Searched refs:cos (Results 1 – 6 of 6) sorted by relevance
| /NW4C-1.2.23/sources/libraries/lyt/ |
| D | lyt_DrawerUniform.cpp | 95 f32 cos, sin; in CalcTextureCoords() local 96 nw::math::SinCosDeg( &sin, &cos, rotate ); in CalcTextureCoords() 99 cos * scalex * adjust_x, -sin * scaley * adjust_x, in CalcTextureCoords() 100 sin * scalex * adjust_y, cos * scaley * adjust_y ); in CalcTextureCoords()
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| D | lyt_Pane.cpp | 216 register f32 sin, cos; in MakeMatrixSRT() local 218 nn::math::SinCosDeg(&sin, &cos, rotateZ); in MakeMatrixSRT() 220 const f32 tmp0 = s.x * cos; in MakeMatrixSRT() 223 const f32 tmp3 = s.y * cos; in MakeMatrixSRT()
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| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_ParticleEmitter.cpp | 796 f32 cos = 1.0f; in CalcCylinderForm() local 799 nw::math::SinCosRad(&sin, &cos, angle); in CalcCylinderForm() 804 position.z = -cos * distance; in CalcCylinderForm() 914 f32 cos = 1.0f; in CalcDiscForm() local 917 nw::math::SinCosRad(&sin, &cos, angle); in CalcDiscForm() 922 position.z = -cos * distance; in CalcDiscForm()
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| D | gfx_ParticleSet.cpp | 1115 f32 sin, cos; in InitializeParticles() local 1158 …nn::math::SinCosRad(&sin, &cos, nw::math::F_PI/2.f - (angle * this->m_ParticleRandom.NextFloatSign… in InitializeParticles() 1159 velocity.x = cos; in InitializeParticles() 1164 …nn::math::SinCosRad(&sin, &cos, 2.0f * nw::math::F_PI * this->m_ParticleRandom.NextFloatSignedOne(… in InitializeParticles() 1165 velocity.x = rad * cos; in InitializeParticles()
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| /NW4C-1.2.23/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleVShader.vsh | 147 mov TEMP4.xy, TEMP0 // TEMP4 = cos x, sin x, -, - 158 mov TEMP4.zw, TEMP0.xxxy // TEMP4 = cos x, sin x, cos y, sin y 343 // sincos TEMP0.xy, in_rotate.z, TEMP1, TEMP2 // cos, sin
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| /NW4C-1.2.23/demos/snd/sound3d/sources/ |
| D | Sound3dApp.cpp | 250 m_ActorPos.x = static_cast<f32>( std::cos( angle ) * distance ); in OnUpdatePad()
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