diff options
Diffstat (limited to 'src/code')
29 files changed, 563 insertions, 521 deletions
diff --git a/src/code/code_800FCE80.c b/src/code/code_800FCE80.c index 2acf1ed02..d81d4f91b 100644 --- a/src/code/code_800FCE80.c +++ b/src/code/code_800FCE80.c @@ -1,38 +1,38 @@ #include "global.h" #include "fp.h" -s32 use_cfrac; +s32 gUseAtanContFrac; -f32 Math_tanf(f32 x) { +f32 Math_FTanF(f32 x) { f32 sin = sinf(x); f32 cos = cosf(x); return sin / cos; } -f32 Math_floorf(f32 x) { +f32 Math_FFloorF(f32 x) { return floorf(x); } -f32 Math_ceilf(f32 x) { +f32 Math_FCeilF(f32 x) { return ceilf(x); } -f32 Math_roundf(f32 x) { +f32 Math_FRoundF(f32 x) { return roundf(x); } -f32 Math_truncf(f32 x) { +f32 Math_FTruncF(f32 x) { return truncf(x); } -f32 Math_nearbyintf(f32 x) { +f32 Math_FNearbyIntF(f32 x) { return nearbyintf(x); } /* Arctangent approximation using a Taylor series (one quadrant) */ -f32 Math_atanf_taylor_q(f32 x) { +f32 Math_FAtanTaylorQF(f32 x) { static const f32 coeffs[] = { - -1.f / 3, +1.f / 5, -1.f / 7, +1.f / 9, -1.f / 11, +1.f / 13, -1.f / 15, +1.f / 17, 0.f, + -1.0f / 3, +1.0f / 5, -1.0f / 7, +1.0f / 9, -1.0f / 11, +1.0f / 13, -1.0f / 15, +1.0f / 17, 0.0f, }; f32 poly = x; @@ -54,31 +54,31 @@ f32 Math_atanf_taylor_q(f32 x) { } /* Ditto for two quadrants */ -f32 Math_atanf_taylor(f32 x) { +f32 Math_FAtanTaylorF(f32 x) { f32 t; f32 q; - if (x > 0.f) { + if (x > 0.0f) { t = x; - } else if (x < 0.f) { + } else if (x < 0.0f) { t = -x; - } else if (x == 0.f) { - return 0.f; + } else if (x == 0.0f) { + return 0.0f; } else { return qNaN0x10000; } - if (t <= M_SQRT2 - 1.f) { - return Math_atanf_taylor_q(x); + if (t <= M_SQRT2 - 1.0f) { + return Math_FAtanTaylorQF(x); } - if (t >= M_SQRT2 + 1.f) { - q = M_PI / 2 - Math_atanf_taylor_q(1.f / t); + if (t >= M_SQRT2 + 1.0f) { + q = M_PI / 2 - Math_FAtanTaylorQF(1.0f / t); } else { - q = M_PI / 4 - Math_atanf_taylor_q((1.f - t) / (1.f + t)); + q = M_PI / 4 - Math_FAtanTaylorQF((1.0f - t) / (1.0f + t)); } - if (x > 0.f) { + if (x > 0.0f) { return q; } else { return -q; @@ -86,33 +86,33 @@ f32 Math_atanf_taylor(f32 x) { } /* Arctangent approximation using a continued fraction */ -f32 Math_atanf_cfrac(f32 x) { +f32 Math_FAtanContFracF(f32 x) { s32 sector; f32 z; f32 conv; f32 sq; s32 i; - if (x >= -1.f && x <= 1.f) { + if (x >= -1.0f && x <= 1.0f) { sector = 0; - } else if (x > 1.f) { + } else if (x > 1.0f) { sector = 1; - x = 1.f / x; - } else if (x < -1.f) { + x = 1.0f / x; + } else if (x < -1.0f) { sector = -1; - x = 1.f / x; + x = 1.0f / x; } else { return qNaN0x10000; } sq = SQ(x); - conv = 0.f; - z = 8.f; + conv = 0.0f; + z = 8.0f; for (i = 8; i != 0; i--) { - conv = SQ(z) * sq / (2.f * z + 1.f + conv); - z -= 1.f; + conv = SQ(z) * sq / (2.0f * z + 1.0f + conv); + z -= 1.0f; } - conv = x / (1.f + conv); + conv = x / (1.0f + conv); if (sector == 0) { return conv; @@ -123,38 +123,38 @@ f32 Math_atanf_cfrac(f32 x) { } } -f32 Math_atanf(f32 x) { - if (use_cfrac == 0) { - return Math_atanf_taylor(x); +f32 Math_FAtanF(f32 x) { + if (!gUseAtanContFrac) { + return Math_FAtanTaylorF(x); } else { - return Math_atanf_cfrac(x); + return Math_FAtanContFracF(x); } } -f32 Math_atan2f(f32 y, f32 x) { - if (x == 0.f) { - if (y == 0.f) { - return 0.f; - } else if (y > 0.f) { +f32 Math_FAtan2F(f32 y, f32 x) { + if (x == 0.0f) { + if (y == 0.0f) { + return 0.0f; + } else if (y > 0.0f) { return M_PI / 2; - } else if (y < 0.f) { + } else if (y < 0.0f) { return -M_PI / 2; } else { return qNaN0x10000; } - } else if (x >= 0.f) { - return Math_atanf(y / x); - } else if (y < 0.f) { - return Math_atanf(y / x) - M_PI; + } else if (x >= 0.0f) { + return Math_FAtanF(y / x); + } else if (y < 0.0f) { + return Math_FAtanF(y / x) - M_PI; } else { - return M_PI - Math_atanf(-(y / x)); + return M_PI - Math_FAtanF(-(y / x)); } } -f32 Math_asinf(f32 x) { - return Math_atan2f(x, sqrtf(1.f - SQ(x))); +f32 Math_FAsinF(f32 x) { + return Math_FAtan2F(x, sqrtf(1.0f - SQ(x))); } -f32 Math_acosf(f32 x) { - return M_PI / 2 - Math_asinf(x); +f32 Math_FAcosF(f32 x) { + return M_PI / 2 - Math_FAsinF(x); } diff --git a/src/code/code_800FD970.c b/src/code/code_800FD970.c index 04d5f8118..7478bfe0b 100644 --- a/src/code/code_800FD970.c +++ b/src/code/code_800FD970.c @@ -9,14 +9,14 @@ static u32 sRandFloat; /** * Gets the next integer in the sequence of pseudo-random numbers. */ -u32 Math_Rand_Next(void) { +u32 Rand_Next(void) { return sRandInt = (sRandInt * 1664525) + 1013904223; } /** * Seeds the pseudo-random number generator by providing a starting value. */ -void Math_Rand_Seed(u32 seed) { +void Rand_Seed(u32 seed) { sRandInt = seed; } @@ -25,7 +25,7 @@ void Math_Rand_Seed(u32 seed) { * the next integer and masking it to an IEEE-754 compliant floating-point number * between 1.0f and 2.0f, returning the result subtract 1.0f. */ -f32 Math_Rand_ZeroOne(void) { +f32 Rand_ZeroOne(void) { sRandInt = (sRandInt * 1664525) + 1013904223; sRandFloat = ((sRandInt >> 9) | 0x3F800000); return *((f32*)&sRandFloat) - 1.0f; @@ -33,9 +33,9 @@ f32 Math_Rand_ZeroOne(void) { /** * Returns a pseudo-random floating-point number between -0.5f and 0.5f by the same - * manner in which Math_Rand_ZeroOne generates its result. + * manner in which Rand_ZeroOne generates its result. */ -f32 Math_Rand_Centered(void) { +f32 Rand_Centered(void) { sRandInt = (sRandInt * 1664525) + 1013904223; sRandFloat = ((sRandInt >> 9) | 0x3F800000); return *((f32*)&sRandFloat) - 1.5f; @@ -44,14 +44,14 @@ f32 Math_Rand_Centered(void) { /** * Seeds a pseudo-random number at rndNum with a provided seed. */ -void Math_Rand_Seed_Variable(u32* rndNum, u32 seed) { +void Rand_Seed_Variable(u32* rndNum, u32 seed) { *rndNum = seed; } /** * Generates the next pseudo-random integer from the provided rndNum. */ -u32 Math_Rand_Next_Variable(u32* rndNum) { +u32 Rand_Next_Variable(u32* rndNum) { return *rndNum = (*rndNum * 1664525) + 1013904223; } @@ -59,7 +59,7 @@ u32 Math_Rand_Next_Variable(u32* rndNum) { * Generates the next pseudo-random floating-point number between 0.0f and * 1.0f from the provided rndNum. */ -f32 Math_Rand_ZeroOne_Variable(u32* rndNum) { +f32 Rand_ZeroOne_Variable(u32* rndNum) { u32 next; next = (*rndNum * 1664525) + 1013904223; @@ -73,7 +73,7 @@ f32 Math_Rand_ZeroOne_Variable(u32* rndNum) { * Generates the next pseudo-random floating-point number between -0.5f and * 0.5f from the provided rndNum. */ -f32 Math_Rand_Centered_Variable(u32* rndNum) { +f32 Rand_Centered_Variable(u32* rndNum) { u32 next; next = (*rndNum * 1664525) + 1013904223; diff --git a/src/code/sys_math.c b/src/code/sys_math.c index 87a1eacd8..c72d8cbee 100644 --- a/src/code/sys_math.c +++ b/src/code/sys_math.c @@ -3,42 +3,45 @@ f32 sFactorialTbl[] = { 1.0f, 1.0f, 2.0f, 6.0f, 24.0f, 120.0f, 720.0f, 5040.0f, 40320.0f, 362880.0f, 3628800.0f, 39916800.0f, 479001600.0f }; -f32 func_800CA540(f32 arg0) { +f32 Math_FactorialF(f32 n) { f32 ret = 1.0f; s32 i; - for (i = arg0; i > 1; i--) { + + for (i = n; i > 1; i--) { ret *= i; } return ret; } -f32 func_800CA63C(u32 arg0) { +f32 Math_Factorial(s32 n) { f32 ret; s32 i; - if (arg0 > 12) { + + if (n > 12U) { ret = sFactorialTbl[12]; - for (i = 13; i <= (s32)arg0; i++) { + for (i = 13; i <= n; i++) { ret *= i; } } else { - ret = sFactorialTbl[arg0]; + ret = sFactorialTbl[n]; } return ret; } -f32 func_800CA6FC(f32 arg0, s32 arg1) { +f32 Math_PowF(f32 base, s32 exp) { f32 ret = 1.0f; - while (arg1 > 0) { - arg1--; - ret *= arg0; + + while (exp > 0) { + exp--; + ret *= base; } return ret; } -f32 func_800CA720(f32 arg0) { - return sins((s16)(arg0 * (32767.0f / M_PI))) * SHT_MINV; +f32 Math_SinF(f32 angle) { + return sins((s16)(angle * (32767.0f / M_PI))) * SHT_MINV; } -f32 func_800CA774(f32 arg0) { - return coss((s16)(arg0 * (32767.0f / M_PI))) * SHT_MINV; +f32 Math_CosF(f32 angle) { + return coss((s16)(angle * (32767.0f / M_PI))) * SHT_MINV; } diff --git a/src/code/sys_math3d.c b/src/code/sys_math3d.c index 4a0006c32..04a7fa864 100644 --- a/src/code/sys_math3d.c +++ b/src/code/sys_math3d.c @@ -870,8 +870,8 @@ s32 Math3D_LineVsCubeShort(Vec3s* min, Vec3s* max, Vec3s* a, Vec3s* b) { * outputs the plane equation `a``pointOnPlane->x` + 0y + `c``pointOnPlane->z`+`d` = 0 */ void Math3D_RotateXZPlane(Vec3f* pointOnPlane, s16 angle, f32* a, f32* c, f32* d) { - *a = Math_Sins(angle) * 32767.0f; - *c = Math_Coss(angle) * 32767.0f; + *a = Math_SinS(angle) * 32767.0f; + *c = Math_CosS(angle) * 32767.0f; *d = -((*a * pointOnPlane->x) + (*c * pointOnPlane->z)); } diff --git a/src/code/sys_math_atan.c b/src/code/sys_math_atan.c index b468818c8..d2f1b3467 100644 --- a/src/code/sys_math_atan.c +++ b/src/code/sys_math_atan.c @@ -1,6 +1,6 @@ #include "global.h" -u16 sATan2Tbl[] = { +static u16 sATan2Tbl[] = { 0x0000, 0x000A, 0x0014, 0x001F, 0x0029, 0x0033, 0x003D, 0x0047, 0x0051, 0x005C, 0x0066, 0x0070, 0x007A, 0x0084, 0x008F, 0x0099, 0x00A3, 0x00AD, 0x00B7, 0x00C2, 0x00CC, 0x00D6, 0x00E0, 0x00EA, 0x00F4, 0x00FF, 0x0109, 0x0113, 0x011D, 0x0127, 0x0131, 0x013C, 0x0146, 0x0150, 0x015A, 0x0164, 0x016F, 0x0179, 0x0183, 0x018D, 0x0197, 0x01A1, @@ -77,7 +77,7 @@ u16 sATan2Tbl[] = { 0x1FF6, 0x1FFB, 0x2000, }; -u16 GetAtan2Tbl(f32 x, f32 y) { +u16 Math_GetAtan2Tbl(f32 x, f32 y) { s32 tblIdx; u16 ret; @@ -93,41 +93,41 @@ u16 GetAtan2Tbl(f32 x, f32 y) { return ret; } -s16 atan2s(f32 x, f32 y) { +s16 Math_Atan2S(f32 x, f32 y) { s32 ret; if (y >= 0.0f) { if (x >= 0.0f) { if (y <= x) { - ret = GetAtan2Tbl(y, x); + ret = Math_GetAtan2Tbl(y, x); } else { - ret = 0x4000 - GetAtan2Tbl(x, y); + ret = 0x4000 - Math_GetAtan2Tbl(x, y); } } else { if (-x < y) { - ret = GetAtan2Tbl(-x, y) + 0x4000; + ret = Math_GetAtan2Tbl(-x, y) + 0x4000; } else { - ret = 0x8000 - GetAtan2Tbl(y, -x); + ret = 0x8000 - Math_GetAtan2Tbl(y, -x); } } } else { if (x < 0.0f) { if (-y <= -x) { - ret = GetAtan2Tbl(-y, -x) + 0x8000; + ret = Math_GetAtan2Tbl(-y, -x) + 0x8000; } else { - ret = 0xC000 - GetAtan2Tbl(-x, -y); + ret = 0xC000 - Math_GetAtan2Tbl(-x, -y); } } else { if (x < -y) { - ret = GetAtan2Tbl(x, -y) + 0xC000; + ret = Math_GetAtan2Tbl(x, -y) + 0xC000; } else { - ret = -GetAtan2Tbl(-y, x); + ret = -Math_GetAtan2Tbl(-y, x); } } } return ret; } -f32 atan2f(f32 x, f32 y) { - return atan2s(x, y) * (M_PI / 32768.0f); +f32 Math_Atan2F(f32 x, f32 y) { + return Math_Atan2S(x, y) * (M_PI / 32768.0f); } diff --git a/src/code/sys_matrix.c b/src/code/sys_matrix.c index ab800b5bf..0ce2e74c2 100644 --- a/src/code/sys_matrix.c +++ b/src/code/sys_matrix.c @@ -308,8 +308,8 @@ void Matrix_RotateRPY(s16 x, s16 y, s16 z, u8 mode) { f32 cos; if (mode == MTXMODE_APPLY) { - sin = Math_Sins(z); - cos = Math_Coss(z); + sin = Math_SinS(z); + cos = Math_CosS(z); temp1 = cmf->xx; temp2 = cmf->yx; @@ -332,8 +332,8 @@ void Matrix_RotateRPY(s16 x, s16 y, s16 z, u8 mode) { cmf->yw = temp2 * cos - temp1 * sin; if (y != 0) { - sin = Math_Sins(y); - cos = Math_Coss(y); + sin = Math_SinS(y); + cos = Math_CosS(y); temp1 = cmf->xx; temp2 = cmf->zx; @@ -357,8 +357,8 @@ void Matrix_RotateRPY(s16 x, s16 y, s16 z, u8 mode) { } if (x != 0) { - sin = Math_Sins(x); - cos = Math_Coss(x); + sin = Math_SinS(x); + cos = Math_CosS(x); temp1 = cmf->yx; temp2 = cmf->zx; @@ -395,8 +395,8 @@ void Matrix_JointPosition(Vec3f* position, Vec3s* rotation) { f32 temp1; f32 temp2; - sin = Math_Sins(rotation->z); - cos = Math_Coss(rotation->z); + sin = Math_SinS(rotation->z); + cos = Math_CosS(rotation->z); temp1 = cmf->xx; temp2 = cmf->yx; @@ -423,8 +423,8 @@ void Matrix_JointPosition(Vec3f* position, Vec3s* rotation) { cmf->yw = temp2 * cos - temp1 * sin; if (rotation->y != 0) { - sin = Math_Sins(rotation->y); - cos = Math_Coss(rotation->y); + sin = Math_SinS(rotation->y); + cos = Math_CosS(rotation->y); temp1 = cmf->xx; temp2 = cmf->zx; @@ -448,8 +448,8 @@ void Matrix_JointPosition(Vec3f* position, Vec3s* rotation) { } if (rotation->x != 0) { - sin = Math_Sins(rotation->x); - cos = Math_Coss(rotation->x); + sin = Math_SinS(rotation->x); + cos = Math_CosS(rotation->x); temp1 = cmf->yx; temp2 = cmf->zx; @@ -480,8 +480,8 @@ void func_800D1694(f32 x, f32 y, f32 z, Vec3s* vec) { f32 sp28; f32 sp24; - sp30 = Math_Sins(vec->y); - sp2C = Math_Coss(vec->y); + sp30 = Math_SinS(vec->y); + sp2C = Math_CosS(vec->y); cmf->xx = sp2C; cmf->xz = -sp30; @@ -494,8 +494,8 @@ void func_800D1694(f32 x, f32 y, f32 z, Vec3s* vec) { cmf->ww = 1.0f; if (vec->x != 0) { - sp24 = Math_Sins(vec->x); - sp28 = Math_Coss(vec->x); + sp24 = Math_SinS(vec->x); + sp28 = Math_CosS(vec->x); cmf->zz = sp2C * sp28; cmf->yz = sp2C * sp24; @@ -513,8 +513,8 @@ void func_800D1694(f32 x, f32 y, f32 z, Vec3s* vec) { } if (vec->z != 0) { - sp24 = Math_Sins(vec->z); - sp28 = Math_Coss(vec->z); + sp24 = Math_SinS(vec->z); + sp28 = Math_CosS(vec->z); sp30 = cmf->xx; sp2C = cmf->yx; @@ -752,17 +752,17 @@ void func_800D20CC(MtxF* mf, Vec3s* vec, s32 flag) { temp = mf->zx; temp *= temp; temp += SQ(mf->zz); - vec->x = Math_atan2f(-mf->zy, sqrtf(temp)) * (32768 / M_PI); + vec->x = Math_FAtan2F(-mf->zy, sqrtf(temp)) * (32768 / M_PI); if ((vec->x == 0x4000) || (vec->x == -0x4000)) { vec->z = 0; - vec->y = Math_atan2f(-mf->xz, mf->xx) * (32768 / M_PI); + vec->y = Math_FAtan2F(-mf->xz, mf->xx) * (32768 / M_PI); } else { - vec->y = Math_atan2f(mf->zx, mf->zz) * (32768 / M_PI); + vec->y = Math_FAtan2F(mf->zx, mf->zz) * (32768 / M_PI); if (!flag) { - vec->z = Math_atan2f(mf->xy, mf->yy) * (32768 / M_PI); + vec->z = Math_FAtan2F(mf->xy, mf->yy) * (32768 / M_PI); } else { temp = mf->xx; temp4 = mf->xz; @@ -783,7 +783,7 @@ void func_800D20CC(MtxF* mf, Vec3s* vec, s32 flag) { temp2 = sqrtf(temp2); temp2 = temp3 / temp2; - vec->z = Math_atan2f(temp, temp2) * (32768 / M_PI); + vec->z = Math_FAtan2F(temp, temp2) * (32768 / M_PI); } } } @@ -800,18 +800,18 @@ void func_800D2264(MtxF* mf, Vec3s* vec, s32 flag) { temp = mf->xx; temp *= temp; temp += SQ(mf->xy); - vec->y = Math_atan2f(-mf->xz, sqrtf(temp)) * (32768 / M_PI); + vec->y = Math_FAtan2F(-mf->xz, sqrtf(temp)) * (32768 / M_PI); if ((vec->y == 0x4000) || (vec->y == -0x4000)) { vec->x = 0; - vec->z = Math_atan2f(-mf->yx, mf->yy) * (32768 / M_PI); + vec->z = Math_FAtan2F(-mf->yx, mf->yy) * (32768 / M_PI); return; } - vec->z = Math_atan2f(mf->xy, mf->xx) * (32768 / M_PI); + vec->z = Math_FAtan2F(mf->xy, mf->xx) * (32768 / M_PI); if (!flag) { - vec->x = Math_atan2f(mf->yz, mf->zz) * (32768 / M_PI); + vec->x = Math_FAtan2F(mf->yz, mf->zz) * (32768 / M_PI); } else { temp = mf->yx; temp *= temp; @@ -827,7 +827,7 @@ void func_800D2264(MtxF* mf, Vec3s* vec, s32 flag) { temp2 = sqrtf(temp2); temp2 = mf->zz / temp2; - vec->x = Math_atan2f(temp, temp2) * (32768 / M_PI); + vec->x = Math_FAtan2F(temp, temp2) * (32768 / M_PI); } } #else diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 42c96d473..331837e71 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -28,7 +28,7 @@ void func_8002B200(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gfx* COMBINED); temp1 = (temp1 < 0.0f) ? 0.0f : ((temp1 > 150.0f) ? 150.0f : temp1); - temp2 = 1.0f - (temp1 * (1.f / 350)); + temp2 = 1.0f - (temp1 * (1.0f / 350)); if (color != NULL) { gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, color->r, color->g, color->b, @@ -44,7 +44,7 @@ void func_8002B200(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gfx* Matrix_RotateY(actor->shape.rot.y * (M_PI / 32768), MTXMODE_APPLY); } - temp2 = (1.0f - (temp1 * (1.f / 350))) * actor->shape.unk_10; + temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.unk_10; Matrix_Scale(actor->scale.x * temp2, 1.0f, actor->scale.z * temp2, MTXMODE_APPLY); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 1588), @@ -80,7 +80,7 @@ void func_8002B66C(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, (u32)(((arg3 * 0.00005f) > 1.0f ? 1.0f : (arg3 * 0.00005f)) * arg4) & 0xFF); - sp58 = Math_atan2f(light->l.dir[0], light->l.dir[2]); + sp58 = Math_FAtan2F(light->l.dir[0], light->l.dir[2]); arg6 *= (4.5f - (light->l.dir[1] * 0.035f)); arg6 = (arg6 < 1.0f) ? 1.0f : arg6; Matrix_Put(arg2); @@ -463,7 +463,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl unkActor = &player->actor; } - if (Math_ApproxF(&targetCtx->unk_40, 0.0f, 0.25f) == 0) { + if (Math_StepToF(&targetCtx->unk_40, 0.0f, 0.25f) == 0) { temp1 = 0.25f / targetCtx->unk_40; temp2 = unkActor->posRot.pos.x - targetCtx->naviRefPos.x; temp3 = (unkActor->posRot.pos.y + (unkActor->unk_4C * unkActor->scale.y)) - targetCtx->naviRefPos.y; @@ -502,7 +502,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl if (targetCtx->unk_4B == 0) { temp5 = (500.0f - targetCtx->unk_44) * 3.0f; temp6 = (temp5 < 30.0f) ? 30.0f : ((100.0f < temp5) ? 100.0f : temp5); - if (Math_ApproxF(&targetCtx->unk_44, 80.0f, temp6) != 0) { + if (Math_StepToF(&targetCtx->unk_44, 80.0f, temp6) != 0) { targetCtx->unk_4B++; } } else { @@ -511,7 +511,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl } } else { targetCtx->targetedActor = NULL; - Math_ApproxF(&targetCtx->unk_44, 500.0f, 80.0f); + Math_StepToF(&targetCtx->unk_44, 500.0f, 80.0f); } } @@ -697,11 +697,11 @@ void TitleCard_InitPlaceName(GlobalContext* globalCtx, TitleCardContext* titleCt void TitleCard_Update(GlobalContext* globalCtx, TitleCardContext* titleCtx) { if (DECR(titleCtx->delayB) == 0) { if (DECR(titleCtx->delayA) == 0) { - Math_ApproxS(&titleCtx->unk_C, 0, 30); - Math_ApproxS(&titleCtx->unk_E, 0, 70); + Math_StepToS(&titleCtx->unk_C, 0, 30); + Math_StepToS(&titleCtx->unk_E, 0, 70); } else { - Math_ApproxS(&titleCtx->unk_C, 255, 10); - Math_ApproxS(&titleCtx->unk_E, 255, 20); + Math_StepToS(&titleCtx->unk_C, 255, 10); + Math_StepToS(&titleCtx->unk_E, 255, 20); } } } @@ -853,8 +853,8 @@ void func_8002D7EC(Actor* actor) { } void func_8002D868(Actor* actor) { - actor->velocity.x = Math_Sins(actor->posRot.rot.y) * actor->speedXZ; - actor->velocity.z = Math_Coss(actor->posRot.rot.y) * actor->speedXZ; + actor->velocity.x = Math_SinS(actor->posRot.rot.y) * actor->speedXZ; + actor->velocity.z = Math_CosS(actor->posRot.rot.y) * actor->speedXZ; actor->velocity.y += actor->gravity; if (actor->velocity.y < actor->minVelocityY) { @@ -868,10 +868,10 @@ void Actor_MoveForward(Actor* actor) { } void func_8002D908(Actor* actor) { - f32 sp24 = Math_Coss(actor->posRot.rot.x) * actor->speedXZ; - actor->velocity.x = Math_Sins(actor->posRot.rot.y) * sp24; - actor->velocity.y = Math_Sins(actor->posRot.rot.x) * actor->speedXZ; - actor->velocity.z = Math_Coss(actor->posRot.rot.y) * sp24; + f32 sp24 = Math_CosS(actor->posRot.rot.x) * actor->speedXZ; + actor->velocity.x = Math_SinS(actor->posRot.rot.y) * sp24; + actor->velocity.y = Math_SinS(actor->posRot.rot.x) * actor->speedXZ; + actor->velocity.z = Math_CosS(actor->posRot.rot.y) * sp24; } void func_8002D97C(Actor* actor) { @@ -880,8 +880,8 @@ void func_8002D97C(Actor* actor) { } void func_8002D9A4(Actor* actor, f32 arg1) { - actor->speedXZ = Math_Coss(actor->posRot.rot.x) * arg1; - actor->velocity.y = -Math_Sins(actor->posRot.rot.x) * arg1; + actor->speedXZ = Math_CosS(actor->posRot.rot.x) * arg1; + actor->velocity.y = -Math_SinS(actor->posRot.rot.x) * arg1; } void func_8002D9F8(Actor* actor, SkelAnime* skelAnime) { @@ -938,8 +938,8 @@ void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2) { f32 deltaX; f32 deltaZ; - cosRot2Y = Math_Coss(actor->shape.rot.y); - sinRot2Y = Math_Sins(actor->shape.rot.y); + cosRot2Y = Math_CosS(actor->shape.rot.y); + sinRot2Y = Math_SinS(actor->shape.rot.y); deltaX = arg2->x - actor->posRot.pos.x; deltaZ = arg2->z - actor->posRot.pos.z; @@ -1223,7 +1223,7 @@ void func_8002E4B4(GlobalContext* globalCtx, Actor* actor, f32 arg2, f32 arg3, f &actor->wallPoly, &sp60, actor, arg2))) { sp5C = actor->wallPoly; Math_Vec3f_Copy(&actor->posRot.pos, &sp64); - actor->wallPolyRot = atan2s(sp5C->norm.z, sp5C->norm.x); + actor->wallPolyRot = Math_Atan2S(sp5C->norm.z, sp5C->norm.x); actor->bgCheckFlags |= 8; actor->wallPolySource = sp60; } else { @@ -1829,7 +1829,7 @@ void func_8002FBAC(GlobalContext* globalCtx) { sp9C = (1.0f / D_8015BC18) * temp_ret; phi_f14 = 20.0f / sp9C; phi_f14 = (phi_f14 < 0.05f) ? 