Remove camera transforms from animPartsMtx

Added a helper function to remove camera transforms from model-view matrix to get a world-space matrix.
Store world-space mario part matrices instead of model-view in `animPartsMtx`. This is for consistency with `animPartsPos` coordinate space.
This commit is contained in:
rPhase 2026-07-04 15:43:13 -07:00
parent ee35d251f3
commit a3b0041b5a
7 changed files with 93 additions and 2 deletions

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@ -7082,6 +7082,14 @@ function get_pos_from_transform_mtx(dest, objMtx, camMtx)
-- ...
end
--- @param dest Mat4
--- @param objMtx Mat4
--- @param camMtx Mat4
--- Strip the camera-view matrix `camMtx` off of a model-view matrix `objMtx` and store the resulting matrix in `dest`. This can be used to get the object's transforms in world space.
function get_world_mtx_from_transform(dest, objMtx, camMtx)
-- ...
end
--- @param value number
--- @param replacement number
--- @return number

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@ -5634,6 +5634,31 @@ Extracts the position (translation component) from the transformation matrix `ob
<br />
## [get_world_mtx_from_transform](#get_world_mtx_from_transform)
### Description
Strip the camera-view matrix `camMtx` off of a model-view matrix `objMtx` and store the resulting matrix in `dest`. This can be used to get the object's transforms in world space.
### Lua Example
`get_world_mtx_from_transform(dest, objMtx, camMtx)`
### Parameters
| Field | Type |
| ----- | ---- |
| dest | [Mat4](structs.md#Mat4) |
| objMtx | [Mat4](structs.md#Mat4) |
| camMtx | [Mat4](structs.md#Mat4) |
### Returns
- None
### C Prototype
`void get_world_mtx_from_transform(VEC_OUT Mat4 dest, Mat4 objMtx, Mat4 camMtx);`
[:arrow_up_small:](#)
<br />
---
# functions from math_util.inl

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@ -1261,6 +1261,7 @@
- [mtxf_inverse](functions-4.md#mtxf_inverse)
- [mtxf_inverse_non_affine](functions-4.md#mtxf_inverse_non_affine)
- [get_pos_from_transform_mtx](functions-4.md#get_pos_from_transform_mtx)
- [get_world_mtx_from_transform](functions-4.md#get_world_mtx_from_transform)
<br />

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@ -883,3 +883,16 @@ OPTIMIZE_O3 Vec3fp get_pos_from_transform_mtx(VEC_OUT Vec3f dest, Mat4 objMtx, M
return dest;
}
/**
* Extract world-space transformations given an object's model-view matrix and a
* camera matrix. A model-view matrix generated during rendering is a combination
* of world-space and camera transforms to position and orient objects in a scene
* relative to the camera view. By multiplying this matrix with the inverse of the
* camera matrix, the camera transforms can be removed to get the position and
* orientation of an object relative to world-space.
*/
OPTIMIZE_O3 void get_world_mtx_from_transform(VEC_OUT Mat4 dest, Mat4 objMtx, Mat4 camMtx) {
Mat4 invCamMtx;
mtxf_inverse(invCamMtx, camMtx);
mtxf_mul(dest, objMtx, invCamMtx);
}

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@ -291,5 +291,9 @@ Extracts the position (translation component) from the transformation matrix `ob
|descriptionEnd| */
OPTIMIZE_O3 Vec3fp get_pos_from_transform_mtx(VEC_OUT Vec3f dest, Mat4 objMtx, Mat4 camMtx);
/* |description|
Strip the camera-view matrix `camMtx` off of a model-view matrix `objMtx` and store the resulting matrix in `dest`. This can be used to get the object's transforms in world space.
|descriptionEnd| */
OPTIMIZE_O3 void get_world_mtx_from_transform(VEC_OUT Mat4 dest, Mat4 objMtx, Mat4 camMtx);
#endif // MATH_UTIL_H

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@ -1213,7 +1213,12 @@ static void geo_process_animated_part(struct GraphNodeAnimatedPart *node) {
Vec3s rot = { rotation[2], rotation[0], rotation[1] };
vec3s_copy(gCurMarioBodyState->animPartsRot[gCurMarioBodyState->currAnimPart], rot);
mtxf_copy(gCurMarioBodyState->animPartsMtx[gCurMarioBodyState->currAnimPart], gMatStack[gMatStackIndex]);
get_world_mtx_from_transform(
gCurMarioBodyState->animPartsMtx[gCurMarioBodyState->currAnimPart],
gMatStack[gMatStackIndex],
*gCurGraphNodeCamera->matrixPtr
);
}
if (gCurGraphNodeMarioState != NULL) {
@ -1872,7 +1877,12 @@ static void geo_process_bone(struct GraphNodeBone *node) {
Vec3s rot = { rotation[2], rotation[0], rotation[1] };
vec3s_copy(gCurMarioBodyState->animPartsRot[gCurMarioBodyState->currAnimPart], rot);
mtxf_copy(gCurMarioBodyState->animPartsMtx[gCurMarioBodyState->currAnimPart], gMatStack[gMatStackIndex]);
get_world_mtx_from_transform(
gCurMarioBodyState->animPartsMtx[gCurMarioBodyState->currAnimPart],
gMatStack[gMatStackIndex],
*gCurGraphNodeCamera->matrixPtr
);
}
if (gCurGraphNodeMarioState != NULL) {

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@ -20321,6 +20321,35 @@ int smlua_func_get_pos_from_transform_mtx(lua_State* L) {
return 1;
}
int smlua_func_get_world_mtx_from_transform(lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 3) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "get_world_mtx_from_transform", 3, top);
return 0;
}
Mat4 dest;
smlua_get_mat4(dest, 1);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "get_world_mtx_from_transform"); return 0; }
Mat4 objMtx;
smlua_get_mat4(objMtx, 2);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "get_world_mtx_from_transform"); return 0; }
Mat4 camMtx;
smlua_get_mat4(camMtx, 3);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 3, "get_world_mtx_from_transform"); return 0; }
get_world_mtx_from_transform(dest, objMtx, camMtx);
smlua_push_mat4(dest, 1);
return 1;
}
///////////////////
// math_util.inl //
///////////////////
@ -38418,6 +38447,7 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "mtxf_inverse", smlua_func_mtxf_inverse);
smlua_bind_function(L, "mtxf_inverse_non_affine", smlua_func_mtxf_inverse_non_affine);
smlua_bind_function(L, "get_pos_from_transform_mtx", smlua_func_get_pos_from_transform_mtx);
smlua_bind_function(L, "get_world_mtx_from_transform", smlua_func_get_world_mtx_from_transform);
// math_util.inl
smlua_bind_function(L, "replace_value_if_not_zero", smlua_func_replace_value_if_not_zero);