Searched refs:angle (Results 1 – 5 of 5) sorted by relevance
| /NW4C-2.0.3/sources/libraries/snd/ |
| D | snd_Sound3DCalculator.cpp | 354 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 …]
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| /NW4C-2.0.3/demos/snd/sound3d/sources/ |
| D | Sound3dApp.cpp | 263 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()
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_ParticleEmitter.cpp | 790 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 …]
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| D | gfx_ParticleSet.cpp | 1168 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()
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| /NW4C-2.0.3/include/nw/gfx/res/ |
| D | gfx_ResGraphicsFile.h | 797 ResReferenceLookupTable angle = in ForeachUnresolvedReferenceLut() local 799 if (angle.IsValid() && !angle.GetTargetLut().IsValid()) in ForeachUnresolvedReferenceLut() 801 function(angle); in ForeachUnresolvedReferenceLut()
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