#ifndef MATH_UTIL_H #define MATH_UTIL_H #include #include "types.h" #define NEAR_ZERO __FLT_EPSILON__ #define NEAR_ONE (1.0f - __FLT_EPSILON__) #define FLOAT_ONE 0x3F800000 extern Vec3f gVec3fX; extern Vec3f gVec3fY; extern Vec3f gVec3fZ; extern Vec3f gVec3fNX; extern Vec3f gVec3fNY; extern Vec3f gVec3fNZ; extern Vec3f gVec3fZero; extern Vec3s gVec3sZero; extern Vec3i gVec3iZero; extern Vec3f gVec3fOne; extern Vec3s gVec3sOne; /** * Converts an angle in degrees to sm64's s16 angle units. For example, DEGREES(90) == 0x4000 * This should be used mainly to make camera code clearer at first glance. */ // #define DEGREES(x) ((x) * 0x10000 / 360) #define DEGREES(x) ((x) * 0x2000 / 45) // #define DEGREES(x) (((x) << 13) / 45) /* * 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 tans(x) (sins(x) / coss(x)) #define cots(x) (coss(x) / sins(x)) #define atans(x) gArctanTable[(s32)((((x) * 1024) + 0.5f))] // is this correct? used for atan2_lookup #define RAD_PER_DEG (M_PI / 180.0f) #define DEG_PER_RAD (180.0f / M_PI) #define angle_to_degrees( x) (f32)(((s16)(x) / 65536.0f) * 360.0f) #define degrees_to_angle( x) (s16)(((f32)(x) * 0x10000 ) / 360 ) #define angle_to_radians( x) (f32)(((s16)(x) * M_PI ) / 0x8000) #define radians_to_angle( x) (s16)(((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 signum_positive(x) ((x < 0) ? -1 : 1) // #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])); \ } /** * Set 'dest' the normal vector of a triangle with vertices a, b and c. * Equivalent to cross((c-b), (c-a)). */ #define find_vector_perpendicular_to_plane(dest, a, b, c) { \ (dest)[0] = ((b)[1] - (a)[1]) * ((c)[2] - (b)[2]) - ((c)[1] - (b)[1]) * ((b)[2] - (a)[2]); \ (dest)[1] = ((b)[2] - (a)[2]) * ((c)[0] - (b)[0]) - ((c)[2] - (b)[2]) * ((b)[0] - (a)[0]); \ (dest)[2] = ((b)[0] - (a)[0]) * ((c)[1] - (b)[1]) - ((c)[0] - (b)[0]) * ((b)[1] - (a)[1]); \ } /** * | ? ? ? 0 | * | ? ? ? 0 | * | ? ? ? 0 | * | 0 0 0 1 | * i.e. a matrix representing a linear transformation over 3 space. */ // Multiply a vector by a matrix of the form #define linear_mtxf_mul_vec3(mtx, dstV, srcV) { \ (dstV)[0] = (((mtx)[0][0] * (srcV)[0]) + ((mtx)[1][0] * (srcV)[1]) + ((mtx)[2][0] * (srcV)[2]));\ (dstV)[1] = (((mtx)[0][1] * (srcV)[0]) + ((mtx)[1][1] * (srcV)[1]) + ((mtx)[2][1] * (srcV)[2]));\ (dstV)[2] = (((mtx)[0][2] * (srcV)[0]) + ((mtx)[1][2] * (srcV)[1]) + ((mtx)[2][2] * (srcV)[2]));\ } #define linear_mtxf_mul_vec3_and_translate(mtx, dstV, srcV) { \ linear_mtxf_mul_vec3((mtx), (dstV), (srcV)); \ vec3_add((dstV), (mtx)[3]); \ } // Multiply a vector by the transpose of a matrix of the form #define linear_mtxf_transpose_mul_vec3(mtx, dstV, srcV) { \ (dstV)[0] = vec3_dot((mtx)[0], (srcV)); \ (dstV)[1] = vec3_dot((mtx)[1], (srcV)); \ (dstV)[2] = vec3_dot((mtx)[2], (srcV)); \ } #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 MAT4_VEC_DOT_PROD(R, A, B, row, col) { \ (R)[(row)][(col)] = ((A)[(row)][0] * (B)[0][(col)]); \ (R)[(row)][(col)] += ((A)[(row)][1] * (B)[1][(col)]); \ (R)[(row)][(col)] += ((A)[(row)][2] * (B)[2][(col)]); \ } #define MAT4_DOT_PROD(R, A, B, row, col) { \ (R)[(row)][(col)] = ((A)[(row)][0] * (B)[0][(col)]); \ (R)[(row)][(col)] += ((A)[(row)][1] * (B)[1][(col)]); \ (R)[(row)][(col)] += ((A)[(row)][2] * (B)[2][(col)]); \ (R)[(row)][(col)] += ((A)[(row)][3] * (B)[3][(col)]); \ } #define MAT4_MULTIPLY(R, A, B) { \ MAT4_DOT_PROD((R), (A), (B), 0, 0); \ MAT4_DOT_PROD((R), (A), (B), 0, 1); \ MAT4_DOT_PROD((R), (A), (B), 0, 2); \ MAT4_DOT_PROD((R), (A), (B), 0, 3); \ MAT4_DOT_PROD((R), (A), (B), 1, 0); \ MAT4_DOT_PROD((R), (A), (B), 1, 1); \ MAT4_DOT_PROD((R), (A), (B), 1, 2); \ MAT4_DOT_PROD((R), (A), (B), 1, 3); \ MAT4_DOT_PROD((R), (A), (B), 2, 0); \ MAT4_DOT_PROD((R), (A), (B), 2, 1); \ MAT4_DOT_PROD((R), (A), (B), 2, 2); \ MAT4_DOT_PROD((R), (A), (B), 2, 3); \ MAT4_DOT_PROD((R), (A), (B), 3, 0); \ MAT4_DOT_PROD((R), (A), (B), 3, 1); \ MAT4_DOT_PROD((R), (A), (B), 3, 2); \ MAT4_DOT_PROD((R), (A), (B), 3, 3); \ } #define MTXF_END(mtx) { \ (mtx)[0][3] = (mtx)[1][3] = (mtx)[2][3] = 0;\ ((u32 *)(mtx))[15] = FLOAT_ONE; \ } #define NAME_INVMAG(v) v##_invmag /// Scale vector 'v' so it has length 1 #define vec3_normalize(v) { \ register f32 NAME_INVMAG(v) = vec3_mag((v)); \ NAME_INVMAG(v) = (1.0f / MAX(NAME_INVMAG(v), NEAR_ZERO)); \ vec3_mul_val((v), NAME_INVMAG(v)); \ } #define vec3_normalize_max(v, max) { \ register f32 v##_mag = vec3_mag(v); \ v##_mag = MAX(v##_mag, NEAR_ZERO); \ if (v##_mag > max) { \ v##_mag = (max / v##_mag); \ vec3_mul_val(v, v##_mag); \ } \ } #define ABS(x) (((x) > 0) ? (x) : -(x)) /// From Wiseguy ALWAYS_INLINE s32 roundf(f32 in) { f32 tmp; s32 out; __asm__("round.w.s %0,%1" : "=f" (tmp) : "f" (in )); __asm__("mfc1 %0,%1" : "=r" (out) : "f" (tmp)); return out; } // backwards compatibility #define round_float(in) roundf(in) /// Absolute value ALWAYS_INLINE f32 absf(f32 in) { f32 out; __asm__("abs.s %0,%1" : "=f" (out) : "f" (in)); return out; } ALWAYS_INLINE s32 absi(s32 in) { return ABS(in); } #define abss absi #define FLT_IS_NONZERO(x) (absf(x) > NEAR_ZERO) u16 random_u16(void); f32 random_float(void); s32 random_sign(void); f32 min_3f( f32 a, f32 b, f32 c); s32 min_3i( s32 a, s32 b, s32 c); s32 min_3s( s16 a, s16 b, s16 c); f32 max_3f( f32 a, f32 b, f32 c); s32 max_3i( s32 a, s32 b, s32 c); s32 max_3s( s16 a, s16 b, s16 c); void min_max_3f(f32 a, f32 b, f32 c, f32 *min, f32 *max); void min_max_3i(s32 a, s32 b, s32 c, s32 *min, s32 *max); void min_max_3s(s16 a, s16 b, s16 c, s16 *min, s16 *max); void vec3f_copy (Vec3f dest, const Vec3f src); void vec3i_copy (Vec3i dest, const Vec3i src); void vec3s_copy (Vec3s dest, const Vec3s src); void vec3s_to_vec3i(Vec3i dest, const Vec3s src); void vec3s_to_vec3f(Vec3f dest, const Vec3s src); void vec3i_to_vec3s(Vec3s dest, const Vec3i src); void vec3i_to_vec3f(Vec3f dest, const Vec3i src); void vec3f_to_vec3s(Vec3s dest, const Vec3f src); void vec3f_to_vec3i(Vec3i dest, const Vec3f src); void vec3f_copy_y_off(Vec3f dest, Vec3f src, f32 yOff); void surface_normal_to_vec3f(Vec3f dest, struct