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Fix misc 7 (#1149)
* Fixup `Math3D_LineClosestToPoint` * `gDodongosCavernBossLavaFloorTex` is 32x64 * Name empty-dlist-making functions `_EmptyDList` * Fix typos * transitionRate -> morphFrames * Compare `xyzDistToPlayerSq` to squared values * Fix hookshot target/post collision header names being swapped * Fix description of `z_bg_mizu_movebg.c` * Add scene command comment to `func_80098508` to match other scene command handlers * Some fixup in `Camera_Demo5` * `1` -> `ALLOCTYPE_ABSOLUTE` in comment on `ActorContext.absoluteSpace`
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a9526a3354
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34 changed files with 93 additions and 87 deletions
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@ -114,25 +114,27 @@ s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Ve
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* Determines the closest point on the line `line` to `pos`, by forming a line perpendicular from
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* `point` to `line` closest point is placed in `closestPoint`
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*/
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void Math3D_LineClosestToPoint(Linef* line, Vec3f* pos, Vec3f* closestPoint) {
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f32 dirVectorSize;
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void Math3D_LineClosestToPoint(InfiniteLine* line, Vec3f* pos, Vec3f* closestPoint) {
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f32 dirVectorLengthSq;
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f32 t;
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dirVectorSize = Math3D_Vec3fMagnitudeSq(&line->b);
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if (IS_ZERO(dirVectorSize)) {
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dirVectorLengthSq = Math3D_Vec3fMagnitudeSq(&line->dir);
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if (IS_ZERO(dirVectorLengthSq)) {
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osSyncPrintf(VT_COL(YELLOW, BLACK));
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// "Math3D_lineVsPosSuisenCross(): No straight line length"
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osSyncPrintf("Math3D_lineVsPosSuisenCross():直線の長さがありません\n");
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osSyncPrintf("cross = pos を返します。\n"); // "Returns cross = pos."
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osSyncPrintf(VT_RST);
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Math_Vec3f_Copy(closestPoint, pos);
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//! @bug Missing early return
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}
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t = (((pos->x - line->a.x) * line->b.x) + ((pos->y - line->a.y) * line->b.y) + ((pos->z - line->a.z) * line->b.z)) /
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dirVectorSize;
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closestPoint->x = (line->b.x * t) + line->a.x;
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closestPoint->y = (line->b.y * t) + line->a.y;
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closestPoint->z = (line->b.z * t) + line->a.z;
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t = (((pos->x - line->point.x) * line->dir.x) + ((pos->y - line->point.y) * line->dir.y) +
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((pos->z - line->point.z) * line->dir.z)) /
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dirVectorLengthSq;
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closestPoint->x = (line->dir.x * t) + line->point.x;
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closestPoint->y = (line->dir.y * t) + line->point.y;
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closestPoint->z = (line->dir.z * t) + line->point.z;
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}
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void Math3D_FindPointOnPlaneIntersect(f32 planeAAxis1Norm, f32 planeAAxis2Norm, f32 planeBAxis1Norm,
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@ -195,10 +197,10 @@ s32 Math3D_PlaneVsPlaneNewLine(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeA
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*/
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s32 Math3D_PlaneVsPlaneVsLineClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA,
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f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* point, Vec3f* closestPoint) {
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static Linef planeIntersect;
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static InfiniteLine planeIntersect;
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if (!Math3D_PlaneVsPlaneNewLine(planeAA, planeAB, planeAC, planeADist, planeBA, planeBB, planeBC, planeBDist,
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(InfiniteLine*)&planeIntersect)) {
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&planeIntersect)) {
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return false;
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}
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Math3D_LineClosestToPoint(&planeIntersect, point, closestPoint);
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@ -4291,23 +4291,23 @@ s32 Camera_Subj4(Camera* camera) {
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sCameraInterfaceFlags = subj4->interfaceFlags;
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if (camera->animState == 0) {
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spA4 = Camera_GetCamBgDataUnderPlayer(camera, &spAA);
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Camera_Vec3sToVec3f(&anim->unk_00.a, &spA4[1]);
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Camera_Vec3sToVec3f(&anim->unk_00.point, &spA4[1]);
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Camera_Vec3sToVec3f(&sp98, &spA4[spAA - 2]);
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sp64.r = 10.0f;
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// 0x238C ~ 50 degrees
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sp64.pitch = 0x238C;
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sp64.yaw = Camera_XZAngle(&sp98, &anim->unk_00.a);
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sp88 = OLib_Vec3fDist(&playerPosRot->pos, &anim->unk_00.a);
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sp64.yaw = Camera_XZAngle(&sp98, &anim->unk_00.point);
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sp88 = OLib_Vec3fDist(&playerPosRot->pos, &anim->unk_00.point);
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if (OLib_Vec3fDist(&playerPosRot->pos, &sp98) < sp88) {
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anim->unk_00.b.x = anim->unk_00.a.x - sp98.x;
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anim->unk_00.b.y = anim->unk_00.a.y - sp98.y;
