diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2022-10-15 09:43:59 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-10-15 15:43:59 +0200 |
| commit | a2d62eedb26ec0b4404d628ed1d65b692aa7d5ab (patch) | |
| tree | 4e7e3a3a1fb6cbfb6c65ee62ffce2a414e5ed0b5 /src/code/z_quake.c | |
| parent | b806ac0191764ff3a68076d9fb0543a1135ebde7 (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.c | 34 |
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; |
