/dports/games/scorched3d/scorched/src/common/3dsparse/ |
H A D | MSModelFactory.cpp | 170 FixedVector normal; in loadFile() local
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H A D | Model.cpp | 133 FixedVector &normal = face->normal[i]; in setupColor() local
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H A D | Face.h | 33 FixedVector normal[3]; variable
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H A D | Mesh.h | 85 void setFaceNormal(FixedVector &normal, int faceIndex, int normalIndex) in setFaceNormal()
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/dports/games/scorched3d/scorched/src/common/movement/ |
H A D | Boid2.cpp | 188 bool Boid2::checkCollision(FixedVector &normal) in checkCollision()
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/dports/games/nethack36/NetHack-NetHack-3.6.6_Released/win/Qt/ |
H A D | qt_win.cpp | 2303 const QFont& normal=qt_settings->normalFont(); in doUpdate() local
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/dports/games/scorched3d/scorched/src/client/graph/ |
H A D | ModelRendererMesh.h | 63 Vector normal; member
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/dports/games/scorched3d/scorched/src/common/landscapemap/ |
H A D | HeightMap.h | 67 FixedVector normal; member
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/dports/games/scorched3d/scorched/src/common/engine/ |
H A D | PhysicsParticleObject.h | 121 FixedVector normal; member
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/dports/games/quake2-source/quake2-r0.16.2/src/game/ |
H A D | g_phys.c | 145 int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) in ClipVelocity()
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/dports/games/jin/jin-2.14.1/src/free/chess/ |
H A D | ImagePiecePainter.java | 244 Map normal = new HashMap(15); in load() local
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/dports/games/quake2lnx/quake2-r0.16.2/src/game/ |
H A D | q_shared.c | 130 void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ) in ProjectPointOnPlane()
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H A D | g_phys.c | 145 int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) in ClipVelocity()
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/dports/games/quake2lnx/quake2-r0.16.2/src/ctf/ |
H A D | q_shared.h | 407 vec3_t normal; member
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H A D | q_shared.c | 130 void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ) in ProjectPointOnPlane()
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/dports/games/nethack34-nox11/nethack-3.4.3/win/Qt/ |
H A D | qt_win.cpp | 2288 const QFont& normal=qt_settings->normalFont(); in doUpdate() local
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/dports/games/zhlt/zhlt-3.4/hlvis/ |
H A D | flow.cpp | 164 const vec_t* normal = split->normal; in ChopWinding() local
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H A D | vis.h | 63 vec3_t normal; member
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/dports/games/zhlt/zhlt-3.4/hlrad/ |
H A D | lightmap.cpp | 1222 …(const int input_facenum, const vec3_t pos, const byte* const pvs, const vec3_t normal, vec3_t* sa… in GatherSampleLight()
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H A D | mathutil.cpp | 9 …(const vec_t* const point, const vec_t* const p1, const vec_t* const p2, const vec_t* const normal) in PointInEdge()
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H A D | qrad.h | 178 vec3_t normal; // for surfaces and spotlights member
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/dports/games/zhlt/zhlt-3.4/common/ |
H A D | winding.cpp | 54 void Winding::getPlane(vec3_t& normal, vec_t& dist) const in getPlane() 303 void Winding::initFromPlane(const vec3_t normal, const vec_t dist) in initFromPlane() 367 Winding::Winding(const vec3_t normal, const vec_t dist) in Winding() 403 vec3_t normal; in Winding() local 543 vec3_t normal; in Clip() local 551 void Winding::Clip(const vec3_t normal, const vec_t dist, Winding** front, Winding** bac… in Clip() 696 bool Winding::Chop(const vec3_t normal, const vec_t dist) in Chop() 725 int Winding::WindingOnPlaneSide(const vec3_t normal, const vec_t dist) in WindingOnPlaneSide()
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H A D | mathlib.h | 185 inline planetypes PlaneTypeForNormal(vec3_t normal) in PlaneTypeForNormal()
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H A D | bspfile.h | 158 vec3_t normal; member
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/dports/games/zhlt/zhlt-3.4/hlcsg/ |
H A D | csg.h | 81 vec3_t normal; member
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