mirror of https://github.com/n64decomp/mk64.git
doxygen whitespace alignment
Improve readability of doxygen info by aligning text
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@ -71,10 +71,10 @@ s32 render_set_position(Mat4 mtx, s32 mode) {
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}
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/*
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* @brief Finds the squared distance between two points, but contains a bug when handling the z-axis
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* @brief Finds the squared distance between two points, but contains a bug when handling the z-axis
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* @param from A point in 3D space
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* @param to A point in 3D space
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* @return Roughly the squared distance between from and to. (x**2 + y**2 + 2*z) instead of (x**2 + y**2 + z**2)
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* @param to A point in 3D space
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* @return Roughly the squared distance between from and to. (x**2 + y**2 + 2*z) instead of (x**2 + y**2 + z**2)
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*/
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f32 dist_squared_bugged(Vec3f from, Vec3f to) {
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f32 deltaY;
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@ -89,10 +89,10 @@ f32 dist_squared_bugged(Vec3f from, Vec3f to) {
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}
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/*
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* @brief Finds the angle within the XZ-plane between two points (while ignoring any difference in Y)
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* @brief Finds the angle within the XZ-plane between two points (while ignoring any difference in Y)
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* @param pointFrom A point in 3D space
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* @param pointTo A point in 3D space
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* @return Angle (N64-units) in XZ-plane between pointFrom and pointTo
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* @param pointTo A point in 3D space
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* @return Angle (N64-units) in XZ-plane between pointFrom and pointTo
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*/
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s32 get_xz_angle_between_points(Vec3f pointFrom, Vec3f pointTo) {
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f32 deltaX;
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@ -114,8 +114,8 @@ UNUSED u32 func_802B5258(Vec3f arg0, Vec3s arg1) {
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}
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/*
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* @brief sets a vector to the given coordinates
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* @param dest The vector to be overriden
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* @brief sets a vector to the given coordinates
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* @param dest The vector to be overriden
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* @param coordX The X coordinate of the desired vector
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* @param coordY The Y coordinate of the desired vector
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* @param coordZ The Z coordinate of the desired vector
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@ -127,8 +127,8 @@ void vec3f_set(Vec3f dest, f32 coordX, f32 coordY, f32 coordZ) {
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}
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/*
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* @brief sets a vector to the given coordinates
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* @param dest The vector to be overriden
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* @brief sets a vector to the given coordinates
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* @param dest The vector to be overriden
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* @param coordX The X coordinate of the desired vector
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* @param coordY The Y coordinate of the desired vector
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* @param coordZ The Z coordinate of the desired vector
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@ -152,10 +152,10 @@ void vec3s_set(Vec3s dest, s16 coordX, s16 coordY, s16 coordZ) {
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#endif
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/*
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* @brief copies the coordinates of a vector to another vector
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* @brief Copies the coordinates of a vector to another vector
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* @param dest The vector to be overriden
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* @param src The vector to be copied
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* @return local address of destination vector
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* @param src The vector to be copied
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* @return local address of destination vector
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*/
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void* vec3f_copy_return(Vec3f dest, Vec3f src) {
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dest[0] = src[0];
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@ -166,9 +166,9 @@ void* vec3f_copy_return(Vec3f dest, Vec3f src) {
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}
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/*
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* @brief copies the coordinates of a vector to another vector
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* @brief copies the coordinates of a vector to another vector
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* @param dest The vector to be overriden
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* @param src The vector to be copied
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* @param src The vector to be copied
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*/
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void vec3s_copy(Vec3s dest, Vec3s src) {
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dest[0] = src[0];
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@ -184,8 +184,8 @@ UNUSED void* vec3f_set_return(Vec3f dest, f32 x, f32 y, f32 z) {
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}
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/*
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* @brief copies the values of a matrix to another matrix
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* @param src The matrix to be copied
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* @brief copies the values of a matrix to another matrix
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* @param src The matrix to be copied
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* @param dest The matrix to be overriden
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*/
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void mtxf_copy(Mat4 src, Mat4 dest) {
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@ -200,10 +200,10 @@ void mtxf_copy(Mat4 src, Mat4 dest) {
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}
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/*
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* @brief copies the first n values of a matrix to another matrix
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* @brief copies the first n values of a matrix to another matrix
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* @param dest The matrix to be overriden
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* @param src The matrix to be copied
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* @param n The number of values to be copied
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* @param src The matrix to be copied
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* @param n The number of values to be copied
