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Searched refs:VEC3 (Results 1 – 25 of 132) sorted by relevance

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/NW4C-2.0.3/include/nw/math/
Dmath_Matrix34.h29 NW_MATH_INLINE MTX34* MTX34LookAtRad(MTX34* pOut, const VEC3* pCamPos, f32 twist, const VEC3* pTarg…
30 NW_MATH_INLINE MTX34* MTX34CameraRotateRad(MTX34* pOut, const VEC3* pCamPos, const VEC3* pCamRotate…
31 NW_MATH_INLINE VEC3* MTX34DecomposeToColumnScale(VEC3* pOut, const MTX34* pM);
32 NW_MATH_INLINE VEC3* MTX34DecomposeToRowScale(VEC3* pOut, const MTX34* pM);
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_CameraViewUpdater.cpp29 const math::VEC3 CameraViewUpdater::VIEW_TARGET_POSITION = math::VEC3(0.0f,0.0f,-1.0f);
30 const math::VEC3 CameraViewUpdater::VIEW_UPWARD_VECTOR = math::VEC3(0.0f,1.0f,0.0f);
31 const math::VEC3 CameraViewUpdater::VIEW_VIEW_ROTATE = math::VEC3(0.0f,0.0f,0.0f);
Dgfx_BillboardUpdater.cpp63 const math::VEC3& cameraPosition, in Update()
99 math::VEC3 zAxis(0.0f ,0.0f, 1.0f); in Update()
112 math::VEC3 wPos(worldTransform.GetTranslate()); in Update()
115 math::VEC3 viewPos; in Update()
120 viewPos.SafeNormalize(math::VEC3(0.0f ,0.0f, 1.0f)); in Update()
171 math::VEC3 zAxis, in CalculateLocalMatrix()
175 math::VEC3 &rz = zAxis; in CalculateLocalMatrix()
182 math::VEC3 ry(0.0f, 1.0f, 0.0f); in CalculateLocalMatrix()
184 math::VEC3 rx; in CalculateLocalMatrix()
185 rx.Cross(ry, rz).SafeNormalize(math::VEC3(1.0f, 0.0f, 0.0f)); in CalculateLocalMatrix()
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Dgfx_ParticleSet.cpp123 VEC3Normalize(nn::math::VEC3* pIn) in VEC3Normalize()
149 VEC3ArrayAddScalar(nw::math::VEC3* /*array*/, nw::math::VEC3* /*scalar*/, u32 /*countDiv12*/) in VEC3ArrayAddScalar() argument
202 nw::math::VEC3* /*arrayTarget*/, // r0 in VEC3ArrayAddVEC3Array() argument
203 nw::math::VEC3* /*arrayAdd*/, // r1 in VEC3ArrayAddVEC3Array()
651 const nw::math::VEC3* positions, in SetDefaultValues()
676 …nw::math::VEC3* translate = (nw::math::VEC3*)collection->GetStreamPtr(PARTICLEUSAGE_TRANSLATE, PAR… in SetDefaultValues()
679 …nw::math::VEC3* velocity = (nw::math::VEC3*)collection->GetStreamPtr(PARTICLEUSAGE_VELOCITY, PARTI… in SetDefaultValues()
727 const nw::math::VEC3* const positions, in AddParticles()
787 math::VEC3* translate = in AddParticles()
788 … (math::VEC3*)collection->GetStreamPtr(PARTICLEUSAGE_TRANSLATE, PARTICLE_BUFFER_FRONT); in AddParticles()
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Dgfx_WorldMatrixUpdater.cpp63 math::VEC3* scale, in CalculateWorldXsi()
85 const math::VEC3& parentScale = parentWorldTransform.m_Scale; in CalculateWorldXsi()
88 math::VEC3 localTranslate = localTransform.TransformMatrix().GetColumn(3); in CalculateWorldXsi()
139 math::VEC3* scale, in CalculateWorldMayaSsc()
158 math::VEC3 localTranslate = localTransform.m_TransformMatrix.GetColumn(3); in CalculateWorldMayaSsc()
172 const math::VEC3& parentScale = parentLocalTransform.m_Scale; in CalculateWorldMayaSsc()
191 const math::VEC3& parentScale = parentLocalTransform.m_Scale; in CalculateWorldMayaSsc()
214 math::VEC3* scale, in CalculateWorldBasic()
245 math::VEC3 localTranslate = localTransform.m_TransformMatrix.GetColumn(3); in CalculateWorldBasic()
252 math::VEC3 localTranslate = localTransform.m_TransformMatrix.GetColumn(3); in CalculateWorldBasic()
