diff --git a/include/z64math.h b/include/z64math.h index 0f423f5baf..eb3fdce6d6 100644 --- a/include/z64math.h +++ b/include/z64math.h @@ -97,7 +97,7 @@ typedef struct { #define IS_ZERO(f) (fabsf(f) < 0.008f) // Angle conversion macros -#define DEGF_TO_BINANG(degreesf) (s16)((degreesf) * 182.04167f + .5f) +#define DEG_TO_BINANG_ALT(degreesf) (s16)((degreesf) * 182.04167f + .5f) #define RADF_TO_BINANG(radf) (s16)((radf) * (0x8000 / M_PI)) #define RADF_TO_DEGF(radf) ((radf) * (180.0f / M_PI)) #define DEG_TO_RAD(degrees) ((degrees) * (M_PI / 180.0f)) diff --git a/src/code/db_camera.c b/src/code/db_camera.c index 65c3e1df51..a39d9a1880 100644 --- a/src/code/db_camera.c +++ b/src/code/db_camera.c @@ -951,8 +951,8 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) { } else { temp_f0_5 = sGlobalCtx->state.input[2].rel.stick_y; temp_f2_2 = sGlobalCtx->state.input[2].rel.stick_x; - pitch = DEGF_TO_BINANG((SQ(temp_f0_5) / 600.0f) * 0.8f); - yaw = DEGF_TO_BINANG((SQ(temp_f2_2) / 600.0f) * 0.8f); + pitch = DEG_TO_BINANG_ALT((SQ(temp_f0_5) / 600.0f) * 0.8f); + yaw = DEG_TO_BINANG_ALT((SQ(temp_f2_2) / 600.0f) * 0.8f); if (!D_80161144) { sp104.pitch += (s16)((temp_f0_5 >= 0.0f) ? pitch : -pitch); sp104.yaw += (s16)((temp_f2_2 >= 0.0f) ? yaw : -yaw); @@ -968,7 +968,7 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) { } OLib_Vec3fDiffToVecSphGeo(&spF4, sp80, sp7C); - DbCamera_CalcUpFromPitchYawRoll(&dbCamera->unk_1C, spF4.pitch, spF4.yaw, DEGF_TO_BINANG(dbCamera->rollDegrees)); + DbCamera_CalcUpFromPitchYawRoll(&dbCamera->unk_1C, spF4.pitch, spF4.yaw, DEG_TO_BINANG_ALT(dbCamera->rollDegrees)); if (dbCamera->unk_00 == 1) { if (CHECK_BTN_ALL(sGlobalCtx->state.input[2].cur.button, BTN_CRIGHT)) { cam->inputDir = dbCamera->sub.unk_104A; @@ -2128,7 +2128,7 @@ s32 DbCamera_UpdateDemoControl(DbCamera* dbCamera, Camera* cam) { } OLib_Vec3fDiffToVecSphGeo(&sp5C, &dbCamera->eye, &dbCamera->at); DbCamera_CalcUpFromPitchYawRoll(&dbCamera->unk_1C, sp5C.pitch, sp5C.yaw, - DEGF_TO_BINANG(dbCamera->rollDegrees)); + DEG_TO_BINANG_ALT(dbCamera->rollDegrees)); return 2; } diff --git a/src/code/z_camera.c b/src/code/z_camera.c index f7011a8a03..fcb76a6ad6 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -565,7 +565,7 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) { * Calculates the angle between points `from` and `to` */ s16 Camera_XZAngle(Vec3f* to, Vec3f* from) { - return DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(from->x - to->x, from->z - to->z))); + return DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(from->x - to->x, from->z - to->z))); } s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) { @@ -630,8 +630,8 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) { } phi_f16 = PCT(OREG(20)) * (D_8015CE50 - camera->playerGroundY); phi_f18 = (1.0f - PCT(OREG(20))) * (D_8015CE54 - camera->playerGroundY); - temp_s0 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f16, sp30))); - temp_s1 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f18, sp2C))); + temp_s0 = DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(phi_f16, sp30))); + temp_s1 = DEG_TO_BINANG_ALT(RADF_TO_DEGF(Math_FAtan2F(phi_f18, sp2C))); return temp_s0 + temp_s1; } @@ -1440,7 +1440,7 @@ s32 Camera_Normal1(Camera* camera) { norm1->yOffset = NEXTSETTING * sp94; norm1->distMin = NEXTSETTING * sp94; norm1->distMax = NEXTSETTING * sp94; - norm1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING); + norm1->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING); norm1->unk_0C = NEXTSETTING; norm1->unk_10 = NEXTSETTING; norm1->unk_14 = NEXTPCT; @@ -1672,7 +1672,7 @@ s32 Camera_Normal2(Camera* camera) { norm2->unk_00 = NEXTPCT * playerHeight * yNormal; norm2->unk_04 = NEXTPCT * playerHeight * yNormal; norm2->unk_08 = NEXTPCT * playerHeight * yNormal; - norm2->unk_1C = DEGF_TO_BINANG(NEXTSETTING); + norm2->unk_1C = DEG_TO_BINANG_ALT(NEXTSETTING); norm2->unk_0C = NEXTSETTING; norm2->unk_10 = NEXTPCT; norm2->unk_14 = NEXTSETTING; @@ -1830,7 +1830,7 @@ s32 Camera_Normal3(Camera* camera) { norm3->yOffset = NEXTSETTING * PCT(playerHeight); norm3->distMin = NEXTSETTING * PCT(playerHeight); norm3->distMax = NEXTSETTING * PCT(playerHeight); - norm3->pitchTarget = DEGF_TO_BINANG(NEXTSETTING); + norm3->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING); norm3->yawUpdateSpeed = NEXTSETTING; norm3->unk_10 = NEXTSETTING; norm3->fovTarget = NEXTSETTING; @@ -1982,8 +1982,8 @@ s32 Camera_Parallel1(Camera* camera) { para1->yOffset = NEXTPCT * playerHeight * yNormal; para1->distTarget = NEXTPCT * playerHeight * yNormal; - para1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING); - para1->yawTarget = DEGF_TO_BINANG(NEXTSETTING); + para1->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING); + para1->yawTarget = DEG_TO_BINANG_ALT(NEXTSETTING); para1->unk_08 = NEXTSETTING; para1->unk_0C = NEXTSETTING; para1->fovTarget = NEXTSETTING; @@ -2544,7 +2544,7 @@ s32 Camera_Jump3(Camera* camera) { jump3->yOffset = NEXTSETTING * t2; jump3->distMin = NEXTSETTING * t2; jump3->distMax = NEXTSETTING * t2; - jump3->pitchTarget = DEGF_TO_BINANG(NEXTSETTING); + jump3->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING); jump3->swingUpdateRate = NEXTSETTING; jump3->unk_10 = NEXTSETTING; jump3->unk_14 = NEXTPCT; @@ -2880,25 +2880,25 @@ s32 Camera_Battle1(Camera* camera) { skipEyeAtCalc = true; } anim->animTimer--; - } else if (ABS(tmpAng1) > DEGF_TO_BINANG(swingAngle)) { + } else if (ABS(tmpAng1) > DEG_TO_BINANG_ALT(swingAngle)) { spFC = BINANG_TO_DEG_ALT(tmpAng1); temp_f2_2 = swingAngle + (spF8 - swingAngle) * (OLib_ClampMaxDist(atToTargetDir.r, spB4.r) / spB4.r); temp_f12_2 = ((temp_f2_2 * temp_f2_2) - 2.0f) / (temp_f2_2 - 360.0f); var2 = ((temp_f12_2 * spFC) + (2.0f - (360.0f * temp_f12_2))); temp_f14 = SQ(spFC) / var2; - tmpAng2 = tmpAng1 >= 0 ? DEGF_TO_BINANG(temp_f14) : (-DEGF_TO_BINANG(temp_f14)); + tmpAng2 = tmpAng1 >= 0 ? DEG_TO_BINANG_ALT(temp_f14) : (-DEG_TO_BINANG_ALT(temp_f14)); spB4.yaw = BINANG_ROT180((s16)(BINANG_ROT180(atToEyeNextDir.yaw) + tmpAng2)); } else { spFC = 0.05f; spFC = (1 - camera->speedRatio) * spFC; - tmpAng2 = tmpAng1 >= 0 ? DEGF_TO_BINANG(swingAngle) : -DEGF_TO_BINANG(swingAngle); + tmpAng2 = tmpAng1 >= 0 ? DEG_TO_BINANG_ALT(swingAngle) : -DEG_TO_BINANG_ALT(swingAngle); spB4.yaw = atToEyeNextDir.yaw - (s16)((tmpAng2 - tmpAng1) * spFC); } if (!skipEyeAtCalc) { var3 = atToTargetDir.pitch * batt1->swingPitchAdj; var2 = F32_LERPIMP(sp7C, sp78, distRatio); - tmpAng1 = DEGF_TO_BINANG(var2) - (s16)(playerToTargetDir.pitch * (0.5f + distRatio * (1.0f - 0.5f))); + tmpAng1 = DEG_TO_BINANG_ALT(var2) - (s16)(playerToTargetDir.pitch * (0.5f + distRatio * (1.0f - 0.5f))); tmpAng1 += (s16)(var3); if (tmpAng1 < -0x2AA8) { @@ -2927,7 +2927,7 @@ s32 Camera_Battle1(Camera* camera) { } } anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37)); - camera->roll = DEGF_TO_BINANG(anim->roll); + camera->roll = DEG_TO_BINANG_ALT(anim->roll); camera->fov = Camera_LERPCeilF((player->meleeWeaponState != 0 ? 