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Searched refs:angle (Results 1 – 4 of 4) sorted by relevance

/NW4C-1.2.23/sources/libraries/snd/
Dsnd_Sound3DCalculator.cpp352 f32 angle; in CalcPanSurround() local
358 &angle, in CalcPanSurround()
374 if ( angle < angleRearLeft ) in CalcPanSurround()
376 x = SolveLinerFunction( angle, -nw::math::F_PI, angleRearLeft, 0.0f, -1.0f ); in CalcPanSurround()
379 else if ( angle < -nw::math::F_PI / 2.0f ) in CalcPanSurround()
382 z = SolveLinerFunction( angle, angleRearLeft, -nw::math::F_PI / 2.0f, 1.0f, 0.0f ); in CalcPanSurround()
384 else if ( angle < angleFrontLeft ) in CalcPanSurround()
387 z = SolveLinerFunction( angle, -nw::math::F_PI / 2.0f, angleFrontLeft, 0.0f, -1.0f ); in CalcPanSurround()
389 else if ( angle < angleFrontRight ) in CalcPanSurround()
391 x = SolveLinerFunction( angle, angleFrontLeft, angleFrontRight, -1.0f, 1.0f ); in CalcPanSurround()
[all …]
/NW4C-1.2.23/demos/snd/sound3d/sources/
DSound3dApp.cpp237 double angle = 0.0f; in OnUpdatePad()
240 angle = std::atan( m_ActorPos.z / m_ActorPos.x ); in OnUpdatePad()
241 if ( m_ActorPos.x < 0 ) angle += nw::math::F_PI; in OnUpdatePad()
245 angle = ( m_ActorPos.z > 0 ) ? nw::math::F_PI / 2.0f : in OnUpdatePad()
248 angle -= l / 360.0f * 2 * nw::math::F_PI * 2; in OnUpdatePad()
249 angle += r / 360.0f * 2 * nw::math::F_PI * 2; in OnUpdatePad()
250 m_ActorPos.x = static_cast<f32>( std::cos( angle ) * distance ); in OnUpdatePad()
251 m_ActorPos.z = static_cast<f32>( std::sin( angle ) * distance ); in OnUpdatePad()
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_ParticleEmitter.cpp788 f32 angle = random->NextFloat() * cylinderForm.GetAngleWidth() + angleOffset; in CalcCylinderForm() local
792 angle += random->NextFloatSignedHalf() * cylinderForm.GetAngleSwing(); in CalcCylinderForm()
797 if (angle != 0.0f) in CalcCylinderForm()
799 nw::math::SinCosRad(&sin, &cos, angle); in CalcCylinderForm()
896 f32 angle; in CalcDiscForm() local
899 angle = (angleStep * i) - (discForm.GetAngleWidth() / 2.0f); in CalcDiscForm()
903 angle = random->NextFloatSignedHalf() * discForm.GetAngleWidth(); in CalcDiscForm()
908 angle += random->NextFloatSignedHalf() * discForm.GetAngleSwing(); in CalcDiscForm()
911 angle += angleOffset; in CalcDiscForm()
915 if (angle != 0.0f) in CalcDiscForm()
[all …]
Dgfx_ParticleSet.cpp1114 const f32 angle = velInitializer.GetAngle(); in InitializeParticles() local
1158 …nn::math::SinCosRad(&sin, &cos, nw::math::F_PI/2.f - (angle * this->m_ParticleRandom.NextFloatSign… in InitializeParticles()