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Searched refs:yawAngle (Results 1 – 25 of 64) sorted by relevance

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/dports/math/geogram/geogram-1.7.7/src/bin/geoshade/glsl/ShaderToy/
H A DVoxelPacMan.glsl222 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);
/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A Dcg_players.cpp1876 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 …]
/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/procedural/
H A Dnrx-voxel-pacman.slang247 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);
/dports/lang/fpc-source/fpc-3.2.2/packages/cocoaint/src/avfoundation/
H A DAVMetadataObject.inc41 function yawAngle: CGFloat; message 'yawAngle';
/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/procedural/
H A Dnrx-voxel-pacman.glsl324 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);
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_players.c1254 &cent->pe.torso.yawAngle, &cent->pe.torso.yawing ); in CG_PlayerAngles()
1256 &cent->pe.legs.yawAngle, &cent->pe.legs.yawing ); in CG_PlayerAngles()
1261 &cent->pe.torso.yawAngle, &cent->pe.torso.yawing ); in CG_PlayerAngles()
1263 &cent->pe.legs.yawAngle, &cent->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 …]
/dports/lang/mono/mono-5.10.1.57/external/corefx/src/System.Numerics.Vectors/tests/
H A DQuaternionTests.cs351 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()
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_players.cpp2027 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 …]
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/
H A Dmodelrenderer.cpp166 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()
/dports/games/ioquake3/ioquake3-1.36/code/q3_ui/
H A Dui_players.c603 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()
/dports/games/ioquake3-server/ioquake3-1.36/code/q3_ui/
H A Dui_players.c603 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()
/dports/games/iortcw/iortcw-1.51c/MP/code/ui/
H A Dui_players.c656 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()
/dports/games/iortcw/iortcw-1.51c/SP/code/ui/
H A Dui_players.c638 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()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/q3_ui/
H A Dui_players.c603 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()
/dports/games/evq3/evq3/code/q3_ui/
H A Dui_players.c603 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()
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/ui/
H A Dui_players.c594 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()
/dports/games/ioquake3/ioquake3-1.36/code/ui/
H A Dui_players.c604 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()
/dports/games/ioquake3-server/ioquake3-1.36/code/ui/
H A Dui_players.c604 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()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/ui/
H A Dui_players.c604 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()
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/ui/
H A Dui_players.c604 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()
/dports/games/openarena/openarena-engine-source-0.8.8/code/ui/
H A Dui_players.c604 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()
/dports/games/evq3/evq3/code/ui/
H A Dui_players.c604 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()
/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/
H A Dcg_players.c1413 …CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe… in CG_PlayerAngles()
1414 …CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->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, &cent->pe.flag.yawAngle, &cent->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()
/dports/games/ioquake3/ioquake3-1.36/code/cgame/
H A Dcg_players.c1413 …CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe… in CG_PlayerAngles()
1414 …CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->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, &cent->pe.flag.yawAngle, &cent->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()
/dports/games/evq3/evq3/code/cgame/
H A Dcg_players.c1413 …CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe… in CG_PlayerAngles()
1414 …CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->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, &cent->pe.flag.yawAngle, &cent->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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