/dports/math/geogram/geogram-1.7.7/src/bin/geoshade/glsl/ShaderToy/ |
H A D | VoxelPacMan.glsl | 222 float yawAngle = PI * (1.2 + 0.2 * cos (iTime * 0.5)); 225 yawAngle += 4.0 * PI * iMouse.x / iResolution.x; 228 yawAngle = mix (PI * 1.5, yawAngle, mode3D); 231 float cosYaw = cos (yawAngle); 232 float sinYaw = sin (yawAngle);
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/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/ |
H A D | cg_players.cpp | 1876 cent->pe.torso.yawAngle = viewAngles[YAW]; in CG_G2ClientSpineAngles() 2105 cent->pe.torso.yawAngle = 0; in CG_G2PlayerAngles() 2110 cent->pe.legs.yawAngle = angles[1]; in CG_G2PlayerAngles() 2228 cent->pe.legs.yawAngle = angles[YAW]; in CG_G2PlayerAngles() 2380 cent->pe.legs.yawAngle = angles[YAW]; in CG_G2PlayerAngles() 2446 cent->pe.torso.yawAngle = 0; in CG_G2PlayerAngles() 2490 cent->pe.torso.yawAngle = viewAngles[YAW]; in CG_PlayerAngles() 2513 cent->pe.legs.yawAngle = lookAngles[YAW]; in CG_PlayerAngles() 2602 legsAngles[YAW] = cent->pe.legs.yawAngle; in CG_PlayerAngles() 2642 legsAngles[YAW] = cent->pe.legs.yawAngle; in CG_PlayerAngles() [all …]
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/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/procedural/ |
H A D | nrx-voxel-pacman.slang | 247 float yawAngle = PI * (1.2 + 0.2 * cos (iGlobalTime * 0.5)); 250 yawAngle += 4.0 * PI * iMouse.x / iResolution.x; 253 yawAngle = mix (PI * 1.5, yawAngle, mode3D); 256 float cosYaw = cos (yawAngle); 257 float sinYaw = sin (yawAngle);
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/dports/lang/fpc-source/fpc-3.2.2/packages/cocoaint/src/avfoundation/ |
H A D | AVMetadataObject.inc | 41 function yawAngle: CGFloat; message 'yawAngle';
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/procedural/ |
H A D | nrx-voxel-pacman.glsl | 324 float yawAngle = PI * (1.2 + 0.2 * cos (iGlobalTime * 0.5)); 327 yawAngle += 4.0 * PI * iMouse.x / iResolution.x; 330 yawAngle = mix (PI * 1.5, yawAngle, mode3D); 333 float cosYaw = cos (yawAngle); 334 float sinYaw = sin (yawAngle);
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/ |
H A D | cg_players.c | 1254 ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); in CG_PlayerAngles() 1256 ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); in CG_PlayerAngles() 1261 ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); in CG_PlayerAngles() 1263 ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); in CG_PlayerAngles() 1266 torsoAngles[ YAW ] = cent->pe.torso.yawAngle; in CG_PlayerAngles() 1267 legsAngles[ YAW ] = cent->pe.legs.yawAngle; in CG_PlayerAngles() 1467 cent->pe.nonseg.yawAngle = localAngles[ YAW ]; in CG_PlayerNonSegAngles() 1506 localAngles[ YAW ] = cent->pe.nonseg.yawAngle; in CG_PlayerNonSegAngles() 2466 cent->pe.legs.yawAngle = cent->rawAngles[ YAW ]; in CG_ResetPlayerEntity() 2472 cent->pe.torso.yawAngle = cent->rawAngles[ YAW ]; in CG_ResetPlayerEntity() [all …]
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/dports/lang/mono/mono-5.10.1.57/external/corefx/src/System.Numerics.Vectors/tests/ |
H A D | QuaternionTests.cs | 351 float yawAngle = MathHelper.ToRadians(30.0f); in QuaternionCreateFromYawPitchRollTest1() 355 Quaternion yaw = Quaternion.CreateFromAxisAngle(Vector3.UnitY, yawAngle); in QuaternionCreateFromYawPitchRollTest1() 360 Quaternion actual = Quaternion.CreateFromYawPitchRoll(yawAngle, pitchAngle, rollAngle); in QuaternionCreateFromYawPitchRollTest1() 370 for (float yawAngle = -720.0f; yawAngle <= 720.0f; yawAngle += step) in QuaternionCreateFromYawPitchRollTest2() 376 float yawRad = MathHelper.ToRadians(yawAngle); in QuaternionCreateFromYawPitchRollTest2() 386 …er.Equal(expected, actual), String.Format("Yaw:{0} Pitch:{1} Roll:{2}", yawAngle, pitchAngle, roll… in QuaternionCreateFromYawPitchRollTest2()
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/dports/games/openjk/OpenJK-07675e2/code/cgame/ |
H A D | cg_players.cpp | 2027 cent->pe.torso.yawAngle = viewAngles[YAW]; in CG_G2ClientSpineAngles() 2512 cent->pe.torso.yawAngle = 0; in CG_G2PlayerAngles() 2517 cent->pe.legs.yawAngle = angles[1]; in CG_G2PlayerAngles() 2540 cent->pe.torso.yawAngle = 0; in CG_G2PlayerAngles() 2545 cent->pe.legs.yawAngle = angles[1]; in CG_G2PlayerAngles() 2773 cent->pe.legs.yawAngle = angles[YAW]; in CG_G2PlayerAngles() 2946 cent->pe.legs.yawAngle = angles[YAW]; in CG_G2PlayerAngles() 3021 cent->pe.torso.yawAngle = 0; in CG_G2PlayerAngles() 3088 cent->pe.legs.yawAngle = lookAngles[YAW]; in CG_PlayerAngles() 3177 legsAngles[YAW] = cent->pe.legs.yawAngle; in CG_PlayerAngles() [all …]
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/ |
H A D | modelrenderer.cpp | 166 float yawAngle, in DENG2_PIMPL() 178 Matrix4f::rotate(-90 + yawAngle, Vector3f(0, 1, 0) /* vertical axis for yaw */) * in DENG2_PIMPL() 183 uReflectionMatrix = Matrix4f::rotate(-yawAngle, Vector3f(0, 1, 0)) * in DENG2_PIMPL()
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/dports/games/ioquake3/ioquake3-1.36/code/q3_ui/ |
H A D | ui_players.c | 603 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 604 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 606 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 607 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1158 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1163 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/ioquake3-server/ioquake3-1.36/code/q3_ui/ |
H A D | ui_players.c | 603 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 604 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 606 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 607 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1158 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1163 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/iortcw/iortcw-1.51c/MP/code/ui/ |
H A D | ui_players.c | 656 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 657 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 659 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 660 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1542 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1547 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/iortcw/iortcw-1.51c/SP/code/ui/ |
H A D | ui_players.c | 638 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 639 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 641 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 642 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1509 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1514 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/q3_ui/ |
