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-rw-r--r--src/code/sys_matrix.c1935
1 files changed, 1895 insertions, 40 deletions
diff --git a/src/code/sys_matrix.c b/src/code/sys_matrix.c
index a09d95200..f2ed19c38 100644
--- a/src/code/sys_matrix.c
+++ b/src/code/sys_matrix.c
@@ -1,89 +1,1944 @@
+/**
+ * @file sys_matrix.c
+ * @brief: Matrix system that mostly uses a matrix stack, and concerns affine transformations.
+ *
+ * @note The RSP matrix format (and hence the `MtxF` format) is column-major: vectors are presumed to be row vectors,
+ * and matrices as a column of row vectors. This means that, for example, a translation matrix
+ * \f[
+ * \begin{pmatrix}
+ * 1 & 0 & 0 & x \\
+ * 0 & 1 & 0 & y \\
+ * 0 & 0 & 1 & z \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix}
+ * \f]
+ * will be stored as
+ *
+ * { { 1, 0, 0, 0 },
+ * { 0, 1, 0, 0 },
+ * { 0, 0, 1, 0 },
+ * { x, y, z, 1 }, }
+ *
+ * @note As such, we label the elements in column-major order so we can follow the same conventions for multiplying
+ * matrices as the rest of the world, i.e. that \f$ [AB]_{ij} = \sum_k A_{ik} B_{kj} \f$.
+ *
+ * This file is primarily concerned with matrices representing affine transformations, implemented using an augmented
+ * matrix formalism,
+ *
+ * \f[
+ * \begin{pmatrix}
+ * A & b \\
+ * 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * where \f$ A \f$ is a \f$ 3 \times 3 \f$ matrix (the *linear part*) and \f$ b \f$ a \f$ 3 \times 1 \f$ matrix, i.e. a
+ * 3D vector (the *translation part*), and most of the functions assume that the matrices have this form.
+ *
+ * Throughout this file, `mode` indicates whether to multiply the matrix on top of the stack by the new construction
+ * (APPLY), or to just overwrite it (NEW).
+ */
+
#include "global.h"
-void Matrix_StateAlloc(GameState* gameState) {
- sMatrixStack = (MtxF*)THA_AllocEndAlign16(&gameState->heap, 0x500);
+/* data */
+
+// clang-format off
+Mtx gIdentityMtx = gdSPDefMtx(
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+);
+// clang-format on
+
+MtxF gIdentityMtxF = { {
+ { 1.0f, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, 1.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f, 1.0f },
+} };
+
+/* bss */
+
+MtxF* sMatrixStack; //!< original name: "Matrix_stack"
+MtxF* sCurrentMatrix; //!< original name: "Matrix_now"
+
+#define MATRIX_STACK_SIZE 20
+
+/* Stack operations */
+
+/**
+ * @brief Create the matrix stack and set the pointer to the top of it.
+ *
+ * @remark original name: "new_Matrix"
+ */
+void Matrix_Init(GameState* gameState) {
+ sMatrixStack = THA_AllocEndAlign16(&gameState->heap, MATRIX_STACK_SIZE * sizeof(MtxF));
sCurrentMatrix = sMatrixStack;
}
-void Matrix_StatePush(void) {
+/**
+ * @brief Place a new matrix on the top of the stack and move the stack pointer up.
+ *
+ * @remark original name: "Matrix_push"
+ */
+void Matrix_Push(void) {
MtxF* prev = sCurrentMatrix;
sCurrentMatrix++;
Matrix_MtxFCopy(sCurrentMatrix, prev);
}
-void Matrix_StatePop(void) {
+/**
+ * @brief Discard the top matrix on the stack and move stack pointer to the next one down.
+ *
+ * @remark original name: "Matrix_pull"
+ */
+void Matrix_Pop(void) {
sCurrentMatrix--;
}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_CopyCurrentState.s")
+/**
+ * @brief Copy the top matrix from the stack.
+ *
+ * @param[out] dest Matrix into which to copy.
+ *
+ * @remark original name: "Matrix_get"
+ */
+void Matrix_Get(MtxF* dest) {
+ Matrix_MtxFCopy(dest, sCurrentMatrix);
+}
+
+/**
+ * @brief Overwrite the top matrix on the stack.
+ *
+ * @param[in] src Matrix from which to copy.
+ *
+ * @remark original name: "Matrix_put"
+ */
+void Matrix_Put(MtxF* src) {
+ Matrix_MtxFCopy(sCurrentMatrix, src);
+}
+
+/**
+ * @brief Return pointer to the top of the matrix stack.
+ *
+ * @return pointer to top matrix on the stack.
+ *
+ * @remark original name: get_Matrix_now
+ */
+MtxF* Matrix_GetCurrent(void) {
+ return sCurrentMatrix;
+}
+
+/* General transformation matrix functions */
+
+/**
+ * @brief General multiplication of current by a matrix.
+ * - APPLY: current * mf -> current
+ * - NEW: mf -> current
+ *
+ * @param mf Matrix to multiply by.
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name: "Matrix_mult"
+ */
+void Matrix_Mult(MtxF* mf, MatrixMode mode) {
+ MtxF* cmf = Matrix_GetCurrent();
+
+ if (mode == MTXMODE_APPLY) {
+ SkinMatrix_MtxFMtxFMult(cmf, mf, cmf);
+ } else {
+ Matrix_MtxFCopy(sCurrentMatrix, mf);
+ }
+}
+
+/**
+ * @brief Right-multiply current by a translation matrix T.
+ * - APPLY: current * T -> current
+ * - NEW: T -> current
+ *
+ * T is given by
+ *
+ * \f[
+ * \begin{pmatrix}
+ * 1 & 0 & 0 & x \\
+ * 0 & 1 & 0 & y \\
+ * 0 & 0 & 1 & z \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix} .
+ * \f]
+ *
+ * @param x translation distance in the x direction.
+ * @param y translation distance in the y direction.
+ * @param z translation distance in the z direction.
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name: "Matrix_translate"
+ */
+void Matrix_Translate(f32 x, f32 y, f32 z, MatrixMode mode) {
+ MtxF* cmf = sCurrentMatrix;
+ f32 tempX;
+ f32 tempY;
+
+ if (mode == MTXMODE_APPLY) {
+ tempX = cmf->xx;
+ tempY = cmf->xy;
+ cmf->xw += tempX * x + tempY * y + cmf->xz * z;
+ tempX = cmf->yx;
+ tempY = cmf->yy;
+ cmf->yw += tempX * x + tempY * y + cmf->yz * z;
+ tempX = cmf->zx;
+ tempY = cmf->zy;
+ cmf->zw += tempX * x + tempY * y + cmf->zz * z;
+ tempX = cmf->wx;
+ tempY = cmf->wy;
+ cmf->ww += tempX * x + tempY * y + cmf->wz * z;
+ } else {
+ SkinMatrix_SetTranslate(cmf, x, y, z);
+ }
+}
+
+/**
+ * @brief Right-multiply by the diagonal scale matrix S = diag(x,y,z,1).
+ * - APPLY: current * S -> current
+ * - NEW: S -> current
+ *
+ * S is given by
+ *
+ * \f[
+ * \begin{pmatrix}
+ * x & 0 & 0 & 0 \\
+ * 0 & y & 0 & 0 \\
+ * 0 & 0 & z & 0 \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix} .
+ * \f]
+ *
+ * @param x scale in x direction.
+ * @param y scale in y direction.
+ * @param z scale in z direction.
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name: "Matrix_scale"
+ */
+void Matrix_Scale(f32 x, f32 y, f32 z, MatrixMode mode) {
+ MtxF* cmf = sCurrentMatrix;
+
+ if (mode == MTXMODE_APPLY) {
+ cmf->xx *= x;
+ cmf->yx *= x;
+ cmf->zx *= x;
+ cmf->xy *= y;
+ cmf->yy *= y;
+ cmf->zy *= y;
+ cmf->xz *= z;
+ cmf->yz *= z;
+ cmf->zz *= z;
+ cmf->wx *= x;
+ cmf->wy *= y;
+ cmf->wz *= z;
+ } else {
+ SkinMatrix_SetScale(cmf, x, y, z);
+ }
+}
+
+/**
+ * @brief Right-multiply by a rotation about the x axis
+ * - APPLY: current * R -> current
+ * - NEW: R -> current
+ *
+ * R is given by
+ *
+ * \f[
+ * \begin{pmatrix}
+ * 1 & 0 & 0 & 0 \\
+ * 0 & c & -s & 0 \\
+ * 0 & s & c & 0 \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * where \f$ c = \cos x, s = \sin x \f$.