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*/
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void mtxf_copy_n_element(s32* dest, s32* src, s32 n) {
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while (n-- > 0) {
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@ -212,7 +212,7 @@ void mtxf_copy_n_element(s32* dest, s32* src, s32 n) {
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}
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/*
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* @brief Transform a matrix to an identity matrix
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* @brief Transform a matrix to an identity matrix
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* @param Matrix The matrix to be changed to an identity matrix
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*/
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void mtxf_identity(Mat4 mtx) {
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@ -227,9 +227,9 @@ void mtxf_identity(Mat4 mtx) {
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}
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/*
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* @brief Add a translation vector to a matrix
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* @param scr The matrix to be copied
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* @param dest The matrix to be overriden with the result
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* @brief Add a translation vector to a matrix
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* @param scr The matrix to be copied
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* @param dest The matrix to be overriden with the result
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* @param vecTrans The translation vector to be added
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*/
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void add_translate_mat4_vec3f(Mat4 src, Mat4 dest, Vec3f vecTrans) {
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@ -266,8 +266,8 @@ UNUSED void add_translate_mat4_vec3f_lite(Mat4 mat, Mat4 dest, Vec3f pos) {
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}
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/*
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* @brief Creates a translation matrix
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* @param dest The matrix to be overriden with the translation matrix
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* @brief Creates a translation matrix
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* @param dest The matrix to be overriden with the translation matrix
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* @param vecTrans The translation vector to be added
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*/
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void mtxf_translate(Mat4 dest, Vec3f vecTrans) {
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@ -282,13 +282,13 @@ void mtxf_translate(Mat4 dest, Vec3f vecTrans) {
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*/
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}
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/*
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* @brief Creates a projection matrix based on specified frustrum (i.e. where the camera can see)
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* @param projMtx A dummy variable that will be overwritten with the projection matrix
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* @param arg1 Unknown dummy variable (will be overwritten)
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* @param vertFov vertical field of view (in degrees)
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* @param aspectRatio Width / Height of player screen
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* @param near near clipping distance
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* @param far far clipping distance
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* @brief Creates a projection matrix based on specified frustrum (i.e. where the camera can see)
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* @param projMtx A dummy variable that will be overwritten with the projection matrix
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* @param arg1 Unknown dummy variable (will be overwritten)
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* @param vertFov vertical field of view (in degrees)
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* @param aspectRatio Width / Height of player screen
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* @param near near clipping distance
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* @param far far clipping distance
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* @param homogeneousScale Scaling factor for homogeneous coordinates. Always 1.0 in game
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* Note the use of `2` which generates diff asm than just using floats (2.0f).
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*/
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@ -328,10 +328,10 @@ void mtxf_projection(Mat4 projMtx, u16* arg1, f32 vertFov, f32 aspectRatio, f32
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// Appears to only be for the skybox. mtxf_lookat from sm64 with some modifications.
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/**
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* @brief Create a lookat matrix (convert to coordinates relative to camera)
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* @param mtx Dummy matrix overwritten with lookat matrix
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* @brief Create a lookat matrix (convert to coordinates relative to camera)
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* @param mtx Dummy matrix overwritten with lookat matrix
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* @param from Where the camera is looking from
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* @param to Where the camera is looking to
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* @param to Where the camera is looking to
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*/
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void mtxf_lookat(Mat4 mtx, Vec3f from, Vec3f to) {
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// register from sm64 but not required for matching.
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@ -408,8 +408,8 @@ void mtxf_lookat(Mat4 mtx, Vec3f from, Vec3f to) {
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/*
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* @brief Create a rotation matrix for rotating about the X axis
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* @param mtx Dummy matrix overwritten with x-axis rotation matrix
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* @brief Create a rotation matrix for rotating about the X axis
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* @param mtx Dummy matrix overwritten with x-axis rotation matrix
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* @param angle Angle to rotate by (in N64 units)
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*/
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void mtxf_rotate_x(Mat4 mtx, s16 angle) {
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@ -431,8 +431,8 @@ void mtxf_rotate_x(Mat4 mtx, s16 angle) {
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}
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/*
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* @brief Create a rotation matrix for rotating about the Y axis
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* @param mtx Dummy matrix overwritten with Y axis rotation matrix
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* @brief Create a rotation matrix for rotating about the Y axis
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* @param mtx Dummy matrix overwritten with Y axis rotation matrix
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* @param angle Angle to rotate by (in N64 units)
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*/
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void mtxf_rotate_y(Mat4 mtx, s16 angle) {
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@ -454,8 +454,8 @@ void mtxf_rotate_y(Mat4 mtx, s16 angle) {
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}
