Fix matrices documentation (#952)

* Update names and doc of `Matrix_RotateRPY` and `SkinMatrix_SetRotateRPY` to ZYX Tait-Bryan angles

* Update name and doc of `Matrix_JointPosition` to `Matrix_TranslateRotateZYX`

* `Euler ***` -> `Tait-Bryan *** angles`

* Update docs of `SkinMatrix_Vec3fMtxFMultXYZW` and `SkinMatrix_Vec3fMtxFMultXYZ`

* Fix doc of `SkinMatrix_MtxFMtxFMult`

* Update docs of `SkinMatrix_Invert`

* Change name and docs of `SkinMatrix_SetRotateYRP` to `SkinMatrix_SetRotateYXZ`

* Change name and docs of `SkinMatrix_SetScaleRotateRPYTranslate` to `SkinMatrix_SetScaleRotateZYXTranslate`

* Change name and docs of `SkinMatrix_SetScaleRotateYRPTranslate` to `SkinMatrix_SetScaleRotateYXZTranslate`

* Change name and docs of `SkinMatrix_SetRotateRPYTranslate` to `SkinMatrix_SetRotateZYXTranslate`

* Add renamed functions to `namefixer.py`

* Run formatter

* Consistent function names (`ABC()` if equivalent to `A() B() C()`)
This commit is contained in:
Dragorn421 2021-11-17 11:52:26 +01:00 committed by GitHub
parent 9ca6bfdac3
commit 03636166b3
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GPG Key ID: 4AEE18F83AFDEB23
53 changed files with 373 additions and 357 deletions

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@ -1302,16 +1302,17 @@ s32 func_800A698C(PSkinAwb* skin, SkinLimb** limbs, MtxF* arg2, u8 arg3, u8 arg4
s32 func_800A6AC4(PSkinAwb* skin, MtxF* arg1, Actor* actor, s32 arg3);
void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest);
void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest);
void SkinMatrix_MtxFMtxFMult(MtxF* mfB, MtxF* mfA, MtxF* dest);
void SkinMatrix_MtxFMtxFMult(MtxF* mfA, MtxF* mfB, MtxF* dest);
void SkinMatrix_GetClear(MtxF** mf);
void SkinMatrix_MtxFCopy(MtxF* src, MtxF* dest);
s32 SkinMatrix_Invert(MtxF* src, MtxF* dest);
void SkinMatrix_SetScale(MtxF* mf, f32 x, f32 y, f32 z);
void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw);
void SkinMatrix_SetRotateZYX(MtxF* mf, s16 x, s16 y, s16 z);
void SkinMatrix_SetTranslate(MtxF* mf, f32 x, f32 y, f32 z);
void SkinMatrix_SetScaleRotateYRPTranslate(MtxF* mf, f32 scaleX, f32 scaleY, f32 scaleZ, s16 yaw, s16 roll, s16 pitch,
f32 dx, f32 dy, f32 dz);
void SkinMatrix_SetRotateRPYTranslate(MtxF* mf, s16 roll, s16 pitch, s16 yaw, f32 dx, f32 dy, f32 dz);
void SkinMatrix_SetTranslateRotateYXZScale(MtxF* dest, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ,
f32 translateX, f32 translateY, f32 translateZ);
void SkinMatrix_SetTranslateRotateZYX(MtxF* dest, s16 rotX, s16 rotY, s16 rotZ, f32 translateX, f32 translateY,
f32 translateZ);
Mtx* SkinMatrix_MtxFToNewMtx(GraphicsContext* gfxCtx, MtxF* src);
void func_800A7EC0(MtxF* mf, s16 a, f32 x, f32 y, f32 z);
void Sram_InitNewSave(void);
@ -1761,8 +1762,8 @@ void Matrix_Scale(f32 x, f32 y, f32 z, u8 mode);
void Matrix_RotateX(f32 x, u8 mode);
void Matrix_RotateY(f32 y, u8 mode);
void Matrix_RotateZ(f32 z, u8 mode);
void Matrix_RotateRPY(s16 x, s16 y, s16 z, u8 mode);
void Matrix_JointPosition(Vec3f* position, Vec3s* rotation);
void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode);
void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rotation);
void func_800D1694(f32 x, f32 y, f32 z, Vec3s* vec);
Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest);
Mtx* Matrix_ToMtx(Mtx* dest, char* file, s32 line);

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@ -9,14 +9,14 @@ void func_800430A0(CollisionContext* colCtx, s32 bgId, Actor* actor) {
Vec3f tempPos;
if (DynaPoly_IsBgIdBgActor(bgId)) {
SkinMatrix_SetScaleRotateYRPTranslate(
SkinMatrix_SetTranslateRotateYXZScale(
&prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x,
colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z,
colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y,
colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x,
colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z);
if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) != 2) {
SkinMatrix_SetScaleRotateYRPTranslate(
SkinMatrix_SetTranslateRotateYXZScale(
&curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x,
colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z,
colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y,

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@ -293,12 +293,12 @@ void Matrix_RotateZ(f32 z, u8 mode) {
}
/**
* Rotates the top of the matrix stack by `z` degrees, then
* rotates that matrix by `y` degrees, then rotates that matrix
* by `x` degrees. (roll-pitch-yaw)
* Rotate using ZYX Tait-Bryan angles.
* This means a (column) vector is first rotated around X, then around Y, then around Z, then (if `mode` is
* `MTXMODE_APPLY`) gets transformed according to whatever the matrix was before adding the ZYX rotation.
* Original Name: Matrix_RotateXYZ, changed to reflect rotation order.
*/
void Matrix_RotateRPY(s16 x, s16 y, s16 z, u8 mode) {
void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode) {
MtxF* cmf = sCurrentMatrix;
f32 temp1;
f32 temp2;
@ -379,14 +379,16 @@ void Matrix_RotateRPY(s16 x, s16 y, s16 z, u8 mode) {
cmf->wz = temp2 * cos - temp1 * sin;
}
} else {
SkinMatrix_SetRotateRPY(cmf, x, y, z);
SkinMatrix_SetRotateZYX(cmf, x, y, z);
}
}
/**
* Roll-pitch-yaw rotation and position
* Translate and rotate using ZYX Tait-Bryan angles.
* This means a (column) vector is first rotated around X, then around Y, then around Z, then translated, then gets
* transformed according to whatever the matrix was previously.
*/
void Matrix_JointPosition(Vec3f* position, Vec3s* rotation) {
void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rotation) {
MtxF* cmf = sCurrentMatrix;
f32 sin = Math_SinS(rotation->z);
f32 cos = Math_CosS(rotation->z);
@ -395,25 +397,25 @@ void Matrix_JointPosition(Vec3f* position, Vec3s* rotation) {
temp1 = cmf->xx;
temp2 = cmf->xy;
cmf->xw += temp1 * position->x + temp2 * position->y + cmf->xz * position->z;
cmf->xw += temp1 * translation->x + temp2 * translation->y + cmf->xz * translation->z;
cmf->xx = temp1 * cos + temp2 * sin;
cmf->xy = temp2 * cos - temp1 * sin;
temp1 = cmf->yx;
temp2 = cmf->yy;
cmf->yw += temp1 * position->x + temp2 * position->y + cmf->yz * position->z;
cmf->yw += temp1 * translation->x + temp2 * translation->y + cmf->yz * translation->z;
cmf->yx = temp1 * cos + temp2 * sin;
cmf->yy = temp2 * cos - temp1 * sin;
temp1 = cmf->zx;
temp2 = cmf->zy;
cmf->zw += temp1 * position->x + temp2 * position->y + cmf->zz * position->z;
cmf->zw += temp1 * translation->x + temp2 * translation->y + cmf->zz * translation->z;
cmf->zx = temp1 * cos + temp2 * sin;
cmf->zy = temp2 * cos - temp1 * sin;
temp1 = cmf->wx;
temp2 = cmf->wy;
cmf->ww += temp1 * position->x + temp2 * position->y + cmf->wz * position->z;
cmf->ww += temp1 * translation->x + temp2 * translation->y + cmf->wz * translation->z;
cmf->wx = temp1 * cos + temp2 * sin;
cmf->wy = temp2 * cos - temp1 * sin;
@ -740,7 +742,7 @@ void func_800D1FD4(MtxF* mf) {
}
/**
* Gets the rotation the specified matrix represents, using Euler YXZ.
* Gets the rotation the specified matrix represents, using Tait-Bryan YXZ angles.
* The flag value doesn't matter for a rotation matrix. Not 0 does extra calculation.
*/
void Matrix_MtxFToYXZRotS(MtxF* mf, Vec3s* rotDest, s32 flag) {
@ -793,7 +795,7 @@ void Matrix_MtxFToYXZRotS(MtxF* mf, Vec3s* rotDest, s32 flag) {
}
/**
* Gets the rotation the specified matrix represents, using Euler ZYX.
* Gets the rotation the specified matrix represents, using Tait-Bryan ZYX angles.
* The flag value doesn't matter for a rotation matrix. Not 0 does extra calculation.
*/
void Matrix_MtxFToZYXRotS(MtxF* mf, Vec3s* rotDest, s32 flag) {

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@ -2810,7 +2810,7 @@ void DynaPoly_ExpandSRT(GlobalContext* globalCtx, DynaCollisionContext* dyna, s3
*polyStartIndex += pbgdata->numPolygons;
*vtxStartIndex += pbgdata->numVertices;
} else {
SkinMatrix_SetScaleRotateYRPTranslate(
SkinMatrix_SetTranslateRotateYXZScale(
&mtx, dyna->bgActors[bgId].curTransform.scale.x, dyna->bgActors[bgId].curTransform.scale.y,
dyna->bgActors[bgId].curTransform.scale.z, dyna->bgActors[bgId].curTransform.rot.x,
dyna->bgActors[bgId].curTransform.rot.y, dyna->bgActors[bgId].curTransform.rot.z,
@ -3136,7 +3136,7 @@ f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
polyIndex = *dynaRaycast->resultPoly - polyMin;
poly = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->polyList[polyIndex];
SkinMatrix_SetScaleRotateYRPTranslate(&srpMtx, curTransform->scale.x, curTransform->scale.y,
SkinMatrix_SetTranslateRotateYXZScale(&srpMtx, curTransform->scale.x, curTransform->scale.y,
curTransform->scale.z, curTransform->rot.x, curTransform->rot.y,
curTransform->rot.z, curTransform->pos.x, curTransform->pos.y,
curTransform->pos.z);

