mk64/src/racing/math_util.c

1258 lines
36 KiB
C

#include <ultra64.h>
#include <mk64.h>
#include <macros.h>
#include <math_util.h>
#include <main.h>
#include "buffers.h"
#include <PR/rcp.h>
#include "buffers/trig_tables.h"
#include "math.h"
#include "memory.h"
#pragma intrinsic(sqrtf, fabs)
s32 D_802B91C0[2] = { 13, 13 };
Vec3f D_802B91C8 = { 0.0f, 0.0f, 0.0f };
// This functions looks similar to a segment of code from func_802A4A0C in skybox_and_splitscreen.c
UNUSED s32 func_802B4F60(UNUSED s32 arg0, Vec3f arg1, UNUSED s32 arg2, UNUSED f32 arg3, UNUSED f32 arg4) {
Mat4 sp30;
f32 sp2C;
f32 sp28;
Vec3f sp1C;
vec3f_copy_return(sp1C, arg1);
sp28 = sp1C[0];
sp2C = sp1C[1];
// wut?
if (sp2C && sp2C) {};
sp2C = ((sp30[0][3] * sp28) + (sp30[1][3] * sp2C) + (sp30[2][3] * sp1C[2])) + sp30[3][3];
// double wut?
if (sp28 && sp28) {};
mtxf_translate_vec3f_mat4(sp1C, sp30);
if (0.0f >= sp2C) {
return 0;
} else {
return 1;
}
}
UNUSED void func_802B4FF0() {
}
/**
* Inserts matrix into the rsp. Position, rotation and mode of where to render the next object and check number of
* object already render Note that gMatrixObjectCount gets reset at the beginning of the game loop. So no cleanup needs
* to be performed.
*/
s32 render_set_position(Mat4 arg0, s32 arg1) {
if (gMatrixObjectCount >= MTX_OBJECT_POOL_SIZE) {
return 0;
}
mtxf_to_mtx(&gGfxPool->mtxObject[gMatrixObjectCount], arg0);
switch (arg1) { /* irregular */
case 0:
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxObject[gMatrixObjectCount++]),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
break;
case 1:
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxObject[gMatrixObjectCount++]),
G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
break;
case 3:
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxObject[gMatrixObjectCount++]),
G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
break;
case 2:
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxObject[gMatrixObjectCount++]),
G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
break;
}
return 1;
}
f32 func_802B51E8(Vec3f arg0, Vec3f arg1) {
f32 sub_y;
f32 sub_z;
f32 sub_x;
sub_x = arg1[0] - arg0[0];
sub_y = arg1[1] - arg0[1];
sub_z = arg1[2] - arg0[2];
return (sub_x * sub_x) + (sub_y * sub_y) + sub_z + sub_z;
}
s32 get_angle_between_two_vectors(Vec3f arg0, Vec3f arg1) {
f32 temp_v1;
f32 temp_v2;
temp_v1 = arg1[0] - arg0[0];
temp_v2 = arg1[2] - arg0[2];
return atan2s(temp_v1, temp_v2);
}
// get_angle_between_two_vectors
u32 func_802B5258(Vec3f arg0, Vec3s arg1) {
f32 temp_v1;
f32 temp_v2;
temp_v1 = arg1[0] - arg0[0];
temp_v2 = arg1[2] - arg0[2];
return atan2s(temp_v1, temp_v2);
}
void vec3f_set(Vec3f arg0, f32 arg1, f32 arg2, f32 arg3) {
arg0[0] = arg1;
arg0[1] = arg2;
arg0[2] = arg3;
}
void vec3s_set(Vec3s arg0, s16 arg1, s16 arg2, s16 arg3) {
arg0[0] = arg1;
arg0[1] = arg2;
arg0[2] = arg3;
}
// These functions have bogus return values.
// Disable the compiler warning.
#pragma GCC diagnostic push
#ifdef __GNUC__
#if defined(__clang__)
#pragma GCC diagnostic ignored "-Wreturn-stack-address"
#else
#pragma GCC diagnostic ignored "-Wreturn-local-addr"
#endif
#endif
void* vec3f_copy_return(Vec3f dest, Vec3f src) {
dest[0] = src[0];
dest[1] = src[1];
dest[2] = src[2];
//! @warning function returns address of local variable
return &dest;
}
void vec3s_copy(Vec3s dest, Vec3s src) {
dest[0] = src[0];
dest[1] = src[1];
dest[2] = src[2];
}
UNUSED void* vec3f_set_return(Vec3f dest, f32 x, f32 y, f32 z) {
dest[0] = x;
dest[1] = y;
dest[2] = z;
return &dest;
}
// Copy mat1 to mat2
void mtxf_copy(Mat4 mat1, Mat4 mat2) {
s32 row;
s32 column;
for (row = 0; row < 4; row++) {
for (column = 0; column < 4; column++) {
mat2[row][column] = mat1[row][column];
}
}
}
// mtxf_copy
void mtxf_copy_n_element(s32* dest, s32* src, s32 n) {
while (n-- > 0) {
*dest++ = *src++;
}
}
// Transform a matrix to a matrix identity
void mtxf_identity(Mat4 mtx) {
register s32 i;
register s32 k;
for (i = 0; i < 4; i++) {
for (k = 0; k < 4; k++) {
mtx[i][k] = (i == k) ? 1.0f : 0.0f;
}
}
}
// Add a translation vector to a matrix, mat is the matrix to add, dest is the destination matrix, pos is the
// translation vector
void add_translate_mat4_vec3f(Mat4 mat, Mat4 dest, Vec3f pos) {
dest[3][0] = mat[3][0] + pos[0];
dest[3][1] = mat[3][1] + pos[1];
dest[3][2] = mat[3][2] + pos[2];
dest[3][3] = mat[3][3];
dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2];
dest[0][3] = mat[0][3];
dest[1][0] = mat[1][0];
dest[1][1] = mat[1][1];
dest[1][2] = mat[1][2];
dest[1][3] = mat[1][3];
dest[2][0] = mat[2][0];
dest[2][1] = mat[2][1];
dest[2][2] = mat[2][2];
dest[2][3] = mat[2][3];
/*
* mat(0,0) mat(0,1) mat(0,2) mat(0,3)
* mat(1,0) mat(1,1) mat(1,2) mat(1,3)
* mat(2,0) mat(2,1) mat(2,2) mat(2,3)
* mat(3,0)+pos(0) mat(3,1)+pos(1) mat(3,2)+pos(2) mat(3,3)
*/
}
// Light version of add_translate_mat4_vec3f
UNUSED void add_translate_mat4_vec3f_lite(Mat4 mat, Mat4 dest, Vec3f pos) {
dest[3][0] = mat[3][0] + pos[0];
dest[3][1] = mat[3][1] + pos[1];
dest[3][2] = mat[3][2] + pos[2];
}
// create a translation matrix
void mtxf_translate(Mat4 dest, Vec3f b) {
mtxf_identity(dest);
dest[3][0] = b[0];
dest[3][1] = b[1];
dest[3][2] = b[2];
}
// Note the use of `2` which generates diff asm than just using floats (2.0f).
