Files
af/include/sys_matrix.h
T
Anghelo Carvajal 81b40ad296 submenu_ovl, 3 NON_EQUIVALENTs and 2 NON_MATCHINGs (#88)
* C file

* func_8085DA28_jp, func_8085DA9C_jp

* func_8085D638_jp

* func_8085D358_jp, func_8085D500_jp, func_8085D674_jp

* bleh

* func_8085BAC0_jp

* func_8085D128_jp

* Rename many functions

* mSM_move_menu

* a

* func_8085D43C_jp

* mSM_set_char_matrix

* mSM_cbuf_copy draft

* mSM_cbuf_copy NON_EQUIVALENT

* func_8085C20C_jp draft

* match func_8085C20C_jp

* cleanup unc_8085C20C_jp

* func_8085C7A4_jp ok, func_8085C7B8_jp NON_EQUIVALENT

* mSM_draw_mail NON_MATCHING

* func_8085D094_jp

* mSM_set_other_seg mSM_set_before_menu_proc

* meh

* mSM_move_Move

* migrate data

* move submenu overlays to the submenu folder and make headers for them

* name some files based on rodata strings

* name functions from known submenu overlays

* mSM_move_chg_base

* mSM_menu_ovl_init NON_MATCHING

* migrate bss

* mSM_menu_ovl_init

* SubmenuProgramId

* mSM_save_before_func

* mSM_return_func NON_EQUIVALENT

* some cleanup

* rename lots of data

* kinda format

* more cleanup

* symbolize remaining stuff

* format

* Kinda fix whatever is going on with Game_Play_unk_0110

* mroecleanup

* name known overlays

* tag_program_dlftbl, hand_program_dlftbl, haniwa_program_dlftbl

* format

* flag defines
2023-09-08 08:02:32 -07:00

56 lines
2.2 KiB
C

#ifndef SYS_MATRIX_H
#define SYS_MATRIX_H
#include "ultra64.h"
#include "z64math.h"
struct GraphicsContext;
struct Game;
typedef enum {
/* 0 */ MTXMODE_NEW, // generates a new matrix
/* 1 */ MTXMODE_APPLY // applies transformation to the current matrix
} MatrixMode;
void new_Matrix(struct Game* game);
void Matrix_push(void);
void Matrix_pull(void);
void Matrix_get(MtxF* dest);
void Matrix_put(MtxF* src);
MtxF* get_Matrix_now(void);
void Matrix_mult(MtxF* mf, u8 mode);
void Matrix_translate(f32 x, f32 y, f32 z, u8 mode);
void Matrix_scale(f32 x, f32 y, f32 z, u8 mode);
void Matrix_RotateX(s16 x, MatrixMode mode);
void Matrix_RotateY(s16 y, MatrixMode mode);
void Matrix_RotateZ(s16 z, MatrixMode mode);
void Matrix_rotateXYZ(s16 x, s16 y, s16 z, MatrixMode mode);
void Matrix_softcv3_mult(Vec3f* translation, Vec3s* rot);
void Matrix_softcv3_load(f32 x, f32 y, f32 z, Vec3s* rot);
Mtx* _MtxF_to_Mtx(MtxF* src, Mtx* dest);
Mtx* _Matrix_to_Mtx(Mtx* dest);
Mtx* _Matrix_to_Mtx_new(struct GraphicsContext* gfxCtx);
void _MtxF_to_Mtx_new(MtxF* src, struct GraphicsContext* gfxCtx);
void Matrix_Position(Vec3f* src, Vec3f* dest);
void Matrix_Position_Zero(Vec3f* dest);
void Matrix_Position_VecX(f32 x, Vec3f* dest);
void Matrix_Position_VecY(f32 y, Vec3f* dest);
void Matrix_Position_VecZ(f32 z, Vec3f* dest);
void Matrix_copy_MtxF(MtxF* dest, MtxF* src);
void Matrix_MtxtoMtxF(Mtx* src, MtxF* dest);
void Matrix_MtxF_Position2(Vec3f* src, Vec3f* dest, MtxF* mf);
void Matrix_reverse(MtxF* mf);
void Matrix_rotate_scale_exchange(MtxF* mf);
void Matrix_to_rotate_new(MtxF* src, Vec3s* dest, s32 nonUniformScale);
void Matrix_to_rotate2_new(MtxF* src, Vec3s* dest, s32 nonUniformScale);
void Matrix_RotateVector(s16 angle, Vec3f* axis, u8 mode);
void suMtxMakeTS(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, f32 translateX, f32 translateY, f32 translateZ);
void suMtxMakeSRT(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ, f32 translateX,
f32 translateY, f32 translateZ);
void suMtxMakeSRT_ZXY(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ, f32 translateX,
f32 translateY, f32 translateZ);
extern Mtx Mtx_clear;
#endif