#ifndef Z64MATH_H #define Z64MATH_H #include "ultra64.h" #include "math.h" #include "libc64/math64.h" #define VEC_SET(V,X,Y,Z) V.x=X;V.y=Y;V.z=Z typedef struct { /* 0x0 */ s16 x; /* 0x2 */ s16 z; } Vec2s; // size = 0x4 typedef struct { /* 0x0 */ f32 x; /* 0x4 */ f32 z; } Vec2f; // size = 0x8 typedef struct { /* 0x0 */ f32 x; /* 0x4 */ f32 y; /* 0x8 */ f32 z; } Vec3f; // size = 0xC typedef struct { /* 0x0 */ u16 x; /* 0x2 */ u16 y; /* 0x4 */ u16 z; } Vec3us; // size = 0x6 typedef struct { /* 0x0 */ s16 x; /* 0x2 */ s16 y; /* 0x4 */ s16 z; } Vec3s; // size = 0x6 typedef struct { /* 0x0 */ s32 x; /* 0x4 */ s32 y; /* 0x8 */ s32 z; } Vec3i; // size = 0xC typedef struct { /* 0x0 */ s16 distance; /* 0x2 */ s16 angle; } VecPolarS; // size = 0x4 typedef struct { /* 0x0 */ f32 distance; /* 0x4 */ s16 angle; } VecPolar; // size = 0x8 typedef struct { /* 0x0 */ Vec3s center; /* 0x6 */ s16 radius; } Sphere16; // size = 0x8 typedef struct { /* 0x0 */ Vec3f center; /* 0xC */ f32 radius; } Spheref; // size = 0x10 typedef struct PosRot { /* 0x00 */ Vec3f pos; /* 0x0C */ Vec3s rot; } PosRot; // size = 0x14 /* The plane paramaters are of form `ax + by + cz + d = 0` where `(a,b,c)` is the plane's normal vector and d is the originDist */ typedef struct { /* 0x0 */ Vec3f normal; /* 0xC */ f32 originDist; } Plane; // size = 0x10 typedef struct { /* 0x00 */ Vec3f vtx[3]; /* 0x24 */ Plane plane; } TriNorm; // size = 0x34 typedef struct { /* 0x0 */ s16 radius; /* 0x2 */ s16 height; /* 0x4 */ s16 yShift; /* 0x6 */ Vec3s pos; } Cylinder16; // size = 0xC typedef struct { /* 0x00 */ f32 radius; /* 0x04 */ f32 height; /* 0x08 */ f32 yShift; /* 0x0C */ Vec3f pos; } Cylinderf; // size = 0x18 typedef struct { /* 0x00 */ Vec3f point; /* 0x0C */ Vec3f dir; } InfiniteLine; // size = 0x18 typedef struct { /* 0x00 */ Vec3f a; /* 0x0C */ Vec3f b; } Linef; // size = 0x18 typedef struct { /* 0x0 */ f32 r; // radius /* 0x4 */ s16 pitch; // depends on coordinate system. See below. /* 0x6 */ s16 yaw; // azimuthal angle } VecSphGeo; // size = 0x8 // Defines a point in the spherical coordinate system. // Pitch is 0 along the positive y-axis (up) typedef VecSphGeo VecSph; // Defines a point in the geographic coordinate system. // Pitch is 0 along the xz-plane (horizon) typedef VecSphGeo VecGeo; typedef float MtxF_t[4][4]; typedef union { MtxF_t mf; struct { float xx, yx, zx, wx, xy, yy, zy, wy, xz, yz, zz, wz, xw, yw, zw, ww; }; } MtxF; // size = 0x40 extern Vec3f gZeroVec3f; extern Vec3s gZeroVec3s; #define LERPIMP(v0, v1, t) ((v0) + (((v1) - (v0)) * (t))) #define LERPIMP_ALT(v0, v1, t) (((v1) - (v0)) * (t) + (v0)) #define S16_LERP(v0, v1, t) ((s16)(((v1) - (v0)) * (t)) + (v0)) #define F32_LERP(v0, v1, t) ((1.0f - (t)) * (f32)(v0) + (t) * (f32)(v1)) #define F32_LERP_ALT(v0, v1, t) ((f32)(v0) * (1.0f - (t)) + (t) * (f32)(v1)) #define