| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_ParticleEmitter.cpp | 610 nw::math::VEC3 position(0.0f, 0.0f, 0.0f); in CalcCubeForm() local 614 position.x = random->NextFloatSignedOne(); in CalcCubeForm() 615 position.y = random->NextFloatSignedOne(); in CalcCubeForm() 616 position.z = random->NextFloatSignedOne(); in CalcCubeForm() 618 position.x *= cookedScale.x; in CalcCubeForm() 619 position.y *= cookedScale.y; in CalcCubeForm() 620 position.z *= cookedScale.z; in CalcCubeForm() 643 position.Set(r, s, (f32)sign); in CalcCubeForm() 647 position.Set((f32)sign, r, s); in CalcCubeForm() 651 position.Set(r, (f32)sign, s); in CalcCubeForm() [all …]
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| D | gfx_RenderContext.cpp | 674 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight() local 675 position.w = 1.0f; in ActivateFragmentLight() 676 this->TransformToViewCoordinate(&position, &viewMatrix, &position); in ActivateFragmentLight() 678 GraphicsDevice::ActivateFragmentLightPosition(index, position); in ActivateFragmentLight() 679 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight() 713 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight() local 714 position.w = 1.0f; in ActivateFragmentLight() 715 this->TransformToViewCoordinate(&position, &viewMatrix, &position); in ActivateFragmentLight() 718 GraphicsDevice::ActivateFragmentLightPosition(index, position, spotDirection); in ActivateFragmentLight() 719 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight() [all …]
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| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_SceneHelper.h | 107 math::VEC3 position; in CalculateDepth() local 108 math::VEC3Transform(&position, &worldMatrix, &localPosition); in CalculateDepth() 109 math::VEC3Transform(&position, &camera.ViewMatrix(), &position); in CalculateDepth() 112 projection.f._20 * position.x + in CalculateDepth() 113 projection.f._21 * position.y + in CalculateDepth() 114 projection.f._22 * position.z + in CalculateDepth() 117 projection.f._30 * position.x + in CalculateDepth() 118 projection.f._31 * position.y + in CalculateDepth() 119 projection.f._32 * position.z + in CalculateDepth() 131 math::VEC3 position(worldMatrix.GetColumn(3)); in CalculateDepth() [all …]
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| /NW4C-1.2.23/sources/libraries/io/ |
| D | io_FileStream.cpp | 104 s64 position = mPosition + offset; in Skip() local 106 position = ut::Clamp( position, static_cast<s64>(0), static_cast<s64>(mFileSize) ); in Skip() 108 mPosition = static_cast<u32>(position); in Skip() 127 s64 position = mPosition + offset; in Append() local 129 if ( position < 0 ) in Append() 135 mPosition = static_cast<u32>(position); in Append()
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| /NW4C-1.2.23/demos/Nw4cDemo/include/ |
| D | SmCamera.h | 84 void SetPosition( nw::math::VEC3* position ) in SetPosition() argument 86 NW_NULL_ASSERT( position ); in SetPosition() 90 m_Position = *position; in SetPosition() 94 void SetPadCameraPosition( nw::math::VEC3* position ) in SetPadCameraPosition() argument 96 NW_NULL_ASSERT( position ); in SetPadCameraPosition() 98 m_PadCamera->Transform().SetTranslate( *position ); in SetPadCameraPosition() 104 void GetPosition( nw::math::VEC3* position ) in GetPosition() argument 106 NW_NULL_ASSERT( position ); in GetPosition() 107 *position = m_Position; in GetPosition()
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| D | SmPrimitive.h | 28 nw::math::VEC2 position; member
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| /NW4C-1.2.23/sources/libraries/snd/ |
| D | snd_Sound3DActor.cpp | 129 param.position = m_Position; in SetupSound() 193 void Sound3DActor::SetPosition( const nw::math::VEC3& position ) in SetPosition() argument 196 nw::math::VEC3Sub( &m_Velocity, &position, &m_Position ); in SetPosition() 198 m_Position = position; in SetPosition() 246 param->position = m_Position; in detail_UpdateAmbientArg()
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| D | snd_Sound3DCalculator.cpp | 69 nw::math::VEC3Sub( &pos, &actorParam.position, &listener.GetPosition() ); in CalcVolumeAndPriority() 111 nw::math::VEC3Transform( &pos, &listenerMtx, &actorParam.position ); in CalcPan() 158 nw::math::VEC3Sub( &relPos, &actorParam.position, &listener.GetPosition() ); in CalcPitch() 219 nw::math::VEC3Sub( &pos, &actorParam.position, &listener.GetPosition() ); in CalcBiquadFilterValue()
