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Searched defs:hitDist (Results 1 – 16 of 16) sorted by relevance

/dports/games/spring/spring_98.0/rts/Game/
H A DFPSUnitController.cpp53 …float hitDist = TraceRay::TraceRay(pos, viewDir, controllee->maxRange, Collision::NOCLOAKED, contr… in Update() local
H A DTraceRay.cpp390 const float hitDist = cq.GetHitPosDist(start, dir); in GuiTraceRay() local
/dports/cad/kicad-devel/kicad-a17a58203b33e08b966075833b177dad5740c236/3d-viewer/3d_rendering/raytracing/shapes2D/
H A Dlayer_item_2d.cpp116 float hitDist; in Intersect() local
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/third_party/VK-GL-CTS/src/framework/referencerenderer/
H A DrrRenderer.cpp292 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position); in clipTriangleOneVertex() local
316 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position); in clipTriangleOneVertex() local
367 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position); in clipTriangleTwoVertices() local
391 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position); in clipTriangleTwoVertices() local
/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_effects.c1176 float hitDist; // the actual distance of the trace impact (0 is no hit) in CG_Spotlight() local
/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_effects.c1305 float hitDist; // the actual distance of the trace impact (0 is no hit) in CG_Spotlight() local
/dports/games/bzflag-server/bzflag-2.4.22/src/game/
H A DIntersect.cxx988 const float hitDist = o[a] + (useTime * v[a]); in testRayHitsAxisBox() local
/dports/games/bzflag/bzflag-2.4.22/src/game/
H A DIntersect.cxx988 const float hitDist = o[a] + (useTime * v[a]); in testRayHitsAxisBox() local
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dgameexec.cpp322 int const hitDist = klabs(hit.pos.x-pSprite->x) + klabs(hit.pos.y-pSprite->y); in A_GetFurthestAngle() local
H A Dactors.cpp1908 int hitDist = A_CheckHitSprite(spriteNum, &hitSprite); in G_MoveStandables() local
1985 int hitDist = A_CheckHitSprite(spriteNum, NULL); in G_MoveStandables() local
/dports/graphics/urho3d/Urho3D-1.7.1/Source/Urho3D/Navigation/
H A DNavigationMesh.cpp803 float hitDist = radius; in GetDistanceToWall() local
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dplayer.cpp1251 int hitDist = approxDist(pSprite->x-gHitInfo.hitx, pSprite->y-gHitInfo.hity)>>4; in ActionScan() local
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dactors.cpp2144 int32_t hitDist = A_CheckHitSprite(spriteNum, &hitSprite); in G_MoveStandables() local
2211 int32_t const hitDist = A_CheckHitSprite(spriteNum, NULL); in G_MoveStandables() local
H A Dgameexec.cpp312 int const hitDist = klabs(hit.pos.x-pSprite->x) + klabs(hit.pos.y-pSprite->y); in A_GetFurthestAngle() local
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Detour/source/
H A DDetourNavMeshQuery.cpp3137 float* hitDist, float* hitPos, float* hitNormal) const in findDistanceToWall()
/dports/graphics/recastnavigation/recastnavigation-e75adf86f91eb3082220085e42dda62679f9a3ea/Detour/Source/
H A DDetourNavMeshQuery.cpp3461 float* hitDist, float* hitPos, float* hitNormal) const in findDistanceToWall()