F32_LERPIMP(v0, v1, t) ((f32)(v0) + (((f32)(v1) - (f32)(v0)) * (t))) #define F32_LERPIMPINV(v0, v1, t) ((f32)(v0) + (((f32)(v1) - (f32)(v0)) / (t))) #define BINANG_LERPIMP(v0, v1, t) ((v0) + (s16)(BINANG_SUB((v1), (v0)) * (t))) #define BINANG_LERPIMPINV(v0, v1, t) ((v0) + BINANG_SUB((v1), (v0)) / (t)) #define LERPWEIGHT(val, prev, next) (((val) - (prev)) / ((next) - (prev))) #define F32_LERPWEIGHT(val, prev, next) (((f32)(val) - (f32)(prev)) / ((f32)(next) - (f32)(prev))) #define VEC3F_LERPIMPDST(dst, v0, v1, t) \ { \ (dst)->x = (v0)->x + (((v1)->x - (v0)->x) * t); \ (dst)->y = (v0)->y + (((v1)->y - (v0)->y) * t); \ (dst)->z = (v0)->z + (((v1)->z - (v0)->z) * t); \ } \ (void)0 #define IS_ZERO(f) (fabsf(f) < 0.008f) #define SQ(x) ((x) * (x)) #define CB(x) ((x) * (x) * (x)) #define ABS(x) ((x) >= 0 ? (x) : -(x)) #define ABS_ALT(x) ((x) < 0 ? -(x) : (x)) // Casting a float to an integer, when the float value is larger than what the integer type can hold, // leads to undefined behavior. For example (f32)0x8000 doesn't fit in a s16, so it cannot be cast to s16. // This isn't an issue with IDO, but is one with for example GCC. // A partial workaround is to cast to s32 then s16, hoping all binang values used will fit a s32. #define TRUNCF_BINANG(f) (s16)(s32)(f) // Angle conversion macros #define DEG_TO_RAD(degrees) ((degrees) * (M_PIf / 180.0f)) #define DEG_TO_BINANG(degrees) TRUNCF_BINANG((degrees) * (0x8000 / 180.0f)) #define DEG_TO_BINANG_ALT(degrees) TRUNCF_BINANG(((degrees) / 180.0f) * 0x8000) #define DEG_TO_BINANG_ALT2(degrees) TRUNCF_BINANG(((degrees) * 0x10000) / 360.0f) #define DEG_TO_BINANG_ALT3(degrees) ((degrees) * (0x8000 / 180.0f)) #define RAD_TO_DEG(radians) ((radians) * (180.0f / M_PIf)) #define RAD_TO_BINANG(radians) TRUNCF_BINANG((radians) * (0x8000 / M_PIf)) #define RAD_TO_BINANG_ALT(radians) TRUNCF_BINANG(((radians) / M_PIf) * 0x8000) #define RAD_TO_BINANG_ALT2(radians) TRUNCF_BINANG(((radians) * 0x8000) / M_PIf) #define BINANG_TO_DEG(binang) ((f32)(binang) * (180.0f / 0x8000)) #define BINANG_TO_RAD(binang) ((f32)(binang) * (M_PIf / 0x8000)) #define BINANG_TO_RAD_ALT(binang) (((f32)(binang) / 0x8000) * M_PIf) #define BINANG_TO_RAD_ALT2(binang) (((f32)(binang) * M_PIf) / 0x8000) // Angle arithmetic macros #define BINANG_ROT180(angle) ((s16)(angle + 0x8000)) #define BINANG_SUB(a, b) ((s16)(a - b)) #define BINANG_ADD(a, b) ((s16)(a + b)) // Vector macros #define SQXZ(vec) ((vec.x) * (vec.x) + (vec.z) * (vec.z)) #define DOTXZ(vec1, vec2) ((vec1.x) * (vec2.x) + (vec1.z) * (vec2.z)) #define SQXYZ(vec) ((vec.x) * (vec.x) + (vec.y) * (vec.y) + (vec.z) * (vec.z)) #define DOTXYZ(vec1, vec2) ((vec1.x) * (vec2.x) + (vec1.y) * (vec2.y) + (vec1.z) * (vec2.z)) f32 Math_CosS(s16 angle); f32 Math_SinS(s16 angle); s32 Math_StepToIImpl(s32 start, s32 target, s32 step); void Math_StepToIGet(s32* pValue, s32 