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https://github.com/zeldaret/mm.git
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5dd4310285
* begin anim v and w * structs * bgId * cleanup * space * more cleanup * spacing * Unsigned
349 lines
17 KiB
C
349 lines
17 KiB
C
#ifndef Z64MATH_H
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#define Z64MATH_H
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#include "ultra64.h"
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#include "math.h"
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#include "libc64/math64.h"
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#define VEC_SET(V,X,Y,Z) V.x=X;V.y=Y;V.z=Z
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typedef struct {
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/* 0x0 */ s16 x;
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/* 0x2 */ s16 z;
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} Vec2s; // size = 0x4
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typedef struct {
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/* 0x0 */ f32 x;
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/* 0x4 */ f32 z;
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} Vec2f; // size = 0x8
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typedef struct {
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/* 0x0 */ f32 x;
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/* 0x4 */ f32 y;
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/* 0x8 */ f32 z;
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} Vec3f; // size = 0xC
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typedef struct {
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/* 0x0 */ u16 x;
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/* 0x2 */ u16 y;
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/* 0x4 */ u16 z;
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} Vec3us; // size = 0x6
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typedef struct {
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/* 0x0 */ s16 x;
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/* 0x2 */ s16 y;
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/* 0x4 */ s16 z;
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} Vec3s; // size = 0x6
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typedef struct {
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/* 0x0 */ s32 x;
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/* 0x4 */ s32 y;
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/* 0x8 */ s32 z;
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} Vec3i; // size = 0xC
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typedef struct {
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/* 0x0 */ s16 distance;
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/* 0x2 */ s16 angle;
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} VecPolarS; // size = 0x4
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typedef struct {
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/* 0x0 */ f32 distance;
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/* 0x4 */ s16 angle;
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} VecPolar; // size = 0x8
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typedef struct {
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/* 0x0 */ Vec3s center;
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/* 0x6 */ s16 radius;
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} Sphere16; // size = 0x8
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typedef struct {
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/* 0x0 */ Vec3f center;
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/* 0xC */ f32 radius;
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} Spheref; // size = 0x10
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typedef struct PosRot {
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/* 0x00 */ Vec3f pos;
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/* 0x0C */ Vec3s rot;
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} PosRot; // size = 0x14
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/*
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The plane paramaters are of form `ax + by + cz + d = 0`
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where `(a,b,c)` is the plane's normal vector and d is the originDist
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*/
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typedef struct {
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/* 0x0 */ Vec3f normal;
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/* 0xC */ f32 originDist;
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} Plane; // size = 0x10
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typedef struct {
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/* 0x00 */ Vec3f vtx[3];
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/* 0x24 */ Plane plane;
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} TriNorm; // size = 0x34
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typedef struct {
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/* 0x0 */ s16 radius;
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/* 0x2 */ s16 height;
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/* 0x4 */ s16 yShift;
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/* 0x6 */ Vec3s pos;
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} Cylinder16; // size = 0xC
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typedef struct {
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/* 0x00 */ f32 radius;
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/* 0x04 */ f32 height;
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/* 0x08 */ f32 yShift;
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/* 0x0C */ Vec3f pos;
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} Cylinderf; // size = 0x18
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typedef struct {
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/* 0x00 */ Vec3f point;
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/* 0x0C */ Vec3f dir;
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} InfiniteLine; // size = 0x18
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typedef struct {
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/* 0x00 */ Vec3f a;
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/* 0x0C */ Vec3f b;
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} Linef; // size = 0x18
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typedef struct {
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/* 0x0 */ f32 r; // radius
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/* 0x4 */ s16 pitch; // depends on coordinate system. See below.
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/* 0x6 */ s16 yaw; // azimuthal angle
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} VecSphGeo; // size = 0x8
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// Defines a point in the spherical coordinate system.
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// Pitch is 0 along the positive y-axis (up)
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typedef VecSphGeo VecSph;
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// Defines a point in the geographic coordinate system.
