/dports/games/warzone2100/warzone2100/src/ |
H A D | component.cpp | 78 glm::rotate(UNDEG(DEG(Rotation->x)), glm::vec3(1.f, 0.f, 0.f)) * in setMatrix() 79 glm::rotate(UNDEG(DEG(Rotation->y)), glm::vec3(0.f, 1.f, 0.f)) * in setMatrix() 80 glm::rotate(UNDEG(DEG(Rotation->z)), glm::vec3(0.f, 0.f, 1.f)) * in setMatrix() 587 localModelMatrix *= glm::rotate(UNDEG(65536 / 2), glm::vec3(0.f, 0.f, 1.f)); in displayCompObj() 616 localModelMatrix *= glm::rotate(UNDEG(-rot.pitch), glm::vec3(1.f, 0.f, 0.f)); in displayCompObj() 621 localModelMatrix *= glm::rotate(UNDEG(rot.pitch), glm::vec3(1.f, 0.f, 0.f)); in displayCompObj() 690 localModelMatrix *= glm::rotate(UNDEG(65536 / 2), glm::vec3(0.f, 0.f, 1.f)); in displayCompObj() 695 localModelMatrix *= glm::rotate(UNDEG(-rot.direction), glm::vec3(0.f, 1.f, 0.f)); in displayCompObj() 851 glm::rotate(UNDEG(rotation.y), glm::vec3(0.f, 1.f, 0.f)) * in displayComponentObject() 852 glm::rotate(UNDEG(rotation.x), glm::vec3(1.f, 0.f, 0.f)) * in displayComponentObject() [all …]
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H A D | effects.cpp | 1375 …modelMatrix *= glm::rotate(UNDEG(-playerPos.r.y), glm::vec3(0.f, 1.f, 0.f)) * glm::rotate(UNDEG(-p… in renderFirework() 1385 …modelMatrix *= glm::rotate(UNDEG(-playerPos.r.y), glm::vec3(0.f, 1.f, 0.f)) * glm::rotate(UNDEG(-p… in renderBloodEffect() 1416 glm::rotate(UNDEG(SKY_SHIMMY), glm::vec3(1.f, 0.f, 0.f)) * in renderDestructionEffect() 1417 glm::rotate(UNDEG(SKY_SHIMMY), glm::vec3(0.f, 1.f, 0.f)) * in renderDestructionEffect() 1418 glm::rotate(UNDEG(SKY_SHIMMY), glm::vec3(0.f, 0.f, 1.f)); in renderDestructionEffect() 1470 glm::rotate(UNDEG(-playerPos.r.y), glm::vec3(0.f, 1.f, 0.f)) * in renderExplosionEffect() 1471 glm::rotate(UNDEG(-playerPos.r.x), glm::vec3(1.f, 0.f, 0.f)); in renderExplosionEffect() 1528 glm::rotate(UNDEG(psEffect->rotation.z), glm::vec3(0.f, 0.f, 1.f)); in renderGravitonEffect() 1556 glm::rotate(UNDEG(-playerPos.r.y), glm::vec3(0.f, 1.f, 0.f)) * in renderConstructionEffect() 1557 glm::rotate(UNDEG(-playerPos.r.x), glm::vec3(1.f, 0.f, 0.f)); in renderConstructionEffect() [all …]
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H A D | display3d.cpp | 443 glm::rotate(UNDEG(state.rot.pitch), glm::vec3(1.f, 0.f, 0.f)) * in drawShape() 444 glm::rotate(UNDEG(state.rot.direction), glm::vec3(0.f, 1.f, 0.f)) * in drawShape() 445 glm::rotate(UNDEG(state.rot.roll), glm::vec3(0.f, 0.f, 1.f)) * in drawShape() 1095 glm::rotate(UNDEG(player->r.z), glm::vec3(0.f, 0.f, 1.f)) * in drawTiles() 1096 glm::rotate(UNDEG(player->r.x), glm::vec3(1.f, 0.f, 0.f)) * in drawTiles() 1097 glm::rotate(UNDEG(player->r.y), glm::vec3(0.f, 1.f, 0.f)) * in drawTiles() 1586 glm::rotate(UNDEG(-st.rot.direction), glm::vec3(0.f, 1.f, 0.f)) * in renderProjectile() 1587 glm::rotate(UNDEG(st.rot.pitch), glm::vec3(1.f, 0.f, 0.f)); in renderProjectile() 1600 modelMatrix *= glm::rotate(UNDEG(x), glm::vec3(1.f, 0.f, 0.f)); in renderProjectile() 1607 modelMatrix *= glm::rotate(UNDEG(z), glm::vec3(0.f, 0.f, 1.f)); in renderProjectile() [all …]
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H A D | atmos.cpp | 345 glm::rotate(UNDEG(-playerPos.r.y), glm::vec3(0.f, 1.f, 0.f)) * in renderParticle() 346 glm::rotate(UNDEG(-playerPos.r.x), glm::vec3(0.f, 1.f, 0.f)) * in renderParticle()
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H A D | projectile.cpp | 1696 glm::rotate(UNDEG(SKY_SHIMMY), glm::vec3(1.f, 0.f, 0.f)) * in objectShimmy() 1697 glm::rotate(UNDEG(SKY_SHIMMY), glm::vec3(0.f, 1.f, 0.f)) * in objectShimmy() 1698 glm::rotate(UNDEG(SKY_SHIMMY), glm::vec3(0.f, 0.f, 1.f)); in objectShimmy()
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H A D | radar.cpp | 288 radarMatrix *= glm::rotate(UNDEG(playerPos.r.y), glm::vec3(0.f, 0.f, 1.f)); in drawRadar()
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H A D | display.cpp | 1566 …droidSensorRange(psDroid), objJammerPower(psDroid), UNDEG(psDroid->rot.pitch), psDroid->lastFrustr… in printDroidClickInfo() 1592 …ame(psDroid->action), droidSensorRange(psDroid), objJammerPower(psDroid), UNDEG(psDroid->rot.pitch… in dealWithLMBDroid()
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/dports/games/warzone2100/warzone2100/lib/framework/ |
H A D | fixedpoint.h | 48 static inline WZ_DECL_CONST float UNDEG(uint16_t angle) in UNDEG() function
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