target, s32 step); s32 Math_StepToI(s32* pValue, s32 target, s32 step); s32 Math_ScaledStepToS(s16* pValue, s16 target, s16 step); s32 Math_StepToS(s16* pValue, s16 target, s16 step); s32 Math_StepToC(s8* pValue, s8 target, s8 step); s32 Math_StepToF(f32* pValue, f32 target, f32 step); s32 Math_StepUntilAngleS(s16* pValue, s16 target, s16 step); s32 Math_StepToAngleS(s16* pValue, s16 target, s16 step); s32 Math_AsymStepToS(s16* pValue, s16 target, s16 incrStep, s16 decrStep); s32 Math_StepUntilF(f32* pValue, f32 limit, f32 step); s32 Math_AsymStepToF(f32* pValue, f32 target, f32 incrStep, f32 decrStep); s16 Rand_S16Offset(s16 base, s16 range); s16 Rand_S16OffsetStride(s16 base, s16 stride, s16 range); void Math_Vec3f_Copy(Vec3f* dest, Vec3f* src); void Math_Vec3s_Copy(Vec3s* dest, Vec3s* src); void Math_Vec3s_ToVec3f(Vec3f* dest, Vec3s* src); void Math_Vec3f_ToVec3s(Vec3s* dest, Vec3f* src); void Math_Vec3f_Sum(Vec3f* l, Vec3f* r, Vec3f* dest); void Math_Vec3f_Diff(Vec3f* l, Vec3f* r, Vec3f* dest); void Math_Vec3s_DiffToVec3f(Vec3f* dest, Vec3s* l, Vec3s* r); void Math_Vec3f_Scale(Vec3f* vec, f32 scale); void Math_Vec3f_ScaleAndStore(Vec3f* vec, f32 scale, Vec3f* dest); void Math_Vec3f_Lerp(Vec3f* a, Vec3f* b, f32 t, Vec3f* dest); void Math_Vec3f_SumScaled(Vec3f* a, Vec3f* b, f32 scale, Vec3f* dest); void Math_Vec3f_AddRand(Vec3f* orig, f32 scale, Vec3f* dest); void Math_Vec3f_DistXYZAndStoreNormDiff(Vec3f* a, Vec3f* b, f32 scale, Vec3f* dest); f32 Math_Vec3f_DistXYZ(Vec3f* a, Vec3f* b); f32 Math_Vec3f_DistXYZAndStoreDiff(Vec3f* a, Vec3f* b, Vec3f* dest); f32 Math_Vec3f_DistXZ(Vec3f* a, Vec3f* b); f32 Math_Vec3f_DistXZAndStore(Vec3f* a, Vec3f* b, f32* dx, f32* dz); f32 Math_Vec3f_StepToXZ(Vec3f* start, Vec3f* target, f32 speed); f32 Math_Vec3f_DiffY(Vec3f* a, Vec3f* b); s16 Math_Vec3f_Yaw(Vec3f* a, Vec3f* b); s16 Math_Vec3f_Pitch(Vec3f* a, Vec3f* b); f32 Math_SmoothStepToF(f32* pValue, f32 target, f32 fraction, f32 step, f32 minStep); void Math_ApproachF(f32* pValue, f32 target, f32 scale, f32 maxStep); void Math_ApproachZeroF(f32* pValue, f32 scale, f32 maxStep); s16 Math_SmoothStepToS(s16* pValue, s16 target, s16 scale, s16 step, s16 minStep); void Math_ApproachS(s16* pValue, s16 target, s16 scale, s16 maxStep); f32 Math_Vec3f_StepTo(Vec3f* start, Vec3f* target, f32 speed); f32 Math_FactorialF(f32 n); f32 Math_Factorial(s32 n); f32 Math_PowF(f32 base, s32 exp); f32 Math_SinF(f32 rad); f32 Math_CosF(f32 rad); s16 Math_Atan2S(f32 y, f32 x); f32 Math_Atan2F(f32 y, f32 x); s16 Math_Atan2S_XY(f32 x, f32 y); f32 Math_Atan2F_XY(f32 x, f32 y); f32 Math3D_Normalize(Vec3f* vec); s32 Math3D_PlaneVsLineSegClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA, f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* linePointA, Vec3f* linePointB, Vec3f* closestPoint); s32 