From cf5fa11006e8fca8e808f7008f4d085876407216 Mon Sep 17 00:00:00 2001 From: Jed Grabman Date: Mon, 23 Jun 2025 02:23:48 -0400 Subject: [PATCH] Fix style issues update variables / parameters to use camelCase instead of snakeCase --- src/racing/math_util.c | 264 ++++++++++++++++++++--------------------- 1 file changed, 132 insertions(+), 132 deletions(-) diff --git a/src/racing/math_util.c b/src/racing/math_util.c index e882f413d..7f0bc8c2b 100644 --- a/src/racing/math_util.c +++ b/src/racing/math_util.c @@ -72,24 +72,24 @@ s32 render_set_position(Mat4 mtx, s32 mode) { // returns (x**2 + y**2 + 2*z) f32 dist_squared_bugged(Vec3f vec0, Vec3f vec1) { - f32 delta_y; - f32 delta_z; - f32 delta_x; + f32 deltaY; + f32 deltaZ; + f32 deltaX; - delta_x = vec1[0] - vec0[0]; - delta_y = vec1[1] - vec0[1]; - delta_z = vec1[2] - vec0[2]; + deltaX = vec1[0] - vec0[0]; + deltaY = vec1[1] - vec0[1]; + deltaZ = vec1[2] - vec0[2]; // If the last plus was a multiplication symbol, we'd have a correct dist_squared formula - return (delta_x * delta_x) + (delta_y * delta_y) + delta_z + delta_z; + return (deltaX * deltaX) + (deltaY * deltaY) + deltaZ + deltaZ; } s32 get_angle_between_points(Vec3f vec0, Vec3f vec1) { - f32 delta_x; - f32 delta_z; - delta_x = vec1[0] - vec0[0]; - delta_z = vec1[2] - vec0[2]; + f32 deltaX; + f32 deltaZ; + deltaX = vec1[0] - vec0[0]; + deltaZ = vec1[2] - vec0[2]; - return atan2s(delta_x, delta_z); + return atan2s(deltaX, deltaZ); } // copy of get_angle_between_points @@ -214,16 +214,16 @@ UNUSED void add_translate_mat4_vec3f_lite(Mat4 mat, Mat4 dest, Vec3f pos) { } // create a translation matrix -void mtxf_translate(Mat4 dest, Vec3f v_trans) { +void mtxf_translate(Mat4 dest, Vec3f vecTrans) { mtxf_identity(dest); - dest[3][0] = v_trans[0]; - dest[3][1] = v_trans[1]; - dest[3][2] = v_trans[2]; + dest[3][0] = vecTrans[0]; + dest[3][1] = vecTrans[1]; + dest[3][2] = vecTrans[2]; /* * 1 0 0 0 * 0 1 0 0 * 0 0 1 0 - * v_trans[0] v_trans[1] v_trans[2] 1 + * vecTrans[0] vecTrans[1] vecTrans[2] 1 */ } /* @@ -239,22 +239,22 @@ void mtxf_translate(Mat4 dest, Vec3f v_trans) { */ void mtxf_projection(Mat4 projMat, u16* arg1, f32 vertFov, f32 aspectRatio, f32 near, f32 far, f32 homogeneousScale) { - f32 half_cot; - s32 row_idx, col_idx; + f32 halfCot; + s32 rowIdx, colIdx; mtxf_identity(projMat); vertFov *= 0.017453292222222222; // convert from degrees to radians - half_cot = cosf(vertFov / 2) / sinf(vertFov / 2); - projMat[0][0] = half_cot / aspectRatio; - projMat[1][1] = half_cot; + halfCot = cosf(vertFov / 2) / sinf(vertFov / 2); + projMat[0][0] = halfCot / aspectRatio; + projMat[1][1] = halfCot; // Literature usually prefers the clearer equivalent -(near + far) / (far - near) projMat[2][2] = (near + far) / (near - far); projMat[2][3] = -1.0f; projMat[3][2] = (2 * near * far) / (near - far); projMat[3][3] = 0.0f; - for (row_idx = 0; row_idx < 4; row_idx++) { - for (col_idx = 0; col_idx < 4; col_idx++) { - projMat[row_idx][col_idx] *= homogeneousScale; + for (rowIdx = 0; rowIdx < 4; rowIdx++) { + for (colIdx = 0; colIdx < 4; colIdx++) { + projMat[rowIdx][colIdx] *= homogeneousScale; } } @@ -352,56 +352,56 @@ void mtxf_lookat(Mat4 mtx, Vec3f from, Vec3f to) { // create a rotation matrix around the x axis void mtxf_rotate_x(Mat4 mat, s16 angle) { - f32 sin_theta = sins(angle); - f32 cos_theta = coss(angle); + f32 sinTheta = sins(angle); + f32 cosTheta = coss(angle); mtxf_identity(mat); - mat[1][1] = cos_theta; - mat[1][2] = sin_theta; - mat[2][1] = -sin_theta; - mat[2][2] = cos_theta; + mat[1][1] = cosTheta; + mat[1][2] = sinTheta; + mat[2][1] = -sinTheta; + mat[2][2] = cosTheta; /* * 1, 0, 0, 0, - * 0, cos_theta, sin_theta, 0, - * 0, -sin_theta, cos_theta, 0, + * 0, cosTheta, sinTheta, 0, + * 0, -sinTheta, cosTheta, 0, * 0, 0, 0, 1 */ } // create a rotation matrix around the y axis void mtxf_rotate_y(Mat4 mat, s16 angle) { - f32 sin_theta = sins(angle); - f32 cos_theta = coss(angle); + f32 sinTheta = sins(angle); + f32 cosTheta = coss(angle); mtxf_identity(mat); - mat[0][0] = cos_theta; - mat[0][2] = -sin_theta; - mat[2][0] = sin_theta; - mat[2][2] = cos_theta; + mat[0][0] = cosTheta; + mat[0][2] = -sinTheta; + mat[2][0] = sinTheta; + mat[2][2] = cosTheta; /* - * cos_theta, 0, -sin_theta, 0, + * cosTheta, 0, -sinTheta, 0, * 0, 1, 0, 0, - * sin_theta, 0, cos_theta, 0, + * sinTheta, 0, cosTheta, 0, * 0, 0, 0, 1 */ } // create a rotation matrix around the z axis void mtxf_s16_rotate_z(Mat4 mat, s16 angle) { - f32 sin_theta = sins(angle); - f32 cos_theta = coss(angle); + f32 sinTheta = sins(angle); + f32 cosTheta = coss(angle); mtxf_identity(mat); - mat[0][0] = cos_theta; - mat[0][1] = sin_theta; - mat[1][0] = -sin_theta; - mat[1][1] = cos_theta; + mat[0][0] = cosTheta; + mat[0][1] = sinTheta; + mat[1][0] = -sinTheta; + mat[1][1] = cosTheta; /* - * cos_theta, sin_theta, 0, 0, - * -sin_theta, cos_theta, 0, 0, + * cosTheta, sinTheta, 0, 0, + * -sinTheta, cosTheta, 0, 0, * 0, 0, 1, 0, * 0, 0, 0, 1 */ @@ -465,9 +465,9 @@ UNUSED void func_802B5D30(s16 arg0, s16 arg1, s32 arg2) { * @param lightAddr * @param arg1 * @param arg2 - * @param light_count Always 1 in practice + * @param lightCount Always 1 in practice */ -void set_course_lighting(Lights1* lightAddr, s16 rotateAngleY, s16 rotateAngleX, s32 light_count) { +void set_course_lighting(Lights1* lightAddr, s16 rotateAngleY, s16 rotateAngleX, s32 lightCount) { u32 segment = SEGMENT_NUMBER2(lightAddr); u32 offset = SEGMENT_OFFSET(lightAddr); UNUSED s32 pad; @@ -488,7 +488,7 @@ void set_course_lighting(Lights1* lightAddr, s16 rotateAngleY, s16 