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Searched refs:position (Results 1 – 25 of 50) sorted by relevance

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/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_ParticleEmitter.cpp610 nw::math::VEC3 position(0.0f, 0.0f, 0.0f); in CalcCubeForm() local
614 position.x = random->NextFloatSignedOne(); in CalcCubeForm()
615 position.y = random->NextFloatSignedOne(); in CalcCubeForm()
616 position.z = random->NextFloatSignedOne(); in CalcCubeForm()
618 position.x *= cookedScale.x; in CalcCubeForm()
619 position.y *= cookedScale.y; in CalcCubeForm()
620 position.z *= cookedScale.z; in CalcCubeForm()
643 position.Set(r, s, (f32)sign); in CalcCubeForm()
647 position.Set((f32)sign, r, s); in CalcCubeForm()
651 position.Set(r, (f32)sign, s); in CalcCubeForm()
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Dgfx_RenderContext.cpp674 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight() local
675 position.w = 1.0f; in ActivateFragmentLight()
676 this->TransformToViewCoordinate(&position, &viewMatrix, &position); in ActivateFragmentLight()
678 GraphicsDevice::ActivateFragmentLightPosition(index, position); in ActivateFragmentLight()
679 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight()
713 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight() local
714 position.w = 1.0f; in ActivateFragmentLight()
715 this->TransformToViewCoordinate(&position, &viewMatrix, &position); in ActivateFragmentLight()
718 GraphicsDevice::ActivateFragmentLightPosition(index, position, spotDirection); in ActivateFragmentLight()
719 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight()
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/NW4C-1.2.23/include/nw/gfx/
Dgfx_SceneHelper.h107 math::VEC3 position; in CalculateDepth() local
108 math::VEC3Transform(&position, &worldMatrix, &localPosition); in CalculateDepth()
109 math::VEC3Transform(&position, &camera.ViewMatrix(), &position); in CalculateDepth()
112 projection.f._20 * position.x + in CalculateDepth()
113 projection.f._21 * position.y + in CalculateDepth()
114 projection.f._22 * position.z + in CalculateDepth()
117 projection.f._30 * position.x + in CalculateDepth()
118 projection.f._31 * position.y + in CalculateDepth()
119 projection.f._32 * position.z + in CalculateDepth()
131 math::VEC3 position(worldMatrix.GetColumn(3)); in CalculateDepth()
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/NW4C-1.2.23/sources/libraries/io/
Dio_FileStream.cpp104 s64 position = mPosition + offset; in Skip() local
106 position = ut::Clamp( position, static_cast<s64>(0), static_cast<s64>(mFileSize) ); in Skip()
108 mPosition = static_cast<u32>(position); in Skip()
127 s64 position = mPosition + offset; in Append() local
129 if ( position < 0 ) in Append()
135 mPosition = static_cast<u32>(position); in Append()
/NW4C-1.2.23/demos/Nw4cDemo/include/
DSmCamera.h84 void SetPosition( nw::math::VEC3* position ) in SetPosition() argument
86 NW_NULL_ASSERT( position ); in SetPosition()
90 m_Position = *position; in SetPosition()
94 void SetPadCameraPosition( nw::math::VEC3* position ) in SetPadCameraPosition() argument
96 NW_NULL_ASSERT( position ); in SetPadCameraPosition()
98 m_PadCamera->Transform().SetTranslate( *position ); in SetPadCameraPosition()
104 void GetPosition( nw::math::VEC3* position ) in GetPosition() argument
106 NW_NULL_ASSERT( position ); in GetPosition()
107 *position = m_Position; in GetPosition()
DSmPrimitive.h28 nw::math::VEC2 position; member
/NW4C-1.2.23/sources/libraries/snd/
Dsnd_Sound3DActor.cpp129 param.position = m_Position; in SetupSound()
193 void Sound3DActor::SetPosition( const nw::math::VEC3& position ) in SetPosition() argument
