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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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@ -1058,7 +1058,7 @@ s32 func_80AECF6C(EnRu1* this, GlobalContext* globalCtx) {
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shapeRotY = &player->actor.shape.rot.y;
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temp1 = this->actor.world.pos.x - player->actor.world.pos.x;
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temp2 = this->actor.world.pos.z - player->actor.world.pos.z;
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temp_f16 = RADF_TO_BINANG(Math_FAtan2F(temp1, temp2));
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temp_f16 = RAD_TO_BINANG(Math_FAtan2F(temp1, temp2));
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if (*shapeRotY != temp_f16) {
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Math_SmoothStepToS(shapeRotY, temp_f16, 0x14, 0x1838, 0x64);
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player->actor.world.rot.y = *shapeRotY;
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