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Names for some view things (#1191)
* Names for some view things * Review: ORTHOGRAPHIC → ORTHO * Review: dirty → dirtyFlags * Review: Doc comment style * Review: Define constants in terms of each other * Review: Rename the ApplyToOverlay functions * Update include/z64.h Co-authored-by: fig02 <fig02srl@gmail.com> * Review: Better View_LookAtInternal doc * arg1 → mask * View_LookAtInternal → View_LookAtUnsafe * Review: View_SanityCheckEyePosition → View_ErrorCheckEyePosition * sViewNotInitialized → sLogOnNextViewInit * Remove VIEW_FORCE_ALL * near/far → zNear/zFar Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * lookAt → at Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * near/far → zNear/zFar * View_ApplyPerspective/Ortho: Remove from header instead of commenting * lookAt → at * Add fwd decls * Fix external view->at accesses * Missed these somehow * lookAt → at * Omit "Apply" in comments * dirtyFlags → flags * View_ApplyScissor → View_ApplyShrinkWindow * Update src/code/z_view.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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24 changed files with 210 additions and 170 deletions
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@ -526,9 +526,9 @@ void DemoKankyo_DrawRain(Actor* thisx, GlobalContext* globalCtx) {
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for (i = 0; i < 30; i++) {
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s32 pad[2];
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dx = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
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dy = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
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dz = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
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dx = globalCtx->view.at.x - globalCtx->view.eye.x;
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dy = globalCtx->view.at.y - globalCtx->view.eye.y;
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dz = globalCtx->view.at.z - globalCtx->view.eye.z;
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norm = sqrtf(SQ(dx) + SQ(dy) + SQ(dz));
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if (globalCtx->sceneNum != SCENE_TOKINOMA) {
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@ -187,13 +187,13 @@ void func_809B5670(EnAttackNiw* this, GlobalContext* globalCtx) {
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this->actor.speedXZ = 10.0f;
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tmpf1 = (this->unk_298.x + globalCtx->view.lookAt.x) - globalCtx->view.eye.x;
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tmpf2 = (this->unk_298.y + globalCtx->view.lookAt.y) - globalCtx->view.eye.y;
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tmpf3 = (this->unk_298.z + globalCtx->view.lookAt.z) - globalCtx->view.eye.z;
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tmpf1 = (this->unk_298.x + globalCtx->view.at.x) - globalCtx->view.eye.x;
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tmpf2 = (this->unk_298.y + globalCtx->view.at.y) - globalCtx->view.eye.y;
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tmpf3 = (this->unk_298.z + globalCtx->view.at.z) - globalCtx->view.eye.z;
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sp34.x = globalCtx->view.lookAt.x + tmpf1;
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sp34.y = globalCtx->view.lookAt.y + tmpf2;
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sp34.z = globalCtx->view.lookAt.z + tmpf3;
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sp34.x = globalCtx->view.at.x + tmpf1;
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sp34.y = globalCtx->view.at.y + tmpf2;
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sp34.z = globalCtx->view.at.z + tmpf3;
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this->unk_2D4 = Math_Vec3f_Yaw(&this->actor.world.pos, &sp34);
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this->unk_2D0 = Math_Vec3f_Pitch(&this->actor.world.pos, &sp34) * -1.0f;
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@ -77,9 +77,9 @@ void EnBomBowlPit_DetectHit(EnBomBowlPit* this, GlobalContext* globalCtx) {
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this->unk_1C8.x = this->unk_1C8.y = this->unk_1C8.z = 0.1f;
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this->unk_1A4.x = this->unk_1A4.y = this->unk_1A4.z = 0.1f;
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this->unk_180.x = this->unk_168.x = globalCtx->view.lookAt.x;
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this->unk_180.y = this->unk_168.y = globalCtx->view.lookAt.y;
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this->unk_180.z = this->unk_168.z = globalCtx->view.lookAt.z;
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this->unk_180.x = this->unk_168.x = globalCtx->view.at.x;
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this->unk_180.y = this->unk_168.y = globalCtx->view.at.y;
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this->unk_180.z = this->unk_168.z = globalCtx->view.at.z;
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this->unk_18C.x = this->unk_174.x = globalCtx->view.eye.x;
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this->unk_18C.y = this->unk_174.y = globalCtx->view.eye.y;
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@ -313,9 +313,9 @@ void EnDivingGame_SetupRupeeThrow(EnDivingGame* this, GlobalContext* globalCtx)
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this->rupeesLeftToThrow = 10;
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}
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this->unk_2DC.x = this->unk_2DC.y = this->unk_2DC.z = this->unk_300.x = this->unk_300.y = this->unk_300.z = 0.1f;
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this->camLookAt.x = globalCtx->view.lookAt.x;
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this->camLookAt.y = globalCtx->view.lookAt.y;
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this->camLookAt.z = globalCtx->view.lookAt.z;
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this->camLookAt.x = globalCtx->view.at.x;
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this->camLookAt.y = globalCtx->view.at.y;
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this->camLookAt.z = globalCtx->view.at.z;
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this->camEye.x = globalCtx->view.eye.x;
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this->camEye.y = globalCtx->view.eye.y + 80.0f;
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this->camEye.z = globalCtx->view.eye.z + 250.0f;
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@ -164,9 +164,9 @@ void EnEncount2_SpawnRocks(EnEncount2* this, GlobalContext* globalCtx) {
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}
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if (spawnerState != ENCOUNT2_INACTIVE) {
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// Direction vector for the direction the camera is facing
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tempVec1X = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
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tempVec1Y = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
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tempVec1Z = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
