| /NW4C-1.2.23/include/nw/math/ |
| D | math_Matrix34.h | 27 NW_MATH_INLINE MTX34* MTX34LookAtRad(MTX34* pOut, const VEC3* pCamPos, f32 twist, const VEC3* pTarg… 28 NW_MATH_INLINE MTX34* MTX34CameraRotateRad(MTX34* pOut, const VEC3* pCamPos, const VEC3* pCamRotate… 29 NW_MATH_INLINE VEC3* MTX34DecomposeToColumnScale(VEC3* pOut, const MTX34* pM); 30 NW_MATH_INLINE VEC3* MTX34DecomposeToRowScale(VEC3* pOut, const MTX34* pM);
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| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_CameraViewUpdater.cpp | 27 const math::VEC3 CameraViewUpdater::VIEW_TARGET_POSITION = math::VEC3(0.0f,0.0f,-1.0f); 28 const math::VEC3 CameraViewUpdater::VIEW_UPWARD_VECTOR = math::VEC3(0.0f,1.0f,0.0f); 29 const math::VEC3 CameraViewUpdater::VIEW_VIEW_ROTATE = math::VEC3(0.0f,0.0f,0.0f);
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| D | gfx_BillboardUpdater.cpp | 61 const math::VEC3& cameraPosition, in Update() 97 math::VEC3 zAxis(0.0f ,0.0f, 1.0f); in Update() 110 math::VEC3 wPos(worldTransform.GetTranslate()); in Update() 113 math::VEC3 viewPos; in Update() 118 viewPos.SafeNormalize(math::VEC3(0.0f ,0.0f, 1.0f)); in Update() 169 math::VEC3 zAxis, in CalculateLocalMatrix() 173 math::VEC3 &rz = zAxis; in CalculateLocalMatrix() 180 math::VEC3 ry(0.0f, 1.0f, 0.0f); in CalculateLocalMatrix() 182 math::VEC3 rx; in CalculateLocalMatrix() 183 rx.Cross(ry, rz).SafeNormalize(math::VEC3(1.0f, 0.0f, 0.0f)); in CalculateLocalMatrix() [all …]
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| D | gfx_WorldMatrixUpdater.cpp | 61 math::VEC3* scale, in CalculateWorldXsi() 83 const math::VEC3& parentScale = parentWorldTransform.m_Scale; in CalculateWorldXsi() 86 math::VEC3 localTranslate = localTransform.TransformMatrix().GetColumn(3); in CalculateWorldXsi() 137 math::VEC3* scale, in CalculateWorldMayaSsc() 156 math::VEC3 localTranslate = localTransform.m_TransformMatrix.GetColumn(3); in CalculateWorldMayaSsc() 170 const math::VEC3& parentScale = parentLocalTransform.m_Scale; in CalculateWorldMayaSsc() 189 const math::VEC3& parentScale = parentLocalTransform.m_Scale; in CalculateWorldMayaSsc() 212 math::VEC3* scale, in CalculateWorldBasic() 243 math::VEC3 localTranslate = localTransform.m_TransformMatrix.GetColumn(3); in CalculateWorldBasic() 250 math::VEC3 localTranslate = localTransform.m_TransformMatrix.GetColumn(3); in CalculateWorldBasic() [all …]
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| D | gfx_ParticleSet.cpp | 121 VEC3Normalize(nn::math::VEC3* pIn) in VEC3Normalize() 147 VEC3ArrayAddScalar(nw::math::VEC3* /*array*/, nw::math::VEC3* /*scalar*/, u32 /*countDiv12*/) in VEC3ArrayAddScalar() argument 200 nw::math::VEC3* /*arrayTarget*/, // r0 in VEC3ArrayAddVEC3Array() argument 201 nw::math::VEC3* /*arrayAdd*/, // r1 in VEC3ArrayAddVEC3Array() 638 const nw::math::VEC3* positions, in SetDefaultValues() 663 …nw::math::VEC3* translate = (nw::math::VEC3*)collection->GetStreamPtr(PARTICLEUSAGE_TRANSLATE, PAR… in SetDefaultValues() 666 …nw::math::VEC3* velocity = (nw::math::VEC3*)collection->GetStreamPtr(PARTICLEUSAGE_VELOCITY, PARTI… in SetDefaultValues() 713 const nw::math::VEC3* const positions, in AddParticles() 773 math::VEC3* translate = in AddParticles() 774 … (math::VEC3*)collection->GetStreamPtr(PARTICLEUSAGE_TRANSLATE, PARTICLE_BUFFER_FRONT); in AddParticles() [all …]
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| D | gfx_AimTargetViewUpdater.cpp | 91 const math::VEC3& cameraPosition) in Update() 102 math::VEC3 lookReverse( in Update() 117 math::VEC3 r(lookReverse.z, 0.0f, -lookReverse.x); in Update() 123 math::VEC3 u; in Update() 128 math::VEC3 up; in Update() 134 math::VEC3 targetPosition(this->m_Resource.GetTargetPosition()); in Update()
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| D | gfx_ParticleEmitter.cpp | 451 nw::math::VEC3* positions = particleContext->GetEmissionPositionWork(); in Emission() 463 …nw::math::VEC3* targetTranslate = (nw::math::VEC3*)targetCollection->GetStreamPtr(PARTICLEUSAGE_TR… in Emission() 557 …nw::math::VEC3* translate = (nw::math::VEC3*)targetCollection->GetStreamPtr(PARTICLEUSAGE_TRANSLAT… in Emission() 559 …nw::math::VEC3* velocity = (nw::math::VEC3*)targetCollection->GetStreamPtr(PARTICLEUSAGE_VELOCITY,… in Emission() 581 nw::math::VEC3* positions in CalcCubeForm() 585 nw::math::VEC3* targetTranslate in CalcCubeForm() 591 nw::math::VEC3 cookedScale(cubeForm.GetScale()); in CalcCubeForm() 610 nw::math::VEC3 position(0.0f, 0.0f, 0.0f); in CalcCubeForm() 730 nw::math::VEC3* positions in CalcCylinderForm() 734 nw::math::VEC3* targetTranslate in CalcCylinderForm() [all …]
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| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_CalculatedTransform.h | 261 math::VEC3& DirectScale() { return m_Scale; } in DirectScale() 264 const math::VEC3& Scale() const { return m_Scale; } in Scale() 268 void SetScale(const math::VEC3& scale) in SetScale() 297 void SetTranslate(const math::VEC3& translate) in SetTranslate() 306 void GetTranslate(math::VEC3* translate) const in GetTranslate() 315 math::VEC3 GetTranslate() const in GetTranslate() 317 return math::VEC3( in GetTranslate() 327 math::VEC3 translate; in SetRotateXYZ() 342 void SetRotateAndTranslate(const math::VEC3& rotate, const math::VEC3& translate) in SetRotateAndTranslate() 386 math::VEC3* v0 = reinterpret_cast<math::VEC3*>(&this->m_TransformMatrix.m[0]); in NormalizeRotateMatrix() [all …]
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| D | gfx_CameraViewUpdater.h | 27 struct VEC3; 61 const math::VEC3& cameraPosition) = 0; 93 static const math::VEC3 VIEW_TARGET_POSITION; 95 static const math::VEC3 VIEW_UPWARD_VECTOR; 97 static const math::VEC3 VIEW_VIEW_ROTATE;
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| D | gfx_ParticleEmitter.h | 323 nw::math::VEC3* positions); 330 nw::math::VEC3* positions); 337 nw::math::VEC3* positions); 344 nw::math::VEC3* positions); 351 nw::math::VEC3* positions); 358 nw::math::VEC3* positions); 367 nw::math::VEC3* targetTranslate); 376 nw::math::VEC3* targetTranslate); 385 nw::math::VEC3* targetTranslate); 394 nw::math::VEC3* targetTranslate); [all …]
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| D | gfx_BillboardUpdater.h | 67 const math::VEC3& cameraPosition, 82 math::VEC3 zAxis, 89 math::VEC3 yAxis, 90 math::VEC3& zAxis) const;
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| D | gfx_WorldMatrixUpdater.h | 129 math::VEC3* scale, 136 math::VEC3* scale, 143 math::VEC3* scale, 149 void MultScale(TMatrix* dstMatrix, const UMatrix* srcMatrix, const math::VEC3& scale) const in MultScale() 165 void ScaleMatrix(TMatrix* dstMatrix, const math::VEC3& scale) const in ScaleMatrix() 187 void AddTranslate(math::MTX34* dstMatrix, const math::VEC3& translate) const in AddTranslate() 194 void CompensateScale(math::VEC3& scale) const in CompensateScale() 222 math::VEC3 scale; in UpdateMaya() 272 math::VEC3 scale; in UpdateBasic() 310 math::VEC3 scale; in UpdateXsi()