rotateAngleX, lightAngle[0] = cosThetaX * sinThetaY * 120.0f; lightAngle[1] = 120.0f * sinThetaX; lightAngle[2] = cosThetaX * cosThetaY * -120.0f; - for (lightIdx = 0; lightIdx < light_count; lightIdx++, lights++) { + for (lightIdx = 0; lightIdx < lightCount; lightIdx++, lights++) { lights->l[0].l.dir[0] = lightAngle[0]; lights->l[0].l.dir[1] = lightAngle[1]; lights->l[0].l.dir[2] = lightAngle[2]; @@ -626,33 +626,33 @@ UNUSED void func_802B6374(Vec3f arg0) { // translate the vector with a matrix // TODO: rename transform because it is not a translation void mtxf_translate_vec3f_mat3(Vec3f vec, Mat3 mat) { - f32 new_x; - f32 new_y; - f32 new_z; + f32 newX; + f32 newY; + f32 newZ; - new_x = (mat[0][0] * vec[0]) + (mat[0][1] * vec[1]) + (mat[0][2] * vec[2]); - new_y = (mat[1][0] * vec[0]) + (mat[1][1] * vec[1]) + (mat[1][2] * vec[2]); - new_z = (mat[2][0] * vec[0]) + (mat[2][1] * vec[1]) + (mat[2][2] * vec[2]); + newX = (mat[0][0] * vec[0]) + (mat[0][1] * vec[1]) + (mat[0][2] * vec[2]); + newY = (mat[1][0] * vec[0]) + (mat[1][1] * vec[1]) + (mat[1][2] * vec[2]); + newZ = (mat[2][0] * vec[0]) + (mat[2][1] * vec[1]) + (mat[2][2] * vec[2]); - vec[0] = new_x; - vec[1] = new_y; - vec[2] = new_z; + vec[0] = newX; + vec[1] = newY; + vec[2] = newZ; } // translate the vector with a matrix (with a matrix 4x4) // TODO: rename transform because it is not a translation void mtxf_translate_vec3f_mat4(Vec3f vec, Mat4 mat) { - f32 new_x; - f32 new_y; - f32 new_z; + f32 newX; + f32 newY; + f32 newZ; - new_x = (mat[0][0] * vec[0]) + (mat[0][1] * vec[1]) + (mat[0][2] * vec[2]); - new_y = (mat[1][0] * vec[0]) + (mat[1][1] * vec[1]) + (mat[1][2] * vec[2]); - new_z = (mat[2][0] * vec[0]) + (mat[2][1] * vec[1]) + (mat[2][2] * vec[2]); + newX = (mat[0][0] * vec[0]) + (mat[0][1] * vec[1]) + (mat[0][2] * vec[2]); + newY = (mat[1][0] * vec[0]) + (mat[1][1] * vec[1]) + (mat[1][2] * vec[2]); + newZ = (mat[2][0] * vec[0]) + (mat[2][1] * vec[1]) + (mat[2][2] * vec[2]); - vec[0] = new_x; - vec[1] = new_y; - vec[2] = new_z; + vec[0] = newX; + vec[1] = newY; + vec[2] = newZ; } UNUSED void func_802B64B0(UNUSED s32 arg0, UNUSED s32 arg1, UNUSED s32 arg2, UNUSED s32 arg3) { @@ -674,8 +674,8 @@ void vec3f_rotate_y(Vec3f vector, s16 rotationAngle) { /* produces a rotation matrix by specifying the y-component of the rotation axis, then an xz-rotation axis and the overall rotation angle */ void calculate_orientation_matrix(Mat3 dest, f32 axisZ, f32 cosAxisY, f32 axisX, s16 rotationAngle) { - Mat3 mtx_rot_y; - Mat3 mtx_rot_xz; + Mat3 mtxRotY; + Mat3 mtxRotXZ; s32 row, col; f32 a; f32 axisNormedX; @@ -687,17 +687,17 @@ void calculate_orientation_matrix(Mat3 dest, f32 axisZ, f32 cosAxisY, f32 axisX, sinValue = sins(rotationAngle); cosValue = coss(rotationAngle); - mtx_rot_y[0][0] = cosValue; - mtx_rot_y[2][1] = 