1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-07-04 15:04:31 +00:00

Name the coordinate transformation matrices (#1042)

This commit is contained in:
engineer124 2021-12-01 10:52:16 +11:00 committed by GitHub
parent 669732abbe
commit eabc918817
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
78 changed files with 165 additions and 157 deletions

View file

@ -212,7 +212,7 @@ void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* lef
}
void func_8002BE04(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, f32* arg3) {
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->mf_11D60, arg1, arg2, arg3);
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, arg1, arg2, arg3);
*arg3 = (*arg3 < 1.0f) ? 1.0f : (1.0f / *arg3);
}
@ -1905,7 +1905,7 @@ void Actor_DrawFaroresWindPointer(GlobalContext* globalCtx) {
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset,
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Matrix_Mult(&globalCtx->mf_11DA0, MTXMODE_APPLY);
Matrix_Mult(&globalCtx->billboardMtxF, MTXMODE_APPLY);
Matrix_Push();
gDPPipeSync(POLY_XLU_DISP++);
@ -1955,8 +1955,8 @@ void func_800304DC(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry*
bzero(actorCtx, sizeof(*actorCtx));
ActorOverlayTable_Init();
Matrix_MtxFCopy(&globalCtx->mf_11DA0, &gMtxFClear);
Matrix_MtxFCopy(&globalCtx->mf_11D60, &gMtxFClear);
Matrix_MtxFCopy(&globalCtx->billboardMtxF, &gMtxFClear);
Matrix_MtxFCopy(&globalCtx->viewProjectionMtxF, &gMtxFClear);
overlayEntry = &gActorOverlayTable[0];
for (i = 0; i < ARRAY_COUNT(gActorOverlayTable); i++) {
@ -2358,7 +2358,7 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) {
HREG(66) = i;
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(68) == 0)) {
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->mf_11D60, &actor->world.pos, &actor->projectedPos,
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, &actor->world.pos, &actor->projectedPos,
&actor->projectedW);
}