Starship/src/main/sys_matrix.c

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#include "global.h"
Mtx gIdentityMtx = { {
{
{ 1, 0, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 1 },
},
{
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 },
},
} };
Matrix gIdentityMatrix = { {
{ 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 },
} };
Matrix* gGfxMatrix;
Matrix sGfxMatrixStack[0x20];
Matrix* gCalcMatrix;
Matrix sCalcMatrixStack[0x20];
// Copies src Matrix into dst
void Matrix_Copy(Matrix* dst, Matrix* src) {
s32 i;
for (i = 0; i < 4; i++) {
dst->m[i][0] = src->m[i][0];
dst->m[i][1] = src->m[i][1];
dst->m[i][2] = src->m[i][2];
dst->m[i][3] = src->m[i][3];
}
}
// Makes a copy of the stack's current matrix and puts it on the top of the stack
void Matrix_Push(Matrix** mtxStack) {
Matrix_Copy(*mtxStack + 1, *mtxStack);
*mtxStack += 1;
}
// Removes the top matrix of the stack
void Matrix_Pop(Matrix** mtxStack) {
*mtxStack -= 1;
}
// Copies tf into mtx (MTXMODE_NEW) or applies it to mtx (MTXMODE_APPLY)
void Matrix_Mult(Matrix* mtx, Matrix* tf, u8 mode) {
f32 rx;
f32 ry;
f32 rz;
f32 rw;
s32 i0;
s32 i1;
s32 i2;
s32 i3;
if (mode == 1) {
rx = mtx->m[0][0];
ry = mtx->m[1][0];
rz = mtx->m[2][0];
rw = mtx->m[3][0];
for (i0 = 0; i0 < 4; i0++) {
mtx->m[i0][0] = (rx * tf->m[i0][0]) + (ry * tf->m[i0][1]) + (rz * tf->m[i0][2]) + (rw * tf->m[i0][3]);
}
rx = mtx->m[0][1];
ry = mtx->m[1][1];
rz = mtx->m[2][1];
rw = mtx->m[3][1];
for (i1 = 0; i1 < 4; i1++) {
mtx->m[i1][1] = (rx * tf->m[i1][0]) + (ry * tf->m[i1][1]) + (rz * tf->m[i1][2]) + (rw * tf->m[i1][3]);
}
rx = mtx->m[0][2];
ry = mtx->m[1][2];
rz = mtx->m[2][2];
rw = mtx->m[3][2];
for (i2 = 0; i2 < 4; i2++) {
mtx->m[i2][2] = (rx * tf->m[i2][0]) + (ry * tf->m[i2][1]) + (rz * tf->m[i2][2]) + (rw * tf->m[i2][3]);
}
rx = mtx->m[0][3];
ry = mtx->m[1][3];
rz = mtx->m[2][3];
rw = mtx->m[3][3];
for (i3 = 0; i3 < 4; i3++) {
mtx->m[i3][3] = (rx * tf->m[i3][0]) + (ry * tf->m[i3][1]) + (rz * tf->m[i3][2]) + (rw * tf->m[i3][3]);
}
} else {
Matrix_Copy(mtx, tf);
}
}
// Creates a translation matrix in mtx (MTXMODE_NEW) or applies one to mtx (MTXMODE_APPLY)
