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https://github.com/zeldaret/oot.git
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Rename MtxF members to use the common convention (#923)
* Rename MtxF members like xy -> now_21 * Revert comments I didn't mean to commit * Rename c*/r* temps in `SkinMatrix_MtxFMtxFMult` * Rename MtxF members like now_21 -> yx
This commit is contained in:
parent
7728f75d2a
commit
430a172183
20 changed files with 683 additions and 683 deletions
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@ -211,9 +211,9 @@ Gfx* BgHidanRsekizou_DrawFireball(GlobalContext* globalCtx, BgHidanRsekizou* thi
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mf->xx = mf->yy = mf->zz = (0.7f * fVar6) + 0.5f;
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tmpf7 = (((((0.7f * fVar6) + 0.5f) * 10.0f) * fVar6) + 20.0f);
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mf->wx = (tmpf7 * sins) + this->dyna.actor.world.pos.x;
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mf->wy = (this->dyna.actor.world.pos.y + 30.0f) + ((7.0f / 10.0f) * fVar6);
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mf->wz = (tmpf7 * coss) + this->dyna.actor.world.pos.z;
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mf->xw = (tmpf7 * sins) + this->dyna.actor.world.pos.x;
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mf->yw = (this->dyna.actor.world.pos.y + 30.0f) + ((7.0f / 10.0f) * fVar6);
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mf->zw = (tmpf7 * coss) + this->dyna.actor.world.pos.z;
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gSPMatrix(displayList++,
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Matrix_MtxFToMtx(Matrix_CheckFloats(mf, "../z_bg_hidan_rsekizou.c", 543),
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@ -244,16 +244,16 @@ Gfx* func_8088EB54(GlobalContext* globalCtx, BgHidanSima* this, Gfx* gfx) {
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v0 = 3 - (this->timer >> 1);
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v0 = CLAMP_MIN(v0, 0);
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mtxF.wx = this->dyna.actor.world.pos.x + ((79 - ((this->timer % 6) * 4)) + v0 * 25) * sin;
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mtxF.wz = this->dyna.actor.world.pos.z + ((79 - ((this->timer % 6) * 4)) + v0 * 25) * cos;
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mtxF.wy = this->dyna.actor.world.pos.y + 40.0f;
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mtxF.xw = this->dyna.actor.world.pos.x + ((79 - ((this->timer % 6) * 4)) + v0 * 25) * sin;
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mtxF.zw = this->dyna.actor.world.pos.z + ((79 - ((this->timer % 6) * 4)) + v0 * 25) * cos;
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mtxF.yw = this->dyna.actor.world.pos.y + 40.0f;
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mtxF.zz = v0 * 0.4f + 1.0f;
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mtxF.yy = v0 * 0.4f + 1.0f;
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mtxF.xx = v0 * 0.4f + 1.0f;
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for (s3 = v0; s3 < phi_s5; s3++) {
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mtxF.wx += 25.0f * sin;
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mtxF.wz += 25.0f * cos;
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mtxF.xw += 25.0f * sin;
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mtxF.zw += 25.0f * cos;
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mtxF.xx += 0.4f;
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mtxF.yy += 0.4f;
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mtxF.zz += 0.4f;
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@ -265,8 +265,8 @@ Gfx* func_8088EB54(GlobalContext* globalCtx, BgHidanSima* this, Gfx* gfx) {
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gfx++, gFireTempleFireballDL);
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}
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mtxF.wx = this->dyna.actor.world.pos.x + (phi_s5 * 25 + 80) * sin;
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mtxF.wz = this->dyna.actor.world.pos.z + (phi_s5 * 25 + 80) * cos;
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mtxF.xw = this->dyna.actor.world.pos.x + (phi_s5 * 25 + 80) * sin;
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mtxF.zw = this->dyna.actor.world.pos.z + (phi_s5 * 25 + 80) * cos;
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gSPSegment(gfx++, 0x09, SEGMENTED_TO_VIRTUAL(sFireballsTexs[(this->timer + s3) % 7]));
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gSPMatrix(gfx++,
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Matrix_MtxFToMtx(Matrix_CheckFloats(&mtxF, "../z_bg_hidan_sima.c", 624),
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@ -171,15 +171,15 @@ void func_809C5BA8(EnBomChu* this, CollisionPoly* floorPoly, GlobalContext* glob
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if (1) {}
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mf.xx = this->unk_16C.x;
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mf.xy = this->unk_16C.y;
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mf.xz = this->unk_16C.z;
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mf.yx = this->unk_16C.y;
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mf.zx = this->unk_16C.z;
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mf.yx = sp84.x;
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mf.xy = sp84.x;
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mf.yy = sp84.y;
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mf.yz = sp84.z;
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mf.zy = sp84.z;
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mf.zx = this->unk_154.x;
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mf.zy = this->unk_154.y;
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mf.xz = this->unk_154.x;
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mf.yz = this->unk_154.y;
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mf.zz = this->unk_154.z;
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Matrix_MtxFToYXZRotS(&mf, &this->actor.world.rot, 0);