Math3D_LineSegMakePerpLineSeg(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB, Vec3f* lineAClosestToB, Vec3f* lineBClosestToA); f32 Math3D_LineClosestToPoint(InfiniteLine* line, Vec3f* pos, Vec3f* closestPoint); void Math3D_FindPointOnPlaneIntersect(float planeAAxis1Norm, f32 planeAAxis2Norm, f32 planeBAxis1Norm, f32 planeBAxis2Norm, f32 axis3Direction, f32 planeADist, f32 planeBDist, float* axis1Point, float* axis2Point); s32 Math3D_PlaneVsPlaneNewLine(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA, f32 planeBB, f32 planeBC, f32 planeBDist, InfiniteLine* intersect); s32 Math3D_PlaneVsPlaneVsLineClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA, f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* point, Vec3f* closestPoint); void Math3D_PointOnDirectedLine(Vec3f* v0, Vec3f* dir, f32 scale, Vec3f* ret); void Math3D_LineSplitRatio(Vec3f* v0, Vec3f* v1, f32 ratio, Vec3f* ret); f32 Math3D_Cos(Vec3f* a, Vec3f* b); s32 Math3D_CosOut(Vec3f* a, Vec3f* b, f32* dst); void Math3D_Vec3fReflect(Vec3f* vec, Vec3f* normal, Vec3f* reflVec); s32 Math3D_PointInSquare2D(f32 upperLeftX, f32 lowerRightX, f32 upperLeftY, f32 lowerRightY, f32 x, f32 y); s32 Math3D_CirSquareVsTriSquareXY(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 centerX, f32 centerY, f32 radius); s32 Math3D_CirSquareVsTriSquareYZ(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 centerY, f32 centerZ, f32 radius); s32 Math3D_CirSquareVsTriSquareZX(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 centerZ, f32 centerX, f32 radius); s32 Math3D_SphCubeVsTriCube(Vec3f* v0, Vec3f* v1, Vec3f* v2, Vec3f* center, f32 radius); f32 Math3D_Dist1DSq(f32 a, f32 b); f32 Math3D_Dist1D(f32 a, f32 b); f32 Math3D_Dist2DSq(f32 x0, f32 y0, f32 x1, f32 y1); f32 Math3D_Dist2D(f32 x0, f32 y0, f32 x1, f32 y1); f32 Math3D_Vec3fMagnitudeSq(Vec3f* vec); f32 Math3D_Vec3fMagnitude(Vec3f* vec); f32 Math3D_Vec3fDistSq(Vec3f* a, Vec3f* b); f32 Math3D_Vec3f_DistXYZ(Vec3f* a, Vec3f* b); f32 Math3D_DistXYZ16toF(Vec3s* a, Vec3f* b); f32 Math3D_Vec3fDiff_CrossZ(Vec3f* a, Vec3f* b, f32 dx, f32 dy); f32 Math3D_Vec3fDiff_CrossX(Vec3f* a, Vec3f* b, f32 dy, f32 dz); f32 Math3D_Vec3fDiff_CrossY(Vec3f* a, Vec3f* b, f32 dz, f32 dx); void Math3D_Vec3f_Cross(Vec3f* a, Vec3f* b, Vec3f* ret); void Math3D_SurfaceNorm(Vec3f* va, Vec3f* vb, Vec3f* vc, Vec3f* normal); s32 Math3D_PointRelativeToCubeFaces(Vec3f* point, Vec3f* min, Vec3f* max); s32 Math3D_PointRelativeToCubeEdges(Vec3f* point, Vec3f* min, Vec3f* max); s32 Math3D_PointRelativeToCubeVertices(Vec3f* point, Vec3f* min, Vec3f* max); s32 Math3D_LineVsCube(Vec3f* min, Vec3f* max, Vec3f* a, Vec3f* b); s32 Math3D_LineVsCubeShort(Vec3s* min, Vec3s* max, Vec3s* a, Vec3s* b); void Math3D_RotateXZPlane(Vec3f* pointOnPlane, s16 angle, f32* a, f32* c, f32* d); void