+ *
+ * @note The same as Matrix_RotateXF(), but uses a binary angle.
+ *
+ * @param x rotation angle (binary).
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name: "Matrix_RotateX"
+ */
+void Matrix_RotateXS(s16 x, MatrixMode mode) {
+ MtxF* cmf;
+ f32 sin;
+ f32 cos;
+ f32 tempY;
+ f32 tempZ;
+
+ if (mode == MTXMODE_APPLY) {
+ if (x != 0) {
+ cmf = sCurrentMatrix;
+
+ sin = Math_SinS(x);
+ cos = Math_CosS(x);
+
+ tempY = cmf->xy;
+ tempZ = cmf->xz;
+ cmf->xy = tempY * cos + tempZ * sin;
+ cmf->xz = tempZ * cos - tempY * sin;
+
+ tempY = cmf->yy;
+ tempZ = cmf->yz;
+ cmf->yy = tempY * cos + tempZ * sin;
+ cmf->yz = tempZ * cos - tempY * sin;
+
+ tempY = cmf->zy;
+ tempZ = cmf->zz;
+ cmf->zy = tempY * cos + tempZ * sin;
+ cmf->zz = tempZ * cos - tempY * sin;
+
+ tempY = cmf->wy;
+ tempZ = cmf->wz;
+ cmf->wy = tempY * cos + tempZ * sin;
+ cmf->wz = tempZ * cos - tempY * sin;
+ }
+ } else {
+ cmf = sCurrentMatrix;
+
+ if (x != 0) {
+ sin = Math_SinS(x);
+ cos = Math_CosS(x);
+ } else {
+ sin = 0.0f;
+ cos = 1.0f;
+ }
+
+ cmf->yx = 0.0f;
+ cmf->zx = 0.0f;
+ cmf->wx = 0.0f;
+ cmf->xy = 0.0f;
+ cmf->wy = 0.0f;
+ cmf->xz = 0.0f;
+ cmf->wz = 0.0f;
+ cmf->xw = 0.0f;
+ cmf->yw = 0.0f;
+ cmf->zw = 0.0f;
+ cmf->xx = 1.0f;
+ cmf->ww = 1.0f;
+ cmf->yy = cos;
+ cmf->zz = cos;
+ cmf->zy = sin;
+ cmf->yz = -sin;
+ }
+}
+
+// Unused
+/**
+ * @brief Right-multiply by a rotation about the x axis.
+ * - APPLY: current * R -> current
+ * - NEW: R -> current
+ *
+ * R is given by
+ *
+ * \f[
+ * \begin{pmatrix}
+ * 1 & 0 & 0 & 0 \\
+ * 0 & c & -s & 0 \\
+ * 0 & s & c & 0 \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * where \f$ c = \cos x, s = \sin x \f$.
+ *
+ * @note The same as Matrix_RotateXS(), but uses a float angle in radians.
+ *
+ * @param x rotation angle (radians).
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name may have been "Matrix_RotateX", but clashed with the previous function.
+ */
+void Matrix_RotateXF(f32 x, MatrixMode mode) {
+ MtxF* cmf;
+ f32 sin;
+ f32 cos;
+ f32 tempY;
+ f32 tempZ;
+ f32 zero = 0.0;
+ f32 one = 1.0;
+
+ if (mode == MTXMODE_APPLY) {
+ if (x != 0) {
+ cmf = sCurrentMatrix;
+
+ sin = sinf(x);
+ cos = cosf(x);
+
+ tempY = cmf->xy;
+ tempZ = cmf->xz;
+ cmf->xy = tempY * cos + tempZ * sin;
+ cmf->xz = tempZ * cos - tempY * sin;
+
+ tempY = cmf->yy;
+ tempZ = cmf->yz;
+ cmf->yy = tempY * cos + tempZ * sin;
+ cmf->yz = tempZ * cos - tempY * sin;
+
+ tempY = cmf->zy;
+ tempZ = cmf->zz;
+ cmf->zy = tempY * cos + tempZ * sin;
+ cmf->zz = tempZ * cos - tempY * sin;
+
+ tempY = cmf->wy;
+ tempZ = cmf->wz;
+ cmf->wy = tempY * cos + tempZ * sin;
+ cmf->wz = tempZ * cos - tempY * sin;
+ }
+ } else {
+ cmf = sCurrentMatrix;
+
+ if (x != 0) {
+ sin = sinf(x);
+ cos = cosf(x);
+ } else {
+ sin = zero;
+ cos = one;
+ }
+
+ cmf->xx = one;
+ cmf->yx = zero;
+ cmf->zx = zero;
+ cmf->wx = zero;
+ cmf->xy = zero;
+ cmf->yy = cos;
+ cmf->zy = sin;
+ cmf->wy = zero;
+ cmf->xz = zero;
+ cmf->yz = -sin;
+ cmf->zz = cos;
+ cmf->wz = zero;
+ cmf->xw = zero;
+ cmf->yw = zero;
+ cmf->zw = zero;
+ cmf->ww = one;
+ }
+}
+
+/**
+ * @brief Right-multiply by a rotation about the x axis.
+ * current * R -> current
+ *
+ * @note Matrix_RotateXF() with mode APPLY.
+ *
+ * @param x rotation angle (radians).
+ */
+void Matrix_RotateXFApply(f32 x) {
+ MtxF* cmf;
+ f32 sin;
+ f32 cos;
+ f32 tempY;
+ f32 tempZ;
+ s32 pad;
+
+ if (x != 0.0f) {
+ cmf = sCurrentMatrix;
+
+ sin = sins(RADF_TO_BINANG(x)) * SHT_MINV;
+ cos = coss(RADF_TO_BINANG(x)) * SHT_MINV;
+
+ tempY = cmf->xy;
+ tempZ = cmf->xz;
+ cmf->xy = (tempY * cos) + (tempZ * sin);
+ cmf->xz = (tempZ * cos) - (tempY * sin);
+
+ tempY = cmf->yy;
+ tempZ = cmf->yz;
+ cmf->yy = (tempY * cos) + (tempZ * sin);
+ cmf->yz = (tempZ * cos) - (tempY * sin);
+
+ tempY = cmf->zy;
+ tempZ = cmf->zz;
+ cmf->zy = (tempY * cos) + (tempZ * sin);
+ cmf->zz = (tempZ * cos) - (tempY * sin);
+
+ tempY = cmf->wy;
+ tempZ = cmf->wz;
+ cmf->wy = (tempY * cos) + (tempZ * sin);
+ cmf->wz = (tempZ * cos) - (tempY * sin);
+ }
+}
+
+/**
+ * @brief Replace current by a rotation about the x axis.
+ * R -> current
+ *
+ * @note Matrix_RotateXF() with mode NEW.
+ *
+ * @param x rotation angle (radians).
+ */
+void Matrix_RotateXFNew(f32 x) {
+ MtxF* cmf = sCurrentMatrix;
+ s32 pad[2];
+ f32 sin;
+ f32 cos;
+
+ cmf->xx = 1.0f;
+ cmf->yx = 0.0f;
+ cmf->zx = 0.0f;
+ cmf->wx = 0.0f;
+ cmf->xy = 0.0f;
+ cmf->wy = 0.0f;
+ cmf->xz = 0.0f;
+ cmf->wz = 0.0f;
+ cmf->xw = 0.0f;
+ cmf->yw = 0.0f;
+ cmf->zw = 0.0f;
+ cmf->ww = 1.0f;
+
+ if (x != 0.0f) {
+ sin = sinf(x);
+ cos = cosf(x);
+
+ cmf->yy = cos;
+ cmf->zz = cos;
+ cmf->yz = -sin;
+ cmf->zy = sin;
+ } else {
+ cmf->yy = 1.0f;
+ cmf->zy = 0.0f;
+ cmf->yz = 0.0f;
+ cmf->zz = 1.0f;
+ }
+}
+
+/**
+ * @brief Right-multiply by a rotation about the y axis
+ * - APPLY: current * R -> current
+ * - NEW: R -> current
+ *
+ * R is given by
+ *
+ * \f[
+ * \begin{pmatrix}
+ * c & 0 & s & 0 \\
+ * 0 & 1 & 0 & 0 \\
+ * -s & 0 & c & 0 \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * where \f$ c = \cos y, s = \sin y \f$.
