Reformat to something more readable for me :3
This commit is contained in:
+209
-121
@@ -8,13 +8,13 @@
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#include "graph_node.h"
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#include "surface_collision.h"
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static Vec3f gVec3fZero = { 0.0f, 0.0f, 0.0f };
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static Vec3f gVec3fZero = {0.0f, 0.0f, 0.0f};
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// Inlined tables
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f32 gSineTable[] = {
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0.000000000f, 0.0015339801f,0.0030679568f,0.004601926f,
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0.0061358847f,0.007669829f, 0.009203754f, 0.010737659f,
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0.012271538f, 0.0138053885f,0.015339206f, 0.016872987f,
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0.000000000f, 0.0015339801f, 0.0030679568f, 0.004601926f,
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0.0061358847f, 0.007669829f, 0.009203754f, 0.010737659f,
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0.012271538f, 0.0138053885f, 0.015339206f, 0.016872987f,
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0.018406730f, 0.019940428f, 0.021474080f, 0.023007682f,
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0.024541229f, 0.026074719f, 0.027608145f, 0.029141508f,
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0.030674804f, 0.032208025f, 0.033741172f, 0.035274237f,
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@@ -268,11 +268,11 @@ f32 gSineTable[] = {
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0.999830604f, 0.999857664f, 0.999882340f, 0.999904692f,
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0.999924719f, 0.999942362f, 0.999957621f, 0.999970615f,
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0.999981165f, 0.999989390f, 0.999995291f, 0.999998808f,
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#ifndef AVOID_UB
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#ifndef AVOID_UB
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};
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f32 gCosineTable[0x1000] = {
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#endif
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#endif
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// cosine
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1.000000000f, 0.999998808f, 0.999995291f, 0.999989390f,
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0.999981165f, 0.999970615f, 0.999957621f, 0.999942362f,
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@@ -529,12 +529,12 @@ f32 gCosineTable[0x1000] = {
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0.024541229f, 0.023007682f, 0.021474080f, 0.019940428f,
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0.018406730f, 0.016872987f, 0.015339206f, 0.0138053885f,
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0.012271538f, 0.010737659f, 0.009203754f, 0.007669829f,
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0.0061358847f,0.004601926f, 0.0030679568f,0.0015339801f,
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0.0061358847f, 0.004601926f, 0.0030679568f, 0.0015339801f,
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// negative sine
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0.000000000f, -0.0015339801f,-0.0030679568f,-0.004601926f,
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-0.0061358847f,-0.007669829f, -0.009203754f, -0.010737659f,
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-0.012271538f, -0.0138053885f,-0.015339206f, -0.016872987f,
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0.000000000f, -0.0015339801f, -0.0030679568f, -0.004601926f,
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-0.0061358847f, -0.007669829f, -0.009203754f, -0.010737659f,
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-0.012271538f, -0.0138053885f, -0.015339206f, -0.016872987f,
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-0.018406730f, -0.019940428f, -0.021474080f, -0.023007682f,
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-0.024541229f, -0.026074719f, -0.027608145f, -0.029141508f,
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-0.030674804f, -0.032208025f, -0.033741172f, -0.035274237f,
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@@ -1045,12 +1045,12 @@ f32 gCosineTable[0x1000] = {
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-0.024541229f, -0.023007682f, -0.021474080f, -0.019940428f,
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-0.018406730f, -0.016872987f, -0.015339206f, -0.0138053885f,
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-0.012271538f, -0.010737659f, -0.009203754f, -0.007669829f,
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-0.0061358847f,-0.004601926f, -0.0030679568f,-0.0015339801f,
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-0.0061358847f, -0.004601926f, -0.0030679568f, -0.0015339801f,
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// sine
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0.000000000f, 0.0015339801f,0.0030679568f,0.004601926f,
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0.0061358847f,0.007669829f, 0.009203754f, 0.010737659f,
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0.012271538f, 0.0138053885f,0.015339206f, 0.016872987f,
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0.000000000f, 0.0015339801f, 0.0030679568f, 0.004601926f,
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0.0061358847f, 0.007669829f, 0.009203754f, 0.010737659f,
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0.012271538f, 0.0138053885f, 0.015339206f, 0.016872987f,
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0.018406730f, 0.019940428f, 0.021474080f, 0.023007682f,
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0.024541229f, 0.026074719f, 0.027608145f, 0.029141508f,
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0.030674804f, 0.032208025f, 0.033741172f, 0.035274237f,
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@@ -1450,7 +1450,8 @@ int gSplineState;
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#pragma GCC diagnostic ignored "-Wreturn-local-addr"
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/// Copy vector 'src' to 'dest'
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void *vec3f_copy(Vec3f dest, Vec3f src) {
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void *vec3f_copy(Vec3f dest, Vec3f src)
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{
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dest[0] = src[0];
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dest[1] = src[1];
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dest[2] = src[2];
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@@ -1458,7 +1459,8 @@ void *vec3f_copy(Vec3f dest, Vec3f src) {
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}
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/// Set vector 'dest' to (x, y, z)
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void *vec3f_set(Vec3f dest, f32 x, f32 y, f32 z) {
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void *vec3f_set(Vec3f dest, f32 x, f32 y, f32 z)
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{
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dest[0] = x;
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dest[1] = y;
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dest[2] = z;
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@@ -1466,7 +1468,8 @@ void *vec3f_set(Vec3f dest, f32 x, f32 y, f32 z) {
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}
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/// Add vector 'a' to 'dest'
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void *vec3f_add(Vec3f dest, Vec3f a) {
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void *vec3f_add(Vec3f dest, Vec3f a)
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{
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dest[0] += a[0];
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dest[1] += a[1];
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dest[2] += a[2];
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@@ -1474,7 +1477,8 @@ void *vec3f_add(Vec3f dest, Vec3f a) {
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}
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/// Make 'dest' the sum of vectors a and b.
