#ifndef MATH_UTIL_H #define MATH_UTIL_H #include #include "types.h" /* * The sine and cosine tables overlap, but "#define gCosineTable (gSineTable + * 0x400)" doesn't give expected codegen; gSineTable and gCosineTable need to * be different symbols for code to match. Most likely the tables were placed * adjacent to each other, and gSineTable cut short, such that reads overflow * into gCosineTable. * * These kinds of out of bounds reads are undefined behavior, and break on * e.g. GCC (which doesn't place the tables next to each other, and probably * exploits array sizes for range analysis-based optimizations as well). * Thus, for non-IDO compilers we use the standard-compliant version. */ extern f32 gSineTable[]; #define gCosineTable (gSineTable + 0x400) #define sins(x) gSineTable[(u16) (x) >> 4] #define coss(x) gCosineTable[(u16) (x) >> 4] #define atans(x) gArctanTable[(s32)((((x) * 1024) + 0.5f))] // is this correct? used for atan2_lookup #define DEG_PER_RAD 57.29577950560105 #define RAD_PER_DEG (1.0 / DEG_PER_RAD) #define angle_to_degrees( x) (f32)(((Angle)(x) / 65536.0f) * 360.0f) #define degrees_to_angle( x) (Angle)(((f32)(x) * 0x10000 ) / 360 ) #define angle_to_radians( x) (f32)(((Angle)(x) * M_PI ) / 0x8000) #define radians_to_angle( x) (Angle)(((f32)(x) / M_PI ) * 0x8000) #define degrees_to_radians(x) (f32)( (f32)(x) * RAD_PER_DEG ) #define radians_to_degrees(x) (f32)( (f32)(x) * DEG_PER_RAD ) #define ABSF(x) ((x) > 0.0f ? (x) : -(x)) #define ABSI(x) ((x) > 0 ? (x) : -(x)) #define ABS(x) ABSF((x)) #define min(a, b) MIN((a), (b)) // ((a) < (b) ? (a) : (b)) #define max(a, b) MAX((a), (b)) // ((a) > (b) ? (a) : (b)) #define CLAMP(x, low, high) (((x) > (high)) ? (high) : (((x) < (low)) ? (low) : (x))) // from limits.h #define S8_MAX __SCHAR_MAX__ #define S8_MIN (-S8_MAX - 1) #define U8_MAX (S8_MAX * 2 + 1) #define S16_MAX __SHRT_MAX__ #define S16_MIN (-S16_MAX - 1) #define U16_MAX (S16_MAX * 2 + 1) #define S32_MAX __INT_MAX__ #define S32_MIN (-S32_MAX - 1) #define U32_MAX (S32_MAX * 2U + 1U) #define S64_MAX __LONG_LONG_MAX__ #define S64_MIN (-S64_MAX - 1LL) #define U64_MAX (S64_MAX * 2ULL + 1ULL) #define F32_MAX __FLT_MAX__ #define F32_MIN __FLT_MIN__ #define F64_MAX __DBL_MAX__ #define F64_MIN __DBL_MIN__ #define CLAMP_U8( x) CLAMP((x), 0x0, U8_MAX) #define CLAMP_S8( x) CLAMP((x), S8_MIN, S8_MAX) #define CLAMP_U16(x) CLAMP((x), 0x0, U16_MAX) #define CLAMP_S16(x) CLAMP((x), S16_MIN, S16_MAX) #define CLAMP_U32(x) CLAMP((x), 0x0, U32_MAX) #define CLAMP_S32(x) CLAMP((x), S32_MIN, S32_MAX) #define CLAMP_U64(x) CLAMP((x), 0x0, U64_MAX) #define CLAMP_S64(x) CLAMP((x), S64_MIN, S64_MAX) #define CLAMP_F32(x) CLAMP((x), F32_MIN, F32_MAX) #define CLAMP_F64(x) CLAMP((x), F64_MIN, F64_MAX) #define SWAP(a, b) { ((a) ^= (b)); ((b) ^= (a)); ((a) ^= (b)); } #define sqr(x) ( (x) * (x)) #define cube(x) ( sqr(x) * (x)) #define quad(x) (cube(x) * (x)) #define average_2(a, b ) (((a) + (b) ) / 2.0f) #define average_3(a, b, c ) (((a) + (b) + (c) ) / 3.0f) #define average_4(a, b, c, d) (((a) + (b) + (c) + (d)) / 4.0f) #define vec2_same(v, s) (((v)[0]) = ((v)[1]) = (s)) #define