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- Find all "vec", Whole word, Subfolders, Find Results 1, Current Project: Tools\CMake\Release_3.9.vcxproj, ""
- G:\Torque3D\Engine\source\collision\extrudedPolyList.h(110): void extrude(const Polyhedron&, const VectorF& vec);
- G:\Torque3D\Engine\source\collision\polytope.cpp(283):void Polytope::extrudeFace(S32 faceIdx,const VectorF& vec,Polytope* out)
- G:\Torque3D\Engine\source\collision\polytope.cpp(324): out->mVertexList.last().point += vec;
- G:\Torque3D\Engine\source\collision\polytope.cpp(370):bool Polytope::findCollision(const VectorF& vec,Polytope::Collision *best)
- G:\Torque3D\Engine\source\collision\polytope.cpp(393): F32 dist = mDot(vr.point,vec);
- G:\Torque3D\Engine\source\collision\polytope.cpp(419): F32 fd = mDot(tf.plane,vec);
- G:\Torque3D\Engine\source\collision\polytope.h(105): void extrudeFace(S32 fi,const VectorF& vec,Polytope* out);
- G:\Torque3D\Engine\source\collision\polytope.h(106): bool findCollision(const VectorF& vec,Polytope::Collision *best);
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(271): VectorPtr<Namespace*> vec;
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(273): vec.reserve( 1024 );
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(302): vec.push_back(stack[stack.size() - 1]);
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(309): for(i = 0; i < vec.size(); i++)
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(311): const char *className = vec[i]->mName;
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(312): const char *superClassName = vec[i]->mParent ? vec[i]->mParent->mName : NULL;
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(323): for(Entry *ewalk = vec[i]->mEntryList; ewalk; ewalk = ewalk->mNext)
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(334): if ( !found && !vec[i]->isClass() )
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(342): for(Entry *ewalk = vec[i]->mEntryList; ewalk; ewalk = ewalk->mNext)
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(355): if(vec[i]->mEntryList == NULL && vec[i]->mClassRep == NULL)
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(366): printClassHeader(vec[i]->mUsage, className, superClassName, false);
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(369): printNamespaceEntries(vec[i], dumpScript, dumpEngine);
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(372): AbstractClassRep *rep = vec[i]->mClassRep;
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(382): AbstractClassRep *parentRep = vec[i]->mParent ? vec[i]->mParent->mClassRep : NULL;
- G:\Torque3D\Engine\source\console\consoleDoc.cpp(449): const char* field = vec[i]->mUsage;
- G:\Torque3D\Engine\source\console\consoleInternal.cpp(1213):void Namespace::getEntryList(VectorPtr<Entry *> *vec)
- G:\Torque3D\Engine\source\console\consoleInternal.cpp(1220): vec->push_back(mHashTable[i]);
- G:\Torque3D\Engine\source\console\consoleInternal.cpp(1222): dQsort(vec->address(),vec->size(),sizeof(Namespace::Entry *),compareEntries);
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(337): Vector<S32> *vec = (Vector<S32> *)dptr;
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(338): S32 buffSize = ( vec->size() * 15 ) + 16 ;
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(343): for (Vector<S32>::iterator itr = vec->begin(); itr != vec->end(); itr++)
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(358): Vector<S32> *vec = (Vector<S32> *)dptr;
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(360): vec->clear();
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(369): vec->push_back(value);
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(380): vec->push_back(dAtoi(argv[i]));
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(415): Vector<F32> *vec = (Vector<F32> *)dptr;
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(416): S32 buffSize = ( vec->size() * 15 ) + 16 ;
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(421): for (Vector<F32>::iterator itr = vec->begin(); itr != vec->end(); itr++)
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(436): Vector<F32> *vec = (Vector<F32> *)dptr;
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(438): vec->clear();
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(447): vec->push_back(value);
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(458): vec->push_back(dAtof(argv[i]));
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(492): Vector<bool> *vec = (Vector<bool>*)dptr;
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(498): for (Vector<bool>::iterator itr = vec->begin(); itr < vec->end(); itr++)
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(512): Vector<bool> *vec = (Vector<bool>*)dptr;
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(514): vec->clear();
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(523): vec->push_back(value == 0 ? false : true);
- G:\Torque3D\Engine\source\console\consoleTypes.cpp(534): vec->push_back(dAtob(argv[i]));
- G:\Torque3D\Engine\source\console\consoleXMLExport.cpp(144): VectorPtr<Namespace::Entry *> vec;
- G:\Torque3D\Engine\source\console\consoleXMLExport.cpp(146): walk->getEntryList(&vec);
- G:\Torque3D\Engine\source\console\consoleXMLExport.cpp(148): for( NamespaceEntryListIterator compItr = vec.begin(); compItr != vec.end(); compItr++ )
- G:\Torque3D\Engine\source\console\engineDoc.cpp(466): VectorPtr<Namespace*> vec;
- G:\Torque3D\Engine\source\console\engineDoc.cpp(467): vec.reserve( 1024 );
- G:\Torque3D\Engine\source\console\engineDoc.cpp(496): vec.push_back(stack[stack.size() - 1]);
- G:\Torque3D\Engine\source\console\engineDoc.cpp(503): for(i = 0; i < vec.size(); i++)
- G:\Torque3D\Engine\source\console\engineDoc.cpp(505): const char *className = vec[i]->mName;
- G:\Torque3D\Engine\source\console\engineDoc.cpp(506): const char *superClassName = vec[i]->mParent ? vec[i]->mParent->mName : NULL;
- G:\Torque3D\Engine\source\console\engineDoc.cpp(516): for( Namespace::Entry *ewalk = vec[i]->mEntryList; ewalk; ewalk = ewalk->mNext )
- G:\Torque3D\Engine\source\console\engineDoc.cpp(527): if ( !found && !vec[i]->isClass() )
- G:\Torque3D\Engine\source\console\engineDoc.cpp(531): if(vec[i]->mEntryList == NULL && vec[i]->mClassRep == NULL)
- G:\Torque3D\Engine\source\console\engineDoc.cpp(544): if( vec[i]->mUsage &&
- G:\Torque3D\Engine\source\console\engineDoc.cpp(545): ( dStrstr( vec[i]->mUsage, "@hide" ) || dStrstr( vec[i]->mUsage, "@internal" ) ) )
- G:\Torque3D\Engine\source\console\engineDoc.cpp(549): dumpClassHeader( stream, vec[i]->mUsage, className, superClassName );
- G:\Torque3D\Engine\source\console\engineDoc.cpp(558): dumpNamespaceEntries( stream, vec[ i ], false );
- G:\Torque3D\Engine\source\console\engineDoc.cpp(562): dumpNamespaceEntries( stream, vec[ i ], true );
- G:\Torque3D\Engine\source\console\engineDoc.cpp(569): AbstractClassRep *rep = vec[i]->mClassRep;
- G:\Torque3D\Engine\source\console\engineDoc.cpp(576): AbstractClassRep *parentRep = vec[i]->mParent ? vec[i]->mParent->mClassRep : NULL;
- G:\Torque3D\Engine\source\console\simObject.cpp(2448): VectorPtr<Namespace::Entry *> vec(__FILE__, __LINE__);
- G:\Torque3D\Engine\source\console\simObject.cpp(2449): ns->getEntryList(&vec);
- G:\Torque3D\Engine\source\console\simObject.cpp(2451): for(Vector< Namespace::Entry* >::iterator j = vec.begin(); j != vec.end(); j++)
