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16b304d548
* split func_800473A0.s * split func_80051B3C.s * split func_80054478 * split func_8004B5A0, match a few functions * rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf (#96) * rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf * rename Matrix_RotateRPYf to Matrix_JointPosition * rename Matrix_RotateZYX to Matrix_RotateRPY * extract camera floats, and jump tables * decompile baby functions priv_wip wip * rename struct_80045714 to VecSph
72 lines
983 B
C
72 lines
983 B
C
#ifndef _Z64MATH_H_
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#define _Z64MATH_H_
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#include <ultra64.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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f32 x, y;
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} Vec2f;
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typedef struct {
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f32 x, y, z;
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} Vec3f;
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typedef struct {
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s16 x, y, z;
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} Vec3s;
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typedef struct {
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s32 x, y, z;
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} Vec3i;
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typedef struct {
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Vec3s center;
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s16 radius;
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} Sphere16;
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typedef struct {
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Vec3f center;
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f32 radius;
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} Spheref;
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typedef struct {
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Vec3f normal;
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f32 originDist;
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} Plane;
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typedef struct {
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Vec3f vtx[3];
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Plane plane;
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} TriNorm; //size = 0x34
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typedef struct {
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s16 radius;
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s16 height;
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s16 yShift;
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Vec3s pos;
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} Cylinder16;
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typedef struct {
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f32 radius;
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f32 height;
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f32 yShift;
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Vec3f pos;
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} Cylinderf;
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typedef struct {
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Vec3f a;
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Vec3f b;
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} Linef;
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// Defines a point in the spherical coordinate system
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typedef struct {
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f32 r; // radius
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s16 phi; // polar (zenith) angle
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s16 theta; // azimuthal angle
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} VecSph;
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#endif
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