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authoremilybrooks <emilybrooksemilybrooks@gmail.com>2023-07-29 10:46:30 -0700
committerGitHub <noreply@github.com>2023-07-29 13:46:30 -0400
commitbe09c72d0ca03972fb3c43a858002a41a8e1c474 (patch)
tree1c4fe14a14ebcd45cb4cad113257d6ec8125c498 /src/code/sys_matrix.c
parentea9f4c68bb2afee5529aa1027b6762542d20bb8f (diff)
TwoHeadArena, THA_GA, sys_matrix OK (#18)
* matched TwoHeadArena and THA_GA * header files * started sys_matrix.c * more functions matched * sys_matrix matching * imported data * imported bss * cleanup * more cleanup * last cleanup * formatting * moved prototypes * add back ultra64.h * remove dlabel jlabel temp fix
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+/**
+ * @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 "global.h"
+#include "sys_matrix.h"
+#include "game.h"
+#include "z64math.h"
+#include "gfx.h"
+#include "m_skin_matrix.h"
+#include "mathf.h"
+#include "m_lib.h"
+
+// clang-format off
+
+Mtx Mtx_clear = 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 MtxF_clear = { {
+ { 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 },
+} };
+
+MtxF* Matrix_stack; // Bottom of the stack.
+MtxF* Matrix_now; // Top of the stack.
+
+#define MATRIX_STACK_SIZE 20
+
+/* Stack operations */
+
+/**
+ * Create the matrix stack and set the pointer to the top of it.
+ */
+void new_Matrix(GameState* gameState) {
+ Matrix_now = THA_alloc16(&gameState->heap, MATRIX_STACK_SIZE * sizeof(MtxF));
+ Matrix_stack = Matrix_now;
+}
+
+/**
+ * Place a new matrix on the top of the stack and move the stack pointer up.
+ */
+void Matrix_push(void) {
+ Matrix_copy_MtxF(&Matrix_now[1], Matrix_now);
+ Matrix_now++;
+}
+
+/**
+ * Discard the top matrix on the stack and move stack pointer to the next one down.
+ */
+void Matrix_pull(void) {
+ Matrix_now--;
+}
+
+/**
+ * Copy the top matrix from the stack.
+ *
+ * @param[out] dest Matrix into which to copy.
+ */
+void Matrix_get(MtxF* dest) {
+ Matrix_copy_MtxF(dest, Matrix_now);
+}
+
+/**
+ * Overwrite the top matrix on the stack.
+ *
+ * @param[in] src Matrix from which to copy.
+ */
+void Matrix_put(MtxF* src) {
+ Matrix_copy_MtxF(Matrix_now, src);
+}
+
+/**
+ * Return pointer to the top of the matrix stack.
+ *
+ * @return pointer to top matrix on the stack.
+ */
+MtxF* get_Matrix_now(void) {
+ return Matrix_now;
+}
+
+/**
+ * General multiplication of the top matrix on the stack by another matrix.
+ *
+ * - APPLY: top * mf -> top
+ * - NEW: mf -> top
+ *
+ * @param mf Matrix to multiply by.
+ * @param mode APPLY or NEW.
+ */
+void Matrix_mult(MtxF* mf, u8 mode) {
+ MtxF* top = get_Matrix_now();
+
+ if (mode == MTXMODE_APPLY) {
+ Skin_Matrix_MulMatrix(top, mf, top);
+ } else {
+ Matrix_copy_MtxF(Matrix_now, mf);
+ }
+}
+
+/**
+ * Right-multiply the top matrix on the stack by a translation matrix T.
+ *
+ * - APPLY: top * T -> top
+ * - NEW: T -> top
+ *
+ * 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.
+ */
+void Matrix_translate(f32 x, f32 y, f32 z, u8 mode) {
+ MtxF* top = Matrix_now;
+ f32 tempX;
+ f32 tempY;
+
+ if (mode == MTXMODE_APPLY) {
+ tempX = top->xx;
+ tempY = top->xy;
+ top->xw += tempX * x + tempY * y + top->xz * z;
+ tempX = top->yx;
+ tempY = top->yy;
+ top->yw += tempX * x + tempY * y + top->yz * z;
+ tempX = top->zx;
+ tempY = top->zy;
+ top->zw += tempX * x + tempY * y + top->zz * z;
+ tempX = top->wx;
+ tempY = top->wy;
+ top->ww += tempX * x + tempY * y + top->wz * z;
+ } else {
+ Skin_Matrix_SetTranslate(top, x, y, z);
+ }
+}
+
+/**
+ * Right-multiply the top matrix on the stack by the diagonal scale matrix S = diag(x,y,z,1).
+ *
+ * - APPLY: top * S -> top
+ * - NEW: S -> top
+ *
+ * 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.
+ */
+void Matrix_scale(f32 x, f32 y, f32 z, u8 mode) {
+ MtxF* top = Matrix_now;
+
+ if (mode == MTXMODE_APPLY) {
+ top->xx *= x;
+ top->yx *= x;
+ top->zx *= x;
+ top->xy *= y;
+ top->yy *= y;
+ top->zy *= y;
+ top->xz *= z;
+ top->yz *= z;
+ top->zz *= z;
+ top->wx *= x;
+ top->wy *= y;
+ top->wz *= z;
+ } else {
+ Skin_Matrix_SetScale(top, x, y, z);
+ }
+}
+
+/**
+ * Right-multiply the top matrix on the stack by a rotation about the x axis
+ *
+ * - APPLY: top * R -> top
+ * - NEW: R -> top
+ *
+ * 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$.
+ *
+ * @param x rotation angle (binary).
+ * @param mode APPLY or NEW.
