/dports/games/bloodfrontier/bloodfrontier/src/engine/ |
H A D | mpr.h | 53 vec center() const { vec o(ent->o); o.z += (ent->aboveeye - ent->height)/2; return o; } in center() 76 if(n.z > 0) p.z += ent->aboveeye; in supportpoint() 90 … vec center() const { vec o(ent->o); o.z += (ent->aboveeye - ent->height - zmargin)/2; return o; } in center() 115 if(ln.z > 0) p.z += ent->aboveeye; in supportpoint() 128 … vec center() const { vec o(ent->o); o.z += (ent->aboveeye - ent->height - zmargin)/2; return o; } in center() 132 …float dxy = n.dot2(n)/(ent->radius*ent->radius), dz = n.z*n.z*4/(ent->aboveeye + ent->height + zma… in contactface() 147 if(n.z > 0) p.z += ent->aboveeye; in supportpoint() 165 vec center() const { vec o(ent->o); o.z += (ent->aboveeye - ent->height)/2; return o; } in center() 170 if(n.z > 0) p.z += ent->aboveeye - ent->radius; in supportpoint() 183 vec center() const { vec o(ent->o); o.z += (ent->aboveeye - ent->height)/2; return o; } in center() [all …]
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H A D | physics.cpp | 422 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipserectcollide() 477 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipsecollide() 521 float zr = s.z>0 ? d->height+hi : d->aboveeye+lo; in rectcollide() 535 az >= d->zmargin-(d->height+d->aboveeye)/4.0f, in rectcollide() 536 az >= d->zmargin-(d->height+d->aboveeye)/3.0f); in rectcollide() 773 d->o.z + d->aboveeye < co.z || d->o.z - d->height > co.z + size) in fuzzycollidesolid() 794 d->zmargin-(d->height+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : in fuzzycollidesolid() 816 d->o.z + d->aboveeye < p.o.z - p.r.z || d->o.z - d->height > p.o.z + p.r.z) in fuzzycollideplanes() 875 d->o.z + d->aboveeye < co.z || d->o.z - d->height > co.z + size) in cubecollidesolid() 1087 bs(int(d->radius)*2, int(d->radius)*2, int(d->height+d->aboveeye)); in collide() [all …]
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/dports/games/redeclipse16/base-1.6.0/src/engine/ |
H A D | physics.cpp | 500 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipseboxcollide() 555 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipsecollide() 796 d->zmargin-(d->height+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : in fuzzycollidebox() 854 d->zmargin-(d->height+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : in fuzzycollideellipse() 922 d->o.z + d->aboveeye < co.z || d->o.z - d->height > co.z + size) in fuzzycollidesolid() 946 …CHECKSIDE(O_BOTTOM, co.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->height+d->aboveeye)/4.0f… in fuzzycollidesolid() 990 d->o.z + d->aboveeye < p.o.z - p.r.z || d->o.z - d->height > p.o.z + p.r.z) in fuzzycollideplanes() 1000 …CHECKSIDE(O_BOTTOM, p.o.z - p.r.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->height+d->above… in fuzzycollideplanes() 1019 d->zmargin-(d->height+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : in fuzzycollideplanes() 1040 d->o.z + d->aboveeye < co.z || d->o.z - d->height > co.z + size) in cubecollidesolid() [all …]
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H A D | mpr.h | 53 … vec center() const { return vec(ent->o.x, ent->o.y, ent->o.z + (ent->aboveeye - ent->height)/2); } in center() 67 …vec n = orient.transform(wn).div(vec(ent->xradius, ent->yradius, (ent->aboveeye + ent->height)/2)), in contactface() 85 ln.z > 0 ? ent->aboveeye : -ent->height); in localsupportpoint() 107 float top() const { return ent->o.z + ent->aboveeye; } in top() 119 float top() const { return ent->o.z + ent->aboveeye; } in top() 128 … float dxy = n.dot2(n)/(ent->radius*ent->radius), dz = n.z*n.z*4/(ent->aboveeye + ent->height); in contactface() 143 if(n.z > 0) p.z += ent->aboveeye; in supportpoint() 162 if(n.z > 0) p.z += ent->aboveeye - ent->radius; in supportpoint() 178 p.z += (ent->aboveeye + ent->height)/2*(1 + n.z) - ent->height; in supportpoint()