0.05f : phi_f14; - Math_ApproxF(&D_8015BC18, 0.0f, phi_f14); + Math_StepToF(&D_8015BC18, 0.0f, phi_f14); temp_f2 = ((D_8015BC18 / spC0) * temp_ret) / temp_ret; gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x = gSaveContext.respawn[RESPAWN_MODE_DOWN].pos.x + (spB4.x * temp_f2); @@ -1843,9 +1843,9 @@ void func_8002FBAC(GlobalContext* globalCtx) { osSyncPrintf("-------- DISPLAY Y=%f\n", spD8); } - spA4.x = Math_Rand_CenteredFloat(6.0f) + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x; - spA4.y = Math_Rand_ZeroOne() * 6.0f + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + 80.0f; - spA4.z = Math_Rand_CenteredFloat(6.0f) + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z; + spA4.x = Rand_CenteredFloat(6.0f) + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x; + spA4.y = Rand_ZeroOne() * 6.0f + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + 80.0f; + spA4.z = Rand_CenteredFloat(6.0f) + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z; EffectSsKiraKira_SpawnDispersed(globalCtx, &spA4, &D_80116048, &D_80116054, &D_80116060, &D_80116064, 1000, 16); @@ -3011,7 +3011,7 @@ void func_80032C7C(GlobalContext* globalCtx, Actor* actor) { s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { if (DECR(arg0[1]) == 0) { - arg0[1] = Math_Rand_S16Offset(arg1, arg2); + arg0[1] = Rand_S16Offset(arg1, arg2); } if ((arg0[1] - arg3) > 0) { @@ -3027,11 +3027,11 @@ s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { if (DECR(arg0[1]) == 0) { - arg0[1] = Math_Rand_S16Offset(arg1, arg2); + arg0[1] = Rand_S16Offset(arg1, arg2); arg0[0]++; if ((arg0[0] % 3) == 0) { - arg0[0] = (s32)(Math_Rand_ZeroOne() * arg3) * 3; + arg0[0] = (s32)(Rand_ZeroOne() * arg3) * 3; } } @@ -3148,15 +3148,15 @@ void func_80033260(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3 f32 var; s32 i; - var = (Math_Rand_ZeroOne() - 0.5f) * 6.28f; + var = (Rand_ZeroOne() - 0.5f) * 6.28f; pos.y = actor->groundY; - accel.y += (Math_Rand_ZeroOne() - 0.5f) * 0.2f; + accel.y += (Rand_ZeroOne() - 0.5f) * 0.2f; for (i = arg4; i >= 0; i--) { - pos.x = (func_800CA720(var) * arg3) + arg2->x; - pos.z = (func_800CA774(var) * arg3) + arg2->z; - accel.x = (Math_Rand_ZeroOne() - 0.5f) * arg5; - accel.z = (Math_Rand_ZeroOne() - 0.5f) * arg5; + pos.x = (Math_SinF(var) * arg3) + arg2->x; + pos.z = (Math_CosF(var) * arg3) + arg2->z; + accel.x = (Rand_ZeroOne() - 0.5f) * arg5; + accel.z = (Rand_ZeroOne() - 0.5f) * arg5; if (scale == 0) { func_8002857C(globalCtx, &pos, &velocity, &accel); @@ -3179,11 +3179,11 @@ void func_80033480(GlobalContext* globalCtx, Vec3f* arg1, f32 arg2, s32 arg3, s1 s32 i; for (i = arg3; i >= 0; i--) { - pos.x = arg1->x + ((Math_Rand_ZeroOne() - 0.5f) * arg2); - pos.y = arg1->y + ((Math_Rand_ZeroOne() - 0.5f) * arg2); - pos.z = arg1->z + ((Math_Rand_ZeroOne() - 0.5f) * arg2); + pos.x = arg1->x + ((Rand_ZeroOne() - 0.5f) * arg2); + pos.y = arg1->y + ((Rand_ZeroOne() - 0.5f) * arg2); + pos.z = arg1->z + ((Rand_ZeroOne() - 0.5f) * arg2); - scale = (s16)((Math_Rand_ZeroOne() * arg4) * 0.2f) + arg4; + scale = (s16)((Rand_ZeroOne() * arg4) * 0.2f) + arg4; var2 = arg6; if (var2 != 0) { @@ -3256,9 +3256,9 @@ Actor* func_80033780(GlobalContext* globalCtx, Actor* refActor, f32 arg2) { (itemActor->unk_210 == 0)) { actor = actor->next; } else { - deltaX = Math_Sins(itemActor->actor.posRot.rot.y) * (itemActor->actor.speedXZ * 10.0f); + deltaX = Math_SinS(itemActor->actor.posRot.rot.y) * (itemActor->actor.speedXZ * 10.0f); deltaY = itemActor->actor.velocity.y + (itemActor->actor.gravity * 10.0f); - deltaZ = Math_Coss(itemActor->actor.posRot.rot.y) * (itemActor->actor.speedXZ * 10.0f); + deltaZ = Math_CosS(itemActor->actor.posRot.rot.y) * (itemActor->actor.speedXZ * 10.0f); spA8.x = itemActor->actor.posRot.pos.x + deltaX; spA8.y = itemActor->actor.posRot.pos.y + deltaY; @@ -3366,8 +3366,8 @@ s16 func_800339B8(Actor* actor, GlobalContext* globalCtx, f32 arg2, s16 arg3) { Math_Vec3f_Copy(&sp30, &actor->posRot.pos); sp44 = actor->bgCheckFlags; - sp40 = Math_Sins(arg3) * arg2; - sp3C = Math_Coss(arg3) * arg2; + sp40 = Math_SinS(arg3) * arg2; + sp3C = Math_CosS(arg3) * arg2; actor->posRot.pos.x += sp40; actor->posRot.pos.z += sp3C; func_8002E4B4(globalCtx, actor, 0.0f, 0.0f, 0.0f, 4); @@ -3403,13 +3403,13 @@ f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 ar f32 ret = 0.0f; if (arg4 <= Math_Vec3f_DistXYZ(arg0, arg1)) { - ret = Math_SmoothScaleMaxMinF(&arg1->x, arg0->x, arg2, arg3, 0.0f); - ret += Math_SmoothScaleMaxMinF(&arg1->y, arg0->y, arg2, arg3, 0.0f); - ret += Math_SmoothScaleMaxMinF(&arg1->z, arg0->z, arg2, arg3, 0.0f); + ret = Math_SmoothStepToF(&arg1->x, arg0->x, arg2, arg3, 0.0f); + ret += Math_SmoothStepToF(&arg1->y, arg0->y, arg2, arg3, 0.0f); + ret += Math_SmoothStepToF(&arg1->z, arg0->z, arg2, arg3, 0.0f); } else if (arg5 < Math_Vec3f_DistXYZ(arg0, arg1)) { - ret = Math_SmoothScaleMaxMinF(&arg1->x, arg0->x, arg2, arg3, 0.0f); - ret += Math_SmoothScaleMaxMinF(&arg1->y, arg0->y, arg2, arg3, 0.0f); - ret += Math_SmoothScaleMaxMinF(&arg1->z, arg0->z, arg2, arg3, 0.0f); + ret = Math_SmoothStepToF(&arg1->x, arg0->x, arg2, arg3, 0.0f); + ret += Math_SmoothStepToF(&arg1->y, arg0->y, arg2, arg3, 0.0f); + ret += Math_SmoothStepToF(&arg1->z, arg0->z, arg2, arg3, 0.0f); } return ret; @@ -3475,12 +3475,12 @@ void func_80033E88(Actor* actor, GlobalContext* globalCtx, s16 arg2, s16 arg3) { func_80033DB8(globalCtx, arg2, arg3); } -f32 Math_Rand_ZeroFloat(f32 f) { - return Math_Rand_ZeroOne() * f; +f32 Rand_ZeroFloat(f32 f) { + return Rand_ZeroOne() * f; } -f32 Math_Rand_CenteredFloat(f32 f) { - return (Math_Rand_ZeroOne() - 0.5f) * f; +f32 Rand_CenteredFloat(f32 f) { + return (Rand_ZeroOne() - 0.5f) * f; } typedef struct { @@ -3666,7 +3666,7 @@ void func_800344BC(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3, sp40 = Math_Vec3f_Yaw(&actor->posRot.pos, &arg1->unk_18) - actor->shape.rot.y; temp1 = CLAMP(sp40, -arg2, arg2); - Math_SmoothScaleMaxMinS(&arg1->unk_08.y, temp1, 6, 2000, 1); + Math_SmoothStepToS(&arg1->unk_08.y, temp1, 6, 2000, 1); sp40 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40); arg1->unk_08.y = CLAMP(arg1->unk_08.y, -sp40, sp40); @@ -3674,23 +3674,23 @@ void func_800344BC(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3, sp40 = sp40 - arg1->unk_08.y; temp1 = CLAMP(sp40, -arg5, arg5); - Math_SmoothScaleMaxMinS(&arg1->unk_0E.y, temp1, 6, 2000, 1); + Math_SmoothStepToS(&arg1->unk_0E.y, temp1, 6, 2000, 1); sp40 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40); arg1->unk_0E.y = CLAMP(arg1->unk_0E.y, -sp40, sp40); if (arg8 != 0) { if (arg3) {} // Seems necessary to match - Math_SmoothScaleMaxMinS(&actor->shape.rot.y, sp44, 6, 2000, 1); + Math_SmoothStepToS(&actor->shape.rot.y, sp44, 6, 2000, 1); } temp1 = CLAMP(sp46, arg4, arg3); - Math_SmoothScaleMaxMinS(&arg1->unk_08.x, temp1, 6, 2000, 1); + Math_SmoothStepToS(&arg1->unk_08.x, temp1, 6, 2000, 1); temp2 = sp46 - arg1->unk_08.x; temp1 = CLAMP(temp2, arg7, arg6); - Math_SmoothScaleMaxMinS(&arg1->unk_0E.x, temp1, 6, 2000, 1); + Math_SmoothStepToS(&arg1->unk_0E.x, temp1, 6, 2000, 1); } #else #pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/func_800344BC.s") @@ -3734,11 +3734,11 @@ s16 func_80034810(Actor* actor, struct_80034A14_arg1* arg1, f32 arg2, s16 arg3, switch (arg1->unk_06) { case 0: case 2: - arg1->unk_04 = Math_Rand_S16Offset(30, 30); + arg1->unk_04 = Rand_S16Offset(30, 30); arg1->unk_06++; return 1; case 1: - arg1->unk_04 = Math_Rand_S16Offset(10, 10); + arg1->unk_04 = Rand_S16Offset(10, 10); arg1->unk_06++; return 3; } @@ -3839,10 +3839,10 @@ s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) { if (arg3 < var) { actor->flags &= ~1; - Math_SmoothScaleMaxMinS(&arg2, 0, 6, 0x14, 1); + Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1); } else { actor->flags |= 1; - Math_SmoothScaleMaxMinS(&arg2, 0xFF, 6, 0x14, 1); + Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1); } return arg2; @@ -3885,7 +3885,7 @@ s32 func_80035124(Actor* actor, GlobalContext* globalCtx) { actor->params = 1; } else if (!