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Searched refs:normalized_direction (Results 1 – 25 of 26) sorted by relevance

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/dports/games/julius/julius-1.7.0/src/figure/
H A Dimage.c74 int normalized_direction = direction - city_view_orientation(); in figure_image_normalize_direction() local
75 if (normalized_direction < 0) { in figure_image_normalize_direction()
76 normalized_direction += 8; in figure_image_normalize_direction()
78 return normalized_direction; in figure_image_normalize_direction()
/dports/games/augustus/augustus-3.1.0/src/figure/
H A Dimage.c74 int normalized_direction = direction - city_view_orientation(); in figure_image_normalize_direction() local
75 if (normalized_direction < 0) { in figure_image_normalize_direction()
76 normalized_direction += 8; in figure_image_normalize_direction()
78 return normalized_direction; in figure_image_normalize_direction()
/dports/games/quetoo/quetoo-0.6.1/src/
H A Dgl_rmain.c260 vec3_t direction, normalized_direction; in GL_DrawBeam() local
272 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in GL_DrawBeam()
273 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in GL_DrawBeam()
274 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in GL_DrawBeam()
276 if(VectorNormalize(normalized_direction) == 0) in GL_DrawBeam()
279 PerpendicularVector(perpvec, normalized_direction); in GL_DrawBeam()
283 RotatePointAroundVector(start_points[i], normalized_direction, perpvec,(360.0 / NUM_BEAM_SEGS)*i); in GL_DrawBeam()
/dports/games/quake2-source/quake2-r0.16.2/src/ref_soft/
H A Dr_main.c1252 vec3_t direction, normalized_direction; in R_DrawBeam() local
1264 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam()
1265 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam()
1266 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam()
1268 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam()
1271 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam()
1276 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in R_DrawBeam()
/dports/games/quake2lnx/quake2-r0.16.2/src/ref_soft/
H A Dr_main.c1252 vec3_t direction, normalized_direction; in R_DrawBeam() local
1264 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam()
1265 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam()
1266 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam()
1268 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam()
1271 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam()
1276 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in R_DrawBeam()
/dports/games/q2pro/q2pro/ref_soft/
H A Dsw_main.c1222 vec3_t direction, normalized_direction; in R_DrawBeam() local
1234 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam()
1235 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam()
1236 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam()
1238 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam()
1241 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam()
1246 RotatePointAroundVector( start_points[i], normalized_direction, in R_DrawBeam()
/dports/games/quake2-source/quake2-r0.16.2/src/ref_gl/
H A Dgl_rmain.c1619 vec3_t direction, normalized_direction; in R_DrawBeam() local
1631 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam()
1632 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam()
1633 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam()
1635 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam()
1638 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam()
1643 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in R_DrawBeam()
/dports/games/quake2lnx/quake2-r0.16.2/src/ref_gl/
H A Dgl_rmain.c1619 vec3_t direction, normalized_direction; in R_DrawBeam() local
1631 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam()
1632 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam()
1633 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam()
1635 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam()
1638 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam()
1643 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in R_DrawBeam()
/dports/games/ioquake3-server/ioquake3-1.36/code/renderer/
H A Dtr_surface.c293 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
307 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
308 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
309 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
311 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam()
314 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
320 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
/dports/games/ioquake3/ioquake3-1.36/code/renderer/
H A Dtr_surface.c293 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
307 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
308 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
309 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
311 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam()
314 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
320 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/renderer/
H A Dtr_surface.c293 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
307 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
308 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
309 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
311 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam()
314 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
320 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
/dports/games/openarena/openarena-engine-source-0.8.8/code/renderer/
H A Dtr_surface.c293 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
307 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
308 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
309 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
311 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam()
314 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
320 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/renderer/
H A Dtr_surface.c293 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
307 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
308 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
309 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
311 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam()
314 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
320 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/
H A Dtr_surface.c508 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
522 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
