Files
af/include/z64math.h
T
Anghelo Carvajal f19df74c6e m_actor.c with 1 NON_MATCHING (#49)
* C file

* drafts

* Actor_info_ct and Actor_info_dt

* Actor_info_make_actor draft

* new_var = &argC;

* func_80057940_jp

* Actor_free_overlay_area, actor_free_check, Actor_get_overlay_area, func_80057940_jp, Actor_data_bank_regist_check

* Shape_Info_init

* Actor struct's size confirmed, Actor_malloc_actor_class and Actor_init_actor_class

* func_80056380_jp, Actor_info_part_new, restore_fgdata, Actor_info_delete

* Actor_info_draw_actor

* Actor_data_bank_dma_end_check, Actor_draw_actor_no_culling_check, Actor_draw_actor_no_culling_check2, Actor_cull_check, Actor_delete_check, Actor_info_make_child_actor, restore_fgdata_all, Actor_info_save_actor

* gSegments

* Actor_world_to_eye, Actor_position_speed_set, Actor_position_moveF and func_80057B70_jp

* Actor_player_look_direction_check

* Actor_position_move

* find m_kankyo file split

* Actor_ct

* fgName

* projection_pos_set, Actor_display_position_set

* Actor_info_call_actor

* func_80057A8C_jp

* import data and bss

* cleanups

* more cleanup

* format

* and even more cleanup

* hilite funcs

* Part_Break_init

* and more cleanup

* Actor_draw

* fake stuff

* Part_Break stuff from OoT

* a

* fix

* fix fake symbol

* fix

* fix
2023-08-14 15:35:04 -07:00

90 lines
2.7 KiB
C

#ifndef Z64MATH_H
#define Z64MATH_H
#include "ultra64.h"
#define VEC_SET(V, X, Y, Z) \
V.x = X; \
V.y = Y; \
V.z = Z
typedef struct {
/* 0x0 */ s16 x;
/* 0x2 */ s16 z;
} Vec2s; // size = 0x4
typedef struct {
/* 0x0 */ f32 x;
/* 0x4 */ f32 z;
} Vec2f; // size = 0x8
typedef struct {
/* 0x0 */ f32 x;
/* 0x4 */ f32 y;
/* 0x8 */ f32 z;
} Vec3f; // size = 0xC
typedef struct {
/* 0x0 */ u16 x;
/* 0x2 */ u16 y;
/* 0x4 */ u16 z;
} Vec3us; // size = 0x6
typedef struct {
/* 0x0 */ s16 x;
/* 0x2 */ s16 y;
/* 0x4 */ s16 z;
} Vec3s; // size = 0x6
typedef struct {
/* 0x0 */ s32 x;
/* 0x4 */ s32 y;
/* 0x8 */ s32 z;
} Vec3i; // size = 0xC
typedef float MtxF_t[4][4];
typedef union {
MtxF_t mf;
struct {
float xx, yx, zx, wx, xy, yy, zy, wy, xz, yz, zz, wz, xw, yw, zw, ww;
};
} MtxF; // size = 0x40
#define SQ(x) ((x) * (x))
#define CB(x) ((x) * (x) * (x))
#define IS_ZERO(f) (fabsf(f) < 0.008f)
// Calculate the floating point remainder of x / y.
#define FMOD(x, y) ((x) - ((s32)((x) * (1.0f / (y))) * (f32)(y)))
// Casting a float to an integer, when the float value is larger than what the integer type can hold,
// leads to undefined behavior. For example (f32)0x8000 doesn't fit in a s16, so it cannot be cast to s16.
// This isn't an issue with IDO, but is one with for example GCC.
// A partial workaround is to cast to s32 then s16, hoping all binang values used will fit a s32.
#define TRUNCF_BINANG(f) (s16)(s32)(f)
// Angle conversion macros
#define DEG_TO_RAD(degrees) ((degrees) * ((f32)M_PI / 180.0f))
#define DEG_TO_BINANG(degrees) TRUNCF_BINANG((degrees) * (0x8000 / 180.0f))
#define DEG_TO_BINANG_ALT(degrees) TRUNCF_BINANG(((degrees) / 180.0f) * 0x8000)
#define DEG_TO_BINANG_ALT2(degrees) TRUNCF_BINANG(((degrees) * 0x10000) / 360.0f)
#define DEG_TO_BINANG_ALT3(degrees) ((degrees) * (0x8000 / 180.0f))
#define RAD_TO_DEG(radians) ((radians) * (180.0f / (f32)M_PI))
#define RAD_TO_BINANG(radians) TRUNCF_BINANG((radians) * (0x8000 / (f32)M_PI))
#define RAD_TO_BINANG_ALT(radians) TRUNCF_BINANG(((radians) / (f32)M_PI) * 0x8000)
#define RAD_TO_BINANG_ALT2(radians) TRUNCF_BINANG(((radians) * 0x8000) / (f32)M_PI)
#define BINANG_TO_DEG(binang) ((f32)(binang) * (180.0f / 0x8000))
#define BINANG_TO_RAD(binang) ((f32)(binang) * ((f32)M_PI / 0x8000))
#define BINANG_TO_RAD_ALT(binang) (((f32)(binang) / 0x8000) * (f32)M_PI)
#define BINANG_TO_RAD_ALT2(binang) (((f32)(binang) * (f32)M_PI) / 0x8000)
// Angle arithmetic macros
#define BINANG_ROT180(angle) ((s16)(angle + 0x8000))
#define BINANG_SUB(a, b) ((s16)(a - b))
#define BINANG_ADD(a, b) ((s16)(a + b))
#endif