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/dports/games/redeclipse/base-2.0.0/src/engine/ |
H A D | physics.cpp | 436 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipseboxcollide() 491 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipsecollide() 729 d->zmargin-(d->height+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : in fuzzycollidebox() 787 d->zmargin-(d->height+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : in fuzzycollideellipse() 881 d->o.z + d->aboveeye < co.z || d->o.z - d->height > co.z + size) in fuzzycollidesolid() 904 …CHECKSIDE(O_BOTTOM, co.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->height+d->aboveeye)/4.0f… in fuzzycollidesolid() 947 d->o.z + d->aboveeye < p.o.z - p.r.z || d->o.z - d->height > p.o.z + p.r.z) in fuzzycollideplanes() 957 …CHECKSIDE(O_BOTTOM, p.o.z - p.r.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->height+d->above… in fuzzycollideplanes() 976 d->zmargin-(d->height+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : in fuzzycollideplanes() 997 d->o.z + d->aboveeye < co.z || d->o.z - d->height > co.z + size) in cubecollidesolid() [all …]
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H A D | mpr.h | 53 … vec center() const { return vec(ent->o.x, ent->o.y, ent->o.z + (ent->aboveeye - ent->height)/2); } in center() 67 …vec n = orient.transform(wn).div(vec(ent->xradius, ent->yradius, (ent->aboveeye + ent->height)/2)), in contactface() 85 ln.z > 0 ? ent->aboveeye : -ent->height); in localsupportpoint() 107 float top() const { return ent->o.z + ent->aboveeye; } in top() 119 float top() const { return ent->o.z + ent->aboveeye; } in top() 128 … float dxy = n.dot2(n)/(ent->radius*ent->radius), dz = n.z*n.z*4/(ent->aboveeye + ent->height); in contactface() 143 if(n.z > 0) p.z += ent->aboveeye; in supportpoint() 162 if(n.z > 0) p.z += ent->aboveeye - ent->radius; in supportpoint() 178 p.z += (ent->aboveeye + ent->height)/2*(1 + n.z) - ent->height; in supportpoint()
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/dports/games/sauerbraten/sauerbraten/src/engine/ |
H A D | mpr.h | 53 …vec center() const { return vec(ent->o.x, ent->o.y, ent->o.z + (ent->aboveeye - ent->eyeheight)/2)… in center() 66 …vec center() const { return vec(ent->o.x, ent->o.y, ent->o.z + (ent->aboveeye - ent->eyeheight - z… in center() 70 …vec n = orient.transform(wn).div(vec(ent->xradius, ent->yradius, (ent->aboveeye + ent->eyeheight +… in contactface() 88 ln.z > 0 ? ent->aboveeye : -ent->eyeheight - zmargin); in localsupportpoint() 110 float top() const { return ent->o.z + ent->aboveeye; } in top() 122 float top() const { return ent->o.z + ent->aboveeye; } in top() 131 …vec center() const { return vec(ent->o.x, ent->o.y, ent->o.z + (ent->aboveeye - ent->eyeheight - z… in center() 137 …float dxy = n.dot2(n)/(ent->radius*ent->radius), dz = n.z*n.z*4/(ent->aboveeye + ent->eyeheight + … in contactface() 152 if(n.z > 0) p.z += ent->aboveeye; in supportpoint() 171 if(n.z > 0) p.z += ent->aboveeye - ent->radius; in supportpoint() [all …]
