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/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_CalculatedTransform.cpp92 mtx.f._10 == 0.0f && mtx.f._11 == 1.0f && mtx.f._12 == 0.0f && in UpdateRotateFlagsStrictly()
123 …mtx.f._10, 0.0f) && ut::FloatEqualsWeak(mtx.f._11, 1.0f) && ut::FloatEqualsWeak(mtx.f._12, 0.0f) && in UpdateRotateFlags()
Dgfx_TransformAnim.cpp275 dstMtx.f._12 = srcMtx.f._12 * weight; in BlendRotateMatrix()
287 dstMtx.f._12 += srcMtx.f._12 * weight; in BlendRotateMatrix()
411 dstMtx.f._12 = srcMtx.f._12; in OverrideTransform()
Dgfx_MeshRenderer.cpp241 isIllegal(mtx._10) || isIllegal(mtx._11) || isIllegal(mtx._12) || isIllegal(mtx._13) || in isIllegal()
Dgfx_RenderContext.cpp857 out->y = view->f._10 * vx + view->f._11 * vy + view->f._12 * vz + view->f._13 * vw; in TransformToViewCoordinate()
/NW4C-1.3.3/include/nw/gfx/
Dgfx_WorldMatrixUpdater.h160 dstMatrix->f._12 = srcMatrix->f._12 * scale.z; in MultScale()
176 dstMatrix->f._12 *= scale.z; in ScaleMatrix()
Dgfx_TransformNode.h290 matrix.f._12 = transformMatrix.f._12 / scale.z; in SetResourceScaledTransform()
397 parentWorldMatrix.f._12 * direction.z; in CalcInheritingDiretion()
Dgfx_CalculatedTransform.h212 this->m_TransformMatrix.f._12 = x12; in SetTransformMatrix()
233 this->m_TransformMatrix.f._12 = rotateMatrix.f._12; in SetRotateMatrix()
253 this->m_TransformMatrix.f._12 = x12; in SetRotateMatrix()
/NW4C-1.3.3/include/nw/math/inline/
Dmath_Matrix34.ipp238 pOut->z = FSqrt((pM->f._02 * pM->f._02) + (pM->f._12 * pM->f._12) + (pM->f._22 * pM->f._22));
256 pOut->y = FSqrt((pM->f._10 * pM->f._10) + (pM->f._11 * pM->f._11) + (pM->f._12 * pM->f._12));
/NW4C-1.3.3/include/nw/ut/
Dut_ResTypes.h389 ResF32 _10, _11, _12; member
410 ResF32 _10, _11, _12; member
432 ResF32 _10, _11, _12, _13; member
454 ResF32 _10, _11, _12, _13; member
/NW4C-1.3.3/sources/libraries/lyt/
Dlyt_Suppliment.cpp29 pSrc->f._02, pSrc->f._12, pSrc->f._22, 0.f, in MTX44Transpose()
Dlyt_Util.cpp422 texMtx.f._12 = texMtx.f._12 * sv + 1.0f; in CalcTextureMtx()
/NW4C-1.3.3/sources/libraries/snd/
Dsnd_Sound3DListener.cpp65 pos->z = -( mtx.f._02 * mtx.f._03 + mtx.f._12 * mtx.f._13 + mtx.f._22 * mtx.f._23 ); in CalcPositionFromMatrix()
/NW4C-1.3.3/sources/libraries/anim/res/
Danim_ResAnimCurve.cpp814 result->f._12 = mtx.f._12; in CalcRotateCurveCV_()