Lines Matching refs:pos
68 nw::math::VEC3 pos; in CalcVolumeAndPriority() local
69 nw::math::VEC3Sub( &pos, &actorParam.position, &listener.GetPosition() ); in CalcVolumeAndPriority()
70 const f32 actorDistance = nw::math::VEC3Len( &pos ); in CalcVolumeAndPriority()
110 nw::math::VEC3 pos; in CalcPan() local
111 nw::math::VEC3Transform( &pos, &listenerMtx, &actorParam.position ); in CalcPan()
112 const f32 actorDistance = nw::math::VEC3Len( &pos ); in CalcPan()
115 pos, in CalcPan()
218 nw::math::VEC3 pos; in CalcBiquadFilterValue() local
219 nw::math::VEC3Sub( &pos, &actorParam.position, &listener.GetPosition() ); in CalcBiquadFilterValue()
220 const f32 actorDistance = nw::math::VEC3Len( &pos ); in CalcBiquadFilterValue()
279 const nw::math::VEC3& pos, in CalcPanImpl() argument
298 pos, in CalcPanImpl()
312 pos, in CalcPanImpl()
330 CalcPanSurround( pos, interiorSize, actorDistance, panRange, in CalcPanImpl()
337 const nw::math::VEC3& pos, in CalcPanSurround() argument
355 pos, in CalcPanSurround()
426 const nw::math::VEC3& pos,
443 pos,
488 const nw::math::VEC3& pos, in CalcAngleAndDistance() argument
506 nw::math::VEC3 yPlanePoint( pos.x, 0, pos.z ); in CalcAngleAndDistance()
516 interiorPos.x = pos.x * yPlaneDistance / actorDistance; in CalcAngleAndDistance()
518 interiorPos.z = pos.z * yPlaneDistance / actorDistance; in CalcAngleAndDistance()