/dports/games/scorched3d/scorched/src/common/common/ |
H A D | Vector4.cpp | 95 rotMatrix[0] = matrix[0]; in getOpenGLRotationMatrix() 96 rotMatrix[1] = matrix[4]; in getOpenGLRotationMatrix() 97 rotMatrix[2] = matrix[8]; in getOpenGLRotationMatrix() 98 rotMatrix[4] = matrix[1]; in getOpenGLRotationMatrix() 99 rotMatrix[5] = matrix[5]; in getOpenGLRotationMatrix() 100 rotMatrix[6] = matrix[9]; in getOpenGLRotationMatrix() 101 rotMatrix[8] = matrix[2]; in getOpenGLRotationMatrix() 102 rotMatrix[9] = matrix[6]; in getOpenGLRotationMatrix() 104 rotMatrix[3] = rotMatrix[7] = rotMatrix[11] = 0.0; in getOpenGLRotationMatrix() 105 rotMatrix[15] = 1.0; in getOpenGLRotationMatrix() [all …]
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H A D | FixedVector4.cpp | 95 rotMatrix[0] = matrix[0].asFloat(); in getOpenGLRotationMatrix() 96 rotMatrix[1] = matrix[4].asFloat(); in getOpenGLRotationMatrix() 97 rotMatrix[2] = matrix[8].asFloat(); in getOpenGLRotationMatrix() 98 rotMatrix[4] = matrix[1].asFloat(); in getOpenGLRotationMatrix() 99 rotMatrix[5] = matrix[5].asFloat(); in getOpenGLRotationMatrix() 100 rotMatrix[6] = matrix[9].asFloat(); in getOpenGLRotationMatrix() 101 rotMatrix[8] = matrix[2].asFloat(); in getOpenGLRotationMatrix() 102 rotMatrix[9] = matrix[6].asFloat(); in getOpenGLRotationMatrix() 104 rotMatrix[3] = rotMatrix[7] = rotMatrix[11] = 0.0f; in getOpenGLRotationMatrix() 105 rotMatrix[15] = 1.0f; in getOpenGLRotationMatrix() [all …]
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/dports/x11-toolkits/qt5-quick3d/kde-qtquick3d-5.15.2p19/src/imports/effectlib/shaders/ |
H A D | luminosity.vert | 13 mat2 rotMatrix = mat2(rotCos, rotSin, -rotSin, rotCos); 16 TexCoord0 = ToRotatedPoissonTexCoord(poisson0, TexCoord, incVec, rotMatrix); 17 TexCoord1 = ToRotatedPoissonTexCoord(poisson1, TexCoord, incVec, rotMatrix); 18 TexCoord2 = ToRotatedPoissonTexCoord(poisson2, TexCoord, incVec, rotMatrix); 19 TexCoord3 = ToRotatedPoissonTexCoord(poisson3, TexCoord, incVec, rotMatrix); 20 TexCoord4 = ToRotatedPoissonTexCoord(poisson4, TexCoord, incVec, rotMatrix); 21 TexCoord5 = ToRotatedPoissonTexCoord(poisson5, TexCoord, incVec, rotMatrix); 22 TexCoord6 = ToRotatedPoissonTexCoord(poisson6, TexCoord, incVec, rotMatrix); 23 TexCoord7 = ToRotatedPoissonTexCoord(poisson7, TexCoord, incVec, rotMatrix);
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H A D | poissonblur.vert | 13 mat2 rotMatrix = mat2(rotCos, rotSin, -rotSin, rotCos); 16 TexCoord0 = ToRotatedPoissonTexCoord(poisson0, TexCoord, incVec, rotMatrix); 17 TexCoord1 = ToRotatedPoissonTexCoord(poisson1, TexCoord, incVec, rotMatrix); 18 TexCoord2 = ToRotatedPoissonTexCoord(poisson2, TexCoord, incVec, rotMatrix); 19 TexCoord3 = ToRotatedPoissonTexCoord(poisson3, TexCoord, incVec, rotMatrix); 20 TexCoord4 = ToRotatedPoissonTexCoord(poisson4, TexCoord, incVec, rotMatrix); 21 TexCoord5 = ToRotatedPoissonTexCoord(poisson5, TexCoord, incVec, rotMatrix); 22 TexCoord6 = ToRotatedPoissonTexCoord(poisson6, TexCoord, incVec, rotMatrix); 23 TexCoord7 = ToRotatedPoissonTexCoord(poisson7, TexCoord, incVec, rotMatrix);
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/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/qt/ |
