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Angle cleanup - macros names (#1193)

* Move binang utility macros out of angle conversion macros block

* `BINANG_TO_DEGF` -> `BINANG_TO_DEG_ALT` (it may even be warranted to name it _approx instead of _alt, unsure)

* Add `BINANG_TO_DEG` (unused by oot) (for completeness)

* `DEGF_TO_BINANG` -> `DEG_TO_BINANG_ALT` (again may even be _approx, or maybe _cam)

* Add `DEG_TO_BINANG` (unused by oot) (for completeness)

* `RADF_TO_BINANG` -> `RAD_TO_BINANG`

* `RADF_TO_DEGF` -> `RAD_TO_DEG`

* Cleanup argument names in angle conversion macros

* Format for angle macros changes

* Run formatter

* Move `DEG_TO_BINANG_ALT`, `BINANG_TO_DEG_ALT` to z64camera.h

* Remove `DEG_TO_BINANG`, `BINANG_TO_DEG`

* Remove `_ALT` from `DEG_TO_BINANG`, `BINANG_TO_DEG`

* Add comment about inaccuracy near `DEG_TO_BINANG`, `BINANG_TO_DEG`

* run formatter

* `CAM_` prefix on `DEG_TO_BINANG`, `BINANG_TO_DEG` macros

* Revert "Remove `DEG_TO_BINANG`, `BINANG_TO_DEG`"

This reverts commit 5321647e5b.
This commit is contained in:
Dragorn421 2022-04-24 16:23:49 +02:00 committed by GitHub
parent ef870bdd11
commit fed9ac3e20
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
52 changed files with 219 additions and 213 deletions