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@ -310,13 +310,13 @@ void EnBrob_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, V
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Matrix_Get(&mtx);
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if (limbIndex == 3) {
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this->colliders[0].dim.pos.x = mtx.wx;
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this->colliders[0].dim.pos.y = mtx.wy;
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this->colliders[0].dim.pos.z = mtx.wz;
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this->colliders[0].dim.pos.x = mtx.xw;
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this->colliders[0].dim.pos.y = mtx.yw;
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this->colliders[0].dim.pos.z = mtx.zw;
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} else if (limbIndex == 8) {
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this->colliders[1].dim.pos.x = mtx.wx;
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this->colliders[1].dim.pos.y = (mtx.wy + 7.0f);
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this->colliders[1].dim.pos.z = mtx.wz;
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this->colliders[1].dim.pos.x = mtx.xw;
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this->colliders[1].dim.pos.y = (mtx.yw + 7.0f);
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this->colliders[1].dim.pos.z = mtx.zw;
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}
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}
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@ -1192,10 +1192,10 @@ void EnDekubaba_DrawStemExtended(EnDekubaba* this, GlobalContext* globalCtx) {
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}
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for (i = 0; i < stemSections; i++) {
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mtx.wy += 20.0f * Math_SinS(this->stemSectionAngle[i]) * this->size;
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mtx.yw += 20.0f * Math_SinS(this->stemSectionAngle[i]) * this->size;
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horizontalStepSize = 20.0f * Math_CosS(this->stemSectionAngle[i]) * this->size;
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mtx.wx -= horizontalStepSize * Math_SinS(this->actor.shape.rot.y);
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mtx.wz -= horizontalStepSize * Math_CosS(this->actor.shape.rot.y);
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mtx.xw -= horizontalStepSize * Math_SinS(this->actor.shape.rot.y);
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mtx.zw -= horizontalStepSize * Math_CosS(this->actor.shape.rot.y);
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Matrix_Put(&mtx);
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Matrix_RotateRPY(this->stemSectionAngle[i], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
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@ -1209,9 +1209,9 @@ void EnDekubaba_DrawStemExtended(EnDekubaba* this, GlobalContext* globalCtx) {
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if (i == 0) {
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if (this->actionFunc != EnDekubaba_Sway) {
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this->actor.focus.pos.x = mtx.wx;
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this->actor.focus.pos.y = mtx.wy;
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this->actor.focus.pos.z = mtx.wz;
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this->actor.focus.pos.x = mtx.xw;
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this->actor.focus.pos.y = mtx.yw;
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this->actor.focus.pos.z = mtx.zw;
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} else {
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this->actor.focus.pos.x = this->actor.home.pos.x;
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this->actor.focus.pos.y = this->actor.home.pos.y + (40.0f * this->size);
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@ -1221,9 +1221,9 @@ void EnDekubaba_DrawStemExtended(EnDekubaba* this, GlobalContext* globalCtx) {
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if ((i < 2) && (this->actor.colorFilterTimer != 0)) {
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// checking colorFilterTimer ensures that spA4 has been initialized earlier, so not a bug
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this->bodyPartsPos[i].x = mtx.wx;
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this->bodyPartsPos[i].y = mtx.wy - spA4;
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this->bodyPartsPos[i].z = mtx.wz;
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this->bodyPartsPos[i].x = mtx.xw;
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this->bodyPartsPos[i].y = mtx.yw - spA4;
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this->bodyPartsPos[i].z = mtx.zw;
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}
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}
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@ -756,9 +756,9 @@ void EnFirefly_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
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if ((limbIndex == 15) || (limbIndex == 21)) {
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if (this->actionFunc != EnFirefly_Die) {
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Matrix_Get(&mtx);
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effPos.x = (Rand_ZeroOne() * 5.0f) + mtx.wx;
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effPos.y = (Rand_ZeroOne() * 5.0f) + mtx.wy;
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effPos.z = (Rand_ZeroOne() * 5.0f) + mtx.wz;
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effPos.x = (Rand_ZeroOne() * 5.0f) + mtx.xw;
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effPos.y = (Rand_ZeroOne() * 5.0f) + mtx.yw;
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effPos.z = (Rand_ZeroOne() * 5.0f) + mtx.zw;
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effScaleStep = -40;
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effLife = 3;