196 nw::math::VEC3Sub( &m_Velocity, &position, &m_Position ); in SetPosition()
198 m_Position = position; in SetPosition()
246 param->position = m_Position; in detail_UpdateAmbientArg()
Dsnd_Sound3DCalculator.cpp69 nw::math::VEC3Sub( &pos, &actorParam.position, &listener.GetPosition() ); in CalcVolumeAndPriority()
111 nw::math::VEC3Transform( &pos, &listenerMtx, &actorParam.position ); in CalcPan()
158 nw::math::VEC3Sub( &relPos, &actorParam.position, &listener.GetPosition() ); in CalcPitch()
219 nw::math::VEC3Sub( &pos, &actorParam.position, &listener.GetPosition() ); in CalcBiquadFilterValue()
/NW4C-1.2.23/tools/Viewer/
DViewer.ini110 /g3d/camera/position/x = 50.0
111 /g3d/camera/position/y = 30.0
112 /g3d/camera/position/z = 50.0
/NW4C-1.2.23/include/nw/font/
Dfont_RectDrawer.h442 f32 position[UNIFORM_ADDR_NUM][DRAW_VTX_NUM][4]; member
444 f32 position[UNIFORM_ADDR_NUM][VERTEX_MAX][4];
/NW4C-1.2.23/demos/gfx/ResourceDemo/sources/
DResourceDemo.cpp47 nw::math::VEC3 position) in ResourceData()
50 position(position) in ResourceData()
55 const nw::math::VEC3 position; member
308 translate += resourceData.position; in InitializeScenes()
/NW4C-1.2.23/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp371 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
372 aimUpdater.SetTargetPosition(position); in SetValue()
397 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
398 lookAtUpdater.SetTargetPosition(position); in SetValue()
/NW4C-1.2.23/include/nw/snd/
Dsnd_Sound3DActor.h180 void SetPosition( const nw::math::VEC3& position );
Dsnd_WaveSoundFile.h237 ut::ResF32 position; member
Dsnd_Sound3DManager.h69 math::VEC3 position; member
/NW4C-1.2.23/sources/libraries/font/
Dfont_RectDrawer.cpp989 s_VertexBuffer.position[addr][vi][0] = addr; in InitializeStatic()
990 s_VertexBuffer.position[addr][vi][1] = vtx[vi]; in InitializeStatic()
991 s_VertexBuffer.position[addr][vi][2] = vtx[vi] % 2 ? 1.f : 0.f; // 右左 in InitializeStatic()
992 s_VertexBuffer.position[addr][vi][3] = vtx[vi] / 2 ? -1.f : 0.f; // 下上 in InitializeStatic()
1008 s_VertexBuffer.position[addr][vi][0] = addr; in InitializeStatic()
1009 s_VertexBuffer.position[addr][vi][1] = vi; in InitializeStatic()
1010 s_VertexBuffer.position[addr][vi][2] = vi % 2 ? 1.f : 0.f; // 右左 in InitializeStatic()
1011 s_VertexBuffer.position[addr][vi][3] = vi / 2 ? -1.f : 0.f; // 下上 in InitializeStatic()
1382 …void *const eleArrayBuf = ut::AddOffsetToPtr(m_VertexBufferArray, sizeof(s_VertexBuffer.position)); in InitializeCMD()
/NW4C-1.2.23/sources/shaders/lyt/
Dlyt_ConstColorShader.vsh30 #pragma output_map(position, o0)
/NW4C-1.2.23/documents/Viewer/html/css/
Dmanpage.css463 position : normal;
562 position: relative;
590 position: relative;
616 position: relative;
643 position: relative;
/NW4C-1.2.23/demos/Nw4cDemo/sources/
DSmPrimitive.cpp346 m_pVertex[vertexIdx].position.x = x; in SetVertex()
347 m_pVertex[vertexIdx].position.y = y; in SetVertex()
DSmCamera.cpp501 nw::math::VEC3 position; in MoveCamera3D() local
502 camera->Transform().GetTranslate(&position); in MoveCamera3D()
503 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D()
/NW4C-1.2.23/sources/shaders/demo/
Ddemo_Common.vsh39 #pragma output_map ( position, o0 )
/NW4C-1.2.23/demos/Nw4cDemo/resource/shader/
Dnw4cDemo.vsh43 #pragma output_map ( position, o0 )
/NW4C-1.2.23/sources/shaders/font/
Dfont_TextWriterShader.vsh46 #pragma output_map ( position, o0 )
/NW4C-1.2.23/sources/shaders/gfx/ShadowShader/
Dgfx_ShadowShader.vsh87 #pragma output_map(position, o0)
/NW4C-1.2.23/sources/shaders/gfx/DefaultShader/
Dgfx_DefaultShader3.vsh93 #pragma output_map(position, o0)

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