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@ -565,7 +565,7 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) {
* Calculates the angle between points `from` and `to`
*/
s16 Camera_XZAngle(Vec3f* to, Vec3f* from) {
return DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(from->x - to->x, from->z - to->z)));
return CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(from->x - to->x, from->z - to->z)));
}
s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
@ -630,8 +630,8 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
}
phi_f16 = PCT(OREG(20)) * (D_8015CE50 - camera->playerGroundY);
phi_f18 = (1.0f - PCT(OREG(20))) * (D_8015CE54 - camera->playerGroundY);
temp_s0 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f16, sp30)));
temp_s1 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f18, sp2C)));
temp_s0 = CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(phi_f16, sp30)));
temp_s1 = CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(phi_f18, sp2C)));
return temp_s0 + temp_s1;
}
@ -1440,7 +1440,7 @@ s32 Camera_Normal1(Camera* camera) {
norm1->yOffset = NEXTSETTING * sp94;
norm1->distMin = NEXTSETTING * sp94;
norm1->distMax = NEXTSETTING * sp94;
norm1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
norm1->pitchTarget = CAM_DEG_TO_BINANG(NEXTSETTING);
norm1->unk_0C = NEXTSETTING;
norm1->unk_10 = NEXTSETTING;
norm1->unk_14 = NEXTPCT;
@ -1672,7 +1672,7 @@ s32 Camera_Normal2(Camera* camera) {
norm2->unk_00 = NEXTPCT * playerHeight * yNormal;
norm2->unk_04 = NEXTPCT * playerHeight * yNormal;
norm2->unk_08 = NEXTPCT * playerHeight * yNormal;
norm2->unk_1C = DEGF_TO_BINANG(NEXTSETTING);
norm2->unk_1C = CAM_DEG_TO_BINANG(NEXTSETTING);
norm2->unk_0C = NEXTSETTING;
norm2->unk_10 = NEXTPCT;
norm2->unk_14 = NEXTSETTING;
@ -1830,7 +1830,7 @@ s32 Camera_Normal3(Camera* camera) {
norm3->yOffset = NEXTSETTING * PCT(playerHeight);
norm3->distMin = NEXTSETTING * PCT(playerHeight);
norm3->distMax = NEXTSETTING * PCT(playerHeight);
norm3->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
norm3->pitchTarget = CAM_DEG_TO_BINANG(NEXTSETTING);
norm3->yawUpdateSpeed = NEXTSETTING;
norm3->unk_10 = NEXTSETTING;
norm3->fovTarget = NEXTSETTING;
@ -1982,8 +1982,8 @@ s32 Camera_Parallel1(Camera* camera) {
para1->yOffset = NEXTPCT * playerHeight * yNormal;
para1->distTarget = NEXTPCT * playerHeight * yNormal;
para1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
para1->yawTarget = DEGF_TO_BINANG(NEXTSETTING);
para1->pitchTarget = CAM_DEG_TO_BINANG(NEXTSETTING);
para1->yawTarget = CAM_DEG_TO_BINANG(NEXTSETTING);
para1->unk_08 = NEXTSETTING;
para1->unk_0C = NEXTSETTING;
para1->fovTarget = NEXTSETTING;
@ -2544,7 +2544,7 @@ s32 Camera_Jump3(Camera* camera) {
jump3->yOffset = NEXTSETTING * t2;
jump3->distMin = NEXTSETTING * t2;
jump3->distMax = NEXTSETTING * t2;
jump3->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
jump3->pitchTarget = CAM_DEG_TO_BINANG(NEXTSETTING);
jump3->swingUpdateRate = NEXTSETTING;
jump3->unk_10 = NEXTSETTING;
jump3->unk_14 = NEXTPCT;
@ -2880,25 +2880,25 @@ s32 Camera_Battle1(Camera* camera) {
skipEyeAtCalc = true;
}
anim->animTimer--;
} else if (ABS(tmpAng1) > DEGF_TO_BINANG(swingAngle)) {
spFC = BINANG_TO_DEGF(tmpAng1);
} else if (ABS(tmpAng1) > CAM_DEG_TO_BINANG(swingAngle)) {
spFC = CAM_BINANG_TO_DEG(tmpAng1);
temp_f2_2 = swingAngle + (spF8 - swingAngle) * (OLib_ClampMaxDist(atToTargetDir.r, spB4.r) / spB4.r);
temp_f12_2 = ((temp_f2_2 * temp_f2_2) - 2.0f) / (temp_f2_2 - 360.0f);
