Searched refs:sin (Results 1 – 6 of 6) sorted by relevance
| /NW4C-2.0.3/sources/libraries/lyt/ |
| D | lyt_DrawerUniform.cpp | 97 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()
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| D | lyt_Pane.cpp | 218 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()
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_ParticleEmitter.cpp | 797 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()
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| D | gfx_ParticleSet.cpp | 1169 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()
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| /NW4C-2.0.3/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleVShader.vsh | 150 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
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| /NW4C-2.0.3/demos/snd/sound3d/sources/ |
| D | Sound3dApp.cpp | 277 m_ActorPos.z = static_cast<f32>( std::sin( angle ) * distance ); in OnUpdatePad()
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