1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
|
#include <libultraship.h>
#include <libultra/gbi.h>
#include "engine/World.h"
#include "src/port/interpolation/FrameInterpolation.h"
extern "C" {
#include "common_structs.h"
#include "racing/math_util.h"
#include "math_util_2.h"
}
void AddMatrix(std::deque<Mtx>& stack, Mat4 mtx, s32 flags) {
// Push a new matrix to the stack
stack.emplace_back();
// Convert to a fixed-point matrix
FrameInterpolation_RecordMatrixMtxFToMtx((MtxF*)mtx, &stack.back());
guMtxF2L(mtx, &stack.back());
// Load the matrix
gSPMatrix(gDisplayListHead++, &stack.back(), flags);
}
Mtx* GetMatrix(std::deque<Mtx>& stack) {
stack.emplace_back();
return &stack.back();
}
/**
* Push a fixed point matrix to the stack
* Use GetMatrix() before calling this
*/
void AddMatrixFixed(std::deque<Mtx>& stack, s32 flags) {
// Load the matrix
gSPMatrix(gDisplayListHead++, &stack.back(), flags);
}
// Used in func_80095BD0
void SetTextMatrix(Mat4 mf, f32 x, f32 y, f32 arg3, f32 arg4) {
FrameInterpolation_Record_SetTextMatrix((Mat4*)&mf, x, y, arg3, arg4);
mf[0][0] = arg3;
mf[0][1] = 0.0f;
mf[0][2] = 0.0f;
mf[0][3] = 0.0f;
mf[1][0] = 0.0f;
mf[1][1] = arg4;
mf[1][2] = 0.0f;
mf[1][3] = 0.0f;
mf[2][0] = 0.0f;
mf[2][1] = 0.0f;
mf[2][2] = 1.0f;
mf[2][3] = 0.0f;
mf[3][0] = x;
mf[3][1] = y;
mf[3][2] = 0.0f;
mf[3][3] = 1.0f;
}
// AddMatrix but with custom gfx ptr arg and flags are predefined
Gfx* AddTextMatrix(Gfx* displayListHead, Mat4 mtx) {
// Push a new matrix to the stack
GetWorld()->world_mtx.Objects.emplace_back();
// Convert to a fixed-point matrix
FrameInterpolation_RecordMatrixMtxFToMtx((MtxF*)mtx, &GetWorld()->world_mtx.Objects.back());
guMtxF2L(mtx, &GetWorld()->world_mtx.Objects.back());
// Load the matrix
gSPMatrix(displayListHead++, &GetWorld()->world_mtx.Objects.back(), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
return displayListHead;
}
void ApplyMatrixTransformations(Mat4 mtx, FVector pos, IRotator rot, FVector scale) {
f32 sine1, cosine1;
f32 sine2, cosine2;
f32 sine3, cosine3;
//FrameInterpolation_ApplyMatrixTransformations((Mat4*)mtx, pos, rot, scale);
// Compute the sine and cosine of the orientation (Euler angles)
sine1 = sins(rot.pitch);
cosine1 = coss(rot.pitch);
sine2 = sins(rot.yaw);
cosine2 = coss(rot.yaw);
sine3 = sins(rot.roll);
cosine3 = coss(rot.roll);
// Compute the rotation matrix
mtx[0][0] = (cosine2 * cosine3) + ((sine1 * sine2) * sine3);
mtx[1][0] = (-cosine2 * sine3) + ((sine1 * sine2) * cosine3);
mtx[2][0] = cosine1 * sine2;
mtx[3][0] = pos.x;
mtx[0][1] = cosine1 * sine3;
mtx[1][1] = cosine1 * cosine3;
mtx[2][1] = -sine1;
mtx[3][1] = pos.y;
mtx[0][2] = (-sine2 * cosine3) + ((sine1 * cosine2) * sine3);
mtx[1][2] = (sine2 * sine3) + ((sine1 * cosine2) * cosine3);
mtx[2][2] = cosine1 * cosine2;
mtx[3][2] = pos.z;
// Apply scaling
mtx[0][0] *= scale.x;
mtx[1][0] *= scale.x;
mtx[2][0] *= scale.x;
mtx[0][1] *= scale.y;
mtx[1][1] *= scale.y;
mtx[2][1] *= scale.y;
mtx[0][2] *= scale.z;
mtx[1][2] *= scale.z;
mtx[2][2] *= scale.z;
// Set the last row and column for the homogeneous coordinate system
mtx[0][3] = 0.0f;
mtx[1][3] = 0.0f;
mtx[2][3] = 0.0f;
mtx[3][3] = 1.0f;
}
/*
* Spherical billboarding
* Rotates the object to face the camera
* Rotates on all three axis
