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z_olib.c OK and Documented (#202)
* z_olib.c OK * Clean-Up Clamp * Take out extra space
This commit is contained in:
+1
-1
@@ -520,7 +520,7 @@ s32 Actor_IsActorFacedByActor(Actor* actor, Actor* other, s16 tolerance) {
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s16 angle;
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s16 dist;
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angle = Actor_YawBetweenActors(actor, other) + 0x8000;
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angle = BINANG_ROT180(Actor_YawBetweenActors(actor, other));
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dist = angle - other->shape.rot.y;
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if (ABS_ALT(dist) < tolerance) {
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return 1;
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@@ -0,0 +1,293 @@
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#include "global.h"
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/**
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* Calculates the distances between `a` and `b`
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*/
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f32 OLib_Vec3fDist(Vec3f* a, Vec3f* b) {
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f32 dx = a->x - b->x;
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f32 dy = a->y - b->y;
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f32 dz = a->z - b->z;
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return sqrtf(SQ(dx) + SQ(dy) + SQ(dz));
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}
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/**
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* Calculates the distances between `a` and `b`, and outputs the vector
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* created by the difference into `dest`
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*/
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f32 OLib_Vec3fDistOutDiff(Vec3f* a, Vec3f* b, Vec3f* dest) {
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dest->x = a->x - b->x;
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dest->y = a->y - b->y;
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dest->z = a->z - b->z;
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return sqrtf(SQ(dest->x) + SQ(dest->y) + SQ(dest->z));
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}
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/**
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* Calculates the distances on the xz plane between `a` and `b`
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*/
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f32 OLib_Vec3fDistXZ(Vec3f* a, Vec3f* b) {
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return sqrtf(SQ(a->x - b->x) + SQ(a->z - b->z));
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}
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/**
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* Clamps `val` to a maximum of -`min` as `val` approaches zero, and a minimum of
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* `min` as `val` approaches zero
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*/
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f32 OLib_ClampMinDist(f32 val, f32 min) {
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if (val < 0.0f) {
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return CLAMP_MAX(val, -min);
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} else {
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return CLAMP_MIN(val, min);
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}
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}
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/**
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* Clamps `val` to a minimum of -`max` as `val` approaches -`max`, and a maximum of `max`
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* as `val` approaches `max`
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*/
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f32 OLib_ClampMaxDist(f32 val, f32 max) {
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if (val < 0.0f) {
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return CLAMP_MIN(val, -max);
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} else {
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return CLAMP_MAX(val, max);
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}
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}
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/**
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* Takes the difference of points b and a, and creates a normal vector
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*/
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Vec3f* OLib_Vec3fDistNormalize(Vec3f* dest, Vec3f* a, Vec3f* b) {
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Vec3f v1;
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Vec3f v2;
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f32 dist;
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v1.x = b->x - a->x;
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v1.y = b->y - a->y;
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v1.z = b->z - a->z;
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dist = OLib_ClampMinDist(sqrtf(SQ(v1.x) + SQ(v1.y) + SQ(v1.z)), 0.01f);
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v2.x = v1.x / dist;
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v2.y = v1.y / dist;
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v2.z = v1.z / dist;
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*dest = v2;
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return dest;
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}
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/**
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* Takes the spherical coordinate `sph`, and converts it into a x,y,z position
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*/
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Vec3f* OLib_VecSphToVec3f(Vec3f* dest, VecSph* sph) {
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Vec3f v;
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f32 sinPitch;
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f32 cosPitch = Math_CosS(sph->pitch);
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f32 sinYaw;
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f32 cosYaw = Math_CosS(sph->yaw);
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sinPitch = Math_SinS(sph->pitch);
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sinYaw = Math_SinS(sph->yaw);
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v.x = sph->r * sinPitch * sinYaw;
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v.y = sph->r * cosPitch;
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v.z = sph->r * sinPitch * cosYaw;
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*dest = v;
