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Searched refs:AngleDelta (Results 1 – 25 of 92) sorted by last modified time

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/dports/games/evq3/evq3/code/qcommon/
H A Dq_math.c934 float AngleDelta(float angle1, float angle2) in AngleDelta() function
H A Dq_shared.h623 float AngleDelta(float angle1, float angle2);
/dports/games/ivan/ivan-059/FeLib/Source/
H A Dbitmap.cpp1011 double AngleDelta = 2 * FPI / NumberOfSides; in DrawPolygon() local
1016 Point[c].X = CenterX + int(sin(AngleDelta * c + Rotation) * Radius); in DrawPolygon()
1017 Point[c].Y = CenterY + int(cos(AngleDelta * c + Rotation) * Radius); in DrawPolygon()
/dports/multimedia/librav1e/rav1e-0.5.1/src/
H A Dencoder.rs25 AngleDelta, IntraEdgeFilterParameters, IntraParam, PredictionMode,
1585 chroma_mode: PredictionMode, angle_delta: AngleDelta, in encode_block_post_cdef() argument
1962 chroma_mode: PredictionMode, angle_delta: AngleDelta, in write_tx_blocks() argument
2016 IntraParam::AngleDelta(angle_delta.y), in write_tx_blocks()
2105 IntraParam::AngleDelta(angle_delta.uv) in write_tx_blocks()
2179 IntraParam::AngleDelta(angle_delta_y), in write_tx_tree()
2263 IntraParam::AngleDelta(angle_delta_y), in write_tx_tree()
H A Drdo.rs33 AngleDelta, IntraEdgeFilterParameters, IntraParam, PredictionMode,
95 pub angle_delta: AngleDelta,
114 angle_delta: AngleDelta::default(), in default()
860 angle_delta: AngleDelta, argument
1049 let angle_delta = AngleDelta { y: best.angle_delta.y, uv: 0 }; in rdo_mode_decision()
1398 AngleDelta::default(), in inter_frame_rdo_mode_decision()
1544 AngleDelta::default(), in intra_frame_rdo_mode_decision()
1560 let mut angle_delta_rdo = |y, uv| -> AngleDelta { in intra_frame_rdo_mode_decision()
1578 AngleDelta { y, uv }, in intra_frame_rdo_mode_decision()
1765 AngleDelta::default(),
H A Dpartition.rs599 IntraParam::AngleDelta(val) => (val * ANGLE_STEP) as isize,
H A Dpredict.rs224 IntraParam::AngleDelta(val) => val,
514 AngleDelta(i8), enumerator
520 pub struct AngleDelta { struct
/dports/multimedia/rav1e/rav1e-0.5.1/src/
H A Dencoder.rs25 AngleDelta, IntraEdgeFilterParameters, IntraParam, PredictionMode,
1585 chroma_mode: PredictionMode, angle_delta: AngleDelta, in encode_block_post_cdef() argument
1962 chroma_mode: PredictionMode, angle_delta: AngleDelta, in write_tx_blocks() argument
2016 IntraParam::AngleDelta(angle_delta.y), in write_tx_blocks()
2105 IntraParam::AngleDelta(angle_delta.uv) in write_tx_blocks()
2179 IntraParam::AngleDelta(angle_delta_y), in write_tx_tree()
2263 IntraParam::AngleDelta(angle_delta_y), in write_tx_tree()
H A Dpartition.rs599 IntraParam::AngleDelta(val) => (val * ANGLE_STEP) as isize,
H A Dpredict.rs224 IntraParam::AngleDelta(val) => val,
514 AngleDelta(i8), enumerator
520 pub struct AngleDelta { struct
H A Drdo.rs33 AngleDelta, IntraEdgeFilterParameters, IntraParam, PredictionMode,
95 pub angle_delta: AngleDelta,
114 angle_delta: AngleDelta::default(), in default()
860 angle_delta: AngleDelta, argument
1049 let angle_delta = AngleDelta { y: best.angle_delta.y, uv: 0 }; in rdo_mode_decision()
1398 AngleDelta::default(), in inter_frame_rdo_mode_decision()
1544 AngleDelta::default(), in intra_frame_rdo_mode_decision()
1560 let mut angle_delta_rdo = |y, uv| -> AngleDelta { in intra_frame_rdo_mode_decision()
1578 AngleDelta { y, uv }, in intra_frame_rdo_mode_decision()
1765 AngleDelta::default(),
/dports/graphics/tesseract/tesseract-5.0.0/src/classify/
H A Dadaptmatch.cpp1767 float A1, A2, AngleDelta; in MakeNewTempProtos() local
1785 AngleDelta = std::fabs(A1 - A2); in MakeNewTempProtos()
1786 if (AngleDelta > 0.5f) { in MakeNewTempProtos()