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} else {
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@ -375,8 +375,8 @@ void EnHonotrap_FlameMove(EnHonotrap* this, GlobalContext* globalCtx) {
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Vec3f tempVel;
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Vec3f shieldVec;
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shieldVec.x = -player->shieldMf.zx;
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shieldVec.y = -player->shieldMf.zy;
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shieldVec.x = -player->shieldMf.xz;
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shieldVec.y = -player->shieldMf.yz;
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shieldVec.z = -player->shieldMf.zz;
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EnHonotrap_GetNormal(&shieldNorm, &shieldVec);
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@ -913,9 +913,9 @@ void EnPoField_PostLimDraw2(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
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}
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Matrix_Get(&sLimb7Mtx);
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if (this->actionFunc == EnPoField_Death && this->actionTimer == 27) {
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this->actor.world.pos.x = sLimb7Mtx.wx;
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this->actor.world.pos.y = sLimb7Mtx.wy;
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this->actor.world.pos.z = sLimb7Mtx.wz;
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this->actor.world.pos.x = sLimb7Mtx.xw;
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this->actor.world.pos.y = sLimb7Mtx.yw;
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this->actor.world.pos.z = sLimb7Mtx.zw;
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}
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Lights_PointGlowSetInfo(&this->lightInfo, vec.x, vec.y, vec.z, this->soulColor.r, this->soulColor.g,
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this->soulColor.b, this->soulColor.a * (200.0f / 255));
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@ -1061,9 +1061,9 @@ void EnPoh_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
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}
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Matrix_Get(&this->unk_368);
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if (this->actionFunc == func_80ADF15C && this->unk_198 == 27) {
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this->actor.world.pos.x = this->unk_368.wx;
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this->actor.world.pos.y = this->unk_368.wy;
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this->actor.world.pos.z = this->unk_368.wz;
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this->actor.world.pos.x = this->unk_368.xw;
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this->actor.world.pos.y = this->unk_368.yw;
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this->actor.world.pos.z = this->unk_368.zw;
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}
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Lights_PointGlowSetInfo(&this->lightInfo, this->colliderSph.elements[0].dim.worldSphere.center.x,
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this->colliderSph.elements[0].dim.worldSphere.center.y,
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@ -90,20 +90,20 @@ s32 func_80B0BE20(EnSw* this, CollisionPoly* poly) {
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this->unk_37C.z = this->unk_37C.z * (1.0f / temp_f0);
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this->unk_364 = sp44;
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this->unk_3D8.xx = this->unk_370.x;
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this->unk_3D8.xy = this->unk_370.y;
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this->unk_3D8.xz = this->unk_370.z;
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this->unk_3D8.xw = 0.0f;
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this->unk_3D8.yx = this->unk_364.x;
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this->unk_3D8.yy = this->unk_364.y;
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this->unk_3D8.yz = this->unk_364.z;
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this->unk_3D8.yw = 0.0f;
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this->unk_3D8.zx = this->unk_37C.x;
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this->unk_3D8.zy = this->unk_37C.y;
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this->unk_3D8.zz = this->unk_37C.z;
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this->unk_3D8.zw = 0.0f;
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this->unk_3D8.yx = this->unk_370.y;
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this->unk_3D8.zx = this->unk_370.z;
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this->unk_3D8.wx = 0.0f;
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this->unk_3D8.xy = this->unk_364.x;
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this->unk_3D8.yy = this->unk_364.y;
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this->unk_3D8.zy = this->unk_364.z;
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this->unk_3D8.wy = 0.0f;
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this->unk_3D8.xz = this->unk_37C.x;
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this->unk_3D8.yz = this->unk_37C.y;
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this->unk_3D8.zz = this->unk_37C.z;
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this->unk_3D8.wz = 0.0f;
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this->unk_3D8.xw = 0.0f;
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this->unk_3D8.yw = 0.0f;
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this->unk_3D8.zw = 0.0f;
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this->unk_3D8.ww = 1.0f;
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Matrix_MtxFToYXZRotS(&this->unk_3D8, &this->actor.world.rot, 0);
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//! @bug: Does not return.
