z_olib.c OK and Documented (#202)

* z_olib.c OK

* Clean-Up Clamp

* Take out extra space
This commit is contained in:
engineer124
2021-07-14 11:59:04 +10:00
committed by GitHub
parent 5fcd494a7a
commit fe6cce76dc
13 changed files with 371 additions and 72 deletions
+1 -1
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@@ -520,7 +520,7 @@ s32 Actor_IsActorFacedByActor(Actor* actor, Actor* other, s16 tolerance) {
s16 angle;
s16 dist;
angle = Actor_YawBetweenActors(actor, other) + 0x8000;
angle = BINANG_ROT180(Actor_YawBetweenActors(actor, other));
dist = angle - other->shape.rot.y;
if (ABS_ALT(dist) < tolerance) {
return 1;
+293
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@@ -0,0 +1,293 @@
#include "global.h"
/**
* Calculates the distances between `a` and `b`
*/
f32 OLib_Vec3fDist(Vec3f* a, Vec3f* b) {
f32 dx = a->x - b->x;
f32 dy = a->y - b->y;
f32 dz = a->z - b->z;
return sqrtf(SQ(dx) + SQ(dy) + SQ(dz));
}
/**
* Calculates the distances between `a` and `b`, and outputs the vector
* created by the difference into `dest`
*/
f32 OLib_Vec3fDistOutDiff(Vec3f* a, Vec3f* b, Vec3f* dest) {
dest->x = a->x - b->x;
dest->y = a->y - b->y;
dest->z = a->z - b->z;
return sqrtf(SQ(dest->x) + SQ(dest->y) + SQ(dest->z));
}
/**
* Calculates the distances on the xz plane between `a` and `b`
*/
f32 OLib_Vec3fDistXZ(Vec3f* a, Vec3f* b) {
return sqrtf(SQ(a->x - b->x) + SQ(a->z - b->z));
}
/**
* Clamps `val` to a maximum of -`min` as `val` approaches zero, and a minimum of
* `min` as `val` approaches zero
*/
f32 OLib_ClampMinDist(f32 val, f32 min) {
if (val < 0.0f) {
return CLAMP_MAX(val, -min);
} else {
return CLAMP_MIN(val, min);
}
}
/**
* Clamps `val` to a minimum of -`max` as `val` approaches -`max`, and a maximum of `max`
* as `val` approaches `max`
*/
f32 OLib_ClampMaxDist(f32 val, f32 max) {
if (val < 0.0f) {
return CLAMP_MIN(val, -max);
} else {
return CLAMP_MAX(val, max);
}
}
/**
* Takes the difference of points b and a, and creates a normal vector
*/
Vec3f* OLib_Vec3fDistNormalize(Vec3f* dest, Vec3f* a, Vec3f* b) {
Vec3f v1;
Vec3f v2;
f32 dist;
v1.x = b->x - a->x;
v1.y = b->y - a->y;
v1.z = b->z - a->z;
dist = OLib_ClampMinDist(sqrtf(SQ(v1.x) + SQ(v1.y) + SQ(v1.z)), 0.01f);
v2.x = v1.x / dist;
v2.y = v1.y / dist;
v2.z = v1.z / dist;
*dest = v2;
return dest;
}
/**
* Takes the spherical coordinate `sph`, and converts it into a x,y,z position
*/
Vec3f* OLib_VecSphToVec3f(Vec3f* dest, VecSph* sph) {
Vec3f v;
f32 sinPitch;
f32 cosPitch = Math_CosS(sph->pitch);
f32 sinYaw;
f32 cosYaw = Math_CosS(sph->yaw);
sinPitch = Math_SinS(sph->pitch);
sinYaw = Math_SinS(sph->yaw);
v.x = sph->r * sinPitch * sinYaw;
v.y = sph->r * cosPitch;
v.z = sph->r * sinPitch * cosYaw;
*dest = v;
return dest;
}
/**
* Takes the geographic point `sph` and converts it into a x,y,z position
*/
Vec3f* OLib_VecSphGeoToVec3f(Vec3f* dest, VecSph* sph) {
VecSph geo;
geo.r = sph->r;
geo.pitch = 0x4000 - sph->pitch;
geo.yaw = sph->yaw;
