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14 changed files with 172 additions and 3 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
@ -12151,6 +12159,15 @@ function get_mario_anim_part_rot(m, animPart, rot)
-- ...
end
--- @param m MarioState
--- @param animPart integer
--- @param mtx Mat4
--- @return boolean
--- Retrieves the animated part matrix associated to `animPart` from the MarioState `m` and stores it into `mtx`. Returns `true` on success or `false` on failure
function get_mario_anim_part_mtx(m, animPart, mtx)
-- ...
end
--- @return integer
--- Gets the current save file number (1-indexed)
function get_current_save_file_num()

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@ -1075,6 +1075,7 @@
--- @field public heldObjLastPosition Vec3f
--- @field public animPartsPos Vec3f[]
--- @field public animPartsRot Vec3s[]
--- @field public animPartsMtx Mat4[]
--- @field public currAnimPart integer
--- @field public updateTorsoTime integer
--- @field public updateHeadPosTime integer

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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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@ -3116,6 +3116,31 @@ Retrieves the animated part rotation associated to `animPart` from the MarioStat
<br />
## [get_mario_anim_part_mtx](#get_mario_anim_part_mtx)
### Description
Retrieves the animated part matrix associated to `animPart` from the MarioState `m` and stores it into `mtx`. Returns `true` on success or `false` on failure
### Lua Example
`local booleanValue = get_mario_anim_part_mtx(m, animPart, mtx)`
### Parameters
| Field | Type |
| ----- | ---- |
| m | [MarioState](structs.md#MarioState) |
| animPart | `integer` |
| mtx | [Mat4](structs.md#Mat4) |
### Returns
- `boolean`
### C Prototype
`bool get_mario_anim_part_mtx(struct MarioState *m, u32 animPart, VEC_OUT Mat4 mtx);`
[:arrow_up_small:](#)
<br />
## [get_current_save_file_num](#get_current_save_file_num)
### Description

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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 />
@ -2071,6 +2072,7 @@
- [get_hand_foot_pos_z](functions-7.md#get_hand_foot_pos_z)
- [get_mario_anim_part_pos](functions-7.md#get_mario_anim_part_pos)
- [get_mario_anim_part_rot](functions-7.md#get_mario_anim_part_rot)
- [get_mario_anim_part_mtx](functions-7.md#get_mario_anim_part_mtx)
- [get_current_save_file_num](functions-7.md#get_current_save_file_num)
- [save_file_get_using_backup_slot](functions-7.md#save_file_get_using_backup_slot)
- [save_file_set_using_backup_slot](functions-7.md#save_file_set_using_backup_slot)

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@ -1585,6 +1585,7 @@
| heldObjLastPosition | [Vec3f](structs.md#Vec3f) | read-only |
| animPartsPos | `Array` <`Vec3f`> | read-only |
| animPartsRot | `Array` <`Vec3s`> | read-only |
| animPartsMtx | `Array` <`Mat4`> | read-only |
| currAnimPart | `integer` | read-only |
| updateTorsoTime | `integer` | read-only |
| updateHeadPosTime | `integer` | read-only |

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@ -419,6 +419,7 @@ struct MarioBodyState
Vec3f animPartsPos[MARIO_ANIM_PART_MAX];
Vec3s animPartsRot[MARIO_ANIM_PART_MAX];
Mat4 animPartsMtx[MARIO_ANIM_PART_MAX];
u32 currAnimPart;
u32 updateTorsoTime;

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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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@ -1203,7 +1203,7 @@ static void geo_process_animated_part(struct GraphNodeAnimatedPart *node) {
// Increment the matrix stack, If we fail to do so. Just return.
if (!increment_mat_stack()) { return; }
// Mario anim part pos and rot
// Mario anim part pos, rot, and matrix
if (gCurMarioBodyState && !gCurGraphNodeHeldObject && gCurMarioBodyState->currAnimPart > MARIO_ANIM_PART_NONE && gCurMarioBodyState->currAnimPart < MARIO_ANIM_PART_MAX) {
get_pos_from_transform_mtx(
gCurMarioBodyState->animPartsPos[gCurMarioBodyState->currAnimPart],
@ -1213,6 +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);
get_world_mtx_from_transform(
gCurMarioBodyState->animPartsMtx[gCurMarioBodyState->currAnimPart],
gMatStack[gMatStackIndex],
*gCurGraphNodeCamera->matrixPtr
);
}
if (gCurGraphNodeMarioState != NULL) {
@ -1861,7 +1867,7 @@ static void geo_process_bone(struct GraphNodeBone *node) {
// Increment the matrix stack, If we fail to do so. Just return.
if (!increment_mat_stack()) { return; }
// Mario anim part pos and rot
// Mario anim part pos, rot, and matrix
if (gCurMarioBodyState && !gCurGraphNodeHeldObject && gCurMarioBodyState->currAnimPart > MARIO_ANIM_PART_NONE && gCurMarioBodyState->currAnimPart < MARIO_ANIM_PART_MAX) {
get_pos_from_transform_mtx(
gCurMarioBodyState->animPartsPos[gCurMarioBodyState->currAnimPart],
@ -1871,6 +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);
get_world_mtx_from_transform(
gCurMarioBodyState->animPartsMtx[gCurMarioBodyState->currAnimPart],
gMatStack[gMatStackIndex],
*gCurGraphNodeCamera->matrixPtr
);
}
if (gCurGraphNodeMarioState != NULL) {