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// Pitch is 0 along the xz-plane (horizon)
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typedef VecSphGeo VecGeo;
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typedef float MtxF_t[4][4];
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typedef union {
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MtxF_t mf;
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struct {
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float xx, yx, zx, wx,
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xy, yy, zy, wy,
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xz, yz, zz, wz,
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xw, yw, zw, ww;
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};
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} MtxF; // size = 0x40
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extern Vec3f gZeroVec3f;
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extern Vec3s gZeroVec3s;
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#define LERPIMP(v0, v1, t) ((v0) + (((v1) - (v0)) * (t)))
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#define LERPIMP_ALT(v0, v1, t) (((v1) - (v0)) * (t) + (v0))
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#define S16_LERP(v0, v1, t) ((s16)(((v1) - (v0)) * (t)) + (v0))
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#define F32_LERP(v0, v1, t) ((1.0f - (t)) * (f32)(v0) + (t) * (f32)(v1))
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#define F32_LERP_ALT(v0, v1, t) ((f32)(v0) * (1.0f - (t)) + (t) * (f32)(v1))
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#define F32_LERPIMP(v0, v1, t) ((f32)(v0) + (((f32)(v1) - (f32)(v0)) * (t)))
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#define F32_LERPIMPINV(v0, v1, t) ((f32)(v0) + (((f32)(v1) - (f32)(v0)) / (t)))
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#define BINANG_LERPIMP(v0, v1, t) ((v0) + (s16)(BINANG_SUB((v1), (v0)) * (t)))
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#define BINANG_LERPIMPINV(v0, v1, t) ((v0) + BINANG_SUB((v1), (v0)) / (t))
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#define LERPWEIGHT(val, prev, next) (((val) - (prev)) / ((next) - (prev)))
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#define F32_LERPWEIGHT(val, prev, next) (((f32)(val) - (f32)(prev)) / ((f32)(next) - (f32)(prev)))
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#define VEC3F_LERPIMPDST(dst, v0, v1, t) \
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{ \
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(dst)->x = (v0)->x + (((v1)->x - (v0)->x) * t); \
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(dst)->y = (v0)->y + (((v1)->y - (v0)->y) * t); \
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(dst)->z = (v0)->z + (((v1)->z - (v0)->z) * t); \
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} \
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(void)0
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#define IS_ZERO(f) (fabsf(f) < 0.008f)
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#define SQ(x) ((x) * (x))
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#define CB(x) ((x) * (x) * (x))
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#define ABS(x) ((x) >= 0 ? (x) : -(x))
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#define ABS_ALT(x) ((x) < 0 ? -(x) : (x))
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// Casting a float to an integer, when the float value is larger than what the integer type can hold,
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// leads to undefined behavior. For example (f32)0x8000 doesn't fit in a s16, so it cannot be cast to s16.
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// This isn't an issue with IDO, but is one with for example GCC.
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// A partial workaround is to cast to s32 then s16, hoping all binang values used will fit a s32.
