doxygen whitespace alignment

Improve readability of doxygen info by aligning text
This commit is contained in:
Jed Grabman 2025-06-23 12:29:40 -04:00
parent a98a5c8cb5
commit 1abb05ebc1
1 changed files with 84 additions and 84 deletions

View File

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