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void *vec3f_sum(Vec3f dest, Vec3f a, Vec3f b) {
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void *vec3f_sum(Vec3f dest, Vec3f a, Vec3f b)
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{
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dest[0] = a[0] + b[0];
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dest[1] = a[1] + b[1];
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dest[2] = a[2] + b[2];
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@@ -1482,7 +1486,8 @@ void *vec3f_sum(Vec3f dest, Vec3f a, Vec3f b) {
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}
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/// Copy vector src to dest
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void *vec3s_copy(Vec3s dest, Vec3s src) {
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void *vec3s_copy(Vec3s dest, Vec3s src)
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{
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dest[0] = src[0];
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dest[1] = src[1];
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dest[2] = src[2];
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@@ -1490,7 +1495,8 @@ void *vec3s_copy(Vec3s dest, Vec3s src) {
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}
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/// Set vector 'dest' to (x, y, z)
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void *vec3s_set(Vec3s dest, s16 x, s16 y, s16 z) {
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void *vec3s_set(Vec3s dest, s16 x, s16 y, s16 z)
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{
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dest[0] = x;
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dest[1] = y;
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dest[2] = z;
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@@ -1498,7 +1504,8 @@ void *vec3s_set(Vec3s dest, s16 x, s16 y, s16 z) {
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}
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/// Add vector a to 'dest'
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void *vec3s_add(Vec3s dest, Vec3s a) {
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void *vec3s_add(Vec3s dest, Vec3s a)
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{
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dest[0] += a[0];
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dest[1] += a[1];
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dest[2] += a[2];
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@@ -1506,7 +1513,8 @@ void *vec3s_add(Vec3s dest, Vec3s a) {
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}
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/// Make 'dest' the sum of vectors a and b.
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void *vec3s_sum(Vec3s dest, Vec3s a, Vec3s b) {
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void *vec3s_sum(Vec3s dest, Vec3s a, Vec3s b)
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{
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dest[0] = a[0] + b[0];
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dest[1] = a[1] + b[1];
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dest[2] = a[2] + b[2];
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@@ -1514,7 +1522,8 @@ void *vec3s_sum(Vec3s dest, Vec3s a, Vec3s b) {
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}
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/// Subtract vector a from 'dest'
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void *vec3s_sub(Vec3s dest, Vec3s a) {
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void *vec3s_sub(Vec3s dest, Vec3s a)
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{
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dest[0] -= a[0];
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dest[1] -= a[1];
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dest[2] -= a[2];
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@@ -1522,7 +1531,8 @@ void *vec3s_sub(Vec3s dest, Vec3s a) {
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}
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/// Convert short vector a to float vector 'dest'
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void *vec3s_to_vec3f(Vec3f dest, Vec3s a) {
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void *vec3s_to_vec3f(Vec3f dest, Vec3s a)
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{
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dest[0] = a[0];
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dest[1] = a[1];
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dest[2] = a[2];
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@@ -1533,11 +1543,12 @@ void *vec3s_to_vec3f(Vec3f dest, Vec3s a) {
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* Convert float vector a to a short vector 'dest' by rounding the components
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* to the nearest integer.
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*/
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void *vec3f_to_vec3s(Vec3s dest, Vec3f a) {
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void *vec3f_to_vec3s(Vec3s dest, Vec3f a)
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{
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// add/subtract 0.5 in order to round to the nearest s32 instead of truncating
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dest[0] = a[0] + ((a[0] > 0) ? 0.5f : -0.5f);
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dest[1] = a[1] + ((a[1] > 0) ? 0.5f : -0.5f);
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dest[2] = a[2] + ((a[2] > 0) ? 0.5f : -0.5f);
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dest[0] = a[0] + (a[0] > 0 ? 0.5f : -0.5f);
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dest[1] = a[1] + (a[1] > 0 ? 0.5f : -0.5f);
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dest[2] = a[2] + (a[2] > 0 ? 0.5f : -0.5f);
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return &dest; //! warning: function returns address of local variable
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}
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@@ -1546,7 +1557,8 @@ void *vec3f_to_vec3s(Vec3s dest, Vec3f a) {
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* It is similar to vec3f_cross, but it calculates the vectors (c-b) and (b-a)
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* at the same time.
