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Searched refs:UNDEG (Results 1 – 8 of 8) sorted by relevance

/dports/games/warzone2100/warzone2100/src/
H A Dcomponent.cpp78 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()
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H A Deffects.cpp1375 …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()
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H A Ddisplay3d.cpp443 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()
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H A Datmos.cpp345 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()
H A Dprojectile.cpp1696 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()
H A Dradar.cpp288 radarMatrix *= glm::rotate(UNDEG(playerPos.r.y), glm::vec3(0.f, 0.f, 1.f)); in drawRadar()
H A Ddisplay.cpp1566 …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()
/dports/games/warzone2100/warzone2100/lib/framework/
H A Dfixedpoint.h48 static inline WZ_DECL_CONST float UNDEG(uint16_t angle) in UNDEG() function