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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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@ -63,22 +63,22 @@ void ObjHamishi_Shake(ObjHamishi* this) {
this->shakePosPhase += 5000;
this->shakeRotPhase += 0xE10;
Math_ApproxF(&this->shakePosSize, 0.0f, 0.15f);
Math_ApproxF(&this->shakeRotSize, 0.0f, 40.0f);
Math_StepToF(&this->shakePosSize, 0.0f, 0.15f);
Math_StepToF(&this->shakeRotSize, 0.0f, 40.0f);
this->actor.posRot.pos.x =
this->actor.initPosRot.pos.x + (Math_Sins(this->shakePosPhase * 4) * this->shakePosSize);
this->actor.initPosRot.pos.x + (Math_SinS(this->shakePosPhase * 4) * this->shakePosSize);
this->actor.posRot.pos.z =
this->actor.initPosRot.pos.z + (Math_Coss(this->shakePosPhase * 7) * this->shakePosSize);
this->actor.initPosRot.pos.z + (Math_CosS(this->shakePosPhase * 7) * this->shakePosSize);
this->actor.shape.rot.x =
this->actor.initPosRot.rot.x + (s16)(Math_Sins(this->shakeRotPhase * 4) * this->shakeRotSize);
this->actor.initPosRot.rot.x + (s16)(Math_SinS(this->shakeRotPhase * 4) * this->shakeRotSize);
this->actor.shape.rot.z =
this->actor.initPosRot.rot.z + (s16)(Math_Coss(this->shakeRotPhase * 7) * this->shakeRotSize);
this->actor.initPosRot.rot.z + (s16)(Math_CosS(this->shakeRotPhase * 7) * this->shakeRotSize);
} else {
Math_ApproxF(&this->actor.posRot.pos.x, this->actor.initPosRot.pos.x, 1.0f);
Math_ApproxF(&this->actor.posRot.pos.z, this->actor.initPosRot.pos.z, 1.0f);
Math_ApproxUpdateScaledS(&this->actor.shape.rot.x, this->actor.initPosRot.rot.x, 0xBB8);
Math_ApproxUpdateScaledS(&this->actor.shape.rot.z, this->actor.initPosRot.rot.z, 0xBB8);
Math_StepToF(&this->actor.posRot.pos.x, this->actor.initPosRot.pos.x, 1.0f);
Math_StepToF(&this->actor.posRot.pos.z, this->actor.initPosRot.pos.z, 1.0f);
Math_ScaledStepToS(&this->actor.shape.rot.x, this->actor.initPosRot.rot.x, 0xBB8);
Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.initPosRot.rot.z, 0xBB8);
}
}
@ -96,16 +96,16 @@ void ObjHamishi_Break(ObjHamishi* this, GlobalContext* globalCtx) {
for (i = 0; i < ARRAY_COUNT(sEffectScales); i++) {
phi_s0 += 20000;
temp_f20 = Math_Rand_ZeroOne() * 10.0f;
pos.x = (Math_Sins(phi_s0) * temp_f20) + this->actor.posRot.pos.x;
pos.y = (Math_Rand_ZeroOne() * 40.0f) + this->actor.posRot.pos.y + 5.0f;
pos.z = (Math_Coss(phi_s0) * temp_f20) + this->actor.posRot.pos.z;
temp_f20 = Rand_ZeroOne() * 10.0f;
pos.x = (Math_SinS(phi_s0) * temp_f20) + this->actor.posRot.pos.x;
pos.y = (Rand_ZeroOne() * 40.0f) + this->actor.posRot.pos.y + 5.0f;
pos.z = (Math_CosS(phi_s0) * temp_f20) + this->actor.posRot.pos.z;
temp_f20 = (Math_Rand_ZeroOne() * 10.0f) + 2.0f;
velocity.x = Math_Sins(phi_s0) * temp_f20;
temp_f22 = Math_Rand_ZeroOne();
velocity.y = (Math_Rand_ZeroOne() * i * 2.5f) + (temp_f22 * 15.0f);
velocity.z = Math_Coss(phi_s0) * temp_f20;
temp_f20 = (Rand_ZeroOne() * 10.0f) + 2.0f;
velocity.x = Math_SinS(phi_s0) * temp_f20;
temp_f22 = Rand_ZeroOne();
velocity.y = (Rand_ZeroOne() * i * 2.5f) + (temp_f22 * 15.0f);
velocity.z = Math_CosS(phi_s0) * temp_f20;
if (i == 0) {
phi_v0 = 41;
@ -135,8 +135,7 @@ void ObjHamishi_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.uncullZoneForward += 1000.0f;
}
if (this->actor.shape.rot.y == 0) {
this->actor.shape.rot.y = this->actor.posRot.rot.y = this->actor.initPosRot.rot.y =
Math_Rand_ZeroFloat(65536.0f);
this->actor.shape.rot.y = this->actor.posRot.rot.y = this->actor.initPosRot.rot.y = Rand_ZeroFloat(65536.0f);
}
ObjHamishi_InitCollision(&this->actor, globalCtx);