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Searched refs:direction (Results 1 – 14 of 14) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/
Dgfx_TransformNode.h382 const math::VEC3 &direction) const in CalcInheritingDiretion() argument
386 inheritingDirection = direction; in CalcInheritingDiretion()
392 parentWorldMatrix.f._00 * direction.x + in CalcInheritingDiretion()
393 parentWorldMatrix.f._01 * direction.y + in CalcInheritingDiretion()
394 parentWorldMatrix.f._02 * direction.z; in CalcInheritingDiretion()
397 parentWorldMatrix.f._10 * direction.x + in CalcInheritingDiretion()
398 parentWorldMatrix.f._11 * direction.y + in CalcInheritingDiretion()
399 parentWorldMatrix.f._12 * direction.z; in CalcInheritingDiretion()
402 parentWorldMatrix.f._20 * direction.x + in CalcInheritingDiretion()
403 parentWorldMatrix.f._21 * direction.y + in CalcInheritingDiretion()
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/NW4C-2.0.3/sources/libraries/snd/
Dsnd_AnimSoundImpl.cpp143 void AnimSoundImpl::UpdateFrame( f32 frame, PlayDirection direction ) in UpdateFrame() argument
156 if ( direction == PLAY_DIRECTION_FORWARD ) in UpdateFrame()
170 if ( direction == PLAY_DIRECTION_FORWARD ) in UpdateFrame()
263 void AnimSoundImpl::UpdateOneFrame( s32 current, PlayDirection direction ) in UpdateOneFrame() argument
283 UpdateTrigger( *event, current, direction ); in UpdateOneFrame()
288 UpdateRange( *event, current, direction ); in UpdateOneFrame()
296 PlayDirection direction in UpdateTrigger() argument
312 ( direction == PLAY_DIRECTION_FORWARD && in UpdateTrigger()
314 ( direction == PLAY_DIRECTION_BACKWARD && in UpdateTrigger()
367 if ( direction == PLAY_DIRECTION_FORWARD ) in UpdateTrigger()
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/NW4C-2.0.3/include/nw/snd/
Dsnd_AnimSoundImpl.h84 void UpdateFrame( f32 frame, PlayDirection direction = PLAY_DIRECTION_FORWARD );
95 void UpdateOneFrame( s32 current, PlayDirection direction );
100 PlayDirection direction );
104 PlayDirection direction );
Dsnd_AnimSound.h267 void UpdateFrame( f32 frame, PlayDirection direction = PLAY_DIRECTION_FORWARD )
270 frame, static_cast<internal::AnimSoundImpl::PlayDirection>( direction ) );
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_RenderContext.cpp580 math::VEC3 direction(resLight.GetDirection()); in ActivateHemiSphereLight() local
585 &direction, &hemiSphereLight->TrackbackWorldMatrix(), &resLight.GetDirection()); in ActivateHemiSphereLight()
593 math::VEC3TransformNormal(&direction, &viewMatrix, &direction); in ActivateHemiSphereLight()
594 … math::VEC4 directionAndLerp(direction.x, direction.y, direction.z, resLight.GetLerpFactor()); in ActivateHemiSphereLight()
635 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local
636 direction.w = 0.0f; in ActivateFragmentLight()
638 this->TransformToViewCoordinate(&direction, &viewMatrix, &direction); in ActivateFragmentLight()
641 GraphicsDevice::ActivateFragmentLightPosition(index, -direction); in ActivateFragmentLight()
642 GraphicsDevice::SetFragmentLightPositionW(index, (direction.w == 0.0f)); in ActivateFragmentLight()
704 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local
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Dgfx_ParticleSet.cpp1130 const nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local
1133 nw::math::VEC3 velocity = direction; in InitializeParticles()
1160 nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local
1162 if (direction.x == 0.f && direction.y == 0.f && direction.z == 0.f ) in InitializeParticles()
1172 f32 sx = direction.z; in InitializeParticles()
1198 sz = direction.x * -divcx; in InitializeParticles()
1199 cz = direction.y * divcx; in InitializeParticles()
1226 velocity.y * direction.x + in InitializeParticles()
1231 velocity.y * direction.y + in InitializeParticles()
1235 velocity.y * direction.z + in InitializeParticles()
/NW4C-2.0.3/demos/Nw4cDemo/sources/
DSmCamera.cpp509 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D() local
510 nw::math::VEC3Normalize(&direction, &direction); in MoveCamera3D()
513 nw::math::VEC3Cross(&right, &resViewUpdater.GetUpwardVector(), &direction); in MoveCamera3D()
547 VEC3Cross(&right,&upVector,&direction); in MoveCamera3D()
552 VEC3Cross(&upVector,&direction,&right); in MoveCamera3D()
588 …translate += expansion * direction * VEC3Len(resViewUpdater.GetTargetPosition() - translate) * mCa… in MoveCamera3D()
620 VEC3Cross(&right,&upVector,&direction); in MoveCamera3D()
623 VEC3Cross(&upVector,&direction,&right); in MoveCamera3D()
/NW4C-2.0.3/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp587 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
588 direction.Normalize(); in SetValue()
589 light.SetDirection(direction); in SetValue()
650 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
651 direction.Normalize(); in SetValue()
652 light.SetDirection(direction); in SetValue()
720 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
721 direction.Normalize(); in SetValue()
722 light.SetDirection(direction); in SetValue()
/NW4C-2.0.3/sources/libraries/dev/
Ddev_DirectPrint.cpp264 DirectPrint::Direction direction, in Erase() argument
273 this->InitializeContext(context, buffer, ut::Color8::BLACK, bgColor, direction); in Erase()
293 DirectPrint::Direction direction, in DrawString() argument
306 this->InitializeContext(context, buffer, color, bgColor, direction); in DrawString()
322 DirectPrint::Direction direction) in InitializeContext() argument
328 switch (direction) in InitializeContext()
1038 DirectPrint::SetDirection(Direction direction) in SetDirection() argument
1040 m_Direction = direction; in SetDirection()
/NW4C-2.0.3/demos/snd/sound3d/sources/
DSound3dApp.cpp161 const nw::math::VEC3 direction( in CalcListenerMatrix() local
164 nw::math::VEC3 target = pos + direction; in CalcListenerMatrix()
/NW4C-2.0.3/include/nw/dev/
Ddev_DirectPrint.h251 void SetDirection(Direction direction);
/NW4C-2.0.3/sources/libraries/demo/
Ddemo_GraphicsDrawing.cpp752 math::VEC2 direction = pt1 - pt2; in BuildLine() local
753 math::VEC2 ortho = math::VEC2( direction.y, - direction.x ); in BuildLine()
/NW4C-2.0.3/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp883 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local
884 s_ShadowCamera->SetTargetPosition(translate + direction); in UpdateScene()
/NW4C-2.0.3/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp949 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local
950 s_ShadowCamera->SetTargetPosition(translate + direction); in UpdateScene()