Surface *surf); void vec3f_set(Vec3f dest, const f32 x, const f32 y, const f32 z); void vec3i_set(Vec3i dest, const s32 x, const s32 y, const s32 z); void vec3s_set(Vec3s dest, const s16 x, const s16 y, const s16 z); void vec3f_add (Vec3f dest, const Vec3f a ); void vec3i_add (Vec3i dest, const Vec3i a ); void vec3s_add (Vec3s dest, const Vec3s a ); void vec3f_sum (Vec3f dest, const Vec3f a, const Vec3f b); void vec3i_sum (Vec3i dest, const Vec3i a, const Vec3i b); void vec3s_sum (Vec3s dest, const Vec3s a, const Vec3s b); void vec3f_sub (Vec3f dest, const Vec3f a ); void vec3i_sub (Vec3i dest, const Vec3i a ); void vec3s_sub (Vec3s dest, const Vec3s a ); void vec3f_diff(Vec3f dest, const Vec3f a, const Vec3f b); void vec3i_diff(Vec3i dest, const Vec3i a, const Vec3i b); void vec3s_diff(Vec3s dest, const Vec3s a, const Vec3s b); void vec3f_mul (Vec3f dest, const Vec3f a ); void vec3i_mul (Vec3i dest, const Vec3i a ); void vec3s_mul (Vec3s dest, const Vec3s a ); void vec3f_prod(Vec3f dest, const Vec3f a, const Vec3f b); void vec3i_prod(Vec3i dest, const Vec3i a, const Vec3i b); void vec3s_prod(Vec3s dest, const Vec3s a, const Vec3s b); void vec3f_div (Vec3f dest, const Vec3f a ); void vec3i_div (Vec3i dest, const Vec3i a ); void vec3s_div (Vec3s dest, const Vec3s a ); void vec3f_quot(Vec3f dest, const Vec3f a, const Vec3f b); void vec3i_quot(Vec3i dest, const Vec3i a, const Vec3i b); void vec3s_quot(Vec3s dest, const Vec3s a, const Vec3s b); f32 vec3f_dot( const Vec3f a, const Vec3f b); void vec3f_cross(Vec3f dest, const Vec3f a, const 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, s16 roll); void mtxf_rotate_zxy_and_translate(Mat4 dest, Vec3f trans, Vec3s rot); void mtxf_rotate_xyz_and_translate(Mat4 dest, Vec3f trans, Vec3s rot); void mtxf_rotate_zxy_and_translate_and_mul(Vec3s rot, Vec3f trans, Mat4 dest, Mat4 src); void mtxf_rotate_xyz_and_translate_and_mul(Vec3s rot, Vec3f trans, Mat4 dest, Mat4 src); void mtxf_billboard(Mat4 dest, Mat4 mtx, Vec3f position, Vec3f scale, s16 angle); void mtxf_shadow(Mat4 dest, Vec3f upDir, Vec3f pos, Vec3f scale, s16 yaw); void mtxf_align_terrain_normal(Mat4 dest, Vec3f upDir, Vec3f pos, s16 yaw); void mtxf_align_terrain_triangle(Mat4 mtx, Vec3f pos, s16 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); extern void mtxf_to_mtx_fast(register s16 *dest, register float *src); ALWAYS_INLINE void mtxf_to_mtx(register void *dest, register void *src) { mtxf_to_mtx_fast((s16*)dest, (float*)src); // guMtxF2L(src, dest); } void mtxf_rotate_xy(Mtx *mtx, s16 angle); void linear_mtxf_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v); void linear_mtxf_mul_vec3f_and_translate(Mat4 m, Vec3f dst, Vec3f v); void linear_mtxf_transpose_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v); void vec2f_get_lateral_dist( Vec2f from, Vec2f to, f32 *lateralDist ); void vec3f_get_lateral_dist( Vec3f from, Vec3f to, f32 *lateralDist ); void vec3f_get_lateral_dist_squared( Vec3f from, Vec3f to, f32 *lateralDist ); void vec3f_get_dist( Vec3f