Math3D_DefPlane(Vec3f* va, Vec3f* vb, Vec3f* vc, f32* nx, f32* ny, f32* nz, f32* originDist); f32 Math3D_PlaneF(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* pointOnPlane); f32 Math3D_Plane(Plane* plane, Vec3f* pointOnPlane); f32 Math3D_UDistPlaneToPos(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* p); f32 Math3D_DistPlaneToPos(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* p); s32 Math3D_TriChkPointParaYImpl(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 z, f32 x, f32 detMax, f32 chkDist, f32 ny); s32 Math3D_TriChkPointParaYDeterminate(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 z, f32 x, f32 detMax, f32 ny); s32 Math3D_TriChkPointParaYSlopedY(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 z, f32 x); s32 Math3D_TriChkPointParaYIntersectDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 z, f32 x, f32* yIntersect, f32 chkDist); s32 Math3D_TriChkPointParaYIntersectInsideTri(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 z, f32 x, f32* yIntersect, f32 chkDist); s32 Math3D_TriChkPointParaY(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 ny, f32 z, f32 x); s32 Math3D_TriChkLineSegParaYIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 z, f32 x, f32* yIntersect, f32 y0, f32 y1); s32 Math3D_TriChkPointParaYDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 z, f32 x, f32 chkDist); s32 Math3D_TriChkPointParaYImplNoCheckRange(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 z, f32 x, f32 detMax, f32 chkDist, f32 ny); s32 Math3D_TriChkPointParaYNoRangeCheckIntersectInsideTri(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 z, f32 x, f32* yIntersect, f32 chkDist); s32 Math3D_TriChkPointParaXImpl(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 y, f32 z, f32 detMax, f32 chkDist, f32 ny); s32 Math3D_TriChkPointParaXDeterminate(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 y, f32 z, f32 detMax, f32 nx); s32 Math3D_TriChkPointParaXIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 y, f32 z, f32* xIntersect); s32 Math3D_TriChkPointParaX(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 y, f32 z); s32 Math3D_TriChkLineSegParaXIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 y, f32 z, f32* xIntersect, f32 x0, f32 x1); s32 Math3D_TriChkLineSegParaXDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 y, f32 z, f32 chkDist); s32 Math3D_TriChkPointParaZImpl(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 x, f32 y, f32 detMax, f32 chkDist, f32 nz); s32 Math3D_TriChkPointParaZDeterminate(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 y, f32 z, f32 detMax, f32 nx); s32 Math3D_TriChkPointParaZIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 x, f32 y, f32* zIntersect); s32 Math3D_TriChkPointParaZ(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 y, f32 z); s32 Math3D_TriChkLineSegParaZIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, f32 