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Dgfx_AimTargetViewUpdater.cpp93 const math::VEC3& cameraPosition) in Update()
104 math::VEC3 lookReverse( in Update()
119 math::VEC3 r(lookReverse.z, 0.0f, -lookReverse.x); in Update()
125 math::VEC3 u; in Update()
130 math::VEC3 up; in Update()
136 math::VEC3 targetPosition(this->m_Resource.GetTargetPosition()); in Update()
Dgfx_ParticleEmitter.cpp448 nw::math::VEC3* positions = particleContext->GetEmissionPositionWork(emissionCount); in Emission()
465 …nw::math::VEC3* targetTranslate = (nw::math::VEC3*)targetCollection->GetStreamPtr(PARTICLEUSAGE_TR… in Emission()
559 …nw::math::VEC3* translate = (nw::math::VEC3*)targetCollection->GetStreamPtr(PARTICLEUSAGE_TRANSLAT… in Emission()
561 …nw::math::VEC3* velocity = (nw::math::VEC3*)targetCollection->GetStreamPtr(PARTICLEUSAGE_VELOCITY,… in Emission()
583 nw::math::VEC3* positions in CalcCubeForm()
587 nw::math::VEC3* targetTranslate in CalcCubeForm()
593 nw::math::VEC3 cookedScale(cubeForm.GetScale()); in CalcCubeForm()
612 nw::math::VEC3 position(0.0f, 0.0f, 0.0f); in CalcCubeForm()
732 nw::math::VEC3* positions in CalcCylinderForm()
736 nw::math::VEC3* targetTranslate in CalcCylinderForm()
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Dgfx_LookAtTargetViewUpdater.cpp90 const math::VEC3& cameraPosition) in Update()
95 math::VEC3 targetPosition(this->m_Resource.GetTargetPosition()); in Update()
96 math::VEC3 upwardVector(this->m_Resource.GetUpwardVector()); in Update()
125 NW_ASSERT(!math::VEC3().Cross(upwardVector, targetPosition - cameraPosition).IsZero()); in Update()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_CalculatedTransform.h271 math::VEC3& DirectScale() { return m_Scale; } in DirectScale()
274 const math::VEC3& Scale() const { return m_Scale; } in Scale()
278 void SetScale(const math::VEC3& scale) in SetScale()
307 void SetTranslate(const math::VEC3& translate) in SetTranslate()
316 void GetTranslate(math::VEC3* translate) const in GetTranslate()
325 math::VEC3 GetTranslate() const in GetTranslate()
327 return math::VEC3( in GetTranslate()
337 math::VEC3 translate; in SetRotateXYZ()
352 void SetRotateAndTranslate(const math::VEC3& rotate, const math::VEC3& translate) in SetRotateAndTranslate()
394 math::VEC3* v0 = reinterpret_cast<math::VEC3*>(&this->m_TransformMatrix.m[0]); in NormalizeRotateMatrix()
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Dgfx_CameraViewUpdater.h29 struct VEC3;
63 const math::VEC3& cameraPosition) = 0;
99 static const math::VEC3 VIEW_TARGET_POSITION;
101 static const math::VEC3 VIEW_UPWARD_VECTOR;
103 static const math::VEC3 VIEW_VIEW_ROTATE;
Dgfx_ParticleEmitter.h335 nw::math::VEC3* positions);
342 nw::math::VEC3* positions);
349 nw::math::VEC3* positions);
356 nw::math::VEC3* positions);
363 nw::math::VEC3* positions);
370 nw::math::VEC3* positions);
379 nw::math::VEC3* targetTranslate);
388 nw::math::VEC3* targetTranslate);
397 nw::math::VEC3* targetTranslate);
406 nw::math::VEC3* targetTranslate);
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Dgfx_BillboardUpdater.h69 const math::VEC3& cameraPosition,
84 math::VEC3 zAxis,
91 math::VEC3 yAxis,
92 math::VEC3& zAxis) const;
Dgfx_WorldMatrixUpdater.h131 math::VEC3* scale,
138 math::VEC3* scale,
145 math::VEC3* scale,