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#define TRUNCF_BINANG(f) (s16)(s32)(f)
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// Angle conversion macros
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#define DEG_TO_RAD(degrees) ((degrees) * (M_PIf / 180.0f))
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#define DEG_TO_BINANG(degrees) TRUNCF_BINANG((degrees) * (0x8000 / 180.0f))
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#define DEG_TO_BINANG_ALT(degrees) TRUNCF_BINANG(((degrees) / 180.0f) * 0x8000)
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#define DEG_TO_BINANG_ALT2(degrees) TRUNCF_BINANG(((degrees) * 0x10000) / 360.0f)
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#define DEG_TO_BINANG_ALT3(degrees) ((degrees) * (0x8000 / 180.0f))
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#define RAD_TO_DEG(radians) ((radians) * (180.0f / M_PIf))
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#define RAD_TO_BINANG(radians) TRUNCF_BINANG((radians) * (0x8000 / M_PIf))
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#define RAD_TO_BINANG_ALT(radians) TRUNCF_BINANG(((radians) / M_PIf) * 0x8000)
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#define RAD_TO_BINANG_ALT2(radians) TRUNCF_BINANG(((radians) * 0x8000) / M_PIf)
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#define BINANG_TO_DEG(binang) ((f32)(binang) * (180.0f / 0x8000))
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#define BINANG_TO_RAD(binang) ((f32)(binang) * (M_PIf / 0x8000))
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#define BINANG_TO_RAD_ALT(binang) (((f32)(binang) / 0x8000) * M_PIf)
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#define BINANG_TO_RAD_ALT2(binang) (((f32)(binang) * M_PIf) / 0x8000)
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// Angle arithmetic macros
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#define BINANG_ROT180(angle) ((s16)(angle + 0x8000))
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#define BINANG_SUB(a, b) ((s16)(a - b))
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#define BINANG_ADD(a, b) ((s16)(a + b))
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// Vector macros
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#define SQXZ(vec) ((vec.x) * (vec.x) + (vec.z) * (vec.z))
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#define DOTXZ(vec1, vec2) ((vec1.x) * (vec2.x) + (vec1.z) * (vec2.z))
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#define SQXYZ(vec) ((vec.x) * (vec.x) + (vec.y) * (vec.y) + (vec.z) * (vec.z))
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#define DOTXYZ(vec1, vec2) ((vec1.x) * (vec2.x) + (vec1.y) * (vec2.y) + (vec1.z) * (vec2.z))
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f32 Math_CosS(s16 angle);
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f32 Math_SinS(s16 angle);
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s32 Math_StepToIImpl(s32 start, s32 target, s32 step);
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void Math_StepToIGet(s32* pValue, s32 target, s32 step);
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s32 Math_StepToI(s32* pValue, s32 target, s32 step);
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s32 Math_ScaledStepToS(s16* pValue, s16 target, s16 step);
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s32 Math_StepToS(s16* pValue, s16 target, s16 step);
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s32 Math_StepToC(s8* pValue, s8 target, s8 step);
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s32 Math_StepToF(f32* pValue, f32 target, f32 step);
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s32 Math_StepUntilAngleS(s16* pValue, s16 target, s16 step);
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s32 Math_StepToAngleS(s16* pValue, s16 target, s16 step);
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s32 Math_AsymStepToS(s16* pValue, s16 target, s16 incrStep, s16 decrStep);
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s32 Math_StepUntilF(f32* pValue, f32 limit, f32 step);
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s32 Math_AsymStepToF(f32* pValue, f32 target, f32 incrStep, f32 decrStep);
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s16 Rand_S16Offset(s16 base, s16 range);
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s16 Rand_S16OffsetStride(s16 base, s16 stride, s16 range);
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void Math_Vec3f_Copy(Vec3f* dest, Vec3f* src);
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void Math_Vec3s_Copy(Vec3s* dest, Vec3s* src);
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void Math_Vec3s_ToVec3f(Vec3f* dest, Vec3s* src);
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void Math_Vec3f_ToVec3s(Vec3s* dest, Vec3f* src);
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void Math_Vec3f_Sum(Vec3f* l, Vec3f* r, Vec3f* dest);
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void Math_Vec3f_Diff(Vec3f* l, Vec3f* r, Vec3f* dest);
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void Math_Vec3s_DiffToVec3f(Vec3f* dest, Vec3s* l, Vec3s* r);
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void Math_Vec3f_Scale(Vec3f* vec, f32 scale);
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void Math_Vec3f_ScaleAndStore(Vec3f* vec, f32 scale, Vec3f* dest);
