#ifndef SYS_MATRIX_H #define SYS_MATRIX_H #include "z64math.h" struct GraphicsContext; struct GameState; typedef enum { /* 0 */ MTXMODE_NEW, // generates a new matrix /* 1 */ MTXMODE_APPLY // applies transformation to the current matrix } MatrixMode; #define MATRIX_FINALIZE_AND_LOAD(pkt, gfxCtx) \ gSPMatrix(pkt, Matrix_Finalize(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW) extern Mtx gIdentityMtx; extern MtxF gIdentityMtxF; /* 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); MtxF* Matrix_GetCurrent(void); /* Basic operations */ void Matrix_Mult(MtxF* mf, MatrixMode mode); void Matrix_Translate(f32 x, f32 y, f32 z, MatrixMode mode); void Matrix_Scale(f32 x, f32 y, f32 z, MatrixMode mode); void Matrix_RotateXS(s16 x, MatrixMode mode); void Matrix_RotateXF(f32 x, MatrixMode mode); void Matrix_RotateXFApply(f32 x); void Matrix_RotateXFNew(f32 x); void Matrix_RotateYS(s16 y, MatrixMode mode); void Matrix_RotateYF(f32 y, MatrixMode mode); void Matrix_RotateZS(s16 z, MatrixMode mode); void Matrix_RotateZF(f32 z, MatrixMode mode); /* Compound operations */ void Matrix_RotateZYX(s16 x, s16 y, s16 z, MatrixMode mode); void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rot); void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot); /* Conversion and allocation operations */ Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest); Mtx* Matrix_ToMtx(Mtx* dest); Mtx* Matrix_Finalize(struct GraphicsContext* gfxCtx); Mtx* Matrix_MtxFToNewMtx(MtxF* src, struct GraphicsContext* gfxCtx); /* Vector operations */ void Matrix_MultVec3f(Vec3f* src, Vec3f* dest); void Matrix_MultZero(Vec3f* dest); void Matrix_MultVecX(f32 x, Vec3f* dest); void Matrix_MultVecY(f32 y, Vec3f* dest); void Matrix_MultVecZ(f32 z, Vec3f* dest); void Matrix_MultVec3fXZ(Vec3f* src, Vec3f* dest); /* Copy and another conversion */ void Matrix_MtxFCopy(MtxF* dest, MtxF* src); void Matrix_MtxToMtxF(Mtx* src, MtxF* dest); /* Miscellaneous */ void Matrix_MultVec3fExt(Vec3f* src, Vec3f* dest, MtxF* mf); void Matrix_Transpose(MtxF* mf); void Matrix_ReplaceRotation(MtxF* mf); void Matrix_MtxFToYXZRot(MtxF* src, Vec3s* dest, s32 nonUniformScale); void Matrix_MtxFToZYXRot(MtxF* src, Vec3s* dest, s32 nonUniformScale); void Matrix_RotateAxisF(f32 angle, Vec3f* axis, MatrixMode mode); void Matrix_RotateAxisS(s16 angle, Vec3f* axis, MatrixMode mode); #endif