var2 = ((temp_f12_2 * spFC) + (2.0f - (360.0f * temp_f12_2)));
temp_f14 = SQ(spFC) / var2;
tmpAng2 = tmpAng1 >= 0 ? DEGF_TO_BINANG(temp_f14) : (-DEGF_TO_BINANG(temp_f14));
tmpAng2 = tmpAng1 >= 0 ? CAM_DEG_TO_BINANG(temp_f14) : (-CAM_DEG_TO_BINANG(temp_f14));
spB4.yaw = BINANG_ROT180((s16)(BINANG_ROT180(atToEyeNextDir.yaw) + tmpAng2));
} else {
spFC = 0.05f;
spFC = (1 - camera->speedRatio) * spFC;
tmpAng2 = tmpAng1 >= 0 ? DEGF_TO_BINANG(swingAngle) : -DEGF_TO_BINANG(swingAngle);
tmpAng2 = tmpAng1 >= 0 ? CAM_DEG_TO_BINANG(swingAngle) : -CAM_DEG_TO_BINANG(swingAngle);
spB4.yaw = atToEyeNextDir.yaw - (s16)((tmpAng2 - tmpAng1) * spFC);
}
if (!skipEyeAtCalc) {
var3 = atToTargetDir.pitch * batt1->swingPitchAdj;
var2 = F32_LERPIMP(sp7C, sp78, distRatio);
tmpAng1 = DEGF_TO_BINANG(var2) - (s16)(playerToTargetDir.pitch * (0.5f + distRatio * (1.0f - 0.5f)));
tmpAng1 = CAM_DEG_TO_BINANG(var2) - (s16)(playerToTargetDir.pitch * (0.5f + distRatio * (1.0f - 0.5f)));
tmpAng1 += (s16)(var3);
if (tmpAng1 < -0x2AA8) {
@ -2927,7 +2927,7 @@ s32 Camera_Battle1(Camera* camera) {
}
}
anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37));
camera->roll = DEGF_TO_BINANG(anim->roll);
camera->roll = CAM_DEG_TO_BINANG(anim->roll);
camera->fov = Camera_LERPCeilF((player->meleeWeaponState != 0 ? 0.8f
: gSaveContext.health <= 0x10 ? 0.8f
: 1.0f) *
@ -2967,7 +2967,7 @@ s32 Camera_Battle4(Camera* camera) {
batt4->yOffset = NEXTPCT * playerHeight * yNormal;
batt4->rTarget = NEXTPCT * playerHeight * yNormal;
batt4->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
batt4->pitchTarget = CAM_DEG_TO_BINANG(NEXTSETTING);
batt4->lerpUpdateRate = NEXTPCT;
batt4->fovTarget = NEXTSETTING;
batt4->atLERPTarget = NEXTPCT;
@ -3206,23 +3206,23 @@ s32 Camera_KeepOn1(Camera* camera) {
sp88 = 1;
}
anim->unk_16--;
} else if (ABS(spE2) > DEGF_TO_BINANG(spEC)) {
spF4 = BINANG_TO_DEGF(spE2);
} else if (ABS(spE2) > CAM_DEG_TO_BINANG(spEC)) {
spF4 = CAM_BINANG_TO_DEG(spE2);
t2 = spEC + (spF0 - spEC) * (OLib_ClampMaxDist(spD0.r, spD8.r) / spD8.r);
temp_f12_2 = ((SQ(t2) - 2.0f) / (t2 - 360.0f));
t1 = (temp_f12_2 * spF4) + (2.0f - (360.0f * temp_f12_2));
temp_f14 = SQ(spF4) / t1;
spE0 = spE2 >= 0 ? (DEGF_TO_BINANG(temp_f14)) : (-DEGF_TO_BINANG(temp_f14));
spE0 = spE2 >= 0 ? (CAM_DEG_TO_BINANG(temp_f14)) : (-CAM_DEG_TO_BINANG(temp_f14));
spD8.yaw = BINANG_ROT180((s16)(BINANG_ROT180(spB8.yaw) + spE0));
} else {
spF4 = 0.02f;
spF4 = (1.0f - camera->speedRatio) * spF4;
spE0 = spE2 >= 0 ? DEGF_TO_BINANG(spEC) : -DEGF_TO_BINANG(spEC);
spE0 = spE2 >= 0 ? CAM_DEG_TO_BINANG(spEC) : -CAM_DEG_TO_BINANG(spEC);
spD8.yaw = spB8.yaw - (s16)((spE0 - spE2) * spF4);
}
if (sp88 == 0) {
spE2 = DEGF_TO_BINANG((f32)(keep1->unk_14 + ((keep1->unk_18 - keep1->unk_14) * sp84)));
spE2 = CAM_DEG_TO_BINANG((f32)(keep1->unk_14 + ((keep1->unk_18 - keep1->unk_14) * sp84)));
spE2 -= (s16)(spC8.pitch * (0.5f + (sp84 * 0.5f)));
spE8 = spD0.pitch * keep1->unk_1C;
@ -3351,31 +3351,31 @@ s32 Camera_KeepOn3(Camera* camera) {
anim->animTimer = keep3->initTimer;
spBC = ((1.0f - temp_f0) * targetToPlayerDir.r) / anim->animTimer;
swingAngle = F32_LERPIMP(keep3->swingPitchInitial, keep3->swingPitchFinal, temp_f0);
atToEyeAdj.pitch = DEGF_TO_BINANG(swingAngle) + ((s16)(-(targetToPlayerDir.pitch * keep3->swingPitchAdj)));
atToEyeAdj.pitch = CAM_DEG_TO_BINANG(swingAngle) + ((s16)(-(targetToPlayerDir.pitch * keep3->swingPitchAdj)));
swingAngle = F32_LERPIMP(keep3->swingYawInital, keep3->swingYawFinal, temp_f0);