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*/
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void *find_vector_perpendicular_to_plane(Vec3f dest, Vec3f a, Vec3f b, Vec3f c) {
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void *find_vector_perpendicular_to_plane(Vec3f dest, Vec3f a, Vec3f b, Vec3f c)
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{
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dest[0] = (b[1] - a[1]) * (c[2] - b[2]) - (c[1] - b[1]) * (b[2] - a[2]);
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dest[1] = (b[2] - a[2]) * (c[0] - b[0]) - (c[2] - b[2]) * (b[0] - a[0]);
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dest[2] = (b[0] - a[0]) * (c[1] - b[1]) - (c[0] - b[0]) * (b[1] - a[1]);
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@@ -1554,7 +1566,8 @@ void *find_vector_perpendicular_to_plane(Vec3f dest, Vec3f a, Vec3f b, Vec3f c)
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}
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/// Make vector 'dest' the cross product of vectors a and b.
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void *vec3f_cross(Vec3f dest, Vec3f a, Vec3f b) {
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void *vec3f_cross(Vec3f dest, Vec3f a, Vec3f b)
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{
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dest[0] = a[1] * b[2] - b[1] * a[2];
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dest[1] = a[2] * b[0] - b[2] * a[0];
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dest[2] = a[0] * b[1] - b[0] * a[1];
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@@ -1562,7 +1575,8 @@ void *vec3f_cross(Vec3f dest, Vec3f a, Vec3f b) {
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}
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/// Scale vector 'dest' so it has length 1
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void *vec3f_normalize(Vec3f dest) {
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void *vec3f_normalize(Vec3f dest)
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{
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//! Possible division by zero
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f32 invsqrt = 1.0f / sqrtf(dest[0] * dest[0] + dest[1] * dest[1] + dest[2] * dest[2]);
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@@ -1575,12 +1589,14 @@ void *vec3f_normalize(Vec3f dest) {
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#pragma GCC diagnostic pop
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/// Copy matrix 'src' to 'dest'
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void mtxf_copy(Mat4 dest, Mat4 src) {
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void mtxf_copy(Mat4 dest, Mat4 src)
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{
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register s32 i;
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register u32 *d = (u32 *) dest;
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register u32 *s = (u32 *) src;
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register u32 *d = (u32 *)dest;
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register u32 *s = (u32 *)src;
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for (i = 0; i < 16; i++) {
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for (i = 0; i < 16; i++)
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{
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*d++ = *s++;
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}
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}
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@@ -1588,22 +1604,24 @@ void mtxf_copy(Mat4 dest, Mat4 src) {
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/**
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* Set mtx to the identity matrix
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*/
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void mtxf_identity(Mat4 mtx) {
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void mtxf_identity(Mat4 mtx)
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{
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register s32 i;
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register f32 *dest;
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// These loops must be one line to match on -O2
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// initialize everything except the first and last cells to 0
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for (dest = (f32 *) mtx + 1, i = 0; i < 14; dest++, i++) *dest = 0;
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for (dest = (f32 *)mtx + 1, i = 0; i < 14; dest++, i++) *dest = 0;
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// initialize the diagonal cells to 1
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for (dest = (f32 *) mtx, i = 0; i < 4; dest += 5, i++) *dest = 1;
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for (dest = (f32 *)mtx, i = 0; i < 4; dest += 5, i++) *dest = 1;
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}
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/**
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* Set dest to a translation matrix of vector b
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*/
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void mtxf_translate(Mat4 dest, Vec3f b) {
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void mtxf_translate(Mat4 dest, Vec3f b)
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{
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mtxf_identity(dest);
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dest[3][0] = b[0];
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dest[3][1] = b[1];
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@@ -1616,7 +1634,8 @@ void mtxf_translate(Mat4 dest, Vec3f b) {
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* at the position 'to'. The up-vector is assumed to be (0, 1, 0), but the 'roll'
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* angle allows a bank rotation of the camera.
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*/
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void mtxf_lookat(Mat4 mtx, Vec3f from, Vec3f to, s16 roll) {
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void mtxf_lookat(Mat4 mtx, Vec3f from, Vec3f to, s16 roll)
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{
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register f32 invLength;
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f32 dx;
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f32 dz;
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@@ -1694,7 +1713,8 @@ void mtxf_lookat(Mat4 mtx, Vec3f from, Vec3f to, s16 roll) {
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* Build a matrix that rotates around the z axis, then the x axis, then the y
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* axis, and then translates.
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*/
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void mtxf_rotate_zxy_and_translate(Mat4 dest, Vec3f translate, Vec3s rotate) {
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void mtxf_rotate_zxy_and_translate(Mat4 dest, Vec3f translate, Vec3s rotate)
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{
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register f32 sx = sins(rotate[0]);
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register f32 cx = coss(rotate[0]);
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@@ -1727,7 +1747,8 @@ void mtxf_rotate_zxy_and_translate(Mat4 dest, Vec3f translate, Vec3s rotate) {
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* Build a matrix that rotates around the x axis, then the y axis, then the z
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* axis, and then translates.
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*/
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void mtxf_rotate_xyz_and_translate(Mat4 dest, Vec3f b, Vec3s c) {
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void mtxf_rotate_xyz_and_translate(Mat4 dest, Vec3f b, Vec3s c)
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{
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register f32 sx = sins(c[0]);
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register f32 cx = coss(c[0]);
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@@ -1764,7 +1785,8 @@ void mtxf_rotate_xyz_and_translate(Mat4 dest, Vec3f b, Vec3s c) {
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* 'position' is the position of the object in the world
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* 'angle' rotates the object while still facing the camera.
