Home
last modified time | relevance | path

Searched refs:pV3 (Results 1 – 25 of 54) sorted by relevance

123

/dports/irc/kvirc/KVIrc-5.0.0-73-gbdeac0429/src/kvirc/kvs/
H A DKviKvsVariantList.cpp50 KviKvsVariantList::KviKvsVariantList(KviKvsVariant * pV1, KviKvsVariant * pV2, KviKvsVariant * pV3) in KviKvsVariantList() argument
56 m_pList->append(pV3); in KviKvsVariantList()
59 KviKvsVariantList::KviKvsVariantList(KviKvsVariant * pV1, KviKvsVariant * pV2, KviKvsVariant * pV3,… in KviKvsVariantList() argument
65 m_pList->append(pV3); in KviKvsVariantList()
69 KviKvsVariantList::KviKvsVariantList(KviKvsVariant * pV1, KviKvsVariant * pV2, KviKvsVariant * pV3,… in KviKvsVariantList() argument
75 m_pList->append(pV3); in KviKvsVariantList()
80 KviKvsVariantList::KviKvsVariantList(KviKvsVariant * pV1, KviKvsVariant * pV2, KviKvsVariant * pV3,… in KviKvsVariantList() argument
86 m_pList->append(pV3); in KviKvsVariantList()
92 KviKvsVariantList::KviKvsVariantList(KviKvsVariant * pV1, KviKvsVariant * pV2, KviKvsVariant * pV3,… in KviKvsVariantList() argument
98 m_pList->append(pV3); in KviKvsVariantList()
H A DKviKvsVariantList.h72 KviKvsVariantList(KviKvsVariant * pV1, KviKvsVariant * pV2, KviKvsVariant * pV3);
82 …KviKvsVariantList(KviKvsVariant * pV1, KviKvsVariant * pV2, KviKvsVariant * pV3, KviKvsVariant * p…
93 …KviKvsVariantList(KviKvsVariant * pV1, KviKvsVariant * pV2, KviKvsVariant * pV3, KviKvsVariant * p…
105 …KviKvsVariantList(KviKvsVariant * pV1, KviKvsVariant * pV2, KviKvsVariant * pV3, KviKvsVariant * p…
118 …KviKvsVariantList(KviKvsVariant * pV1, KviKvsVariant * pV2, KviKvsVariant * pV3, KviKvsVariant * p…
/dports/multimedia/assimp/assimp-5.1.3/code/PostProcessing/
H A DGenFaceNormalsProcess.cpp137 const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]]; in GenMeshFaceNormals() local
139 std::swap( pV2, pV3 ); in GenMeshFaceNormals()
140 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshFaceNormals()
H A DGenVertexNormalsProcess.cpp145 const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]]; in GenMeshVertexNormals() local
147 std::swap( pV2, pV3 ); in GenMeshVertexNormals()
148 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshVertexNormals()
/dports/cad/ngspice_rework/ngspice-35/src/ciderlib/twod/
H A Dtworead.c23 double *pV2, double *pV3) in TWOreadState() argument
64 if (pV3 != NULL) { in TWOreadState()
65 *pV3 = vData[2][0]; in TWOreadState()
/dports/games/spring/spring_98.0/rts/lib/assimp/code/
H A DGenFaceNormalsProcess.cpp130 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local
131 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); in GenMeshFaceNormals()
H A DGenVertexNormalsProcess.cpp144 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local
145 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); in GenMeshVertexNormals()
/dports/devel/upp/upp/bazaar/plugin/assimp/code/PostProcessing/
H A DGenFaceNormalsProcess.cpp138 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local
139 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshFaceNormals()
H A DGenVertexNormalsProcess.cpp151 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local
152 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshVertexNormals()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/
H A DGenFaceNormalsProcess.cpp135 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local
136 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); in GenMeshFaceNormals()
H A DGenVertexNormalsProcess.cpp146 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local
147 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)); in GenMeshVertexNormals()
/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/
H A DGenFaceNormalsProcess.cpp135 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local
136 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); in GenMeshFaceNormals()
H A DGenVertexNormalsProcess.cpp145 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local
146 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)); in GenMeshVertexNormals()
/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/
H A DGenFaceNormalsProcess.cpp138 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local
139 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshFaceNormals()
H A DGenVertexNormalsProcess.cpp151 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local
152 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshVertexNormals()
/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/
H A DGenFaceNormalsProcess.cpp138 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local
139 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshFaceNormals()
H A DGenVertexNormalsProcess.cpp151 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local
152 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshVertexNormals()
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/
H A DGenFaceNormalsProcess.cpp136 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local
137 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); in GenMeshFaceNormals()
H A DGenVertexNormalsProcess.cpp146 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local
147 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)); in GenMeshVertexNormals()
/dports/games/retroarch/RetroArch-1.9.7/gfx/include/d3d8/
H A Dd3dx8math.h510 CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s );
515 CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g);
590 CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s );
595 CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g);
670 CONST D3DXVECTOR4 *pV3);
684 CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s );
689 CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g);
996 CONST D3DXVECTOR3 *pV3);
/dports/games/xray_re-tools/xray_re-tools-52721d2/sources/3rd-party/dx8sdk/include/
H A Dd3dx8math.h523 CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s );
528 CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g);
604 CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s );
609 CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g);
686 CONST D3DXVECTOR4 *pV3);
700 CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s );
705 CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g);
1018 CONST D3DXVECTOR3 *pV3);
/dports/graphics/qgis-ltr/qgis-3.16.16/src/core/geometry/
H A Dqgsquadrilateral.cpp86 QgsPoint pV3( pType, v3.x(), v3.y(), v3.z() ); in rectangleFrom3Points() local
89 inclination = pV3.inclination( p3 ); in rectangleFrom3Points()
90 distance = p3.distance3D( pV3 ); in rectangleFrom3Points()
93 distance = p3.distance( pV3 ); in rectangleFrom3Points()
/dports/graphics/qgis/qgis-3.22.3/src/core/geometry/
H A Dqgsquadrilateral.cpp94 const QgsPoint pV3( pType, v3.x(), v3.y(), v3.z() ); in rectangleFrom3Points() local
97 inclination = pV3.inclination( p3 ); in rectangleFrom3Points()
98 distance = p3.distance3D( pV3 ); in rectangleFrom3Points()
101 distance = p3.distance( pV3 ); in rectangleFrom3Points()
/dports/games/libretro-fbneo/FBNeo-bbe3c05/src/dep/mingw/include/directx9/
H A Dd3dx9math.h656 CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s );
661 CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g);
751 CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s );
756 CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g);
859 CONST D3DXVECTOR4 *pV3);
873 CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s );
878 CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g);
1215 CONST D3DXVECTOR3 *pV3);
/dports/games/retroarch/RetroArch-1.9.7/gfx/include/d3d9/
H A Dd3dx9math.h626 CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s );
631 CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g);
718 CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s );
723 CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g);
824 CONST D3DXVECTOR4 *pV3);
838 CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s );
843 CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g);
1175 CONST D3DXVECTOR3 *pV3);

123