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47c6c36dc3
* [headers] Create z64malloc.h, move protos to z64effect.h, and misc fixups * zelda_arena.h * bss * bss2 * bss3 * bss
78 lines
5.4 KiB
C
78 lines
5.4 KiB
C
#ifndef SYS_MATH3D_H
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#define SYS_MATH3D_H
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#include "ultra64.h"
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#include "z64math.h"
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struct PlayState;
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s32 Math3D_PlaneVsLineSegClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA, f32 planeBB,
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f32 planeBC, f32 planeBDist, Vec3f* linePointA, Vec3f* linePointB,
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Vec3f* closestPoint);
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void Math3D_LineClosestToPoint(InfiniteLine* line, Vec3f* pos, Vec3f* closestPoint);
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s32 Math3D_PlaneVsPlaneVsLineClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA,
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f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* point, Vec3f* closestPoint);
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void Math3D_LineSplitRatio(Vec3f* v0, Vec3f* v1, f32 ratio, Vec3f* ret);
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f32 Math3D_Cos(Vec3f* a, Vec3f* b);
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s32 Math3D_CosOut(Vec3f* a, Vec3f* b, f32* dst);
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void Math3D_Vec3fReflect(Vec3f* vec, Vec3f* normal, Vec3f* reflVec);
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s32 Math3D_PointInSquare2D(f32 upperLeftX, f32 lowerRightX, f32 upperLeftY, f32 lowerRightY, f32 x, f32 y);
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f32 Math3D_Dist1DSq(f32 a, f32 b);
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f32 Math3D_Dist2DSq(f32 x0, f32 y0, f32 x1, f32 y1);
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f32 Math3D_Vec3fMagnitudeSq(Vec3f* vec);
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f32 Math3D_Vec3fMagnitude(Vec3f* vec);
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f32 Math3D_Vec3fDistSq(Vec3f* a, Vec3f* b);
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void Math3D_Vec3f_Cross(Vec3f* a, Vec3f* b, Vec3f* ret);
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void Math3D_SurfaceNorm(Vec3f* va, Vec3f* vb, Vec3f* vc, Vec3f* normal);
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f32 Math3D_Vec3f_DistXYZ(Vec3f* a, Vec3f* b);
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s32 Math3D_PointRelativeToCubeFaces(Vec3f* point, Vec3f* min, Vec3f* max);
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s32 Math3D_PointRelativeToCubeEdges(Vec3f* point, Vec3f* min, Vec3f* max);
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s32 Math3D_PointRelativeToCubeVertices(Vec3f* point, Vec3f* min, Vec3f* max);
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s32 Math3D_LineVsCube(Vec3f* min, Vec3f* max, Vec3f* a, Vec3f* b);
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void Math3D_RotateXZPlane(Vec3f* pointOnPlane, s16 angle, f32* a, f32* c, f32* d);
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void Math3D_DefPlane(Vec3f* va, Vec3f* vb, Vec3f* vc, f32* nx, f32* ny, f32* nz, f32* originDist);
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f32 Math3D_UDistPlaneToPos(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* p);
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f32 Math3D_DistPlaneToPos(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* p);
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s32 Math3D_TriChkPointParaYSlopedY(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 z, f32 x);
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s32 Math3D_TriChkPointParaYIntersectDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 z,
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f32 x, f32* yIntersect, f32 chkDist);
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s32 Math3D_TriChkPointParaYIntersectInsideTri(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist,
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f32 z, f32 x, f32* yIntersect, f32 chkDist);
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s32 Math3D_TriChkLineSegParaYIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 z,
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f32 x, f32* yIntersect, f32 y0, f32 y1);
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s32 Math3D_TriChkPointParaYDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 z, f32 x, f32 chkDist);
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s32 Math3D_TriChkPointParaXIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 y,
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f32 z, f32* xIntersect);
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s32 Math3D_TriChkLineSegParaXIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 y,
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f32 z, f32* xIntersect, f32 x0, f32 x1);
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s32 Math3D_TriChkPointParaXDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 y, f32 z, f32 chkDist);
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s32 Math3D_TriChkPointParaZIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 x,
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f32 y, f32* zIntersect);
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s32 Math3D_TriChkLineSegParaZIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 x,
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f32 y, f32* zIntersect, f32 z0, f32 z1);
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s32 Math3D_TriChkLineSegParaZDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 x, f32 y, f32 chkDist);
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s32 Math3D_LineSegVsPlane(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* linePointA, Vec3f* linePointB,
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Vec3f* intersect, s32 fromFront);
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void Math3D_TriNorm(TriNorm* tri, Vec3f* va, Vec3f* vb, Vec3f* vc);
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s32 Math3D_PointDistSqToLine2D(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32* lineLenSq);
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s32 Math3D_LineVsSph(Sphere16* sphere, Linef* line);
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s32 Math3D_TriVsSphIntersect(Sphere16* sphere, TriNorm* tri, Vec3f* intersectPoint);
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s32 Math3D_CylVsLineSeg(Cylinder16* cyl, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersectA, Vec3f* intersectB);
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s32 Math3D_CylVsTri(Cylinder16* cyl, TriNorm* tri);
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s32 Math3D_CylTriVsIntersect(Cylinder16* cyl, TriNorm* tri, Vec3f* intersect);
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s32 Math3D_SphVsSph(Sphere16* sphereA, Sphere16* sphereB);
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s32 Math3D_SphVsSphOverlap(Sphere16* sphereA, Sphere16* sphereB, f32* overlapSize);
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s32 Math3D_SphVsSphOverlapCenterDist(Sphere16* sphereA, Sphere16* sphereB, f32* overlapSize, f32* centerDist);
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s32 Math3D_SphVsCylOverlap(Sphere16* sph, Cylinder16* cyl, f32* overlapSize);
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s32 Math3D_SphVsCylOverlapCenterDist(Sphere16* sph, Cylinder16* cyl, f32* overlapSize, f32* centerDist);
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s32 Math3D_CylVsCylOverlap(Cylinder16* ca, Cylinder16* cb, f32* overlapSize);
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s32 Math3D_CylVsCylOverlapCenterDist(Cylinder16* ca, Cylinder16* cb, f32* overlapSize, f32* centerDist);
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s32 Math3D_TriVsTriIntersect(TriNorm* ta, TriNorm* tb, Vec3f* intersect);
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s32 Math3D_XZInSphere(Sphere16* sphere, f32 x, f32 z);
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s32 Math3D_XYInSphere(Sphere16* sphere, f32 x, f32 y);
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s32 Math3D_YZInSphere(Sphere16* sphere, f32 y, f32 z);
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void Math3D_DrawSphere(struct PlayState* play, Sphere16* sph);
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void Math3D_DrawCylinder(struct PlayState* play, Cylinder16* cyl);
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#endif
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