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@ -1351,10 +1351,11 @@ static struct LuaObjectField sMarioAnimationFields[LUA_MARIO_ANIMATION_FIELD_COU
{ "targetAnim", LVT_COBJECT_P, offsetof(struct MarioAnimation, targetAnim), false, LOT_ANIMATION },
};
#define LUA_MARIO_BODY_STATE_FIELD_COUNT 29
#define LUA_MARIO_BODY_STATE_FIELD_COUNT 30
static struct LuaObjectField sMarioBodyStateFields[LUA_MARIO_BODY_STATE_FIELD_COUNT] = {
{ "action", LVT_U32, offsetof(struct MarioBodyState, action), false, LOT_NONE },
{ "allowPartRotation", LVT_U8, offsetof(struct MarioBodyState, allowPartRotation), false, LOT_NONE },
{ "animPartsMtx", LVT_COBJECT, offsetof(struct MarioBodyState, animPartsMtx), true, LOT_MAT4, MARIO_ANIM_PART_MAX, sizeof(Mat4) },
{ "animPartsPos", LVT_COBJECT, offsetof(struct MarioBodyState, animPartsPos), true, LOT_VEC3F, MARIO_ANIM_PART_MAX, sizeof(Vec3f) },
{ "animPartsRot", LVT_COBJECT, offsetof(struct MarioBodyState, animPartsRot), true, LOT_VEC3S, MARIO_ANIM_PART_MAX, sizeof(Vec3s) },
{ "capState", LVT_S8, offsetof(struct MarioBodyState, capState), false, LOT_NONE },

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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 //
///////////////////
@ -34250,6 +34279,31 @@ int smlua_func_get_mario_anim_part_rot(lua_State* L) {
return 1;
}
int smlua_func_get_mario_anim_part_mtx(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_mario_anim_part_mtx", 3, top);
return 0;
}
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "get_mario_anim_part_mtx"); return 0; }
u32 animPart = smlua_to_integer(L, 2);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "get_mario_anim_part_mtx"); return 0; }
Mat4 mtx;
smlua_get_mat4(mtx, 3);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 3, "get_mario_anim_part_mtx"); return 0; }
lua_pushboolean(L, get_mario_anim_part_mtx(m, animPart, mtx));
smlua_push_mat4(mtx, 3);
return 1;
}
int smlua_func_get_current_save_file_num(lua_State* L) {
if (L == NULL) { return 0; }
@ -38393,6 +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);
@ -39164,6 +39219,7 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "get_hand_foot_pos_z", smlua_func_get_hand_foot_pos_z);
smlua_bind_function(L, "get_mario_anim_part_pos", smlua_func_get_mario_anim_part_pos);
smlua_bind_function(L, "get_mario_anim_part_rot", smlua_func_get_mario_anim_part_rot);
smlua_bind_function(L, "get_mario_anim_part_mtx", smlua_func_get_mario_anim_part_mtx);
smlua_bind_function(L, "get_current_save_file_num", smlua_func_get_current_save_file_num);
smlua_bind_function(L, "save_file_get_using_backup_slot", smlua_func_save_file_get_using_backup_slot);
smlua_bind_function(L, "save_file_set_using_backup_slot", smlua_func_save_file_set_using_backup_slot);

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@ -393,6 +393,13 @@ bool get_mario_anim_part_rot(struct MarioState *m, u32 animPart, VEC_OUT Vec3s r
return true;
}
bool get_mario_anim_part_mtx(struct MarioState *m, u32 animPart, VEC_OUT Mat4 mtx) {
if (!m) { return false; }
if (animPart >= MARIO_ANIM_PART_MAX) { return false; }
mtxf_copy(mtx, m->marioBodyState->animPartsMtx[animPart]);
return true;
}
///
s16 get_current_save_file_num(void) {

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@ -178,6 +178,10 @@ bool get_mario_anim_part_pos(struct MarioState *m, u32 animPart, VEC_OUT Vec3f p
Retrieves the animated part rotation associated to `animPart` from the MarioState `m` and stores it into `rot`. Returns `true` on success or `false` on failure
|descriptionEnd| */
bool get_mario_anim_part_rot(struct MarioState *m, u32 animPart, VEC_OUT Vec3s rot);
/* |description|
Retrieves the animated part matrix associated to `animPart` from the MarioState `m` and stores it into `mtx`. Returns `true` on success or `false` on failure
|descriptionEnd| */
bool get_mario_anim_part_mtx(struct MarioState *m, u32 animPart, VEC_OUT Mat4 mtx);
/* |description|Gets the current save file number (1-indexed)|descriptionEnd| */
s16 get_current_save_file_num(void);