#include #include #include "matrix.h" #include "common_structs.h" #include "FrameInterpolation.h" 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); Matrix gIdentityMatrix = { { { 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 }, } }; Matrix* gGfxMatrix; Matrix sGfxMatrixStack[0x20]; Matrix* gCalcMatrix; Matrix sCalcMatrixStack[0x20]; Mtx gMainMatrixStack[0x480]; Mtx* gGfxMtx; void Matrix_InitPerspective(Gfx** dList) { u16 norm; float near = 10.0f; float far = 12800.0f; float fov = 45.0f; guPerspective(gGfxMtx, &norm, fov, 320.0f / 240.0f, near, far, 1.0f); gSPPerspNormalize((*dList)++, norm); gSPMatrix((*dList)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); guLookAt(gGfxMtx, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -12800.0f, 0.0f, 1.0f, 0.0f); gSPMatrix((*dList)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION); Matrix_Copy(gGfxMatrix, &gIdentityMatrix); } void Matrix_InitOrtho(Gfx** dList) { FrameInterpolation_RecordOpenChild("ortho", 0); FrameInterpolation_RecordMarker(__FILE__, __LINE__); guOrtho(gGfxMtx, -320.0f / 2, 320.0f / 2, -240.0f / 2, 240.0f / 2, 0.0f, 5.0f, 1.0f); gSPMatrix((*dList)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); guLookAt(gGfxMtx, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -12800.0f, 0.0f, 1.0f, 0.0f); gSPMatrix((*dList)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION); Matrix_Copy(gGfxMatrix, &gIdentityMatrix); FrameInterpolation_RecordCloseChild(); } // Copies src Matrix into dst void Matrix_Copy(Matrix* dst, Matrix* src) { int32_t i; for (i = 0; i < 4; i++) { dst->mf[i][0] = src->mf[i][0]; dst->mf[i][1] = src->mf[i][1]; dst->mf[i][2] = src->mf[i][2]; dst->mf[i][3] = src->mf[i][3]; } } // Makes a copy of the stack's current matrix and puts it on the top of the stack void Matrix_Push(Matrix** mtxStack) { Matrix_Copy(*mtxStack + 1, *mtxStack); (*mtxStack)++; } // Removes the top matrix of the stack void Matrix_Pop(Matrix** mtxStack) { (*mtxStack)--; } // Copies tf into mtx (MTXF_NEW) or applies it to mtx (MTXF_APPLY) void Matrix_Mult(Matrix* mtx, Matrix* tf, u8 mode) { f32 rx; f32 ry; f32 rz; f32 rw; s32 i0; s32 i1; s32 i2; s32 i3; if (mode == 1) { rx = mtx->mf[0][0]; ry = mtx->mf[1][0]; rz = mtx->mf[2][0]; rw = mtx->mf[3][0]; for (i0 = 0; i0 < 4; i0++) { mtx->mf[i0][0] = (rx * tf->mf[i0][0]) + (ry * tf->mf[i0][1]) + (rz * tf->mf[i0][2]) + (rw * tf->mf[i0][3]); } rx = mtx->mf[0][1]; ry = mtx->mf[1][1]; rz = mtx->mf[2][1]; rw = mtx->mf[3][1]; for (i1 = 0; i1 < 4; i1++) { mtx->mf[i1][1] = (rx * tf->mf[i1][0]) + (ry * tf->mf[i1][1]) + (rz * tf->mf[i1][2]) + (rw * tf->mf[i1][3]); } rx = mtx->mf[0][2]; ry = mtx->mf[1][2]; rz = mtx->mf[2][2]; rw = mtx->mf[3][2]; for (i2 = 0; i2 < 4; i2++) { mtx->mf[i2][2] = (rx * tf->mf[i2][0]) + (ry * tf->mf[i2][1]) + (rz * tf->mf[i2][2]) + (rw * tf->mf[i2][3]); } rx = mtx->mf[0][3]; ry = mtx->mf[1][3]; rz = mtx->mf[2][3]; rw = mtx->mf[3][3]; for (i3 = 0; i3 < 4; i3++) { mtx->mf[i3][3] = (rx * tf->mf[i3][0]) + (ry * tf->mf[i3][1]) + (rz * tf->mf[i3][2]) + (rw * tf->mf[i3][3]); } } else { Matrix_Copy(mtx, tf); } } // Creates a translation matrix in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY) void