(actor->bgCheckFlags & 1)) { Actor_MoveForward(actor); - Math_SmoothScaleMaxMinF(&actor->speedXZ, 0.0f, 1.0f, 0.1f, 0.0f); + Math_SmoothStepToF(&actor->speedXZ, 0.0f, 1.0f, 0.1f, 0.0f); } else if ((actor->bgCheckFlags & 2) && (actor->velocity.y < -4.0f)) { ret = 1; } else { @@ -4070,8 +4070,8 @@ void func_80035844(Vec3f* arg0, Vec3f* arg1, s16* arg2, s32 arg3) { f32 dz = arg1->z - arg0->z; f32 dy = arg3 ? (arg1->y - arg0->y) : (arg0->y - arg1->y); - arg2[1] = atan2s(dz, dx); - arg2[0] = atan2s(sqrtf(SQ(dx) + SQ(dz)), dy); + arg2[1] = Math_Atan2S(dz, dx); + arg2[0] = Math_Atan2S(sqrtf(SQ(dx) + SQ(dz)), dy); } /** @@ -4117,15 +4117,15 @@ void func_800359B8(Actor* actor, s16 arg1, Vec3s* arg2) { sp40 = floorPoly->norm.y * (1.0f / 32767); sp3C = floorPoly->norm.z * (1.0f / 32767); - sp38 = Math_Sins(arg1); - sp34 = Math_Coss(arg1); + sp38 = Math_SinS(arg1); + sp34 = Math_CosS(arg1); sp28 = (-(sp44 * sp38) - (sp3C * sp34)); - arg2->x = -(s16)(Math_atan2f(sp28 * sp40, 1.0f) * (32768 / M_PI)); + arg2->x = -(s16)(Math_FAtan2F(sp28 * sp40, 1.0f) * (32768 / M_PI)); - sp2C = Math_Sins(arg1 - 16375); - sp30 = Math_Coss(arg1 - 16375); + sp2C = Math_SinS(arg1 - 16375); + sp30 = Math_CosS(arg1 - 16375); sp24 = (-(sp44 * sp2C) - (sp3C * sp30)); - arg2->z = -(s16)(Math_atan2f(sp24 * sp40, 1.0f) * (32768 / M_PI)); + arg2->z = -(s16)(Math_FAtan2F(sp24 * sp40, 1.0f) * (32768 / M_PI)); } } @@ -5433,10 +5433,10 @@ s32 func_80037D98(GlobalContext* globalCtx, Actor* actor, s16 arg2, s32* arg3) { } s32 func_80037F30(Vec3s* arg0, Vec3s* arg1) { - Math_SmoothScaleMaxMinS(&arg0->y, 0, 6, 6200, 100); - Math_SmoothScaleMaxMinS(&arg0->x, 0, 6, 6200, 100); - Math_SmoothScaleMaxMinS(&arg1->y, 0, 6, 6200, 100); - Math_SmoothScaleMaxMinS(&arg1->x, 0, 6, 6200, 100); + Math_SmoothStepToS(&arg0->y, 0, 6, 6200, 100); + Math_SmoothStepToS(&arg0->x, 0, 6, 6200, 100); + Math_SmoothStepToS(&arg1->y, 0, 6, 6200, 100); + Math_SmoothStepToS(&arg1->x, 0, 6, 6200, 100); return 1; } @@ -5448,17 +5448,17 @@ s32 func_80037FC8(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) { sp36 = Math_Vec3f_Pitch(&actor->posRot2.pos, arg1); sp34 = Math_Vec3f_Yaw(&actor->posRot2.pos, arg1) - actor->posRot.rot.y; - Math_SmoothScaleMaxMinS(&arg2->x, sp36, 6, 2000, 1); + Math_SmoothStepToS(&arg2->x, sp36, 6, 2000, 1); arg2->x = (arg2->x < -6000) ? -6000 : ((arg2->x > 6000) ? 6000 : arg2->x); - var = Math_SmoothScaleMaxMinS(&arg2->y, sp34, 6, 2000, 1); + var = Math_SmoothStepToS(&arg2->y, sp34, 6, 2000, 1); arg2->y = (arg2->y < -8000) ? -8000 : ((arg2->y > 8000) ? 8000 : arg2->y); if (var && (ABS(arg2->y) < 8000)) { return 0; } - Math_SmoothScaleMaxMinS(&arg3->y, sp34 - arg2->y, 4, 2000, 1); + Math_SmoothStepToS(&arg3->y, sp34 - arg2->y, 4, 2000, 1); arg3->y = (arg3->y < -12000) ? -12000 : ((arg3->y > 12000) ? 12000 : arg3->y); return 1; 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) { diff --git a/src/code/z_demo.c b/src/code/z_demo.c index 93b2bf85b..2ef4cbe52 100644 --- a/src/code/z_demo.c +++ b/src/code/z_demo.c @@ -132,7 +132,7 @@ void func_80064720(GlobalContext* globalCtx, CutsceneContext* csCtx) { } u32 func_8006472C(GlobalContext* globalCtx, CutsceneContext* csCtx, f32 target) { - return Math_ApproxF(&csCtx->unk_0C, target, 0.1f); + return Math_StepToF(&csCtx->unk_0C, target, 0.1f); } void func_80064760(GlobalContext* globalCtx, CutsceneContext* csCtx) { diff --git a/src/code/z_eff_blure.c b/src/code/z_eff_blure.c index d376bbf98..bc3d3465b 100644 --- a/src/code/z_eff_blure.c +++ b/src/code/z_eff_blure.c @@ -602,16 +602,16 @@ void EffectBlure_DrawElemHermiteInterpolation(EffectBlure* this, EffectBlureElem vtx[0].v = baseVtx; vtx[1].v = baseVtx; - vtx[0].v.ob[0] = Math_nearbyintf(sp158.x); - vtx[0].v.ob[1] = Math_nearbyintf(sp158.y); - vtx[0].v.ob[2] = Math_nearbyintf(sp158.z); + vtx[0].v.ob[0] = Math_FNearbyIntF(sp158.x); + vtx[0].v.ob[1] = Math_FNearbyIntF(sp158.y); + vtx[0].v.ob[2] = Math_FNearbyIntF(sp158.z); vtx[0].v.cn[0] = sp148.r; vtx[0].v.cn[1] = sp148.g; vtx[0].v.cn[2] = sp148.b; vtx[0].v.cn[3] = sp148.a; - vtx[1].v.ob[0] = Math_nearbyintf(sp14C.x); - vtx[1].v.ob[1] = Math_nearbyintf(sp14C.y); - vtx[1].v.ob[2] = Math_nearbyintf(sp14C.z); + vtx[1].v.ob[0] = Math_FNearbyIntF(sp14C.x); + vtx[1].v.ob[1] = Math_FNearbyIntF(sp14C.y); + vtx[1].v.ob[2] = Math_FNearbyIntF(sp14C.z); vtx[1].v.cn[0] = sp144.r; vtx[1].v.cn[1] = sp144.g; vtx[1].v.cn[2] = sp144.b; @@ -644,17 +644,17 @@ void EffectBlure_DrawElemHermiteInterpolation(EffectBlure* this, EffectBlureElem vtx[j1].v = baseVtx; vtx[j2].v = baseVtx; - vtx[j1].v.ob[0] = Math_nearbyintf(sp158.x); - vtx[j1].v.ob[1] = Math_nearbyintf(sp158.y); - vtx[j1].v.ob[2] = Math_nearbyintf(sp158.z); + vtx[j1].v.ob[0] = Math_FNearbyIntF(sp158.x); + vtx[j1].v.ob[1] = Math_FNearbyIntF(sp158.y); + vtx[j1].v.ob[2] = Math_FNearbyIntF(sp158.z); vtx[j1].v.cn[0] = func_80027E84(sp1A4.r, sp19C.r, temp_f28); vtx[j1].v.cn[1] = func_80027E84(sp1A4.g, sp19C.g, temp_f28); vtx[j1].v.cn[2] = func_80027E84(sp1A4.b, sp19C.b, temp_f28); vtx[j1].v.cn[3] = func_80027E84(sp1A4.a, sp19C.a, temp_f28); - vtx[j2].v.ob[0] = Math_nearbyintf(sp14C.x); - vtx[j2].v.ob[1] = Math_nearbyintf(sp14C.y); - vtx[j2].v.ob[2] = Math_nearbyintf(sp14C.z); + vtx[j2].v.ob[0] = Math_FNearbyIntF(sp14C.x); + vtx[j2].v.ob[1] = Math_FNearbyIntF(sp14C.y); + vtx[j2].v.ob[2] = Math_FNearbyIntF(sp14C.z); vtx[j2].v.cn[0] = func_80027E84(sp1A0.r, sp198.r, temp_f28); vtx[j2].v.cn[1] = func_80027E84(sp1A0.g, sp198.g, temp_f28); vtx[j2].v.cn[2] = func_80027E84(sp1A0.b, sp198.b, temp_f28); diff --git a/src/code/z_eff_shield_particle.c b/src/code/z_eff_shield_particle.c index 6005c3faf..852eaeefe 100644 --- a/src/code/z_eff_shield_particle.c +++ b/src/code/z_eff_shield_particle.c @@ -37,14 +37,13 @@ void EffectShieldParticle_Init(void* thisx, void* initParamsx) { this->timer = 0; for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) { - elem->initialSpeed = - (Math_Rand_ZeroOne() * (this->maxInitialSpeed * 0.5f)) + (this->maxInitialSpeed * 0.5f); + elem->initialSpeed = (Rand_ZeroOne() * (this->maxInitialSpeed * 0.5f)) + (this->maxInitialSpeed * 0.5f); elem->endX = 0.0f; elem->startXChange = 0.0f; elem->startX = 0.0f; elem->endXChange = elem->initialSpeed; - elem->yaw = Math_Rand_ZeroOne() * 65534.0f; - elem->pitch = Math_Rand_ZeroOne() * 65534.0f; + elem->yaw = Rand_ZeroOne() * 65534.0f; + elem->pitch = Rand_ZeroOne() * 65534.0f; } this->lightDecay = initParams->lightDecay; diff --git a/src/code/z_eff_spark.c b/src/code/z_eff_spark.c index c17633053..c310d4a3b 100644 --- a/src/code/z_eff_spark.c +++ b/src/code/z_eff_spark.c @@ -66,9 +66,9 @@ void EffectSpark_Init(void* thisx, void* initParamsx) { elem->position.x = this->position.x; elem->position.y = this->position.y; elem->position.z = this->position.z; - elem->velocity.x = Math_Rand_ZeroOne() - 0.5f; - elem->velocity.y = Math_Rand_ZeroOne() - 0.5f; - elem->velocity.z = Math_Rand_ZeroOne() - 0.5f; + elem->velocity.x = Rand_ZeroOne() - 0.5f; + elem->velocity.y = Rand_ZeroOne() - 0.5f; + elem->velocity.z = Rand_ZeroOne() - 0.5f; velocityNorm = sqrtf(SQ(elem->velocity.x) + SQ(elem->velocity.y) + SQ(elem->velocity.z)); @@ -81,12 +81,12 @@ void EffectSpark_Init(void* thisx, void* initParamsx) { elem->velocity.y = this->speed; } - elem->unkVelocity.x = 30000.0f - Math_Rand_ZeroOne() * 15000.0f; - elem->unkVelocity.y = 30000.0f - Math_Rand_ZeroOne() * 15000.0f; - elem->unkVelocity.z = 30000.0f - Math_Rand_ZeroOne() * 15000.0f; - elem->unkPosition.x = Math_Rand_ZeroOne() * 65534.0f; - elem->unkPosition.y = Math_Rand_ZeroOne() * 65534.0f; - elem->unkPosition.z = Math_Rand_ZeroOne() * 65534.0f; + elem->unkVelocity.x = 30000.0f - Rand_ZeroOne() * 15000.0f; + elem->unkVelocity.y = 30000.0f - Rand_ZeroOne() * 15000.0f; + elem->unkVelocity.z = 30000.0f - Rand_ZeroOne() * 15000.0f; + elem->unkPosition.x = Rand_ZeroOne() * 65534.0f; + elem->unkPosition.y = Rand_ZeroOne() * 65534.0f; + elem->unkPosition.z = Rand_ZeroOne() * 65534.0f; } this->timer = 0; @@ -214,7 +214,7 @@ void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx) { elem = &this->elements[i]; SkinMatrix_SetTranslate(&spEC, elem->position.x, elem->position.y, elem->position.z); - temp = ((Math_Rand_ZeroOne() * 2.5f) + 1.5f) * 0.015625f; + temp = ((Rand_ZeroOne() * 2.5f) + 1.5f) * 0.015625f; SkinMatrix_SetScale(&spAC, temp, temp, 1.0f); SkinMatrix_MtxFMtxFMult(&spEC, &globalCtx->mf_11DA0, &sp6C); SkinMatrix_MtxFMtxFMult(&sp6C, &spAC, &sp12C); diff --git a/src/code/z_eff_ss_dead.c b/src/code/z_eff_ss_dead.c index 9b5a552cb..aebee67b3 100644 --- a/src/code/z_eff_ss_dead.c +++ b/src/code/z_eff_ss_dead.c @@ -8,7 +8,7 @@ void func_80026230(GlobalContext* globalCtx, Color_RGBA8* color, s16 arg2, s16 a OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 113); displayListHead = POLY_OPA_DISP; - cos = Math_Coss((0x8000 / arg3) * arg2); + cos = Math_CosS((0x8000 / arg3) * arg2); absCos = ABS(cos); gDPPipeSync(displayListHead++); @@ -35,7 +35,7 @@ void func_80026400(GlobalContext* globalCtx, Color_RGBA8* color, s16 arg2, s16 a if (arg3 != 0) { OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 141); - cos = Math_Coss((0x4000 / arg3) * arg2); + cos = Math_CosS((0x4000 / arg3) * arg2); displayListHead = POLY_OPA_DISP; gDPPipeSync(displayListHead++); @@ -69,7 +69,7 @@ void func_80026690(GlobalContext* globalCtx, Color_RGBA8* color, s16 arg2, s16 a OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 178); displayListHead = POLY_XLU_DISP; - cos = Math_Coss((0x8000 / arg3) * arg2); + cos = Math_CosS((0x8000 / arg3) * arg2); absCos = ABS(cos); gDPPipeSync(displayListHead++); @@ -96,7 +96,7 @@ void func_80026860(GlobalContext* globalCtx, Color_RGBA8* color, s16 arg2, s16 a OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 201); displayListHead = POLY_XLU_DISP; - cos = Math_Coss((0x4000 / arg3) * arg2); + cos = Math_CosS((0x4000 / arg3) * arg2); gDPPipeSync(displayListHead++); gDPSetFogColor(displayListHead++, color->r, color->g, color->b, color->a); diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c index c990f02f0..991d280ec 100644 --- a/src/code/z_effect_soft_sprite_old_init.c +++ b/src/code/z_effect_soft_sprite_old_init.c @@ -182,17 +182,17 @@ void func_80028894(Vec3f* srcPos, f32 randScale, Vec3f* newPos, Vec3f* velocity, s16 randAngle; f32 rand; - rand = Math_Rand_ZeroOne() * randScale; - randAngle = (Math_Rand_ZeroOne() * 65536.0f); + rand = Rand_ZeroOne() * randScale; + randAngle = (Rand_ZeroOne() * 65536.0f); *newPos = *srcPos; - newPos->x += Math_Sins(randAngle) * rand; - newPos->z += Math_Coss(randAngle) * rand; + newPos->x += Math_SinS(randAngle) * rand; + newPos->z += Math_CosS(randAngle) * rand; velocity->y = 1.0f; - velocity->x = Math_Sins(randAngle); - velocity->z = Math_Coss(randAngle); + velocity->x = Math_SinS(randAngle); + velocity->z = Math_CosS(randAngle); accel->x = 0.0f; accel->y = 0.0f; @@ -243,13 +243,13 @@ void