1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-07-04 06:54:33 +00:00

Name movement related functions in z_actor (#1476)

* rename functions

* dragorns name suggestions

* Revert "dragorns name suggestions"

This reverts commit dd4626ce5e.

* lets try that again

* reword comment

* comments

* projectile speed

* arg name

* more comments

* minVelY comment

* merge master and format
This commit is contained in:
fig02 2022-12-30 13:55:14 -05:00 committed by GitHub
parent 41e80b951b
commit e37b993483
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
191 changed files with 349 additions and 324 deletions

View file

@ -841,7 +841,10 @@ void Actor_Destroy(Actor* actor, PlayState* play) {
}
}
void func_8002D7EC(Actor* actor) {
/**
* Update actor's position factoring in velocity and collider displacement
*/
void Actor_UpdatePos(Actor* actor) {
f32 speedRate = R_UPDATE_RATE * 0.5f;
actor->world.pos.x += (actor->velocity.x * speedRate) + actor->colChkInfo.displacement.x;
@ -849,22 +852,34 @@ void func_8002D7EC(Actor* actor) {
actor->world.pos.z += (actor->velocity.z * speedRate) + actor->colChkInfo.displacement.z;
}
void func_8002D868(Actor* actor) {
/**
* Update actor's velocity accounting for gravity (without dropping below minimum y velocity)
*/
void Actor_UpdateVelocityXZGravity(Actor* actor) {
actor->velocity.x = Math_SinS(actor->world.rot.y) * actor->speed;
actor->velocity.z = Math_CosS(actor->world.rot.y) * actor->speed;
actor->velocity.y += actor->gravity;
if (actor->velocity.y < actor->minVelocityY) {
actor->velocity.y = actor->minVelocityY;
}
}
void Actor_MoveForward(Actor* actor) {
func_8002D868(actor);
func_8002D7EC(actor);
/**
* Move actor while accounting for its current velocity and gravity.
* `actor.speed` is used as the XZ velocity.
* The actor will move in the direction of its world yaw.
*/
void Actor_MoveXZGravity(Actor* actor) {
Actor_UpdateVelocityXZGravity(actor);
Actor_UpdatePos(actor);
}
void func_8002D908(Actor* actor) {
/**
* Update actor's velocity without gravity.
*/
void Actor_UpdateVelocityXYZ(Actor* actor) {
f32 speedXZ = Math_CosS(actor->world.rot.x) * actor->speed;
actor->velocity.x = Math_SinS(actor->world.rot.y) * speedXZ;
@ -872,23 +887,33 @@ void func_8002D908(Actor* actor) {
actor->velocity.z = Math_CosS(actor->world.rot.y) * speedXZ;
}
void func_8002D97C(Actor* actor) {
func_8002D908(actor);
func_8002D7EC(actor);
/**
* Move actor while accounting for its current velocity.
* `actor.speed` is used as the XYZ velocity.
* The actor will move in the direction of its world yaw and pitch, with positive pitch moving upwards.
*/
void Actor_MoveXYZ(Actor* actor) {
Actor_UpdateVelocityXYZ(actor);
Actor_UpdatePos(actor);
}
void func_8002D9A4(Actor* actor, f32 arg1) {
actor->speed = Math_CosS(actor->world.rot.x) * arg1;
actor->velocity.y = -Math_SinS(actor->world.rot.x) * arg1;
/**
* From a given XYZ speed value, set the corresponding XZ speed as `actor.speed`, and Y speed as Y velocity.
* Only the actor's world pitch is factored in, with positive pitch moving downwards.
*/
void Actor_SetProjectileSpeed(Actor* actor, f32 speedXYZ) {
actor->speed = Math_CosS(actor->world.rot.x) * speedXYZ;
actor->velocity.y = -Math_SinS(actor->world.rot.x) * speedXYZ;
}
void func_8002D9F8(Actor* actor, SkelAnime* skelAnime) {
Vec3f sp1C;
void Actor_UpdatePosByAnimation(Actor* actor, SkelAnime* skelAnime) {
Vec3f posDiff;
SkelAnime_UpdateTranslation(skelAnime, &sp1C, actor->shape.rot.y);
actor->world.pos.x += sp1C.x * actor->scale.x;
actor->world.pos.y += sp1C.y * actor->scale.y;
actor->world.pos.z += sp1C.z * actor->scale.z;
SkelAnime_UpdateTranslation(skelAnime, &posDiff, actor->shape.rot.y);
actor->world.pos.x += posDiff.x * actor->scale.x;
actor->world.pos.y += posDiff.y * actor->scale.y;
actor->world.pos.z += posDiff.z * actor->scale.z;
}
s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB) {
@ -4090,7 +4115,7 @@ s32 func_80035124(Actor* actor, PlayState* play) {
if (Actor_HasParent(actor, play)) {
actor->params = 1;
} else if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) {
Actor_MoveForward(actor);
Actor_MoveXZGravity(actor);
Math_SmoothStepToF(&actor->speed, 0.0f, 1.0f, 0.1f, 0.0f);
} else if ((actor->bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (actor->velocity.y < -4.0f)) {
ret = 1;

View file

@ -156,7 +156,7 @@ void DbCamera_DrawScreenText(GfxPrint* printer) {
/**
* Updates the state of the Reg Editor according to user input.
* Also contains a controller rumble test that can be interfaced with via related REGs.
*/
*/
void Regs_UpdateEditor(Input* input) {
s32 dPadInputCur;
s32 pageDataStart = ((gRegEditor->regGroup * REG_PAGES) + gRegEditor->regPage - 1) * REGS_PER_PAGE;

View file

@ -312,7 +312,7 @@ void EnAObj_Update(Actor* thisx, PlayState* play) {
EnAObj* this = (EnAObj*)thisx;
this->actionFunc(this, play);
Actor_MoveForward(&this->dyna.actor);
Actor_MoveXZGravity(&this->dyna.actor);
if (this->dyna.actor.gravity != 0.0f) {
if (this->dyna.actor.params != A_OBJ_BOULDER_FRAGMENT) {

View file

@ -576,7 +576,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
} else {
sp3A = 1;
Actor_MoveForward(&this->actor);
Actor_MoveXZGravity(&this->actor);
}
if (sp3A || D_80157D94[0]) {