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authorengineer124 <47598039+engineer124@users.noreply.github.com>2022-10-15 09:43:59 -0400
committerGitHub <noreply@github.com>2022-10-15 15:43:59 +0200
commita2d62eedb26ec0b4404d628ed1d65b692aa7d5ab (patch)
tree4e7e3a3a1fb6cbfb6c65ee62ffce2a414e5ed0b5 /src/code/z_quake.c
parentb806ac0191764ff3a68076d9fb0543a1135ebde7 (diff)
Cleanup `VecSph`: Better Distinguish Between "Spherical" vs. "Geographic" Coordinates (#1407)
* begin geo and sph docs * cleanup * cleanup * cleanup struct * PR suggestions * spacing
Diffstat (limited to 'src/code/z_quake.c')
-rw-r--r--src/code/z_quake.c34
1 files changed, 17 insertions, 17 deletions
diff --git a/src/code/z_quake.c b/src/code/z_quake.c
index d2538b5dd..0f50b598b 100644
--- a/src/code/z_quake.c
+++ b/src/code/z_quake.c
@@ -22,11 +22,11 @@ QuakeRequest sQuakeRequests[4];
s16 sQuakeUnused = 1;
s16 sQuakeRequestCount = 0;
-Vec3f* Quake_VecSphGeoAddToVec3f(Vec3f* dst, Vec3f* a, VecSph* sph) {
+Vec3f* Quake_AddVecGeoToVec3f(Vec3f* dst, Vec3f* a, VecGeo* geo) {
Vec3f vec;
Vec3f b;
- OLib_VecSphGeoToVec3f(&b, sph);
+ OLib_VecGeoToVec3f(&b, geo);
vec.x = a->x + b.x;
vec.y = a->y + b.y;
vec.z = a->z + b.z;
@@ -40,38 +40,38 @@ void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x) {
Vec3f* at = &req->cam->at;
Vec3f* eye = &req->cam->eye;
Vec3f offset;
- VecSph sph;
- VecSph eyeToAtSph;
+ VecGeo geo;
+ VecGeo eyeToAtGeo;
if (req->isRelativeToScreen) {
offset.x = 0;
offset.y = 0;
offset.z = 0;
- OLib_Vec3fDiffToVecSphGeo(&eyeToAtSph, eye, at);
+ OLib_Vec3fDiffToVecGeo(&eyeToAtGeo, eye, at);
// y shake
- sph.r = req->y * y;
+ geo.r = req->y * y;
// point unit vector up, then add on `req->orientation`
- sph.pitch = eyeToAtSph.pitch + req->orientation.x + 0x4000;
- sph.yaw = eyeToAtSph.yaw + req->orientation.y;
+ geo.pitch = eyeToAtGeo.pitch + req->orientation.x + 0x4000;
+ geo.yaw = eyeToAtGeo.yaw + req->orientation.y;
// apply y shake
- Quake_VecSphGeoAddToVec3f(&offset, &offset, &sph);
+ Quake_AddVecGeoToVec3f(&offset, &offset, &geo);
// x shake
- sph.r = req->x * x;
+ geo.r = req->x * x;
// point unit vector left, then add on `req->orientation`
- sph.pitch = eyeToAtSph.pitch + req->orientation.x;
- sph.yaw = eyeToAtSph.yaw + req->orientation.y + 0x4000;
+ geo.pitch = eyeToAtGeo.pitch + req->orientation.x;
+ geo.yaw = eyeToAtGeo.yaw + req->orientation.y + 0x4000;
// apply x shake
- Quake_VecSphGeoAddToVec3f(&offset, &offset, &sph);
+ Quake_AddVecGeoToVec3f(&offset, &offset, &geo);
} else {
offset.x = 0;
offset.y = req->y * y;
offset.z = 0;
- sph.r = req->x * x;
- sph.pitch = req->orientation.x;
- sph.yaw = req->orientation.y;
- Quake_VecSphGeoAddToVec3f(&offset, &offset, &sph);
+ geo.r = req->x * x;
+ geo.pitch = req->orientation.x;
+ geo.yaw = req->orientation.y;
+ Quake_AddVecGeoToVec3f(&offset, &offset, &geo);
}
shake->atOffset = shake->eyeOffset = offset;