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https://github.com/zeldaret/oot.git
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DEGF_TO_BINANG
-> DEG_TO_BINANG_ALT
(again may even be _approx, or maybe _cam)
This commit is contained in:
parent
f978b6989e
commit
be9ba94ce3
5 changed files with 67 additions and 67 deletions
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@ -97,7 +97,7 @@ typedef struct {
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#define IS_ZERO(f) (fabsf(f) < 0.008f)
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// Angle conversion macros
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#define DEGF_TO_BINANG(degreesf) (s16)((degreesf) * 182.04167f + .5f)
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#define DEG_TO_BINANG_ALT(degreesf) (s16)((degreesf) * 182.04167f + .5f)
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#define RADF_TO_BINANG(radf) (s16)((radf) * (0x8000 / M_PI))
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#define RADF_TO_DEGF(radf) ((radf) * (180.0f / M_PI))
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#define DEG_TO_RAD(degrees) ((degrees) * (M_PI / 180.0f))
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@ -951,8 +951,8 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
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} else {
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temp_f0_5 = sGlobalCtx->state.input[2].rel.stick_y;
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temp_f2_2 = sGlobalCtx->state.input[2].rel.stick_x;
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pitch = DEGF_TO_BINANG((SQ(temp_f0_5) / 600.0f) * 0.8f);
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yaw = DEGF_TO_BINANG((SQ(temp_f2_2) / 600.0f) * 0.8f);
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pitch = DEG_TO_BINANG_ALT((SQ(temp_f0_5) / 600.0f) * 0.8f);
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yaw = DEG_TO_BINANG_ALT((SQ(temp_f2_2) / 600.0f) * 0.8f);
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if (!D_80161144) {
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sp104.pitch += (s16)((temp_f0_5 >= 0.0f) ? pitch : -pitch);
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sp104.yaw += (s16)((temp_f2_2 >= 0.0f) ? yaw : -yaw);
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@ -968,7 +968,7 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
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}
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OLib_Vec3fDiffToVecSphGeo(&spF4, sp80, sp7C);
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DbCamera_CalcUpFromPitchYawRoll(&dbCamera->unk_1C, spF4.pitch, spF4.yaw, DEGF_TO_BINANG(dbCamera->rollDegrees));
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DbCamera_CalcUpFromPitchYawRoll(&dbCamera->unk_1C, spF4.pitch, spF4.yaw, DEG_TO_BINANG_ALT(dbCamera->rollDegrees));
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if (dbCamera->unk_00 == 1) {
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if (CHECK_BTN_ALL(sGlobalCtx->state.input[2].cur.button, BTN_CRIGHT)) {
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cam->inputDir = dbCamera->sub.unk_104A;
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@ -2128,7 +2128,7 @@ s32 DbCamera_UpdateDemoControl(DbCamera* dbCamera, Camera* cam) {
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}
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OLib_Vec3fDiffToVecSphGeo(&sp5C, &dbCamera->eye, &dbCamera->at);
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DbCamera_CalcUpFromPitchYawRoll(&dbCamera->unk_1C, sp5C.pitch, sp5C.yaw,
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DEGF_TO_BINANG(dbCamera->rollDegrees));
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DEG_TO_BINANG_ALT(dbCamera->rollDegrees));
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return 2;
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}
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@ -565,7 +565,7 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) {
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* Calculates the angle between points `from` and `to`
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*/
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s16 Camera_XZAngle(Vec3f* to, Vec3f* from) {
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return DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(from->x - to->x, from->z - to->z)));
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return DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(from->x - to->x, from->z - to->z)));
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}
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s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