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anim->unk_00.b.z = anim->unk_00.a.z - sp98.z;
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anim->unk_00.a = sp98;
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anim->unk_00.dir.x = anim->unk_00.point.x - sp98.x;
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anim->unk_00.dir.y = anim->unk_00.point.y - sp98.y;
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anim->unk_00.dir.z = anim->unk_00.point.z - sp98.z;
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anim->unk_00.point = sp98;
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} else {
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anim->unk_00.b.x = sp98.x - anim->unk_00.a.x;
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anim->unk_00.b.y = sp98.y - anim->unk_00.a.y;
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anim->unk_00.b.z = sp98.z - anim->unk_00.a.z;
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anim->unk_00.dir.x = sp98.x - anim->unk_00.point.x;
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anim->unk_00.dir.y = sp98.y - anim->unk_00.point.y;
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anim->unk_00.dir.z = sp98.z - anim->unk_00.point.z;
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sp64.yaw = BINANG_ROT180(sp64.yaw);
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}
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anim->unk_30 = sp64.yaw;
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@ -4340,9 +4340,9 @@ s32 Camera_Subj4(Camera* camera) {
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Actor_GetWorldPosShapeRot(&sp6C, &camera->player->actor);
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Math3D_LineClosestToPoint(&anim->unk_00, &sp6C.pos, eyeNext);
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at->x = eyeNext->x + anim->unk_00.b.x;
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at->y = eyeNext->y + anim->unk_00.b.y;
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at->z = eyeNext->z + anim->unk_00.b.z;
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at->x = eyeNext->x + anim->unk_00.dir.x;
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at->y = eyeNext->y + anim->unk_00.dir.y;
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at->z = eyeNext->z + anim->unk_00.dir.z;
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*eye = *eyeNext;
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sp64.yaw = anim->unk_30;
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sp64.r = 5.0f;
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@ -4792,9 +4792,9 @@ s32 Camera_Unique0(Camera* camera) {
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func_80043B60(camera);
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camera->unk_14C &= ~4;
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sceneCamData = Camera_GetCamBGData(camera);
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Camera_Vec3sToVec3f(&anim->sceneCamPosPlayerLine.a, &BGCAM_POS(sceneCamData));
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Camera_Vec3sToVec3f(&anim->sceneCamPosPlayerLine.point, &BGCAM_POS(sceneCamData));
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*eye = camera->eyeNext = anim->sceneCamPosPlayerLine.a;
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*eye = camera->eyeNext = anim->sceneCamPosPlayerLine.point;
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sceneCamRot = BGCAM_ROT(sceneCamData);
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fov = BGCAM_FOV(sceneCamData);
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if (fov != -1) {
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@ -4807,7 +4807,7 @@ s32 Camera_Unique0(Camera* camera) {
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atPlayerOffset.r = OLib_Vec3fDist(&playerPosWithOffset, eye);
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atPlayerOffset.yaw = sceneCamRot.y;
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atPlayerOffset.pitch = -sceneCamRot.x;
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OLib_VecSphGeoToVec3f(&anim->sceneCamPosPlayerLine.b, &atPlayerOffset);
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OLib_VecSphGeoToVec3f(&anim->sceneCamPosPlayerLine.dir, &atPlayerOffset);
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Math3D_LineClosestToPoint(&anim->sceneCamPosPlayerLine, &playerPosRot->pos, &camera->at);
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anim->initalPos = playerPosRot->pos;
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camera->animState++;
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@ -5814,12 +5814,14 @@ s32 Camera_Demo5(Camera* camera) {
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f32 sp90;
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VecSph playerTargetGeo;
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VecSph eyePlayerGeo;
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VecSph sp78;
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s16 targetScreenPosX;
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s16 targetScreenPosY;
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s32 pad1;
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PosRot playerhead;
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PosRot targethead;
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Player* player;
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s16 sp4A;
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s32 pad;
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s32 framesDiff;
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s32 temp_v0;
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s16 t;
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s32 pad2;
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@ -5837,7 +5839,7 @@ s32 Camera_Demo5(Camera* camera) {
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Actor_GetFocus(&camera->targetPosRot, camera->target);
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OLib_Vec3fDiffToVecSphGeo(&playerTargetGeo, &camera->targetPosRot.pos, &camera->playerPosRot.pos);
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D_8011D3AC = camera->target->category;
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Actor_GetScreenPos(camera->globalCtx, camera->target, &sp78.yaw, &sp78.pitch);
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Actor_GetScreenPos(camera->globalCtx, camera->target, &targetScreenPosX, &targetScreenPosY);
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eyeTargetDist = OLib_Vec3fDist(&camera->targetPosRot.pos, &camera->eye);
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OLib_Vec3fDiffToVecSphGeo(&eyePlayerGeo, &playerhead.pos, &camera->eyeNext);
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sp4A = eyePlayerGeo.yaw - playerTargetGeo.yaw;
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@ -5869,7 +5871,8 @@ s32 Camera_Demo5(Camera* camera) {
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// distance between player and target is less than 30 units.
