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Searched refs:aboveeye (Results 1 – 25 of 97) sorted by relevance

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/dports/games/bloodfrontier/bloodfrontier/src/engine/
H A Dmpr.h53 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 …]
H A Dphysics.cpp422 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()
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/dports/games/redeclipse16/base-1.6.0/src/engine/
H A Dphysics.cpp500 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 …]
H A Dmpr.h53 … 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()
/dports/games/redeclipse/base-2.0.0/src/engine/
H A Dphysics.cpp436 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()
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H A Dmpr.h53 … 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()
/dports/games/sauerbraten/sauerbraten/src/engine/
H A Dmpr.h53 …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()
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H A Dphysics.cpp482 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()
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/dports/games/cube/cube_source/src/
H A Dphysics.cpp15 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()
/dports/games/tesseract-data/tesseract/src/engine/
H A Dmpr.h53 …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()
H A Dphysics.cpp428 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()
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H A Dbih.cpp505 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()
/dports/games/tesseract/tesseract/src/engine/
H A Dmpr.h53 …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()
H A Dphysics.cpp428 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 …]
H A Dbih.cpp505 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()
/dports/games/tesseract-data/tesseract/src/shared/
H A Dents.h65 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()
/dports/games/tesseract/tesseract/src/shared/
H A Dents.h65 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()
/dports/games/bloodfrontier/bloodfrontier/src/shared/
H A Dents.h78 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)); }
/dports/games/sauerbraten/sauerbraten/src/shared/
H A Dents.h74 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()
/dports/games/sauerbraten/sauerbraten/src/rpggame/
H A Dent.cpp19 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()
/dports/games/redeclipse16/base-1.6.0/src/shared/
H A Dents.h105 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)); }
/dports/games/assaultcube/AssaultCube_v1.2.0.2/source/src/
H A Dphysics.cpp85 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()
/dports/games/redeclipse/base-2.0.0/src/shared/
H A Dents.h158 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)); }
/dports/games/tesseract/tesseract/src/game/
H A Dweapon.cpp161 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()
/dports/games/tesseract-data/tesseract/src/game/
H A Dweapon.cpp161 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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