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*/
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void mtxf_billboard(Mat4 dest, Mat4 mtx, Vec3f position, s16 angle) {
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void mtxf_billboard(Mat4 dest, Mat4 mtx, Vec3f position, s16 angle)
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{
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dest[0][0] = coss(angle);
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dest[0][1] = sins(angle);
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dest[0][2] = 0;
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@@ -1781,11 +1803,11 @@ void mtxf_billboard(Mat4 dest, Mat4 mtx, Vec3f position, s16 angle) {
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dest[2][3] = 0;
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dest[3][0] =
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mtx[0][0] * position[0] + mtx[1][0] * position[1] + mtx[2][0] * position[2] + mtx[3][0];
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mtx[0][0] * position[0] + mtx[1][0] * position[1] + mtx[2][0] * position[2] + mtx[3][0];
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dest[3][1] =
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mtx[0][1] * position[0] + mtx[1][1] * position[1] + mtx[2][1] * position[2] + mtx[3][1];
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mtx[0][1] * position[0] + mtx[1][1] * position[1] + mtx[2][1] * position[2] + mtx[3][1];
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dest[3][2] =
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mtx[0][2] * position[0] + mtx[1][2] * position[1] + mtx[2][2] * position[2] + mtx[3][2];
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mtx[0][2] * position[0] + mtx[1][2] * position[1] + mtx[2][2] * position[2] + mtx[3][2];
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dest[3][3] = 1;
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}
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@@ -1796,7 +1818,8 @@ void mtxf_billboard(Mat4 dest, Mat4 mtx, Vec3f position, s16 angle) {
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* 'yaw' is the angle which it should face
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* 'pos' is the object's position in the world
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*/
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void mtxf_align_terrain_normal(Mat4 dest, Vec3f upDir, Vec3f pos, s16 yaw) {
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void mtxf_align_terrain_normal(Mat4 dest, Vec3f upDir, Vec3f pos, s16 yaw)
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{
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Vec3f lateralDir;
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Vec3f leftDir;
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Vec3f forwardDir;
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@@ -1839,7 +1862,8 @@ void mtxf_align_terrain_normal(Mat4 dest, Vec3f upDir, Vec3f pos, s16 yaw) {
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* 'pos' is the object's position in the world
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* 'radius' is the distance from each triangle vertex to the center
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*/
|
||||
void mtxf_align_terrain_triangle(Mat4 mtx, Vec3f pos, s16 yaw, f32 radius) {
|
||||
void mtxf_align_terrain_triangle(Mat4 mtx, Vec3f pos, s16 yaw, f32 radius)
|
||||
{
|
||||
struct SM64SurfaceCollisionData *sp74;
|
||||
Vec3f point0;
|
||||
Vec3f point1;
|
||||
@@ -1862,15 +1886,18 @@ void mtxf_align_terrain_triangle(Mat4 mtx, Vec3f pos, s16 yaw, f32 radius) {
|
||||
point1[1] = find_floor(point1[0], pos[1] + 150, point1[2], &sp74);
|
||||
point2[1] = find_floor(point2[0], pos[1] + 150, point2[2], &sp74);
|
||||
|
||||
if (point0[1] - pos[1] < minY) {
|
||||
if (point0[1] - pos[1] < minY)
|
||||
{
|
||||
point0[1] = pos[1];
|
||||
}
|
||||
|
||||
if (point1[1] - pos[1] < minY) {
|
||||
if (point1[1] - pos[1] < minY)
|
||||
{
|
||||
point1[1] = pos[1];
|
||||
}
|
||||
|
||||
if (point2[1] - pos[1] < minY) {
|
||||
if (point2[1] - pos[1] < minY)
|
||||
{
|
||||
point2[1] = pos[1];
|
||||
}
|
||||
|
||||
@@ -1892,7 +1919,7 @@ void mtxf_align_terrain_triangle(Mat4 mtx, Vec3f pos, s16 yaw, f32 radius) {
|
||||
mtx[1][0] = yColumn[0];
|
||||
mtx[1][1] = yColumn[1];
|
||||
mtx[1][2] = yColumn[2];
|
||||
mtx[3][1] = (avgY < pos[1]) ? pos[1] : avgY;
|
||||
mtx[3][1] = avgY < pos[1] ? pos[1] : avgY;
|
||||
|
||||
mtx[2][0] = zColumn[0];
|
||||
mtx[2][1] = zColumn[1];
|
||||
@@ -1913,7 +1940,8 @@ void mtxf_align_terrain_triangle(Mat4 mtx, Vec3f pos, s16 yaw, f32 radius) {
|
||||
* The resulting matrix represents first applying transformation b and
|
||||
* then a.
