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Merge branch 'skmp/fix-staring-into-the-void' into 'main'
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Revert buggy optimizations in CMatrix::Rotate*. Didn't investigate much, they aren't often called Closes #8 and #6 See merge request skmp/dca3-game!9
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@@ -282,7 +282,7 @@ CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
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void
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CMatrix::RotateX(float x)
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{
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#ifdef DC_SH4
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#if 0 && defined(DC_SH4) // this is bugged and does not yield correct results
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mat_load(reinterpret_cast<matrix_t *>(this));
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mat_rotate_x(x);
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mat_store(reinterpret_cast<matrix_t *>(this));
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@@ -312,7 +312,7 @@ CMatrix::RotateX(float x)
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void
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CMatrix::RotateY(float y)
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{
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#ifdef DC_SH4
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#if 0 && defined(DC_SH4) // this is bugged and does not yield correct results
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mat_load(reinterpret_cast<matrix_t *>(this));
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mat_rotate_y(y);
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mat_store(reinterpret_cast<matrix_t *>(this));
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@@ -342,7 +342,7 @@ CMatrix::RotateY(float y)
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void
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CMatrix::RotateZ(float z)
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{
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#ifdef DC_SH4
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#if 0 && defined(DC_SH4) // this is bugged and does not yield correct results
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mat_load(reinterpret_cast<matrix_t *>(this));
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mat_rotate_z(z);
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mat_store(reinterpret_cast<matrix_t *>(this));
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@@ -372,7 +372,7 @@ CMatrix::RotateZ(float z)
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void
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CMatrix::Rotate(float x, float y, float z)
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{
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#ifdef DC_SH4
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#if 0 && defined(DC_SH4) // this is bugged and does not yield correct results
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mat_load(reinterpret_cast<matrix_t *>(this));
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mat_rotate(x, y, z);
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mat_store(reinterpret_cast<matrix_t *>(this));
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@@ -404,6 +404,20 @@ CMatrix::Rotate(float x, float y, float z)
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float z2 = sZ * sY - (cZ * sX) * cY;
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float z3 = cX * cY;
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#if !defined(DC_TEXCONV) && !defined(DC_SIM)
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this->rx = fipr(x1, y1, z1, 0, rx, ry, rz, 0);
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this->ry = fipr(x2, y2, z2, 0, rx, ry, rz, 0);
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this->rz = fipr(x3, y3, z3, 0, rx, ry, rz, 0);
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this->fx = fipr(x1, y1, z1, 0, ux, uy, uz, 0);
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this->fy = fipr(x2, y2, z2, 0, ux, uy, uz, 0);
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this->fz = fipr(x3, y3, z3, 0, ux, uy, uz, 0);
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this->ux = fipr(x1, y1, z1, 0, ax, ay, az, 0);
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this->uy = fipr(x2, y2, z2, 0, ax, ay, az, 0);
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this->uz = fipr(x3, y3, z3, 0, ax, ay, az, 0);
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this->px = fipr(x1, y1, z1, 0, px, py, pz, 0);
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this->py = fipr(x2, y2, z2, 0, px, py, pz, 0);
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this->pz = fipr(x3, y3, z3, 0, px, py, pz, 0);
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#else
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this->rx = x1 * rx + y1 * ry + z1 * rz;
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this->ry = x2 * rx + y2 * ry + z2 * rz;
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this->rz = x3 * rx + y3 * ry + z3 * rz;
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@@ -416,6 +430,7 @@ CMatrix::Rotate(float x, float y, float z)
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this->px = x1 * px + y1 * py + z1 * pz;
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this->py = x2 * px + y2 * py + z2 * pz;
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this->pz = x3 * px + y3 * py + z3 * pz;
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#endif
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#endif
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}
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