+ *
+ * @note The same as Matrix_RotateYF(), but uses a binary angle.
+ *
+ * @param y rotation angle (binary).
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name: "Matrix_RotateY"
+ */
+void Matrix_RotateYS(s16 y, MatrixMode mode) {
+ MtxF* cmf;
+ f32 sin;
+ f32 cos;
+ f32 tempX;
+ f32 tempZ;
+
+ if (mode == MTXMODE_APPLY) {
+ if (y != 0) {
+ cmf = sCurrentMatrix;
+
+ sin = Math_SinS(y);
+ cos = Math_CosS(y);
+
+ tempX = cmf->xx;
+ tempZ = cmf->xz;
+ cmf->xx = tempX * cos - tempZ * sin;
+ cmf->xz = tempX * sin + tempZ * cos;
+
+ tempX = cmf->yx;
+ tempZ = cmf->yz;
+ cmf->yx = tempX * cos - tempZ * sin;
+ cmf->yz = tempX * sin + tempZ * cos;
+
+ tempX = cmf->zx;
+ tempZ = cmf->zz;
+ cmf->zx = tempX * cos - tempZ * sin;
+ cmf->zz = tempX * sin + tempZ * cos;
+
+ tempX = cmf->wx;
+ tempZ = cmf->wz;
+ cmf->wx = tempX * cos - tempZ * sin;
+ cmf->wz = tempX * sin + tempZ * cos;
+ }
+ } else {
+ cmf = sCurrentMatrix;
+
+ if (y != 0) {
+ sin = Math_SinS(y);
+ cos = Math_CosS(y);
+ } else {
+ sin = 0.0f;
+ cos = 1.0f;
+ }
+
+ cmf->yx = 0.0f;
+ cmf->wx = 0.0f;
+ cmf->xy = 0.0f;
+ cmf->zy = 0.0f;
+ cmf->wy = 0.0f;
+ cmf->yz = 0.0f;
+ cmf->wz = 0.0f;
+ cmf->xw = 0.0f;
+ cmf->yw = 0.0f;
+ cmf->zw = 0.0f;
+ cmf->yy = 1.0f;
+ cmf->ww = 1.0f;
+ cmf->xx = cos;
+ cmf->zz = cos;
+ cmf->zx = -sin;
+ cmf->xz = sin;
+ }
+}
+
+/**
+ * @brief Right-multiply by a rotation about the y axis.
+ * - APPLY: current * R -> current
+ * - NEW: R -> current
+ *
+ * R is given by
+ *
+ * \f[
+ * \begin{pmatrix}
+ * c & 0 & s & 0 \\
+ * 0 & 1 & 0 & 0 \\
+ * -s & 0 & c & 0 \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * where \f$ c = \cos y, s = \sin y \f$.
+ *
+ * @note The same as Matrix_RotateYS(), but uses a float angle in radians.
+ *
+ * @param y rotation angle (radians).
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name may have been "Matrix_RotateY", but clashed with the previous function.
+ */
+void Matrix_RotateYF(f32 y, MatrixMode mode) {
+ MtxF* cmf;
+ f32 sin;
+ f32 cos;
+ f32 tempX;
+ f32 tempZ;
+ f32 zero = 0.0;
+ f32 one = 1.0;
+
+ if (mode == MTXMODE_APPLY) {
+ if (y != 0.0f) {
+ cmf = sCurrentMatrix;
+
+ sin = sinf(y);
+ cos = cosf(y);
+
+ tempX = cmf->xx;
+ tempZ = cmf->xz;
+ cmf->xx = tempX * cos - tempZ * sin;
+ cmf->xz = tempX * sin + tempZ * cos;
+
+ tempX = cmf->yx;
+ tempZ = cmf->yz;
+ cmf->yx = tempX * cos - tempZ * sin;
+ cmf->yz = tempX * sin + tempZ * cos;
+
+ tempX = cmf->zx;
+ tempZ = cmf->zz;
+ cmf->zx = tempX * cos - tempZ * sin;
+ cmf->zz = tempX * sin + tempZ * cos;
+
+ tempX = cmf->wx;
+ tempZ = cmf->wz;
+ cmf->wx = tempX * cos - tempZ * sin;
+ cmf->wz = tempX * sin + tempZ * cos;
+ }
+ } else {
+ cmf = sCurrentMatrix;
+
+ if (y != 0.0f) {
+ sin = sinf(y);
+ cos = cosf(y);
+ } else {
+ cos = one;
+ sin = zero;
+ }
+
+ cmf->yx = zero;
+ cmf->wx = zero;
+ cmf->xy = zero;
+ cmf->zy = zero;
+ cmf->wy = zero;
+ cmf->yz = zero;
+ cmf->wz = zero;
+ cmf->xw = zero;
+ cmf->yw = zero;
+ cmf->zw = zero;
+ cmf->yy = one;
+ cmf->ww = one;
+ cmf->xx = cos;
+ cmf->zz = cos;
+ cmf->zx = -sin;
+ cmf->xz = sin;
+ }
+}
+
+/**
+ * @brief Right-multiply by a rotation about the z axis.
+ * - APPLY: current * R -> current
+ * - NEW: R -> current
+ *
+ * R is given by
+ *
+ * \f[
+ * \begin{pmatrix}
+ * c & -s & 0 & 0 \\
+ * s & c & 0 & 0 \\
+ * 0 & 0 & 1 & 0 \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * where \f$ c = \cos z, s = \sin z \f$.
+ *
+ * @note The same as Matrix_RotateZF, but uses a binary angle.
+ *
+ * @param z rotation angle (binary).
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name: "Matrix_RotateZ"
+ */
+void Matrix_RotateZS(s16 z, MatrixMode mode) {
+ MtxF* cmf;
+ f32 sin;
+ f32 cos;
+ f32 tempX;
+ f32 tempY;
+ f32 zero = 0.0;
+ f32 one = 1.0;
+
+ if (mode == MTXMODE_APPLY) {
+ if (z != 0) {
+ cmf = sCurrentMatrix;
+
+ sin = Math_SinS(z);
+ cos = Math_CosS(z);
+
+ tempX = cmf->xx;
+ tempY = cmf->xy;
+ cmf->xx = tempX * cos + tempY * sin;
+ cmf->xy = tempY * cos - tempX * sin;
+
+ tempX = cmf->yx;
+ tempY = cmf->yy;
+ cmf->yx = tempX * cos + tempY * sin;
+ cmf->yy = tempY * cos - tempX * sin;
+
+ tempX = cmf->zx;
+ tempY = cmf->zy;
+ cmf->zx = tempX * cos + tempY * sin;
+ cmf->zy = tempY * cos - tempX * sin;
+
+ tempX = cmf->wx;
+ tempY = cmf->wy;
+ cmf->wx = tempX * cos + tempY * sin;
+ cmf->wy = tempY * cos - tempX * sin;
+ }
+ } else {
+ cmf = sCurrentMatrix;
+
+ if (z != 0) {
+ sin = Math_SinS(z);
+ cos = Math_CosS(z);
+ } else {
+ sin = zero;
+ cos = one;
+ }
+
+ cmf->zx = zero;
+ cmf->wx = zero;
+ cmf->zy = zero;
+ cmf->wy = zero;
+ cmf->xz = zero;
+ cmf->yz = zero;
+ cmf->wz = zero;
+ cmf->xw = zero;
+ cmf->yw = zero;
+ cmf->zw = zero;
+ cmf->zz = one;
+ cmf->ww = one;
+ cmf->xx = cos;
+ cmf->yy = cos;
+ cmf->yx = sin;
+ cmf->xy = -sin;
+ }
+}
+
+/**
+ * @brief Right-multiply by a rotation about the z axis.
+ * - APPLY: current * R -> current
+ * - NEW: R -> current
+ *
+ * R is given by
+ *
+ * \f[
+ * \begin{pmatrix}
+ * c & -s & 0 & 0 \\
+ * s & c & 0 & 0 \\
+ * 0 & 0 & 1 & 0 \\
+ * 0 & 0 & 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * where \f$ c = \cos z, s = \sin z \f$.
