28+ results for 'float Q_rsqrt repo:quake' (339 ms)
248 249unsigned ColorBytes3 (float r, float g, float b) { 250 unsigned i; 258 259unsigned ColorBytes4 (float r, float g, float b, float a) { 260 unsigned i; 325 float zrot[3][3]; 326 float tmpmat[3][3]; 327 float rot[3][3]; 529/* 530** float q_rsqrt( float number ) 531*/ 531*/ 532float Q_rsqrt( float number ) 533{colldet.c git://pkgs.fedoraproject.org/freedroidrpg | C | 688 lines
53 54inline int normalize_vect(float x1, float y1, float *x2, float *y2) 55{ 79 */ 80static inline float calc_squared_distance_seg_point_normalized(float x1, float y1, float x2, float y2, float x2n, float y2n, float px, float py) 81{ 203 */ 204int way_free_of_droids(float x1, float y1, float x2, float y2, int levelnum, freeway_context * ctx) 205{ 247 248static inline char get_point_flag(float xmin, float ymin, float xmax, float ymax, float px, float py) 249{ 444 445int DirectLineColldet(float x1, float y1, float x2, float y2, int z, colldet_filter * filter) 446{q_math.c http://quakeconstruct.googlecode.com/svn/trunk/ | C | 1321 lines
192 193 ilength = Q_rsqrt( DotProduct( v, v ) ); 194 238 int i, best; 239 float d, bestd; 240 268 269unsigned ColorBytes3 (float r, float g, float b) { 270 unsigned i; 278 279unsigned ColorBytes4 (float r, float g, float b, float a) { 280 unsigned i; 341void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, 342 float degrees ) { 343 float m[3][3];q_math.c https://quake.svn.sourceforge.net/svnroot/quake | C | 1309 lines
192 193 ilength = Q_rsqrt( DotProduct( v, v ) ); 194 268 269unsigned ColorBytes3 (float r, float g, float b) { 270 unsigned i; 278 279unsigned ColorBytes4 (float r, float g, float b, float a) { 280 unsigned i; 341void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, 342 float degrees ) { 343 float m[3][3]; 344 float im[3][3]; 345 float zrot[3][3]; 346 float tmpmat[3][3];q_math.h git://github.com/mrwonko/Jedi-Academy--Renaissance.git | C Header | 296 lines
105int Com_Clampi( int min, int max, int value ); 106float Com_Clamp( float min, float max, float value ); 107int Com_AbsClampi( int min, int max, int value ); 109 110float Q_rsqrt( float number ); 111float Q_fabs( float f ); 118 119float LerpAngle(float from, float to, float frac); 120float AngleSubtract( float a1, float a2 ); 286void VectorCopy4( const vec4_t vecIn, vec4_t vecOut ); 287void VectorSet4( vec4_t vec, float x, float y, float z, float w ); 288void VectorClear4( vec4_t vec ); 294/////////////////////////////////////////////////////////////////////////// 295void VectorSet5( vec5_t vec, float x, float y, float z, float w, float u ); 296emulate.cxx https://github.com/somian/Path64.git | C++ | 5500 lines
110 EM_LL_M3_DSRLV, /* mips 3 simulation of dsrlv */ 111 EM_LL_TO_F, /* cvt double-word to float */ 112 EM_ULL_TO_F, /* cvt unsigned double-word to float */ 112 EM_ULL_TO_F, /* cvt unsigned double-word to float */ 113 EM_LL_TO_D, /* cvt double-word to double float */ 114 EM_ULL_TO_D, /* cvt unsigned double-word to double float */ 114 EM_ULL_TO_D, /* cvt unsigned double-word to double float */ 115 EM_F_TO_LL, /* cvt float to double-word */ 116 EM_F_TO_ULL, /* cvt float to unsigned double-word */ 116 EM_F_TO_ULL, /* cvt float to unsigned double-word */ 117 EM_F_ROUND_LL_F, /* round float to float */ 118 EM_F_TRUNC_LL_F, /* trunc float to float */ 118 EM_F_TRUNC_LL_F, /* trunc float to float */ 119 EM_D_TO_LL, /* cvt double float to double-word */ 120 EM_D_TO_ULL, /* cvt double float to unsigned double-word */q_shared.c https://github.com/hifi-unmaintained/aprq2.git | C | 1687 lines
74 75void Q_sincos( float angle, float *s, float *c ) 76{ 250*/ 251void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]) 252{ 310 311float Q_RSqrt (float number) 312{ 326*/ 327float LerpAngle (float a2, float a1, float frac) 328{ 341*/ 342float CalcFov (float fov_x, float width, float height) 343{tr_main.cpp https://gitlab.com/xonotic/daemon.git | C++ | 2811 lines