EffectSsKiraKira_SpawnDispersed(GlobalContext* globalCtx, Vec3f* pos, Vec3f Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); - initParams.velocity.y = ((Math_Rand_ZeroOne() * initParams.velocity.y) + initParams.velocity.y) * 0.5f; + initParams.velocity.y = ((Rand_ZeroOne() * initParams.velocity.y) + initParams.velocity.y) * 0.5f; Math_Vec3f_Copy(&initParams.accel, accel); - initParams.accel.y = ((Math_Rand_ZeroOne() * initParams.accel.y) + initParams.accel.y) * 0.5f; + initParams.accel.y = ((Rand_ZeroOne() * initParams.accel.y) + initParams.accel.y) * 0.5f; initParams.life = life; initParams.updateMode = 0; initParams.rotSpeed = 0x1518; - initParams.yaw = Math_Rand_ZeroOne() * 16384.0f; + initParams.yaw = Rand_ZeroOne() * 16384.0f; initParams.scale = scale; initParams.primColor = *primColor; initParams.envColor = *envColor; @@ -268,7 +268,7 @@ void EffectSsKiraKira_SpawnFocused(GlobalContext* globalCtx, Vec3f* pos, Vec3f* initParams.life = life; initParams.updateMode = 1; initParams.rotSpeed = 0x1518; - initParams.yaw = Math_Rand_ZeroOne() * 16384.0f; + initParams.yaw = Rand_ZeroOne() * 16384.0f; initParams.scale = scale; Color_RGBA8_Copy(&initParams.primColor, primColor); Color_RGBA8_Copy(&initParams.envColor, envColor); @@ -410,7 +410,7 @@ void EffectSsGSpk_SpawnRandColor(GlobalContext* globalCtx, Actor* actor, Vec3f* Color_RGBA8 envColor = { 255, 0, 0, 0 }; s32 randOffset; - randOffset = (Math_Rand_ZeroOne() * 20.0f) - 10.0f; + randOffset = (Rand_ZeroOne() * 20.0f) - 10.0f; primColor.r += randOffset; primColor.g += randOffset; @@ -619,12 +619,12 @@ void EffectSsHahen_SpawnBurst(GlobalContext* globalCtx, Vec3f* pos, f32 burstSca accel.x = accel.z = 0.0f; for (i = 0; i < count; i++) { - velocity.x = (Math_Rand_ZeroOne() - 0.5f) * burstScale; - velocity.z = (Math_Rand_ZeroOne() - 0.5f) * burstScale; - velocity.y = ((Math_Rand_ZeroOne() * 0.5f) + 0.5f) * burstScale; + velocity.x = (Rand_ZeroOne() - 0.5f) * burstScale; + velocity.z = (Rand_ZeroOne() - 0.5f) * burstScale; + velocity.y = ((Rand_ZeroOne() * 0.5f) + 0.5f) * burstScale; - EffectSsHahen_Spawn(globalCtx, pos, &velocity, &accel, unused, Math_Rand_S16Offset(scale, randScaleRange), - objId, life, dList); + EffectSsHahen_Spawn(globalCtx, pos, &velocity, &accel, unused, Rand_S16Offset(scale, randScaleRange), objId, + life, dList); } } @@ -664,7 +664,7 @@ void EffectSsSibuki_SpawnBurst(GlobalContext* globalCtx, Vec3f* pos) { Vec3f unusedZeroVec1 = { 0.0f, 0.0f, 0.0f }; Vec3f unusedZeroVec2 = { 0.0f, 0.0f, 0.0f }; Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; - s16 randDirection = Math_Rand_ZeroOne() * 1.99f; + s16 randDirection = Rand_ZeroOne() * 1.99f; for (i = 0; i < KREG(19) + 30; i++) { EffectSsSibuki_Spawn(globalCtx, pos, &zeroVec, &zeroVec, i / (KREG(27) + 6), randDirection, KREG(18) + 40); @@ -864,7 +864,7 @@ void EffectSsIcePiece_SpawnBurst(GlobalContext* globalCtx, Vec3f* refPos, f32 sc for (i = 0; i < ARRAY_COUNT(vecScales); i++) { pos = *refPos; - velocityScale = Math_Rand_ZeroFloat(1.0f) + 0.5f; + velocityScale = Rand_ZeroFloat(1.0f) + 0.5f; velocity.x = (vecScales[i].x * 0.18f) * velocityScale; velocity.y = (vecScales[i].y * 0.18f) * velocityScale; velocity.z = (vecScales[i].z * 0.18f) * velocityScale; @@ -872,8 +872,8 @@ void EffectSsIcePiece_SpawnBurst(GlobalContext* globalCtx, Vec3f* refPos, f32 sc pos.y += vecScales[i].y; pos.z += vecScales[i].z; - EffectSsIcePiece_Spawn(globalCtx, &pos, (Math_Rand_ZeroFloat(1.0f) + 0.5f) * ((scale * 1.3f) * 100.0f), - &velocity, &accel, 25); + EffectSsIcePiece_Spawn(globalCtx, &pos, (Rand_ZeroFloat(1.0f) + 0.5f) * ((scale * 1.3f) * 100.0f), &velocity, + &accel, 25); } } diff --git a/src/code/z_elf_message.c b/src/code/z_elf_message.c index 1f5c522cf..babfd19f8 100644 --- a/src/code/z_elf_message.c +++ b/src/code/z_elf_message.c @@ -90,7 +90,7 @@ u32 func_8006BF1C(ElfMessage** msgp) { return false; } - temp3 = Math_Rand_ZeroFloat(temp1); + temp3 = Rand_ZeroFloat(temp1); for (temp1 = 0; temp1 < temp2; temp1++) { if (sp44[temp1]) { if (temp3 > 0) { diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c index c23701d19..81c1b9395 100644 --- a/src/code/z_en_a_keep.c +++ b/src/code/z_en_a_keep.c @@ -244,7 +244,7 @@ void func_8001D480(EnAObj* this, s16 params) { } void func_8001D4A8(EnAObj* this, GlobalContext* globalCtx) { - Math_SmoothScaleMaxMinF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f); + Math_SmoothStepToF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f); this->dyna.actor.shape.rot.x = this->dyna.actor.shape.rot.x + (this->dyna.actor.posRot.rot.x >> 1); this->dyna.actor.shape.rot.z = this->dyna.actor.shape.rot.z + (this->dyna.actor.posRot.rot.z >> 1); @@ -282,7 +282,7 @@ void func_8001D608(EnAObj* this, GlobalContext* globalCtx) { ? -2.5f : ((this->dyna.actor.speedXZ > 2.5f) ? 2.5f : this->dyna.actor.speedXZ); - Math_SmoothScaleMaxMinF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f); + Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f); if (this->dyna.actor.speedXZ != 0.0f) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG); diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index 1ae9c71c4..0a79d0dc4 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -96,7 +96,7 @@ void EnItem00_Init(Actor* thisx, GlobalContext* globalCtx) { this->unk_15C = 0.02f; break; case ITEM00_HEART: - this->actor.initPosRot.rot.z = Math_Rand_CenteredFloat(65535.0f); + this->actor.initPosRot.rot.z = Rand_CenteredFloat(65535.0f); sp34 = 430.0f; Actor_SetScale(&this->actor, 0.02f); this->unk_15C = 0.02f; @@ -286,25 +286,25 @@ void func_8001DFC8(EnItem00* this, GlobalContext* globalCtx) { } else { if ((this->actor.params >= ITEM00_SHIELD_DEKU) && (this->actor.params != ITEM00_BOMBS_SPECIAL)) { if (this->unk_15A == -1) { - if (!Math_SmoothScaleMaxMinS(&this->actor.shape.rot.x, this->actor.posRot.rot.x - 0x4000, 2, 3000, + if (!Math_SmoothStepToS(&this->actor.shape.rot.x, this->actor.posRot.rot.x - 0x4000, 2, 3000, 1500)) { this->unk_15A = -2; } } else { - if (!Math_SmoothScaleMaxMinS(&this->actor.shape.rot.x, -this->actor.posRot.rot.x - 0x4000, 2, 3000, + if (!Math_SmoothStepToS(&this->actor.shape.rot.x, -this->actor.posRot.rot.x - 0x4000, 2, 3000, 1500)) { this->unk_15A = -1; } } - Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.x, 0, 2, 2500, 500); + Math_SmoothStepToS(&this->actor.posRot.rot.x, 0, 2, 2500, 500); } } if (this->actor.params == ITEM00_HEART_PIECE) { - this->actor.shape.unk_08 = Math_Sins(this->actor.shape.rot.y) * 150.0f + 850.0f; + this->actor.shape.unk_08 = Math_SinS(this->actor.shape.rot.y) * 150.0f + 850.0f; } - Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f); + Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f); if (this->unk_154 == 0) { if ((this->actor.params != ITEM00_SMALL_KEY) && (this->actor.params != ITEM00_HEART_PIECE) && @@ -334,9 +334,9 @@ void func_8001E1C8(EnItem00* this, GlobalContext* globalCtx) { } if (globalCtx->gameplayFrames & 1) { - pos.x = this->actor.posRot.pos.x + Math_Rand_CenteredFloat(10.0f); - pos.y = this->actor.posRot.pos.y + Math_Rand_CenteredFloat(10.0f); - pos.z = this->actor.posRot.pos.z + Math_Rand_CenteredFloat(10.0f); + pos.x = this->actor.posRot.pos.x + Rand_CenteredFloat(10.0f); + pos.y = this->actor.posRot.pos.y + Rand_CenteredFloat(10.0f); + pos.z = this->actor.posRot.pos.z + Rand_CenteredFloat(10.0f); EffectSsKiraKira_SpawnSmall(globalCtx, &pos, &D_80115518, &D_80115524, &D_80115510, &D_80115514); } @@ -368,9 +368,9 @@ void func_8001E304(EnItem00* this, GlobalContext* globalCtx) { } this->actor.initPosRot.rot.z += (s16)((this->actor.velocity.y + 3.0f) * 1000.0f); this->actor.posRot.pos.x += - Math_Coss(this->actor.yawTowardsLink) * (-3.0f * Math_Coss(this->actor.initPosRot.rot.z)); + Math_CosS(this->actor.yawTowardsLink) * (-3.0f * Math_CosS(this->actor.initPosRot.rot.z)); this->actor.posRot.pos.z += - Math_Sins(this->actor.yawTowardsLink) * (-3.0f * Math_Coss(this->actor.initPosRot.rot.z)); + Math_SinS(this->actor.yawTowardsLink) * (-3.0f * Math_CosS(this->actor.initPosRot.rot.z)); } } @@ -392,9 +392,9 @@ void func_8001E304(EnItem00* this, GlobalContext* globalCtx) { } if (!(globalCtx->gameplayFrames & 1)) { - pos.x = this->actor.posRot.pos.x + (Math_Rand_ZeroOne() - 0.5f) * 10.0f; - pos.y = this->actor.posRot.pos.y + (Math_Rand_ZeroOne() - 0.5f) * 10.0f; - pos.z = this->actor.posRot.pos.z + (Math_Rand_ZeroOne() - 0.5f) * 10.0f; + pos.x = this->actor.posRot.pos.x + (Rand_ZeroOne() - 0.5f) * 10.0f; + pos.y = this->actor.posRot.pos.y + (Rand_ZeroOne() - 0.5f) * 10.0f; + pos.z = this->actor.posRot.pos.z + (Rand_ZeroOne() - 0.5f) * 10.0f; EffectSsKiraKira_SpawnSmall(globalCtx, &pos, &D_80115518, &D_80115524, &D_80115510, &D_80115514); } @@ -431,7 +431,7 @@ void func_8001E5C8(EnItem00* this, GlobalContext* globalCtx) { this->actor.shape.rot.y = 0; } - this->actor.posRot.pos.y += 40.0f + Math_Sins(this->unk_15A * 15000) * (this->unk_15A * 0.3f); + this->actor.posRot.pos.y += 40.0f + Math_SinS(this->unk_15A * 15000) * (this->unk_15A * 0.3f); if (LINK_IS_ADULT) { this->actor.posRot.pos.y += 20.0f; @@ -463,7 +463,7 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) { this->actionFunc(this, globalCtx); - Math_SmoothScaleMaxMinF(&this->actor.scale.x, this->unk_15C, 0.1f, this->unk_15C * 0.1f, 0.0f); + Math_SmoothStepToF(&this->actor.scale.x, this->unk_15C, 0.1f, this->unk_15C * 0.1f, 0.0f); this->actor.scale.z = this->actor.scale.x; this->actor.scale.y = this->actor.scale.x; @@ -506,7 +506,7 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) { if ((this->actor.params == ITEM00_SHIELD_DEKU) || (this->actor.params == ITEM00_SHIELD_HYLIAN) || (this->actor.params == ITEM00_TUNIC_ZORA) || (this->actor.params == ITEM00_TUNIC_GORON)) { - f32 newUnkBC = Math_Coss(this->actor.shape.rot.x) * 37.0f; + f32 newUnkBC = Math_CosS(this->actor.shape.rot.x) * 37.0f; this->actor.shape.unk_08 = newUnkBC; if (newUnkBC >= 0.0f) { this->actor.shape.unk_08 = this->actor.shape.unk_08; @@ -892,7 +892,7 @@ EnItem00* Item_DropCollectible(GlobalContext* globalCtx, Vec3f* spawnPos, s16 pa spawnedActor->actor.velocity.y = !param4000 ? 