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void Math_Vec3f_Lerp(Vec3f* a, Vec3f* b, f32 t, Vec3f* dest);
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void Math_Vec3f_SumScaled(Vec3f* a, Vec3f* b, f32 scale, Vec3f* dest);
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void Math_Vec3f_AddRand(Vec3f* orig, f32 scale, Vec3f* dest);
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void Math_Vec3f_DistXYZAndStoreNormDiff(Vec3f* a, Vec3f* b, f32 scale, Vec3f* dest);
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f32 Math_Vec3f_DistXYZ(Vec3f* a, Vec3f* b);
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f32 Math_Vec3f_DistXYZAndStoreDiff(Vec3f* a, Vec3f* b, Vec3f* dest);
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f32 Math_Vec3f_DistXZ(Vec3f* a, Vec3f* b);
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f32 Math_Vec3f_DistXZAndStore(Vec3f* a, Vec3f* b, f32* dx, f32* dz);
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f32 Math_Vec3f_StepToXZ(Vec3f* start, Vec3f* target, f32 speed);
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f32 Math_Vec3f_DiffY(Vec3f* a, Vec3f* b);
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s16 Math_Vec3f_Yaw(Vec3f* a, Vec3f* b);
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s16 Math_Vec3f_Pitch(Vec3f* a, Vec3f* b);
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f32 Math_SmoothStepToF(f32* pValue, f32 target, f32 fraction, f32 step, f32 minStep);
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void Math_ApproachF(f32* pValue, f32 target, f32 scale, f32 maxStep);
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void Math_ApproachZeroF(f32* pValue, f32 scale, f32 maxStep);
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s16 Math_SmoothStepToS(s16* pValue, s16 target, s16 scale, s16 step, s16 minStep);
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void Math_ApproachS(s16* pValue, s16 target, s16 scale, s16 maxStep);
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f32 Math_Vec3f_StepTo(Vec3f* start, Vec3f* target, f32 speed);
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f32 Math_FactorialF(f32 n);
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f32 Math_Factorial(s32 n);
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f32 Math_PowF(f32 base, s32 exp);
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f32 Math_SinF(f32 rad);
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f32 Math_CosF(f32 rad);
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s16 Math_Atan2S(f32 y, f32 x);
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f32 Math_Atan2F(f32 y, f32 x);
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s16 Math_Atan2S_XY(f32 x, f32 y);
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f32 Math_Atan2F_XY(f32 x, f32 y);
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f32 Math3D_Normalize(Vec3f* vec);
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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);
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s32 Math3D_LineSegMakePerpLineSeg(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB, Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);
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f32 Math3D_LineClosestToPoint(InfiniteLine* line, Vec3f* pos, Vec3f* closestPoint);
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void Math3D_FindPointOnPlaneIntersect(float planeAAxis1Norm, f32 planeAAxis2Norm, f32 planeBAxis1Norm, f32 planeBAxis2Norm, f32 axis3Direction, f32 planeADist, f32 planeBDist, float* axis1Point, float* axis2Point);
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s32 Math3D_PlaneVsPlaneNewLine(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA, f32 planeBB, f32 planeBC, f32 planeBDist, InfiniteLine* intersect);
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s32 Math3D_PlaneVsPlaneVsLineClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA, f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* point, Vec3f* closestPoint);
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void Math3D_PointOnDirectedLine(Vec3f* v0, Vec3f* dir, f32 scale, Vec3f* ret);
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void Math3D_LineSplitRatio(Vec3f* v0, Vec3f* v1, f32 ratio, Vec3f* ret);
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f32 Math3D_Cos(Vec3f* a, Vec3f* b);
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s32 Math3D_CosOut(Vec3f* a, Vec3f* b, f32* dst);
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void Math3D_Vec3fReflect(Vec3f* vec, Vec3f* normal, Vec3f* reflVec);
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s32 Math3D_PointInSquare2D(f32 upperLeftX, f32 lowerRightX, f32 upperLeftY, f32 lowerRightY, f32 x, f32 y);
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s32 Math3D_CirSquareVsTriSquareXY(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 centerX, f32 centerY, f32 radius);
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s32 Math3D_CirSquareVsTriSquareYZ(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 centerY, f32 centerZ, f32 radius);
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s32 Math3D_CirSquareVsTriSquareZX(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 centerZ, f32 centerX, f32 radius);
