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Small Math_Vec3f_Yaw
doc (#1433)
* Small `Math_Vec3f_Yaw` doc * remove actor from arg names --------- Co-authored-by: fig02 <fig02srl@gmail.com>
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4 changed files with 32 additions and 14 deletions
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@ -354,8 +354,9 @@ void Actor_MoveXZGravity(Actor* actor);
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void Actor_UpdateVelocityXYZ(Actor* actor);
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void Actor_MoveXYZ(Actor* actor);
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void Actor_SetProjectileSpeed(Actor* actor, f32 speedXYZ);
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s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB);
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s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint);
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s16 Actor_WorldYawTowardActor(Actor* origin, Actor* target);
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s16 Actor_FocusYawTowardActor(Actor* origin, Actor* target);
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s16 Actor_WorldYawTowardPoint(Actor* origin, Vec3f* point);
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f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB);
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f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint);
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s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB);
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@ -856,7 +857,7 @@ void Math_Vec3f_Scale(Vec3f* vec, f32 scaleF);
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f32 Math_Vec3f_DistXYZ(Vec3f* a, Vec3f* b);
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f32 Math_Vec3f_DistXYZAndStoreDiff(Vec3f* a, Vec3f* b, Vec3f* dest);
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f32 Math_Vec3f_DistXZ(Vec3f* a, Vec3f* b);
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s16 Math_Vec3f_Yaw(Vec3f* a, Vec3f* b);
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s16 Math_Vec3f_Yaw(Vec3f* origin, Vec3f* point);
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s16 Math_Vec3f_Pitch(Vec3f* a, Vec3f* b);
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void Actor_ProcessInitChain(Actor* actor, InitChainEntry* ichain);
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f32 Math_SmoothStepToF(f32* pValue, f32 target, f32 fraction, f32 step, f32 minStep);
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@ -915,16 +915,25 @@ void Actor_UpdatePosByAnimation(Actor* actor, SkelAnime* skelAnime) {
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actor->world.pos.z += posDiff.z * actor->scale.z;
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}
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s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB) {
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return Math_Vec3f_Yaw(&actorA->world.pos, &actorB->world.pos);
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/**
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* @return Yaw towards `target` for `origin`, using world positions.
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*/
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s16 Actor_WorldYawTowardActor(Actor* origin, Actor* target) {
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return Math_Vec3f_Yaw(&origin->world.pos, &target->world.pos);
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}
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s16 Actor_FocusYawTowardActor(Actor* actorA, Actor* actorB) {
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return Math_Vec3f_Yaw(&actorA->focus.pos, &actorB->focus.pos);
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/**
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* @return Yaw towards `target` for `origin`, using focus positions.
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*/
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s16 Actor_FocusYawTowardActor(Actor* origin, Actor* target) {
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return Math_Vec3f_Yaw(&origin->focus.pos, &target->focus.pos);
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}
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s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint) {
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return Math_Vec3f_Yaw(&actor->world.pos, refPoint);
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/**
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* @return Yaw towards `point` for `origin`.
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*/
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s16 Actor_WorldYawTowardPoint(Actor* origin, Vec3f* point) {
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return Math_Vec3f_Yaw(&origin->world.pos, point);
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}
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s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB) {
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@ -300,9 +300,14 @@ f32 Math_Vec3f_DiffY(Vec3f* a, Vec3f* b) {
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return b->y - a->y;
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}
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s16 Math_Vec3f_Yaw(Vec3f* a, Vec3f* b) {
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f32 dx = b->x - a->x;
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f32 dz = b->z - a->z;
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/**
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* @param origin Position of the origin, the location from which to look at the target `point`
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* @param point Position of the target point, in the same space as `origin`
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* @return The yaw towards `point` when at `origin`, assuming +z is forwards.
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*/
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s16 Math_Vec3f_Yaw(Vec3f* origin, Vec3f* point) {
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f32 dx = point->x - origin->x;
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f32 dz = point->z - origin->z;
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return Math_Atan2S(dz, dx);
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}
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@ -20,8 +20,11 @@ Vec3f OnePointCutscene_AddVecGeoToVec3f(Vec3f* a, VecGeo* geo) {
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return sum;
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}
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s16 OnePointCutscene_Vec3fYaw(Vec3f* vec1, Vec3f* vec2) {
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return CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(vec2->x - vec1->x, vec2->z - vec1->z)));
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/**
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* @see Math_Vec3f_Yaw
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*/
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s16 OnePointCutscene_Vec3fYaw(Vec3f* origin, Vec3f* point) {
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return CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(point->x - origin->x, point->z - origin->z)));
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}
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void OnePointCutscene_Vec3sToVec3f(Vec3f* src, Vec3s* dst) {
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