Zelda64Recomp/patches/billboard_tagging.c
2024-06-22 21:05:19 +08:00

1027 lines
27 KiB
C

#include "patches.h"
#include "transform_ids.h"
#include "play_patches.h"
// Needs to copy billboard state
// Matrix_Push
// Needs to restore billboard state
// Matrix_Pop
// Can set or reset billboard state
// Matrix_Put
// Matrix_ReplaceRotation
// Matrix_MtxFCopy
// Matrix_Mult
// Can only reset billboard state
// Matrix_Translate in NEW
// Matrix_Scale in NEW
// Matrix_RotateXS in NEW
// Matrix_RotateXF in NEW
// Matrix_RotateXFNew
// Matrix_RotateYS in NEW
// Matrix_RotateYF in NEW
// Matrix_RotateZS in NEW
// Matrix_RotateZF in NEW
// Matrix_RotateZYX in NEW
// Matrix_TranslateRotateZYX in NEW
// Matrix_SetTranslateRotateYXZ
// Matrix_RotateAxisF in NEW
// Matrix_RotateAxisS in NEW
extern MtxF* sCurrentMatrix;
extern MtxF* sMatrixStack;
#define MATRIX_STACK_SIZE 20
MtxF* play_billboard_matrix;
u8 matrix_stack_billboard_states[MATRIX_STACK_SIZE] = {0};
u8* current_billboard_state;
#define MAX_TRACKED_BILLBOARDS 2048
Mtx* tracked_billboard_matrices[MAX_TRACKED_BILLBOARDS] = {0};
u32 tracked_billboard_matrix_count = 0;
void edit_billboard_groups(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
if (camera_was_skipped()) {
// Skip rotation for the main billboard matrix.
gEXEditGroupByAddress(POLY_XLU_DISP++, play->billboardMtx, G_EX_INTERPOLATE_DECOMPOSE, G_MTX_PUSH, G_MTX_MODELVIEW,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE,
G_EX_ORDER_LINEAR);
// Skip rotation for any additional tracked billboard matrices.
for (u32 i = 0; i < tracked_billboard_matrix_count; i++) {
gEXEditGroupByAddress(POLY_XLU_DISP++, tracked_billboard_matrices[i], G_EX_INTERPOLATE_DECOMPOSE, G_MTX_PUSH, G_MTX_MODELVIEW,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE,
G_EX_ORDER_LINEAR);
}
}
tracked_billboard_matrix_count = 0;
CLOSE_DISPS(play->state.gfxCtx);
}
Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx) {
Mtx* ret = Matrix_ToMtx(GRAPH_ALLOC(gfxCtx, sizeof(Mtx)));
if (*current_billboard_state) {
if (tracked_billboard_matrix_count >= MAX_TRACKED_BILLBOARDS) {
recomp_printf("Ran out of billboard matrix tracking space!\n");
}
else {
tracked_billboard_matrices[tracked_billboard_matrix_count] = ret;
tracked_billboard_matrix_count++;
}
}
return ret;
}
void Matrix_Init(GameState* gameState) {
sMatrixStack = THA_AllocTailAlign16(&gameState->tha, MATRIX_STACK_SIZE * sizeof(MtxF));
sCurrentMatrix = sMatrixStack;
// @recomp Reset the matrix stack billboard states.
Lib_MemSet(matrix_stack_billboard_states, 0, sizeof(matrix_stack_billboard_states));
current_billboard_state = matrix_stack_billboard_states;
// @recomp Reset the state's billboard matrix pointer.
play_billboard_matrix = NULL;
tracked_billboard_matrix_count = 0;
}
void matrix_play_update(PlayState* play) {
play_billboard_matrix = &play->billboardMtxF;
}
void Matrix_Push(void) {
MtxF* prev = sCurrentMatrix;
sCurrentMatrix++;
Matrix_MtxFCopy(sCurrentMatrix, prev);
// @recomp Push a new matrix stack billboard state and copy the previous.
u8* prev_billboard = current_billboard_state;
current_billboard_state++;
*current_billboard_state = *prev_billboard;
}
void Matrix_Pop(void) {
sCurrentMatrix--;
// @recomp Pop the matrix stack billboard state.
current_billboard_state--;
}
void Matrix_Put(MtxF* src) {
Matrix_MtxFCopy(sCurrentMatrix, src);
// @recomp Update the current billboard state.
*current_billboard_state = (src == play_billboard_matrix);
}
void Matrix_ReplaceRotation(MtxF* mf) {
MtxF* cmf = sCurrentMatrix;
f32 acc;
f32 component;
f32 curColNorm;
// 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);
cmf->xx = mf->xx * curColNorm;
cmf->yx = mf->yx * curColNorm;
cmf->zx = mf->zx * curColNorm;
// second column
acc = cmf->xy;
acc *= acc;
component = cmf->yy;
acc += SQ(component);
component = cmf->zy;
acc += SQ(component);
curColNorm = sqrtf(acc);
cmf->xy = mf->xy * curColNorm;
cmf->yy = mf->yy * curColNorm;
cmf->zy = mf->zy * curColNorm;
// third column
acc = cmf->xz;
acc *= acc;
component = cmf->yz;
acc += SQ(component);
component = cmf->zz;
acc += SQ(component);
curColNorm = sqrtf(acc);
cmf->xz = mf->xz * curColNorm;
cmf->yz = mf->yz * curColNorm;
cmf->zz = mf->zz * curColNorm;
// @recomp Update the current billboard state.
*current_billboard_state = (mf == play_billboard_matrix);
}
void Matrix_Mult(MtxF* mf, MatrixMode mode) {
MtxF* cmf = Matrix_GetCurrent();
if (mode == MTXMODE_APPLY) {
SkinMatrix_MtxFMtxFMult(cmf, mf, cmf);
// @recomp Update the current billboard state. Use or because multiplying another matrix won't remove the current billboarded status of the stack.
*current_billboard_state = *current_billboard_state || (mf == play_billboard_matrix);
} else {
Matrix_MtxFCopy(sCurrentMatrix, mf);
// @recomp Update the current billboard state.
*current_billboard_state = (mf == play_billboard_matrix);
}
}
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);
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}
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);
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}
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;
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}
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;
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}
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;
}
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
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;
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}
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;
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}
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;
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}
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;
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}
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);
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}
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;
}
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
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;
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;
}
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}
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;
}
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
}