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decompile z_camera (#398)
* cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
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parent
dadee87f94
commit
321388673b
243 changed files with 13819 additions and 28653 deletions
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@ -952,7 +952,7 @@ f32 Actor_HeightDiff(Actor* actorA, Actor* actorB) {
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return actorB->posRot.pos.y - actorA->posRot.pos.y;
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}
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f32 Player_GetCameraYOffset(Player* player) {
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f32 Player_GetHeight(Player* player) {
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f32 offset = (player->stateFlags1 & 0x800000) ? 32.0f : 0.0f;
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if (LINK_IS_ADULT) {
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@ -1012,7 +1012,7 @@ void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) {
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void func_8002DE74(GlobalContext* globalCtx, Player* player) {
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if ((globalCtx->roomCtx.curRoom.unk_03 != 4) && func_800C0CB8(globalCtx)) {
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func_8005A77C(Gameplay_GetCamera(globalCtx, 0), 6);
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Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, 0), CAM_SET_HORSE0);
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}
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}
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@ -1206,7 +1206,7 @@ void func_8002E4B4(GlobalContext* globalCtx, Actor* actor, f32 arg2, f32 arg3, f
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u32 sp60;
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CollisionPoly* sp5C;
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f32 sp58;
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UNK_TYPE sp54;
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WaterBox* sp54;
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f32 sp50;
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Vec3f ripplePos;
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@ -2166,10 +2166,10 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
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Lights_Draw(lights, globalCtx->state.gfxCtx);
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if (actor->flags & 0x1000) {
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func_800D1694(actor->posRot.pos.x + globalCtx->mainCamera.unk_80.x,
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func_800D1694(actor->posRot.pos.x + globalCtx->mainCamera.skyboxOffset.x,
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actor->posRot.pos.y +
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(f32)((actor->shape.unk_08 * actor->scale.y) + globalCtx->mainCamera.unk_80.y),
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actor->posRot.pos.z + globalCtx->mainCamera.unk_80.z, &actor->shape.rot);
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(f32)((actor->shape.unk_08 * actor->scale.y) + globalCtx->mainCamera.skyboxOffset.y),
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actor->posRot.pos.z + globalCtx->mainCamera.skyboxOffset.z, &actor->shape.rot);
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} else {
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func_800D1694(actor->posRot.pos.x, actor->posRot.pos.y + (actor->shape.unk_08 * actor->scale.y),
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actor->posRot.pos.z, &actor->shape.rot);
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@ -2846,7 +2846,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalC
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if ((player != NULL) && (actor == player->unk_664)) {
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func_8008EDF0(player);
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func_8005A444(Gameplay_GetCamera(globalCtx, Gameplay_GetActiveCamId(globalCtx)), 0);
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Camera_ChangeMode(Gameplay_GetCamera(globalCtx, Gameplay_GetActiveCamId(globalCtx)), 0);
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}
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if (actor == actorCtx->targetCtx.arrowPointedActor) {
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@ -3831,7 +3831,7 @@ s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
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Player* player = PLAYER;
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f32 var;
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if ((globalCtx->csCtx.state != 0) || (D_8011D394 != 0)) {
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if ((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) {
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var = Math_Vec3f_DistXYZ(&actor->posRot.pos, &globalCtx->view.eye) * 0.25f;
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} else {
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var = Math_Vec3f_DistXYZ(&actor->posRot.pos, &player->actor.posRot.pos);
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@ -5474,7 +5474,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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actor->posRot2.pos = actor->posRot.pos;
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actor->posRot2.pos.y += arg4;
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if (!(((globalCtx->csCtx.state != 0) || (D_8011D394 != 0)) && (gSaveContext.entranceIndex == 0x00EE))) {
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if (!(((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE))) {
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var = actor->yawTowardsLink - actor->shape.rot.y;
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abs_var = ABS(var);
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if (abs_var >= 0x4300) {
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@ -5483,7 +5483,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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}
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}
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if (((globalCtx->csCtx.state != 0) || (D_8011D394 != 0)) && (gSaveContext.entranceIndex == 0x00EE)) {
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if (((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE)) {
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sp2C = globalCtx->view.eye;
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} else {
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sp2C = player->actor.posRot2.pos;
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@ -5503,7 +5503,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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actor->posRot2.pos = arg4;
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if (!(((globalCtx->csCtx.state != 0) || (D_8011D394 != 0)) && (gSaveContext.entranceIndex == 0x00EE))) {
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if (!(((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE))) {
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var = actor->yawTowardsLink - actor->shape.rot.y;
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abs_var = ABS(var);
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if (abs_var >= 0x4300) {
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@ -5512,7 +5512,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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}
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}
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if (((globalCtx->csCtx.state != 0) || (D_8011D394 != 0)) && (gSaveContext.entranceIndex == 0x00EE)) {
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if (((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE)) {
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sp24 = globalCtx->view.eye;
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} else {
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sp24 = player->actor.posRot2.pos;
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