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@ -405,20 +405,20 @@ s32 func_80B0CCF4(EnSw* this, f32* arg1) {
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this->unk_37C.y *= temp_f0;
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this->unk_37C.z *= temp_f0;
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sp2C.xx = this->unk_370.x;
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sp2C.xy = this->unk_370.y;
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sp2C.xz = this->unk_370.z;
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sp2C.xw = 0.0f;
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sp2C.yx = this->unk_364.x;
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sp2C.yy = this->unk_364.y;
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sp2C.yz = this->unk_364.z;
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sp2C.yw = 0.0f;
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sp2C.zx = this->unk_37C.x;
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sp2C.zy = this->unk_37C.y;
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sp2C.zz = this->unk_37C.z;
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sp2C.zw = 0.0f;
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sp2C.yx = this->unk_370.y;
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sp2C.zx = this->unk_370.z;
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sp2C.wx = 0.0f;
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sp2C.xy = this->unk_364.x;
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sp2C.yy = this->unk_364.y;
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sp2C.zy = this->unk_364.z;
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sp2C.wy = 0.0f;
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sp2C.xz = this->unk_37C.x;
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sp2C.yz = this->unk_37C.y;
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sp2C.zz = this->unk_37C.z;
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sp2C.wz = 0.0f;
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sp2C.xw = 0.0f;
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sp2C.yw = 0.0f;
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sp2C.zw = 0.0f;
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sp2C.ww = 1.0f;
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Matrix_MtxFToYXZRotS(&sp2C, &this->actor.world.rot, 0);
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return true;
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@ -190,13 +190,13 @@ void func_80B86F68(ItemShield* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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MtxF* shield = &player->shieldMf;
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this->actor.world.pos.x = shield->wx;
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this->actor.world.pos.y = shield->wy;
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this->actor.world.pos.z = shield->wz;
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this->actor.world.pos.x = shield->xw;
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this->actor.world.pos.y = shield->yw;
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this->actor.world.pos.z = shield->zw;
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this->unk_19C &= ~2;
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this->actor.shape.rot.y = Math_Atan2S(-shield->zz, -shield->zx);
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this->actor.shape.rot.x = Math_Atan2S(-shield->zy, sqrtf(shield->zz * shield->zz + shield->zx * shield->zx));
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this->actor.shape.rot.y = Math_Atan2S(-shield->zz, -shield->xz);
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this->actor.shape.rot.x = Math_Atan2S(-shield->yz, sqrtf(shield->zz * shield->zz + shield->xz * shield->xz));
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if (ABS(this->actor.shape.rot.x) > 0x4000) {
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this->unk_19C |= 1;
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@ -274,10 +274,10 @@ void MirRay_SetIntensity(MirRay* this, GlobalContext* globalCtx) {