+ */
+void Matrix_RotateX(s16 x, MatrixMode mode) {
+ MtxF* top;
+ f32 sin;
+ f32 cos;
+ f32 tempY;
+ f32 tempZ;
+
+ if (mode == MTXMODE_APPLY) {
+ if (x != 0) {
+ top = Matrix_now;
+
+ sin = sin_s(x);
+ cos = cos_s(x);
+
+ tempY = top->xy;
+ tempZ = top->xz;
+ top->xy = tempY * cos + tempZ * sin;
+ top->xz = tempZ * cos - tempY * sin;
+
+ tempY = top->yy;
+ tempZ = top->yz;
+ top->yy = tempY * cos + tempZ * sin;
+ top->yz = tempZ * cos - tempY * sin;
+
+ tempY = top->zy;
+ tempZ = top->zz;
+ top->zy = tempY * cos + tempZ * sin;
+ top->zz = tempZ * cos - tempY * sin;
+
+ tempY = top->wy;
+ tempZ = top->wz;
+ top->wy = tempY * cos + tempZ * sin;
+ top->wz = tempZ * cos - tempY * sin;
+ }
+ } else {
+ top = Matrix_now;
+
+ if (x != 0) {
+ sin = sin_s(x);
+ cos = cos_s(x);
+ } else {
+ sin = 0.0f;
+ cos = 1.0f;
+ }
+
+ top->yx = 0.0f;
+ top->zx = 0.0f;
+ top->wx = 0.0f;
+ top->xy = 0.0f;
+ top->wy = 0.0f;
+ top->xz = 0.0f;
+ top->wz = 0.0f;
+ top->xw = 0.0f;
+ top->yw = 0.0f;
+ top->zw = 0.0f;
+ top->xx = 1.0f;
+ top->ww = 1.0f;
+ top->yy = cos;
+ top->zz = cos;
+ top->zy = sin;
+ top->yz = -sin;
+ }
+}
+
+/**
+ * Right-multiply the top matrix on the stack by a rotation about the y axis
+ *
+ * - APPLY: top * R -> top
+ * - NEW: R -> top
+ *
+ * R is given by
+ *
+ * \f[
+ * \begin{pmatrix}
+ * c & 0 & s & 0 \\
+ * 0 & 1 & 0 & 0 \\
+ * -s & 0 & c & 0 \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * where \f$ c = \cos y, s = \sin y \f$.
+ *
+ * @param y rotation angle (binary).
+ * @param mode APPLY or NEW.
+ */
+void Matrix_RotateY(s16 y, MatrixMode mode) {
+ MtxF* top;
+ f32 sin;
+ f32 cos;
+ f32 tempX;
+ f32 tempZ;
+
+ if (mode == MTXMODE_APPLY) {
+ if (y != 0) {
+ top = Matrix_now;
+
+ sin = sin_s(y);
+ cos = cos_s(y);
+
+ tempX = top->xx;
+ tempZ = top->xz;
+ top->xx = tempX * cos - tempZ * sin;
+ top->xz = tempX * sin + tempZ * cos;
+
+ tempX = top->yx;
+ tempZ = top->yz;
+ top->yx = tempX * cos - tempZ * sin;
+ top->yz = tempX * sin + tempZ * cos;
+
+ tempX = top->zx;
+ tempZ = top->zz;
+ top->zx = tempX * cos - tempZ * sin;
+ top->zz = tempX * sin + tempZ * cos;
+
+ tempX = top->wx;
+ tempZ = top->wz;
+ top->wx = tempX * cos - tempZ * sin;
+ top->wz = tempX * sin + tempZ * cos;
+ }
+ } else {
+ top = Matrix_now;
+
+ if (y != 0) {
+ sin = sin_s(y);
+ cos = cos_s(y);
+ } else {
+ sin = 0.0f;
+ cos = 1.0f;
+ }
+
+ top->yx = 0.0f;
+ top->wx = 0.0f;
+ top->xy = 0.0f;
+ top->zy = 0.0f;
+ top->wy = 0.0f;
+ top->yz = 0.0f;
+ top->wz = 0.0f;
+ top->xw = 0.0f;
+ top->yw = 0.0f;
+ top->zw = 0.0f;
+ top->yy = 1.0f;
+ top->ww = 1.0f;
+ top->xx = cos;
+ top->zz = cos;
+ top->zx = -sin;
+ top->xz = sin;
+ }
+}
+
+/**
+ * Right-multiply the top matrix on the stack by a rotation about the z axis.
+ *
+ * - APPLY: top * R -> top
+ * - NEW: R -> top
+ *
+ * R is given by
+ *
+ * \f[
+ * \begin{pmatrix}
+ * c & -s & 0 & 0 \\
+ * s & c & 0 & 0 \\
+ * 0 & 0 & 1 & 0 \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * where \f$ c = \cos z, s = \sin z \f$.
+ *
+ * @param z rotation angle (binary).
+ * @param mode APPLY or NEW.
+ */
+void Matrix_RotateZ(s16 z, MatrixMode mode) {
+ MtxF* top;
+ f32 sin;
+ f32 cos;
+ f32 tempX;
+ f32 tempY;
+ f32 zero = 0.0;
+ f32 one = 1.0;
+
+ if (mode == MTXMODE_APPLY) {
+ if (z != 0) {
+ top = Matrix_now;
+
+ sin = sin_s(z);
+ cos = cos_s(z);
+
+ tempX = top->xx;
+ tempY = top->xy;
+ top->xx = tempX * cos + tempY * sin;
+ top->xy = tempY * cos - tempX * sin;
+
+ tempX = top->yx;
+ tempY = top->yy;
+ top->yx = tempX * cos + tempY * sin;
+ top->yy = tempY * cos - tempX * sin;
+
+ tempX = top->zx;
+ tempY = top->zy;
+ top->zx = tempX * cos + tempY * sin;
+ top->zy = tempY * cos - tempX * sin;
+
+ tempX = top->wx;
+ tempY = top->wy;
+ top->wx = tempX * cos + tempY * sin;
+ top->wy = tempY * cos - tempX * sin;
+ }
+ } else {
+ top = Matrix_now;
+
+ if (z != 0) {
+ sin = sin_s(z);
+ cos = cos_s(z);
+ } else {
+ sin = zero;
+ cos = one;
+ }
+
+ top->zx = zero;
+ top->wx = zero;
+ top->zy = zero;
+ top->wy = zero;
+ top->xz = zero;
+ top->yz = zero;
+ top->wz = zero;
+ top->xw = zero;
+ top->yw = zero;
+ top->zw = zero;
+ top->zz = one;
+ top->ww = one;
+ top->xx = cos;
+ top->yy = cos;
+ top->yx = sin;
+ top->xy = -sin;
+ }
+}
+
+/**
+ * Rotate the top matrix on the stack using ZYX Tait-Bryan angles.