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/*
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* @brief Create a rotation matrix for rotating about the Z axis
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* @param mtx Dummy matrix overwritten with Z axis rotation matrix
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* @brief Create a rotation matrix for rotating about the Z axis
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* @param mtx Dummy matrix overwritten with Z axis rotation matrix
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* @param angle Angle to rotate by (in N64 units)
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*/
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void mtxf_s16_rotate_z(Mat4 mtx, s16 angle) {
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@ -566,8 +566,8 @@ void set_course_lighting(Lights1* lightAddr, s16 rotateAngleY, s16 rotateAngleX,
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}
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/*
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* @brief Scale a matrix by a given coefficient
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* @param mtx Matrix to scale
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* @brief Scale a matrix by a given coefficient
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* @param mtx Matrix to scale
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* @param coef Coefficient to use when scaling
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*/
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void mtxf_scale(Mat4 mtx, f32 coef) {
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@ -583,9 +583,9 @@ void mtxf_scale(Mat4 mtx, f32 coef) {
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}
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/*
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* @brief Matrix for rotating about Z, X, Y axes (in order) then translating
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* @param dest Matrix to output
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* @param vecTrans vector to use for translation
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* @brief Matrix for rotating about Z, X, Y axes (in order) then translating
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* @param dest Matrix to output
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* @param vecTrans vector to use for translation
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* @param orientation vector of 3 rotation angles (Rz, Rx, Ry)
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*/
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void mtxf_rotation_zxy_translate(Mat4 dest, Vec3f vecTrans, Vec3s orientation) {
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@ -702,7 +702,7 @@ UNUSED void func_802B6374(Vec3f arg0) {
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}
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/*
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* @brief Given matrix M and vector v, calculates Mv
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* @brief Given matrix M and vector v, calculates Mv
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* @param vec Vector to transform
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* @param mtx Matrix to use in transformation
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*/
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@ -721,7 +721,7 @@ void mtxf_transform_vec3f_mat3(Vec3f vec, Mat3 mtx) {
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}
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/*
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* @brief Given matrix M and vector v, calculates Mv
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* @brief Given matrix M and vector v, calculates Mv
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* @param vec Vector to transform
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* @param mtx Matrix to use in transformation
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*/
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@ -875,12 +875,12 @@ UNUSED void func_802B68F8(Mat3 matrix, f32 arg1, f32 arg2, f32 arg3) {
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}
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/*
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* @brief rotates a given vector about a given axis by amount specified
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* @param destMatrix Overriden with the resulting matrix
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* @brief Rotates a given vector about a given axis by amount specified
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* @param destMatrix Overriden with the resulting matrix
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* @param rotationAngle Angle to rotate (in N64 units)
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* @param axisX The X component of the axis to rotate around
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* @param axisY The Y component of the axis to rotate around
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* @param axisZ The Z component of the axis to rotate around
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* @param axisX The X component of the axis to rotate around
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* @param axisY The Y component of the axis to rotate around
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* @param axisZ The Z component of the axis to rotate around
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*/
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// Standard algorithm, but unintuitive. "Rotation matrix from axis and angle" brings up info online
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void calculate_rotation_matrix(Mat3 destMatrix, s16 rotationAngle, f32 axisX, f32 axisY, f32 axisZ) {
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@ -988,9 +988,9 @@ UNUSED void func_802B6D58(Mat4 arg0, Vec3f arg1, Vec3f arg2) {
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}
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/**
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* @brief Multiply two 4x4 matrices
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* @param dest Result of multiplication is saved here
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* @param mtxLeft Left matrix in product
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* @brief Multiply two 4x4 matrices
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* @param dest Result of multiplication is saved here
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* @param mtxLeft Left matrix in product
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* @param mtxRight Right matrix to product
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*/
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void mtxf_multiplication(Mat4 dest, Mat4 mtxLeft, Mat4 mtxRight) {
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@ -1065,10 +1065,10 @@ void mtxf_to_mtx(Mtx* dest, Mat4 src) {
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* Note that this is only called by atan2s, guaranteeing that y <= x
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* If y > x, it will cause out of bounds issues
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*
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* @brief Finds the arctan angle (in N64 units) given x, y coordinates
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* @brief Finds the arctan angle (in N64 units) given x, y coordinates
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* @param y y coordinate
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* @param x x coordinate
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* @return arctan(y/x) (in N64 units)
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* @return arctan(y/x) (in N64 units)
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*/
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u16 atan2_lookup(f32 y, f32 x) {
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u16 ret;
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@ -1096,10 +1096,10 @@ u16 atan2_lookup(f32 y, f32 x) {
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* the xz-plane, this is commonly called with (z, x) to get a yaw angle.
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* sm64 but x, y swapped and returns u16.
