Applying sind/cosd/atan2d macros across the board (#518)
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47 changed files with 3431 additions and 3414 deletions
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@ -3,7 +3,7 @@
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#include "game/hsfmotion.h"
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#include "game/disp.h"
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#include "math.h"
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#include "ext_math.h"
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#define DISP_HALF_W (HU_DISP_WIDTH/2.0f)
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#define DISP_HALF_H (HU_DISP_HEIGHT/2.0f)
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@ -129,10 +129,10 @@ void CamMotionEx(s16 arg0, s16 arg1, Vec *arg2, Vec *arg3, Vec *arg4, float arg5
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var_f30 = var_f31;
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break;
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case 1:
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var_f30 = arg5 * sin(90.0f * (var_f31 / arg5) * M_PI / 180.0);
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var_f30 = arg5 * sind(90.0f * (var_f31 / arg5));
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break;
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case 2:
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var_f30 = arg5 * (1.0 - cos(90.0f * (var_f31 / arg5) * M_PI / 180.0));
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var_f30 = arg5 * (1.0 - cosd(90.0f * (var_f31 / arg5)));
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break;
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}
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var_r31 = temp_r21;
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@ -346,9 +346,9 @@ static void SetObjCamMotion(s16 arg0, HsfTrack *arg1, float arg2, HsfexStruct02
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case 14:
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VECSubtract(&arg3->unk08, &arg3->unk20, &spC);
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VECNormalize(&spC, &spC);
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sp18.x = spC.x * spC.y * (1.0 - cos(M_PI * arg2 / 180.0)) - spC.z * sin(M_PI * arg2 / 180.0);
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sp18.y = spC.y * spC.y + (1.0f - spC.y * spC.y) * cos(M_PI * arg2 / 180.0);
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sp18.z = spC.y * spC.z * (1.0 - cos(M_PI * arg2 / 180.0)) + spC.x * sin(M_PI * arg2 / 180.0);
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sp18.x = spC.x * spC.y * (1.0 - cosd(arg2)) - spC.z * sind(arg2);
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sp18.y = spC.y * spC.y + (1.0f - spC.y * spC.y) * cosd(arg2);
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sp18.z = spC.y * spC.z * (1.0 - cosd(arg2)) + spC.x * sind(arg2);
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VECNormalize(&sp18, &arg3->unk14);
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break;
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}
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@ -432,7 +432,7 @@ void Hu3D2Dto3D(Vec *arg0, s16 arg1, Vec *arg2) {
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}
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}
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temp_r31 = &Hu3DCamera[i];
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temp_f30 = sin((temp_r31->fov / 2) * M_PI / 180.0) / cos((temp_r31->fov / 2) * M_PI / 180.0);
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temp_f30 = sind(temp_r31->fov / 2) / cosd(temp_r31->fov / 2);
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temp_f31 = temp_f30 * arg0->z * 2.0f;
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temp_f29 = temp_f31 * HU_DISP_ASPECT;
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temp_f28 = arg0->x / HU_DISP_WIDTH;
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@ -461,8 +461,8 @@ void Hu3D3Dto2D(Vec *arg0, s16 arg1, Vec *arg2) {
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temp_r31 = &Hu3DCamera[i];
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C_MTXLookAt(sp1C, &temp_r31->pos, &temp_r31->up, &temp_r31->target);
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PSMTXMultVec(sp1C, arg0, &sp10);
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temp_f31 = (sin((temp_r31->fov / 2) * M_PI / 180.0) / cos((temp_r31->fov / 2) * M_PI / 180.0)) * sp10.z * HU_DISP_ASPECT;
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temp_f30 = (sin((temp_r31->fov / 2) * M_PI / 180.0) / cos((temp_r31->fov / 2) * M_PI / 180.0)) * sp10.z;
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temp_f31 = (sind(temp_r31->fov / 2) / cosd(temp_r31->fov / 2)) * sp10.z * HU_DISP_ASPECT;
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temp_f30 = (sind(temp_r31->fov / 2) / cosd(temp_r31->fov / 2)) * sp10.z;
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arg2->x = DISP_HALF_W + sp10.x * (DISP_HALF_W / -temp_f31);
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arg2->y = DISP_HALF_H + sp10.y * (DISP_HALF_H / temp_f30);
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arg2->z = 0.0f;
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