return OLib_VecSphToVec3f(dest, &geo);
}
/**
* Takes the point `vec`, and converts it into a spherical coordinate
*/
VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec) {
VecSph sph;
f32 distSquared = SQ(vec->x) + SQ(vec->z);
f32 dist = sqrtf(distSquared);
if ((dist == 0.0f) && (vec->y == 0.0f)) {
sph.pitch = 0;
} else {
sph.pitch = DEGF_TO_BINANG(RADF_TO_DEGF(func_80086B30(dist, vec->y)));
}
sph.r = sqrtf(SQ(vec->y) + distSquared);
if ((vec->x == 0.0f) && (vec->z == 0.0f)) {
sph.yaw = 0;
} else {
sph.yaw = DEGF_TO_BINANG(RADF_TO_DEGF(func_80086B30(vec->x, vec->z)));
}
*dest = sph;
return dest;
}
/**
* Takes the point `vec`, and converts it to a geographic coordinate
*/
VecSph* OLib_Vec3fToVecSphGeo(VecSph* dest, Vec3f* vec) {
VecSph sph;
OLib_Vec3fToVecSph(&sph, vec);
sph.pitch = 0x4000 - sph.pitch;
*dest = sph;
return dest;
}
/**
* Takes the differences of positions `a` and `b`, and converts them to spherical coordinates
*/
VecSph* OLib_Vec3fDiffToVecSph(VecSph* dest, Vec3f* a, Vec3f* b) {
Vec3f sph;
sph.x = b->x - a->x;
sph.y = b->y - a->y;
sph.z = b->z - a->z;
return OLib_Vec3fToVecSph(dest, &sph);
}
/**
* Takes the difference of positions `a` and `b`, and converts them to geographic coordinates
*/
VecSph* OLib_Vec3fDiffToVecSphGeo(VecSph* dest, Vec3f* a, Vec3f* b) {
Vec3f sph;
sph.x = b->x - a->x;
sph.y = b->y - a->y;
sph.z = b->z - a->z;
return OLib_Vec3fToVecSphGeo(dest, &sph);
}
/**
* Takes the sum of positions `a` (x,y,z coordinates) and `sph` (geographic coordinates), result is in x,y,z position
*/
Vec3f* OLib_VecSphToVec3fSum(Vec3f* dest, Vec3f* a, VecSph* sph) {
Vec3f vec;
Vec3f b;
OLib_VecSphGeoToVec3f(&b, sph);
vec.x = a->x + b.x;
vec.y = a->y + b.y;
vec.z = a->z + b.z;
*dest = vec;
return dest;
}
/**
* Gets the pitch/yaw of the vector formed from `b`-`a`, result is in radians
*/
Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b) {
Vec3f anglesRad;
anglesRad.x = func_80086B30(b->z - a->z, b->y - a->y);
anglesRad.y = func_80086B30(b->x - a->x, b->z - a->z);
anglesRad.z = 0;
*dest = anglesRad;
return dest;
}
/**
* Gets the pitch/yaw of the vector formed from `b`-`a`, result is in degrees
*/
Vec3f* OLib_Vec3fDiffDegF(Vec3f* dest, Vec3f* a, Vec3f* b) {
Vec3f anglesRad;
Vec3f anglesDegrees;
OLib_Vec3fDiffRad(&anglesRad, a, b);
anglesDegrees.x = RADF_TO_DEGF(anglesRad.x);
anglesDegrees.y = RADF_TO_DEGF(anglesRad.y);
anglesDegrees.z = 0.0f;
*dest = anglesDegrees;
return dest;
}
/**
* Gets the pitch/yaw of the vector formed from `b`-`a`, result is in binary degrees
*/
Vec3s* OLib_Vec3fDiffBinAng(Vec3s* dest, Vec3f* a, Vec3f* b) {
Vec3f anglesRad;
Vec3s anglesBinAng;
OLib_Vec3fDiffRad(&anglesRad, a, b);
anglesBinAng.x = DEGF_TO_BINANG(RADF_TO_DEGF(anglesRad.x));
anglesBinAng.y = DEGF_TO_BINANG(RADF_TO_DEGF(anglesRad.y));
anglesBinAng.z = 0.0f;
*dest = anglesBinAng;
return dest;
}
/**
* Gets a x,y,z position diff depending on the dbCamera mode
*/
