/** * @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 "sys_matrix.h" #include "game.h" #include "z64math.h" #include "gfx.h" #include "m_skin_matrix.h" #include "libc64/math64.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(Game* game) { Matrix_now = THA_alloc16(&game->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(xyz_t* translation, s_xyz* 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, s_xyz* 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$, and so calculates * * \f[ * MX = * \begin{pmatrix} * A & b \\ * 0 & 1 * \end{pmatrix} * \begin{pmatrix} * x \\ * 1 * \end{pmatrix} * = * \begin{pmatrix} * Ax + b \\ * 1 * \end{pmatrix} * \f] * * and discards the extra w component (1). * * @param[in] src input vector * @param[out] dest output vector */ void Matrix_Position(xyz_t* src, xyz_t* dest) { MtxF* top = Matrix_now; dest->x = top->xw + (top->xx * src->x + top->xy * src->y + top->xz * src->z); dest->y = top->yw + (top->yx * src->x + top->yy * src->y + top->yz * src->z); dest->z = top->zw + (top->zx * src->x + top->zy * src->y + top->zz * src->z); } /** * Multiply the vector `(0, 0, 0, 1)` by the top matrix on the stack. * * Can also see it as obtaining the translation vector part of the top matrix, but the former interpretation is * consistent with the other functions nearby. * * @note Special case of Matrix_Position() with `src = { 0, 0, 0 }`; the same assumptions apply. * * @param[out] dest output vector. */ void Matrix_Position_Zero(xyz_t* dest) { MtxF* top = Matrix_now; dest->x = top->xw; dest->y = top->yw; dest->z = top->zw; } /** * Multiply the vector `(x, 0, 0, 1)` by the top matrix on the stack. * * I.e. calculate \f$ A(x, 0, 0) + b \f$. * * @note Special case of Matrix_Position() with `src = { x, 0, 0 }`; the same assumptions apply. * * @param[in] x multiplier of unit vector in x direction. * @param[out] dest output vector. */ void Matrix_Position_VecX(f32 x, xyz_t* dest) { MtxF* top = Matrix_now; dest->x = top->xw + top->xx * x; dest->y = top->yw + top->yx * x; dest->z = top->zw + top->zx * x; } /** * Multiply the vector `(0, y, 0, 1)` by the top matrix on the stack. * * I.e. calculate \f$ A(0, y, 0) + b \f$. * * @note Special case of Matrix_Position() with `src = { 0, y, 0 }`; the same assumptions apply. * * @param[in] y multiplier of unit vector in y direction. * @param[out] dest output vector. */ void Matrix_Position_VecY(f32 y, xyz_t* dest) { MtxF* top = Matrix_now; dest->x = top->xw + top->xy * y; dest->y = top->yw + top->yy * y; dest->z = top->zw + top->zy * y; } /** * Multiply the vector `(0, 0, z, 1)` by the top matrix on the stack. * * I.e. calculate \f$ 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, xyz_t* 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(xyz_t* src, xyz_t* 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, s_xyz* dest, s32 nonUniformScale) { f32 temp; f32 temp2; f32 temp3; temp = src->xz; temp *= temp; temp += SQ(src->zz); dest->x = RAD_TO_BINANG(fatan2(-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 = RAD_TO_BINANG(fatan2(-src->zx, src->xx)); } else { dest->y = RAD_TO_BINANG(fatan2(src->xz, src->zz)); if (!nonUniformScale) { // assume the columns have the same normalisation dest->z = RAD_TO_BINANG(fatan2(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 = RAD_TO_BINANG(fatan2(temp, temp2)); } } } /** * 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, s_xyz* dest, s32 nonUniformScale) { f32 temp; f32 temp2; f32 temp3; temp = src->xx; temp *= temp; temp += SQ(src->yx); dest->y = RAD_TO_BINANG(fatan2(-src->zx, sqrtf(temp))); if ((dest->y == 0x4000) || (dest->y == -0x4000)) { dest->x = 0; dest->z = RAD_TO_BINANG(fatan2(-src->xy, src->yy)); } else { dest->z = RAD_TO_BINANG(fatan2(src->yx, src->xx)); if (!nonUniformScale) { dest->x = RAD_TO_BINANG(fatan2(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 = RAD_TO_BINANG(fatan2(temp, temp2)); } } } /** * 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, xyz_t* 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; }