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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/math/
H A Dvecmat.h96 void vm_vec_add(vec3d *dest, const vec3d *src0, const vec3d *src1);
108 void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1);
116 vec3d *vm_vec_avg_n(vec3d *dest, int n, const vec3d src[]);
121 vec3d *vm_vec_avg(vec3d *dest, const vec3d *src0, const vec3d *src1);
123 vec3d *vm_vec_avg3(vec3d *dest, const vec3d *src0, const vec3d *src1, const vec3d *src2);
127 vec3d *vm_vec_avg4(vec3d *dest, const vec3d *src0, const vec3d *src1, const vec3d *src2, const vec3…
213 vec3d *vm_vec_cross(vec3d *dest, const vec3d *src0, const vec3d *src1);
223 vec3d *vm_vec_normal(vec3d *dest,const vec3d *p0, const vec3d *p1, const vec3d *p2);
228 vec3d *vm_vec_perp(vec3d *dest, const vec3d *p0, const vec3d *p1, const vec3d *p2);
580 inline vec3d& operator+=(vec3d& left, const vec3d& right)
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H A Dfvi.h18 float fvi_point_dist_plane(const vec3d *plane_pnt, const vec3d *plane_norm, const vec3d *point);
67 int fvi_segment_plane(vec3d *new_pnt, const vec3d *plane_pnt, const vec3d *plane_norm, const vec3d
82 int fvi_point_face(const vec3d *checkp, int nv, vec3d const *const *verts, const vec3d * norm1, flo…
91 int fvi_segment_sphere(vec3d *intp, const vec3d *p0, const vec3d *p1, const vec3d *sphere_pos, floa…
100 bool fvi_cylinder_sphere_may_collide(const vec3d* p0, const vec3d* p1, float cyl_rad, const vec3d* …
106 int fvi_ray_sphere(vec3d *intp, const vec3d *p0, const vec3d *p1, const vec3d *sphere_pos, float sp…
116 int fvi_ray_boundingbox(const vec3d *min, const vec3d *max, const vec3d * p0, const vec3d *pdir, ve…
121 int fvi_polyedge_sphereline(vec3d *hit_point, const vec3d *xs0, const vec3d *vs, float Rs, int nv,
123 int fvi_sphere_plane(vec3d *intersect_point, const vec3d *sphere_center_start, const vec3d *sphere_…
134 void fvi_two_lines_in_3space(const vec3d *p1, const vec3d *v1, const vec3d *p2, const vec3d *v2, fl…
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H A Dfvi.cpp21 static float matrix_determinant_from_vectors(const vec3d *v1, const vec3d *v2, const vec3d *v3) in matrix_determinant_from_vectors()
40 void fvi_two_lines_in_3space(const vec3d *p1, const vec3d *v1, const vec3d *p2, const vec3d *v2, fl… in fvi_two_lines_in_3space()
121 vec3d w; in fvi_ray_plane()
161 const vec3d *plane_pnt, const vec3d *plane_norm, in fvi_segment_plane()
165 vec3d d; in fvi_segment_plane()
186 int fvi_segment_sphere(vec3d *intp, const vec3d *p0, const vec3d *p1, const vec3d *sphere_pos, floa… in fvi_segment_sphere()
280 int fvi_ray_sphere(vec3d *intp, const vec3d *p0, const vec3d *p1, const vec3d *sphere_pos,float sph… in fvi_ray_sphere()
346 int fvi_ray_boundingbox(const vec3d *min, const vec3d *max, const vec3d * p0, const vec3d *pdir, ve… in fvi_ray_boundingbox()
448 vec3d t; in fvi_point_face()
1089 void fvi_closest_line_line(const vec3d *x0, const vec3d *vx, const vec3d *y0, const vec3d *vy, floa… in fvi_closest_line_line()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/math/
H A Dvecmat.h88 void vm_vec_add(vec3d *dest,vec3d *src0,vec3d *src1);
125 void vm_vec_sub(vec3d *dest,vec3d *src0,vec3d *src1);