void OLib_DbCameraVec3fDiff(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode) {
VecSph sph;
switch (mode) {
case 1:
OLib_Vec3fDiffToVecSphGeo(&sph, &a->pos, b);
sph.yaw -= a->rot.y;
OLib_VecSphGeoToVec3f(dest, &sph);
break;
case 2:
dest->x = b->x - a->pos.x;
dest->y = b->y - a->pos.y;
dest->z = b->z - a->pos.z;
break;
default:
*dest = *b;
break;
}
}
/**
* Gets a x,y,z position sum depending on the dbCamera mode
*/
void OLib_DbCameraVec3fSum(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode) {
VecSph sph;
switch (mode) {
case 1:
OLib_Vec3fToVecSphGeo(&sph, b);
sph.yaw += a->rot.y;
OLib_VecSphToVec3fSum(dest, &a->pos, &sph);
break;
case 2:
dest->x = a->pos.x + b->x;
dest->y = a->pos.y + b->y;
dest->z = a->pos.z + b->z;
break;
default:
*dest = *b;
break;
}
}
+1 -1
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@@ -122,7 +122,7 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos,
camera = ACTIVE_CAM;
distance = CamMath_Distance(pos, &camera->eye);
distance = OLib_Vec3fDist(pos, &camera->eye);
if ((distance < distanceMin) || (distanceMax < distance)) {
func_8013A41C(0x3f);
ret = 0x3f;
@@ -197,7 +197,7 @@ void DoorAna_Update(Actor* thisx, GlobalContext* globalCtx) {
DoorAna* this = THIS;
this->actionFunc(this, globalCtx);
this->actor.shape.rot.y = func_800DFCDC(globalCtx->cameraPtrs[globalCtx->activeCamera]) + 0x8000;
this->actor.shape.rot.y = BINANG_ROT180(func_800DFCDC(globalCtx->cameraPtrs[globalCtx->activeCamera]));
}
void DoorAna_Draw(Actor* thisx, GlobalContext* globalCtx) {
@@ -106,7 +106,7 @@ void EnNutsball_Update(Actor* thisx, GlobalContext* globalCtx) {
(this->collider.base.atFlags & AT_TYPE_ENEMY) && (this->collider.base.atFlags & AT_BOUNCED)) {
EnNutsball_InitColliderParams(this);
func_8018219C(&player->shieldMf, &worldRot, 0);
this->actor.world.rot.y = worldRot.y + 0x8000;
this->actor.world.rot.y = BINANG_ROT180(worldRot.y);
this->timer = 20;
} else {
spawnBurstPos.x = this->actor.world.pos.x;
@@ -310,7 +310,7 @@ void EnPametfrog_ShakeCamera(EnPametfrog* this, GlobalContext* globalCtx, f32 ma
s16 y;
Vec3f eye;
y = func_800DFCDC(camera) + 0x8000;
y = BINANG_ROT180(func_800DFCDC(camera));
eye.x = (Math_SinS(y) * magShakeXZ) + camera->focalPoint.x;
eye.y = camera->focalPoint.y + magShakeY;
eye.z = (Math_CosS(y) * magShakeXZ) + camera->focalPoint.z;
@@ -340,7 +340,7 @@ void EnPametfrog_PlaceSnapper(EnPametfrog* this, GlobalContext* globalCtx) {
poly = NULL;
this->actor.child->world.pos.x = (Math_SinS(this->actor.shape.rot.y) * 300.0f) + this->actor.world.pos.x;
this->actor.child->world.pos.z = (Math_CosS(this->actor.shape.rot.y) * 300.0f) + this->actor.world.pos.z;
this->actor.child->shape.rot.y = this->actor.shape.rot.y + 0x8000;
this->actor.child->shape.rot.y = BINANG_ROT180(this->actor.shape.rot.y);
vec2.x = this->actor.child->world.pos.x;
vec2.y = this->actor.child->world.pos.y + 50.0f;
vec2.z = this->actor.child->world.pos.z;
@@ -482,7 +482,7 @@ void EnPametfrog_SetupFallOffSnapper(EnPametfrog* this, GlobalContext* globalCtx