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H A D | physics.cpp | 482 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipseboxcollide() 537 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipsecollide() 781 d->o.z + d->aboveeye < co.z || d->o.z - d->eyeheight > co.z + size) in fuzzycollidesolid() 805 …CHECKSIDE(O_BOTTOM, co.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/4… in fuzzycollidesolid() 849 d->o.z + d->aboveeye < p.o.z - p.r.z || d->o.z - d->eyeheight > p.o.z + p.r.z) in fuzzycollideplanes() 859 …CHECKSIDE(O_BOTTOM, p.o.z - p.r.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->eyeheight+d->ab… in fuzzycollideplanes() 899 d->o.z + d->aboveeye < co.z || d->o.z - d->eyeheight > co.z + size) in cubecollidesolid() 1055 bs(int(d->o.x+d->radius), int(d->o.y+d->radius), int(d->o.z+d->aboveeye)); in collide() 1453 bbmin.z -= obstacle->eyeheight+d->aboveeye; in avoidcollision() 1458 bbmax.z += obstacle->aboveeye+d->eyeheight; in avoidcollision() [all …]
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/dports/games/cube/cube_source/src/ |
H A D | physics.cpp | 15 else if(o->o.z+o->aboveeye>lo) lo = o->o.z+o->aboveeye+1; in plcollide() 17 if(fabs(o->o.z-d->o.z)<o->aboveeye+d->eyeheight) return false; in plcollide() 19 headspace = d->o.z-o->o.z-o->aboveeye-d->eyeheight; in plcollide() 113 if(hi-lo < d->eyeheight+d->aboveeye) return false; in collide() 150 const float space2 = hi-(d->o.z+d->aboveeye); in collide() 154 d->o.z = hi-d->aboveeye; // glue to ceiling in collide()
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/dports/games/tesseract-data/tesseract/src/engine/ |
H A D | mpr.h | 53 …vec center() const { return vec(ent->o.x, ent->o.y, ent->o.z + (ent->aboveeye - ent->eyeheight)/2)… in center() 67 …vec n = orient.transform(wn).div(vec(ent->xradius, ent->yradius, (ent->aboveeye + ent->eyeheight)/… in contactface() 85 ln.z > 0 ? ent->aboveeye : -ent->eyeheight); in localsupportpoint() 107 float top() const { return ent->o.z + ent->aboveeye; } in top() 119 float top() const { return ent->o.z + ent->aboveeye; } in top() 128 … float dxy = n.dot2(n)/(ent->radius*ent->radius), dz = n.z*n.z*4/(ent->aboveeye + ent->eyeheight); in contactface() 143 if(n.z > 0) p.z += ent->aboveeye; in supportpoint() 162 if(n.z > 0) p.z += ent->aboveeye - ent->radius; in supportpoint() 178 p.z += (ent->aboveeye + ent->eyeheight)/2*(1 + n.z) - ent->eyeheight; in supportpoint()
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H A D | physics.cpp | 428 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipseboxcollide() 483 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipsecollide() 707 d->zmargin-(d->eyeheight+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : in fuzzycollidebox() 859 d->o.z + d->aboveeye < co.z || d->o.z - d->eyeheight > co.z + size) in fuzzycollidesolid() 882 …CHECKSIDE(O_BOTTOM, co.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/4… in fuzzycollidesolid() 936 …CHECKSIDE(O_BOTTOM, p.o.z - p.r.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->eyeheight+d->ab… in fuzzycollideplanes() 977 d->o.z + d->aboveeye < co.z || d->o.z - d->eyeheight > co.z + size) in cubecollidesolid() 1129 bs(int(d->o.x+d->radius), int(d->o.y+d->radius), int(d->o.z+d->aboveeye)); in collide() 1584 bbmin.z -= obstacle->eyeheight+d->aboveeye; in avoidcollision() 1589 bbmax.z += obstacle->aboveeye+d->eyeheight; in avoidcollision() [all …]
