mirror of https://github.com/zeldaret/oot.git
				
				
				
			
		
			
				
	
	
		
			176 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			176 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
#ifndef Z_MATH_H
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#define Z_MATH_H
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// This file has a z_ prefix to indicate that it is the game-side math header, not libc
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#include "math.h"
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#include "ultra64.h"
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typedef union FloatInt {
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    f32 f;
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    u32 i;
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} FloatInt;
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typedef struct Vec2f {
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    f32 x, y;
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} Vec2f; // size = 0x08
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typedef struct Vec3f {
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    f32 x, y, z;
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} Vec3f; // size = 0x0C
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typedef struct Vec3us {
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    u16 x, y, z;
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} Vec3us; // size = 0x06
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typedef struct Vec3s {
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    s16 x, y, z;
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} Vec3s; // size = 0x06
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typedef struct Vec3i {
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    s32 x, y, z;
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} Vec3i; // size = 0x0C
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typedef struct Sphere16 {
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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 Spheref {
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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 PosRot {
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    /* 0x00 */ Vec3f pos;
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    /* 0x0C */ Vec3s rot;
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} PosRot; // size = 0x14
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typedef struct Plane {
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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 TriNorm {
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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 Cylinder16 {
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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 Cylinderf {
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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 InfiniteLine {
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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 Linef {
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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 VecSphGeo {
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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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/**
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 * Macros
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 */
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// General number macros
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#define SQ(x) ((x)*(x))
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#define ABS(x) ((x) >= 0 ? (x) : -(x))
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#define DECR(x) ((x) == 0 ? 0 : --(x))
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#define CLAMP(x, min, max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x))
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#define CLAMP_MAX(x, max) ((x) > (max) ? (max) : (x))
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#define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x))
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#define SWAP(type, a, b)    \
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    {                       \
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        type _temp = (a);   \
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        (a) = (b);          \
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        (b) = _temp;        \
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    }                       \
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    (void)0
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// LERP macros
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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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// Floating point macros
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#define IS_ZERO(f) (fabsf(f) < 0.008f)
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// Casting a float to an integer, when the float value is larger than what the integer type can hold,
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// leads to undefined behavior. For example (f32)0x8000 doesn't fit in a s16, so it cannot be cast to s16.
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// This isn't an issue with IDO, but is one with for example GCC.
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// A partial workaround is to cast to s32 then s16, hoping all binang values used will fit a s32.
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#define TRUNCF_BINANG(f) (s16)(s32)(f)
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// Angle conversion macros
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#define DEG_TO_BINANG(degrees) (s16)TRUNCF_BINANG((degrees) * (0x8000 / 180.0f))
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#define RAD_TO_BINANG(radians) (s16)TRUNCF_BINANG((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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// Angle conversion macros required for matching. These were probably the original macros used, but
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// we prefer DEG_TO_BINANG/RAD_TO_BINANG where possible to avoid possible undefined behavior with input
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// values outside of [-180, 180) degrees or [-PI, PI) radians.
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#if PLATFORM_N64
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#define DEG_TO_BINANG2(degrees) (f32)((degrees) * (0x8000 / 180.0f))
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#define RAD_TO_BINANG2(radians) (f32)((radians) * (0x8000 / M_PI))
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#else
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#define DEG_TO_BINANG2(degrees) (s32)((degrees) * (0x8000 / 180.0f))
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#define RAD_TO_BINANG2(radians) (s32)((radians) * (0x8000 / M_PI))
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#endif
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// Angle conversion macros (Camera)
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// these two angle conversion macros are slightly inaccurate
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#define CAM_DEG_TO_BINANG(degrees) (s16)TRUNCF_BINANG((degrees) * 182.04167f + .5f)
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#define CAM_BINANG_TO_DEG(binang) ((f32)(binang) * (360.0001525f / 65535.0f))
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// Vector macros
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#define VEC_SET(V,X,Y,Z) (V).x=(X);(V).y=(Y);(V).z=(Z)
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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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