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s32 Math3D_SphCubeVsTriCube(Vec3f* v0, Vec3f* v1, Vec3f* v2, Vec3f* center, f32 radius);
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f32 Math3D_Dist1DSq(f32 a, f32 b);
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f32 Math3D_Dist1D(f32 a, f32 b);
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f32 Math3D_Dist2DSq(f32 x0, f32 y0, f32 x1, f32 y1);
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f32 Math3D_Dist2D(f32 x0, f32 y0, f32 x1, f32 y1);
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f32 Math3D_Vec3fMagnitudeSq(Vec3f* vec);
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f32 Math3D_Vec3fMagnitude(Vec3f* vec);
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f32 Math3D_Vec3fDistSq(Vec3f* a, Vec3f* b);
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f32 Math3D_Vec3f_DistXYZ(Vec3f* a, Vec3f* b);
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f32 Math3D_DistXYZ16toF(Vec3s* a, Vec3f* b);
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f32 Math3D_Vec3fDiff_CrossZ(Vec3f* a, Vec3f* b, f32 dx, f32 dy);
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f32 Math3D_Vec3fDiff_CrossX(Vec3f* a, Vec3f* b, f32 dy, f32 dz);
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f32 Math3D_Vec3fDiff_CrossY(Vec3f* a, Vec3f* b, f32 dz, f32 dx);
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void Math3D_Vec3f_Cross(Vec3f* a, Vec3f* b, Vec3f* ret);
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void Math3D_SurfaceNorm(Vec3f* va, Vec3f* vb, Vec3f* vc, Vec3f* normal);
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s32 Math3D_PointRelativeToCubeFaces(Vec3f* point, Vec3f* min, Vec3f* max);
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s32 Math3D_PointRelativeToCubeEdges(Vec3f* point, Vec3f* min, Vec3f* max);
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s32 Math3D_PointRelativeToCubeVertices(Vec3f* point, Vec3f* min, Vec3f* max);
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s32 Math3D_LineVsCube(Vec3f* min, Vec3f* max, Vec3f* a, Vec3f* b);
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s32 Math3D_LineVsCubeShort(Vec3s* min, Vec3s* max, Vec3s* a, Vec3s* b);
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void Math3D_RotateXZPlane(Vec3f* pointOnPlane, s16 angle, f32* a, f32* c, f32* d);
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void Math3D_DefPlane(Vec3f* va, Vec3f* vb, Vec3f* vc, f32* nx, f32* ny, f32* nz, f32* originDist);
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f32 Math3D_PlaneF(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* pointOnPlane);
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f32 Math3D_Plane(Plane* plane, Vec3f* pointOnPlane);
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f32 Math3D_UDistPlaneToPos(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* p);
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f32 Math3D_DistPlaneToPos(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* p);
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s32 Math3D_TriChkPointParaYImpl(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 z, f32 x, f32 detMax, f32 chkDist, f32 ny);
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s32 Math3D_TriChkPointParaYDeterminate(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 z, f32 x, f32 detMax, f32 ny);
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s32 Math3D_TriChkPointParaYSlopedY(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 z, f32 x);
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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);
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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);
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s32 Math3D_TriChkPointParaY(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 ny, f32 z, f32 x);
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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);
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s32 Math3D_TriChkPointParaYDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 z, f32 x, f32 chkDist);
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s32 Math3D_TriChkPointParaYImplNoCheckRange(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 z, f32 x, f32 detMax, f32 chkDist, f32 ny);
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s32 Math3D_TriChkPointParaYNoRangeCheckIntersectInsideTri(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 z, f32 x, f32* yIntersect, f32 chkDist);
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s32 Math3D_TriChkPointParaXImpl(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 y, f32 z, f32 detMax, f32 chkDist, f32 ny);
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s32 Math3D_TriChkPointParaXDeterminate(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 y, f32 z, f32 detMax, f32 nx);
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s32 Math3D_TriChkPointParaXIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 y, f32 z, f32* xIntersect);
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s32 Math3D_TriChkPointParaX(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 y, f32 z);
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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);