|
||||
*/
|
||||
void mtxf_mul(Mat4 dest, Mat4 a, Mat4 b) {
|
||||
void mtxf_mul(Mat4 dest, Mat4 a, Mat4 b)
|
||||
{
|
||||
Mat4 temp;
|
||||
register f32 entry0;
|
||||
register f32 entry1;
|
||||
@@ -1960,10 +1988,12 @@ void mtxf_mul(Mat4 dest, Mat4 a, Mat4 b) {
|
||||
/**
|
||||
* Set matrix 'dest' to 'mtx' scaled by vector s
|
||||
*/
|
||||
void mtxf_scale_vec3f(Mat4 dest, Mat4 mtx, Vec3f s) {
|
||||
void mtxf_scale_vec3f(Mat4 dest, Mat4 mtx, Vec3f s)
|
||||
{
|
||||
register s32 i;
|
||||
|
||||
for (i = 0; i < 4; i++) {
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
dest[0][i] = mtx[0][i] * s[0];
|
||||
dest[1][i] = mtx[1][i] * s[1];
|
||||
dest[2][i] = mtx[2][i] * s[2];
|
||||
@@ -1976,7 +2006,8 @@ void mtxf_scale_vec3f(Mat4 dest, Mat4 mtx, Vec3f s) {
|
||||
* to the point. Note that the bottom row is assumed to be [0, 0, 0, 1], which is
|
||||
* true for transformation matrices if the translation has a w component of 1.
|
||||
*/
|
||||
void mtxf_mul_vec3s(Mat4 mtx, Vec3s b) {
|
||||
void mtxf_mul_vec3s(Mat4 mtx, Vec3s b)
|
||||
{
|
||||
register f32 x = b[0];
|
||||
register f32 y = b[1];
|
||||
register f32 z = b[2];
|
||||
@@ -1986,7 +2017,8 @@ void mtxf_mul_vec3s(Mat4 mtx, Vec3s b) {
|
||||
b[2] = x * mtx[0][2] + y * mtx[1][2] + z * mtx[2][2] + mtx[3][2];
|
||||
}
|
||||
|
||||
void mtxf_mul_vec3f(Mat4 mtx, Vec3f b) {
|
||||
void mtxf_mul_vec3f(Mat4 mtx, Vec3f b)
|
||||
{
|
||||
register f32 x = b[0];
|
||||
register f32 y = b[1];
|
||||
register f32 z = b[2];
|
||||
@@ -1994,7 +2026,8 @@ void mtxf_mul_vec3f(Mat4 mtx, Vec3f b) {
|
||||
b[0] = x * mtx[0][0] + y * mtx[1][0] + z * mtx[2][0] + mtx[3][0];
|
||||
b[1] = x * mtx[0][1] + y * mtx[1][1] + z * mtx[2][1] + mtx[3][1];
|
||||
b[2] = x * mtx[0][2] + y * mtx[1][2] + z * mtx[2][2] + mtx[3][2];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert float matrix 'src' to fixed point matrix 'dest'.
|
||||
* The float matrix may not contain entries larger than 65536 or the console
|
||||
@@ -2004,30 +2037,33 @@ void mtxf_mul_vec3f(Mat4 mtx, Vec3f b) {
|
||||
* exception. On Wii and Wii U Virtual Console the value will simply be clamped
|
||||
* and no crashes occur.
|
||||
*/
|
||||
void mtxf_to_mtx(Mtx *dest, Mat4 src) {
|
||||
#ifdef AVOID_UB
|
||||
void mtxf_to_mtx(Mtx *dest, Mat4 src)
|
||||
{
|
||||
#ifdef AVOID_UB
|
||||
// Avoid type-casting which is technically UB by calling the equivalent
|
||||
// guMtxF2L function. This helps little-endian systems, as well.
|
||||
guMtxF2L(src, dest);
|
||||
#else
|
||||
#else
|
||||
s32 asFixedPoint;
|
||||
register s32 i;
|
||||
register s16 *a3 = (s16 *) dest; // all integer parts stored in first 16 bytes
|
||||
register s16 *t0 = (s16 *) dest + 16; // all fraction parts stored in last 16 bytes
|
||||
register f32 *t1 = (f32 *) src;
|
||||
register s16 *a3 = (s16 *)dest; // all integer parts stored in first 16 bytes
|
||||
register s16 *t0 = (s16 *)dest + 16; // all fraction parts stored in last 16 bytes
|
||||
register f32 *t1 = (f32 *)src;
|
||||
|
||||
for (i = 0; i < 16; i++) {
|
||||
for (i = 0; i < 16; i++)
|
||||
{
|
||||
asFixedPoint = *t1++ * (1 << 16); //! float-to-integer conversion responsible for PU crashes
|
||||
*a3++ = GET_HIGH_S16_OF_32(asFixedPoint); // integer part
|
||||
*t0++ = GET_LOW_S16_OF_32(asFixedPoint); // fraction part
|
||||
*t0++ = GET_LOW_S16_OF_32(asFixedPoint); // fraction part
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
* Set 'mtx' to a transformation matrix that rotates around the z axis.
|
||||
*/
|
||||
void mtxf_rotate_xy(Mtx *mtx, s16 angle) {
|
||||
void mtxf_rotate_xy(Mtx *mtx, s16 angle)
|
||||
{
|
||||
Mat4 temp;
|
||||
|
||||
mtxf_identity(temp);
|
||||
@@ -2046,17 +2082,18 @@ void mtxf_rotate_xy(Mtx *mtx, s16 angle) {
|
||||
* objMtx back from screen orientation to world orientation, and then subtracting
|
||||
* the camera position.