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H A D | bih.cpp | 505 2*radius.z*(d->zmargin/(d->aboveeye+d->eyeheight)-(dir.z < 0 ? 1/3.0f : 1/4.0f)) : in tricollide() 542 2*radius.z*(d->zmargin/(d->aboveeye+d->eyeheight)-(dir.z < 0 ? 1/3.0f : 1/4.0f)) : in tricollide() 621 vec center(d->o.x, d->o.y, d->o.z + 0.5f*(d->aboveeye - d->eyeheight)), in ellipsecollide() 622 radius(d->radius, d->radius, 0.5f*(d->eyeheight + d->aboveeye)); in ellipsecollide() 657 vec center(d->o.x, d->o.y, d->o.z + 0.5f*(d->aboveeye - d->eyeheight)), in boxcollide() 658 radius(d->xradius, d->yradius, 0.5f*(d->eyeheight + d->aboveeye)); in boxcollide()
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/dports/games/tesseract/tesseract/src/engine/ |
H A D | mpr.h | 53 …vec center() const { return vec(ent->o.x, ent->o.y, ent->o.z + (ent->aboveeye - ent->eyeheight)/2)… in center() 67 …vec n = orient.transform(wn).div(vec(ent->xradius, ent->yradius, (ent->aboveeye + ent->eyeheight)/… in contactface() 85 ln.z > 0 ? ent->aboveeye : -ent->eyeheight); in localsupportpoint() 107 float top() const { return ent->o.z + ent->aboveeye; } in top() 119 float top() const { return ent->o.z + ent->aboveeye; } in top() 128 … float dxy = n.dot2(n)/(ent->radius*ent->radius), dz = n.z*n.z*4/(ent->aboveeye + ent->eyeheight); in contactface() 143 if(n.z > 0) p.z += ent->aboveeye; in supportpoint() 162 if(n.z > 0) p.z += ent->aboveeye - ent->radius; in supportpoint() 178 p.z += (ent->aboveeye + ent->eyeheight)/2*(1 + n.z) - ent->eyeheight; in supportpoint()
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H A D | physics.cpp | 428 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipseboxcollide() 483 float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), in ellipsecollide() 707 d->zmargin-(d->eyeheight+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : in fuzzycollidebox() 859 d->o.z + d->aboveeye < co.z || d->o.z - d->eyeheight > co.z + size) in fuzzycollidesolid() 882 …CHECKSIDE(O_BOTTOM, co.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/4… in fuzzycollidesolid() 936 …CHECKSIDE(O_BOTTOM, p.o.z - p.r.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->eyeheight+d->ab… in fuzzycollideplanes() 977 d->o.z + d->aboveeye < co.z || d->o.z - d->eyeheight > co.z + size) in cubecollidesolid() 1129 bs(int(d->o.x+d->radius), int(d->o.y+d->radius), int(d->o.z+d->aboveeye)); in collide() 1584 bbmin.z -= obstacle->eyeheight+d->aboveeye; in avoidcollision() 1589 bbmax.z += obstacle->aboveeye+d->eyeheight; in avoidcollision() [all …]
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H A D | bih.cpp | 505 2*radius.z*(d->zmargin/(d->aboveeye+d->eyeheight)-(dir.z < 0 ? 1/3.0f : 1/4.0f)) : in tricollide() 542 2*radius.z*(d->zmargin/(d->aboveeye+d->eyeheight)-(dir.z < 0 ? 1/3.0f : 1/4.0f)) : in tricollide() 621 vec center(d->o.x, d->o.y, d->o.z + 0.5f*(d->aboveeye - d->eyeheight)), in ellipsecollide() 622 radius(d->radius, d->radius, 0.5f*(d->eyeheight + d->aboveeye)); in ellipsecollide() 657 vec center(d->o.x, d->o.y, d->o.z + 0.5f*(d->aboveeye - d->eyeheight)), in boxcollide() 658 radius(d->xradius, d->yradius, 0.5f*(d->eyeheight + d->aboveeye)); in boxcollide()
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/dports/games/tesseract-data/tesseract/src/shared/ |
H A D | ents.h | 65 float radius, eyeheight, maxheight, aboveeye; // bounding box size member 81 … radius(4.1f), eyeheight(18), maxheight(18), aboveeye(2), xradius(4.1f), yradius(4.1f), zmargin(0), in physent() 198 vec abovehead() { return vec(o).addz(aboveeye+4); } in abovehead()
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/dports/games/tesseract/tesseract/src/shared/ |
H A D | ents.h | 65 float radius, eyeheight, maxheight, aboveeye; // bounding box size member 81 … radius(4.1f), eyeheight(18), maxheight(18), aboveeye(2), xradius(4.1f), yradius(4.1f), zmargin(0), in physent() 198 vec abovehead() { return vec(o).addz(aboveeye+4); } in abovehead()