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s32 Math3D_TriChkLineSegParaXDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 y, f32 z, f32 chkDist);
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s32 Math3D_TriChkPointParaZImpl(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 x, f32 y, f32 detMax, f32 chkDist, f32 nz);
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s32 Math3D_TriChkPointParaZDeterminate(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 y, f32 z, f32 detMax, f32 nx);
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s32 Math3D_TriChkPointParaZIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 x, f32 y, f32* zIntersect);
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s32 Math3D_TriChkPointParaZ(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 y, f32 z);
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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);
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s32 Math3D_TriChkLineSegParaZDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 x, f32 y, f32 chkDist);
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s32 Math3D_LineSegFindPlaneIntersect(f32 pointADist, f32 pointBDist, Vec3f* pointA, Vec3f* pointB, Vec3f* intersect);
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s32 Math3D_LineSegVsPlane(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersect, s32 fromFront);
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s32 Math3D_TriLineIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersect, s32 fromFront) ;
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void Math3D_TriNorm(TriNorm* tri, Vec3f* va, Vec3f* vb, Vec3f* vc);
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s32 Math3D_PointInSph(Sphere16* sphere, Vec3f* point);
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s32 Math3D_PointDistSqToLine2DImpl(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32* perpXOut, f32* perpYOut, f32* lineLenSq); // returns boolean
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s32 Math3D_PointDistSqToLine2D(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32* lineLenSq);
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s32 Math3D_PointDistSqToLineXY(f32 x0, f32 y0, Vec3f* p1, Vec3f* p2, f32* lineLenSq);
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s32 Math3D_PointDistSqToLineYZ(f32 y0, f32 z0, Vec3f* p1, Vec3f* p2, f32* lineLenSq);
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s32 Math3D_PointDistSqToLineZX(f32 z0, f32 x0, Vec3f* p1, Vec3f* p2, f32* lineLenSq);
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s32 Math3D_LineVsSph(Sphere16* sphere, Linef* line);
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void Math3D_GetSphVsTriIntersectPoint(Sphere16* sphere, TriNorm* tri, Vec3f* intersectPoint);
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s32 Math3D_TriVsSphIntersect(Sphere16* sphere, TriNorm* tri, Vec3f* intersectPoint);
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s32 Math3D_PointInCyl(Cylinder16* cyl, Vec3f* point);
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s32 Math3D_CylVsLineSeg(Cylinder16* cyl, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersectA, Vec3f* intersectB);
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s32 Math3D_CylTriVsIntersect(Cylinder16* cyl, TriNorm* tri, Vec3f* intersect);
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s32 Math3D_CylVsTri(Cylinder16* cyl, TriNorm* tri);
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s32 Math3D_SphVsSph(Sphere16* sphereA, Sphere16* sphereB);
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s32 Math3D_SphVsSphOverlap(Sphere16* sphereA, Sphere16* sphereB, f32* overlapSize);
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s32 Math3D_SphVsSphOverlapCenterDist(Sphere16* sphereA, Sphere16* sphereB, f32* overlapSize, f32* centerDist);
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s32 Math3D_SphVsCylOverlap(Sphere16* sph, Cylinder16* cyl, f32* overlapSize);
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s32 Math3D_SphVsCylOverlapCenterDist(Sphere16* sph, Cylinder16* cyl, f32* overlapSize, f32* centerDist);
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s32 Math3D_CylVsCylOverlap(Cylinder16* ca, Cylinder16* cb, f32* overlapSize);
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s32 Math3D_CylVsCylOverlapCenterDist(Cylinder16* ca, Cylinder16* cb, f32* overlapSize, f32* centerDist);
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s32 Math3D_TriVsTriIntersect(TriNorm* ta, TriNorm* tb, Vec3f* intersect);
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s32 Math3D_XZInSphere(Sphere16* sphere, f32 x, f32 z);
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s32 Math3D_XYInSphere(Sphere16* sphere, f32 x, f32 y);
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s32 Math3D_YZInSphere(Sphere16* sphere, f32 y, f32 z);
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s32 Math3D_CircleLineIntersections(f32 centreX, f32 centerY, f32 radius, f32 pointX, f32 pointY, f32 dirX, f32 dirY, f32* intersectAX, f32* intersectAY, f32* intersectBX, f32* intersectBY);
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void func_8017FD44(Vec3f* arg0, Vec3f* arg1, Vec3f* dst, f32 arg3);
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#endif
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