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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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@ -72,7 +72,7 @@ extern SkeletonHeader D_050036F0;
void EnButte_SelectFlightParams(EnButte* this, EnButteFlightParams* flightParams) {
if (this->flightParamsIdx == 0) {
if (Math_Rand_ZeroOne() < 0.6f) {
if (Rand_ZeroOne() < 0.6f) {
this->flightParamsIdx = 1;
} else {
this->flightParamsIdx = 2;
@ -81,7 +81,7 @@ void EnButte_SelectFlightParams(EnButte* this, EnButteFlightParams* flightParams
this->flightParamsIdx = 0;
}
this->timer = Math_Rand_S16Offset(flightParams->minTime, flightParams->maxTime);
this->timer = Rand_S16Offset(flightParams->minTime, flightParams->maxTime);
}
static f32 sTransformationEffectScale = 0.0f;
@ -107,7 +107,7 @@ void EnButte_DrawTransformationEffect(EnButte* this, GlobalContext* globalCtx) {
func_80093C14(globalCtx->state.gfxCtx);
alpha = Math_Sins(sTransformationEffectAlpha) * 250;
alpha = Math_SinS(sTransformationEffectAlpha) * 250;
alpha = CLAMP(alpha, 0, 255);
Camera_GetCamDir(&camDir, ACTIVE_CAM);
@ -152,9 +152,9 @@ void EnButte_Init(Actor* thisx, GlobalContext* globalCtx) {
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderInit, this->colliderItems);
this->actor.colChkInfo.mass = 0;
this->unk_25C = Math_Rand_ZeroOne() * 0xFFFF;
this->unk_25E = Math_Rand_ZeroOne() * 0xFFFF;
this->unk_260 = Math_Rand_ZeroOne() * 0xFFFF;
this->unk_25C = Rand_ZeroOne() * 0xFFFF;
this->unk_25E = Rand_ZeroOne() * 0xFFFF;
this->unk_260 = Rand_ZeroOne() * 0xFFFF;
SkelAnime_ChangeAnim(&this->skelAnime, &D_05002470, 1.0f, 0.0f, 0.0f, 1, 0.0f);
EnButte_SetupFlyAround(this);
this->actor.shape.rot.x -= 0x2320;
@ -174,8 +174,8 @@ void func_809CD56C(EnButte* this) {
static f32 D_809CE3E0[] = { 50.0f, 80.0f, 100.0f };
static f32 D_809CE3EC[] = { 30.0f, 40.0f, 50.0f };
this->actor.shape.unk_08 += Math_Sins(this->unk_25C) * D_809CE3E0[this->flightParamsIdx] +
Math_Sins(this->unk_25E) * D_809CE3EC[this->flightParamsIdx];
this->actor.shape.unk_08 += Math_SinS(this->unk_25C) * D_809CE3E0[this->flightParamsIdx] +
Math_SinS(this->unk_25E) * D_809CE3EC[this->flightParamsIdx];
this->actor.shape.unk_08 = CLAMP(this->actor.shape.unk_08, -2000.0f, 2000.0f);
}
@ -183,8 +183,8 @@ void func_809CD634(EnButte* this) {
static f32 D_809CE3F8[] = { 15.0f, 20.0f, 25.0f };
static f32 D_809CE404[] = { 7.5f, 10.0f, 12.5f };
this->actor.shape.unk_08 += Math_Sins(this->unk_25C) * D_809CE3F8[this->flightParamsIdx] +
Math_Sins(this->unk_25E) * D_809CE404[this->flightParamsIdx];
this->actor.shape.unk_08 += Math_SinS(this->unk_25C) * D_809CE3F8[this->flightParamsIdx] +
Math_SinS(this->unk_25E) * D_809CE404[this->flightParamsIdx];
this->actor.shape.unk_08 = CLAMP(this->actor.shape.unk_08, -500.0f, 500.0f);
}
@ -192,7 +192,7 @@ void EnButte_Turn(EnButte* this) {
s16 target = this->actor.posRot.rot.y + 0x8000;
s16 diff = target - this->actor.shape.rot.y;
Math_ApproxUpdateScaledS(&this->actor.shape.rot.y, target, ABS(diff) >> 3);
Math_ScaledStepToS(&this->actor.shape.rot.y, target, ABS(diff) >> 3);
this->actor.shape.rot.x = (s16)(sinf(this->unk_260) * 600.0f) - 0x2320;
}
@ -214,7 +214,7 @@ void EnButte_FlyAround(EnButte* this, GlobalContext* globalCtx) {
distSqFromHome = Math3D_Dist2DSq(this->actor.posRot.pos.x, this->actor.posRot.pos.z, this->actor.initPosRot.pos.x,
this->actor.initPosRot.pos.z);
func_809CD56C(this);
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, flightParams->speedXZTarget, flightParams->speedXZScale,
Math_SmoothStepToF(&this->actor.speedXZ, flightParams->speedXZTarget, flightParams->speedXZScale,
flightParams->speedXZStep, 0.0f);
if (this->unk_257 == 1) {
@ -230,17 +230,17 @@ void EnButte_FlyAround(EnButte* this, GlobalContext* globalCtx) {
if ((this->flightParamsIdx != 0) && ((distSqFromHome > maxDistSqFromHome) || (this->timer < 4))) {
