diff options
Diffstat (limited to 'src/code/z_camera.c')
| -rw-r--r-- | src/code/z_camera.c | 118 |
1 files changed, 59 insertions, 59 deletions
diff --git a/src/code/z_camera.c b/src/code/z_camera.c index b0db5de01..87c3cf85a 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -558,7 +558,7 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) { * Calculates the angle between points `from` and `to` */ s16 Camera_XZAngle(Vec3f* to, Vec3f* from) { - return DEGF_TO_BINANG(RADF_TO_DEGF(Math_atan2f(from->x - to->x, from->z - to->z))); + return DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(from->x - to->x, from->z - to->z))); } s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) { @@ -580,8 +580,8 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) { f32 phi_f16; f32 playerHeight; - sinYaw = Math_Sins(yaw); - cosYaw = Math_Coss(yaw); + sinYaw = Math_SinS(yaw); + cosYaw = Math_CosS(yaw); playerHeight = Player_GetHeight(camera->player); temp_f2 = PCT(OREG(19)) * playerHeight; sp30 = PCT(OREG(17)) * playerHeight; @@ -623,8 +623,8 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) { } phi_f16 = PCT(OREG(20)) * (D_8015CE50 - camera->playerGroundY); phi_f18 = (1.0f - PCT(OREG(20))) * (D_8015CE54 - camera->playerGroundY); - temp_s0 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_atan2f(phi_f16, sp30))); - temp_s1 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_atan2f(phi_f18, sp2C))); + temp_s0 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f16, sp30))); + temp_s1 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f18, sp2C))); return temp_s0 + temp_s1; } @@ -653,13 +653,13 @@ Vec3f* Camera_CalcUpFromPitchYawRoll(Vec3f* dest, s16 pitch, s16 yaw, s16 roll) f32 temp_f8_2; f32 temp_f8_3; - sinPitch = Math_Sins(pitch); - cosPitch = Math_Coss(pitch); - sinYaw = Math_Sins(yaw); - cosYaw = Math_Coss(yaw); + sinPitch = Math_SinS(pitch); + cosPitch = Math_CosS(pitch); + sinYaw = Math_SinS(yaw); + cosYaw = Math_CosS(yaw); negSinPitch = -sinPitch; - sinNegRoll = Math_Sins(-roll); - cosNegRoll = Math_Coss(-roll); + sinNegRoll = Math_SinS(-roll); + cosNegRoll = Math_CosS(-roll); negSinPitchSinYaw = negSinPitch * sinYaw; temp_f14 = 1.0f - cosNegRoll; cosPitchSinYaw = cosPitch * sinYaw; @@ -884,8 +884,8 @@ f32 Camera_CalcSlopeYAdj(Vec3f* floorNorm, s16 playerYRot, s16 eyeAtYaw, f32 adj OLib_Vec3fToVecSphGeo(&floorNormSph, floorNorm); - tmp = Math_Coss(floorNormSph.pitch) * Math_Coss(playerYRot - floorNormSph.yaw); - return (fabsf(tmp) * adjAmt) * Math_Coss(playerYRot - eyeAtYaw); + tmp = Math_CosS(floorNormSph.pitch) * Math_CosS(playerYRot - floorNormSph.yaw); + return (fabsf(tmp) * adjAmt) * Math_CosS(playerYRot - eyeAtYaw); } /** @@ -940,7 +940,7 @@ s32 func_800458D4(Camera* camera, VecSph* eyeAtDir, f32 arg2, f32* arg3, s16 arg } deltaY = playerPosRot->pos.y - *arg3; - eyeAtAngle = Math_atan2f(deltaY, OLib_Vec3fDistXZ(&camera->at, &camera->eye)); + eyeAtAngle = Math_FAtan2F(deltaY, OLib_Vec3fDistXZ(&camera->at, &camera->eye)); if (eyeAtAngle > DEGF_TO_RADF(OREG(32))) { if (1) {} @@ -975,12 +975,12 @@ s32 func_80045B08(Camera* camera, VecSph* eyeAtDir, f32 yExtra, s16 arg3) { posOffsetTarget.x = 0.0f; posOffsetTarget.z = 0.0f; - temp_ret = Math_Sins(arg3); + temp_ret = Math_SinS(arg3); if (temp_ret < 0.0f) { - phi_f2 = Math_Coss(playerPosRot->rot.y - eyeAtDir->yaw); + phi_f2 = Math_CosS(playerPosRot->rot.y - eyeAtDir->yaw); } else { - phi_f2 = -Math_Coss(playerPosRot->rot.y - eyeAtDir->yaw); + phi_f2 = -Math_CosS(playerPosRot->rot.y - eyeAtDir->yaw); } posOffsetTarget.y -= temp_ret * phi_f2 * OREG(9); @@ -1031,8 +1031,8 @@ s32 Camera_CalcAtForParallel(Camera* camera, VecSph* arg1, f32 arg2, f32* arg3, phi_f20 = playerPosRot->pos.y - *arg3; sp54 = OLib_Vec3fDistXZ(at, &camera->eye); phi_f16 = sp54; - Math_atan2f(phi_f20, sp54); - temp_f2 = Math_tanf(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16; + Math_FAtan2F(phi_f20, sp54); + temp_f2 = Math_FTanF(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16; if (temp_f2 < phi_f20) { *arg3 += phi_f20 - temp_f2; phi_f20 = temp_f2; @@ -1043,7 +1043,7 @@ s32 Camera_CalcAtForParallel(Camera* camera, VecSph* arg1, f32 arg2, f32* arg3, posOffsetTarget.y -= phi_f20; } else { phi_f20 = playerPosRot->pos.y - *arg3; - temp_f2 = Math_atan2f(phi_f20, OLib_Vec3fDistXZ(at, eye)); + temp_f2 = Math_FAtan2F(phi_f20, OLib_Vec3fDistXZ(at, eye)); if (DEG_TO_RAD(OREG(32)) < temp_f2) { phi_f16 = 1 - sinf(temp_f2 - DEG_TO_RAD(OREG(32))); } else if (temp_f2 < DEG_TO_RAD(OREG(33))) { @@ -1133,8 +1133,8 @@ s32 Camera_CalcAtForLockOn(Camera* camera, VecSph* eyeAtDir, Vec3f* targetPos, f yPosDelta = playerPosRot->pos.y - *yPosOffset; eyeAtDist = OLib_Vec3fDistXZ(at, &camera->eye); phi_f16 = eyeAtDist; - Math_atan2f(yPosDelta, eyeAtDist); - temp_f0_2 = Math_tanf(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16; + Math_FAtan2F(yPosDelta, eyeAtDist); + temp_f0_2 = Math_FTanF(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16; if (temp_f0_2 < yPosDelta) { *yPosOffset = *yPosOffset + (yPosDelta - temp_f0_2); yPosDelta = temp_f0_2; @@ -1145,7 +1145,7 @@ s32 Camera_CalcAtForLockOn(Camera* camera, VecSph* eyeAtDir, Vec3f* targetPos, f tmpPos0.y = tmpPos0.y - yPosDelta; } else { yPosDelta = playerPosRot->pos.y - *yPosOffset; - temp_f0_2 = Math_atan2f(yPosDelta, OLib_Vec3fDistXZ(at, &camera->eye)); + temp_f0_2 = Math_FAtan2F(yPosDelta, OLib_Vec3fDistXZ(at, &camera->eye)); if (temp_f0_2 > DEG_TO_RAD(OREG(32))) { phi_f16 = 1.0f - sinf(temp_f0_2 - DEG_TO_RAD(OREG(32))); @@ -1227,7 +1227,7 @@ f32 Camera_LERPClampDist(Camera* camera, f32 dist, f32 min, f32 max) { } camera->rUpdateRateInv = Camera_LERPCeilF(rUpdateRateInvTarget, camera->rUpdateRateInv, PCT(OREG(25)), 0.1f); - return Camera_LERPCeilF(distTarget, camera->dist, 1.f / camera->rUpdateRateInv, 0.2f); + return Camera_LERPCeilF(distTarget, camera->dist, 1.0f / camera->rUpdateRateInv, 0.2f); } f32 Camera_ClampDist(Camera* camera, f32 dist, f32 minDist, f32 maxDist, s16 timer) { @@ -1261,7 +1261,7 @@ s16 Camera_CalcDefaultPitch(Camera* camera, s16 arg1, s16 arg2, s16 arg3) { s16 sp1C; phi_v1 = ABS(arg1); - phi_v0 = arg3 > 0 ? (s16)(Math_Coss(arg3) * arg3) : arg3; + phi_v0 = arg3 > 0 ? (s16)(Math_CosS(arg3) * arg3) : arg3; sp1C = arg2 - phi_v0; if (ABS(sp1C) < phi_v1) { @@ -1380,7 +1380,7 @@ void func_80046E20(Camera* camera, VecSph* eyeAdjustment, f32 minDist, f32 arg3, anim->atEyePoly = NULL; if (temp_f0 < OREG(21)) { sp40.yaw = eyeAdjustment->yaw; - sp40.pitch = Math_Sins(atEyeColChk.sphNorm.pitch + 0x3FFF) * 16380.0f; + sp40.pitch = Math_SinS(atEyeColChk.sphNorm.pitch + 0x3FFF) * 16380.0f; sp40.r = (OREG(21) - temp_f0) * PCT(OREG(22)); Camera_Vec3fVecSphGeoAdd(eye, eye, &sp40); } @@ -1537,7 +1537,7 @@ s32 Camera_Normal1(Camera* camera) { } spA0 = ((anim->swing.unk_18 != 0) && (norm1->yOffset > -40.0f)) - ? (sp9C = Math_Sins(anim->swing.unk_14), ((-40.0f * sp9C) + (norm1->yOffset * (1.0f - sp9C)))) + ? (sp9C = Math_SinS(anim->swing.unk_14), ((-40.0f * sp9C) + (norm1->yOffset * (1.0f - sp9C)))) : norm1->yOffset; if (norm1->interfaceFlags & 0x80) { @@ -1614,7 +1614,7 @@ s32 Camera_Normal1(Camera* camera) { // crit wiggle if (gSaveContext.health <= 16 && ((camera->globalCtx->state.frames % 256) == 0)) { - wiggleAdj = Math_Rand_ZeroOne() * 10000.0f; + wiggleAdj = Rand_ZeroOne() * 10000.0f; camera->inputDir.y = wiggleAdj + camera->inputDir.y; } } else { @@ -2420,9 +2420,9 @@ s32 Camera_Jump2(Camera* camera) { } // Check the floor at the top of the climb - bgChkPos.x = playerPosRot->pos.x + (Math_Sins(playerPosRot->rot.y) * 25.0f); + bgChkPos.x = playerPosRot->pos.x + (Math_SinS(playerPosRot->rot.y) * 25.0f); bgChkPos.y = playerPosRot->pos.y + (playerHeight * 2.2f); - bgChkPos.z = playerPosRot->pos.z + (Math_Coss(playerPosRot->rot.y) * 25.0f); + bgChkPos.z = playerPosRot->pos.z + (Math_CosS(playerPosRot->rot.y) * 