SSBM Decomp
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Go to the source code of this file.
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 *b) |
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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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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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 * | b | ||
) |
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 | ||
) |