1787 AngleDelta = 1 - AngleDelta; in MakeNewTempProtos()
1790 if (AngleDelta > matcher_clustering_max_angle_delta || std::fabs(X1 - X2) > SegmentLength || in MakeNewTempProtos()
/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/
H A Dsound.cpp810 nSoundAng = AngleDelta(GetMyAngle(dx, dy), ang, 1024); in UpdateSounds()
1078 nSoundAng = AngleDelta(GetMyAngle(dx, dy), inita, 1024); in PlayFX2()
H A Dtrigdat.h32 int AngleDelta(int a, int b, int c);
H A Dmove.cpp1199 int nAngDelta = AngleDelta(sprite[nSprite].ang, nMyAngle, 1024); in AngleChase()
1224 int nAngDeltaD = AngleDelta(sprite[nSprite].zvel, var_18, 24); in AngleChase()
H A Dqueen.cpp258 int nAngDelta = AngleDelta(pSprite->ang, nMyAngle, 1024); in QueenAngleChase()
277 pSprite->zvel = (AngleDelta(pSprite->zvel, var_14, 24) + pSprite->zvel) & kAngleMask; in QueenAngleChase()
H A Dtrigdat.cpp149 int AngleDelta(int a, int b, int c) in AngleDelta() function
/dports/games/openjk/OpenJK-07675e2/code/game/
H A DAI_Droid.cpp87 turndelta = AngleDelta(NPC->currentAngles[YAW], NPCInfo->desiredYaw); in R2D2_TurnAnims()
H A DNPC_utils.cpp292 error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw ); in NPC_UpdateAngles()
328 error = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch ); in NPC_UpdateAngles()
406 error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw ); in NPC_UpdateAngles()
480 error = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch ); in NPC_UpdateAngles()
628 diff = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw ); in NPC_UpdateFiringAngles()
641 diff = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch ); in NPC_UpdateFiringAngles()
699 diff = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw ); in NPC_UpdateFiringAngles()
741 diff = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch ); in NPC_UpdateFiringAngles()
802 error = AngleDelta ( NPCInfo->shootAngles[YAW], targetYaw ); in NPC_UpdateShootAngles()
830 error = AngleDelta ( NPCInfo->shootAngles[PITCH], targetPitch ); in NPC_UpdateShootAngles()
H A DQ3_Interface.cpp8103 ang[i] = AngleDelta( angles[i], ent->currentAngles[i] ); in Lerp2Pos()
H A Dg_active.cpp4524 … turndelta = (180 - fabs( AngleDelta( ent->currentAngles[YAW], ent->NPC->lockedDesiredYaw ) ))/180; in ClientAlterSpeed()
4528 turndelta = (180 - fabs( AngleDelta( ent->currentAngles[YAW], ent->NPC->desiredYaw ) ))/180; in ClientAlterSpeed()
/dports/games/openjk/OpenJK-07675e2/shared/qcommon/
H A Dq_math.h130 float AngleDelta( float angle1, float angle2 );
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_players.cpp1873 addAngle = AngleDelta( cent->lerpAngles[YAW], moveYaw )*-1; in CG_PlayerLegsYawFromMovement()
1906 angleDiff = AngleDelta( cent->pe.legs.yawAngle, (*yaw+addAngle) ); in CG_PlayerLegsYawFromMovement()
1922 angleDiff = AngleDelta( fwdAngle, *yaw ); in CG_PlayerLegsYawFromMovement()
2026 viewAngles[YAW] = AngleDelta( cent->lerpAngles[YAW], angles[YAW] ); in CG_G2ClientSpineAngles()
2095 …motionBoneCorrectAngles[ang] = AngleNormalize180( AngleDelta( AngleNormalize180( destPAngles[ang] … in CG_G2ClientSpineAngles()
3085 lookAngles[YAW] = cent->lerpAngles[YAW] + AngleDelta( cent->lerpAngles[YAW], moveYaw ); in CG_PlayerAngles()
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A DNPC_AI_Default.c601 …yawMiss = tan(DEG2RAD(AngleDelta ( NPCS.NPC->client->ps.viewangles[YAW], NPCS.NPCInfo->desiredYaw … in NPC_BSPointShoot()
602 …pitchMiss = tan(DEG2RAD(AngleDelta ( NPCS.NPC->client->ps.viewangles[PITCH], NPCS.NPCInfo->desired… in NPC_BSPointShoot()
H A DNPC_AI_Droid.c92 turndelta = AngleDelta(NPCS.NPC->r.currentAngles[YAW], NPCS.NPCInfo->desiredYaw); in R2D2_TurnAnims()

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