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https://github.com/HarbourMasters/SpaghettiKart
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a1f0d32d66
* Update menus.c (#634) * Update common_data.yml (#635) * Renames for screenId and other changes (#636) * screenId renames * Rename surface map to collision mesh (#637) * Rename some stack vars (#638) * Fix syntax error (#639) * Rename some stack vars * Update collision.c * Collision Documentation (#640) * Collision related renames * update doxygen (#649) * change bool (#644) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * Update (#642) * Delete trig_tables_bss.c (#650) * fix typo audio (#656) * fix typo src actor (#657) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * fix typo include (#658) * fix course (#659) * fix typo debug (#660) * fix typo data (#661) * replace number with const (#665) * fix typo buffers (#655) * fix typo buffers * tweak ld file * rename to sMemoryPool * add a warning --------- * fix typo src (#654) * fix typo src * fix non matcing * Update code_80091750.c --------- * fix typo racing (#653) * fix typo racing * get it match * replace G_LINE3D to G_QUAD --------- * fix typo src (#652) * fix ending typo (#651) * Action more info when it doesn't match and fix first diff (#662) * Update linux-compile.yml * fix first-diff * Update first-diff.py --------- * document texture of kart (#663) * document texture of kart * change screenPlayerId to screenId * some documentation around object * Revert "some documentation around object" This reverts commit cbb39078e036bf2a417bed67359e910213acab28. * more rename --------- * Make evaluate_collision_players_palm_tree better (#667) This matches just the same as before, but using those two casts instead of shifts seems more likely to be accurate to the original source code Signed-off-by: Gabriel Ravier <gabravier@gmail.com> * add fedora instruciton (#666) * start documenting animation (#668) * start documenting animation * Update course_data.c * change comment * update libultra asm (#648) * update libultra asm * fix gcc __osThreadTail --------- * Document Vehicles (#641) * start doc collision * fix merge * finish rename fonction related to vehicle * document around waypoint of vehicle * make some modification * make some change and rename one * copy_ to oldPos * doc smoke ferry and train * some rename * fix some renaming * precise index * rename a funciton * simplify waypoint_vehicles * change some name * change some name * rename move_to_point_direction * fix some conflict * Update code_80005FD0.c * Update code_80005FD0.h --------- * Label a save info loop (#645) * save info * more gcc progress * fix a value and do a rename (#669) * update clang and add action (#664) * update clang and add action * try clang on course folder only * forget two file * Update course_displaylists.inc.c * forget few other file * Update course_vertices.inc.c * format all code while get it match * second pass * format other dir * disable clang format on bad ido code * fix some tabulation * revert format on tool dir * Update clang-format.yml * ignore gbi.h * add some read me instruction * fix error * format and fixing error * Update README.md --------- * Update linkonly_generator.py (#670) * format more file * update * fix compilation issue * remove course_metadata folder * re add course metadata folder * fix banshee bordwalk crash * fix windows eurk * Update CMakeLists.txt ---------
87 lines
3.1 KiB
C
87 lines
3.1 KiB
C
#ifndef MATH_UTIL_2_H
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#define MATH_UTIL_2_H
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#include <libultraship.h>
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#include <common_structs.h>
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#include "camera.h"
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/* Function Prototypes */
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// Unused functions
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void operator_or(s32*, s32);
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void operator_and_not(s32*, s32);
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void operator_xor(s32*, s32);
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UNUSED bool func_80040E84(s32*, s32);
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s32 func_80040EA4(s32*, s32);
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s32 f32_step_up_towards_alternate(f32*, f32, f32*);
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s32 f32_step_down_towards_alternate(f32*, f32, f32*);
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s32 s32_step_up_towards_alternate(s32*, s32, s32*);
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s32 s32_step_down_towards_alternate(s32*, s32, s32*);
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s32 s16_step_up_towards_alternate(s16*, s16, s16*);
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s32 s16_step_down_towards_alternate(s16*, s16, s16*);
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s32 s32_step_towards(s32*, s32, s32);
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s32 is_within_distance_2d(f32, f32, f32, f32, f32);
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s32 func_80041680(f32, f32);
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s32 func_800416AC(f32, f32);
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void func_80041F54(s32, s32);