x, f32 y, f32* zIntersect, f32 z0, f32 z1); s32 Math3D_TriChkLineSegParaZDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane, f32 x, f32 y, f32 chkDist); s32 Math3D_LineSegFindPlaneIntersect(f32 pointADist, f32 pointBDist, Vec3f* pointA, Vec3f* pointB, Vec3f* intersect); s32 Math3D_LineSegVsPlane(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersect, s32 fromFront); s32 Math3D_TriLineIntersect(Vec3f* v0, Vec3f* v1, Vec3f* v2, f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersect, s32 fromFront) ; void Math3D_TriNorm(TriNorm* tri, Vec3f* va, Vec3f* vb, Vec3f* vc); s32 Math3D_PointInSph(Sphere16* sphere, Vec3f* point); s32 Math3D_PointDistSqToLine2DImpl(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32* perpXOut, f32* perpYOut, f32* lineLenSq); // returns boolean s32 Math3D_PointDistSqToLine2D(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32* lineLenSq); s32 Math3D_PointDistSqToLineXY(f32 x0, f32 y0, Vec3f* p1, Vec3f* p2, f32* lineLenSq); s32 Math3D_PointDistSqToLineYZ(f32 y0, f32 z0, Vec3f* p1, Vec3f* p2, f32* lineLenSq); s32 Math3D_PointDistSqToLineZX(f32 z0, f32 x0, Vec3f* p1, Vec3f* p2, f32* lineLenSq); s32 Math3D_LineVsSph(Sphere16* sphere, Linef* line); void Math3D_GetSphVsTriIntersectPoint(Sphere16* sphere, TriNorm* tri, Vec3f* intersectPoint); s32 Math3D_TriVsSphIntersect(Sphere16* sphere, TriNorm* tri, Vec3f* intersectPoint); s32 Math3D_PointInCyl(Cylinder16* cyl, Vec3f* point); s32 Math3D_CylVsLineSeg(Cylinder16* cyl, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersectA, Vec3f* intersectB); s32 Math3D_CylTriVsIntersect(Cylinder16* cyl, TriNorm* tri, Vec3f* intersect); s32 Math3D_CylVsTri(Cylinder16* cyl, TriNorm* tri); s32 Math3D_SphVsSph(Sphere16* sphereA, Sphere16* sphereB); s32 Math3D_SphVsSphOverlap(Sphere16* sphereA, Sphere16* sphereB, f32* overlapSize); s32 Math3D_SphVsSphOverlapCenterDist(Sphere16* sphereA, Sphere16* sphereB, f32* overlapSize, f32* centerDist); s32 Math3D_SphVsCylOverlap(Sphere16* sph, Cylinder16* cyl, f32* overlapSize); s32 Math3D_SphVsCylOverlapCenterDist(Sphere16* sph, Cylinder16* cyl, f32* overlapSize, f32* centerDist); s32 Math3D_CylVsCylOverlap(Cylinder16* ca, Cylinder16* cb, f32* overlapSize); s32 Math3D_CylVsCylOverlapCenterDist(Cylinder16* ca, Cylinder16* cb, f32* overlapSize, f32* centerDist); s32 Math3D_TriVsTriIntersect(TriNorm* ta, TriNorm* tb, Vec3f* intersect); s32 Math3D_XZInSphere(Sphere16* sphere, f32 x, f32 z); s32 Math3D_XYInSphere(Sphere16* sphere, f32 x, f32 y); s32 Math3D_YZInSphere(Sphere16* sphere, f32 y, f32 z); s32 Math3D_CircleLineIntersections(f32 centreX, f32 centerY, f32 radius, f32 pointX, f32 pointY, f32 dirX, f32 dirY, f32* intersectAX, f32* intersectAY, f32* intersectBX, f32* intersectBY); void func_8017FD44(Vec3f* arg0, Vec3f* arg1, Vec3f* dst, f32 arg3); #endif