mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-11 03:39:59 +00:00
Improve match for Camera_CalcUpFromPitchYawRoll
, add docs (#1361)
* doc Camera_CalcUpFromPitchYawRoll * reword comments
This commit is contained in:
parent
7cfee3d8a9
commit
0b531fd1ee
1 changed files with 47 additions and 54 deletions
|
@ -641,62 +641,55 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
|
|||
return temp_s0 + temp_s1;
|
||||
}
|
||||
|
||||
Vec3f* Camera_CalcUpFromPitchYawRoll(Vec3f* dest, s16 pitch, s16 yaw, s16 roll) {
|
||||
f32 sinPitch;
|
||||
f32 cosPitch;
|
||||
f32 sinYaw;
|
||||
f32 cosYaw;
|
||||
f32 sinNegRoll;
|
||||
f32 cosNegRoll;
|
||||
Vec3f spA4;
|
||||
/**
|
||||
* Calculates a new Up vector from the pitch, yaw, roll
|
||||
*/
|
||||
Vec3f* Camera_CalcUpFromPitchYawRoll(Vec3f* viewUp, s16 pitch, s16 yaw, s16 roll) {
|
||||
f32 sinP = Math_SinS(pitch);
|
||||
f32 cosP = Math_CosS(pitch);
|
||||
f32 sinY = Math_SinS(yaw);
|
||||
f32 cosY = Math_CosS(yaw);
|
||||
f32 sinR = Math_SinS(-roll);
|
||||
f32 cosR = Math_CosS(-roll);
|
||||
Vec3f up;
|
||||
Vec3f baseUp;
|
||||
Vec3f u;
|
||||
Vec3f rollMtxRow1;
|
||||
Vec3f rollMtxRow2;
|
||||
Vec3f rollMtxRow3;
|
||||
f32 pad;
|
||||
f32 sp54;
|
||||
f32 sp4C;
|
||||
f32 cosPitchCosYawSinRoll;
|
||||
f32 negSinPitch;
|
||||
f32 temp_f10_2;
|
||||
f32 cosPitchcosYaw;
|
||||
f32 temp_f14;
|
||||
f32 negSinPitchSinYaw;
|
||||
f32 negSinPitchCosYaw;
|
||||
f32 cosPitchSinYaw;
|
||||
f32 temp_f4_2;
|
||||
f32 temp_f6;
|
||||
f32 temp_f8;
|
||||
f32 temp_f8_2;
|
||||
f32 temp_f8_3;
|
||||
|
||||
sinPitch = Math_SinS(pitch);
|
||||
cosPitch = Math_CosS(pitch);
|
||||
sinYaw = Math_SinS(yaw);
|
||||
cosYaw = Math_CosS(yaw);
|
||||
negSinPitch = -sinPitch;
|
||||
sinNegRoll = Math_SinS(-roll);
|
||||
cosNegRoll = Math_CosS(-roll);
|
||||
negSinPitchSinYaw = negSinPitch * sinYaw;
|
||||
temp_f14 = 1.0f - cosNegRoll;
|
||||
cosPitchSinYaw = cosPitch * sinYaw;
|
||||
sp54 = SQ(cosPitchSinYaw);
|
||||
sp4C = (cosPitchSinYaw * sinPitch) * temp_f14;
|
||||
cosPitchcosYaw = cosPitch * cosYaw;
|
||||
temp_f4_2 = ((1.0f - sp54) * cosNegRoll) + sp54;
|
||||
cosPitchCosYawSinRoll = cosPitchcosYaw * sinNegRoll;
|
||||
negSinPitchCosYaw = negSinPitch * cosYaw;
|
||||
temp_f6 = (cosPitchcosYaw * cosPitchSinYaw) * temp_f14;
|
||||
temp_f10_2 = sinPitch * sinNegRoll;
|
||||
spA4.x = ((negSinPitchSinYaw * temp_f4_2) + (cosPitch * (sp4C - cosPitchCosYawSinRoll))) +
|
||||
(negSinPitchCosYaw * (temp_f6 + temp_f10_2));
|
||||
sp54 = SQ(sinPitch);
|
||||
temp_f4_2 = (sinPitch * cosPitchcosYaw) * temp_f14;
|
||||
temp_f8_3 = cosPitchSinYaw * sinNegRoll;
|
||||
temp_f8 = sp4C + cosPitchCosYawSinRoll;
|
||||
spA4.y = ((negSinPitchSinYaw * temp_f8) + (cosPitch * (((1.0f - sp54) * cosNegRoll) + sp54))) +
|
||||
(negSinPitchCosYaw * (temp_f4_2 - temp_f8_3));
|
||||
temp_f8_2 = temp_f6 - temp_f10_2;
|
||||
spA4.z = ((negSinPitchSinYaw * temp_f8_2) + (cosPitch * (temp_f4_2 + temp_f8_3))) +
|
||||
(negSinPitchCosYaw * (((1.0f - SQ(cosPitchcosYaw)) * cosNegRoll) + SQ(cosPitchcosYaw)));
|
||||
*dest = spA4;
|
||||
return dest;
|
||||
// Axis to roll around
|
||||
u.x = cosP * sinY;
|
||||
u.y = sinP;
|
||||
u.z = cosP * cosY;
|
||||
|
||||
// Matrix to apply the roll to the Up vector without roll
|
||||
rollMtxRow1.x = ((1.0f - SQ(u.x)) * cosR) + SQ(u.x);
|
||||
rollMtxRow1.y = ((u.x * u.y) * (1.0f - cosR)) - (u.z * sinR);
|
||||
rollMtxRow1.z = ((u.z * u.x) * (1.0f - cosR)) + (u.y * sinR);
|
||||
|
||||
rollMtxRow2.x = ((u.x * u.y) * (1.0f - cosR)) + (u.z * sinR);
|
||||
rollMtxRow2.y = ((1.0f - SQ(u.y)) * cosR) + SQ(u.y);
|
||||
rollMtxRow2.z = ((u.y * u.z) * (1.0f - cosR)) - (u.x * sinR);
|
||||
|
||||
rollMtxRow3.x = ((u.z * u.x) * (1.0f - cosR)) - (u.y * sinR);
|
||||
rollMtxRow3.y = ((u.y * u.z) * (1.0f - cosR)) + (u.x * sinR);
|
||||
rollMtxRow3.z = ((1.0f - SQ(u.z)) * cosR) + SQ(u.z);
|
||||
|
||||
// Up without roll
|
||||
baseUp.x = -sinP * sinY;
|
||||
baseUp.y = cosP;
|
||||
baseUp.z = -sinP * cosY;
|
||||
|
||||
// rollMtx * baseUp
|
||||
up.x = DOTXYZ(baseUp, rollMtxRow1);
|
||||
up.y = DOTXYZ(baseUp, rollMtxRow2);
|
||||
up.z = DOTXYZ(baseUp, rollMtxRow3);
|
||||
|
||||
*viewUp = up;
|
||||
|
||||
return viewUp;
|
||||
}
|
||||
|
||||
f32 Camera_ClampLERPScale(Camera* camera, f32 maxLERPScale) {
|
||||
|
|
Loading…
Reference in a new issue