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return dest;
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}
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/**
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* Takes the geographic point `sph` and converts it into a x,y,z position
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*/
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Vec3f* OLib_VecSphGeoToVec3f(Vec3f* dest, VecSph* sph) {
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VecSph geo;
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geo.r = sph->r;
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geo.pitch = 0x4000 - sph->pitch;
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geo.yaw = sph->yaw;
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return OLib_VecSphToVec3f(dest, &geo);
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}
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/**
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* Takes the point `vec`, and converts it into a spherical coordinate
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*/
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VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec) {
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VecSph sph;
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f32 distSquared = SQ(vec->x) + SQ(vec->z);
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f32 dist = sqrtf(distSquared);
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if ((dist == 0.0f) && (vec->y == 0.0f)) {
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sph.pitch = 0;
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} else {
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sph.pitch = DEGF_TO_BINANG(RADF_TO_DEGF(func_80086B30(dist, vec->y)));
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}
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sph.r = sqrtf(SQ(vec->y) + distSquared);
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if ((vec->x == 0.0f) && (vec->z == 0.0f)) {
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sph.yaw = 0;
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} else {
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sph.yaw = DEGF_TO_BINANG(RADF_TO_DEGF(func_80086B30(vec->x, vec->z)));
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}
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*dest = sph;
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return dest;
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}
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/**
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* Takes the point `vec`, and converts it to a geographic coordinate
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*/
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VecSph* OLib_Vec3fToVecSphGeo(VecSph* dest, Vec3f* vec) {
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VecSph sph;
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OLib_Vec3fToVecSph(&sph, vec);
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sph.pitch = 0x4000 - sph.pitch;
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*dest = sph;
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return dest;
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}
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/**
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* Takes the differences of positions `a` and `b`, and converts them to spherical coordinates
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*/
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VecSph* OLib_Vec3fDiffToVecSph(VecSph* dest, Vec3f* a, Vec3f* b) {
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Vec3f sph;
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sph.x = b->x - a->x;
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sph.y = b->y - a->y;
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sph.z = b->z - a->z;
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return OLib_Vec3fToVecSph(dest, &sph);
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}
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/**
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* Takes the difference of positions `a` and `b`, and converts them to geographic coordinates
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*/
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VecSph* OLib_Vec3fDiffToVecSphGeo(VecSph* dest, Vec3f* a, Vec3f* b) {
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Vec3f sph;
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sph.x = b->x - a->x;
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sph.y = b->y - a->y;
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sph.z = b->z - a->z;
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return OLib_Vec3fToVecSphGeo(dest, &sph);
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}
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/**
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* Takes the sum of positions `a` (x,y,z coordinates) and `sph` (geographic coordinates), result is in x,y,z position
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*/
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Vec3f* OLib_VecSphToVec3fSum(Vec3f* dest, Vec3f* a, VecSph* sph) {
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Vec3f vec;
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Vec3f b;
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OLib_VecSphGeoToVec3f(&b, sph);
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vec.x = a->x + b.x;
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vec.y = a->y + b.y;
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vec.z = a->z + b.z;
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*dest = vec;
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return dest;
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}
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/**
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* Gets the pitch/yaw of the vector formed from `b`-`a`, result is in radians
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*/
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Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b) {
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Vec3f anglesRad;
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anglesRad.x = func_80086B30(b->z - a->z, b->y - a->y);
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anglesRad.y = func_80086B30(b->x - a->x, b->z - a->z);
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anglesRad.z = 0;
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*dest = anglesRad;
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return dest;
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}
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/**
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* Gets the pitch/yaw of the vector formed from `b`-`a`, result is in degrees
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*/
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Vec3f* OLib_Vec3fDiffDegF(Vec3f* dest, Vec3f* a, Vec3f* b) {
