/dports/games/spring/spring_98.0/rts/lib/assimp/include/assimp/ |
H A D | light.h | 199 float mAngleInnerCone; member 220 , mAngleInnerCone ((float)AI_MATH_TWO_PI) in aiLight()
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/include/assimp/ |
H A D | light.h | 206 float mAngleInnerCone; member 227 , mAngleInnerCone ((float)AI_MATH_TWO_PI) in aiLight()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/include/assimp/ |
H A D | light.h | 218 float mAngleInnerCone; member 242 , mAngleInnerCone ((float)AI_MATH_TWO_PI) in aiLight()
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/include/assimp/ |
H A D | light.h | 220 float mAngleInnerCone; member 244 , mAngleInnerCone ((float)AI_MATH_TWO_PI) in aiLight()
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/dports/devel/upp/upp/bazaar/plugin/assimp/include/assimp/ |
H A D | light.h | 225 float mAngleInnerCone; member 249 , mAngleInnerCone ((float)AI_MATH_TWO_PI) in aiLight()
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/dports/multimedia/assimp/assimp-5.1.3/include/assimp/ |
H A D | light.h | 221 float mAngleInnerCone; member 245 , mAngleInnerCone ((float)AI_MATH_TWO_PI) in aiLight()
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/include/assimp/ |
H A D | light.h | 225 float mAngleInnerCone; member 249 , mAngleInnerCone ((float)AI_MATH_TWO_PI) in aiLight()
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/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/include/assimp/ |
H A D | light.h | 225 float mAngleInnerCone; member 249 , mAngleInnerCone ((float)AI_MATH_TWO_PI) in aiLight()
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/dports/multimedia/assimp/assimp-5.1.3/port/dAssimp/assimp/ |
H A D | light.d | 200 float mAngleInnerCone; variable
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/port/dAssimp/assimp/ |
H A D | light.d | 200 float mAngleInnerCone; variable
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/dports/multimedia/assimp/assimp-5.1.3/test/unit/ |
H A D | utColladaExport.cpp | 220 EXPECT_NEAR(orig->mAngleInnerCone, read->mAngleInnerCone, 0.001); in TEST_F()
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/ |
H A D | ColladaLoader.cpp | 350 out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle ); in BuildLightsForNode() 361 out->mAngleInnerCone; in BuildLightsForNode() 364 … out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle ); in BuildLightsForNode() 365 if (out->mAngleOuterCone < out->mAngleInnerCone) in BuildLightsForNode() 366 std::swap(out->mAngleInnerCone,out->mAngleOuterCone); in BuildLightsForNode()
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H A D | LWSLoader.cpp | 415 lit->mAngleInnerCone = (float)AI_DEG_TO_RAD( src.lightConeAngle ); in BuildGraph() 416 lit->mAngleOuterCone = lit->mAngleInnerCone+(float)AI_DEG_TO_RAD( src.lightEdgeAngle ); in BuildGraph()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/ |
H A D | ColladaLoader.cpp | 356 out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle ); in BuildLightsForNode() 367 out->mAngleInnerCone; in BuildLightsForNode() 370 … out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle ); in BuildLightsForNode() 371 if (out->mAngleOuterCone < out->mAngleInnerCone) in BuildLightsForNode() 372 std::swap(out->mAngleInnerCone,out->mAngleOuterCone); in BuildLightsForNode()
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H A D | LWSLoader.cpp | 415 lit->mAngleInnerCone = (float)AI_DEG_TO_RAD( src.lightConeAngle ); in BuildGraph() 416 lit->mAngleOuterCone = lit->mAngleInnerCone+(float)AI_DEG_TO_RAD( src.lightEdgeAngle ); in BuildGraph()
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/Collada/ |
H A D | ColladaLoader.cpp | 379 out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle); in BuildLightsForNode() 392 out->mAngleInnerCone; in BuildLightsForNode() 394 … out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle); in BuildLightsForNode() 395 if (out->mAngleOuterCone < out->mAngleInnerCone) in BuildLightsForNode() 396 std::swap(out->mAngleInnerCone, out->mAngleOuterCone); in BuildLightsForNode()
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/dports/games/spring/spring_98.0/rts/lib/assimp/code/ |
H A D | ColladaLoader.cpp | 302 out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle ); in BuildLightsForNode() 316 out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle ); in BuildLightsForNode() 317 if (out->mAngleOuterCone < out->mAngleInnerCone) in BuildLightsForNode() 318 std::swap(out->mAngleInnerCone,out->mAngleOuterCone); in BuildLightsForNode()
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H A D | LWSLoader.cpp | 389 lit->mAngleInnerCone = (float)AI_DEG_TO_RAD( src.lightConeAngle ); in BuildGraph() 390 lit->mAngleOuterCone = lit->mAngleInnerCone+(float)AI_DEG_TO_RAD( src.lightEdgeAngle ); in BuildGraph()
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H A D | 3DSLoader.cpp | 480 light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() ); in ParseLightChunk() 483 light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() ); in ParseLightChunk()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/Collada/ |
H A D | ColladaLoader.cpp | 384 out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle); in BuildLightsForNode() 393 out->mAngleInnerCone; in BuildLightsForNode() 396 … out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle); in BuildLightsForNode() 397 if (out->mAngleOuterCone < out->mAngleInnerCone) in BuildLightsForNode() 398 std::swap(out->mAngleInnerCone, out->mAngleOuterCone); in BuildLightsForNode()
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/ |
H A D | ColladaLoader.cpp | 358 out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle ); in BuildLightsForNode() 369 out->mAngleInnerCone; in BuildLightsForNode() 372 … out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle ); in BuildLightsForNode() 373 if (out->mAngleOuterCone < out->mAngleInnerCone) in BuildLightsForNode() 374 std::swap(out->mAngleInnerCone,out->mAngleOuterCone); in BuildLightsForNode()
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H A D | LWSLoader.cpp | 416 lit->mAngleInnerCone = (float)AI_DEG_TO_RAD( src.lightConeAngle ); in BuildGraph() 417 lit->mAngleOuterCone = lit->mAngleInnerCone+(float)AI_DEG_TO_RAD( src.lightEdgeAngle ); in BuildGraph()
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/LWS/ |
H A D | LWSLoader.cpp | 410 lit->mAngleInnerCone = (float)AI_DEG_TO_RAD(src.lightConeAngle); in BuildGraph() 411 lit->mAngleOuterCone = lit->mAngleInnerCone + (float)AI_DEG_TO_RAD(src.lightEdgeAngle); in BuildGraph()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/LWS/ |
H A D | LWSLoader.cpp | 418 lit->mAngleInnerCone = (float)AI_DEG_TO_RAD( src.lightConeAngle ); in BuildGraph() 419 lit->mAngleOuterCone = lit->mAngleInnerCone+(float)AI_DEG_TO_RAD( src.lightEdgeAngle ); in BuildGraph()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/3DS/ |
H A D | 3DSLoader.cpp | 511 light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() ); in ParseLightChunk() 514 light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() ); in ParseLightChunk()
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