } - Matrix_StatePop(); + Matrix_Pop(); return gfx; } @@ -763,7 +761,7 @@ Gfx* SkelAnime_DrawFlexLimb(GlobalContext* globalCtx, s32 limbIndex, void** skel Vec3f pos; Vec3s rot; - Matrix_StatePush(); + Matrix_Push(); limb = Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -776,7 +774,7 @@ Gfx* SkelAnime_DrawFlexLimb(GlobalContext* globalCtx, s32 limbIndex, void** skel newDList = limbDList = limb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, actor, &gfx)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (newDList != NULL) { gSPMatrix(&gfx[0], Matrix_ToMtx(*mtx), G_MTX_LOAD); gSPDisplayList(&gfx[1], newDList); @@ -799,7 +797,7 @@ Gfx* SkelAnime_DrawFlexLimb(GlobalContext* globalCtx, s32 limbIndex, void** skel actor, mtx, gfx); } - Matrix_StatePop(); + Matrix_Pop(); if (limb->sibling != LIMB_DONE) { gfx = SkelAnime_DrawFlexLimb(globalCtx, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, @@ -832,7 +830,7 @@ Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jointT gSPSegment(gfx++, 0x0D, mtx); - Matrix_StatePush(); + Matrix_Push(); rootLimb = Lib_SegmentedToVirtual(skeleton[0]); @@ -845,7 +843,7 @@ Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jointT newDList = limbDList = rootLimb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, actor, &gfx)) { - Matrix_JointPosition(&pos, &rot); + Matrix_TranslateRotateZYX(&pos, &rot); if (newDList != NULL) { gSPMatrix(&gfx[0], Matrix_ToMtx(mtx), G_MTX_LOAD); gSPDisplayList(&gfx[1], newDList); @@ -868,7 +866,7 @@ Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jointT actor, &mtx, gfx); } - Matrix_StatePop(); + Matrix_Pop(); return gfx; } diff --git a/src/code/z_skin.c b/src/code/z_skin.c index 808a00da0..de449c02d 100644 --- a/src/code/z_skin.c +++ b/src/code/z_skin.c @@ -13,13 +13,13 @@ void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* mod Vec3f normal; Vec3f sp44; - wTemp.x = mtx->wx; - wTemp.y = mtx->wy; - wTemp.z = mtx->wz; + wTemp.x = mtx->xw; + wTemp.y = mtx->yw; + wTemp.z = mtx->zw; - mtx->wx = 0.0f; - mtx->wy = 0.0f; - mtx->wz = 0.0f; + mtx->xw = 0.0f; + mtx->yw = 0.0f; + mtx->zw = 0.0f; for (vertexEntry = skinVertices; vertexEntry < &skinVertices[modifEntry->vtxCount]; vertexEntry++) { vtx = &vtxBuf[vertexEntry->index]; @@ -39,9 +39,9 @@ void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* mod vtx->n.n[2] = normal.z; } - mtx->wx = wTemp.x; - mtx->wy = wTemp.y; - mtx->wz = wTemp.z; + mtx->xw = wTemp.x; + mtx->yw = wTemp.y; + mtx->zw = wTemp.z; } void Skin_ApplyLimbModifications(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3) { diff --git a/src/code/z_skin_matrix.c b/src/code/z_skin_matrix.c index f355aec9b..9b30a3c0b 100644 --- a/src/code/z_skin_matrix.c +++ b/src/code/z_skin_matrix.c @@ -1,13 +1,11 @@ #include "global.h" -// clang-format off -MtxF sMtxFClear = { - 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 sMtxFClear = { { + { 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 }, +} }; /** * Multiplies a 4 component row vector [ src , 1 ] by the matrix mf and writes the resulting 4 components to xyzDest @@ -16,10 +14,10 @@ MtxF sMtxFClear = { * \f[ [\texttt{xyzDest}, \texttt{wDest}] = [\texttt{src}, 1] \cdot [mf] \f] */ void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest) { - xyzDest->x = mf->wx + ((src->x * mf->xx) + (src->y * mf->yx) + (src->z * mf->zx)); - xyzDest->y = mf->wy + ((src->x * mf->xy) + (src->y * mf->yy) + (src->z * mf->zy)); - xyzDest->z = mf->wz + ((src->x * mf->xz) + (src->y * mf->yz) + (src->z * mf->zz)); - *wDest = mf->ww + ((src->x * mf->xw) + (src->y * mf->yw) + (src->z * mf->zw)); + xyzDest->x = mf->xw + ((src->x * mf->xx) + (src->y * mf->xy) + (src->z * mf->xz)); + xyzDest->y = mf->yw + ((src->x * mf->yx) + (src->y * mf->yy) + (src->z * mf->yz)); + xyzDest->z = mf->zw + ((src->x * mf->zx) + (src->y * mf->zy) + (src->z * mf->zz)); + *wDest = mf->ww + ((src->x * mf->wx) + (src->y * mf->wy) + (src->z * mf->wz)); } /** @@ -29,21 +27,22 @@ void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDe */ void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest) { f32 mx = mf->xx; - f32 my = mf->yx; - f32 mz = mf->zx; - f32 mw = mf->wx; + f32 my = mf->xy; + f32 mz = mf->xz; + f32 mw = mf->xw; + dest->x = mw + ((src->x * mx) + (src->y * my) + (src->z * mz)); - mx = mf->xy; + mx = mf->yx; my = mf->yy; - mz = mf->zy; - mw = mf->wy; + mz = mf->yz; + mw = mf->yw; dest->y = mw + ((src->x * mx) + (src->y * my) + (src->z * mz)); - mx = mf->xz; - my = mf->yz; + mx = mf->zx; + my = mf->zy; mz = mf->zz; - mw = mf->wz; + mw = mf->zw; dest->z = mw + ((src->x * mx) + (src->y * my) + (src->z * mz)); } @@ -59,122 +58,122 @@ void SkinMatrix_MtxFMtxFMult(MtxF* mfB, MtxF* mfA, MtxF* dest) { //---COL1--- f32 cx = mfB->xx; - f32 cy = mfB->yx; - f32 cz = mfB->zx; - f32 cw = mfB->wx; + f32 cy = mfB->xy; + f32 cz = mfB->xz; + f32 cw = mfB->xw; //-------- rx = mfA->xx; - ry = mfA->xy; - rz = mfA->xz; - rw = mfA->xw; + ry = mfA->yx; + rz = mfA->zx; + rw = mfA->wx; dest->xx = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->yx; + rx = mfA->xy; ry = mfA->yy; - rz = mfA->yz; - rw = mfA->yw; - dest->yx = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + rz = mfA->zy; + rw = mfA->wy; + dest->xy = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->zx; - ry = mfA->zy; + rx = mfA->xz; + ry = mfA->yz; rz = mfA->zz; - rw = mfA->zw; - dest->zx = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + rw = mfA->wz; + dest->xz = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->wx; - ry = mfA->wy; - rz = mfA->wz; + rx = mfA->xw; + ry = mfA->yw; + rz = mfA->zw; rw = mfA->ww; - dest->wx = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + dest->xw = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); //---2Col--- - cx = mfB->xy; + cx = mfB->yx; cy = mfB->yy; - cz = mfB->zy; - cw = mfB->wy; + cz = mfB->yz; + cw = mfB->yw; //-------- rx = mfA->xx; - ry = mfA->xy; - rz = mfA->xz; - rw = mfA->xw; - dest->xy = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + ry = mfA->yx; + rz = mfA->zx; + rw = mfA->wx; + dest->yx = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->yx; + rx = mfA->xy; ry = mfA->yy; - rz = mfA->yz; - rw = mfA->yw; + rz = mfA->zy; + rw = mfA->wy; dest->yy = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->zx; - ry = mfA->zy; + rx = mfA->xz; + ry = mfA->yz; rz = mfA->zz; - rw = mfA->zw; - dest->zy = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + rw = mfA->wz; + dest->yz = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->wx; - ry = mfA->wy; - rz = mfA->wz; + rx = mfA->xw; + ry = mfA->yw; + rz = mfA->zw; rw = mfA->ww; - dest->wy = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + dest->yw = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); //---3Col--- - cx = mfB->xz; - cy = mfB->yz; + cx = mfB->zx; + cy = mfB->zy; cz = mfB->zz; - cw = mfB->wz; + cw = mfB->zw; //-------- rx = mfA->xx; - ry = mfA->xy; - rz = mfA->xz; - rw = mfA->xw; - dest->xz = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + ry = mfA->yx; + rz = mfA->zx; + rw = mfA->wx; + dest->zx = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->yx; + rx = mfA->xy; ry = mfA->yy; - rz = mfA->yz; - rw = mfA->yw; - dest->yz = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + rz = mfA->zy; + rw = mfA->wy; + dest->zy = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->zx; - ry = mfA->zy; + rx = mfA->xz; + ry = mfA->yz; rz = mfA->zz; - rw = mfA->zw; + rw = mfA->wz; dest->zz = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->wx; - ry = mfA->wy; - rz = mfA->wz; + rx = mfA->xw; + ry = mfA->yw; + rz = mfA->zw; rw = mfA->ww; - dest->wz = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + dest->zw = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); //---4Col--- - cx = mfB->xw; - cy = mfB->yw; - cz = mfB->zw; + cx = mfB->wx; + cy = mfB->wy; + cz = mfB->wz; cw = mfB->ww; //-------- rx = mfA->xx; - ry = mfA->xy; - rz = mfA->xz; - rw = mfA->xw; - dest->xw = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + ry = mfA->yx; + rz = mfA->zx; + rw = mfA->wx; + dest->wx = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->yx; + rx = mfA->xy; ry = mfA->yy; - rz = mfA->yz; - rw = mfA->yw; - dest->yw = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + rz = mfA->zy; + rw = mfA->wy; + dest->wy = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->zx; - ry = mfA->zy; + rx = mfA->xz; + ry = mfA->yz; rz = mfA->zz; - rw = mfA->zw; - dest->zw = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); + rw = mfA->wz; + dest->wz = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); - rx = mfA->wx; - ry = mfA->wy; - rz = mfA->wz; + rx = mfA->xw; + ry = mfA->yw; + rz = mfA->zw; rw = mfA->ww; dest->ww = (cx * rx) + (cy * ry) + (cz * rz) + (cw * rw); } @@ -188,39 +187,39 @@ void SkinMatrix_GetClear(MtxF** mfp) { void SkinMatrix_Clear(MtxF* mf) { mf->xx = 1.0f; - mf->xy = 0.0f; - mf->xz = 0.0f; - mf->xw = 0.0f; mf->yx = 0.0f; - mf->yy = 1.0f; - mf->yz = 0.0f; - mf->yw = 0.0f; mf->zx = 0.0f; - mf->zy = 0.0f; - mf->zz = 1.0f; - mf->zw = 0.0f; mf->wx = 0.0f; + mf->xy = 0.0f; + mf->yy = 1.0f; + mf->zy = 0.0f; mf->wy = 0.0f; + mf->xz = 0.0f; + mf->yz = 0.0f; + mf->zz = 1.0f; mf->wz = 0.0f; + mf->xw = 0.0f; + mf->yw = 0.0f; + mf->zw = 0.0f; mf->ww = 1.0f; } void SkinMatrix_MtxFCopy(MtxF* src, MtxF* dest) { dest->xx = src->xx; - dest->xy = src->xy; - dest->xz = src->xz; - dest->xw = src->xw; dest->yx = src->yx; - dest->yy = src->yy; - dest->yz = src->yz; - dest->yw = src->yw; dest->zx = src->zx; - dest->zy = src->zy; - dest->zz = src->zz; - dest->zw = src->zw; 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; } @@ -282,18 +281,18 @@ s32 SkinMatrix_Invert(MtxF* src, MtxF* dest) { * Produces a matrix which scales x,y,z components of vectors or x,y,z rows of matrices (when applied on LHS) */ void SkinMatrix_SetScale(MtxF* mf, f32 x, f32 y, f32 z) { - mf->xy = 0.0f; - mf->xz = 0.0f; - mf->xw = 0.0f; mf->yx = 0.0f; - mf->yz = 0.0f; - mf->yw = 0.0f; mf->zx = 0.0f; - mf->zy = 0.0f; - mf->zw = 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->xw = 0.0f; + mf->yw = 0.0f; + mf->zw = 0.0f; mf->ww = 1.0f; mf->xx = x; mf->yy = y; @@ -307,16 +306,16 @@ void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw) { f32 cos2; f32 sin = Math_SinS(yaw); f32 cos = Math_CosS(yaw); - f32 yx; + f32 xy; f32 sin2; - f32 zx; + f32 xz; f32 yy; - f32 zy; + f32 yz; mf->yy = cos; - mf->yx = -sin; - mf->xw = mf->yw = mf->zw = 0; + mf->xy = -sin; mf->wx = mf->wy = mf->wz = 0; + mf->xw = mf->yw = mf->zw = 0; mf->ww = 1; if (pitch != 0) { @@ -324,19 +323,19 @@ void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw) { cos2 = Math_CosS(pitch); mf->xx = cos * cos2; - mf->zx = cos * sin2; + mf->xz = cos * sin2; - mf->xy = sin * cos2; - mf->zy = sin * sin2; - mf->xz = -sin2; + mf->yx = sin * cos2; + mf->yz = sin * sin2; + mf->zx = -sin2; mf->zz = cos2; } else { mf->xx = cos; if (1) {} if (1) {} - zx = sin; // required to match - mf->xy = sin; - mf->xz = mf->zx = mf->zy = 0; + xz = sin; // required to match + mf->yx = sin; + mf->zx = mf->xz = mf->yz = 0; mf->zz = 1; } @@ -344,22 +343,22 @@ void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw) { sin2 = Math_SinS(roll); cos2 = Math_CosS(roll); - yx = mf->yx; - zx = mf->zx; - mf->yx = (yx * cos2) + (zx * sin2); - mf->zx = (zx * cos2) - (yx * sin2); + xy = mf->xy; + xz = mf->xz; + mf->xy = (xy * cos2) + (xz * sin2); + mf->xz = (xz * cos2) - (xy * sin2); if (1) {} - zy = mf->zy; + yz = mf->yz; yy = mf->yy; - mf->yy = (yy * cos2) + (zy * sin2); - mf->zy = (zy * cos2) - (yy * sin2); + mf->yy = (yy * cos2) + (yz * sin2); + mf->yz = (yz * cos2) - (yy * sin2); if (cos2) {} - mf->yz = mf->zz * sin2; + mf->zy = mf->zz * sin2; mf->zz = mf->zz * cos2; } else { - mf->yz = 0; + mf->zy = 0; } } @@ -370,23 +369,23 @@ void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) { f32 cos2; f32 sin; f32 cos; - f32 xz; + f32 zx; f32 sin2; - f32 yz; + f32 zy; f32 xx; - f32 yx; + f32 xy; sin = Math_SinS(roll); cos = Math_CosS(roll); mf->xx = cos; - mf->xz = -sin; - mf->zw = 0; - mf->yw = 0; - mf->xw = 0; + mf->zx = -sin; mf->wz = 0; mf->wy = 0; mf->wx = 0; + mf->zw = 0; + mf->yw = 0; + mf->xw = 0; mf->ww = 1; if (yaw != 0) { @@ -394,19 +393,19 @@ void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) { cos2 = Math_CosS(yaw); mf->zz = cos * cos2; - mf->yz = cos * sin2; + mf->zy = cos * sin2; - mf->zx = sin * cos2; - mf->yx = sin * sin2; - mf->zy = -sin2; + mf->xz = sin * cos2; + mf->xy = sin * sin2; + mf->yz = -sin2; mf->yy = cos2; } else { mf->zz = cos; if (1) {} if (1) {} - yx = sin; // required to match - mf->zx = sin; - mf->yx = mf->yz = mf->zy = 0; + xy = sin; // required to match + mf->xz = sin; + mf->xy = mf->zy = mf->yz = 0; mf->yy = 1; } @@ -414,19 +413,19 @@ void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) { sin2 = Math_SinS(pitch); cos2 = Math_CosS(pitch); xx = mf->xx; - yx = mf->yx; - mf->xx = (xx * cos2) + (yx * sin2); - mf->yx = yx * cos2 - (xx * sin2); + xy = mf->xy; + mf->xx = (xx * cos2) + (xy * sin2); + mf->xy = xy * cos2 - (xx * sin2); if (1) {} - yz = mf->yz; - xz = mf->xz; - mf->xz = (xz * cos2) + (yz * sin2); - mf->yz = (yz * cos2) - (xz * sin2); + zy = mf->zy; + zx = mf->zx; + mf->zx = (zx * cos2) + (zy * sin2); + mf->zy = (zy * cos2) - (zx * sin2); if (cos2) {} - mf->xy = mf->yy * sin2; + mf->yx = mf->yy * sin2; mf->yy = mf->yy * cos2; } else { - mf->xy = 0; + mf->yx = 0; } } @@ -434,22 +433,22 @@ void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) { * Produces a matrix which translates a vector by amounts in the x, y and z directions */ void SkinMatrix_SetTranslate(MtxF* mf, f32 x, f32 y, f32 z) { - mf->xy = 0.0f; - mf->xz = 0.0f; - mf->xw = 0.0f; mf->yx = 0.0f; - mf->yz = 0.0f; - mf->yw = 0.0f; mf->zx = 0.0f; + mf->wx = 0.0f; + mf->xy = 0.0f; mf->zy = 0.0f; - mf->zw = 0.0f; + mf->wy = 0.0f; + mf->xz = 0.0f; + mf->yz = 0.0f; + mf->wz = 0.0f; mf->xx = 1.0f; mf->yy = 1.0f; mf->zz = 1.0f; mf->ww = 1.0f; - mf->wx = x; - mf->wy = y; - mf->wz = z; + mf->xw = x; + mf->yw = y; + mf->zw = z; } /** @@ -515,19 +514,19 @@ void SkinMatrix_MtxFToMtx(MtxF* src, Mtx* dest) { m1[0] = (temp >> 0x10); m1[16 + 0] = temp & 0xFFFF; - temp = src->xy * 0x10000; + temp = src->yx * 0x10000; m1[1] = (temp >> 0x10); m1[16 + 1] = temp & 0xFFFF; - temp = src->xz * 0x10000; + temp = src->zx * 0x10000; m1[2] = (temp >> 0x10); m1[16 + 2] = temp & 0xFFFF; - temp = src->xw * 0x10000; + temp = src->wx * 0x10000; m1[3] = (temp >> 0x10); m1[16 + 3] = temp & 0xFFFF; - temp = src->yx * 0x10000; + temp = src->xy * 0x10000; m1[4] = (temp >> 0x10); m1[16 + 4] = temp & 0xFFFF; @@ -535,19 +534,19 @@ void