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@ -76,7 +76,7 @@ void DebugDisplay_DrawSpriteI8(DebugDispObject* dispObj, void* texture, GlobalCo
Matrix_Translate(dispObj->pos.x, dispObj->pos.y, dispObj->pos.z, MTXMODE_NEW);
Matrix_Scale(dispObj->scale.x, dispObj->scale.y, dispObj->scale.z, MTXMODE_APPLY);
Matrix_Mult(&globalCtx->mf_11DA0, MTXMODE_APPLY);
Matrix_RotateRPY(dispObj->rot.x, dispObj->rot.y, dispObj->rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(dispObj->rot.x, dispObj->rot.y, dispObj->rot.z, MTXMODE_APPLY);
gDPLoadTextureBlock(POLY_XLU_DISP++, texture, G_IM_FMT_I, G_IM_SIZ_8b, 16, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);

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@ -192,9 +192,9 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
}
SkinMatrix_SetTranslate(&spC4, this->position.x, this->position.y, this->position.z);
SkinMatrix_SetRotateRPY(&sp104, 0, elem->yaw, 0);
SkinMatrix_SetRotateZYX(&sp104, 0, elem->yaw, 0);
SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84);
SkinMatrix_SetRotateRPY(&sp104, 0, 0, elem->pitch);
SkinMatrix_SetRotateZYX(&sp104, 0, 0, elem->pitch);
SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4);
SkinMatrix_SetTranslate(&sp104, temp1, 0.0f, 0.0f);
SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84);

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@ -120,7 +120,7 @@ void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve*
pos.y = transform->y;
pos.z = transform->z;
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY);
if (lod == 0) {

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@ -758,9 +758,9 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime,
sp74 = D_80126068[(void)0, gSaveContext.linkAge] - this->unk_6C4;
Matrix_Push();
Matrix_JointPosition(pos, rot);
Matrix_TranslateRotateZYX(pos, rot);
Matrix_MultVec3f(&D_8012602C, &spA4);
Matrix_JointPosition(&D_80126038[(void)0, gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]);
Matrix_TranslateRotateZYX(&D_80126038[(void)0, gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]);
Matrix_Translate(D_80126050[(void)0, gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_MultVec3f(&D_8012602C, &sp98);
Matrix_MultVec3f(&D_80126070, &footprintPos);
@ -842,7 +842,7 @@ s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
if (this->unk_6C2 != 0) {
Matrix_Translate(pos->x, ((Math_CosS(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateX(this->unk_6C2 * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateRPY(rot->x, rot->y, rot->z, MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
pos->x = pos->y = pos->z = 0.0f;
rot->x = rot->y = rot->z = 0;
}
@ -1062,7 +1062,7 @@ void Player_DrawGetItemImpl(GlobalContext* globalCtx, Player* this, Vec3f* refPo
Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW);
Matrix_RotateRPY(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_RotateZYX(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
GetItem_Draw(globalCtx, drawIdPlusOne - 1);
@ -1207,7 +1207,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
}
Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY);
Matrix_RotateRPY(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_Scale(1.0f, this->unk_85C, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2653),
@ -1243,7 +1243,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) {
if (this->stateFlags1 & 0x200) {
Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos);
Matrix_RotateRPY(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
hookedActor->shape.rot = hookedActor->world.rot;
@ -1325,7 +1325,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
s32 pad;
Matrix_MultVec3f(&D_80126190, &heldActor->world.pos);
Matrix_RotateRPY(0, -0x4000, -0x4000, MTXMODE_APPLY);
Matrix_RotateZYX(0, -0x4000, -0x4000, MTXMODE_APPLY);
Matrix_Get(&sp44);
Matrix_MtxFToYXZRotS(&sp44, &heldActor->world.rot, 0);
heldActor->shape.rot = heldActor->world.rot;
@ -1359,7 +1359,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
func_80090604(globalCtx, this, &this->shieldQuad, D_8012619C);
}
Matrix_JointPosition(&D_801261CC, &D_801261D8);
Matrix_TranslateRotateZYX(&D_801261CC, &D_801261D8);
Matrix_Get(&this->shieldMf);
}
} else if (limbIndex == PLAYER_LIMB_HEAD) {

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@ -39,7 +39,7 @@ void SkelAnime_DrawLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** skele
dList = limb->dLists[lod];
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 805), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
@ -97,7 +97,7 @@ void SkelAnime_DrawLod(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa
dList = rootLimb->dLists[lod];
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 881), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
@ -144,7 +144,7 @@ void SkelAnime_DrawFlexLimbLod(GlobalContext* globalCtx, s32 limbIndex, void** s
newDList = limbDList = limb->dLists[lod];
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*mtx, "../z_skelanime.c", 945);
{
@ -212,7 +212,7 @@ void SkelAnime_DrawFlexLod(GlobalContext* globalCtx, void** skeleton, Vec3s* joi
newDList = limbDList = rootLimb->dLists[lod];
if ((overrideLimbDraw == 0) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1033);
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
@ -259,7 +259,7 @@ void SkelAnime_DrawLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** skele
dList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1103), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
@ -315,7 +315,7 @@ void SkelAnime_DrawOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa
dList = rootLimb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1176), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
@ -362,7 +362,7 @@ void SkelAnime_DrawFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** s
newDList = limbDList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*limbMatricies, "../z_skelanime.c", 1242);
gSPMatrix(POLY_OPA_DISP++, *limbMatricies, G_MTX_LOAD);
@ -431,7 +431,7 @@ void SkelAnime_DrawFlexOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* joi
newDList = limbDList = rootLimb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, arg)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1327);
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
@ -523,7 +523,7 @@ Gfx* SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton
dList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &dList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1489), G_MTX_LOAD);
gSPDisplayList(gfx++, dList);
@ -581,7 +581,7 @@ Gfx* SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable
dList = rootLimb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &dList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
gSPMatrix(gfx++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_skelanime.c", 1558), G_MTX_LOAD);
gSPDisplayList(gfx++, dList);
@ -626,7 +626,7 @@ Gfx* SkelAnime_DrawFlexLimb(GlobalContext* globalCtx, s32 limbIndex, void** skel
newDList = limbDList = limb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(*mtx, "../z_skelanime.c", 1623);
gSPMatrix(gfx++, *mtx, G_MTX_LOAD);
@ -691,7 +691,7 @@ Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jointT
newDList = limbDList = rootLimb->dList;
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, 1, &newDList, &pos, &rot, arg, &gfx)) {
Matrix_JointPosition(&pos, &rot);
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
Matrix_ToMtx(mtx, "../z_skelanime.c", 1710);
gSPMatrix(gfx++, mtx, G_MTX_LOAD);

View File

@ -150,9 +150,9 @@ s32 func_800A6AC4(PSkinAwb* skin, MtxF* arg1, Actor* actor, s32 arg3) {
yRot += horse->turnRot;
}
SkinMatrix_SetRotateRPYTranslate(arg1, xRot, yRot, zRot, xTransl, yTransl, zTransl);
SkinMatrix_SetTranslateRotateZYX(arg1, xRot, yRot, zRot, xTransl, yTransl, zTransl);
} else {
SkinMatrix_SetRotateRPYTranslate(arg1, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
SkinMatrix_SetTranslateRotateZYX(arg1, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
}
jointRot++;
for (i = 1; i < skin->skeletonHeader->limbCount; i++) {
@ -165,10 +165,10 @@ s32 func_800A6AC4(PSkinAwb* skin, MtxF* arg1, Actor* actor, s32 arg3) {
yRot = jointRot->y;
zRot = jointRot->z;
jointRot++;
SkinMatrix_SetRotateRPYTranslate(&arg1[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
SkinMatrix_SetTranslateRotateZYX(&arg1[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
}
SkinMatrix_SetScaleRotateYRPTranslate(
SkinMatrix_SetTranslateRotateYXZScale(
&skin->mtx, actor->scale.x, actor->scale.y, actor->scale.z, actor->shape.rot.x, actor->shape.rot.y,
actor->shape.rot.z, actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z);