+ *
+ * @note The same as Matrix_RotateYS(), but uses a float angle in radians.
+ *
+ * @param z rotation angle (radians).
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name may have been "Matrix_RotateZ", but clashed with the previous function.
+ */
+void Matrix_RotateZF(f32 z, MatrixMode mode) {
+ MtxF* cmf;
+ f32 sin;
+ f32 cos;
+ f32 tempX;
+ f32 tempY;
+
+ if (mode == MTXMODE_APPLY) {
+ if (z != 0) {
+ cmf = sCurrentMatrix;
+
+ sin = sinf(z);
+ cos = cosf(z);
+
+ tempX = cmf->xx;
+ tempY = cmf->xy;
+ cmf->xx = tempX * cos + tempY * sin;
+ cmf->xy = tempY * cos - tempX * sin;
+
+ tempX = cmf->yx;
+ tempY = cmf->yy;
+ cmf->yx = tempX * cos + tempY * sin;
+ cmf->yy = tempY * cos - tempX * sin;
+
+ tempX = cmf->zx;
+ tempY = cmf->zy;
+ cmf->zx = tempX * cos + tempY * sin;
+ cmf->zy = tempY * cos - tempX * sin;
+
+ tempX = cmf->wx;
+ tempY = cmf->wy;
+ cmf->wx = tempX * cos + tempY * sin;
+ cmf->wy = tempY * cos - tempX * sin;
+ }
+ } else {
+ cmf = sCurrentMatrix;
+
+ if (z != 0) {
+ sin = sinf(z);
+ cos = cosf(z);
+ } else {
+ sin = 0.0f;
+ cos = 1.0f;
+ }
+
+ cmf->zx = 0.0f;
+ cmf->wx = 0.0f;
+ cmf->zy = 0.0f;
+ cmf->wy = 0.0f;
+ cmf->xz = 0.0f;
+ cmf->yz = 0.0f;
+ cmf->wz = 0.0f;
+ cmf->xw = 0.0f;
+ cmf->yw = 0.0f;
+ cmf->zw = 0.0f;
+ cmf->zz = 1.0f;
+ cmf->ww = 1.0f;
+ cmf->xx = cos;
+ cmf->yy = cos;
+ cmf->yx = sin;
+ cmf->xy = -sin;
+ }
+}
+
+/**
+ * @brief Rotate using ZYX Tait-Bryan angles.
+ * - APPLY: current Rz Ry Rx -> current
+ * - NEW: Rz Ry Rx -> current
+ *
+ * This means a (column) vector is first rotated around X, then around Y, then around Z, then (if `mode` is APPLY) gets
+ * transformed by what the matrix was before adding the ZYX rotation.
+ *
+ * See previous functions for the forms of Rz, Ry, Rx
+ *
+ * @param x binary angle to rotate about x axis
+ * @param y binary angle to rotate about y axis
+ * @param z binary angle to rotate about z axis
+ * @param mode APPLY or NEW
+ *
+ * @remark original name: "Matrix_RotateXYZ", changed to reflect rotation order.
+ */
+void Matrix_RotateZYX(s16 x, s16 y, s16 z, MatrixMode mode) {
+ MtxF* cmf = sCurrentMatrix;
+ f32 temp1;
+ f32 temp2;
+ f32 sin;
+ f32 cos;
+
+ if (mode == MTXMODE_APPLY) {
+ if (z != 0) { // Added in MM, OoT always follows the nonzero path
+ sin = Math_SinS(z);
+ cos = Math_CosS(z);
+
+ temp1 = cmf->xx;
+ temp2 = cmf->xy;
+ cmf->xx = temp1 * cos + temp2 * sin;
+ cmf->xy = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->yx;
+ temp2 = cmf->yy;
+ cmf->yx = temp1 * cos + temp2 * sin;
+ cmf->yy = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->zx;
+ temp2 = cmf->zy;
+ cmf->zx = temp1 * cos + temp2 * sin;
+ cmf->zy = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->wx;
+ temp2 = cmf->wy;
+ cmf->wx = temp1 * cos + temp2 * sin;
+ cmf->wy = temp2 * cos - temp1 * sin;
+ }
+
+ if (y != 0) {
+ sin = Math_SinS(y);
+ cos = Math_CosS(y);
+
+ temp1 = cmf->xx;
+ temp2 = cmf->xz;
+ cmf->xx = temp1 * cos - temp2 * sin;
+ cmf->xz = temp1 * sin + temp2 * cos;
+
+ temp1 = cmf->yx;
+ temp2 = cmf->yz;
+ cmf->yx = temp1 * cos - temp2 * sin;
+ cmf->yz = temp1 * sin + temp2 * cos;
+
+ temp1 = cmf->zx;
+ temp2 = cmf->zz;
+ cmf->zx = temp1 * cos - temp2 * sin;
+ cmf->zz = temp1 * sin + temp2 * cos;
+
+ temp1 = cmf->wx;
+ temp2 = cmf->wz;
+ cmf->wx = temp1 * cos - temp2 * sin;
+ cmf->wz = temp1 * sin + temp2 * cos;
+ }
+
+ if (x != 0) {
+ sin = Math_SinS(x);
+ cos = Math_CosS(x);
+
+ temp1 = cmf->xy;
+ temp2 = cmf->xz;
+ cmf->xy = temp1 * cos + temp2 * sin;
+ cmf->xz = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->yy;
+ temp2 = cmf->yz;
+ cmf->yy = temp1 * cos + temp2 * sin;
+ cmf->yz = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->zy;
+ temp2 = cmf->zz;
+ cmf->zy = temp1 * cos + temp2 * sin;
+ cmf->zz = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->wy;
+ temp2 = cmf->wz;
+ cmf->wy = temp1 * cos + temp2 * sin;
+ cmf->wz = temp2 * cos - temp1 * sin;
+ }
+ } else {
+ SkinMatrix_SetRotateRPY(cmf, x, y, z);
+ }
+}
+
+/**
+ * @brief Translate and rotate using ZYX Tait-Bryan angles.
+ * current T Rz Ry Rx -> current
+ *
+ * This means a (column) vector is first rotated around X, then around Y, then around Z, then translated, then gets
+ * transformed by whatever the matrix was previously.
+ *
+ * @param translation vector by which to translate.
+ * @param rot vector of rotation angles.
+ *
+ * @remark original name appears to be "Matrix_softcv3_mult"
+ */
+void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rot) {
+ MtxF* cmf = sCurrentMatrix;
+ f32 sin = Math_SinS(rot->z);
+ f32 cos = Math_CosS(rot->z);
+ f32 temp1;
+ f32 temp2;
+
+ // No check for z != 0, presumably since translation is interleaved.
