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authorDragorn421 <Dragorn421@users.noreply.github.com>2022-02-20 14:31:31 +0100
committerGitHub <noreply@github.com>2022-02-20 08:31:31 -0500
commite51fd737040352ab366a2bc531b60858f3b00aae (patch)
tree041379e266d374e502979ce966ea7162af01e810 /src/code/sys_math3d.c
parenta9526a3354d7da16051e41e0b599927a202331a2 (diff)
Fix misc 7 (#1149)
* Fixup `Math3D_LineClosestToPoint` * `gDodongosCavernBossLavaFloorTex` is 32x64 * Name empty-dlist-making functions `_EmptyDList` * Fix typos * transitionRate -> morphFrames * Compare `xyzDistToPlayerSq` to squared values * Fix hookshot target/post collision header names being swapped * Fix description of `z_bg_mizu_movebg.c` * Add scene command comment to `func_80098508` to match other scene command handlers * Some fixup in `Camera_Demo5` * `1` -> `ALLOCTYPE_ABSOLUTE` in comment on `ActorContext.absoluteSpace`
Diffstat (limited to 'src/code/sys_math3d.c')
-rw-r--r--src/code/sys_math3d.c24
1 files changed, 13 insertions, 11 deletions
diff --git a/src/code/sys_math3d.c b/src/code/sys_math3d.c
index d442b7c4a..d0b286c19 100644
--- a/src/code/sys_math3d.c
+++ b/src/code/sys_math3d.c
@@ -114,25 +114,27 @@ s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Ve
* Determines the closest point on the line `line` to `pos`, by forming a line perpendicular from
* `point` to `line` closest point is placed in `closestPoint`
*/
-void Math3D_LineClosestToPoint(Linef* line, Vec3f* pos, Vec3f* closestPoint) {
- f32 dirVectorSize;
+void Math3D_LineClosestToPoint(InfiniteLine* line, Vec3f* pos, Vec3f* closestPoint) {
+ f32 dirVectorLengthSq;
f32 t;
- dirVectorSize = Math3D_Vec3fMagnitudeSq(&line->b);
- if (IS_ZERO(dirVectorSize)) {
+ dirVectorLengthSq = Math3D_Vec3fMagnitudeSq(&line->dir);
+ if (IS_ZERO(dirVectorLengthSq)) {
osSyncPrintf(VT_COL(YELLOW, BLACK));
// "Math3D_lineVsPosSuisenCross(): No straight line length"
osSyncPrintf("Math3D_lineVsPosSuisenCross():直線の長さがありません\n");
osSyncPrintf("cross = pos を返します。\n"); // "Returns cross = pos."
osSyncPrintf(VT_RST);
Math_Vec3f_Copy(closestPoint, pos);
+ //! @bug Missing early return
}
- t = (((pos->x - line->a.x) * line->b.x) + ((pos->y - line->a.y) * line->b.y) + ((pos->z - line->a.z) * line->b.z)) /
- dirVectorSize;
- closestPoint->x = (line->b.x * t) + line->a.x;
- closestPoint->y = (line->b.y * t) + line->a.y;
- closestPoint->z = (line->b.z * t) + line->a.z;
+ t = (((pos->x - line->point.x) * line->dir.x) + ((pos->y - line->point.y) * line->dir.y) +
+ ((pos->z - line->point.z) * line->dir.z)) /
+ dirVectorLengthSq;
+ closestPoint->x = (line->dir.x * t) + line->point.x;
+ closestPoint->y = (line->dir.y * t) + line->point.y;
+ closestPoint->z = (line->dir.z * t) + line->point.z;
}
void Math3D_FindPointOnPlaneIntersect(f32 planeAAxis1Norm, f32 planeAAxis2Norm, f32 planeBAxis1Norm,
@@ -195,10 +197,10 @@ s32 Math3D_PlaneVsPlaneNewLine(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeA
*/
s32 Math3D_PlaneVsPlaneVsLineClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA,
f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* point, Vec3f* closestPoint) {
- static Linef planeIntersect;
+ static InfiniteLine planeIntersect;
if (!Math3D_PlaneVsPlaneNewLine(planeAA, planeAB, planeAC, planeADist, planeBA, planeBB, planeBC, planeBDist,
- (InfiniteLine*)&planeIntersect)) {
+ &planeIntersect)) {
return false;
}
Math3D_LineClosestToPoint(&planeIntersect, point, closestPoint);