From 5e406f754e490e9f815fe7ca2fc36c10fc909624 Mon Sep 17 00:00:00 2001 From: Dragorn421 Date: Thu, 18 Jan 2024 23:56:54 +0100 Subject: Small `Math_Vec3f_Yaw` doc (#1433) * Small `Math_Vec3f_Yaw` doc * remove actor from arg names --------- Co-authored-by: fig02 --- src/code/z_actor.c | 21 +++++++++++++++------ src/code/z_lib.c | 11 ++++++++--- src/code/z_onepointdemo.c | 7 +++++-- 3 files changed, 28 insertions(+), 11 deletions(-) (limited to 'src/code') diff --git a/src/code/z_actor.c b/src/code/z_actor.c index d0b7607e2..73793558a 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -915,16 +915,25 @@ void Actor_UpdatePosByAnimation(Actor* actor, SkelAnime* skelAnime) { actor->world.pos.z += posDiff.z * actor->scale.z; } -s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB) { - return Math_Vec3f_Yaw(&actorA->world.pos, &actorB->world.pos); +/** + * @return Yaw towards `target` for `origin`, using world positions. + */ +s16 Actor_WorldYawTowardActor(Actor* origin, Actor* target) { + return Math_Vec3f_Yaw(&origin->world.pos, &target->world.pos); } -s16 Actor_FocusYawTowardActor(Actor* actorA, Actor* actorB) { - return Math_Vec3f_Yaw(&actorA->focus.pos, &actorB->focus.pos); +/** + * @return Yaw towards `target` for `origin`, using focus positions. + */ +s16 Actor_FocusYawTowardActor(Actor* origin, Actor* target) { + return Math_Vec3f_Yaw(&origin->focus.pos, &target->focus.pos); } -s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint) { - return Math_Vec3f_Yaw(&actor->world.pos, refPoint); +/** + * @return Yaw towards `point` for `origin`. + */ +s16 Actor_WorldYawTowardPoint(Actor* origin, Vec3f* point) { + return Math_Vec3f_Yaw(&origin->world.pos, point); } s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB) { diff --git a/src/code/z_lib.c b/src/code/z_lib.c index fbea9dce4..cc665fd0c 100644 --- a/src/code/z_lib.c +++ b/src/code/z_lib.c @@ -300,9 +300,14 @@ f32 Math_Vec3f_DiffY(Vec3f* a, Vec3f* b) { return b->y - a->y; } -s16 Math_Vec3f_Yaw(Vec3f* a, Vec3f* b) { - f32 dx = b->x - a->x; - f32 dz = b->z - a->z; +/** + * @param origin Position of the origin, the location from which to look at the target `point` + * @param point Position of the target point, in the same space as `origin` + * @return The yaw towards `point` when at `origin`, assuming +z is forwards. + */ +s16 Math_Vec3f_Yaw(Vec3f* origin, Vec3f* point) { + f32 dx = point->x - origin->x; + f32 dz = point->z - origin->z; return Math_Atan2S(dz, dx); } diff --git a/src/code/z_onepointdemo.c b/src/code/z_onepointdemo.c index b8e3c2cba..41834bace 100644 --- a/src/code/z_onepointdemo.c +++ b/src/code/z_onepointdemo.c @@ -20,8 +20,11 @@ Vec3f OnePointCutscene_AddVecGeoToVec3f(Vec3f* a, VecGeo* geo) { return sum; } -s16 OnePointCutscene_Vec3fYaw(Vec3f* vec1, Vec3f* vec2) { - return CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(vec2->x - vec1->x, vec2->z - vec1->z))); +/** + * @see Math_Vec3f_Yaw + */ +s16 OnePointCutscene_Vec3fYaw(Vec3f* origin, Vec3f* point) { + return CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(point->x - origin->x, point->z - origin->z))); } void OnePointCutscene_Vec3sToVec3f(Vec3f* src, Vec3s* dst) { -- cgit v1.2.3