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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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243 changed files with 13819 additions and 28653 deletions
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@ -75,7 +75,7 @@ void EffectSsEnFire_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this) {
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OPEN_DISPS(gfxCtx, "../z_eff_en_fire.c", 169);
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Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
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camYaw = (func_8005A9F4(ACTIVE_CAM) + 0x8000);
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camYaw = (Camera_GetCamDirYaw(ACTIVE_CAM) + 0x8000);
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Matrix_RotateY(camYaw * 0.0000958738f, MTXMODE_APPLY);
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scale = Math_Sins(this->life * 0x333) * (this->rScale * 0.00005f);
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@ -91,9 +91,9 @@ void EffectSsFireTail_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this)
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Player* player = PLAYER;
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s16 bodyPart = this->rBodyPart;
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this->pos.x = player->bodyPartsPos[bodyPart].x - (Math_Sins(func_8005A9F4(ACTIVE_CAM)) * 5.0f);
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this->pos.x = player->bodyPartsPos[bodyPart].x - (Math_Sins(Camera_GetCamDirYaw(ACTIVE_CAM)) * 5.0f);
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this->pos.y = player->bodyPartsPos[bodyPart].y;
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this->pos.z = player->bodyPartsPos[bodyPart].z - (Math_Coss(func_8005A9F4(ACTIVE_CAM)) * 5.0f);
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this->pos.z = player->bodyPartsPos[bodyPart].z - (Math_Coss(Camera_GetCamDirYaw(ACTIVE_CAM)) * 5.0f);
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Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
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}
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@ -101,11 +101,11 @@ void EffectSsFireTail_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this)
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Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
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}
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yaw = Math_Vec3f_Yaw(&scale, &this->vec) - func_8005A9F4(ACTIVE_CAM);
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yaw = Math_Vec3f_Yaw(&scale, &this->vec) - Camera_GetCamDirYaw(ACTIVE_CAM);
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temp1 = fabsf(Math_Coss(yaw));
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temp2 = Math_Sins(yaw);
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dist = Math_Vec3f_DistXZ(&scale, &this->vec) / (this->rReg10 * 0.1f);
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Matrix_RotateY((s16)(func_8005A9F4(ACTIVE_CAM) + 0x8000) * 0.0000958738f, MTXMODE_APPLY);
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Matrix_RotateY((s16)(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x8000) * 0.0000958738f, MTXMODE_APPLY);
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Matrix_RotateZ(temp2 * this->rReg2 * dist * 0.017453292f, MTXMODE_APPLY);
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temp2 = 1.0f - ((f32)(this->life + 1) / this->rLifespan);
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temp2 = 1.0f - SQ(temp2);
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@ -132,8 +132,8 @@ void EffectSsLightning_Update(GlobalContext* globalCtx, u32 index, EffectSs* thi
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pos.y = this->pos.y + (Math_Sins(this->rYaw - 0x4000) * scale);
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scale = Math_Coss(this->rYaw - 0x4000) * scale;
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pos.x = this->pos.x - (Math_Coss(func_8005A948(ACTIVE_CAM)) * scale);
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pos.z = this->pos.z + (Math_Sins(func_8005A948(ACTIVE_CAM)) * scale);
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pos.x = this->pos.x - (Math_Coss(Camera_GetInputDirYaw(ACTIVE_CAM)) * scale);
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pos.z = this->pos.z + (Math_Sins(Camera_GetInputDirYaw(ACTIVE_CAM)) * scale);
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EffectSsLightning_NewLightning(globalCtx, &pos, yaw, this);
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@ -95,7 +95,7 @@ void EffectSsSibuki_Update(GlobalContext* globalCtx, u32 index, EffectSs* this)
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this->rMoveDelay--;
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if (this->rMoveDelay == 0) {
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yaw = func_8005A948(Gameplay_GetCamera(globalCtx, 0));
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yaw = Camera_GetInputDirYaw(Gameplay_GetCamera(globalCtx, 0));
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xzVelScale = ((200.0f + KREG(20)) * 0.01f) + ((0.1f * Math_Rand_ZeroOne()) * (KREG(23) + 20.0f));
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if (this->rDirection != 0) {
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