+ *
+ * - APPLY: top Rz Ry Rx -> top
+ * - NEW: Rz Ry Rx -> top
+ *
+ * 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
+ */
+void Matrix_rotateXYZ(s16 x, s16 y, s16 z, MatrixMode mode) {
+ MtxF* top = Matrix_now;
+ f32 temp1;
+ f32 temp2;
+ f32 sin;
+ f32 cos;
+
+ if (mode == MTXMODE_APPLY) {
+ sin = sin_s(z);
+ cos = cos_s(z);
+
+ temp1 = top->xx;
+ temp2 = top->xy;
+ top->xx = temp1 * cos + temp2 * sin;
+ top->xy = temp2 * cos - temp1 * sin;
+
+ temp1 = top->yx;
+ temp2 = top->yy;
+ top->yx = temp1 * cos + temp2 * sin;
+ top->yy = temp2 * cos - temp1 * sin;
+
+ temp1 = top->zx;
+ temp2 = top->zy;
+ top->zx = temp1 * cos + temp2 * sin;
+ top->zy = temp2 * cos - temp1 * sin;
+
+ temp1 = top->wx;
+ temp2 = top->wy;
+ top->wx = temp1 * cos + temp2 * sin;
+ top->wy = temp2 * cos - temp1 * sin;
+
+ if (y != 0) {
+ sin = sin_s(y);
+ cos = cos_s(y);
+
+ temp1 = top->xx;
+ temp2 = top->xz;
+ top->xx = temp1 * cos - temp2 * sin;
+ top->xz = temp1 * sin + temp2 * cos;
+
+ temp1 = top->yx;
+ temp2 = top->yz;
+ top->yx = temp1 * cos - temp2 * sin;
+ top->yz = temp1 * sin + temp2 * cos;
+
+ temp1 = top->zx;
+ temp2 = top->zz;
+ top->zx = temp1 * cos - temp2 * sin;
+ top->zz = temp1 * sin + temp2 * cos;
+
+ temp1 = top->wx;
+ temp2 = top->wz;
+ top->wx = temp1 * cos - temp2 * sin;
+ top->wz = temp1 * sin + temp2 * cos;
+ }
+
+ if (x != 0) {
+ sin = sin_s(x);
+ cos = cos_s(x);
+
+ temp1 = top->xy;
+ temp2 = top->xz;
+ top->xy = temp1 * cos + temp2 * sin;
+ top->xz = temp2 * cos - temp1 * sin;
+
+ temp1 = top->yy;
+ temp2 = top->yz;
+ top->yy = temp1 * cos + temp2 * sin;
+ top->yz = temp2 * cos - temp1 * sin;
+
+ temp1 = top->zy;
+ temp2 = top->zz;
+ top->zy = temp1 * cos + temp2 * sin;
+ top->zz = temp2 * cos - temp1 * sin;
+
+ temp1 = top->wy;
+ temp2 = top->wz;
+ top->wy = temp1 * cos + temp2 * sin;
+ top->wz = temp2 * cos - temp1 * sin;
+ }
+ } else {
+ Skin_Matrix_SetRotateXyz_s(top, x, y, z);
+ }
+}
+/**
+ * Translate and rotate the top matrix on the stack using ZYX Tait-Bryan angles.
+ *
+ * top T Rz Ry Rx -> top
+ *
+ * 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.
+ */
+void Matrix_softcv3_mult(Vec3f* translation, Vec3s* rot) {
+ MtxF* top = Matrix_now;
+ f32 sin = sin_s(rot->z);
+ f32 cos = cos_s(rot->z);
+ f32 temp1;
+ f32 temp2;
+
+ // No check for z != 0, presumably since translation is interleaved.
