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Searched refs:localTangent (Results 1 – 23 of 23) sorted by relevance

/dports/devel/upp/upp/bazaar/plugin/assimp/code/PostProcessing/
H A DCalcTangentsProcess.cpp213 aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); in ProcessMesh() local
215 localTangent.NormalizeSafe(); localBitangent.NormalizeSafe(); in ProcessMesh()
218 …nvalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_specia… in ProcessMesh()
222 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()
223 localTangent.NormalizeSafe(); in ProcessMesh()
225 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()
231 meshTang[ p ] = localTangent; in ProcessMesh()
/dports/multimedia/assimp/assimp-5.1.3/code/PostProcessing/
H A DCalcTangentsProcess.cpp203 aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); in ProcessMesh() local
205 localTangent.NormalizeSafe(); in ProcessMesh()
209 …nvalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_specia… in ProcessMesh()
213 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()
214 localTangent.NormalizeSafe(); in ProcessMesh()
216 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()
222 meshTang[p] = localTangent; in ProcessMesh()
/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/
H A DCalcTangentsProcess.cpp213 aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); in ProcessMesh() local
215 localTangent.NormalizeSafe(); localBitangent.NormalizeSafe(); in ProcessMesh()
218 …nvalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_specia… in ProcessMesh()
222 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()
223 localTangent.NormalizeSafe(); in ProcessMesh()
225 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()
231 meshTang[ p ] = localTangent; in ProcessMesh()
/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/
H A DCalcTangentsProcess.cpp213 aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); in ProcessMesh() local
215 localTangent.NormalizeSafe(); localBitangent.NormalizeSafe(); in ProcessMesh()
218 …nvalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_specia… in ProcessMesh()
222 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()
223 localTangent.NormalizeSafe(); in ProcessMesh()
225 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()
231 meshTang[ p ] = localTangent; in ProcessMesh()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/
H A DCalcTangentsProcess.cpp211 aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); in ProcessMesh() local
213 localTangent.Normalize(); localBitangent.Normalize(); in ProcessMesh()
216 …nvalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_specia… in ProcessMesh()
220 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()
221 localTangent.Normalize(); in ProcessMesh()
223 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()
229 meshTang[ p ] = localTangent; in ProcessMesh()
/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/
H A DCalcTangentsProcess.cpp211 aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); in ProcessMesh() local
213 localTangent.Normalize(); localBitangent.Normalize(); in ProcessMesh()
216 …nvalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_specia… in ProcessMesh()
220 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()
221 localTangent.Normalize(); in ProcessMesh()
223 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()
229 meshTang[ p ] = localTangent; in ProcessMesh()
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/
H A DCalcTangentsProcess.cpp212 aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); in ProcessMesh() local
214 localTangent.Normalize(); localBitangent.Normalize(); in ProcessMesh()
217 …nvalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_specia… in ProcessMesh()
221 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()
222 localTangent.Normalize(); in ProcessMesh()
224 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()
230 meshTang[ p ] = localTangent; in ProcessMesh()
/dports/misc/box2d/box2d-2.4.1/src/collision/
H A Db2_collide_polygon.cpp177 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
178 localTangent.Normalize(); in b2CollidePolygons()
180 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
183 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/devel/love/love-11.3/src/libraries/Box2D/Collision/
H A Db2CollidePolygon.cpp173 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
174 localTangent.Normalize(); in b2CollidePolygons()
176 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
179 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/devel/love10/love-0.10.2/src/libraries/Box2D/Collision/
