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/dports/games/scummvm/scummvm-2.5.1/engines/icb/common/
H A Dpx_route_barriers.h100 PXfloat lpx, lpz; // Main barrier
101 PXfloat alpx, alpz; // End A.
102 PXfloat blpx, blpz; // End B.
123 PXfloat m_alpx, m_alpz; // End A.
124 PXfloat m_blpx, m_blpz; // End B.
134 inline PXfloat lpx() { return m_lpx; } in lpx()
135 inline PXfloat lpz() { return m_lpz; } in lpz()
137 inline PXfloat alpx() { in alpx()
142 inline PXfloat alpz() { in alpz()
147 inline PXfloat blpx() { in blpx()
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H A Dpx_2drealline.cpp34 typedef float PXfloat; typedef
41 PXfloat fAX, fBX, fCX, fAY, fBY, fCY; in Intersects()
42 PXfloat fX1Low, fX1High, fY1Low, fY1High; in Intersects()
43 PXfloat fD, fE, fF; in Intersects()
122 PXfloat fNum, fOffset; in Intersects()
H A Dpx_floor_map.h37 typedef float PXfloat; typedef
93PXfloat direction; // A direction (0-360?) for the waypoint. Might be used to face a mega a certa…
H A Dpx_features.h59 PXfloat direction; // 0 - 99 (maybe use -1 to indicate no direction).
/dports/games/scummvm/scummvm-2.5.1/engines/icb/
H A Dgeneral_interaction.cpp117 PXfloat tpan; in Compute_target_interaction_coordinate()
136 PXfloat ang = tpan * TWO_PI; in Compute_target_interaction_coordinate()
137 PXfloat cang = (PXfloat)PXcos(ang); in Compute_target_interaction_coordinate()
138 PXfloat sang = (PXfloat)PXsin(ang); in Compute_target_interaction_coordinate()
151 PXfloat tpan; in Snap_to_ladder()
155 PXfloat ang = tpan * TWO_PI; in Snap_to_ladder()
156 PXfloat cang = (PXfloat)PXcos(ang); in Snap_to_ladder()
157 PXfloat sang = (PXfloat)PXsin(ang); in Snap_to_ladder()
161 M->actor_xyz.x = lad->x + PXfloat2PXreal((PXfloat)(dist)*sang); in Snap_to_ladder()
162 M->actor_xyz.z = lad->z + PXfloat2PXreal((PXfloat)(dist)*cang); in Snap_to_ladder()
H A Dp4_generic.h36 inline PXfloat remainder(const PXfloat value, const PXfloat divisor, const PXfloat half_divisor) { in remainder()
37 PXfloat mod = (PXfloat)PXfmod(value, divisor); in remainder()
H A Dgeneral_npc_animation.cpp93 PXfloat cang = (PXfloat)PXcos(ang); in Easy_frame_motion_and_pan()
94 PXfloat sang = (PXfloat)PXsin(ang); in Easy_frame_motion_and_pan()
145 PXfloat cang = (PXfloat)PXcos(ang); in Easy_frame_and_motion()
146 PXfloat sang = (PXfloat)PXsin(ang); in Easy_frame_and_motion()
226 PXfloat cang = (PXfloat)PXcos(ang); in Core_advance()
227 PXfloat sang = (PXfloat)PXsin(ang); in Core_advance()
339 PXfloat cang = (PXfloat)PXcos(ang); in Core_reverse()
340 PXfloat sang = (PXfloat)PXsin(ang); in Core_reverse()
378 PXfloat this_pan_change; in Animate_turn_to_pan()
505 PXfloat new_pan, diff; in Calc_target_pan()
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H A Dplayer.h303 PXfloat lastCameraPan;
304 PXfloat deltaCameraPan;
305 PXfloat scrnPan;
307 PXfloat aim_turn_amount; // ANGLE_UNITS_PER_GAME_CYCLE
308 PXfloat stood_turn_amount; // ANGLE_UNITS_PER_GAME_CYCLE
309 PXfloat stood_fast_turn_amount; // ANGLE_UNITS_PER_GAME_CYCLE
310 PXfloat walk_turn_amount; // ANGLE_UNITS_PER_GAME_CYCLE
311 PXfloat run_turn_amount; // ANGLE_UNITS_PER_GAME_CYCLE
312 PXfloat crouch_turn_amount; // ANGLE_UNITS_PER_GAME_CYCLE
H A Dobject_structs.h220 PXfloat target_pan; // actual relative distance to turn
221 PXfloat actual_target_pan; // actual target pan to clip to if necessary
223 PXfloat auto_target_pan; // target pan for auto engine pans - i.e. when routing\bumping