*/
void ApplySphericalBillBoard(Mat4 mat, FVector pos, FVector scale, s32 cameraIndex) {
Mtx* lookAt = cameras[cameraIndex].lookAtMatrix;
Mat4 lookAtF;
guMtxL2F((float(*)[4])&lookAtF, lookAt);
// Camera Right
mat[0][0] = lookAtF[0][0];
mat[1][0] = lookAtF[0][1];
mat[2][0] = lookAtF[0][2];
mat[3][0] = 0;
// Camera Up
mat[0][1] = lookAtF[1][0];
mat[1][1] = lookAtF[1][1];
mat[2][1] = lookAtF[1][2];
mat[3][1] = 0;
// Camera Forward
mat[0][2] = lookAtF[2][0];
mat[1][2] = lookAtF[2][1];
mat[2][2] = lookAtF[2][2];
mat[3][2] = 0;
mat[0][3] = 0;
mat[1][3] = 0;
mat[2][3] = 0;
mat[3][3] = 1;
// Set position
mat[3][0] = pos.x;
mat[3][1] = pos.y;
mat[3][2] = pos.z;
// Apply scaling
mat[0][0] *= scale.x;
mat[1][0] *= scale.x;
mat[2][0] *= scale.x;
mat[0][1] *= scale.y;
mat[1][1] *= scale.y;
mat[2][1] *= scale.y;
mat[0][2] *= scale.z;
mat[1][2] *= scale.z;
mat[2][2] *= scale.z;
}
void AddLocalRotation(Mat4 mat, IRotator rot) {
f32 sin_pitch = sins(rot.pitch);
f32 cos_pitch = coss(rot.pitch);
f32 sin_yaw = sins(rot.yaw);
f32 cos_yaw = coss(rot.yaw);
f32 sin_roll = sins(rot.roll);
f32 cos_roll = coss(rot.roll);
// Modify only the rotation part (keep translation intact)
mat[0][0] = (cos_yaw * cos_roll) + (sin_pitch * sin_yaw * sin_roll);
mat[0][1] = (cos_pitch * sin_roll);
mat[0][2] = (-sin_yaw * cos_roll) + (sin_pitch * cos_yaw * sin_roll);
mat[1][0] = (-cos_yaw * sin_roll) + (sin_pitch * sin_yaw * cos_roll);
mat[1][1] = (cos_pitch * cos_roll);
mat[1][2] = (sin_yaw * sin_roll) + (sin_pitch * cos_yaw * cos_roll);
mat[2][0] = (cos_pitch * sin_yaw);
mat[2][1] = -sin_pitch;
mat[2][2] = (cos_pitch * cos_yaw);
}
// API
extern "C" {
void AddHudMatrix(Mat4 mtx, s32 flags) {
AddMatrix(GetWorld()->world_mtx.Objects, mtx, flags);
}
Mtx* GetScreenMatrix(void) {
return &GetWorld()->world_mtx.Screen2D;
}
Mtx* GetOrthoMatrix(void) {
return &GetWorld()->world_mtx.Ortho;
}
Mtx* GetPerspMatrix(size_t cameraId) {
return &GetWorld()->world_mtx.Persp[cameraId];
}
Mtx* GetLookAtMatrix(size_t cameraId) {
return &GetWorld()->world_mtx.LookAt[cameraId];
}
void AddObjectMatrix(Mat4 mtx, s32 flags) {
AddMatrix(GetWorld()->world_mtx.Objects, mtx, flags);
}
Mtx* GetShadowMatrix(size_t playerId) {
return &GetWorld()->world_mtx.Shadows[playerId];
}
Mtx* GetKartMatrix(size_t playerId) {
return &GetWorld()->world_mtx.Karts[playerId];
}
void AddEffectMatrix(Mat4 mtx, s32 flags) {
AddMatrix(GetWorld()->world_mtx.Objects, mtx, flags);
}
void AddEffectMatrixOrtho(void) {
auto& stack = GetWorld()->world_mtx.Objects;
stack.emplace_back();
guOrtho(&stack.back(), 0.0f, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1, 0.0f, -100.0f, 100.0f, 1.0f);
gSPMatrix(gDisplayListHead++, &stack.back(), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
}
Mtx* GetEffectMatrix(void) {
return GetMatrix(GetWorld()->world_mtx.Objects);
}
/**
* Note that the game doesn't seem to clear all of these at the beginning of a new frame.
* We might need to adjust which ones we clear.
*/
void ClearMatrixPools(void) {
GetWorld()->world_mtx.Objects.clear();
// GetWorld()->world_mtx.Shadows.clear();
//GetWorld()->world_mtx.Karts.clear();
// GetWorld()->world_mtx.Effects.clear();
}
void ClearObjectsMatrixPool(void) {
GetWorld()->world_mtx.Objects.clear();
}
}
|