Searched refs:c_rz (Results 1 – 11 of 11) sorted by relevance
43 this->c_rz = mc_rz; in SetGuideConstraint()53 this->c_rz = false; in SetGuideConstraint()61 this->c_rz = true; in SetGuideConstraint()69 this->c_rz = false; in SetGuideConstraint()
52 : c_x(mc_x), c_y(mc_y), c_z(mc_z), c_rx(mc_rx), c_ry(mc_ry), c_rz(mc_rz) { in CH_FACTORY_REGISTER()62 c_rz = other.c_rz; in ChLinkMateGeneric()75 c_rz = mc_rz; in SetConstrainedCoords()92 if (c_rz) in SetupLinkMask()217 if (c_rz) { in Update()342 if (c_rz) { in IntStateGatherReactions()382 if (c_rz) { in IntStateScatterReactions()553 if (c_rz) { in ConstraintsFetch_react()575 marchive << CHNVP(c_rz); in ArchiveOUT()594 marchive >> CHNVP(c_rz); in ArchiveIN()[all …]
23 this->c_rz = false; in CH_FACTORY_REGISTER()
127 if (c_rz) { in Update()171 if (c_rz) { in IntLoadConstraint_Ct()
96 bool IsConstrainedRz() const { return c_rz; } in IsConstrainedRz()216 bool c_rz; variable
104 if (c_rz) { in Update()
120 if (c_rz) { in Update()
920 const float c_rz = cos(rz * M_PI / 180); in draw_actor_overtext() local922 float cam_y = me->y_pos + zoom_level*camera_distance * s_rx * c_rz; in draw_actor_overtext()
229 const float c_rz = cos((180 -_actor->z_rot) * (ec::PI / 180)); in set_vec3_actor_bone() local232 rotz_position.x = unrotated_position.x * c_rz - unrotated_position.y * s_rz; in set_vec3_actor_bone()233 rotz_position.y = unrotated_position.x * s_rz + unrotated_position.y * c_rz; in set_vec3_actor_bone()382 const float c_rz = cos(rz * ec::PI / 180); in ec_idle() local384 float new_camera_y = -zoom_level*camera_distance * s_rx * c_rz + camera_y; in ec_idle()
959 const float c_rz = *cos_rot_z; in get_force_gradient() local972 rotz_position.x = rotx_position.x * c_rz - rotx_position.y * s_rz; in get_force_gradient()973 rotz_position.y = rotx_position.x * s_rz + rotx_position.y * c_rz; in get_force_gradient()