View File

@ -11,10 +11,13 @@ MtxF sMtxFClear = {
// clang-format on
/**
* Multiplies a 4 component row vector [ src , 1 ] by the matrix mf and writes the resulting 4 components to xyzDest
* Multiplies the matrix mf by a 4 components column vector [ src , 1 ] and writes the resulting 4 components to xyzDest
* and wDest.
*
* \f[ [\texttt{xyzDest}, \texttt{wDest}] = [\texttt{src}, 1] \cdot [mf] \f]
* \f[ \begin{bmatrix} \texttt{xyzDest} \\ \texttt{wDest} \\ \end{bmatrix}
* = [\texttt{mf}] \cdot
* \begin{bmatrix} \texttt{src} \\ 1 \\ \end{bmatrix}
* \f]
*/
void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest) {
xyzDest->x = mf->xw + ((src->x * mf->xx) + (src->y * mf->xy) + (src->z * mf->xz));
@ -24,9 +27,12 @@ void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDe
}
/**
* Multiplies a 4 component row vector [ src , 1 ] by the matrix mf and writes the resulting xyz components to dest.
* Multiplies the matrix mf by a 4 components column vector [ src , 1 ] and writes the resulting xyz components to dest.
*
* \f[ [\texttt{dest}, -] = [\texttt{src}, 1] \cdot [mf] \f]
* \f[ \begin{bmatrix} \texttt{dest} \\ - \\ \end{bmatrix}
* = [\texttt{mf}] \cdot
* \begin{bmatrix} \texttt{src} \\ 1 \\ \end{bmatrix}
* \f]
*/
void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest) {
f32 mx = mf->xx;
@ -49,133 +55,133 @@ void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest) {
/**
* Matrix multiplication, dest = mfA * mfB.
* mfA and dest should not be the same matrix.
* mfB and dest should not be the same matrix.
*/
void SkinMatrix_MtxFMtxFMult(MtxF* mfB, MtxF* mfA, MtxF* dest) {
f32 x2;
f32 y2;
f32 z2;
f32 w2;
void SkinMatrix_MtxFMtxFMult(MtxF* mfA, MtxF* mfB, MtxF* dest) {
f32 cx;
f32 cy;
f32 cz;
f32 cw;
//---ROW1---
f32 x1 = mfB->xx;
f32 y1 = mfB->xy;
f32 z1 = mfB->xz;
f32 w1 = mfB->xw;
f32 rx = mfA->xx;
f32 ry = mfA->xy;
f32 rz = mfA->xz;
f32 rw = mfA->xw;
//--------
x2 = mfA->xx;
y2 = mfA->yx;
z2 = mfA->zx;
w2 = mfA->wx;
dest->xx = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xx;
cy = mfB->yx;
cz = mfB->zx;
cw = mfB->wx;
dest->xx = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xy;
y2 = mfA->yy;
z2 = mfA->zy;
w2 = mfA->wy;
dest->xy = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xy;
cy = mfB->yy;
cz = mfB->zy;
cw = mfB->wy;
dest->xy = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xz;
y2 = mfA->yz;
z2 = mfA->zz;
w2 = mfA->wz;
dest->xz = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xz;
cy = mfB->yz;
cz = mfB->zz;
cw = mfB->wz;
dest->xz = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xw;
y2 = mfA->yw;
z2 = mfA->zw;
w2 = mfA->ww;
dest->xw = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xw;
cy = mfB->yw;
cz = mfB->zw;
cw = mfB->ww;
dest->xw = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
//---ROW2---
x1 = mfB->yx;
y1 = mfB->yy;
z1 = mfB->yz;
w1 = mfB->yw;
rx = mfA->yx;
ry = mfA->yy;
rz = mfA->yz;
rw = mfA->yw;
//--------
x2 = mfA->xx;
y2 = mfA->yx;
z2 = mfA->zx;
w2 = mfA->wx;
dest->yx = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xx;
cy = mfB->yx;
cz = mfB->zx;
cw = mfB->wx;
dest->yx = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xy;
y2 = mfA->yy;
z2 = mfA->zy;
w2 = mfA->wy;
dest->yy = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xy;
cy = mfB->yy;
cz = mfB->zy;
cw = mfB->wy;
dest->yy = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xz;
y2 = mfA->yz;
z2 = mfA->zz;
w2 = mfA->wz;
dest->yz = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xz;
cy = mfB->yz;
cz = mfB->zz;
cw = mfB->wz;
dest->yz = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xw;
y2 = mfA->yw;
z2 = mfA->zw;
w2 = mfA->ww;
dest->yw = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xw;
cy = mfB->yw;
cz = mfB->zw;
cw = mfB->ww;
dest->yw = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
//---ROW3---
x1 = mfB->zx;
y1 = mfB->zy;
z1 = mfB->zz;
w1 = mfB->zw;
rx = mfA->zx;
ry = mfA->zy;
rz = mfA->zz;
rw = mfA->zw;
//--------
x2 = mfA->xx;
y2 = mfA->yx;
z2 = mfA->zx;
w2 = mfA->wx;
dest->zx = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xx;
cy = mfB->yx;
cz = mfB->zx;
cw = mfB->wx;
dest->zx = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xy;
y2 = mfA->yy;
z2 = mfA->zy;
w2 = mfA->wy;
dest->zy = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xy;
cy = mfB->yy;
cz = mfB->zy;
cw = mfB->wy;
dest->zy = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xz;
y2 = mfA->yz;
z2 = mfA->zz;
w2 = mfA->wz;
dest->zz = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xz;
cy = mfB->yz;
cz = mfB->zz;
cw = mfB->wz;
dest->zz = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xw;
y2 = mfA->yw;
z2 = mfA->zw;
w2 = mfA->ww;
dest->zw = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xw;
cy = mfB->yw;
cz = mfB->zw;
cw = mfB->ww;
dest->zw = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
//---ROW4---
x1 = mfB->wx;
y1 = mfB->wy;
z1 = mfB->wz;
w1 = mfB->ww;
rx = mfA->wx;
ry = mfA->wy;
rz = mfA->wz;
rw = mfA->ww;
//--------
x2 = mfA->xx;
y2 = mfA->yx;
z2 = mfA->zx;
w2 = mfA->wx;
dest->wx = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xx;
cy = mfB->yx;
cz = mfB->zx;
cw = mfB->wx;
dest->wx = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xy;
y2 = mfA->yy;
z2 = mfA->zy;
w2 = mfA->wy;
dest->wy = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xy;
cy = mfB->yy;
cz = mfB->zy;
cw = mfB->wy;
dest->wy = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xz;
y2 = mfA->yz;
z2 = mfA->zz;
w2 = mfA->wz;
dest->wz = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xz;
cy = mfB->yz;
cz = mfB->zz;
cw = mfB->wz;
dest->wz = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
x2 = mfA->xw;
y2 = mfA->yw;
z2 = mfA->zw;
w2 = mfA->ww;
dest->ww = (x1 * x2) + (y1 * y2) + (z1 * z2) + (w1 * w2);
cx = mfB->xw;
cy = mfB->yw;
cz = mfB->zw;
cw = mfB->ww;
dest->ww = (rx * cx) + (ry * cy) + (rz * cz) + (rw * cw);
}
/**
@ -224,8 +230,7 @@ void SkinMatrix_MtxFCopy(MtxF* src, MtxF* dest) {
}
/**
* Inverts a matrix using a slight modification of the Gauss-Jordan method
* (column operations instead of row operations).
* Inverts a matrix using the Gauss-Jordan method.
* returns 0 if successfully inverted
* returns 2 if matrix non-invertible (0 determinant)
*/
@ -235,50 +240,53 @@ s32 SkinMatrix_Invert(MtxF* src, MtxF* dest) {
s32 pad;
f32 temp2;
f32 temp1;
s32 thisRow;
s32 thisCol;
s32 thisRow;
SkinMatrix_MtxFCopy(src, &mfCopy);
SkinMatrix_Clear(dest);
for (thisRow = 0; thisRow < 4; thisRow++) {
thisCol = thisRow;
while ((thisCol < 4) && (fabsf(mfCopy.mf[thisRow][thisCol]) < 0.0005f)) {
thisCol++;
for (thisCol = 0; thisCol < 4; thisCol++) {
thisRow = thisCol;
while ((thisRow < 4) && (fabsf(mfCopy.mf[thisCol][thisRow]) < 0.0005f)) {
thisRow++;
}
if (thisCol == 4) {
// reaching col = 4 means the row is either all 0 or a duplicate row.
// therefore singular matrix (0 determinant).
if (thisRow == 4) {
// Reaching row = 4 means the column is either all 0 or a duplicate column.
// Therefore src is a singular matrix (0 determinant).
osSyncPrintf(VT_COL(YELLOW, BLACK));
osSyncPrintf("Skin_Matrix_InverseMatrix():逆行列つくれません\n");
osSyncPrintf(VT_RST);
return 2;
}
if (thisCol != thisRow) { // responsible for swapping columns if zero on diagonal
for (i = 0; i < 4; i++) {
temp1 = mfCopy.mf[i][thisCol];
mfCopy.mf[i][thisCol] = mfCopy.mf[i][thisRow];
mfCopy.mf[i][thisRow] = temp1;
temp2 = dest->mf[i][thisCol];
dest->mf[i][thisCol] = dest->mf[i][thisRow];
dest->mf[i][thisRow] = temp2;
if (thisRow != thisCol) {
// Diagonal element mf[thisCol][thisCol] is zero.
// Swap the rows thisCol and thisRow.
for (i = 0; i < 4; i++) {
temp1 = mfCopy.mf[i][thisRow];
mfCopy.mf[i][thisRow] = mfCopy.mf[i][thisCol];
mfCopy.mf[i][thisCol] = temp1;
temp2 = dest->mf[i][thisRow];
dest->mf[i][thisRow] = dest->mf[i][thisCol];
dest->mf[i][thisCol] = temp2;
}
}
// Scale this whole column s.t. the diag element = 1
temp1 = mfCopy.mf[thisRow][thisRow];
// Scale this whole row such that the diagonal element is 1.
temp1 = mfCopy.mf[thisCol][thisCol];
for (i = 0; i < 4; i++) {
mfCopy.mf[i][thisRow] /= temp1;
dest->mf[i][thisRow] /= temp1;
mfCopy.mf[i][thisCol] /= temp1;
dest->mf[i][thisCol] /= temp1;
}
for (thisCol = 0; thisCol < 4; thisCol++) {
if (thisCol != thisRow) {
temp1 = mfCopy.mf[thisRow][thisCol];
for (thisRow = 0; thisRow < 4; thisRow++) {
if (thisRow != thisCol) {
temp1 = mfCopy.mf[thisCol][thisRow];
for (i = 0; i < 4; i++) {
mfCopy.mf[i][thisCol] -= mfCopy.mf[i][thisRow] * temp1;
dest->mf[i][thisCol] -= dest->mf[i][thisRow] * temp1;
mfCopy.mf[i][thisRow] -= mfCopy.mf[i][thisCol] * temp1;
dest->mf[i][thisRow] -= dest->mf[i][thisCol] * temp1;
}
}
}
@ -309,85 +317,84 @@ void SkinMatrix_SetScale(MtxF* mf, f32 x, f32 y, f32 z) {
}
/**
* Produces a rotation matrix = (roll rotation matrix) * (pitch rotation matrix) * (yaw rotation matrix)
* Produces a rotation matrix using ZYX Tait-Bryan angles.
*/
void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw) {
f32 cos2;
f32 sin = Math_SinS(yaw);
f32 cos = Math_CosS(yaw);
void SkinMatrix_SetRotateZYX(MtxF* mf, s16 x, s16 y, s16 z) {
f32 cos;
f32 sinZ = Math_SinS(z);
f32 cosZ = Math_CosS(z);
f32 xy;
f32 sin2;
f32 sin;
f32 xz;
f32 yy;
f32 yz;
mf->yy = cos;
mf->xy = -sin;
mf->yy = cosZ;
mf->xy = -sinZ;
mf->wx = mf->wy = mf->wz = 0;
mf->xw = mf->yw = mf->zw = 0;
mf->ww = 1;
if (pitch != 0) {
sin2 = Math_SinS(pitch);
cos2 = Math_CosS(pitch);
if (y != 0) {
sin = Math_SinS(y);
cos = Math_CosS(y);
mf->xx = cos * cos2;
mf->xz = cos * sin2;
mf->xx = cosZ * cos;
mf->xz = cosZ * sin;
mf->yx = sin * cos2;
mf->yz = sin * sin2;
mf->zx = -sin2;
mf->zz = cos2;
mf->yx = sinZ * cos;
mf->yz = sinZ * sin;
mf->zx = -sin;
mf->zz = cos;
} else {
mf->xx = cos;
mf->xx = cosZ;
if (1) {}
if (1) {}
xz = sin; // required to match
mf->yx = sin;
xz = sinZ; // required to match
mf->yx = sinZ;
mf->zx = mf->xz = mf->yz = 0;
mf->zz = 1;
}
if (roll != 0) {
sin2 = Math_SinS(roll);
cos2 = Math_CosS(roll);
if (x != 0) {
sin = Math_SinS(x);
cos = Math_CosS(x);
xy = mf->xy;
xz = mf->xz;
mf->xy = (xy * cos2) + (xz * sin2);
mf->xz = (xz * cos2) - (xy * sin2);
mf->xy = (xy * cos) + (xz * sin);
mf->xz = (xz * cos) - (xy * sin);
if (1) {}
yz = mf->yz;
yy = mf->yy;
mf->yy = (yy * cos2) + (yz * sin2);
mf->yz = (yz * cos2) - (yy * sin2);
mf->yy = (yy * cos) + (yz * sin);
mf->yz = (yz * cos) - (yy * sin);
if (cos2) {}
mf->zy = mf->zz * sin2;
mf->zz = mf->zz * cos2;
if (cos) {}
mf->zy = mf->zz * sin;
mf->zz = mf->zz * cos;
} else {
mf->zy = 0;
}
}
/**
* Produces a rotation matrix = (yaw rotation matrix) * (roll rotation matrix) * (pitch rotation matrix)
* Produces a rotation matrix using YXZ Tait-Bryan angles.
*/
void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) {
f32 cos2;
f32 sin;
void SkinMatrix_SetRotateYXZ(MtxF* mf, s16 x, s16 y, s16 z) {
f32 cos;
f32 sinY = Math_SinS(y);
f32 cosY = Math_CosS(y);
f32 zx;
f32 sin2;
f32 sin;
f32 zy;
f32 xx;
f32 xy;
sin = Math_SinS(roll);
cos = Math_CosS(roll);
mf->xx = cos;
mf->zx = -sin;
mf->xx = cosY;
mf->zx = -sinY;
mf->wz = 0;
mf->wy = 0;
mf->wx = 0;
@ -396,43 +403,43 @@ void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) {
mf->xw = 0;
mf->ww = 1;
if (yaw != 0) {
sin2 = Math_SinS(yaw);
cos2 = Math_CosS(yaw);
if (x != 0) {
sin = Math_SinS(x);
cos = Math_CosS(x);
mf->zz = cos * cos2;
mf->zy = cos * sin2;
mf->zz = cosY * cos;
mf->zy = cosY * sin;
mf->xz = sin * cos2;
mf->xy = sin * sin2;
mf->yz = -sin2;
mf->yy = cos2;
mf->xz = sinY * cos;
mf->xy = sinY * sin;
mf->yz = -sin;
mf->yy = cos;
} else {
mf->zz = cos;
mf->zz = cosY;
if (1) {}
if (1) {}
xy = sin; // required to match
mf->xz = sin;
xy = sinY; // required to match
mf->xz = sinY;
mf->xy = mf->zy = mf->yz = 0;
mf->yy = 1;
}
if (pitch != 0) {
sin2 = Math_SinS(pitch);
cos2 = Math_CosS(pitch);
if (z != 0) {
sin = Math_SinS(z);
cos = Math_CosS(z);
xx = mf->xx;
xy = mf->xy;
mf->xx = (xx * cos2) + (xy * sin2);
mf->xy = xy * cos2 - (xx * sin2);
mf->xx = (xx * cos) + (xy * sin);
mf->xy = xy * cos - (xx * sin);
if (1) {}
zy = mf->zy;
zx = mf->zx;
mf->zx = (zx * cos2) + (zy * sin2);
mf->zy = (zy * cos2) - (zx * sin2);
if (cos2) {}
mf->yx = mf->yy * sin2;
mf->yy = mf->yy * cos2;
mf->zx = (zx * cos) + (zy * sin);
mf->zy = (zy * cos) - (zx * sin);
if (cos) {}
mf->yx = mf->yy * sin;
mf->yy = mf->yy * cos;
} else {
mf->yx = 0;
}
@ -461,45 +468,46 @@ void SkinMatrix_SetTranslate(MtxF* mf, f32 x, f32 y, f32 z) {
}
/**
* Produces a matrix which scales, then rotates (RPY), then translates a vector
* Produces a matrix which scales, then rotates (using ZYX Tait-Bryan angles), then translates.
*/
void SkinMatrix_SetScaleRotateRPYTranslate(MtxF* mf, f32 scaleX, f32 scaleY, f32 scaleZ, s16 roll, s16 pitch, s16 yaw,
f32 dx, f32 dy, f32 dz) {
void SkinMatrix_SetTranslateRotateZYXScale(MtxF* dest, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ,
f32 translateX, f32 translateY, f32 translateZ) {
MtxF mft1;
MtxF mft2;
SkinMatrix_SetTranslate(mf, dx, dy, dz);
SkinMatrix_SetRotateRPY(&mft1, roll, pitch, yaw);
SkinMatrix_MtxFMtxFMult(mf, &mft1, &mft2);
SkinMatrix_SetTranslate(dest, translateX, translateY, translateZ);
SkinMatrix_SetRotateZYX(&mft1, rotX, rotY, rotZ);
SkinMatrix_MtxFMtxFMult(dest, &mft1, &mft2);
SkinMatrix_SetScale(&mft1, scaleX, scaleY, scaleZ);
SkinMatrix_MtxFMtxFMult(&mft2, &mft1, mf);
SkinMatrix_MtxFMtxFMult(&mft2, &mft1, dest);
}
/**
* Produces a matrix which scales, then rotates (YRP), then translates a vector
* Produces a matrix which scales, then rotates (using YXZ Tait-Bryan angles), then translates.
*/
void SkinMatrix_SetScaleRotateYRPTranslate(MtxF* mf, f32 scaleX, f32 scaleY, f32 scaleZ, s16 yaw, s16 roll, s16 pitch,
f32 dx, f32 dy, f32 dz) {
void SkinMatrix_SetTranslateRotateYXZScale(MtxF* dest, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ,
f32 translateX, f32 translateY, f32 translateZ) {
MtxF mft1;
MtxF mft2;
SkinMatrix_SetTranslate(mf, dx, dy, dz);
SkinMatrix_SetRotateYRP(&mft1, yaw, roll, pitch);
SkinMatrix_MtxFMtxFMult(mf, &mft1, &mft2);
SkinMatrix_SetTranslate(dest, translateX, translateY, translateZ);
SkinMatrix_SetRotateYXZ(&mft1, rotX, rotY, rotZ);
SkinMatrix_MtxFMtxFMult(dest, &mft1, &mft2);
SkinMatrix_SetScale(&mft1, scaleX, scaleY, scaleZ);
SkinMatrix_MtxFMtxFMult(&mft2, &mft1, mf);
SkinMatrix_MtxFMtxFMult(&mft2, &mft1, dest);
}
/**
* Produces a matrix which rotates (RPY), then translates a vector
* Produces a matrix which rotates (using ZYX Tait-Bryan angles), then translates.
*/
void SkinMatrix_SetRotateRPYTranslate(MtxF* mf, s16 roll, s16 pitch, s16 yaw, f32 dx, f32 dy, f32 dz) {
MtxF mft1;
MtxF mft2;
void SkinMatrix_SetTranslateRotateZYX(MtxF* dest, s16 rotX, s16 rotY, s16 rotZ, f32 translateX, f32 translateY,
f32 translateZ) {
MtxF rotation;
MtxF translation;
SkinMatrix_SetTranslate(&mft2, dx, dy, dz);
SkinMatrix_SetRotateRPY(&mft1, roll, pitch, yaw);
SkinMatrix_MtxFMtxFMult(&mft2, &mft1, mf);
SkinMatrix_SetTranslate(&translation, translateX, translateY, translateZ);
SkinMatrix_SetRotateZYX(&rotation, rotX, rotY, rotZ);
SkinMatrix_MtxFMtxFMult(&translation, &rotation, dest);
}
void SkinMatrix_Vec3fToVec3s(Vec3f* src, Vec3s* dest) {