H A D | light_widget.cpp | 102 CRotationMatrix rotMatrix; in Render() local 108 rotMatrix.RotateY(-cameraRotation.z); in Render() 109 rotMatrix.RotateX(cameraRotation.y); in Render() 110 rotMatrix.RotateZ(cameraRotation.x); in Render() 113 rotMatrix.RotateZ(lightAngle.x); in Render() 114 rotMatrix.RotateX(lightAngle.y); in Render() 115 rotMatrix.RotateY(lightAngle.z); in Render() 236 CRotationMatrix rotMatrix; in mouseMoveEvent() local 237 rotMatrix.RotateZ(lightAngleBeforeDrag.x); in mouseMoveEvent() 238 rotMatrix.RotateX(lightAngleBeforeDrag.y); in mouseMoveEvent() [all …]
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/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/src/ |
H A D | texture_mapping.cpp | 57 point = material->rotMatrix.RotateVector(point); in TextureMapping() 75 texX = material->rotMatrix.Transpose().RotateVector(texX); in TextureMapping() 80 texY = material->rotMatrix.Transpose().RotateVector(texY); in TextureMapping() 100 texX = material->rotMatrix.Transpose().RotateVector(texX); in TextureMapping() 103 texY = material->rotMatrix.Transpose().RotateVector(texY); in TextureMapping() 128 texX = material->rotMatrix.Transpose().RotateVector(texX); in TextureMapping() 131 texY = material->rotMatrix.Transpose().RotateVector(texY); in TextureMapping() 243 texX = material->rotMatrix.Transpose().RotateVector(texX); in TextureMapping() 246 texY = material->rotMatrix.Transpose().RotateVector(texY); in TextureMapping()
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H A D | light.cpp | 98 rotMatrix.SetRotation(rotation); in setParameters() 135 lightDirection = rotMatrix.RotateVector(CVector3(0.0, -1.0, 0.0)); in setParameters() 136 lightTopVector = rotMatrix.RotateVector(CVector3(0.0, 0.0, 1.0)); in setParameters() 137 lightRightVector = rotMatrix.RotateVector(CVector3(-1.0, 0.0, 0.0)); in setParameters()
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/dports/biology/ugene/ugene-40.1/src/plugins/biostruct3d_view/src/ |
H A D | GLFrameManager.cpp | 37 : glWidget(widget), rotMatrix(), in GLFrame() 40 rotMatrix.loadIdentity(); in GLFrame() 84 return rotMatrix.data(); in getRotationMatrix() 108 glMultMatrixf(rotMatrix.data()); in rotateCamera() 109 glGetFloatv(GL_MODELVIEW_MATRIX, rotMatrix.data()); in rotateCamera() 124 rotMatrix.load(rotML); in setState() 133 state[ROTATION_MATRIX_ID] = rotMatrix.store(); in writeStateToMap()
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/dports/biology/ugene/ugene-40.1/src/plugins/biostruct3d_view/src/deprecated/ |
H A D | GLFrameManager.cpp | 38 : glWidget(widget), rotMatrix(), in GLFrame() 41 rotMatrix.loadIdentity(); in GLFrame() 93 return rotMatrix.data(); in getRotationMatrix() 109 glMultMatrixf(rotMatrix.data()); in rotateCamera() 110 glGetFloatv(GL_MODELVIEW_MATRIX, rotMatrix.data()); in rotateCamera() 125 rotMatrix.load(rotML); in setState() 134 state[ROTATION_MATRIX_ID] = rotMatrix.store(); in writeStateToMap()
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/dports/science/wxmacmolplt/wxmacmolplt-7.7-43-g9a46f7a/src/ |
H A D | Math3D.cpp | 88 out->x = (in->x * rotMatrix[0][0] + in->y * rotMatrix[0][1] + in->z * rotMatrix[0][2]); in BackRotate3DOffset() 89 out->y = (in->x * rotMatrix[1][0] + in->y * rotMatrix[1][1] + in->z * rotMatrix[1][2]); in BackRotate3DOffset() 90 out->z = (in->x * rotMatrix[2][0] + in->y * rotMatrix[2][1] + in->z * rotMatrix[2][2]); in BackRotate3DOffset() 153 rotMatrix[0][0] = (float) (cosPsi*cosPhi-sinPsi*cosTheta*sinPhi); in EulerAnglesToMatrix() 154 rotMatrix[0][1] = (float) (-cosPsi*sinPhi-sinPsi*cosTheta*cosPhi); in EulerAnglesToMatrix() 155 rotMatrix[0][2] = (float) (sinPsi*sinTheta); in EulerAnglesToMatrix() 156 rotMatrix[1][0] = (float) (sinPsi*cosPhi+cosPsi*cosTheta*sinPhi); in EulerAnglesToMatrix() 158 rotMatrix[1][2] = (float) (-cosPsi*sinTheta); in EulerAnglesToMatrix() 159 rotMatrix[2][0] = (float) (sinTheta*sinPhi); in EulerAnglesToMatrix() 160 rotMatrix[2][1] = (float) (sinTheta*cosPhi); in EulerAnglesToMatrix() [all …]
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H A D | Math3D.h | 28 void BackRotate3DOffset(const Matrix4D rotMatrix, const CPoint3D * in, CPoint3D * out); 29 void MatrixToEulerAngles(Matrix4D rotMatrix, float * phi, float * psi, float * theta); 30 void EulerAnglesToMatrix(Matrix4D rotMatrix, float phi, float psi, float theta);
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/dports/audio/milkytracker/MilkyTracker-1.03.00/src/fx/ |
H A D | ParticleBlobs.cpp | 128 MatrixFP rotMatrix,mx,my,mz; in update() local 132 rotMatrix = (mx*my); in update() 133 rotMatrix = mz*rotMatrix; in update() 135 this->rotMatrix = rotMatrix; in update()
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H A D | ParticleFX.h | 61 MatrixFP rotMatrix; variable 72 void setMatrix(MatrixFP& matrix) { rotMatrix = matrix; } in setMatrix() 73 MatrixFP getMatrix() { return rotMatrix; } in getMatrix()
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H A D | TexturedPlane.h | 32 MatrixFP rotMatrix; 39 void setMatrix(MatrixFP& matrix) { rotMatrix = matrix; } in setMatrix()
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/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/opencl/engines/ |
H A D | texture_mapping.cl | 50 point = Matrix33MulFloat3(material->rotMatrix, point); 70 texX = Matrix33MulFloat3(TransposeMatrix(material->rotMatrix), texX); 75 texY = Matrix33MulFloat3(TransposeMatrix(material->rotMatrix), texY); 100 texX = Matrix33MulFloat3(TransposeMatrix(material->rotMatrix), texX); 103 texY = Matrix33MulFloat3(TransposeMatrix(material->rotMatrix), texY); 132 texX = Matrix33MulFloat3(TransposeMatrix(material->rotMatrix), texX); 135 texY = Matrix33MulFloat3(TransposeMatrix(material->rotMatrix), texY); 257 texX = Matrix33MulFloat3(TransposeMatrix(material->rotMatrix), texX); 260 texY = Matrix33MulFloat3(TransposeMatrix(material->rotMatrix), texY);
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/dports/games/scorched3d/scorched/src/common/actions/ |
H A D | ShotBounce.cpp | 131 static float rotMatrix[16]; in draw() local 132 getRotationQuat().getOpenGLRotationMatrix(rotMatrix); in draw() 154 glMultMatrixf(rotMatrix); in draw()
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/dports/misc/usd/USD-21.11/pxr/base/gf/ |
H A D | frustum.cpp | 383 GfMatrix4d rotMatrix; in Transform() local 384 rotMatrix.SetIdentity(); in Transform() 386 rotMatrix[0][0] = viewRightPrime[0]; in Transform() 387 rotMatrix[0][1] = viewRightPrime[1]; in Transform() 388 rotMatrix[0][2] = viewRightPrime[2]; in Transform() 391 rotMatrix[1][0] = upVecPrime[0]; in Transform() 392 rotMatrix[1][1] = upVecPrime[1]; in Transform() 393 rotMatrix[1][2] = upVecPrime[2]; in Transform() 396 rotMatrix[2][0] = -viewDirPrime[0]; in Transform() 397 rotMatrix[2][1] = -viewDirPrime[1]; in Transform() [all …]
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/dports/graphics/xournalpp/xournalpp-1.1.0/src/model/ |
H A D | Stroke.cpp | 181 cairo_matrix_t rotMatrix; in rotate() local 182 cairo_matrix_init_identity(&rotMatrix); in rotate() 183 cairo_matrix_translate(&rotMatrix, x0, y0); in rotate() 184 cairo_matrix_rotate(&rotMatrix, th); in rotate() 185 cairo_matrix_translate(&rotMatrix, -x0, -y0); in rotate() 188 cairo_matrix_transform_point(&rotMatrix, &p.x, &p.y); in rotate()
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/dports/games/tuxracer/tuxracer-0.61/src/ |
H A D | hier.c | 199 matrixgl_t rotMatrix; in rotate_scene_node() local 205 make_rotation_matrix( rotMatrix, angle, axis ); in rotate_scene_node() 206 multiply_matrices( nodePtr->trans, nodePtr->trans, rotMatrix ); in rotate_scene_node() 207 make_rotation_matrix( rotMatrix, -angle, axis ); in rotate_scene_node() 208 multiply_matrices( nodePtr->invtrans, rotMatrix, nodePtr->invtrans ); in rotate_scene_node()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/ |
H A D | BVHLoader.cpp | 510 aiMatrix3x3 rotMatrix; in CreateAnimation() local 520 …case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); bre… in CreateAnimation() 521 …case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); br… in CreateAnimation() 522 …case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); bre… in CreateAnimation() 528 rotkey->mValue = aiQuaternion( rotMatrix); in CreateAnimation()
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/ |
H A D | BVHLoader.cpp | 512 aiMatrix3x3 rotMatrix; in CreateAnimation() local 522 …case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); bre… in CreateAnimation() 523 …case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); br… in CreateAnimation() 524 …case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); bre… in CreateAnimation() 530 rotkey->mValue = aiQuaternion( rotMatrix); in CreateAnimation()
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/dports/games/spring/spring_98.0/rts/lib/assimp/code/ |
H A D | BVHLoader.cpp | 472 aiMatrix3x3 rotMatrix; in CreateAnimation() local 482 …case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); bre… in CreateAnimation() 483 …case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); bre… in CreateAnimation() 484 …case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); bre… in CreateAnimation() 490 rotkey->mValue = aiQuaternion( rotMatrix); in CreateAnimation()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/BVH/ |
H A D | BVHLoader.cpp | 532 aiMatrix3x3 rotMatrix; in CreateAnimation() local 549 … aiMatrix4x4::RotationX(angle, temp); rotMatrix *= aiMatrix3x3(temp); in CreateAnimation() 552 … aiMatrix4x4::RotationY(angle, temp); rotMatrix *= aiMatrix3x3(temp); in CreateAnimation() 554 case Channel_RotationZ: aiMatrix4x4::RotationZ(angle, temp); rotMatrix *= aiMatrix3x3(temp); in CreateAnimation() 563 rotkey->mValue = aiQuaternion( rotMatrix); in CreateAnimation()
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/ |
H A D | BVHLoader.cpp | 509 aiMatrix3x3 rotMatrix; in CreateAnimation() local 519 …case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); bre… in CreateAnimation() 520 …case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); br… in CreateAnimation() 521 …case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); bre… in CreateAnimation() 527 rotkey->mValue = aiQuaternion( rotMatrix); in CreateAnimation()
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/BVH/ |
H A D | BVHLoader.cpp | 496 aiMatrix3x3 rotMatrix; in CreateAnimation() local 502 aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); in CreateAnimation() 508 aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); in CreateAnimation() 514 aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); in CreateAnimation() 522 rotkey->mValue = aiQuaternion(rotMatrix); in CreateAnimation()
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