225 PXfloat looking_pan;
309 PXfloat stair_pan;
405 PXfloat prop_interact_pan;
406 PXfloat pan; // engine pan
407PXfloat pan_adjust; // pan neutraliser for frames that include a pan from the grab - i.e. turn on …
411 PXfloat auto_display_pan;
H A Dp4_generic_pc.h85 inline bool8 FloatsEqual(PXfloat fA, PXfloat fB, PXfloat tolerance = FLOAT_COMPARE_TOLERANCE) { ret…
H A Dbarriers.cpp86 PXfloat diff; in Check_barrier_bump_and_bounce()
212 PXfloat delta2 = delta; in Check_barrier_bump_and_bounce()
218 PXfloat fd = (PXfloat)PXfabs(delta2); in Check_barrier_bump_and_bounce()
226 PXfloat cang = (PXfloat)PXcos(ang); in Check_barrier_bump_and_bounce()
227 PXfloat sang = (PXfloat)PXsin(ang); in Check_barrier_bump_and_bounce()
285 PXfloat destx = FLOAT_ZERO; in Check_barrier_bump_and_bounce()
286 PXfloat destz = FLOAT_ZERO; in Check_barrier_bump_and_bounce()
294 PXfloat cang = (PXfloat)PXcos(ang); in Check_barrier_bump_and_bounce()
295 PXfloat sang = (PXfloat)PXsin(ang); in Check_barrier_bump_and_bounce()
424 PXfloat delta; in Check_this_barrier()
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H A Dline_of_sight.cpp166 PXfloat fObserverDirection; in ObjectToObject()
361 m_pfHeightOfView[nID] = (PXfloat)nHeight; in SetSightHeight()
503 bool8 _line_of_sight::InFieldOfView(PXreal fLookingX, PXreal fLookingZ, PXfloat fLookingDirection, … in InFieldOfView()
504 PXfloat fDirection; in InFieldOfView()
507 PXfloat fDotProduct; in InFieldOfView()
509 PXfloat fBoundLeft, fBoundRight; in InFieldOfView()
510 PXfloat fBoundLeftDotProduct, fBoundRightDotProduct; in InFieldOfView()
511 PXfloat fFieldOfView; in InFieldOfView()
544 fFieldOfView = (PXfloat)DEGREES_TO_RADIANS(nFieldOfView); in InFieldOfView()
H A Dtracer.cpp342 fFraction = (PXfloat)PXfabs(PXreal2PXfloat(fWallDistance) / fXDistance); in CalculateRayIntersectionWithCubeWall()
355 fFraction = (PXfloat)PXfabs(PXreal2PXfloat(fWallDistance) / fXDistance); in CalculateRayIntersectionWithCubeWall()
368 fFraction = (PXfloat)PXfabs(PXreal2PXfloat(fWallDistance) / fZDistance); in CalculateRayIntersectionWithCubeWall()
381 fFraction = (PXfloat)PXfabs(PXreal2PXfloat(fWallDistance) / fZDistance); in CalculateRayIntersectionWithCubeWall()
394 fFraction = (PXfloat)PXfabs(PXreal2PXfloat(fWallDistance) / fYDistance); in CalculateRayIntersectionWithCubeWall()
407 fFraction = (PXfloat)PXfabs(PXreal2PXfloat(fWallDistance) / fYDistance); in CalculateRayIntersectionWithCubeWall()
424 PXfloat fImpactDistance; in CheckRayHeightAgainstBarrier()
432 fImpactDistance = (PXfloat)PXsqrt(l_fXDiff * l_fXDiff + l_fZDiff * l_fZDiff); in CheckRayHeightAgainstBarrier()
H A Dprim_route_builder.cpp333 branch_len = (PXfloat)PXsqrt((sub1 * sub1) + (sub2 * sub2)); in Find_connects()
408 PXfloat _prim_route_builder::m_fabs(PXfloat val) { in m_fabs()
416 PXfloat fAX, fBX, fCX, fAY, fBY, fCY; in Get_intersect()
417 PXfloat fX1Low, fX1High, fY1Low, fY1High; in Get_intersect()
418 PXfloat fD, fE, fF; in Get_intersect()
H A Dprim_route_builder.h95 PXfloat m_fabs(PXfloat val); // abs
H A Ddebug.cpp151 pos.x = (PXfloat)plampstate->pos.vx; in Show_lit_unlit_diagnostics()
152 pos.y = (PXfloat)plampstate->pos.vy; in Show_lit_unlit_diagnostics()
153 pos.z = (PXfloat)plampstate->pos.vz; in Show_lit_unlit_diagnostics()
H A Droute_manager.cpp1069 PXfloat ang = L->pan * TWO_PI; in Animate_points()
1070 PXfloat cang = (PXfloat)PXcos(ang); in Animate_points()