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@ -226,7 +226,7 @@ void ArrowFire_Draw(Actor* thisx, GlobalContext* globalCtx2) {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 200, 0, this->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 128);
Matrix_RotateRPY(0x4000, 0x0, 0x0, MTXMODE_APPLY);
Matrix_RotateZYX(0x4000, 0x0, 0x0, MTXMODE_APPLY);
if (this->timer != 0) {
Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_APPLY);
} else {

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@ -225,7 +225,7 @@ void ArrowIce_Draw(Actor* thisx, GlobalContext* globalCtx) {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 170, 255, 255, this->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 255, 128);
Matrix_RotateRPY(0x4000, 0x0, 0x0, MTXMODE_APPLY);
Matrix_RotateZYX(0x4000, 0x0, 0x0, MTXMODE_APPLY);
if (this->timer != 0) {
Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_APPLY);
} else {

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@ -223,7 +223,7 @@ void ArrowLight_Draw(Actor* thisx, GlobalContext* globalCtx) {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 170, this->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 128);
Matrix_RotateRPY(0x4000, 0x0, 0x0, MTXMODE_APPLY);
Matrix_RotateZYX(0x4000, 0x0, 0x0, MTXMODE_APPLY);
if (this->timer != 0) {
Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_APPLY);
} else {

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@ -164,7 +164,7 @@ Actor* BgBreakwall_SpawnFragments(GlobalContext* globalCtx, BgBreakwall* this, V
angle1 = ABS(this->dyna.actor.world.rot.y) + angle2;
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
MTXMODE_NEW);
Matrix_RotateRPY(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
MTXMODE_APPLY);
Matrix_Translate(pos->x, pos->y, pos->z, MTXMODE_APPLY);

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@ -366,7 +366,7 @@ void func_8088BC40(GlobalContext* globalCtx, BgHidanRock* this) {
MTXMODE_NEW);
}
Matrix_RotateRPY(0, Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000, 0, MTXMODE_APPLY);
Matrix_RotateZYX(0, Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000, 0, MTXMODE_APPLY);
Matrix_Translate(-10.5f, 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(6.0f, this->unk_16C, 6.0f, MTXMODE_APPLY);

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@ -133,7 +133,7 @@ void BgMenkuriEye_Draw(Actor* thisx, GlobalContext* globalCtx) {
gDPSetEnvColor(POLY_XLU_DISP++, 200, 0, 0, 255);
}
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_menkuri_eye.c", 331),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -248,7 +248,7 @@ void BgMoriHineri_DrawHallAndRoom(Actor* thisx, GlobalContext* globalCtx) {
} else {
Matrix_Translate(1999.0f, 1278.0f, -1821.0f, MTXMODE_NEW);
}
Matrix_RotateRPY(0, -0x8000, this->dyna.actor.shape.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(0, -0x8000, this->dyna.actor.shape.rot.z, MTXMODE_APPLY);
Matrix_Translate(0.0f, -50.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_mori_hineri.c", 652),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -441,7 +441,7 @@ void BgYdanSp_Draw(Actor* thisx, GlobalContext* globalCtx) {
}
for (i = 0; i < 8; i++) {
Matrix_Put(&mtxF);
Matrix_RotateRPY(-0x5A0, i * 0x2000, 0, MTXMODE_APPLY);
Matrix_RotateZYX(-0x5A0, i * 0x2000, 0, MTXMODE_APPLY);
Matrix_Translate(0.0f, 700.0f, -900.0f, MTXMODE_APPLY);
Matrix_Scale(3.5f, 5.0f, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_ydan_sp.c", 830),

