Lines Matching full:rotation
95 static float rotation[5];
135 rotate(gVSConstants->layer0, rotation[0]);
136 rotate(gVSConstants->layer1, rotation[1]);
137 rotate(gVSConstants->layer2, rotation[2]);
138 rotate(gVSConstants->layer3, rotation[3]);
139 rotate(gVSConstants->layer4, rotation[4]);
181 rotation[0] += 0.100f * timedelta;
182 rotation[1] += 0.102f * timedelta;
183 rotation[2] += 0.106f * timedelta;
184 rotation[3] += 0.114f * timedelta;
185 rotation[4] += 0.123f * timedelta;
222 // Make sure the rotation angles don't continuously increase
224 if (rotation[i] > 360.f) {
225 float multiplier = floor(rotation[i]/360.f);
226 rotation[i] -= 360.f * multiplier;
360 rotation[i] = 360.f * i / 5.f;