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this->reflectIntensity = 0.0f;
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if (MirRay_CheckInFrustum(&this->sourcePt, &this->poolPt, shieldMtx->wx, shieldMtx->wy, shieldMtx->wz,
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if (MirRay_CheckInFrustum(&this->sourcePt, &this->poolPt, shieldMtx->xw, shieldMtx->yw, shieldMtx->zw,
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this->sourceEndRad, this->poolEndRad)) {
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temp_f0 = sqrtf(SQ(shieldMtx->zz) + (SQ(shieldMtx->zx) + SQ(shieldMtx->zy)));
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temp_f0 = sqrtf(SQ(shieldMtx->zz) + (SQ(shieldMtx->xz) + SQ(shieldMtx->yz)));
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if (temp_f0 == 0.0f) {
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this->reflectRange = 1.0f;
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@ -293,7 +293,7 @@ void MirRay_SetIntensity(MirRay* this, GlobalContext* globalCtx) {
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sp4C[1] = this->poolPt.y - this->sourcePt.y;
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sp4C[2] = this->poolPt.z - this->sourcePt.z;
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temp_f2_2 = -shieldMtx->zx * sp4C[0] - shieldMtx->zy * sp4C[1] - shieldMtx->zz * sp4C[2];
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temp_f2_2 = -shieldMtx->xz * sp4C[0] - shieldMtx->yz * sp4C[1] - shieldMtx->zz * sp4C[2];
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if (temp_f2_2 < 0.0f) {
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temp_f0_2 = sqrtf(SQ(sp4C[0]) + SQ(sp4C[1]) + SQ(sp4C[2]));
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@ -319,19 +319,19 @@ void MirRay_SetupReflectionPolys(MirRay* this, GlobalContext* globalCtx, MirRayS
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shieldMtx = &player->shieldMf;
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sp60.x = -((*shieldMtx).zx * this->reflectRange) * this->reflectIntensity * 400.0f;
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sp60.y = -((*shieldMtx).zy * this->reflectRange) * this->reflectIntensity * 400.0f;
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sp60.x = -((*shieldMtx).xz * this->reflectRange) * this->reflectIntensity * 400.0f;
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sp60.y = -((*shieldMtx).yz * this->reflectRange) * this->reflectIntensity * 400.0f;
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sp60.z = -((*shieldMtx).zz * this->reflectRange) * this->reflectIntensity * 400.0f;
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sp60 = sp60; // Need something involving sp60 or the whole function changes
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for (i = 0; i < 6; i++) {
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posA.x = ((*shieldMtx).wx + (this->shieldCorners[i].x * (*shieldMtx).xx)) +
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(this->shieldCorners[i].y * (*shieldMtx).yx);
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posA.y = ((*shieldMtx).wy + (this->shieldCorners[i].x * (*shieldMtx).xy)) +
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posA.x = ((*shieldMtx).xw + (this->shieldCorners[i].x * (*shieldMtx).xx)) +
|
||||
(this->shieldCorners[i].y * (*shieldMtx).xy);
|
||||
posA.y = ((*shieldMtx).yw + (this->shieldCorners[i].x * (*shieldMtx).yx)) +
|
||||
(this->shieldCorners[i].y * (*shieldMtx).yy);
|
||||
posA.z = ((*shieldMtx).wz + (this->shieldCorners[i].x * (*shieldMtx).xz)) +
|
||||
(this->shieldCorners[i].y * (*shieldMtx).yz);
|
||||
posA.z = ((*shieldMtx).zw + (this->shieldCorners[i].x * (*shieldMtx).zx)) +
|
||||
(this->shieldCorners[i].y * (*shieldMtx).zy);
|
||||
posB.x = sp60.x + posA.x;
|
||||
posB.y = sp60.y + posA.y;
|
||||
posB.z = sp60.z + posA.z;
|
||||
|
@ -383,25 +383,25 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
|
|||
|
||||
shieldMtx = &player->shieldMf;
|
||||
|
||||
spE8.x = -(shieldMtx->zx * this->reflectRange) * this->reflectIntensity * 400.0f;
|
||||
spE8.y = -(shieldMtx->zy * this->reflectRange) * this->reflectIntensity * 400.0f;
|
||||
spE8.x = -(shieldMtx->xz * this->reflectRange) * this->reflectIntensity * 400.0f;
|
||||
