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SSBM Decomp
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#include "lb/lbvector.h"#include <platform.h>#include "lb/lbrefract.h"#include <math.h>#include <math_ppc.h>#include <dolphin/gx/GXTransform.h>#include <dolphin/mtx.h>#include <baselib/cobj.h>#include <baselib/debug.h>Functions | |
| static float | lbVector_Len (Vec3 *vec) |
| static float | lbVector_Len_xy (Vec3 *vec) |
| float | lbVector_Normalize (Vec3 *vec) |
| float | lbVector_NormalizeXY (Vec3 *a) |
| Vec3 * | lbVector_Add (Vec3 *a, Vec3 *b) |
| Vec3 * | lbVector_Add_xy (Vec3 *a, Vec3 *b) |
| Vec3 * | lbVector_Sub (Vec3 *a, Vec3 *b) |
| Vec3 * | lbVector_Diff (Vec3 *a, Vec3 *b, Vec3 *result) |
| Vec3 * | lbVector_CrossprodNormalized (Vec3 *a, Vec3 *b, Vec3 *result) |
| float | lbVector_Angle (Vec3 *a, Vec3 *b) |
| float | lbVector_AngleXY (Vec3 *a, Vec3 *b) |
| static float | sin (float angle) |
| static float | cos (float angle) |
| void | lbVector_RotateAboutUnitAxis (Vec3 *v, Vec3 *axis, float angle) |
| void | lbVector_Rotate (Vec3 *v, int axis, float angle) |
| float | dummy (void) |
| void | lbVector_Mirror (Vec3 *a, Vec3 *unit_mirror_axis) |
| float | lbVector_CosAngle (Vec3 *a, Vec3 *b) |
| Vec3 * | lbVector_Lerp (Vec3 *a, Vec3 *b, Vec3 *result, float f) |
| Vec3 * | lbVector_8000DE38 (Mtx m, Vec3 *v, float c) |
| Vec3 * | lbVector_EulerAnglesFromONB (Vec3 *result_angles, Vec3 *a, Vec3 *b, Vec3 *c) |
| Vec3 * | lbVector_EulerAnglesFromPartialONB (Vec3 *result_angles, Vec3 *a, Vec3 *c) |
| Vec3 * | lbVector_ApplyEulerRotation (Vec3 *v, Vec3 *angles) |
| float | lbVector_sqrtf_accurate (float x) |
| Vec3 * | lbVector_WorldToScreen (HSD_CObj *cobj, const Vec3 *pos3d, Vec3 *screenCoords, int d) |
| void | lbVector_CreateEulerMatrix (Mtx m, Vec3 *angles) |
| float | lbVector_8000E838 (Vec3 *a, Vec3 *b, Vec3 *c, Vec3 *d) |
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static |
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static |
| float lbVector_Normalize | ( | Vec3 * | vec | ) |
| float lbVector_NormalizeXY | ( | Vec3 * | a | ) |
| Vec3 * lbVector_Add | ( | Vec3 * | a, |
| Vec3 * | b | ||
| ) |
| Vec3 * lbVector_Add_xy | ( | Vec3 * | a, |
| Vec3 * | b | ||
| ) |
| Vec3 * lbVector_Sub | ( | Vec3 * | a, |
| Vec3 * | b | ||
| ) |
| Vec3 * lbVector_Diff | ( | Vec3 * | a, |
| Vec3 * | b, | ||
| Vec3 * | result | ||
| ) |
| Vec3 * lbVector_CrossprodNormalized | ( | Vec3 * | a, |
| Vec3 * | b, | ||
| Vec3 * | result | ||
| ) |
| float lbVector_Angle | ( | Vec3 * | a, |
| Vec3 * | b | ||
| ) |
| float lbVector_AngleXY | ( | Vec3 * | a, |
| Vec3 * | b | ||
| ) |
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static |
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static |
| void lbVector_RotateAboutUnitAxis | ( | Vec3 * | v, |
| Vec3 * | axis, | ||
| float | angle | ||
| ) |
| void lbVector_Rotate | ( | Vec3 * | v, |
| int | axis, | ||
| float | angle | ||
| ) |
| float dummy | ( | void | ) |
| void lbVector_Mirror | ( | Vec3 * | a, |
| Vec3 * | unit_mirror_axis | ||
| ) |
| float lbVector_CosAngle | ( | Vec3 * | a, |
| Vec3 * | b | ||
| ) |
| Vec3 * lbVector_Lerp | ( | Vec3 * | a, |
| Vec3 * | b, | ||
| Vec3 * | result, | ||
| float | f | ||
| ) |
| Vec3 * lbVector_8000DE38 | ( | Mtx | m, |
| Vec3 * | v, | ||
| float | c | ||
| ) |
| Vec3 * lbVector_EulerAnglesFromONB | ( | Vec3 * | result_angles, |
| Vec3 * | a, | ||
| Vec3 * | b, | ||
| Vec3 * | c | ||
| ) |
| Vec3 * lbVector_EulerAnglesFromPartialONB | ( | Vec3 * | result_angles, |
| Vec3 * | a, | ||
| Vec3 * | c | ||
| ) |
| Vec3 * lbVector_ApplyEulerRotation | ( | Vec3 * | v, |
| Vec3 * | angles | ||
| ) |
| float lbVector_sqrtf_accurate | ( | float | x | ) |
| Vec3 * lbVector_WorldToScreen | ( | HSD_CObj * | cobj, |
| const Vec3 * | pos3d, | ||
| Vec3 * | screenCoords, | ||
| int | d | ||
| ) |
| void lbVector_CreateEulerMatrix | ( | Mtx | m, |
| Vec3 * | angles | ||
| ) |
| float lbVector_8000E838 | ( | Vec3 * | a, |
| Vec3 * | b, | ||
| Vec3 * | c, | ||
| Vec3 * | d | ||
| ) |