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