void Matrix_Translate(Matrix* mtx, f32 x, f32 y, f32 z, u8 mode) {
f32 rx;
f32 ry;
s32 i;
if (mode == 1) {
for (i = 0; i < 4; i++) {
rx = mtx->m[0][i];
ry = mtx->m[1][i];
mtx->m[3][i] += (rx * x) + (ry * y) + (mtx->m[2][i] * z);
}
} else {
mtx->m[3][0] = x;
mtx->m[3][1] = y;
mtx->m[3][2] = z;
mtx->m[0][1] = mtx->m[0][2] = mtx->m[0][3] = mtx->m[1][0] = mtx->m[1][2] = mtx->m[1][3] = mtx->m[2][0] =
mtx->m[2][1] = mtx->m[2][3] = 0.0f;
mtx->m[0][0] = mtx->m[1][1] = mtx->m[2][2] = mtx->m[3][3] = 1.0f;
}
}
// Creates a scale matrix in mtx (MTXMODE_NEW) or applies one to mtx (MTXMODE_APPLY)
void Matrix_Scale(Matrix* mtx, f32 xScale, f32 yScale, f32 zScale, u8 mode) {
f32 rx;
f32 ry;
s32 i;
if (mode == 1) {
for (i = 0; i < 4; i++) {
rx = mtx->m[0][i];
ry = mtx->m[1][i];
mtx->m[0][i] = rx * xScale;
mtx->m[1][i] = ry * yScale;
mtx->m[2][i] *= zScale;
}
} else {
mtx->m[0][0] = xScale;
mtx->m[1][1] = yScale;
mtx->m[2][2] = zScale;
mtx->m[0][1] = mtx->m[0][2] = mtx->m[0][3] = mtx->m[1][0] = mtx->m[1][2] = mtx->m[1][3] = mtx->m[2][0] =
mtx->m[2][1] = mtx->m[2][3] = mtx->m[3][0] = mtx->m[3][1] = mtx->m[3][2] = 0.0f;
mtx->m[3][3] = 1.0f;
}
}
// Creates rotation matrix about the X axis in mtx (MTXMODE_NEW) or applies one to mtx (MTXMODE_APPLY)
void Matrix_RotateX(Matrix* mtx, f32 angle, u8 mode) {
f32 cs;
f32 sn;
f32 ry;
f32 rz;
s32 i;
sn = __sinf(angle);
cs = __cosf(angle);
if (mode == 1) {
for (i = 0; i < 4; i++) {
ry = mtx->m[1][i];
rz = mtx->m[2][i];
mtx->m[1][i] = (ry * cs) + (rz * sn);
mtx->m[2][i] = (rz * cs) - (ry * sn);
}
} else {
mtx->m[1][1] = mtx->m[2][2] = cs;
mtx->m[1][2] = sn;
mtx->m[2][1] = -sn;
mtx->m[0][0] = mtx->m[3][3] = 1.0f;
mtx->m[0][1] = mtx->m[0][2] = mtx->m[0][3] = mtx->m[1][0] = mtx->m[1][3] = mtx->m[2][0] = mtx->m[2][3] =
mtx->m[3][0] = mtx->m[3][1] = mtx->m[3][2] = 0.0f;
}
}
// Creates rotation matrix about the Y axis in mtx (MTXMODE_NEW) or applies one to mtx (MTXMODE_APPLY)
void Matrix_RotateY(Matrix* mtx, f32 angle, u8 mode) {
f32 cs;
f32 sn;
f32 rx;
f32 rz;
s32 i;
sn = __sinf(angle);
cs = __cosf(angle);
if (mode == 1) {
for (i = 0; i < 4; i++) {
rx = mtx->m[0][i];
rz = mtx->m[2][i];
mtx->m[0][i] = (rx * cs) - (rz * sn);