+ temp1 = cmf->xx;
+ temp2 = cmf->xy;
+ cmf->xw += temp1 * translation->x + temp2 * translation->y + cmf->xz * translation->z;
+ cmf->xx = temp1 * cos + temp2 * sin;
+ cmf->xy = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->yx;
+ temp2 = cmf->yy;
+ cmf->yw += temp1 * translation->x + temp2 * translation->y + cmf->yz * translation->z;
+ cmf->yx = temp1 * cos + temp2 * sin;
+ cmf->yy = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->zx;
+ temp2 = cmf->zy;
+ cmf->zw += temp1 * translation->x + temp2 * translation->y + cmf->zz * translation->z;
+ cmf->zx = temp1 * cos + temp2 * sin;
+ cmf->zy = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->wx;
+ temp2 = cmf->wy;
+ cmf->ww += temp1 * translation->x + temp2 * translation->y + cmf->wz * translation->z;
+ cmf->wx = temp1 * cos + temp2 * sin;
+ cmf->wy = temp2 * cos - temp1 * sin;
+
+ if (rot->y != 0) {
+ sin = Math_SinS(rot->y);
+ cos = Math_CosS(rot->y);
+
+ temp1 = cmf->xx;
+ temp2 = cmf->xz;
+ cmf->xx = temp1 * cos - temp2 * sin;
+ cmf->xz = temp1 * sin + temp2 * cos;
+
+ temp1 = cmf->yx;
+ temp2 = cmf->yz;
+ cmf->yx = temp1 * cos - temp2 * sin;
+ cmf->yz = temp1 * sin + temp2 * cos;
+
+ temp1 = cmf->zx;
+ temp2 = cmf->zz;
+ cmf->zx = temp1 * cos - temp2 * sin;
+ cmf->zz = temp1 * sin + temp2 * cos;
+
+ temp1 = cmf->wx;
+ temp2 = cmf->wz;
+ cmf->wx = temp1 * cos - temp2 * sin;
+ cmf->wz = temp1 * sin + temp2 * cos;
+ }
+
+ if (rot->x != 0) {
+ sin = Math_SinS(rot->x);
+ cos = Math_CosS(rot->x);
+
+ temp1 = cmf->xy;
+ temp2 = cmf->xz;
+ cmf->xy = temp1 * cos + temp2 * sin;
+ cmf->xz = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->yy;
+ temp2 = cmf->yz;
+ cmf->yy = temp1 * cos + temp2 * sin;
+ cmf->yz = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->zy;
+ temp2 = cmf->zz;
+ cmf->zy = temp1 * cos + temp2 * sin;
+ cmf->zz = temp2 * cos - temp1 * sin;
+
+ temp1 = cmf->wy;
+ temp2 = cmf->wz;
+ cmf->wy = temp1 * cos + temp2 * sin;
+ cmf->wz = temp2 * cos - temp1 * sin;
+ }
+}
+
+/**
+ * @brief Set current to a general translation and rotation using YXZ Tait-Bryan angles: T Ry Rx Rz -> current
+ *
+ * This means a (column) vector is first rotated around Y, then around X, then around Z, then translated, then gets
+ * transformed by whatever the matrix was previously.
+ *
+ * @param x amount to translate in X direction.
+ * @param y amount to translate in Y direction.
+ * @param z amount to translate in Z direction.
+ * @param rot vector of rotation angles.
+ *
+ * @remark original name appears to be "Matrix_softcv3_load"
+ */
+void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot) {
+ MtxF* cmf = sCurrentMatrix;
+ f32 sinY = Math_SinS(rot->y);
+ f32 cosY = Math_CosS(rot->y);
+ f32 cosTemp;
+ f32 sinTemp;
+
+ cmf->xx = cosY;
+ cmf->zx = -sinY;
+ cmf->xw = x;
+ cmf->yw = y;
+ cmf->zw = z;
+ cmf->wx = 0.0f;
+ cmf->wy = 0.0f;
+ cmf->wz = 0.0f;
+ cmf->ww = 1.0f;
+
+ if (rot->x != 0) {
+ sinTemp = Math_SinS(rot->x);
+ cosTemp = Math_CosS(rot->x);
+
+ cmf->zz = cosY * cosTemp;
+ cmf->zy = cosY * sinTemp;
+ cmf->xz = sinY * cosTemp;
+ cmf->xy = sinY * sinTemp;
+ cmf->yz = -sinTemp;
+ cmf->yy = cosTemp;
+ } else {
+ cmf->zz = cosY;
+ cmf->xz = sinY;
+ cmf->yz = 0.0f;
+ cmf->zy = 0.0f;
+ cmf->xy = 0.0f;
+ cmf->yy = 1.0f;
+ }
+
+ if (rot->z != 0) {
+ sinTemp = Math_SinS(rot->z);
+ cosTemp = Math_CosS(rot->z);
+
+ sinY = cmf->xx;
+ cosY = cmf->xy;
+ cmf->xx = sinY * cosTemp + cosY * sinTemp;
+ cmf->xy = cosY * cosTemp - sinY * sinTemp;
+
+ sinY = cmf->zx;
+ cosY = cmf->zy;
+ cmf->zx = sinY * cosTemp + cosY * sinTemp;
+ cmf->zy = cosY * cosTemp - sinY * sinTemp;
+
+ cosY = cmf->yy;
+ cmf->yx = cosY * sinTemp;
+ cmf->yy = cosY * cosTemp;
+ } else {
+ cmf->yx = 0.0f;
+ }
+}
+
+/**
+ * @brief Converts a floating-point MtxF to a fixed-point RSP-compatible matrix.
+ *
+ * @param[in] src MtxF to convert.
+ * @param[out] dest mtx to output to.
+ *
+ * @return dest
+ *
+ * @remark original name: "_MtxF_to_Mtx"
+ */
+Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest) {
+ s32 temp;
+ u16* intPart = (u16*)&dest->m[0][0];
+ u16* fracPart = (u16*)&dest->m[2][0];
+
+ // For some reason the first 9 elements use the intPart temp for the fractional part.
+ temp = src->xx * 0x10000;
+ intPart[0] = (temp >> 0x10);
+ intPart[16 + 0] = temp;
+
+ temp = src->yx * 0x10000;
+ intPart[1] = (temp >> 0x10);
+ intPart[16 + 1] = temp;
+
+ temp = src->zx * 0x10000;
+ intPart[2] = (temp >> 0x10);
+ intPart[16 + 2] = temp;
+
+ temp = src->wx * 0x10000;
+ intPart[3] = (temp >> 0x10);
+ intPart[16 + 3] = temp;
+
+ temp = src->xy * 0x10000;
+ intPart[4] = (temp >> 0x10);
+ intPart[16 + 4] = temp;
+
+ temp = src->yy * 0x10000;
+ intPart[5] = (temp >> 0x10);
+ intPart[16 + 5] = temp;
+
+ temp = src->zy * 0x10000;
+ intPart[6] = (temp >> 0x10);
+ intPart[16 + 6] = temp;
+
+ temp = src->wy * 0x10000;
+ intPart[7] = (temp >> 0x10);
+ intPart[16 + 7] = temp;
+
+ temp = src->xz * 0x10000;
+ intPart[8] = (temp >> 0x10);
+ intPart[16 + 8] = temp;
+
+ temp = src->yz * 0x10000;
+ intPart[9] = (temp >> 0x10);
+ fracPart[9] = temp;
+
+ temp = src->zz * 0x10000;
+ intPart[10] = (temp >> 0x10);
+ fracPart[10] = temp;
+
+ temp = src->wz * 0x10000;
+ intPart[11] = (temp >> 0x10);
+ fracPart[11] = temp;
+
+ temp = src->xw * 0x10000;
+ intPart[12] = (temp >> 0x10);
+ fracPart[12] = temp;
+
+ temp = src->yw * 0x10000;
+ intPart[13] = (temp >> 0x10);
+ fracPart[13] = temp;
+
+ temp = src->zw * 0x10000;
+ intPart[14] = (temp >> 0x10);
+ fracPart[14] = temp;
+
+ temp = src->ww * 0x10000;
+ intPart[15] = (temp >> 0x10);
+ fracPart[15] = temp;
+
+ return dest;
+}
+
+/**
+ * @brief Converts current to a fixed-point RSP-compatible matrix.
+ *
+ * @note Debug uses Matrix_CheckFloats to test current first.
+ *
+ * @param[out] dest mtx to output to.
+ *
+ * @return dest
+ *
+ * @remark original name: "_Matrix_to_Mtx"
+ */
+Mtx* Matrix_ToMtx(Mtx* dest) {
+ return Matrix_MtxFToMtx(sCurrentMatrix, dest);
+}
+
+/**
+ * @brief Converts current to a RSP-compatible matrix and saves it to allocated space in the OPA buffer.
+ *
+ * @param[in,out] gfxCtx Graphics context.
+ *
+ * @return allocated mtx.
+ *
+ * @remark original name: "_Matrix_to_Mtx_new"
+ */
+Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx) {
+ return Matrix_ToMtx(GRAPH_ALLOC(gfxCtx, sizeof(Mtx)));
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_SetCurrentState.s")
+// Unused
+/**
+ * @brief Converts src to a RSP-compatible matrix and saves it to allocated space in the OPA buffer.
+ *
+ * @param[in] src MtxF to convert.
+ * @param[in,out] gfxCtx Graphics context.
+ *
+ * @return allocated mtx.
+ *
+ * @remark original name unknown, likely close to "_Matrix_MtxF_to_Mtx_new"
+ */
+Mtx* Matrix_MtxFToNewMtx(MtxF* src, GraphicsContext* gfxCtx) {
+ return Matrix_MtxFToMtx(src, GRAPH_ALLOC(gfxCtx, sizeof(Mtx)));
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_GetCurrentState.s")
+/**
+ * @brief Calculates current * (src,1) and writes its components to dest.