8.0f : -2.0f; spawnedActor->actor.speedXZ = 2.0f; spawnedActor->actor.gravity = -0.9f; - spawnedActor->actor.posRot.rot.y = Math_Rand_CenteredFloat(65536.0f); + spawnedActor->actor.posRot.rot.y = Rand_CenteredFloat(65536.0f); Actor_SetScale(&spawnedActor->actor, 0.0f); EnItem00_SetupAction(spawnedActor, func_8001E304); spawnedActor->unk_15A = 220; @@ -933,7 +933,7 @@ EnItem00* Item_DropCollectible2(GlobalContext* globalCtx, Vec3f* spawnPos, s16 p spawnedActor->actor.velocity.y = 0.0f; spawnedActor->actor.speedXZ = 0.0f; spawnedActor->actor.gravity = param4000 ? 0.0f : -0.9f; - spawnedActor->actor.posRot.rot.y = Math_Rand_CenteredFloat(65536.0f); + spawnedActor->actor.posRot.rot.y = Rand_CenteredFloat(65536.0f); spawnedActor->actor.flags |= 0x0010; } } @@ -950,7 +950,7 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3 s16 dropTableIndex; u8 dropId; - dropTableIndex = Math_Rand_ZeroOne() * 16.0f; + dropTableIndex = Rand_ZeroOne() * 16.0f; param8000 = params & 0x8000; params = params & 0x7FFF; @@ -1045,7 +1045,7 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3 spawnedActor->actor.velocity.y = 8.0f; spawnedActor->actor.speedXZ = 2.0f; spawnedActor->actor.gravity = -0.9f; - spawnedActor->actor.posRot.rot.y = Math_Rand_ZeroOne() * 40000.0f; + spawnedActor->actor.posRot.rot.y = Rand_ZeroOne() * 40000.0f; Actor_SetScale(&spawnedActor->actor, 0.0f); EnItem00_SetupAction(spawnedActor, func_8001E304); spawnedActor->actor.flags |= 0x0010; diff --git a/src/code/z_fbdemo_fade.c b/src/code/z_fbdemo_fade.c index 57c58f274..e70c1a81d 100644 --- a/src/code/z_fbdemo_fade.c +++ b/src/code/z_fbdemo_fade.c @@ -60,12 +60,12 @@ void TransitionFade_Update(TransitionFade* this, s32 updateRate) { newAlpha = this->fadeColor.a; if (iREG(50) != 0) { if (iREG(50) < 0) { - if (Math_ApproxS(&newAlpha, 255, 255)) { + if (Math_StepToS(&newAlpha, 255, 255)) { iREG(50) = 150; } } else { - Math_ApproxS(&iREG(50), 20, 60); - if (Math_ApproxS(&newAlpha, 0, iREG(50))) { + Math_StepToS(&iREG(50), 20, 60); + if (Math_StepToS(&newAlpha, 0, iREG(50))) { iREG(50) = 0; this->isDone = 1; } diff --git a/src/code/z_kankyo.c b/src/code/z_kankyo.c index 016743503..eccb1a799 100644 --- a/src/code/z_kankyo.c +++ b/src/code/z_kankyo.c @@ -31,7 +31,7 @@ #pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_80073A5C.s") f32 func_800746DC() { - return Math_Rand_ZeroOne() - 0.5f; + return Rand_ZeroOne() - 0.5f; } #pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_80074704.s") diff --git a/src/code/z_lib.c b/src/code/z_lib.c index 5c6336890..177217f3c 100644 --- a/src/code/z_lib.c +++ b/src/code/z_lib.c @@ -8,19 +8,21 @@ void Lib_MemSet(u8* dest, size_t size, u8 val) { // clang-format on } -f32 Math_Coss(s16 angle) { - return coss(angle) * (1.0f / 32767); +f32 Math_CosS(s16 angle) { + return coss(angle) * SHT_MINV; } -f32 Math_Sins(s16 angle) { - return sins(angle) * (1.0f / 32767); +f32 Math_SinS(s16 angle) { + return sins(angle) * SHT_MINV; } -s32 Math_ApproxUpdateScaledS(s16* pValue, s16 target, s16 step) { - f32 updateScale; - +/** + * Changes pValue by step (scaled by the update rate) towards target, setting it equal when the target is reached. + * Returns true when target is reached, false otherwise. + */ +s32 Math_ScaledStepToS(s16* pValue, s16 target, s16 step) { if (step != 0) { - updateScale = R_UPDATE_RATE * 0.5f; + f32 updateScale = R_UPDATE_RATE * 0.5f; if ((s16)(*pValue - target) > 0) { step = -step; @@ -30,16 +32,20 @@ s32 Math_ApproxUpdateScaledS(s16* pValue, s16 target, s16 step) { if (((s16)(*pValue - target) * step) >= 0) { *pValue = target; - return 1; + return true; } } else if (target == *pValue) { - return 1; + return true; } - return 0; + return false; } -s32 Math_ApproxS(s16* pValue, s16 target, s16 step) { +/** + * Changes pValue by step towards target, setting it equal when the target is reached. + * Returns true when target is reached, false otherwise. + */ +s32 Math_StepToS(s16* pValue, s16 target, s16 step) { if (step != 0) { if (target < *pValue) { step = -step; @@ -49,16 +55,20 @@ s32 Math_ApproxS(s16* pValue, s16 target, s16 step) { if (((*pValue - target) * step) >= 0) { *pValue = target; - return 1; + return true; } } else if (target == *pValue) { - return 1; + return true; } - return 0; + return false; } -s32 Math_ApproxF(f32* pValue, f32 target, f32 step) { +/** + * Changes pValue by step towards target, setting it equal when the target is reached. + * Returns true when target is reached, false otherwise. + */ +s32 Math_StepToF(f32* pValue, f32 target, f32 step) { if (step != 0.0f) { if (target < *pValue) { step = -step; @@ -68,84 +78,104 @@ s32 Math_ApproxF(f32* pValue, f32 target, f32 step) { if (((*pValue - target) * step) >= 0) { *pValue = target; - return 1; + return true; } } else if (target == *pValue) { - return 1; + return true; } - return 0; + return false; } -s32 func_80077A90(s16* pValue, s16 target, s16 step) { +/** + * Changes pValue by step. If pvalue reaches limit angle or its opposite, sets it equal to limit angle. + * Returns true when limit angle or its opposite is reached, false otherwise. + */ +s32 Math_StepUntilAngleS(s16* pValue, s16 limit, s16 step) { s16 orig = *pValue; *pValue += step; - if (((s16)(*pValue - target) * (s16)(orig - target)) <= 0) { - *pValue = target; - return 1; + if (((s16)(*pValue - limit) * (s16)(orig - limit)) <= 0) { + *pValue = limit; + return true; } - return 0; + return false; } -s32 func_80077AF8(s16* pValue, s16 target, s16 step) { +/** + * Changes pValue by step. If pvalue reaches limit, sets it equal to limit. + * Returns true when limit is reached, false otherwise. + */ +s32 Math_StepUntilS(s16* pValue, s16 limit, s16 step) { s16 orig = *pValue; *pValue += step; - if (((*pValue - target) * ((s16)orig - target)) <= 0) { - *pValue = target; - return 1; + if (((*pValue - limit) * (orig - limit)) <= 0) { + *pValue = limit; + return true; } - return 0; + return false; } -s32 func_80077B58(s16* pValue, s16 target, s16 step) { - s32 phi_v0 = target - *pValue; +/** + * Changes pValue by step towards target angle, setting it equal when the target is reached. + * Returns true when target is reached, false otherwise. + */ +s32 Math_StepToAngleS(s16* pValue, s16 target, s16 step) { + s32 diff = target - *pValue; - if (phi_v0 < 0) { + if (diff < 0) { step = -step; } - if (phi_v0 >= 0x8000) { + if (diff >= 0x8000) { step = -step; - phi_v0 = 0xFFFF0001 - -phi_v0; - } else if (phi_v0 <= -0x8000) { - phi_v0 += 0xFFFF; + diff = -0xFFFF - -diff; + } else if (diff <= -0x8000) { + diff += 0xFFFF; step = -step; } if (step != 0) { *pValue += step; - if ((phi_v0 * step) <= 0) { + if ((diff * step) <= 0) { *pValue = target; - return 1; + return true; } } else if (target == *pValue) { - return 1; + return true; } - return 0; + return false; } -s32 func_80077C1C(f32* pValue, f32 target, f32 step) { +/** + * Changes pValue by step. If pvalue reaches limit, sets it equal to limit. + * Returns true when limit is reached, false otherwise. + */ +s32 Math_StepUntilF(f32* pValue, f32 limit, f32 step) { f32 orig = *pValue; *pValue += step; - if (((*pValue - target) * (orig - target)) <= 0) { - *pValue = target; - return 1; + if (((*pValue - limit) * (orig - limit)) <= 0) { + *pValue = limit; + return true; } - return 0; + return false; } -s32 func_80077C6C(f32* pValue, f32 target, f32 incrStep, f32 decrStep) { +/** + * Changes pValue toward target by incrStep if pValue is smaller and by decrStep if it is greater, setting it equal when + * target is reached. Returns true when target is reached, false otherwise. + */ +s32 Math_AymStepToF(f32* pValue, f32 target, f32 incrStep, f32 decrStep) { f32 step = (target >= *pValue) ? incrStep : decrStep; if (step != 0.0f) { @@ -173,15 +203,15 @@ void func_80077D10(f32* arg0, s16* arg1, Input* input) { *arg0 = sqrtf(SQ(relX) + SQ(relY)); *arg0 = (60.0f < *arg0) ? 60.0f : *arg0; - *arg1 = atan2s(relY, -relX); + *arg1 = Math_Atan2S(relY, -relX); } -s16 Math_Rand_S16Offset(s16 base, s16 range) { - return (s16)(Math_Rand_ZeroOne() * range) + base; +s16 Rand_S16Offset(s16 base, s16 range) { + return (s16)(Rand_ZeroOne() * range) + base; } -s16 Math_Rand_S16OffsetStride(s16 base, s16 stride, s16 range) { - return (s16)(Math_Rand_ZeroOne() * range) * stride + base; +s16 Rand_S16OffsetStride(s16 base, s16 stride, s16 range) { + return (s16)(Rand_ZeroOne() * range) * stride + base; } void Math_Vec3f_Copy(Vec3f* dest, Vec3f* src) { @@ -251,11 +281,11 @@ s16 Math_Vec3f_Yaw(Vec3f* a, Vec3f* b) { f32 dx = b->x - a->x; f32 dz = b->z - a->z; - return atan2s(dz, dx); + return Math_Atan2S(dz, dx); } s16 Math_Vec3f_Pitch(Vec3f* a, Vec3f* b) { - return atan2s(Math_Vec3f_DistXZ(a, b), a->y - b->y); + return Math_Atan2S(Math_Vec3f_DistXZ(a, b), a->y - b->y); } void IChain_Apply_u8(u8* ptr, InitChainEntry* ichain); @@ -351,32 +381,34 @@ void IChain_Apply_Vec3s(u8* ptr, InitChainEntry* ichain) { vec->x = val; } -f32 Math_SmoothScaleMaxMinF(f32* pValue, f32 target, f32 scale, f32 maxStep, f32 minStep) { - f32 var; - +/** + * Changes pValue by step towards target. If this step is more than fraction of the remaining distance, step by that + * instead, with a minimum step of minStep. Returns remaining distance to target. + */ +f32 Math_SmoothStepToF(f32* pValue, f32 target, f32 fraction, f32 step, f32 minStep) { if (*pValue != target) { - var = (target - *pValue) * scale; + f32 