- G:\Torque3D\Engine\source\console\simObject.cpp(2621): VectorPtr<Namespace::Entry *> vec(__FILE__, __LINE__);
- G:\Torque3D\Engine\source\console\simObject.cpp(2624): ns->getEntryList(&vec);
- G:\Torque3D\Engine\source\console\simObject.cpp(2628): for(Vector<Namespace::Entry *>::iterator j = vec.begin(); j != vec.end(); j++)
- G:\Torque3D\Engine\source\console\simObject.cpp(2649): for(Vector<Namespace::Entry *>::iterator j = vec.begin(); j != vec.end(); j++)
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(381):void BitStream::writeNormalVector(const Point3F& vec, S32 bitCount)
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(383): F32 phi = mAtan2(vec.x, vec.y) / M_PI;
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(384): F32 theta = mAtan2(vec.z, mSqrt(vec.x*vec.x + vec.y*vec.y)) / (M_PI/2.0);
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(390):void BitStream::readNormalVector(Point3F *vec, S32 bitCount)
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(395): vec->x = mSin(phi)*mCos(theta);
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(396): vec->y = mCos(phi)*mCos(theta);
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(397): vec->z = mSin(theta);
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(400):Point3F BitStream::dumbDownNormal(const Point3F& vec, S32 bitCount)
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(405): temp.writeNormalVector(vec, bitCount);
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(413):void BitStream::writeVector( Point3F vec, F32 maxMag, S32 magBits, S32 normalBits )
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(415): F32 mag = vec.len();
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(428): vec *= 1.0f / mag;
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(429): writeNormalVector( vec, normalBits );
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(553): Point3F vec;
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(556): vec = p - mCompressPoint;
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(557): F32 dist = vec.len() * invScale;
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(572): writeSignedInt(S32(vec.x * invScale + 0.5f),type);
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(573): writeSignedInt(S32(vec.y * invScale + 0.5f),type);
- G:\Torque3D\Engine\source\core\stream\bitStream.cpp(574): writeSignedInt(S32(vec.z * invScale + 0.5f),type);
- G:\Torque3D\Engine\source\core\stream\bitStream.h(167): void writeNormalVector(const Point3F& vec, S32 bitCount);
- G:\Torque3D\Engine\source\core\stream\bitStream.h(168): void readNormalVector(Point3F *vec, S32 bitCount);
- G:\Torque3D\Engine\source\core\stream\bitStream.h(181): static Point3F dumbDownNormal(const Point3F& vec, S32 bitCount);
- G:\Torque3D\Engine\source\core\stream\bitStream.h(194): void writeVector( Point3F vec, F32 maxMag, S32 magBits, S32 normalBits );
- G:\Torque3D\Engine\source\core\virtualMountSystem.cpp(144): RootToFSVec &vec = (*ritr).value;
- G:\Torque3D\Engine\source\core\virtualMountSystem.cpp(145): for (S32 i = vec.size() - 1;i >= 0;i--)
- G:\Torque3D\Engine\source\core\virtualMountSystem.cpp(147): if (vec[i].getPointer() == fs.getPointer())
- G:\Torque3D\Engine\source\core\virtualMountSystem.cpp(148): vec.erase(i);
- G:\Torque3D\Engine\source\environment\editors\guiMeshRoadEditorCtrl.cpp(249): Point3F endPnt = event.pos + event.vec * 2000.0f;
- G:\Torque3D\Engine\source\environment\editors\guiMeshRoadEditorCtrl.cpp(265): if ( mSelRoad != NULL && mSelRoad->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
- G:\Torque3D\Engine\source\environment\editors\guiMeshRoadEditorCtrl.cpp(279): if ( pRoad->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
- G:\Torque3D\Engine\source\environment\editors\guiMeshRoadEditorCtrl.cpp(293): if ( pRoad && pRoad->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
- G:\Torque3D\Engine\source\environment\editors\guiMeshRoadEditorCtrl.cpp(621): Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\environment\editors\guiMeshRoadEditorCtrl.cpp(948): Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\environment\editors\guiRiverEditorCtrl.cpp(254): Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\environment\editors\guiRiverEditorCtrl.cpp(267): if ( mSelRiver != NULL && mSelRiver->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
- G:\Torque3D\Engine\source\environment\editors\guiRiverEditorCtrl.cpp(281): if ( riverPtr->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
- G:\Torque3D\Engine\source\environment\editors\guiRiverEditorCtrl.cpp(643): Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\environment\editors\guiRiverEditorCtrl.cpp(660): if ( pRiver->collideRay( event.pos, event.vec ) )
- G:\Torque3D\Engine\source\environment\editors\guiRiverEditorCtrl.cpp(743): clickLine.d = event.vec;
- G:\Torque3D\Engine\source\environment\editors\guiRiverEditorCtrl.cpp(1089): Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\environment\editors\guiRoadEditorCtrl.cpp(565): Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\environment\editors\guiRoadEditorCtrl.cpp(582): Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\environment\editors\guiRoadEditorCtrl.cpp(865): Point3F endPnt = event.pos + event.vec * 10000.0f;
- G:\Torque3D\Engine\source\environment\meshRoad.cpp(283):Point3F MeshRoadConvex::support(const VectorF& vec) const
- G:\Torque3D\Engine\source\environment\meshRoad.cpp(285): F32 bestDot = mDot( verts[0], vec );
- G:\Torque3D\Engine\source\environment\meshRoad.cpp(290): F32 newD = mDot(verts[i], vec);
- G:\Torque3D\Engine\source\environment\meshRoad.h(103): Point3F support(const VectorF& vec) const;
- G:\Torque3D\Engine\source\forest\editor\forestBrushTool.cpp(224): VectorF vec(0,1,0);
- G:\Torque3D\Engine\source\forest\editor\forestBrushTool.cpp(225): MathUtils::vectorRotateZAxis( vec, radians );
- G:\Torque3D\Engine\source\forest\editor\forestBrushTool.cpp(227): end.x = start.x = mLastBrushPoint.x + vec.x * mSize;
- G:\Torque3D\Engine\source\forest\editor\forestBrushTool.cpp(228): end.y = start.y = mLastBrushPoint.y + vec.y * mSize;
- G:\Torque3D\Engine\source\forest\editor\forestBrushTool.cpp(552): Point3F end( event_.pos + ( event_.vec * 10000.0f ) );
- G:\Torque3D\Engine\source\forest\editor\forestSelectionTool.cpp(291): Point3F endPnt = evt.pos + evt.vec * 1000.0f;
- G:\Torque3D\Engine\source\gui\core\guiTypes.h(74): Point3F vec;
- G:\Torque3D\Engine\source\gui\core\guiTypes.h(78): : vec( 0.f, 0.f, 0.f ),
- G:\Torque3D\Engine\source\gui\editor\guiShapeEdPreview.cpp(732): Point3F vec;
- G:\Torque3D\Engine\source\gui\editor\guiShapeEdPreview.cpp(738): zRot.getColumn( 1, &vec );
- G:\Torque3D\Engine\source\gui\editor\guiShapeEdPreview.cpp(740): mFakeSun->setDirection( vec );
- G:\Torque3D\Engine\source\gui\editor\guiShapeEdPreview.cpp(741): //mFakeSun->setPosition( vec * -10000.0f );
- G:\Torque3D\Engine\source\gui\editor\guiShapeEdPreview.cpp(1127): Point3F vec;
- G:\Torque3D\Engine\source\gui\editor\guiShapeEdPreview.cpp(1133): cameraMatrix->getColumn( 1, &vec );
- G:\Torque3D\Engine\source\gui\editor\guiShapeEdPreview.cpp(1134): cameraMatrix->setColumn( 3, mOrbitPos - vec*mOrbitDist );
- G:\Torque3D\Engine\source\gui\worldEditor\editTSCtrl.cpp(293): // get the eye pos and the mouse vec from that...
- G:\Torque3D\Engine\source\gui\worldEditor\editTSCtrl.cpp(300): gui3DMouseEvent.vec = wp - smCamPos;
- G:\Torque3D\Engine\source\gui\worldEditor\editTSCtrl.cpp(301): gui3DMouseEvent.vec.normalizeSafe();
- G:\Torque3D\Engine\source\gui\worldEditor\editTSCtrl.cpp(305): // get the eye pos and the mouse vec from that...
- G:\Torque3D\Engine\source\gui\worldEditor\editTSCtrl.cpp(312): smCamMatrix.getColumn( 1, &(gui3DMouseEvent.vec) );
- G:\Torque3D\Engine\source\gui\worldEditor\editTSCtrl.cpp(482): Point3F end = start + mLastEvent.vec * 4000.0f;
- G:\Torque3D\Engine\source\gui\worldEditor\gizmo.cpp(446): Point3F end = camPos + event.vec * smProjectDistance;
- G:\Torque3D\Engine\source\gui\worldEditor\gizmo.cpp(615): Point3F end = camPos + event.vec * smProjectDistance;
- G:\Torque3D\Engine\source\gui\worldEditor\gizmo.cpp(741): clickLine.direction = event.vec;
- G:\Torque3D\Engine\source\gui\worldEditor\gizmo.cpp(769): if ( plane.intersect( event.pos, event.vec, &intersectPnt ) )
- G:\Torque3D\Engine\source\gui\worldEditor\gizmo.cpp(801): if ( plane.intersect( event.pos, event.vec, &intersectPnt ) )
- G:\Torque3D\Engine\source\gui\worldEditor\gizmo.cpp(815): Point3F end = camPos + event.vec * smProjectDistance;
- G:\Torque3D\Engine\source\gui\worldEditor\gizmo.cpp(888): clickLine.direction = event.vec;
- G:\Torque3D\Engine\source\gui\worldEditor\gizmo.cpp(913): if ( mMouseCollidePlane.intersect( event.pos, event.vec, &intersectPnt ) )
- G:\Torque3D\Engine\source\gui\worldEditor\gizmo.cpp(927): clickLine.direction = event.vec;
- G:\Torque3D\Engine\source\gui\worldEditor\gizmo.cpp(938): if ( mMouseCollidePlane.intersect( event.pos, event.vec, &intersectPnt ) )
- G:\Torque3D\Engine\source\gui\worldEditor\guiConvexShapeEditorCtrl.cpp(1577): if ( gServerContainer.castRay( event.pos, event.pos + event.vec * 10000.0f, StaticShapeObjectType, &ri, &GuiConvexEditorCtrl::_cursorCastCallback ) &&
- G:\Torque3D\Engine\source\gui\worldEditor\guiConvexShapeEditorCtrl.cpp(1600): Point3F end( start + event.vec * 10000.0f );
- G:\Torque3D\Engine\source\gui\worldEditor\guiConvexShapeEditorCtrl.cpp(1756): Point3F end( event.pos + event.vec * 10000.0f );
- G:\Torque3D\Engine\source\gui\worldEditor\guiConvexShapeEditorCtrl.cpp(1768): objMat.setPosition( event.pos + event.vec * 100.0f );
- G:\Torque3D\Engine\source\gui\worldEditor\guiConvexShapeEditorCtrl.cpp(1885): Point3F end( start + event.vec * 10000.0f );
- G:\Torque3D\Engine\source\gui\worldEditor\guiConvexShapeEditorCtrl.cpp(1922): Point3F end( event.pos + event.vec * 10000.0f );
- G:\Torque3D\Engine\source\gui\worldEditor\guiDecalEditorCtrl.cpp(161): Point3F end = start + event.vec * 3000.0f; // use visible distance here??
- G:\Torque3D\Engine\source\gui\worldEditor\guiDecalEditorCtrl.cpp(319): Point3F end = start + event.vec * 3000.0f; // use visible distance here??