258 trace = tangent2[ 0 ] - binormal2[ 1 ] - normal2[ 2 ] + 1.0f; 259 scale = 0.5f * Q_rsqrt( trace ); 260 280 trace = -tangent2[ 0 ] - binormal2[ 1 ] + normal2[ 2 ] + 1.0f; 281 scale = 0.5f * Q_rsqrt( trace ); 282 518*/ 519void R_TransformWorldToClip( const vec3_t src, const float *cameraViewMatrix, const float *projectionMatrix, vec4_t eye, 520 vec4_t dst ) 535*/ 536void R_TransformModelToClip( const vec3_t src, const float *modelViewMatrix, const float *projectionMatrix, vec4_t eye, vec4_t dst ) 537{ 570*/ 571float R_ProjectRadius( float r, vec3_t location ) 572{q_math.cpp https://gitlab.com/xonotic/daemon.git | C++ | 3480 lines
145// Range of [0,1] 146float Q_random( int *seed ) 147{ 147{ 148 return ( Q_rand( seed ) & 0xffff ) / ( float ) 0x10000; 149} 151// Range of [-1,1] 152float Q_crandom( int *seed ) 153{ 192 int i, best; 193 float d, bestd; 194 239 240 ilength = Q_rsqrt( length2 ); 241 plane[ 0 ] = plane[ 0 ] * ilength;delta.cpp https://bitbucket.org/cpdevelops/anet-marlin.git | C++ | 300 lines
102 */ 103 float Q_rsqrt(float number) { 104 long i; 104 long i; 105 float x2, y; 106 const float threehalfs = 1.5f; 146 */ 147float delta_safe_distance_from_top() { 148 float cartesian[XYZ] = { 0, 0, 0 }; 149 inverse_kinematics(cartesian); 150 float centered_extent = delta[A_AXIS]; 151 cartesian[Y_AXIS] = DELTA_PRINTABLE_RADIUS; 180 */ 181void forward_kinematics_DELTA(float z1, float z2, float z3) { 182 // Create a vector in old coordinates along x axis of new coordinateq_math.c https://bitbucket.org/bshaw/jk3game_sdk_mingw.git | C | 1700 lines
196#if 0 197void CrossProductA (float *v1, float *v2, float *cross) 198{ 332 333unsigned ColorBytes3 (float r, float g, float b) { 334 unsigned i; 342 343unsigned ColorBytes4 (float r, float g, float b, float a) { 344 unsigned i; 353 354float NormalizeColor( const vec3_t in, vec3_t out ) { 355 float max; 405void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, 406 float degrees ) { 407 float m[3][3];q_math.cpp https://gitlab.com/TimePath/daemon2.git | C++ | 3891 lines
212// Range of [0,1] 213float Q_random( int *seed ) 214{ 214{ 215 return ( Q_rand( seed ) & 0xffff ) / ( float ) 0x10000; 216} 218// Range of [-1,1] 219float Q_crandom( int *seed ) 220{ 309 310unsigned ColorBytes3( float r, float g, float b ) 311{ 320 321unsigned ColorBytes4( float r, float g, float b, float a ) 322{g_func_decs.h https://github.com/mgrdcm/ET-GPL.git | C Header | 1340 lines
35extern char * Info_ValueForKey ( const char * s , const char * key ) ; 36extern float * tv ( float x , float y , float z ) ; 37extern char * QDECL va ( char * format , ... ) ; 101extern void COM_FixPath ( char * pathname ) ; 102extern float Com_Clamp ( float min , float max , float value ) ; 103extern float Q_fabs ( float f ) ; 103extern float Q_fabs ( float f ) ; 104extern float Q_rsqrt ( float number ) ; 105extern void VectorRotate ( vec3_t in , vec3_t matrix [ 3 ] , vec3_t out ) ; 112extern void RotateAroundDirection ( vec3_t axis [ 3 ] , float yaw ) ; 113extern void RotatePointAroundVertex ( vec3_t pnt , float rot_x , float rot_y , float rot_z , const vec3_t origin ) ; 114extern void RotatePointAroundVector ( vec3_t dst , const vec3_t dir , const vec3_t point , float degrees ) ; 116extern float NormalizeColor ( const vec3_t in , vec3_t out ) ; 117extern unsigned ColorBytes4 ( float r , float g , float b , float a ) ; 118extern unsigned ColorBytes3 ( float r , float g , float b ) ;delta.h https://bitbucket.org/cpdevelops/anet-marlin.git | C Header | 133 lines