|
||||
*/
|
||||
void get_pos_from_transform_mtx(Vec3f dest, Mat4 objMtx, Mat4 camMtx) {
|
||||
void get_pos_from_transform_mtx(Vec3f dest, Mat4 objMtx, Mat4 camMtx)
|
||||
{
|
||||
f32 camX = camMtx[3][0] * camMtx[0][0] + camMtx[3][1] * camMtx[0][1] + camMtx[3][2] * camMtx[0][2];
|
||||
f32 camY = camMtx[3][0] * camMtx[1][0] + camMtx[3][1] * camMtx[1][1] + camMtx[3][2] * camMtx[1][2];
|
||||
f32 camZ = camMtx[3][0] * camMtx[2][0] + camMtx[3][1] * camMtx[2][1] + camMtx[3][2] * camMtx[2][2];
|
||||
|
||||
dest[0] =
|
||||
objMtx[3][0] * camMtx[0][0] + objMtx[3][1] * camMtx[0][1] + objMtx[3][2] * camMtx[0][2] - camX;
|
||||
objMtx[3][0] * camMtx[0][0] + objMtx[3][1] * camMtx[0][1] + objMtx[3][2] * camMtx[0][2] - camX;
|
||||
dest[1] =
|
||||
objMtx[3][0] * camMtx[1][0] + objMtx[3][1] * camMtx[1][1] + objMtx[3][2] * camMtx[1][2] - camY;
|
||||
objMtx[3][0] * camMtx[1][0] + objMtx[3][1] * camMtx[1][1] + objMtx[3][2] * camMtx[1][2] - camY;
|
||||
dest[2] =
|
||||
objMtx[3][0] * camMtx[2][0] + objMtx[3][1] * camMtx[2][1] + objMtx[3][2] * camMtx[2][2] - camZ;
|
||||
objMtx[3][0] * camMtx[2][0] + objMtx[3][1] * camMtx[2][1] + objMtx[3][2] * camMtx[2][2] - camZ;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -2064,7 +2101,8 @@ void get_pos_from_transform_mtx(Vec3f dest, Mat4 objMtx, Mat4 camMtx) {
|
||||
* of that vector, as well as the yaw and pitch angles.
|
||||
* Basically it converts the direction to spherical coordinates.
|
||||
*/
|
||||
void vec3f_get_dist_and_angle(Vec3f from, Vec3f to, f32 *dist, s16 *pitch, s16 *yaw) {
|
||||
void vec3f_get_dist_and_angle(Vec3f from, Vec3f to, f32 *dist, s16 *pitch, s16 *yaw)
|
||||
{
|
||||
register f32 x = to[0] - from[0];
|
||||
register f32 y = to[1] - from[1];
|
||||
register f32 z = to[2] - from[2];
|
||||
@@ -2078,7 +2116,8 @@ void vec3f_get_dist_and_angle(Vec3f from, Vec3f to, f32 *dist, s16 *pitch, s16 *
|
||||
* Construct the 'to' point which is distance 'dist' away from the 'from' position,
|
||||
* and has the angles pitch and yaw.
|
||||
*/
|
||||
void vec3f_set_dist_and_angle(Vec3f from, Vec3f to, f32 dist, s16 pitch, s16 yaw) {
|
||||
void vec3f_set_dist_and_angle(Vec3f from, Vec3f to, f32 dist, s16 pitch, s16 yaw)
|
||||
{
|
||||
to[0] = from[0] + dist * coss(pitch) * sins(yaw);
|
||||
to[1] = from[1] + dist * sins(pitch);
|
||||
to[2] = from[2] + dist * coss(pitch) * coss(yaw);
|
||||
@@ -2088,18 +2127,24 @@ void vec3f_set_dist_and_angle(Vec3f from, Vec3f to, f32 dist, s16 pitch, s16 yaw
|
||||
* Return the value 'current' after it tries to approach target, going up at
|
||||
* most 'inc' and going down at most 'dec'.
|
||||
*/
|
||||
s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec) {
|
||||
s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec)
|
||||
{
|
||||
//! If target is close to the max or min s32, then it's possible to overflow
|
||||
// past it without stopping.
|
||||
|
||||
if (current < target) {
|
||||
if (current < target)
|
||||
{
|
||||
current += inc;
|
||||
if (current > target) {
|
||||
if (current > target)
|
||||
{
|
||||
current = target;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
current -= dec;
|
||||
if (current < target) {
|
||||
if (current < target)
|
||||
{
|
||||
current = target;
|
||||
}
|
||||
}
|
||||
@@ -2110,15 +2155,21 @@ s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec) {
|
||||
* Return the value 'current' after it tries to approach target, going up at
|
||||
* most 'inc' and going down at most 'dec'.
