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Searched refs:WorldMatrix (Results 1 – 23 of 23) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/
Dgfx_Model.h843 math::MTX34InvTranspose(&worldInvTranspose, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
859 math::MTX34Inverse(&worldInv, this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
873 math::MTX34Mult(&modelView, &viewMatrix, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
883 math::MTX34Mult(&reScaleMtx, &scaleMtx, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
890 math::MTX34InvTranspose(&worldInvTranspose, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
915 math::MTX34Inverse(&worldInv, this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
Dgfx_TransformNode.h199 math::MTX34& WorldMatrix() { return m_WorldMatrix; } in WorldMatrix() function
202 const math::MTX34& WorldMatrix() const { return m_WorldMatrix; } in WorldMatrix() function
316 return this->WorldMatrix(); in TrackbackWorldMatrix()
Dgfx_ParticleSet.h345 const nw::math::MTX34& WorldMatrix() in WorldMatrix() function
354 return model->WorldMatrix(); in WorldMatrix()
Dgfx_RenderQueue.h143 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
191 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
276 modelDepth = SceneHelper::CalculateDepth(model->WorldMatrix(), camera); in BasicEnqueueModelTranslucentModelBaseFunctor()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_MeshRenderer.cpp205 math::MTX34 worldMatrix(model->WorldMatrix()); in RenderSeparateDataShape()
209 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.cpp345 math::MTX34 worldMatrix(skeletalModel->WorldMatrix()); in SetModelMatrixForSkeletalModel()
349 this->m_ShaderProgram->SetWorldMatrix(skeletalModel->WorldMatrix()); in SetModelMatrixForSkeletalModel()
667 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
709 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
788 math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateVertexLight()
Dgfx_TransformNode.cpp208 &this->WorldMatrix(), in UpdateTransform()
Dgfx_ParticleEmitter.cpp544 m_ParticleSet->AddParticles(this->WorldMatrix(), positions, NULL, NULL, emissionCount); in Emission()
554 if (m_ParticleSet->WorldMatrix() != this->WorldMatrix()) in Emission()
557 … nw::math::MTX34Mult(&transformMatrix, m_ParticleSet->InverseWorldMatrix(), this->WorldMatrix()); in Emission()
Dgfx_SkeletonUpdater.cpp232 math::VEC3 cameraPos = camera.WorldMatrix().GetColumn(3); in UpdateView()
Dgfx_Camera.cpp596 math::VEC3 cameraPosition(this->WorldMatrix().GetColumn(3)); in UpdateCameraMatrix()
Dgfx_ParticleSet.cpp773 if (this->WorldMatrix() != emitterMatrix) in AddParticles()
2735 const nw::math::MTX34 modelMtx = parent->WorldMatrix(); in ParticleChildUpdater()
2775 if (particleSet->WorldMatrix() != modelMtx) in ParticleChildUpdater()
/NW4C-2.0.3/sources/libraries/demo/
Ddemo_GraphicsSystem.cpp680 …math::VEC3 translate = camera->WorldMatrix().GetColumn(3) - this->GetRenderContext()->ModelTransla… in ClearBySkyModel()
682 math::VEC3 translate = camera->WorldMatrix().GetColumn(3); in ClearBySkyModel()
684 m_SkyModel->WorldMatrix()._03 = translate.x; in ClearBySkyModel()
685 m_SkyModel->WorldMatrix()._13 = translate.y; in ClearBySkyModel()
686 m_SkyModel->WorldMatrix()._23 = translate.z; in ClearBySkyModel()
690 m_SkyModel->WorldMatrix()._00 = scale; in ClearBySkyModel()
691 m_SkyModel->WorldMatrix()._11 = scale; in ClearBySkyModel()
692 m_SkyModel->WorldMatrix()._22 = scale; in ClearBySkyModel()
/NW4C-2.0.3/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp875 translate.x = s_SpotLight->WorldMatrix().m[0][3]; in UpdateScene()
876 translate.y = s_SpotLight->WorldMatrix().m[1][3]; in UpdateScene()
877 translate.z = s_SpotLight->WorldMatrix().m[2][3]; in UpdateScene()
879 s_ShadowCamera->WorldMatrix().m[0][3] = translate.x; in UpdateScene()
880 s_ShadowCamera->WorldMatrix().m[1][3] = translate.y; in UpdateScene()
881 s_ShadowCamera->WorldMatrix().m[2][3] = translate.z; in UpdateScene()
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResSceneObject.h233 NW_RES_FIELD_STRUCT_DECL( nw::math::MTX34, WorldMatrix ) // GetWorldMatrix()
Dgfx_ResSkeleton.h207 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-2.0.3/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp941 translate.x = s_SpotLight->WorldMatrix().m[0][3]; in UpdateScene()
942 translate.y = s_SpotLight->WorldMatrix().m[1][3]; in UpdateScene()
943 translate.z = s_SpotLight->WorldMatrix().m[2][3]; in UpdateScene()
945 s_ShadowCamera->WorldMatrix().m[0][3] = translate.x; in UpdateScene()
946 s_ShadowCamera->WorldMatrix().m[1][3] = translate.y; in UpdateScene()
947 s_ShadowCamera->WorldMatrix().m[2][3] = translate.z; in UpdateScene()
/NW4C-2.0.3/demos/Nw4cDemo/sources/
DSmModel.cpp147 transformNode->WorldMatrix() = *matrix; in SetWorldMatrix()
/NW4C-2.0.3/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp222 (*iter)->WorldMatrix() = *pose.GetMatrix(boneIdx); in Invoke()
824 s_Light->WorldMatrix() = *pose.GetMatrix(s_BoneIdx); in ConstrainLight()
/NW4C-2.0.3/demos/gfx/ParticleCombinationNodeDemo/sources/
DParticleCombinationNodeDemo.cpp475 … emitter->WorldMatrix().SetupTranslate(nn::math::VEC3(nw::math::VEC3(10.0f * (i - 2), 0.f, 0.f))); in UpdateParticleNodeCombinationDemo()
/NW4C-2.0.3/demos/gfx/UserRenderNodeDemo/sources/
DUserRenderNodeDemo.cpp109 nw::math::MTX34& worldMatrix = userRenderNode->WorldMatrix(); in Invoke()
/NW4C-2.0.3/demos/gfx/LowLayerDemo/sources/
DLowLayerDemo.cpp463 &node->WorldMatrix(), in UpdateNode()
/NW4C-2.0.3/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp508 &node->WorldMatrix(), in UpdateNode()
/NW4C-2.0.3/demos/gfx/ParticleLowLayerDemo/sources/
DParticleLowLayerDemo.cpp505 &node->WorldMatrix(), in UpdateNode()