stepSize = (target - *pValue) * fraction; - if ((var >= minStep) || (var <= -minStep)) { - if (var > maxStep) { - var = maxStep; + if ((stepSize >= minStep) || (stepSize <= -minStep)) { + if (stepSize > step) { + stepSize = step; } - if (var < -maxStep) { - var = -maxStep; + if (stepSize < -step) { + stepSize = -step; } - *pValue += var; + *pValue += stepSize; } else { - if (var < minStep) { + if (stepSize < minStep) { *pValue += minStep; - var = minStep; + stepSize = minStep; if (target < *pValue) { *pValue = target; } } - if (var > -minStep) { + if (stepSize > -minStep) { *pValue += -minStep; if (*pValue < target) { @@ -389,73 +421,76 @@ f32 Math_SmoothScaleMaxMinF(f32* pValue, f32 target, f32 scale, f32 maxStep, f32 return fabsf(target - *pValue); } -void Math_SmoothScaleMaxF(f32* pValue, f32 target, f32 scale, f32 maxStep) { - f32 step; - +/** + * Changes pValue by step towards target. If step is more than fraction of the remaining distance, step by that instead. + */ +void Math_ApproachF(f32* pValue, f32 target, f32 fraction, f32 step) { if (*pValue != target) { - step = (target - *pValue) * scale; + f32 stepSize = (target - *pValue) * fraction; - if (step > maxStep) { - step = maxStep; - } else if (step < -maxStep) { - step = -maxStep; + if (stepSize > step) { + stepSize = step; + } else if (stepSize < -step) { + stepSize = -step; } - *pValue += step; + *pValue += stepSize; } } -void Math_SmoothDownscaleMaxF(f32* pValue, f32 scale, f32 maxStep) { - f32 step; - - step = *pValue * scale; +/** + * Changes pValue by step towards zero. If step is more than fraction of the remaining distance, step by that instead. + */ +void Math_ApproachZeroF(f32* pValue, f32 fraction, f32 step) { + f32 stepSize = *pValue * fraction; - if (step > maxStep) { - step = maxStep; - } else if (step < -maxStep) { - step = -maxStep; + if (stepSize > step) { + stepSize = step; + } else if (stepSize < -step) { + stepSize = -step; } - *pValue -= step; + *pValue -= stepSize; } -f32 func_800784D8(f32* pValue, f32 target, f32 scale, f32 maxStep, f32 minStep) { - f32 step; - f32 baseStep; - - step = 0.0f; - baseStep = target - *pValue; +/** + * Changes pValue by step towards target angle in degrees. If this step is more than fraction of the remaining distance, + * step by that instead, with a minimum step of minStep. Returns the value of the step taken. + */ +f32 Math_SmoothStepToDegF(f32* pValue, f32 target, f32 fraction, f32 step, f32 minStep) { + f32 stepSize = 0.0f; + f32 diff = target - *pValue; if (*pValue != target) { - if (baseStep > 180.0f) { - baseStep = -(360.0f - baseStep); - } else if (baseStep < -180.0f) { - baseStep = 360.0f + baseStep; + if (diff > 180.0f) { + diff = -(360.0f - diff); + } else if (diff < -180.0f) { + diff = 360.0f + diff; } - step = baseStep * scale; + stepSize = diff * fraction; - if ((step >= minStep) || (step <= -minStep)) { - if (step > maxStep) { - step = maxStep; + if ((stepSize >= minStep) || (stepSize <= -minStep)) { + if (stepSize > step) { + stepSize = step; } - if (step < -maxStep) { - step = -maxStep; + if (stepSize < -step) { + stepSize = -step; } - *pValue += step; + *pValue += stepSize; } else { - if (step < minStep) { - step = minStep; - *pValue += step; + if (stepSize < minStep) { + stepSize = minStep; + *pValue += stepSize; if (*pValue > target) { *pValue = target; } } - if (step > -minStep) { - step = -minStep; - *pValue += step; + if (stepSize > -minStep) { + stepSize = -minStep; + *pValue += stepSize; if (*pValue < target) { *pValue = target; } @@ -471,28 +506,30 @@ f32 func_800784D8(f32* pValue, f32 target, f32 scale, f32 maxStep, f32 minStep) *pValue += 360.0f; } - return step; + return stepSize; } -s16 Math_SmoothScaleMaxMinS(s16* pValue, s16 target, s16 invScale, s16 maxStep, s16 minStep) { - s16 step = 0; - s16 diff = (target - *pValue); - - s32 baseStep = diff / invScale; +/** + * Changes pValue by step towards target. If this step is more than 1/scale of the remaining distance, step by that + * instead, with a minimum step of minStep. Returns remaining distance to target. + */ +s16 Math_SmoothStepToS(s16* pValue, s16 target, s16 scale, s16 step, s16 minStep) { + s16 stepSize = 0; + s16 diff = target - *pValue; if (*pValue != target) { - step = baseStep; + stepSize = diff / scale; - if ((step > minStep) || (step < -minStep)) { - if (step > maxStep) { - step = maxStep; + if ((stepSize > minStep) || (stepSize < -minStep)) { + if (stepSize > step) { + stepSize = step; } - if (step < -maxStep) { - step = -maxStep; + if (stepSize < -step) { + stepSize = -step; } - *pValue += step; + *pValue += stepSize; } else { if (diff >= 0) { *pValue += minStep; @@ -513,17 +550,20 @@ s16 Math_SmoothScaleMaxMinS(s16* pValue, s16 target, s16 invScale, s16 maxStep, return diff; } -void Math_SmoothScaleMaxS(s16* pValue, s16 target, s16 invScale, s16 maxStep) { - s16 step = target - *pValue; +/** + * Changes pValue by step towards target. If step is more than 1/scale of the remaining distance, step by that instead. + */ +void Math_ApproachS(s16* pValue, s16 target, s16 scale, s16 maxStep) { + s16 diff = target - *pValue; - step /= invScale; + diff /= scale; - if (step > maxStep) { + if (diff > maxStep) { *pValue += maxStep; - } else if (step < -maxStep) { + } else if (diff < -maxStep) { *pValue -= maxStep; } else { - *pValue += step; + *pValue += diff; } } diff --git a/src/code/z_olib.c b/src/code/z_olib.c index 92d66a2d3..9c1ca8861 100644 --- a/src/code/z_olib.c +++ b/src/code/z_olib.c @@ -80,10 +80,10 @@ Vec3f* OLib_VecSphToVec3f(Vec3f* dest, VecSph* sph) { f32 sinYaw; f32 cosYaw; - cosPitch = Math_Coss(sph->pitch); - cosYaw = Math_Coss(sph->yaw); - sinPitch = Math_Sins(sph->pitch); - sinYaw = Math_Sins(sph->yaw); + cosPitch = Math_CosS(sph->pitch); + cosYaw = Math_CosS(sph->yaw); + sinPitch = Math_SinS(sph->pitch); + sinYaw = Math_SinS(sph->yaw); v.x = sph->r * sinPitch * sinYaw; v.y = sph->r * cosPitch; @@ -122,14 +122,14 @@ VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec) { if ((dist == 0.0f) && (vec->y == 0.0f)) { sph.pitch = 0; } else { - sph.pitch = DEGF_TO_BINANG(RADF_TO_DEGF(Math_atan2f(dist, vec->y))); + sph.pitch = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(dist, vec->y))); } sph.r = sqrtf(SQ(vec->y) + distSquared); if ((vec->x == 0.0f) && (vec->z == 0.0f)) { sph.yaw = 0; } else { - sph.yaw = DEGF_TO_BINANG(RADF_TO_DEGF(Math_atan2f(vec->x, vec->z))); + sph.yaw = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(vec->x, vec->z))); } *dest = sph; @@ -183,8 +183,8 @@ VecSph* OLib_Vec3fDiffToVecSphGeo(VecSph* dest, Vec3f* a, Vec3f* b) { Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b) { Vec3f anglesRad; - anglesRad.x = Math_atan2f(b->z - a->z, b->y - a->y); - anglesRad.y = Math_atan2f(b->x - a->x, b->z - a->z); + anglesRad.x = Math_FAtan2F(b->z - a->z, b->y - a->y); + anglesRad.y = Math_FAtan2F(b->x - a->x, b->z - a->z); anglesRad.z = 0; *dest = anglesRad; diff --git a/src/code/z_path.c b/src/code/z_path.c index f9bcac084..0f50fe02a 100644 --- a/src/code/z_path.c +++ b/src/code/z_path.c @@ -27,7 +27,7 @@ f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw) { dx = pointPos->x - actor->posRot.pos.x; dz = pointPos->z - actor->posRot.pos.z; - *yaw = Math_atan2f(dx, dz) * (32768 / M_PI); + *yaw = Math_FAtan2F(dx, dz) * (32768 / M_PI); return SQ(dx) + SQ(dz); } diff --git a/src/code/z_play.c b/src/code/z_play.c index 95d973dff..4d27f4d13 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -339,7 +339,7 @@ void Gameplay_Init(GameState* thisx) { gTrnsnUnkState = 0; globalCtx->transitionMode = 0; func_8008E6A0(&globalCtx->sub_7B8); - Math_Rand_Seed((u32)osGetTime()); + Rand_Seed((u32)osGetTime()); Matrix_Init(&globalCtx->state); globalCtx->state.main = Gameplay_Main; globalCtx->state.destroy = Gameplay_Destroy; diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 0e3291372..6d1d6204a 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -754,7 +754,7 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime, sp58 = sp7C - SQ(sp60); sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58); - sp54 = Math_atan2f(sp58, sp60); + sp54 = Math_FAtan2F(sp58, sp60); sp6C = sp80 - spA4.y; @@ -765,9 +765,9 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime, sp58 = sp7C - SQ(sp60); sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58); - sp50 = Math_atan2f(sp58, sp60); + sp50 = Math_FAtan2F(sp58, sp60); - temp1 = (M_PI - (Math_atan2f(sp5C, sp58) + ((M_PI / 2) - sp50))) * 10430.378f; + temp1 = (M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50))) * 10430.378f; temp1 = temp1 - skelAnime->limbDrawTbl[shinLimbIndex].z; if ((s16)(ABS(skelAnime->limbDrawTbl[shinLimbIndex].x) + ABS(skelAnime->limbDrawTbl[shinLimbIndex].y)) < @@ -814,7 +814,7 @@ s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p pos->y -= this->unk_6C4; if (this->unk_6C2 != 0) { - Matrix_Translate(pos->x, ((Math_Coss(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY); + Matrix_Translate(pos->x, ((Math_CosS(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY); Matrix_RotateX(this->unk_6C2 * (M_PI / 32768), MTXMODE_APPLY); Matrix_RotateRPY(rot->x, rot->y, rot->z, MTXMODE_APPLY); pos->x = pos->y = pos->z = 0.0f; @@ -1034,8 +1034,8 @@ void Player_DrawGetItemImpl(GlobalContext* globalCtx, Player* this, Vec3f* refPo gSPSegment(POLY_OPA_DISP++, 0x06, this->giObjectSegment); gSPSegment(POLY_XLU_DISP++, 0x06, this->giObjectSegment); - Matrix_Translate(refPos->x + (3.3f * Math_Sins(this->actor.shape.rot.y)), refPos->y + height, - refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_Coss(this->actor.shape.rot.y)), MTXMODE_NEW); + Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height, + refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW); Matrix_RotateRPY(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY); Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY); diff --git a/src/code/z_quake.c b/src/code/z_quake.c index 3638e3a76..8bf332420 100644 --- a/src/code/z_quake.c +++ b/src/code/z_quake.c @@ -64,8 +64,8 @@ void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x) { s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake) { s32 pad; if (req->countdown > 0) { - f32 a = Math_Sins(req->speed * req->countdown); - Quake_UpdateShakeInfo(req, shake, a, Math_Rand_ZeroOne() * a); + f32 a = Math_SinS(req->speed * req->countdown); + Quake_UpdateShakeInfo(req, shake, a, Rand_ZeroOne() * a); req->countdown--; } return req->countdown; @@ -73,7 +73,7 @@ s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake) { s16 Quake_Callback5(QuakeRequest* req, ShakeInfo* shake) { if (req->countdown > 0) { - f32 a = Math_Sins(req->speed * req->countdown); + f32 a = Math_SinS(req->speed * req->countdown); Quake_UpdateShakeInfo(req, shake, a, a); req->countdown--; } @@ -85,14 +85,14 @@ s16 Quake_Callback6(QuakeRequest* req, ShakeInfo* shake) { f32 a; req->countdown--; - a = Math_Sins(req->speed * ((req->countdown & 0xF) + 500)); - Quake_UpdateShakeInfo(req, shake, a, Math_Rand_ZeroOne() * a); + a = Math_SinS(req->speed * ((req->countdown & 0xF) + 500)); + Quake_UpdateShakeInfo(req, shake, a, Rand_ZeroOne() * a); return 1; } s16 Quake_Callback3(QuakeRequest* req, ShakeInfo* shake) { if (req->countdown > 0) { - f32 a = Math_Sins(req->speed * req->countdown) * ((f32)req->countdown / (f32)req->countdownMax); + f32 a = Math_SinS(req->speed * req->countdown) * ((f32)req->countdown / (f32)req->countdownMax); Quake_UpdateShakeInfo(req, shake, a, a); req->countdown--; } @@ -101,8 +101,8 @@ s16 Quake_Callback3(QuakeRequest* req, ShakeInfo* shake) { s16 Quake_Callback2(QuakeRequest* req, ShakeInfo* shake) { if (req->countdown > 0) { - f32 a = Math_Rand_ZeroOne(); - Quake_UpdateShakeInfo(req, shake, a, Math_Rand_ZeroOne() * a); + f32 a = Rand_ZeroOne(); + Quake_UpdateShakeInfo(req, shake, a, Rand_ZeroOne() * a); req->countdown--; } return req->countdown; @@ -110,8 +110,8 @@ s16 Quake_Callback2(QuakeRequest* req, ShakeInfo* shake) { s16 Quake_Callback4(QuakeRequest* req, ShakeInfo* shake) { if (req->countdown > 0) { - f32 a = Math_Rand_ZeroOne() * ((f32)req->countdown / (f32)req->countdownMax); - Quake_UpdateShakeInfo(req, shake, a, Math_Rand_ZeroOne() * a); + f32 a = Rand_ZeroOne() * ((f32)req->countdown / (f32)req->countdownMax); + Quake_UpdateShakeInfo(req, shake, a, Rand_ZeroOne() * a); req->countdown--; } return req->countdown; @@ -151,7 +151,7 @@ QuakeRequest* Quake_AddImpl(Camera* cam, u32 callbackIdx) { req->camPtrIdx = cam->thisIdx; req->callbackIdx = callbackIdx; req->unk_1C = 1; - req->randIdx = ((s16)(Math_Rand_ZeroOne() * (f32)0x10000) & ~3) + idx; + req->randIdx = ((s16)(Rand_ZeroOne() * (f32)0x10000) & ~3) + idx; sQuakeRequestCount++; return req; diff --git a/src/code/z_scene.c b/src/code/z_scene.c index 58069b1ca..7a1af1ee6 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -384,11 +384,11 @@ void func_80098D80(GlobalContext* globalCtx, SceneCmd* cmd) { } dayTime = gSaveContext.dayTime; - globalCtx->envCtx.unk_04.x = -(Math_Sins(dayTime - 0x8000) * 120.0f) * 25.0f; + globalCtx->envCtx.unk_04.x = -(Math_SinS(dayTime - 0x8000) * 120.0f) * 25.0f; dayTime = gSaveContext.dayTime; - globalCtx->envCtx.unk_04.y = (Math_Coss(dayTime - 0x8000) * 120.0f) * 25.0f; + globalCtx->envCtx.unk_04.y = (Math_CosS(dayTime - 0x8000) * 120.0f) * 25.0f; dayTime = gSaveContext.dayTime; - globalCtx->envCtx.unk_04.z = (Math_Coss(dayTime - 0x8000) * 20.0f) * 25.0f; + globalCtx->envCtx.unk_04.z = (Math_CosS(dayTime - 0x8000) * 20.0f) * 25.0f; if (((globalCtx->envCtx.unk_02 == 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) || (gSaveContext.entranceIndex == 0x0604)) { diff --git a/src/code/z_scene_table.c b/src/code/z_scene_table.c index 8de6d86ad..5d10ded73 100644 --- a/src/code/z_scene_table.c +++ b/src/code/z_scene_table.c @@ -1449,11 +1449,11 @@ void func_8009BEEC(GlobalContext* globalCtx) { Quake_SetCountdown(var, 127); } - if ((globalCtx->gameplayFrames % 64 == 0) && (Math_Rand_ZeroOne() > 0.6f)) { + if ((globalCtx->gameplayFrames % 64 == 0) && (Rand_ZeroOne() > 0.6f)) { var = Quake_Add(ACTIVE_CAM, 3); - Quake_SetSpeed(var, 32000.0f + (Math_Rand_ZeroOne() * 3000.0f)); - Quake_SetQuakeValues(var, 10.0f - (Math_Rand_ZeroOne() * 9.0f), 0, 0, 0); - Quake_SetCountdown(var, 48.0f - (Math_Rand_ZeroOne() * 15.0f)); + Quake_SetSpeed(var, 32000.0f + (Rand_ZeroOne() * 3000.0f)); + Quake_SetQuakeValues(var, 10.0f - (Rand_ZeroOne() * 9.0f), 0, 0, 0); + Quake_SetCountdown(var, 48.0f - (Rand_ZeroOne() * 15.0f)); } } @@ -1836,11 +1836,11 @@ void func_8009DA30(GlobalContext* globalCtx) { } else { if (gSaveContext.dayTime > 0xC555) { if (globalCtx->unk_11D30[0] != 255) { - Math_ApproxS(&globalCtx->unk_11D30[0], 255, 5); + Math_StepToS(&globalCtx->unk_11D30[0], 255, 5); } } else if (gSaveContext.dayTime >= 0x4000) { if (globalCtx->unk_11D30[0] != 0) { - Math_ApproxS(&globalCtx->unk_11D30[0], 0, 10); + Math_StepToS(&globalCtx->unk_11D30[0], 0, 10); } } @@ -2189,11 +2189,11 @@ void func_8009F5D4(GlobalContext* globalCtx) { } else { if (gSaveContext.dayTime > 0xC000) { if (globalCtx->unk_11D30[0] != 255) { - Math_ApproxS(&globalCtx->unk_11D30[0], 255, 5); + Math_StepToS(&globalCtx->unk_11D30[0], 255, 5); } } else if (gSaveContext.dayTime >= 0x4000) { if (globalCtx->unk_11D30[0] != 0) { - Math_ApproxS(&globalCtx->unk_11D30[0], 0, 10); + Math_StepToS(&globalCtx->unk_11D30[0], 0, 10); } } @@ -2343,10 +2343,10 @@ void func_8009FE58(GlobalContext* globalCtx) { D_8012A3A0 += 1820; temp = 0.020000001f; - func_800AA76C(&globalCtx->view, 0.00009587531f * temp * Math_Coss(D_8012A39C), - 0.00009587531f * temp * Math_Sins(D_8012A39C), 0.00009587531f * temp * Math_Sins(D_8012A3A0)); - func_800AA78C(&globalCtx->view, 1.f + (0.79999995f * temp * Math_Sins(D_8012A3A0)), - 1.f + (0.39999998f * temp * Math_Coss(D_8012A3A0)), 1.f + (1 * temp * Math_Coss(D_8012A39C))); + func_800AA76C(&globalCtx->view, 0.00009587531f * temp * Math_CosS(D_8012A39C), + 0.00009587531f * temp * Math_SinS(D_8012A39C), 0.00009587531f * temp * Math_SinS(D_8012A3A0)); + func_800AA78C(&globalCtx->view, 1.f + (0.79999995f * temp * Math_SinS(D_8012A3A0)), + 1.f + (0.39999998f * temp * Math_CosS(D_8012A3A0)), 1.f + (1 * temp * Math_CosS(D_8012A39C))); func_800AA7AC(&globalCtx->view, 0.95f); switch (globalCtx->unk_11D30[0]) { diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c index e57b770dd..2ab52c9e2 100644 --- a/src/code/z_skelanime.c +++ b/src/code/z_skelanime.c @@ -1397,11 +1397,11 @@ s32 func_800A4AD8(SkelAnime* skelAnime) { } temp_a1 = skelAnime->transCurrentFrame * 0x4000; if (skelAnime->unk_03 < 0) { - sp28 = 1.0f - Math_Coss(temp_a2); - phi_f2 = 1.0f - Math_Coss(temp_a1); + sp28 = 1.0f - Math_CosS(temp_a2); + phi_f2 = 1.0f - Math_CosS(temp_a1); } else { - sp28 = Math_Sins(temp_a2); - phi_f2 = Math_Sins(temp_a1); + sp28 = Math_SinS(temp_a2); + phi_f2 = Math_SinS(temp_a1); } if (phi_f2 != 0.0f) { phi_f2 /= sp28; @@ -1614,15 +1614,15 @@ void func_800A54FC(SkelAnime* skelAnime, Vec3f* pos, s16 angle) { // `angle` rotation around y axis. x = skelAnime->limbDrawTbl[0].x; z = skelAnime->limbDrawTbl[0].z; - sin = Math_Sins(angle); - cos = Math_Coss(angle); + sin = Math_SinS(angle); + cos = Math_CosS(angle); pos->x = x * cos + z * sin; pos->z = z * cos - x * sin; x = skelAnime->prevFramePos.x; z = skelAnime->prevFramePos.z; // `prevFrameRot` rotation around y axis. - sin = Math_Sins(skelAnime->prevFrameRot); - cos = Math_Coss(skelAnime->prevFrameRot); + sin = Math_SinS(skelAnime->prevFrameRot); + cos = Math_CosS(skelAnime->prevFrameRot); pos->x -= x * cos + z * sin; pos->z -= z * cos - x * sin; } diff --git a/src/code/z_skin_matrix.c b/src/code/z_skin_matrix.c index f299f76c9..1392b1fb0 100644 --- a/src/code/z_skin_matrix.c +++ b/src/code/z_skin_matrix.c @@ -330,8 +330,8 @@ void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw) { f32 yy; f32 zy; - sin = Math_Sins(yaw); - cos = Math_Coss(yaw); + sin = Math_SinS(yaw); + cos = Math_CosS(yaw); mf->yy = cos; mf->yx = -sin; mf->xw = mf->yw = mf->zw = 0; @@ -339,8 +339,8 @@ void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw) { mf->ww = 1; if (pitch != 0) { - sin2 = Math_Sins(pitch); - cos2 = Math_Coss(pitch); + sin2 = Math_SinS(pitch); + cos2 = Math_CosS(pitch); mf->xx = cos * cos2; mf->zx = cos * sin2; @@ -361,8 +361,8 @@ void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw) { } if (roll != 0) { - sin2 = Math_Sins(roll); - cos2 = Math_Coss(roll); + sin2 = Math_SinS(roll); + cos2 = Math_CosS(roll); yx = mf->yx; zx = mf->zx; @@ -395,8 +395,8 @@ void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) { f32 yz; f32 xx; f32 yx; - sin = Math_Sins(roll); - cos = Math_Coss(roll); + sin = Math_SinS(roll); + cos = Math_CosS(roll); mf->xx = cos; mf->xz = -sin; mf->zw = 0; @@ -408,8 +408,8 @@ void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) { mf->ww = 1; if (yaw != 0) { - sin2 = Math_Sins(yaw); - cos2 = Math_Coss(yaw); + sin2 = Math_SinS(yaw); + cos2 = Math_CosS(yaw); mf->zz = cos * cos2; mf->yz = cos * sin2; @@ -430,8 +430,8 @@ void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch) { } if (pitch != 0) { - sin2 = Math_Sins(pitch); - cos2 = Math_Coss(pitch); + sin2 = Math_SinS(pitch); + cos2 = Math_CosS(pitch); xx = mf->xx; yx = mf->yx; mf->xx = (xx * cos2) + (yx * sin2); @@ -620,8 +620,8 @@ void func_800A7EC0(MtxF* mf, s16 a, f32 x, f32 y, f32 z) { f32 xz; f32 pad; - sinA = Math_Sins(a); - cosA = Math_Coss(a); + sinA = Math_SinS(a); + cosA = Math_CosS(a); xx = x * x; yy = y * y; |
