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#include "m/m_mtx.h"
#include "c/c_math.h"
#include "m/m_math.h"
#include "m/m_vec.h"
void mMtx_c::toRot(mAng3_c &out) const {
f32 t1 = 0.0f;
f32 t0 = m[0][2] + m[2][2];
if (t0 > 0.0f) {
t1 = t0 * nw4r::math::FrSqrt(t0);
}
s16 anglex = cM::atan2s(-m[1][2], t1);
}
void mMtx_c::fn_802F1C40(s32 i, s32 j) {
f32 *pJ = &arr[j];
f32 *pI = &arr[i];
mVec3_c v0(pI[0], pI[4], pI[8]);
mVec3_c v1(pJ[0], pJ[4], pJ[8]);
mVec3_c v2;
v0.normalize();
f32 z, y, x;
if (j - i == 1 || j - i == -2) {
z = (v0.x * v1.y) - (v0.y * v1.x);
y = (v0.z * v1.x) - (v0.x * v1.z);
x = (v0.y * v1.z) - (v0.z * v1.y);
v2 = mVec3_c(x, y, z);
z = (v2.x * v0.y) - (v2.y * v0.x);
y = (v2.z * v0.x) - (v2.x * v0.z);
x = (v2.y * v0.z) - (v2.z * v0.y);
v1 = mVec3_c(x, y, z);
} else {
z = (v1.x * v0.y) - (v1.y * v0.x);
y = (v1.z * v0.x) - (v1.x * v0.z);
x = (v1.y * v0.z) - (v1.z * v0.y);
v2 = mVec3_c(x, y, z);
z = (v0.x * v2.y) - (v0.y * v2.x);
y = (v0.z * v2.x) - (v0.x * v2.z);
x = (v0.y * v2.z) - (v0.z * v2.y);
v1 = mVec3_c(x, y, z);
}
v2.normalize();
v1.normalize();
f32 *pK = &arr[((3 - i) - j)];
// clang-format off
pI[0] = v0.x; pI[4] = v0.y; pI[8] = v0.z;
pJ[0] = v1.x; pJ[4] = v1.y; pJ[8] = v1.z;
pK[0] = v2.x; pK[4] = v2.y; pK[8] = v2.z;
// clang-format on
}
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