mtx->m[2][i] = (rx * sn) + (rz * cs);
}
} else {
mtx->m[0][0] = mtx->m[2][2] = cs;
mtx->m[0][2] = -sn;
mtx->m[2][0] = sn;
mtx->m[1][1] = mtx->m[3][3] = 1.0f;
mtx->m[0][1] = mtx->m[0][3] = mtx->m[1][0] = mtx->m[1][2] = mtx->m[1][3] = mtx->m[2][1] = mtx->m[2][3] =
mtx->m[3][0] = mtx->m[3][1] = mtx->m[3][2] = 0.0f;
}
}
// Creates rotation matrix about the Z axis in mtx (MTXMODE_NEW) or applies one to mtx (MTXMODE_APPLY)
void Matrix_RotateZ(Matrix* mtx, f32 angle, u8 mode) {
f32 cs;
f32 sn;
f32 rx;
f32 ry;
s32 i;
sn = __sinf(angle);
cs = __cosf(angle);
if (mode == 1) {
for (i = 0; i < 4; i++) {
rx = mtx->m[0][i];
ry = mtx->m[1][i];
mtx->m[0][i] = (rx * cs) + (ry * sn);
mtx->m[1][i] = (ry * cs) - (rx * sn);
}
} else {
mtx->m[0][0] = mtx->m[1][1] = cs;
mtx->m[0][1] = sn;
mtx->m[1][0] = -sn;
mtx->m[2][2] = mtx->m[3][3] = 1.0f;
mtx->m[0][2] = mtx->m[0][3] = mtx->m[1][2] = mtx->m[1][3] = mtx->m[2][0] = mtx->m[2][1] = mtx->m[2][3] =
mtx->m[3][0] = mtx->m[3][1] = mtx->m[3][2] = 0.0f;
}
}
// Creates rotation matrix about a given vector axis in mtx (MTXMODE_NEW) or applies one to mtx (MTXMODE_APPLY).
// The vector specifying the axis does not need to be a unit vector.
void Matrix_RotateAxis(Matrix* mtx, f32 angle, f32 axisX, f32 axisY, f32 axisZ, u8 mode) {
f32 rx;
f32 ry;
f32 rz;
f32 norm;
f32 cxx;
f32 cyx;
f32 czx;
f32 cxy;
f32 cyy;
f32 czy;
f32 cxz;
f32 cyz;
f32 czz;
f32 xx;
f32 yy;
f32 zz;
f32 xy;
f32 yz;
f32 xz;
f32 sinA;
f32 cosA;
norm = sqrtf((axisX * axisX) + (axisY * axisY) + (axisZ * axisZ));
if (norm != 0.0) {
axisX /= norm;
axisY /= norm;
axisZ /= norm;
sinA = __sinf(angle);
cosA = __cosf(angle);
xx = axisX * axisX;
yy = axisY * axisY;
zz = axisZ * axisZ;
xy = axisX * axisY;
yz = axisY * axisZ;
xz = axisX * axisZ;
if (mode == 1) {
cxx = (1.0f - xx) * cosA + xx;
cyx = (1.0f - cosA) * xy + axisZ * sinA;
czx = (1.0f - cosA) * xz - axisY * sinA;
cxy = (1.0f - cosA) * xy - axisZ * sinA;
cyy = (1.0f - yy) * cosA + yy;
czy = (1.0f - cosA) * yz + axisX * sinA;
cxz = (1.0f - cosA) * xz + axisY * sinA;
cyz = (1.0f - cosA) * yz - axisX * sinA;
czz = (1.0f - zz) * cosA + zz;
// loop doesn't seem to work here.