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@ -630,8 +630,8 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
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}
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phi_f16 = PCT(OREG(20)) * (D_8015CE50 - camera->playerGroundY);
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phi_f18 = (1.0f - PCT(OREG(20))) * (D_8015CE54 - camera->playerGroundY);
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temp_s0 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f16, sp30)));
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temp_s1 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f18, sp2C)));
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temp_s0 = DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(phi_f16, sp30)));
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temp_s1 = DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(phi_f18, sp2C)));
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return temp_s0 + temp_s1;
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}
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@ -1440,7 +1440,7 @@ s32 Camera_Normal1(Camera* camera) {
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norm1->yOffset = NEXTSETTING * sp94;
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norm1->distMin = NEXTSETTING * sp94;
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norm1->distMax = NEXTSETTING * sp94;
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norm1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
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norm1->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING);
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norm1->unk_0C = NEXTSETTING;
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norm1->unk_10 = NEXTSETTING;
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norm1->unk_14 = NEXTPCT;
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@ -1672,7 +1672,7 @@ s32 Camera_Normal2(Camera* camera) {
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norm2->unk_00 = NEXTPCT * playerHeight * yNormal;
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norm2->unk_04 = NEXTPCT * playerHeight * yNormal;
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norm2->unk_08 = NEXTPCT * playerHeight * yNormal;
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norm2->unk_1C = DEGF_TO_BINANG(NEXTSETTING);
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norm2->unk_1C = DEG_TO_BINANG_ALT(NEXTSETTING);
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norm2->unk_0C = NEXTSETTING;
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norm2->unk_10 = NEXTPCT;
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norm2->unk_14 = NEXTSETTING;
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@ -1830,7 +1830,7 @@ s32 Camera_Normal3(Camera* camera) {
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norm3->yOffset = NEXTSETTING * PCT(playerHeight);
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norm3->distMin = NEXTSETTING * PCT(playerHeight);
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norm3->distMax = NEXTSETTING * PCT(playerHeight);
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norm3->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
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norm3->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING);
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norm3->yawUpdateSpeed = NEXTSETTING;
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norm3->unk_10 = NEXTSETTING;
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norm3->fovTarget = NEXTSETTING;
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@ -1982,8 +1982,8 @@ s32 Camera_Parallel1(Camera* camera) {
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para1->yOffset = NEXTPCT * playerHeight * yNormal;
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para1->distTarget = NEXTPCT * playerHeight * yNormal;
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para1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
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para1->yawTarget = DEGF_TO_BINANG(NEXTSETTING);
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para1->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING);
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para1->yawTarget = DEG_TO_BINANG_ALT(NEXTSETTING);
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para1->unk_08 = NEXTSETTING;
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para1->unk_0C = NEXTSETTING;
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para1->fovTarget = NEXTSETTING;
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@ -2544,7 +2544,7 @@ s32 Camera_Jump3(Camera* camera) {
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jump3->yOffset = NEXTSETTING * t2;
