/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/math/ |
H A D | vecmat.h | 96 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) [all …]
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H A D | fvi.h | 18 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… [all …]
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H A D | fvi.cpp | 21 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() [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/math/ |
H A D | vecmat.h | 88 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); [all …]
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H A D | fvi.h | 18 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); [all …]
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H A D | fvi.cpp | 28 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() [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/render/ |
H A D | 3d.h | 83 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); [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/model/ |
H A D | model.h | 88 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; [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/render/ |
H A D | 3d.h | 78 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); [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/model/ |
H A D | model.h | 243 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; [all …]
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H A D | modelrender.h | 30 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; [all …]
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/dports/devel/raknet/raknet-3.9.2_10,1/DependentExtensions/IrrlichtDemo/irrKlang-1.1.3/ |
H A D | ik_vec3d.h | 17 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); } 37 …vec3d<T> operator+(const vec3d<T>& other) const { return vec3d<T>(X + other.X, Y + other.Y, Z + ot… 40 …vec3d<T> operator-(const vec3d<T>& other) const { return vec3d<T>(X - other.X, Y - other.Y, Z - ot… 43 …vec3d<T> operator*(const vec3d<T>& other) const { return vec3d<T>(X * other.X, Y * other.Y, Z * ot… 48 …vec3d<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() [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/physics/ |
H A D | physics.h | 53 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… [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/physics/ |
H A D | physics.h | 49 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… [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/lighting/ |
H A D | lighting.h | 32 …vec3d 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… [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/mission/ |
H A D | missiongrid.h | 23 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); [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/radar/ |
H A D | radardradis.h | 34 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; [all …]
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H A D | radarorb.h | 22 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); [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/mission/ |
H A D | missiongrid.h | 23 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… [all …]
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/dports/misc/openvdb/openvdb-9.0.0/openvdb_ax/openvdb_ax/test/integration/TestAssign/ |
H A D | assign.vec3d.ax | 2 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}; [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/ |
H A D | ai.h | 258 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… [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/graphics/util/ |
H A D | uniform_structs.h | 46 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; [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/object/ |
H A D | objcollide.h | 25 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); [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/ |
H A D | ai.h | 316 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… [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/radar/ |
H A D | radarorb.h | 20 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); [all …]
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