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ooot/include/z64math.h
2022-04-13 17:00:41 -04:00

308 lines
13 KiB
C

#pragma once
#include <math.h>
#include "framerate.h"
#include "ultra64/types.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;
};
typedef VecRot VecPos;
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;
VecRot 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;