rename PSVEC to VEC
This is the correct name for the Vec functions for Dolphin. This also applies to PSMTX...
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64413586b9
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82 changed files with 968 additions and 968 deletions
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@ -762,39 +762,39 @@ static s32 PrecalcPntToTriangle(Vec *arg0, Vec *arg1, Vec *arg2, Vec* arg3, Vec
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temp_f30 = temp_f28 * (arg2->z * (arg3->y * sp14.x - arg3->x * sp14.y) + arg2->y * (arg3->x * sp14.z - arg3->z * sp14.x) + arg2->x * (arg3->z * sp14.y - arg3->y * sp14.z));
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temp_f29 = temp_f28 * (arg1->z * (arg3->x * sp14.y - arg3->y * sp14.x) + arg1->y * (arg3->z * sp14.x - arg3->x * sp14.z) + arg1->x * (arg3->y * sp14.z - arg3->z * sp14.y));
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if (temp_f30 > 0.0f && temp_f29 > 0.0f && temp_f30 + temp_f29 > 1.0f) {
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PSVECSubtract(arg2, arg1, &sp14);
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PSVECSubtract(arg4, arg1, &sp8);
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temp_f31 = PSVECDotProduct(&sp14, &sp8) / PSVECDotProduct(&sp14, &sp14);
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VECSubtract(arg2, arg1, &sp14);
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VECSubtract(arg4, arg1, &sp8);
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temp_f31 = VECDotProduct(&sp14, &sp8) / VECDotProduct(&sp14, &sp14);
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if (temp_f31 <= 0.0f) {
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arg5 = arg1;
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} else {
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if (temp_f31 >= 1.0f) {
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arg5 = arg2;
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} else {
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PSVECScale(&sp14, &sp8, temp_f31);
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PSVECAdd(arg1, &sp8, arg5);
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VECScale(&sp14, &sp8, temp_f31);
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VECAdd(arg1, &sp8, arg5);
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}
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}
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} else if (temp_f29 < 0.0f) {
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temp_f31 = PSVECDotProduct(arg1, arg4) / PSVECDotProduct(arg1, arg1);
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temp_f31 = VECDotProduct(arg1, arg4) / VECDotProduct(arg1, arg1);
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if (temp_f31 <= 0.0f) {
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HuSetVecF(arg5, 0.0, 0.0, 0.0);
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} else {
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if (temp_f31 >= 1.0f) {
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arg5 = arg1;
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} else {
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PSVECScale(arg1, arg5, temp_f31);
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VECScale(arg1, arg5, temp_f31);
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}
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}
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} else if (temp_f30 < 0.0f) {
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temp_f31 = PSVECDotProduct(arg2, arg4) / PSVECDotProduct(arg2, arg2);
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temp_f31 = VECDotProduct(arg2, arg4) / VECDotProduct(arg2, arg2);
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if (temp_f31 <= 0.0f) {
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HuSetVecF(arg5, 0.0, 0.0, 0.0);
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} else {
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if (temp_f31 >= 1.0f) {
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arg5 = arg2;
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} else {
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PSVECScale(arg2, arg5, temp_f31);
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VECScale(arg2, arg5, temp_f31);
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}
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}
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} else {
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@ -815,13 +815,13 @@ BOOL Hitcheck_Triangle_with_Sphere(Vec *arg0, Vec *arg1, float arg2, Vec *arg3)
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sp48.x = arg0[0].x;
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sp48.y = arg0[0].y;
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sp48.z = arg0[0].z;
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PSVECSubtract(&arg0[1], &arg0[0], &sp3C);
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PSVECSubtract(&arg0[2], &arg0[0], &sp30);
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PSVECCrossProduct(&sp3C, &sp30, &sp24);
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PSVECSubtract(arg1, &arg0[0], &sp18);
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VECSubtract(&arg0[1], &arg0[0], &sp3C);
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VECSubtract(&arg0[2], &arg0[0], &sp30);
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VECCrossProduct(&sp3C, &sp30, &sp24);
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VECSubtract(arg1, &arg0[0], &sp18);
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PrecalcPntToTriangle(&sp48, &sp3C, &sp30, &sp24, &sp18, &spC);
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PSVECAdd(&spC, &sp48, arg3);
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var_f31 = PSVECDistance(arg3, arg1);
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VECAdd(&spC, &sp48, arg3);
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var_f31 = VECDistance(arg3, arg1);
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if (var_f31 > arg2) {
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return FALSE;
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} else {
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@ -845,17 +845,17 @@ BOOL Hitcheck_Quadrangle_with_Sphere(Vec *arg0, Vec *arg1, float arg2, Vec *arg3
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sp6C.x = arg0->x;
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sp6C.y = arg0->y;
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sp6C.z = arg0->z;
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PSVECSubtract(&arg0[2], &arg0[0], &sp60);
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PSVECSubtract(&arg0[3], &arg0[0], &sp54);
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PSVECSubtract(&arg0[1], &arg0[0], &sp48);
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PSVECCrossProduct(&sp60, &sp54, &sp3C);
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PSVECSubtract(arg1, &arg0[0], &sp30);
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VECSubtract(&arg0[2], &arg0[0], &sp60);
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VECSubtract(&arg0[3], &arg0[0], &sp54);
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VECSubtract(&arg0[1], &arg0[0], &sp48);
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VECCrossProduct(&sp60, &sp54, &sp3C);
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VECSubtract(arg1, &arg0[0], &sp30);
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PrecalcPntToTriangle(&sp6C, &sp60, &sp54, &sp3C, &sp30, &sp24);
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PSVECAdd(&sp24, &sp6C, &sp18);
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VECAdd(&sp24, &sp6C, &sp18);
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PrecalcPntToTriangle(&sp6C, &sp54, &sp48, &sp3C, &sp30, &sp24);
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PSVECAdd(&sp24, &sp6C, &spC);
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var_f31 = PSVECDistance(&sp18, arg1);
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temp_f30 = PSVECDistance(&spC, arg1);
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VECAdd(&sp24, &sp6C, &spC);
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var_f31 = VECDistance(&sp18, arg1);
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temp_f30 = VECDistance(&spC, arg1);
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if (temp_f30 > var_f31) {
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arg3->x = sp18.x;
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arg3->y = sp18.y;
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