142 vec3d *vm_vec_avg_n(vec3d *dest, int n, vec3d src[]);
147 vec3d *vm_vec_avg(vec3d *dest,vec3d *src0,vec3d *src1);
149 vec3d *vm_vec_avg3(vec3d *dest,vec3d *src0,vec3d *src1,vec3d *src2);
153 vec3d *vm_vec_avg4(vec3d *dest,vec3d *src0,vec3d *src1,vec3d *src2,vec3d *src3);
289 vec3d *vm_vec_crossprod(vec3d *dest,vec3d *src0,vec3d *src1);
298 vec3d *vm_vec_normal(vec3d *dest,vec3d *p0,vec3d *p1,vec3d *p2);
303 vec3d *vm_vec_perp(vec3d *dest,vec3d *p0,vec3d *p1,vec3d *p2);
310 float vm_vec_delta_ang(vec3d *v0,vec3d *v1,vec3d *fvec);
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H A Dfvi.h18 float fvi_point_dist_plane( vec3d *plane_pnt,vec3d *plane_norm, vec3d *point);
67 int fvi_segment_plane(vec3d *new_pnt, vec3d *plane_pnt, vec3d *plane_norm, vec3d *p0, vec3d *p1, fl…
82 int fvi_point_face(vec3d *checkp, int nv, vec3d **verts, vec3d * norm1, float *u_out, float *v_out,…
91 int fvi_segment_sphere(vec3d *intp, vec3d *p0, vec3d *p1, vec3d *sphere_pos, float sphere_rad);
97 int fvi_ray_sphere(vec3d *intp, vec3d *p0, vec3d *p1, vec3d *sphere_pos, float sphere_rad);
107 int fvi_ray_boundingbox( vec3d *min, vec3d *max, vec3d * p0, vec3d *pdir, vec3d *hitpt );
112 int fvi_polyedge_sphereline(vec3d *hit_point, vec3d *xs0, vec3d *vs, float Rs, int nv, vec3d **vert…
114 int fvi_sphere_plane(vec3d *intersect_point, vec3d *sphere_center_start, vec3d *sphere_velocity, fl…
115 vec3d *plane_normal, vec3d *plane_point, float *hit_time, float *delta_time);
125 void fvi_two_lines_in_3space(vec3d *p1, vec3d *v1, vec3d *p2, vec3d *v2, float *s, float *t);
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H A Dfvi.cpp28 float matrix_determinant_from_vectors(vec3d *v1,vec3d *v2,vec3d *v3) in matrix_determinant_from_vectors()
47 void fvi_two_lines_in_3space(vec3d *p1, vec3d *v1, vec3d *p2, vec3d *v2, float *s, float *t) in fvi_two_lines_in_3space()
128 vec3d w; in fvi_ray_plane()
168 vec3d *plane_pnt,vec3d *plane_norm, in fvi_segment_plane()
172 vec3d d; in fvi_segment_plane()
193 int fvi_segment_sphere(vec3d *intp,vec3d *p0,vec3d *p1,vec3d *sphere_pos,float sphere_rad) in fvi_segment_sphere()
260 int fvi_ray_sphere(vec3d *intp,vec3d *p0,vec3d *p1,vec3d *sphere_pos,float sphere_rad) in fvi_ray_sphere()
326 int fvi_ray_boundingbox( vec3d *min, vec3d *max, vec3d * p0, vec3d *pdir, vec3d *hitpt ) in fvi_ray_boundingbox()
696 int fvi_polyedge_sphereline(vec3d *hit_point, vec3d *xs0, vec3d *vs, float Rs, int nv, vec3d **vert… in fvi_polyedge_sphereline()
1056 void fvi_closest_line_line( vec3d *x0, vec3d *vx, vec3d *y0, vec3d *vy, float *x_time, float *y_tim… in fvi_closest_line_line()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/render/
H A D3d.h83 extern vec3d Object_position;
134 void g3_get_view_vectors(vec3d *forward,vec3d *up,vec3d *right);
141 int g3_check_normal_facing(vec3d *v,vec3d *norm);
177 ubyte g3_rotate_vector(vec3d *dest,vec3d *src);
208 vec3d *g3_rotate_delta_x(vec3d *dest,float dx);
209 vec3d *g3_rotate_delta_y(vec3d *dest,float dy);
210 vec3d *g3_rotate_delta_z(vec3d *dest,float dz);
211 vec3d *g3_rotate_delta_vec(vec3d *dest,vec3d *src);
350 void g3_start_user_clip_plane( vec3d *plane_point, vec3d *plane_normal );
365 void g3_draw_htl_line(vec3d *start, vec3d *end);
