Document math functions

This commit is contained in:
Aetias
2025-01-18 15:50:03 +01:00
parent 311b9243e1
commit fe4c283ba2
35 changed files with 374 additions and 215 deletions
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@@ -3,7 +3,7 @@
#include "global.h"
#include "types.h"
#include "lib/math.h"
#include "nds/math.h"
#include "Actor/ActorRef.hpp"
#include "Actor/ActorType.hpp"
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@@ -1,7 +1,7 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "Actor/Actor.hpp"
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@@ -5,7 +5,7 @@ extern "C" {
}
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "Actor/ActorNavi.hpp"
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@@ -3,7 +3,7 @@
#include "global.h"
#include "types.h"
#include "lib/math.h"
#include "nds/math.h"
#include "System/SysNew.hpp"
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@@ -3,7 +3,7 @@
#include "global.h"
#include "types.h"
#include "lib/math.h"
#include "nds/math.h"
#include "System/SysNew.hpp"
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@@ -5,7 +5,7 @@
#include "global.h"
#include "types.h"
#include "lib/math.h"
#include "nds/math.h"
#include "Map/CameraViewpoint.hpp"
#include "Map/Course.hpp"
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@@ -3,7 +3,7 @@
#include "global.h"
#include "types.h"
#include "lib/math.h"
#include "nds/math.h"
#include "System/SysNew.hpp"
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@@ -3,7 +3,7 @@
#include "global.h"
#include "types.h"
#include "lib/math.h"
#include "nds/math.h"
#include "Map/Course.hpp"
#include "Map/MapBase.hpp"
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@@ -3,7 +3,7 @@
#include "global.h"
#include "types.h"
#include "lib/math.h"
#include "nds/math.h"
struct AABB {
Vec3p min;
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@@ -3,7 +3,7 @@
#include "global.h"
#include "types.h"
#include "lib/math.h"
#include "nds/math.h"
struct Cylinder {
Vec3p pos;
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@@ -3,7 +3,7 @@
#include "global.h"
#include "types.h"
#include "lib/math.h"
#include "nds/math.h"
struct Sphere {
Vec3p pos;
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@@ -3,7 +3,7 @@
#include "global.h"
#include "types.h"
#include "lib/math.h"
#include "nds/math.h"
struct Transform {
Vec3p pos;
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@@ -1,7 +1,7 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "Actor/ActorRef.hpp"
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@@ -1,7 +1,7 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "Actor/Actor.hpp"
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@@ -1,7 +1,7 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "Item/Item.hpp"
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@@ -1,7 +1,7 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "Player/LinkStateBase.hpp"
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@@ -1,7 +1,7 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "Actor/Actor.hpp"
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@@ -1,7 +1,7 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "Actor/Actor.hpp"
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@@ -1,7 +1,7 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "Actor/Actor.hpp"
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@@ -1,7 +1,7 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "System/SysNew.hpp"
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@@ -1,7 +1,7 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "nds/math.h"
#include "types.h"
#include "Actor/ActorManager.hpp"
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@@ -1,8 +1,8 @@
#pragma once
#include "global.h"
#include "lib/math.h"
#include "lib/touch.h"
#include "nds/math.h"
#include "types.h"
typedef u16 TouchFlags;
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@@ -1,95 +0,0 @@
#pragma once
#include "global.h"
#include "types.h"
// Q20.12 fixed point number
typedef s32 q20;
// Q4.12 fixed point number
typedef s16 q4;
#define INT_TO_Q20(n) ((s32) ((n) << 12))
#define FLOAT_TO_Q21(n) ((s32) (((n) * 8192 + 1) / 4))
#define FLOAT_TO_Q20(n) ((s32) (((n) * 8192 + 1) / 2))
#define FLOAT_TO_Q19(n) ((s32) (((n) * 8192 + 1)))
#define ROUND_Q20(n) (((s32) (n) + 0x800) >> 12)
#define MUL_Q20(a, b) (q20)((((s64) (a)) * ((s64) (b)) + 0x800) >> 12)
#define DEG_TO_ANG(n) ((n) * 0x10000 / 360)
#define SIN(n) (gSinCosTable[2 * ((n) >> 4)])
#define COS(n) (gSinCosTable[2 * ((n) >> 4) + 1])
extern "C" s32 Atan2(s32 x, s32 y);
extern q4 gSinCosTable[];
typedef struct {
/* 0 */ s8 x;
/* 1 */ s8 y;
/* 2 */
} Vec2b;
typedef struct {
/* 0 */ s16 x;
/* 1 */ s16 y;
/* 2 */
} Vec2s;
typedef struct {
/* 0 */ q20 x;
/* 4 */ q20 y;
/* 8 */ q20 z;
/* c */
} Vec3p;
extern const Vec3p gVec3p_ZERO;
extern "C" void Vec3p_Add(Vec3p *a, Vec3p *b, Vec3p *out);
extern "C" void Vec3p_Sub(Vec3p *a, Vec3p *b, Vec3p *out);
extern "C" q20 Vec3p_Dot(Vec3p *a, Vec3p *b);
extern "C" void Vec3p_Cross(Vec3p *a, Vec3p *b, Vec3p *out);
extern "C" q20 Vec3p_Length(Vec3p *a);
extern "C" void Vec3p_Normalize(Vec3p *vec, Vec3p *out);
extern "C" void Vec3p_Axpy(q20 a, Vec3p *x, Vec3p *y, Vec3p *out);
extern "C" q20 Vec3p_Distance(Vec3p *a, Vec3p *b);
inline void Vec3p_Rotate(Vec3p *vec, q20 sin, q20 cos, Vec3p *out) {
out->x += MUL_Q20(vec->z, sin);
out->z += MUL_Q20(vec->z, cos);
out->x += MUL_Q20(vec->x, cos);
out->z += MUL_Q20(vec->x, -sin);
}
inline void Vec3p_CopyXZ(Vec3p *vec, Vec3p *out) {
q20 z = vec->z;
q20 x = vec->x;
out->x = x;
out->y = 0;
out->z = z;
}
inline void Vec3p_Copy(Vec3p *vec, Vec3p *out) {
out->x = vec->x;
out->y = vec->y;
out->z = vec->z;
}
typedef struct {
/* 00 */ q20 x;
/* 04 */ q20 y;
/* 08 */ q20 z;
/* 0c */ q20 w;
/* 10 */
} Vec4p;
typedef struct {
/* 00 */ Vec3p xColumn;
/* 0c */ Vec3p yColumn;
/* 18 */ Vec3p zColumn;
/* 24 */
} Mat3p;
extern "C" u32 SoftDivide(u32 a, u32 b);
extern "C" u32 Divide(u32 a, u32 b);
extern "C" bool Approach(unk32 *src, unk32 dest, unk32 step);
extern "C" bool Approach_thunk(unk32 *src, unk32 dest, unk32 step);
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@@ -15,6 +15,10 @@ typedef s8 unk8;
typedef s16 unk16;
typedef s32 unk32;
#ifndef __cplusplus
typedef s32 bool;
#endif
#define CEIL_DIV(a, b) (((a) + (b) - 1) / (b))
#endif