+ *
+ * This assumes that current has the form
+ *
+ * \f[
+ * M =
+ * \begin{pmatrix}
+ * A & b \\
+ * 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * where A is \f$ 3 \times 3 \f$ and b \f$ 3 \times 1 \f$, and so calculates
+ *
+ * \f[
+ * MX =
+ * \begin{pmatrix}
+ * A & b \\
+ * 0 & 1
+ * \end{pmatrix}
+ * \begin{pmatrix}
+ * x \\
+ * 1
+ * \end{pmatrix}
+ * =
+ * \begin{pmatrix}
+ * Ax + b \\
+ * 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * and discards the extra w component (1).
+ *
+ * @param[in] src input vector
+ * @param[out] dest output vector
+ *
+ * @remark original name: "Matrix_Position"
+ */
+void Matrix_MultVec3f(Vec3f* src, Vec3f* dest) {
+ MtxF* cmf = sCurrentMatrix;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertMatrix.s")
+ dest->x = cmf->xw + (cmf->xx * src->x + cmf->xy * src->y + cmf->xz * src->z);
+ dest->y = cmf->yw + (cmf->yx * src->x + cmf->yy * src->y + cmf->yz * src->z);
+ dest->z = cmf->zw + (cmf->zx * src->x + cmf->zy * src->y + cmf->zz * src->z);
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertTranslation.s")
+/**
+ * @brief Multiply the vector `(0, 0, 0, 1)` by current.
+ *
+ * Can also see it as obtaining the translation vector part of current, but the former interpretation is consistent with
+ * the other functions nearby.
+ *
+ * @note Special case of Matrix_MultVec3f() with `src = { 0, 0, 0 }`; the same assumptions apply.
+ *
+ * @param[out] dest output vector.
+ *
+ * @remark original name: "Matrix_Position_Zero"
+ */
+void Matrix_MultZero(Vec3f* dest) {
+ MtxF* cmf = sCurrentMatrix;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_Scale.s")
+ dest->x = cmf->xw;
+ dest->y = cmf->yw;
+ dest->z = cmf->zw;
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertXRotation_s.s")
+/**
+ * @brief Multiply the vector `(x, 0, 0, 1)` by current.
+ *
+ * I.e. calculate \f$ A(x, 0, 0) + b \f$.
+ *
+ * @note Special case of Matrix_MultVec3f() with `src = { x, 0, 0 }`; the same assumptions apply.
+ *
+ * @param[in] x multiplier of unit vector in x direction.
+ * @param[out] dest output vector.
+ *
+ * @remark original name: "Matrix_Position_VecX"
+ */
+void Matrix_MultVecX(f32 x, Vec3f* dest) {
+ MtxF* cmf = sCurrentMatrix;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertXRotation_f.s")
+ dest->x = cmf->xw + cmf->xx * x;
+ dest->y = cmf->yw + cmf->yx * x;
+ dest->z = cmf->zw + cmf->zx * x;
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_RotateStateAroundXAxis.s")
+/**
+ * @brief Multiply the vector `(0, y, 0, 1)` by current.
+ *
+ * I.e. calculate \f$ A(0, y, 0) + b \f$.
+ *
+ * @note Special case of Matrix_MultVec3f() with `src = { 0, y, 0 }`; the same assumptions apply.
+ *
+ * @param[in] y multiplier of unit vector in y direction.
+ * @param[out] dest output vector.
+ *
+ * @remark original name is most likely "Matrix_Position_VecY" by analogy with the other two.
+ */
+void Matrix_MultVecY(f32 y, Vec3f* dest) {
+ MtxF* cmf = sCurrentMatrix;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_SetStateXRotation.s")
+ dest->x = cmf->xw + cmf->xy * y;
+ dest->y = cmf->yw + cmf->yy * y;
+ dest->z = cmf->zw + cmf->zy * y;
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_RotateY.s")
+/**
+ * @brief Multiply the vector `(0, 0, z, 1)` by current.
+ *
+ * I.e. calculate \f$ A(0, 0, z) + b \f$.
+ *
+ * @note Special case of Matrix_MultVec3f() with `src = { 0, 0, z }`; the same assumptions apply.
+ *
+ * @param[in] z multiplier of unit vector in z direction.
+ * @param[out] dest output vector.
+ *
+ * @remark original name: "Matrix_Position_VecZ"
+ */
+void Matrix_MultVecZ(f32 z, Vec3f* dest) {
+ MtxF* cmf = sCurrentMatrix;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertYRotation_f.s")
+ dest->x = cmf->xw + cmf->xz * z;
+ dest->y = cmf->yw + cmf->yz * z;
+ dest->z = cmf->zw + cmf->zz * z;
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertZRotation_s.s")
+/**
+ * @brief Calculates current * (src,1) and writes its x and z components to dest.
+ *
+ * The same as Matrix_MultVec3f(), but only applies to the x and z components; the same assumptions apply.
+ *
+ * @note Unlike the previous functions, does *not* just multiply (x, 0, z, 1) and save the x,y,z components.
+ *
+ * @param[in] src input vector.
+ * @param[out] dest output vector.
+ */
+void Matrix_MultVec3fXZ(Vec3f* src, Vec3f* dest) {
+ MtxF* cmf = sCurrentMatrix;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertZRotation_f.s")
+ dest->x = cmf->xw + (cmf->xx * src->x + cmf->xy * src->y + cmf->xz * src->z);
+ dest->z = cmf->zw + (cmf->zx * src->x + cmf->zy * src->y + cmf->zz * src->z);
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertRotation.s")
+/**
+ * @brief Copies the matrix src into dest.
+ *
+ * @param[out] dest matrix to copy to.
+ * @param[in] src matrix to copy from.
+ *
+ * @remark original name: "Matrix_copy_MtxF"
+ */
+void Matrix_MtxFCopy(MtxF* dest, MtxF* src) {
+ f32 fv0;
+ f32 fv1;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_JointPosition.s")
+ // This ought to be a loop, but all attempts to match it as one have so far failed.
+ if (1) {
+ fv0 = src->mf[0][0];
+ fv1 = src->mf[0][1];
+ dest->mf[0][0] = fv0;
+ dest->mf[0][1] = fv1;
+ fv0 = src->mf[0][2];
+ fv1 = src->mf[0][3];
+ dest->mf[0][2] = fv0;
+ dest->mf[0][3] = fv1;
+ }
+ if (1) {
+ fv0 = src->mf[1][0];
+ fv1 = src->mf[1][1];
+ dest->mf[1][0] = fv0;
+ dest->mf[1][1] = fv1;
+ fv0 = src->mf[1][2];
+ fv1 = src->mf[1][3];
+ dest->mf[1][2] = fv0;
+ dest->mf[1][3] = fv1;
+ }
+ if (1) {
+ fv0 = src->mf[2][0];
+ fv1 = src->mf[2][1];
+ dest->mf[2][0] = fv0;
+ dest->mf[2][1] = fv1;
+ fv0 = src->mf[2][2];
+ fv1 = src->mf[2][3];
+ dest->mf[2][2] = fv0;
+ dest->mf[2][3] = fv1;
+ }
+ if (1) {
+ fv0 = src->mf[3][0];
+ fv1 = src->mf[3][1];
+ dest->mf[3][0] = fv0;
+ dest->mf[3][1] = fv1;
+ fv0 = src->mf[3][2];
+ fv1 = src->mf[3][3];
+ dest->mf[3][2] = fv0;
+ dest->mf[3][3] = fv1;
+ }
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_SetStateRotationAndTranslation.s")
+/**
+ * @brief Converts fixed-point RSP-compatible matrix to an MtxF.
+ *
+ * @param[in] src mtx to convert
+ * @param[out] dest MtxF to output to
+ *
+ * @remark original name: "Matrix_MtxtoMtxF"
+ */
+void Matrix_MtxToMtxF(Mtx* src, MtxF* dest) {
+ u16* intPart = (u16*)&src->m[0][0];
+ u16* fracPart = (u16*)&src->m[2][0];
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_ToRSPMatrix.s")
+ 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);
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_ToMtx.s")
+// Unused
+/**
+ * @brief Calculates mf * (src,1) and writes its components to dest.
