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Searched refs:objectX1 (Results 1 – 2 of 2) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dscene_objects.cpp262 float objectX1, objectY1, objectZ1, objectX2, objectY2, objectZ2; in isBetween() local
263 …_sceneObjects[i].boundingBox.getXYZ(&objectX1, &objectY1, &objectZ1, &objectX2, &objectY2, &object… in isBetween()
266 …return lineIntersection(Vector2(sourceX, sourceZ), Vector2(targetX, targetZ), Vector2(objectX1, ob… in isBetween()
268 …urceZ), Vector2(targetX, targetZ), Vector2(objectX2, objectZ2), Vector2(objectX1, objectZ2), &inte… in isBetween()
269 …or2(sourceX, sourceZ), Vector2(targetX, targetZ), Vector2(objectX1, objectZ2), Vector2(objectX1, o… in isBetween()
280 float objectX1, objectY1, objectZ1, objectX2, objectY2, objectZ2; in isObstacleBetween() local
281 sceneObject->boundingBox.getXYZ(&objectX1, &objectY1, &objectZ1, &objectX2, &objectY2, &objectZ2); in isObstacleBetween()
287 float xAdjustement = (objectX2 - objectX1) * 0.1f; in isObstacleBetween()
290 objectX1 = objectX1 + xAdjustement; in isObstacleBetween()
296 …if (lineIntersection(Vector2(source.x, source.z), Vector2(target.x, target.z), Vector2(objectX1, o… in isObstacleBetween()
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/
H A Dscene_objects.cpp262 float objectX1, objectY1, objectZ1, objectX2, objectY2, objectZ2; in isBetween() local
263 …_sceneObjects[i].boundingBox.getXYZ(&objectX1, &objectY1, &objectZ1, &objectX2, &objectY2, &object… in isBetween()
266 …return lineIntersection(Vector2(sourceX, sourceZ), Vector2(targetX, targetZ), Vector2(objectX1, ob… in isBetween()
268 …urceZ), Vector2(targetX, targetZ), Vector2(objectX2, objectZ2), Vector2(objectX1, objectZ2), &inte… in isBetween()
269 …or2(sourceX, sourceZ), Vector2(targetX, targetZ), Vector2(objectX1, objectZ2), Vector2(objectX1, o… in isBetween()
280 float objectX1, objectY1, objectZ1, objectX2, objectY2, objectZ2; in isObstacleBetween() local
281 sceneObject->boundingBox.getXYZ(&objectX1, &objectY1, &objectZ1, &objectX2, &objectY2, &objectZ2); in isObstacleBetween()
287 float xAdjustement = (objectX2 - objectX1) * 0.1f; in isObstacleBetween()
290 objectX1 = objectX1 + xAdjustement; in isObstacleBetween()
296 …if (lineIntersection(Vector2(source.x, source.z), Vector2(target.x, target.z), Vector2(objectX1, o… in isObstacleBetween()
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