1071 PXfloat sang = (PXfloat)PXsin(ang); in Animate_points()
1116 PXfloat turn; in Advance_auto_pan()
1130 M->target_pan = M->target_pan - (PXfloat)PXfabs(turn); // distance left to travel in Advance_auto_pan()
1156 PXfloat new_pan, diff; in Calc_dist_and_pan()
1180 M->target_pan = (PXfloat)PXfabs(diff); // save positive pan distance in Calc_dist_and_pan()
H A Dbone.cpp152 PXfloat px, py, pz, ox, oy, oz; in SetPlayerShotBone()
158 PXfloat dx, dz; in SetPlayerShotBone()
165 PXfloat player_pan; in SetPlayerShotBone()
257 PXfloat player_pan; in UpdatePlayerLook()
327 b->boneTarget.vx = (int16)(4096.0 * PXAngleOfVector((PXfloat)PXsqrt(dx * dx + dz * dz), dy)); in UpdatePlayerLook()
H A Dmap_marker.h47 PXfloat pan; // 0 - 99 (maybe use -1 to indicate no direction)
H A Dplayer.cpp1388 PXfloat ang = log->pan * TWO_PI; in Process_strike()
1389 PXfloat cang = (PXfloat)PXcos(ang); in Process_strike()
1390 PXfloat sang = (PXfloat)PXsin(ang); in Process_strike()
2758 PXfloat ang = (log->pan - log->pan_adjust) * TWO_PI; in Advance_frame_motion_and_pan()
2759 PXfloat cang = (PXfloat)PXcos(ang); in Advance_frame_motion_and_pan()
2760 PXfloat sang = (PXfloat)PXsin(ang); in Advance_frame_motion_and_pan()
2766 PXfloat safe_pan = log->pan; // save the pan in Advance_frame_motion_and_pan()
2854 PXfloat ang = (log->pan - log->pan_adjust) * TWO_PI; in Reverse_frame_motion_and_pan()
2855 PXfloat cang = (PXfloat)PXcos(ang); in Reverse_frame_motion_and_pan()
2856 PXfloat sang = (PXfloat)PXsin(ang); in Reverse_frame_motion_and_pan()
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H A Dlight_pc.cpp387 int32 r = (int32)PXsqrt((PXfloat)rr); in prepareLightsPC()
388 int32 P = (r * (int32)PXsqrt((PXfloat)(4096 * 4096 - cosa * cosa))) >> 12; in prepareLightsPC()
423 int32 r = (int32)PXsqrt((PXfloat)rr); in prepareLightsPC()
593 …lampWidth[i] = (ONE * pLampInfo->width) / (pLampInfo->width + (int32)PXsqrt((PXfloat)pLampInfo->rr… in prepareLightsPC()
H A Dlogic.cpp906 PXfloat ss, cc; in AddDynamicLight()
907 PXfloat angle = -log->pan * TWO_PI; in AddDynamicLight()
909 ss = (PXfloat)PXsin(angle); in AddDynamicLight()
910 cc = (PXfloat)PXcos(angle); in AddDynamicLight()
H A Dfn_interact.cpp150 PXfloat new_pan, diff; in fn_sony_door_interact()
253 PXfloat diff; in Core_prop_interact()
416 M->target_pan = (PXfloat)PXfabs(diff); // save positive pan distance in Core_prop_interact()
H A Dfunction.cpp987 logic_structs[cur_id]->mega->actor_xyz.x += (PXfloat)params[1]; in fn_teleport()
991 logic_structs[cur_id]->mega->actor_xyz.x = (PXfloat)params[1]; in fn_teleport()
992 logic_structs[cur_id]->mega->actor_xyz.z = (PXfloat)params[2]; in fn_teleport()
2498 PXfloat ang = nico->direction * TWO_PI; in fn_changed_sessions()
2499 PXfloat cang = (PXfloat)PXcos(ang); in fn_changed_sessions()
2500 PXfloat sang = (PXfloat)PXsin(ang); in fn_changed_sessions()
2975 PXfloat ang = stair->direction * TWO_PI; in Register_stair_or_ladder()
2976 PXfloat cang = (PXfloat)PXcos(ang); in Register_stair_or_ladder()
2977 PXfloat sang = (PXfloat)PXsin(ang); in Register_stair_or_ladder()
2978 PXreal dx = PXfloat2PXreal((PXfloat)length * cang); in Register_stair_or_ladder()
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/dports/games/scummvm/scummvm-2.5.1/engines/icb/gfx/
H A Dpsx_anims.h48 static inline void psxMatrixToAngles(PXorient_PSX &orient, PXfloat &pan, PXfloat &tilt, PXfloat &ca… in psxMatrixToAngles()

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