+ *
+ * This is the same as Matrix_MultVec3f() but using a specified matrix rather than the current one; the same
+ * assumptions apply.
+ *
+ * @param[in] src input vector
+ * @param[out] dest output vector
+ * @param[in] mf matrix to multiply by
+ */
+void Matrix_MultVec3fExt(Vec3f* src, Vec3f* dest, MtxF* mf) {
+ dest->x = mf->xw + (mf->xx * src->x + mf->xy * src->y + mf->xz * src->z);
+ dest->y = mf->yw + (mf->yx * src->x + mf->yy * src->y + mf->yz * src->z);
+ dest->z = mf->zw + (mf->zx * src->x + mf->zy * src->y + mf->zz * src->z);
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_NewMtx.s")
+/**
+ * @brief Overwrite the linear part of mf with its transpose (ignores the translational part).
+ *
+ * Viz.,
+ *
+ * \f[
+ * \begin{pmatrix}
+ * A & b \\
+ * 0 & 1
+ * \end{pmatrix}
+ * \longrightarrow
+ * \begin{pmatrix}
+ * A^T & b \\
+ * 0 & 1
+ * \end{pmatrix}
+ * \f]
+ *
+ * @param[in,out] mf matrix to transpose
+ *
+ * @remark original name: "Matrix_reverse"
+ */
+void Matrix_Transpose(MtxF* mf) {
+ f32 temp;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_AppendToPolyOpaDisp.s")
+ temp = mf->yx;
+ mf->yx = mf->xy;
+ mf->xy = temp;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_MultiplyVector3fByState.s")
+ temp = mf->zx;
+ mf->zx = mf->xz;
+ mf->xz = temp;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_GetStateTranslation.s")
+ temp = mf->zy;
+ mf->zy = mf->yz;
+ mf->yz = temp;
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_GetStateTranslationAndScaledX.s")
+/**
+ * @brief Decompose the linear part A of current into B * S, where B has normalised columns and S is diagonal, and
+ * replace B by `mf`.
+ *
+ * Since B is typically a rotation matrix, and the linear part R * S to `mf` * S, this operation can be
+ * seen as replacing the B rotation with `mf`, hence the function name.
+ *
+ * @param[in] mf matrix whose linear part will replace the normalised part of A.
+ */
+void Matrix_ReplaceRotation(MtxF* mf) {
+ MtxF* cmf = sCurrentMatrix;
+ f32 acc;
+ f32 component;
+ f32 curColNorm;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_GetStateTranslationAndScaledY.s")
+ // compute the Euclidean norm of the first column of the current matrix
+ acc = cmf->xx;
+ acc *= acc;
+ component = cmf->yx;
+ acc += SQ(component);
+ component = cmf->zx;
+ acc += SQ(component);
+ curColNorm = sqrtf(acc);
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_GetStateTranslationAndScaledZ.s")
+ cmf->xx = mf->xx * curColNorm;
+ cmf->yx = mf->yx * curColNorm;
+ cmf->zx = mf->zx * curColNorm;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_MultiplyVector3fXZByCurrentState.s")
+ // second column
+ acc = cmf->xy;
+ acc *= acc;
+ component = cmf->yy;
+ acc += SQ(component);
+ component = cmf->zy;
+ acc += SQ(component);
+ curColNorm = sqrtf(acc);
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_MtxFCopy.s")
+ cmf->xy = mf->xy * curColNorm;
+ cmf->yy = mf->yy * curColNorm;
+ cmf->zy = mf->zy * curColNorm;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_FromRSPMatrix.s")
+ // third column
+ acc = cmf->xz;
+ acc *= acc;
+ component = cmf->yz;
+ acc += SQ(component);
+ component = cmf->zz;
+ acc += SQ(component);
+ curColNorm = sqrtf(acc);
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_MultiplyVector3fByMatrix.s")
+ cmf->xz = mf->xz * curColNorm;
+ cmf->yz = mf->yz * curColNorm;
+ cmf->zz = mf->zz * curColNorm;
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_TransposeXYZ.s")
+/**
+ * @brief Extract the YXZ Tait-Bryan rotation angles from the linear part \f$ A \f$ of a matrix.
+ *
+ * \f$ A \f$ should have orthogonal columns; the most general matrix of this form can be written as \f$ RS \f$
+ * with \f$ S \f$ a scale matrix.
+ *
+ * If A has columns with the same norm (such as if it is just a rotation matrix), it is sufficient (and faster) to use
+ * `nonUniformScale` off: `nonUniformScale` being set enables extraction of the angles from a matrix with columns that
+ * are orthogonal but have different scales, at the cost of requiring extra calculation.
+ *
+ * @param[in] src Matrix to extract angles from.
+ * @param[out] dest vector to write angles to.
+ * @param[in] nonUniformScale boolean: true enables handling matrices with differently-scaled columns.
+ *
+ * @remark original name: "Matrix_to_rotate_new"?
+ */
+void Matrix_MtxFToYXZRot(MtxF* src, Vec3s* dest, s32 nonUniformScale) {
+ f32 temp;
+ f32 temp2;
+ f32 temp3;
+ f32 temp4;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_NormalizeXYZ.s")
+ temp = src->xz;
+ temp *= temp;
+ temp += SQ(src->zz);
+ dest->x = Math_Atan2S(-src->yz, sqrtf(temp));
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/func_8018219C.s")
+ 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;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/func_801822C4.s")
+ dest->y = Math_Atan2S(-src->zx, src->xx);
+ } else {
+ dest->y = Math_Atan2S(src->xz, src->zz);
+
+ if (!nonUniformScale) {
+ // assume the columns have the same normalisation
+ dest->z = Math_Atan2S(src->yx, src->yy);
+ } else {
+ temp = src->xx;
+ temp2 = src->zx;
+ temp3 = src->zy;
+
+ // find norm of the first column
+ temp *= temp;
+ temp += SQ(temp2);
+ temp2 = src->yx;
+ temp += SQ(temp2);
+ // temp = xx^2+zx^2+yx^2 == 1 for a rotation matrix
+ temp = sqrtf(temp);
+ temp = temp2 / temp; // yx in normalised column
+
+ // find norm of the second column
+ temp2 = src->xy;
+ temp2 *= temp2;
+ temp2 += SQ(temp3);
+ temp3 = src->yy;
+ temp2 += SQ(temp3);
+ // temp2 = xy^2+zy^2+yy^2 == 1 for a rotation matrix
+ temp2 = sqrtf(temp2);
+ temp2 = temp3 / temp2; // yy in normalised column
+
+ // for a rotation matrix, temp == yx and temp2 == yy which is the same as in the !nonUniformScale branch
+ dest->z = Math_Atan2S(temp, temp2);
+ }
+ }
+}
+
+/**
+ * @brief Extract the ZYX Tait-Bryan rotation angles from the linear part \f$ A \f$ of a matrix.
+ *
+ * \f$ A \f$ should have orthogonal columns; the most general matrix of this form can be written as \f$ RS \f$
+ * with \f$ S \f$ a scale matrix.
+ *
+ * If A has columns with the same norm (such as if it is just a rotation matrix), it is sufficient (and faster) to use
+ * `nonUniformScale` off: `nonUniformScale` being set enables extraction of the angles from a matrix with columns that
+ * are orthogonal but have different scales, at the cost of requiring extra calculation.
+ *
+ * @param[in] src Matrix to extract angles from.
+ * @param[out] dest vector to write angles to.
+ * @param[in] nonUniformScale boolean: true enables handling matrices with unnormalised columns.
+ *
+ * @remark original name: "Matrix_to_rotate2_new"?
+ *
+ * See Matrix_MtxFToYXZRot() for full inline documentation.