H A D | ui_players.c | 603 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 604 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 606 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 607 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1158 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1163 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/evq3/evq3/code/q3_ui/ |
H A D | ui_players.c | 603 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 604 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 606 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 607 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1158 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1163 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/ui/ |
H A D | ui_players.c | 594 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 595 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 597 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 598 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1278 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1283 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/ioquake3/ioquake3-1.36/code/ui/ |
H A D | ui_players.c | 604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 607 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 608 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1288 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1293 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/ioquake3-server/ioquake3-1.36/code/ui/ |
H A D | ui_players.c | 604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 607 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 608 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1288 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1293 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/ui/ |
H A D | ui_players.c | 604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 607 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 608 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1288 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1293 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/openarena-server/openarena-engine-source-0.8.8/code/ui/ |
H A D | ui_players.c | 604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 607 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 608 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1288 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1293 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/openarena/openarena-engine-source-0.8.8/code/ui/ |
H A D | ui_players.c | 604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 607 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 608 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1288 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1293 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/evq3/evq3/code/ui/ |
H A D | ui_players.c | 604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles() 605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles() 607 torsoAngles[YAW] = pi->torso.yawAngle; in UI_PlayerAngles() 608 legsAngles[YAW] = pi->legs.yawAngle; in UI_PlayerAngles() 1288 pi->legs.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo() 1293 pi->torso.yawAngle = viewAngles[YAW]; in UI_PlayerInfo_SetInfo()
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/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/ |
H A D | cg_players.c | 1413 …CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, ¢->pe.torso.yawAngle, ¢->pe… in CG_PlayerAngles() 1414 …CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.l… in CG_PlayerAngles() 1416 torsoAngles[YAW] = cent->pe.torso.yawAngle; in CG_PlayerAngles() 1417 legsAngles[YAW] = cent->pe.legs.yawAngle; in CG_PlayerAngles() 1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, ¢->pe.flag.yawAngle, ¢->pe.flag.yawing ); in CG_PlayerFlag() 1740 angles[YAW] = cent->pe.flag.yawAngle; in CG_PlayerFlag() 2034 cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue ); in CG_PlayerShadow() 2603 cent->pe.legs.yawAngle = cent->rawAngles[YAW]; in CG_ResetPlayerEntity() 2609 cent->pe.torso.yawAngle = cent->rawAngles[YAW]; in CG_ResetPlayerEntity() 2615 CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle ); in CG_ResetPlayerEntity()
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/dports/games/ioquake3/ioquake3-1.36/code/cgame/ |
H A D | cg_players.c | 1413 …CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, ¢->pe.torso.yawAngle, ¢->pe… in CG_PlayerAngles() 1414 …CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.l… in CG_PlayerAngles() 1416 torsoAngles[YAW] = cent->pe.torso.yawAngle; in CG_PlayerAngles() 1417 legsAngles[YAW] = cent->pe.legs.yawAngle; in CG_PlayerAngles() 1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, ¢->pe.flag.yawAngle, ¢->pe.flag.yawing ); in CG_PlayerFlag() 1740 angles[YAW] = cent->pe.flag.yawAngle; in CG_PlayerFlag() 2034 cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue ); in CG_PlayerShadow() 2603 cent->pe.legs.yawAngle = cent->rawAngles[YAW]; in CG_ResetPlayerEntity() 2609 cent->pe.torso.yawAngle = cent->rawAngles[YAW]; in CG_ResetPlayerEntity() 2615 CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle ); in CG_ResetPlayerEntity()
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/dports/games/evq3/evq3/code/cgame/ |
H A D | cg_players.c | 1413 …CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, ¢->pe.torso.yawAngle, ¢->pe… in CG_PlayerAngles() 1414 …CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.l… in CG_PlayerAngles() 1416 torsoAngles[YAW] = cent->pe.torso.yawAngle; in CG_PlayerAngles() 1417 legsAngles[YAW] = cent->pe.legs.yawAngle; in CG_PlayerAngles() 1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, ¢->pe.flag.yawAngle, ¢->pe.flag.yawing ); in CG_PlayerFlag() 1740 angles[YAW] = cent->pe.flag.yawAngle; in CG_PlayerFlag() 2034 cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue ); in CG_PlayerShadow() 2603 cent->pe.legs.yawAngle = cent->rawAngles[YAW]; in CG_ResetPlayerEntity() 2609 cent->pe.torso.yawAngle = cent->rawAngles[YAW]; in CG_ResetPlayerEntity() 2615 CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle ); in CG_ResetPlayerEntity()
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