vec3_same(v, s) (((v)[0]) = ((v)[1]) = ((v)[2]) = (s)) #define vec4_same(v, s) (((v)[0]) = ((v)[1]) = ((v)[2]) = ((v)[3]) = (s)) #define vec2_zero(v) (vec2_same((v), 0)) #define vec3_zero(v) (vec3_same((v), 0)) #define vec4_zero(v) (vec4_same((v), 0)) #define vec2_c(v) ( (v)[0] + (v)[1]) #define vec3_c(v) (vec2_c(v) + (v)[2]) #define vec4_c(v) (vec3_c(v) + (v)[3]) #define vec2_average(v) (vec2_c(v) / 2.0f) #define vec3_average(v) (vec3_c(v) / 3.0f) #define vec4_average(v) (vec4_c(v) / 4.0f) #define vec2_sumsq(v) ( sqr((v)[0]) + sqr((v)[1])) #define vec3_sumsq(v) (vec2_sumsq(v) + sqr((v)[2])) #define vec4_sumsq(v) (vec3_sumsq(v) + sqr((v)[3])) #define vec2_mag(v) (sqrtf(vec2_sumsq(v))) #define vec3_mag(v) (sqrtf(vec3_sumsq(v))) #define vec4_mag(v) (sqrtf(vec4_sumsq(v))) #define vec3_yaw(from, to) (atan2s(((to)[2] - (from)[2]), ((to)[0] - (from)[0]))) #define vec2_dot(a, b) (((a)[0] * (b)[0]) + ((a)[1] * (b)[1])) #define vec3_dot(a, b) (vec2_dot((a), (b)) + ((a)[2] * (b)[2])) #define vec4_dot(a, b) (vec3_dot((a), (b)) + ((a)[3] * (b)[3])) /// Make vector 'dest' the cross product of vectors a and b. #define vec3_cross(dst, a, b) { \ (dst)[0] = (((a)[1] * (b)[2]) - ((a)[2] * (b)[1])); \ (dst)[1] = (((a)[2] * (b)[0]) - ((a)[0] * (b)[2])); \ (dst)[2] = (((a)[0] * (b)[1]) - ((a)[1] * (b)[0])); \ } #define vec2_set(dst, x, y) { \ (dst)[0] = (x); \ (dst)[1] = (y); \ } #define vec3_set(dst, x, y, z) { \ vec2_set((dst), (x), (y)); \ (dst)[2] = (z); \ } #define vec4_set(dst, x, y, z, w) { \ vec3_set((dst), (x), (y), (z)); \ (dst)[3] = (w); \ } #define vec2_copy(dst, src) { \ (dst)[0] = (src)[0]; \ (dst)[1] = (src)[1]; \ } #define vec3_copy(dst, src) { \ vec2_copy((dst), (src)); \ (dst)[2] = (src)[2]; \ } #define vec4_copy(dst, src) { \ vec3_copy((dst), (src)); \ (dst)[3] = (src)[3]; \ } #define vec3_copy_y_off(dst, src, y) { \ (dst)[0] = (src)[0]; \ (dst)[1] = ((src)[1] + (y)); \ (dst)[2] = (src)[2]; \ } #define vec2_copy_roundf(dst, src) { \ (dst)[0] = roundf((src)[0]); \ (dst)[1] = roundf((src)[1]); \ } #define vec3_copy_roundf(dst, src) { \ vec2_copy_roundf((dst), (src)); \ (dst)[2] = roundf((src)[2]); \ } #define vec4_copy_roundf(dst, src) { \ vec3_copy_roundf((dst), (src)); \ (dst)[3] = roundf((src)[3]); \ } #define vec2_copy_inverse(dst, src) { \ (dst)[0] = (src)[1]; \ (dst)[1] = (src)[0]; \ } #define vec3_copy_inverse(dst, src) { \ (dst)[0] = (src)[2]; \ (dst)[1] = (src)[1]; \ (dst)[2] = (src)[0]; \ } #define vec4_copy_inverse(dst, src) { \ (dst)[0] = (src)[3]; \ (dst)[1] = (src)[2]; \ (dst)[2] = (src)[1]; \ (dst)[3] = (src)[0]; \ } #define vec3_copy_offset_m1(dst, src) { \ (dst)[0] = (src)[1]; \ (dst)[1] = (src)[2]; \ (dst)[2] = (src)[0]; \ } #define vec2_copy_negative(dst, src) { \ (dst)[0] = -(src)[0]; \ (dst)[1] = -(src)[1]; \ } #define vec3_copy_negative(dst, src) { \ vec2_copy_negative((dst), (src)); \ (dst)[2] = -(src)[2]; \ } #define vec4_copy_negative(dst, src) { \ vec3_copy_negative((dst), (src)); \ (dst)[3] = -(src)[3]; \ } #define vec2_sum(dst, src1, src2) { \ (dst)[0] = ((src1)[0] + (src2)[0]); \ (dst)[1] = ((src1)[1] + (src2)[1]); \ } #define vec3_sum(dst, src1, src2) { \ vec2_sum((dst), (src1), (src2)); \ (dst)[2] = ((src1)[2] + (src2)[2]); \ } #define vec4_sum(dst, src1, src2) { \ vec3_sum((dst), (src1), (src2)); \ (dst)[3] = ((src1)[3] + (src2)[3]); \ } #define vec2_add(dst, src) vec2_sum((dst), (dst), (src)) #define vec3_add(dst, src) vec3_sum((dst), (dst), (src)) #define vec4_add(dst, src) vec4_sum((dst), (dst), (src)) #define vec2_sum_val(dst, src, x) { \ (dst)[0] = ((src)[0] + (x)); \ (dst)[1] = ((src)[1] + (x)); \ } #define vec3_sum_val(dst, src, x) { \ vec2_sum_val((dst), (src), (x)); \ (dst)[2] = ((src)[2] + (x)); \ } #define vec4_sum_val(dst, src, x) { \ vec3_sum_val((dst), (src), (x)); \ (dst)[3] = ((src)[2] + (x)); \ } #define vec2_add_val(dst, x) vec2_sum_val((dst), (dst), (x)) #define vec3_add_val(dst, x) vec3_sum_val((dst), (dst), (x)) #define vec4_add_val(dst, x) vec4_sum_val((dst), (dst), (x)) #define vec2_diff(dst, src1, src2) { \ (dst)[0] = ((src1)[0] - (src2)[0]); \ (dst)[1] = ((src1)[1] - (src2)[1]); \ } #define vec3_diff(dst, src1, src2) { \ vec2_diff((dst), (src1), (src2)); \ (dst)[2] = ((src1)[2] - (src2)[2]); \ } #define vec4_diff(dst, src1, src2) { \ vec3_diff((dst), (src1), (src2)); \ (dst)[3] = ((src1)[3] - (src2)[3]); \ } #define vec2_sub(dst, src) vec2_diff((dst), (dst), (src)) #define vec3_sub(dst, src) vec3_diff((dst), (dst), (src)) #define vec4_sub(dst, src) vec4_diff((dst), (dst), (src)) #define vec2_diff_val(dst, src, x) { \ (dst)[0] = ((src)[0] - (x)); \ (dst)[1] = ((src)[1] - (x)); \ } #define vec3_diff_val(dst, src, x) { \ vec2_diff_val((dst), (src), (x)); \ (dst)[2] = ((src)[2] - (x)); \ } #define vec4_diff_val(dst, src, x) { \ vec3_diff_val((dst), (src), (x)); \ (dst)[3] = ((src)[3] - (x)); \ } #define vec2_sub_val(dst, x) vec2_diff_val((dst), (dst), (x)) #define vec3_sub_val(dst, x) vec3_diff_val((dst), (dst), (x)) #define vec4_sub_val(dst, x) vec4_diff_val((dst), (dst), (x)) #define vec2_prod(dst, src1, src2) { \ (dst)[0] = ((src1)[0] * (src2)[0]); \ (dst)[1] = ((src1)[1] * (src2)[1]); \ } #define vec3_prod(dst, src1, src2) { \ vec2_prod((dst), (src1), (src2)); \ (dst)[2] = ((src1)[2] * (src2)[2]); \ } #define vec4_prod(dst, src1, src2) { \ vec3_prod((dst), (src1), (src2)); \ (dst)[3] = ((src1)[3] * (src2)[3]); \ } #define vec2_mul(dst, src) vec2_prod((dst), (dst), (src)) #define vec3_mul(dst, src) vec3_prod((dst), (dst), (src)) #define vec4_mul(dst, src) vec4_prod((dst), (dst), (src)) #define vec2_prod_val(dst, src, x) { \ (dst)[0] = ((src)[0] * (x)); \ (dst)[1] = ((src)[1] * (x)); \ } #define vec3_prod_val(dst, src, x) { \ vec2_prod_val((dst), (src), (x)); \ (dst)[2] = ((src)[2] * (x)); \ } #define vec4_prod_val(dst, src, x) { \ vec3_prod_val((dst), (src), (x)); \ (dst)[3] = ((src)[3] * (x)); \ } #define vec2_mul_val(dst, x) vec2_prod_val(dst, dst, x) #define vec3_mul_val(dst, x) vec3_prod_val(dst, dst, x) #define vec4_mul_val(dst, x) vec4_prod_val(dst, dst, x) #define vec2_quot(dst, src1, src2) { \ (dst)[0] = ((src1)[0] / (src2)[0]); \ (dst)[1] = ((src1)[1] / (src2)[1]); \ } #define vec3_quot(dst, src1, src2) { \ vec2_quot((dst), (src1), (src2)); \ (dst)[2] = ((src1)[2] / (src2)[2]); \ } #define