| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_ParticleEmitter.cpp | 612 nw::math::VEC3 position(0.0f, 0.0f, 0.0f); in CalcCubeForm() local 616 position.x = random->NextFloatSignedOne(); in CalcCubeForm() 617 position.y = random->NextFloatSignedOne(); in CalcCubeForm() 618 position.z = random->NextFloatSignedOne(); in CalcCubeForm() 620 position.x *= cookedScale.x; in CalcCubeForm() 621 position.y *= cookedScale.y; in CalcCubeForm() 622 position.z *= cookedScale.z; in CalcCubeForm() 645 position.Set(r, s, (f32)sign); in CalcCubeForm() 649 position.Set((f32)sign, r, s); in CalcCubeForm() 653 position.Set(r, (f32)sign, s); in CalcCubeForm() [all …]
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| D | gfx_RenderContext.cpp | 667 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight() local 668 position.w = 1.0f; in ActivateFragmentLight() 669 this->TransformToViewCoordinate(&position, &viewMatrix, &position); in ActivateFragmentLight() 671 GraphicsDevice::ActivateFragmentLightPosition(index, position); in ActivateFragmentLight() 672 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight() 709 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight() local 710 position.w = 1.0f; in ActivateFragmentLight() 711 this->TransformToViewCoordinate(&position, &viewMatrix, &position); in ActivateFragmentLight() 714 GraphicsDevice::ActivateFragmentLightPosition(index, position, spotDirection); in ActivateFragmentLight() 715 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight() [all …]
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| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_SceneHelper.h | 109 math::VEC3 position; in CalculateDepth() local 110 math::VEC3Transform(&position, &worldMatrix, &localPosition); in CalculateDepth() 111 math::VEC3Transform(&position, &camera.ViewMatrix(), &position); in CalculateDepth() 114 projection.f._20 * position.x + in CalculateDepth() 115 projection.f._21 * position.y + in CalculateDepth() 116 projection.f._22 * position.z + in CalculateDepth() 119 projection.f._30 * position.x + in CalculateDepth() 120 projection.f._31 * position.y + in CalculateDepth() 121 projection.f._32 * position.z + in CalculateDepth() 133 math::VEC3 position(worldMatrix.GetColumn(3)); in CalculateDepth() [all …]
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| D | gfx_Camera.h | 357 void SetPosition(const nw::math::VEC3& position) in SetPosition() argument 359 Transform().SetTranslate(position); in SetPosition()
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| /NW4C-2.0.3/sources/libraries/io/ |
| D | io_FileStream.cpp | 106 s64 position = mPosition + offset; in Skip() local 108 position = ut::Clamp( position, static_cast<s64>(0), static_cast<s64>(mFileSize) ); in Skip() 110 mPosition = static_cast<u32>(position); in Skip() 129 s64 position = mPosition + offset; in Append() local 131 if ( position < 0 ) in Append() 137 mPosition = static_cast<u32>(position); in Append()
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| /NW4C-2.0.3/demos/Nw4cDemo/include/ |
| D | SmCamera.h | 86 void SetPosition( nw::math::VEC3* position ) in SetPosition() argument 88 NW_NULL_ASSERT( position ); in SetPosition() 92 m_Position = *position; in SetPosition() 96 void SetPadCameraPosition( nw::math::VEC3* position ) in SetPadCameraPosition() argument 98 NW_NULL_ASSERT( position ); in SetPadCameraPosition() 100 m_PadCamera->Transform().SetTranslate( *position ); in SetPadCameraPosition() 106 void GetPosition( nw::math::VEC3* position ) in GetPosition() argument 108 NW_NULL_ASSERT( position ); in GetPosition() 109 *position = m_Position; in GetPosition()
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| D | SmPrimitive.h | 30 nw::math::VEC2 position; member
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| /NW4C-2.0.3/sources/libraries/snd/ |
| D | snd_Sound3DActor.cpp | 131 param.position = m_Position; in SetupSound() 195 void Sound3DActor::SetPosition( const nw::math::VEC3& position ) in SetPosition() argument 198 nw::math::VEC3Sub( &m_Velocity, &position, &m_Position ); in SetPosition() 200 m_Position = position; in SetPosition() 248 param->position = m_Position; in detail_UpdateAmbientArg()