151 void MultScale(TMatrix* dstMatrix, const UMatrix* srcMatrix, const math::VEC3& scale) const in MultScale()
167 void ScaleMatrix(TMatrix* dstMatrix, const math::VEC3& scale) const in ScaleMatrix()
189 void AddTranslate(math::MTX34* dstMatrix, const math::VEC3& translate) const in AddTranslate()
196 void CompensateScale(math::VEC3& scale) const in CompensateScale()
224 math::VEC3 scale; in UpdateMaya()
274 math::VEC3 scale; in UpdateBasic()
312 math::VEC3 scale; in UpdateXsi()
Dgfx_Camera.h347 nw::math::VEC3 GetPosition() const in GetPosition()
357 void SetPosition(const nw::math::VEC3& position) in SetPosition()
371 SetPosition(nw::math::VEC3(x, y, z)); in SetPosition()
382 const nw::math::VEC3& GetTargetPosition() const;
392 void SetTargetPosition(const nw::math::VEC3& targetPosition);
406 SetTargetPosition(nw::math::VEC3(x, y, z)); in SetTargetPosition()
417 const nw::math::VEC3& GetUpwardVector() const;
427 void SetUpwardVector(const nw::math::VEC3& upwardVector);
441 SetUpwardVector(nw::math::VEC3(x, y, z)); in SetUpwardVector()
472 const nw::math::VEC3& GetViewRotate() const;
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Dgfx_ParticleSet.h278 const nw::math::VEC3* const positions,
315 const nw::math::VEC3& GetScaleOffset() const in GetScaleOffset()
323 void SetScaleOffset(const nw::math::VEC3& offset) in SetScaleOffset()
331 const nw::math::VEC3& GetRotateOffset() const in GetRotateOffset()
339 void SetRotateOffset(const nw::math::VEC3& offset) in SetRotateOffset()
470 math::VEC3 m_ScaleOffset;
471 math::VEC3 m_RotateOffset;
/NW4C-2.0.3/demos/Nw4cDemo/include/
DSmCamera.h40 nw::math::VEC3 Position;
41 nw::math::VEC3 TargetPos;
42 nw::math::VEC3 UpVector;
86 void SetPosition( nw::math::VEC3* position ) in SetPosition()
96 void SetPadCameraPosition( nw::math::VEC3* position ) in SetPadCameraPosition()
106 void GetPosition( nw::math::VEC3* position ) in GetPosition()
113 void SetTarget( nw::math::VEC3* target ) in SetTarget()
148 void SetPadCameraTarget( nw::math::VEC3* target ) in SetPadCameraTarget()
161 void GetTarget( nw::math::VEC3* target ) in GetTarget()
227 nw::math::VEC3 m_Position;
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/NW4C-2.0.3/include/nw/snd/
Dsnd_Sound3DActor.h182 void SetPosition( const nw::math::VEC3& position );
193 const nw::math::VEC3& GetPosition() const { return m_Position; } in GetPosition()
226 void SetVelocity( const nw::math::VEC3& velocity );
238 const nw::math::VEC3& GetVelocity() const { return m_Velocity; } in GetVelocity()
288 nw::math::VEC3 m_Position;
289 nw::math::VEC3 m_Velocity;
Dsnd_Sound3DListener.h129 const nw::math::VEC3& GetPosition() const { return m_Position; } in GetPosition()
148 void SetVelocity( const nw::math::VEC3& velocity );
165 const nw::math::VEC3& GetVelocity() const { return m_Velocity; } in GetVelocity()
319 void CalcPositionFromMatrix( const nw::math::MTX34& mtx, nw::math::VEC3* pos );
322 nw::math::VEC3 m_Position;
323 nw::math::VEC3 m_Velocity;
/NW4C-2.0.3/include/nw/math/inline/
Dmath_Matrix34.ipp36 nw::math::MTX34* pOut, const nw::math::VEC3* pCamPos, f32 twist, const nw::math::VEC3* pTarget)
47 VEC3 lookReverse(pCamPos->x - pTarget->x, pCamPos->y - pTarget->y, pCamPos->z - pTarget->z);
85 VEC3 r(lookReverse.z, 0.0f, -lookReverse.x);
91 VEC3 u;
96 VEC3 right, up;
