Super Mario 64 OpenGL port for PC. Mirror of https://github.com/sm64pc/sm64pc https://github.com/sm64pc/sm64pc
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#ifndef _MATH_UTIL_H_
#define _MATH_UTIL_H_
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#include "types.h"
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/*
* 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.
*/
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extern f32 gSineTable[];
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#ifdef AVOID_UB
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#define gCosineTable (gSineTable + 0x400)
#else
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extern f32 gCosineTable[];
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#endif
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#define sins(x) gSineTable[(u16) (x) >> 4]
#define coss(x) gCosineTable[(u16) (x) >> 4]
#define min(a, b) ((a) <= (b) ? (a) : (b))
#define max(a, b) ((a) > (b) ? (a) : (b))
#define sqr(x) ((x) * (x))
#define abs(x) ((x) < 0 ? -(x) : (x))
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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 *vec3f_dif(Vec3f dest, Vec3f a, Vec3f b);
void *vec3f_mul(Vec3f dest, f32 a);
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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 *vec3s_to_vec3f(Vec3f 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);
f32 vec3f_length(Vec3f a);
f32 vec3f_dot(Vec3f a, Vec3f b);
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void mtxf_copy(f32 dest[4][4], f32 src[4][4]);
void mtxf_identity(f32 mtx[4][4]);
void mtxf_translate(f32 a[4][4], Vec3f b);
void mtxf_lookat(f32 mtx[4][4], Vec3f b, Vec3f c, s16 d);
void mtxf_rotate_zxy_and_translate(f32 mtx[4][4], Vec3f b, Vec3s c);
void mtxf_rotate_xyz_and_translate(f32 mtx[4][4], Vec3f b, Vec3s c);
void mtxf_billboard(f32 mtx1[4][4], f32 mtx2[4][4], Vec3f c, s16 d);
void mtxf_align_terrain_normal(f32 mtx[4][4], Vec3f b, Vec3f c, s16 d);
void mtxf_align_terrain_triangle(f32 mtx[4][4], Vec3f b, s16 c, f32 d);
void mtxf_mul(f32 dest[4][4], f32 a[4][4], f32 b[4][4]);
void mtxf_scale_vec3f(f32 a[4][4], f32 b[4][4], Vec3f c);
void mtxf_mul_vec3s(f32 a[4][4], Vec3s b);
void mtxf_to_mtx(Mtx *a, f32 b[4][4]);
void mtxf_rotate_xy(Mtx *a, s16 b);
void get_pos_from_transform_mtx(Vec3f a, f32 b[4][4], f32 c[4][4]);
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void vec3f_get_dist_and_angle(Vec3f from, Vec3f to, f32 *dist, s16 *pitch, s16 *yaw);
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void vec3f_set_dist_and_angle(Vec3f from, Vec3f to, f32 dist, s16 pitch, s16 yaw);
s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec);
f32 approach_f32(f32 current, f32 target, f32 inc, f32 dec);
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s16 atan2s(f32 a, f32 b);
f32 atan2f(f32 a, f32 b);
void spline_get_weights(Vec4f a, f32 b, UNUSED s32 c);
void anim_spline_init(Vec4s *a);
s32 anim_spline_poll(Vec3f a);
#endif