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* @brief Finds the arctan angle (in N64 units) given x, y coordinates
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* @brief Finds the arctan angle (in N64 units) given x, y coordinates
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* @param y y coordinate
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* @param x x coordinate
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* @return arctan(y/x) (in N64 units)
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* @return arctan(y/x) (in N64 units)
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*/
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u16 atan2s(f32 y, f32 x) {
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u16 ret;
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@ -1194,9 +1194,9 @@ UNUSED void func_802B7C18(f32 arg0) {
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atan2f(arg0, 1.0f);
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}
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/*
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* @brief Finds the arctan angle (in N64 units) given the tangent
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* @brief Finds the arctan angle (in N64 units) given the tangent
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* @param tan Tangent of an angle
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* @return arctan(tan) (in N64 units)
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* @return arctan(tan) (in N64 units)
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*/
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s16 atan1s(f32 tan) {
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return atan2s(tan, 1.0f);
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@ -1207,9 +1207,9 @@ UNUSED void func_802B7C6C(f32 arg0) {
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}
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/*
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* @brief Finds the arcsin (in N64 units) of a value (assuming positive cosine)
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* @brief Finds the arcsin (in N64 units) of a value (assuming positive cosine)
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* @param value Value to find the arcsin of
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* @return arcsin(value)
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* @return arcsin(value)
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*/
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s16 asin1s(f32 value) {
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return atan2s(value, sqrtf(1.0 - (value * value)));
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@ -1222,9 +1222,9 @@ s16 asin1s(f32 value) {
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}
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/*
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* @brief Finds the arccos angle (in N64 units) of a value (assuming positive sine)
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* @brief Finds the arccos angle (in N64 units) of a value (assuming positive sine)
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* @param value Value to find the arccos of
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* @return arccos(value)
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* @return arccos(value)
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*/
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f32 acos1f(f32 value) {
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return atan2f(sqrtf(1.0 - (value * value)), value);
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@ -1273,22 +1273,22 @@ u16 random_int(u16 arg0) {
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}
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/*
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* @brief Find the angle (in N64 units) between two points given their coords
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* @brief Find the angle (in N64 units) between two points given their coords
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* @param fromY The y coordinate of the point the angle is measured from
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* @param fromX The x coordinate of the point the angle is measured from
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* @param toY The y coordinate of the point the angle is measured to
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* @param toX The x coordinate of the point the angle is measured to
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* @return The angle (in N64 units) of the line from the from-point, to the to-point
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* @param toY The y coordinate of the point the angle is measured to
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* @param toX The x coordinate of the point the angle is measured to
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* @return The angle (in N64 units) of the line from the from-point, to the to-point
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*/
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s16 angle_from_coords(f32 fromY, f32 fromX, f32 toY, f32 toX) {
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return atan2s(toY - fromY, toX - fromX);
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}
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/*
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* @brief Find the planar angles (in N64 units) between two points given their positions
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* @param from The coordinates of the point the angle is measured from
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* @param to The coordinate of the point the angle is measured to
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* @param Overwritten with the angles between the two points in the coordinate planes (yz, xz, xy)
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* @brief Find the planar angles (in N64 units) between two points given their positions
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* @param from The coordinates of the point the angle is measured from
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* @param to The coordinate of the point the angle is measured to
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* @param rotAngles Overwritten with the angles between the two points in the coordinate planes (yz, xz, xy)
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*/
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void planar_angles(Vec3f from, Vec3f to, Vec3s rotAngles) {
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f32 fromX = from[0];
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@ -1305,29 +1305,29 @@ void planar_angles(Vec3f from, Vec3f to, Vec3s rotAngles) {
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}
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/*
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* @brief Get the sine of an angle
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* @param angle angle (in N64 units)
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* @return sin(angle)
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* @brief Get the sine of an angle
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* @param angle Angle (in N64 units)
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* @return sin(angle)
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*/
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f32 sins(u16 angle) {
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return gSineTable[angle >> 4];
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}
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/*
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* @brief Get the cosine of an angle
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* @brief Get the cosine of an angle
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* @param angle angle (in N64 units)
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* @return sin(angle)
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* @return sin(angle)
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*/
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f32 coss(u16 angle) {
|
||||
return gCosineTable[angle >> 4];
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief checks if angle is between 2 specified angles
|
||||
* @param angleCCW The counter-clockwise angle
|
||||
* @param angleCW The clockwise angle
|
||||
* @brief Checks if angle is between 2 specified angles
|
||||
* @param angleCCW The counter-clockwise angle
|
||||
* @param angleCW The clockwise angle
|
||||
* @param angleToCheck The angle to check is between the other angles
|
||||
* @return 1 if angleToCheck is between the other angles, 0 otherwise
|
||||
* @return 1 if angleToCheck is between the other angles, 0 otherwise
|
||||
*/
|
||||
s32 is_between_angle(u16 angleCCW, u16 angleCW, u16 angleToCheck) {
|
||||
if (angleCW < angleCCW) {
|
||||
|
|
|
|||
Loading…
Reference in New Issue