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Searched refs:sin (Results 1 – 6 of 6) sorted by relevance

/NW4C-2.0.3/sources/libraries/lyt/
Dlyt_DrawerUniform.cpp97 f32 cos, sin; in CalcTextureCoords() local
98 nw::math::SinCosDeg( &sin, &cos, rotate ); in CalcTextureCoords()
101 cos * scalex * adjust_x, -sin * scaley * adjust_x, in CalcTextureCoords()
102 sin * scalex * adjust_y, cos * scaley * adjust_y ); in CalcTextureCoords()
Dlyt_Pane.cpp218 register f32 sin, cos; in MakeMatrixSRT() local
220 nn::math::SinCosDeg(&sin, &cos, rotateZ); in MakeMatrixSRT()
223 const f32 tmp1 = -s.y * sin; in MakeMatrixSRT()
224 const f32 tmp2 = s.x * sin; in MakeMatrixSRT()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_ParticleEmitter.cpp797 f32 sin = 0.0f; in CalcCylinderForm() local
801 nw::math::SinCosRad(&sin, &cos, angle); in CalcCylinderForm()
804 position.x = sin * distance; in CalcCylinderForm()
915 f32 sin = 0.0f; in CalcDiscForm() local
919 nw::math::SinCosRad(&sin, &cos, angle); in CalcDiscForm()
922 position.x = sin * distance; in CalcDiscForm()
Dgfx_ParticleSet.cpp1169 f32 sin, cos; in InitializeParticles() local
1212 …nn::math::SinCosRad(&sin, &cos, nw::math::F_PI/2.f - (angle * this->m_ParticleRandom.NextFloatSign… in InitializeParticles()
1214 velocity.y = sin; in InitializeParticles()
1218 …nn::math::SinCosRad(&sin, &cos, 2.0f * nw::math::F_PI * this->m_ParticleRandom.NextFloatSignedOne(… in InitializeParticles()
1220 velocity.z = rad * sin; in InitializeParticles()
/NW4C-2.0.3/sources/shaders/gfx/ParticleShader/
Dgfx_ParticleVShader.vsh150 mov TEMP4.xy, TEMP0 // TEMP4 = cos x, sin x, -, -
161 mov TEMP4.zw, TEMP0.xxxy // TEMP4 = cos x, sin x, cos y, sin y
346 // sincos TEMP0.xy, in_rotate.z, TEMP1, TEMP2 // cos, sin
418 // TEMP3.x��sin��TEMP0.y�ɁAcos��TEMP0.x�ɓ���܂��B
/NW4C-2.0.3/demos/snd/sound3d/sources/
DSound3dApp.cpp277 m_ActorPos.z = static_cast<f32>( std::sin( angle ) * distance ); in OnUpdatePad()