| /NW4C-1.3.3/include/nw/gfx/ |
| D | gfx_Model.h | 841 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()
|
| D | gfx_TransformNode.h | 197 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()
|
| D | gfx_ParticleSet.h | 323 const nw::math::MTX34& WorldMatrix() in WorldMatrix() function 332 return model->WorldMatrix(); in WorldMatrix()
|
| 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()
|
| /NW4C-1.3.3/sources/libraries/gfx/ |
| D | gfx_MeshRenderer.cpp | 200 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()
|
| D | gfx_RenderContext.cpp | 343 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()
|
| D | gfx_TransformNode.cpp | 206 &this->WorldMatrix(), in UpdateTransform()
|
| 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()
|
| D | gfx_SkeletonUpdater.cpp | 230 math::VEC3 cameraPos = camera.WorldMatrix().GetColumn(3); in UpdateView()
|
| D | gfx_Camera.cpp | 593 math::VEC3 cameraPosition(this->WorldMatrix().GetColumn(3)); in UpdateCameraMatrix()
|
| D | gfx_ParticleSet.cpp | 759 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/ |
| D | demo_GraphicsSystem.cpp | 649 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/ |
| D | ProjectionShadowDemo.cpp | 873 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/ |
| D | gfx_ResSceneObject.h | 231 NW_RES_FIELD_STRUCT_DECL( nw::math::MTX34, WorldMatrix ) // GetWorldMatrix()
|
| D | gfx_ResSkeleton.h | 205 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/ |
| D | ShadowMapDemo.cpp | 939 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/ |
| D | SmModel.cpp | 145 transformNode->WorldMatrix() = *matrix; in SetWorldMatrix()
|
| /NW4C-1.3.3/demos/gfx/ConstraintDemo/sources/ |
| D | ConstraintDemo.cpp | 220 (*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/ |
| D | ParticleCombinationNodeDemo.cpp | 473 … 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/ |
| D | LowLayerDemo.cpp | 461 &node->WorldMatrix(), in UpdateNode()
|
| /NW4C-1.3.3/demos/gfx/ParticleLowLayerDemo/sources/ |
| D | ParticleLowLayerDemo.cpp | 503 &node->WorldMatrix(), in UpdateNode()
|
| /NW4C-1.3.3/demos/gfx/LowLayerAnimationDemo/sources/ |
| D | LowLayerAnimationDemo.cpp | 506 &node->WorldMatrix(), in UpdateNode()
|