29 30extern float delta_height, 31 delta_endstop_adj[ABC], 37 38extern float delta_tower[ABC][2], 39 delta_diagonal_rod_2_tower[ABC], 60 * - Disable the home_offset (M206) and/or position_shift (G92) 61 * features to remove up to 12 float additions. 62 * 71 */ 72 float Q_rsqrt(float number); 73 #define _SQRT(n) (1.0f / Q_rsqrt(n)) 124 */ 125void forward_kinematics_DELTA(float z1, float z2, float z3); 126rsqrt_carmack.h https://bitbucket.org/rayburgemeestre/sqrtvis | C Header | 109 lines
11// original, as copied from the Quake 3 source, without useless preprocessor code 12inline float Q_rsqrt(float number) 13{ 21 i = 0x5f3759df - (i >> 1); // what the fuck? 22 y = * (float *) &i; 23 y = y * (threehalfs - (x2 * y * y)); // 1st iteration 27 28inline float Q_frsqrt(float number) 29{ 45// Doom 3's version of Q_rsqrt 46inline float D3RSqrt(float x) 47{ 91// Doom 3's rsqrt/invsqrt version 92inline float D3InvSqrt(float x) 93{trickmath.c https://github.com/AlbertVeli/Carnival.git | C | 138 lines
76/* Taken from Quake III source code */ 77float Q_rsqrt(float number) 78{ 84 y = number; 85 i = *(long *)&y; // evil floating point bit level hacking 86 i = 0x5f3759df - (i >> 1); // what the fuck? 94/* Lookup in sintab (taken from Rockbox source code) */ 95inline float u8sin(unsigned char v) 96{ 115/* interpolate from sintab */ 116inline float u8sinf(float v) 117{ 124 125inline float u8cosf(float v) 126{Attraction.h https://github.com/bloomtime/CinderTraer.git | C Header | 51 lines
15 Particle* b; 16 float k; 17 bool on; 17 bool on; 18 float distanceMin; 19 float distanceMinSquared; 20 21 Attraction( Particle* a, Particle* b, float k, float distanceMin ); 22 22 23 float getMinimumDistance(); 24 46 // http://en.wikipedia.org/wiki/Fast_inverse_square_root 47 float Q_rsqrt( float number ); 48q_math.c https://github.com/Racenet/racesow.git | C | 1209 lines
366 367float Q_RSqrt( float number ) 368{ 395//=============== 396float LerpAngle( float a2, float a1, const float frac ) 397{ 467//================= 468float AngleDelta( float angle1, float angle2 ) 469{ 484//==================== 485float CalcFov( float fov_x, float width, float height ) 486{ 499//==================== 500void AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x ) 501{Attraction.cpp https://github.com/bloomtime/CinderTraer.git | C++ | 119 lines
8 9 Attraction::Attraction( Particle* _a, Particle* _b, float _k, float _distanceMin ) 10 { 39 40 void Attraction::setStrength( float _k ) 41 { 60 61 float a2bDistanceSquared = a2b.lengthSquared(); 62 75 76 a2b *= Q_rsqrt(a2bDistanceSquared) * force; 77 101 102 float Attraction::Q_rsqrt( float number ) 103 {trickmath.h https://github.com/AlbertVeli/Carnival.git | C Header | 72 lines
47 */ 48#define SQRTFAST(x) ((x) * Q_rsqrt(x)) 49 55 56float Q_rsqrt(float number); 57inline float u8sin(unsigned char v); 58inline float u8cos(unsigned char v); 59inline float u8sinf(float v); 60inline float u8cosf(float v);volk_32f_invsqrt_32f.h https://github.com/trondeau/gnuradio-old.git | C Header | 143 lines
8 9static inline float Q_rsqrt( float number ) 10{ 34*/ 35static inline void volk_32f_invsqrt_32f_a_avx(float* cVector, const float* aVector, unsigned int num_points){ 36 unsigned int number = 0; 65*/ 66static inline void volk_32f_invsqrt_32f_a_sse(float* cVector, const float* aVector, unsigned int num_points){ 67 unsigned int number = 0; 99*/ 100static inline void volk_32f_invsqrt_32f_generic(float* cVector, const float* aVector, unsigned int num_points){ 101 float* cPtr = cVector; 117*/ 118static inline void volk_32f_invsqrt_32f_u_avx(float* cVector, const float* aVector, unsigned int num_points){ 119 unsigned int number = 0;volk_32f_invsqrt_32f.h https://github.com/balister/GNU-Radio.git | C Header | 77 lines