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| /NW4C-1.2.23/tools/Viewer/ |
| D | Viewer.ini | 110 /g3d/camera/position/x = 50.0 111 /g3d/camera/position/y = 30.0 112 /g3d/camera/position/z = 50.0
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| /NW4C-1.2.23/include/nw/font/ |
| D | font_RectDrawer.h | 442 f32 position[UNIFORM_ADDR_NUM][DRAW_VTX_NUM][4]; member 444 f32 position[UNIFORM_ADDR_NUM][VERTEX_MAX][4];
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| /NW4C-1.2.23/demos/gfx/ResourceDemo/sources/ |
| D | ResourceDemo.cpp | 47 nw::math::VEC3 position) in ResourceData() 50 position(position) in ResourceData() 55 const nw::math::VEC3 position; member 308 translate += resourceData.position; in InitializeScenes()
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| /NW4C-1.2.23/sources/libraries/anim/res/ |
| D | anim_ResAnimGroup.cpp | 371 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local 372 aimUpdater.SetTargetPosition(position); in SetValue() 397 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local 398 lookAtUpdater.SetTargetPosition(position); in SetValue()
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| /NW4C-1.2.23/include/nw/snd/ |
| D | snd_Sound3DActor.h | 180 void SetPosition( const nw::math::VEC3& position );
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| D | snd_WaveSoundFile.h | 237 ut::ResF32 position; member
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| D | snd_Sound3DManager.h | 69 math::VEC3 position; member
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| /NW4C-1.2.23/sources/libraries/font/ |
| D | font_RectDrawer.cpp | 989 s_VertexBuffer.position[addr][vi][0] = addr; in InitializeStatic() 990 s_VertexBuffer.position[addr][vi][1] = vtx[vi]; in InitializeStatic() 991 s_VertexBuffer.position[addr][vi][2] = vtx[vi] % 2 ? 1.f : 0.f; // 右左 in InitializeStatic() 992 s_VertexBuffer.position[addr][vi][3] = vtx[vi] / 2 ? -1.f : 0.f; // 下上 in InitializeStatic() 1008 s_VertexBuffer.position[addr][vi][0] = addr; in InitializeStatic() 1009 s_VertexBuffer.position[addr][vi][1] = vi; in InitializeStatic() 1010 s_VertexBuffer.position[addr][vi][2] = vi % 2 ? 1.f : 0.f; // 右左 in InitializeStatic() 1011 s_VertexBuffer.position[addr][vi][3] = vi / 2 ? -1.f : 0.f; // 下上 in InitializeStatic() 1382 …void *const eleArrayBuf = ut::AddOffsetToPtr(m_VertexBufferArray, sizeof(s_VertexBuffer.position)); in InitializeCMD()
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| /NW4C-1.2.23/sources/shaders/lyt/ |
| D | lyt_ConstColorShader.vsh | 30 #pragma output_map(position, o0)
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| /NW4C-1.2.23/documents/Viewer/html/css/ |
| D | manpage.css | 463 position : normal; 562 position: relative; 590 position: relative; 616 position: relative; 643 position: relative;
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| /NW4C-1.2.23/demos/Nw4cDemo/sources/ |
| D | SmPrimitive.cpp | 346 m_pVertex[vertexIdx].position.x = x; in SetVertex() 347 m_pVertex[vertexIdx].position.y = y; in SetVertex()
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| D | SmCamera.cpp | 501 nw::math::VEC3 position; in MoveCamera3D() local 502 camera->Transform().GetTranslate(&position); in MoveCamera3D() 503 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D()
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| /NW4C-1.2.23/sources/shaders/demo/ |
| D | demo_Common.vsh | 39 #pragma output_map ( position, o0 )
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| /NW4C-1.2.23/demos/Nw4cDemo/resource/shader/ |
| D | nw4cDemo.vsh | 43 #pragma output_map ( position, o0 )
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| /NW4C-1.2.23/sources/shaders/font/ |
| D | font_TextWriterShader.vsh | 46 #pragma output_map ( position, o0 )
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| /NW4C-1.2.23/sources/shaders/gfx/ShadowShader/ |
| D | gfx_ShadowShader.vsh | 87 #pragma output_map(position, o0)
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| /NW4C-1.2.23/sources/shaders/gfx/DefaultShader/ |
| D | gfx_DefaultShader3.vsh | 93 #pragma output_map(position, o0)
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