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26207594f2
* Bring over format.sh and .clang-tidy and run it * Little fixes * Adjustments * Jenkins kick * Jenkins kick 2 * format * small fixes * Bring over new formatter by Roman Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Force use of clang-11 * check_format * Update error messages * Fix from Tharo for python3.6 Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> * Just use nproc to determine num jobs for check format * Update error message * AnimatedMat_DrawStepOpa texture arg -> matAnim * Fix enTwig draw prototype * Tidying up * Bring over fixes in OoT #1387 Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Fix * Update doc tools * PR Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
82 lines
2.3 KiB
C
82 lines
2.3 KiB
C
#ifndef SYS_MATRIX_H
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#define SYS_MATRIX_H
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#include "z64math.h"
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struct GraphicsContext;
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struct GameState;
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typedef enum {
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/* 0 */ MTXMODE_NEW, // generates a new matrix
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/* 1 */ MTXMODE_APPLY // applies transformation to the current matrix
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} MatrixMode;
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extern Mtx gIdentityMtx;
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extern MtxF gIdentityMtxF;
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/* Stack operations */
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void Matrix_Init(struct GameState* gameState);
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void Matrix_Push(void);
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void Matrix_Pop(void);
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void Matrix_Get(MtxF* dest);
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void Matrix_Put(MtxF* src);
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MtxF* Matrix_GetCurrent(void);
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/* Basic operations */
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void Matrix_Mult(MtxF* mf, MatrixMode mode);
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void Matrix_Translate(f32 x, f32 y, f32 z, MatrixMode mode);
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void Matrix_Scale(f32 x, f32 y, f32 z, MatrixMode mode);
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void Matrix_RotateXS(s16 x, MatrixMode mode);
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void Matrix_RotateXF(f32 x, MatrixMode mode);
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void Matrix_RotateXFApply(f32 x);
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void Matrix_RotateXFNew(f32 x);
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void Matrix_RotateYS(s16 y, MatrixMode mode);
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void Matrix_RotateYF(f32 y, MatrixMode mode);
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void Matrix_RotateZS(s16 z, MatrixMode mode);
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void Matrix_RotateZF(f32 z, MatrixMode mode);
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/* Compound operations */
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void Matrix_RotateZYX(s16 x, s16 y, s16 z, MatrixMode mode);
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void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rot);
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void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot);
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/* Conversion and allocation operations */
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Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest);
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Mtx* Matrix_ToMtx(Mtx* dest);
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Mtx* Matrix_NewMtx(struct GraphicsContext* gfxCtx);
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Mtx* Matrix_MtxFToNewMtx(MtxF* src, struct GraphicsContext* gfxCtx);
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/* Vector operations */
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void Matrix_MultVec3f(Vec3f* src, Vec3f* dest);
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void Matrix_MultZero(Vec3f* dest);
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void Matrix_MultVecX(f32 x, Vec3f* dest);
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void Matrix_MultVecY(f32 y, Vec3f* dest);
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void Matrix_MultVecZ(f32 z, Vec3f* dest);
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void Matrix_MultVec3fXZ(Vec3f* src, Vec3f* dest);
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/* Copy and another conversion */
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void Matrix_MtxFCopy(MtxF* dest, MtxF* src);
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void Matrix_MtxToMtxF(Mtx* src, MtxF* dest);
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/* Miscellaneous */
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void Matrix_MultVec3fExt(Vec3f* src, Vec3f* dest, MtxF* mf);
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void Matrix_Transpose(MtxF* mf);
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void Matrix_ReplaceRotation(MtxF* mf);
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void Matrix_MtxFToYXZRot(MtxF* src, Vec3s* dest, s32 nonUniformScale);
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void Matrix_MtxFToZYXRot(MtxF* src, Vec3s* dest, s32 nonUniformScale);
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void Matrix_RotateAxisF(f32 angle, Vec3f* axis, MatrixMode mode);
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void Matrix_RotateAxisS(s16 angle, Vec3f* axis, MatrixMode mode);
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#endif
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