void func_802B5564(Mat4 arg0, u16* arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6) {
f32 temp;
s32 i, j;
mtxf_identity(arg0);
arg2 *= 0.017453292222222222;
temp = cosf(arg2 / 2) / sinf(arg2 / 2);
arg0[0][0] = temp / arg3;
arg0[1][1] = temp;
arg0[2][2] = (arg4 + arg5) / (arg4 - arg5);
arg0[2][3] = -1.0f;
arg0[3][2] = (2 * arg4 * arg5) / (arg4 - arg5);
arg0[3][3] = 0.0f;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
arg0[i][j] *= arg6;
}
}
if (arg1 != 0) {
if ((arg4 + arg5) <= 2.0) {
*arg1 = 0xFFFF;
} else {
*arg1 = 131072.0 / (arg4 + arg5);
if (*arg1 <= 0) {
*arg1 = 1;
}
}
}
}
// Appears to only be for the skybox. mtxf_lookat from sm64 with some modifications.
void func_802B5794(Mat4 mtx, Vec3f from, Vec3f to) {
// register from sm64 but not required for matching.
register f32 invLength;
f32 xColY;
f32 yColY;
f32 zColY;
f32 xColZ;
f32 yColZ;
f32 zColZ;
f32 xColX;
f32 yColX;
f32 zColX;
xColY = 0.0f;
yColY = 1.0f;
zColY = 0.0f;
xColZ = to[0] - from[0];
yColZ = to[1] - from[1];
zColZ = to[2] - from[2];
invLength = -1.0 / sqrtf(xColZ * xColZ + yColZ * yColZ + zColZ * zColZ);
xColZ *= invLength;
yColZ *= invLength;
zColZ *= invLength;
xColX = yColY * zColZ - zColY * yColZ;
yColX = zColY * xColZ - xColY * zColZ;
zColX = xColY * yColZ - yColY * xColZ;
invLength = 1.0 / sqrtf(xColX * xColX + yColX * yColX + zColX * zColX);
xColX *= invLength;
yColX *= invLength;
zColX *= invLength;
xColY = yColZ * zColX - zColZ * yColX;
yColY = zColZ * xColX - xColZ * zColX;
zColY = xColZ * yColX - yColZ * xColX;
invLength = 1.0 / sqrtf(xColY * xColY + yColY * yColY + zColY * zColY);
xColY *= invLength;
yColY *= invLength;
zColY *= invLength;
mtx[0][0] = xColX;
mtx[1][0] = yColX;
mtx[2][0] = zColX;
mtx[3][0] = -(from[0] * xColX + from[1] * yColX + from[2] * zColX);
mtx[0][1] = xColY;
mtx[1][1] = yColY;
mtx[2][1] = zColY;
mtx[3][1] = -(from[0] * xColY + from[1] * yColY + from[2] * zColY);
mtx[0][2] = xColZ;
mtx[1][2] = yColZ;
mtx[2][2] = zColZ;
mtx[3][2] = -(from[0] * xColZ + from[1] * yColZ + from[2] * zColZ);
mtx[0][3] = 0.0f;
mtx[1][3] = 0.0f;
mtx[2][3] = 0.0f;
mtx[3][3] = 1.0f;
}
// create a rotation matrix around the x axis
void mtxf_rotate_x(Mat4 mat, s16 angle) {
f32 sin_theta = sins(angle);
f32 cos_theta = coss(angle);
mtxf_identity(mat);
mat[1][1] = cos_theta;
mat[1][2] = sin_theta;
mat[2][1] = -sin_theta;
mat[2][2] = cos_theta;
/*
* 1, 0, 0, 0,
* 0, cos_theta, sin_theta, 0,
* 0, -sin_theta, cos_theta, 0,
* 0, 0, 0, 1
*/
}
// create a rotation matrix around the y axis
void mtxf_rotate_y(Mat4 mat, s16 angle) {
f32 sin_theta = sins(angle);
f32 cos_theta = coss(angle);
mtxf_identity(mat);
mat[0][0] = cos_theta;
mat[0][2] = -sin_theta;
mat[2][0] = sin_theta;
mat[2][2] = cos_theta;
/*
* cos_theta, 0, -sin_theta, 0,
* 0, 1, 0, 0,
* sin_theta, 0, cos_theta, 0,
* 0, 0, 0, 1
*/
}
// create a rotation matrix around the z axis
void mtxf_s16_rotate_z(Mat4 mat, s16 angle) {
f32 sin_theta = sins(angle);
f32 cos_theta = coss(angle);
mtxf_identity(mat);
mat[0][0] = cos_theta;
mat[0][1] = sin_theta;
mat[1][0] = -sin_theta;
mat[1][1] = cos_theta;
/*
* cos_theta, sin_theta, 0, 0,
* -sin_theta, cos_theta, 0, 0,
* 0, 0, 1, 0,
* 0, 0, 0, 1
*/
}
void func_802B5B14(Vec3f b, Vec3s rotate) {
Mat4 mtx;
Vec3f copy;
f32 sx = sins(rotate[0]);
f32 cx = coss(rotate[0]);
f32 sy = sins(rotate[1]);
f32 cy = coss(rotate[1]);
f32 sz = sins(rotate[2]);
f32 cz = coss(rotate[2]);
copy[0] = b[0];
copy[1] = b[1];
mtx[0][0] = cy * cz + sx * sy * sz;
mtx[1][0] = -cy * sz + sx * sy * cz;
mtx[2][0] = cx * sy;
mtx[0][1] = cx * sz;
mtx[1][1] = cx * cz;
mtx[2][1] = -sx;
mtx[0][2] = -sy * cz + sx * cy * sz;
mtx[1][2] = sy * sz + sx * cy * cz;