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/dports/games/bloodfrontier/bloodfrontier/src/shared/ |
H A D | ents.h | 78 float radius, height, aboveeye; // bounding box size member 92 physent() : maxspeed(100), weight(100.f), radius(3.f), height(14.f), aboveeye(1.f), in physent() 127 vec abovehead(float offset = 1.f) const { return vec(o).add(vec(0, 0, aboveeye+offset)); }
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/dports/games/sauerbraten/sauerbraten/src/shared/ |
H A D | ents.h | 74 float radius, eyeheight, aboveeye; // bounding box size member 91 radius(4.1f), eyeheight(14), aboveeye(1), xradius(4.1f), yradius(4.1f), zmargin(0), in physent() 234 vec abovehead() { return vec(o).add(vec(0, 0, aboveeye+4)); } in abovehead()
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/dports/games/sauerbraten/sauerbraten/src/rpggame/ |
H A D | ent.cpp | 19 if(o.z+aboveeye<=e.o.z-e.eyeheight || o.z-eyeheight>=e.o.z+e.aboveeye) return; in tryattackobj() 49 top.z += d->aboveeye; in intersect()
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/dports/games/redeclipse16/base-1.6.0/src/shared/ |
H A D | ents.h | 105 float radius, height, aboveeye; // bounding box size member 117 physent() : speed(100), weight(100), radius(3), aboveeye(1), in physent() 164 vec abovehead(float offset = 1) const { return vec(o).add(vec(0, 0, aboveeye+offset)); }
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/dports/games/assaultcube/AssaultCube_v1.2.0.2/source/src/ |
H A D | physics.cpp | 85 else if(o->o.z+o->aboveeye>lo) lo = o->o.z+o->aboveeye+1; in plcollide() 87 if(fabs(o->o.z-d->o.z)<o->aboveeye+deyeheight) { hitplayer = o; return true; } in plcollide() 88 headspace = d->o.z-o->o.z-o->aboveeye-deyeheight; in plcollide() 115 const float playerheight = eyeheight + d->aboveeye; in mmcollide() 154 const float maxdist = (d->eyeheight+d->aboveeye+objheight)/2.0f; in objcollide() 155 const float dz = d->o.z+(-d->eyeheight+d->aboveeye)/2.0f; in objcollide() 180 const float playerheight = eyeheight + d->aboveeye; in collide() 258 const float spacehi = hi-(d->o.z+d->aboveeye); in collide() 262 if(spacelo>0.1f) d->o.z = hi-d->aboveeye; // glue to ceiling if in midair in collide()
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/dports/games/redeclipse/base-2.0.0/src/shared/ |
H A D | ents.h | 158 float radius, height, aboveeye; // bounding box size member 172 radius(3.75f), height(17.5f), aboveeye(1.25f), in physent() 219 vec abovehead(float offset = 1) const { return vec(o).add(vec(0, 0, aboveeye+offset)); }
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/dports/games/tesseract/tesseract/src/game/ |
H A D | weapon.cpp | 161 bnc.aboveeye = bnc.radius; in newbouncer() 273 p.z += 0.6f*(d->eyeheight + d->aboveeye) - d->eyeheight; in damageeffect() 345 middle.z += (o->aboveeye-o->eyeheight)/2; in projdist() 349 high = max(o->o.z + o->aboveeye - o->radius, middle.z); in projdist() 573 top.z += d->aboveeye + margin; in intersect()
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/dports/games/tesseract-data/tesseract/src/game/ |
H A D | weapon.cpp | 161 bnc.aboveeye = bnc.radius; in newbouncer() 273 p.z += 0.6f*(d->eyeheight + d->aboveeye) - d->eyeheight; in damageeffect() 345 middle.z += (o->aboveeye-o->eyeheight)/2; in projdist() 349 high = max(o->o.z + o->aboveeye - o->radius, middle.z); in projdist() 573 top.z += d->aboveeye + margin; in intersect()
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