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@ -1059,7 +1059,7 @@ s32 BossDodongo_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx**
goto block_1;
}
block_1:
Matrix_JointPosition(pos, rot);
Matrix_TranslateRotateZYX(pos, rot);
if (*dList != NULL) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_boss_dodongo.c", 3787);

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@ -2002,7 +2002,7 @@ s32 BossGoma_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dLi
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 255);
}
Matrix_JointPosition(pos, rot);
Matrix_TranslateRotateZYX(pos, rot);
if (*dList != NULL) {
Matrix_Push();
@ -2021,7 +2021,7 @@ s32 BossGoma_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dLi
case BOSSGOMA_LIMB_TAIL3:
case BOSSGOMA_LIMB_TAIL2:
case BOSSGOMA_LIMB_TAIL1:
Matrix_JointPosition(pos, rot);
Matrix_TranslateRotateZYX(pos, rot);
if (*dList != NULL) {
Matrix_Push();

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@ -3174,7 +3174,7 @@ void BossSst_DrawEffect(Actor* thisx, GlobalContext* globalCtx) {
effect->pos.z + this->actor.world.pos.z, MTXMODE_NEW);
}
Matrix_RotateRPY(effect->rot.x, effect->rot.y, effect->rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(effect->rot.x, effect->rot.y, effect->rot.z, MTXMODE_APPLY);
Matrix_Scale(effect->scale * 0.001f, effect->scale * 0.001f, effect->scale * 0.001f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_boss_sst.c", 7350),

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@ -401,7 +401,7 @@ void BossVa_AttachToBody(BossVa* this) {
BossVa* vaBody = GET_BODY(this);
Matrix_Translate(vaBody->actor.world.pos.x, vaBody->actor.world.pos.y, vaBody->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateRPY(vaBody->actor.shape.rot.x, 0, vaBody->actor.shape.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(vaBody->actor.shape.rot.x, 0, vaBody->actor.shape.rot.z, MTXMODE_APPLY);
Matrix_MultVec3f(&sInitPosOffsets[this->actor.params], &this->actor.world.pos);
switch (this->actor.params) {
@ -3086,7 +3086,7 @@ void BossVa_ZapperPostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dL
sp3C = this->headRot.y;
Matrix_Push();
Matrix_Translate(this->effectPos[9].x, this->effectPos[9].y, this->effectPos[9].z, MTXMODE_NEW);
Matrix_RotateRPY(sp3E, sp3C, 0, MTXMODE_APPLY);
Matrix_RotateZYX(sp3E, sp3C, 0, MTXMODE_APPLY);
sp70.x = 0.0f;
if (sFightPhase >= PHASE_4) {
sp70.z = ((this->timer2 - 16) & 7) * 120.0f;
@ -3251,7 +3251,7 @@ void BossVa_Draw(Actor* thisx, GlobalContext* globalCtx) {
Matrix_MultVec3f(&sZeroVec, &this->effectPos[1]);
Matrix_Push();
Matrix_Translate(spBC.x, spBC.y, spBC.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
sp80.z = sp74.z = this->unk_1A0;
spB0.z = (this->timer2 & 0xF) * (this->unk_1A0 * 0.0625f);
Matrix_MultVec3f(&spB0, &this->effectPos[0]);
@ -3628,7 +3628,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
effect->primColor[3]);
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_RotateRPY(effect->rot.x, effect->rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(effect->rot.x, effect->rot.y, 0, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
Matrix_RotateX(effect->offset.x * 0.115f, MTXMODE_APPLY);
Matrix_RotateY(effect->offset.x * 0.13f, MTXMODE_APPLY);
@ -3658,7 +3658,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, effect->primColor[3]);
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_RotateRPY(effect->rot.x, effect->rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(effect->rot.x, effect->rot.y, 0, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_va.c", 5152),

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@ -197,7 +197,7 @@ void DemoExt_DrawVortex(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(gfxCtx, "../z_demo_ext.c", 460);
Matrix_Push();
Matrix_Scale(scale->x, scale->y, scale->z, MTXMODE_APPLY);
Matrix_RotateRPY((s16)(kREG(16) + 0x4000), this->rotationPitch, kREG(18), MTXMODE_APPLY);
Matrix_RotateZYX((s16)(kREG(16) + 0x4000), this->rotationPitch, kREG(18), MTXMODE_APPLY);
Matrix_Translate(kREG(22), kREG(23), kREG(24), MTXMODE_APPLY);
Matrix_ToMtx(mtx, "../z_demo_ext.c", 476);
Matrix_Pop();

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@ -298,7 +298,7 @@ void DemoGj_DrawRotated(DemoGj* this, GlobalContext* globalCtx, Gfx* displayList
OPEN_DISPS(gfxCtx, "../z_demo_gj.c", 1187);
Matrix_Push();
Matrix_RotateRPY(x, y, z, MTXMODE_APPLY);
Matrix_RotateZYX(x, y, z, MTXMODE_APPLY);
Matrix_ToMtx(matrix, "../z_demo_gj.c", 1193);
Matrix_Pop();

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@ -165,14 +165,14 @@ void EnBa_Idle(EnBa* this, GlobalContext* globalCtx) {
for (i = 12; i >= 0; i--) {
func_80035844(&this->unk158[i + 1], &this->unk158[i], &sp5C, 0);
Matrix_Translate(this->unk158[i + 1].x, this->unk158[i + 1].y, this->unk158[i + 1].z, MTXMODE_NEW);
Matrix_RotateRPY(sp5C.x, sp5C.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(sp5C.x, sp5C.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[i]);
}
func_80035844(&this->unk158[0], &this->unk2FC, &sp5C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk2A8[0].y, 3, this->unk31C, 182);
Math_SmoothStepToS(&this->actor.shape.rot.x, this->unk2A8[0].x, 3, this->unk31C, 182);
Matrix_RotateRPY(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[0]);
this->unk2A8[13].y = sp5C.y;
this->unk2A8[13].x = sp5C.x + 0x8000;
@ -181,7 +181,7 @@ void EnBa_Idle(EnBa* this, GlobalContext* globalCtx) {
Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW);
Math_SmoothStepToS(&this->unk2A8[i].y, this->unk2A8[i + 1].y, 3, this->unk31C, 182);
Math_SmoothStepToS(&this->unk2A8[i].x, this->unk2A8[i + 1].x, 3, this->unk31C, 182);
Matrix_RotateRPY(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[i + 1]);
}
this->unk2A8[13].x = this->unk2A8[12].x;
@ -257,14 +257,14 @@ void EnBa_SwingAtPlayer(EnBa* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.shape.rot.y, sp58.y, 1, this->unk31C, 0);
Math_SmoothStepToS(&this->actor.shape.rot.x, (sp58.x + 0x8000), 1, this->unk31C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateRPY((this->actor.shape.rot.x - 0x8000), this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX((this->actor.shape.rot.x - 0x8000), this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[0]);
for (i = 0; i < 13; i++) {
Math_SmoothStepToS(&this->unk2A8[i].x, (i * 1200) - 0x4000, 1, this->unk31C, 0);
Math_SmoothStepToS(&this->unk2A8[i].y, phi_fp, 1, this->unk31C, 0);
Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW);
Matrix_RotateRPY((this->unk2A8[i].x - 0x8000), this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_RotateZYX((this->unk2A8[i].x - 0x8000), this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[i + 1]);
}
} else {
@ -280,7 +280,7 @@ void EnBa_SwingAtPlayer(EnBa* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.shape.rot.x, temp, 1, this->unk31C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
MTXMODE_NEW);
Matrix_RotateRPY(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, this->unk158);
for (i = 0; i < 13; i++) {
@ -288,7 +288,7 @@ void EnBa_SwingAtPlayer(EnBa* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->unk2A8[i].x, temp - 0x4000, 1, this->unk31C, 0);
Math_SmoothStepToS(&this->unk2A8[i].y, phi_fp, 1, this->unk31C, 0);
Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW);
Matrix_RotateRPY(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[i + 1]);
}
this->unk31A--;
@ -350,14 +350,14 @@ void EnBa_RecoilFromDamage(EnBa* this, GlobalContext* globalCtx) {
for (i = 12; i >= 0; i--) {
func_80035844(&this->unk158[i + 1], &this->unk158[i], &sp6C, 0);
Matrix_Translate(this->unk158[i + 1].x, this->unk158[i + 1].y, this->unk158[i + 1].z, MTXMODE_NEW);
Matrix_RotateRPY(sp6C.x, sp6C.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(sp6C.x, sp6C.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[i]);
}
func_80035844(&this->actor.world.pos, &this->unk158[0], &sp6C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Math_SmoothStepToS(&this->actor.shape.rot.y, sp6C.y, 3, this->unk31C, 182);
Math_SmoothStepToS(&this->actor.shape.rot.x, sp6C.x + 0x8000, 3, this->unk31C, 182);
Matrix_RotateRPY(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[0]);
for (i = 0; i < 13; i++) {
@ -365,7 +365,7 @@ void EnBa_RecoilFromDamage(EnBa* this, GlobalContext* globalCtx) {
Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW);
Math_SmoothStepToS(&this->unk2A8[i].y, sp6C.y, 3, this->unk31C, 182);
Math_SmoothStepToS(&this->unk2A8[i].x, sp6C.x + 0x8000, 3, this->unk31C, 182);
Matrix_RotateRPY(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[i + 1]);
}
@ -395,14 +395,14 @@ void func_809B75A0(EnBa* this, GlobalContext* globalCtx2) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, this->unk31C, 0);
Math_SmoothStepToS(&this->actor.shape.rot.x, unk_temp, 1, this->unk31C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[0]);
this->actor.flags &= ~1;
for (i = 5; i < 13; i++) {
Math_SmoothStepToS(&this->unk2A8[i].x, this->unk2A8[5].x, 1, this->unk31C, 0);
Math_SmoothStepToS(&this->unk2A8[i].y, this->unk2A8[5].y, 1, this->unk31C, 0);
Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW);
Matrix_RotateRPY(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&sp74, &this->unk158[i + 1]);
}
this->unk31A = 15;
@ -422,21 +422,21 @@ void EnBa_Die(EnBa* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, this->unk31C, 0);
Math_SmoothStepToS(&this->actor.shape.rot.x, temp, 1, this->unk31C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[0]);
for (i = 0; i < 5; i++) {
temp = -Math_CosS(this->unk31A * 0x444) * (i * 400);
Math_SmoothStepToS(&this->unk2A8[i].x, temp - 0x4000, 1, this->unk31C, 0);
Math_SmoothStepToS(&this->unk2A8[i].y, this->actor.yawTowardsPlayer, 1, this->unk31C, 0);
Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW);
Matrix_RotateRPY(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk158[i + 1]);
}
for (i = 5; i < 13; i++) {
Math_SmoothStepToS(&this->unk2A8[i].x, this->unk2A8[5].x, 1, this->unk31C, 0);
Math_SmoothStepToS(&this->unk2A8[i].y, this->unk2A8[5].y, 1, this->unk31C, 0);
Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW);
Matrix_RotateRPY(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&sp6C, &this->unk158[i + 1]);
}
this->unk31A--;
@ -487,7 +487,7 @@ void EnBa_Draw(Actor* thisx, GlobalContext* globalCtx) {
(globalCtx->gameplayFrames * -10) % 128, 32, 32));
for (i = 0; i < 14; i++, mtx++) {
Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW);
Matrix_RotateRPY(this->unk2A8[i].x, this->unk2A8[i].y, this->unk2A8[i].z, MTXMODE_APPLY);
Matrix_RotateZYX(this->unk2A8[i].x, this->unk2A8[i].y, this->unk2A8[i].z, MTXMODE_APPLY);
Matrix_Scale(this->unk200[i].x, this->unk200[i].y, this->unk200[i].z, MTXMODE_APPLY);
if ((i == 6) || (i == 13)) {
switch (i) {