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Vec3f anglesRad;
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Vec3f anglesDegrees;
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OLib_Vec3fDiffRad(&anglesRad, a, b);
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anglesDegrees.x = RADF_TO_DEGF(anglesRad.x);
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anglesDegrees.y = RADF_TO_DEGF(anglesRad.y);
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anglesDegrees.z = 0.0f;
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*dest = anglesDegrees;
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return dest;
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}
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/**
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* Gets the pitch/yaw of the vector formed from `b`-`a`, result is in binary degrees
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*/
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Vec3s* OLib_Vec3fDiffBinAng(Vec3s* dest, Vec3f* a, Vec3f* b) {
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Vec3f anglesRad;
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Vec3s anglesBinAng;
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OLib_Vec3fDiffRad(&anglesRad, a, b);
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anglesBinAng.x = DEGF_TO_BINANG(RADF_TO_DEGF(anglesRad.x));
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anglesBinAng.y = DEGF_TO_BINANG(RADF_TO_DEGF(anglesRad.y));
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anglesBinAng.z = 0.0f;
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*dest = anglesBinAng;
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return dest;
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}
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/**
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* Gets a x,y,z position diff depending on the dbCamera mode
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*/
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void OLib_DbCameraVec3fDiff(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode) {
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VecSph sph;
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switch (mode) {
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case 1:
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OLib_Vec3fDiffToVecSphGeo(&sph, &a->pos, b);
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sph.yaw -= a->rot.y;
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OLib_VecSphGeoToVec3f(dest, &sph);
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break;
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case 2:
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dest->x = b->x - a->pos.x;
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dest->y = b->y - a->pos.y;
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dest->z = b->z - a->pos.z;
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break;
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default:
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*dest = *b;
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break;
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}
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}
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/**
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* Gets a x,y,z position sum depending on the dbCamera mode
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*/
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void OLib_DbCameraVec3fSum(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode) {
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VecSph sph;
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switch (mode) {
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case 1:
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OLib_Vec3fToVecSphGeo(&sph, b);
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sph.yaw += a->rot.y;
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OLib_VecSphToVec3fSum(dest, &a->pos, &sph);
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break;
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case 2:
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dest->x = a->pos.x + b->x;
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dest->y = a->pos.y + b->y;
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dest->z = a->pos.z + b->z;
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break;
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default:
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*dest = *b;
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break;
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}
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}
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+1
-1
@@ -122,7 +122,7 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos,
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camera = ACTIVE_CAM;
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distance = CamMath_Distance(pos, &camera->eye);
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distance = OLib_Vec3fDist(pos, &camera->eye);
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if ((distance < distanceMin) || (distanceMax < distance)) {
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func_8013A41C(0x3f);
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ret = 0x3f;
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@@ -197,7 +197,7 @@ void DoorAna_Update(Actor* thisx, GlobalContext* globalCtx) {
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DoorAna* this = THIS;
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this->actionFunc(this, globalCtx);
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this->actor.shape.rot.y = func_800DFCDC(globalCtx->cameraPtrs[globalCtx->activeCamera]) + 0x8000;
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this->actor.shape.rot.y = BINANG_ROT180(func_800DFCDC(globalCtx->cameraPtrs[globalCtx->activeCamera]));
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}
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void DoorAna_Draw(Actor* thisx, GlobalContext* globalCtx) {
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@@ -106,7 +106,7 @@ void EnNutsball_Update(Actor* thisx, GlobalContext* globalCtx) {
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(this->collider.base.atFlags & AT_TYPE_ENEMY) && (this->collider.base.atFlags & AT_BOUNCED)) {
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EnNutsball_InitColliderParams(this);
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func_8018219C(&player->shieldMf, &worldRot, 0);
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this->actor.world.rot.y = worldRot.y + 0x8000;
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this->actor.world.rot.y = BINANG_ROT180(worldRot.y);
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this->timer = 20;
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} else {
