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sys_math.c Rename (#1258)
* rename via comments * missed a comment * math header * name boot_80086760.c functions * PR Review * rm cam comment * Elliptic review * alphabetical
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+16
-17
@@ -875,7 +875,7 @@ void func_800CC938(Camera* camera) {
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* Calculates the angle between points `from` and `to`
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*/
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s16 Camera_CalcXZAngle(Vec3f* to, Vec3f* from) {
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return CAM_DEG_TO_BINANG(RAD_TO_DEG(func_80086B30(from->x - to->x, from->z - to->z)));
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return CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(from->x - to->x, from->z - to->z)));
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}
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// BSS
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@@ -964,8 +964,8 @@ s16 Camera_GetPitchAdjFromFloorHeightDiffs(Camera* camera, s16 viewYaw, s16 shou
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floorYDiffNear = (sFloorYNear - camera->focalActorFloorHeight) * 0.8f;
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floorYDiffFar = (sFloorYFar - camera->focalActorFloorHeight) * (20.0f * 0.01f);
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pitchNear = CAM_DEG_TO_BINANG(RAD_TO_DEG(func_80086B30(floorYDiffNear, nearDist)));
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pitchFar = CAM_DEG_TO_BINANG(RAD_TO_DEG(func_80086B30(floorYDiffFar, farDist)));
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pitchNear = CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(floorYDiffNear, nearDist)));
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pitchFar = CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(floorYDiffFar, farDist)));
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return pitchNear + pitchFar;
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}
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@@ -1457,9 +1457,8 @@ s32 Camera_CalcAtForParallel(Camera* camera, VecGeo* arg1, f32 yOffset, f32 xzOf
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deltaY = focalActorPosRot->pos.y - *focalActorPosY;
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eyeAtDistXZ = OLib_Vec3fDistXZ(at, &camera->eye);
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// Math_FTanF
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// Get the height based on 80% of the fov
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fovHeight = func_80086760(DEG_TO_RAD(camera->fov * (0.8f * 0.5f))) * eyeAtDistXZ;
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fovHeight = Math_FTanF(DEG_TO_RAD(camera->fov * (0.8f * 0.5f))) * eyeAtDistXZ;
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if (deltaY > fovHeight) {
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//! FAKE
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@@ -1539,8 +1538,8 @@ s32 Camera_CalcAtForFriendlyLockOn(Camera* camera, VecGeo* eyeAtDir, Vec3f* targ
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deltaY = focalActorPosRot->pos.y - *yPosOffset;
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sp50 = OLib_Vec3fDistXZ(at, &camera->eye);
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phi_f16 = sp50;
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func_80086B30(deltaY, sp50);
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fovHeight = func_80086760(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16;
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Math_FAtan2F(deltaY, sp50);
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fovHeight = Math_FTanF(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16;
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if (fovHeight < deltaY) {
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*yPosOffset += deltaY - fovHeight;
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@@ -1552,12 +1551,12 @@ s32 Camera_CalcAtForFriendlyLockOn(Camera* camera, VecGeo* eyeAtDir, Vec3f* targ
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focalActorAtOffsetTarget.y -= deltaY;
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} else {
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deltaY = focalActorPosRot->pos.y - *yPosOffset;
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temp_f0_6 = func_80086B30(deltaY, OLib_Vec3fDistXZ(at, &camera->eye));
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temp_f0_6 = Math_FAtan2F(deltaY, OLib_Vec3fDistXZ(at, &camera->eye));
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if (temp_f0_6 > 0.34906584f) { // (M_PI / 9)
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phi_f16 = 1.0f - sin_rad(temp_f0_6 - 0.34906584f);
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phi_f16 = 1.0f - Math_SinF(temp_f0_6 - 0.34906584f);
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} else if (temp_f0_6 < -0.17453292f) { // (M_PI / 18)
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phi_f16 = 1.0f - sin_rad(-0.17453292f - temp_f0_6);
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phi_f16 = 1.0f - Math_SinF(-0.17453292f - temp_f0_6);
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} else {
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phi_f16 = 1.0f;
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}
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@@ -1625,10 +1624,10 @@ s32 Camera_CalcAtForEnemyLockOn(Camera* camera, f32* arg1, s32 arg2, f32 yOffset
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new_var2 = *arg1;
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sp4C = new_var2;
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deltaY = focalActorPosRot->pos.y - *arg6;
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temp_f0_3 = func_80086B30(deltaY, sp4C);
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temp_f0_3 = Math_FAtan2F(deltaY, sp4C);
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if (!(flags & 0x80)) {
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fovHeight = func_80086760(DEG_TO_RAD(camera->fov * 0.4f)) * sp4C;
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fovHeight = Math_FTanF(DEG_TO_RAD(camera->fov * 0.4f)) * sp4C;
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if (fovHeight < deltaY) {
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*arg6 += deltaY - fovHeight;
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@@ -1641,9 +1640,9 @@ s32 Camera_CalcAtForEnemyLockOn(Camera* camera, f32* arg1, s32 arg2, f32 yOffset
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focalActorAtOffsetTarget.y -= deltaY;
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} else {
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if (temp_f0_3 > 0.34906584f) { // (M_PI / 9)
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phi_f14 = 1.0f - sin_rad(temp_f0_3 - 0.34906584f);
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phi_f14 = 1.0f - Math_SinF(temp_f0_3 - 0.34906584f);
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} else if (temp_f0_3 < -0.17453292f) { // (M_PI / 18)
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phi_f14 = 1.0f - sin_rad(-0.17453292f - temp_f0_3);
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phi_f14 = 1.0f - Math_SinF(-0.17453292f - temp_f0_3);
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} else {
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phi_f14 = 1.0f;
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}
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@@ -6343,8 +6342,8 @@ s32 Camera_Demo4(Camera* camera) {
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// Camera fixed on human player as the mask moves from the pocket to the face
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// Camera rolls left and right
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if (rwData->timer >= 12) {
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rwData->unk_0C = (rwData->timer - 12) * 10.384615f;
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sin = sin_rad(DEG_TO_RAD(rwData->unk_0C));
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rwData->unk_0C = (rwData->timer - 12) * (135.0f / 13.0f);
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sin = Math_SinF(DEG_TO_RAD(rwData->unk_0C));
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rwData->unk_0C = ((rwData->unk_10 < 0.0f) ? -1.0f : 1.0f) * sin;
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if (rwData->timer == 12) {
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Distortion_Request(DISTORTION_TYPE_MASK_TRANSFORM_1);
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@@ -6516,7 +6515,7 @@ s32 Camera_Demo5(Camera* camera) {
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// Camera zooms out while rolling back and forth
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rwData->unk_0C = rwData->timer * (180.0f / 23.0f);
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sp58 = DEG_TO_RAD(rwData->unk_0C);
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sin = sin_rad(sp58);
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sin = Math_SinF(sp58);
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rwData->unk_0C = ((rwData->unk_10 < 0.0f) ? -1.0f : 1.0f) * sin;
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new_var = (46 - rwData->timer) * (5.0f / 46.0f);
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focalActorFocus.pos.x = (Math_SinS(rwData->unk_24) * new_var * rwData->unk_0C) + focalActorPosRot->pos.x;
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