mtx[2][2] = cx * cy;
b[0] = copy[0] * mtx[0][0] + copy[1] * mtx[0][1] + copy[1] * mtx[0][2];
b[1] = copy[0] * mtx[1][0] + copy[1] * mtx[1][1] + copy[1] * mtx[1][2];
b[2] = copy[0] * mtx[2][0] + copy[1] * mtx[2][1] + copy[1] * mtx[2][2];
}
void func_802B5CAC(s16 arg0, s16 arg1, Vec3f arg2) {
f32 sp2C = sins(arg1);
f32 sp28 = coss(arg1);
f32 sp24 = sins(arg0);
f32 temp_f10 = coss(arg0);
arg2[0] = sp28 * sp24;
arg2[1] = sp2C;
arg2[2] = -(sp28 * temp_f10);
}
void func_802B5D30(s16 arg0, s16 arg1, s32 arg2) {
func_802B5D64((Lights1 *)0x9000000, arg0, arg1, arg2);
}
void func_802B5D64(Lights1 *addr, s16 arg1, s16 arg2, s32 arg3) {
u32 segment = SEGMENT_NUMBER2(addr);
u32 offset = SEGMENT_OFFSET(addr);
UNUSED s32 pad;
f32 sp48;
f32 sp44;
f32 sp40;
UNUSED s32 pad2[2];
f32 temp_f10;
s32 var_v0;
s8 sp2C[3];
Lights1* var_s0;
var_s0 = (Lights1*) VIRTUAL_TO_PHYSICAL2(gSegmentTable[segment] + offset);
sp48 = sins(arg2);
sp44 = coss(arg2);
sp40 = sins(arg1);
temp_f10 = coss(arg1);
sp2C[0] = sp44 * sp40 * 120.0f;
sp2C[1] = 120.0f * sp48;
sp2C[2] = sp44 * temp_f10 * -120.0f;
for (var_v0 = 0; var_v0 < arg3; var_v0++, var_s0++) {
var_s0->l[0].l.dir[0] = sp2C[0];
var_s0->l[0].l.dir[1] = sp2C[1];
var_s0->l[0].l.dir[2] = sp2C[2];
}
}
// multiply a matrix with a number
void mtxf_scale(Mat4 mat, f32 coef) {
mat[0][0] *= coef;
mat[1][0] *= coef;
mat[2][0] *= coef;
mat[0][1] *= coef;
mat[1][1] *= coef;
mat[2][1] *= coef;
mat[0][2] *= coef;
mat[1][2] *= coef;
mat[2][2] *= coef;
}
// look like create a translation and rotation matrix with arg1 position and arg2 rotation
void mtxf_pos_rotation_xyz(Mat4 out, Vec3f pos, Vec3s orientation) {
f32 sine1;
f32 cosine1;
f32 sine2;
f32 cosine2;
f32 sine3;
f32 cosine3;
sine1 = sins(orientation[0]);
cosine1 = coss(orientation[0]);
sine2 = sins(orientation[1]);
cosine2 = coss(orientation[1]);
sine3 = sins(orientation[2]);
cosine3 = coss(orientation[2]);
out[0][0] = (cosine2 * cosine3) + ((sine1 * sine2) * sine3);
out[1][0] = (-cosine2 * sine3) + ((sine1 * sine2) * cosine3);
out[2][0] = cosine1 * sine2;
out[3][0] = pos[0];
out[0][1] = cosine1 * sine3;
out[1][1] = cosine1 * cosine3;
out[2][1] = -sine1;
out[3][1] = pos[1];
out[0][2] = (-sine2 * cosine3) + ((sine1 * cosine2) * sine3);
out[1][2] = (sine2 * sine3) + ((sine1 * cosine2) * cosine3);
out[2][2] = cosine1 * cosine2;
out[3][2] = pos[2];
out[0][3] = 0.0f;
out[1][3] = 0.0f;
out[2][3] = 0.0f;
out[3][3] = 1.0f;
}
UNUSED void func_802B60B4(Mat4 arg0, Vec3s arg1, Vec3s arg2) {
f32 sine1;
f32 cosine1;
f32 sine2;
f32 cosine2;
f32 sine3;
f32 cosine3;
sine1 = sins(arg2[0]);
cosine1 = coss(arg2[0]);
sine2 = sins(arg2[1]);
cosine2 = coss(arg2[1]);
sine3 = sins(arg2[2]);
cosine3 = coss(arg2[2]);
arg0[0][0] = (cosine2 * cosine3) + ((sine1 * sine2) * sine3);
arg0[0][1] = (-cosine2 * sine3) + ((sine1 * sine2) * cosine3);
arg0[0][2] = cosine1 * sine2;
arg0[0][3] = (f32) arg1[0];
arg0[1][0] = (f32) (cosine1 * sine3);
arg0[1][1] = (f32) (cosine1 * cosine3);
arg0[1][2] = (f32) -sine1;
arg0[1][3] = (f32) arg1[1];
arg0[2][0] = (f32) ((-sine2 * cosine3) + ((sine1 * cosine2) * sine3));
arg0[2][1] = (f32) ((sine2 * sine3) + ((sine1 * cosine2) * cosine3));
arg0[2][2] = (f32) (cosine1 * cosine2);
arg0[2][3] = (f32) arg1[2];
arg0[3][0] = 0.0f;
arg0[3][1] = 0.0f;
arg0[3][2] = 0.0f;
arg0[3][3] = 1.0f;
}
UNUSED void func_802B6214(Mat4 arg0, Vec3s arg1, Vec3s arg2) {
f32 sine1;
f32 cosine1;
f32 sine2;
f32 cosine2;
f32 sine3;
f32 cosine3;
sine1 = sins(arg2[0]);
cosine1 = coss(arg2[0]);
sine2 = sins(arg2[1]);
cosine2 = coss(arg2[1]);
sine3 = sins(arg2[2]);
cosine3 = coss(arg2[2]);
arg0[0][0] = (cosine2 * cosine3) + ((sine1 * sine2) * sine3);
