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Doc Actor Rotation Functions (last 4 funcs in actor.c) (#1249)
* Cleanup functions * Rename functions * functions comments * fix apostrophes * Renames TurnTo -> Track, other review comments
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23 changed files with 97 additions and 73 deletions
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@ -5506,93 +5506,117 @@ s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3) {
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return false;
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}
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s32 func_80037F30(Vec3s* arg0, Vec3s* arg1) {
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Math_SmoothStepToS(&arg0->y, 0, 6, 6200, 100);
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Math_SmoothStepToS(&arg0->x, 0, 6, 6200, 100);
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Math_SmoothStepToS(&arg1->y, 0, 6, 6200, 100);
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Math_SmoothStepToS(&arg1->x, 0, 6, 6200, 100);
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s32 Actor_TrackNone(Vec3s* headRot, Vec3s* torsoRot) {
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Math_SmoothStepToS(&headRot->y, 0, 6, 6200, 100);
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Math_SmoothStepToS(&headRot->x, 0, 6, 6200, 100);
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Math_SmoothStepToS(&torsoRot->y, 0, 6, 6200, 100);
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Math_SmoothStepToS(&torsoRot->x, 0, 6, 6200, 100);
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return true;
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}
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s32 func_80037FC8(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) {
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s16 sp36;
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s16 sp34;
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s16 var;
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s32 Actor_TrackPoint(Actor* actor, Vec3f* target, Vec3s* headRot, Vec3s* torsoRot) {
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s16 pitch;
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s16 yaw;
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s16 yawDiff;
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sp36 = Math_Vec3f_Pitch(&actor->focus.pos, arg1);
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sp34 = Math_Vec3f_Yaw(&actor->focus.pos, arg1) - actor->world.rot.y;
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pitch = Math_Vec3f_Pitch(&actor->focus.pos, target);
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yaw = Math_Vec3f_Yaw(&actor->focus.pos, target) - actor->world.rot.y;
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Math_SmoothStepToS(&arg2->x, sp36, 6, 2000, 1);
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arg2->x = (arg2->x < -6000) ? -6000 : ((arg2->x > 6000) ? 6000 : arg2->x);
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Math_SmoothStepToS(&headRot->x, pitch, 6, 2000, 1);
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headRot->x = CLAMP(headRot->x, -6000, 6000);
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var = Math_SmoothStepToS(&arg2->y, sp34, 6, 2000, 1);
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arg2->y = (arg2->y < -8000) ? -8000 : ((arg2->y > 8000) ? 8000 : arg2->y);
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yawDiff = Math_SmoothStepToS(&headRot->y, yaw, 6, 2000, 1);
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headRot->y = CLAMP(headRot->y, -8000, 8000);
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if (var && (ABS(arg2->y) < 8000)) {
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if ((yawDiff != 0) && (ABS(headRot->y) < 8000)) {
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return false;
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}
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Math_SmoothStepToS(&arg3->y, sp34 - arg2->y, 4, 2000, 1);
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arg3->y = (arg3->y < -12000) ? -12000 : ((arg3->y > 12000) ? 12000 : arg3->y);
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Math_SmoothStepToS(&torsoRot->y, yaw - headRot->y, 4, 2000, 1);
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torsoRot->y = CLAMP(torsoRot->y, -12000, 12000);
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return true;
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}
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s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 arg4) {
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/**
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* Same as Actor_TrackPlayer, except use the actor's world position as the focus point, with the height
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* specified.
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*
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* @param play
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* @param actor
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* @param headRot the computed actor's head's rotation step
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* @param torsoRot the computed actor's torso's rotation step
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* @param focusHeight the height of the focus point relative to their world position
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*
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* @return true if rotated towards player, false if rotations were stepped back to zero.
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*
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* @note same note as Actor_TrackPlayer
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*/
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s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, f32 focusHeight) {
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Player* player = GET_PLAYER(play);
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s32 pad;
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Vec3f sp2C;
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s16 var;
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s16 abs_var;
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s16 yaw;
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Vec3f target;
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actor->focus.pos = actor->world.pos;
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actor->focus.pos.y += arg4;
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actor->focus.pos.y += focusHeight;
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if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
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var = actor->yawTowardsPlayer - actor->shape.rot.y;
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abs_var = ABS(var);
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if (abs_var >= 0x4300) {
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func_80037F30(arg2, arg3);
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yaw = ABS(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
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if (yaw >= 0x4300) {
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Actor_TrackNone(headRot, torsoRot);
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return false;
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}
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}
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if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
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sp2C = play->view.eye;
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target = play->view.eye;
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} else {
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sp2C = player->actor.focus.pos;
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target = player->actor.focus.pos;
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}
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func_80037FC8(actor, &sp2C, arg2, arg3);
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Actor_TrackPoint(actor, &target, headRot, torsoRot);
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return true;
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}
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s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4) {
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/**
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* Computes the necessary HeadRot and TorsoRot steps to be added to the normal rotation to smoothly turn an actors's
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* head and torso towards the player if within a certain yaw, else smoothly returns the rotations back to zero.
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* Also sets the focus position with the specified point.
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*
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* @param play
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* @param actor
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* @param headRot the computed actor's head's rotation step
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* @param torsoRot the computed actor's torso's rotation step
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* @param focusPos the point to set as the actor's focus position
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*
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* @return true if rotated towards player, false if rotations were stepped back to zero.
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*
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* @note if in a cutscene or debug camera is enabled, and the last entrance used was Kokiri Forest spawn 0, the computed
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* rotation will instead turn towards the view eye no matter the yaw.
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*/
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s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos) {
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Player* player = GET_PLAYER(play);
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s32 pad;
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Vec3f sp24;
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s16 var;
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s16 abs_var;
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s16 yaw;
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Vec3f target;
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actor->focus.pos = arg4;
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actor->focus.pos = focusPos;
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if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
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var = actor->yawTowardsPlayer - actor->shape.rot.y;
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abs_var = ABS(var);
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if (abs_var >= 0x4300) {
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func_80037F30(arg2, arg3);
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yaw = ABS(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
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if (yaw >= 0x4300) {
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Actor_TrackNone(headRot, torsoRot);
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return false;
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}
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}
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if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
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sp24 = play->view.eye;
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target = play->view.eye;
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} else {
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sp24 = player->actor.focus.pos;
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target = player->actor.focus.pos;
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}
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func_80037FC8(actor, &sp24, arg2, arg3);
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Actor_TrackPoint(actor, &target, headRot, torsoRot);
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return true;
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}
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