#ifndef SYS_MATRIX_H #define SYS_MATRIX_H #include "z64math.h" struct GraphicsContext; struct GameState; typedef enum MatrixMode { /* 0 */ MTXMODE_NEW, // generates a new matrix /* 1 */ MTXMODE_APPLY // applies transformation to the current matrix } MatrixMode; extern Mtx gMtxClear; extern MtxF gMtxFClear; /* Stack operations */ void Matrix_Init(struct GameState* gameState); void Matrix_Push(void); void Matrix_Pop(void); void Matrix_Get(MtxF* dest); void Matrix_Put(MtxF* src); /* Basic operations */ void Matrix_Mult(MtxF* mf, u8 mode); void Matrix_Translate(f32 x, f32 y, f32 z, u8 mode); void Matrix_Scale(f32 x, f32 y, f32 z, u8 mode); void Matrix_RotateX(f32 x, u8 mode); void Matrix_RotateY(f32 y, u8 mode); void Matrix_RotateZ(f32 z, u8 mode); /* Compound operations */ void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode); void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rotation); void Matrix_SetTranslateRotateYXZ(f32 translateX, f32 translateY, f32 translateZ, Vec3s* rot); void Matrix_SetTranslateScaleMtx2(Mtx* mtx, f32 scaleX, f32 scaleY, f32 scaleZ, f32 translateX, f32 translateY, f32 translateZ); /* Conversion and allocation operations */ Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest); #if OOT_DEBUG Mtx* Matrix_ToMtx(Mtx* dest, const char* file, int line); Mtx* Matrix_Finalize(struct GraphicsContext* gfxCtx, const char* file, int line); MtxF* Matrix_CheckFloats(MtxF* mf, const char* file, int line); #define MATRIX_TO_MTX(gfxCtx, file, line) Matrix_ToMtx(gfxCtx, file, line) #define MATRIX_FINALIZE(gfxCtx, file, line) Matrix_Finalize(gfxCtx, file, line) #define MATRIX_CHECK_FLOATS(mtx, file, line) Matrix_CheckFloats(mtx, file, line) #else Mtx* Matrix_ToMtx(Mtx* dest); Mtx* Matrix_Finalize(struct GraphicsContext* gfxCtx); #define MATRIX_TO_MTX(gfxCtx, file, line) Matrix_ToMtx(gfxCtx) #define MATRIX_FINALIZE(gfxCtx, file, line) Matrix_Finalize(gfxCtx) #define MATRIX_CHECK_FLOATS(mtx, file, line) (mtx) #endif /* Vector operations */ void Matrix_MultVec3f(Vec3f* src, Vec3f* dest); void Matrix_MultVec3fExt(Vec3f* src, Vec3f* dest, MtxF* mf); /* Copy and another conversion */ void Matrix_MtxFCopy(MtxF* dest, MtxF* src); void Matrix_MtxToMtxF(Mtx* src, MtxF* dest); /* Miscellaneous */ void Matrix_Transpose(MtxF* mf); void Matrix_ReplaceRotation(MtxF* mf); void Matrix_MtxFToYXZRotS(MtxF* mf, Vec3s* rotDest, s32 flag); void Matrix_MtxFToZYXRotS(MtxF* mf, Vec3s* rotDest, s32 flag); void Matrix_RotateAxis(f32 angle, Vec3f* axis, u8 mode); #endif