rx = mtx->m[0][0];
ry = mtx->m[0][1];
rz = mtx->m[0][2];
mtx->m[0][0] = (rx * cxx) + (ry * cxy) + (rz * cxz);
mtx->m[0][1] = (rx * cyx) + (ry * cyy) + (rz * cyz);
mtx->m[0][2] = (rx * czx) + (ry * czy) + (rz * czz);
rx = mtx->m[1][0];
ry = mtx->m[1][1];
rz = mtx->m[1][2];
mtx->m[1][0] = (rx * cxx) + (ry * cxy) + (rz * cxz);
mtx->m[1][1] = (rx * cyx) + (ry * cyy) + (rz * cyz);
mtx->m[1][2] = (rx * czx) + (ry * czy) + (rz * czz);
rx = mtx->m[2][0];
ry = mtx->m[2][1];
rz = mtx->m[2][2];
mtx->m[2][0] = (rx * cxx) + (ry * cxy) + (rz * cxz);
mtx->m[2][1] = (rx * cyx) + (ry * cyy) + (rz * cyz);
mtx->m[2][2] = (rx * czx) + (ry * czy) + (rz * czz);
} else {
mtx->m[0][0] = (1.0f - xx) * cosA + xx;
mtx->m[0][1] = (1.0f - cosA) * xy + axisZ * sinA;
mtx->m[0][2] = (1.0f - cosA) * xz - axisY * sinA;
mtx->m[0][3] = 0.0f;
mtx->m[1][0] = (1.0f - cosA) * xy - axisZ * sinA;
mtx->m[1][1] = (1.0f - yy) * cosA + yy;
mtx->m[1][2] = (1.0f - cosA) * yz + axisX * sinA;
mtx->m[1][3] = 0.0f;
mtx->m[2][0] = (1.0f - cosA) * xz + axisY * sinA;
mtx->m[2][1] = (1.0f - cosA) * yz - axisX * sinA;
mtx->m[2][2] = (1.0f - zz) * cosA + zz;
mtx->m[2][3] = 0.0f;
mtx->m[3][0] = mtx->m[3][1] = mtx->m[3][2] = 0.0f;
mtx->m[3][3] = 1.0f;
}
}
}
// Converts the current Gfx matrix to a Mtx
void Matrix_ToMtx(Mtx* dest) {
s32 intVal;
u16(*iPart)[4] = dest->u.i;
u16(*fPart)[4] = dest->u.f;
Matrix* src = gGfxMatrix;
intVal = src->m[0][0] * 0x10000;
iPart[0][0] = intVal >> 0x10;
fPart[0][0] = intVal % 0x10000U;
intVal = src->m[0][1] * 0x10000;
iPart[0][1] = intVal >> 0x10;
fPart[0][1] = intVal % 0x10000U;
intVal = src->m[0][2] * 0x10000;
iPart[0][2] = intVal >> 0x10;
fPart[0][2] = intVal % 0x10000U;
intVal = src->m[0][3] * 0x10000;
iPart[0][3] = intVal >> 0x10;
fPart[0][3] = intVal % 0x10000U;
intVal = src->m[1][0] * 0x10000;
iPart[1][0] = intVal >> 0x10;
fPart[1][0] = intVal % 0x10000U;
intVal = src->m[1][1] * 0x10000;
iPart[1][1] = intVal >> 0x10;
fPart[1][1] = intVal % 0x10000U;
intVal = src->m[1][2] * 0x10000;
iPart[1][2] = intVal >> 0x10;
fPart[1][2] = intVal % 0x10000U;
intVal = src->m[1][3] * 0x10000;
iPart[1][3] = intVal >> 0x10;
fPart[1][3] = intVal % 0x10000U;
intVal = src->m[2][0] * 0x10000;
iPart[2][0] = intVal >> 0x10;
fPart[2][0] = intVal % 0x10000U;
intVal = src->m[2][1] * 0x10000;
iPart[2][1] = intVal >> 0x10;
fPart[2][1] = intVal % 0x10000U;
intVal = src->m[2][2] * 0x10000;
iPart[2][2] = intVal >> 0x10;
fPart[2][2] = intVal % 0x10000U;
intVal = src->m[2][3] * 0x10000;