0; - mtx_rot_y[1][2] = 0; + mtxRotY[0][0] = cosValue; + mtxRotY[2][1] = 0; + mtxRotY[1][2] = 0; - mtx_rot_y[1][1] = 1; - mtx_rot_y[2][0] = sinValue; - mtx_rot_y[0][2] = -sinValue; + mtxRotY[1][1] = 1; + mtxRotY[2][0] = sinValue; + mtxRotY[0][2] = -sinValue; - mtx_rot_y[2][2] = cosValue; - mtx_rot_y[1][0] = 0; - mtx_rot_y[0][1] = 0; + mtxRotY[2][2] = cosValue; + mtxRotY[1][0] = 0; + mtxRotY[0][1] = 0; /* Standard rotation matrix [cos, 0, -sin] @@ -709,7 +709,7 @@ void calculate_orientation_matrix(Mat3 dest, f32 axisZ, f32 cosAxisY, f32 axisX, for (row = 0; row < 3; row++) { for (col = 0; col < 3; col++) { - mtx_rot_xz[row][col] = (row == col) ? 1.0f : 0.0f; + mtxRotXZ[row][col] = (row == col) ? 1.0f : 0.0f; } } @@ -717,30 +717,30 @@ void calculate_orientation_matrix(Mat3 dest, f32 axisZ, f32 cosAxisY, f32 axisX, for (row = 0; row < 3; row++) { for (col = 0; col < 3; col++) { - mtx_rot_xz[row][col] = (row == col) ? 1.0f : 0.0f; + mtxRotXZ[row][col] = (row == col) ? 1.0f : 0.0f; } } - mtx_rot_xz[1][1] = -1; + mtxRotXZ[1][1] = -1; } else { a = (f32) - (360.0 - ((f64) (acos1f(cosAxisY) * 180.0f) / M_PI)); // converting to degrees axisNormedX = -axisX / sqrtf((axisZ * axisZ) + (axisX * axisX)); axisNormedZ = axisZ / sqrtf((axisZ * axisZ) + (axisX * axisX)); - calculate_rotation_matrix(mtx_rot_xz, a, axisNormedX, 0, axisNormedZ); // rotates around something in the x-z plane + calculate_rotation_matrix(mtxRotXZ, a, axisNormedX, 0, axisNormedZ); // rotates around something in the x-z plane } - //mtx_rot_y * matrix - dest[0][0] = (mtx_rot_y[0][0] * mtx_rot_xz[0][0]) + (mtx_rot_y[0][1] * mtx_rot_xz[1][0]) + (mtx_rot_y[0][2] * mtx_rot_xz[2][0]); - dest[1][0] = (mtx_rot_y[1][0] * mtx_rot_xz[0][0]) + (mtx_rot_y[1][1] * mtx_rot_xz[1][0]) + (mtx_rot_y[1][2] * mtx_rot_xz[2][0]); - dest[2][0] = (mtx_rot_y[2][0] * mtx_rot_xz[0][0]) + (mtx_rot_y[2][1] * mtx_rot_xz[1][0]) + (mtx_rot_y[2][2] * mtx_rot_xz[2][0]); + //mtxRotY * matrix + dest[0][0] = (mtxRotY[0][0] * mtxRotXZ[0][0]) + (mtxRotY[0][1] * mtxRotXZ[1][0]) + (mtxRotY[0][2] * mtxRotXZ[2][0]); + dest[1][0] = (mtxRotY[1][0] * mtxRotXZ[0][0]) + (mtxRotY[1][1] * mtxRotXZ[1][0]) + (mtxRotY[1][2] * mtxRotXZ[2][0]); + dest[2][0] = (mtxRotY[2][0] * mtxRotXZ[0][0]) + (mtxRotY[2][1] * mtxRotXZ[1][0]) + (mtxRotY[2][2] * mtxRotXZ[2][0]); - dest[0][1] = (mtx_rot_y[0][0] * mtx_rot_xz[0][1]) + (mtx_rot_y[0][1] * mtx_rot_xz[1][1]) + (mtx_rot_y[0][2] * mtx_rot_xz[2][1]); - dest[1][1] = (mtx_rot_y[1][0] * mtx_rot_xz[0][1]) + (mtx_rot_y[1][1] * mtx_rot_xz[1][1]) + (mtx_rot_y[1][2] * mtx_rot_xz[2][1]); - dest[2][1] = (mtx_rot_y[2][0] * mtx_rot_xz[0][1]) + (mtx_rot_y[2][1] * mtx_rot_xz[1][1]) + (mtx_rot_y[2][2] * mtx_rot_xz[2][1]); + dest[0][1] = (mtxRotY[0][0] * mtxRotXZ[0][1]) + (mtxRotY[0][1] * mtxRotXZ[1][1]) + (mtxRotY[0][2] * mtxRotXZ[2][1]); + dest[1][1] = (mtxRotY[1][0] * mtxRotXZ[0][1]) + (mtxRotY[1][1] * mtxRotXZ[1][1]) + (mtxRotY[1][2] * mtxRotXZ[2][1]); + dest[2][1] = (mtxRotY[2][0] * mtxRotXZ[0][1]) + (mtxRotY[2][1] * mtxRotXZ[1][1]) + (mtxRotY[2][2] * mtxRotXZ[2][1]); - dest[0][2] = (mtx_rot_y[0][0] * mtx_rot_xz[0][2]) + (mtx_rot_y[0][1] * mtx_rot_xz[1][2]) + (mtx_rot_y[0][2] * mtx_rot_xz[2][2]); - dest[1][2] = (mtx_rot_y[1][0] * mtx_rot_xz[0][2]) + (mtx_rot_y[1][1] * mtx_rot_xz[1][2]) + (mtx_rot_y[1][2] * mtx_rot_xz[2][2]); - dest[2][2] = (mtx_rot_y[2][0] * mtx_rot_xz[0][2]) + (mtx_rot_y[2][1] * mtx_rot_xz[1][2]) + (mtx_rot_y[2][2] * mtx_rot_xz[2][2]); + dest[0][2] = (mtxRotY[0][0] * mtxRotXZ[0][2]) + (mtxRotY[0][1] * mtxRotXZ[1][2]) + (mtxRotY[0][2] * mtxRotXZ[2][2]); + dest[1][2] = (mtxRotY[1][0] * mtxRotXZ[0][2]) + (mtxRotY[1][1] * mtxRotXZ[1][2]) + (mtxRotY[1][2] * mtxRotXZ[2][2]); + dest[2][2] = (mtxRotY[2][0] * mtxRotXZ[0][2]) + (mtxRotY[2][1] * mtxRotXZ[1][2]) + (mtxRotY[2][2] * mtxRotXZ[2][2]); } // include in calculate_orientation_matrix @@ -779,9 +779,9 @@ void calculate_rotation_matrix(Mat3 destMatrix, s16 rotationAngle, f32 axisX, f3 f32 sinValue; f32 cosValue; f32 temp; - f32 value_zx; - f32 value_yz; - f32 value_xy; + f32 valueZX; + f32 valueYZ; + f32 valueXY; UNUSED s32 pad[2]; sinValue = sins((u16) rotationAngle); @@ -789,24 +789,24 @@ void calculate_rotation_matrix(Mat3 destMatrix, s16 rotationAngle, f32 axisX, f3 temp = 1.0f - cosValue; - value_zx = (axisZ * axisX) * temp; - value_yz = (axisY * axisZ) * temp; - value_xy = (axisX * axisY) * temp; + valueZX = (axisZ * axisX) * temp; + valueYZ = (axisY * axisZ) * temp; + valueXY = (axisX * axisY) * temp; temp = axisX * axisX; destMatrix[0][0] = ((1.0f - temp) * cosValue) + temp; - destMatrix[2][1] = value_yz - (axisX * sinValue); - destMatrix[1][2] = value_yz + (axisX * sinValue); + destMatrix[2][1] = valueYZ - (axisX * sinValue); + destMatrix[1][2] = valueYZ + (axisX * sinValue); temp = axisY * axisY; destMatrix[1][1] = (((1.0f - temp) * cosValue) + temp); - destMatrix[2][0] = value_zx + (axisY * sinValue); - destMatrix[0][2] = value_zx - (axisY * sinValue); + destMatrix[2][0] = valueZX + (axisY * sinValue); + destMatrix[0][2] = valueZX - (axisY * sinValue); temp = axisZ * axisZ; destMatrix[2][2] = (((1.0f - temp) * cosValue) + temp); - destMatrix[1][0] = value_xy - (axisZ * sinValue); - destMatrix[0][1] = value_xy + (axisZ * sinValue); + destMatrix[1][0] = valueXY - (axisZ * sinValue); + destMatrix[0][1] = valueXY + (axisZ * sinValue); } UNUSED void func_802B6BC0(Mat4 arg0, s16 arg1, f32 arg2, f32 arg3, f32 arg4) { @@ -1076,8 +1076,8 @@ UNUSED void func_802B7C6C(f32 arg0) { atan2f(arg0, sqrtf(1.0 - (arg0 * arg0))); } -s16 asin1s(f32 