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Improve match for DbCamera_CalcUpFromPitchYawRoll
, add docs (#1408)
* improve match * found solution without void
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eb9b707157
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1 changed files with 47 additions and 54 deletions
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@ -111,61 +111,54 @@ Vec3f* DbCamera_AddVecGeoToVec3f(Vec3f* dest, Vec3f* a, VecGeo* geo) {
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return dest;
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}
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Vec3f* DbCamera_CalcUpFromPitchYawRoll(Vec3f* dest, s16 pitch, s16 yaw, s16 roll) {
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f32 sinPitch;
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f32 cosPitch;
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f32 sinYaw;
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f32 cosYaw;
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f32 sinNegRoll;
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f32 cosNegRoll;
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Vec3f spA4;
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f32 sp54;
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f32 sp4C;
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f32 cosPitchCosYawSinRoll;
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f32 negSinPitch;
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f32 temp_f10_2;
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f32 cosPitchcosYaw;
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f32 temp_f14;
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f32 negSinPitchSinYaw;
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f32 negSinPitchCosYaw;
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f32 cosPitchSinYaw;
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f32 temp_f4_2;
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f32 temp_f6;
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f32 temp_f8;
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f32 temp_f8_2;
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f32 temp_f8_3;
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/**
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* Calculates a new Up vector from the pitch, yaw, roll
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*/
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Vec3f* DbCamera_CalcUpFromPitchYawRoll(Vec3f* viewUp, s16 pitch, s16 yaw, s16 roll) {
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f32 sinP = Math_SinS(pitch);
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f32 cosP = Math_CosS(pitch);
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f32 sinY = Math_SinS(yaw);
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f32 cosY = Math_CosS(yaw);
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f32 sinR = Math_SinS(-roll);
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f32 cosR = Math_CosS(-roll);
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Vec3f up;
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Vec3f baseUp;
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Vec3f u;
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Vec3f rollMtxRow1;
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Vec3f rollMtxRow2;
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Vec3f rollMtxRow3;
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sinPitch = Math_SinS(pitch);
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cosPitch = Math_CosS(pitch);
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sinYaw = Math_SinS(yaw);
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cosYaw = Math_CosS(yaw);
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sinNegRoll = Math_SinS(-roll);
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cosNegRoll = Math_CosS(-roll);
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negSinPitch = -sinPitch;
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negSinPitchSinYaw = negSinPitch * sinYaw;
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negSinPitchCosYaw = negSinPitch * cosYaw;
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temp_f14 = 1.0f - cosNegRoll;
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cosPitchSinYaw = cosPitch * sinYaw;
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sp54 = SQ(cosPitchSinYaw);
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sp4C = (cosPitchSinYaw * sinPitch) * ((void)0, temp_f14);
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cosPitchcosYaw = cosPitch * cosYaw;
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temp_f4_2 = ((1.0f - sp54) * cosNegRoll) + sp54;
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cosPitchCosYawSinRoll = cosPitchcosYaw * sinNegRoll;
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temp_f6 = (cosPitchcosYaw * cosPitchSinYaw) * ((void)0, temp_f14);
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temp_f10_2 = sinPitch * sinNegRoll;
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spA4.x = ((negSinPitchSinYaw * temp_f4_2) + (cosPitch * (sp4C - cosPitchCosYawSinRoll))) +
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(negSinPitchCosYaw * (temp_f6 + temp_f10_2));
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sp54 = SQ(sinPitch);
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temp_f4_2 = (sinPitch * cosPitchcosYaw) * ((void)0, temp_f14);
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temp_f8_3 = cosPitchSinYaw * sinNegRoll;
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temp_f8 = sp4C + cosPitchCosYawSinRoll;
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spA4.y = ((negSinPitchSinYaw * temp_f8) + (cosPitch * (((1.0f - sp54) * cosNegRoll) + sp54))) +
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(negSinPitchCosYaw * (temp_f4_2 - temp_f8_3));
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temp_f8_2 = temp_f6 - temp_f10_2;
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spA4.z = ((negSinPitchSinYaw * temp_f8_2) + (cosPitch * (temp_f4_2 + temp_f8_3))) +
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(negSinPitchCosYaw * (((1.0f - SQ(cosPitchcosYaw)) * cosNegRoll) + SQ(cosPitchcosYaw)));
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*dest = spA4;
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return dest;
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// Axis to roll around
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u.x = cosP * sinY;
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u.y = sinP;
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u.z = cosP * cosY;
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// Up without roll
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baseUp.x = -sinP * sinY;
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baseUp.y = cosP;
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baseUp.z = -sinP * cosY;
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// Matrix to apply the roll to the Up vector without roll
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rollMtxRow1.x = ((1.0f - SQ(u.x)) * cosR) + SQ(u.x);
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rollMtxRow1.y = ((1.0f - cosR) * (u.x * u.y)) - (u.z * sinR);
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rollMtxRow1.z = ((1.0f - cosR) * (u.z * u.x)) + (u.y * sinR);
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rollMtxRow2.x = ((1.0f - cosR) * (u.x * u.y)) + (u.z * sinR);
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rollMtxRow2.y = ((1.0f - SQ(u.y)) * cosR) + SQ(u.y);
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rollMtxRow2.z = ((1.0f - cosR) * (u.y * u.z)) - (u.x * sinR);
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rollMtxRow3.x = ((1.0f - cosR) * (u.z * u.x)) - (u.y * sinR);
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rollMtxRow3.y = ((1.0f - cosR) * (u.y * u.z)) + (u.x * sinR);
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rollMtxRow3.z = ((1.0f - SQ(u.z)) * cosR) + SQ(u.z);
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// rollMtx * baseUp
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up.x = DOTXYZ(baseUp, rollMtxRow1);
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up.y = DOTXYZ(baseUp, rollMtxRow2);
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up.z = DOTXYZ(baseUp, rollMtxRow3);
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*viewUp = up;
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return viewUp;
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}
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char* DbCamera_SetTextValue(s16 value, char* str, u8 endIdx) {
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