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Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
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#include <ultra64.h>
#include "sm64.h"
#include "game/level_update.h"
#include "math_util.h"
#include "game/memory.h"
#include "graph_node.h"
#include "game/rendering_graph_node.h"
#include "game/area.h"
#include "geo_layout.h"
Functions | |
s16 * | read_vec3s_to_vec3f (Vec3f dst, s16 *src) |
Takes a pointer to three shorts (supplied by a geo layout script) and copies it to the destination float vector. More... | |
s16 * | read_vec3s (Vec3s dst, s16 *src) |
Takes a pointer to three shorts (supplied by a geo layout script) and copies it to the destination vector. More... | |
s16 * | read_vec3s_angle (Vec3s dst, s16 *src) |
Takes a pointer to three angles in degrees (supplied by a geo layout script) and converts it to a vector of three in-game angle units in [-32768, 32767] range. More... | |
void | register_scene_graph_node (struct GraphNode *graphNode) |
Add the given graph node as a child to the current top of the gfx stack: 'gCurGraphNodeList'. More... | |
Takes a pointer to three shorts (supplied by a geo layout script) and copies it to the destination vector.
It's essentially a memcpy but consistent with the other two 'geo-script vector to internal vector' functions.
Takes a pointer to three angles in degrees (supplied by a geo layout script) and converts it to a vector of three in-game angle units in [-32768, 32767] range.
Takes a pointer to three shorts (supplied by a geo layout script) and copies it to the destination float vector.