this->actor.params = ENPAMETFROG_FALL_OFF_SNAPPER;
this->actor.speedXZ = 7.0f;
this->actor.velocity.y = 15.0f;
this->actor.world.rot.y = this->actor.child->world.rot.y + 0x8000;
this->actor.world.rot.y = BINANG_ROT180(this->actor.child->world.rot.y);
this->actor.shape.rot.y = this->actor.world.rot.y;
this->actor.flags |= 1;
this->timer = 30;
@@ -506,7 +506,7 @@ void EnPametfrog_FallOffSnapper(EnPametfrog* this, GlobalContext* globalCtx) {
this->timer--;
}
sin = sin_rad(this->timer * (M_PI / 3.0f)) * ((0.02f * (this->timer * (1.0f / 6.0f))) + 0.005f) + 1.0f;
sin = sin_rad(this->timer * (M_PI / 3)) * ((0.02f * (this->timer * (1.0f / 6.0f))) + 0.005f) + 1.0f;
EnPametfrog_ShakeCamera(this, globalCtx, 300.0f * sin, 100.0f * sin);
if (this->actor.bgCheckFlags & 1) {
EnPametfrog_StopCutscene(this, globalCtx);
@@ -644,7 +644,7 @@ void EnPametfrog_SetupWallPause(EnPametfrog* this) {
this->actor.speedXZ = 0.0f;
this->skelAnime.animPlaybackSpeed = 1.5f;
if (this->timer != 0) {
this->wallRotation = this->unk_2E8.y > 0.0f ? (M_PI / 30.0f) : (-M_PI / 30.0f);
this->wallRotation = this->unk_2E8.y > 0.0f ? (M_PI / 30) : (-M_PI / 30);
} else {
randFloat = Rand_ZeroFloat(0x2000);
this->wallRotation = (Rand_ZeroOne() < 0.5f ? -1 : 1) * (0x1000 + randFloat) * (M_PI / (15 * 0x8000));
@@ -931,7 +931,7 @@ void EnPametfrog_SetupSpawnFrog(EnPametfrog* this, GlobalContext* globalCtx) {
static Vec3f sAccel = { 0.0f, -0.5f, 0.0f };
static Color_RGBA8 primColor = { 250, 250, 250, 255 };
static Color_RGBA8 envColor = { 180, 180, 180, 255 };
s16 yaw = func_800DFCDC(ACTIVE_CAM) + 0x8000;
s16 yaw = BINANG_ROT180(func_800DFCDC(ACTIVE_CAM));
Vec3f vec1;
Vec3f vel;
s32 i;
@@ -961,7 +961,7 @@ void EnPametfrog_SpawnFrog(EnPametfrog* this, GlobalContext* globalCtx) {
f32 magShake;
this->timer--;
magShake = (sin_rad(this->timer * (M_PI / 5.0f)) * ((0.04f * (this->timer * 0.1f)) + 0.02f)) + 1.0f;
magShake = (sin_rad(this->timer * (M_PI / 5)) * ((0.04f * (this->timer * 0.1f)) + 0.02f)) + 1.0f;
EnPametfrog_ShakeCamera(this, globalCtx, 75.0f * magShake, 10.0f * magShake);
if (this->timer == 0) {
EnPametfrog_StopCutscene(this, globalCtx);
@@ -1099,7 +1099,7 @@ void func_8086CB4C(EnPametfrog* this) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FROG_DAMAGE);
func_800BCB70(&this->actor, 0x4000, 0xFF, 0, 20);
func_800BE5CC(&this->actor, &this->collider, 0);
this->actor.shape.rot.y = this->actor.world.rot.y + 0x8000;
this->actor.shape.rot.y = BINANG_ROT180(this->actor.world.rot.y);
this->actionFunc = func_8086CC04;
}
+1 -1
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@@ -218,7 +218,7 @@ void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx) {
}
void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx) {
s16 invertedYaw = this->yawAngle + 0x8000;
s16 invertedYaw = BINANG_ROT180(this->yawAngle);
Math_SmoothStepToS(&this->actor.shape.rot.y, invertedYaw, 1, 0x1F40, 0xA);
if (this->actor.shape.rot.y == invertedYaw) {