arg0[1][0] = (-cosine2 * sine3) + ((sine1 * sine2) * cosine3);
arg0[2][0] = cosine1 * sine2;
arg0[3][0] = arg1[0];
arg0[0][1] = cosine1 * sine3;
arg0[1][1] = cosine1 * cosine3;
arg0[2][1] = -sine1;
arg0[3][1] = arg1[1];
arg0[0][2] = (-sine2 * cosine3) + ((sine1 * cosine2) * sine3);
arg0[1][2] = (sine2 * sine3) + ((sine1 * cosine2) * cosine3);
arg0[2][2] = cosine1 * cosine2;
arg0[3][2] = arg1[2];
arg0[0][3] = 0.0f;
arg0[1][3] = 0.0f;
arg0[2][3] = 0.0f;
arg0[3][3] = 1.0f;
}
// look like to normalise vector
UNUSED void func_802B6374(Vec3f arg0) {
f32 temp_f0;
temp_f0 = sqrtf((arg0[0] * arg0[0]) + (arg0[1] * arg0[1]) + (arg0[2] * arg0[2]));
arg0[0] /= temp_f0;
arg0[1] /= temp_f0;
arg0[2] /= temp_f0;
}
// translate the vector with a matrix
void mtxf_translate_vec3f_mat3(Vec3f pos, Mat3 mat) {
f32 new_x;
f32 new_y;
f32 new_z;
new_x = (mat[0][0] * pos[0]) + (mat[0][1] * pos[1]) + (mat[0][2] * pos[2]);
new_y = (mat[1][0] * pos[0]) + (mat[1][1] * pos[1]) + (mat[1][2] * pos[2]);
new_z = (mat[2][0] * pos[0]) + (mat[2][1] * pos[1]) + (mat[2][2] * pos[2]);
pos[0] = new_x;
pos[1] = new_y;
pos[2] = new_z;
}
// translate the vector with a matrix (with a matrix 4x4)
void mtxf_translate_vec3f_mat4(Vec3f pos, Mat4 mat) {
f32 new_x;
f32 new_y;
f32 new_z;
new_x = (mat[0][0] * pos[0]) + (mat[0][1] * pos[1]) + (mat[0][2] * pos[2]);
new_y = (mat[1][0] * pos[0]) + (mat[1][1] * pos[1]) + (mat[1][2] * pos[2]);
new_z = (mat[2][0] * pos[0]) + (mat[2][1] * pos[1]) + (mat[2][2] * pos[2]);
pos[0] = new_x;
pos[1] = new_y;
pos[2] = new_z;
}
UNUSED void func_802B64B0(UNUSED s32 arg0, UNUSED s32 arg1, UNUSED s32 arg2, UNUSED s32 arg3) {
}
void func_802B64C4(Vec3f arg0, s16 arg1) {
f32 sp2C = sins(arg1);
f32 temp_f0 = coss(arg1);
f32 temp1 = arg0[0];
f32 temp2 = arg0[1];
f32 temp3 = arg0[2];
arg0[0] = temp_f0 * temp1 - (sp2C * temp3);
arg0[1] = temp2;
arg0[2] = sp2C * temp1 + (temp_f0 * temp3);
}
void calculate_orientation_matrix(Mat3 dest, f32 arg1, f32 arg2, f32 arg3, s16 rotationAngle) {
Mat3 mtx_rot_y;
Mat3 matrix;
s32 i, j;
f32 a;
f32 b;
f32 c;
f32 d;
UNUSED s32 pad[3];
f32 sinValue;
f32 cossValue;
sinValue = sins(rotationAngle);
cossValue = coss(rotationAngle);
mtx_rot_y[0][0] = cossValue;
mtx_rot_y[2][1] = 0;
mtx_rot_y[1][2] = 0;
mtx_rot_y[1][1] = 1;
mtx_rot_y[2][0] = sinValue;
mtx_rot_y[0][2] = -sinValue;
mtx_rot_y[2][2] = cossValue;
mtx_rot_y[1][0] = 0;
mtx_rot_y[0][1] = 0;
if (arg2 == 1) { // set matrix to identity
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
matrix[i][j] = (i == j) ? 1.0f : 0.0f;
}
}
} else if (arg2 == -1) { // set matrix to identity with the second column negative
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
matrix[i][j] = (i == j) ? 1.0f : 0.0f;
}
}
matrix[1][1] = -1;
} else {
a = (f32) - (360.0 - ((f64) (calculate_vector_angle_xy(arg2) * 180.0f) / M_PI));
b = -arg3 / sqrtf((arg1 * arg1) + (arg3 * arg3));
c = 0;
d = arg1 / sqrtf((arg1 * arg1) + (arg3 * arg3));
calculate_rotation_matrix(matrix, a, b, c, d);
}
dest[0][0] = (mtx_rot_y[0][0] * matrix[0][0]) + (mtx_rot_y[0][1] * matrix[1][0]) + (mtx_rot_y[0][2] * matrix[2][0]);
dest[1][0] = (mtx_rot_y[1][0] * matrix[0][0]) + (mtx_rot_y[1][1] * matrix[1][0]) + (mtx_rot_y[1][2] * matrix[2][0]);
dest[2][0] = (mtx_rot_y[2][0] * matrix[0][0]) + (mtx_rot_y[2][1] * matrix[1][0]) + (mtx_rot_y[2][2] * matrix[2][0]);
dest[0][1] = (mtx_rot_y[0][0] * matrix[0][1]) + (mtx_rot_y[0][1] * matrix[1][1]) + (mtx_rot_y[0][2] * matrix[2][1]);
dest[1][1] = (mtx_rot_y[1][0] * matrix[0][1]) + (mtx_rot_y[1][1] * matrix[1][1]) + (mtx_rot_y[1][2] * matrix[2][1]);
dest[2][1] = (mtx_rot_y[2][0] * matrix[0][1]) + (mtx_rot_y[2][1] * matrix[1][1]) + (mtx_rot_y[2][2] * matrix[2][1]);