25.0f); sp90 = Camera_GetFloorYNorm(camera, &floorNorm, &bgChkPos, &bgId); if ((sp90 != BGCHECK_Y_MIN) && (playerPosRot->pos.y < sp90)) { @@ -4211,13 +4211,13 @@ s32 Camera_Subj3(Camera* camera) { func_80044340(camera, at, eye); } } else { - sp58 = Math_Sins(-sp60.rot.x); - temp_f0_3 = Math_Coss(-sp60.rot.x); + sp58 = Math_SinS(-sp60.rot.x); + temp_f0_3 = Math_CosS(-sp60.rot.x); sp98.x = subj3->atOffset.x; sp98.y = (subj3->atOffset.y * temp_f0_3) - (subj3->atOffset.z * sp58); sp98.z = (subj3->atOffset.y * sp58) + (subj3->atOffset.z * temp_f0_3); - sp58 = Math_Sins(BINANG_ROT180(sp60.rot.y)); - temp_f0_3 = Math_Coss(BINANG_ROT180(sp60.rot.y)); + sp58 = Math_SinS(BINANG_ROT180(sp60.rot.y)); + temp_f0_3 = Math_CosS(BINANG_ROT180(sp60.rot.y)); subj3->atOffset.x = (sp98.z * sp58) + (sp98.x * temp_f0_3); subj3->atOffset.y = sp98.y; subj3->atOffset.z = (sp98.z * temp_f0_3) - (sp98.x * sp58); @@ -4341,7 +4341,7 @@ s32 Camera_Subj4(Camera* camera) { sp64.pitch = 0x238C; Camera_Vec3fVecSphGeoAdd(&sp98, eyeNext, &sp64); anim->unk_2C += 0xBB8; - temp_f16 = Math_Coss(anim->unk_2C); + temp_f16 = Math_CosS(anim->unk_2C); eye->x += (sp98.x - eye->x) * fabsf(temp_f16); eye->y += (sp98.y - eye->y) * fabsf(temp_f16); eye->z += (sp98.z - eye->z) * fabsf(temp_f16); @@ -4360,9 +4360,9 @@ s32 Camera_Subj4(Camera* camera) { camera->player->actor.shape.rot.y = sp64.yaw; temp_f16 = ((240.0f * temp_f16) * (anim->unk_24 * 0.416667f)); temp_a0 = temp_f16 + anim->unk_30; - at->x = eye->x + (Math_Sins(temp_a0) * 10.0f); + at->x = eye->x + (Math_SinS(temp_a0) * 10.0f); at->y = eye->y; - at->z = eye->z + (Math_Coss(temp_a0) * 10.0f); + at->z = eye->z + (Math_CosS(temp_a0) * 10.0f); camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA); return 1; } @@ -4975,7 +4975,7 @@ s32 Camera_Unique7(Camera* camera) { // 0x7D0 ~ 10.98 degres. unk08->unk_00.x = Camera_LERPFloorS(playerPosEyeOffset.yaw, unk08->unk_00.x, 0.4f, 0x7D0); playerPosEyeOffset.pitch = - -BGCAM_ROT(sceneCamData).x * Math_Coss(playerPosEyeOffset.yaw - BGCAM_ROT(sceneCamData).y); + -BGCAM_ROT(sceneCamData).x * Math_CosS(playerPosEyeOffset.yaw - BGCAM_ROT(sceneCamData).y); Camera_Vec3fVecSphGeoAdd(at, eye, &playerPosEyeOffset); camera->unk_14C |= 0x400; return true; @@ -5630,9 +5630,9 @@ s32 Camera_Demo3(Camera* camera) { anim->initialAt.y = camera->playerGroundY; } angle = camPlayerPosRot->rot.y; - sp68.x = anim->initialAt.x + (Math_Sins(angle) * 40.0f); + sp68.x = anim->initialAt.x + (Math_SinS(angle) * 40.0f); sp68.y = anim->initialAt.y + 40.0f; - sp68.z = anim->initialAt.z + (Math_Coss(angle) * 40.0f); + sp68.z = anim->initialAt.z + (Math_CosS(angle) * 40.0f); if (camera->globalCtx->state.frames & 1) { angle -= 0x3FFF; anim->yawDir = 1; @@ -5640,9 +5640,9 @@ s32 Camera_Demo3(Camera* camera) { angle += 0x3FFF; anim->yawDir = -1; } - sp74.x = sp68.x + (D_8011D658[1].r * Math_Sins(angle)); + sp74.x = sp68.x + (D_8011D658[1].r * Math_SinS(angle)); sp74.y = anim->initialAt.y + 5.0f; - sp74.z = sp68.z + (D_8011D658[1].r * Math_Coss(angle)); + sp74.z = sp68.z + (D_8011D658[1].r * Math_CosS(angle)); if (Camera_BGCheck(camera, &sp68, &sp74)) { anim->yawDir = -anim->yawDir; } @@ -5838,8 +5838,8 @@ s32 Camera_Demo5(Camera* camera) { // camera is targeting a(the) player actor if (eyePlayerGeo.r > 30.0f) { D_8011D6AC[1].timerInit = camera->timer - 1; - D_8011D6AC[1].atTargetInit.z = Math_Rand_ZeroOne() * 10.0f; - D_8011D6AC[1].eyeTargetInit.x = Math_Rand_ZeroOne() * 10.0f; + D_8011D6AC[1].atTargetInit.z = Rand_ZeroOne() * 10.0f; + D_8011D6AC[1].eyeTargetInit.x = Rand_ZeroOne() * 10.0f; ONEPOINTDEMO->keyFrames = D_8011D6AC; ONEPOINTDEMO->keyFrameCnt = ARRAY_COUNT(D_8011D6AC); if (camera->parentCamIdx != 0) { @@ -5848,7 +5848,7 @@ s32 Camera_Demo5(Camera* camera) { camera->timer += D_8011D6AC[2].timerInit; } } else { - D_8011D724[1].eyeTargetInit.x = Math_Rand_ZeroOne() * 10.0f; + D_8011D724[1].eyeTargetInit.x = Rand_ZeroOne() * 10.0f; D_8011D724[1].timerInit = camera->timer - 1; ONEPOINTDEMO->keyFrames = D_8011D724; ONEPOINTDEMO->keyFrameCnt = ARRAY_COUNT(D_8011D724); @@ -5906,7 +5906,7 @@ s32 Camera_Demo5(Camera* camera) { } else { D_8011D8DC[0].atTargetInit.z = eyeTargetDist * 0.6f; D_8011D8DC[0].eyeTargetInit.z = eyeTargetDist + 50.0f; - D_8011D8DC[0].eyeTargetInit.x = Math_Rand_ZeroOne() * 10.0f; + D_8011D8DC[0].eyeTargetInit.x = Rand_ZeroOne() * 10.0f; if (BINANG_SUB(eyePlayerGeo.yaw, playerTargetGeo.yaw) > 0) { D_8011D8DC[0].atTargetInit.x = -D_8011D8DC[0].atTargetInit.x; D_8011D8DC[0].eyeTargetInit.x = -D_8011D8DC[0].eyeTargetInit.x; @@ -5937,14 +5937,14 @@ s32 Camera_Demo5(Camera* camera) { D_8011D954[0].atTargetInit.y = D_8011D954[0].eyeTargetInit.y = D_8011D954[1].atTargetInit.y = camera->target->shape.rot.y == sp4A ? 180.0f : 0.0f; - sp90 = (BINANG_SUB(playerTargetGeo.yaw, sp4A) < 0 ? 20.0f : -20.0f) * Math_Rand_ZeroOne(); + sp90 = (BINANG_SUB(playerTargetGeo.yaw, sp4A) < 0 ? 