Mario Kart 64
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Matrix.cpp File Reference
#include <libultraship.h>
#include <libultra/gbi.h>
#include "engine/World.h"
#include "src/port/interpolation/FrameInterpolation.h"
#include "common_structs.h"
#include "math_util.h"
#include "math_util_2.h"
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Functions

void AddMatrix (std::deque< Mtx > &stack, Mat4 mtx, s32 flags)
 
Mtx * GetMatrix (std::deque< Mtx > &stack)
 
void AddMatrixFixed (std::deque< Mtx > &stack, s32 flags)
 
void SetTextMatrix (Mat4 mf, f32 x, f32 y, f32 arg3, f32 arg4)
 
Gfx * AddTextMatrix (Gfx *displayListHead, Mat4 mtx)
 
void ApplyMatrixTransformations (Mat4 mtx, FVector pos, IRotator rot, FVector scale)
 
void ApplySphericalBillBoard (Mat4 mat, FVector pos, FVector scale, s32 cameraIndex)
 
void AddLocalRotation (Mat4 mat, IRotator rot)
 
void AddHudMatrix (Mat4 mtx, s32 flags)
 
Mtx * GetScreenMatrix (void)
 
Mtx * GetOrthoMatrix (void)
 
Mtx * GetPerspMatrix (size_t cameraId)
 
Mtx * GetLookAtMatrix (size_t cameraId)
 
void AddObjectMatrix (Mat4 mtx, s32 flags)
 
Mtx * GetShadowMatrix (size_t playerId)
 
Mtx * GetKartMatrix (size_t playerId)
 
void AddEffectMatrix (Mat4 mtx, s32 flags)
 
void AddEffectMatrixOrtho (void)
 
Mtx * GetEffectMatrix (void)
 
void ClearMatrixPools (void)
 
void ClearObjectsMatrixPool (void)
 

Function Documentation

◆ AddEffectMatrix()

void AddEffectMatrix ( Mat4 mtx,
s32 flags )
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◆ AddEffectMatrixOrtho()

void AddEffectMatrixOrtho ( void )
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◆ AddHudMatrix()

void AddHudMatrix ( Mat4 mtx,
s32 flags )
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◆ AddLocalRotation()

void AddLocalRotation ( Mat4 mat,
IRotator rot )
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◆ AddMatrix()

void AddMatrix ( std::deque< Mtx > & stack,
Mat4 mtx,
s32 flags )
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◆ AddMatrixFixed()

void AddMatrixFixed ( std::deque< Mtx > & stack,
s32 flags )

Push a fixed point matrix to the stack Use GetMatrix() before calling this

◆ AddObjectMatrix()

void AddObjectMatrix ( Mat4 mtx,
s32 flags )
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◆ AddTextMatrix()

Gfx * AddTextMatrix ( Gfx * displayListHead,
Mat4 mtx )
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◆ ApplyMatrixTransformations()

void ApplyMatrixTransformations ( Mat4 mtx,
FVector pos,
IRotator rot,
FVector scale )
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◆ ApplySphericalBillBoard()

void ApplySphericalBillBoard ( Mat4 mat,
FVector pos,
FVector scale,
s32 cameraIndex )
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◆ ClearMatrixPools()

void ClearMatrixPools ( void )

Note that the game doesn't seem to clear all of these at the beginning of a new frame. We might need to adjust which ones we clear.

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◆ ClearObjectsMatrixPool()

void ClearObjectsMatrixPool ( void )
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◆ GetEffectMatrix()

Mtx * GetEffectMatrix ( void )
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◆ GetKartMatrix()

Mtx * GetKartMatrix ( size_t playerId)
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◆ GetLookAtMatrix()

Mtx * GetLookAtMatrix ( size_t cameraId)
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◆ GetMatrix()

Mtx * GetMatrix ( std::deque< Mtx > & stack)
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◆ GetOrthoMatrix()

Mtx * GetOrthoMatrix ( void )
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◆ GetPerspMatrix()

Mtx * GetPerspMatrix ( size_t cameraId)
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◆ GetScreenMatrix()

Mtx * GetScreenMatrix ( void )
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◆ GetShadowMatrix()

Mtx * GetShadowMatrix ( size_t playerId)
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◆ SetTextMatrix()

void SetTextMatrix ( Mat4 mf,
f32 x,
f32 y,
f32 arg3,
f32 arg4 )
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