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Fix matrices documentation (#952)
* Update names and doc of `Matrix_RotateRPY` and `SkinMatrix_SetRotateRPY` to ZYX Tait-Bryan angles * Update name and doc of `Matrix_JointPosition` to `Matrix_TranslateRotateZYX` * `Euler ***` -> `Tait-Bryan *** angles` * Update docs of `SkinMatrix_Vec3fMtxFMultXYZW` and `SkinMatrix_Vec3fMtxFMultXYZ` * Fix doc of `SkinMatrix_MtxFMtxFMult` * Update docs of `SkinMatrix_Invert` * Change name and docs of `SkinMatrix_SetRotateYRP` to `SkinMatrix_SetRotateYXZ` * Change name and docs of `SkinMatrix_SetScaleRotateRPYTranslate` to `SkinMatrix_SetScaleRotateZYXTranslate` * Change name and docs of `SkinMatrix_SetScaleRotateYRPTranslate` to `SkinMatrix_SetScaleRotateYXZTranslate` * Change name and docs of `SkinMatrix_SetRotateRPYTranslate` to `SkinMatrix_SetRotateZYXTranslate` * Add renamed functions to `namefixer.py` * Run formatter * Consistent function names (`ABC()` if equivalent to `A() B() C()`)
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53 changed files with 373 additions and 357 deletions
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@ -544,7 +544,7 @@ void EnFr_ButterflyPath(EnFr* this, GlobalContext* globalCtx) {
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this->xyAngleButterfly += 0x1000;
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Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
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Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
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Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
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vec1.x = vec1.y = 0.0f;
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vec1.z = 25.0f;
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Matrix_MultVec3f(&vec1, &vec2);
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@ -553,7 +553,7 @@ void EnFr_ButterflyPath(EnFr* this, GlobalContext* globalCtx) {
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this->posButterfly.y = (2.0f * Math_CosS(this->xyAngleButterfly)) + (this->posLogSpot.y + 50.0f);
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this->posButterfly.z = (Math_CosS(rotY) * sin) + vec2.z;
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Matrix_Translate(this->posButterfly.x, this->posButterfly.y, this->posButterfly.z, MTXMODE_NEW);
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Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
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Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
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vec1.x = 0.0f;
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vec1.y = -15.0f;
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vec1.z = 20.0f;
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@ -1081,7 +1081,7 @@ void EnFr_Draw(Actor* thisx, GlobalContext* globalCtx) {
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if (this->isButterflyDrawn) {
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Matrix_Translate(this->posButterfly.x, this->posButterfly.y, this->posButterfly.z, MTXMODE_NEW);
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Matrix_Scale(0.015f, 0.015f, 0.015f, MTXMODE_APPLY);
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Matrix_RotateRPY(this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, MTXMODE_APPLY);
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Matrix_RotateZYX(this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, MTXMODE_APPLY);
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SkelAnime_DrawOpa(globalCtx, this->skelAnimeButterfly.skeleton, this->skelAnimeButterfly.jointTable, NULL, NULL,
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NULL);
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}
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