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Angle cleanup - RADF_TO_BINANG
(#1155)
* Run formatter * Touch up angle macros (parentheses and hex constants) * Use `RADF_TO_BINANG` more
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aab5bc9211
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61b864a89c
45 changed files with 120 additions and 128 deletions
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@ -687,9 +687,9 @@ void BossTw_FlyTo(BossTw* this, GlobalContext* globalCtx) {
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yDiff = this->targetPos.y - this->actor.world.pos.y;
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zDiff = this->targetPos.z - this->actor.world.pos.z;
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yawTarget = (s16)(Math_FAtan2F(xDiff, zDiff) * (32768.0f / M_PI));
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yawTarget = RADF_TO_BINANG(Math_FAtan2F(xDiff, zDiff));
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xzDist = sqrtf(SQ(xDiff) + SQ(zDiff));
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pitchTarget = (s16)(Math_FAtan2F(yDiff, xzDist) * (32768.0f / M_PI));
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pitchTarget = RADF_TO_BINANG(Math_FAtan2F(yDiff, xzDist));
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Math_ApproachS(&this->actor.world.rot.x, pitchTarget, 0xA, this->rotateSpeed);
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Math_ApproachS(&this->actor.world.rot.y, yawTarget, 0xA, this->rotateSpeed);
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@ -2360,8 +2360,8 @@ void BossTw_DeathBall(BossTw* this, GlobalContext* globalCtx) {
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yDiff = this->targetPos.y - this->actor.world.pos.y;
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zDiff = this->targetPos.z - this->actor.world.pos.z;
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yaw = Math_FAtan2F(xDiff, zDiff) * (32768 / M_PI);
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Math_ApproachS(&this->actor.world.rot.x, Math_FAtan2F(yDiff, sqrtf(SQ(xDiff) + SQ(zDiff))) * (32768 / M_PI), 5,
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yaw = RADF_TO_BINANG(Math_FAtan2F(xDiff, zDiff));
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Math_ApproachS(&this->actor.world.rot.x, RADF_TO_BINANG(Math_FAtan2F(yDiff, sqrtf(SQ(xDiff) + SQ(zDiff)))), 5,
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this->rotateSpeed);
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Math_ApproachS(&this->actor.world.rot.y, yaw, 5, this->rotateSpeed);
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func_8002D908(&this->actor);
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@ -3924,10 +3924,10 @@ void BossTw_BlastFire(BossTw* this, GlobalContext* globalCtx) {
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yDiff = (player->actor.world.pos.y + 30.0f) - this->actor.world.pos.y;
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zDiff = player->actor.world.pos.z - this->actor.world.pos.z;
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// yaw
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this->actor.world.rot.y = Math_FAtan2F(xDiff, zDiff) * (32768 / M_PI);
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this->actor.world.rot.y = RADF_TO_BINANG(Math_FAtan2F(xDiff, zDiff));
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// pitch
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distXZ = sqrtf(SQ(xDiff) + SQ(zDiff));
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this->actor.world.rot.x = Math_FAtan2F(yDiff, distXZ) * (32768 / M_PI);
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this->actor.world.rot.x = RADF_TO_BINANG(Math_FAtan2F(yDiff, distXZ));
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this->actor.speedXZ = 20.0f;
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for (i = 0; i < 50; i++) {
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@ -4114,9 +4114,9 @@ void BossTw_BlastIce(BossTw* this, GlobalContext* globalCtx) {
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xDiff = player->actor.world.pos.x - this->actor.world.pos.x;
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yDiff = (player->actor.world.pos.y + 30.0f) - this->actor.world.pos.y;
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zDiff = player->actor.world.pos.z - this->actor.world.pos.z;
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this->actor.world.rot.y = Math_FAtan2F(xDiff, zDiff) * (32768 / M_PI);
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this->actor.world.rot.y = RADF_TO_BINANG(Math_FAtan2F(xDiff, zDiff));
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xzDist = sqrtf(SQ(xDiff) + SQ(zDiff));
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this->actor.world.rot.x = Math_FAtan2F(yDiff, xzDist) * (32768 / M_PI);
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this->actor.world.rot.x = RADF_TO_BINANG(Math_FAtan2F(yDiff, xzDist));
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this->actor.speedXZ = 20.0f;
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for (i = 0; i < 50; i++) {
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this->blastTailPos[i] = this->actor.world.pos;
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@ -5383,9 +5383,9 @@ void BossTw_TwinrovaSetupFly(BossTw* this, GlobalContext* globalCtx) {
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this->actionFunc = BossTw_TwinrovaFly;
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this->rotateSpeed = 0.0f;
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this->actor.speedXZ = 0.0f;
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this->actor.world.rot.y = Math_FAtan2F(xDiff, zDiff) * (32768 / M_PI);
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this->actor.world.rot.y = RADF_TO_BINANG(Math_FAtan2F(xDiff, zDiff));
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xzDist = sqrtf(SQ(xDiff) + SQ(zDiff));
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this->actor.world.rot.x = Math_FAtan2F(yDiff, xzDist) * (32768 / M_PI);
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this->actor.world.rot.x = RADF_TO_BINANG(Math_FAtan2F(yDiff, xzDist));
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Animation_MorphToLoop(&this->skelAnime, &object_tw_Anim_032BF8, -10.0f);
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}
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@ -5402,12 +5402,9 @@ void BossTw_TwinrovaFly(BossTw* this, GlobalContext* globalCtx) {
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xDiff = this->targetPos.x - this->actor.world.pos.x;
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yDiff = this->targetPos.y - this->actor.world.pos.y;
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zDiff = this->targetPos.z - this->actor.world.pos.z;
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// Convert from radians to degrees, then degrees to binary angle
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yaw = (s16)(Math_FAtan2F(xDiff, zDiff) * ((180.0f / M_PI) * (65536.0f / 360.0f)));
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yaw = RADF_TO_BINANG(Math_FAtan2F(xDiff, zDiff));
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xzDist = sqrtf(SQ(xDiff) + SQ(zDiff));
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Math_ApproachS(&this->actor.world.rot.x,
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(f32)(s16)(Math_FAtan2F(yDiff, xzDist) * ((180.0f / M_PI) * (65536.0f / 360.0f))), 0xA,
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this->rotateSpeed);
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Math_ApproachS(&this->actor.world.rot.x, (f32)RADF_TO_BINANG(Math_FAtan2F(yDiff, xzDist)), 0xA, this->rotateSpeed);
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Math_ApproachS(&this->actor.world.rot.y, yaw, 0xA, this->rotateSpeed);
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Math_ApproachS(&this->actor.shape.rot.y, yaw, 0xA, this->rotateSpeed);
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Math_ApproachF(&this->rotateSpeed, 2000.0f, 1.0f, 100.0f);
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