- G:\Torque3D\Engine\source\gui\worldEditor\guiDecalEditorCtrl.cpp(604): Point3F endPnt = event.pos + event.vec * 3000.0f;
- G:\Torque3D\Engine\source\gui\worldEditor\terrainActions.cpp(515): Point3F end = start + event.vec * 1000;
- G:\Torque3D\Engine\source\gui\worldEditor\terrainEditor.cpp(634): VectorF vec(0,1,0);
- G:\Torque3D\Engine\source\gui\worldEditor\terrainEditor.cpp(635): MathUtils::vectorRotateZAxis( vec, radians );
- G:\Torque3D\Engine\source\gui\worldEditor\terrainEditor.cpp(637): start.x = end.x = mousePos.x + vec.x * squareSize * (F32)mSize.x * 0.5f;
- G:\Torque3D\Engine\source\gui\worldEditor\terrainEditor.cpp(638): start.y = end.y = mousePos.y + vec.y * squareSize * (F32)mSize.y * 0.5f;
- G:\Torque3D\Engine\source\gui\worldEditor\terrainEditor.cpp(1192): tvec = evt.vec;
- G:\Torque3D\Engine\source\gui\worldEditor\terrainEditor.cpp(1194): mMousePlane.intersect( evt.pos, evt.vec, &pos );
- G:\Torque3D\Engine\source\gui\worldEditor\terrainEditor.cpp(1202): Point3F end( evt.pos + ( evt.vec * 10000.0f ) );
- G:\Torque3D\Engine\source\gui\worldEditor\terrainEditor.cpp(1217): //Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\gui\worldEditor\worldEditor.cpp(712): event.vec = wp - smCamPos;
- G:\Torque3D\Engine\source\gui\worldEditor\worldEditor.cpp(713): event.vec.normalizeSafe();
- G:\Torque3D\Engine\source\gui\worldEditor\worldEditor.cpp(714): event.vec *= viewdist;
- G:\Torque3D\Engine\source\gui\worldEditor\worldEditor.cpp(715): sel->offset( Point3F( event.pos - center ) += event.vec, mGridSnap ? mGridPlaneSize : 0.f );
- G:\Torque3D\Engine\source\gui\worldEditor\worldEditor.cpp(1079): Point3F endPnt = event.pos + event.vec * smProjectDistance;
- G:\Torque3D\Engine\source\gui\worldEditor\worldEditor.cpp(1110): Point3F endPnt = event.pos + event.vec * smProjectDistance;
- G:\Torque3D\Engine\source\gui\worldEditor\worldEditor.cpp(2581): Point3F vec;
- G:\Torque3D\Engine\source\gui\worldEditor\worldEditor.cpp(2582): mLastCameraQuery.cameraMatrix.getColumn(1,&vec);
- G:\Torque3D\Engine\source\gui\worldEditor\worldEditor.cpp(2583): vec.neg();
- G:\Torque3D\Engine\source\gui\worldEditor\worldEditor.cpp(2584): data.mPolyList.mNormal.set(vec);
- G:\Torque3D\Engine\source\math\glmMatrix.h(557): VectorF vec;
- G:\Torque3D\Engine\source\math\glmMatrix.h(558): getColumn( 1, &vec );
- G:\Torque3D\Engine\source\math\glmMatrix.h(559): return vec;
- G:\Torque3D\Engine\source\math\glmMatrix.h(564): VectorF vec;
- G:\Torque3D\Engine\source\math\glmMatrix.h(565): getColumn( 0, &vec );
- G:\Torque3D\Engine\source\math\glmMatrix.h(566): return vec;
- G:\Torque3D\Engine\source\math\glmMatrix.h(571): VectorF vec;
- G:\Torque3D\Engine\source\math\glmMatrix.h(572): getColumn( 2, &vec );
- G:\Torque3D\Engine\source\math\glmMatrix.h(573): return vec;
- G:\Torque3D\Engine\source\math\mathUtils.cpp(332):void getAnglesFromVector( const VectorF &vec, F32 &yawAng, F32 &pitchAng )
- G:\Torque3D\Engine\source\math\mathUtils.cpp(334): yawAng = mAtan2( vec.x, vec.y );
- G:\Torque3D\Engine\source\math\mathUtils.cpp(338): if( mFabs(vec.x) > mFabs(vec.y) )
- G:\Torque3D\Engine\source\math\mathUtils.cpp(339): pitchAng = mAtan2( mFabs(vec.z), mFabs(vec.x) );
- G:\Torque3D\Engine\source\math\mathUtils.cpp(341): pitchAng = mAtan2( mFabs(vec.z), mFabs(vec.y) );
- G:\Torque3D\Engine\source\math\mathUtils.cpp(342): if( vec.z < 0.0f )
- G:\Torque3D\Engine\source\math\mathUtils.cpp(348):void getVectorFromAngles( VectorF &vec, F32 yawAng, F32 pitchAng )
- G:\Torque3D\Engine\source\math\mathUtils.cpp(361): vec = pnt;
- G:\Torque3D\Engine\source\math\mathUtils.cpp(470): Point3F vec;
- G:\Torque3D\Engine\source\math\mathUtils.cpp(471): vec.x = (in.x - view.point.x) * 2.0f / view.extent.x - 1.0f;
- G:\Torque3D\Engine\source\math\mathUtils.cpp(472): vec.y = -(in.y - view.point.y) * 2.0f / view.extent.y + 1.0f;
- G:\Torque3D\Engine\source\math\mathUtils.cpp(473): vec.z = (znear + in.z * (zfar - znear))/zfar;
- G:\Torque3D\Engine\source\math\mathUtils.cpp(475): invWorldProjection.mulV(vec);
- G:\Torque3D\Engine\source\math\mathUtils.cpp(476): vec *= 1.0f + in.z * zfar;
- G:\Torque3D\Engine\source\math\mathUtils.cpp(479): (*out) += vec;
- G:\Torque3D\Engine\source\math\mathUtils.cpp(1148): const Point3F &vec = verts[i];
- G:\Torque3D\Engine\source\math\mathUtils.cpp(1152): F32 theta = mAtan2( vec.y, vec.x );
- G:\Torque3D\Engine\source\math\mathUtils.cpp(1154): if ( vec.y < 0.0f )
- G:\Torque3D\Engine\source\math\mathUtils.h(145): void getAnglesFromVector( const VectorF &vec, F32 &yawAng, F32 &pitchAng );
- G:\Torque3D\Engine\source\math\mathUtils.h(156): void getVectorFromAngles( VectorF &vec, F32 yawAng, F32 pitchAng );
- G:\Torque3D\Engine\source\math\mMatrix.h(545): VectorF vec;
- G:\Torque3D\Engine\source\math\mMatrix.h(546): getColumn( 1, &vec );
- G:\Torque3D\Engine\source\math\mMatrix.h(547): return vec;
- G:\Torque3D\Engine\source\math\mMatrix.h(552): VectorF vec;
- G:\Torque3D\Engine\source\math\mMatrix.h(553): getColumn( 0, &vec );
- G:\Torque3D\Engine\source\math\mMatrix.h(554): return vec;
- G:\Torque3D\Engine\source\math\mMatrix.h(559): VectorF vec;
- G:\Torque3D\Engine\source\math\mMatrix.h(560): getColumn( 2, &vec );
- G:\Torque3D\Engine\source\math\mMatrix.h(561): return vec;
- G:\Torque3D\Engine\source\math\mPoint.cpp(70): Point3F vec( 0.0f, 0.0f, 0.0f );
- G:\Torque3D\Engine\source\math\mPoint.cpp(71): vec[idx] = 1.0f;
- G:\Torque3D\Engine\source\math\mPoint.cpp(73): Point3F outVec = mCross( inVec, vec );
- G:\Torque3D\Engine\source\math\mPoint3.h(1040):inline Point3F mNormalize( const Point3F &vec )
- G:\Torque3D\Engine\source\math\mPoint3.h(1042): Point3F out( vec );