|
||||
*/
|
||||
f32 approach_f32(f32 current, f32 target, f32 inc, f32 dec) {
|
||||
if (current < target) {
|
||||
f32 approach_f32(f32 current, f32 target, f32 inc, f32 dec)
|
||||
{
|
||||
if (current < target)
|
||||
{
|
||||
current += inc;
|
||||
if (current > target) {
|
||||
if (current > target)
|
||||
{
|
||||
current = target;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
current -= dec;
|
||||
if (current < target) {
|
||||
if (current < target)
|
||||
{
|
||||
current = target;
|
||||
}
|
||||
}
|
||||
@@ -2129,12 +2180,16 @@ f32 approach_f32(f32 current, f32 target, f32 inc, f32 dec) {
|
||||
* Helper function for atan2s. Does a look up of the arctangent of y/x assuming
|
||||
* the resulting angle is in range [0, 0x2000] (1/8 of a circle).
|
||||
*/
|
||||
static u16 atan2_lookup(f32 y, f32 x) {
|
||||
static u16 atan2_lookup(f32 y, f32 x)
|
||||
{
|
||||
u16 ret;
|
||||
|
||||
if (x == 0) {
|
||||
if (x == 0)
|
||||
{
|
||||
ret = gArctanTable[0];
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = gArctanTable[(s32)(y / x * 1024 + 0.5f)];
|
||||
}
|
||||
return ret;
|
||||
@@ -2144,37 +2199,59 @@ static u16 atan2_lookup(f32 y, f32 x) {
|
||||
* Compute the angle from (0, 0) to (x, y) as a s16. Given that terrain is in
|
||||
* the xz-plane, this is commonly called with (z, x) to get a yaw angle.
|
||||
*/
|
||||
s16 atan2s(f32 y, f32 x) {
|
||||
s16 atan2s(f32 y, f32 x)
|
||||
{
|
||||
u16 ret;
|
||||
|
||||
if (x >= 0) {
|
||||
if (y >= 0) {
|
||||
if (y >= x) {
|
||||
if (x >= 0)
|
||||
{
|
||||
if (y >= 0)
|
||||
{
|
||||
if (y >= x)
|
||||
{
|
||||
ret = atan2_lookup(x, y);
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = 0x4000 - atan2_lookup(y, x);
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
y = -y;
|
||||
if (y < x) {
|
||||
if (y < x)
|
||||
{
|
||||
ret = 0x4000 + atan2_lookup(y, x);
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = 0x8000 - atan2_lookup(x, y);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
x = -x;
|
||||
if (y < 0) {
|
||||
if (y < 0)
|
||||
{
|
||||
y = -y;
|
||||
if (y >= x) {
|
||||
if (y >= x)
|
||||
{
|
||||
ret = 0x8000 + atan2_lookup(x, y);
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = 0xC000 - atan2_lookup(y, x);
|
||||
}
|
||||
} else {
|
||||
if (y < x) {
|
||||
}
|
||||
else
|
||||
{
|
||||
if (y < x)
|
||||
{
|
||||
ret = 0xC000 + atan2_lookup(y, x);
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = -atan2_lookup(x, y);
|
||||
}
|
||||
}
|
||||
@@ -2220,14 +2297,16 @@ s16 atan2s(f32 y, f32 x) {
|
||||
* [0, 0, 0, 0, 1, 2, ... n-1, n, n, n, n]
|
||||
* TODO: verify the classification of the spline / figure out how polynomials were computed
|
||||
*/
|
||||
void spline_get_weights(Vec4f result, f32 t, UNUSED s32 c) {
|
||||
void spline_get_weights(Vec4f result, f32 t, UNUSED s32 c)
|
||||
{
|
||||
f32 tinv = 1 - t;
|
||||
f32 tinv2 = tinv * tinv;
|
||||
f32 tinv3 = tinv2 * tinv;
|
||||
f32 t2 = t * t;
|
||||
f32 t3 = t2 * t;
|
||||
|
||||
switch (gSplineState) {
|
||||
switch (gSplineState)
|
||||
{
|
||||
case CURVE_BEGIN_1:
|
||||
result[0] = tinv3;
|
||||
result[1] = t3 * 1.75f - t2 * 4.5f + t * 3.0f;
|
||||
@@ -2236,20 +2315,20 @@ void spline_get_weights(Vec4f result, f32 t, UNUSED s32 c) {
|
||||
break;
|
||||
case CURVE_BEGIN_2:
|
||||
result[0] = tinv3 * 0.25f;
|
||||
result[1] = t3 * (7 / 12.0f) - t2 * 1.25f + t * 0.25f + (7 / 12.0f);
|
||||
result[2] = -t3 * 0.5f + t2 * 0.5f + t * 0.5f + (1 / 6.0f);
|
||||
result[1] = t3 * (7 / 12.0f) - t2 * 1.25f + t * 0.25f + 7 / 12.0f;
|
||||
result[2] = -t3 * 0.5f + t2 * 0.5f + t * 0.5f + 1 / 6.0f;
|
||||
result[3] = t3 * (1 / 6.0f);
|
||||
break;
|
||||
case CURVE_MIDDLE:
|
||||
result[0] = tinv3 * (1 / 6.0f);
|
||||
result[1] = t3 * 0.5f - t2 + (4 / 6.0f);
|
||||
result[2] = -t3 * 0.5f + t2 * 0.5f + t * 0.5f + (1 / 6.0f);
|
||||
result[1] = t3 * 0.5f - t2 + 4 / 6.0f;
|
||||
result[2] = -t3 * 0.5f + t2 * 0.5f + t * 0.5f + 1 / 6.0f;
|
||||
result[3] = t3 * (1 / 6.0f);
|
||||
break;
|
||||
case CURVE_END_1:
|
||||
result[0] = tinv3 * (1 / 6.0f);
|
||||
result[1] = -tinv3 * 0.5f + tinv2 * 0.5f + tinv * 0.5f + (1 / 6.0f);
|
||||
result[2] = tinv3 * (7 / 12.0f) - tinv2 * 1.25f + tinv * 0.25f + (7 / 12.0f);
|
||||
result[1] = -tinv3 * 0.5f + tinv2 * 0.5f + tinv * 0.5f + 1 / 6.0f;
|
||||
result[2] = tinv3 * (7 / 12.0f) - tinv2 * 1.25f + tinv * 0.25f + 7 / 12.0f;
|
||||
result[3] = t3 * 0.25f;
|
||||
break;
|
||||
case CURVE_END_2:
|
||||
@@ -2269,7 +2348,8 @@ void spline_get_weights(Vec4f result, f32 t, UNUSED s32 c) {
|
||||
* The array should end with three entries with s=0 (infinite keyframe duration).
