diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2024-06-15 15:39:31 +1000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-06-14 22:39:31 -0700 |
| commit | b55f8ffe6e60ed2335acbe7d428049ea1056f4b5 (patch) | |
| tree | 7aa56780d34acb286b92e829d401d5b2fa01bc65 /src/code/z_sub_s.c | |
| parent | 3705eaedac1d21318ee708993d366b30cdc0e8ad (diff) | |
`sys_math3d.c` Decompiled and Mostly Documented (#1450)
* Use matched sys_math3d functions by Tharo
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
* kinda match some unattempted functions
* move sys_math3d function declarations to z64math.h
* Rename some simple functions
* Take matched Math3D_LineVsLineClosestTwoPoints from OoT
* minor fixes to make stuff actually equivalent
* func_8017FB1C
* format
* minor cleanup
* Math3D_PointOnDirectedLine
* func_8017FB1C documentation
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Remove actorfixer
* fix merge
* Apply renames
* more cleanup
* bss cleanup
* match Math3D_CylVsLineSeg
* WIP
* OK
* small cleanup
* Remove macros.h from sys_math3d
* Small cleanup
* Some more small clean up
* cleanup and docs
* cleanup
* PR Review
* cleanup
* fix merge
* fix merge
* merge main
* fix bss
* bss
* fix
* PR Review
* bss fix
* Merge main
* Fix bss
* Fix merge
* Add zero vecs to sys_math3d
* Format
* namefixer run
---------
Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Diffstat (limited to 'src/code/z_sub_s.c')
| -rw-r--r-- | src/code/z_sub_s.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/code/z_sub_s.c b/src/code/z_sub_s.c index 11f97c7d0..a7e4adfc8 100644 --- a/src/code/z_sub_s.c +++ b/src/code/z_sub_s.c @@ -578,7 +578,7 @@ s32 SubS_HasReachedPoint(Actor* actor, Path* path, s32 pointIndex) { diffZ = points[index + 1].z - points[index - 1].z; } - func_8017B7F8(&point, RAD_TO_BINANG(Math_FAtan2F(diffX, diffZ)), &px, &pz, &d); + Math3D_RotateXZPlane(&point, RAD_TO_BINANG(Math_FAtan2F(diffX, diffZ)), &px, &pz, &d); if (((px * actor->world.pos.x) + (pz * actor->world.pos.z) + d) > 0.0f) { reached = true; @@ -1328,8 +1328,8 @@ void SubS_ActorPathing_ComputePointInfo(PlayState* play, ActorPathing* actorPath diff.x = actorPath->curPoint.x - actorPath->worldPos->x; diff.y = actorPath->curPoint.y - actorPath->worldPos->y; diff.z = actorPath->curPoint.z - actorPath->worldPos->z; - actorPath->distSqToCurPointXZ = Math3D_XZLengthSquared(diff.x, diff.z); - actorPath->distSqToCurPoint = Math3D_LengthSquared(&diff); + actorPath->distSqToCurPointXZ = Math3D_Dist1DSq(diff.x, diff.z); + actorPath->distSqToCurPoint = Math3D_Vec3fMagnitudeSq(&diff); actorPath->rotToCurPoint.y = Math_Atan2S_XY(diff.z, diff.x); actorPath->rotToCurPoint.x = Math_Atan2S_XY(sqrtf(actorPath->distSqToCurPointXZ), -diff.y); actorPath->rotToCurPoint.z = 0; |
