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Searched refs:worldAABB (Results 1 – 25 of 51) sorted by relevance

123

/dports/games/netradiant/netradiant-20150621-src/contrib/bobtoolz/
H A Dfunchandlers-GTK.cpp170 VectorSubtract( instance.worldAABB().origin, instance.worldAABB().extents, vMin ); in DoPolygons()
171 VectorAdd( instance.worldAABB().origin, instance.worldAABB().extents, vMax ); in DoPolygons()
261 VectorSubtract( instance.worldAABB().origin, instance.worldAABB().extents, vMin ); in DoBuildStairs()
262 VectorAdd( instance.worldAABB().origin, instance.worldAABB().extents, vMax ); in DoBuildStairs()
351 VectorSubtract( instance.worldAABB().origin, instance.worldAABB().extents, vMin ); in DoBuildDoors()
352 VectorAdd( instance.worldAABB().origin, instance.worldAABB().extents, vMax ); in DoBuildDoors()
414 VectorSubtract( instance.worldAABB().origin, instance.worldAABB().extents, vMin ); in DoPitBuilder()
415 VectorAdd( instance.worldAABB().origin, instance.worldAABB().extents, vMax ); in DoPitBuilder()
H A Dmisc.cpp366 VectorCopy( instance.worldAABB().origin, centre ); in GetEntityCentre()
/dports/games/ufoai/ufoai-2.5-source/src/tools/radiant/radiant/selection/algorithm/
H A DSelectionPolicies.h17 AABB other = node.worldAABB(); in evaluate()
58 const AABB& other(instance.worldAABB()); in evaluate()
76 const AABB& other(instance.worldAABB()); in evaluate()
/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/include/reactphysics3d/body/
H A DCollisionBody.h134 bool testAABBOverlap(const AABB& worldAABB) const;
181 inline bool CollisionBody::testAABBOverlap(const AABB& worldAABB) const { in testAABBOverlap() argument
182 return worldAABB.testCollision(getAABB()); in testAABBOverlap()
/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/include/reactphysics3d/collision/
H A DCollider.h128 bool testAABBOverlap(const AABB& worldAABB) const;
224 inline bool Collider::testAABBOverlap(const AABB& worldAABB) const { in testAABBOverlap() argument
225 return worldAABB.testCollision(getWorldAABB()); in testAABBOverlap()
/dports/devel/love07/love-HEAD/src/modules/physics/box2d/Source/Collision/
H A Db2BroadPhase.cpp67 b2BroadPhase::b2BroadPhase(const b2AABB& worldAABB, b2PairCallback* callback) in b2BroadPhase() argument
71 b2Assert(worldAABB.IsValid()); in b2BroadPhase()
72 m_worldAABB = worldAABB; in b2BroadPhase()
75 b2Vec2 d = worldAABB.upperBound - worldAABB.lowerBound; in b2BroadPhase()
H A Db2BroadPhase.h70 b2BroadPhase(const b2AABB& worldAABB, b2PairCallback* callback);
/dports/devel/love5/love-0.5-0/src/box2d/Source/Collision/
H A Db2BroadPhase.cpp67 b2BroadPhase::b2BroadPhase(const b2AABB& worldAABB, b2PairCallback* callback) in b2BroadPhase() argument
71 b2Assert(worldAABB.IsValid()); in b2BroadPhase()
72 m_worldAABB = worldAABB; in b2BroadPhase()
75 b2Vec2 d = worldAABB.upperBound - worldAABB.lowerBound; in b2BroadPhase()
H A Db2BroadPhase.h70 b2BroadPhase(const b2AABB& worldAABB, b2PairCallback* callback);
/dports/games/numptyphysics/numptyphysics/Box2D/Source/Collision/
H A Db2BroadPhase.cpp67 b2BroadPhase::b2BroadPhase(const b2AABB& worldAABB, b2PairCallback* callback) in b2BroadPhase() argument
71 b2Assert(worldAABB.IsValid()); in b2BroadPhase()
72 m_worldAABB = worldAABB; in b2BroadPhase()
75 b2Vec2 d = worldAABB.upperBound - worldAABB.lowerBound; in b2BroadPhase()
H A Db2BroadPhase.h70 b2BroadPhase(const b2AABB& worldAABB, b2PairCallback* callback);
/dports/games/ufoai/ufoai-2.5-source/src/tools/radiant/libs/
H A DInstance.cpp17 m_aabb.includeAABB(instance.worldAABB()); in pre()
168 const AABB& Instance::worldAABB () const in worldAABB() function in scene::Instance
/dports/games/ufoai/ufoai-2.5-source/src/tools/radiant/radiant/render/frontend/
H A DForEachVisible.h46 visible = m_volume.TestAABB(instance.worldAABB()); in pre()
/dports/games/ufoai/ufoai-2.5-source/src/tools/radiant/radiant/map/
H A DRegionWalkers.h68 exclude_node(path.top(), !((aabb_intersects_aabb(instance.worldAABB(), AABB::createFromMinMax( in pre()
/dports/games/ufoai/ufoai-2.5-source/src/tools/radiant/radiant/sidebar/entitylist/
H A DEntityList.cpp137 const AABB& aabb = instance.worldAABB(); in onSelection()
/dports/devel/love07/love-HEAD/src/modules/physics/box2d/Source/Dynamics/
H A Db2World.h58 b2World(const b2AABB& worldAABB, const b2Vec2& gravity, bool doSleep);
/dports/devel/love5/love-0.5-0/src/box2d/Source/Dynamics/
H A Db2World.h58 b2World(const b2AABB& worldAABB, const b2Vec2& gravity, bool doSleep);
/dports/games/numptyphysics/numptyphysics/Box2D/Source/Dynamics/
H A Db2World.h58 b2World(const b2AABB& worldAABB, const b2Vec2& gravity, bool doSleep);
/dports/games/ufoai/ufoai-2.5-source/src/tools/radiant/radiant/selection/
H A DSceneWalkers.h26 return instance.worldAABB(); in Instance_getPivotBounds()
/dports/games/gtkradiant/GPL/GtkRadiant/radiant/
H A Drenderer.h99 visible = m_volume.TestAABB(instance.worldAABB()); in pre()
/dports/games/netradiant/netradiant-20150621-src/radiant/
H A Drenderer.h87 visible = m_volume.TestAABB( instance.worldAABB() ); in pre()
H A Dselect.cpp88 m_bounds[m_count] = instance.worldAABB(); in visit()
182 const AABB& other( instance.worldAABB() ); in Evaluate()
201 const AABB& other( instance.worldAABB() ); in Evaluate()
/dports/games/ufoai/ufoai-2.5-source/src/tools/radiant/radiant/ui/common/
H A DMapPreview.cpp53 return instance->worldAABB().getRadius(); in getRadius()
/dports/games/numptyphysics/numptyphysics/
H A DGame.cpp528 b2AABB worldAABB; in Scene() local
529 worldAABB.lowerBound.Set(-100.0f, -100.0f); in Scene()
530 worldAABB.upperBound.Set(100.0f, 100.0f); in Scene()
534 m_world = new b2World(worldAABB, gravity, doSleep); in Scene()
/dports/games/ufoai/ufoai-2.5-source/src/tools/radiant/radiant/camera/
H A DCamWnd.cpp82 const AABB& aabb = instance.worldAABB(); in pre()
291 AABB found = instance->worldAABB(); in jumpToObject()

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