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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
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52 changed files with 219 additions and 213 deletions
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@ -550,10 +550,10 @@ void DemoGj_SetupMovement(DemoGj* this, GlobalContext* globalCtx) {
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zDistance = player->actor.world.pos.z - pos->z;
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if (xDistance != 0.0f || zDistance != 0.0f) {
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actor->world.rot.y = RADF_TO_BINANG(Math_FAtan2F(xDistance, zDistance));
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actor->world.rot.y = RAD_TO_BINANG(Math_FAtan2F(xDistance, zDistance));
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}
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} else {
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actor->world.rot.y = RADF_TO_BINANG(Math_FAtan2F(xDistance, zDistance));
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actor->world.rot.y = RAD_TO_BINANG(Math_FAtan2F(xDistance, zDistance));
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}
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}
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}
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