#pragma once #include "ultra64/types.h" #include #include "framerate.h" #define VEC_SET(V,X,Y,Z) (V).x=(X);(V).y=(Y);(V).z=(Z) enum MatrixMode { MTXMODE_NEW, // generates a new matrix MTXMODE_APPLY // applies transformation to the current matrix }; struct Vec2f { f32 x, y; }; // size = 0x08 struct Vec3f { f32 x, y, z; }; // size = 0x0C struct Vec3us { u16 x, y, z; }; // size = 0x06 struct Vec3s { s16 x, y, z; }; // size = 0x06 struct Vec3i { s32 x, y, z; }; // size = 0x0C struct VecRot { VecRot(); VecRot(const Rotation& x, const Rotation& y, const Rotation& z); VecRot(const VecRot& vec); VecRot(const Vec3s& vec); VecRot(const Vec3f& vec); operator Vec3s() const; operator Vec3f() const; Rotation x, y, z; }; struct Sphere16 { Vec3s center; s16 radius; }; // size = 0x08 struct Spheref { Vec3f center; f32 radius; }; // size = 0x10 struct Plane { Vec3f normal; f32 originDist; }; // size = 0x10 struct TriNorm { Vec3f vtx[3]; Plane plane; }; // size = 0x34 struct Cylinder16 { /* 0x0000 */ s16 radius; /* 0x0002 */ s16 height; /* 0x0004 */ s16 yShift; /* 0x0006 */ Vec3s pos; }; // size = 0x0C struct Cylinderf { /* 0x00 */ f32 radius; /* 0x04 */ f32 height; /* 0x08 */ f32 yShift; /* 0x0C */ Vec3f pos; }; // size = 0x18 struct InfiniteLine { /* 0x0000 */ Vec3f point; /* 0x000C */ Vec3f dir; }; // size = 0x18 struct Linef { /* 0x0000 */ Vec3f a; /* 0x000C */ Vec3f b; }; // size = 0x18 // Defines a point in the spherical coordinate system struct VecSph { /* 0x00 */ f32 r; // radius /* 0x04 */ s16 pitch; // polar (zenith) angle /* 0x06 */ s16 yaw; // azimuthal angle }; // size = 0x08 struct PosRot { Vec3f pos; Vec3s rot; }; // size = 0x14 #define LERP(x, y, scale) (((y) - (x)) * (scale) + (x)) #define LERP32(x, y, scale) ((s32)(((y) - (x)) * (scale)) + (x)) #define LERP16(x, y, scale) ((s16)(((y) - (x)) * (scale)) + (x)) #define F32_LERP(v0,v1,t) ((v0) * (1.0f - (t)) + (v1) * (t)) #define F32_LERPIMP(v0, v1, t) (v0 + ((v1 - v0) * t)) #define F32_LERPIMPINV(v0, v1, t) ((v0) + (((v1) - (v0)) / (t))) #define BINANG_LERPIMP(v0, v1, t) ((v0) + (s16)(BINANG_SUB((v1), (v0)) * (t))) #define BINANG_LERPIMPINV(v0, v1, t) ((v0) + BINANG_SUB((v1), (v0)) / (t)) #define VEC3F_LERPIMPDST(dst, v0, v1, t){ \ (dst)->x = (v0)->x + (((v1)->x - (v0)->x) * t); \ (dst)->y = (v0)->y + (((v1)->y - (v0)->y) * t); \ (dst)->z = (v0)->z + (((v1)->z - (v0)->z) * t); \ } #define IS_ZERO(f) (fabsf(f) < 0.008f) // Trig macros #define DEGF_TO_BINANG(degreesf) (s16)(degreesf * 182.04167f + .5f) #define RADF_TO_BINANG(radf) (s16)(radf * (32768.0f / M_PI)) #define RADF_TO_DEGF(radf) (radf * (180.0f / M_PI)) #define DEGF_TO_RADF(degf) (degf * (M_PI / 180.0f)) #define BINANG_ROT180(angle) ((s16)(angle - 0x7FFF)) #define BINANG_SUB(a, b) ((s16)(a - b)) #define DEG_TO_RAD(degrees) ((degrees) * (M_PI / 180.0f)) #define BINANG_TO_DEGF(binang) ((f32)binang * (360.0001525f / 65535.0f)) #define BINANG_TO_RAD(binang) (((f32)binang / 32768.0f) * M_PI) // Vector macros #define SQXZ(vec) ((vec.x) * (vec.x) + (vec.z) * (vec.z)) #define DOTXZ(vec1, vec2) ((vec1.x) * (vec2.x) + (vec1.z) * (vec2.z)) #define SQXYZ(vec) ((vec.x) * (vec.x) + (vec.y) * (vec.y) + (vec.z) * (vec.z)) #define DOTXYZ(vec1, vec2) ((vec1.x) * (vec2.x) + (vec1.y) * (vec2.y) + (vec1.z) * (vec2.z)) /* f32 Math_FactorialF(f32 n); f32 Math_Factorial(s32 n); f32 Math_PowF(f32 base, s32 exp); f32 Math_SinF(f32 angle); f32 Math_CosF(f32 angle); s32 Math3D_PlaneVsLineSegClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA, f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* linePointA, Vec3f* linePointB, Vec3f* closestPoint); void Math3D_LineClosestToPoint(Linef* line, Vec3f* pos, Vec3f* closestPoint); s32 Math3D_PlaneVsPlaneVsLineClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA, f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* point, Vec3f* closestPoint); void Math3D_LineSplitRatio(Vec3f* v0, Vec3f* v1, f32 ratio, Vec3f* ret); f32 Math3D_Cos(Vec3f* a, Vec3f* b); s32 Math3D_CosOut(Vec3f* a, Vec3f* b, f32* dst); void Math3D_Vec3fReflect(Vec3f* vec, Vec3f* normal, Vec3f* reflVec); s32 Math3D_PointInSquare2D(f32 upperLeftX, f32 lowerRightX, f32 upperLeftY, f32 lowerRightY, f32 x, f32 y); f32 Math3D_Dist1DSq(f32 a, f32 b); f32 Math3D_Dist2DSq(f32 x0, f32 y0, f32 x1, f32 y1); f32 Math3D_Vec3fMagnitudeSq(Vec3f* vec); f32 Math3D_Vec3fMagnitude(Vec3f* vec); f32 Math3D_Vec3fDistSq(Vec3f* a, Vec3f* b); void Math3D_Vec3f_Cross(Vec3f* a, Vec3f* b, Vec3f* ret); void Math3D_SurfaceNorm(Vec3f* va, Vec3f* vb, Vec3f* vc, Vec3f* normal); f32 Math3D_Vec3f_DistXYZ(Vec3f* a, Vec3f* b); s32 Math3D_PointRelativeToCubeFaces(Vec3f* point, Vec3f* min, Vec3f* max); s32 Math3D_PointRelativeToCubeEdges(Vec3f* point, Vec3f* min, Vec3f* max); s32 Math3D_PointRelativeToCubeVertices(Vec3f* point, Vec3f* min, Vec3f* max); s32 Math3D_LineVsCube(Vec3f* min, Vec3f* max, Vec3f* a, Vec3f* b); void Math3D_RotateXZPlane(Vec3f* pointOnPlane, s16 angle, f32* a, f32* c, f32* d); void Math3D_DefPlane(Vec3f* va, Vec3f* vb, Vec3f* vc, f32* nx, f32* ny, f32* nz, f32* originDist); f32 Math3D_UDistPlaneToPos(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* p); f32 Math3D_DistPlaneToPos(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* p); s32 Math3D_TriChkPointParaYSlopedY(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 z, f32 x); s32 Math3D_TriChkPointParaYIntersectDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 z, f32 x, f32* yIntersect, f32 chkDist); s32 Math3D_TriChkPointParaYIntersectInsideTri(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 z, f32 x, f32* yIntersect, f32 chkDist); s32 Math3D_TriChkLineSegParaYIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 z, f32 x, f32* yIntersect, f32 y0, f32 y1); s32 Math3D_TriChkPointParaYDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 z, f32 x, f32 chkDist); s32 Math3D_TriChkPointParaXIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 y, f32 z, f32* xIntersect); s32 Math3D_TriChkLineSegParaXIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 y, f32 z, f32* xIntersect, f32 x0, f32 x1); s32 Math3D_TriChkPointParaXDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 y, f32 z, f32 chkDist); s32 Math3D_TriChkPointParaZIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 x, f32 y, f32* zIntersect); s32 Math3D_TriChkLineSegParaZIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 x, f32 y, f32* zIntersect, f32 z0, f32 z1); s32 Math3D_TriChkLineSegParaZDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 x, f32 y, f32 chkDist); s32 Math3D_LineSegVsPlane(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersect, s32 fromFront); void Math3D_TriNorm(TriNorm* tri, Vec3f* va, Vec3f* vb, Vec3f* vc); s32 Math3D_PointDistToLine2D(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32* lineLenSq); s32 Math3D_LineVsSph(Sphere16* sphere, Linef* line); s32 Math3D_TriVsSphIntersect(Sphere16* sphere, TriNorm* tri, Vec3f* intersectPoint); s32 Math3D_CylVsLineSeg(Cylinder16* cyl, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersectA, Vec3f* intersectB); s32 Math3D_CylVsTri(Cylinder16* cyl, TriNorm* tri); s32 Math3D_CylTriVsIntersect(Cylinder16* cyl, TriNorm* tri, Vec3f* intersect); s32 Math3D_SphVsSph(Sphere16* sphereA, Sphere16* sphereB); s32 Math3D_SphVsSphOverlap(Sphere16* sphereA, Sphere16* sphereB, f32* overlapSize); s32 