if (keep3->flags & 0x10) {
if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
atToEyeAdj.yaw = targetToPlayerDir.yaw + DEGF_TO_BINANG(swingAngle);
atToEyeAdj.yaw = targetToPlayerDir.yaw + CAM_DEG_TO_BINANG(swingAngle);
} else {
atToEyeAdj.yaw = targetToPlayerDir.yaw - DEGF_TO_BINANG(swingAngle);
atToEyeAdj.yaw = targetToPlayerDir.yaw - CAM_DEG_TO_BINANG(swingAngle);
}
} else if (keep3->flags & 0x20) {
if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEGF_TO_BINANG(swingAngle);
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - CAM_DEG_TO_BINANG(swingAngle);
} else {
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEGF_TO_BINANG(swingAngle);
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + CAM_DEG_TO_BINANG(swingAngle);
}
} else if (ABS(BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw)) < 0x3FFF) {
if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
atToEyeAdj.yaw = targetToPlayerDir.yaw + DEGF_TO_BINANG(swingAngle);
atToEyeAdj.yaw = targetToPlayerDir.yaw + CAM_DEG_TO_BINANG(swingAngle);
} else {
atToEyeAdj.yaw = targetToPlayerDir.yaw - DEGF_TO_BINANG(swingAngle);
atToEyeAdj.yaw = targetToPlayerDir.yaw - CAM_DEG_TO_BINANG(swingAngle);
}
} else {
if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEGF_TO_BINANG(swingAngle);
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - CAM_DEG_TO_BINANG(swingAngle);
} else {
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEGF_TO_BINANG(swingAngle);
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + CAM_DEG_TO_BINANG(swingAngle);
}
}
prevTargetPlayerDist = targetToPlayerDir.r;
@ -3634,35 +3634,35 @@ s32 Camera_KeepOn4(Camera* camera) {
unk20->unk_10 = keep4->unk_1E;
unk20->unk_08 = playerPosRot->pos.y - camera->playerPosDelta.y;
if (keep4->unk_1C & 2) {
spA2 = DEGF_TO_BINANG(keep4->unk_08);
spA2 = CAM_DEG_TO_BINANG(keep4->unk_08);
spA0 = BINANG_SUB(BINANG_ROT180(playerPosRot->rot.y), spA8.yaw) > 0
? BINANG_ROT180(playerPosRot->rot.y) + DEGF_TO_BINANG(keep4->unk_0C)
: BINANG_ROT180(playerPosRot->rot.y) - DEGF_TO_BINANG(keep4->unk_0C);
? BINANG_ROT180(playerPosRot->rot.y) + CAM_DEG_TO_BINANG(keep4->unk_0C)
: BINANG_ROT180(playerPosRot->rot.y) - CAM_DEG_TO_BINANG(keep4->unk_0C);
} else if (keep4->unk_1C & 4) {
spA2 = DEGF_TO_BINANG(keep4->unk_08);
spA0 = DEGF_TO_BINANG(keep4->unk_0C);
spA2 = CAM_DEG_TO_BINANG(keep4->unk_08);
spA0 = CAM_DEG_TO_BINANG(keep4->unk_0C);
} else if ((keep4->unk_1C & 8) && camera->target != NULL) {
PosRot sp60;
Actor_GetWorldPosShapeRot(&sp60, camera->target);
spA2 = DEGF_TO_BINANG(keep4->unk_08) - sp60.rot.x;
spA2 = CAM_DEG_TO_BINANG(keep4->unk_08) - sp60.rot.x;
spA0 = BINANG_SUB(BINANG_ROT180(sp60.rot.y), spA8.yaw) > 0
? BINANG_ROT180(sp60.rot.y) + DEGF_TO_BINANG(keep4->unk_0C)
: BINANG_ROT180(sp60.rot.y) - DEGF_TO_BINANG(keep4->unk_0C);
? BINANG_ROT180(sp60.rot.y) + CAM_DEG_TO_BINANG(keep4->unk_0C)
: BINANG_ROT180(sp60.rot.y) - CAM_DEG_TO_BINANG(keep4->unk_0C);
spCC[1] = camera->target;
sp9C++;
} else if ((keep4->unk_1C & 0x80) && camera->target != NULL) {
PosRot sp4C;
Actor_GetWorld(&sp4C, camera->target);
spA2 = DEGF_TO_BINANG(keep4->unk_08);
spA2 = CAM_DEG_TO_BINANG(keep4->unk_08);
sp9E = Camera_XZAngle(&sp4C.pos, &playerPosRot->pos);
spA0 = (BINANG_SUB(sp9E, spA8.yaw) > 0) ? sp9E + DEGF_TO_BINANG(keep4->unk_0C)
: sp9E - DEGF_TO_BINANG(keep4->unk_0C);
spA0 = (BINANG_SUB(sp9E, spA8.yaw) > 0) ? sp9E + CAM_DEG_TO_BINANG(keep4->unk_0C)
: sp9E - CAM_DEG_TO_BINANG(keep4->unk_0C);
