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path: root/src/code/z_camera.c
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Diffstat (limited to 'src/code/z_camera.c')
-rw-r--r--src/code/z_camera.c24
1 files changed, 11 insertions, 13 deletions
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index d27639858..af7934490 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -1240,7 +1240,7 @@ s32 func_800CD44C(Camera* camera, VecGeo* diffGeo, CameraCollision* camEyeCollis
// different bgIds for at->eye[Next] and eye[Next]->at
ret = 3;
} else {
- cosEyeAt = Math3D_Parallel(&camEyeCollision->norm, &camAtCollision->norm);
+ cosEyeAt = Math3D_Cos(&camEyeCollision->norm, &camAtCollision->norm);
if (cosEyeAt < -0.5f) {
ret = 6;
} else if ((cosEyeAt > 0.5f) || (checkEye & 2)) {
@@ -1822,20 +1822,18 @@ void Camera_CalcDefaultSwing(Camera* camera, VecGeo* arg1, VecGeo* arg2, f32 arg
if (swing->unk_64 == 1) {
if (arg3 < (sp88 = OLib_Vec3fDist(at, &swing->collisionClosePoint))) {
swing->unk_64 = 0;
- } else if ((sp88 = Math3D_SignedDistanceFromPlane(swing->eyeAtColChk.norm.x, swing->eyeAtColChk.norm.y,
- swing->eyeAtColChk.norm.z, swing->eyeAtColChk.poly->dist,
- at)) > 0.0f) {
+ } else if ((sp88 = Math3D_PlaneF(swing->eyeAtColChk.norm.x, swing->eyeAtColChk.norm.y,
+ swing->eyeAtColChk.norm.z, swing->eyeAtColChk.poly->dist, at)) > 0.0f) {
swing->unk_64 = 0;
} else if ((sp88 = OLib_Vec3fDist(eye, &swing->eyeAtColChk.pos)) < 10.0f) {
swing->unk_64 = 0;
- } else if ((sp88 = Math3D_SignedDistanceFromPlane(swing->atEyeColChk.norm.x, swing->atEyeColChk.norm.y,
- swing->atEyeColChk.norm.z, swing->atEyeColChk.poly->dist,
- eye)) > 0.0f) {
+ } else if ((sp88 = Math3D_PlaneF(swing->atEyeColChk.norm.x, swing->atEyeColChk.norm.y,
+ swing->atEyeColChk.norm.z, swing->atEyeColChk.poly->dist, eye)) > 0.0f) {
swing->unk_64 = 0;
} else if (swing->atEyeColChk.norm.y > 0.50f) {
swing->unk_64 = 0;
} else {
- Math3D_AngleBetweenVectors(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88);
+ Math3D_CosOut(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88);
if (sp88 > 0.0f) {
swing->unk_64 = 0;
}
@@ -5415,8 +5413,8 @@ s32 Camera_Unique0(Camera* camera) {
switch (camera->animState) {
case 0:
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
- rwData->unk_1C = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
- camera->eye = camera->eyeNext = rwData->unk_1C;
+ rwData->unk_1C.point = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
+ camera->eye = camera->eyeNext = rwData->unk_1C.point;
rwData->unk_34 = bgCamFuncData->rot;
temp_v1 = bgCamFuncData->fov;
@@ -5447,7 +5445,7 @@ s32 Camera_Unique0(Camera* camera) {
}
rwData->unk_3A = camera->focalActor->world.rot.y;
rwData->unk_3E = 0;
- camera->eye = camera->eyeNext = rwData->unk_1C;
+ camera->eye = camera->eyeNext = rwData->unk_1C.point;
Camera_UnsetStateFlag(camera, CAM_STATE_2);
camera->animState++;
// fallthrough
@@ -5455,8 +5453,8 @@ s32 Camera_Unique0(Camera* camera) {
sp84.r = OLib_Vec3fDist(&sp8C, &camera->eye);
sp84.yaw = rwData->unk_34.y;
sp84.pitch = -rwData->unk_34.x;
- rwData->unk_28 = OLib_VecGeoToVec3f(&sp84);
- func_80179A44(&rwData->unk_1C, focalActorPosRot, &rwData->unk_0C);
+ rwData->unk_1C.dir = OLib_VecGeoToVec3f(&sp84);
+ Math3D_LineClosestToPoint(&rwData->unk_1C, &focalActorPosRot->pos, &rwData->unk_0C);
camera->at = rwData->unk_0C;
if (player->stateFlags1 & PLAYER_STATE1_20000000) {