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ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D79C;
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ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D79C);
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if ((sp78.yaw < 0x15) || (sp78.yaw >= 0x12C) || (sp78.pitch < 0x29) || (sp78.pitch >= 0xC8)) {
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if ((targetScreenPosX < 0x15) || (targetScreenPosX >= 0x12C) || (targetScreenPosY < 0x29) ||
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(targetScreenPosY >= 0xC8)) {
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D_8011D79C[0].actionFlags = 0x41;
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D_8011D79C[0].atTargetInit.y = -30.0f;
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D_8011D79C[0].atTargetInit.x = 0.0f;
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@ -5901,7 +5904,8 @@ s32 Camera_Demo5(Camera* camera) {
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// The distance between the camera's current position and the target is less than 700 units
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// and the angle between the camera's position and the player, and the player to the target
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// is less than ~76.9 degrees
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if (sp78.yaw >= 0x15 && sp78.yaw < 0x12C && sp78.pitch >= 0x29 && sp78.pitch < 0xC8 && eyePlayerGeo.r > 30.0f) {
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if (targetScreenPosX >= 0x15 && targetScreenPosX < 0x12C && targetScreenPosY >= 0x29 &&
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targetScreenPosY < 0xC8 && eyePlayerGeo.r > 30.0f) {
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D_8011D88C[0].timerInit = camera->timer;
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ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D88C;
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ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D88C);
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@ -5997,8 +6001,8 @@ s32 Camera_Demo5(Camera* camera) {
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}
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}
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pad = sDemo5PrevSfxFrame - camera->globalCtx->state.frames;
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if ((pad >= 0x33) || (pad < -0x32)) {
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framesDiff = sDemo5PrevSfxFrame - camera->globalCtx->state.frames;
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if ((framesDiff > 50) || (framesDiff < -50)) {
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func_80078884(camera->data1);
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}
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@ -6012,11 +6016,11 @@ s32 Camera_Demo5(Camera* camera) {
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} else {
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sp4A = playerhead.rot.y - playerTargetGeo.yaw;
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if (camera->target->category == ACTORCAT_PLAYER) {
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pad = camera->globalCtx->state.frames - sDemo5PrevAction12Frame;
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framesDiff = camera->globalCtx->state.frames - sDemo5PrevAction12Frame;
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if (player->stateFlags1 & PLAYER_STATE1_11) {
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// holding object over head.
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func_8002DF54(camera->globalCtx, camera->target, 8);
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} else if (ABS(pad) > 3000) {
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} else if (ABS(framesDiff) > 3000) {
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func_8002DF54(camera->globalCtx, camera->target, 12);
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} else {
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func_8002DF54(camera->globalCtx, camera->target, 69);
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@ -1,7 +1,7 @@
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#include "global.h"
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// unused
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Gfx sCircleNullDList[] = {
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Gfx sCircleEmptyDList[] = {
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gsSPEndDisplayList(),
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};
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@ -76,7 +76,7 @@ void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
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if (0) {}
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i++; // abmient light is total number of lights + 1
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i++; // ambient light is total number of lights + 1
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gSPLight(POLY_OPA_DISP++, &lights->l.a, i);
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gSPLight(POLY_XLU_DISP++, &lights->l.a, i);
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@ -182,6 +182,7 @@ s32 Scene_ExecuteCommands(GlobalContext* globalCtx, SceneCmd* sceneCmd) {
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return 0;
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}
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// Scene Command 0x00: Spawn List
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void func_80098508(GlobalContext* globalCtx, SceneCmd* cmd) {
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ActorEntry* linkEntry = globalCtx->linkActorEntry = (ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.segment) +
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globalCtx->setupEntranceList[globalCtx->curSpawn].spawn;
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