+ temp1 = top->xx;
+ temp2 = top->xy;
+ top->xw += temp1 * translation->x + temp2 * translation->y + top->xz * translation->z;
+ top->xx = temp1 * cos + temp2 * sin;
+ top->xy = temp2 * cos - temp1 * sin;
+
+ temp1 = top->yx;
+ temp2 = top->yy;
+ top->yw += temp1 * translation->x + temp2 * translation->y + top->yz * translation->z;
+ top->yx = temp1 * cos + temp2 * sin;
+ top->yy = temp2 * cos - temp1 * sin;
+
+ temp1 = top->zx;
+ temp2 = top->zy;
+ top->zw += temp1 * translation->x + temp2 * translation->y + top->zz * translation->z;
+ top->zx = temp1 * cos + temp2 * sin;
+ top->zy = temp2 * cos - temp1 * sin;
+
+ temp1 = top->wx;
+ temp2 = top->wy;
+ top->ww += temp1 * translation->x + temp2 * translation->y + top->wz * translation->z;
+ top->wx = temp1 * cos + temp2 * sin;
+ top->wy = temp2 * cos - temp1 * sin;
+
+ if (rot->y != 0) {
+ sin = sin_s(rot->y);
+ cos = cos_s(rot->y);
+
+ temp1 = top->xx;
+ temp2 = top->xz;
+ top->xx = temp1 * cos - temp2 * sin;
+ top->xz = temp1 * sin + temp2 * cos;
+
+ temp1 = top->yx;
+ temp2 = top->yz;
+ top->yx = temp1 * cos - temp2 * sin;
+ top->yz = temp1 * sin + temp2 * cos;
+
+ temp1 = top->zx;
+ temp2 = top->zz;
+ top->zx = temp1 * cos - temp2 * sin;
+ top->zz = temp1 * sin + temp2 * cos;
+
+ temp1 = top->wx;
+ temp2 = top->wz;
+ top->wx = temp1 * cos - temp2 * sin;
+ top->wz = temp1 * sin + temp2 * cos;
+ }
+
+ if (rot->x != 0) {
+ sin = sin_s(rot->x);
+ cos = cos_s(rot->x);
+
+ temp1 = top->xy;
+ temp2 = top->xz;
+ top->xy = temp1 * cos + temp2 * sin;
+ top->xz = temp2 * cos - temp1 * sin;
+
+ temp1 = top->yy;
+ temp2 = top->yz;
+ top->yy = temp1 * cos + temp2 * sin;
+ top->yz = temp2 * cos - temp1 * sin;
+
+ temp1 = top->zy;
+ temp2 = top->zz;
+ top->zy = temp1 * cos + temp2 * sin;
+ top->zz = temp2 * cos - temp1 * sin;
+
+ temp1 = top->wy;
+ temp2 = top->wz;
+ top->wy = temp1 * cos + temp2 * sin;
+ top->wz = temp2 * cos - temp1 * sin;
+ }
+}
+
+/**
+ * Set the top matrix on the stack to a general translation and rotation matrix using YXZ Tait-Bryan angles: T Ry Rx Rz
+ * -> top
+ *
+ * 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.
+ */
+void Matrix_softcv3_load(f32 x, f32 y, f32 z, Vec3s* rot) {
+ MtxF* top = Matrix_now;
+ f32 sinY = sin_s(rot->y);
+ f32 cosY = cos_s(rot->y);
+ f32 cosTemp;
+ f32 sinTemp;
+
+ top->xx = cosY;
+ top->zx = -sinY;
+ top->xw = x;
+ top->yw = y;
+ top->zw = z;
+ top->wx = 0.0f;
+ top->wy = 0.0f;
+ top->wz = 0.0f;
+ top->ww = 1.0f;
+
+ if (rot->x != 0) {
+ sinTemp = sin_s(rot->x);
+ cosTemp = cos_s(rot->x);
+
+ top->zz = cosY * cosTemp;
+ top->zy = cosY * sinTemp;
+ top->xz = sinY * cosTemp;
+ top->xy = sinY * sinTemp;
+ top->yz = -sinTemp;
+ top->yy = cosTemp;
+ } else {
+ top->zz = cosY;
+ top->xz = sinY;
+ top->yz = 0.0f;
+ top->zy = 0.0f;
+ top->xy = 0.0f;
+ top->yy = 1.0f;
+ }
+
+ if (rot->z != 0) {
+ sinTemp = sin_s(rot->z);
+ cosTemp = cos_s(rot->z);
+
+ sinY = top->xx;
+ cosY = top->xy;
+ top->xx = sinY * cosTemp + cosY * sinTemp;
+ top->xy = cosY * cosTemp - sinY * sinTemp;
+
+ sinY = top->zx;
+ cosY = top->zy;
+ top->zx = sinY * cosTemp + cosY * sinTemp;
+ top->zy = cosY * cosTemp - sinY * sinTemp;
+
+ cosY = top->yy;
+ top->yx = cosY * sinTemp;
+ top->yy = cosY * cosTemp;
+ } else {
+ top->yx = 0.0f;
+ }
+}
+
+/**
+ * Converts a floating-point MtxF to a fixed-point RSP-compatible matrix.
+ *
+ * Fixed-point numbers are split into an integer and a fractional scaling factor. For optimization reasons, the
+ * RSP matrix format groups all the integer parts together into the first 8 words, and the fractional parts into the
+ * last 8 words.
+ *
+ * @param[in] src MtxF to convert.
+ * @param[out] dest mtx to output to.
+ *
+ * @return dest
+ */
+Mtx* _MtxF_to_Mtx(MtxF* src, Mtx* dest) {
+ s32 fp;
+ u16* intPart = (u16*)&dest->m[0][0];
+ u16* fracPart = (u16*)&dest->m[2][0];
+
+ fp = src->xx * 0x10000;
+ intPart[0] = (fp >> 0x10);
+ fracPart[0] = fp & 0xFFFF;
+
+ fp = src->yx * 0x10000;
+ intPart[1] = (fp >> 0x10);
+ fracPart[1] = fp & 0xFFFF;
+
+ fp = src->zx * 0x10000;
+ intPart[2] = (fp >> 0x10);
+ fracPart[2] = fp & 0xFFFF;
+
+ fp = src->wx * 0x10000;
+ intPart[3] = (fp >> 0x10);
+ fracPart[3] = fp & 0xFFFF;
+
+ fp = src->xy * 0x10000;
+ intPart[4] = (fp >> 0x10);
+ fracPart[4] = fp & 0xFFFF;
+
+ fp = src->yy * 0x10000;
+ intPart[5] = (fp >> 0x10);
+ fracPart[5] = fp & 0xFFFF;
+
+ // Ideally these three would use fracPart instead of intPart, but it's required to match.
