| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_TransformNode.h | 268 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() [all …]
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| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_RenderContext.cpp | 587 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 [all …]
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| D | gfx_ParticleSet.cpp | 1084 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()
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| /NW4C-1.2.23/sources/libraries/anim/res/ |
| D | anim_ResAnimGroup.cpp | 575 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()
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| /NW4C-1.2.23/demos/Nw4cDemo/sources/ |
| D | SmCamera.cpp | 503 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()
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| /NW4C-1.2.23/sources/libraries/dev/ |
| D | dev_DirectPrint.cpp | 256 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()
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| /NW4C-1.2.23/demos/snd/sound3d/sources/ |
| D | Sound3dApp.cpp | 138 const nw::math::VEC3 direction( in CalcListenerMatrix() local 141 nw::math::VEC3 target = pos + direction; in CalcListenerMatrix()
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| /NW4C-1.2.23/include/nw/dev/ |
| D | dev_DirectPrint.h | 216 void SetDirection(Direction direction);
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| /NW4C-1.2.23/sources/libraries/demo/ |
| D | demo_GraphicsDrawing.cpp | 378 math::VEC2 direction = pt1 + pt2; in BuildLine() local 379 math::VEC2 ortho = math::VEC2(direction.y, -direction.x); in BuildLine()
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| /NW4C-1.2.23/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 885 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local 886 s_ShadowCamera->SetTargetPosition(translate + direction); in UpdateScene()
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| /NW4C-1.2.23/demos/gfx/ShadowMapDemo/sources/ |
| D | ShadowMapDemo.cpp | 955 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local 956 s_ShadowCamera->SetTargetPosition(translate + direction); in UpdateScene()
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