spE8.y = -(shieldMtx->yz * this->reflectRange) * this->reflectIntensity * 400.0f;
|
||||
spE8.z = -(shieldMtx->zz * this->reflectRange) * this->reflectIntensity * 400.0f;
|
||||
|
||||
vecB.x = shieldMtx->wx;
|
||||
vecB.y = shieldMtx->wy;
|
||||
vecB.z = shieldMtx->wz;
|
||||
vecB.x = shieldMtx->xw;
|
||||
vecB.y = shieldMtx->yw;
|
||||
vecB.z = shieldMtx->zw;
|
||||
|
||||
vecD.x = spE8.x + vecB.x;
|
||||
vecD.y = spE8.y + vecB.y;
|
||||
vecD.z = spE8.z + vecB.z;
|
||||
|
||||
vecA.x = vecB.x + (shieldMtx->xx * 300.0f);
|
||||
vecA.y = vecB.y + (shieldMtx->xy * 300.0f);
|
||||
vecA.z = vecB.z + (shieldMtx->xz * 300.0f);
|
||||
vecA.y = vecB.y + (shieldMtx->yx * 300.0f);
|
||||
vecA.z = vecB.z + (shieldMtx->zx * 300.0f);
|
||||
|
||||
vecC.x = vecD.x + (shieldMtx->xx * 300.0f);
|
||||
vecC.y = vecD.y + (shieldMtx->xy * 300.0f);
|
||||
vecC.z = vecD.z + (shieldMtx->xz * 300.0f);
|
||||
vecC.y = vecD.y + (shieldMtx->yx * 300.0f);
|
||||
vecC.z = vecD.z + (shieldMtx->zx * 300.0f);
|
||||
|
||||
Collider_SetQuadVertices(&this->shieldRay, &vecA, &vecB, &vecC, &vecD);
|
||||
|
||||
|
@ -430,8 +430,8 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
|
|||
spE8 = spE8; // Required to match
|
||||
|
||||
sp10C.x = (shieldMtx->xx * 100.0f) + vecB.x;
|
||||
sp10C.y = (shieldMtx->xy * 100.0f) + vecB.y;
|
||||
sp10C.z = (shieldMtx->xz * 100.0f) + vecB.z;
|
||||
sp10C.y = (shieldMtx->yx * 100.0f) + vecB.y;
|
||||
sp10C.z = (shieldMtx->zx * 100.0f) + vecB.z;
|
||||
|
||||
sp100.x = (spE8.x * 4.0f) + sp10C.x;
|
||||
sp100.y = (spE8.y * 4.0f) + sp10C.y;
|
||||
|
@ -439,7 +439,7 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
|
|||
|
||||
normalVec = normalVec; // Required to match
|
||||
|
||||
currentReflection->mtx.wz = 0.0f;
|
||||
currentReflection->mtx.zw = 0.0f;
|
||||
|
||||
if (1) {}
|
||||
if (1) {}
|
||||
|
@ -448,21 +448,21 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
|
|||
|
||||
currentReflection->mtx.xx = currentReflection->mtx.yy = currentReflection->mtx.zz =
|
||||
currentReflection->mtx.ww = 1.0f;
|
||||
currentReflection->mtx.xy = currentReflection->mtx.xz = currentReflection->mtx.xw =
|
||||
currentReflection->mtx.yx = currentReflection->mtx.yz = currentReflection->mtx.yw =
|
||||
currentReflection->mtx.zx = currentReflection->mtx.zy = currentReflection->mtx.zw =
|
||||
currentReflection->mtx.wx = currentReflection->mtx.wy = currentReflection->mtx.wz;
|
||||
currentReflection->mtx.yx = currentReflection->mtx.zx = currentReflection->mtx.wx =
|
||||
currentReflection->mtx.xy = currentReflection->mtx.zy = currentReflection->mtx.wy =
|
||||
currentReflection->mtx.xz = currentReflection->mtx.yz = currentReflection->mtx.wz =
|
||||
currentReflection->mtx.xw = currentReflection->mtx.yw = currentReflection->mtx.zw;
|
||||
|
||||
if (Math3D_LineSegVsPlane(normalVec.x, normalVec.y, normalVec.z,
|
||||
currentReflection->reflectionPoly->dist, &sp10C, &sp100, &intersection, 1)) {
|
||||
currentReflection->mtx.xx = intersection.x - sp118.x;
|
||||
currentReflection->mtx.xy = intersection.y - sp118.y;
|
||||
currentReflection->mtx.xz = intersection.z - sp118.z;
|
||||
currentReflection->mtx.yx = intersection.y - sp118.y;
|
||||
currentReflection->mtx.zx = intersection.z - sp118.z;
|
||||
}
|
||||
|
||||
sp10C.x = (shieldMtx->yx * 100.0f) + vecB.x;
|
||||
sp10C.x = (shieldMtx->xy * 100.0f) + vecB.x;
|
||||
sp10C.y = (shieldMtx->yy * 100.0f) + vecB.y;
|
||||
sp10C.z = (shieldMtx->yz * 100.0f) + vecB.z;
|
||||
sp10C.z = (shieldMtx->zy * 100.0f) + vecB.z;
|
||||
|
||||
sp100.x = (spE8.x * 4.0f) + sp10C.x;
|
||||
sp100.y = (spE8.y * 4.0f) + sp10C.y;
|
||||
|
@ -470,9 +470,9 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
|
|||
|
||||
if (Math3D_LineSegVsPlane(normalVec.x, normalVec.y, normalVec.z,
|
||||
currentReflection->reflectionPoly->dist, &sp10C, &sp100, &intersection, 1)) {
|
||||
currentReflection->mtx.yx = intersection.x - sp118.x;
|
||||
currentReflection->mtx.xy = intersection.x - sp118.x;
|
||||
currentReflection->mtx.yy = intersection.y - sp118.y;
|
||||
currentReflection->mtx.yz = intersection.z - sp118.z;
|
||||
currentReflection->mtx.zy = intersection.z - sp118.z;
|
||||
}
|
||||
} else {
|
||||
currentReflection->reflectionPoly = NULL;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue