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Consistent naming for Math_ functions (#542)

* Darkmeiro decompilation

Bg_Gnd_Darkmeiro decompiled, matched, and documented.

* give this a shot

* fix conflict

* one more try

* could be useful

* whoops

* ZAP2 stuff

* ZAP why

* ZAP again

* maths

* Factoriali -> Factorial

* soon, soon

* renames

* rand

* docs

* merged

* formatting

* little more cleanup

* asm crept back in

* changes to MathF

* smooth criminal

* functions.h
This commit is contained in:
petrie911 2020-12-26 04:44:53 -06:00 committed by GitHub
parent 81c269b417
commit 8fa6cb6ff9
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

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@ -236,7 +236,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
} else {
Math_Vec3f_Diff(&bodyDistDiffVec, &newPos, &player->actor.velocity);
player->actor.posRot.rot.x =
atan2s(sqrtf(SQ(bodyDistDiffVec.x) + SQ(bodyDistDiffVec.z)), -bodyDistDiffVec.y);
Math_Atan2S(sqrtf(SQ(bodyDistDiffVec.x) + SQ(bodyDistDiffVec.z)), -bodyDistDiffVec.y);
}
if (phi_f16 < 50.0f) {
@ -254,7 +254,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
Actor_MoveForward(&this->actor);
Math_Vec3f_Diff(&this->actor.posRot.pos, &this->actor.pos4, &prevFrameDiff);
Math_Vec3f_Sum(&this->unk_1E8, &prevFrameDiff, &this->unk_1E8);
this->actor.shape.rot.x = atan2s(this->actor.speedXZ, -this->actor.velocity.y);
this->actor.shape.rot.x = Math_Atan2S(this->actor.speedXZ, -this->actor.velocity.y);
sp60.x = this->unk_1F4.x - (this->unk_1E8.x - this->unk_1F4.x);
sp60.y = this->unk_1F4.y - (this->unk_1E8.y - this->unk_1F4.y);
sp60.z = this->unk_1F4.z - (this->unk_1E8.z - this->unk_1F4.z);
@ -332,8 +332,8 @@ void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
Math_Vec3f_Diff(&player->unk_3C8, &this->actor.posRot.pos, &sp78);
sp58 = SQ(sp78.x) + SQ(sp78.z);
sp5C = sqrtf(sp58);
Matrix_RotateY(Math_atan2f(sp78.x, sp78.z), MTXMODE_APPLY);
Matrix_RotateX(Math_atan2f(-sp78.y, sp5C), MTXMODE_APPLY);
Matrix_RotateY(Math_FAtan2F(sp78.x, sp78.z), MTXMODE_APPLY);
Matrix_RotateX(Math_FAtan2F(-sp78.y, sp5C), MTXMODE_APPLY);
Matrix_Scale(0.015f, 0.015f, sqrtf(SQ(sp78.y) + sp58) * 0.01f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_arms_hook.c", 910),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);