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jump3->distMin = NEXTSETTING * t2;
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jump3->distMax = NEXTSETTING * t2;
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jump3->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
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jump3->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING);
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jump3->swingUpdateRate = NEXTSETTING;
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jump3->unk_10 = NEXTSETTING;
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jump3->unk_14 = NEXTPCT;
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@ -2880,25 +2880,25 @@ s32 Camera_Battle1(Camera* camera) {
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skipEyeAtCalc = true;
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}
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anim->animTimer--;
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} else if (ABS(tmpAng1) > DEGF_TO_BINANG(swingAngle)) {
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} else if (ABS(tmpAng1) > DEG_TO_BINANG_ALT(swingAngle)) {
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spFC = BINANG_TO_DEG_ALT(tmpAng1);
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temp_f2_2 = swingAngle + (spF8 - swingAngle) * (OLib_ClampMaxDist(atToTargetDir.r, spB4.r) / spB4.r);
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temp_f12_2 = ((temp_f2_2 * temp_f2_2) - 2.0f) / (temp_f2_2 - 360.0f);
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var2 = ((temp_f12_2 * spFC) + (2.0f - (360.0f * temp_f12_2)));
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temp_f14 = SQ(spFC) / var2;
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tmpAng2 = tmpAng1 >= 0 ? DEGF_TO_BINANG(temp_f14) : (-DEGF_TO_BINANG(temp_f14));
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tmpAng2 = tmpAng1 >= 0 ? DEG_TO_BINANG_ALT(temp_f14) : (-DEG_TO_BINANG_ALT(temp_f14));
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spB4.yaw = BINANG_ROT180((s16)(BINANG_ROT180(atToEyeNextDir.yaw) + tmpAng2));
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} else {
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spFC = 0.05f;
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spFC = (1 - camera->speedRatio) * spFC;
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tmpAng2 = tmpAng1 >= 0 ? DEGF_TO_BINANG(swingAngle) : -DEGF_TO_BINANG(swingAngle);
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tmpAng2 = tmpAng1 >= 0 ? DEG_TO_BINANG_ALT(swingAngle) : -DEG_TO_BINANG_ALT(swingAngle);
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spB4.yaw = atToEyeNextDir.yaw - (s16)((tmpAng2 - tmpAng1) * spFC);
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}
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if (!skipEyeAtCalc) {
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var3 = atToTargetDir.pitch * batt1->swingPitchAdj;
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var2 = F32_LERPIMP(sp7C, sp78, distRatio);
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tmpAng1 = DEGF_TO_BINANG(var2) - (s16)(playerToTargetDir.pitch * (0.5f + distRatio * (1.0f - 0.5f)));
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tmpAng1 = DEG_TO_BINANG_ALT(var2) - (s16)(playerToTargetDir.pitch * (0.5f + distRatio * (1.0f - 0.5f)));
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tmpAng1 += (s16)(var3);
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if (tmpAng1 < -0x2AA8) {
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@ -2927,7 +2927,7 @@ s32 Camera_Battle1(Camera* camera) {
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}
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}
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anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37));
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camera->roll = DEGF_TO_BINANG(anim->roll);
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camera->roll = DEG_TO_BINANG_ALT(anim->roll);
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camera->fov = Camera_LERPCeilF((player->meleeWeaponState != 0 ? 0.8f
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: gSaveContext.health <= 0x10 ? 0.8f
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: 1.0f) *
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@ -2967,7 +2967,7 @@ s32 Camera_Battle4(Camera* camera) {
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batt4->yOffset = NEXTPCT * playerHeight * yNormal;
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batt4->rTarget = NEXTPCT * playerHeight * yNormal;
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batt4->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