|
||||
* That's because the spline has a 3rd degree polynomial, so it looks 3 points ahead.
|
||||
*/
|
||||
void anim_spline_init(Vec4s *keyFrames) {
|
||||
void anim_spline_init(Vec4s *keyFrames)
|
||||
{
|
||||
gSplineKeyframe = keyFrames;
|
||||
gSplineKeyframeFraction = 0;
|
||||
gSplineState = 1;
|
||||
@@ -2280,28 +2360,33 @@ void anim_spline_init(Vec4s *keyFrames) {
|
||||
* anim_spline_init should be called before polling for vectors.
|
||||
* Returns TRUE when the last point is reached, FALSE otherwise.
|
||||
*/
|
||||
s32 anim_spline_poll(Vec3f result) {
|
||||
s32 anim_spline_poll(Vec3f result)
|
||||
{
|
||||
Vec4f weights;
|
||||
s32 i;
|
||||
s32 hasEnded = FALSE;
|
||||
|
||||
vec3f_copy(result, gVec3fZero);
|
||||
spline_get_weights(weights, gSplineKeyframeFraction, gSplineState);
|
||||
for (i = 0; i < 4; i++) {
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
result[0] += weights[i] * gSplineKeyframe[i][1];
|
||||
result[1] += weights[i] * gSplineKeyframe[i][2];
|
||||
result[2] += weights[i] * gSplineKeyframe[i][3];
|
||||
}
|
||||
|
||||
if ((gSplineKeyframeFraction += gSplineKeyframe[0][0] / 1000.0f) >= 1) {
|
||||
if ((gSplineKeyframeFraction += gSplineKeyframe[0][0] / 1000.0f) >= 1)
|
||||
{
|
||||
gSplineKeyframe++;
|
||||
gSplineKeyframeFraction--;
|
||||
switch (gSplineState) {
|
||||
switch (gSplineState)
|
||||
{
|
||||
case CURVE_END_2:
|
||||
hasEnded = TRUE;
|
||||
break;
|
||||
case CURVE_MIDDLE:
|
||||
if (gSplineKeyframe[2][0] == 0) {
|
||||
if (gSplineKeyframe[2][0] == 0)
|
||||
{
|
||||
gSplineState = CURVE_END_1;
|
||||
}
|
||||
break;
|
||||
@@ -2315,7 +2400,6 @@ s32 anim_spline_poll(Vec3f result) {
|
||||
}
|
||||
|
||||
|
||||
|
||||
// From object_helpers.c
|
||||
|
||||
/**
|
||||
@@ -2326,9 +2410,11 @@ s32 anim_spline_poll(Vec3f result) {
|
||||
* | 0 0 0 1 |
|
||||
* i.e. a matrix representing a linear transformation over 3 space.
|
||||
*/
|
||||
void linear_mtxf_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v) {
|
||||
void linear_mtxf_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v)
|
||||
{
|
||||
s32 i;
|
||||
for (i = 0; i < 3; i++) {
|
||||
for (i = 0; i < 3; i++)
|
||||
{
|
||||
dst[i] = m[0][i] * v[0] + m[1][i] * v[1] + m[2][i] * v[2];
|
||||
}
|
||||
}
|
||||
@@ -2341,9 +2427,11 @@ void linear_mtxf_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v) {
|
||||
* | 0 0 0 1 |
|
||||
* i.e. a matrix representing a linear transformation over 3 space.
|
||||
*/
|
||||
void linear_mtxf_transpose_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v) {
|
||||
void linear_mtxf_transpose_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v)
|
||||
{
|
||||
s32 i;
|
||||
for (i = 0; i < 3; i++) {
|
||||
for (i = 0; i < 3; i++)
|
||||
{
|
||||
dst[i] = m[i][0] * v[0] + m[i][1] * v[1] + m[i][2] * v[2];
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user