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/model/
H A Dmodel.h88 vec3d mc_base;
269 vec3d min;
270 vec3d max;
279 vec3d plane_pnt;
442 vec3d pnt;
443 vec3d norm;
521 vec3d pos;
538 vec3d pos;
977 …et_two_random_points(int model_num, int submodel_num, vec3d *v1, vec3d *v2, vec3d *n1 = NULL, vec3…
1185 vec3d length;
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/render/
H A D3d.h78 extern vec3d Object_position;
115 int g3_check_normal_facing(const vec3d *v, const vec3d *norm);
141 ubyte g3_rotate_vector(vec3d *dest, const vec3d *src);
147 ubyte g3_code_vector(const vec3d * p);
152 float g3_calc_point_depth(const vec3d *pnt);
172 vec3d *g3_rotate_delta_vec(vec3d *dest,vec3d *src);
206 void g3_draw_htl_line(const vec3d *start, const vec3d *end);
229 void g3_render_rect_oriented(material* mat_info, vec3d *pos, vec3d *norm, float width, float height…
231 void g3_render_line_3d(color *clr, bool depth_testing, const vec3d *start, const vec3d *end);
232 void g3_render_line_3d(bool depth_testing, const vec3d *start, const vec3d *end);
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/model/
H A Dmodel.h243 vec3d min;
244 vec3d max;
253 vec3d plane_pnt;
411 vec3d pnt;
412 vec3d norm;
531 vec3d pos;
554 vec3d pos;
993 …et_two_random_points(int model_num, int submodel_num, vec3d *v1, vec3d *v2, vec3d *n1 = NULL, vec3…
1197 vec3d rotvel;
1198 vec3d length;
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H A Dmodelrender.h30 inline int in_box(vec3d *min, vec3d *max, vec3d *pos, vec3d *view_position) in in_box()
32 vec3d point; in in_box()
46 inline int in_sphere(vec3d *pos, float radius, vec3d *view_position) in in_sphere()
69 vec3d Warp_scale;
88 vec3d Clip_normal;
89 vec3d Clip_pos;
123 void set_clip_plane(vec3d &pos, vec3d &normal);
161 vec3d v1;
162 vec3d v2;
177 vec3d clip_normal;
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/dports/devel/raknet/raknet-3.9.2_10,1/DependentExtensions/IrrlichtDemo/irrKlang-1.1.3/
H A Dik_vec3d.h17 class vec3d
23 vec3d(const vec3d<T>& other) :X(other.X), Y(other.Y), Z(other.Z) {}; in vec3d() function
33 vec3d<T> operator-() const { return vec3d<T>(-X, -Y, -Z); }
37vec3d<T> operator+(const vec3d<T>& other) const { return vec3d<T>(X + other.X, Y + other.Y, Z + ot…
40vec3d<T> operator-(const vec3d<T>& other) const { return vec3d<T>(X - other.X, Y - other.Y, Z - ot…
43vec3d<T> operator*(const vec3d<T>& other) const { return vec3d<T>(X * other.X, Y * other.Y, Z * ot…
48vec3d<T> operator/(const vec3d<T>& other) const { return vec3d<T>(X / other.X, Y / other.Y, Z / ot…
103 vec3d<T> crossProduct(const vec3d<T>& p) const in crossProduct()
110 bool isBetweenPoints(const vec3d<T>& begin, const vec3d<T>& end) const in isBetweenPoints()
197 vec3d<T> getInterpolated(const vec3d<T>& other, ik_f32 d) const in getInterpolated()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/physics/
H A Dphysics.h53 vec3d max_vel; //maximum foward velocity in x,y,z
55 vec3d booster_max_vel;
56 vec3d max_rotvel; //maximum p,b,h rotational velocity
82 vec3d vel; // The current velocity vector of this object
83 vec3d rotvel; // The current rotational velecity (angles)
87 vec3d prev_fvec; // Used in AI for momentum.