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void func_80042000(u16);
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void func_800420A8(f32);
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void func_8004214C(u16, f32);
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void func_800421FC(s32, s32, f32);
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void func_800423F0(Mat4, u16, u16, u16);
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void func_8004252C(Mat4, u16, u16);
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void mtxf_mult_first_column(Mat4, f32);
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void mtxf_mult_second_column(Mat4, f32);
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void mtxf_mult_third_column(Mat4, f32);
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void vec3f_rotate(Vec3f, Vec3f, Vec3s);
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void rsp_set_matrix_diff_translation_scale(Vec3f, Vec3f, f32);
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void vec3f_copy(Vec3f, Vec3f);
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s32 f32_step_up_towards(f32*, f32, f32);
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s32 f32_step_down_towards(f32*, f32, f32);
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s32 s32_step_up_towards(s32*, s32, s32);
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s32 s32_step_down_towards(s32*, s32, s32);
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s32 s16_step_up_towards(s16*, s16, s16);
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s32 u16_step_up_towards(u16*, u16, u16);
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s32 s16_step_down_towards(s16*, s16, s16);
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s32 u16_step_down_towards(u16*, s32, s32);
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s32 s16_step_towards(s16*, s16, s16);
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s32 f32_step_towards(f32*, f32, f32);
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void func_80041480(s16*, s16, s16, s16*);
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Vec3f* vec3f_set_xyz(Vec3f, f32, f32, f32);
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Vec3f* vec3f_normalize(Vec3f dest);
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Vec3f* vec3f_cross_product(Vec3f, Vec3f, Vec3f);
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s32 func_80041658(f32, f32);
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f32 func_800416D8(f32 x, f32 z, u16 angle);
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f32 func_80041724(f32, f32, u16);
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s32 get_angle_between_xy(f32, f32, f32, f32);
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u16 func_800417B4(u16, u16);
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s32 func_800418AC(f32, f32, Vec3f);
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s32 func_800418E8(f32, f32, Vec3f);
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s32 func_80041924(Collision*, Vec3f);
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bool is_particle_on_screen(Vec3f, Camera*, u16);
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void func_800419F8(void);
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void mtfx_translation_x_y(Mat4, s32, s32);
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void mtxf_u16_rotate_z(Mat4, u16);
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void mtxf_scale_x_y(Mat4, f32);
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void mtxf_rotate_z_scale_x_y(Mat4, u16, f32);
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void mtxf_translation_x_y_rotate_z_scale_x_y(Mat4, s32, s32, u16, f32);
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void func_80041D24(void);
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void func_80041D34(void);
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void set_matrix_hud_screen(void);
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void func_80042330(s32, s32, u16, f32);
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void mtxf_set_matrix_transformation(Mat4, Vec3f, Vec3su, f32);
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void mtxf_set_matrix_scale_transl(Mat4, Vec3f, Vec3f, f32);
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void mtxf_set_matrix_gObjectList(s32, Mat4);
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void set_transform_matrix(Mat4, Vec3f, Vec3f, u16, f32);
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void vec3f_rotate_x_y(Vec3f, Vec3f, Vec3s);
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void rsp_set_matrix_transformation(Vec3f, Vec3su, f32);
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void rsp_set_matrix_transformation_inverted_x_y_orientation(Vec3f, Vec3su, f32);
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void rsp_set_matrix_transl_rot_scale(Vec3f, Vec3f, f32);
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void rsp_set_matrix_gObjectList(s32);
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/* This is where I'd put my static data, if I had any */
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extern s8 D_801658FE;
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#endif // MATH_UTIL_2_H
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