#ifndef SYS_MATRIX_H #define SYS_MATRIX_H #include "types.h" #include "libultra/ultratypes.h" #include "PR/mbi.h" #include "m_lib.h" #ifdef __cplusplus extern "C" { #endif extern MtxF MtxF_clear; extern Mtx Mtx_clear; extern void new_Matrix(GAME* game); extern void Matrix_push(); extern void Matrix_pull(); extern void Matrix_get(MtxF* m); extern void Matrix_put(MtxF* m); extern MtxF* get_Matrix_now(); extern void Matrix_mult(MtxF* m, u8 flag); extern void Matrix_translate(f32 x, f32 y, f32 z, u8 flag); extern void Matrix_scale(f32 x, f32 y, f32 z, u8 flag); extern void Matrix_RotateX(s16 x, int flag); extern void Matrix_RotateY(s16 x, int flag); extern void Matrix_RotateZ(s16 x, int flag); extern void Matrix_rotateXYZ(s16 x, s16 y, s16 z, int flag); extern void Matrix_softcv3_mult(xyz_t* pos, s_xyz* rot); extern void Matrix_softcv3_load(s_xyz* src, f32 x, f32 y, f32 z); extern Mtx* _MtxF_to_Mtx(MtxF* src, Mtx* dest); extern Mtx* _Matrix_to_Mtx(Mtx* dest); extern Mtx* _Matrix_to_Mtx_new(GRAPH* graph); extern void Matrix_Position(xyz_t* old_pos, xyz_t* new_pos); extern void Matrix_Position_Zero(xyz_t* screen_pos); extern void Matrix_Position_VecX(xyz_t* screen_pos, f32 x); extern void Matrix_Position_VecZ(xyz_t* screen_pos, f32 x); extern void Matrix_copy_MtxF(MtxF* dest, MtxF* src); extern void Matrix_MtxtoMtxF(Mtx* src, MtxF* dest); extern void Matrix_reverse(MtxF* m); extern void Matrix_to_rotate_new(MtxF* m, s_xyz* vec, int flag); extern void Matrix_to_rotate2_new(MtxF* m, s_xyz* vec, int flag); extern void Matrix_RotateVector(s16 angle, xyz_t* axis, u8 flag); extern void suMtxMakeTS(Mtx* m, f32 scaleX, f32 scaleY, f32 scaleZ, f32 translateX, f32 translateY, f32 translateZ); extern void suMtxMakeSRT(Mtx* m, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ, f32 translateX, f32 translateY, f32 translateZ); extern void suMtxMakeSRT_ZXY(Mtx* m, f32 scaleX, f32 scaleY, f32 scaleZ, s16 rotX, s16 rotY, s16 rotZ, f32 translateX, f32 translateY, f32 translateZ); #ifdef __cplusplus } #endif #endif