0.8f : gSaveContext.health <= 0x10 ? 0.8f : 1.0f) * @@ -2967,7 +2967,7 @@ s32 Camera_Battle4(Camera* camera) { batt4->yOffset = NEXTPCT * playerHeight * yNormal; batt4->rTarget = NEXTPCT * playerHeight * yNormal; - batt4->pitchTarget = DEGF_TO_BINANG(NEXTSETTING); + batt4->pitchTarget = DEG_TO_BINANG_ALT(NEXTSETTING); batt4->lerpUpdateRate = NEXTPCT; batt4->fovTarget = NEXTSETTING; batt4->atLERPTarget = NEXTPCT; @@ -3206,23 +3206,23 @@ s32 Camera_KeepOn1(Camera* camera) { sp88 = 1; } anim->unk_16--; - } else if (ABS(spE2) > DEGF_TO_BINANG(spEC)) { + } else if (ABS(spE2) > DEG_TO_BINANG_ALT(spEC)) { spF4 = BINANG_TO_DEG_ALT(spE2); t2 = spEC + (spF0 - spEC) * (OLib_ClampMaxDist(spD0.r, spD8.r) / spD8.r); temp_f12_2 = ((SQ(t2) - 2.0f) / (t2 - 360.0f)); t1 = (temp_f12_2 * spF4) + (2.0f - (360.0f * temp_f12_2)); temp_f14 = SQ(spF4) / t1; - spE0 = spE2 >= 0 ? (DEGF_TO_BINANG(temp_f14)) : (-DEGF_TO_BINANG(temp_f14)); + spE0 = spE2 >= 0 ? (DEG_TO_BINANG_ALT(temp_f14)) : (-DEG_TO_BINANG_ALT(temp_f14)); spD8.yaw = BINANG_ROT180((s16)(BINANG_ROT180(spB8.yaw) + spE0)); } else { spF4 = 0.02f; spF4 = (1.0f - camera->speedRatio) * spF4; - spE0 = spE2 >= 0 ? DEGF_TO_BINANG(spEC) : -DEGF_TO_BINANG(spEC); + spE0 = spE2 >= 0 ? DEG_TO_BINANG_ALT(spEC) : -DEG_TO_BINANG_ALT(spEC); spD8.yaw = spB8.yaw - (s16)((spE0 - spE2) * spF4); } if (sp88 == 0) { - spE2 = DEGF_TO_BINANG((f32)(keep1->unk_14 + ((keep1->unk_18 - keep1->unk_14) * sp84))); + spE2 = DEG_TO_BINANG_ALT((f32)(keep1->unk_14 + ((keep1->unk_18 - keep1->unk_14) * sp84))); spE2 -= (s16)(spC8.pitch * (0.5f + (sp84 * 0.5f))); spE8 = spD0.pitch * keep1->unk_1C; @@ -3351,31 +3351,31 @@ s32 Camera_KeepOn3(Camera* camera) { anim->animTimer = keep3->initTimer; spBC = ((1.0f - temp_f0) * targetToPlayerDir.r) / anim->animTimer; swingAngle = F32_LERPIMP(keep3->swingPitchInitial, keep3->swingPitchFinal, temp_f0); - atToEyeAdj.pitch = DEGF_TO_BINANG(swingAngle) + ((s16)(-(targetToPlayerDir.pitch * keep3->swingPitchAdj))); + atToEyeAdj.pitch = DEG_TO_BINANG_ALT(swingAngle) + ((s16)(-(targetToPlayerDir.pitch * keep3->swingPitchAdj))); swingAngle = F32_LERPIMP(keep3->swingYawInital, keep3->swingYawFinal, temp_f0); if (keep3->flags & 0x10) { if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) { - atToEyeAdj.yaw = targetToPlayerDir.yaw + DEGF_TO_BINANG(swingAngle); + atToEyeAdj.yaw = targetToPlayerDir.yaw + DEG_TO_BINANG_ALT(swingAngle); } else { - atToEyeAdj.yaw = targetToPlayerDir.yaw - DEGF_TO_BINANG(swingAngle); + atToEyeAdj.yaw = targetToPlayerDir.yaw - DEG_TO_BINANG_ALT(swingAngle); } } else if (keep3->flags & 0x20) { if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) { - atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEGF_TO_BINANG(swingAngle); + atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEG_TO_BINANG_ALT(swingAngle); } else { - atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEGF_TO_BINANG(swingAngle); + atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEG_TO_BINANG_ALT(swingAngle); } } else if (ABS(BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw)) < 0x3FFF) { if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) { - atToEyeAdj.yaw = targetToPlayerDir.yaw + DEGF_TO_BINANG(swingAngle); + atToEyeAdj.yaw = targetToPlayerDir.yaw + DEG_TO_BINANG_ALT(swingAngle); } else { - atToEyeAdj.yaw = targetToPlayerDir.yaw - DEGF_TO_BINANG(swingAngle); + atToEyeAdj.yaw = targetToPlayerDir.yaw - DEG_TO_BINANG_ALT(swingAngle); } } else { if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) { - atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEGF_TO_BINANG(swingAngle); + atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEG_TO_BINANG_ALT(swingAngle); } else { - atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEGF_TO_BINANG(swingAngle); + atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEG_TO_BINANG_ALT(swingAngle); } } prevTargetPlayerDist = targetToPlayerDir.r; @@ -3634,35 +3634,35 @@ s32 Camera_KeepOn4(Camera* camera) { unk20->unk_10 = keep4->unk_1E; unk20->unk_08 = playerPosRot->pos.y - camera->playerPosDelta.y; if (keep4->unk_1C & 2) { - spA2 = DEGF_TO_BINANG(keep4->unk_08); + spA2 = DEG_TO_BINANG_ALT(keep4->unk_08); spA0 = BINANG_SUB(BINANG_ROT180(playerPosRot->rot.y), spA8.yaw) > 0 - ? BINANG_ROT180(playerPosRot->rot.y) + DEGF_TO_BINANG(keep4->unk_0C) - : BINANG_ROT180(playerPosRot->rot.y) - DEGF_TO_BINANG(keep4->unk_0C); + ? BINANG_ROT180(playerPosRot->rot.y) + DEG_TO_BINANG_ALT(keep4->unk_0C) + : BINANG_ROT180(playerPosRot->rot.y) - DEG_TO_BINANG_ALT(keep4->unk_0C); } else if (keep4->unk_1C & 4) { - spA2 = DEGF_TO_BINANG(keep4->unk_08); - spA0 = DEGF_TO_BINANG(keep4->unk_0C); + spA2 = DEG_TO_BINANG_ALT(keep4->unk_08); + spA0 = DEG_TO_BINANG_ALT(keep4->unk_0C); } else if ((keep4->unk_1C & 8) && camera->target != NULL) { PosRot sp60; Actor_GetWorldPosShapeRot(&sp60, camera->target); - spA2 = DEGF_TO_BINANG(keep4->unk_08) - sp60.rot.x; + spA2 = DEG_TO_BINANG_ALT(keep4->unk_08) - sp60.rot.x; spA0 = BINANG_SUB(BINANG_ROT180(sp60.rot.y), spA8.yaw) > 0 - ? BINANG_ROT180(sp60.rot.y) + DEGF_TO_BINANG(keep4->unk_0C) - : BINANG_ROT180(sp60.rot.y) - DEGF_TO_BINANG(keep4->unk_0C); + ? BINANG_ROT180(sp60.rot.y) + DEG_TO_BINANG_ALT(keep4->unk_0C) + : BINANG_ROT180(sp60.rot.y) - DEG_TO_BINANG_ALT(keep4->unk_0C); spCC[1] = camera->target; sp9C++; } else if ((keep4->unk_1C & 0x80) && camera->target != NULL) { PosRot sp4C; Actor_GetWorld(&sp4C, camera->target); - spA2 = DEGF_TO_BINANG(keep4->unk_08); + spA2 = DEG_TO_BINANG_ALT(keep4->unk_08); sp9E = Camera_XZAngle(&sp4C.pos, &playerPosRot->pos); - spA0 = (BINANG_SUB(sp9E, spA8.yaw) > 0) ? sp9E + DEGF_TO_BINANG(keep4->unk_0C) - : sp9E - DEGF_TO_BINANG(keep4->unk_0C); + spA0 = (BINANG_SUB(sp9E, spA8.yaw) > 0) ? sp9E + DEG_TO_BINANG_ALT(keep4->unk_0C) + : sp9E - DEG_TO_BINANG_ALT(keep4->unk_0C); spCC[1] = camera->target; sp9C++; } else if (keep4->unk_1C & 0x40) { - spA2 = DEGF_TO_BINANG(keep4->unk_08); + spA2 = DEG_TO_BINANG_ALT(keep4->unk_08); spA0 = spA8.yaw; } else { 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; diff --git a/src/code/z_olib.c b/src/code/z_olib.c index 72cd6694b1..7400ae513b 100644 --- a/src/code/z_olib.c +++ b/src/code/z_olib.c @@ -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; diff --git a/src/code/z_onepointdemo.c b/src/code/z_onepointdemo.c index 493bb3be47..2a693cdf09 100644 --- a/src/code/z_onepointdemo.c +++ b/src/code/z_onepointdemo.c @@ -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) {