+ */
+void Matrix_MtxFToZYXRot(MtxF* src, Vec3s* dest, s32 nonUniformScale) {
+ f32 temp;
+ f32 temp2;
+ f32 temp3;
+ f32 temp4;
+
+ temp = src->xx;
+ temp *= temp;
+ temp += SQ(src->yx);
+ dest->y = Math_Atan2S(-src->zx, sqrtf(temp));
+
+ if ((dest->y == 0x4000) || (dest->y == -0x4000)) {
+ dest->x = 0;
+ dest->z = Math_Atan2S(-src->xy, src->yy);
+ } else {
+ dest->z = Math_Atan2S(src->yx, src->xx);
+
+ if (!nonUniformScale) {
+ dest->x = Math_Atan2S(src->zy, src->zz);
+ } else {
+ temp = src->xy;
+ temp2 = src->yy;
+ temp3 = src->yz;
+
+ temp *= temp;
+ temp += SQ(temp2);
+ temp2 = src->zy;
+ temp += SQ(temp2);
+ temp = sqrtf(temp);
+ temp = temp2 / temp;
+
+ temp2 = src->xz;
+ temp2 *= temp2;
+ temp2 += SQ(temp3);
+ temp3 = src->zz;
+ temp2 += SQ(temp3);
+ temp2 = sqrtf(temp2);
+ temp2 = temp3 / temp2;
+
+ dest->x = Math_Atan2S(temp, temp2);
+ }
+ }
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertRotationAroundUnitVector_f.s")
+/**
+ * @brief Rotate by `angle` radians about `axis`, which is assumed to be a unit vector.
+ *
+ * @param angle rotation angle (radians).
+ * @param axis axis about which to rotate, must be a unit vector.
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name may have been "Matrix_RotateVector", but clashed with the next function.
+ */
+void Matrix_RotateAxisF(f32 angle, Vec3f* axis, MatrixMode mode) {
+ MtxF* cmf;
+ f32 sin;
+ f32 cos;
+ f32 versin;
+ f32 temp1;
+ f32 temp2;
+ f32 temp3;
+ f32 temp4;
+ f32 temp5;
-#pragma GLOBAL_ASM("asm/non_matchings/code/sys_matrix/Matrix_InsertRotationAroundUnitVector_s.s")
+ if (mode == MTXMODE_APPLY) {
+ if (angle != 0) {
+ cmf = sCurrentMatrix;
+
+ sin = sinf(angle);
+ cos = cosf(angle);
+
+ temp1 = cmf->xx;
+ temp2 = cmf->xy;
+ temp3 = cmf->xz;
+ temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos);
+ cmf->xx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y);
+ cmf->xy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z);
+ cmf->xz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x);
+
+ temp1 = cmf->yx;
+ temp2 = cmf->yy;
+ temp3 = cmf->yz;
+ temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos);
+ cmf->yx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y);
+ cmf->yy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z);
+ cmf->yz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x);
+
+ temp1 = cmf->zx;
+ temp2 = cmf->zy;
+ temp3 = cmf->zz;
+ temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos);
+ cmf->zx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y);
+ cmf->zy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z);
+ cmf->zz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x);
+ }
+ } else {
+ cmf = sCurrentMatrix;
+
+ if (angle != 0) {
+ sin = sinf(angle);
+ cos = cosf(angle);
+ versin = 1.0f - cos;
+
+ cmf->xx = axis->x * axis->x * versin + cos;
+ cmf->yy = axis->y * axis->y * versin + cos;
+ cmf->zz = axis->z * axis->z * versin + cos;
+
+ if (0) {}
+
+ temp2 = axis->x * versin * axis->y;
+ temp3 = axis->z * sin;
+ cmf->yx = temp2 + temp3;
+ cmf->xy = temp2 - temp3;
+
+ temp2 = axis->x * versin * axis->z;
+ temp3 = axis->y * sin;
+ cmf->zx = temp2 - temp3;
+ cmf->xz = temp2 + temp3;
+
+ temp2 = axis->y * versin * axis->z;
+ temp3 = axis->x * sin;
+ cmf->zy = temp2 + temp3;
+ cmf->yz = temp2 - temp3;
+
+ cmf->wx = cmf->wy = cmf->wz = cmf->xw = cmf->yw = cmf->zw = 0.0f;
+ cmf->ww = 1.0f;
+ } else {
+ cmf->xx = 1.0f;
+ cmf->yx = 0.0f;
+ cmf->zx = 0.0f;
+ cmf->wx = 0.0f;
+ cmf->xy = 0.0f;
+ cmf->yy = 1.0f;
+ cmf->zy = 0.0f;
+ cmf->wy = 0.0f;
+ cmf->xz = 0.0f;
+ cmf->yz = 0.0f;
+ cmf->zz = 1.0f;
+ cmf->wz = 0.0f;
+ cmf->xw = 0.0f;
+ cmf->yw = 0.0f;
+ cmf->zw = 0.0f;
+ cmf->ww = 1.0f;
+ }
+ }
+}
+
+/**
+ * @brief Rotate by binary angle `angle` about `axis`, which is assumed to be a unit vector.
+ *
+ * @param angle rotation angle (binary).
+ * @param axis axis about which to rotate, must be a unit vector.
+ * @param mode APPLY or NEW.
+ *
+ * @remark original name: "Matrix_RotateVector"
+ */
+void Matrix_RotateAxisS(s16 angle, Vec3f* axis, MatrixMode mode) {
+ MtxF* cmf;
+ f32 cos;
+ f32 sin;
+ f32 versin;
+ f32 temp1;
+ f32 temp2;
+ f32 temp3;
+ f32 temp4;
+
+ if (mode == MTXMODE_APPLY) {
+ if (angle != 0) {
+ cmf = sCurrentMatrix;
+
+ sin = Math_SinS(angle);
+ cos = Math_CosS(angle);
+
+ temp1 = cmf->xx;
+ temp2 = cmf->xy;
+ temp3 = cmf->xz;
+ temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos);
+ cmf->xx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y);
+ cmf->xy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z);
+ cmf->xz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x);
+
+ temp1 = cmf->yx;
+ temp2 = cmf->yy;
+ temp3 = cmf->yz;
+ temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos);
+ cmf->yx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y);
+ cmf->yy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z);
+ cmf->yz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x);
+
+ temp1 = cmf->zx;
+ temp2 = cmf->zy;
+ temp3 = cmf->zz;
+ temp4 = (axis->x * temp1 + axis->y * temp2 + axis->z * temp3) * (1.0f - cos);
+ cmf->zx = temp1 * cos + axis->x * temp4 + sin * (temp2 * axis->z - temp3 * axis->y);
+ cmf->zy = temp2 * cos + axis->y * temp4 + sin * (temp3 * axis->x - temp1 * axis->z);
+ cmf->zz = temp3 * cos + axis->z * temp4 + sin * (temp1 * axis->y - temp2 * axis->x);
+ }
+ } else {
+ cmf = sCurrentMatrix;
+
+ if (angle != 0) {
+ sin = Math_SinS(angle);
+ cos = Math_CosS(angle);
+ versin = 1.0f - cos;
+
+ cmf->xx = axis->x * axis->x * versin + cos;
+ cmf->yy = axis->y * axis->y * versin + cos;
+ cmf->zz = axis->z * axis->z * versin + cos;
+
+ if (0) {}
+
+ temp2 = axis->x * versin * axis->y;
+ temp3 = axis->z * sin;
+ cmf->yx = temp2 + temp3;
+ cmf->xy = temp2 - temp3;
+
+ temp2 = axis->x * versin * axis->z;
+ temp3 = axis->y * sin;
+ cmf->zx = temp2 - temp3;
+ cmf->xz = temp2 + temp3;
+
+ temp2 = axis->y * versin * axis->z;
+ temp3 = axis->x * sin;
+ cmf->zy = temp2 + temp3;
+ cmf->yz = temp2 - temp3;
+
+ cmf->wx = cmf->wy = cmf->wz = cmf->xw = cmf->yw = cmf->zw = 0.0f;
+ cmf->ww = 1.0f;
+ } else {
+ cmf->xx = 1.0f;
+ cmf->yx = 0.0f;
+ cmf->zx = 0.0f;
+ cmf->wx = 0.0f;
+ cmf->xy = 0.0f;
+ cmf->yy = 1.0f;
+ cmf->zy = 0.0f;
+ cmf->wy = 0.0f;
+ cmf->xz = 0.0f;
+ cmf->yz = 0.0f;
+ cmf->zz = 1.0f;
+ cmf->wz = 0.0f;
+ cmf->xw = 0.0f;
+ cmf->yw = 0.0f;
+ cmf->zw = 0.0f;
+ cmf->ww = 1.0f;
+ }
+ }
+}