154 extern bool whack_below_limit(const vec3d* impulse);
155 extern void physics_calculate_and_apply_whack(vec3d *force, vec3d *pos, physics_info *pi, matrix *o…
156 extern void physics_apply_whack(float orig_impulse, physics_info* pi, vec3d *delta_rotvel, vec3d* d…
157 extern void physics_apply_shock(vec3d *direction_vec, float pressure, physics_info *pi, matrix *ori…
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/physics/
H A Dphysics.h49 vec3d max_vel; //maximum foward velocity in x,y,z
51 vec3d booster_max_vel;
52 vec3d max_rotvel; //maximum p,b,h rotational velocity
70 vec3d desired_vel; // in world coord
71 vec3d desired_rotvel; // in local coord
77 vec3d vel; // The current velocity vector of this object
82 vec3d prev_fvec; // Used in AI for momentum.
134 extern void physics_apply_whack(vec3d *force, vec3d *pos, physics_info *pi, matrix *orient, float m…
135 extern void physics_apply_shock(vec3d *direction_vec, float pressure, physics_info *pi, matrix *ori…
136 extern void physics_collide_whack(vec3d *impulse, vec3d *delta_rotvel, physics_info *pi, matrix *or…
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/lighting/
H A Dlighting.h32vec3d vec; // location in world space of a point light or the direction of a directional lig…
33 vec3d vec2; // second point on a tube light
34 vec3d local_vec; // rotated light vector
35 vec3d local_vec2; // rotated 2nd light vector for a tube light
54 void light_add_tube(vec3d *p0, vec3d *p1, float r1, float r2, float intensity, float r, float g, fl…
63 int light_filter_push( int objnum, vec3d *pos, float rad );
64 int light_filter_push_box( vec3d *min, vec3d *max );
71 ubyte light_apply( vec3d *pos, vec3d * norm, float static_light_val );
73 …ply_specular(ubyte *param_r, ubyte *param_g, ubyte *param_b, vec3d *pos, vec3d * norm, vec3d * cam…
76 void light_apply_rgb( ubyte *param_r, ubyte *param_g, ubyte *param_b, vec3d *pos, vec3d * norm, flo…
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/mission/
H A Dmissiongrid.h23 vec3d center;
29 vec3d gpoints2[MAX_GRIDLINE_POINTS];
30 vec3d gpoints3[MAX_GRIDLINE_POINTS];
31 vec3d gpoints4[MAX_GRIDLINE_POINTS];
32 vec3d gpoints5[MAX_GRIDLINE_POINTS]; // 5-8 are edge gridpoints for large grid.
33 vec3d gpoints6[MAX_GRIDLINE_POINTS];
34 vec3d gpoints7[MAX_GRIDLINE_POINTS];
35 vec3d gpoints8[MAX_GRIDLINE_POINTS];
48 grid *create_grid(grid *gridp, vec3d *forward, vec3d *right, vec3d *center, int nrows, int ncols, f…
52 void rpd_line(vec3d *v0, vec3d *v1);
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/radar/
H A Dradardradis.h34 vec3d Orb_eye_position;
36 vec3d fx_guides0_0;
37 vec3d fx_guides0_1;
39 vec3d fx_guides1_0;
40 vec3d fx_guides1_1;
42 vec3d fx_guides2_0;
43 vec3d fx_guides2_1;
45 vec3d sweep_normal_x;
46 vec3d sweep_normal_y;
47 vec3d sweep_normal_z;
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H A Dradarorb.h22 struct vec3d;
31 vec3d target_position;
33 vec3d orb_ring_yz[NUM_ORB_RING_SLICES];
34 vec3d orb_ring_xy[NUM_ORB_RING_SLICES];
35 vec3d orb_ring_xz[NUM_ORB_RING_SLICES];
50 void blipDrawFlicker(blip *b, vec3d *pos);
54 void drawContact(vec3d *pnt, int rad);
55 void drawContactHtl(vec3d *pnt, int rad);
57 void drawCrosshairs( vec3d pnt );
64 int calcAlpha(vec3d* pt);
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/mission/
H A Dmissiongrid.h23 vec3d center;
28 vec3d gpoints1[MAX_GRIDLINE_POINTS]; // 1 -4 are edge gridpoints for small grid.