+ fp = src->zy * 0x10000;
+ intPart[6] = (fp >> 0x10);
+ intPart[22] = fp & 0xFFFF;
+
+ fp = src->wy * 0x10000;
+ intPart[7] = (fp >> 0x10);
+ intPart[23] = fp & 0xFFFF;
+
+ fp = src->xz * 0x10000;
+ intPart[8] = (fp >> 0x10);
+ intPart[24] = fp & 0xFFFF;
+
+ fp = src->yz * 0x10000;
+ intPart[9] = (fp >> 0x10);
+ fracPart[9] = fp & 0xFFFF;
+
+ fp = src->zz * 0x10000;
+ intPart[10] = (fp >> 0x10);
+ fracPart[10] = fp & 0xFFFF;
+
+ fp = src->wz * 0x10000;
+ intPart[11] = (fp >> 0x10);
+ fracPart[11] = fp & 0xFFFF;
+
+ fp = src->xw * 0x10000;
+ intPart[12] = (fp >> 0x10);
+ fracPart[12] = fp & 0xFFFF;
+
+ fp = src->yw * 0x10000;
+ intPart[13] = (fp >> 0x10);
+ fracPart[13] = fp & 0xFFFF;
+
+ fp = src->zw * 0x10000;
+ intPart[14] = (fp >> 0x10);
+ fracPart[14] = fp & 0xFFFF;
+
+ fp = src->ww * 0x10000;
+ intPart[15] = (fp >> 0x10);
+ fracPart[15] = fp & 0xFFFF;
+ return dest;
+}
+
+/**
+ * Converts the top matrix on the stack to a fixed-point RSP-compatible matrix.
+ *
+ * @param[out] dest mtx to output to.
+ *
+ * @return dest
+ */
+Mtx* _Matrix_to_Mtx(Mtx* dest) {
+ return _MtxF_to_Mtx(Matrix_now, dest);
+}
+
+/**
+ * Converts the top matrix on the stack to a RSP-compatible matrix and saves it to allocated space in the OPA buffer.
+ *
+ * @param[in,out] gfxCtx Graphics context.
+ *
+ * @return allocated mtx.
+ */
+Mtx* _Matrix_to_Mtx_new(GraphicsContext* gfxCtx) {
+ return _Matrix_to_Mtx(GRAPH_ALLOC(gfxCtx, sizeof(Mtx)));
+}
+
+/**
+ * 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.
+ */
+void _MtxF_to_Mtx_new(MtxF* src, GraphicsContext* gfxCtx) {
+ _MtxF_to_Mtx(src, GRAPH_ALLOC(gfxCtx, sizeof(Mtx)));
+}
+
+/**
+ * Calculates top * (src,1) and writes its components to dest.
+ *
+ * This assumes that the top matrix on the stack 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$, and so calculates
+ *
+ * \f[
+ * MX =
+ * \begin{pmatrix}
+ * A & b \\
+ * 0 & 1
+ * \end{pmatrix}
+ * \begin{pmatrix}
+ * x \\
+ * 1
+ * \end{pmatrix}
+ * =
+ * \begin{pmatrix}
+ * Ax + b \\
+ * 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * and discards the extra w component (1).
+ *
+ * @param[in] src input vector
+ * @param[out] dest output vector
+ */
+void Matrix_Position(Vec3f* src, Vec3f* dest) {
+ MtxF* top = Matrix_now;
+
+ dest->x = top->xw + (top->xx * src->x + top->xy * src->y + top->xz * src->z);
+ dest->y = top->yw + (top->yx * src->x + top->yy * src->y + top->yz * src->z);
+ dest->z = top->zw + (top->zx * src->x + top->zy * src->y + top->zz * src->z);
+}
+
+/**
+ * Multiply the vector `(0, 0, 0, 1)` by the top matrix on the stack.
+ *
+ * Can also see it as obtaining the translation vector part of the top matrix, but the former interpretation is
+ * consistent with the other functions nearby.
+ *
+ * @note Special case of Matrix_Position() with `src = { 0, 0, 0 }`; the same assumptions apply.
+ *
+ * @param[out] dest output vector.
+ */
+void Matrix_Position_Zero(Vec3f* dest) {
+ MtxF* top = Matrix_now;
+
+ dest->x = top->xw;
+ dest->y = top->yw;
+ dest->z = top->zw;
+}
+
+/**
+ * Multiply the vector `(x, 0, 0, 1)` by the top matrix on the stack.
+ *
+ * I.e. calculate \f$ A(x, 0, 0) + b \f$.
+ *
+ * @note Special case of Matrix_Position() with `src = { x, 0, 0 }`; the same assumptions apply.
+ *
+ * @param[in] x multiplier of unit vector in x direction.
+ * @param[out] dest output vector.
+ */
+void Matrix_Position_VecX(f32 x, Vec3f* dest) {
+ MtxF* top = Matrix_now;
+
+ dest->x = top->xw + top->xx * x;
+ dest->y = top->yw + top->yx * x;
+ dest->z = top->zw + top->zx * x;
+}
+
+/**
+ * Multiply the vector `(0, y, 0, 1)` by the top matrix on the stack.
+ *
+ * I.e. calculate \f$ A(0, y, 0) + b \f$.
+ *
+ * @note Special case of Matrix_Position() with `src = { 0, y, 0 }`; the same assumptions apply.
+ *
+ * @param[in] y multiplier of unit vector in y direction.
+ * @param[out] dest output vector.
+ */
+void Matrix_Position_VecY(f32 y, Vec3f* dest) {
+ MtxF* top = Matrix_now;
+
+ dest->x = top->xw + top->xy * y;
+ dest->y = top->yw + top->yy * y;
+ dest->z = top->zw + top->zy * y;
+}
+
+/**
+ * Multiply the vector `(0, 0, z, 1)` by the top matrix on the stack.
+ *
+ * I.e. calculate \f$ A(0, 0, z) + b \f$.
+ *
+ * @note Special case of Matrix_Position() with `src = { 0, 0, z }`; the same assumptions apply.
+ *
+ * @param[in] z multiplier of unit vector in z direction.
+ * @param[out] dest output vector.
+ */
+void Matrix_Position_VecZ(f32 z, Vec3f* dest) {
+ MtxF* top = Matrix_now;
+
+ dest->x = top->xw + top->xz * z;
+ dest->y = top->yw + top->yz * z;
+ dest->z = top->zw + top->zz * z;
+}
+
+/**
+ * Copies the matrix src into dest.