dest[0][2] = (mtx_rot_y[0][0] * matrix[0][2]) + (mtx_rot_y[0][1] * matrix[1][2]) + (mtx_rot_y[0][2] * matrix[2][2]);
dest[1][2] = (mtx_rot_y[1][0] * matrix[0][2]) + (mtx_rot_y[1][1] * matrix[1][2]) + (mtx_rot_y[1][2] * matrix[2][2]);
dest[2][2] = (mtx_rot_y[2][0] * matrix[0][2]) + (mtx_rot_y[2][1] * matrix[1][2]) + (mtx_rot_y[2][2] * matrix[2][2]);
}
// include in calculate_orientation_matrix
UNUSED void func_802B68F8(Mat3 matrix, f32 arg1, f32 arg2, f32 arg3) {
s32 i, j;
f32 a;
f32 b;
f32 c;
f32 d;
UNUSED f32 pad;
if (arg2 == 1) {
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
matrix[i][j] = (i == j) ? 1.0f : 0.0f;
}
}
} else if (arg2 == -1) {
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
matrix[i][j] = (i == j) ? 1.0f : 0.0f;
}
}
matrix[1][1] = -1.0f;
} else {
a = (f32) - (360.0 - ((f64) (calculate_vector_angle_xy(arg2) * 180.0f) / M_PI));
b = -arg3 / sqrtf((arg1 * arg1) + (arg3 * arg3));
c = 0;
d = arg1 / sqrtf((arg1 * arg1) + (arg3 * arg3));
calculate_rotation_matrix(matrix, a, b, c, d);
}
}
void calculate_rotation_matrix(Mat3 destMatrix, s16 rotationAngle, f32 rotationX, f32 rotationY, f32 rotationZ) {
f32 sinValue;
f32 cossValue;
f32 temp_f12;
f32 temp_f10;
f32 temp_f2;
f32 temp;
UNUSED s32 pad[2];
sinValue = sins((u16) rotationAngle);
cossValue = coss((u16) rotationAngle);
temp_f12 = 1.0f - cossValue;
temp_f10 = (rotationZ * rotationX) * temp_f12;
temp_f2 = (rotationY * rotationZ) * temp_f12;
temp = ((rotationX * rotationY) * temp_f12);
temp_f12 = rotationX * rotationX;
destMatrix[0][0] = ((1.0f - temp_f12) * cossValue) + temp_f12;
destMatrix[2][1] = temp_f2 - (rotationX * sinValue);
destMatrix[1][2] = temp_f2 + (rotationX * sinValue);
temp_f12 = rotationY * rotationY;
destMatrix[1][1] = (((1.0f - temp_f12) * cossValue) + temp_f12);
destMatrix[2][0] = temp_f10 + (rotationY * sinValue);
destMatrix[0][2] = temp_f10 - (rotationY * sinValue);
temp_f12 = rotationZ * rotationZ;
destMatrix[2][2] = (((1.0f - temp_f12) * cossValue) + temp_f12);
destMatrix[1][0] = temp - (rotationZ * sinValue);
destMatrix[0][1] = temp + (rotationZ * sinValue);
}
void func_802B6BC0(Mat4 arg0, s16 arg1, f32 arg2, f32 arg3, f32 arg4) {
f32 sine;
f32 cosine;
f32 temp_f0;
f32 temp_f12;
sine = sins(arg1);
cosine = coss(arg1);
temp_f0 = sqrtf((arg2 * arg2) + (arg4 * arg4));
if (temp_f0 != 0.0f) {
temp_f12 = 1.0f / temp_f0;
arg0[0][0] = ((-arg4 * cosine) - ((sine * arg3) * arg2)) * temp_f12;
arg0[0][3] = ((arg4 * sine) - ((cosine * arg3) * arg2)) * temp_f12;
arg0[1][2] = -arg2;
arg0[0][1] = sine * temp_f0;
arg0[1][0] = cosine * temp_f0;
arg0[1][3] = -arg3;
arg0[0][2] = ((cosine * arg2) - ((sine * arg3) * arg4)) * temp_f12;
arg0[1][1] = ((-sine * arg2) - ((cosine * arg3) * arg4)) * temp_f12;
arg0[2][0] = -arg4;
arg0[0][3] = 0.0f;
arg0[1][2] = 0.0f;
arg0[2][1] = 0.0f;
} else {
arg0[0][1] = 0.0f;
arg0[1][3] = 0.0f;
arg0[0][2] = 0.0f;
arg0[1][1] = 0.0f;
arg0[0][3] = 0.0f;
arg0[1][2] = 0.0f;
arg0[2][1] = 0.0f;
arg0[0][0] = 1.0f;
arg0[1][0] = 1.0f;
arg0[2][0] = 1.0f;
}
}
// look like create a translation and rotation matrix with arg1 position and arg2 rotation
void func_802B6D58(Mat4 arg0, Vec3f arg1, Vec3f arg2) {
f32 sine1;
f32 cosine1;
f32 sine2;
f32 cosine2;
f32 sine3;
f32 cosine3;
sine1 = sins(arg2[0]);
cosine1 = coss(arg2[0]);
sine2 = sins(arg2[1]);
cosine2 = coss(arg2[1]);
sine3 = sins(arg2[2]);
cosine3 = coss(arg2[2]);
arg0[0][0] = (cosine2 * cosine3) + ((sine1 * sine2) * sine3);
arg0[1][0] = (-cosine2 * sine3) + (sine1 * sine2) * cosine3;
arg0[2][0] = cosine1 * sine2;
arg0[3][0] = arg1[0];
arg0[0][1] = cosine1 * sine3;
arg0[1][1] = cosine1 * cosine3;
arg0[2][1] = -sine1;
arg0[3][1] = arg1[1];
