fmod
Definition
-- @/=[C]:-1
function fmod(...)
Callers
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
aif = U.map(daedata.dgeo[val].m.faces, function(s,v)
if math.fmod(s,3) ~= 1 then
return nil
aif = U.map(d.m.faces, function(s,v)
if math.fmod(s,3) ~= 1 then
return nil
aif = U.map(daedata.dgeo[val].m.faces, function(k,v)
if math.fmod(k,3) ~= 1 then
return nil
aif = U.map(d.m.faces, function(k,v)
if math.fmod(k,3) ~= 1 then
return nil
@/lua/common/utils.lua
for i = 1, len, 3 do
counter = fmod(counter * 8161, 4294967279) +
(string.byte(text, i) * 16776193) +
end
return fmod(counter, 4294967291)
end
@/lua/ge/extensions/editor/gen/mesh.lua
if U.toLine(l[1], {av[pfr].pos,av[pto].pos})
-- if math.fmod(ii,2) == 0 then
if math.fmod(ii-ndel,2) == 0 then
-- lo('??^^^^^^^^^^ fr_to:'..pfr..'>'..pto)
-- U.dump(across,'?? for_ACROSS:'..#across)
if math.fmod(#across,2) == 0 then
for j=1,#across,2 do
@/lua/ge/extensions/editor/sceneTree.lua
if searchRangeTime > 500 then
searchRangeTime = math.fmod(searchRangeTime, 500)
refreshNodeCache(instance)
@/lua/vehicle/extensions/tech/CANBus/CANBusPeak.lua
for b = bits, 1, -1 do
t[b] = fmod(num, 2)
num = floor((num - t[b]) / 2)
@/lua/vehicle/extensions/tech/LINBus/LINBusPeak.lua
for b = bits, 1, -1 do
t[b] = fmod(num, 2)
num = floor((num - t[b]) / 2)
@/lua/common/libs/luaqrcode/qrencode.lua
end
if math.fmod(#data,8) ~= 0 then
missing_digits = 8 - math.fmod(#data,8)
if math.fmod(#data,8) ~= 0 then
missing_digits = 8 - math.fmod(#data,8)
data = data .. string.rep("0",missing_digits)
end
assert(math.fmod(#data,8) == 0)
-- add "11101100" and "00010001" until enough data
if gp_alpha[i] + exp > 255 then
gp_alpha[i] = math.fmod(gp_alpha[i] + exp,255)
else
-- end
-- return math.floor(size/8),math.fmod(size,8)
-- end
for i=col,#tab_x - 8 do
if math.fmod(i,2) == 1 then
tab_x[i][line] = 2
for i=col,#tab_x - 8 do
if math.fmod(i,2) == 1 then
tab_x[line][i] = 2
bit = string.sub(bitstring,i,i)
x = start_x + math.fmod(i - 1,3)
y = start_y + math.floor( (i - 1) / 3 )
x = start_x + math.floor( (i - 1) / 3 )
y = start_y + math.fmod(i - 1,3)
fill_matrix_position(matrix,bit,x,y)
elseif mask == 0 then
if math.fmod(x + y,2) == 0 then invert = true end
elseif mask == 1 then
elseif mask == 1 then
if math.fmod(y,2) == 0 then invert = true end
elseif mask == 2 then
elseif mask == 2 then
if math.fmod(x,3) == 0 then invert = true end
elseif mask == 3 then
elseif mask == 3 then
if math.fmod(x + y,3) == 0 then invert = true end
elseif mask == 4 then
elseif mask == 4 then
if math.fmod(math.floor(y / 2) + math.floor(x / 3),2) == 0 then invert = true end
elseif mask == 5 then
elseif mask == 5 then
if math.fmod(x * y,2) + math.fmod(x * y,3) == 0 then invert = true end
elseif mask == 6 then
elseif mask == 5 then
if math.fmod(x * y,2) + math.fmod(x * y,3) == 0 then invert = true end
elseif mask == 6 then
elseif mask == 6 then
if math.fmod(math.fmod(x * y,2) + math.fmod(x * y,3),2) == 0 then invert = true end
elseif mask == 7 then
elseif mask == 6 then
if math.fmod(math.fmod(x * y,2) + math.fmod(x * y,3),2) == 0 then invert = true end
elseif mask == 7 then
elseif mask == 6 then
if math.fmod(math.fmod(x * y,2) + math.fmod(x * y,3),2) == 0 then invert = true end
elseif mask == 7 then
elseif mask == 7 then
if math.fmod(math.fmod(x * y,3) + math.fmod(x + y,2),2) == 0 then invert = true end
else
elseif mask == 7 then
if math.fmod(math.fmod(x * y,3) + math.fmod(x + y,2),2) == 0 then invert = true end
else
elseif mask == 7 then
if math.fmod(math.fmod(x * y,3) + math.fmod(x + y,2),2) == 0 then invert = true end
else
arranged_data = arrange_codewords_and_calculate_ec(version,ec_level,data_raw)
if math.fmod(#arranged_data,8) ~= 0 then
return false, string.format("Arranged data %% 8 != 0: data length = %d, mod 8 = %d",#arranged_data, math.fmod(#arranged_data,8))
if math.fmod(#arranged_data,8) ~= 0 then
return false, string.format("Arranged data %% 8 != 0: data length = %d, mod 8 = %d",#arranged_data, math.fmod(#arranged_data,8))
end
@/lua/ge/extensions/core/ropeVisualTest.lua
if phase == 0 then
return vec3(math.fmod(t, 1) * size * 2 - size, -size, 0)
elseif phase == 1 then
elseif phase == 1 then
return vec3(size, math.fmod(t, 1) * size * 2 - size, 0)
elseif phase == 2 then
elseif phase == 2 then
return vec3(size - math.fmod(t, 1) * size * 2, size, 0)
else
else
return vec3(-size, size - math.fmod(t, 1) * size * 2, 0)
end
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamModifierLeakVis.lua
local idx = sectionsPartNamesToIdxSorted[sectionName][modifier.leakedFromPart]
tempColVec.x = math.fmod(idx / 20, 1)
local r, g, b = HSVtoRGB(tempColVec:xyz())
tempColVec.x = math.fmod(partIdx / 20, 1)
local r, g, b = HSVtoRGB(tempColVec:xyz())