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batt4->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING);
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batt4->lerpUpdateRate = NEXTPCT;
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batt4->fovTarget = NEXTSETTING;
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batt4->atLERPTarget = NEXTPCT;
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@ -3206,23 +3206,23 @@ s32 Camera_KeepOn1(Camera* camera) {
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sp88 = 1;
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}
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anim->unk_16--;
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} else if (ABS(spE2) > DEGF_TO_BINANG(spEC)) {
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} else if (ABS(spE2) > DEG_TO_BINANG_ALT(spEC)) {
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spF4 = BINANG_TO_DEG_ALT(spE2);
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t2 = spEC + (spF0 - spEC) * (OLib_ClampMaxDist(spD0.r, spD8.r) / spD8.r);
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temp_f12_2 = ((SQ(t2) - 2.0f) / (t2 - 360.0f));
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t1 = (temp_f12_2 * spF4) + (2.0f - (360.0f * temp_f12_2));
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temp_f14 = SQ(spF4) / t1;
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spE0 = spE2 >= 0 ? (DEGF_TO_BINANG(temp_f14)) : (-DEGF_TO_BINANG(temp_f14));
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spE0 = spE2 >= 0 ? (DEG_TO_BINANG_ALT(temp_f14)) : (-DEG_TO_BINANG_ALT(temp_f14));
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spD8.yaw = BINANG_ROT180((s16)(BINANG_ROT180(spB8.yaw) + spE0));
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} else {
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spF4 = 0.02f;
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spF4 = (1.0f - camera->speedRatio) * spF4;
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spE0 = spE2 >= 0 ? DEGF_TO_BINANG(spEC) : -DEGF_TO_BINANG(spEC);
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spE0 = spE2 >= 0 ? DEG_TO_BINANG_ALT(spEC) : -DEG_TO_BINANG_ALT(spEC);
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spD8.yaw = spB8.yaw - (s16)((spE0 - spE2) * spF4);
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}
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if (sp88 == 0) {
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spE2 = DEGF_TO_BINANG((f32)(keep1->unk_14 + ((keep1->unk_18 - keep1->unk_14) * sp84)));
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spE2 = DEG_TO_BINANG_ALT((f32)(keep1->unk_14 + ((keep1->unk_18 - keep1->unk_14) * sp84)));
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spE2 -= (s16)(spC8.pitch * (0.5f + (sp84 * 0.5f)));
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spE8 = spD0.pitch * keep1->unk_1C;
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@ -3351,31 +3351,31 @@ s32 Camera_KeepOn3(Camera* camera) {
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anim->animTimer = keep3->initTimer;
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spBC = ((1.0f - temp_f0) * targetToPlayerDir.r) / anim->animTimer;
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swingAngle = F32_LERPIMP(keep3->swingPitchInitial, keep3->swingPitchFinal, temp_f0);
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atToEyeAdj.pitch = DEGF_TO_BINANG(swingAngle) + ((s16)(-(targetToPlayerDir.pitch * keep3->swingPitchAdj)));
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atToEyeAdj.pitch = DEG_TO_BINANG_ALT(swingAngle) + ((s16)(-(targetToPlayerDir.pitch * keep3->swingPitchAdj)));
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swingAngle = F32_LERPIMP(keep3->swingYawInital, keep3->swingYawFinal, temp_f0);
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if (keep3->flags & 0x10) {
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if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
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atToEyeAdj.yaw = targetToPlayerDir.yaw + DEGF_TO_BINANG(swingAngle);
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atToEyeAdj.yaw = targetToPlayerDir.yaw + DEG_TO_BINANG_ALT(swingAngle);
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} else {
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atToEyeAdj.yaw = targetToPlayerDir.yaw - DEGF_TO_BINANG(swingAngle);
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atToEyeAdj.yaw = targetToPlayerDir.yaw - DEG_TO_BINANG_ALT(swingAngle);
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}
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} else if (keep3->flags & 0x20) {
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if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