View File

@ -953,7 +953,7 @@ void EnBb_InitGreen(EnBb* this, GlobalContext* globalCtx) {
EnBb_FaceWaypoint(this);
}
Matrix_Translate(this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZ(this->bobPhase, MTXMODE_APPLY);
bobOffset.y = this->bobSize;
Matrix_MultVec3f(&bobOffset, &this->actor.world.pos);
@ -1030,7 +1030,7 @@ void EnBb_Green(EnBb* this, GlobalContext* globalCtx) {
this->bobSpeedMod = Rand_ZeroOne() * 0.05f;
}
Matrix_Translate(this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZ(this->bobPhase, MTXMODE_APPLY);
bobOffset.y = this->bobSize;
Matrix_MultVec3f(&bobOffset, &nextPos);

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@ -373,7 +373,7 @@ void EnBom_Draw(Actor* thisx, GlobalContext* globalCtx) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_bom.c", 928),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBombCapDL);
Matrix_RotateRPY(0x4000, 0, 0, MTXMODE_APPLY);
Matrix_RotateZYX(0x4000, 0, 0, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_bom.c", 934),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_OPA_DISP++);

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@ -232,7 +232,7 @@ void EnBx_Draw(Actor* thisx, GlobalContext* globalCtx) {
for (i = 0; i < 4; i++, mtx++) {
Matrix_Translate(this->unk_154[i].x, this->unk_154[i].y, this->unk_154[i].z, MTXMODE_NEW);
Matrix_RotateRPY(this->unk_1B4[i].x, this->unk_1B4[i].y, this->unk_1B4[i].z, MTXMODE_APPLY);
Matrix_RotateZYX(this->unk_1B4[i].x, this->unk_1B4[i].y, this->unk_1B4[i].z, MTXMODE_APPLY);
Matrix_Scale(this->unk_184[i].x, this->unk_184[i].y, this->unk_184[i].z, MTXMODE_APPLY);
Matrix_ToMtx(mtx, "../z_en_bx.c", 507);
}

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@ -1155,7 +1155,7 @@ void EnDekubaba_DrawStemRetracted(EnDekubaba* this, GlobalContext* globalCtx) {
Matrix_Translate(this->actor.home.pos.x, this->actor.home.pos.y + (-6.0f * this->size), this->actor.home.pos.z,
MTXMODE_NEW);
Matrix_RotateRPY(this->stemSectionAngle[0], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->stemSectionAngle[0], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_Scale(horizontalScale, horizontalScale, horizontalScale, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_dekubaba.c", 2461),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -1201,7 +1201,7 @@ void EnDekubaba_DrawStemExtended(EnDekubaba* this, GlobalContext* globalCtx) {
mtx.zw -= horizontalStepSize * Math_CosS(this->actor.shape.rot.y);
Matrix_Put(&mtx);
Matrix_RotateRPY(this->stemSectionAngle[i], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->stemSectionAngle[i], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_dekubaba.c", 2533),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -1236,7 +1236,7 @@ void EnDekubaba_DrawStemExtended(EnDekubaba* this, GlobalContext* globalCtx) {
void EnDekubaba_DrawStemBasePruned(EnDekubaba* this, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_dekubaba.c", 2579);
Matrix_RotateRPY(this->stemSectionAngle[2], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->stemSectionAngle[2], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_dekubaba.c", 2586),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuBabaStemBaseDL);

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@ -264,11 +264,11 @@ void EnDha_Wait(EnDha* this, GlobalContext* globalCtx) {
func_80035844(&this->armPos, &this->handPos[0], &angle, 0);
Matrix_Translate(this->handPos[0].x, this->handPos[0].y, this->handPos[0].z, MTXMODE_NEW);
Matrix_RotateRPY(angle.x, angle.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(angle.x, angle.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&armPosMultiplier2, &this->armPos);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
func_80035844(&this->actor.world.pos, &this->armPos, &angle, 0);
Matrix_RotateRPY(angle.x, angle.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(angle.x, angle.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&armPosMultiplier1, &this->armPos);
this->limbAngleX[0] = Math_Vec3f_Pitch(&this->actor.world.pos, &this->armPos);
yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->armPos) - this->actor.shape.rot.y;

View File

@ -544,7 +544,7 @@ void EnFr_ButterflyPath(EnFr* this, GlobalContext* globalCtx) {
this->xyAngleButterfly += 0x1000;
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
vec1.x = vec1.y = 0.0f;
vec1.z = 25.0f;
Matrix_MultVec3f(&vec1, &vec2);
@ -553,7 +553,7 @@ void EnFr_ButterflyPath(EnFr* this, GlobalContext* globalCtx) {
this->posButterfly.y = (2.0f * Math_CosS(this->xyAngleButterfly)) + (this->posLogSpot.y + 50.0f);
this->posButterfly.z = (Math_CosS(rotY) * sin) + vec2.z;
Matrix_Translate(this->posButterfly.x, this->posButterfly.y, this->posButterfly.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
vec1.x = 0.0f;
vec1.y = -15.0f;
vec1.z = 20.0f;
@ -1081,7 +1081,7 @@ void EnFr_Draw(Actor* thisx, GlobalContext* globalCtx) {
if (this->isButterflyDrawn) {
Matrix_Translate(this->posButterfly.x, this->posButterfly.y, this->posButterfly.z, MTXMODE_NEW);
Matrix_Scale(0.015f, 0.015f, 0.015f, MTXMODE_APPLY);
Matrix_RotateRPY(this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, MTXMODE_APPLY);
SkelAnime_DrawOpa(globalCtx, this->skelAnimeButterfly.skeleton, this->skelAnimeButterfly.jointTable, NULL, NULL,
NULL);
}

View File

@ -224,7 +224,7 @@ void EnFz_UpdateTargetPos(EnFz* this, GlobalContext* globalCtx) {
pos.z = this->actor.world.pos.z;
Matrix_Translate(pos.x, pos.y, pos.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, MTXMODE_APPLY);
vec1.x = vec1.y = 0.0f;
vec1.z = 220.0f;
Matrix_MultVec3f(&vec1, &this->wallHitPos);

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@ -207,7 +207,7 @@ void EnGb_Init(Actor* thisx, GlobalContext* globalCtx) {
this->lightColor.a = 200;
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
MTXMODE_NEW);
Matrix_RotateRPY(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
MTXMODE_APPLY);
focusOffset.x = focusOffset.y = 0.0f;
focusOffset.z = 44.0f;
@ -232,7 +232,7 @@ void func_80A2F608(EnGb* this) {
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
MTXMODE_NEW);
Matrix_RotateRPY(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
MTXMODE_APPLY);
sp48.x = sp48.y = 0.0f;
sp48.z = 25.0f;
@ -244,7 +244,7 @@ void func_80A2F608(EnGb* this) {
for (i = 0; i < ARRAY_COUNT(sBottlesPositions); i++) {
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
MTXMODE_NEW);
Matrix_RotateRPY(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
MTXMODE_APPLY);
Matrix_MultVec3f(&sBottlesPositions[i], &sp3C);
this->bottlesColliders[i].dim.pos.x = sp3C.x;
@ -540,7 +540,7 @@ void EnGb_DrawCagedSouls(EnGb* this, GlobalContext* globalCtx) {
func_800D1FD4(&globalCtx->mf_11DA0);
if (this->cagedSouls[i].rotate180) {
Matrix_RotateRPY(0, -0x8000, 0, MTXMODE_APPLY);
Matrix_RotateZYX(0, -0x8000, 0, MTXMODE_APPLY);
}
Matrix_Scale(0.007f, 0.007f, 1.0f, MTXMODE_APPLY);

View File

@ -296,7 +296,7 @@ void func_80A3E090(EnGm* this) {
Matrix_Push();
Matrix_Translate(0.0f, 0.0f, 2600.0f, MTXMODE_APPLY);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
vec1.x = vec1.y = vec1.z = 0.0f;
Matrix_MultVec3f(&vec1, &vec2);
this->collider.dim.pos.x = vec2.x;
@ -305,12 +305,12 @@ void func_80A3E090(EnGm* this) {
Matrix_Pop();
Matrix_Push();
Matrix_Translate(0.0f, 0.0f, 4300.0f, MTXMODE_APPLY);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
vec1.x = vec1.y = vec1.z = 0.0f;
Matrix_MultVec3f(&vec1, &this->talkPos);
Matrix_Pop();
Matrix_Translate(0.0f, 0.0f, 3800.0f, MTXMODE_APPLY);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
vec1.x = vec1.y = vec1.z = 0.0f;
Matrix_MultVec3f(&vec1, &this->actor.focus.pos);
this->actor.focus.pos.y += 100.0f;

View File

@ -1068,7 +1068,7 @@ void EnGo_DrawRolling(EnGo* this, GlobalContext* globalCtx) {
Matrix_Push();
func_80093D18(globalCtx->state.gfxCtx);
Matrix_RotateRPY((s16)(globalCtx->state.frames * ((s16)this->actor.speedXZ * 1400)), 0, this->actor.shape.rot.z,
Matrix_RotateZYX((s16)(globalCtx->state.frames * ((s16)this->actor.speedXZ * 1400)), 0, this->actor.shape.rot.z,
MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_go.c", 2368),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View File