arg0[0][2] = (-sine2 * cosine3) + ((sine1 * cosine2) * sine3);
arg0[1][2] = (sine2 * sine3) + ((sine1 * cosine2) * cosine3);
arg0[2][2] = cosine1 * cosine2;
arg0[3][2] = arg1[2];
arg0[0][3] = 0.0f;
arg0[1][3] = 0.0f;
arg0[2][3] = 0.0f;
arg0[3][3] = 1.0f;
}
void mtxf_multiplication(Mat4 dest, Mat4 mat1, Mat4 mat2) {
Mat4 product;
product[0][0] =
(mat1[0][0] * mat2[0][0]) + (mat1[0][1] * mat2[1][0]) + (mat1[0][2] * mat2[2][0]) + (mat1[0][3] * mat2[3][0]);
product[0][1] =
(mat1[0][0] * mat2[0][1]) + (mat1[0][1] * mat2[1][1]) + (mat1[0][2] * mat2[2][1]) + (mat1[0][3] * mat2[3][1]);
product[0][2] =
(mat1[0][0] * mat2[0][2]) + (mat1[0][1] * mat2[1][2]) + (mat1[0][2] * mat2[2][2]) + (mat1[0][3] * mat2[3][2]);
product[0][3] =
(mat1[0][0] * mat2[0][3]) + (mat1[0][1] * mat2[1][3]) + (mat1[0][2] * mat2[2][3]) + (mat1[0][3] * mat2[3][3]);
product[1][0] =
(mat1[1][0] * mat2[0][0]) + (mat1[1][1] * mat2[1][0]) + (mat1[1][2] * mat2[2][0]) + (mat1[1][3] * mat2[3][0]);
product[1][1] =
(mat1[1][0] * mat2[0][1]) + (mat1[1][1] * mat2[1][1]) + (mat1[1][2] * mat2[2][1]) + (mat1[1][3] * mat2[3][1]);
product[1][2] =
(mat1[1][0] * mat2[0][2]) + (mat1[1][1] * mat2[1][2]) + (mat1[1][2] * mat2[2][2]) + (mat1[1][3] * mat2[3][2]);
product[1][3] =
(mat1[1][0] * mat2[0][3]) + (mat1[1][1] * mat2[1][3]) + (mat1[1][2] * mat2[2][3]) + (mat1[1][3] * mat2[3][3]);
product[2][0] =
(mat1[2][0] * mat2[0][0]) + (mat1[2][1] * mat2[1][0]) + (mat1[2][2] * mat2[2][0]) + (mat1[2][3] * mat2[3][0]);
product[2][1] =
(mat1[2][0] * mat2[0][1]) + (mat1[2][1] * mat2[1][1]) + (mat1[2][2] * mat2[2][1]) + (mat1[2][3] * mat2[3][1]);
product[2][2] =
(mat1[2][0] * mat2[0][2]) + (mat1[2][1] * mat2[1][2]) + (mat1[2][2] * mat2[2][2]) + (mat1[2][3] * mat2[3][2]);
product[2][3] =
(mat1[2][0] * mat2[0][3]) + (mat1[2][1] * mat2[1][3]) + (mat1[2][2] * mat2[2][3]) + (mat1[2][3] * mat2[3][3]);
product[3][0] =
(mat1[3][0] * mat2[0][0]) + (mat1[3][1] * mat2[1][0]) + (mat1[3][2] * mat2[2][0]) + (mat1[3][3] * mat2[3][0]);
product[3][1] =
(mat1[3][0] * mat2[0][1]) + (mat1[3][1] * mat2[1][1]) + (mat1[3][2] * mat2[2][1]) + (mat1[3][3] * mat2[3][1]);
product[3][2] =
(mat1[3][0] * mat2[0][2]) + (mat1[3][1] * mat2[1][2]) + (mat1[3][2] * mat2[2][2]) + (mat1[3][3] * mat2[3][2]);
product[3][3] =
(mat1[3][0] * mat2[0][3]) + (mat1[3][1] * mat2[1][3]) + (mat1[3][2] * mat2[2][3]) + (mat1[3][3] * mat2[3][3]);
mtxf_copy_n_element((s32*) dest, (s32*) product, 16);
}
/**
* Convert float matrix 'src' to fixed point matrix 'dest'.
* The float matrix may not contain entries larger than 65536 or the console
* crashes. The fixed point matrix has entries with a 16-bit integer part, so
* the floating point numbers are multiplied by 2^16 before being cast to a s32
* integer. If this doesn't fit, the N64 and iQue consoles will throw an
* 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
// Avoid type-casting which is technically UB by calling the equivalent
// guMtxF2L function. This helps little-endian systems, as well.
guMtxF2L(src, dest);
#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;
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
}
#endif
}
/**
* Comment from sm64 unverified. mk64 verison is modified
*
* 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).
*/
u16 atan2_lookup(f32 y, f32 x) {
u16 ret;
if (x == 0) {
ret = gArctanTable[0];
} else {
if (1000000.0f < y / x) {
if (y > 0.0f) {
ret = 0x4000;
} else {
ret = 0xC000;
}
} else {
ret = gArctanTable[(s32) (y / x * 1024 + 0.5f)];
}
}
return ret;
}
/**
* Compute the angle from (0, 0) to (x, y) as a u16. Given that terrain is in
* the xz-plane, this is commonly called with (z, x) to get a yaw angle.
* sm64 but x, y swapped and returns u16.
