Searched defs:direction (Results 1 – 11 of 11) sorted by relevance
143 void AnimSoundImpl::UpdateFrame( f32 frame, PlayDirection direction ) in UpdateFrame()263 void AnimSoundImpl::UpdateOneFrame( s32 current, PlayDirection direction ) in UpdateOneFrame()296 PlayDirection direction in UpdateTrigger()397 PlayDirection direction in UpdateRange()
587 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local650 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local720 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
580 math::VEC3 direction(resLight.GetDirection()); in ActivateHemiSphereLight() local635 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local704 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local
1130 const nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local1160 nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local
161 const nw::math::VEC3 direction( in CalcListenerMatrix() local
382 const math::VEC3 &direction) const in CalcInheritingDiretion()
264 DirectPrint::Direction direction, in Erase()293 DirectPrint::Direction direction, in DrawString()322 DirectPrint::Direction direction) in InitializeContext()1038 DirectPrint::SetDirection(Direction direction) in SetDirection()
509 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D() local
752 math::VEC2 direction = pt1 - pt2; in BuildLine() local
949 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local
883 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local