spCC[1] = camera->target;
sp9C++;
} else if (keep4->unk_1C & 0x40) {
spA2 = DEGF_TO_BINANG(keep4->unk_08);
spA2 = CAM_DEG_TO_BINANG(keep4->unk_08);
spA0 = spA8.yaw;
} else {
spA2 = spA8.pitch;
@ -4458,9 +4458,9 @@ s32 Camera_Data4(Camera* camera) {
atOffset.r = eyeAtOffset.r;
atOffset.yaw =
(initParams->jfifId & 1) ? (DEGF_TO_BINANG(camera->data2) + initParams->eyePosRot.rot.y) : eyeAtOffset.yaw;
(initParams->jfifId & 1) ? (CAM_DEG_TO_BINANG(camera->data2) + initParams->eyePosRot.rot.y) : eyeAtOffset.yaw;
atOffset.pitch =
(initParams->jfifId & 2) ? (DEGF_TO_BINANG(camera->data3) + initParams->eyePosRot.rot.x) : eyeAtOffset.pitch;
(initParams->jfifId & 2) ? (CAM_DEG_TO_BINANG(camera->data3) + initParams->eyePosRot.rot.x) : eyeAtOffset.pitch;
Camera_Vec3fVecSphGeoAdd(at, eye, &atOffset);
@ -4503,7 +4503,7 @@ s32 Camera_Unique1(Camera* camera) {
uniq1->yOffset = NEXTPCT * playerHeight * yNormal;
uniq1->distMin = NEXTPCT * playerHeight * yNormal;
uniq1->distMax = NEXTPCT * playerHeight * yNormal;
uniq1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
uniq1->pitchTarget = CAM_DEG_TO_BINANG(NEXTSETTING);
uniq1->fovTarget = NEXTSETTING;
uniq1->atLERPScaleMax = NEXTPCT;
uniq1->interfaceFlags = NEXTSETTING;
@ -5115,8 +5115,8 @@ s32 Camera_Unique9(Camera* camera) {
playerhead.pos.z = playerPosRot.pos.z;
OLib_Vec3fDiffToVecSphGeo(&playerTargetOffset, &targethead.pos, &playerhead.pos);
if (atInitFlags & (s16)0x8080) {
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.x);
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.y);
scratchSph.pitch = CAM_DEG_TO_BINANG(anim->curKeyFrame->atTargetInit.x);
scratchSph.yaw = CAM_DEG_TO_BINANG(anim->curKeyFrame->atTargetInit.y);
scratchSph.r = anim->curKeyFrame->atTargetInit.z;
} else {
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->atTargetInit);
@ -5153,8 +5153,8 @@ s32 Camera_Unique9(Camera* camera) {
}
if (atInitFlags & (s16)0x8080) {
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.x);
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.y);
scratchSph.pitch = CAM_DEG_TO_BINANG(anim->curKeyFrame->atTargetInit.x);
scratchSph.yaw = CAM_DEG_TO_BINANG(anim->curKeyFrame->atTargetInit.y);
scratchSph.r = anim->curKeyFrame->atTargetInit.z;
} else {
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->atTargetInit);
@ -5204,8 +5204,8 @@ s32 Camera_Unique9(Camera* camera) {
}
if (eyeInitFlags & (s16)0x8080) {
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.x);
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
scratchSph.pitch = CAM_DEG_TO_BINANG(anim->curKeyFrame->eyeTargetInit.x);
scratchSph.yaw = CAM_DEG_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
scratchSph.r = anim->curKeyFrame->eyeTargetInit.z;
} else {
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->eyeTargetInit);
@ -5245,8 +5245,8 @@ s32 Camera_Unique9(Camera* camera) {
}
if (eyeInitFlags & (s16)0x8080) {
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.x);
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
scratchSph.pitch = CAM_DEG_TO_BINANG(anim->curKeyFrame->eyeTargetInit.x);
scratchSph.yaw = CAM_DEG_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
scratchSph.r = anim->curKeyFrame->eyeTargetInit.z;
} else {
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->eyeTargetInit);
@ -5275,7 +5275,7 @@ s32 Camera_Unique9(Camera* camera) {
anim->rollTarget = camera->roll;
} else {
anim->fovTarget = anim->curKeyFrame->fovTargetInit;
anim->rollTarget = DEGF_TO_BINANG(anim->curKeyFrame->rollTargetInit);