Matrix_Translate(Matrix* mtx, f32 x, f32 y, f32 z, u8 mode) { f32 rx; f32 ry; s32 i; if (mode == 1) { for (i = 0; i < 4; i++) { rx = mtx->mf[0][i]; ry = mtx->mf[1][i]; mtx->mf[3][i] += (rx * x) + (ry * y) + (mtx->mf[2][i] * z); } } else { mtx->mf[3][0] = x; mtx->mf[3][1] = y; mtx->mf[3][2] = z; mtx->mf[0][1] = mtx->mf[0][2] = mtx->mf[0][3] = mtx->mf[1][0] = mtx->mf[1][2] = mtx->mf[1][3] = mtx->mf[2][0] = mtx->mf[2][1] = mtx->mf[2][3] = 0.0f; mtx->mf[0][0] = mtx->mf[1][1] = mtx->mf[2][2] = mtx->mf[3][3] = 1.0f; } } // Creates a scale matrix in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY) void Matrix_Scale(Matrix* mtx, f32 xScale, f32 yScale, f32 zScale, u8 mode) { f32 rx; f32 ry; s32 i; if (mode == 1) { for (i = 0; i < 4; i++) { rx = mtx->mf[0][i]; ry = mtx->mf[1][i]; mtx->mf[0][i] = rx * xScale; mtx->mf[1][i] = ry * yScale; mtx->mf[2][i] *= zScale; } } else { mtx->mf[0][0] = xScale; mtx->mf[1][1] = yScale; mtx->mf[2][2] = zScale; mtx->mf[0][1] = mtx->mf[0][2] = mtx->mf[0][3] = mtx->mf[1][0] = mtx->mf[1][2] = mtx->mf[1][3] = mtx->mf[2][0] = mtx->mf[2][1] = mtx->mf[2][3] = mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f; mtx->mf[3][3] = 1.0f; } } // Creates rotation matrix about the X axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY) void Matrix_RotateX(Matrix* mtx, f32 angle, u8 mode) { f32 cs; f32 sn; f32 ry; f32 rz; s32 i; sn = sinf(angle); cs = cosf(angle); if (mode == 1) { for (i = 0; i < 4; i++) { ry = mtx->mf[1][i]; rz = mtx->mf[2][i]; mtx->mf[1][i] = (ry * cs) + (rz * sn); mtx->mf[2][i] = (rz * cs) - (ry * sn); } } else { mtx->mf[1][1] = mtx->mf[2][2] = cs; mtx->mf[1][2] = sn; mtx->mf[2][1] = -sn; mtx->mf[0][0] = mtx->mf[3][3] = 1.0f; mtx->mf[0][1] = mtx->mf[0][2] = mtx->mf[0][3] = mtx->mf[1][0] = mtx->mf[1][3] = mtx->mf[2][0] = mtx->mf[2][3] = mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f; } } // Creates rotation matrix about the Y axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY) void Matrix_RotateY(Matrix* mtx, f32 angle, u8 mode) { f32 cs; f32 sn; f32 rx; f32 rz; s32 i; sn = sinf(angle); cs = cosf(angle); if (mode == 1) { for (i = 0; i < 4; i++) { rx = mtx->mf[0][i]; rz = mtx->mf[2][i]; mtx->mf[0][i] = (rx * cs) - (rz * sn); mtx->mf[2][i] = (rx * sn) + (rz * cs); } } else { mtx->mf[0][0] = mtx->mf[2][2] = cs; mtx->mf[0][2] = -sn; mtx->mf[2][0] = sn; mtx->mf[1][1] = mtx->mf[3][3] = 1.0f; mtx->mf[0][1] = mtx->mf[0][3] = mtx->mf[1][0] = mtx->mf[1][2] = mtx->mf[1][3] = mtx->mf[2][1] = mtx->mf[2][3] = mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f; } } // Creates rotation matrix about the Z axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY) void Matrix_RotateZ(Matrix* mtx, f32 angle, u8 mode) { f32 cs; f32 sn; f32 rx; f32 ry; s32 i; sn = sinf(angle); cs = cosf(angle); if (mode == 1) { for (i = 0; i < 4; i++) { rx = mtx->mf[0][i]; ry = mtx->mf[1][i]; mtx->mf[0][i] = (rx * cs) + (ry * sn); mtx->mf[1][i] = (ry * cs) - (rx * sn); } } else { mtx->mf[0][0] = mtx->mf[1][1] = cs; mtx->mf[0][1] = sn; mtx->mf[1][0] = -sn; mtx->mf[2][2] = mtx->mf[3][3] = 1.0f; mtx->mf[0][2] = mtx->mf[0][3] = mtx->mf[1][2] = mtx->mf[1][3] = mtx->mf[2][0] = mtx->mf[2][1] = mtx->mf[2][3] = mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f; } } // Creates