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45 lines
1.7 KiB
C
45 lines
1.7 KiB
C
#pragma once
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#include "globalctx.h"
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struct GraphicsContext;
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struct Vec3s;
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struct Vec3f;
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struct VecRot;
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extern Mtx gMtxClear;
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extern MtxF gMtxFClear;
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MtxF* Matrix_CheckFloats(MtxF* mf, char* file, s32 line);
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void Matrix_Get(MtxF* dest);
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void Matrix_Init(GameState* gameState);
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void Matrix_MtxFCopy(MtxF* dest, MtxF* src);
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Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest);
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Mtx* Matrix_MtxFToNewMtx(MtxF* src, GraphicsContext* gfxCtx);
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void Matrix_MtxFToYXZRotS(MtxF* mf, Vec3s* rotDest, s32 flag);
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void Matrix_MtxFToYXZRotS(MtxF* mf, VecRot* rotDest, s32 flag);
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void Matrix_MtxFToZYXRotS(MtxF* mf, Vec3s* rotDest, s32 flag);
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void Matrix_MtxFToZYXRotS(MtxF* mf, VecRot* rotDest, s32 flag);
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void Matrix_MtxToMtxF(Mtx* src, MtxF* dest);
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void Matrix_Mult(MtxF* mf, u8 mode);
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void Matrix_MultVec3f(Vec3f* src, Vec3f* dest);
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void Matrix_MultVec3fExt(Vec3f* src, Vec3f* dest, MtxF* mf);
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Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx, const char* file, s32 line);
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void Matrix_Pop(void);
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void Matrix_Push(void);
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void Matrix_Put(MtxF* src);
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void Matrix_RotateAxis(f32 f, Vec3f* vec, u8 mode);
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void Matrix_RotateX(f32 x, u8 mode);
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void Matrix_RotateY(f32 y, u8 mode);
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void Matrix_RotateZ(f32 z, u8 mode);
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void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode);
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void Matrix_Scale(f32 x, f32 y, f32 z, u8 mode);
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void Matrix_ScaleTrans(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, f32 posX, f32 posY, f32 posZ);
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Mtx* Matrix_ToMtx(Mtx* dest, const char* file, s32 line);
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void Matrix_Translate(f32 x, f32 y, f32 z, u8 mode);
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void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rotation);
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void Matrix_Transpose(MtxF* mf);
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void func_800D1694(f32 x, f32 y, f32 z, Vec3s* vec);
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void func_800D1694(f32 x, f32 y, f32 z, VecRot* vec);
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void func_800D1FD4(MtxF* mf);
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