yaw = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.initPosRot.pos);
if (Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, yaw, flightParams->rotYStep) == 0) {
if (Math_ScaledStepToS(&this->actor.posRot.rot.y, yaw, flightParams->rotYStep) == 0) {
minAnimSpeed = 0.5f;
}
} else if ((this->unk_257 == 0) && (this->actor.child != NULL) && (this->actor.child != &this->actor)) {
yaw = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.child->posRot.pos);
if (Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, yaw, rotStep) == 0) {
if (Math_ScaledStepToS(&this->actor.posRot.rot.y, yaw, rotStep) == 0) {
minAnimSpeed = 0.3f;
}
} else if (this->unk_257 == 1) {
yaw = this->actor.yawTowardsLink + 0x8000 + (s16)((Math_Rand_ZeroOne() - 0.5f) * 0x6000);
if (Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, yaw, rotStep) == 0) {
yaw = this->actor.yawTowardsLink + 0x8000 + (s16)((Rand_ZeroOne() - 0.5f) * 0x6000);
if (Math_ScaledStepToS(&this->actor.posRot.rot.y, yaw, rotStep) == 0) {
minAnimSpeed = 0.4f;
}
} else {
@ -249,8 +249,8 @@ void EnButte_FlyAround(EnButte* this, GlobalContext* globalCtx) {
EnButte_Turn(this);
animSpeed = this->actor.speedXZ / 2.0f + Math_Rand_ZeroOne() * 0.2f + (1.0f - Math_Sins(this->unk_260)) * 0.15f +
(1.0f - Math_Sins(this->unk_25E)) * 0.3f + minAnimSpeed;
animSpeed = this->actor.speedXZ / 2.0f + Rand_ZeroOne() * 0.2f + (1.0f - Math_SinS(this->unk_260)) * 0.15f +
(1.0f - Math_SinS(this->unk_25E)) * 0.3f + minAnimSpeed;
this->skelAnime.animPlaybackSpeed = CLAMP(animSpeed, 0.2f, 1.5f);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
@ -288,17 +288,17 @@ void EnButte_FollowLink(EnButte* this, GlobalContext* globalCtx) {
s16 yaw;
func_809CD634(this);
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, flightParams->speedXZTarget, flightParams->speedXZScale,
Math_SmoothStepToF(&this->actor.speedXZ, flightParams->speedXZTarget, flightParams->speedXZScale,
flightParams->speedXZStep, 0.0f);
minAnimSpeed = 0.0f;
if ((this->flightParamsIdx != 0) && (this->timer < 12)) {
swordTip.x = player->swordInfo[0].tip.x + Math_Sins(player->actor.shape.rot.y) * 10.0f;
swordTip.x = player->swordInfo[0].tip.x + Math_SinS(player->actor.shape.rot.y) * 10.0f;
swordTip.y = player->swordInfo[0].tip.y;
swordTip.z = player->swordInfo[0].tip.z + Math_Coss(player->actor.shape.rot.y) * 10.0f;
swordTip.z = player->swordInfo[0].tip.z + Math_CosS(player->actor.shape.rot.y) * 10.0f;
yaw = Math_Vec3f_Yaw(&this->actor.posRot.pos, &swordTip) + (s16)(Math_Rand_ZeroOne() * D_809CE410);
if (Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, yaw, 2000) != 0) {
yaw = Math_Vec3f_Yaw(&this->actor.posRot.pos, &swordTip) + (s16)(Rand_ZeroOne() * D_809CE410);
if (Math_ScaledStepToS(&this->actor.posRot.rot.y, yaw, 2000) != 0) {
if (globalCtx->gameplayFrames % 2) {
this->actor.posRot.rot.y += (s16)(sinf(this->unk_25C) * 60.0f);
}
@ -311,8 +311,8 @@ void EnButte_FollowLink(EnButte* this, GlobalContext* globalCtx) {
EnButte_Turn(this);
animSpeed = this->actor.speedXZ / 2.0f + Math_Rand_ZeroOne() * 0.2f + (1.0f - Math_Sins(this->unk_260)) * 0.15f +
(1.0f - Math_Sins(this->unk_25E)) * 0.3f + minAnimSpeed;
animSpeed = this->actor.speedXZ / 2.0f + Rand_ZeroOne() * 0.2f + (1.0f - Math_SinS(this->unk_260)) * 0.15f +
(1.0f - Math_SinS(this->unk_25E)) * 0.3f + minAnimSpeed;
this->skelAnime.animPlaybackSpeed = CLAMP(animSpeed, 0.2f, 1.5f);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
@ -399,7 +399,7 @@ void EnButte_Update(Actor* thisx, GlobalContext* globalCtx) {
if (this->actor.update != NULL) {
Actor_MoveForward(&this->actor);
Math_ApproxF(&this->actor.posRot.pos.y, this->posYTarget, 0.6f);
Math_StepToF(&this->actor.posRot.pos.y, this->posYTarget, 0.6f);
if (this->actor.xyzDistFromLinkSq < 5000.0f) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}