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atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEGF_TO_BINANG(swingAngle);
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atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEG_TO_BINANG_ALT(swingAngle);
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} else {
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atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEGF_TO_BINANG(swingAngle);
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atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEG_TO_BINANG_ALT(swingAngle);
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}
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} else if (ABS(BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw)) < 0x3FFF) {
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if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
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atToEyeAdj.yaw = targetToPlayerDir.yaw + DEGF_TO_BINANG(swingAngle);
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atToEyeAdj.yaw = targetToPlayerDir.yaw + DEG_TO_BINANG_ALT(swingAngle);
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} else {
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atToEyeAdj.yaw = targetToPlayerDir.yaw - DEGF_TO_BINANG(swingAngle);
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atToEyeAdj.yaw = targetToPlayerDir.yaw - DEG_TO_BINANG_ALT(swingAngle);
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}
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} else {
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if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
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atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEGF_TO_BINANG(swingAngle);
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atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEG_TO_BINANG_ALT(swingAngle);
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} else {
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atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEGF_TO_BINANG(swingAngle);
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atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEG_TO_BINANG_ALT(swingAngle);
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}
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}
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prevTargetPlayerDist = targetToPlayerDir.r;
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@ -3634,35 +3634,35 @@ s32 Camera_KeepOn4(Camera* camera) {
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unk20->unk_10 = keep4->unk_1E;
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unk20->unk_08 = playerPosRot->pos.y - camera->playerPosDelta.y;
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if (keep4->unk_1C & 2) {
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spA2 = DEGF_TO_BINANG(keep4->unk_08);
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spA2 = DEG_TO_BINANG_ALT(keep4->unk_08);
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spA0 = BINANG_SUB(BINANG_ROT180(playerPosRot->rot.y), spA8.yaw) > 0
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? BINANG_ROT180(playerPosRot->rot.y) + DEGF_TO_BINANG(keep4->unk_0C)
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: BINANG_ROT180(playerPosRot->rot.y) - DEGF_TO_BINANG(keep4->unk_0C);
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? BINANG_ROT180(playerPosRot->rot.y) + DEG_TO_BINANG_ALT(keep4->unk_0C)
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: BINANG_ROT180(playerPosRot->rot.y) - DEG_TO_BINANG_ALT(keep4->unk_0C);
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} else if (keep4->unk_1C & 4) {
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spA2 = DEGF_TO_BINANG(keep4->unk_08);
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spA0 = DEGF_TO_BINANG(keep4->unk_0C);
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spA2 = DEG_TO_BINANG_ALT(keep4->unk_08);
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spA0 = DEG_TO_BINANG_ALT(keep4->unk_0C);
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} else if ((keep4->unk_1C & 8) && camera->target != NULL) {
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PosRot sp60;
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Actor_GetWorldPosShapeRot(&sp60, camera->target);
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spA2 = DEGF_TO_BINANG(keep4->unk_08) - sp60.rot.x;
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spA2 = DEG_TO_BINANG_ALT(keep4->unk_08) - sp60.rot.x;
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spA0 = BINANG_SUB(BINANG_ROT180(sp60.rot.y), spA8.yaw) > 0
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? BINANG_ROT180(sp60.rot.y) + DEGF_TO_BINANG(keep4->unk_0C)