141 nw::math::MTX34* pOut, const nw::math::VEC3* pCamPos, const nw::math::VEC3* pCamRotate)
157 VEC3 right, up, back;
199 MTX34CameraRotateRad(MTX34* pOut, const VEC3* pCamPos, const VEC3* pCamRotate)
201 VEC3 rotateFIdx;
220 MTX34LookAtRad(MTX34* pOut, const VEC3* pCamPos, f32 twist, const VEC3* pTarget)
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/NW4C-2.0.3/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp383 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
409 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
416 const math::VEC3& upVector = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
435 const math::VEC3& rotate = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
587 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
650 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
658 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue()
666 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue()
674 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue()
720 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
/NW4C-2.0.3/include/nw/ut/
Dut_ResPrimitive.h88 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, CenterPosition ) // GetCenterPosition()
108 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, Size ) // GetSize()
129 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, CenterPosition ) // GetCenterPosition()
139 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, Size ) // GetSize()
/NW4C-2.0.3/demos/Nw4cDemo/sources/
DSmCamera.cpp93 nw::math::VEC3 mCameraPos; in SmCamera()
94 nw::math::VEC3 mCameraTarget; in SmCamera()
95 nw::math::VEC3 mCameraUp; in SmCamera()
507 nw::math::VEC3 position; in MoveCamera3D()
509 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D()
512 nw::math::VEC3 right; in MoveCamera3D()
519 nw::math::VEC3 translate; in MoveCamera3D()
534 nw::math::VEC3 upVector; in MoveCamera3D()
586 nw::math::VEC3 translate; in MoveCamera3D()
596 nw::math::VEC3 translate; in MoveCamera3D()
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/NW4C-2.0.3/include/nw/demo/
Ddemo_CameraController.h136 nw::math::VEC3 m_Rotate;
137 nw::math::VEC3 m_TargetPos;
141 nw::math::VEC3 m_InitialRotate;
142 nw::math::VEC3 m_InitialTargetPos;
Ddemo_Utility.h52 static const nw::math::VEC3 CAMERA_POSITION; //!< カメラ位置のデフォルト値です。
53 static const nw::math::VEC3 TARGET_POSITION; //!< カメラターゲットのデフォルト値です。
142 const nw::math::VEC3& cameraPosition = CAMERA_POSITION,
143 const nw::math::VEC3& targetPosition = TARGET_POSITION,
167 const nw::math::VEC3& cameraPosition = CAMERA_POSITION,
168 const nw::math::VEC3& targetPosition = TARGET_POSITION,
193 const nw::math::VEC3& cameraPosition = CAMERA_POSITION,
194 const nw::math::VEC3& targetPosition = TARGET_POSITION,
220 const nw::math::VEC3& cameraPosition = CAMERA_POSITION,
221 const nw::math::VEC3& targetPosition = TARGET_POSITION,
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/NW4C-2.0.3/sources/libraries/snd/
Dsnd_Sound3DListener.cpp50 nw::math::VEC3 oldPos = m_Position; in SetMatrix()
63 void Sound3DListener::CalcPositionFromMatrix( const nw::math::MTX34& mtx, nw::math::VEC3* pos ) in CalcPositionFromMatrix()
73 m_Velocity = nw::math::VEC3( 0.0f,0.0f,0.0f ); in ResetMatrix()
77 void Sound3DListener::SetVelocity( const nw::math::VEC3& velocity ) in SetVelocity()

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