523 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
524 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
526 if ( VectorNormalize( normalized_direction ) == 0 ) { in RB_SurfaceBeam()
530 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
536 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, ( 360.0 / NUM_BEAM_SEGS )… in RB_SurfaceBeam()
/dports/games/iortcw/iortcw-1.51c/MP/code/renderer/
H A Dtr_surface.c316 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
330 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
331 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
332 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
334 if ( VectorNormalize( normalized_direction ) == 0 ) { in RB_SurfaceBeam()
338 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
344 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, ( 360.0 / NUM_BEAM_SEGS )… in RB_SurfaceBeam()
/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/
H A Dtr_surface.c506 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
520 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
521 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
522 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
524 if ( VectorNormalize( normalized_direction ) == 0 ) { in RB_SurfaceBeam()
528 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
534 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, ( 360.0 / NUM_BEAM_SEGS )… in RB_SurfaceBeam()
/dports/games/iortcw/iortcw-1.51c/SP/code/renderer/
H A Dtr_surface.c316 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
330 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
331 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
332 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
334 if ( VectorNormalize( normalized_direction ) == 0 ) { in RB_SurfaceBeam()
338 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
344 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, ( 360.0 / NUM_BEAM_SEGS )… in RB_SurfaceBeam()
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/renderer/
H A Dtr_surface.c294 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
308 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
309 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
310 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
312 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam()
315 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
321 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
/dports/games/r1q2/r1q2-8012_5/ref_gl/
H A Dgl_rmain.c2279 vec3_t direction, normalized_direction; in R_DrawBeam() local
2291 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam()
2292 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam()
2293 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam()
2295 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam()
2298 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam()
2303 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0f/NUM_BEAM_SEGS)*i … in R_DrawBeam()
/dports/games/openjk/OpenJK-07675e2/codemp/rd-vanilla/
H A Dtr_surface.cpp394 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
408 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
409 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
410 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
412 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam()
415 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
421 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_ents.c1459 vec3_t targetpos, normalized_direction, direction; in CG_Efx() local
1488 normalized_direction[0] = direction[0] = targetpos[0] - cent->currentState.origin[0]; in CG_Efx()
1489 normalized_direction[1] = direction[1] = targetpos[1] - cent->currentState.origin[1]; in CG_Efx()
1490 normalized_direction[2] = direction[2] = targetpos[2] - cent->currentState.origin[2]; in CG_Efx()
1492 dist = VectorNormalize( normalized_direction ); in CG_Efx()
1498 …CG_Spotlight( cent, color, cent->currentState.origin, normalized_direction, 999, 2048, 10, fov, 0 … in CG_Efx()
/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_ents.c1629 vec3_t targetpos, normalized_direction, direction; in CG_Efx() local
1679 normalized_direction[0] = direction[0] = targetpos[0] - cent->currentState.origin[0]; in CG_Efx()
1680 normalized_direction[1] = direction[1] = targetpos[1] - cent->currentState.origin[1]; in CG_Efx()
1681 normalized_direction[2] = direction[2] = targetpos[2] - cent->currentState.origin[2]; in CG_Efx()
1683 dist = VectorNormalize( normalized_direction ); in CG_Efx()
1691 …CG_Explodef( cent->lerpOrigin, normalized_direction, 50, 1, cgs.media.sfx_bullet_glasshit[0], 1, 0… in CG_Efx()
1695 …CG_Spotlight( cent, color, cent->currentState.origin, normalized_direction, 999, 4096, 10, fov, 0 … in CG_Efx()
/dports/games/openjk/OpenJK-07675e2/code/rd-vanilla/
H A Dtr_surface.cpp1063 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local
1077 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam()
1078 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam()
1079 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam()
1081 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam()
1084 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam()
1090 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
/dports/games/evq3/evq3/code/renderer/
H A Dtr_surface.c1093 vec3_t direction, normalized_direction; in Tess_SurfaceBeam() local
1109 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in Tess_SurfaceBeam()
1110 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in Tess_SurfaceBeam()
1111 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in Tess_SurfaceBeam()
1113 if(VectorNormalize(normalized_direction) == 0) in Tess_SurfaceBeam()
1116 PerpendicularVector(perpvec, normalized_direction); in Tess_SurfaceBeam()
1122 …RotatePointAroundVector(start_points[i], normalized_direction, perpvec, (360.0 / NUM_BEAM_SEGS) * … in Tess_SurfaceBeam()
/dports/games/qudos/QuDos-0.40.1-src/src/ref_gl/
H A Dgl_rmain.c3202 vec3_t direction, normalized_direction; in R_DrawBeam() local
3214 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam()
3215 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam()
3216 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam()
3218 if (VectorNormalize(normalized_direction) == 0) in R_DrawBeam()
3221 PerpendicularVector(perpvec, normalized_direction); in R_DrawBeam()
3225 …RotatePointAroundVector(start_points[i], normalized_direction, perpvec, (360.0 / NUM_BEAM_SEGS) * … in R_DrawBeam()

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