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: BINANG_ROT180(sp60.rot.y) - DEGF_TO_BINANG(keep4->unk_0C);
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? BINANG_ROT180(sp60.rot.y) + DEG_TO_BINANG_ALT(keep4->unk_0C)
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: BINANG_ROT180(sp60.rot.y) - DEG_TO_BINANG_ALT(keep4->unk_0C);
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spCC[1] = camera->target;
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sp9C++;
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} else if ((keep4->unk_1C & 0x80) && camera->target != NULL) {
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PosRot sp4C;
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Actor_GetWorld(&sp4C, camera->target);
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spA2 = DEGF_TO_BINANG(keep4->unk_08);
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spA2 = DEG_TO_BINANG_ALT(keep4->unk_08);
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sp9E = Camera_XZAngle(&sp4C.pos, &playerPosRot->pos);
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spA0 = (BINANG_SUB(sp9E, spA8.yaw) > 0) ? sp9E + DEGF_TO_BINANG(keep4->unk_0C)
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: sp9E - DEGF_TO_BINANG(keep4->unk_0C);
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spA0 = (BINANG_SUB(sp9E, spA8.yaw) > 0) ? sp9E + DEG_TO_BINANG_ALT(keep4->unk_0C)
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: sp9E - DEG_TO_BINANG_ALT(keep4->unk_0C);
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spCC[1] = camera->target;
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sp9C++;
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} else if (keep4->unk_1C & 0x40) {
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spA2 = DEGF_TO_BINANG(keep4->unk_08);
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spA2 = DEG_TO_BINANG_ALT(keep4->unk_08);
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spA0 = spA8.yaw;
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} else {
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spA2 = spA8.pitch;
|
||||
|
@ -4458,9 +4458,9 @@ s32 Camera_Data4(Camera* camera) {
|
|||
|
||||
atOffset.r = eyeAtOffset.r;
|
||||
atOffset.yaw =
|
||||
(initParams->jfifId & 1) ? (DEGF_TO_BINANG(camera->data2) + initParams->eyePosRot.rot.y) : eyeAtOffset.yaw;
|
||||
(initParams->jfifId & 1) ? (DEG_TO_BINANG_ALT(camera->data2) + initParams->eyePosRot.rot.y) : eyeAtOffset.yaw;
|
||||
atOffset.pitch =
|
||||
(initParams->jfifId & 2) ? (DEGF_TO_BINANG(camera->data3) + initParams->eyePosRot.rot.x) : eyeAtOffset.pitch;
|
||||
(initParams->jfifId & 2) ? (DEG_TO_BINANG_ALT(camera->data3) + initParams->eyePosRot.rot.x) : eyeAtOffset.pitch;
|
||||
|
||||
Camera_Vec3fVecSphGeoAdd(at, eye, &atOffset);
|
||||
|
||||
|
@ -4503,7 +4503,7 @@ s32 Camera_Unique1(Camera* camera) {
|
|||
uniq1->yOffset = NEXTPCT * playerHeight * yNormal;
|
||||
uniq1->distMin = NEXTPCT * playerHeight * yNormal;
|
||||
uniq1->distMax = NEXTPCT * playerHeight * yNormal;
|
||||
uniq1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
|
||||
uniq1->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING);
|
||||
uniq1->fovTarget = NEXTSETTING;
|
||||
uniq1->atLERPScaleMax = NEXTPCT;
|
||||
uniq1->interfaceFlags = NEXTSETTING;
|
||||
|
@ -5115,8 +5115,8 @@ s32 Camera_Unique9(Camera* camera) {
|
|||
playerhead.pos.z = playerPosRot.pos.z;
|
||||
OLib_Vec3fDiffToVecSphGeo(&playerTargetOffset, &targethead.pos, &playerhead.pos);
|
||||
if (atInitFlags & (s16)0x8080) {
|
||||
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.x);
|
||||
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.y);
|
||||
scratchSph.pitch = DEG_TO_BINANG_ALT(anim->curKeyFrame->atTargetInit.x);
|
||||
scratchSph.yaw = DEG_TO_BINANG_ALT(anim->curKeyFrame->atTargetInit.y);
|
||||
scratchSph.r = anim->curKeyFrame->atTargetInit.z;
|
||||
} else {
|
||||
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->atTargetInit);
|
||||
|
@ -5153,8 +5153,8 @@ s32 Camera_Unique9(Camera* camera) {
|
|||
}
|
||||
|
||||
if (atInitFlags & (s16)0x8080) {
|
||||
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.x);
|
||||
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.y);
|
||||
scratchSph.pitch = DEG_TO_BINANG_ALT(anim->curKeyFrame->atTargetInit.x);
|
||||
scratchSph.yaw = DEG_TO_BINANG_ALT(anim->curKeyFrame->atTargetInit.y);
|
||||
scratchSph.r = anim->curKeyFrame->atTargetInit.z;
|
||||
} else {
|
||||
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->atTargetInit);
|
||||
|
@ -5204,8 +5204,8 @@ s32 Camera_Unique9(Camera* camera) {
|
|||
}
|
||||
|
||||
if (eyeInitFlags & (s16)0x8080) {
|
||||
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.x);
|
||||
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
|
||||