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| D | gfx_ParticleSet.h | 264 const nw::math::VEC3* const positions, 294 const nw::math::VEC3& GetScaleOffset() const in GetScaleOffset() 302 void SetScaleOffset(const nw::math::VEC3& offset) in SetScaleOffset() 309 const nw::math::VEC3& GetRotateOffset() const in GetRotateOffset() 317 void SetRotateOffset(const nw::math::VEC3& offset) in SetRotateOffset() 404 math::VEC3 m_ScaleOffset; 405 math::VEC3 m_RotateOffset;
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| D | gfx_Camera.h | 309 const nw::math::VEC3& GetTargetPosition() const; 319 void SetTargetPosition(const nw::math::VEC3& targetPosition); 333 SetTargetPosition(nw::math::VEC3(x, y, z)); in SetTargetPosition() 344 const nw::math::VEC3& GetUpwardVector() const; 354 void SetUpwardVector(const nw::math::VEC3& upwardVector); 368 SetUpwardVector(nw::math::VEC3(x, y, z)); in SetUpwardVector() 399 const nw::math::VEC3& GetViewRotate() const; 409 void SetViewRotate(const nw::math::VEC3& viewRotate); 422 SetViewRotate(nw::math::VEC3(x, y, z)); in SetViewRotate()
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| /NW4C-1.2.23/demos/Nw4cDemo/include/ |
| D | SmCamera.h | 38 nw::math::VEC3 Position; 39 nw::math::VEC3 TargetPos; 40 nw::math::VEC3 UpVector; 84 void SetPosition( nw::math::VEC3* position ) in SetPosition() 94 void SetPadCameraPosition( nw::math::VEC3* position ) in SetPadCameraPosition() 104 void GetPosition( nw::math::VEC3* position ) in GetPosition() 111 void SetTarget( nw::math::VEC3* target ) in SetTarget() 146 void SetPadCameraTarget( nw::math::VEC3* target ) in SetPadCameraTarget() 159 void GetTarget( nw::math::VEC3* target ) in GetTarget() 225 nw::math::VEC3 m_Position; [all …]
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| D | SmTouchPanelCamera.h | 79 nw::math::VEC3 m_CameraPos; 80 nw::math::VEC3 m_CameraTarget; 81 nw::math::VEC3 m_CameraToward; // ����
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| /NW4C-1.2.23/include/nw/snd/ |
| D | snd_Sound3DActor.h | 180 void SetPosition( const nw::math::VEC3& position ); 191 const nw::math::VEC3& GetPosition() const { return m_Position; } in GetPosition() 224 void SetVelocity( const nw::math::VEC3& velocity ); 236 const nw::math::VEC3& GetVelocity() const { return m_Velocity; } in GetVelocity() 286 nw::math::VEC3 m_Position; 287 nw::math::VEC3 m_Velocity;
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| D | snd_Sound3DListener.h | 127 const nw::math::VEC3& GetPosition() const { return m_Position; } in GetPosition() 146 void SetVelocity( const nw::math::VEC3& velocity ); 163 const nw::math::VEC3& GetVelocity() const { return m_Velocity; } in GetVelocity() 317 void CalcPositionFromMatrix( const nw::math::MTX34& mtx, nw::math::VEC3* pos ); 320 nw::math::VEC3 m_Position; 321 nw::math::VEC3 m_Velocity;
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| /NW4C-1.2.23/include/nw/math/inline/ |
| D | math_Matrix34.ipp | 34 nw::math::MTX34* pOut, const nw::math::VEC3* pCamPos, f32 twist, const nw::math::VEC3* pTarget) 45 VEC3 lookReverse(pCamPos->x - pTarget->x, pCamPos->y - pTarget->y, pCamPos->z - pTarget->z); 83 VEC3 r(lookReverse.z, 0.0f, -lookReverse.x); 89 VEC3 u; 94 VEC3 right, up; 139 nw::math::MTX34* pOut, const nw::math::VEC3* pCamPos, const nw::math::VEC3* pCamRotate) 155 VEC3 right, up, back; 197 MTX34CameraRotateRad(MTX34* pOut, const VEC3* pCamPos, const VEC3* pCamRotate) 199 VEC3 rotateFIdx; 218 MTX34LookAtRad(MTX34* pOut, const VEC3* pCamPos, f32 twist, const VEC3* pTarget) [all …]
