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All Effect Overlays and z_effect_soft_sprite_old_init.c OK (#396)
* fix colliderinit typo * dead sound done * deadsound documentation * blast done * progress * spk init * progress * spark done * ss bomb ok * bomb done * cleanup * progress * progress * almost done with bomb2 * clean up gossip stone * more * cleanup and format * remove unused asm file * nonmatching reloc * done i think * mistakes * fix headers * idk how that got in here * EffectSsStick OK * progress * fix conflicting name * progress * splash OK * uname fields * progress * lightning OK * remove unwanted files * kirakira ok * kirakira done * magma OK * remove files * ss_g_fire OK * name funcs * progress * progress * magma2 and kakera OK * eff_ss_dead_dd OK * fcircle OK * stone1 OK * sibuki2 OK * dt_bubble OK * deaddb OK * sibuki OK * dead_ds OK * ice_smoke OK * hitmark OK * hahen OK * k_fire OK * en_fire OK * starting colors * color changes 1 * color switch done * init file data migrated * data cleanup * ice_piece OK * en_ice OK * progress * progress * docs progress * fix blast color names * documentation pass 1 * progress * cleanup pass 2 * touchups * added to functions.h * small changes * fix functions.h * renaming progress * name progress * color enum * more cleanups * enice changes * final cleanups * remove unwanted file * lightning -> shock * pr suggestions * fix comment * remove unwanted comments
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541 changed files with 5667 additions and 15639 deletions
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@ -212,7 +212,7 @@ s32 Math3D_PlaneVsPlaneVsLineClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC,
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* Finds a point on the line from starting point `v0`, and directional vector `dir`
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* which is `dist` length from the starting point. Result is placed in `ret`
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*/
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void Math3D_PointOnInfinteLine(Vec3f* v0, Vec3f* dir, f32 dist, Vec3f* ret) {
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void Math3D_PointOnInfiniteLine(Vec3f* v0, Vec3f* dir, f32 dist, Vec3f* ret) {
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ret->x = (dir->x * dist) + v0->x;
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ret->y = (dir->y * dist) + v0->y;
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ret->z = (dir->z * dist) + v0->z;
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@ -226,7 +226,7 @@ void Math3D_LineSplitRatio(Vec3f* v0, Vec3f* v1, f32 ratio, Vec3f* ret) {
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Vec3f diff;
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Math_Vec3f_Diff(v1, v0, &diff);
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Math3D_PointOnInfinteLine(v0, &diff, ratio, ret);
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Math3D_PointOnInfiniteLine(v0, &diff, ratio, ret);
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}
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/**
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@ -1922,8 +1922,8 @@ s32 Math3D_CylTriVsIntersect(Cylinder16* cyl, TriNorm* tri, Vec3f* intersect) {
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}
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radiusTodistFromCylYIntersectTov0v1 = cyl->radius / distFromCylYIntersectTov0v1;
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Math3D_PointOnInfinteLine(&cylIntersectCenter, &diffMidpointIntersect, radiusTodistFromCylYIntersectTov0v1,
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intersect);
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Math3D_PointOnInfiniteLine(&cylIntersectCenter, &diffMidpointIntersect, radiusTodistFromCylYIntersectTov0v1,
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intersect);
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return true;
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}
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