mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-21 14:31:17 +00:00
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()`)
This commit is contained in:
parent
9ca6bfdac3
commit
03636166b3
53 changed files with 373 additions and 357 deletions
|
@ -207,7 +207,7 @@ void EnGb_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->lightColor.a = 200;
|
||||
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
|
||||
MTXMODE_NEW);
|
||||
Matrix_RotateRPY(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
|
||||
Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
|
||||
MTXMODE_APPLY);
|
||||
focusOffset.x = focusOffset.y = 0.0f;
|
||||
focusOffset.z = 44.0f;
|
||||
|
@ -232,7 +232,7 @@ void func_80A2F608(EnGb* this) {
|
|||
|
||||
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
|
||||
MTXMODE_NEW);
|
||||
Matrix_RotateRPY(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
|
||||
Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
|
||||
MTXMODE_APPLY);
|
||||
sp48.x = sp48.y = 0.0f;
|
||||
sp48.z = 25.0f;
|
||||
|
@ -244,7 +244,7 @@ void func_80A2F608(EnGb* this) {
|
|||
for (i = 0; i < ARRAY_COUNT(sBottlesPositions); i++) {
|
||||
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
|
||||
MTXMODE_NEW);
|
||||
Matrix_RotateRPY(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
|
||||
Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
|
||||
MTXMODE_APPLY);
|
||||
Matrix_MultVec3f(&sBottlesPositions[i], &sp3C);
|
||||
this->bottlesColliders[i].dim.pos.x = sp3C.x;
|
||||
|
@ -540,7 +540,7 @@ void EnGb_DrawCagedSouls(EnGb* this, GlobalContext* globalCtx) {
|
|||
func_800D1FD4(&globalCtx->mf_11DA0);
|
||||
|
||||
if (this->cagedSouls[i].rotate180) {
|
||||
Matrix_RotateRPY(0, -0x8000, 0, MTXMODE_APPLY);
|
||||
Matrix_RotateZYX(0, -0x8000, 0, MTXMODE_APPLY);
|
||||
}
|
||||
Matrix_Scale(0.007f, 0.007f, 1.0f, MTXMODE_APPLY);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue