Searched refs:m_Position (Results 1 – 5 of 5) sorted by relevance
52 m_Position[0] = 0.0f; in Initialize()53 m_Position[1] = 0.0f; in Initialize()54 m_Position[2] = 0.0f; in Initialize()55 m_Position[3] = 1.0f; in Initialize()
37 m_Position(s_InitialPosition), m_Velocity(s_InitialVelocity), in Particle()98 m_Position += deltaVec; in Update()100 m_Sphere.SetWorldPosition(m_Position.x, m_Position.y, m_Position.z); in Update()108 m_Position = s_InitialPosition; in Spawn()
338 s_LightArray[lightIndex].m_Position[0] = 0.0f; in UpdateLights()339 s_LightArray[lightIndex].m_Position[1] = s_LightRadius * cosPhi; in UpdateLights()340 s_LightArray[lightIndex].m_Position[2] = s_LightRadius * sinPhi; in UpdateLights()345 s_LightArray[lightIndex].m_Position[0] = s_LightRadius * cosPhi; in UpdateLights()346 s_LightArray[lightIndex].m_Position[1] = 0.0f; in UpdateLights()347 s_LightArray[lightIndex].m_Position[2] = s_LightRadius * sinPhi; in UpdateLights()352 s_LightArray[lightIndex].m_Position[0] = s_LightRadius * cosPhi; in UpdateLights()353 s_LightArray[lightIndex].m_Position[1] = s_LightRadius * sinPhi; in UpdateLights()354 s_LightArray[lightIndex].m_Position[2] = 0.0f; in UpdateLights()359 s_LightArray[lightIndex].m_Position[0] = s_LightRadius * cosPhi; in UpdateLights()[all …]
43 f32 m_Position[4]; variable
58 nn::math::Vector3 m_Position; variable