20.0f : -20.0f) * Rand_ZeroOne(); D_8011D954[0].eyeTargetInit.y = D_8011D954->eyeTargetInit.y + sp90; - temp_v0 = Math_Rand_ZeroOne() * (sp90 * -0.2f); + temp_v0 = Rand_ZeroOne() * (sp90 * -0.2f); D_8011D954[1].rollTargetInit = temp_v0; D_8011D954[0].rollTargetInit = temp_v0; func_8002EEE4(&targetPosRot2, camera->target); - targetPosRot2.pos.x += 50.0f * Math_Sins(BINANG_ROT180(sp4A)); - targetPosRot2.pos.z += 50.0f * Math_Coss(BINANG_ROT180(sp4A)); + targetPosRot2.pos.x += 50.0f * Math_SinS(BINANG_ROT180(sp4A)); + targetPosRot2.pos.z += 50.0f * Math_CosS(BINANG_ROT180(sp4A)); if (Camera_BGCheck(camera, &playerPosRot2.pos, &targetPosRot2.pos)) { D_8011D954[1].actionFlags = 0xC1; D_8011D954[2].actionFlags = 0x8F; @@ -5964,7 +5964,7 @@ s32 Camera_Demo5(Camera* camera) { D_8011D9F4[0].atTargetInit.z = playerTargetGeo.r * 0.25f; } if (playerTargetGeo.r < 400.0f) { - D_8011D9F4[0].eyeTargetInit.x = Math_Rand_ZeroOne() * 25.0f; + D_8011D9F4[0].eyeTargetInit.x = Rand_ZeroOne() * 25.0f; } Player_GetHeight(camera->player); D_8011D9F4[0].timerInit = camera->timer; @@ -6347,9 +6347,9 @@ s32 Camera_Special4(Camera* camera) { // 0x3E8 ~ 5.49 degrees sp3A = BINANG_ROT180(curTargetPosRot.rot.y) + 0x3E8; - camera->eye.x = camera->eyeNext.x = (Math_Sins(sp3A) * 780.0f) + camera->at.x; + camera->eye.x = camera->eyeNext.x = (Math_SinS(sp3A) * 780.0f) + camera->at.x; camera->eyeNext.y = camera->at.y; - camera->eye.z = camera->eyeNext.z = (Math_Coss(sp3A) * 780.0f) + camera->at.z; + camera->eye.z = camera->eyeNext.z = (Math_CosS(sp3A) * 780.0f) + camera->at.z; camera->eye.y = curTargetPosRot.pos.y; camera->eye.y = Camera_GetFloorY(camera, &camera->eye) + 20.0f; (*timer)--; @@ -6425,7 +6425,7 @@ s32 Camera_Special5(Camera* camera) { OLib_Vec3fToVecSphGeo(&sp6C, &sp7C.norm); spA4 = BINANG_SUB(playerPosRot->rot.y, sp6C.yaw); sp74.r = spec5->eyeDist; - temp_f0_2 = Math_Rand_ZeroOne(); + temp_f0_2 = Rand_ZeroOne(); sp74.yaw = BINANG_ROT180(playerPosRot->rot.y) + (s16)(spA4 < 0 ? -(s16)(0x1553 + (s16)(temp_f0_2 * 2730.0f)) : (s16)(0x1553 + (s16)(temp_f0_2 * 2730.0f))); @@ -7285,12 +7285,12 @@ void func_80058E8C(Camera* camera) { } D_8011DB08 += DEGF_TO_BINANG(phi_f0); D_8011DB0C += DEGF_TO_BINANG(phi_f2); - Math_Coss(D_8011DB08); - Math_Sins(D_8011DB08); - Math_Sins(D_8011DB0C); + Math_CosS(D_8011DB08); + Math_SinS(D_8011DB08); + Math_SinS(D_8011DB0C); func_800AA76C(&camera->globalCtx->view, 0.0f, 0.0f, 0.0f); - func_800AA78C(&camera->globalCtx->view, Math_Sins(D_8011DB0C) * (sp40 * phi_f20) + 1.0f, - Math_Coss(D_8011DB0C) * (sp3C * phi_f20) + 1.0f, Math_Coss(D_8011DB08) * (sp38 * phi_f20) + 1.0f); + func_800AA78C(&camera->globalCtx->view, Math_SinS(D_8011DB0C) * (sp40 * phi_f20) + 1.0f, + Math_CosS(D_8011DB0C) * (sp3C * phi_f20) + 1.0f, Math_CosS(D_8011DB08) * (sp38 * phi_f20) + 1.0f); func_800AA7AC(&camera->globalCtx->view, sp34 * sp60); camera->unk_14C |= 0x40; } else if (camera->unk_14C & 0x40) { |
