Searched refs:angle (Results 1 – 4 of 4) sorted by relevance
| /NW4C-1.2.23/sources/libraries/snd/ |
| D | snd_Sound3DCalculator.cpp | 352 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 …]
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| /NW4C-1.2.23/demos/snd/sound3d/sources/ |
| D | Sound3dApp.cpp | 237 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()
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| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_ParticleEmitter.cpp | 788 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 …]
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| D | gfx_ParticleSet.cpp | 1114 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()
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