Home
last modified time | relevance | path

Searched refs:rotate (Results 1 – 25 of 32) sorted by relevance

12

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_TransformAnimEvaluator.cpp70 transform.rotate = originalTransform->rotate; in EvaluateMemberAnim()
74 transform.rotate.x = (flags & anim::ResTransformAnimData::FLAG_ROTATE_X_NOT_EXIST) ? in EvaluateMemberAnim()
75 originalTransform->rotate.x : transformAnim.EvaluateRotateX(frame); in EvaluateMemberAnim()
76 transform.rotate.y = (flags & anim::ResTransformAnimData::FLAG_ROTATE_Y_NOT_EXIST) ? in EvaluateMemberAnim()
77 originalTransform->rotate.y : transformAnim.EvaluateRotateY(frame); in EvaluateMemberAnim()
78 transform.rotate.z = (flags & anim::ResTransformAnimData::FLAG_ROTATE_Z_NOT_EXIST) ? in EvaluateMemberAnim()
79 originalTransform->rotate.z : transformAnim.EvaluateRotateZ(frame); in EvaluateMemberAnim()
122 originalTransform->rotate.x : transformAnim.EvaluateRotateX(frame); in EvaluateMemberAnim()
124 originalTransform->rotate.y : transformAnim.EvaluateRotateY(frame); in EvaluateMemberAnim()
126 originalTransform->rotate.z : transformAnim.EvaluateRotateZ(frame); in EvaluateMemberAnim()
[all …]
Dgfx_AmbientLight.cpp165 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResAmbientLight() local
167 resAmbientLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResAmbientLight()
Dgfx_HemiSphereLight.cpp166 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResHemiSphereLight() local
168 resHemiSphereLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResHemiSphereLight()
Dgfx_VertexLight.cpp184 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResVertexLight() local
186 resVertexLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResVertexLight()
Dgfx_MaterialState.cpp69 float rotate, in SetupTextureMatrix() argument
78 textureMatrix, scaleS, scaleT, rotate, translateS, translateT); in SetupTextureMatrix()
82 textureMatrix, scaleS, scaleT, rotate, translateS, translateT); in SetupTextureMatrix()
86 textureMatrix, scaleS, scaleT, rotate, translateS, translateT); in SetupTextureMatrix()
Dgfx_FragmentLight.cpp245 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResFragmentLight() local
247 resFragmentLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResFragmentLight()
Dgfx_Fog.cpp169 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResFog() local
171 resFog->m_Transform = math::Transform3(scale, rotate, translate); in CreateResFog()
Dgfx_Camera.cpp260 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in Create() local
262 resCamera->m_Transform = math::Transform3(scale, rotate, translate); in Create()
/NW4C-2.0.3/include/nw/math/
Dmath_Matrix44.h29 MTX44* pOut, float scaleS, float scaleT, float rotate, float translateS, float translateT);
31 MTX44* pOut, float scaleS, float scaleT, float rotate, float translateS, float translateT);
33 MTX44* pOut, float scaleS, float scaleT, float rotate, float translateS, float translateT);
/NW4C-2.0.3/include/nw/math/inline/
Dmath_Matrix44.ipp49 @param[in] rotate 回転値です。
58 float rotate,
65 SinCosFIdx(&rotateSin, &rotateCos, NN_MATH_RAD_TO_FIDX(rotate));
110 @param[in] rotate 回転値です。
119 float rotate,
126 SinCosFIdx(&rotateSin, &rotateCos, NN_MATH_RAD_TO_FIDX(rotate));
168 @param[in] rotate 回転値です。
177 float rotate,
184 SinCosFIdx(&rotateSin, &rotateCos, NN_MATH_RAD_TO_FIDX(rotate));
/NW4C-2.0.3/include/nw/ut/
Dut_ResTypes.h317 ResVec2 rotate; member
324 transform.rotate = this->rotate; in Transform2()
333 ResVec3 rotate; member
340 transform.rotate = this->rotate; in Transform3()
/NW4C-2.0.3/sources/libraries/anim/res/
Danim_ResAnim.cpp304 transform.rotate.x = (flags & ResTransformAnimData::FLAG_ROTATE_X_NOT_EXIST) ? in EvaluateResult()
305 originalTransform.rotate.x : EvaluateRotateX(frame); in EvaluateResult()
306 transform.rotate.y = (flags & ResTransformAnimData::FLAG_ROTATE_Y_NOT_EXIST) ? in EvaluateResult()
307 originalTransform.rotate.y : EvaluateRotateY(frame); in EvaluateResult()
308 transform.rotate.z = (flags & ResTransformAnimData::FLAG_ROTATE_Z_NOT_EXIST) ? in EvaluateResult()
309 originalTransform.rotate.z : EvaluateRotateZ(frame); in EvaluateResult()
Danim_ResAnimGroup.cpp280 float rotate = *reinterpret_cast<const float*>(value); in SetValue() local
281 coordinator.SetRotate(rotate); in SetValue()
435 const math::VEC3& rotate = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
436 rotateUpdater.SetViewRotate(rotate); in SetValue()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_CalculatedTransform.h352 void SetRotateAndTranslate(const math::VEC3& rotate, const math::VEC3& translate) in SetRotateAndTranslate() argument
355 rotate.x, in SetRotateAndTranslate()
356 rotate.y, in SetRotateAndTranslate()
357 rotate.z); in SetRotateAndTranslate()
370 SetRotateAndTranslate(transform.rotate, transform.translate); in SetTransform()
Dgfx_TransformNode.h251 resTransform.rotate.x,
252 resTransform.rotate.y,
253 resTransform.rotate.z);
Dgfx_MaterialState.h261 float rotate,
/NW4C-2.0.3/sources/libraries/lyt/
Dlyt_DrawerUniform.cpp91 register const f32 rotate = texSRT.rotate; in CalcTextureCoords() local
95 if ( rotate != 0.f || scalex != 1.f || scaley != 1.f ) in CalcTextureCoords()
98 nw::math::SinCosDeg( &sin, &cos, rotate ); in CalcTextureCoords()
Dlyt_Material.cpp49 texSRTs[i].rotate = 0.f; in InitTexSRT()
245 texSRTs[i].rotate = pResTexSRTs[i].rotate; in Material()
Dlyt_Util.cpp464 math::SinCosDeg(&sinR, &cosR, texSRT.rotate); in CalcTextureMtx()
Dlyt_Pane.cpp328 m_Rotate = pBlock->rotate; in Pane()
/NW4C-2.0.3/tools/DccPlugin/Maya/scripts/
DNW4C_SetForceExportKey.mel96 force export rotate key
358 int $rotate = nw4cSetForceExportKey_Get_ForceExportRotateKey($node);
360 $rotate == $searchRotate1 ||
361 $rotate == $searchRotate2 ||
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResMaterial.h1214 void SetRotate(f32 rotate) in SetRotate() argument
1216 if (this->ref().m_Rotate != rotate) in SetRotate()
1218 this->ref().m_Rotate = rotate; in SetRotate()
/NW4C-2.0.3/include/nw/lyt/
Dlyt_Resources.h917 Vec3 rotate; member
Dlyt_Types.h1592 ut::ResF32 rotate; member
/NW4C-2.0.3/sources/shaders/gfx/ParticleShader/
Dgfx_ParticleVShader.vsh33 #pragma bind_symbol(aInput1.xyz, v1, v1) // rotate

12