Home
last modified time | relevance | path

Searched refs:WorldMatrix (Results 1 – 21 of 21) sorted by relevance

/NW4C-1.2.23/include/nw/gfx/
Dgfx_TransformNode.h152 math::MTX34& WorldMatrix() { return m_WorldMatrix; } in WorldMatrix() function
155 const math::MTX34& WorldMatrix() const { return m_WorldMatrix; } in WorldMatrix() function
199 return this->WorldMatrix(); in TrackbackWorldMatrix()
Dgfx_Model.h826 math::MTX34InvTranspose(&worldInvTranspose, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
842 math::MTX34Inverse(&worldInv, this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
856 math::MTX34Mult(&modelView, &viewMatrix, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
866 math::MTX34Mult(&reScaleMtx, &scaleMtx, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
873 math::MTX34InvTranspose(&worldInvTranspose, &this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
898 math::MTX34Inverse(&worldInv, this->WorldMatrix()); in UpdateModelViewMatrixAndNormalMatrix()
Dgfx_ParticleSet.h323 const nw::math::MTX34& WorldMatrix() in WorldMatrix() function
332 return model->WorldMatrix(); in WorldMatrix()
Dgfx_RenderQueue.h141 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
189 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
274 modelDepth = SceneHelper::CalculateDepth(model->WorldMatrix(), camera); in BasicEnqueueModelTranslucentModelBaseFunctor()
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_MeshRenderer.cpp210 math::MTX34 worldMatrix(model->WorldMatrix()); in RenderSeparateDataShape()
214 shaderProgram->SetUniversal(0, model->WorldMatrix()); in RenderSeparateDataShape()
371 math::MTX34 offsetMatrix(model->WorldMatrix()); in RenderParticleShape()
375 worldMatrix = &model->WorldMatrix(); in RenderParticleShape()
411 NW_ASSERT(!internal::isIllegal(model->WorldMatrix())); in RenderParticleShape()
Dgfx_RenderContext.cpp346 math::MTX34 worldMatrix(model->WorldMatrix()); in SetModelMatrix()
350 this->m_ShaderProgram->SetWorldMatrix(model->WorldMatrix()); in SetModelMatrix()
674 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
713 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
794 math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateVertexLight()
Dgfx_TransformNode.cpp206 &this->WorldMatrix(), in UpdateTransform()
Dgfx_ParticleEmitter.cpp542 m_ParticleSet->AddParticles(this->WorldMatrix(), positions, NULL, NULL, emissionCount); in Emission()
552 if (m_ParticleSet->WorldMatrix() != this->WorldMatrix()) in Emission()
555 … nw::math::MTX34Mult(&transformMatrix, m_ParticleSet->InverseWorldMatrix(), this->WorldMatrix()); in Emission()
Dgfx_SkeletonUpdater.cpp230 math::VEC3 cameraPos = camera.WorldMatrix().GetColumn(3); in UpdateView()
Dgfx_Camera.cpp395 math::VEC3 cameraPosition(this->WorldMatrix().GetColumn(3)); in UpdateCameraMatrix()
Dgfx_ParticleSet.cpp759 if (this->WorldMatrix() != emitterMatrix) in AddParticles()
2534 const nw::math::MTX34 modelMtx = parent->WorldMatrix(); in ParticleChildUpdater()
2574 if (particleSet->WorldMatrix() != modelMtx) in ParticleChildUpdater()
/NW4C-1.2.23/sources/libraries/demo/
Ddemo_GraphicsSystem.cpp636 math::VEC3 translate = camera->WorldMatrix().GetColumn(3); in ClearBySkyModel()
637 m_SkyModel->WorldMatrix()._03 = translate.x; in ClearBySkyModel()
638 m_SkyModel->WorldMatrix()._13 = translate.y; in ClearBySkyModel()
639 m_SkyModel->WorldMatrix()._23 = translate.z; in ClearBySkyModel()
643 m_SkyModel->WorldMatrix()._00 = scale; in ClearBySkyModel()
644 m_SkyModel->WorldMatrix()._11 = scale; in ClearBySkyModel()
645 m_SkyModel->WorldMatrix()._22 = scale; in ClearBySkyModel()
/NW4C-1.2.23/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp877 translate.x = s_SpotLight->WorldMatrix().m[0][3]; in UpdateScene()
878 translate.y = s_SpotLight->WorldMatrix().m[1][3]; in UpdateScene()
879 translate.z = s_SpotLight->WorldMatrix().m[2][3]; in UpdateScene()
881 s_ShadowCamera->WorldMatrix().m[0][3] = translate.x; in UpdateScene()
882 s_ShadowCamera->WorldMatrix().m[1][3] = translate.y; in UpdateScene()
883 s_ShadowCamera->WorldMatrix().m[2][3] = translate.z; in UpdateScene()
/NW4C-1.2.23/include/nw/gfx/res/
Dgfx_ResSceneObject.h220 NW_RES_FIELD_STRUCT_DECL( nw::math::MTX34, WorldMatrix ) // GetWorldMatrix()
Dgfx_ResSkeleton.h194 NW_RES_FIELD_STRUCT_DECL( nw::math::MTX34, WorldMatrix ) // 行列計算用のバッファへ正式対応後、削除予定。
/NW4C-1.2.23/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp947 translate.x = s_SpotLight->WorldMatrix().m[0][3]; in UpdateScene()
948 translate.y = s_SpotLight->WorldMatrix().m[1][3]; in UpdateScene()
949 translate.z = s_SpotLight->WorldMatrix().m[2][3]; in UpdateScene()
951 s_ShadowCamera->WorldMatrix().m[0][3] = translate.x; in UpdateScene()
952 s_ShadowCamera->WorldMatrix().m[1][3] = translate.y; in UpdateScene()
953 s_ShadowCamera->WorldMatrix().m[2][3] = translate.z; in UpdateScene()
/NW4C-1.2.23/demos/Nw4cDemo/sources/
DSmModel.cpp145 transformNode->WorldMatrix() = *matrix; in SetWorldMatrix()
/NW4C-1.2.23/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp227 (*iter)->WorldMatrix() = *pose.GetMatrix(boneIdx); in Invoke()
733 s_Light->WorldMatrix() = *pose.GetMatrix(s_BoneIdx); in ConstrainLight()
/NW4C-1.2.23/demos/gfx/LowLayerDemo/sources/
DLowLayerDemo.cpp460 &node->WorldMatrix(), in UpdateNode()
/NW4C-1.2.23/demos/gfx/ParticleLowLayerDemo/sources/
DParticleLowLayerDemo.cpp502 &node->WorldMatrix(), in UpdateNode()
/NW4C-1.2.23/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp505 &node->WorldMatrix(), in UpdateNode()