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Searched refs:maxRoll (Results 1 – 18 of 18) sorted by relevance

/dports/games/residualvm/residualvm-0.3.1/engines/grim/costume/
H A Dhead.cpp39 float maxPitch, float maxYaw, float maxRoll, float constrain) { in orientTowards() argument
122 r.clampDegrees(maxRoll); in orientTowards()
186 void Head::setMaxAngles(float maxPitch, float maxYaw, float maxRoll) { in setMaxAngles() argument
187 _maxRoll = maxRoll; in setMaxAngles()
H A Dhead.h52 float maxPitch, float maxYaw, float maxRoll, float constrain);
69 void setMaxAngles(float maxPitch, float maxYaw, float maxRoll);
/dports/games/scummvm/scummvm-2.5.1/engines/grim/costume/
H A Dhead.cpp39 float maxPitch, float maxYaw, float maxRoll, float constrain) { in orientTowards() argument
122 r.clampDegrees(maxRoll); in orientTowards()
186 void Head::setMaxAngles(float maxPitch, float maxYaw, float maxRoll) { in setMaxAngles() argument
187 _maxRoll = maxRoll; in setMaxAngles()
H A Dhead.h52 float maxPitch, float maxYaw, float maxRoll, float constrain);
69 void setMaxAngles(float maxPitch, float maxYaw, float maxRoll);
/dports/games/residualvm/residualvm-0.3.1/engines/grim/
H A Dcostume.h76 void setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw);
H A Dcostume.cpp479 void Costume::setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxY… in setHead() argument
483 head->setMaxAngles(maxPitch, maxYaw, maxRoll); in setHead()
H A Dactor.h524 void setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw);
H A Dlua_v1_actor.cpp1332 float maxRoll = lua_getnumber(maxRollObj); in SetActorHead() local
1336 actor->setHead(joint1, joint2, joint3, maxRoll, maxPitch, maxYaw); in SetActorHead()
H A Dactor.cpp1415 void Actor::setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw… in setHead() argument
1418 curCostume->setHead(joint1, joint2, joint3, maxRoll, maxPitch, maxYaw); in setHead()
/dports/games/scummvm/scummvm-2.5.1/engines/grim/
H A Dcostume.h76 void setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw);
H A Dcostume.cpp479 void Costume::setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxY… in setHead() argument
483 head->setMaxAngles(maxPitch, maxYaw, maxRoll); in setHead()
H A Dactor.h524 void setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw);
H A Dlua_v1_actor.cpp1332 float maxRoll = lua_getnumber(maxRollObj); in SetActorHead() local
1336 actor->setHead(joint1, joint2, joint3, maxRoll, maxPitch, maxYaw); in SetActorHead()
H A Dactor.cpp1419 void Actor::setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw… in setHead() argument
1422 curCostume->setHead(joint1, joint2, joint3, maxRoll, maxPitch, maxYaw); in setHead()
/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwrender/
H A Dcamera.cpp165 …static const float maxRoll = osg::DegreesToRadians(Settings::Manager::getFloat("head bobbing roll"… in updateHeadBobbing() local
177 mRoll = osg::sign(stepState) * effect * coef * maxRoll; // range from -maxRoll to maxRoll in updateHeadBobbing()
/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A Dcg_players.cpp1994 …okSpeed, float minPitch, float maxPitch, float minYaw, float maxYaw, float minRoll, float maxRoll ) in CG_UpdateLookAngles() argument
2019 if ( lookAngles[ROLL] > maxRoll ) in CG_UpdateLookAngles()
2021 lookAngles[ROLL] = maxRoll; in CG_UpdateLookAngles()
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_players.cpp2405 …okSpeed, float minPitch, float maxPitch, float minYaw, float maxYaw, float minRoll, float maxRoll ) in CG_UpdateLookAngles() argument
2430 if ( lookAngles[ROLL] > maxRoll ) in CG_UpdateLookAngles()
2432 lookAngles[ROLL] = maxRoll; in CG_UpdateLookAngles()
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A Dbg_pmove.c8748 …okSpeed, float minPitch, float maxPitch, float minYaw, float maxYaw, float minRoll, float maxRoll ) in BG_UpdateLookAngles() argument
8774 if ( lookAngles[ROLL] > maxRoll ) in BG_UpdateLookAngles()
8776 lookAngles[ROLL] = maxRoll; in BG_UpdateLookAngles()