vec4_quot(dst, src1, src2) { \ vec3_quot((dst), (src1), (src2)); \ (dst)[3] = ((src1)[3] / (src2)[3]); \ } #define vec2_div(dst, src) vec2_quot((dst), (dst), (src)) #define vec3_div(dst, src) vec3_quot((dst), (dst), (src)) #define vec4_div(dst, src) vec4_quot((dst), (dst), (src)) #define vec2_quot_val(dst, src, x) { \ (dst)[0] = ((src)[0] / (x)); \ (dst)[1] = ((src)[1] / (x)); \ } #define vec3_quot_val(dst, src, x) { \ vec2_quot_val((dst), (src), (x)); \ (dst)[2] = ((src)[2] / (x)); \ } #define vec4_quot_val(dst, src, x) { \ vec3_quot_val((dst), (src), (x)); \ (dst)[3] = ((src)[3] / (x)); \ } #define vec2_div_val(dst, x) vec2_quot_val((dst), (dst), (x)) #define vec3_div_val(dst, x) vec3_quot_val((dst), (dst), (x)) #define vec4_div_val(dst, x) vec4_quot_val((dst), (dst), (x)) #define RAYCAST_FIND_FLOOR (0x1) #define RAYCAST_FIND_WALL (0x2) #define RAYCAST_FIND_CEIL (0x4) #define RAYCAST_FIND_WATER (0x8) #define RAYCAST_FIND_ALL (0xFFFFFFFF) void vec3f_copy(Vec3f dest, Vec3f src); void vec3f_set(Vec3f dest, f32 x, f32 y, f32 z); void vec3f_add(Vec3f dest, Vec3f a); void vec3f_sum(Vec3f dest, Vec3f a, Vec3f b); void vec3s_copy(Vec3s dest, Vec3s src); void vec3s_set(Vec3s dest, s16 x, s16 y, s16 z); void vec3s_add(Vec3s dest, Vec3s a); void vec3s_sum(Vec3s dest, Vec3s a, Vec3s b); void vec3s_sub(Vec3s dest, Vec3s a); void vec3f_to_vec3s(Vec3s dest, Vec3f a); void find_vector_perpendicular_to_plane(Vec3f dest, Vec3f a, Vec3f b, Vec3f c); void vec3f_cross(Vec3f dest, Vec3f a, Vec3f b); void vec3f_normalize(Vec3f dest); void mtxf_copy(Mat4 dest, Mat4 src); void mtxf_identity(Mat4 mtx); void mtxf_translate(Mat4 dest, Vec3f b); void mtxf_lookat(Mat4 mtx, Vec3f from, Vec3f to, s32 roll); void mtxf_rotate_zxy_and_translate(Mat4 dest, Vec3f translate, Vec3s rotate); void mtxf_rotate_xyz_and_translate(Mat4 dest, Vec3f b, Vec3s c); void mtxf_billboard(Mat4 dest, Mat4 mtx, Vec3f position, s32 angle); void mtxf_align_terrain_normal(Mat4 dest, Vec3f upDir, Vec3f pos, s32 yaw); void mtxf_align_terrain_triangle(Mat4 mtx, Vec3f pos, s32 yaw, f32 radius); void mtxf_mul(Mat4 dest, Mat4 a, Mat4 b); void mtxf_scale_vec3f(Mat4 dest, Mat4 mtx, Vec3f s); void mtxf_mul_vec3s(Mat4 mtx, Vec3s b); void mtxf_to_mtx(void *dest, void *src); void mtxf_to_mtx_constant(register s16 *dest, register f32 *src); void mtxf_to_mtx_scale(Mtx *dest, Mat4 src); void mtxf_rotate_xy(Mtx *mtx, s32 angle); void get_pos_from_transform_mtx(Vec3f dest, Mat4 objMtx, Mat4 camMtx); void vec3f_get_dist_and_angle(Vec3f from, Vec3f to, f32 *dist, s16 *pitch, s16 *yaw); void vec3f_set_dist_and_angle(Vec3f from, Vec3f to, f32 dist, s32 pitch, s32 yaw); s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec); f32 approach_f32(f32 current, f32 target, f32 inc, f32 dec); s32 approach_angle(s32 current, s32 target, s32 inc); s16 atan2s(f32 y, f32 x); f32 atan2f(f32 a, f32 b); void spline_get_weights(Vec4f result, f32 t, UNUSED s32 c); void anim_spline_init(Vec4s *keyFrames); s32 anim_spline_poll(Vec3f result); extern void find_surface_on_ray(Vec3f orig, Vec3f dir, struct Surface **hit_surface, Vec3f hit_pos, s32 flags); #endif // MATH_UTIL_H