sin_theta) { - return atan2s(sin_theta, sqrtf(1.0 - (sin_theta * sin_theta))); +s16 asin1s(f32 sinTheta) { + return atan2s(sinTheta, sqrtf(1.0 - (sinTheta * sinTheta))); /* atan(sin(theta) / sqrt(1 - sin**2(theta))) = atan(sin(theta) / sqrt(cos**2(theta))) = atan(sin(theta) / cos(theta)) @@ -1085,8 +1085,8 @@ s16 asin1s(f32 sin_theta) { = theta */ } -f32 acos1f(f32 cos_theta) { - return atan2f(sqrtf(1.0 - (cos_theta * cos_theta)), cos_theta); +f32 acos1f(f32 cosTheta) { + return atan2f(sqrtf(1.0 - (cosTheta * cosTheta)), cosTheta); /* atan(sqrt(1 - cos**2(theta)) / cos(theta)) = atan(sqrt(sin**2(theta)) / cos(theta)) = atan(sin(theta) / cos(theta)) @@ -1134,7 +1134,7 @@ s16 angle_from_coords(f32 vec0y, f32 vec0x, f32 vec1y, f32 vec1x) { return atan2s(vec1y - vec0y, vec1x - vec0x); } -void planar_angles(Vec3f from, Vec3f to, Vec3s rot_angles) { +void planar_angles(Vec3f from, Vec3f to, Vec3s rotAngles) { f32 fromX = from[0]; f32 fromY = from[1]; f32 fromZ = from[2]; @@ -1143,9 +1143,9 @@ void planar_angles(Vec3f from, Vec3f to, Vec3s rot_angles) { f32 toY = to[1]; f32 toZ = to[2]; - rot_angles[1] = angle_from_coords(fromZ, fromX, toZ, toX); - rot_angles[0] = angle_from_coords(fromY, fromZ, toY, toZ); - rot_angles[2] = angle_from_coords(fromX, fromY, toX, toY); + rotAngles[1] = angle_from_coords(fromZ, fromX, toZ, toX); + rotAngles[0] = angle_from_coords(fromY, fromZ, toY, toZ); + rotAngles[2] = angle_from_coords(fromX, fromY, toX, toY); } f32 sins(u16 arg0) { @@ -1157,17 +1157,17 @@ f32 coss(u16 arg0) { } // TODO: rename is_between_angle -s32 is_visible_between_angle(u16 fov_higher, u16 fov_lower, u16 angle_to_check) { - if (fov_lower < fov_higher) { - if (fov_lower >= angle_to_check) { +s32 is_visible_between_angle(u16 fovHigher, u16 fovLower, u16 angleToCheck) { + if (fovLower < fovHigher) { + if (fovLower >= angleToCheck) { return 0; } - if (angle_to_check >= fov_higher) { + if (angleToCheck >= fovHigher) { return 0; } } else { // fov straddles 0 angle - if ((fov_lower >= angle_to_check) && (angle_to_check >= fov_higher)) { + if ((fovLower >= angleToCheck) && (angleToCheck >= fovHigher)) { return 0; } } @@ -1181,13 +1181,13 @@ s32 is_visible_between_angle(u16 fov_higher, u16 fov_lower, u16 angle_to_check) * @param objectPos The position of the object in 3D space. * @param orientationY The orientation angle of the object around the Y-axis. * @param preloadDistanceSquared Consider an object within this distance of viweable area as renderable - * @param fov_degrees The field of view (FOV) of the camera (degrees). + * @param fovDegrees The field of view (FOV) of the camera (degrees). * @param maxDistanceSquared The maximum render distance. * @return The distance between the camera and the object if it's within render distance of the * camera's