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lbvector.h
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1#ifndef GALE01_00D2EC
2#define GALE01_00D2EC
3
5#include <baselib/forward.h>
6
8
9static float lbVector_Len(Vec3* vec);
10static float lbVector_Len_xy(Vec3* vec);
11
12float lbVector_Normalize(Vec3* vec);
17Vec3* lbVector_Diff(Vec3* a, Vec3* b, Vec3* result);
19
20float lbVector_Angle(Vec3* a, Vec3* b);
21float lbVector_AngleXY(Vec3* a, Vec3* b);
22
23static float sin(float angle);
24static float cos(float angle);
25
26void lbVector_RotateAboutUnitAxis(Vec3* v, Vec3* axis, float angle);
27void lbVector_Rotate(Vec3* v, int axis, float angle);
28
29float dummy(void);
30void lbVector_Mirror(Vec3* a, Vec3* b);
31float lbVector_CosAngle(Vec3* a, Vec3* b);
32Vec3* lbVector_Lerp(Vec3* a, Vec3* b, Vec3* result, float f);
33Vec3* lbVector_8000DE38(Mtx m, Vec3* v, float c);
34
35Vec3* lbVector_EulerAnglesFromONB(Vec3* result_angles, Vec3* a, Vec3* b,
36 Vec3* c);
38 Vec3* c);
40float lbVector_sqrtf_accurate(float x);
41
42Vec3* lbVector_WorldToScreen(HSD_CObj* cobj, const Vec3* pos3d,
43 Vec3* screenCoords, int d);
44void lbVector_CreateEulerMatrix(Mtx m, Vec3* angles);
45float lbVector_8000E838(Vec3* a, Vec3* b, Vec3* c, Vec3* d);
46
47#endif
f32 Mtx[3][4]
Definition forward.h:6
Vec3 * lbVector_Add(Vec3 *a, Vec3 *b)
Definition lbvector.c:54
float lbVector_NormalizeXY(Vec3 *a)
Definition lbvector.c:40
Vec3 * lbVector_ApplyEulerRotation(Vec3 *v, Vec3 *angles)
Definition lbvector.c:355
static float cos(float angle)
Vec3 * lbVector_Lerp(Vec3 *a, Vec3 *b, Vec3 *result, float f)
Definition lbvector.c:281
Vec3 * lbVector_8000DE38(Mtx m, Vec3 *v, float c)
Definition lbvector.c:291
float dummy(void)
Definition lbvector.c:254
Vec3 * lbVector_Diff(Vec3 *a, Vec3 *b, Vec3 *result)
Definition lbvector.c:77
float lbVector_CosAngle(Vec3 *a, Vec3 *b)
Definition lbvector.c:272
static float lbVector_Len_xy(Vec3 *vec)
float lbVector_Angle(Vec3 *a, Vec3 *b)
Definition lbvector.c:93
void lbVector_RotateAboutUnitAxis(Vec3 *v, Vec3 *axis, float angle)
Definition lbvector.c:163
Vec3 * lbVector_Add_xy(Vec3 *a, Vec3 *b)
Definition lbvector.c:62
void lbVector_Rotate(Vec3 *v, int axis, float angle)
Definition lbvector.c:224
Vec3 * lbVector_EulerAnglesFromPartialONB(Vec3 *result_angles, Vec3 *a, Vec3 *c)
Definition lbvector.c:344
static float sin(float angle)
Vec3 * lbVector_Sub(Vec3 *a, Vec3 *b)
Definition lbvector.c:69
static float lbVector_Len(Vec3 *vec)
void lbVector_CreateEulerMatrix(Mtx m, Vec3 *angles)
Definition lbvector.c:458
Vec3 * lbVector_EulerAnglesFromONB(Vec3 *result_angles, Vec3 *a, Vec3 *b, Vec3 *c)
Definition lbvector.c:320
Vec3 * lbVector_CrossprodNormalized(Vec3 *a, Vec3 *b, Vec3 *result)
Definition lbvector.c:85
float lbVector_AngleXY(Vec3 *a, Vec3 *b)
Definition lbvector.c:112
float lbVector_Normalize(Vec3 *vec)
Definition lbvector.c:25
void lbVector_Mirror(Vec3 *a, Vec3 *b)
Definition lbvector.c:261
Vec3 * lbVector_WorldToScreen(HSD_CObj *cobj, const Vec3 *pos3d, Vec3 *screenCoords, int d)
Definition lbvector.c:370
float lbVector_8000E838(Vec3 *a, Vec3 *b, Vec3 *c, Vec3 *d)
Definition lbvector.c:497
float lbVector_sqrtf_accurate(float x)
Definition lbvector.c:364
Definition cobj.h:39
Definition types.h:13
Definition ground.c:2466
int c
Definition tev.c:18