sys_matrix OK, documented, rename some other mathematics functions (#787)

* Import data and bss, add some name options

* Decomp rest of stack functions,
remove RSPMatrix,
split header

* sys_matrix OK (thanks Tharo)

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>

* pragma weaks in sinf and cosf, change documentation
change mcros to use 0x8000

* Rename sinf and cosf

* Correct initialisation of sMtxFClear

* More minor cleanup

* Rename stack functions

* Matrix_InsertMatrix -> Matrix_Mult

* The big transpose rename

* Fix MirRay_DrawReflectedBeam

* Matrix_InsertTranslation -> Matrix_Translate

* Matrix_Insert.Rotation_s -> Matrix_Rotate$1S
+ RotateY -> RotateYS

* Matrix_Insert(.)Rotation_f -> Matrix_Rotate$1F

* Matrix_RotateStateAroundXAxis -> Matrix_RotateXFApply
Matrix_SetStateXRotation -> Matrix_RotateXFNew

* Matrix_MultiplyVector3fByState -> Matrix_MultVec3f

* Matrix_MultiplyVector3fXZByCurrentState -> Matrix_MultVec3fXZ

* Matrix_GetStateTranslation -> Matrix_MultZero

* Matrix_GetStateTranslationAndScaled(.) -> Matrix_MultVec$1

* Matrix_FromRSPMatrix -> Matrix_MtxToMtxF

* Matrix_MultiplyVector3fByMatrix -> Matrix_MultVec3fExt

* Matrix_TransposeXYZ -> Matrix_Transpose

* Matrix_ToRSPMatrix -> Matrix_MtxFToMtx

* Matrix_AppendToPolyOpaDisp -> Matrix_MtxFToNewMtx
and document the conversion functions

* Matrix_NormalizeXYZ -> Matrix_ReplaceRotation

* Matrix_InsertRotationAroundUnitVector_f -> Matrix_RotateAxisF and S

* Matrix_InsertRotation -> Matrix_RotateZYX

* Document the last functions

* Small cleanup

* Matrix_JointPosition -> Matrix_TranslateRotateZYX

* Matrix_SetStateRotationAndTranslation -> Matrix_SetTranslateRotateYXZ

* func_8018219C -> Matrix_MtxFToYXZRot

* func_801822C4 -> Matrix_MtxFToZYXRot

* Fix files

* Format

* Review 1

* Renames

* Fix warning in EnDragon

* Format

* Convert `mode` to an actual enum

* Add enums, typedefs, externs to sys_matrix header

* Review

* One more

* More review

* Fix function names

* Format

* Fix names

* Format

* Review

* engineer's review

* Fix build

* Format

* Fix again

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
This commit is contained in:
EllipticEllipsis
2022-05-26 04:24:39 +01:00
committed by GitHub
parent e1477702ca
commit 8049dec339
303 changed files with 5474 additions and 3324 deletions
+46 -47
View File
@@ -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;