scratchSph.pitch = DEG_TO_BINANG_ALT(anim->curKeyFrame->eyeTargetInit.x);
|
||||
scratchSph.yaw = DEG_TO_BINANG_ALT(anim->curKeyFrame->eyeTargetInit.y);
|
||||
scratchSph.r = anim->curKeyFrame->eyeTargetInit.z;
|
||||
} else {
|
||||
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->eyeTargetInit);
|
||||
|
@ -5245,8 +5245,8 @@ s32 Camera_Unique9(Camera* camera) {
|
|||
}
|
||||
|
||||
if (eyeInitFlags & (s16)0x8080) {
|
||||
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.x);
|
||||
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
|
||||
scratchSph.pitch = DEG_TO_BINANG_ALT(anim->curKeyFrame->eyeTargetInit.x);
|
||||
scratchSph.yaw = DEG_TO_BINANG_ALT(anim->curKeyFrame->eyeTargetInit.y);
|
||||
scratchSph.r = anim->curKeyFrame->eyeTargetInit.z;
|
||||
} else {
|
||||
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->eyeTargetInit);
|
||||
|
@ -5275,7 +5275,7 @@ s32 Camera_Unique9(Camera* camera) {
|
|||
anim->rollTarget = camera->roll;
|
||||
} else {
|
||||
anim->fovTarget = anim->curKeyFrame->fovTargetInit;
|
||||
anim->rollTarget = DEGF_TO_BINANG(anim->curKeyFrame->rollTargetInit);
|
||||
anim->rollTarget = DEG_TO_BINANG_ALT(anim->curKeyFrame->rollTargetInit);
|
||||
}
|
||||
|
||||
action = anim->curKeyFrame->actionFlags & 0x1F;
|
||||
|
@ -5391,7 +5391,7 @@ s32 Camera_Unique9(Camera* camera) {
|
|||
camera->at.y += camera->playerPosDelta.y * anim->curKeyFrame->lerpStepScale;
|
||||
camera->at.z = Camera_LERPCeilF(anim->atTarget.z, camera->at.z, anim->curKeyFrame->lerpStepScale, 1.0f);
|
||||
OLib_Vec3fDiffToVecSphGeo(&scratchSph, at, eyeNext);
|
||||
scratchSph.yaw += DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
|
||||
scratchSph.yaw += DEG_TO_BINANG_ALT(anim->curKeyFrame->eyeTargetInit.y);
|
||||
|
||||
// 3A98 ~ 82.40 degrees
|
||||
if (scratchSph.pitch >= 0x3A99) {
|
||||
|
@ -6402,7 +6402,7 @@ s32 Camera_Special5(Camera* camera) {
|
|||
spec5->eyeDist = NEXTSETTING;
|
||||
spec5->minDistForRot = NEXTSETTING;
|
||||
spec5->timerInit = NEXTSETTING;
|
||||
spec5->pitch = DEGF_TO_BINANG(NEXTSETTING);
|
||||
spec5->pitch = DEG_TO_BINANG_ALT(NEXTSETTING);
|
||||
spec5->fovTarget = NEXTSETTING;
|
||||
spec5->atMaxLERPScale = NEXTPCT;
|
||||
spec5->interfaceFlags = NEXTSETTING;
|
||||
|
@ -7293,8 +7293,8 @@ void Camera_UpdateDistortion(Camera* camera) {
|
|||
return;
|
||||
}
|
||||
|
||||
depthPhase += DEGF_TO_BINANG(depthPhaseStep);
|
||||
screenPlanePhase += DEGF_TO_BINANG(screenPlanePhaseStep);
|
||||
depthPhase += DEG_TO_BINANG_ALT(depthPhaseStep);
|
||||
screenPlanePhase += DEG_TO_BINANG_ALT(screenPlanePhaseStep);
|
||||
|
||||
View_SetDistortionOrientation(&camera->globalCtx->view, Math_CosS(depthPhase) * 0.0f,
|
||||
Math_SinS(depthPhase) * 0.0f, Math_SinS(screenPlanePhase) * 0.0f);
|
||||
|
@ -7933,7 +7933,7 @@ s32 Camera_SetParam(Camera* camera, s32 param, void* value) {
|
|||
camera->up = *(Vec3f*)value;
|
||||
break;
|
||||
case 0x40:
|
||||
camera->roll = DEGF_TO_BINANG(*(f32*)value);
|
||||
camera->roll = DEG_TO_BINANG_ALT(*(f32*)value);
|
||||
break;
|
||||
case 0x20:
|
||||
camera->fov = *(f32*)value;
|
||||
|
|
|
@ -117,14 +117,14 @@ VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec) {
|
|||
if ((dist == 0.0f) && (vec->y == 0.0f)) {
|
||||
sph.pitch = 0;
|
||||
} else {
|
||||
sph.pitch = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(dist, vec->y)));
|
||||
sph.pitch = DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(dist, vec->y)));
|
||||
}
|
||||
|
||||
sph.r = sqrtf(SQ(vec->y) + distSquared);
|
||||
if ((vec->x == 0.0f) && (vec->z == 0.0f)) {
|
||||
sph.yaw = 0;
|
||||
} else {
|
||||
sph.yaw = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(vec->x, vec->z)));
|
||||
sph.yaw = DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(vec->x, vec->z)));
|
||||
}
|
||||
|
||||
*dest = sph;
|
||||
|
@ -214,8 +214,8 @@ Vec3s* OLib_Vec3fDiffBinAng(Vec3s* dest, Vec3f* a, Vec3f* b) {
|
|||
|
||||
OLib_Vec3fDiffRad(&anglesRad, a, b);
|
||||
|
||||
anglesBinAng.x = DEGF_TO_BINANG(RADF_TO_DEGF(anglesRad.x));
|
||||
anglesBinAng.y = DEGF_TO_BINANG(RADF_TO_DEGF(anglesRad.y));
|
||||
anglesBinAng.x = DEG_TO_BINANG_ALT(RADF_TO_DEGF(anglesRad.x));
|
||||
anglesBinAng.y = DEG_TO_BINANG_ALT(RADF_TO_DEGF(anglesRad.y));
|
||||
anglesBinAng.z = 0.0f;
|
||||
|
||||
*dest = anglesBinAng;
|
||||
|
|
|
@ -22,7 +22,7 @@ void OnePointCutscene_AddVecSphToVec3f(Vec3f* dst, Vec3f* src, VecSph* vecSph) {
|
|||
}
|
||||
|
||||
s16 OnePointCutscene_Vec3fYaw(Vec3f* vec1, Vec3f* vec2) {
|
||||
return DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(vec2->x - vec1->x, vec2->z - vec1->z)));
|
||||
return DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(vec2->x - vec1->x, vec2->z - vec1->z)));
|
||||
}
|
||||
|
||||
void OnePointCutscene_Vec3sToVec3f(Vec3f* src, Vec3s* dst) {
|
||||
|
|
Loading…
Add table
Reference in a new issue