H A Db2CollidePolygon.cpp173 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
174 localTangent.Normalize(); in b2CollidePolygons()
176 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
179 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/games/emptyepsilon/SeriousProton-EE-2021.06.23/src/Box2D/Collision/
H A Db2CollidePolygon.cpp173 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
174 localTangent.Normalize(); in b2CollidePolygons()
176 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
179 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Box2D/Box2D/Collision/
H A Db2CollidePolygon.cpp173 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
174 localTangent.Normalize(); in b2CollidePolygons()
176 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
179 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/games/openclaw/OpenClaw-0.0-51-gbac7730/Box2D/Box2D/Collision/
H A Db2CollidePolygon.cpp173 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
174 localTangent.Normalize(); in b2CollidePolygons()
176 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
179 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/x11-toolkits/qml-box2d/qml-box2d-21e57f/Box2D/Collision/
H A Db2CollidePolygon.cpp173 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
174 localTangent.Normalize(); in b2CollidePolygons()
176 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
179 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/devel/upp/upp/uppsrc/plugin/box2d/
H A Db2CollidePolygon.cpp248 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
249 localTangent.Normalize(); in b2CollidePolygons()
251 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
254 b2Vec2 tangent = b2Mul(xf1.R, localTangent); in b2CollidePolygons()
/dports/devel/juce/JUCE-f37e9a1/modules/juce_box2d/box2d/Collision/
H A Db2CollidePolygon.cpp251 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
252 localTangent.Normalize(); in b2CollidePolygons()
254 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
257 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/devel/love08/love-0.8.0/src/libraries/Box2D/Collision/
H A Db2CollidePolygon.cpp251 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
252 localTangent.Normalize(); in b2CollidePolygons()
254 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
257 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/graphics/py-box2d-py/box2d-py-2.3.8/Box2D/Collision/
H A Db2CollidePolygon.cpp251 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
252 localTangent.Normalize(); in b2CollidePolygons()
254 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
257 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/box2d/Box2D/Collision/
H A Db2CollidePolygon.cpp251 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
252 localTangent.Normalize(); in b2CollidePolygons()
254 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
257 b2Vec2 tangent = b2Mul(xf1.q, localTangent); in b2CollidePolygons()
/dports/games/kolf/kolf-21.12.3/external/Box2D/Collision/
H A Db2CollidePolygon.cpp253 b2Vec2 localTangent = v12 - v11; in b2CollidePolygons() local
254 localTangent.Normalize(); in b2CollidePolygons()
256 b2Vec2 localNormal = b2Cross(localTangent, 1.0f); in b2CollidePolygons()
259 b2Vec2 tangent = b2Mul(xf1.R, localTangent); in b2CollidePolygons()
/dports/games/spring/spring_98.0/rts/lib/assimp/code/
H A DCalcTangentsProcess.cpp199 aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); in ProcessMesh() local
201 localTangent.Normalize(); localBitangent.Normalize(); in ProcessMesh()
204 meshTang[p] = localTangent; in ProcessMesh()
/dports/games/supertuxkart/SuperTuxKart-1.2-src/lib/irrlicht/source/Irrlicht/
H A DCMeshManipulator.cpp297 core::vector3df localTangent; in recalculateTangentsT() local
302 localTangent, in recalculateTangentsT()
313 v[idx[i+0]].Tangent += localTangent * weight.X; in recalculateTangentsT()
318 localTangent, in recalculateTangentsT()
329 v[idx[i+1]].Tangent += localTangent * weight.Y; in recalculateTangentsT()
334 localTangent, in recalculateTangentsT()
345 v[idx[i+2]].Tangent += localTangent * weight.Z; in recalculateTangentsT()
/dports/x11-toolkits/irrlicht/irrlicht-1.8.5/source/Irrlicht/
H A DCMeshManipulator.cpp297 core::vector3df localTangent; in recalculateTangentsT() local
302 localTangent, in recalculateTangentsT()
313 v[idx[i+0]].Tangent += localTangent * weight.X; in recalculateTangentsT()
318 localTangent, in recalculateTangentsT()
329 v[idx[i+1]].Tangent += localTangent * weight.Y; in recalculateTangentsT()
334 localTangent, in recalculateTangentsT()
345 v[idx[i+2]].Tangent += localTangent * weight.Z; in recalculateTangentsT()