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https://github.com/ACreTeam/ac-decomp
synced 2026-06-02 17:48:24 -04:00
fix fakematch
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+1
-1
@@ -91,7 +91,7 @@ extern void none_proc2(ACTOR* actor, GAME* game);
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extern int _Game_play_isPause(GAME_PLAY* play);
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extern f32 check_percent_abs(f32 x, f32 min, f32 max, f32 scale, int shift_by_min);
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extern f32 get_percent_forAccelBrake(const f32 now, const f32 start, const f32 end, const f32 accelerateDist, const f32 brakeDist);
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extern void Game_play_Projection_Trans(GAME_PLAY* const play, MtxF* matrix, xyz_t* screen_pos);
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extern void Game_play_Projection_Trans(GAME_PLAY* const play, xyz_t* world_pos, xyz_t* screen_pos);
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extern f32 get_percent(const int max, const int min, const int x);
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@@ -31,7 +31,7 @@ extern void Matrix_softcv3_load(s_xyz* src, f32 x, f32 y, f32 z);
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extern Mtx* _MtxF_to_Mtx(MtxF* src, Mtx* dest);
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extern Mtx* _Matrix_to_Mtx(Mtx* dest);
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extern Mtx* _Matrix_to_Mtx_new(GRAPH* graph);
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extern void Matrix_Position(MtxF* matrix, xyz_t* screen_pos);
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extern void Matrix_Position(xyz_t* old_pos, xyz_t* new_pos);
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extern void Matrix_Position_Zero(xyz_t* screen_pos);
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extern void Matrix_Position_VecX(xyz_t* screen_pos, f32 x);
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extern void Matrix_Position_VecZ(xyz_t* screen_pos, f32 x);
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+5
-5
@@ -782,16 +782,16 @@ extern f32 get_percent_forAccelBrake(const f32 now, const f32 start, const f32 e
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* @param wpos Pointer to the 3D world position (xyz_t).
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* @param screen_pos Pointer to the resulting 2D screen position (xyz_t).
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*/
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extern void Game_play_Projection_Trans(GAME_PLAY* const play, MtxF* matrix,
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extern void Game_play_Projection_Trans(GAME_PLAY* const play, xyz_t* world_pos,
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xyz_t* screen_pos) {
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f32 w;
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Matrix_mult(&play->matrix, 0);
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Matrix_Position(matrix, screen_pos);
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Matrix_Position(world_pos, screen_pos);
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w = play->matrix.ww +
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((play->matrix.wx * matrix->xx) +
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(play->matrix.wy * matrix->yx) +
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(play->matrix.wz * matrix->zx));
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((play->matrix.wx * world_pos->x) +
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(play->matrix.wy * world_pos->y) +
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(play->matrix.wz * world_pos->z));
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screen_pos->x = (SCREEN_WIDTH_F / 2.0f) + ((screen_pos->x / w) * (SCREEN_WIDTH_F / 2.0f));
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screen_pos->y = (SCREEN_HEIGHT_F / 2.0f) - ((screen_pos->y / w) * (SCREEN_HEIGHT_F / 2.0f));
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}
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+4
-4
@@ -617,12 +617,12 @@ Mtx* _Matrix_to_Mtx_new(GRAPH* graph){
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}
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void Matrix_Position(MtxF* m, xyz_t* v){
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void Matrix_Position(xyz_t* old_pos, xyz_t* new_pos){
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MtxF* curm = Matrix_now;
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v->x = (curm->xx * m->xx) + (curm->xy * m->yx) + (curm->xz * m->zx) + curm->xw;
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v->y = (curm->yx * m->xx) + (curm->yy * m->yx) + (curm->yz * m->zx) + curm->yw;
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v->z = (curm->zx * m->xx) + (curm->zy * m->yx) + (curm->zz * m->zx) + curm->zw;
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new_pos->x = (curm->xx * old_pos->x) + (curm->xy * old_pos->y) + (curm->xz * old_pos->z) + curm->xw;
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new_pos->y = (curm->yx * old_pos->x) + (curm->yy * old_pos->y) + (curm->yz * old_pos->z) + curm->yw;
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new_pos->z = (curm->zx * old_pos->x) + (curm->zy * old_pos->y) + (curm->zz * old_pos->z) + curm->zw;
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}
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void Matrix_Position_Zero(xyz_t* v){
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