Math3D_SphVsSphOverlapCenter(Sphere16* sphereA, Sphere16* sphereB, f32* overlapSize, f32* centerDist); s32 Math3D_SphVsCylOverlapDist(Sphere16* sph, Cylinder16* cyl, f32* overlapSize); s32 Math3D_SphVsCylOverlapCenterDist(Sphere16* sph, Cylinder16* cyl, f32* overlapSize, f32* centerDist); s32 Math3D_CylOutsideCyl(Cylinder16* ca, Cylinder16* cb, f32* deadSpace); s32 Math3D_CylOutsideCylDist(Cylinder16* ca, Cylinder16* cb, f32* deadSpace, f32* xzDist); s32 Math3D_TriVsTriIntersect(TriNorm* ta, TriNorm* tb, Vec3f* intersect); s32 Math3D_XZInSphere(Sphere16* sphere, f32 x, f32 z); s32 Math3D_XYInSphere(Sphere16* sphere, f32 x, f32 y); s32 Math3D_YZInSphere(Sphere16* sphere, f32 y, f32 z); void Math3D_DrawSphere(struct GlobalContext* globalCtx, Sphere16* sph); void Math3D_DrawCylinder(struct GlobalContext* globalCtx, Cylinder16* cyl); s16 Math_Atan2S(f32 x, f32 y); f32 Math_Atan2F(f32 x, f32 y); void Matrix_Init(struct GameState* gameState); void Matrix_Push(void); void Matrix_Pop(void); void Matrix_Get(MtxF* dest); void Matrix_Put(MtxF* src); void Matrix_Mult(MtxF* mf, u8 mode); void Matrix_Translate(f32 x, f32 y, f32 z, u8 mode); 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_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); Mtx* Matrix_NewMtx(struct GraphicsContext* gfxCtx, char* file, s32 line); Mtx* Matrix_MtxFToNewMtx(MtxF* src, struct GraphicsContext* gfxCtx); void Matrix_MultVec3f(Vec3f* src, Vec3f* dest); void Matrix_MtxFCopy(MtxF* dest, MtxF* src); void Matrix_MtxToMtxF(Mtx* src, MtxF* dest); void Matrix_MultVec3fExt(Vec3f* src, Vec3f* dest, MtxF* mf); void Matrix_Transpose(MtxF* mf); void func_800D1FD4(MtxF* mf); void Matrix_MtxFToYXZRotS(MtxF* mf, Vec3s* rotDest, s32 flag); void Matrix_MtxFToZYXRotS(MtxF* mf, Vec3s* rotDest, s32 flag); void Matrix_RotateAxis(f32 f, Vec3f* vec, u8 mode); MtxF* Matrix_CheckFloats(MtxF* mf, char* file, s32 line); f32 Math_CosS(s16 angle); f32 Math_SinS(s16 angle); s32 Math_ScaledStepToS(s16* pValue, s16 target, s16 step); s32 Math_StepToS(s16* pValue, s16 target, s16 step); s32 Math_StepToF(f32* pValue, f32 target, f32 step); s32 Math_StepUntilAngleS(s16* pValue, s16 limit, s16 step); s32 Math_StepUntilS(s16* pValue, s16 limit, s16 step); s32 Math_StepToAngleS(s16* pValue, s16 target, s16 step); s32 Math_StepUntilF(f32* pValue, f32 limit, f32 step); s32 Math_AsymStepToF(f32* pValue, f32 target, f32 incrStep, f32 decrStep); void Math_Vec3f_Copy(Vec3f* dest, Vec3f* src); void Math_Vec3s_ToVec3f(Vec3f* dest, Vec3s* src); void Math_Vec3f_Sum(Vec3f* a, Vec3f* b, Vec3f* dest); void Math_Vec3f_Diff(Vec3f* a, Vec3f* b, Vec3f* dest); void Math_Vec3s_DiffToVec3f(Vec3f* dest, Vec3s* a, Vec3s* b); void Math_Vec3f_Scale(Vec3f* vec, f32 scaleF); f32 Math_Vec3f_DistXYZ(Vec3f* a, Vec3f* b); f32 Math_Vec3f_DistXYZAndStoreDiff(Vec3f* a, Vec3f* b, Vec3f* dest); f32 Math_Vec3f_DistXZ(Vec3f* a, Vec3f* b); s16 Math_Vec3f_Yaw(Vec3f* a, Vec3f* b); s16 Math_Vec3f_Pitch(Vec3f* a, Vec3f* b); f32 Math_SmoothStepToF(f32* pValue, f32 target, f32 fraction, f32 step, f32 minStep); void Math_ApproachF(f32* pValue, f32 target, f32 fraction, f32 step); void Math_ApproachZeroF(f32* pValue, f32 fraction, f32 step); f32 Math_SmoothStepToDegF(f32* pValue, f32 target, f32 fraction, f32 step, f32 minStep); s16 Math_SmoothStepToS(s16* pValue, s16 target, s16 scale, s16 step, s16 minStep); void Math_ApproachS(s16* pValue, s16 target, s16 scale, s16 step); f32 Math_FTanF(f32 x); f32 Math_FFloorF(f32 x); f32 Math_FCeilF(f32 x); f32 Math_FRoundF(f32 x); f32 Math_FNearbyIntF(f32 x); f32 Math_FTruncF(f32 x); f32 Math_FAtanF(f32 x); f32 Math_FAtan2F(f32 y, f32 x); f32 Math_FAsinF(f32 x); f32 Math_FAcosF(f32 x); */ extern Mtx gMtxClear; extern MtxF gMtxFClear;