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math.h File Reference

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Defines

#define HUGE_VAL   (infinity())

Functions

double acos (double)
double asin (double)
double atan (double)
double atan2 (double, double)
double ceil (double)
double cos (double)
double cosh (double)
double exp (double)
double fabs (double)
double floor (double)
double fmod (double, double)
double frexp (double, int *)
double infinity (void)
double ldexp (double, int)
double log (double)
double log10 (double)
double modf (double, double *)
double pow (double, double)
double sin (double)
double sinh (double)
double sqrt (double)
double tan (double)
double tanh (double)


Define Documentation

#define HUGE_VAL   (infinity())
 

Definition at line 5 of file math.h.


Function Documentation

double acos double   ) 
 

Referenced by CG_PlayerFlag(), CG_TeamBase(), LerpVector(), NormalToLatLong(), PointToPolygonFormFactor(), and Q_acos().

double asin double   ) 
 

Referenced by getCameraInfo(), CDlgCamera::OnHScroll(), CMainFrame::OnSplineTest(), Pointfile_Next(), Pointfile_Prev(), and toAngles().

double atan double   ) 
 

Referenced by CCamWnd::Cam_Draw().

double atan2 double  ,
double 
 

Referenced by AbsoluteToLocal(), CG_CalcFov(), CG_OffsetThirdPersonView(), CL_CgameSystemCalls(), CL_UISystemCalls(), ComputeAxisBase(), getCameraInfo(), NormalToLatLong(), CDlgCamera::OnHScroll(), CMainFrame::OnSplineTest(), Pointfile_Next(), Pointfile_Prev(), SV_GameSystemCalls(), TexMatToFakeTexCoords(), toAngles(), idVec3_t::toPitch(), idVec3_t::toYaw(), UI_DrawPlayer(), vectoangles(), VectorToAngles(), vectoyaw(), WriteMapBrush(), CXYWnd::XY_MouseDown(), and CXYWnd::XY_MouseMoved().

double ceil double   ) 
 

Referenced by AllocateLightmapForSurface(), CheckArmor(), CL_CgameSystemCalls(), CL_UISystemCalls(), DrawSkyBox(), FillCloudBox(), R_LoadLightGrid(), SetupGrid(), SubdivideDrawSurf(), SV_GameSystemCalls(), VL_LightmapMatrixFromPoints(), VS_LightmapMatrixFromPoints(), CXYWnd::XY_DrawBlockGrid(), CXYWnd::XY_DrawGrid(), and Z_DrawGrid().

double cos double   ) 
 

Referenced by AngleVectors(), BG_EvaluateTrajectoryDelta(), Brush_MakeSided(), Brush_MakeSidedCone(), Bullet_Fire(), CCamWnd::Cam_BuildMatrix(), CG_AddParticleToScene(), CG_DrawPlayerHead(), CG_DrawStatusBarHead(), CG_Item(), CG_OffsetThirdPersonView(), CG_Player(), CL_CgameSystemCalls(), CL_UISystemCalls(), ComputeAxisBase(), DoRailDiscs(), DrawBrushEntityName(), CXYWnd::DrawCameraIcon(), Face_FitTexture(), Face_MoveTexture(), Face_TextureVectors(), FakeTexCoordsToTexMat(), InsertASEModel(), InsertMD3Model(), Item_Paint(), PaintedModel(), ParseShader(), ParseShaderFile(), Patch_RotateTexture(), QuakeTextureVecs(), R_SetupFrustum(), RB_SurfaceSprite(), RotatePointAroundVector(), Select_RotateAxis(), SV_GameSystemCalls(), Terrain_AddMovePoint(), TexinfoForBrushTexture(), toAngles(), angles_t::toForward(), toMatrix(), angles_t::toVectors(), VectorPolar(), and VectorRotate().

double cosh double   ) 
 

double exp double   ) 
 

Referenced by pow().

double fabs double   ) 
 

double floor double   ) 
 

double fmod double  ,
double 
 

double frexp double  ,
int * 
 

Referenced by pow().

double infinity void   ) 
 

double ldexp double  ,
int 
 

Referenced by pow().

double log double   ) 
 

double log10 double   ) 
 

double modf double  ,
double * 
 

Referenced by pow().

double pow double  ,
double 
 

Definition at line 2176 of file paranoia.c.

References exp(), frexp(), i, ldexp(), log(), modf(), x, and y.

02178 {
02179     extern double exp(), frexp(), ldexp(), log(), modf();
02180     double xy, ye;
02181     long i;
02182     int ex, ey = 0, flip = 0;
02183 
02184     if (!y) return 1.0;
02185 
02186     if ((y < -1100. || y > 1100.) && x != -1.) return exp(y * log(x));
02187 
02188     if (y < 0.) { y = -y; flip = 1; }
02189     y = modf(y, &ye);
02190     if (y) xy = exp(y * log(x));
02191     else xy = 1.0;
02192     /* next several lines assume >= 32 bit integers */
02193     x = frexp(x, &ex);
02194     if (i = ye) for(;;) {
02195         if (i & 1) { xy *= x; ey += ex; }
02196         if (!(i >>= 1)) break;
02197         x *= x;
02198         ex *= 2;
02199         if (x < .5) { x *= 2.; ex -= 1; }
02200         }
02201     if (flip) { xy = 1. / xy; ey = -ey; }
02202     return ldexp(xy, ey);
02203 }

Here is the call graph for this function:

double sin double   ) 
 

Referenced by AngleVectors(), BG_EvaluateTrajectory(), Bitmap_Draw(), Brush_MakeSided(), Brush_MakeSidedCone(), Bullet_Fire(), CCamWnd::Cam_BuildMatrix(), CG_AddParticleToScene(), CG_AddScorePlum(), CG_CalcFov(), CG_CalculateWeaponPosition(), CG_CalcViewValues(), CG_DrawBlueFlagHead(), CG_DrawFlagModel(), CG_DrawPlayerAmmoIcon(), CG_DrawRedFlagHead(), CG_DrawStatusBar(), CG_OffsetThirdPersonView(), CG_Player(), CL_CgameSystemCalls(), CL_UISystemCalls(), ComputeAxisBase(), DoRailDiscs(), DrawBrushEntityName(), CXYWnd::DrawCameraIcon(), Face_FitTexture(), Face_MoveTexture(), Face_TextureVectors(), FakeTexCoordsToTexMat(), InitShooter(), InsertASEModel(), InsertMD3Model(), Item_Paint(), LerpVector(), Main_MenuDraw(), PaintedModel(), ParseShader(), ParseShaderFile(), Patch_RotateTexture(), QuakeTextureVecs(), R_GetPortalOrientations(), R_Init(), R_SetupFrustum(), RB_SurfaceSprite(), RotatePointAroundVector(), S_MakeTestPattern(), S_TransferPaintBuffer(), Select_RotateAxis(), SV_GameSystemCalls(), TexinfoForBrushTexture(), angles_t::toForward(), toMatrix(), angles_t::toVectors(), UI_DrawProportionalString(), UI_DrawServerRefreshDate(), UI_DrawString(), UI_LegsSequencing(), UI_SPLevelMenu_MenuDraw(), VectorPolar(), and VectorRotate().

double sinh double   ) 
 

double sqrt double   ) 
 

double tan double   ) 
 

Referenced by AAS_Reachability_Grapple(), CG_CalcFov(), R_SetupProjection(), and UI_DrawPlayer().

double tanh double   ) 
 


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