- G:\Torque3D\Engine\source\navigation\guiNavEditorCtrl.cpp(304): Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\navigation\guiNavEditorCtrl.cpp(412): Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\navigation\guiNavEditorCtrl.cpp(581): Point3F endPnt = event.pos + event.vec * 1000.0f;
- G:\Torque3D\Engine\source\postFx\postEffect.cpp(1728): VectorF vec;
- G:\Torque3D\Engine\source\postFx\postEffect.cpp(1730): vec.x = mRandF( -1.0f, 1.0f );
- G:\Torque3D\Engine\source\postFx\postEffect.cpp(1731): vec.y = mRandF( -1.0f, 1.0f );
- G:\Torque3D\Engine\source\postFx\postEffect.cpp(1732): vec.z = mRandF( -1.0f, 1.0f );
- G:\Torque3D\Engine\source\postFx\postEffect.cpp(1734): vec.normalizeSafe();
- G:\Torque3D\Engine\source\postFx\postEffect.cpp(1736): f[0] = U8_MAX * ( ( 1.0f + vec.x ) * 0.5f );
- G:\Torque3D\Engine\source\postFx\postEffect.cpp(1737): f[1] = U8_MAX * ( ( 1.0f + vec.y ) * 0.5f );
- G:\Torque3D\Engine\source\postFx\postEffect.cpp(1738): f[2] = U8_MAX * ( ( 1.0f + vec.z ) * 0.5f );
- G:\Torque3D\Engine\source\scene\sceneObject.h(449): /// @param vec Vector along which collision occurred
- G:\Torque3D\Engine\source\scene\sceneObject.h(450): virtual void onCollision( SceneObject *object, const VectorF &vec ) {}
- G:\Torque3D\Engine\source\scene\sceneObject.h(595): /// @param vec Velocity vector (Impulse force F = m * v)
- G:\Torque3D\Engine\source\scene\sceneObject.h(596): virtual void applyImpulse( const Point3F &pos, const VectorF &vec ) {}
- G:\Torque3D\Engine\source\shaderGen\GLSL\shaderCompGLSL.cpp(369): Vector<String> vec;
- G:\Torque3D\Engine\source\shaderGen\GLSL\shaderCompGLSL.cpp(370): vec.push_back( "isBack");
- G:\Torque3D\Engine\source\shaderGen\GLSL\shaderCompGLSL.cpp(371): return vec;
- G:\Torque3D\Engine\source\T3D\decal\decalDataFile.cpp(252): // onload set instances should get added to the appropriate vec
- G:\Torque3D\Engine\source\T3D\gameBase\gameBase.cpp(401): Point3F vec;
- G:\Torque3D\Engine\source\T3D\gameBase\gameBase.cpp(402): mCross(camInfo->orientation,getVelocity(),&vec);
- G:\Torque3D\Engine\source\T3D\gameBase\gameBase.cpp(403): wVelocity = (vec.len() * camInfo->fov) /
- G:\Torque3D\Engine\source\T3D\physics\physicsDebris.cpp(587):void PhysicsDebris::applyImpulse( const Point3F &pos, const VectorF &vec )
- G:\Torque3D\Engine\source\T3D\physics\physicsDebris.cpp(591): fragment->body->applyImpulse( pos, vec );
- G:\Torque3D\Engine\source\T3D\physics\physicsDebris.h(133): void applyImpulse( const Point3F &pos, const VectorF &vec );
- G:\Torque3D\Engine\source\T3D\physics\physicsShape.cpp(845):void PhysicsShape::applyImpulse( const Point3F &pos, const VectorF &vec )
- G:\Torque3D\Engine\source\T3D\physics\physicsShape.cpp(848): mPhysicsRep->applyImpulse( pos, vec );
- G:\Torque3D\Engine\source\T3D\physics\physicsShape.h(247): void applyImpulse( const Point3F &pos, const VectorF &vec );
- G:\Torque3D\Engine\source\T3D\turret\turretShape.cpp(714): Point3F vec, pos;
- G:\Torque3D\Engine\source\T3D\turret\turretShape.cpp(994): VectorF vp,vec;
- G:\Torque3D\Engine\source\T3D\turret\turretShape.cpp(997): eye.mulV(vp,&vec);
- G:\Torque3D\Engine\source\T3D\turret\turretShape.cpp(1017): Point3F ep = sp + vec + offset;
- G:\Torque3D\Engine\source\T3D\turret\turretShape.cpp(1024): F32 t = collision.t - (-mDot(vec, collision.normal) / vec.len()) * 0.1;
- G:\Torque3D\Engine\source\T3D\turret\turretShape.cpp(1026): ep = sp + offset + (vec * t);
- G:\Torque3D\Engine\source\T3D\vehicles\vehicle.cpp(1058): VectorF vp,vec;
- G:\Torque3D\Engine\source\T3D\vehicles\vehicle.cpp(1061): eye.mulV(vp,&vec);
- G:\Torque3D\Engine\source\T3D\vehicles\vehicle.cpp(1081): Point3F ep = sp + vec + offset + mCameraOffset;
- G:\Torque3D\Engine\source\T3D\vehicles\vehicle.cpp(1088): F32 t = collision.t - (-mDot(vec, collision.normal) / vec.len()) * 0.1;
- G:\Torque3D\Engine\source\T3D\vehicles\vehicle.cpp(1090): ep = sp + offset + mCameraOffset + (vec * t);
- G:\Torque3D\Engine\source\T3D\vehicles\wheeledVehicle.cpp(1154): Point3F sp,vec;
- G:\Torque3D\Engine\source\T3D\vehicles\wheeledVehicle.cpp(1156): currMatrix.mulV(VectorF(0,0,-wheel->spring->length),&vec);
- G:\Torque3D\Engine\source\T3D\vehicles\wheeledVehicle.cpp(1158): Point3F ep = sp + (vec * (1 + ts));
- G:\Torque3D\Engine\source\T3D\vehicles\wheeledVehicle.cpp(1359): Point3F sp,vec;
- G:\Torque3D\Engine\source\T3D\vehicles\wheeledVehicle.cpp(1361): mObjToWorld.mulV(VectorF(0,0,-wheel->spring->length),&vec);
- G:\Torque3D\Engine\source\T3D\vehicles\wheeledVehicle.cpp(1362): Point3F ep = sp + (vec * wheel->extension);
- G:\Torque3D\Engine\source\T3D\aiPlayer.cpp(299):void AIPlayer::getMuzzleVector(U32 imageSlot,VectorF* vec)
- G:\Torque3D\Engine\source\T3D\aiPlayer.cpp(309): if (getCorrectedAim(mat, vec))
- G:\Torque3D\Engine\source\T3D\aiPlayer.cpp(317): mat.getColumn(1,vec);
- G:\Torque3D\Engine\source\T3D\aiPlayer.h(173): void getMuzzleVector(U32 imageSlot,VectorF* vec);
- G:\Torque3D\Engine\source\T3D\camera.cpp(503): Point3F vec,pos;
- G:\Torque3D\Engine\source\T3D\camera.cpp(639): vec = objPos - pos;
- G:\Torque3D\Engine\source\T3D\camera.cpp(640): vec.normalizeSafe();
- G:\Torque3D\Engine\source\T3D\camera.cpp(642): MathUtils::getAnglesFromVector(vec, yaw, pitch);
- G:\Torque3D\Engine\source\T3D\camera.cpp(739): mObjToWorld.getColumn(0,&vec);
- G:\Torque3D\Engine\source\T3D\camera.cpp(740): posVec = vec * move->x * TickSec * scale + vec * (strafeMode ? move->yaw * 2.0f * TickSec * scale : 0.0f);
- G:\Torque3D\Engine\source\T3D\camera.cpp(741): mObjToWorld.getColumn(1,&vec);
