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Searched refs:vec2_t (Results 1 – 25 of 449) sorted by relevance

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/dports/math/geogram/geogram-1.7.7/src/examples/contrib/topopt/
H A Dlayout.h6 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()
/dports/games/ufoai/ufoai-2.5-source/src/client/cgame/campaign/
H A Dcp_geoscape.h51 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);
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H A Dcp_ufo.h41 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);
H A Dcp_alienbase.h30 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);
/dports/games/ufoai/ufoai-2.5-source/src/client/renderer/
H A Dr_geoscape.h38 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…
/dports/games/NBlood/NBlood-a1689a4/source/build/include/
H A Dscreentext.h106 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);
H A Dsoftsurface.h18 bool softsurface_initialize(vec2_t bufferResolution,
19 vec2_t destBufferResolution);
37 vec2_t softsurface_getBufferResolution();
40 vec2_t softsurface_getDestinationBufferResolution();
/dports/games/openjk/OpenJK-07675e2/shared/qcommon/
H A Dq_math.h33 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 );
/dports/games/egl/egl-0.3.1_9/shared/
H A Dm_bounds.c39 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()
/dports/games/edge/Edge-1.35-source/src/
H A Dr_defs.h55 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;
/dports/games/ufoai/ufoai-2.5-source/src/client/ui/node/
H A Dui_node_geoscape.h35 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);
75vec2_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 */
H A Dui_node_image.cpp88 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()
H A Dui_node_radar.cpp61 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()
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/dports/games/ufoai/ufoai-2.5-source/src/client/ui/
H A Dui_nodes.h40 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()
H A Dui_sprite.cpp233 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()
H A Dui_node.h72 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);
H A Dui_render.h36 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 …
/dports/games/NBlood/NBlood-a1689a4/source/build/src/
H A Dscreentext.cpp44 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()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dscreentext.h68 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_…
/dports/games/egl/egl-0.3.1_9/renderer/
H A Dr_public.h124 …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);
H A Drb_public.h41 vec2_t coords[RB_MAX_VERTS];
43 vec2_t lmCoords[RB_MAX_VERTS];
62 vec2_t *inCoords;
64 vec2_t *inLMCoords;
H A Drf_2d.c39 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()
/dports/games/openjk/OpenJK-07675e2/codemp/rd-vanilla/
H A Dtr_quicksprite.h37vec2_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);
/dports/games/openjk/OpenJK-07675e2/codemp/rd-dedicated/
H A Dtr_quicksprite.h20vec2_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);
/dports/games/openjk/OpenJK-07675e2/code/rd-vanilla/
H A Dtr_quicksprite.h40vec2_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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