rotation matrix about a given vector axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY). // The vector specifying the axis does not need to be a unit vector. void Matrix_RotateAxis(Matrix* mtx, f32 angle, f32 axisX, f32 axisY, f32 axisZ, u8 mode) { f32 rx; f32 ry; f32 rz; f32 norm; f32 cxx; f32 cyx; f32 czx; f32 cxy; f32 cyy; f32 czy; f32 cxz; f32 cyz; f32 czz; f32 xx; f32 yy; f32 zz; f32 xy; f32 yz; f32 xz; f32 sinA; f32 cosA; norm = sqrtf((axisX * axisX) + (axisY * axisY) + (axisZ * axisZ)); if (norm != 0.0) { axisX /= norm; axisY /= norm; axisZ /= norm; sinA = sinf(angle); cosA = cosf(angle); xx = axisX * axisX; yy = axisY * axisY; zz = axisZ * axisZ; xy = axisX * axisY; yz = axisY * axisZ; xz = axisX * axisZ; if (mode == 1) { cxx = (1.0f - xx) * cosA + xx; cyx = (1.0f - cosA) * xy + axisZ * sinA; czx = (1.0f - cosA) * xz - axisY * sinA; cxy = (1.0f - cosA) * xy - axisZ * sinA; cyy = (1.0f - yy) * cosA + yy; czy = (1.0f - cosA) * yz + axisX * sinA; cxz = (1.0f - cosA) * xz + axisY * sinA; cyz = (1.0f - cosA) * yz - axisX * sinA; czz = (1.0f - zz) * cosA + zz; // loop doesn't seem to work here. rx = mtx->mf[0][0]; ry = mtx->mf[0][1]; rz = mtx->mf[0][2]; mtx->mf[0][0] = (rx * cxx) + (ry * cxy) + (rz * cxz); mtx->mf[0][1] = (rx * cyx) + (ry * cyy) + (rz * cyz); mtx->mf[0][2] = (rx * czx) + (ry * czy) + (rz * czz); rx = mtx->mf[1][0]; ry = mtx->mf[1][1]; rz = mtx->mf[1][2]; mtx->mf[1][0] = (rx * cxx) + (ry * cxy) + (rz * cxz); mtx->mf[1][1] = (rx * cyx) + (ry * cyy) + (rz * cyz); mtx->mf[1][2] = (rx * czx) + (ry * czy) + (rz * czz); rx = mtx->mf[2][0]; ry = mtx->mf[2][1]; rz = mtx->mf[2][2]; mtx->mf[2][0] = (rx * cxx) + (ry * cxy) + (rz * cxz); mtx->mf[2][1] = (rx * cyx) + (ry * cyy) + (rz * cyz); mtx->mf[2][2] = (rx * czx) + (ry * czy) + (rz * czz); } else { mtx->mf[0][0] = (1.0f - xx) * cosA + xx; mtx->mf[0][1] = (1.0f - cosA) * xy + axisZ * sinA; mtx->mf[0][2] = (1.0f - cosA) * xz - axisY * sinA; mtx->mf[0][3] = 0.0f; mtx->mf[1][0] = (1.0f - cosA) * xy - axisZ * sinA; mtx->mf[1][1] = (1.0f - yy) * cosA + yy; mtx->mf[1][2] = (1.0f - cosA) * yz + axisX * sinA; mtx->mf[1][3] = 0.0f; mtx->mf[2][0] = (1.0f - cosA) * xz + axisY * sinA; mtx->mf[2][1] = (1.0f - cosA) * yz - axisX * sinA; mtx->mf[2][2] = (1.0f - zz) * cosA + zz; mtx->mf[2][3] = 0.0f; mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f; mtx->mf[3][3] = 1.0f; } } } // Converts the current Gfx matrix to a Mtx void Matrix_ToMtx(Mtx* dest) { // LTODO: We need to validate this guMtxF2L(gGfxMatrix->mf, dest); } // Converts the Mtx src to a Matrix, putting the result in dest void Matrix_FromMtx(Mtx* src, Matrix* dest) { guMtxF2L(src->m, dest->mf); } // Applies the transform matrix mtx to the vector src, putting the result in dest void Matrix_MultVec3f(Matrix* mtx, Vec3f* src, Vec3f* dest) { *dest[0] = (mtx->mf[0][0] * *src[0]) + (mtx->mf[1][0] * *src[1]) + (mtx->mf[2][0] * *src[2]) + mtx->mf[3][0]; *dest[1] = (mtx->mf[0][1] * *src[0]) + (mtx->mf[1][1] * *src[1]) + (mtx->mf[2][1] * *src[2]) + mtx->mf[3][1]; *dest[2] = (mtx->mf[0][2] * *src[0]) + (mtx->mf[1][2] * *src[1]) + (mtx->mf[2][2] * *src[2]) + mtx->mf[3][2]; } // Applies