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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Functions | |
| static void | dummy () |
| void | mDoMtx_XYZrotS (Mtx mtx, s16 x, s16 y, s16 z) |
| void | mDoMtx_XYZrotM (Mtx mtx, s16 x, s16 y, s16 z) |
| void | mDoMtx_ZXYrotS (Mtx mtx, s16 x, s16 y, s16 z) |
| void | mDoMtx_ZXYrotM (Mtx mtx, s16 x, s16 y, s16 z) |
| void | mDoMtx_XrotS (Mtx mtx, s16 x) |
| void | mDoMtx_XrotM (Mtx mtx, s16 x) |
| void | mDoMtx_YrotS (Mtx mtx, s16 y) |
| Sets the given matrix to a rotation transformation around the Y-axis. | |
| void | mDoMtx_YrotM (Mtx mtx, s16 y) |
| void | mDoMtx_ZrotS (Mtx mtx, s16 z) |
| void | mDoMtx_ZrotM (Mtx mtx, s16 z) |
| void | mDoMtx_lookAt (Mtx mtx, Vec const *param_1, Vec const *param_2, s16 param_3) |
| void | mDoMtx_lookAt (Mtx mtx, Vec const *i_eye, Vec const *i_center, Vec const *i_up, s16 i_bank) |
| void | mDoMtx_concatProjView (const Mtx a, const Mtx b, Mtx c) |
| bool | mDoMtx_inverseTranspose (const Mtx a, Mtx b) |
| void | mDoMtx_QuatConcat (const Quaternion *a, const Quaternion *b, Quaternion *c) |
| void | mDoMtx_MtxToRot (CMtxP m, csXyz *o_rot) |
Variables | |
| static mDoMtx_stack_c | mDoMtx_stack |
| static mDoMtx_quatStack_c | mDoMtx_quatStack |
| Mtx | g_mDoMtx_identity |
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static |
| void mDoMtx_lookAt | ( | Mtx | mtx, |
| Vec const * | i_eye, | ||
| Vec const * | i_center, | ||
| Vec const * | i_up, | ||
| s16 | i_bank ) |
| void mDoMtx_QuatConcat | ( | const Quaternion * | a, |
| const Quaternion * | b, | ||
| Quaternion * | c ) |
Sets the given matrix to a rotation transformation around the Y-axis.
This function constructs a 3x4 rotation matrix for rotating around the Y-axis by the specified angle. The matrix is filled directly with cosine and sine values computed from the angle.
The resulting matrix layout is:
| mtx | The 3x4 matrix to modify (output parameter). |
| y | The rotation angle as a signed 16-bit integer. |
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