+ *
+ * @param[out] dest matrix to copy to.
+ * @param[in] src matrix to copy from.
+ */
+void Matrix_copy_MtxF(MtxF* dest, MtxF* src) {
+ s32 i;
+
+ for (i = 0; i < 4; i++) {
+ dest->mf[i][0] = src->mf[i][0];
+ dest->mf[i][1] = src->mf[i][1];
+ dest->mf[i][2] = src->mf[i][2];
+ dest->mf[i][3] = src->mf[i][3];
+ }
+}
+
+/**
+ * Converts a fixed-point RSP-compatible matrix to an MtxF.
+ *
+ * @see _MtxF_to_Mtx
+ *
+ * @param[in] src mtx to convert
+ * @param[out] dest MtxF to output to
+ */
+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);
+}
+
+/**
+ * Calculates mf * (src,1) and writes its components to dest.
+ *
+ * This is the same as Matrix_Position() but using a specified matrix rather than the top matrix; the same
+ * assumptions apply.
+ *
+ * @param[in] src input vector
+ * @param[out] dest output vector
+ * @param[in] mf matrix to multiply by
+ */
+void Matrix_MtxF_Position2(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);
+}
+
+/**
+ * Overwrite the linear part of a matrix 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
+ */
+void Matrix_reverse(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;
+}
+
+/**
+ * Decompose the linear part A of the top matrix on the stack 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_rotate_scale_exchange(MtxF* mf) {
+ MtxF* top = Matrix_now;
+ f32 acc;
+ f32 component;
+ f32 curColNorm;
+
+ // compute the Euclidean norm of the first column of the top matrix
+ acc = top->xx;
+ acc *= acc;
+ component = top->yx;
+ acc += SQ(component);
+ component = top->zx;
+ acc += SQ(component);
+ curColNorm = sqrtf(acc);
+
+ top->xx = mf->xx * curColNorm;
+ top->yx = mf->yx * curColNorm;
+ top->zx = mf->zx * curColNorm;
+
+ // second column
+ acc = top->xy;
+ acc *= acc;
+ component = top->yy;
+ acc += SQ(component);
+ component = top->zy;
+ acc += SQ(component);
+ curColNorm = sqrtf(acc);
+
+ top->xy = mf->xy * curColNorm;
+ top->yy = mf->yy * curColNorm;
+ top->zy = mf->zy * curColNorm;
+
+ // third column
+ acc = top->xz;
+ acc *= acc;
+ component = top->yz;
+ acc += SQ(component);
+ component = top->zz;
+ acc += SQ(component);
+ curColNorm = sqrtf(acc);
+
+ top->xz = mf->xz * curColNorm;
+ top->yz = mf->yz * curColNorm;
+ top->zz = mf->zz * curColNorm;
+}
+
+/**
+ * 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.
+ */
+void Matrix_to_rotate_new(MtxF* src, Vec3s* dest, s32 nonUniformScale) {
+ f32 temp;
+ f32 temp2;
+ f32 temp3;
+
+ temp = src->xz;
+ temp *= temp;
+ temp += SQ(src->zz);
+ dest->x = (Math_FAtan2F(-src->yz, sqrtf(temp))) * 10430.378f;
+
+ 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_FAtan2F(-src->zx, src->xx) * 10430.378f;
+ } else {
+ dest->y = Math_FAtan2F(src->xz, src->zz) * 10430.378f;
+
+ if (!nonUniformScale) {
+ // assume the columns have the same normalisation
+ dest->z = Math_FAtan2F(src->yx, src->yy) * 10430.378f;
+ } 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_FAtan2F(temp, temp2) * 10430.378f;
+ }
+ }
+}
+
+/**
+ * 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.
+ *
+ * See Matrix_to_rotate_new() for full inline documentation.
+ */
+void Matrix_to_rotate2_new(MtxF* src, Vec3s* dest, s32 nonUniformScale) {
+ f32 temp;
+ f32 temp2;
+ f32 temp3;
+
+ temp = src->xx;
+ temp *= temp;
+ temp += SQ(src->yx);
+ dest->y = Math_FAtan2F(-src->zx, sqrtf(temp)) * 10430.378f;
+
+ if ((dest->y == 0x4000) || (dest->y == -0x4000)) {
+ dest->x = 0;
+ dest->z = Math_FAtan2F(-src->xy, src->yy) * 10430.378f;
+ } else {
+ dest->z = Math_FAtan2F(src->yx, src->xx) * 10430.378f;
+
+ if (!nonUniformScale) {
+ dest->x = Math_FAtan2F(src->zy, src->zz) * 10430.378f;
+ } 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_FAtan2F(temp, temp2) * 10430.378f;
+ }
+ }
+}
+
+/**
+ * Rotate the top matrix on the stack 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.
