Searched defs:collisionPoint (Results 1 – 11 of 11) sorted by relevance
/dports/games/dhewm3/dhewm3-1.5.1/neo/cm/ |
H A D | CollisionModel_rotate.cpp | 124 idVec3 &collisionPoint, idVec3 &collisionNormal ) { in CollisionBetweenEdgeBounds() 482 idVec3 collisionPoint, collisionNormal, origin, epsDir; in RotateTrmEdgeThroughPolygon() local 835 float &tanHalfAngle, idVec3 &collisionPoint, idVec3 &endDir ) { in RotatePointThroughEpsilonPlane() 926 idVec3 endDir, collisionPoint; in RotateTrmVertexThroughPolygon() local 986 idVec3 dir, endp, endDir, collisionPoint; in RotateVertexThroughTrmPolygon() local
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/dports/games/jvgs/jvgs-0.5.1-src/src/math/ |
H A D | CollisionDetector.cpp | 190 Vector2D collisionPoint = in getClosestCollision() local
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/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/ |
H A D | tables.c | 326 …const vector3_t *vPoly, const vector3_t *vLine, const INT32 vertexCount, vector3_t *collisionPoint) in FV3_IntersectedPolygon()
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/dports/games/supertuxkart/SuperTuxKart-1.2-src/lib/irrlicht/source/Irrlicht/ |
H A D | CSceneCollisionManager.cpp | 495 core::vector3df collisionPoint; in testTriangleIntersection() local
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/dports/x11-toolkits/irrlicht/irrlicht-1.8.5/source/Irrlicht/ |
H A D | CSceneCollisionManager.cpp | 495 core::vector3df collisionPoint; in testTriangleIntersection() local
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/dports/cad/kicad-devel/kicad-a17a58203b33e08b966075833b177dad5740c236/pcbnew/router/ |
H A D | pns_line.cpp | 579 VECTOR2I collisionPoint = obs->m_ipFirst; in ClipToNearestObstacle() local
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/dports/games/openclonk/openclonk-release-8.1-src/src/landscape/ |
H A D | C4Particles.cpp | 921 float collisionPoint = properties.collisionVertex.GetValue(this); in Exec() local
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/dports/games/osgg/Osgg-32d9e02/ |
H A D | server.cpp | 760 gPs collisionPoint; in main() local
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H A D | main.cpp | 1826 gPs collisionPoint; in main() local
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/dports/devel/raylib/raylib-3.7.0/src/ |
H A D | shapes.c | 1540 …es(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint) in CheckCollisionLines()
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H A D | models.c | 2956 bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint) in CheckCollisionRaySphereEx()
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