SkinMatrix_MtxFToMtx(MtxF* src, Mtx* dest) { m1[5] = (temp >> 0x10); m1[16 + 5] = temp & 0xFFFF; - temp = src->yz * 0x10000; + temp = src->zy * 0x10000; m1[6] = (temp >> 0x10); m1[16 + 6] = temp & 0xFFFF; - temp = src->yw * 0x10000; + temp = src->wy * 0x10000; m1[7] = (temp >> 0x10); m1[16 + 7] = temp & 0xFFFF; - temp = src->zx * 0x10000; + temp = src->xz * 0x10000; m1[8] = (temp >> 0x10); m1[16 + 8] = temp & 0xFFFF; - temp = src->zy * 0x10000; + temp = src->yz * 0x10000; m1[9] = (temp >> 0x10); m2[9] = temp & 0xFFFF; @@ -555,19 +554,19 @@ void SkinMatrix_MtxFToMtx(MtxF* src, Mtx* dest) { m1[10] = (temp >> 0x10); m2[10] = temp & 0xFFFF; - temp = src->zw * 0x10000; + temp = src->wz * 0x10000; m1[11] = (temp >> 0x10); m2[11] = temp & 0xFFFF; - temp = src->wx * 0x10000; + temp = src->xw * 0x10000; m1[12] = (temp >> 0x10); m2[12] = temp & 0xFFFF; - temp = src->wy * 0x10000; + temp = src->yw * 0x10000; m1[13] = (temp >> 0x10); m2[13] = temp & 0xFFFF; - temp = src->wz * 0x10000; + temp = src->zw * 0x10000; m1[14] = (temp >> 0x10); m2[14] = temp & 0xFFFF; @@ -612,21 +611,21 @@ void SkinMatrix_SetRotateAroundVec(MtxF* mf, s16 a, f32 x, f32 y, f32 z) { xz = x * z; mf->xx = (1.0f - xx) * cosA + xx; - mf->xy = (1.0f - cosA) * xy + z * sinA; - mf->xz = (1.0f - cosA) * xz - y * sinA; - mf->xw = 0.0f; + mf->yx = (1.0f - cosA) * xy + z * sinA; + mf->zx = (1.0f - cosA) * xz - y * sinA; + mf->wx = 0.0f; - mf->yx = (1.0f - cosA) * xy - z * sinA; + mf->xy = (1.0f - cosA) * xy - z * sinA; mf->yy = (1.0f - yy) * cosA + yy; - mf->yz = (1.0f - cosA) * yz + x * sinA; - mf->yw = 0.0f; + mf->zy = (1.0f - cosA) * yz + x * sinA; + mf->wy = 0.0f; - mf->zx = (1.0f - cosA) * xz + y * sinA; - mf->zy = (1.0f - cosA) * yz - x * sinA; + mf->xz = (1.0f - cosA) * xz + y * sinA; + mf->yz = (1.0f - cosA) * yz - x * sinA; mf->zz = (1.0f - zz) * cosA + zz; - mf->zw = 0.0f; + mf->wz = 0.0f; - mf->wx = mf->wy = mf->wz = 0.0f; + mf->xw = mf->yw = mf->zw = 0.0f; mf->ww = 1.0f; } @@ -642,27 +641,27 @@ void SkinMatrix_SetXRotation(MtxF* mf, s16 a) { cosA = 1.0f; } - mf->xy = 0.0f; - mf->xz = 0.0f; - mf->xw = 0.0f; - mf->yx = 0.0f; - mf->yw = 0.0f; - mf->zx = 0.0f; - mf->zw = 0.0f; - mf->wx = 0.0f; + + mf->xy = 0.0f; mf->wy = 0.0f; + + mf->xz = 0.0f; mf->wz = 0.0f; + mf->xw = 0.0f; + mf->yw = 0.0f; + mf->zw = 0.0f; + mf->xx = 1.0f; mf->ww = 1.0f; mf->yy = cosA; mf->zz = cosA; - mf->yz = sinA; - mf->zy = -sinA; + mf->zy = sinA; + mf->yz = -sinA; } void SkinMatrix_MulXRotation(MtxF* mf, s16 a) { @@ -675,25 +674,25 @@ void SkinMatrix_MulXRotation(MtxF* mf, s16 a) { sinA = Math_SinS(a); cosA = Math_CosS(a); - ry = mf->yx; - rz = mf->zx; - mf->yx = ry * cosA + rz * sinA; - mf->zx = rz * cosA - ry * sinA; + ry = mf->xy; + rz = mf->xz; + mf->xy = ry * cosA + rz * sinA; + mf->xz = rz * cosA - ry * sinA; ry = mf->yy; - rz = mf->zy; + rz = mf->yz; mf->yy = ry * cosA + rz * sinA; - mf->zy = rz * cosA - ry * sinA; + mf->yz = rz * cosA - ry * sinA; - ry = mf->yz; + ry = mf->zy; rz = mf->zz; - mf->yz = ry * cosA + rz * sinA; + mf->zy = ry * cosA + rz * sinA; mf->zz = rz * cosA - ry * sinA; - ry = mf->yw; - rz = mf->zw; - mf->yw = ry * cosA + rz * sinA; - mf->zw = rz * cosA - ry * sinA; + ry = mf->wy; + rz = mf->wz; + mf->wy = ry * cosA + rz * sinA; + mf->wz = rz * cosA - ry * sinA; } } @@ -709,27 +708,27 @@ void SkinMatrix_SetYRotation(MtxF* mf, s16 a) { cosA = 1.0f; } - mf->xy = 0.0f; - mf->xw = 0.0f; - mf->yx = 0.0f; - mf->yz = 0.0f; - mf->yw = 0.0f; + mf->wx = 0.0f; + mf->xy = 0.0f; mf->zy = 0.0f; - mf->zw = 0.0f; - - mf->wx = 0.0f; mf->wy = 0.0f; + + mf->yz = 0.0f; mf->wz = 0.0f; + mf->xw = 0.0f; + mf->yw = 0.0f; + mf->zw = 0.0f; + mf->yy = 1.0f; mf->ww = 1.0f; mf->xx = cosA; mf->zz = cosA; - mf->xz = -sinA; - mf->zx = sinA; + mf->zx = -sinA; + mf->xz = sinA; } void SkinMatrix_MulYRotation(MtxF* mf, s16 a) { @@ -743,24 +742,24 @@ void SkinMatrix_MulYRotation(MtxF* mf, s16 a) { cosA = Math_CosS(a); rx = mf->xx; - rz = mf->zx; + rz = mf->xz; mf->xx = rx * cosA - rz * sinA; - mf->zx = rx * sinA + rz * cosA; + mf->xz = rx * sinA + rz * cosA; - rx = mf->xy; - rz = mf->zy; - mf->xy = rx * cosA - rz * sinA; - mf->zy = rx * sinA + rz * cosA; + rx = mf->yx; + rz = mf->yz; + mf->yx = rx * cosA - rz * sinA; + mf->yz = rx * sinA + rz * cosA; - rx = mf->xz; + rx = mf->zx; rz = mf->zz; - mf->xz = rx * cosA - rz * sinA; + mf->zx = rx * cosA - rz * sinA; mf->zz = rx * sinA + rz * cosA; - rx = mf->xw; - rz = mf->zw; - mf->xw = rx * cosA - rz * sinA; - mf->zw = rx * sinA + rz * cosA; + rx = mf->wx; + rz = mf->wz; + mf->wx = rx * cosA - rz * sinA; + mf->wz = rx * sinA + rz * cosA; } } @@ -776,25 +775,25 @@ void SkinMatrix_SetZRotation(MtxF* mf, s16 a) { cosA = 1.0f; } - mf->xz = 0.0f; - mf->xw = 0.0f; - - mf->yz = 0.0f; - mf->yw = 0.0f; - mf->zx = 0.0f; - mf->zy = 0.0f; - mf->zw = 0.0f; - mf->wx = 0.0f; + + mf->zy = 0.0f; mf->wy = 0.0f; + + mf->xz = 0.0f; + mf->yz = 0.0f; mf->wz = 0.0f; + mf->xw = 0.0f; + mf->yw = 0.0f; + mf->zw = 0.0f; + mf->zz = 1.0f; mf->ww = 1.0f; mf->xx = cosA; mf->yy = cosA; - mf->xy = sinA; - mf->yx = -sinA; + mf->yx = sinA; + mf->xy = -sinA; } diff --git a/src/code/z_sub_s.c b/src/code/z_sub_s.c index b51de4897..4968185d0 100644 --- a/src/code/z_sub_s.c +++ b/src/code/z_sub_s.c @@ -53,7 +53,7 @@ Gfx* SubS_DrawTransformFlexLimb(GlobalContext* globalCtx, s32 limbIndex, void** Vec3f pos; Vec3s rot; - Matrix_StatePush(); + Matrix_Push(); limb = Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; rot = jointTable[limbIndex]; @@ -63,8 +63,8 @@ Gfx* SubS_DrawTransformFlexLimb(GlobalContext* globalCtx, s32 limbIndex, void** newDList = limbDList = limb->dList; if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, actor, &gfx)) { - Matrix_JointPosition(&pos, &rot); - Matrix_StatePush(); + Matrix_TranslateRotateZYX(&pos, &rot); + Matrix_Push(); transformLimbDraw(globalCtx, limbIndex, actor, &gfx); @@ -77,7 +77,7 @@ Gfx* SubS_DrawTransformFlexLimb(GlobalContext* globalCtx, s32 limbIndex, void** Matrix_ToMtx(*mtx); (*mtx)++; } - Matrix_StatePop(); + Matrix_Pop(); } if (postLimbDraw != NULL) { postLimbDraw(globalCtx, limbIndex, &limbDList, &rot, actor, &gfx); @@ -86,7 +86,7 @@ Gfx* SubS_DrawTransformFlexLimb(GlobalContext* globalCtx, s32 limbIndex, void** gfx = SubS_DrawTransformFlexLimb(globalCtx, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, transformLimbDraw, actor, mtx, gfx); } - Matrix_StatePop(); + Matrix_Pop(); if (limb->sibling != LIMB_DONE) { gfx = SubS_DrawTransformFlexLimb(globalCtx, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, transformLimbDraw, actor, mtx, gfx); @@ -119,7 +119,7 @@ Gfx* SubS_DrawTransformFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jo } gSPSegment(gfx++, 0x0D, mtx); - Matrix_StatePush(); + Matrix_Push(); rootLimb = Lib_SegmentedToVirtual(skeleton[0]); pos.x = jointTable->x; pos.y = jointTable->y; @@ -129,8 +129,8 @@ Gfx* SubS_DrawTransformFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jo limbDList = rootLimb->dList; if (overrideLimbDraw == NULL || !overrideLimbDraw(globalCtx, 1, &newDlist, &pos, &rot, actor, &gfx)) { - Matrix_JointPosition(&pos, &rot); - Matrix_StatePush(); + Matrix_TranslateRotateZYX(&pos, &rot); + Matrix_Push(); transformLimbDraw(globalCtx, 1, actor, &gfx); @@ -143,7 +143,7 @@ Gfx* SubS_DrawTransformFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jo