7 8static inline float Q_rsqrt( float number ) 9{ 15 y = number; 16 i = * ( long * ) &y; // evil floating point bit level hacking 17 i = 0x5f3759df - ( i >> 1 ); // what the fuck? 17 i = 0x5f3759df - ( i >> 1 ); // what the fuck? 18 y = * ( float * ) &i; 19 y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration 32*/ 33static inline void volk_32f_invsqrt_32f_a_sse(float* cVector, const float* aVector, unsigned int num_points){ 34 unsigned int number = 0; 66*/ 67static inline void volk_32f_invsqrt_32f_generic(float* cVector, const float* aVector, unsigned int num_points){ 68 float* cPtr = cVector;q_math.h https://github.com/Racenet/racesow.git | C Header | 279 lines
133 134float Q_RSqrt( float number ); 135int Q_log2( int val ); 202float anglemod( float a ); 203float LerpAngle( float a1, float a2, const float frac ); 204float AngleSubtract( float a1, float a2 ); 205void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 ); 206float AngleNormalize360( float angle ); 207float AngleNormalize180( float angle ); 207float AngleNormalize180( float angle ); 208float AngleDelta( float angle1, float angle2 ); 209void VecToAngles( const vec3_t vec, vec3_t angles ); 216float CalcFov( float fov_x, float width, float height ); 217void AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x ); 218main.cpp https://bitbucket.org/rayburgemeestre/sqrtvis | C++ | 221 lines
53double walsh_invsqrt(double in) { return 1.0 / walsh::invSqrt(in); } 54double carmack_q_rsqrt(double in) { return 1.0 / carmack::Q_rsqrt(in); } 55double carmack_q_frsqrt(double in) { return 1.0 / carmack::Q_frsqrt(in); } 85 funcs["walsh::invSqrt"] = walsh_invsqrt; 86 funcs["carmack::Q_rsqrt"] = carmack_q_rsqrt; 87 funcs["carmack::Q_frsqrt"] = carmack_q_frsqrt; 110 111 const int centerX = static_cast<int>(static_cast<float>(width) / 2.0 + 0.5); 112 const int centerY = static_cast<int>(static_cast<float>(sliceHeight) / 2.0 + 0.5);q_math.c https://github.com/xzero450/revolution.git | C | 1477 lines
317 318float Q_random( int *seed ) { 319 return ( Q_rand( seed ) & 0xffff ) / (float)0x10000; 321 322float Q_crandom( int *seed ) { 323 return 2.0 * ( Q_random( seed ) - 0.5 ); 360{ 361 float ilength; 362 362 363 ilength = Q_rsqrt( DotProduct( v, v ) ); 364 408 int i, best; 409 float d, bestd; 410Neo-Library-Mathmatics.ads https://github.com/AdaDoom3/AdaDoom3.git | Ada | 205 lines
149 static int Abs( int x ); -- returns the absolute value of the integer value (for reference only) 150 static float Fabs( float f ); -- returns the absolute value of the floating point value 151 static float Floor( float f ); -- returns the largest integer that is less than or equal to the given value 155 static int Ftoi( float f ); -- float to int conversion 156 static char Ftoi8( float f ); -- float to char conversion 157 static short Ftoi16( float f ); -- float to short conversion 162 static int ClampInt( int min, int max, int value ); 163 static float ClampFloat( float min, float max, float value ); 164 static float AngleNormalize360( float angle ); 165 static float AngleNormalize180( float angle ); 166 static float AngleDelta( float angle1, float angle2 ); 167 static int FloatToBits( float f, int exponentBits, int mantissaBits ); 169 static int FloatHash( const float *array, const int numFloats ); 170 static float LerpToWithScale( const float cur, const float dest, const float scale ); 171-------Vector3d.h https://github.com/KonstantinChizhov/Mcucpp.git | C Header | 215 lines
99 100 inline Vec3d RotateX(float a) 101 { 101 { 102 float ca=cos(a), sa=sin(a); 103 float zn=z*ca+y*sa; 103 float zn=z*ca+y*sa; 104 float yn=y*ca-z*sa; 105 return Vec3d(x, yn, zn); 107 108 inline Vec3d RotateY(float a) 109 { 109 { 110 float ca=cos(a), sa=sin(a); 111 float xn=x*ca+z*sa;fisr.c https://github.com/mwhooker/syntax.git | C | 18 lines
2 3float Q_rsqrt( float number ) 4{ 5 long i; 6 float x2, y; 7 const float threehalfs = 1.5F; 10 y = number; 11 i = * ( long * ) &y; // evil floating point bit level hacking 12 i = 0x5f3759df - ( i >> 1 ); // what the fuck? 12 i = 0x5f3759df - ( i >> 1 ); // what the fuck? 13 y = * ( float * ) &i; 14 y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration