/dports/math/geogram/geogram-1.7.7/src/examples/contrib/topopt/ |
H A D | layout.h | 6 template<typename vec2_t, typename vec2_u> 7 int to_index(vec2_t v, vec2_u s) { return v[1] * s[0] + v[0]; } in to_index() 9 template<typename vec2_t> 10 vec2_t to_grid(int id, int nx, int ny) { return vec2_t(id % nx, id / nx); } in to_grid() 12 template<typename vec2_t> 13 vec2_t to_grid(int id, vec2_t dims) { return vec2_t(id % dims[0], id / dims[0]); } in to_grid() 15 template<typename vec2_t> 16 …bool is_valid(int x, int y, vec2_t dims) { return (x >= 0 && y >= 0 && x < dims[0] && y < dims[1])… in is_valid() 18 template<typename vec2_t> 19 bool is_valid(int id, vec2_t dims) { return is_valid(id % dims[0], id / dims[0], dims); } in is_valid()
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/dports/games/ufoai/ufoai-2.5-source/src/client/cgame/campaign/ |
H A D | cp_geoscape.h | 51 bool GEO_Click(const uiNode_t* node, int x, int y, const vec2_t pos); 53 nation_t* GEO_GetNation(const vec2_t pos); 54 float GEO_AngleOfPath(const vec2_t start, const vec2_t end, vec3_t direction, vec3_t ortVector); 55 void GEO_CalcLine(const vec2_t start, const vec2_t end, mapline_t* line); 58 void GEO_CenterPosition(const vec2_t pos); 59 base_t* GEO_PositionCloseToBase(const vec2_t pos); 71 int GEO_GetCivilianNumberByPosition(const vec2_t pos); 72 void GEO_PrintParameterStringByPos(const vec2_t pos); 74 bool GEO_IsNight(const vec2_t pos); 75 const byte* GEO_GetColor(const vec2_t pos, mapType_t type, bool *coast); [all …]
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H A D | cp_ufo.h | 41 void UFO_SetRandomDestAround(aircraft_t* ufocraft, const vec2_t pos); 42 void UFO_FleePhalanxAircraft(aircraft_t* ufo, const vec2_t v); 49 aircraft_t* UFO_AddToGeoscape(ufoType_t ufotype, const vec2_t destination, mission_t* mission); 51 void UFO_SendToDestination(aircraft_t* ufo, const vec2_t dest);
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H A D | cp_alienbase.h | 30 vec2_t pos; /**< position of the base (longitude, latitude) */ 41 void AB_SetAlienBasePosition(vec2_t pos); 42 alienBase_t* AB_BuildBase(const vec2_t pos);
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/dports/games/ufoai/ufoai-2.5-source/src/client/renderer/ |
H A D | r_geoscape.h | 38 void R_Draw3DGlobe(const vec2_t pos, const vec2_t size, int day, int second, const vec3_t rotate, f… 39 void R_Draw2DMapMarkers(const vec2_t screenPos, float direction, const char* model, int skin); 40 void R_Draw3DMapMarkers(const vec2_t nodePos, const vec2_t nodeSize, const vec3_t rotate, const vec… 41 void R_DrawFlatGeoscape(const vec2_t nodePos, const vec2_t nodeSize, float p, float cx, float cy, f…
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/dports/games/NBlood/NBlood-a1689a4/source/build/include/ |
H A D | screentext.h | 106 vec2_t pos; 107 vec2_t empty, between; 109 vec2_t b1, b2; 123 vec2_t pos; 124 vec2_t empty, between; 126 vec2_t b1, b2; 138 vec2_t screentextGetSize(ScreenTextSize_t const &); 139 vec2_t screentextRender(ScreenText_t const &); 140 vec2_t screentextRenderShadow(ScreenText_t const &, vec2_t, int32_t);
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H A D | softsurface.h | 18 bool softsurface_initialize(vec2_t bufferResolution, 19 vec2_t destBufferResolution); 37 vec2_t softsurface_getBufferResolution(); 40 vec2_t softsurface_getDestinationBufferResolution();
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/dports/games/openjk/OpenJK-07675e2/shared/qcommon/ |
H A D | q_math.h | 33 typedef float vec2_t[2], vec3_t[3], vec4_t[4], vec5_t[5]; typedef 208 extern vec2_t vec3_zero; 219 void VectorAdd2( const vec2_t vec1, const vec2_t vec2, vec2_t vecOut ); 220 void VectorSubtract2( const vec2_t vec1, const vec2_t vec2, vec2_t vec2_t ); 221 void VectorScale2( const vec2_t vecIn, float scale, vec2_t vecOut ); 222 void VectorMA2( const vec2_t vec1, float scale, const vec2_t vec2, vec2_t vecOut ); 223 void VectorSet2( vec2_t vec, float x, float y ); 224 void VectorClear2( vec2_t vec ); 225 void VectorCopy2( const vec2_t vecIn, vec2_t vecOut );