@ -1971,7 +1971,7 @@ s32 EnGo2_DrawRolling(EnGo2* this, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_go2.c", 2914);
func_80093D18(globalCtx->state.gfxCtx);
speedXZ = this->actionFunc == EnGo2_ReverseRolling ? 0.0f : this->actor.speedXZ;
Matrix_RotateRPY((globalCtx->state.frames * ((s16)speedXZ * 1400)), 0, this->actor.shape.rot.z, MTXMODE_APPLY);
Matrix_RotateZYX((globalCtx->state.frames * ((s16)speedXZ * 1400)), 0, this->actor.shape.rot.z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_go2.c", 2926),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoronDL_00C140);

View File

@ -684,7 +684,7 @@ void EnHorseNormal_Draw(Actor* thisx, GlobalContext* globalCtx) {
}
}
func_80A6CC88(globalCtx, this, &clonePos);
SkinMatrix_SetScaleRotateYRPTranslate(&skinMtx, this->actor.scale.x, this->actor.scale.y, this->actor.scale.z,
SkinMatrix_SetTranslateRotateYXZScale(&skinMtx, this->actor.scale.x, this->actor.scale.y, this->actor.scale.z,
this->actor.shape.rot.x, cloneRotY, this->actor.shape.rot.z, clonePos.x,
(this->actor.shape.yOffset * this->actor.scale.y) + clonePos.y,
clonePos.z);

View File

@ -491,7 +491,7 @@ void EnKarebaba_Draw(Actor* thisx, GlobalContext* globalCtx) {
}
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Matrix_RotateRPY(this->actor.shape.rot.x, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.shape.rot.x, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
if (this->actionFunc == EnKarebaba_Dying) {
stemSections = 2;
@ -527,7 +527,7 @@ void EnKarebaba_Draw(Actor* thisx, GlobalContext* globalCtx) {
gSPDisplayList(POLY_OPA_DISP++, gDekuBabaBaseLeavesDL);
if (this->actionFunc == EnKarebaba_Dying) {
Matrix_RotateRPY(-0x4000, (s16)(this->actor.shape.rot.y - this->actor.home.rot.y), 0, MTXMODE_APPLY);
Matrix_RotateZYX(-0x4000, (s16)(this->actor.shape.rot.y - this->actor.home.rot.y), 0, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_karebaba.c", 1155),
G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuBabaStemBaseDL);

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@ -1405,7 +1405,7 @@ void EnPoSisters_Draw(Actor* thisx, GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, temp_s7->r, temp_s7->g, temp_s7->b, phi_s5);
Matrix_Translate(this->unk_234[i].x, this->unk_234[i].y, this->unk_234[i].z, MTXMODE_NEW);
Matrix_RotateRPY(0, (s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000), 0, MTXMODE_APPLY);
Matrix_RotateZYX(0, (s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000), 0, MTXMODE_APPLY);
if (this->actionFunc == func_80ADAFC0) {
phi_f20 = (this->unk_19A - i) * 0.025f + 0.5f;
phi_f20 = CLAMP(phi_f20, 0.5f, 0.8f) * 0.007f;

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@ -868,7 +868,7 @@ void EnRr_Draw(Actor* thisx, GlobalContext* globalCtx) {
for (i = 1; i < 5; i++) {
Matrix_Translate(0.0f, this->bodySegs[i].height + 1000.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateRPY(this->bodySegs[i].rot.x, this->bodySegs[i].rot.y, this->bodySegs[i].rot.z, MTXMODE_APPLY);
Matrix_RotateZYX(this->bodySegs[i].rot.x, this->bodySegs[i].rot.y, this->bodySegs[i].rot.z, MTXMODE_APPLY);
Matrix_Push();
Matrix_Scale((1.0f + this->bodySegs[i].scaleMod.x) * this->bodySegs[i].scale.x,
(1.0f + this->bodySegs[i].scaleMod.y) * this->bodySegs[i].scale.y,

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@ -1618,7 +1618,7 @@ void EnSkj_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
if ((limbIndex == 11) && (gSaveContext.itemGetInf[3] & 0x200)) {
func_80093D18(globalCtx->state.gfxCtx);
Matrix_Push();
Matrix_RotateRPY(-0x4000, 0, 0, MTXMODE_APPLY);
Matrix_RotateZYX(-0x4000, 0, 0, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_skj.c", 2430),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gSKJskullMaskDL);

View File

@ -548,7 +548,7 @@ void EnVm_Draw(Actor* thisx, GlobalContext* globalCtx2) {
}
gSPSegment(POLY_OPA_DISP++, 0x08, func_80094E78(globalCtx->state.gfxCtx, 0, this->beamTexScroll));
Matrix_Translate(this->beamPos1.x, this->beamPos1.y, this->beamPos1.z, MTXMODE_NEW);
Matrix_RotateRPY(this->beamRot.x, this->beamRot.y, this->beamRot.z, MTXMODE_APPLY);
Matrix_RotateZYX(this->beamRot.x, this->beamRot.y, this->beamRot.z, MTXMODE_APPLY);
Matrix_Scale(this->beamScale.x * 0.1f, this->beamScale.x * 0.1f, this->beamScale.z * 0.0015f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_vm.c", 1063),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -1716,7 +1716,7 @@ void EnXc_DrawTriforce(Actor* thisx, GlobalContext* globalCtx) {
Matrix_Push();
Matrix_Translate(kREG(16) + 100.0f, kREG(17) + 4460.0f, kREG(18) + 1190.0f, MTXMODE_APPLY);
Matrix_RotateRPY(kREG(22), kREG(23), this->triforceAngle, MTXMODE_APPLY);
Matrix_RotateZYX(kREG(22), kREG(23), this->triforceAngle, MTXMODE_APPLY);
Matrix_Scale(scale[0], scale[1], scale[2], MTXMODE_APPLY);
Matrix_ToMtx(mtx, "../z_en_oA2_inMetamol.c", 602);
Matrix_Pop();

View File

@ -450,7 +450,7 @@ s32 func_80B4F45C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
Matrix_Push();
Matrix_Translate(pos->x, pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateRPY(rot->x, rot->y, rot->z, MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(362.0f, -133.0f, 0.0f, MTXMODE_APPLY);
Matrix_Get(&sp34);
@ -460,7 +460,7 @@ s32 func_80B4F45C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B4F230(this, sp2C.x, 1);
func_80B4EF64(this, sp2C.z, 2);
}
Matrix_RotateRPY(unk_1DC[0] + kREG(31), unk_1DC[1] + kREG(32), unk_1DC[2] + kREG(33), MTXMODE_APPLY);
Matrix_RotateZYX(unk_1DC[0] + kREG(31), unk_1DC[1] + kREG(32), unk_1DC[2] + kREG(33), MTXMODE_APPLY);
Matrix_Translate(-188.0f, -184.0f, 0.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp74[0], "../z_en_zl2.c", 1056);
Matrix_Get(&sp34);
@ -469,7 +469,7 @@ s32 func_80B4F45C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B4EE38(this, sp2C.y, 3);
func_80B4F230(this, sp2C.x, 4);
}
Matrix_RotateRPY(unk_1DC[3] + kREG(34), unk_1DC[4] + kREG(35), unk_1DC[5] + kREG(36), MTXMODE_APPLY);
Matrix_RotateZYX(unk_1DC[3] + kREG(34), unk_1DC[4] + kREG(35), unk_1DC[5] + kREG(36), MTXMODE_APPLY);
Matrix_Translate(-410.0f, -184.0f, 0.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp74[1], "../z_en_zl2.c", 1100);
Matrix_Get(&sp34);
@ -478,7 +478,7 @@ s32 func_80B4F45C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B4EE38(this, sp2C.y, 6);
func_80B4F230(this, sp2C.x, 7);
}
Matrix_RotateRPY(unk_1DC[6] + kREG(37), unk_1DC[7] + kREG(38), unk_1DC[8] + kREG(39), MTXMODE_APPLY);
Matrix_RotateZYX(unk_1DC[6] + kREG(37), unk_1DC[7] + kREG(38), unk_1DC[8] + kREG(39), MTXMODE_APPLY);
Matrix_Translate(-1019.0f, -26.0f, 0.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp74[2], "../z_en_zl2.c", 1120);
Matrix_Pop();
@ -491,7 +491,7 @@ s32 func_80B4F45C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B4F230(this, sp2C.x, 10);
func_80B4EF64(this, sp2C.z, 11);
}
Matrix_RotateRPY(unk_1DC[9] + kREG(40), unk_1DC[10] + kREG(41), unk_1DC[11] + kREG(42), MTXMODE_APPLY);
Matrix_RotateZYX(unk_1DC[9] + kREG(40), unk_1DC[10] + kREG(41), unk_1DC[11] + kREG(42), MTXMODE_APPLY);
Matrix_Translate(-427.0f, -1.0f, -3.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp74[3], "../z_en_zl2.c", 1145);
Matrix_Get(&sp34);
@ -501,7 +501,7 @@ s32 func_80B4F45C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B4F230(this, sp2C.x, 13);
func_80B4EF64(this, sp2C.z, 14);
}
Matrix_RotateRPY(unk_1DC[12] + kREG(43), unk_1DC[13] + kREG(44), unk_1DC[14] + kREG(45), MTXMODE_APPLY);
Matrix_RotateZYX(unk_1DC[12] + kREG(43), unk_1DC[13] + kREG(44), unk_1DC[14] + kREG(45), MTXMODE_APPLY);
Matrix_Translate(-446.0f, -52.0f, 84.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp74[4], "../z_en_zl2.c", 1164);
Matrix_Pop();
@ -514,7 +514,7 @@ s32 func_80B4F45C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B4F230(this, sp2C.x, 16);
func_80B4EF64(this, sp2C.z, 17);
}
Matrix_RotateRPY(unk_1DC[15] + kREG(46), unk_1DC[16] + kREG(47), unk_1DC[17] + kREG(48), MTXMODE_APPLY);
Matrix_RotateZYX(unk_1DC[15] + kREG(46), unk_1DC[16] + kREG(47), unk_1DC[17] + kREG(48), MTXMODE_APPLY);
Matrix_Translate(-427.0f, -1.0f, 3.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp74[5], "../z_en_zl2.c", 1189);
Matrix_Get(&sp34);
@ -524,7 +524,7 @@ s32 func_80B4F45C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B4F230(this, sp2C.x, 19);
func_80B4EF64(this, sp2C.z, 20);
}
Matrix_RotateRPY(unk_1DC[18] + kREG(49), unk_1DC[19] + kREG(50), unk_1DC[20] + kREG(51), MTXMODE_APPLY);
Matrix_RotateZYX(unk_1DC[18] + kREG(49), unk_1DC[19] + kREG(50), unk_1DC[20] + kREG(51), MTXMODE_APPLY);
Matrix_Translate(-446.0f, -52.0f, -84.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp74[6], "../z_en_zl2.c", 1208);
Matrix_Pop();
@ -549,7 +549,7 @@ void EnZl2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
if (player->rightHandType == 0xFF) {
Matrix_Put(&player->shieldMf);
Matrix_Translate(180.0f, 979.0f, -375.0f, MTXMODE_APPLY);
Matrix_RotateRPY(-0x5DE7, -0x53E9, 0x3333, MTXMODE_APPLY);
Matrix_RotateZYX(-0x5DE7, -0x53E9, 0x3333, MTXMODE_APPLY);
Matrix_Scale(1.2f, 1.2f, 1.2f, MTXMODE_APPLY);
gSPMatrix((*gfx)++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_zl2.c", 1253),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View File

