Searched refs:distance (Results 1 – 4 of 4) sorted by relevance
773 f32 distance = random->NextFloat(); in CalcCylinderForm() local778 distance = nw::math::FSqrt(distance); in CalcCylinderForm()783 distance = 1.0f; in CalcCylinderForm()787 …distance = nw::math::FSqrt(distance + (cylinderForm.GetInner() * cylinderForm.GetInner() * (1.0f -… in CalcCylinderForm()804 position.x = sin * distance; in CalcCylinderForm()806 position.z = -cos * distance; in CalcCylinderForm()881 f32 distance = random->NextFloat(); in CalcDiscForm() local886 distance = nw::math::FSqrt(distance); in CalcDiscForm()891 distance = 1.0f; in CalcDiscForm()895 …distance = nw::math::FSqrt(distance + (discForm.GetInner() * discForm.GetInner() * (1.0f - distanc… in CalcDiscForm()[all …]
161 const f32 distance = nw::math::VEC3Len( &relPos ); in CalcPitch() local162 if ( distance > 0.0f ) { in CalcPitch()163 relPos /= distance; in CalcPitch()170 if ( distance > 0.0f ) { in CalcPitch()355 f32 distance; in CalcPanSurround() local361 &distance in CalcPanSurround()422 *panPtr = x * distance + center_x * ( 1.0f - distance ); in CalcPanSurround()423 *surroundPanPtr = z * distance + center_z * ( 1.0f - distance ) + 1.0f + surroundPanOffset; in CalcPanSurround()443 f32 distance;449 &distance[all …]
260 double distance = std::sqrt( 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()
786 ResReferenceLookupTable distance = in ForeachUnresolvedReferenceLut() local788 if (distance.IsValid() && !distance.GetTargetLut().IsValid()) in ForeachUnresolvedReferenceLut()790 function(distance); in ForeachUnresolvedReferenceLut()