Matrix_ToMtx(mtx); mtx++; } - Matrix_StatePop(); + Matrix_Pop(); } if (postLimbDraw != NULL) { @@ -154,7 +154,7 @@ Gfx* SubS_DrawTransformFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jo gfx = SubS_DrawTransformFlexLimb(globalCtx, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, transformLimbDraw, actor, &mtx, gfx); } - Matrix_StatePop(); + Matrix_Pop(); return gfx; } @@ -168,23 +168,318 @@ s32 SubS_InCsMode(GlobalContext* globalCtx) { return inCsMode; } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AD9C.s") +/** + * Computes a limb's position and rotation for use in TransformLimbDraws + * + * @param[in] newRotZ value to override newRot's Z value if override is true + * @param[in] newRotY value to override newRot's Y value if override is true + * @param[out] pos limb's computed position + * @param[out] rot limb's computed rotation + * @param[in] stepRot boolean, step towards newRot instead of setting directly + * @param[in] overrideRot boolean, override newRot with the specified input. + * + * @note if overrideRot is true, the rotation will automatically step instead of setting directly + */ +s32 SubS_UpdateLimb(s16 newRotZ, s16 newRotY, Vec3f* pos, Vec3s* rot, s32 stepRot, s32 overrideRot) { + Vec3f newPos; + Vec3f zeroVec = gZeroVec3f; + Vec3s newRot; + MtxF curState; + + Matrix_MultVec3f(&zeroVec, &newPos); + Matrix_Get(&curState); + Matrix_MtxFToYXZRot(&curState, &newRot, MTXMODE_NEW); + *pos = newPos; + + if (!stepRot && !overrideRot) { + rot->x = newRot.x; + rot->y = newRot.y; + rot->z = newRot.z; + return true; + } + + if (overrideRot) { + newRot.z = newRotZ; + newRot.y = newRotY; + } + + Math_SmoothStepToS(&rot->x, newRot.x, 3, 0x2AA8, 0xB6); + Math_SmoothStepToS(&rot->y, newRot.y, 3, 0x2AA8, 0xB6); + Math_SmoothStepToS(&rot->z, newRot.z, 3, 0x2AA8, 0xB6); + return true; +} void SubS_UpdateFlags(u16* flags, u16 setBits, u16 unsetBits) { *flags = (*flags & ~unsetBits) | setBits; } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AF00.s") +/** + * Fills the knot array to be used with time paths + * + * The default knot array just pads with `order` duplicate knots of the first knot at the front and of the last knot + * at the end. + * + * @param[out] knots an array of values that are used to compute the progress and the individual weights + * @param[in] order the order of the interpolation i.e. the number of points in the interpolation + * @param[in] numPoints the number of points to fill, generally the path count + order + * + * @note Same note as SubS_TimePathing_Update() + */ +void SubS_TimePathing_FillKnots(f32 knots[], s32 order, s32 numPoints) { + s32 i; + f32 val = 0.0f; + + for (i = 0; i < numPoints; i++) { + if ((i >= order) && (i < (numPoints - order + 1))) { + val += 1.0f; + } + knots[i] = val; + } +} + +typedef enum { + /* 0 */ SUBS_TIME_PATHING_PROGRESS_STATUS_ERROR, + /* 1 */ SUBS_TIME_PATHING_PROGRESS_STATUS_STILL_ON_PATH, + /* 2 */ SUBS_TIME_PATHING_PROGRESS_STATUS_SHOULD_REACH_END +} SUBS_TIME_PATHING_PROGRESS_STATUS; + +/** + * Computes the progress to be used with time paths + * + * @param[out] progress the progress along the path, used to compute the weights + * @param[in] elapsedTime how much time has passed + * @param[in] waypointTime how much time per each waypoint + * @param[in] totalTime how much time the path should take to travel + * @param[in] pathCount the path count + * @param[in] order the order of the interpolation i.e. the number of points in the interpolation + * @param[in] knots see SubS_TimePathing_FillKnots() + * + * @return see SUBS_TIME_PATHING_PROGRESS_STATUS + */ +s32 SubS_TimePathing_ComputeProgress(f32* progress, s32 elapsedTime, s32 waypointTime, s32 totalTime, s32 pathCount, + s32 order, f32 knots[]) { + s32 i; + s32 j; + s32 k; + f32 waypointTimeInv; // The fraction of a waypoint a single unit of time contains + + *progress = 0.0f; + if ((waypointTime <= 0) || (elapsedTime < 0)) { + return SUBS_TIME_PATHING_PROGRESS_STATUS_ERROR; + } + + // When using the knots from SubS_TimePathing_FillKnots() these nested loops seem to simplify to + // *progress = (f32)elapsedTime / (f32)waypointTime; + waypointTimeInv = 1.0f / waypointTime; + k = 0; + for (i = order - 1; i < pathCount; i++) { + for (j = 0; j < waypointTime; j++) { + if (k == elapsedTime) { + break; + } + *progress += (knots[i + 1] - knots[i]) * waypointTimeInv; + k++; + } + } + + return (elapsedTime == totalTime) ? SUBS_TIME_PATHING_PROGRESS_STATUS_SHOULD_REACH_END + : SUBS_TIME_PATHING_PROGRESS_STATUS_STILL_ON_PATH; +} + +/** + * Computes the interpolation weights to be used with time paths + * + * Seems to use some kind of B-Spline interpolation algorithm + * + * @param[in] order the order of the interpolation i.e. the number of points in the interpolation, max is 10 + * @param[in] progress see SubS_TimePathing_ComputeProgress() + * @param[in] waypoint the current waypoint + * @param[in] knots see SubS_TimePathing_FillKnots() + * @param[out] weights how much to weight each point considered + */ +void SubS_TimePathing_ComputeWeights(s32 order, f32 progress, s32 waypoint, f32 knots[], f32 weights[]) { + f32 weightsTemp[10][11]; + s32 i; + s32 j; + s32 k; + + for (i = 0; i < order; i++) { + for (j = 0; j < order + 1; j++) { + weightsTemp[i][j] = 0.0f; + } + } + + weightsTemp[0][order - 1] = 1.0f; + + for (i = 1; i < order; i++) { + for (j = waypoint - i, k = (order - 1) - i; j <= waypoint; j++, k++) { + if (knots[j + i] != knots[j]) { + weightsTemp[i][k] = ((progress - knots[j]) / (knots[j + i] - knots[j])) * weightsTemp[i - 1][k]; + } else { + weightsTemp[i][k] = 0.0f; + } + + if (knots[j + i + 1] != knots[j + 1]) { + weightsTemp[i][k] += + ((knots[j + i + 1] - progress) / (knots[j + i + 1] - knots[j + 1])) * weightsTemp[i - 1][k + 1]; + } + } + } + for (j = 0; j < order; j++) { + weights[j] = weightsTemp[order - 1][j]; + } +} + +/** + * Computes the X and Z component of the position to move to in time based paths + * + * @param[out] x computed x position + * @param[out] z computed z position + * @param[in] progress see SubS_TimePathing_ComputeProgress() + * @param[in] order the order of the interpolation i.e. the number of points in the interpolation, max is 10 + * @param[in] waypoint the current waypoint + * @param[in] points the path's points + * @param[in] knots see SubS_TimePathing_FillKnots() + */ +void SubS_TimePathing_ComputeTargetPosXZ(f32* x, f32* z, f32 progress, s32 order, s32 waypoint, Vec3s points[], + f32 knots[]) { + f32 xPos; + f32 zPos; + f32 weights[11]; + f32 weightedX; + f32 weightedZ; + f32 weightedTotal; + s32 i; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013B010.s") + SubS_TimePathing_ComputeWeights(order, progress, waypoint, knots, weights); + weightedTotal = 0.0f; + weightedZ = 0.0f; + weightedX = 0.0f; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013B0C8.s") + for (i = 0; i < order; i++) { + xPos = points[waypoint - order + i + 1].x; + zPos = points[waypoint - order + i + 1].z; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013B350.s") + weightedX += weights[i] * xPos; + weightedZ += weights[i] * zPos; + weightedTotal += weights[i]; + } + *x = weightedX / weightedTotal; + *z = weightedZ / weightedTotal; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013B6B0.s") +/** + * Updates a time