diff options
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 93 |
1 files changed, 46 insertions, 47 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 2d75505d0..6d0b9573d 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -92,10 +92,10 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf } func_800C0094(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &mtx); - Matrix_SetCurrentState(&mtx); + Matrix_Put(&mtx); if ((dlist != gCircleShadowDL) || (actor->scale.x != actor->scale.z)) { - Matrix_RotateY(actor->shape.rot.y, MTXMODE_APPLY); + Matrix_RotateYS(actor->shape.rot.y, MTXMODE_APPLY); } shadowScale *= actor->shape.shadowScale; @@ -151,8 +151,8 @@ void ActorShadow_DrawFoot(GlobalContext* globalCtx, Light* light, MtxF* arg2, s3 sp58 = Math_FAtan2F(dir2, dir0); shadowScaleZ *= (4.5f - (light->l.dir[1] * 0.035f)); shadowScaleZ = CLAMP_MIN(shadowScaleZ, 1.0f); - Matrix_SetCurrentState(arg2); - Matrix_RotateY(sp58, MTXMODE_APPLY); + Matrix_Put(arg2); + Matrix_RotateYS(sp58, MTXMODE_APPLY); Matrix_Scale(shadowScaleX, 1.0f, shadowScaleX * shadowScaleZ, MTXMODE_APPLY); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); @@ -301,9 +301,9 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, GlobalContext* globalCtx void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, Vec3f* rightFootPos) { if (limbIndex == leftFootIndex) { - Matrix_MultiplyVector3fByState(leftFootPos, &actor->shape.feetPos[FOOT_LEFT]); + Matrix_MultVec3f(leftFootPos, &actor->shape.feetPos[FOOT_LEFT]); } else if (limbIndex == rightFootIndex) { - Matrix_MultiplyVector3fByState(rightFootPos, &actor->shape.feetPos[FOOT_RIGHT]); + Matrix_MultVec3f(rightFootPos, &actor->shape.feetPos[FOOT_RIGHT]); } } @@ -533,22 +533,22 @@ void Actor_DrawZTarget(TargetContext* targetCtx, GlobalContext* globalCtx) { var2 = ((entry->unkC - 120.0f) * 0.001f) + 0.15f; } - Matrix_InsertTranslation(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW); + Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW); Matrix_Scale(var2, 0.15f, 1.0f, MTXMODE_APPLY); gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b, (u8)alpha); - Matrix_InsertZRotation_s((targetCtx->unk4B * 512), MTXMODE_APPLY); + Matrix_RotateZS((targetCtx->unk4B * 512), MTXMODE_APPLY); for (i = 0; i < 4; i++) { - Matrix_InsertZRotation_s(0x4000, MTXMODE_APPLY); - Matrix_StatePush(); - Matrix_InsertTranslation(entry->unkC, entry->unkC, 0.0f, MTXMODE_APPLY); + Matrix_RotateZS(0x4000, MTXMODE_APPLY); + Matrix_Push(); + Matrix_Translate(entry->unkC, entry->unkC, 0.0f, MTXMODE_APPLY); gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL); - Matrix_StatePop(); + Matrix_Pop(); } } @@ -566,10 +566,10 @@ void Actor_DrawZTarget(TargetContext* targetCtx, GlobalContext* globalCtx) { POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x07); - Matrix_InsertTranslation(actor->focus.pos.x, - actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f, - actor->focus.pos.z, MTXMODE_NEW); - Matrix_RotateY((globalCtx->gameplayFrames * 3000), MTXMODE_APPLY); + Matrix_Translate(actor->focus.pos.x, + actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f, + actor->focus.pos.z, MTXMODE_NEW); + Matrix_RotateYS((globalCtx->gameplayFrames * 3000), MTXMODE_APPLY); Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY); @@ -2511,14 +2511,13 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) { Lights_Draw(light, globalCtx->state.gfxCtx); if (actor->flags & ACTOR_FLAG_1000) { - Matrix_SetStateRotationAndTranslation( + Matrix_SetTranslateRotateYXZ( actor->world.pos.x + globalCtx->mainCamera.skyboxOffset.x, actor->world.pos.y + ((actor->shape.yOffset * actor->scale.y) + globalCtx->mainCamera.skyboxOffset.y), actor->world.pos.z + globalCtx->mainCamera.skyboxOffset.z, &actor->shape.rot); } else { - Matrix_SetStateRotationAndTranslation(actor->world.pos.x, - actor->world.pos.y + (actor->shape.yOffset * actor->scale.y), - actor->world.pos.z, &actor->shape.rot); + Matrix_SetTranslateRotateYXZ(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y), + actor->world.pos.z, &actor->shape.rot); } Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY); @@ -3543,14 +3542,14 @@ void Actor_SpawnBodyParts(Actor* actor, GlobalContext* globalCtx, s32 arg2, Gfx* MtxF* currentMatrix; if (*dList != NULL) { - currentMatrix = Matrix_GetCurrentState(); + currentMatrix = Matrix_GetCurrent(); spawnedPart = Actor_SpawnAsChild(&globalCtx->actorCtx, actor, globalCtx, ACTOR_EN_PART, currentMatrix->mf[3][0], currentMatrix->mf[3][1], currentMatrix->mf[3][2], 0, 0, actor->objBankIndex, arg2); if (spawnedPart != NULL) { part = (EnPart*)spawnedPart; - func_8018219C(currentMatrix, &part->actor.shape.rot, 0); + Matrix_MtxFToYXZRot(currentMatrix, &part->actor.shape.rot, false); part->unk_150 = *dList; Math_Vec3f_Copy(&part->actor.scale, &actor->scale); } @@ -3772,9 +3771,9 @@ void func_800BC620(Vec3f* arg0, Vec3f* arg1, u8 alpha, GlobalContext* globalCtx) sp54 = BgCheck_EntityRaycastFloor2(globalCtx, &globalCtx->colCtx, &sp44, &sp48); if (sp44 != NULL) { func_800C0094(sp44, arg0->x, sp54, arg0->z, &sp58); - Matrix_SetCurrentState(&sp58); + Matrix_Put(&sp58); } else { - Matrix_InsertTranslation(arg0->x, arg0->y, arg0->z, MTXMODE_NEW); + Matrix_Translate(arg0->x, arg0->y, arg0->z, MTXMODE_NEW); } Matrix_Scale(arg1->x, 1.0f, arg1->z, MTXMODE_APPLY); @@ -3841,16 +3840,16 @@ void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type) { OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_InsertTranslation(0.0f, entry->yShift, 500.0f, MTXMODE_APPLY); - Matrix_CopyCurrentState(&baseMtxF); + Matrix_Translate(0.0f, entry->yShift, 500.0f, MTXMODE_APPLY); + Matrix_Get(&baseMtxF); - chainsTranslateX = __sinf(entry->chainAngle - chainRotZ) * -(10 - frame) * 0.1f * entry->chainLength; - chainsTranslateY = __cosf(entry->chainAngle - chainRotZ) * (10 - frame) * 0.1f * entry->chainLength; + chainsTranslateX = sinf(entry->chainAngle - chainRotZ) * -(10 - frame) * 0.1f * entry->chainLength; + chainsTranslateY = cosf(entry->chainAngle - chainRotZ) * (10 - frame) * 0.1f * entry->chainLength; for (i = 0; i < 4; i++) { - Matrix_SetCurrentState(&baseMtxF); - Matrix_InsertZRotation_f(chainRotZ, MTXMODE_APPLY); - Matrix_InsertTranslation(chainsTranslateX, chainsTranslateY, 0.0f, MTXMODE_APPLY); + Matrix_Put(&baseMtxF); + Matrix_RotateZF(chainRotZ, MTXMODE_APPLY); + Matrix_Translate(chainsTranslateX, chainsTranslateY, 0.0f, MTXMODE_APPLY); if (entry->chainsScale != 1.0f) { Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY); } @@ -3867,7 +3866,7 @@ void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type) { chainRotZ += rotZStep; } - Matrix_SetCurrentState(&baseMtxF); + Matrix_Put(&baseMtxF); Matrix_Scale(frame * 0.1f, frame * 0.1f, frame * 0.1f, MTXMODE_APPLY); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); @@ -4516,7 +4515,7 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP u32 gameplayFrames = globalCtx->gameplayFrames; f32 effectAlphaScaled; - currentMatrix = Matrix_GetCurrentState(); + currentMatrix = Matrix_GetCurrent(); // Apply sfx along with damage effect if ((actor != NULL) && (effectAlpha > 0.05f) && (globalCtx->gameOverCtx.state == 0)) { @@ -4565,15 +4564,15 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP gDPSetEnvColor(POLY_XLU_DISP++, KREG(20) + 200, KREG(21) + 200, KREG(22) + 255, (u8)alpha); - Matrix_InsertTranslation(limbPos->x, limbPos->y, limbPos->z, MTXMODE_NEW); + Matrix_Translate(limbPos->x, limbPos->y, limbPos->z, MTXMODE_NEW); Matrix_Scale(frozenScale, frozenScale, frozenScale, MTXMODE_APPLY); if (limbIndex & 1) { - Matrix_InsertYRotation_f(M_PI, MTXMODE_APPLY); + Matrix_RotateYF(M_PI, MTXMODE_APPLY); } if (limbIndex & 2) { - Matrix_InsertZRotation_f(M_PI, MTXMODE_APPLY); + Matrix_RotateZF(M_PI, MTXMODE_APPLY); } gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), @@ -4604,8 +4603,8 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, twoTexScrollParam * 3, twoTexScrollParam * -12, 32, 64, 1, 0, 0, 32, 32)); - Matrix_InsertTranslation(limbPos->x, limbPos->y, limbPos->z, MTXMODE_NEW); - Matrix_NormalizeXYZ(&globalCtx->billboardMtxF); + Matrix_Translate(limbPos->x, limbPos->y, limbPos->z, MTXMODE_NEW); + Matrix_ReplaceRotation(&globalCtx->billboardMtxF); Matrix_Scale(steamScale, steamScale, 1.0f, MTXMODE_APPLY); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), @@ -4625,7 +4624,7 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP type = 255; } - Matrix_SetCurrentState(&globalCtx->billboardMtxF); + Matrix_Put(&globalCtx->billboardMtxF); Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f, MTXMODE_APPLY); @@ -4651,7 +4650,7 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, ((limbIndex * 10 + gameplayFrames) * -20) & 0x1FF, 32, 128)); - Matrix_InsertYRotation_f(M_PI, MTXMODE_APPLY); + Matrix_RotateYF(M_PI, MTXMODE_APPLY); currentMatrix->mf[3][0] = limbPos->x; currentMatrix->mf[3][1] = limbPos->y; currentMatrix->mf[3][2] = limbPos->z; @@ -4688,12 +4687,12 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 100, 128); } - Matrix_SetCurrentState(&globalCtx->billboardMtxF); + Matrix_Put(&globalCtx->billboardMtxF); Matrix_Scale(lightOrbsScale, lightOrbsScale, 1.0f, MTXMODE_APPLY); // Apply and draw a light orb over each limb of frozen actor for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) { - Matrix_InsertZRotation_f(randPlusMinusPoint5Scaled(2 * M_PI), MTXMODE_APPLY); + Matrix_RotateZF(randPlusMinusPoint5Scaled(2 * M_PI), MTXMODE_APPLY); currentMatrix->mf[3][0] = limbPos->x; currentMatrix->mf[3][1] = limbPos->y; currentMatrix->mf[3][2] = limbPos->z; @@ -4726,14 +4725,14 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP gDPSetEnvColor(POLY_XLU_DISP++, (u8)(sREG(20) + 255), (u8)(sREG(21) + 255), (u8)sREG(22), (u8)sREG(23)); - Matrix_SetCurrentState(&globalCtx->billboardMtxF); + Matrix_Put(&globalCtx->billboardMtxF); Matrix_Scale(electricSparksScale, electricSparksScale, electricSparksScale, MTXMODE_APPLY); // Every limb draws two electric sparks at random orientations for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) { // first electric spark - Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI)); - Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); + Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI)); + Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); currentMatrix->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x; currentMatrix->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y; currentMatrix->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z; @@ -4744,8 +4743,8 @@ void Actor_DrawDamageEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbP gSPDisplayList(POLY_XLU_DISP++, gElectricSparkVtxDL); // second electric spark - Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI)); - Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); + Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI)); + Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY); currentMatrix->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x; currentMatrix->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y; currentMatrix->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z; |