+ */
+void Matrix_RotateVector(s16 angle, Vec3f* axis, u8 mode) {
+ MtxF* top;
+ f32 sin;
+ f32 cos;
+ f32 versin;
+ f32 temp1;
+ f32 temp2;
+ f32 temp3;
+ f32 temp4;
+
+ if (mode == 1) {
+ if (angle != 0) {
+ top = Matrix_now;
+
+ sin = sin_s(angle);
+ cos = cos_s(angle);
+ temp1 = top->xx;
+ temp2 = top->xy;
+ temp3 = top->xz;
+ temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos);
+ top->xx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y);
+ top->xy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z);
+ top->xz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x);
+
+ temp1 = top->yx;
+ temp2 = top->yy;
+ temp3 = top->yz;
+ temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos);
+ top->yx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y);
+ top->yy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z);
+ top->yz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x);
+
+ temp1 = top->zx;
+ temp2 = top->zy;
+ temp3 = top->zz;
+ temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos);
+ top->zx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y);
+ top->zy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z);
+ top->zz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x);
+ }
+ } else {
+ top = Matrix_now;
+
+ if (angle != 0) {
+ sin = sin_s(angle);
+ cos = cos_s(angle);
+ versin = 1.0f - cos;
+
+ top->xx = axis->x * axis->x * versin + cos;
+ top->yy = axis->y * axis->y * versin + cos;
+ top->zz = axis->z * axis->z * versin + cos;
+
+ if (0) {}
+
+ temp2 = axis->x * versin * axis->y;
+ temp3 = axis->z * sin;
+ top->yx = temp2 + temp3;
+ top->xy = temp2 - temp3;
+
+ temp2 = axis->x * versin * axis->z;
+ temp3 = axis->y * sin;
+ top->zx = temp2 - temp3;
+ top->xz = temp2 + temp3;
+
+ temp2 = axis->y * versin * axis->z;
+ temp3 = axis->x * sin;
+ top->zy = temp2 + temp3;
+ top->yz = temp2 - temp3;
+
+ top->wx = 0.0f;
+ top->wy = 0.0f;
+ top->wz = 0.0f;
+ top->xw = 0.0f;
+ top->yw = 0.0f;
+ top->zw = 0.0f;
+ top->ww = 1.0f;
+ } else {
+ top->yx = 0.0f;
+ top->zx = 0.0f;
+ top->wx = 0.0f;
+ top->xy = 0.0f;
+ top->zy = 0.0f;
+ top->wy = 0.0f;
+ top->xz = 0.0f;
+ top->yz = 0.0f;
+ top->wz = 0.0f;
+ top->xw = 0.0f;
+ top->yw = 0.0f;
+ top->zw = 0.0f;
+ top->xx = 1.0f;
+ top->yy = 1.0f;
+ top->zz = 1.0f;
+ top->ww = 1.0f;
+ }
+ }
+}
+
+/**
+ * Writes a combined translation and scale matrix to a fixed-point RSP-compatible matrix.
+ *
+ * @see _MtxF_to_Mtx
+ *
+ * @param mtx: output matrix.
+ * @param scaleX: amount to scale in X direction.
+ * @param scaleY: amount to scale in Y direction.
+ * @param scaleZ: amount to scale in Z direction.
+ * @param translateX: amount to translate in X direction.
+ * @param translateY: amount to translate in Y direction.
+ * @param translateZ: amount to translate in Z direction.
+ */
+void suMtxMakeTS(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, f32 translateX, f32 translateY, f32 translateZ) {
+ struct {
+ s16 intPart[4][4];
+ u16 fracPart[4][4];
+ }* mu = (void*)mtx;
+ s32 fp;
+
+ fp = scaleX * 0x10000;
+ mtx->m[0][0] = fp; // intpart xx = scaleX. This overwrites xy
+ mu->intPart[0][1] = 0; // intpart xy = 0. Sets xy back to 0
+ mtx->m[0][1] = 0; // intpart xz, xw = 0
+ mtx->m[2][0] = (u32)fp << 16; // fracpart xx = scaleX
+ mtx->m[2][1] = 0; // fracpart xy = 0
+
+ fp = scaleY * 0x10000;
+ mtx->m[0][2] = (u32)fp >> 16; // intpart yy = scaleY
+ mtx->m[0][3] = 0; // intpart yz = 0
+ mtx->m[2][2] = fp & 0xFFFF; // fracpart yy = scaleY
+ mtx->m[2][3] = 0; // fracpart yz = 0
+
+ fp = scaleZ * 0x10000;
+ mtx->m[1][0] = 0; // intpart zx, zy = 0
+ mtx->m[1][1] = fp; // intpart zz = scaleZ
+ mu->intPart[2][3] = 0; // intpart zw = 0
+ mtx->m[3][0] = 0; // fracpart zx, zy = 0
+ mtx->m[3][1] = (u32)fp << 16; // fracpart zz = scaleZ
+
+ // wx = translateX
+ fp = translateX * 0x10000;
+ mu->intPart[3][0] = ((u32)fp >> 16) & 0xFFFF;
+ mu->fracPart[3][0] = fp & 0xFFFF;
+
+ // wy = translateY
+ fp = translateY * 0x10000;
+ mu->intPart[3][1] = ((u32)fp >> 16) & 0xFFFF;
+ mu->fracPart[3][1] = fp & 0xFFFF;
+
+ // wz = translateZ
+ fp = translateZ * 0x10000;
+ mu->intPart[3][2] = ((u32)fp >> 16) & 0xFFFF;
+ // ww = 1
+ mu->intPart[3][3] = 1;
+ mtx->m[3][3] = (u32)fp << 16;
+}
+
+/**
+ * Writes a combined scale, rotation (x, y, z), and translation matrix to a fixed-point RSP-compatible matrix.
+ *
+ * @see _MtxF_to_Mtx
+ *
+ * @param mtx: output matrix.
+ * @param scaleX: amount to scale in X direction.
+ * @param scaleY: amount to scale in Y direction.
+ * @param scaleZ: amount to scale in Z direction.
+ * @param rotX: binary angle to rotate about X axis.
+ * @param rotY: binary angle to rotate about Y axis.
+ * @param rotZ: binary angle to rotate about Z axis.
+ * @param translateX: amount to translate in X direction.
+ * @param translateY: amount to translate in Y direction.
+ * @param translateZ: amount to translate in Z direction.
