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abb4201e57
* two more ABS * fixup item_name_static texs outnames * fixup CollisionCheck_SetOCvsOC docs * Cleanup int comments alignments * collsion -> collision * `SQ*` macros fixup * use `LERP` more * static -> `s` prefix * grammar: dont -> don't * 3
119 lines
3.2 KiB
C
119 lines
3.2 KiB
C
#ifndef Z64MATH_H
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#define Z64MATH_H
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#include "ultra64.h"
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#define VEC_SET(V,X,Y,Z) (V).x=(X);(V).y=(Y);(V).z=(Z)
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typedef struct {
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f32 x, y;
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} Vec2f; // size = 0x08
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typedef struct {
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f32 x, y, z;
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} Vec3f; // size = 0x0C
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typedef struct {
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u16 x, y, z;
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} Vec3us; // size = 0x06
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typedef struct {
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s16 x, y, z;
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} Vec3s; // size = 0x06
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typedef struct {
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s32 x, y, z;
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} Vec3i; // size = 0x0C
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typedef struct {
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Vec3s center;
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s16 radius;
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} Sphere16; // size = 0x08
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typedef struct {
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Vec3f center;
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f32 radius;
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} Spheref; // size = 0x10
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typedef struct {
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Vec3f normal;
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f32 originDist;
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} Plane; // size = 0x10
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typedef struct {
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Vec3f vtx[3];
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Plane plane;
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} TriNorm; // size = 0x34
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typedef struct {
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/* 0x0000 */ s16 radius;
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/* 0x0002 */ s16 height;
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/* 0x0004 */ s16 yShift;
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/* 0x0006 */ Vec3s pos;
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} Cylinder16; // size = 0x0C
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typedef struct {
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/* 0x00 */ f32 radius;
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/* 0x04 */ f32 height;
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/* 0x08 */ f32 yShift;
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/* 0x0C */ Vec3f pos;
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} Cylinderf; // size = 0x18
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typedef struct {
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/* 0x0000 */ Vec3f point;
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/* 0x000C */ Vec3f dir;
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} InfiniteLine; // size = 0x18
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typedef struct {
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/* 0x0000 */ Vec3f a;
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/* 0x000C */ Vec3f b;
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} Linef; // size = 0x18
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typedef struct {
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/* 0x0 */ f32 r; // radius
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/* 0x4 */ s16 pitch; // depends on coordinate system. See below.
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/* 0x6 */ s16 yaw; // azimuthal angle
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} VecSphGeo; // size = 0x8
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// Defines a point in the spherical coordinate system.
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// Pitch is 0 along the positive y-axis (up)
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typedef VecSphGeo VecSph;
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// Defines a point in the geographic coordinate system.
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// Pitch is 0 along the xz-plane (horizon)
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typedef VecSphGeo VecGeo;
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#define LERP(x, y, scale) (((y) - (x)) * (scale) + (x))
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#define LERP32(x, y, scale) ((s32)(((y) - (x)) * (scale)) + (x))
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#define LERP16(x, y, scale) ((s16)(((y) - (x)) * (scale)) + (x))
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#define F32_LERP(v0,v1,t) ((v0) * (1.0f - (t)) + (v1) * (t))
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#define F32_LERPIMP(v0, v1, t) (v0 + ((v1 - v0) * t))
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#define F32_LERPIMPINV(v0, v1, t) ((v0) + (((v1) - (v0)) / (t)))
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#define BINANG_LERPIMP(v0, v1, t) ((v0) + (s16)((s16)((v1) - (v0)) * (t)))
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#define BINANG_LERPIMPINV(v0, v1, t) ((v0) + (s16)((v1) - (v0)) / (t))
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#define VEC3F_LERPIMPDST(dst, v0, v1, t){ \
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(dst)->x = (v0)->x + (((v1)->x - (v0)->x) * t); \
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(dst)->y = (v0)->y + (((v1)->y - (v0)->y) * t); \
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(dst)->z = (v0)->z + (((v1)->z - (v0)->z) * t); \
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}
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#define IS_ZERO(f) (fabsf(f) < 0.008f)
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// Angle conversion macros
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#define DEG_TO_BINANG(degrees) (s16)((degrees) * (0x8000 / 180.0f))
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#define RAD_TO_BINANG(radians) (s16)((radians) * (0x8000 / M_PI))
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#define RAD_TO_DEG(radians) ((radians) * (180.0f / M_PI))
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#define DEG_TO_RAD(degrees) ((degrees) * (M_PI / 180.0f))
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#define BINANG_TO_DEG(binang) ((f32)(binang) * (180.0f / 0x8000))
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#define BINANG_TO_RAD(binang) ((f32)(binang) * (M_PI / 0x8000))
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#define BINANG_TO_RAD_ALT(binang) (((f32)(binang) / (f32)0x8000) * M_PI)
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#define BINANG_TO_RAD_ALT2(binang) (((f32)(binang) * M_PI) / 0x8000)
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// Vector macros
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#define SQXZ(vec) ((vec).x * (vec).x + (vec).z * (vec).z)
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#define DOTXZ(vec1, vec2) ((vec1).x * (vec2).x + (vec1).z * (vec2).z)
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#define SQXYZ(vec) ((vec).x * (vec).x + (vec).y * (vec).y + (vec).z * (vec).z)
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#define DOTXYZ(vec1, vec2) ((vec1).x * (vec2).x + (vec1).y * (vec2).y + (vec1).z * (vec2).z)
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#endif
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