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Angle cleanup - BINANG_TO_RAD, BINANG_TO_RAD_ALT (#1158)

* Run formatter

* Touch up angle macros (parentheses and hex constants)

* Add `BINANG_TO_RAD_ALT`

* Swap `BINANG_TO_RAD` and `BINANG_TO_RAD_ALT`

* Run formatter
This commit is contained in:
Dragorn421 2022-03-20 01:16:33 +01:00 committed by GitHub
parent 4f6967b027
commit 0e5ecdcd73
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
65 changed files with 170 additions and 170 deletions

View file

@ -131,5 +131,5 @@ s16 Math_Atan2S(f32 x, f32 y) {
}
f32 Math_Atan2F(f32 x, f32 y) {
return Math_Atan2S(x, y) * (M_PI / 32768.0f);
return BINANG_TO_RAD(Math_Atan2S(x, y));
}

View file

@ -47,7 +47,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf
Matrix_Put(&sp60);
if (dlist != gCircleShadowDL) {
Matrix_RotateY(actor->shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(actor->shape.rot.y), MTXMODE_APPLY);
}
temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale;
@ -398,7 +398,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
actor->focus.pos.z, MTXMODE_NEW);
Matrix_RotateY((f32)((u16)(globalCtx->gameplayFrames * 3000)) * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD((u16)(globalCtx->gameplayFrames * 3000)), MTXMODE_APPLY);
Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);

View file

@ -906,7 +906,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(GlobalContext* globalCtx, s32 limbInde
if (this->unk_6C2 != 0) {
Matrix_Translate(pos->x, ((Math_CosS(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateX(this->unk_6C2 * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(this->unk_6C2), MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
pos->x = pos->y = pos->z = 0.0f;
rot->x = rot->y = rot->z = 0;
@ -922,17 +922,17 @@ s32 Player_OverrideLimbDrawGameplayCommon(GlobalContext* globalCtx, s32 limbInde
rot->z += this->unk_6B6;
} else if (limbIndex == PLAYER_LIMB_UPPER) {
if (this->unk_6B0 != 0) {
Matrix_RotateZ(0x44C * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateY(this->unk_6B0 * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(0x44C), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(this->unk_6B0), MTXMODE_APPLY);
}
if (this->unk_6BE != 0) {
Matrix_RotateY(this->unk_6BE * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(this->unk_6BE), MTXMODE_APPLY);
}
if (this->unk_6BC != 0) {
Matrix_RotateX(this->unk_6BC * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(this->unk_6BC), MTXMODE_APPLY);
}
if (this->unk_6C0 != 0) {
Matrix_RotateZ(this->unk_6C0 * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(this->unk_6C0), MTXMODE_APPLY);
}
} else if (limbIndex == PLAYER_LIMB_L_THIGH) {
func_8008F87C(globalCtx, this, &this->skelAnime, pos, rot, PLAYER_LIMB_L_THIGH, PLAYER_LIMB_L_SHIN,