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spawnBurstPos.x = this->actor.world.pos.x;
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@@ -310,7 +310,7 @@ void EnPametfrog_ShakeCamera(EnPametfrog* this, GlobalContext* globalCtx, f32 ma
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s16 y;
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Vec3f eye;
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y = func_800DFCDC(camera) + 0x8000;
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y = BINANG_ROT180(func_800DFCDC(camera));
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eye.x = (Math_SinS(y) * magShakeXZ) + camera->focalPoint.x;
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eye.y = camera->focalPoint.y + magShakeY;
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eye.z = (Math_CosS(y) * magShakeXZ) + camera->focalPoint.z;
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@@ -340,7 +340,7 @@ void EnPametfrog_PlaceSnapper(EnPametfrog* this, GlobalContext* globalCtx) {
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poly = NULL;
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this->actor.child->world.pos.x = (Math_SinS(this->actor.shape.rot.y) * 300.0f) + this->actor.world.pos.x;
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this->actor.child->world.pos.z = (Math_CosS(this->actor.shape.rot.y) * 300.0f) + this->actor.world.pos.z;
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this->actor.child->shape.rot.y = this->actor.shape.rot.y + 0x8000;
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this->actor.child->shape.rot.y = BINANG_ROT180(this->actor.shape.rot.y);
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vec2.x = this->actor.child->world.pos.x;
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vec2.y = this->actor.child->world.pos.y + 50.0f;
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vec2.z = this->actor.child->world.pos.z;
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@@ -482,7 +482,7 @@ void EnPametfrog_SetupFallOffSnapper(EnPametfrog* this, GlobalContext* globalCtx
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this->actor.params = ENPAMETFROG_FALL_OFF_SNAPPER;
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this->actor.speedXZ = 7.0f;
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this->actor.velocity.y = 15.0f;
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this->actor.world.rot.y = this->actor.child->world.rot.y + 0x8000;
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this->actor.world.rot.y = BINANG_ROT180(this->actor.child->world.rot.y);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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this->actor.flags |= 1;
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this->timer = 30;
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@@ -506,7 +506,7 @@ void EnPametfrog_FallOffSnapper(EnPametfrog* this, GlobalContext* globalCtx) {
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this->timer--;
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}
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sin = sin_rad(this->timer * (M_PI / 3.0f)) * ((0.02f * (this->timer * (1.0f / 6.0f))) + 0.005f) + 1.0f;
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sin = sin_rad(this->timer * (M_PI / 3)) * ((0.02f * (this->timer * (1.0f / 6.0f))) + 0.005f) + 1.0f;
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EnPametfrog_ShakeCamera(this, globalCtx, 300.0f * sin, 100.0f * sin);
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if (this->actor.bgCheckFlags & 1) {
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EnPametfrog_StopCutscene(this, globalCtx);
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@@ -644,7 +644,7 @@ void EnPametfrog_SetupWallPause(EnPametfrog* this) {
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this->actor.speedXZ = 0.0f;
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this->skelAnime.animPlaybackSpeed = 1.5f;
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if (this->timer != 0) {
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this->wallRotation = this->unk_2E8.y > 0.0f ? (M_PI / 30.0f) : (-M_PI / 30.0f);
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this->wallRotation = this->unk_2E8.y > 0.0f ? (M_PI / 30) : (-M_PI / 30);
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} else {
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randFloat = Rand_ZeroFloat(0x2000);
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this->wallRotation = (Rand_ZeroOne() < 0.5f ? -1 : 1) * (0x1000 + randFloat) * (M_PI / (15 * 0x8000));
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@@ -931,7 +931,7 @@ void EnPametfrog_SetupSpawnFrog(EnPametfrog* this, GlobalContext* globalCtx) {
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static Vec3f sAccel = { 0.0f, -0.5f, 0.0f };
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static Color_RGBA8 primColor = { 250, 250, 250, 255 };
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static Color_RGBA8 envColor = { 180, 180, 180, 255 };
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s16 yaw = func_800DFCDC(ACTIVE_CAM) + 0x8000;
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s16 yaw = BINANG_ROT180(func_800DFCDC(ACTIVE_CAM));
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Vec3f vec1;
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Vec3f vel;
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s32 i;
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@@ -961,7 +961,7 @@ void EnPametfrog_SpawnFrog(EnPametfrog* this, GlobalContext* globalCtx) {
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f32 magShake;
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this->timer--;
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magShake = (sin_rad(this->timer * (M_PI / 5.0f)) * ((0.04f * (this->timer * 0.1f)) + 0.02f)) + 1.0f;
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magShake = (sin_rad(this->timer * (M_PI / 5)) * ((0.04f * (this->timer * 0.1f)) + 0.02f)) + 1.0f;
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EnPametfrog_ShakeCamera(this, globalCtx, 75.0f * magShake, 10.0f * magShake);
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if (this->timer == 0) {
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EnPametfrog_StopCutscene(this, globalCtx);
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@@ -1099,7 +1099,7 @@ void func_8086CB4C(EnPametfrog* this) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FROG_DAMAGE);
|
||||
func_800BCB70(&this->actor, 0x4000, 0xFF, 0, 20);
|
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func_800BE5CC(&this->actor, &this->collider, 0);
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this->actor.shape.rot.y = this->actor.world.rot.y + 0x8000;
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this->actor.shape.rot.y = BINANG_ROT180(this->actor.world.rot.y);
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this->actionFunc = func_8086CC04;
|
||||
}
|
||||
|
||||
|
||||
@@ -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) {
|
||||
|
||||
Reference in New Issue
Block a user