based path that an actor follows by: + * - Computing the X and Z components of the next point to move to + * - Updating the waypoint + * - Updating the time + * + * @param[in] path + * @param[out] progress see SubS_TimePathing_ComputeProgress() + * @param[in,out] elapsedTime how much time has passed + * @param[in] waypointTime how much time per each waypoint + * @param[in] totalTime how much time the path should take to travel + * @param[in,out] waypoint the current waypoint, this and the previous two points will be used to compute the targetPos + * @param[in] knots see SubS_TimePathing_FillKnots() + * @param[out] targetPos the computed position to move to + * @param[in] timeSpeed how fast time moves + * + * @return s32 returns true when the end has been reached. + * + * @note This system/function makes a couple of assumptions about the order used: + * 1. the order is assumed to be 3, see SUBS_TIME_PATHING_ORDER + * 2. even if SUBS_TIME_PATHING_ORDER is updated, the order can only be a max of 10 + */ +s32 SubS_TimePathing_Update(Path* path, f32* progress, s32* elapsedTime, s32 waypointTime, s32 totalTime, s32* waypoint, + f32 knots[], Vec3f* targetPos, s32 timeSpeed) { + Vec3s* points = Lib_SegmentedToVirtual(path->points); + s32 state; + f32 endX; + f32 endZ; + s32 reachedEnd = false; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013B878.s") + if (*waypoint >= path->count) { + state = SUBS_TIME_PATHING_PROGRESS_STATUS_SHOULD_REACH_END; + } else { + state = SubS_TimePathing_ComputeProgress(progress, *elapsedTime, waypointTime, totalTime, path->count, + SUBS_TIME_PATHING_ORDER, knots); + } + + switch (state) { + case SUBS_TIME_PATHING_PROGRESS_STATUS_STILL_ON_PATH: + reachedEnd = false; + SubS_TimePathing_ComputeTargetPosXZ(&targetPos->x, &targetPos->z, *progress, SUBS_TIME_PATHING_ORDER, + *waypoint, points, knots); + break; + case SUBS_TIME_PATHING_PROGRESS_STATUS_SHOULD_REACH_END: + endX = points[path->count - 1].x; + endZ = points[path->count - 1].z; + targetPos->x = endX * 1; + targetPos->z = endZ * 1; + reachedEnd = true; + break; + } + + *elapsedTime += timeSpeed; + if (*elapsedTime >= totalTime) { + *elapsedTime = totalTime; + } else if (*elapsedTime < 0) { + *elapsedTime = 0; + } + *waypoint = (*elapsedTime / waypointTime) + (SUBS_TIME_PATHING_ORDER - 1); + + return reachedEnd; +} + +/** + * Computes the initial Y component of a time based path + * + * @param[in] globalCtx + * @param[in] path + * @param[in] waypoint the current waypoint, this and the previous two points will be used to compute the target pos + * @param[out] targetPos the computed position to move to, only the Y component has meaning + * + * @note Same note as SubS_TimePathing_Update() + */ +void SubS_TimePathing_ComputeInitialY(GlobalContext* globalCtx, Path* path, s32 waypoint, Vec3f* targetPos) { + Vec3s* points = Lib_SegmentedToVirtual(path->points); + Vec3f posA; + Vec3f posB; + Vec3f posResult; + s32 i = waypoint - (SUBS_TIME_PATHING_ORDER - 1); + s16 max; + s16 min; + s32 isSetup; + CollisionPoly* outPoly = NULL; + s32 bgId = 0; + + max = 0; + min = 0; + isSetup = false; + for (; i <= waypoint; i++) { + if (isSetup) { + if (max < points[i].y) { + max = points[i].y; + } + if (points[i].y < min) { + min = points[i].y; + } + } else { + max = min = points[i].y; + } + isSetup = true; + } + max += 30; + min -= 30; + posA = *targetPos; + posB = *targetPos; + posA.y = max; + posB.y = min; + if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &posA, &posB, &posResult, &outPoly, true, true, true, true, + &bgId)) { + targetPos->y = posResult.y; + } +} Path* SubS_GetAdditionalPath(GlobalContext* globalCtx, u8 pathIndex, s32 max) { Path* path; @@ -322,9 +617,189 @@ Path* SubS_GetDayDependentPath(GlobalContext* globalCtx, u8 pathIndex, u8 max, s return path; } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013C068.s") +/** + * Computes the point to move toward using a weight based algorithm that considers 4 points along the path + * + * @param path + * @param waypoint the current waypoint, this and the previous three points will be used to compute the point + * @param point the point computed + * @param progress the main weight value used to compute the weights for the points considered + * @param direction the direciton along the path to move, 1 for forwards, anything else for backwards + * + * @note only computes X and Z components of the point + */ +s32 SubS_WeightPathing_ComputePoint(Path* path, s32 waypoint, Vec3f* point, f32 progress, s32 direction) { + s32 i; + f32 weight0; + f32 weight1; + f32 weight2; + f32 weight3; + s32 lastPoint; + s32 secondLastPoint; + s32 secondPoint; + s32 firstPoint; + f32 xPoints[4]; + f32 zPoints[4]; + f32 oneMinusProgress; + f32 squared; + f32 cubed; + Vec3s* points; + s32 count = path->count; + s32 pointIndex; + s32 tmp; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013C624.s") + if (path == NULL) { + return false; + } + if (direction == 1) { + if (waypoint <= 2) { + pointIndex = 2; + } else { + pointIndex = (waypoint == 3) ? 3 : waypoint; + } + for (i = 0; i < 4; i++, pointIndex--) { + if (pointIndex <= 0) { + pointIndex = 0; + } + points = Lib_SegmentedToVirtual(path->points); + points = &points[pointIndex]; + xPoints[i] = points->x; + zPoints[i] = points->z; + } + lastPoint = count - 1; + secondLastPoint = count - 2; + secondPoint = 3; + firstPoint = 2; + } else { + if (waypoint >= count - 3) { + pointIndex = count - 3; + } else { + tmp = waypoint + 4; + pointIndex = (count == tmp) ? count - 4 : waypoint; + } + for (i = 0; i < 4; i++, pointIndex++) { + if (pointIndex >= path->count) { + pointIndex = path->count - 1; + } + points = Lib_SegmentedToVirtual(path->points); + points = &points[pointIndex]; + xPoints[i] = points->x; + zPoints[i] = points->z; + } + lastPoint = 0; + secondLastPoint = 1; + secondPoint = count - 4; + firstPoint = count - 3; + } + if (waypoint == lastPoint) { + oneMinusProgress = 1.0f - progress; + squared = progress * progress; + cubed = progress * squared; + weight0 = oneMinusProgress * oneMinusProgress * oneMinusProgress; + weight1 = (1.75f * cubed) - (4.5f * squared) + (3.0f * progress); + weight2 = ((-11.0f / 12.0f) * cubed) + (1.5f * squared); + weight3 = (1.0f / 6.0f) * cubed; + } else if (waypoint == secondLastPoint) { + oneMinusProgress = 1.0f - progress; + squared = progress * progress; + cubed = progress * squared; + weight0 = oneMinusProgress * oneMinusProgress * oneMinusProgress * ((void)0, 0.25f); //! FAKE: + weight1 = ((7.0f / 12.0f) * cubed) - (1.25f * squared) + (0.25f * progress) + (7.0f / 12.0f); + weight2 = (-0.5f * cubed) + (0.5f * squared) + (progress * 0.5f) + (1.0f / 6.0f); + weight3 = cubed * (1.0f / 6.0f); + } else if (waypoint == secondPoint) { + oneMinusProgress = 1.0f - progress; + squared = oneMinusProgress * oneMinusProgress; + cubed = oneMinusProgress * squared; + weight0 = (1.0f / 6.0f) * cubed; + weight1 = (-0.5f * cubed) + (0.5f * squared) + (0.5f * oneMinusProgress) + (1.0f / 6.0f); + weight2 = ((7.0f / 12.0f) * cubed) - (1.25f * squared) + (0.25f * oneMinusProgress) + (7.0f / 12.0f); + weight3 = progress * progress * progress * 0.25f; + } else if (((direction == 1) && (firstPoint >= waypoint)) || ((direction != 1) && (waypoint >= firstPoint))) { + oneMinusProgress = 1.0f - progress; + squared = oneMinusProgress * oneMinusProgress; + cubed = oneMinusProgress * squared; + weight0 = (1.0f / 6.0f) * cubed; + weight1 = ((-11.0f / 12.0f) * cubed) + (1.5f * squared); + weight2 = (1.75f * cubed) - (4.5f * squared) + (3.0f * oneMinusProgress); + weight3 = progress * progress * progress; + } else { + oneMinusProgress = 1.0f - progress; + squared = progress * progress; + cubed = squared * progress; + weight0 = oneMinusProgress * oneMinusProgress; + weight0 = oneMinusProgress * weight0 / 6.0f; + weight1 = (cubed * 0.5f) - squared + (2.0f / 3.0f); + weight2 = (cubed / -2.0f) + (squared * 0.5f) + (progress * 0.5f) + (1.0f / 6.0f); + weight3 = cubed / 6.0f; + } + point->x = (weight0 * xPoints[0]) + (weight1 * xPoints[1]) + (weight2 * xPoints[2]) + (weight3 * xPoints[3]); + point->z = (weight0 * zPoints[0]) + (weight1 * zPoints[1]) + (weight2 * zPoints[2]) + (weight3 * zPoints[3]); + + return true; +} + +// WeightPathing System is completely unused +/** + * Moves an actor based on a weight based algorithm that takes into account 4 points along the path + * + * @param actor + * @param path + * @param waypoint the current waypoint, this and the previous three points will be used to move forward + * @param progress the progress towards a given waypoint, used to compute the weights + * @param direction the direction along the path to move, 1 for forwards, anything else for backwards + * @param returnStart boolean, true if the actor should wrap back to start when reaching the end + * + * @return s32 true if actor reached the end of the path in this iteration, false otherwise + */ +s32 SubS_WeightPathing_Move(Actor* actor, Path* path, s32* waypoint, f32* progress, s32 direction, s32 returnStart) { + Vec3f worldPos = actor->world.pos; + Vec3f velocity = actor->velocity; + Vec3f point; + f32 dist; + + if (((direction != 1) && (*waypoint >= (path->count - 2))) || ((direction == 1) && (*waypoint < 2))) { + return false; + } + while (true) { + if (!SubS_WeightPathing_ComputePoint(path, *waypoint, &point, *progress, direction) || + ((s32)(actor->speedXZ * 10000.0f) == 0)) { + return false; + } + dist = Math_Vec3f_DistXZ(&actor->world.pos, &point); + actor->world.rot.y = Math_Vec3f_Yaw(&actor->world.pos, &point); + Actor_MoveWithGravity(actor); + if (Math_Vec3f_DistXZ(&actor->world.pos, &point) < dist) { + break; + } + *progress += 0.1f; + if (*progress >= 1.1f) { + if (direction != 1) { + (*waypoint)++; + if (*waypoint >= (path->count - 2)) { + if (returnStart) { + *waypoint = 0; + } else { + return true; + } + } + } else { + (*waypoint)--; + if (*waypoint < 2) { + if (returnStart) { + *waypoint = path->count - 2; + } else { + return true; + } + } + } + *progress = 0.0f; + } + actor->world.pos = worldPos; + actor->velocity = velocity; + } + return false; +} s32 SubS_CopyPointFromPathCheckBounds(Path* path, s32 pointIndex, Vec3f* dst) { Vec3s* point; @@ -498,7 +973,7 @@ void SubS_GenShadowTex(Vec3f bodyPartsPos[], Vec3f* worldPos, u8* tex, f32 tween pos.z = bodyPartPos->z - worldPos->z; } - Matrix_MultiplyVector3fByState(&pos, &startVec); + Matrix_MultVec3f(&pos, &startVec); startCol = 64.0f + startVec.x; startRow = 64.0f - startVec.z; SubS_FillShadowTex(startCol >> 1, startRow >> 1, tex, sizes[i]); @@ -514,20 +989,102 @@ void SubS_DrawShadowTex(Actor* actor, GameState* gameState, u8* tex) { func_8012C28C(gfxCtx); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, 100); gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0); - Matrix_InsertTranslation(actor->world.pos.x, 0.0f, actor->world.pos.z, MTXMODE_NEW); + Matrix_Translate(actor->world.pos.x, 0.0f, actor->world.pos.z, MTXMODE_NEW); Matrix_Scale(0.6f, 1.0f, 0.6f, MTXMODE_APPLY); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - gSPDisplayList(POLY_OPA_DISP++, gShadowDL); + gSPDisplayList(POLY_OPA_DISP++, gShadowMaterialDL); gDPLoadTextureBlock(POLY_OPA_DISP++, tex, G_IM_FMT_I, G_IM_SIZ_8b, SUBS_SHADOW_TEX_WIDTH, SUBS_SHADOW_TEX_HEIGHT, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD); - gSPDisplayList(POLY_OPA_DISP++, gShadowVtxDL); + gSPDisplayList(POLY_OPA_DISP++, gShadowModelDL); CLOSE_DISPS(gfxCtx); } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D0E0.s") +/** + * Computes the rotation based on the options and target rotation value + * + * @param[in,out] rot the computed rotation + * @param[in] rotMax the max rotation in binary angles + * @param[in] target the target rotation value + * @param[in] slowness how slow to rotate, the larger the number the slower the rotation, cannot be 0 + * @param[in] stepMin the minimun step in degrees + * @param[in] stepMax the maximum step in degrees + */ +s16 SubS_ComputeTrackPointRot(s16* rot, s16 rotMax, s16 target, f32 slowness, f32 stepMin, f32 stepMax) { + s16 prevRot = *rot; + f32 step; + f32 prevRotStep; + + step = (f32)(target - *rot) * (360.0f / (f32)0x10000); + step *= gFramerateDivisorHalf; + prevRotStep = step; + if (step >= 0.0f) { + step /= slowness; + step = CLAMP(step, stepMin, stepMax); + *rot += (s16)((step * (f32)0x10000) / 360.0f); + if (prevRotStep < stepMin) { + *rot = target; + } + if (rotMax != 0) { + *rot = CLAMP(*rot, -rotMax, rotMax); + } + } else { + step = (step / slowness) * -1.0f; + step = CLAMP(step, stepMin, stepMax); + *rot -= (s16)((step * (f32)0x10000) / 360.0f); + if (-stepMin < prevRotStep) { + *rot = target; + } + if (rotMax != 0) { + *rot = CLAMP(*rot, -rotMax, rotMax); + } + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D2E0.s") + return prevRot - *rot; +} + +/** + * Computes the necessary HeadRot and TorsoRot to smoothly turn an actors's head and torso to a point + * + * @param[in] target the point to turn to + * @param[in] focusPos the actor's focus postion + * @param[in] shapeRot the actor's shape rotation + * @param[in,out] trackTarget the intermediate target step that headRot and torsoRot step towards + * @param[in,out] headRot the computed head rotation + * @param[in,out] torsoRot the computed torso rotation + * @param[in] options various options to adjust how the actor turns, see SubS_ComputeTrackPointRot() + */ +s32 SubS_TrackPoint(Vec3f* target, Vec3f* focusPos, Vec3s* shapeRot, Vec3s* trackTarget, Vec3s* headRot, + Vec3s* torsoRot, TrackOptionsSet* options) { + s16 pitch; + s16 yaw; + s16 pad; + s16 targetY; + f32 diffX = target->x - focusPos->x; + s16 targetX; + f32 diffZ = target->z - focusPos->z; + + yaw = Math_FAtan2F(diffZ, diffX); + pitch = Math_FAtan2F(sqrtf(SQ(diffX) + SQ(diffZ)), target->y - focusPos->y); + Math_SmoothStepToS(&trackTarget->x, pitch, 4, 0x2710, 0); + Math_SmoothStepToS(&trackTarget->y, yaw, 4, 0x2710, 0); + + targetX = + SubS_ComputeTrackPointRot(&headRot->x, options->headRotX.rotMax, trackTarget->x, options->headRotX.slowness, + options->headRotX.rotStepMin, options->headRotX.rotStepMax); + //! @bug: torsoRotX uses headRotX slowness + SubS_ComputeTrackPointRot(&torsoRot->x, options->torsoRotX.rotMax, targetX, options->headRotX.slowness, + options->torsoRotX.rotStepMin, options->torsoRotX.rotStepMax); + + targetY = trackTarget->y - shapeRot->y; + SubS_ComputeTrackPointRot(&headRot->y, options->headRotY.rotMax, targetY - torsoRot->y, options->headRotY.slowness, + options->headRotY.rotStepMin, options->headRotY.rotStepMax); + SubS_ComputeTrackPointRot(&torsoRot->y, options->torsoRotY.rotMax, targetY - headRot->y, + options->torsoRotY.slowness, options->torsoRotY.rotStepMin, + options->torsoRotY.rotStepMax); + + return true; +} s32 SubS_AngleDiffLessEqual(s16 angleA, s16 threshold, s16 angleB) { return (ABS_ALT(BINANG_SUB(angleB, angleA)) <= threshold) ? true : false; @@ -657,8 +1214,8 @@ s32 SubS_CopyPointFromPathList(Path* paths, s32 pathIndex, s32 pointIndex, Vec3f return false; } -u8 SubS_GetPathCount(Path* paths, s32 index) { - Path* path = &paths[index]; +u8 SubS_GetPathCountFromPathList(Path* paths, s32 pathIndex) { + Path* path = &paths[pathIndex]; return path->count; } @@ -880,9 +1437,7 @@ s32 SubS_FillCutscenesList(Actor* actor, s16 cutscenes[], s16 numCutscenes) { * @param[in] rot the angles to rotate with, uses just the x and y components * @param[out] plane the computed plane * - * Notes: - * The unit input vector is expected to already be normalized (only uses are with the z unit vector) - * + * @note the unit input vector is expected to already be normalized (only uses are with the z unit vector) */ void SubS_ConstructPlane(Vec3f* point, Vec3f* unitVec, Vec3s* rot, Plane* plane) { f32 sin; @@ -987,4 +1542,51 @@ s32 func_8013E8F8(Actor* actor, GlobalContext* globalCtx, f32 xzRange, f32 yRang return func_8013E748(actor, globalCtx, xzRange, yRange, exhangeItemId, &yawTols, SubS_ActorAndPlayerFaceEachOther); } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E950.s") +/** + * Computes the necessary HeadRot and TorsoRot steps to be added to the normal rotation to smoothly turn an actors's + * head and torso to a point + * + * @param[in] worldPos the actor's world position + * @param[in] focusPos the actor's focus position + * @param[in] shapeYRot the actor's shape's Y rotation + * @param[in] yawTarget the target point to determine desired yaw + * @param[in] pitchTarget the target point to determine desired pitch + * @param[in,out] headZRotStep the computed actors' head's Z rotation step + * @param[in,out] headXRotStep the computed actors' head's X rotation step + * @param[in,out] torsoZRotStep the computed actors' torso's Z rotation step + * @param[in,out] torsoXRotStep the computed actors' torso's X rotation step + * @param[in] headZRotStepMax the max head's Z rotation step + * @param[in] headXRotStepMax the max head's X rotation step + * @param[in] torsoZRotStepMax the max torso's Z rotation step + * @param[in] torsoXRotStepMax the max torso's X rotation step + */ +s32 SubS_TrackPointStep(Vec3f* worldPos, Vec3f* focusPos, s16 shapeYRot, Vec3f* yawTarget, Vec3f* pitchTarget, + s16* headZRotStep, s16* headXRotStep, s16* torsoZRotStep, s16* torsoXRotStep, + u16 headZRotStepMax, u16 headXRotStepMax, u16 torsoZRotStepMax, u16 torsoXRotStepMax) { + s16 yaw = Math_Vec3f_Yaw(worldPos, yawTarget) - shapeYRot; + s16 pad; + s16 pad2; + s16 pitch = Math_Vec3f_Pitch(focusPos, pitchTarget); + + if (BINANG_ADD(headXRotStepMax, torsoXRotStepMax) >= (s16)ABS(yaw)) { + Math_ApproachS(headXRotStep, yaw - *torsoXRotStep, 4, 0x2AA8); + *headXRotStep = CLAMP(*headXRotStep, -headXRotStepMax, headXRotStepMax); + Math_ApproachS(torsoXRotStep, yaw - *headXRotStep, 4, 0x2AA8); + *torsoXRotStep = CLAMP(*torsoXRotStep, -torsoXRotStepMax, torsoXRotStepMax); + } else { + Math_ApproachS(headXRotStep, 0, 4, 0x2AA8); + Math_ApproachS(torsoXRotStep, 0, 4, 0x2AA8); + } + + if (BINANG_ADD(headZRotStepMax, torsoZRotStepMax) >= (s16)ABS(pitch)) { + Math_ApproachS(headZRotStep, pitch - *torsoZRotStep, 4, 0x2AA8); + *headZRotStep = CLAMP(*headZRotStep, -headZRotStepMax, headZRotStepMax); + Math_ApproachS(torsoZRotStep, pitch - *headZRotStep, 4, 0x2AA8); + *torsoZRotStep = CLAMP(*torsoZRotStep, -torsoZRotStepMax, torsoZRotStepMax); + } else { + Math_ApproachS(headZRotStep, 0, 4, 0x2AA8); + Math_ApproachS(torsoZRotStep, 0, 4, 0x2AA8); + } + + return true; +} diff --git a/src/code/z_view.c b/src/code/z_view.c index d11a18201..915c196b7 100644 --- a/src/code/z_view.c +++ b/src/code/z_view.c @@ -262,15 +262,15 @@ s32 View_StepDistortion(View* view, Mtx* projectionMtx) { F32_LERPIMP(view->curDistortionScale.z, view->distortionScale.z, view->distortionSpeed); } - Matrix_FromRSPMatrix(projectionMtx, &projectionMtxF); - Matrix_SetCurrentState(&projectionMtxF); - Matrix_RotateStateAroundXAxis(view->curDistortionDirRot.x); - Matrix_InsertYRotation_f(view->curDistortionDirRot.y, MTXMODE_APPLY); - Matrix_InsertZRotation_f(view->curDistortionDirRot.z, MTXMODE_APPLY); + Matrix_MtxToMtxF(projectionMtx, &projectionMtxF); + Matrix_Put(&projectionMtxF); + Matrix_RotateXFApply(view->curDistortionDirRot.x); + Matrix_RotateYF(view->curDistortionDirRot.y, MTXMODE_APPLY); + Matrix_RotateZF(view->curDistortionDirRot.z, MTXMODE_APPLY); Matrix_Scale(view->curDistortionScale.x, view->curDistortionScale.y, view->curDistortionScale.z, MTXMODE_APPLY); - Matrix_InsertZRotation_f(-view->curDistortionDirRot.z, MTXMODE_APPLY); - Matrix_InsertYRotation_f(-view->curDistortionDirRot.y, MTXMODE_APPLY); - Matrix_RotateStateAroundXAxis(-view->curDistortionDirRot.x); + Matrix_RotateZF(-view->curDistortionDirRot.z, MTXMODE_APPLY); + Matrix_RotateYF(-view->curDistortionDirRot.y, MTXMODE_APPLY); + Matrix_RotateXFApply(-view->curDistortionDirRot.x); Matrix_ToMtx(projectionMtx); return true; diff --git a/src/code/z_vismono.c b/src/code/z_vismono.c index 6c0d1ef22..b28ed2aa6 100644 --- a/src/code/z_vismono.c +++ b/src/code/z_vismono.c @@ -1,14 +1,179 @@ +/* + * File: z_vismono.c + * Description: Color frame buffer effect to desaturate the colors. + */ + #include "global.h" #include "system_malloc.h" -#pragma GLOBAL_ASM("asm/non_matchings/code/z_vismono/func_801418B0.s") +// Height of the fragments the color frame buffer (CFB) is split into. +// It is the maximum amount of lines such that all rgba16 SCREEN_WIDTH-long lines fit into +// the half of tmem (0x800 bytes) dedicated to color-indexed data. +#define VISMONO_CFBFRAG_HEIGHT (0x800 / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES)) + +// Maximum size of the dlist written by `VisMono_DesaturateDList`. +// `VisMono_DesaturateDList` consistently uses `VISMONO_DLSIZE - 2` double words, so this can be 2 less. +#define VISMONO_DLSIZE (3 + SCREEN_HEIGHT / VISMONO_CFBFRAG_HEIGHT * (7 + 2 + 2 + 3) + 2 + 2) + +// How much each color component contributes to the desaturated result. +// These coefficients are close to what the YUV color space defines Y (luminance) as: +// https://en.wikipedia.org/wiki/YUV#Conversion_to/from_RGB +#define VISMONO_FAC_RED 2 +#define VISMONO_FAC_GREEN 4 +#define VISMONO_FAC_BLUE 1 +#define VISMONO_FAC_NORM (0x1F * VISMONO_FAC_RED + 0x1F * VISMONO_FAC_GREEN + 0x1F * VISMONO_FAC_BLUE) + +void VisMono_Init(VisMono* this) { + bzero(this, sizeof(VisMono)); + this->unk_00 = 0; + this->setScissor = false; + this->primColor.r = 255; + this->primColor.g = 255; + this->primColor.b = 255; + this->primColor.a = 255; + this->envColor.r = 0; + this->envColor.g = 0; + this->envColor.b = 0; + this->envColor.a = 0; +} + +void VisMono_Destroy(VisMono* this) { + SystemArena_Free(this->dList); +} + +void VisMono_DesaturateTLUT(u16* tlut) { + s32 i; + + for (i = 0; i < 256; i++) { + // `tlut[i]` is a IA16 color + // `i` corresponds to either byte of a RGBA16 color RRRR_RGGG GGBB_BBBA from the color frame buffer + + // The high byte I (intensity) corresponds