- G:\Torque3D\Engine\source\T3D\camera.cpp(742): posVec += vec * move->y * TickSec * scale + vec * move->roll * TickSec * scale;
- G:\Torque3D\Engine\source\T3D\camera.cpp(743): mObjToWorld.getColumn(2,&vec);
- G:\Torque3D\Engine\source\T3D\camera.cpp(744): posVec += vec * move->z * TickSec * scale - vec * (strafeMode ? move->pitch * 2.0f * TickSec * scale : 0.0f);
- G:\Torque3D\Engine\source\T3D\camera.cpp(753): mObjToWorld.getColumn(0,&vec);
- G:\Torque3D\Engine\source\T3D\camera.cpp(754): vec.z = 0;
- G:\Torque3D\Engine\source\T3D\camera.cpp(755): vec.normalizeSafe();
- G:\Torque3D\Engine\source\T3D\camera.cpp(756): vec = vec * move->x * TickSec * scale + (strafeMode ? vec * move->yaw * 2.0f * TickSec * scale : Point3F(0, 0, 0));
- G:\Torque3D\Engine\source\T3D\camera.cpp(757): posVec = vec;
- G:\Torque3D\Engine\source\T3D\camera.cpp(759): mObjToWorld.getColumn(1,&vec);
- G:\Torque3D\Engine\source\T3D\camera.cpp(760): vec.z = 0;
- G:\Torque3D\Engine\source\T3D\camera.cpp(761): if (vec.isZero())
- G:\Torque3D\Engine\source\T3D\camera.cpp(763): mObjToWorld.getColumn(2,&vec);
- G:\Torque3D\Engine\source\T3D\camera.cpp(764): vec.z = 0;
- G:\Torque3D\Engine\source\T3D\camera.cpp(766): vec.normalizeSafe();
- G:\Torque3D\Engine\source\T3D\camera.cpp(767): vec = vec * move->y * TickSec * scale - (strafeMode ? vec * move->pitch * 2.0f * TickSec * scale : Point3F(0, 0, 0));
- G:\Torque3D\Engine\source\T3D\camera.cpp(768): posVec += vec;
- G:\Torque3D\Engine\source\T3D\camera.cpp(916): Point3F vec = objPos - pos;
- G:\Torque3D\Engine\source\T3D\camera.cpp(917): vec.normalizeSafe();
- G:\Torque3D\Engine\source\T3D\camera.cpp(919): MathUtils::getAnglesFromVector(vec, yaw, pitch);
- G:\Torque3D\Engine\source\T3D\camera.cpp(1611): Point3F pos,vec;
- G:\Torque3D\Engine\source\T3D\camera.cpp(1612): mat.getColumn(1, &vec);
- G:\Torque3D\Engine\source\T3D\camera.cpp(1614): Point3F rot(-mAtan2(vec.z, mSqrt(vec.x * vec.x + vec.y * vec.y)), 0.0f, -mAtan2(-vec.x, vec.y));
- G:\Torque3D\Engine\source\T3D\camera.cpp(1626): Point3F pos,vec;
- G:\Torque3D\Engine\source\T3D\camera.cpp(1627): mat.getColumn(1,&vec);
- G:\Torque3D\Engine\source\T3D\camera.cpp(1629): Point3F rot(-mAtan2(vec.z, mSqrt(vec.x*vec.x + vec.y*vec.y)),0,-mAtan2(-vec.x,vec.y));
- G:\Torque3D\Engine\source\T3D\camera.cpp(1788): Point3F vec;
- G:\Torque3D\Engine\source\T3D\camera.cpp(1790): vec = pos - mPosition;
- G:\Torque3D\Engine\source\T3D\camera.cpp(1791): vec.normalizeSafe();
- G:\Torque3D\Engine\source\T3D\camera.cpp(1793): MathUtils::getAnglesFromVector(vec, yaw, pitch);
- G:\Torque3D\Engine\source\T3D\convexShape.cpp(60):Point3F ConvexShapeCollisionConvex::support( const VectorF &vec ) const
- G:\Torque3D\Engine\source\T3D\convexShape.cpp(67): // This doesn't deal with the case that the farthest plane along vec is also
- G:\Torque3D\Engine\source\T3D\convexShape.cpp(71): F32 bestDot = mDot( pointList[0], vec );
- G:\Torque3D\Engine\source\T3D\convexShape.cpp(77): F32 newD = mDot( pointList[i], vec );
- G:\Torque3D\Engine\source\T3D\convexShape.h(61): Point3F support(const VectorF& vec) const;
- G:\Torque3D\Engine\source\T3D\gameTSCtrl.cpp(88): char *vec = Con::getArgBuffer(32);
- G:\Torque3D\Engine\source\T3D\gameTSCtrl.cpp(94): dSprintf(vec, 32, "%g %g %g", ray.x, ray.y, ray.z);
- G:\Torque3D\Engine\source\T3D\gameTSCtrl.cpp(96): Con::executef( (SimObject*)this, func, sp, wp, vec );
- G:\Torque3D\Engine\source\T3D\gameTSCtrl.cpp(155): Point3F vec = worldPoint - pos;
- G:\Torque3D\Engine\source\T3D\gameTSCtrl.cpp(157): vec.normalizeSafe();
- G:\Torque3D\Engine\source\T3D\gameTSCtrl.cpp(158): lineTestEnd = pos + vec * 1000;
- G:\Torque3D\Engine\source\T3D\guiMaterialPreview.cpp(135): Point3F vec = mCameraPos;
- G:\Torque3D\Engine\source\T3D\guiMaterialPreview.cpp(136): vec -= mOrbitPos;
- G:\Torque3D\Engine\source\T3D\guiMaterialPreview.cpp(137): transstep *= vec.len() / nominalDistance;
- G:\Torque3D\Engine\source\T3D\guiMaterialPreview.cpp(294): Point3F vec;
- G:\Torque3D\Engine\source\T3D\guiMaterialPreview.cpp(297): mCameraMatrix.getColumn(1, &vec);
- G:\Torque3D\Engine\source\T3D\guiMaterialPreview.cpp(298): vec *= mOrbitDist;
- G:\Torque3D\Engine\source\T3D\guiMaterialPreview.cpp(299): mCameraPos = mOrbitPos - vec;
- G:\Torque3D\Engine\source\T3D\guiObjectView.cpp(448): Point3F vec;
- G:\Torque3D\Engine\source\T3D\guiObjectView.cpp(454): mCameraMatrix.getColumn( 1, &vec );
- G:\Torque3D\Engine\source\T3D\guiObjectView.cpp(455): vec *= mOrbitDist;
- G:\Torque3D\Engine\source\T3D\guiObjectView.cpp(456): mCameraPos = mOrbitPos - vec;
- G:\Torque3D\Engine\source\T3D\item.cpp(532):void Item::applyImpulse(const Point3F&,const VectorF& vec)
- G:\Torque3D\Engine\source\T3D\item.cpp(536): vel.x = vec.x / mDataBlock->mass;
- G:\Torque3D\Engine\source\T3D\item.cpp(537): vel.y = vec.y / mDataBlock->mass;
- G:\Torque3D\Engine\source\T3D\item.cpp(538): vel.z = vec.z / mDataBlock->mass;
- G:\Torque3D\Engine\source\T3D\item.cpp(633): VectorF vec;
- G:\Torque3D\Engine\source\T3D\item.cpp(634): mat.getColumn(1,&vec);
- G:\Torque3D\Engine\source\T3D\item.cpp(635): tmat.set(EulerF(0,0,-mAtan2(-vec.x,vec.y)));
- G:\Torque3D\Engine\source\T3D\item.cpp(1152): VectorF vec = delta.pos - cp;
- G:\Torque3D\Engine\source\T3D\item.cpp(1153): F32 vl = vec.len();
- G:\Torque3D\Engine\source\T3D\item.h(179): void applyImpulse(const Point3F& pos,const VectorF& vec);
- G:\Torque3D\Engine\source\T3D\player.cpp(4461): Point3F pos,vec;
- G:\Torque3D\Engine\source\T3D\player.cpp(4462): getTransform().getColumn(1,&vec);
- G:\Torque3D\Engine\source\T3D\player.cpp(4464): Point3F rot(0.0f,0.0f,-mAtan2(-vec.x,vec.y));
- G:\Torque3D\Engine\source\T3D\player.cpp(5371): Point3F pos,vec;
