/dports/irc/kvirc/KVIrc-5.0.0-73-gbdeac0429/src/kvirc/kvs/ |
H A D | KviKvsVariantList.cpp | 50 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()
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H A D | KviKvsVariantList.h | 72 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…
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/dports/multimedia/assimp/assimp-5.1.3/code/PostProcessing/ |
H A D | GenFaceNormalsProcess.cpp | 137 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()
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H A D | GenVertexNormalsProcess.cpp | 145 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()
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/dports/cad/ngspice_rework/ngspice-35/src/ciderlib/twod/ |
H A D | tworead.c | 23 double *pV2, double *pV3) in TWOreadState() argument 64 if (pV3 != NULL) { in TWOreadState() 65 *pV3 = vData[2][0]; in TWOreadState()
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/dports/games/spring/spring_98.0/rts/lib/assimp/code/ |
H A D | GenFaceNormalsProcess.cpp | 130 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local 131 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); in GenMeshFaceNormals()
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H A D | GenVertexNormalsProcess.cpp | 144 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local 145 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); in GenMeshVertexNormals()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/PostProcessing/ |
H A D | GenFaceNormalsProcess.cpp | 138 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local 139 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshFaceNormals()
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H A D | GenVertexNormalsProcess.cpp | 151 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local 152 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshVertexNormals()
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/ |
H A D | GenFaceNormalsProcess.cpp | 135 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local 136 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); in GenMeshFaceNormals()
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H A D | GenVertexNormalsProcess.cpp | 146 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local 147 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)); in GenMeshVertexNormals()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/ |
H A D | GenFaceNormalsProcess.cpp | 135 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local 136 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); in GenMeshFaceNormals()
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H A D | GenVertexNormalsProcess.cpp | 145 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local 146 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)); in GenMeshVertexNormals()
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/ |
H A D | GenFaceNormalsProcess.cpp | 138 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local 139 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshFaceNormals()
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H A D | GenVertexNormalsProcess.cpp | 151 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local 152 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshVertexNormals()
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/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/ |
H A D | GenFaceNormalsProcess.cpp | 138 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local 139 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshFaceNormals()
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H A D | GenVertexNormalsProcess.cpp | 151 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local 152 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); in GenMeshVertexNormals()
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/ |
H A D | GenFaceNormalsProcess.cpp | 136 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshFaceNormals() local 137 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); in GenMeshFaceNormals()
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H A D | GenVertexNormalsProcess.cpp | 146 const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; in GenMeshVertexNormals() local 147 const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)); in GenMeshVertexNormals()
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/dports/games/retroarch/RetroArch-1.9.7/gfx/include/d3d8/ |
H A D | d3dx8math.h | 510 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);
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/dports/games/xray_re-tools/xray_re-tools-52721d2/sources/3rd-party/dx8sdk/include/ |
H A D | d3dx8math.h | 523 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);
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/dports/graphics/qgis-ltr/qgis-3.16.16/src/core/geometry/ |
H A D | qgsquadrilateral.cpp | 86 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()
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/dports/graphics/qgis/qgis-3.22.3/src/core/geometry/ |
H A D | qgsquadrilateral.cpp | 94 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()
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/dports/games/libretro-fbneo/FBNeo-bbe3c05/src/dep/mingw/include/directx9/ |
H A D | d3dx9math.h | 656 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);
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/dports/games/retroarch/RetroArch-1.9.7/gfx/include/d3d9/ |
H A D | d3dx9math.h | 626 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);
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