@ -616,7 +616,7 @@ s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
Matrix_Push();
Matrix_Translate(pos->x, pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateRPY(rot->x, rot->y, rot->z, MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(362.0f, -133.0f, 0.0f, MTXMODE_APPLY);
Matrix_Get(&sp38);
@ -626,7 +626,7 @@ s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B54360(this, sp30.x, 1);
func_80B53B64(this, sp30.z, 2);
}
Matrix_RotateRPY(unk_28C[0] + kREG(31), unk_28C[1] + kREG(32), unk_28C[2] + kREG(33), MTXMODE_APPLY);
Matrix_RotateZYX(unk_28C[0] + kREG(31), unk_28C[1] + kREG(32), unk_28C[2] + kREG(33), MTXMODE_APPLY);
Matrix_Translate(-188.0f, -184.0f, 0.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp78[0], "../z_en_zl3.c", 1490);
Matrix_Get(&sp38);
@ -634,7 +634,7 @@ s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
if (!FrameAdvance_IsEnabled(globalCtx)) {
func_80B53980(this, sp30.y, 3);
}
Matrix_RotateRPY(unk_28C[3] + kREG(34), unk_28C[4] + kREG(35), unk_28C[5] + kREG(36), MTXMODE_APPLY);
Matrix_RotateZYX(unk_28C[3] + kREG(34), unk_28C[4] + kREG(35), unk_28C[5] + kREG(36), MTXMODE_APPLY);
Matrix_Translate(-410.0f, -184.0f, 0.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp78[1], "../z_en_zl3.c", 1534);
Matrix_Get(&sp38);
@ -642,7 +642,7 @@ s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
if (!FrameAdvance_IsEnabled(globalCtx)) {
func_80B54360(this, sp30.x, 7);
}
Matrix_RotateRPY(unk_28C[6] + kREG(37), unk_28C[7] + kREG(38), unk_28C[8] + kREG(39), MTXMODE_APPLY);
Matrix_RotateZYX(unk_28C[6] + kREG(37), unk_28C[7] + kREG(38), unk_28C[8] + kREG(39), MTXMODE_APPLY);
Matrix_Translate(-1019.0f, -26.0f, 0.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp78[2], "../z_en_zl3.c", 1554);
Matrix_Pop();
@ -655,7 +655,7 @@ s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B54360(this, sp30.x, 10);
func_80B53B64(this, sp30.z, 11);
}
Matrix_RotateRPY(unk_28C[9] + kREG(40), unk_28C[10] + kREG(41), unk_28C[11] + kREG(42), MTXMODE_APPLY);
Matrix_RotateZYX(unk_28C[9] + kREG(40), unk_28C[10] + kREG(41), unk_28C[11] + kREG(42), MTXMODE_APPLY);
Matrix_Translate(-427.0f, -1.0f, -3.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp78[3], "../z_en_zl3.c", 1579);
Matrix_Get(&sp38);
@ -665,7 +665,7 @@ s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B54360(this, sp30.x, 13);
func_80B53B64(this, sp30.z, 14);
}
Matrix_RotateRPY(unk_28C[12] + kREG(43), unk_28C[13] + kREG(44), unk_28C[14] + kREG(45), MTXMODE_APPLY);
Matrix_RotateZYX(unk_28C[12] + kREG(43), unk_28C[13] + kREG(44), unk_28C[14] + kREG(45), MTXMODE_APPLY);
Matrix_Translate(-446.0f, -52.0f, 84.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp78[4], "../z_en_zl3.c", 1598);
Matrix_Pop();
@ -678,7 +678,7 @@ s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B54360(this, sp30.x, 16);
func_80B53B64(this, sp30.z, 17);
}
Matrix_RotateRPY(unk_28C[15] + kREG(46), unk_28C[16] + kREG(47), unk_28C[17] + kREG(48), MTXMODE_APPLY);
Matrix_RotateZYX(unk_28C[15] + kREG(46), unk_28C[16] + kREG(47), unk_28C[17] + kREG(48), MTXMODE_APPLY);
Matrix_Translate(-427.0f, -1.0f, 3.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp78[5], "../z_en_zl3.c", 1623);
Matrix_Get(&sp38);
@ -688,7 +688,7 @@ s32 func_80B5458C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
func_80B54360(this, sp30.x, 19);
func_80B53B64(this, sp30.z, 20);
}
Matrix_RotateRPY(unk_28C[18] + kREG(49), unk_28C[19] + kREG(50), unk_28C[20] + kREG(51), MTXMODE_APPLY);
Matrix_RotateZYX(unk_28C[18] + kREG(49), unk_28C[19] + kREG(50), unk_28C[20] + kREG(51), MTXMODE_APPLY);
Matrix_Translate(-446.0f, -52.0f, -84.0f, MTXMODE_APPLY);
Matrix_ToMtx(&sp78[6], "../z_en_zl3.c", 1642);
Matrix_Pop();
@ -2458,7 +2458,7 @@ s32 func_80B5944C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
rot->z += vec->x;
Matrix_Push();
Matrix_Translate(pos->x, pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateRPY(rot->x, rot->y, rot->z, MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(174.0f, -317.0f, 0.0f, MTXMODE_APPLY);
Matrix_ToMtx(&mtx[0], "../z_en_zl3_inEscape.c", 2471);

View File

@ -197,7 +197,7 @@ void ObjIcePoly_Draw(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_obj_ice_poly.c", 421);
func_80093D84(globalCtx->state.gfxCtx);
func_8002ED80(&this->actor, globalCtx, 0);
Matrix_RotateRPY(0x500, 0, -0x500, MTXMODE_APPLY);
Matrix_RotateZYX(0x500, 0, -0x500, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_obj_ice_poly.c", 428),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View File

@ -96,7 +96,7 @@ void EffectSsDeadDs_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this) {
}
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
Matrix_RotateRPY(this->rRoll, this->rPitch, this->rYaw, MTXMODE_APPLY);
Matrix_RotateZYX(this->rRoll, this->rPitch, this->rYaw, MTXMODE_APPLY);
Matrix_RotateX(1.57f, MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_eff_ss_dead_ds.c", 246),

View File

@ -92,7 +92,7 @@ void EffectSsKiraKira_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this)
OPEN_DISPS(gfxCtx, "../z_eff_ss_kirakira.c", 257);
SkinMatrix_SetTranslate(&mfTrans, this->pos.x, this->pos.y, this->pos.z);
SkinMatrix_SetRotateRPY(&mfRotY, 0, 0, this->rYaw);
SkinMatrix_SetRotateZYX(&mfRotY, 0, 0, this->rYaw);
SkinMatrix_SetScale(&mfScale, scale, scale, 1.0f);
SkinMatrix_MtxFMtxFMult(&mfTrans, &globalCtx->mf_11DA0, &mfTrans11DA0);
SkinMatrix_MtxFMtxFMult(&mfTrans11DA0, &mfRotY, &mfTrans11DA0RotY);

View File

@ -95,7 +95,7 @@ void EffectSsLightning_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this)
SkinMatrix_SetTranslate(&mfTrans, this->pos.x, this->pos.y, this->pos.z);
xzScale = yScale * 0.6f;
SkinMatrix_SetScale(&mfScale, xzScale, yScale, xzScale);
SkinMatrix_SetRotateRPY(&mfRotate, this->vec.x, this->vec.y, this->rYaw);
SkinMatrix_SetRotateZYX(&mfRotate, this->vec.x, this->vec.y, this->rYaw);
SkinMatrix_MtxFMtxFMult(&mfTrans, &globalCtx->mf_11DA0, &mfTrans11DA0);
SkinMatrix_MtxFMtxFMult(&mfTrans11DA0, &mfRotate, &mfTrans11DA0Rotate);
SkinMatrix_MtxFMtxFMult(&mfTrans11DA0Rotate, &mfScale, &mfResult);

View File

@ -56,10 +56,10 @@ void EffectSsStick_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this) {
if (!LINK_IS_ADULT) {
Matrix_Scale(0.01f, 0.0025f, 0.01f, MTXMODE_APPLY);
Matrix_RotateRPY(0, this->rYaw, 0, MTXMODE_APPLY);
Matrix_RotateZYX(0, this->rYaw, 0, MTXMODE_APPLY);
} else {
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
Matrix_RotateRPY(0, this->rYaw, globalCtx->state.frames * 10000, MTXMODE_APPLY);
Matrix_RotateZYX(0, this->rYaw, globalCtx->state.frames * 10000, MTXMODE_APPLY);
}
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_ss_stick.c", 176),

View File

@ -84,7 +84,7 @@ void Title_Draw(TitleContext* this) {
func_80093D18(this->state.gfxCtx);
Matrix_Translate(-53.0, -5.0, 0, MTXMODE_NEW);
Matrix_Scale(1.0, 1.0, 1.0, MTXMODE_APPLY);
Matrix_RotateRPY(0, sTitleRotY, 0, MTXMODE_APPLY);
Matrix_RotateZYX(0, sTitleRotY, 0, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(this->state.gfxCtx, "../z_title.c", 424), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gNintendo64LogoDL);

View File

@ -155,6 +155,11 @@ wordReplace = {
"func_800D23FC": "Matrix_RotateAxis",
"PLAYER": ("GET_PLAYER(globalCtx)", {"ignore": (-1, '"PLAYER"')}), # ignore "PLAYER" in sSoundBankNames
"ACTIVE_CAM": "GET_ACTIVE_CAM(globalCtx)",
"SkinMatrix_SetRotateRPY": "SkinMatrix_SetRotateZYX",
"SkinMatrix_SetScaleRotateYRPTranslate": "SkinMatrix_SetScaleRotateYXZTranslate",
"SkinMatrix_SetRotateRPYTranslate": "SkinMatrix_SetRotateZYXTranslate",
"Matrix_RotateRPY": "Matrix_RotateZYX",
"Matrix_JointPosition": "Matrix_TranslateRotateZYX",
}
# [a-zA-Z0-9_]