- G:\Torque3D\Engine\source\T3D\player.cpp(5372): mat.getColumn(1,&vec);
- G:\Torque3D\Engine\source\T3D\player.cpp(5374): Point3F rot(0.0f, 0.0f, -mAtan2(-vec.x,vec.y));
- G:\Torque3D\Engine\source\T3D\player.cpp(5685):void Player::getMuzzleVector(U32 imageSlot,VectorF* vec)
- G:\Torque3D\Engine\source\T3D\player.cpp(5700): if (getCorrectedAim(mat, vec))
- G:\Torque3D\Engine\source\T3D\player.cpp(5709): mat.getColumn(1,vec);
- G:\Torque3D\Engine\source\T3D\player.cpp(5845):void Player::applyImpulse(const Point3F&,const VectorF& vec)
- G:\Torque3D\Engine\source\T3D\player.cpp(5847): AssertFatal( !mIsNaN( vec ), "Player::applyImpulse() - The vector is NaN!" );
- G:\Torque3D\Engine\source\T3D\player.cpp(5851): vel.x = vec.x / getMass();
- G:\Torque3D\Engine\source\T3D\player.cpp(5852): vel.y = vec.y / getMass();
- G:\Torque3D\Engine\source\T3D\player.cpp(5853): vel.z = vec.z / getMass();
- G:\Torque3D\Engine\source\T3D\player.h(694): virtual void getMuzzleVector(U32 imageSlot,VectorF* vec);
- G:\Torque3D\Engine\source\T3D\player.h(700): /// Apply an impulse at the given point, with magnitude/direction of vec
- G:\Torque3D\Engine\source\T3D\player.h(701): void applyImpulse(const Point3F& pos,const VectorF& vec);
- G:\Torque3D\Engine\source\T3D\rigidShape.cpp(918): VectorF vp,vec;
- G:\Torque3D\Engine\source\T3D\rigidShape.cpp(921): eye.mulV(vp,&vec);
- G:\Torque3D\Engine\source\T3D\rigidShape.cpp(941): Point3F ep = sp + vec + offset + mCameraOffset;
- G:\Torque3D\Engine\source\T3D\rigidShape.cpp(949): F32 t = collision.t - (-mDot(vec, collision.normal) / vec.len()) * 0.1;
- G:\Torque3D\Engine\source\T3D\rigidShape.cpp(951): ep = sp + offset + mCameraOffset + (vec * t);
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(89):IMPLEMENT_CALLBACK( ShapeBaseData, onImpact, void, ( ShapeBase* obj, SceneObject *collObj, VectorF vec, F32 len ), ( obj, collObj, vec, len ),
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(94): "@param vec Collision impact vector\n"
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(97):IMPLEMENT_CALLBACK( ShapeBaseData, onCollision, void, ( ShapeBase* obj, SceneObject *collObj, VectorF vec, F32 len ), ( obj, collObj, vec, len ),
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(101): "@param vec Collision impact vector\n"
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(1195):void ShapeBase::onImpact(SceneObject* obj, const VectorF& vec)
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(1198): mDataBlock->onImpact_callback( this, obj, vec, vec.len() );
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(1201):void ShapeBase::onImpact(const VectorF& vec)
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(1204): mDataBlock->onImpact_callback( this, NULL, vec, vec.len() );
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(1927): VectorF vp,vec;
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(1930): eye.mulV(vp,&vec);
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(1951): Point3F ep = sp + minVec + vec + offset;
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(1962): F32 vecLenSq = vec.lenSquared();
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(1963): F32 adj = (-mDot(vec, collision.normal) / vecLenSq) * 0.1;
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(1968): ep = sp + offset + (vec * newPos);
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(2826):void ShapeBase::queueCollision( SceneObject *obj, const VectorF &vec)
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(2839): ptr->vector = vec;
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(2871): ptr->vector = vec;
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(2904):void ShapeBase::onCollision( SceneObject *object, const VectorF &vec )
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(2907): mDataBlock->onCollision_callback( this, object, vec, vec.len() );
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(4122): VectorF vec(0, 1, 0);
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(4124): object->getMuzzleVector(slot, &vec);
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(4126): return vec;
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(4189):DefineEngineMethod( ShapeBase, applyImpulse, bool, ( Point3F pos, Point3F vec ),,
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(4193): "@param vec impulse momentum (velocity * mass)\n"
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(4196): object->applyImpulse( pos, vec );
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(4666):DefineEngineMethod( ShapeBase, setDamageVector, void, ( Point3F vec ),,
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(4672): "@param vec damage direction vector\n\n"
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(4678): vec.normalize();
- G:\Torque3D\Engine\source\T3D\shapeBase.cpp(4679): object->setDamageDir( vec );
- G:\Torque3D\Engine\source\T3D\shapeBase.h(650): DECLARE_CALLBACK( void, onImpact, ( ShapeBase* obj, SceneObject* collObj, VectorF vec, F32 len ) );
- G:\Torque3D\Engine\source\T3D\shapeBase.h(651): DECLARE_CALLBACK( void, onCollision, ( ShapeBase* obj, SceneObject* collObj, VectorF vec, F32 len ) );
- G:\Torque3D\Engine\source\T3D\shapeBase.h(937): /// @param vec Vector along which collision occurs
- G:\Torque3D\Engine\source\T3D\shapeBase.h(938): void queueCollision( SceneObject *object, const VectorF &vec);
- G:\Torque3D\Engine\source\T3D\shapeBase.h(941): virtual void onCollision( SceneObject *object, const VectorF &vec );
- G:\Torque3D\Engine\source\T3D\shapeBase.h(1108): virtual void onImpact(SceneObject* obj, const VectorF& vec);
