Go to the source code of this file.
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static float | lbVector_Len (Vec3 *vec) |
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static float | lbVector_Len_xy (Vec3 *vec) |
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float | lbVector_Normalize (Vec3 *vec) |
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float | lbVector_NormalizeXY (Vec3 *a) |
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Vec3 * | lbVector_Add (Vec3 *a, Vec3 *b) |
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Vec3 * | lbVector_Add_xy (Vec3 *a, Vec3 *b) |
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Vec3 * | lbVector_Sub (Vec3 *a, Vec3 *b) |
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Vec3 * | lbVector_Diff (Vec3 *a, Vec3 *b, Vec3 *result) |
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Vec3 * | lbVector_CrossprodNormalized (Vec3 *a, Vec3 *b, Vec3 *result) |
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float | lbVector_Angle (Vec3 *a, Vec3 *b) |
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float | lbVector_AngleXY (Vec3 *a, Vec3 *b) |
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static float | sin (float angle) |
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static float | cos (float angle) |
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void | lbVector_RotateAboutUnitAxis (Vec3 *v, Vec3 *axis, float angle) |
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void | lbVector_Rotate (Vec3 *v, int axis, float angle) |
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float | dummy (void) |
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void | lbVector_Mirror (Vec3 *a, Vec3 *b) |
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float | lbVector_CosAngle (Vec3 *a, Vec3 *b) |
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Vec3 * | lbVector_Lerp (Vec3 *a, Vec3 *b, Vec3 *result, float f) |
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Vec3 * | lbVector_8000DE38 (Mtx m, Vec3 *v, float c) |
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Vec3 * | lbVector_EulerAnglesFromONB (Vec3 *result_angles, Vec3 *a, Vec3 *b, Vec3 *c) |
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Vec3 * | lbVector_EulerAnglesFromPartialONB (Vec3 *result_angles, Vec3 *a, Vec3 *c) |
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Vec3 * | lbVector_ApplyEulerRotation (Vec3 *v, Vec3 *angles) |
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float | lbVector_sqrtf_accurate (float x) |
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Vec3 * | lbVector_WorldToScreen (HSD_CObj *cobj, const Vec3 *pos3d, Vec3 *screenCoords, int d) |
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void | lbVector_CreateEulerMatrix (Mtx m, Vec3 *angles) |
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float | lbVector_8000E838 (Vec3 *a, Vec3 *b, Vec3 *c, Vec3 *d) |
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◆ lbVector_Len()
static float lbVector_Len |
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Vec3 * |
vec | ) |
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◆ lbVector_Len_xy()
static float lbVector_Len_xy |
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Vec3 * |
vec | ) |
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◆ lbVector_Normalize()
float lbVector_Normalize |
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Vec3 * |
vec | ) |
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◆ lbVector_NormalizeXY()
float lbVector_NormalizeXY |
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Vec3 * |
a | ) |
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◆ lbVector_Add()
◆ lbVector_Add_xy()
◆ lbVector_Sub()
◆ lbVector_Diff()
◆ lbVector_CrossprodNormalized()
◆ lbVector_Angle()
float lbVector_Angle |
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Vec3 * |
a, |
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Vec3 * |
b |
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) |
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◆ lbVector_AngleXY()
float lbVector_AngleXY |
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Vec3 * |
a, |
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Vec3 * |
b |
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) |
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◆ sin()
static float sin |
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float |
angle | ) |
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static |
◆ cos()
static float cos |
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float |
angle | ) |
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◆ lbVector_RotateAboutUnitAxis()
void lbVector_RotateAboutUnitAxis |
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Vec3 * |
v, |
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Vec3 * |
axis, |
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float |
angle |
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) |
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◆ lbVector_Rotate()
void lbVector_Rotate |
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Vec3 * |
v, |
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int |
axis, |
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float |
angle |
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) |
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◆ dummy()
◆ lbVector_Mirror()
void lbVector_Mirror |
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Vec3 * |
a, |
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Vec3 * |
b |
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) |
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◆ lbVector_CosAngle()
float lbVector_CosAngle |
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Vec3 * |
a, |
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Vec3 * |
b |
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) |
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◆ lbVector_Lerp()
◆ lbVector_8000DE38()
◆ lbVector_EulerAnglesFromONB()
◆ lbVector_EulerAnglesFromPartialONB()
Vec3 * lbVector_EulerAnglesFromPartialONB |
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Vec3 * |
result_angles, |
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Vec3 * |
a, |
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Vec3 * |
c |
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) |
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◆ lbVector_ApplyEulerRotation()
Vec3 * lbVector_ApplyEulerRotation |
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Vec3 * |
v, |
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Vec3 * |
angles |
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) |
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◆ lbVector_sqrtf_accurate()
float lbVector_sqrtf_accurate |
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float |
x | ) |
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◆ lbVector_WorldToScreen()
◆ lbVector_CreateEulerMatrix()
void lbVector_CreateEulerMatrix |
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Mtx |
m, |
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Vec3 * |
angles |
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) |
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◆ lbVector_8000E838()