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Searched refs:WorldMatrix (Results 1 – 22 of 22) sorted by relevance

/NW4C-1.3.3/include/nw/gfx/
Dgfx_Model.h841 math::MTX34InvTranspose(&worldInvTranspose, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
857 math::MTX34Inverse(&worldInv, this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
871 math::MTX34Mult(&modelView, &viewMatrix, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
881 math::MTX34Mult(&reScaleMtx, &scaleMtx, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
888 math::MTX34InvTranspose(&worldInvTranspose, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
913 math::MTX34Inverse(&worldInv, this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
Dgfx_TransformNode.h197 math::MTX34& WorldMatrix() { return m_WorldMatrix; } in WorldMatrix() function
200 const math::MTX34& WorldMatrix() const { return m_WorldMatrix; } in WorldMatrix() function
314 return this->WorldMatrix(); in TrackbackWorldMatrix()
Dgfx_ParticleSet.h323 const nw::math::MTX34& WorldMatrix() in WorldMatrix() function
332 return model->WorldMatrix(); in WorldMatrix()
Dgfx_RenderQueue.h141 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
189 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
274 modelDepth = SceneHelper::CalculateDepth(model->WorldMatrix(), camera); in BasicEnqueueModelTranslucentModelBaseFunctor()
/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_MeshRenderer.cpp200 math::MTX34 worldMatrix(model->WorldMatrix()); in RenderSeparateDataShape()
204 shaderProgram->SetUniversal(0, model->WorldMatrix()); in RenderSeparateDataShape()
369 math::MTX34 offsetMatrix(model->WorldMatrix()); in RenderParticleShape()
373 worldMatrix = &model->WorldMatrix(); in RenderParticleShape()
409 NW_ASSERT(!internal::isIllegal(model->WorldMatrix())); in RenderParticleShape()
Dgfx_RenderContext.cpp343 math::MTX34 worldMatrix(skeletalModel->WorldMatrix()); in SetModelMatrixForSkeletalModel()
347 this->m_ShaderProgram->SetWorldMatrix(skeletalModel->WorldMatrix()); in SetModelMatrixForSkeletalModel()
665 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
707 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
786 math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateVertexLight()
Dgfx_TransformNode.cpp206 &this->WorldMatrix(), in UpdateTransform()
Dgfx_ParticleEmitter.cpp542 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()
Dgfx_SkeletonUpdater.cpp230 math::VEC3 cameraPos = camera.WorldMatrix().GetColumn(3); in UpdateView()
Dgfx_Camera.cpp593 math::VEC3 cameraPosition(this->WorldMatrix().GetColumn(3)); in UpdateCameraMatrix()
Dgfx_ParticleSet.cpp759 if (this->WorldMatrix() != emitterMatrix) in AddParticles()
2710 const nw::math::MTX34 modelMtx = parent->WorldMatrix(); in ParticleChildUpdater()
2750 if (particleSet->WorldMatrix() != modelMtx) in ParticleChildUpdater()
/NW4C-1.3.3/sources/libraries/demo/
Ddemo_GraphicsSystem.cpp649 math::VEC3 translate = camera->WorldMatrix().GetColumn(3); in ClearBySkyModel()
650 m_SkyModel->WorldMatrix()._03 = translate.x; in ClearBySkyModel()
651 m_SkyModel->WorldMatrix()._13 = translate.y; in ClearBySkyModel()
652 m_SkyModel->WorldMatrix()._23 = translate.z; in ClearBySkyModel()
656 m_SkyModel->WorldMatrix()._00 = scale; in ClearBySkyModel()
657 m_SkyModel->WorldMatrix()._11 = scale; in ClearBySkyModel()
658 m_SkyModel->WorldMatrix()._22 = scale; in ClearBySkyModel()
/NW4C-1.3.3/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp873 translate.x = s_SpotLight->WorldMatrix().m[0][3]; in UpdateScene()
874 translate.y = s_SpotLight->WorldMatrix().m[1][3]; in UpdateScene()
875 translate.z = s_SpotLight->WorldMatrix().m[2][3]; in UpdateScene()
877 s_ShadowCamera->WorldMatrix().m[0][3] = translate.x; in UpdateScene()
878 s_ShadowCamera->WorldMatrix().m[1][3] = translate.y; in UpdateScene()
879 s_ShadowCamera->WorldMatrix().m[2][3] = translate.z; in UpdateScene()
/NW4C-1.3.3/include/nw/gfx/res/
Dgfx_ResSceneObject.h231 NW_RES_FIELD_STRUCT_DECL( nw::math::MTX34, WorldMatrix ) // GetWorldMatrix()
Dgfx_ResSkeleton.h205 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。
/NW4C-1.3.3/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp939 translate.x = s_SpotLight->WorldMatrix().m[0][3]; in UpdateScene()
940 translate.y = s_SpotLight->WorldMatrix().m[1][3]; in UpdateScene()
941 translate.z = s_SpotLight->WorldMatrix().m[2][3]; in UpdateScene()
943 s_ShadowCamera->WorldMatrix().m[0][3] = translate.x; in UpdateScene()
944 s_ShadowCamera->WorldMatrix().m[1][3] = translate.y; in UpdateScene()
945 s_ShadowCamera->WorldMatrix().m[2][3] = translate.z; in UpdateScene()
/NW4C-1.3.3/demos/Nw4cDemo/sources/
DSmModel.cpp145 transformNode->WorldMatrix() = *matrix; in SetWorldMatrix()
/NW4C-1.3.3/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp220 (*iter)->WorldMatrix() = *pose.GetMatrix(boneIdx); in Invoke()
819 s_Light->WorldMatrix() = *pose.GetMatrix(s_BoneIdx); in ConstrainLight()
/NW4C-1.3.3/demos/gfx/ParticleCombinationNodeDemo/sources/
DParticleCombinationNodeDemo.cpp473 … emitter->WorldMatrix().SetupTranslate(nn::math::VEC3(nw::math::VEC3(10.0f * (i - 2), 0.f, 0.f))); in UpdateParticleNodeCombinationDemo()
/NW4C-1.3.3/demos/gfx/LowLayerDemo/sources/
DLowLayerDemo.cpp461 &node->WorldMatrix(), in UpdateNode()
/NW4C-1.3.3/demos/gfx/ParticleLowLayerDemo/sources/
DParticleLowLayerDemo.cpp503 &node->WorldMatrix(), in UpdateNode()
/NW4C-1.3.3/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp506 &node->WorldMatrix(), in UpdateNode()