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| D | snd_Sound3DCalculator.cpp | 71 nw::math::VEC3Sub( &pos, &actorParam.position, &listener.GetPosition() ); in CalcVolumeAndPriority() 113 nw::math::VEC3Transform( &pos, &listenerMtx, &actorParam.position ); in CalcPan() 160 nw::math::VEC3Sub( &relPos, &actorParam.position, &listener.GetPosition() ); in CalcPitch() 221 nw::math::VEC3Sub( &pos, &actorParam.position, &listener.GetPosition() ); in CalcBiquadFilterValue()
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| /NW4C-2.0.3/tools/Viewer/ |
| D | Viewer.ini | 131 /g3d/camera/position/x = 50.0 132 /g3d/camera/position/y = 30.0 133 /g3d/camera/position/z = 50.0
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| /NW4C-2.0.3/demos/gfx/ResourceDemo/sources/ |
| D | ResourceDemo.cpp | 49 nw::math::VEC3 position) in ResourceData() 52 position(position) in ResourceData() 57 const nw::math::VEC3 position; member 303 translate += resourceData.position; in InitializeScenes()
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| /NW4C-2.0.3/include/nw/font/ |
| D | font_RectDrawer.h | 444 f32 position[UNIFORM_ADDR_NUM][DRAW_VTX_NUM][4]; member 446 f32 position[UNIFORM_ADDR_NUM][VERTEX_MAX][4];
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| /NW4C-2.0.3/sources/libraries/anim/res/ |
| D | anim_ResAnimGroup.cpp | 383 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local 384 aimUpdater.SetTargetPosition(position); in SetValue() 409 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local 410 lookAtUpdater.SetTargetPosition(position); in SetValue()
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| /NW4C-2.0.3/sources/libraries/font/ |
| D | font_RectDrawer.cpp | 1017 s_VertexBuffer.position[addr][vi][0] = addr; in InitializeStatic() 1018 s_VertexBuffer.position[addr][vi][1] = vtx[vi]; in InitializeStatic() 1019 s_VertexBuffer.position[addr][vi][2] = vtx[vi] % 2 ? 1.f : 0.f; // 右左 in InitializeStatic() 1020 s_VertexBuffer.position[addr][vi][3] = vtx[vi] / 2 ? -1.f : 0.f; // 下上 in InitializeStatic() 1036 s_VertexBuffer.position[addr][vi][0] = addr; in InitializeStatic() 1037 s_VertexBuffer.position[addr][vi][1] = vi; in InitializeStatic() 1038 s_VertexBuffer.position[addr][vi][2] = vi % 2 ? 1.f : 0.f; // 右左 in InitializeStatic() 1039 s_VertexBuffer.position[addr][vi][3] = vi / 2 ? -1.f : 0.f; // 下上 in InitializeStatic() 1411 …void *const eleArrayBuf = ut::AddOffsetToPtr(m_VertexBufferArray, sizeof(s_VertexBuffer.position)); in InitializeCMD()
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| /NW4C-2.0.3/include/nw/snd/ |
| D | snd_Sound3DActor.h | 182 void SetPosition( const nw::math::VEC3& position );
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| D | snd_Sound3DManager.h | 71 math::VEC3 position; member
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| D | snd_WaveSoundFile.h | 239 ut::ResF32 position; member
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| /NW4C-2.0.3/documents/Viewer/html/css/ |
| D | manpage.css | 463 position : normal; 562 position: relative; 590 position: relative; 616 position: relative; 643 position: relative;
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/ |
| D | SmPrimitive.cpp | 348 m_pVertex[vertexIdx].position.x = x; in SetVertex() 349 m_pVertex[vertexIdx].position.y = y; in SetVertex()
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| D | SmCamera.cpp | 507 nw::math::VEC3 position; in MoveCamera3D() local 508 camera->Transform().GetTranslate(&position); in MoveCamera3D() 509 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D()
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| /NW4C-2.0.3/sources/shaders/lyt/ |
| D | lyt_ConstColorShader.vsh | 32 #pragma output_map(position, o0)
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| /NW4C-2.0.3/sources/shaders/demo/ |
| D | demo_Common.vsh | 41 #pragma output_map ( position, o0 )
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| /NW4C-2.0.3/sources/shaders/font/ |
| D | font_TextWriterShader.vsh | 48 #pragma output_map ( position, o0 )
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/shader/ |
| D | nw4cDemo.vsh | 45 #pragma output_map ( position, o0 )
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| /NW4C-2.0.3/demos/gfx/FastCreateDemo/sources/ |
| D | FastCreateDemo.cpp | 114 nw::math::VEC3 position; member 330 lattice.position = nw::math::VEC3( in BuildLattices() 417 nw::math::VEC3 pos = (*model).position * scale; in UpdateLattices()
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