HomeSort by relevance Sort by last modified time
    Searched refs:yaw (Results 1 - 16 of 16) sorted by null

  /external/quake/quake/src/QW/client/
cl_tent.c 357 float yaw, pitch; local
373 // calculate pitch and yaw
378 yaw = 0;
386 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
387 if (yaw < 0)
388 yaw += 360;
407 ent->angles[1] = yaw;
view.c 724 float yaw, pitch, move; local
728 yaw = r_refdef.viewangles[YAW];
731 yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
732 if (yaw > 10)
733 yaw = 10;
734 if (yaw < -10)
735 yaw = -10
    [all...]
cl_cam.c 60 float yaw, pitch; local
64 yaw = 0;
72 yaw = (int) (atan2(vec[1], vec[0]) * 180 / M_PI);
73 if (yaw < 0)
74 yaw += 360;
83 ang[1] = yaw;
458 cam_viewangles[YAW] = adjustang(cam_viewangles[YAW], vec2[YAW], cl_camera_maxyaw.value);
493 cam_viewangles[YAW] = adjustang(cam_viewangles[YAW], vec2[YAW], cl_camera_maxyaw.value)
    [all...]
  /external/quake/quake/src/QW/server/
sv_move.c 233 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
238 ent->v.ideal_yaw = yaw;
241 yaw = yaw*M_PI*2 / 360;
242 move[0] = cos(yaw)*dist;
243 move[1] = sin(yaw)*dist;
249 delta = ent->v.angles[YAW] - ent->v.ideal_yaw;
pr_cmds.c 341 float yaw; local
346 yaw = 0;
349 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
350 if (yaw < 0)
351 yaw += 360;
354 G_FLOAT(OFS_RETURN) = yaw;
369 float yaw, pitch; local
375 yaw = 0;
383 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
384 if (yaw < 0
973 float yaw, dist; local
    [all...]
sv_ents.c 115 int x, y, z, p, yaw; local
130 yaw = (int)(256*ent->v.angles[1]/360)&255;
137 bits[5] = yaw;
  /external/quake/quake/src/WinQuake/
cl_tent.cpp 332 float yaw, pitch; local
349 // calculate pitch and yaw
354 yaw = 0;
362 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
363 if (yaw < 0)
364 yaw += 360;
383 ent->angles[1] = yaw;
sv_move.cpp 233 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
238 ent->u.v.ideal_yaw = yaw;
241 yaw = yaw*M_PI*2 / 360;
242 move[0] = cos(yaw)*dist;
243 move[1] = sin(yaw)*dist;
249 delta = ent->u.v.angles[YAW] - ent->u.v.ideal_yaw;
view.cpp 707 float yaw, pitch, move;
711 yaw = r_refdef.viewangles[YAW];
714 yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
715 if (yaw > 10)
716 yaw = 10;
717 if (yaw < -10)
718 yaw = -10
    [all...]
pr_cmds.cpp 404 float yaw; local
409 yaw = 0;
412 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
413 if (yaw < 0)
414 yaw += 360;
417 G_FLOAT(OFS_RETURN) = yaw;
432 float yaw, pitch; local
438 yaw = 0;
446 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
447 if (yaw < 0
1149 float yaw, dist; local
    [all...]
  /gdk/samples/quake/jni/
cl_tent.cpp 332 float yaw, pitch; local
349 // calculate pitch and yaw
354 yaw = 0;
362 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
363 if (yaw < 0)
364 yaw += 360;
383 ent->angles[1] = yaw;
sv_move.cpp 233 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
238 ent->u.v.ideal_yaw = yaw;
241 yaw = yaw*M_PI*2 / 360;
242 move[0] = cos(yaw)*dist;
243 move[1] = sin(yaw)*dist;
249 delta = ent->u.v.angles[YAW] - ent->u.v.ideal_yaw;
view.cpp 707 float yaw, pitch, move;
711 yaw = r_refdef.viewangles[YAW];
714 yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
715 if (yaw > 10)
716 yaw = 10;
717 if (yaw < -10)
718 yaw = -10
    [all...]
pr_cmds.cpp 404 float yaw; local
409 yaw = 0;
412 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
413 if (yaw < 0)
414 yaw += 360;
417 G_FLOAT(OFS_RETURN) = yaw;
432 float yaw, pitch; local
438 yaw = 0;
446 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
447 if (yaw < 0
1149 float yaw, dist; local
    [all...]
  /external/jmonkeyengine/engine/src/core/com/jme3/math/
Quaternion.java 236 * angles (y,r,p). Note that we are applying in order: roll, pitch, yaw but
240 * @param yaw
241 * the Euler yaw of rotation (in radians). (aka Bank, often rot
250 public Quaternion fromAngles(float yaw, float roll, float pitch) {
259 angle = yaw * 0.5f;
280 * rotation angles (yaw,roll,pitch).<br/>
313 angles[0] = FastMath.atan2(2 * x * w - 2 * y * z, -sqx + sqy - sqz + sqw); // yaw or bank
    [all...]
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
Spatial.java 986 * Rotates the spatial by the yaw, roll and pitch angles (in radians),
991 public Spatial rotate(float yaw, float roll, float pitch) {
994 q.fromAngles(yaw, roll, pitch);
    [all...]

Completed in 1630 milliseconds