from, Vec3f to, f32 *dist ); void vec3f_get_dist_squared( Vec3f from, Vec3f to, f32 *dist ); void vec3f_get_dist_and_yaw( Vec3f from, Vec3f to, f32 *dist, s16 *yaw); void vec3f_get_pitch( Vec3f from, Vec3f to, s16 *pitch ); void vec3f_get_yaw( Vec3f from, Vec3f to, s16 *yaw); void vec3f_get_angle( Vec3f from, Vec3f to, s16 *pitch, s16 *yaw); void vec3f_get_lateral_dist_and_pitch( Vec3f from, Vec3f to, f32 *lateralDist, s16 *pitch ); void vec3f_get_lateral_dist_and_yaw( Vec3f from, Vec3f to, f32 *lateralDist, s16 *yaw); void vec3f_get_lateral_dist_and_angle( Vec3f from, Vec3f to, f32 *lateralDist, s16 *pitch, s16 *yaw); void vec3f_get_dist_and_lateral_dist_and_angle(Vec3f from, Vec3f to, f32 *dist, f32 *lateralDist, s16 *pitch, s16 *yaw); void vec3f_get_dist_and_angle( Vec3f from, Vec3f to, f32 *dist, s16 *pitch, s16 *yaw); void vec3s_get_dist_and_angle( Vec3s from, Vec3s to, s16 *dist, s16 *pitch, s16 *yaw); void vec3f_to_vec3s_get_dist_and_angle( Vec3f from, Vec3s to, f32 *dist, s16 *pitch, s16 *yaw); void vec3s_set_dist_and_angle( Vec3s from, Vec3s to, s16 dist, s16 pitch, s16 yaw); void vec3f_set_dist_and_angle( Vec3f from, Vec3f to, f32 dist, s16 pitch, s16 yaw); s16 approach_angle(s16 current, s16 target, s16 inc); s16 approach_s16(s16 current, s16 target, s16 inc, s16 dec); s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec); f32 approach_f32(f32 current, f32 target, f32 inc, f32 dec); Bool32 approach_angle_bool(s16 *current, s16 target, s16 inc); Bool32 approach_s16_bool(s16 *current, s16 target, s16 inc, s16 dec); Bool32 approach_s32_bool(s32 *current, s32 target, s32 inc, s32 dec); Bool32 approach_f32_bool(f32 *current, f32 target, f32 inc, f32 dec); #define approach_s16_symmetric(current, target, inc) approach_s16((current), (target), (inc), (inc)) #define approach_s32_symmetric(current, target, inc) approach_s32((current), (target), (inc), (inc)) #define approach_f32_symmetric(current, target, inc) approach_f32((current), (target), (inc), (inc)) #define approach_s16_symmetric_bool(current, target, inc) approach_s16_bool((current), (target), (inc), (inc)) #define approach_s32_symmetric_bool(current, target, inc) approach_s32_bool((current), (target), (inc), (inc)) #define approach_f32_symmetric_bool(current, target, inc) approach_f32_bool((current), (target), (inc), (inc)) s32 approach_f32_signed(f32 *current, f32 target, f32 inc); s32 approach_f32_asymptotic_bool(f32 *current, f32 target, f32 multiplier); f32 approach_f32_asymptotic(f32 current, f32 target, f32 multiplier); s16 approach_s16_asymptotic_bool(s16 *current, s16 target, s16 divisor); s16 approach_s16_asymptotic(s16 current, s16 target, s16 divisor); s16 abs_angle_diff(s16 a0, s16 a1); 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); f32 find_surface_on_ray(Vec3f orig, Vec3f dir, struct Surface **hit_surface, Vec3f hit_pos, s32 flags); ALWAYS_INLINE f32 remap(f32 x, f32 fromA, f32 toA, f32 fromB, f32 toB) { return (x - fromA) / (toA - fromA) * (toB - fromB) + fromB; } #endif // MATH_UTIL_H