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Searched refs:yaw (Results 1 – 18 of 18) sorted by relevance

/external/quake/quake/src/QW/client/
Dview.c724 float yaw, pitch, move; in CalcGunAngle() local
728 yaw = r_refdef.viewangles[YAW]; in CalcGunAngle()
731 yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4; in CalcGunAngle()
732 if (yaw > 10) in CalcGunAngle()
733 yaw = 10; in CalcGunAngle()
734 if (yaw < -10) in CalcGunAngle()
735 yaw = -10; in CalcGunAngle()
742 if (yaw > oldyaw) in CalcGunAngle()
744 if (oldyaw + move < yaw) in CalcGunAngle()
745 yaw = oldyaw + move; in CalcGunAngle()
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Dcl_tent.c357 float yaw, pitch; in CL_UpdateBeams() local
378 yaw = 0; in CL_UpdateBeams()
386 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); in CL_UpdateBeams()
387 if (yaw < 0) in CL_UpdateBeams()
388 yaw += 360; in CL_UpdateBeams()
407 ent->angles[1] = yaw; in CL_UpdateBeams()
Dcl_cam.c60 float yaw, pitch; in vectoangles() local
64 yaw = 0; in vectoangles()
72 yaw = (int) (atan2(vec[1], vec[0]) * 180 / M_PI); in vectoangles()
73 if (yaw < 0) in vectoangles()
74 yaw += 360; in vectoangles()
83 ang[1] = yaw; in vectoangles()
/external/quake/quake/src/WinQuake/
Dview.cpp707 float yaw, pitch, move; in CalcGunAngle() local
711 yaw = r_refdef.viewangles[YAW]; in CalcGunAngle()
714 yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4; in CalcGunAngle()
715 if (yaw > 10) in CalcGunAngle()
716 yaw = 10; in CalcGunAngle()
717 if (yaw < -10) in CalcGunAngle()
718 yaw = -10; in CalcGunAngle()
725 if (yaw > oldyaw) in CalcGunAngle()
727 if (oldyaw + move < yaw) in CalcGunAngle()
728 yaw = oldyaw + move; in CalcGunAngle()
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Dcl_tent.cpp332 float yaw, pitch; in CL_UpdateTEnts() local
354 yaw = 0; in CL_UpdateTEnts()
362 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); in CL_UpdateTEnts()
363 if (yaw < 0) in CL_UpdateTEnts()
364 yaw += 360; in CL_UpdateTEnts()
383 ent->angles[1] = yaw; in CL_UpdateTEnts()
Dpr_cmds.cpp404 float yaw; in PF_vectoyaw() local
409 yaw = 0; in PF_vectoyaw()
412 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); in PF_vectoyaw()
413 if (yaw < 0) in PF_vectoyaw()
414 yaw += 360; in PF_vectoyaw()
417 G_FLOAT(OFS_RETURN) = yaw; in PF_vectoyaw()
432 float yaw, pitch; in PF_vectoangles() local
438 yaw = 0; in PF_vectoangles()
446 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); in PF_vectoangles()
447 if (yaw < 0) in PF_vectoangles()
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Dsv_move.cpp233 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() argument
238 ent->u.v.ideal_yaw = yaw; in SV_StepDirection()
241 yaw = yaw*M_PI*2 / 360; in SV_StepDirection()
242 move[0] = cos(yaw)*dist; in SV_StepDirection()
243 move[1] = sin(yaw)*dist; in SV_StepDirection()
/external/quake/quake/src/QW/server/
Dpr_cmds.c341 float yaw; in PF_vectoyaw() local
346 yaw = 0; in PF_vectoyaw()
349 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); in PF_vectoyaw()
350 if (yaw < 0) in PF_vectoyaw()
351 yaw += 360; in PF_vectoyaw()
354 G_FLOAT(OFS_RETURN) = yaw; in PF_vectoyaw()
369 float yaw, pitch; in PF_vectoangles() local
375 yaw = 0; in PF_vectoangles()
383 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); in PF_vectoangles()
384 if (yaw < 0) in PF_vectoangles()
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Dsv_move.c233 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() argument
238 ent->v.ideal_yaw = yaw; in SV_StepDirection()
241 yaw = yaw*M_PI*2 / 360; in SV_StepDirection()
242 move[0] = cos(yaw)*dist; in SV_StepDirection()
243 move[1] = sin(yaw)*dist; in SV_StepDirection()
Dsv_ents.c115 int x, y, z, p, yaw; in SV_EmitNailUpdate() local
130 yaw = (int)(256*ent->v.angles[1]/360)&255; in SV_EmitNailUpdate()
137 bits[5] = yaw; in SV_EmitNailUpdate()
/external/icu4c/data/locales/
Dkam.txt30yawĩoo",
123 dn{"Ĩyakwakya/Ĩyawĩoo"}
Dee.txt89 "yaw",
118 "yaw",
/external/quake/quake/src/WinQuake/kit/
DJOYSTICK.TXT67 …g of DirectInput axis V (custom axis - Assassin 3D trackball forward and backward and SpaceOrb yaw)
73 4 = Axis is for turning left and right (yaw)
/external/jmonkeyengine/engine/src/core/com/jme3/scene/
DSpatial.java991 public Spatial rotate(float yaw, float roll, float pitch) { in rotate() argument
994 q.fromAngles(yaw, roll, pitch); in rotate()
/external/quake/quake/src/QW/progs/
Dsubs.qc35 // to mean no restrictions, so use a yaw of 360 instead.
Ddefs.qc640 float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
642 float(float yaw, float dist) droptofloor= #34; // TRUE if landed on floor
Dclient.qc27 Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
/external/jmonkeyengine/engine/src/core/com/jme3/math/
DQuaternion.java250 public Quaternion fromAngles(float yaw, float roll, float pitch) { in fromAngles() argument
259 angle = yaw * 0.5f; in fromAngles()