the linear part of the transformation matrix mtx to the vector src, ignoring any translation that mtx might // have. Puts the result in dest. void Matrix_MultVec3fNoTranslate(Matrix* mtx, Vec3f* src, Vec3f* dest) { *dest[0] = (mtx->mf[0][0] * *src[0]) + (mtx->mf[1][0] * *src[1]) + (mtx->mf[2][0] * *src[2]); *dest[1] = (mtx->mf[0][1] * *src[0]) + (mtx->mf[1][1] * *src[1]) + (mtx->mf[2][1] * *src[2]); *dest[2] = (mtx->mf[0][2] * *src[0]) + (mtx->mf[1][2] * *src[1]) + (mtx->mf[2][2] * *src[2]); } // Expresses the rotational part of the transform mtx as Tait-Bryan angles, in the yaw-pitch-roll (intrinsic YXZ) // convention used in worldspace calculations void Matrix_GetYRPAngles(Matrix* mtx, Vec3f* rot) { Matrix invYP; Vec3f origin = { 0.0f, 0.0f, 0.0f }; Vec3f originP; Vec3f zHat = { 0.0f, 0.0f, 1.0f }; Vec3f zHatP; Vec3f xHat = { 1.0f, 0.0f, 0.0f }; Vec3f xHatP; Matrix_MultVec3fNoTranslate(mtx, &origin, &originP); Matrix_MultVec3fNoTranslate(mtx, &zHat, &zHatP); Matrix_MultVec3fNoTranslate(mtx, &xHat, &xHatP); zHatP[0] -= originP[0]; zHatP[1] -= originP[1]; zHatP[2] -= originP[2]; xHatP[0] -= originP[0]; xHatP[1] -= originP[1]; xHatP[2] -= originP[2]; *rot.y = atan2f(zHatP[0], zHatP[2]); *rot.x = -atan2f(zHatP[1], sqrtf(SQ(zHatP[0]) + SQ(zHatP[2]))); Matrix_RotateX(&invYP, -*rot.x, MTXF_NEW); Matrix_RotateY(&invYP, -*rot.y, MTXF_APPLY); Matrix_MultVec3fNoTranslate(&invYP, &xHatP, &xHat); *rot.x *= M_RTOD; *rot.y *= M_RTOD; *rot.z = atan2f(xHat[1], xHat[0]) * M_RTOD; } // Expresses the rotational part of the transform mtx as Tait-Bryan angles, in the extrinsic XYZ convention used in // modelspace calculations void Matrix_GetXYZAngles(Matrix* mtx, Vec3f* rot) { Matrix invYZ; Vec3f origin = { 0.0f, 0.0f, 0.0f }; Vec3f originP; Vec3f xHat = { 1.0f, 0.0f, 0.0f }; Vec3f xHatP; Vec3f yHat = { 0.0f, 1.0f, 0.0f }; Vec3f yHatP; Matrix_MultVec3fNoTranslate(mtx, &origin, &originP); Matrix_MultVec3fNoTranslate(mtx, &xHat, &xHatP); Matrix_MultVec3fNoTranslate(mtx, &yHat, &yHatP); xHatP[0] -= originP[0]; xHatP[1] -= originP[1]; xHatP[2] -= originP[2]; yHatP[0] -= originP[0]; yHatP[1] -= originP[1]; yHatP[2] -= originP[2]; *rot.z = atan2f(xHatP[1], xHatP[0]); *rot.y = -atan2f(xHatP[2], sqrtf(SQ(xHatP[0]) + SQ(xHatP[1]))); Matrix_RotateY(&invYZ, -*rot.y, MTXF_NEW); Matrix_RotateZ(&invYZ, -*rot.z, MTXF_APPLY); Matrix_MultVec3fNoTranslate(&invYZ, &yHatP, &yHat); *rot.x = atan2f(yHat[2], yHat[1]) * M_RTOD; *rot.y *= M_RTOD; *rot.z *= M_RTOD; } // Creates a look-at matrix from Eye, At, and Up in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY). // A look-at matrix is a rotation-translation matrix that maps y to Up, z to (At - Eye), and translates to Eye void Matrix_LookAt(Matrix* mtx, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f32 xUp, f32 yUp, f32 zUp, u8 mode) { Matrix lookAt; guLookAtF(lookAt.mf, xEye, yEye, zEye, xAt, yAt, zAt, xUp, yUp, zUp); Matrix_Mult(mtx, &lookAt, mode); } // Converts the current Gfx matrix to a Mtx and sets it to the display list void Matrix_SetGfxMtx(Gfx** gfx) { Matrix_ToMtx(gGfxMtx); gSPMatrix((*gfx)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); }