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/dports/games/egl/egl-0.3.1_9/shared/ |
H A D | m_bounds.c | 39 void AddBoundsTo2DBounds (vec2_t inMins, vec2_t inMaxs, vec2_t outMins, vec2_t outMaxs) in AddBoundsTo2DBounds() 60 void AddPointTo2DBounds (vec2_t v, vec2_t mins, vec2_t maxs) in AddPointTo2DBounds() 81 void Clear2DBounds (vec2_t mins, vec2_t maxs) in Clear2DBounds()
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/dports/games/edge/Edge-1.35-source/src/ |
H A D | r_defs.h | 55 typedef vec2_t vertex_t; 145 vec2_t x_mat; 146 vec2_t y_mat; 149 vec2_t offset; 150 vec2_t scroll; 371 vec2_t *v1; 372 vec2_t *v2; 465 vec2_t *v1; 466 vec2_t *v2;
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/dports/games/ufoai/ufoai-2.5-source/src/client/ui/node/ |
H A D | ui_node_geoscape.h | 35 void screenTo3DMap (const uiNode_t* node, int x, int y, vec2_t pos); 36 void screenToMap (const uiNode_t* node, int x, int y, vec2_t pos); 75 …vec2_t smoothFinal2DGeoscapeCenter; /**< value of center for a smooth change of position (see MAP_… 82 vec2_t mapSize; 83 vec2_t mapPos; 85 vec2_t center; /**< latitude and longitude of the point we're looking at on earth */
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H A D | ui_node_image.cpp | 88 static void UI_ImageAlignBoxInBox (vec2_t outerBoxPos, vec2_t outerBoxSize, vec2_t innerBoxSize, al… in UI_ImageAlignBoxInBox() 123 vec2_t size; in draw() 124 vec2_t nodepos; in draw() 126 vec2_t imagepos; in draw() 127 vec2_t nodesize; in draw()
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H A D | ui_node_radar.cpp | 61 vec2_t gridMin, gridMax; /**< from position string */ 274 vec2_t nodepos; in UI_InitRadar() 275 vec2_t min; in UI_InitRadar() 276 vec2_t max; in UI_InitRadar() 413 static void UI_RadarNodeDrawArrays (const vec4_t color, vec2_t coords[4], vec2_t vertices[4], const… in UI_RadarNodeDrawArrays() 416 R_DrawImageArray((const vec2_t*)coords, (const vec2_t*)vertices, image); in UI_RadarNodeDrawArrays() 426 vec2_t coords[4]; in UI_RadarNodeDrawActor() 427 vec2_t vertices[4]; in UI_RadarNodeDrawActor() 524 vec2_t pos; in draw() 525 vec2_t screenPos; in draw() [all …]
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/dports/games/ufoai/ufoai-2.5-source/src/client/ui/ |
H A D | ui_nodes.h | 40 vec2_t pos; 42 vec2_t size; 48 vec2_t pos; 49 vec2_t size; 56 void set(vec2_t pos, vec2_t size) { in set()
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H A D | ui_sprite.cpp | 233 const vec2_t pos = Vector2FromInt(posX, posY); in UI_DrawSpriteInBox() 234 const vec2_t size = Vector2FromInt(sizeX, sizeY); in UI_DrawSpriteInBox() 237 const vec2_t pos = Vector2FromInt(posX, posY); in UI_DrawSpriteInBox() 238 const vec2_t size = Vector2FromInt(sizeX, sizeY); in UI_DrawSpriteInBox() 241 const vec2_t pos = Vector2FromInt(posX, posY); in UI_DrawSpriteInBox() 242 const vec2_t size = Vector2FromInt(sizeX, sizeY); in UI_DrawSpriteInBox() 245 const vec2_t pos = Vector2FromInt(posX, posY); in UI_DrawSpriteInBox() 246 const vec2_t size = Vector2FromInt(sizeX, sizeY); in UI_DrawSpriteInBox()
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H A D | ui_node.h | 72 void UI_Node_GetClientPosition (uiNode_t const* node, vec2_t position); 101 void UI_NodeSetSize(uiNode_t* node, vec2_t size); 104 void UI_GetNodeAbsPos(uiNode_t const* node, vec2_t pos); 105 void UI_GetNodeScreenPos(const uiNode_t* node, vec2_t pos); 107 void UI_NodeRelativeToAbsolutePoint(const uiNode_t* node, vec2_t pos); 108 void UI_NodeGetPoint(const uiNode_t* node, vec2_t pos, int pointDirection);
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H A D | ui_render.h | 36 void UI_DrawPanel(const vec2_t pos, const vec2_t size, const char* texture, int texX, int texY, con… 37 void UI_DrawBorderedPanel (const vec2_t pos, const vec2_t size, const char* texture, int texX, int …