anim->rollTarget = CAM_DEG_TO_BINANG(anim->curKeyFrame->rollTargetInit);
}
action = anim->curKeyFrame->actionFlags & 0x1F;
@ -5391,7 +5391,7 @@ s32 Camera_Unique9(Camera* camera) {
camera->at.y += camera->playerPosDelta.y * anim->curKeyFrame->lerpStepScale;
camera->at.z = Camera_LERPCeilF(anim->atTarget.z, camera->at.z, anim->curKeyFrame->lerpStepScale, 1.0f);
OLib_Vec3fDiffToVecSphGeo(&scratchSph, at, eyeNext);
scratchSph.yaw += DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
scratchSph.yaw += CAM_DEG_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
// 3A98 ~ 82.40 degrees
if (scratchSph.pitch >= 0x3A99) {
@ -6402,7 +6402,7 @@ s32 Camera_Special5(Camera* camera) {
spec5->eyeDist = NEXTSETTING;
spec5->minDistForRot = NEXTSETTING;
spec5->timerInit = NEXTSETTING;
spec5->pitch = DEGF_TO_BINANG(NEXTSETTING);
spec5->pitch = CAM_DEG_TO_BINANG(NEXTSETTING);
spec5->fovTarget = NEXTSETTING;
spec5->atMaxLERPScale = NEXTPCT;
spec5->interfaceFlags = NEXTSETTING;
@ -7293,8 +7293,8 @@ void Camera_UpdateDistortion(Camera* camera) {
return;
}
depthPhase += DEGF_TO_BINANG(depthPhaseStep);
screenPlanePhase += DEGF_TO_BINANG(screenPlanePhaseStep);
depthPhase += CAM_DEG_TO_BINANG(depthPhaseStep);
screenPlanePhase += CAM_DEG_TO_BINANG(screenPlanePhaseStep);
View_SetDistortionOrientation(&camera->globalCtx->view, Math_CosS(depthPhase) * 0.0f,
Math_SinS(depthPhase) * 0.0f, Math_SinS(screenPlanePhase) * 0.0f);
@ -7498,7 +7498,7 @@ Vec3s Camera_Update(Camera* camera) {
OLib_Vec3fDiffToVecSphGeo(&eyeAtAngle, &viewEye, &viewAt);
Camera_CalcUpFromPitchYawRoll(&viewUp, eyeAtAngle.pitch + quake.rotZ, eyeAtAngle.yaw + quake.unk_1A,
camera->roll);
viewFov = camera->fov + BINANG_TO_DEGF(quake.zoom);
viewFov = camera->fov + CAM_BINANG_TO_DEG(quake.zoom);
} else {
viewAt = camera->at;
viewEye = camera->eye;
@ -7537,9 +7537,9 @@ Vec3s Camera_Update(Camera* camera) {
if (PREG(81)) {
osSyncPrintf("dir (%d) %d(%f) %d(%f) 0(0) \n", sUpdateCameraDirection, camera->inputDir.x,
BINANG_TO_DEGF(camera->inputDir.x), camera->inputDir.y, BINANG_TO_DEGF(camera->inputDir.y));
CAM_BINANG_TO_DEG(camera->inputDir.x), camera->inputDir.y, CAM_BINANG_TO_DEG(camera->inputDir.y));
osSyncPrintf("real (%d) %d(%f) %d(%f) 0(0) \n", sUpdateCameraDirection, camera->camDir.x,
BINANG_TO_DEGF(camera->camDir.x), camera->camDir.y, BINANG_TO_DEGF(camera->camDir.y));
CAM_BINANG_TO_DEG(camera->camDir.x), camera->camDir.y, CAM_BINANG_TO_DEG(camera->camDir.y));
}
if (camera->timer != -1 && CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_DRIGHT)) {
@ -7550,7 +7550,8 @@ Vec3s Camera_Update(Camera* camera) {
osSyncPrintf("camera: out (%f %f %f) (%f %f %f)\n", camera->at.x, camera->at.y, camera->at.z, camera->eye.x,
camera->eye.y, camera->eye.z);
osSyncPrintf("camera: dir (%f %d(%f) %d(%f)) (%f)\n", eyeAtAngle.r, eyeAtAngle.pitch,
BINANG_TO_DEGF(eyeAtAngle.pitch), eyeAtAngle.yaw, BINANG_TO_DEGF(eyeAtAngle.yaw), camera->fov);
CAM_BINANG_TO_DEG(eyeAtAngle.pitch), eyeAtAngle.yaw, CAM_BINANG_TO_DEG(eyeAtAngle.yaw),
camera->fov);
if (camera->player != NULL) {
osSyncPrintf("camera: foot(%f %f %f) dist (%f)\n", curPlayerPosRot.pos.x, curPlayerPosRot.pos.y,
curPlayerPosRot.pos.z, camera->dist);
@ -7933,7 +7934,7 @@ s32 Camera_SetParam(Camera* camera, s32 param, void* value) {
camera->up = *(Vec3f*)value;
break;
case 0x40:
camera->roll = DEGF_TO_BINANG(*(f32*)value);
camera->roll = CAM_DEG_TO_BINANG(*(f32*)value);
break;
case 0x20:
camera->fov = *(f32*)value;