| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_TransformAnimEvaluator.cpp | 70 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 …]
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| D | gfx_AmbientLight.cpp | 165 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResAmbientLight() local 167 resAmbientLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResAmbientLight()
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| D | gfx_HemiSphereLight.cpp | 166 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResHemiSphereLight() local 168 resHemiSphereLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResHemiSphereLight()
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| D | gfx_VertexLight.cpp | 184 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResVertexLight() local 186 resVertexLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResVertexLight()
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| D | gfx_MaterialState.cpp | 69 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()
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| D | gfx_FragmentLight.cpp | 245 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResFragmentLight() local 247 resFragmentLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResFragmentLight()
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| D | gfx_Fog.cpp | 169 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResFog() local 171 resFog->m_Transform = math::Transform3(scale, rotate, translate); in CreateResFog()
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| D | gfx_Camera.cpp | 260 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in Create() local 262 resCamera->m_Transform = math::Transform3(scale, rotate, translate); in Create()
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| /NW4C-2.0.3/include/nw/math/ |
| D | math_Matrix44.h | 29 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);
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| /NW4C-2.0.3/include/nw/math/inline/ |
| D | math_Matrix44.ipp | 49 @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));
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| /NW4C-2.0.3/include/nw/ut/ |
| D | ut_ResTypes.h | 317 ResVec2 rotate; member 324 transform.rotate = this->rotate; in Transform2() 333 ResVec3 rotate; member 340 transform.rotate = this->rotate; in Transform3()
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| /NW4C-2.0.3/sources/libraries/anim/res/ |
| D | anim_ResAnim.cpp | 304 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()
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| D | anim_ResAnimGroup.cpp | 280 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()
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| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_CalculatedTransform.h | 352 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()
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| D | gfx_TransformNode.h | 251 resTransform.rotate.x, 252 resTransform.rotate.y, 253 resTransform.rotate.z);
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| D | gfx_MaterialState.h | 261 float rotate,
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| /NW4C-2.0.3/sources/libraries/lyt/ |
| D | lyt_DrawerUniform.cpp | 91 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()
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| D | lyt_Material.cpp | 49 texSRTs[i].rotate = 0.f; in InitTexSRT() 245 texSRTs[i].rotate = pResTexSRTs[i].rotate; in Material()
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| D | lyt_Util.cpp | 464 math::SinCosDeg(&sinR, &cosR, texSRT.rotate); in CalcTextureMtx()
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| D | lyt_Pane.cpp | 328 m_Rotate = pBlock->rotate; in Pane()
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| /NW4C-2.0.3/tools/DccPlugin/Maya/scripts/ |
| D | NW4C_SetForceExportKey.mel | 96 force export rotate key 358 int $rotate = nw4cSetForceExportKey_Get_ForceExportRotateKey($node); 360 $rotate == $searchRotate1 || 361 $rotate == $searchRotate2 ||
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| /NW4C-2.0.3/include/nw/gfx/res/ |
| D | gfx_ResMaterial.h | 1214 void SetRotate(f32 rotate) in SetRotate() argument 1216 if (this->ref().m_Rotate != rotate) in SetRotate() 1218 this->ref().m_Rotate = rotate; in SetRotate()
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| /NW4C-2.0.3/include/nw/lyt/ |
| D | lyt_Resources.h | 917 Vec3 rotate; member
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| D | lyt_Types.h | 1592 ut::ResF32 rotate; member
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| /NW4C-2.0.3/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleVShader.vsh | 33 #pragma bind_symbol(aInput1.xyz, v1, v1) // rotate
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