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tempVec1X = globalCtx->view.at.x - globalCtx->view.eye.x;
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tempVec1Y = globalCtx->view.at.y - globalCtx->view.eye.y;
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tempVec1Z = globalCtx->view.at.z - globalCtx->view.eye.z;
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// Normalised direction vector for the direction the camera is facing
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magnitude = sqrtf(SQ(tempVec1X) + SQ(tempVec1Y) + SQ(tempVec1Z));
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@ -279,9 +279,9 @@ void EnExItem_BowlPrize(EnExItem* this, GlobalContext* globalCtx) {
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if (this->type == EXITEM_BOMBCHUS_BOWLING) {
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sp3C = 220.0f;
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}
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tmpf1 = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
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tmpf2 = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
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tmpf3 = globalCtx->view.lookAt.z + sp3C - globalCtx->view.eye.z;
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tmpf1 = globalCtx->view.at.x - globalCtx->view.eye.x;
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tmpf2 = globalCtx->view.at.y - globalCtx->view.eye.y;
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tmpf3 = globalCtx->view.at.z + sp3C - globalCtx->view.eye.z;
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tmpf4 = sqrtf(SQ(tmpf1) + SQ(tmpf2) + SQ(tmpf3));
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tmpf5 = (tmpf1 / tmpf4) * 5.0f;
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@ -362,9 +362,9 @@ void EnExItem_TargetPrizeApproach(EnExItem* this, GlobalContext* globalCtx) {
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if (this->timer != 0) {
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if (this->prizeRotateTimer != 0) {
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tmpf1 = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
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tmpf2 = globalCtx->view.lookAt.y - 10.0f - globalCtx->view.eye.y;
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tmpf3 = globalCtx->view.lookAt.z + 10.0f - globalCtx->view.eye.z;
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tmpf1 = globalCtx->view.at.x - globalCtx->view.eye.x;
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tmpf2 = globalCtx->view.at.y - 10.0f - globalCtx->view.eye.y;
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tmpf3 = globalCtx->view.at.z + 10.0f - globalCtx->view.eye.z;
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tmpf4 = sqrtf(SQ(tmpf1) + SQ(tmpf2) + SQ(tmpf3));
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tmpf5 = (tmpf1 / tmpf4) * 5.0f;
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@ -347,9 +347,9 @@ void EnNiw_SpawnAttackCucco(EnNiw* this, GlobalContext* globalCtx) {
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Actor* attackCucco;
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if ((this->timer5 == 0) && (this->unk_296 < 7)) {
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viewX = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
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viewY = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
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viewZ = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
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viewX = globalCtx->view.at.x - globalCtx->view.eye.x;
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viewY = globalCtx->view.at.y - globalCtx->view.eye.y;
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viewZ = globalCtx->view.at.z - globalCtx->view.eye.z;
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attackCuccoPos.x = ((Rand_ZeroOne() - 0.5f) * viewX) + globalCtx->view.eye.x;
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attackCuccoPos.y = Rand_CenteredFloat(0.3f) + ((globalCtx->view.eye.y + 50.0f) + (viewY * 0.5f));
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attackCuccoPos.z = ((Rand_ZeroOne() - 0.5f) * viewZ) + globalCtx->view.eye.z;
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@ -983,9 +983,9 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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if (thisx->floorHeight <= BGCHECK_Y_MIN || thisx->floorHeight >= 32000.0f) {
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 上下? ☆☆☆☆☆ %f\n" VT_RST, thisx->floorHeight);
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cam.x = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
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cam.y = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
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cam.z = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
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cam.x = globalCtx->view.at.x - globalCtx->view.eye.x;
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cam.y = globalCtx->view.at.y - globalCtx->view.eye.y;
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cam.z = globalCtx->view.at.z - globalCtx->view.eye.z;
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camResult = cam.y / sqrtf(SQ(cam.x) + SQ(cam.y) + SQ(cam.z));
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osSyncPrintf(VT_FGCOL(RED) "☆☆☆☆☆ 範囲外X! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.x);
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osSyncPrintf(VT_FGCOL(RED) "☆☆☆☆☆ 範囲外Y! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.y);
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@ -229,9 +229,9 @@ void ObjectKankyo_Fairies(ObjectKankyo* this, GlobalContext* globalCtx) {
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for (i = 0; i < globalCtx->envCtx.unk_EE[3]; i++) {
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// spawn in front of the camera
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dx = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
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dy = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
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dz = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
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dx = globalCtx->view.at.x - globalCtx->view.eye.x;
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dy = globalCtx->view.at.y - globalCtx->view.eye.y;
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dz = globalCtx->view.at.z - globalCtx->view.eye.z;
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dist = sqrtf(SQ(dx) + SQ(dy) + SQ(dz));
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viewForwards.x = dx / dist;
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@ -600,9 +600,9 @@ void ObjectKankyo_DrawSnow(ObjectKankyo* this2, GlobalContext* globalCtx2) {
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switch (this->effects[i].state) {
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case 0:
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// spawn in front of the camera
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dx = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