29 vec3d gpoints2[MAX_GRIDLINE_POINTS];
30 vec3d gpoints3[MAX_GRIDLINE_POINTS];
31 vec3d gpoints4[MAX_GRIDLINE_POINTS];
32 vec3d gpoints5[MAX_GRIDLINE_POINTS]; // 5-8 are edge gridpoints for large grid.
33 vec3d gpoints6[MAX_GRIDLINE_POINTS];
34 vec3d gpoints7[MAX_GRIDLINE_POINTS];
35 vec3d gpoints8[MAX_GRIDLINE_POINTS];
48 grid *create_grid(grid *gridp, vec3d *forward, vec3d *right, vec3d *center, int nrows, int ncols, f…
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/dports/misc/openvdb/openvdb-9.0.0/openvdb_ax/openvdb_ax/test/integration/TestAssign/
H A Dassign.vec3d.ax2 vec3d@test1 = {1.1, 2.3 , 4.3};
3 vec3d local1 = {1.1, 2.3 , 4.3};
4 vec3d@test2 = local1;
5 vec3d@test3 =
6 vec3d@test4 =
7 vec3d@test2;
8 vec3d local3,
10 vec3d@test5 =
13 vec3d@test6 = {4.1, 5.3, 6.3},
15 vec3d@test8 = {4.1, 5.3, 6.3};
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/
H A Dai.h258 vec3d pos;
287 vec3d stealth_last_pos;
288 vec3d stealth_velocity;
350 vec3d last_aim_enemy_pos;
351 vec3d last_aim_enemy_vel;
500 vec3d docker_point;
501 vec3d dockee_point;
504 vec3d submodel_pos;
576 …_towards_vector(vec3d *dest, object *objp, vec3d *slide_vec, vec3d *rel_pos, float bank_override, …
629 extern void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, vec3d *enemy_pos, ve…
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/graphics/util/
H A Duniform_structs.h46 vec3d coneDir;
49 vec3d scale;
52 vec3d lightDir;
64 vec3d spec_color;
66 vec3d direction;
108 vec3d diffuseClr;
111 vec3d glowClr;
114 vec3d specClr;
124 vec3d base_color;
242 vec3d hitNormal;
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/object/
H A Dobjcollide.h25 vec3d heavy_collision_cm_pos; // should be zero
26 vec3d light_collision_cm_pos; // relative cm collision pos
27 vec3d r_heavy; // relative to A
28 vec3d r_light; // relative to B
29 vec3d hit_pos; // relative hit position in A's rf (r_heavy)
30 vec3d collision_normal; // normal outward from heavy
33 vec3d light_rel_vel; // velocity of light relative to heavy before collison
104 int collide_subdivide(vec3d *p0, vec3d *p1, float prad, vec3d *q0, vec3d *q1, float qrad);
120 void ship_weapon_do_hit_stuff(object *ship_obj, object *weapon_obj, vec3d *world_hitpos, vec3d *hit…
142 int pp_collide(vec3d *curpos, vec3d *goalpos, object *goalobjp, float radius);
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/
H A Dai.h316 vec3d pos;
345 vec3d stealth_last_pos;
346 vec3d stealth_velocity;
408 vec3d last_aim_enemy_pos;
409 vec3d last_aim_enemy_vel;
554 vec3d docker_point;
555 vec3d dockee_point;
558 vec3d submodel_pos;
631 …ds_vector(vec3d *dest, object *objp, float frametime, float turn_time, vec3d *slide_vec, vec3d *re…
688 extern void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, vec3d *enemy_pos, ve…
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/radar/
H A Dradarorb.h20 struct vec3d;
28 vec3d target_position;
30 vec3d orb_ring_yz[NUM_ORB_RING_SLICES];
31 vec3d orb_ring_xy[NUM_ORB_RING_SLICES];
32 vec3d orb_ring_xz[NUM_ORB_RING_SLICES];
46 void blipDrawFlicker(blip *b, vec3d *pos);
50 void drawContact(vec3d *pnt, int rad);
51 void drawContactHtl(vec3d *pnt, int rad);
53 void drawCrosshairs( vec3d pnt );
57 int calcAlpha(vec3d* pt);
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