to `i` being interpreted as the high byte RRRR_RGGG + // I = (RRRRR * FAC_RED + GGG00 * FAC_GREEN) * (255 / FAC_NORM) + + // The low byte A (alpha) corresponds to `i` being interpreted as the low byte GGBB_BBBA + // A = (000GG * FAC_GREEN + BBBBB * FAC_BLUE) * (255 / FAC_NORM) + + // Note: I + A = (RRRRR * FAC_RED + GGGGG * FAC_GREEN + BBBBB * FAC_BLUE) * (255 / FAC_NORM) + + tlut[i] = GPACK_IA16( + (((i >> 3) & 0x1F) * VISMONO_FAC_RED + ((i << 2) & 0x1F) * VISMONO_FAC_GREEN) * 255 / VISMONO_FAC_NORM, + (((i >> 6) & 0x1F) * VISMONO_FAC_GREEN + ((i >> 1) & 0x1F) * VISMONO_FAC_BLUE) * 255 / VISMONO_FAC_NORM); + } +} + +Gfx* VisMono_DesaturateDList(Gfx* gfx) { + s32 y; + s32 height = VISMONO_CFBFRAG_HEIGHT; + u16* cfbFrag = D_0F000000; + + gDPPipeSync(gfx++); + // `G_TT_IA16`: use color-indexed images, and IA16 palettes + gDPSetOtherMode(gfx++, + G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_IA16 | G_TL_TILE | + G_TD_CLAMP | G_TP_NONE | G_CYC_2CYCLE | G_PM_1PRIMITIVE, + G_AC_NONE | G_ZS_PRIM | GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1) | G_RM_CLD_SURF2); + // First color cycle sums texel 1 alpha and texel 0 color + // By using IA16 palettes, this means summing A (from the IA16 color texel 1 maps to) + // with I (from the IA16 color texel 0 maps to) + gDPSetCombineLERP(gfx++, 1, 0, TEXEL1_ALPHA, TEXEL0, 0, 0, 0, 1, PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, 0, + 0, 0, PRIMITIVE); + + for (y = 0; y <= SCREEN_HEIGHT - height; y += height) { + // Load a few lines of the color frame buffer + gDPLoadTextureBlock(gfx++, cfbFrag, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2, height, 0, + G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, + G_TX_NOLOD, G_TX_NOLOD); + + // Set texel 0 to be a CI8 image with width `SCREEN_WIDTH * 2` and height `VISMONO_CFBFRAG_HEIGHT` + // Its position in texture image space is shifted along +S by 2 + gDPSetTile(gfx++, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2 * G_IM_SIZ_8b_LINE_BYTES / 8, 0x0, G_TX_RENDERTILE, + 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0); + gDPSetTileSize(gfx++, G_TX_RENDERTILE, 2 << 2, 0, (SCREEN_WIDTH * 2 + 1) << 2, + (VISMONO_CFBFRAG_HEIGHT - 1) << 2); + + // Set texel 1 to be a CI8 image with width `SCREEN_WIDTH * 2` and height `VISMONO_CFBFRAG_HEIGHT` + // Its position in texture image space is shifted along +S by 1 + gDPSetTile(gfx++, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2 * G_IM_SIZ_8b_LINE_BYTES / 8, 0x0, 1, 1, + G_TX_NOMIRROR | G_TX_CLAMP, 0, 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0); + gDPSetTileSize(gfx++, 1, 1 << 2, 0, (SCREEN_WIDTH * 2) << 2, (VISMONO_CFBFRAG_HEIGHT - 1) << 2); + + // Draw a `SCREEN_WIDTH` wide, `height` high rectangle. + // Texture coordinate T (vertical) starts at 0 and changes by one each line (dtdy = 1) + // Texture coordinate S (horizontal) starts at 2 and changes by two each column (dsdx = 2) + + // Because texel 0 is shifted by 2 and texel 1 only by 1 along +S, + // a pixel at S coordinates s = 2+2*n will look at the 2*n-th byte of texel 0 and the 2*n+1-th byte of texel 1. + // (in "s = 2+2*n" the first "2" is the starting S coordinate and the second "2" is the dsdx value) + + // The 2*n-th byte of texel 0 is the high byte of the n-th RGBA16 color of the color frame buffer. + // The 2*n+1-th byte of texel 1 is the low byte of the n-th RGBA16 color of the color frame buffer. + + // With the TLUT computed by `VisMono_DesaturateTLUT`: + // The 2*n-th byte of texel 0 maps to a IA16 color where the high byte I (intensity) corresponds to + // the high byte of the n-th RGBA16 color of the color frame buffer. + // The 2*n+1-th byte of texel 1 maps to a IA16 color where the low byte A (alpha) corresponds to + // the low byte of the n-th RGBA16 color of the color frame buffer. + + // Since the combiner is in part set up to sum texel 0 color (I, intensity) with texel 1 alpha (A, alpha), + // the resulting color in the drawn rectangle is a desaturated color as defined by the `VISMONO_FAC_*` values. + + gSPTextureRectangle(gfx++, 0, y << 2, SCREEN_WIDTH << 2, (y + height) << 2, G_TX_RENDERTILE, 2 << 5, 0, 2 << 10, + 1 << 10); + cfbFrag += SCREEN_WIDTH * height; + } + + gDPPipeSync(gfx++); + gSPEndDisplayList(gfx++); + return gfx; +} + +void VisMono_Draw(VisMono* this, Gfx** gfxp) { + Gfx* gfx = *gfxp; + u16* tlut; + Gfx* dList; + Gfx* dListEnd; + + if (this->tlut) { + tlut = this->tlut; + } else { + tlut = Graph_DlistAlloc(&gfx, 256 * G_IM_SIZ_16b_BYTES); + VisMono_DesaturateTLUT(tlut); + } + + if (this->dList) { + dList = this->dList; + } else { + dList = Graph_DlistAlloc(&gfx, VISMONO_DLSIZE * sizeof(Gfx)); + dListEnd = VisMono_DesaturateDList(dList); + } + + gDPPipeSync(gfx++); + + if (this->setScissor == true) { + gSPDisplayList(gfx++, D_0E000000.setScissor); + } + + gDPSetColor(gfx++, G_SETPRIMCOLOR, this->primColor.rgba); + gDPSetColor(gfx++, G_SETENVCOLOR, this->envColor.rgba); + + gDPLoadTLUT_pal256(gfx++, tlut); -#pragma GLOBAL_ASM("asm/non_matchings/code/z_vismono/func_80141900.s") + gSPDisplayList(gfx++, dList); -#pragma GLOBAL_ASM("asm/non_matchings/code/z_vismono/func_80141924.s") + gDPPipeSync(gfx++); -#pragma GLOBAL_ASM("asm/non_matchings/code/z_vismono/func_80141C34.s") + *gfxp = gfx; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_vismono/VisMono_Draw.s") +void VisMono_DrawOld(VisMono* this) { + if (this->tlut == NULL) { + this->tlut = SystemArena_Malloc(256 * G_IM_SIZ_16b_BYTES); + VisMono_DesaturateTLUT(this->tlut); + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_vismono/func_8014204C.s") + if (this->dList == NULL) { + this->dList = SystemArena_Malloc(VISMONO_DLSIZE * sizeof(Gfx)); + VisMono_DesaturateDList(this->dList); + } +} diff --git a/src/code/z_vr_box_draw.c b/src/code/z_vr_box_draw.c index d7f99eed9..326fcb3e2 100644 --- a/src/code/z_vr_box_draw.c +++ b/src/code/z_vr_box_draw.c @@ -3,11 +3,11 @@ Mtx* sSkyboxDrawMatrix; Mtx* SkyboxDraw_UpdateMatrix(SkyboxContext* skyboxCtx, f32 x, f32 y, f32 z) { - Matrix_InsertTranslation(x, y, z, MTXMODE_NEW); + Matrix_Translate(x, y, z, MTXMODE_NEW); Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY); - Matrix_RotateStateAroundXAxis(skyboxCtx->rotX); - Matrix_InsertYRotation_f(skyboxCtx->rotY, MTXMODE_APPLY); - Matrix_InsertZRotation_f(skyboxCtx->rotZ, MTXMODE_APPLY); + Matrix_RotateXFApply(skyboxCtx->rotX); + Matrix_RotateYF(skyboxCtx->rotY, MTXMODE_APPLY); + Matrix_RotateZF(skyboxCtx->rotZ, MTXMODE_APPLY); return Matrix_ToMtx(sSkyboxDrawMatrix); } @@ -30,11 +30,11 @@ void SkyboxDraw_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyb sSkyboxDrawMatrix = GRAPH_ALLOC(gfxCtx, sizeof(Mtx)); - Matrix_InsertTranslation(x, y, z, MTXMODE_NEW); + Matrix_Translate(x, y, z, MTXMODE_NEW); Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY); - Matrix_RotateStateAroundXAxis(skyboxCtx->rotX); - Matrix_InsertYRotation_f(skyboxCtx->rotY, MTXMODE_APPLY); - Matrix_InsertZRotation_f(skyboxCtx->rotZ, MTXMODE_APPLY); + Matrix_RotateXFApply(skyboxCtx->rotX); + Matrix_RotateYF(skyboxCtx->rotY, MTXMODE_APPLY); + Matrix_RotateZF(skyboxCtx->rotZ, MTXMODE_APPLY); Matrix_ToMtx(sSkyboxDrawMatrix); gSPMatrix(POLY_OPA_DISP++, sSkyboxDrawMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); 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