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/dports/games/NBlood/NBlood-a1689a4/source/build/src/ |
H A D | screentext.cpp | 44 vec2_t screentextGetSize(ScreenTextSize_t const & data) in screentextGetSize() 56 vec2_t size{}; // eventually the return value in screentextGetSize() 57 vec2_t pos{}; // holds the coordinate position as we draw each character tile of the string in screentextGetSize() 58 vec2_t extent{}; // holds the x-width of each character and the greatest y-height of each line in screentextGetSize() 59 vec2_t offset{}; // temporary; holds the last movement made in both directions in screentextGetSize() 200 static inline void AddCoordsFromRotation(vec2_t *coords, const vec2_t *unitDirection, const int32_t… in AddCoordsFromRotation() 207 vec2_t screentextRender(ScreenText_t const & data) in screentextRender() 223 vec2_t origin{}; // where to start, depending on the alignment in screentextRender() 224 vec2_t pos{}; // holds the coordinate position as we draw each character tile of the string in screentextRender() 378 vec2_t location{data.pos}; in screentextRender() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | screentext.h | 68 extern vec2_t gametext_(int32_t x, int32_t y, const char *t, int32_t s, int32_t p, int32_t o, int32… 71 extern vec2_t mpgametext(int32_t x, int32_t y, char const * t, int32_t s, int32_t o, int32_t a, int… 72 extern vec2_t mpgametextsize(char const * t, int32_t f); 98 extern vec2_t G_ScreenTextSize(int32_t font, int32_t x, int32_t y, int32_t z, int32_t blockangle, c… 99 extern void G_AddCoordsFromRotation(vec2_t *coords, const vec2_t *unitDirection, int32_t magnitude); 100 extern vec2_t G_ScreenText(int32_t font, int32_t x, int32_t y, int32_t z, int32_t blockangle, int32… 101 extern vec2_t G_ScreenTextShadow(int32_t sx, int32_t sy, int32_t font, int32_t x, int32_t y, int32_…
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/dports/games/egl/egl-0.3.1_9/renderer/ |
H A D | r_public.h | 124 …rawRectangle (struct shader_s *shader, float shaderTime, vec2_t tl, vec2_t tr, vec2_t br, vec2_t b… 145 void R_GetFontDimensions (struct font_s *font, float xScale, float yScale, uint32 flags, vec2_t de… 197 void R_TransformVectorToScreen (refDef_t *rd, vec3_t in, vec2_t out);
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H A D | rb_public.h | 41 vec2_t coords[RB_MAX_VERTS]; 43 vec2_t lmCoords[RB_MAX_VERTS]; 62 vec2_t *inCoords; 64 vec2_t *inLMCoords;
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H A D | rf_2d.c | 39 static vec2_t rb_2DTexCoords[4]; 104 void R_DrawRectangle (shader_t *shader, float shaderTime, vec2_t tl, vec2_t tr, vec2_t br, vec2_t b… in R_DrawRectangle()
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/dports/games/openjk/OpenJK-07675e2/codemp/rd-vanilla/ |
H A D | tr_quicksprite.h | 37 …vec2_t mTextureCoords[SHADER_MAX_VERTEXES]; // Ideally this would be static, cause it never chan… 38 vec2_t mFogTextureCoords[SHADER_MAX_VERTEXES]; 51 void Add(float *pointdata, color4ub_t color, vec2_t fog=NULL);
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/dports/games/openjk/OpenJK-07675e2/codemp/rd-dedicated/ |
H A D | tr_quicksprite.h | 20 …vec2_t mTextureCoords[SHADER_MAX_VERTEXES]; // Ideally this would be static, cause it never chan… 21 vec2_t mFogTextureCoords[SHADER_MAX_VERTEXES]; 34 void Add(float *pointdata, color4ub_t color, vec2_t fog=NULL);
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/dports/games/openjk/OpenJK-07675e2/code/rd-vanilla/ |
H A D | tr_quicksprite.h | 40 …vec2_t mTextureCoords[SHADER_MAX_VERTEXES]; // Ideally this would be static, cause it never chan… 41 vec2_t mFogTextureCoords[SHADER_MAX_VERTEXES]; 55 void Add(float *pointdata, color4ub_t color, vec2_t fog=NULL);
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