*/
u16 atan2s(f32 x, f32 y) {
u16 ret;
if (x >= 0) {
if (y >= 0) {
if (y >= x) {
ret = atan2_lookup(x, y);
} else {
ret = 0x4000 - atan2_lookup(y, x);
}
} else {
y = -y;
if (y < x) {
ret = 0x4000 + atan2_lookup(y, x);
} else {
ret = 0x8000 - atan2_lookup(x, y);
}
}
} else {
x = -x;
if (y < 0) {
y = -y;
if (y >= x) {
ret = 0x8000 + atan2_lookup(x, y);
} else {
ret = 0xC000 - atan2_lookup(y, x);
}
} else {
if (y < x) {
ret = 0xC000 + atan2_lookup(y, x);
} else {
ret = -atan2_lookup(x, y);
}
}
}
return ret;
}
f32 atan2f(f32 arg0, f32 arg1) {
return atan2s(arg0, arg1);
}
#ifndef NON_MATCHING // The decomp does not support fabs
UNUSED f32 func_802B79F0(f32 arg0, f32 arg1) {
f64 halfpi;
f32 temp_f0;
UNUSED f32 pad;
f32 temp_f2;
f32 var_f16;
f32 var_f2;
s32 var_v0;
var_f16 = arg0 / arg1;
var_v0 = 0;
if (fabs(arg1) < fabs(arg0)) {
var_v0 = 1;
}
if (var_v0 != 0) {
var_f16 = arg1 / arg0;
}
temp_f0 = var_f16 * var_f16;
temp_f2 = temp_f0 * temp_f0;
var_f16 +=
((((((((temp_f2 * ((-0.01600503f) + (temp_f0 * 0.00283406f))) + (-0.07495445f)) + (temp_f0 * 0.04258761f)) *
(temp_f2 * temp_f2)) +
(((-0.14202571f) + (temp_f0 * 0.10636754f)) * temp_f2)) +
(-0.33333066f)) +
(temp_f0 * 0.19992484f)) *
(var_f16 * temp_f0));
if (var_v0 != 0) {
halfpi = 1.5707963267948966;
return (arg0 < 0.0f ? -halfpi : halfpi) - var_f16;
}
if (arg1 >= 0.0f) {
return var_f16;
}
var_f2 = var_f16 + 3.1415927f;
if (arg0 < 0.0f) {
var_f2 = var_f16 - 3.1415927f;
}
return var_f2;
}
#endif
UNUSED u16 func_802B7B50(f32 arg0, f32 arg1) {
return ((atan2f(arg0, arg1) * 32768.0f) / M_PI);
}
UNUSED void func_802B7C18(f32 arg0) {
atan2f(arg0, 1.0f);
}
s16 func_802B7C40(f32 arg0) {
return atan2s(arg0, 1.0f);
}
UNUSED void func_802B7C6C(f32 arg0) {
atan2f(arg0, sqrtf(1.0 - (arg0 * arg0)));
}
s16 func_802B7CA8(f32 arg0) {
return atan2s(arg0, sqrtf(1.0 - (arg0 * arg0)));
}
f32 calculate_vector_angle_xy(f32 vectorX) {
return atan2f(sqrtf(1.0 - (vectorX * vectorX)), vectorX);
}
UNUSED s16 func_802B7D28(f32 arg0) {
return atan2f(sqrtf(1.0 - (f64) (arg0 * arg0)), arg0) * 32768.0f / M_PI;
}
u16 random_u16(void) {
u16 temp1, temp2;
if (gRandomSeed16 == 22026) {
gRandomSeed16 = 0;
}
temp1 = (gRandomSeed16 & 0x00FF) << 8;
temp1 = temp1 ^ gRandomSeed16;
gRandomSeed16 = ((temp1 & 0x00FF) << 8) + ((temp1 & 0xFF00) >> 8);
temp1 = ((temp1 & 0x00FF) << 1) ^ gRandomSeed16;
temp2 = (temp1 >> 1) ^ 0xFF80;
if ((temp1 & 1) == 0) {
if (temp2 == 43605) {
gRandomSeed16 = 0;
} else {
gRandomSeed16 = temp2 ^ 0x1FF4;
}
} else {
gRandomSeed16 = temp2 ^ 0x8180;
}
return gRandomSeed16;
}
u16 random_int(u16 arg0) {
return arg0 * (((f32) random_u16()) / 65535.0);
}
s16 func_802B7F34(f32 arg0, f32 arg1, f32 arg2, f32 arg3) {
return atan2s(arg2 - arg0, arg3 - arg1);
}
void func_802B7F7C(Vec3f arg0, Vec3f arg1, Vec3s dest) {
f32 x1 = arg0[0];
f32 y1 = arg0[1];
f32 z1 = arg0[2];
f32 x2 = arg1[0];
f32 y2 = arg1[1];
f32 z2 = arg1[2];
dest[1] = func_802B7F34(z1, x1, z2, x2);
dest[0] = func_802B7F34(y1, z1, y2, z2);
dest[2] = func_802B7F34(x1, y1, x2, y2);
}
f32 sins(u16 arg0) {
return gSineTable[arg0 >> 4];
}
f32 coss(u16 arg0) {
return gCosineTable[arg0 >> 4];
}
s32 is_visible_between_angle(u16 arg0, u16 arg1, u16 arg2) {
if (arg1 < arg0) {
if (arg1 >= arg2) {
return 0;
}
if (arg2 >= arg0) {
return 0;
}
} else {
if ((arg1 >= arg2) && (arg2 >= arg0)) {
return 0;
}
}
return 1;
}
/**
* Determines whether an object is within the render distance of a camera.
*
* @param cameraPos The position of the camera in 3D space.
* @param objectPos The position of the object in 3D space.
* @param orientationY The orientation angle of the object around the Y-axis.
* @param minDistance The minimum distance at which the object is considered within render distance.
* @param fov The field of view (FOV) of the camera.
* @param maxDistance The maximum render distance.
* @return The distance between the camera and the object if it's within render distance,
* or -1.0f if it exceeds the render distance.
