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 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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◆ 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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