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dy = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
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dz = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
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dx = globalCtx->view.at.x - globalCtx->view.eye.x;
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dy = globalCtx->view.at.y - globalCtx->view.eye.y;
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dz = globalCtx->view.at.z - globalCtx->view.eye.z;
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dist = sqrtf(SQ(dx) + SQ(dy) + SQ(dz));
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// fake
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@ -624,9 +624,9 @@ void ObjectKankyo_DrawSnow(ObjectKankyo* this2, GlobalContext* globalCtx2) {
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break;
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case 1:
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dx = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
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dy = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
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dz = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
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dx = globalCtx->view.at.x - globalCtx->view.eye.x;
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dy = globalCtx->view.at.y - globalCtx->view.eye.y;
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dz = globalCtx->view.at.z - globalCtx->view.eye.z;
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dist = sqrtf(SQ(dx) + SQ(dy) + SQ(dz));
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baseX = globalCtx->view.eye.x + dx / dist * 80.0f;
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@ -38,8 +38,8 @@ void FileChoose_SetView(FileChooseContext* this, f32 eyeX, f32 eyeY, f32 eyeZ) {
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up.y = 1.0f;
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func_800AA358(&this->view, &eye, &lookAt, &up);
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func_800AAA50(&this->view, 0x7F);
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View_LookAt(&this->view, &eye, &lookAt, &up);
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View_Apply(&this->view, VIEW_ALL | VIEW_FORCE_VIEWING | VIEW_FORCE_VIEWPORT | VIEW_FORCE_PROJECTION_PERSPECTIVE);
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}
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Gfx* FileChoose_QuadTextureIA8(Gfx* gfx, void* texture, s16 width, s16 height, s16 point) {
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@ -643,7 +643,7 @@ void Select_DrawMenu(SelectContext* this) {
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gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
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func_80095248(gfxCtx, 0, 0, 0);
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SET_FULLSCREEN_VIEWPORT(&this->view);
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func_800AAA50(&this->view, 0xF);
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View_Apply(&this->view, VIEW_ALL);
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func_80094140(gfxCtx);
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printer = alloca(sizeof(GfxPrint));
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@ -667,7 +667,7 @@ void Select_DrawLoadingScreen(SelectContext* this) {
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gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
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func_80095248(gfxCtx, 0, 0, 0);
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SET_FULLSCREEN_VIEWPORT(&this->view);
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func_800AAA50(&this->view, 0xF);
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View_Apply(&this->view, VIEW_ALL);
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func_80094140(gfxCtx);
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printer = alloca(sizeof(GfxPrint));
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@ -688,7 +688,7 @@ void Select_Draw(SelectContext* this) {
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gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
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func_80095248(gfxCtx, 0, 0, 0);
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SET_FULLSCREEN_VIEWPORT(&this->view);
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func_800AAA50(&this->view, 0xF);
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View_Apply(&this->view, VIEW_ALL);
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if (!this->state.running) {
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Select_DrawLoadingScreen(this);
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this->opt = 0;
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this->count = ARRAY_COUNT(sScenes);
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View_Init(&this->view, this->state.gfxCtx);
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this->view.flags = (0x08 | 0x02);
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this->view.flags = (VIEW_PROJECTION_ORTHO | VIEW_VIEWPORT);
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this->verticalInputAccumulator = 0;
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this->verticalInput = 0;
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this->timerUp = 0;
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@ -49,9 +49,9 @@ void Title_SetupView(TitleContext* this, f32 x, f32 y, f32 z) {
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lookAt.x = lookAt.y = lookAt.z = 0.0f;
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up.y = 1.0f;
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func_800AA460(view, 30.0f, 10.0f, 12800.0f);
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func_800AA358(view, &eye, &lookAt, &up);
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func_800AAA50(view, 0xF);
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View_SetPerspective(view, 30.0f, 10.0f, 12800.0f);
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View_LookAt(view, &eye, &lookAt, &up);
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View_Apply(view, VIEW_ALL);
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}
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void Title_Draw(TitleContext* this) {
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@ -1428,8 +1428,8 @@ void KaleidoScope_SetView(PauseContext* pauseCtx, f32 x, f32 y, f32 z) {
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up.x = up.z = 0.0f;
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up.y = 1.0f;
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func_800AA358(&pauseCtx->view, &eye, &lookAt, &up);
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func_800AAA50(&pauseCtx->view, 127);
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View_LookAt(&pauseCtx->view, &eye, &lookAt, &up);
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View_Apply(&pauseCtx->view, VIEW_ALL | VIEW_FORCE_VIEWING | VIEW_FORCE_VIEWPORT | VIEW_FORCE_PROJECTION_PERSPECTIVE);
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}
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static u8 D_8082AE48[][4] = {
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