*/
f32 is_within_render_distance(Vec3f cameraPos, Vec3f objectPos, u16 orientationY, f32 minDistance, f32 fov,
f32 maxDistance) {
u16 angleObject;
UNUSED u16 pad;
u16 temp_v0;
f32 distanceX;
f32 distance;
f32 distanceY;
s32 plus_fov_angle;
s32 minus_fov_angle;
u16 temp;
UNUSED s32 pad2[3];
u16 extended_fov = ((u16) fov * 0xB6);
distanceX = objectPos[0] - cameraPos[0];
distanceX = distanceX * distanceX;
if (maxDistance < distanceX) {
return -1.0f;
}
distanceY = objectPos[2] - cameraPos[2];
distanceY = distanceY * distanceY;
if (maxDistance < distanceY) {
return -1.0f;
}
distance = distanceX + distanceY;
if (distance < minDistance) {
return distance;
}
if (distance > maxDistance) {
return -1.0f;
}
angleObject = get_angle_between_two_vectors(cameraPos, objectPos);
minus_fov_angle = (orientationY - extended_fov);
plus_fov_angle = (orientationY + extended_fov);
if (minDistance == 0.0f) {
if (is_visible_between_angle((orientationY + extended_fov), (orientationY - extended_fov), angleObject) == 1) {
return distance;
}
return -1.0f;
}
if (is_visible_between_angle((u16) plus_fov_angle, (u16) minus_fov_angle, angleObject) == 1) {
return distance;
}
temp_v0 = func_802B7CA8(minDistance / distance);
temp = angleObject + temp_v0;
if (is_visible_between_angle(plus_fov_angle, minus_fov_angle, temp) == 1) {
return distance;
}
temp = angleObject - temp_v0;
if (is_visible_between_angle(plus_fov_angle, minus_fov_angle, temp) == 1) {
return distance;
}
return -1.0f;
}
// No idea if arg1 is actually a Mat4 or not, but since this function is unused
// its impossible to know with certainty either way, very close of func_802B5D64
UNUSED void func_802B8414(uintptr_t addr, Mat4 arg1, s16 arg2, s16 arg3, s32 arg4) {
u32 segment = SEGMENT_NUMBER2(addr);
u32 offset = SEGMENT_OFFSET(addr);
UNUSED s32 pad;
Vec3f sp40;
s8 sp3C[3];
s32 var_v0;
UNUSED s32 pad2[3];
Lights1* var_s0;
var_s0 = (Lights1*) VIRTUAL_TO_PHYSICAL2(gSegmentTable[segment] + offset);
sins(arg3);
coss(arg3);
sins(arg2);
coss(arg2);
sp40[0] = 0.0f;
sp40[1] = 0.0f;
sp40[2] = 1.0f;
sp3C[0] = ((sp40[0] * arg1[0][0]) + (sp40[1] * arg1[1][0]) + (sp40[2] * arg1[2][0])) * 127.0f;
sp3C[1] = ((sp40[0] * arg1[0][1]) + (sp40[1] * arg1[1][1]) + (sp40[2] * arg1[2][1])) * 127.0f;
sp3C[2] = ((sp40[0] * arg1[0][2]) + (sp40[1] * arg1[1][2]) + (sp40[2] * arg1[2][2])) * 127.0f;
for (var_v0 = 0; var_v0 < arg4; var_v0++, var_s0++) {
var_s0->l[0].l.dir[0] = sp3C[0];
var_s0->l[0].l.dir[1] = sp3C[1];
var_s0->l[0].l.dir[2] = sp3C[2];
}
}
#ifdef MIPS_TO_C
// generated by m2c commit beb457dabfc7a01ec6540a5404a6a05097a13602 on Oct-29-2023
void func_802B8614(Player* arg0) {
f64 sp78;
f64 sp70;
f64 sp68;
f64 sp58;
f64 sp50;
f64 sp48;
f64 sp40;
f64 sp38;
f64 temp_f12;
f64 temp_f14;
f64 temp_f16;
f64 temp_f18;
f64 temp_f20;
f64 temp_f2;
f64 temp_f30;
f64 temp_f4;
f64 temp_f6;
temp_f6 = (f64) arg0->tyres[FRONT_RIGHT].pos[0];
sp78 = temp_f6;
sp70 = (f64) arg0->tyres[FRONT_RIGHT].baseHeight;
sp68 = (f64) arg0->tyres[FRONT_RIGHT].pos[2];
temp_f30 = (f64) arg0->tyres[FRONT_LEFT].pos[0];
sp58 = (f64) arg0->tyres[FRONT_LEFT].baseHeight;
sp50 = (f64) arg0->tyres[FRONT_LEFT].pos[2];
sp48 = (f64) arg0->tyres[BACK_RIGHT].pos[0];
sp40 = (f64) arg0->tyres[BACK_RIGHT].baseHeight;
temp_f4 = (f64) arg0->tyres[BACK_RIGHT].pos[2];
temp_f2 = sp58 - sp70;
sp38 = temp_f4;
temp_f12 = temp_f4 - sp50;
temp_f14 = sp50 - sp68;
temp_f16 = sp40 - sp58;
temp_f18 = sp48 - temp_f30;
temp_f20 = temp_f30 - temp_f6;
if (0.0 == 0.0) {
arg0->unk_058 = 0.0f;
arg0->unk_060 = 0.0f;
arg0->unk_05C = 1.0f;
return;
}
arg0->unk_058 = (f32) ((f64) (f32) ((temp_f2 * temp_f12) - (temp_f14 * temp_f16)) / 0.0);
arg0->unk_05C = (f32) ((f64) (f32) ((temp_f14 * temp_f18) - (temp_f20 * temp_f12)) / 0.0);
arg0->unk_060 = (f32) ((f64) (f32) ((temp_f20 * temp_f16) - (temp_f2 * temp_f18)) / 0.0);
}
#else
GLOBAL_ASM("asm/non_matchings/racing/math_util/func_802B8614.s")
#endif