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Searched refs:angle (Results 1 – 5 of 5) sorted by relevance

/NW4C-2.0.3/sources/libraries/snd/
Dsnd_Sound3DCalculator.cpp354 f32 angle; in CalcPanSurround() local
360 &angle, in CalcPanSurround()
376 if ( angle < angleRearLeft ) in CalcPanSurround()
378 x = SolveLinerFunction( angle, -nw::math::F_PI, angleRearLeft, 0.0f, -1.0f ); in CalcPanSurround()
381 else if ( angle < -nw::math::F_PI / 2.0f ) in CalcPanSurround()
384 z = SolveLinerFunction( angle, angleRearLeft, -nw::math::F_PI / 2.0f, 1.0f, 0.0f ); in CalcPanSurround()
386 else if ( angle < angleFrontLeft ) in CalcPanSurround()
389 z = SolveLinerFunction( angle, -nw::math::F_PI / 2.0f, angleFrontLeft, 0.0f, -1.0f ); in CalcPanSurround()
391 else if ( angle < angleFrontRight ) in CalcPanSurround()
393 x = SolveLinerFunction( angle, angleFrontLeft, angleFrontRight, -1.0f, 1.0f ); in CalcPanSurround()
[all …]
/NW4C-2.0.3/demos/snd/sound3d/sources/
DSound3dApp.cpp263 double angle = 0.0f; in OnUpdatePad()
266 angle = std::atan( m_ActorPos.z / m_ActorPos.x ); in OnUpdatePad()
267 if ( m_ActorPos.x < 0 ) angle += nw::math::F_PI; in OnUpdatePad()
271 angle = ( m_ActorPos.z > 0 ) ? nw::math::F_PI / 2.0f : in OnUpdatePad()
274 angle -= l / 360.0f * 2 * nw::math::F_PI * 2; in OnUpdatePad()
275 angle += r / 360.0f * 2 * nw::math::F_PI * 2; in OnUpdatePad()
276 m_ActorPos.x = static_cast<f32>( std::cos( angle ) * distance ); in OnUpdatePad()
277 m_ActorPos.z = static_cast<f32>( std::sin( angle ) * distance ); in OnUpdatePad()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_ParticleEmitter.cpp790 f32 angle = random->NextFloat() * cylinderForm.GetAngleWidth() + angleOffset; in CalcCylinderForm() local
794 angle += random->NextFloatSignedHalf() * cylinderForm.GetAngleSwing(); in CalcCylinderForm()
799 if (angle != 0.0f) in CalcCylinderForm()
801 nw::math::SinCosRad(&sin, &cos, angle); in CalcCylinderForm()
898 f32 angle; in CalcDiscForm() local
901 angle = (angleStep * i) - (discForm.GetAngleWidth() / 2.0f); in CalcDiscForm()
905 angle = random->NextFloatSignedHalf() * discForm.GetAngleWidth(); in CalcDiscForm()
910 angle += random->NextFloatSignedHalf() * discForm.GetAngleSwing(); in CalcDiscForm()
913 angle += angleOffset; in CalcDiscForm()
917 if (angle != 0.0f) in CalcDiscForm()
[all …]
Dgfx_ParticleSet.cpp1168 const f32 angle = velInitializer.GetAngle(); in InitializeParticles() local
1212 …nn::math::SinCosRad(&sin, &cos, nw::math::F_PI/2.f - (angle * this->m_ParticleRandom.NextFloatSign… in InitializeParticles()
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResGraphicsFile.h797 ResReferenceLookupTable angle = in ForeachUnresolvedReferenceLut() local
799 if (angle.IsValid() && !angle.GetTargetLut().IsValid()) in ForeachUnresolvedReferenceLut()
801 function(angle); in ForeachUnresolvedReferenceLut()