/dports/games/alephone/alephone-release-20190331/Source_Files/RenderMain/ |
H A D | OGL_Model_Def.h | 105 float XRot, YRot, ZRot; // In degrees variable 127 Scale(1), XRot(0), YRot(0), ZRot(0), XShift(0), YShift(0), ZShift(0), Sidedness(1), in OGL_ModelData()
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H A D | OGL_Setup.h | 347 float XRot, YRot, ZRot; // In degrees variable 368 Scale(1), XRot(0), YRot(0), ZRot(0), XShift(0), YShift(0), ZShift(0), Sidedness(1), in OGL_ModelData()
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H A D | OGL_Model_Def.cpp | 462 Angle = (float)Degree2Radian*YRot; in Load() 690 root.read_attr("y_rot", def.YRot); in parse_mml_opengl_model()
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/dports/games/dhewm3/dhewm3-1.5.1/neo/tools/comafx/ |
H A D | VectorCtl.cpp | 210 void CVectorCtl::RotateByXandY (double XRot, double YRot) in RotateByXandY() argument 213 if (XRot == 0.0 && YRot == 0.0) { in RotateByXandY() 219 cy = cos(YRot), in RotateByXandY() 220 sy = sin(YRot), in RotateByXandY()
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H A D | VectorCtl.h | 173 void RotateByXandY (double XRot, double YRot);
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/dports/games/duel/duel/src/ |
H A D | Base.cpp | 33 SetRotation(XRot(), YRot(), zr_f+0.25); in Update()
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H A D | doAI.cpp | 354 glRotatef(target->YRot(), 0, 1, 0); in Fight() 486 glRotatef(YRot(), 0, 1, 0); in Avoid()
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/dports/games/duel/duel/src/libDazzle/ |
H A D | Entity.h | 68 float YRot(void);
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H A D | Entity.cpp | 89 float CEntity::YRot(void) in YRot() function in CEntity
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H A D | EntityCollision.cpp | 84 glRotatef(-in_Entity->YRot(), 0, 1, 0); in BSMeshCollision()
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H A D | ModelEntity.cpp | 143 glRotatef(this->YRot(), 0,1,0); in GenerateShadowVolume()
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/dports/cad/leocad/leocad-21.06/common/ |
H A D | camera.cpp | 895 …lcMatrix44 YRot(lcVector4(Z[0], Z[1], 0.0f, 0.0f), lcVector4(-Z[1], Z[0], 0.0f, 0.0f), lcVector4(0… in Orbit() local 896 …transform = lcMul(lcMul(lcMul(lcMatrix44AffineInverse(YRot), lcMatrix44RotationY(DistanceY)), YRot… in Orbit()
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/dports/cad/repsnapper/repsnapper-2.5a4/libraries/amf/amftools-code/src/ |
H A D | AMF_File.cpp | 1779 CQuat YRot = CQuat(jt->rY*d2r, Vec3D(0,1,0)); in RenderConstellation() local 1781 CQuat ThisRot = ZRot*YRot*XRot; //rotation (by X then Y then Z) in RenderConstellation()
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