+ */
+void suMtxMakeSRT(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ, f32 translateX,
+ f32 translateY, f32 translateZ) {
+ struct {
+ s16 intPart[4][4];
+ u16 fracPart[4][4];
+ }* mu = (void*)mtx;
+ s32 fp;
+ f32 sinX = sin_s(rotX);
+ f32 sinY = sin_s(rotY);
+ f32 sinZ = sin_s(rotZ);
+ f32 cosX = cos_s(rotX);
+ f32 cosY = cos_s(rotY);
+ f32 cosZ = cos_s(rotZ);
+
+ fp = cosY * cosZ * scaleX * 0x10000;
+ mu->intPart[0][0] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[0][0] = fp & 0xFFFF;
+
+ fp = cosY * sinZ * scaleX * 0x10000;
+ mu->intPart[0][1] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[0][1] = fp & 0xFFFF;
+
+ fp = -sinY * scaleX * 0x10000;
+ mu->intPart[0][2] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[0][2] = fp & 0xFFFF;
+
+ fp = ((sinX * sinY * cosZ) - (cosX * sinZ)) * scaleY * 0x10000;
+ mu->intPart[1][0] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[1][0] = fp & 0xFFFF;
+
+ fp = ((sinX * sinY * sinZ) + (cosX * cosZ)) * scaleY * 0x10000;
+ mu->intPart[1][1] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[1][1] = fp & 0xFFFF;
+
+ fp = sinX * cosY * scaleY * 0x10000;
+ mu->intPart[1][2] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[1][2] = fp & 0xFFFF;
+
+ fp = ((cosX * sinY * cosZ) + (sinX * sinZ)) * scaleZ * 0x10000;
+ mu->intPart[2][0] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[2][0] = fp & 0xFFFF;
+
+ fp = ((cosX * sinY * sinZ) - (sinX * cosZ)) * scaleZ * 0x10000;
+ mu->intPart[2][1] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[2][1] = fp & 0xFFFF;
+
+ fp = cosX * cosY * scaleZ * 0x10000;
+ mu->intPart[2][2] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[2][2] = fp & 0xFFFF;
+
+ fp = translateX * 0x10000;
+ mu->intPart[3][0] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[3][0] = fp & 0xFFFF;
+
+ fp = translateY * 0x10000;
+ mu->intPart[3][1] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[3][1] = fp & 0xFFFF;
+
+ fp = translateZ * 0x10000;
+ mu->intPart[3][2] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[3][2] = fp & 0xFFFF;
+
+ mu->intPart[0][3] = mu->intPart[1][3] = mu->intPart[2][3] = 0;
+ mu->fracPart[0][3] = mu->fracPart[1][3] = mu->fracPart[2][3] = 0;
+ mu->intPart[3][3] = 1;
+ mu->fracPart[3][3] = 0;
+}
+
+/**
+ * Writes a combined scale, rotation (z, x, y), and translation matrix to a fixed-point RSP-compatible matrix.
+ *
+ * @see _MtxF_to_Mtx
+ *
+ * @param mtx: output matrix.
+ * @param scaleX: amount to scale in X direction.
+ * @param scaleY: amount to scale in Y direction.
+ * @param scaleZ: amount to scale in Z direction.
+ * @param rotX: binary angle to rotate about X axis.
+ * @param rotY: binary angle to rotate about Y axis.
+ * @param rotZ: binary angle to rotate about Z axis.
+ * @param translateX: amount to translate in X direction.
+ * @param translateY: amount to translate in Y direction.
+ * @param translateZ: amount to translate in Z direction.
+ */
+void suMtxMakeSRT_ZXY(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ, f32 translateX,
+ f32 translateY, f32 translateZ) {
+ struct {
+ s16 intPart[4][4];
+ u16 fracPart[4][4];
+ }* mu = (void*)mtx;
+ s32 fp;
+ f32 sinX = sin_s(rotX);
+ f32 sinY = sin_s(rotY);
+ f32 sinZ = sin_s(rotZ);
+ f32 cosX = cos_s(rotX);
+ f32 cosY = cos_s(rotY);
+ f32 cosZ = cos_s(rotZ);
+
+ fp = ((cosY * cosZ) + (sinX * sinY * sinZ)) * scaleX * 0x10000;
+ mu->intPart[0][0] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[0][0] = fp & 0xFFFF;
+
+ fp = cosX * sinZ * scaleX * 0x10000;
+ mu->intPart[0][1] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[0][1] = fp & 0xFFFF;
+
+ fp = (-(sinY * cosZ) + (sinX * cosY * sinZ)) * scaleX * 0x10000;
+ mu->intPart[0][2] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[0][2] = fp & 0xFFFF;
+
+ fp = (-(cosY * sinZ) + (sinX * sinY * cosZ)) * scaleY * 0x10000;
+ mu->intPart[1][0] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[1][0] = fp & 0xFFFF;
+
+ fp = cosX * cosZ * scaleY * 0x10000;
+ mu->intPart[1][1] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[1][1] = fp & 0xFFFF;
+
+ fp = ((sinY * sinZ) + (sinX * cosY * cosZ)) * scaleY * 0x10000;
+ mu->intPart[1][2] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[1][2] = fp & 0xFFFF;
+
+ fp = cosX * sinY * scaleZ * 0x10000;
+ mu->intPart[2][0] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[2][0] = fp & 0xFFFF;
+
+ fp = -sinX * scaleZ * 0x10000;
+ mu->intPart[2][1] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[2][1] = fp & 0xFFFF;
+
+ fp = cosX * cosY * scaleZ * 0x10000;
+ mu->intPart[2][2] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[2][2] = fp & 0xFFFF;
+
+ fp = translateX * 0x10000;
+ mu->intPart[3][0] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[3][0] = fp & 0xFFFF;
+
+ fp = translateY * 0x10000;
+ mu->intPart[3][1] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[3][1] = fp & 0xFFFF;
+
+ fp = translateZ * 0x10000;
+ mu->intPart[3][2] = ((u32)fp >> 0x10) & 0xFFFF;
+ mu->fracPart[3][2] = fp & 0xFFFF;
+
+ mu->intPart[0][3] = mu->intPart[1][3] = mu->intPart[2][3] = 0;
+ mu->fracPart[0][3] = mu->fracPart[1][3] = mu->fracPart[2][3] = 0;
+ mu->intPart[3][3] = 1;
+ mu->fracPart[3][3] = 0;
+}