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| /NW4C-1.2.23/sources/libraries/anim/res/ |
| D | anim_ResAnimGroup.cpp | 371 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 397 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 404 const math::VEC3& upVector = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 423 const math::VEC3& rotate = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 575 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 638 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 646 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue() 654 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue() 662 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue() 708 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
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| /NW4C-1.2.23/include/nw/ut/ |
| D | ut_ResPrimitive.h | 86 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, CenterPosition ) // GetCenterPosition() 106 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, Size ) // GetSize() 127 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, CenterPosition ) // GetCenterPosition() 137 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, Size ) // GetSize()
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| /NW4C-1.2.23/include/nw/demo/ |
| D | demo_CameraController.h | 134 nw::math::VEC3 m_Rotate; 135 nw::math::VEC3 m_TargetPos; 139 nw::math::VEC3 m_InitialRotate; 140 nw::math::VEC3 m_InitialTargetPos;
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| D | demo_Utility.h | 50 static const nw::math::VEC3 CAMERA_POSITION; //!< カメラ位置のデフォルト値です。 51 static const nw::math::VEC3 TARGET_POSITION; //!< カメラターゲットのデフォルト値です。 122 const nw::math::VEC3& cameraPosition = CAMERA_POSITION, 123 const nw::math::VEC3& targetPosition = TARGET_POSITION, 147 const nw::math::VEC3& cameraPosition = CAMERA_POSITION, 148 const nw::math::VEC3& targetPosition = TARGET_POSITION, 173 const nw::math::VEC3& cameraPosition = CAMERA_POSITION, 174 const nw::math::VEC3& targetPosition = TARGET_POSITION, 200 const nw::math::VEC3& cameraPosition = CAMERA_POSITION, 201 const nw::math::VEC3& targetPosition = TARGET_POSITION, [all …]
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| /NW4C-1.2.23/demos/Nw4cDemo/sources/ |
| D | SmCamera.cpp | 91 nw::math::VEC3 mCameraPos; in SmCamera() 92 nw::math::VEC3 mCameraTarget; in SmCamera() 93 nw::math::VEC3 mCameraUp; in SmCamera() 501 nw::math::VEC3 position; in MoveCamera3D() 503 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D() 506 nw::math::VEC3 right; in MoveCamera3D() 513 nw::math::VEC3 translate; in MoveCamera3D() 528 nw::math::VEC3 upVector; in MoveCamera3D() 580 nw::math::VEC3 translate; in MoveCamera3D() 590 nw::math::VEC3 translate; in MoveCamera3D() [all …]
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| /NW4C-1.2.23/sources/libraries/snd/ |
| D | snd_Sound3DListener.cpp | 48 nw::math::VEC3 oldPos = m_Position; in SetMatrix() 61 void Sound3DListener::CalcPositionFromMatrix( const nw::math::MTX34& mtx, nw::math::VEC3* pos ) in CalcPositionFromMatrix() 71 m_Velocity = nw::math::VEC3( 0.0f,0.0f,0.0f ); in ResetMatrix() 75 void Sound3DListener::SetVelocity( const nw::math::VEC3& velocity ) in SetVelocity()
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