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Searched refs:position (Results 1 – 25 of 52) sorted by relevance

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/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_ParticleEmitter.cpp612 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()
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Dgfx_RenderContext.cpp667 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()
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/NW4C-2.0.3/include/nw/gfx/
Dgfx_SceneHelper.h109 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()
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Dgfx_Camera.h357 void SetPosition(const nw::math::VEC3& position) in SetPosition() argument
359 Transform().SetTranslate(position); in SetPosition()
/NW4C-2.0.3/sources/libraries/io/
Dio_FileStream.cpp106 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()
/NW4C-2.0.3/demos/Nw4cDemo/include/
DSmCamera.h86 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()
DSmPrimitive.h30 nw::math::VEC2 position; member
/NW4C-2.0.3/sources/libraries/snd/
Dsnd_Sound3DActor.cpp131 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()
Dsnd_Sound3DCalculator.cpp71 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()
/NW4C-2.0.3/tools/Viewer/
DViewer.ini131 /g3d/camera/position/x = 50.0
132 /g3d/camera/position/y = 30.0
133 /g3d/camera/position/z = 50.0
/NW4C-2.0.3/demos/gfx/ResourceDemo/sources/
DResourceDemo.cpp49 nw::math::VEC3 position) in ResourceData()
52 position(position) in ResourceData()
57 const nw::math::VEC3 position; member
303 translate += resourceData.position; in InitializeScenes()
/NW4C-2.0.3/include/nw/font/
Dfont_RectDrawer.h444 f32 position[UNIFORM_ADDR_NUM][DRAW_VTX_NUM][4]; member
446 f32 position[UNIFORM_ADDR_NUM][VERTEX_MAX][4];
/NW4C-2.0.3/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp383 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()
/NW4C-2.0.3/sources/libraries/font/
Dfont_RectDrawer.cpp1017 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()
/NW4C-2.0.3/include/nw/snd/
Dsnd_Sound3DActor.h182 void SetPosition( const nw::math::VEC3& position );
Dsnd_Sound3DManager.h71 math::VEC3 position; member
Dsnd_WaveSoundFile.h239 ut::ResF32 position; member
/NW4C-2.0.3/documents/Viewer/html/css/
Dmanpage.css463 position : normal;
562 position: relative;
590 position: relative;
616 position: relative;
643 position: relative;
/NW4C-2.0.3/demos/Nw4cDemo/sources/
DSmPrimitive.cpp348 m_pVertex[vertexIdx].position.x = x; in SetVertex()
349 m_pVertex[vertexIdx].position.y = y; in SetVertex()
DSmCamera.cpp507 nw::math::VEC3 position; in MoveCamera3D() local
508 camera->Transform().GetTranslate(&position); in MoveCamera3D()
509 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D()
/NW4C-2.0.3/sources/shaders/lyt/
Dlyt_ConstColorShader.vsh32 #pragma output_map(position, o0)
/NW4C-2.0.3/sources/shaders/demo/
Ddemo_Common.vsh41 #pragma output_map ( position, o0 )
/NW4C-2.0.3/sources/shaders/font/
Dfont_TextWriterShader.vsh48 #pragma output_map ( position, o0 )
/NW4C-2.0.3/demos/Nw4cDemo/sources/shader/
Dnw4cDemo.vsh45 #pragma output_map ( position, o0 )
/NW4C-2.0.3/demos/gfx/FastCreateDemo/sources/
DFastCreateDemo.cpp114 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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