- G:\Torque3D\Engine\source\T3D\shapeBase.h(1109): virtual void onImpact(const VectorF& vec);
- G:\Torque3D\Engine\source\T3D\shapeBase.h(1271): /// @param vec Vector indicating the direction of the damage
- G:\Torque3D\Engine\source\T3D\shapeBase.h(1272): void setDamageDir(const VectorF& vec) { damageDir = vec; }
- G:\Torque3D\Engine\source\T3D\shapeBase.h(1560): /// @param vec Muzzle vector (out)
- G:\Torque3D\Engine\source\T3D\shapeBase.h(1561): virtual void getMuzzleVector(U32 imageSlot,VectorF* vec);
- G:\Torque3D\Engine\source\T3D\shapeBase.h(1660): virtual void getRenderMuzzleVector(U32 imageSlot,VectorF* vec);
- G:\Torque3D\Engine\source\T3D\shapeBase.h(1695): /// @param vec Velocity vector (Impulse force F = m * v)
- G:\Torque3D\Engine\source\T3D\shapeBase.h(1696): virtual void applyImpulse(const Point3F& pos,const VectorF& vec);
- G:\Torque3D\Engine\source\T3D\shapeImage.cpp(1769):void ShapeBase::getMuzzleVector(U32 imageSlot,VectorF* vec)
- G:\Torque3D\Engine\source\T3D\shapeImage.cpp(1782): if (getCorrectedAim(mat, vec))
- G:\Torque3D\Engine\source\T3D\shapeImage.cpp(1786): mat.getColumn(1,vec);
- G:\Torque3D\Engine\source\T3D\shapeImage.cpp(1797):void ShapeBase::getRenderMuzzleVector(U32 imageSlot,VectorF* vec)
- G:\Torque3D\Engine\source\T3D\shapeImage.cpp(1810): if (getCorrectedAim(mat, vec))
- G:\Torque3D\Engine\source\T3D\shapeImage.cpp(1814): mat.getColumn(1,vec);
- G:\Torque3D\Engine\source\T3D\tsStatic.cpp(1075):Point3F TSStaticPolysoupConvex::support(const VectorF& vec) const
- G:\Torque3D\Engine\source\T3D\tsStatic.cpp(1077): F32 bestDot = mDot( verts[0], vec );
- G:\Torque3D\Engine\source\T3D\tsStatic.cpp(1082): F32 newD = mDot(verts[i], vec);
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(157):template<class T> inline MatrixF vecToMatrixF(const domListOfFloats& vec) { return MatrixF(true); }
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(160):template<> inline MatrixF vecToMatrixF<domTranslate>(const domListOfFloats& vec)
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(163): mat.setPosition(Point3F(vec[0], vec[1], vec[2]));
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(168):template<> inline MatrixF vecToMatrixF<domScale>(const domListOfFloats& vec)
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(171): mat.scale(Point3F(vec[0], vec[1], vec[2]));
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(176):template<> inline MatrixF vecToMatrixF<domRotate>(const domListOfFloats& vec)
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(178): AngAxisF aaxis(Point3F(vec[0], vec[1], vec[2]), -(vec[3] * M_PI) / 180.0f);
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(185):template<> inline MatrixF vecToMatrixF<domMatrix>(const domListOfFloats& vec)
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(189): mat[i] = vec[i];
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(195):template<> inline MatrixF vecToMatrixF<domSkew>(const domListOfFloats& vec)
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(197): F32 angle = -(vec[0] * M_PI) / 180.0f;
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(198): Point3F rotAxis(vec[1], vec[2], vec[3]);
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(199): Point3F transAxis(vec[4], vec[5], vec[6]);
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(232):template<> inline MatrixF vecToMatrixF<domLookat>(const domListOfFloats& vec)
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(234): Point3F eye(vec[0], vec[1], vec[2]);
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(235): Point3F target(vec[3], vec[4], vec[5]);
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(236): Point3F up(vec[6], vec[7], vec[8]);
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(784): T vec(this->defaultVal);
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(787): vec = *(T*)const_cast<daeElement*>(this->element)->getValuePointer();
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(796): animData->interpValue(time, iValue, &vec[animData->targetValueOffset + iValue]);
- G:\Torque3D\Engine\source\ts\collada\colladaUtils.h(801): return vec;
- G:\Torque3D\Engine\source\ts\tsCollision.cpp(1502): IceMaths::Ray vec( Point(s.x, s.y, s.z), dir.Normalize() );
- G:\Torque3D\Engine\source\ts\tsCollision.cpp(1514): bool safety = ray.Collide( vec, *mOptTree );
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(503):template<class T> S32 eraseStates(Vector<T>& vec, const TSIntegerSet& matters, S32 base, S32 numKeyframes, S32 index=-1)
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(522): if ((dest + count) < vec.size())
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(523): dCopyArray(&vec[dest], &vec[dest + count], vec.size() - (dest + count));
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(524): vec.decrement(count);
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(1197):static void _PadMoveAndTrim(Vector<T*>& vec, S32 offset, S32 count,
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(1202): vec.insert( offset + count, NULL );
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(1205): T* tmp = vec[offset + oldIndex];
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(1206): vec.erase( offset + oldIndex );
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(1207): vec.insert( offset + newIndex, tmp );
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(1212): if ( vec[offset + i] )
- G:\Torque3D\Engine\source\ts\tsShapeEdit.cpp(1215): vec.erase( offset + i );
- Matching lines: 446 Matching files: 67 Total files searched: 1856
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