| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_TransformNode.h | 152 math::MTX34& WorldMatrix() { return m_WorldMatrix; } in WorldMatrix() function 155 const math::MTX34& WorldMatrix() const { return m_WorldMatrix; } in WorldMatrix() function 199 return this->WorldMatrix(); in TrackbackWorldMatrix()
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| D | gfx_Model.h | 826 math::MTX34InvTranspose(&worldInvTranspose, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix() 842 math::MTX34Inverse(&worldInv, this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix() 856 math::MTX34Mult(&modelView, &viewMatrix, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix() 866 math::MTX34Mult(&reScaleMtx, &scaleMtx, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix() 873 math::MTX34InvTranspose(&worldInvTranspose, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix() 898 math::MTX34Inverse(&worldInv, this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
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| D | gfx_ParticleSet.h | 323 const nw::math::MTX34& WorldMatrix() in WorldMatrix() function 332 return model->WorldMatrix(); in WorldMatrix()
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| D | gfx_RenderQueue.h | 141 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator() 189 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator() 274 modelDepth = SceneHelper::CalculateDepth(model->WorldMatrix(), camera); in BasicEnqueueModelTranslucentModelBaseFunctor()
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| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_MeshRenderer.cpp | 210 math::MTX34 worldMatrix(model->WorldMatrix()); in RenderSeparateDataShape() 214 shaderProgram->SetUniversal(0, model->WorldMatrix()); in RenderSeparateDataShape() 371 math::MTX34 offsetMatrix(model->WorldMatrix()); in RenderParticleShape() 375 worldMatrix = &model->WorldMatrix(); in RenderParticleShape() 411 NW_ASSERT(!internal::isIllegal(model->WorldMatrix())); in RenderParticleShape()
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| D | gfx_RenderContext.cpp | 346 math::MTX34 worldMatrix(model->WorldMatrix()); in SetModelMatrix() 350 this->m_ShaderProgram->SetWorldMatrix(model->WorldMatrix()); in SetModelMatrix() 674 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight() 713 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight() 794 math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateVertexLight()
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| D | gfx_TransformNode.cpp | 206 &this->WorldMatrix(), in UpdateTransform()
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| D | gfx_ParticleEmitter.cpp | 542 m_ParticleSet->AddParticles(this->WorldMatrix(), positions, NULL, NULL, emissionCount); in Emission() 552 if (m_ParticleSet->WorldMatrix() != this->WorldMatrix()) in Emission() 555 … nw::math::MTX34Mult(&transformMatrix, m_ParticleSet->InverseWorldMatrix(), this->WorldMatrix()); in Emission()
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| D | gfx_SkeletonUpdater.cpp | 230 math::VEC3 cameraPos = camera.WorldMatrix().GetColumn(3); in UpdateView()
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| D | gfx_Camera.cpp | 395 math::VEC3 cameraPosition(this->WorldMatrix().GetColumn(3)); in UpdateCameraMatrix()
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| D | gfx_ParticleSet.cpp | 759 if (this->WorldMatrix() != emitterMatrix) in AddParticles() 2534 const nw::math::MTX34 modelMtx = parent->WorldMatrix(); in ParticleChildUpdater() 2574 if (particleSet->WorldMatrix() != modelMtx) in ParticleChildUpdater()
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| /NW4C-1.2.23/sources/libraries/demo/ |
| D | demo_GraphicsSystem.cpp | 636 math::VEC3 translate = camera->WorldMatrix().GetColumn(3); in ClearBySkyModel() 637 m_SkyModel->WorldMatrix()._03 = translate.x; in ClearBySkyModel() 638 m_SkyModel->WorldMatrix()._13 = translate.y; in ClearBySkyModel() 639 m_SkyModel->WorldMatrix()._23 = translate.z; in ClearBySkyModel() 643 m_SkyModel->WorldMatrix()._00 = scale; in ClearBySkyModel() 644 m_SkyModel->WorldMatrix()._11 = scale; in ClearBySkyModel() 645 m_SkyModel->WorldMatrix()._22 = scale; in ClearBySkyModel()
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| /NW4C-1.2.23/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 877 translate.x = s_SpotLight->WorldMatrix().m[0][3]; in UpdateScene() 878 translate.y = s_SpotLight->WorldMatrix().m[1][3]; in UpdateScene() 879 translate.z = s_SpotLight->WorldMatrix().m[2][3]; in UpdateScene() 881 s_ShadowCamera->WorldMatrix().m[0][3] = translate.x; in UpdateScene() 882 s_ShadowCamera->WorldMatrix().m[1][3] = translate.y; in UpdateScene() 883 s_ShadowCamera->WorldMatrix().m[2][3] = translate.z; in UpdateScene()
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| /NW4C-1.2.23/include/nw/gfx/res/ |
| D | gfx_ResSceneObject.h | 220 NW_RES_FIELD_STRUCT_DECL( nw::math::MTX34, WorldMatrix ) // GetWorldMatrix()
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| D | gfx_ResSkeleton.h | 194 NW_RES_FIELD_STRUCT_DECL( nw::math::MTX34, WorldMatrix ) // 行列計算用のバッファへ正式対応後、削除予定。
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| /NW4C-1.2.23/demos/gfx/ShadowMapDemo/sources/ |
| D | ShadowMapDemo.cpp | 947 translate.x = s_SpotLight->WorldMatrix().m[0][3]; in UpdateScene() 948 translate.y = s_SpotLight->WorldMatrix().m[1][3]; in UpdateScene() 949 translate.z = s_SpotLight->WorldMatrix().m[2][3]; in UpdateScene() 951 s_ShadowCamera->WorldMatrix().m[0][3] = translate.x; in UpdateScene() 952 s_ShadowCamera->WorldMatrix().m[1][3] = translate.y; in UpdateScene() 953 s_ShadowCamera->WorldMatrix().m[2][3] = translate.z; in UpdateScene()
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| /NW4C-1.2.23/demos/Nw4cDemo/sources/ |
| D | SmModel.cpp | 145 transformNode->WorldMatrix() = *matrix; in SetWorldMatrix()
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| /NW4C-1.2.23/demos/gfx/ConstraintDemo/sources/ |
| D | ConstraintDemo.cpp | 227 (*iter)->WorldMatrix() = *pose.GetMatrix(boneIdx); in Invoke() 733 s_Light->WorldMatrix() = *pose.GetMatrix(s_BoneIdx); in ConstrainLight()
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| /NW4C-1.2.23/demos/gfx/LowLayerDemo/sources/ |
| D | LowLayerDemo.cpp | 460 &node->WorldMatrix(), in UpdateNode()
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| /NW4C-1.2.23/demos/gfx/ParticleLowLayerDemo/sources/ |
| D | ParticleLowLayerDemo.cpp | 502 &node->WorldMatrix(), in UpdateNode()
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| /NW4C-1.2.23/demos/gfx/LowLayerAnimationDemo/sources/ |
| D | LowLayerAnimationDemo.cpp | 505 &node->WorldMatrix(), in UpdateNode()
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