iPart[2][3] = intVal >> 0x10;
fPart[2][3] = intVal % 0x10000U;
intVal = src->m[3][0] * 0x10000;
iPart[3][0] = intVal >> 0x10;
fPart[3][0] = intVal % 0x10000U;
intVal = src->m[3][1] * 0x10000;
iPart[3][1] = intVal >> 0x10;
fPart[3][1] = intVal % 0x10000U;
intVal = src->m[3][2] * 0x10000;
iPart[3][2] = intVal >> 0x10;
fPart[3][2] = intVal % 0x10000U;
intVal = src->m[3][3] * 0x10000;
iPart[3][3] = intVal >> 0x10;
fPart[3][3] = intVal % 0x10000U;
}
// Converts the Mtx src to a Matrix, putting the result in dest
void Matrix_FromMtx(Mtx* src, Matrix* dest) {
dest->m[0][0] = ((src->u.i[0][0] << 0x10) | src->u.f[0][0]) * (1.0f / 0x10000);
dest->m[0][1] = ((src->u.i[0][1] << 0x10) | src->u.f[0][1]) * (1.0f / 0x10000);
dest->m[0][2] = ((src->u.i[0][2] << 0x10) | src->u.f[0][2]) * (1.0f / 0x10000);
dest->m[0][3] = ((src->u.i[0][3] << 0x10) | src->u.f[0][3]) * (1.0f / 0x10000);
dest->m[1][0] = ((src->u.i[1][0] << 0x10) | src->u.f[1][0]) * (1.0f / 0x10000);
dest->m[1][1] = ((src->u.i[1][1] << 0x10) | src->u.f[1][1]) * (1.0f / 0x10000);
dest->m[1][2] = ((src->u.i[1][2] << 0x10) | src->u.f[1][2]) * (1.0f / 0x10000);
dest->m[1][3] = ((src->u.i[1][3] << 0x10) | src->u.f[1][3]) * (1.0f / 0x10000);
dest->m[2][0] = ((src->u.i[2][0] << 0x10) | src->u.f[2][0]) * (1.0f / 0x10000);
dest->m[2][1] = ((src->u.i[2][1] << 0x10) | src->u.f[2][1]) * (1.0f / 0x10000);
dest->m[2][2] = ((src->u.i[2][2] << 0x10) | src->u.f[2][2]) * (1.0f / 0x10000);
dest->m[2][3] = ((src->u.i[2][3] << 0x10) | src->u.f[2][3]) * (1.0f / 0x10000);
dest->m[3][0] = ((src->u.i[3][0] << 0x10) | src->u.f[3][0]) * (1.0f / 0x10000);
dest->m[3][1] = ((src->u.i[3][1] << 0x10) | src->u.f[3][1]) * (1.0f / 0x10000);
dest->m[3][2] = ((src->u.i[3][2] << 0x10) | src->u.f[3][2]) * (1.0f / 0x10000);
dest->m[3][3] = ((src->u.i[3][3] << 0x10) | src->u.f[3][3]) * (1.0f / 0x10000);
}
// Applies the transform matrix mtx to the vector src, putting the result in dest
void Matrix_MultVec3f(Matrix* mtx, Vec3f* src, Vec3f* dest) {
dest->x = (mtx->m[0][0] * src->x) + (mtx->m[1][0] * src->y) + (mtx->m[2][0] * src->z) + mtx->m[3][0];
dest->y = (mtx->m[0][1] * src->x) + (mtx->m[1][1] * src->y) + (mtx->m[2][1] * src->z) + mtx->m[3][1];
dest->z = (mtx->m[0][2] * src->x) + (mtx->m[1][2] * src->y) + (mtx->m[2][2] * src->z) + mtx->m[3][2];
}
// Applies the linear part of the transformation matrix mtx to the vector src, ignoring any translation that mtx might
// have. Puts the result in dest.