vision, or -1.0f if it exceeds the render distance. */ -f32 is_within_render_distance(Vec3f cameraPos, Vec3f objectPos, u16 orientationY, f32 preloadDistanceSquared, f32 fov_degrees, +f32 is_within_render_distance(Vec3f cameraPos, Vec3f objectPos, u16 orientationY, f32 preloadDistanceSquared, f32 fovDegrees, f32 maxDistanceSquared) { u16 angleObject; UNUSED u16 pad; @@ -1195,11 +1195,11 @@ f32 is_within_render_distance(Vec3f cameraPos, Vec3f objectPos, u16 orientationY f32 distanceXSquared; f32 distanceSquared; f32 distanceZSquared; - s32 plus_fov_angle; - s32 minus_fov_angle; + s32 plusFovAngle; + s32 minusFovAngle; u16 adjustedAngle; UNUSED s32 pad2[3]; - u16 fov_units = ((u16) fov_degrees * 182); //degrees to angle units (182 * 360 ~= 2**16) + u16 fovUnits = ((u16) fovDegrees * 182); //degrees to angle units (182 * 360 ~= 2**16) distanceXSquared = objectPos[0] - cameraPos[0]; distanceXSquared = distanceXSquared * distanceXSquared; @@ -1223,17 +1223,17 @@ f32 is_within_render_distance(Vec3f cameraPos, Vec3f objectPos, u16 orientationY } angleObject = get_angle_between_points(cameraPos, objectPos); - minus_fov_angle = (orientationY - fov_units); - plus_fov_angle = (orientationY + fov_units); + minusFovAngle = (orientationY - fovUnits); + plusFovAngle = (orientationY + fovUnits); if (preloadDistanceSquared == 0.0f) { - if (is_visible_between_angle((orientationY + fov_units), (orientationY - fov_units), angleObject) == 1) { + if (is_visible_between_angle((orientationY + fovUnits), (orientationY - fovUnits), angleObject) == 1) { return distanceSquared; } return -1.0f; } - if (is_visible_between_angle((u16) plus_fov_angle, (u16) minus_fov_angle, angleObject) == 1) { + if (is_visible_between_angle((u16) plusFovAngle, (u16) minusFovAngle, angleObject) == 1) { return distanceSquared; } @@ -1242,12 +1242,12 @@ f32 is_within_render_distance(Vec3f cameraPos, Vec3f objectPos, u16 orientationY preloadAngle = asin1s(preloadDistanceSquared / distanceSquared); adjustedAngle = angleObject + preloadAngle; - if (is_visible_between_angle(plus_fov_angle, minus_fov_angle, adjustedAngle) == 1) { + if (is_visible_between_angle(plusFovAngle, minusFovAngle, adjustedAngle) == 1) { return distanceSquared; } adjustedAngle = angleObject - preloadAngle; - if (is_visible_between_angle(plus_fov_angle, minus_fov_angle, adjustedAngle) == 1) { + if (is_visible_between_angle(plusFovAngle, minusFovAngle, adjustedAngle) == 1) { return distanceSquared; } return -1.0f; @@ -1283,7 +1283,7 @@ UNUSED void func_802B8414(uintptr_t addr, Mat4 arg1, s16 arg2, s16 arg3, s32 arg } } -void func_802B8614(Player* arg0) { +UNUSED void func_802B8614(Player* arg0) { UNUSED f64 pad[4]; f64 corner1PosX = arg0->tyres[FRONT_RIGHT].pos[0]; f64 corner1PosY = arg0->tyres[FRONT_RIGHT].baseHeight;