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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
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1329 changed files with 8413 additions and 8374 deletions
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@ -605,16 +605,16 @@ void DemoEffect_MedalSparkle(DemoEffect* this, GlobalContext* globalCtx, s32 isS
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accel.z = 0.0f;
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if (isSmallSpawner) {
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velocity.x = Math_Rand_ZeroOne() - 0.5f;
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velocity.z = Math_Rand_ZeroOne() - 0.5f;
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velocity.x = Rand_ZeroOne() - 0.5f;
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velocity.z = Rand_ZeroOne() - 0.5f;
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} else {
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velocity.x = (Math_Rand_ZeroOne() - 0.5f) * 2.0f;
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velocity.z = (Math_Rand_ZeroOne() - 0.5f) * 2.0f;
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velocity.x = (Rand_ZeroOne() - 0.5f) * 2.0f;
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velocity.z = (Rand_ZeroOne() - 0.5f) * 2.0f;
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}
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pos.x = Math_Rand_CenteredFloat(10.0f) + this->actor.posRot.pos.x;
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pos.y = Math_Rand_CenteredFloat(10.0f) + this->actor.posRot.pos.y;
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pos.z = Math_Rand_CenteredFloat(10.0f) + this->actor.posRot.pos.z;
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pos.x = Rand_CenteredFloat(10.0f) + this->actor.posRot.pos.x;
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pos.y = Rand_CenteredFloat(10.0f) + this->actor.posRot.pos.y;
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pos.z = Rand_CenteredFloat(10.0f) + this->actor.posRot.pos.z;
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EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, 1000, 16);
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}
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@ -1075,7 +1075,7 @@ void DemoEffect_UpdateLightEffect(DemoEffect* this, GlobalContext* globalCtx) {
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break;
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case 3:
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Math_SmoothScaleMaxMinF(&this->actor.scale.x, 0.0f, 0.1f, 0.1f, 0.005f);
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Math_SmoothStepToF(&this->actor.scale.x, 0.0f, 0.1f, 0.1f, 0.005f);
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Actor_SetScale(&this->actor, this->actor.scale.x);
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break;
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@ -1487,7 +1487,7 @@ void DemoEffect_MoveJewelActivateDoorOfTime(DemoEffect* this, GlobalContext* glo
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}
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if (startPos.x != endPos.x || startPos.y != endPos.y || startPos.z != endPos.z) {
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this->jewelCsRotation.x = atan2f(endPos.z - startPos.z, -(endPos.x - startPos.x)) * (0x8000 / M_PI);
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this->jewelCsRotation.x = Math_Atan2F(endPos.z - startPos.z, -(endPos.x - startPos.x)) * (0x8000 / M_PI);
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this->jewelCsRotation.y = Math_Vec3f_Yaw(&startPos, &endPos);
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}
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@ -1525,8 +1525,8 @@ void DemoEffect_JewelSparkle(DemoEffect* this, GlobalContext* globalCtx, s32 spa
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primColor.a = 0;
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for (i = 0; i < spawnerCount; i++) {
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velocity.x = (Math_Rand_ZeroOne() - 0.5f) * 1.5f;
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velocity.z = (Math_Rand_ZeroOne() - 0.5f) * 1.5f;
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velocity.x = (Rand_ZeroOne() - 0.5f) * 1.5f;
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velocity.z = (Rand_ZeroOne() - 0.5f) * 1.5f;
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EffectSsKiraKira_SpawnDispersed(globalCtx, &this->actor.posRot.pos, &velocity, &accel, &primColor, &envColor,
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3000, 16);
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@ -1639,8 +1639,8 @@ void DemoEffect_UpdateDust(DemoEffect* this, GlobalContext* globalCtx) {
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pos = this->actor.posRot.pos;
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pos.y += 600.0f;
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pos.x += Math_Rand_CenteredFloat(300.0f);
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pos.z += 200.0f + Math_Rand_CenteredFloat(300.0f);
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pos.x += Rand_CenteredFloat(300.0f);
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pos.z += 200.0f + Rand_CenteredFloat(300.0f);
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velocity.z = 0.0f;
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velocity.x = 0.0f;
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@ -2109,8 +2109,8 @@ void DemoEffect_FaceToCsEndpoint(DemoEffect* this, Vec3f startPos, Vec3f endPos)
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f32 z = endPos.z - startPos.z;
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f32 xzDistance = sqrtf(SQ(x) + SQ(z));
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this->actor.shape.rot.y = Math_atan2f(x, z) * (32768.0f / M_PI);
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this->actor.shape.rot.x = Math_atan2f(-(endPos.y - startPos.y), xzDistance) * (32768.0f / M_PI);
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this->actor.shape.rot.y = Math_FAtan2F(x, z) * (32768.0f / M_PI);
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this->actor.shape.rot.x = Math_FAtan2F(-(endPos.y - startPos.y), xzDistance) * (32768.0f / M_PI);
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}
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/**
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