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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`
This commit is contained in:
Dragorn421 2022-02-20 14:31:31 +01:00 committed by GitHub
parent a9526a3354
commit e51fd73704
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GPG key ID: 4AEE18F83AFDEB23
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
* Determines the closest point on the line `line` to `pos`, by forming a line perpendicular from
* `point` to `line` closest point is placed in `closestPoint`
*/
void Math3D_LineClosestToPoint(Linef* line, Vec3f* pos, Vec3f* closestPoint) {
f32 dirVectorSize;
void Math3D_LineClosestToPoint(InfiniteLine* line, Vec3f* pos, Vec3f* closestPoint) {
f32 dirVectorLengthSq;
f32 t;
dirVectorSize = Math3D_Vec3fMagnitudeSq(&line->b);
if (IS_ZERO(dirVectorSize)) {
dirVectorLengthSq = Math3D_Vec3fMagnitudeSq(&line->dir);
if (IS_ZERO(dirVectorLengthSq)) {
osSyncPrintf(VT_COL(YELLOW, BLACK));
// "Math3D_lineVsPosSuisenCross(): No straight line length"
osSyncPrintf("Math3D_lineVsPosSuisenCross():直線の長さがありません\n");
osSyncPrintf("cross = pos を返します。\n"); // "Returns cross = pos."
osSyncPrintf(VT_RST);
Math_Vec3f_Copy(closestPoint, pos);
//! @bug Missing early return
}
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)) /
dirVectorSize;
closestPoint->x = (line->b.x * t) + line->a.x;
closestPoint->y = (line->b.y * t) + line->a.y;
closestPoint->z = (line->b.z * t) + line->a.z;
t = (((pos->x - line->point.x) * line->dir.x) + ((pos->y - line->point.y) * line->dir.y) +
((pos->z - line->point.z) * line->dir.z)) /
dirVectorLengthSq;
closestPoint->x = (line->dir.x * t) + line->point.x;
closestPoint->y = (line->dir.y * t) + line->point.y;
closestPoint->z = (line->dir.z * t) + line->point.z;
}
void Math3D_FindPointOnPlaneIntersect(f32 planeAAxis1Norm, f32 planeAAxis2Norm, f32 planeBAxis1Norm,
@ -195,10 +197,10 @@ s32 Math3D_PlaneVsPlaneNewLine(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeA
*/
s32 Math3D_PlaneVsPlaneVsLineClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA,
f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* point, Vec3f* closestPoint) {
static Linef planeIntersect;
static InfiniteLine planeIntersect;
if (!Math3D_PlaneVsPlaneNewLine(planeAA, planeAB, planeAC, planeADist, planeBA, planeBB, planeBC, planeBDist,
(InfiniteLine*)&planeIntersect)) {
&planeIntersect)) {
return false;
}
Math3D_LineClosestToPoint(&planeIntersect, point, closestPoint);