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z_en_ko OK (#869)

* .data OK

* Progress

* push some old stuff

* Finish a chain

* Progress

* Progress

* Run mathfixer.py

* Progress

* match one more

* Up to date

* Match func_80A97610

* func_80A96FD0

* most of the way through the mega switch

* small formatting thing. still stuck on the switch

* start a big switch function

* a little closer

* done with matching for now starting objects

* func_80A97738 OK!

* func_80A995CC OK!

* func_80A99864 OK!

* en_ko OK!

* Code clean-up pass

* more EnKo cleanups, object_fa and object_kw1 textures documented

* complete object_km1, more EnKo documentation

* More documentation

* delete asm

* Clean-up rebase issues

* bleh

* Implement Dragorn's suggestions

* fix spec, implement fig's suggestions

* whoops (ill leave it for the docs tho lol)

* whoops again

* i made an ouchie

* smile

* last one for real

Co-authored-by: Louis <35883445+louist103@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
mzxrules 2021-07-28 17:59:52 -04:00 committed by GitHub
parent 6f7312a348
commit df5e1c63c0
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GPG key ID: 4AEE18F83AFDEB23
65 changed files with 1454 additions and 4168 deletions

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@ -36,8 +36,8 @@ s32 Math3D_PlaneVsLineSegClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32
planeIntersectSeg.b.z = (planeIntersectLine.dir.z * 100.0f) + planeIntersectLine.point.z;
// closestPoint is a point on planeIntersect, sp34 is a point on linePointA, linePointB
if (!Math3D_LineVsLineClosestTwoPoints(&planeIntersectSeg.a, &planeIntersectSeg.b, linePointA, linePointB, closestPoint,
&sp34)) {
if (!Math3D_LineVsLineClosestTwoPoints(&planeIntersectSeg.a, &planeIntersectSeg.b, linePointA, linePointB,
closestPoint, &sp34)) {
return false;
}
return true;
@ -80,9 +80,9 @@ s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Ve
compAAlongB = ((lineAx * lineBx) + (lineAy * lineBy) + (lineAz * lineBz)) * scaleB;
compBAAlongB = ((lineBx * (lineAPointA->x - lineBPointA->x)) +
(lineBy * (lineAPointA->y - lineBPointA->y)) +
(lineBz * (lineAPointA->z - lineBPointA->z))) * scaleB;
compBAAlongB = ((lineBx * (lineAPointA->x - lineBPointA->x)) + (lineBy * (lineAPointA->y - lineBPointA->y)) +
(lineBz * (lineAPointA->z - lineBPointA->z))) *
scaleB;
lineAPerpB.x = lineAx - (lineBx * compAAlongB);
lineAPerpB.y = lineAy - (lineBy * compAAlongB);