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Searched refs:direction (Results 1 – 11 of 11) sorted by relevance

/NW4C-1.2.23/include/nw/gfx/
Dgfx_TransformNode.h268 const math::VEC3 &direction) const in CalcInheritingDiretion() argument
272 inheritingDirection = direction; in CalcInheritingDiretion()
278 parentWorldMatrix.f._00 * direction.x + in CalcInheritingDiretion()
279 parentWorldMatrix.f._01 * direction.y + in CalcInheritingDiretion()
280 parentWorldMatrix.f._02 * direction.z; in CalcInheritingDiretion()
283 parentWorldMatrix.f._10 * direction.x + in CalcInheritingDiretion()
284 parentWorldMatrix.f._11 * direction.y + in CalcInheritingDiretion()
285 parentWorldMatrix.f._12 * direction.z; in CalcInheritingDiretion()
288 parentWorldMatrix.f._20 * direction.x + in CalcInheritingDiretion()
289 parentWorldMatrix.f._21 * direction.y + in CalcInheritingDiretion()
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/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_RenderContext.cpp587 math::VEC3 direction(resLight.GetDirection()); in ActivateHemiSphereLight() local
592 …&direction, &m_SceneEnvironment.GetHemiSphereLight()->TrackbackWorldMatrix(), &resLight.GetDirecti… in ActivateHemiSphereLight()
600 math::VEC3TransformNormal(&direction, &viewMatrix, &direction); in ActivateHemiSphereLight()
601 … math::VEC4 directionAndLerp(direction.x, direction.y, direction.z, resLight.GetLerpFactor()); in ActivateHemiSphereLight()
642 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local
643 direction.w = 0.0f; in ActivateFragmentLight()
645 this->TransformToViewCoordinate(&direction, &viewMatrix, &direction); in ActivateFragmentLight()
648 GraphicsDevice::ActivateFragmentLightPosition(index, -direction); in ActivateFragmentLight()
649 GraphicsDevice::SetFragmentLightPositionW(index, (direction.w == 0.0f)); in ActivateFragmentLight()
708 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local
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Dgfx_ParticleSet.cpp1084 const nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local
1087 nw::math::VEC3 velocity = direction; in InitializeParticles()
1112 const nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local
1118 f32 sx = direction.z; in InitializeParticles()
1144 sz = direction.x * -divcx; in InitializeParticles()
1145 cz = direction.y * divcx; in InitializeParticles()
1172 velocity.y * direction.x + in InitializeParticles()
1177 velocity.y * direction.y + in InitializeParticles()
1181 velocity.y * direction.z + in InitializeParticles()
/NW4C-1.2.23/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp575 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
576 direction.Normalize(); in SetValue()
577 light.SetDirection(direction); in SetValue()
638 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
639 direction.Normalize(); in SetValue()
640 light.SetDirection(direction); in SetValue()
708 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
709 direction.Normalize(); in SetValue()
710 light.SetDirection(direction); in SetValue()
/NW4C-1.2.23/demos/Nw4cDemo/sources/
DSmCamera.cpp503 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D() local
504 nw::math::VEC3Normalize(&direction, &direction); in MoveCamera3D()
507 nw::math::VEC3Cross(&right, &resViewUpdater.GetUpwardVector(), &direction); in MoveCamera3D()
541 VEC3Cross(&right,&upVector,&direction); in MoveCamera3D()
546 VEC3Cross(&upVector,&direction,&right); in MoveCamera3D()
582 …translate += expansion * direction * VEC3Len(resViewUpdater.GetTargetPosition() - translate) * mCa… in MoveCamera3D()
614 VEC3Cross(&right,&upVector,&direction); in MoveCamera3D()
617 VEC3Cross(&upVector,&direction,&right); in MoveCamera3D()
/NW4C-1.2.23/sources/libraries/dev/
Ddev_DirectPrint.cpp256 DirectPrint::Direction direction, in Erase() argument
264 this->InitializeContext(context, buffer, ut::Color8::BLACK, direction); in Erase()
284 DirectPrint::Direction direction, in DrawString() argument
296 this->InitializeContext(context, buffer, color, direction); in DrawString()
312 DirectPrint::Direction direction) in InitializeContext() argument
317 switch (direction) in InitializeContext()
996 DirectPrint::SetDirection(Direction direction) in SetDirection() argument
998 m_Direction = direction; in SetDirection()
/NW4C-1.2.23/demos/snd/sound3d/sources/
DSound3dApp.cpp138 const nw::math::VEC3 direction( in CalcListenerMatrix() local
141 nw::math::VEC3 target = pos + direction; in CalcListenerMatrix()
/NW4C-1.2.23/include/nw/dev/
Ddev_DirectPrint.h216 void SetDirection(Direction direction);
/NW4C-1.2.23/sources/libraries/demo/
Ddemo_GraphicsDrawing.cpp378 math::VEC2 direction = pt1 + pt2; in BuildLine() local
379 math::VEC2 ortho = math::VEC2(direction.y, -direction.x); in BuildLine()
/NW4C-1.2.23/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp885 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local
886 s_ShadowCamera->SetTargetPosition(translate + direction); in UpdateScene()
/NW4C-1.2.23/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp955 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local
956 s_ShadowCamera->SetTargetPosition(translate + direction); in UpdateScene()