void Matrix_MultVec3fNoTranslate(Matrix* mtx, Vec3f* src, Vec3f* dest) {
dest->x = (mtx->m[0][0] * src->x) + (mtx->m[1][0] * src->y) + (mtx->m[2][0] * src->z);
dest->y = (mtx->m[0][1] * src->x) + (mtx->m[1][1] * src->y) + (mtx->m[2][1] * src->z);
dest->z = (mtx->m[0][2] * src->x) + (mtx->m[1][2] * src->y) + (mtx->m[2][2] * src->z);
}
// Expresses the rotational part of the transform mtx as Tait-Bryan angles, in the yaw-pitch-roll (intrinsic YXZ)
// convention used in worldspace calculations
void Matrix_GetYRPAngles(Matrix* mtx, Vec3f* rot) {
Matrix invYP;
Vec3f origin = { 0.0f, 0.0f, 0.0f };
Vec3f originP;
Vec3f zHat = { 0.0f, 0.0f, 1.0f };
Vec3f zHatP;
Vec3f xHat = { 1.0f, 0.0f, 0.0f };
Vec3f xHatP;
Matrix_MultVec3fNoTranslate(mtx, &origin, &originP);
Matrix_MultVec3fNoTranslate(mtx, &zHat, &zHatP);
Matrix_MultVec3fNoTranslate(mtx, &xHat, &xHatP);
zHatP.x -= originP.x;
zHatP.y -= originP.y;
zHatP.z -= originP.z;
xHatP.x -= originP.x;
xHatP.y -= originP.y;
xHatP.z -= originP.z;
rot->y = Math_Atan2F(zHatP.x, zHatP.z);
rot->x = -Math_Atan2F(zHatP.y, sqrtf(SQ(zHatP.x) + SQ(zHatP.z)));
Matrix_RotateX(&invYP, -rot->x, 0);
Matrix_RotateY(&invYP, -rot->y, 1);
Matrix_MultVec3fNoTranslate(&invYP, &xHatP, &xHat);
rot->x *= M_RTOD;
rot->y *= M_RTOD;
rot->z = Math_Atan2F(xHat.y, xHat.x) * M_RTOD;
}
// Expresses the rotational part of the transform mtx as Tait-Bryan angles, in the extrinsic XYZ convention used in
// modelspace calculations
void Matrix_GetXYZAngles(Matrix* mtx, Vec3f* rot) {
Matrix invYZ;
Vec3f origin = { 0.0f, 0.0f, 0.0f };
Vec3f originP;
Vec3f xHat = { 1.0f, 0.0f, 0.0f };
Vec3f xHatP;
Vec3f yHat = { 0.0f, 1.0f, 0.0f };
Vec3f yHatP;
Matrix_MultVec3fNoTranslate(mtx, &origin, &originP);
Matrix_MultVec3fNoTranslate(mtx, &xHat, &xHatP);
Matrix_MultVec3fNoTranslate(mtx, &yHat, &yHatP);
xHatP.x -= originP.x;
xHatP.y -= originP.y;
xHatP.z -= originP.z;
yHatP.x -= originP.x;
yHatP.y -= originP.y;
yHatP.z -= originP.z;
rot->z = Math_Atan2F(xHatP.y, xHatP.x);
rot->y = -Math_Atan2F(xHatP.z, sqrtf(SQ(xHatP.x) + SQ(xHatP.y)));
Matrix_RotateY(&invYZ, -rot->y, 0);
Matrix_RotateZ(&invYZ, -rot->z, 1);
Matrix_MultVec3fNoTranslate(&invYZ, &yHatP, &yHat);
rot->x = Math_Atan2F(yHat.z, yHat.y) * M_RTOD;
rot->y *= M_RTOD;
rot->z *= M_RTOD;
}
// Creates a look-at matrix from Eye, At, and Up in mtx (MTXMODE_NEW) or applies one to mtx (MTXMODE_APPLY).
// A look-at matrix is a rotation-translation matrix that maps y to Up, z to (At - Eye), and translates to Eye
void Matrix_LookAt(Matrix* mtx, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f32 xUp, f32 yUp, f32 zUp,
u8 mode) {
Matrix lookAt;
guLookAtF(lookAt.m, xEye, yEye, zEye, xAt, yAt, zAt, xUp, yUp, zUp);
Matrix_Mult(mtx, &lookAt, mode);
}
// Converts the current Gfx matrix to a Mtx and sets it to the display list
void Matrix_SetGfxMtx(Gfx** gfx) {
Matrix_ToMtx(gGfxMtx);
gSPMatrix((*gfx)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
}