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Searched refs:VEC3 (Results 1 – 25 of 126) sorted by relevance

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/NW4C-1.3.3/include/nw/math/
Dmath_Matrix34.h27 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);
/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_CameraViewUpdater.cpp27 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);
Dgfx_BillboardUpdater.cpp61 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()
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Dgfx_ParticleSet.cpp121 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()
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Dgfx_WorldMatrixUpdater.cpp61 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()
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Dgfx_AimTargetViewUpdater.cpp91 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()
Dgfx_ParticleEmitter.cpp446 nw::math::VEC3* positions = particleContext->GetEmissionPositionWork(emissionCount); 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()
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Dgfx_LookAtTargetViewUpdater.cpp88 const math::VEC3& cameraPosition) in Update()
93 math::VEC3 targetPosition(this->m_Resource.GetTargetPosition()); in Update()
94 math::VEC3 upwardVector(this->m_Resource.GetUpwardVector()); in Update()
123 NW_ASSERT(!math::VEC3().Cross(upwardVector, targetPosition - cameraPosition).IsZero()); in Update()
/NW4C-1.3.3/include/nw/gfx/
Dgfx_CalculatedTransform.h261 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()
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Dgfx_CameraViewUpdater.h27 struct VEC3;
61 const math::VEC3& cameraPosition) = 0;
97 static const math::VEC3 VIEW_TARGET_POSITION;
99 static const math::VEC3 VIEW_UPWARD_VECTOR;
101 static const math::VEC3 VIEW_VIEW_ROTATE;
Dgfx_ParticleEmitter.h323 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);
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Dgfx_BillboardUpdater.h67 const math::VEC3& cameraPosition,
82 math::VEC3 zAxis,
89 math::VEC3 yAxis,
90 math::VEC3& zAxis) const;
Dgfx_WorldMatrixUpdater.h129 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()
Dgfx_ParticleSet.h264 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;
Dgfx_Camera.h348 const nw::math::VEC3& GetTargetPosition() const;
358 void SetTargetPosition(const nw::math::VEC3& targetPosition);
372 SetTargetPosition(nw::math::VEC3(x, y, z)); in SetTargetPosition()
383 const nw::math::VEC3& GetUpwardVector() const;
393 void SetUpwardVector(const nw::math::VEC3& upwardVector);
407 SetUpwardVector(nw::math::VEC3(x, y, z)); in SetUpwardVector()
438 const nw::math::VEC3& GetViewRotate() const;
448 void SetViewRotate(const nw::math::VEC3& viewRotate);
461 SetViewRotate(nw::math::VEC3(x, y, z)); in SetViewRotate()
/NW4C-1.3.3/demos/Nw4cDemo/include/
DSmCamera.h38 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;
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DSmTouchPanelCamera.h79 nw::math::VEC3 m_CameraPos;
80 nw::math::VEC3 m_CameraTarget;
81 nw::math::VEC3 m_CameraToward; // ����
/NW4C-1.3.3/include/nw/snd/
Dsnd_Sound3DActor.h180 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;
Dsnd_Sound3DListener.h127 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;
/NW4C-1.3.3/include/nw/math/inline/
Dmath_Matrix34.ipp34 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)
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/NW4C-1.3.3/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp381 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
407 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
414 const math::VEC3& upVector = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
433 const math::VEC3& rotate = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
585 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
648 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
656 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue()
664 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue()
672 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue()
718 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
/NW4C-1.3.3/include/nw/ut/
Dut_ResPrimitive.h86 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()
/NW4C-1.3.3/demos/Nw4cDemo/sources/
DSmCamera.cpp91 nw::math::VEC3 mCameraPos; in SmCamera()
92 nw::math::VEC3 mCameraTarget; in SmCamera()
93 nw::math::VEC3 mCameraUp; in SmCamera()
505 nw::math::VEC3 position; in MoveCamera3D()
507 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D()
510 nw::math::VEC3 right; in MoveCamera3D()
517 nw::math::VEC3 translate; in MoveCamera3D()
532 nw::math::VEC3 upVector; in MoveCamera3D()
584 nw::math::VEC3 translate; in MoveCamera3D()
594 nw::math::VEC3 translate; in MoveCamera3D()
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/NW4C-1.3.3/include/nw/demo/
Ddemo_CameraController.h134 nw::math::VEC3 m_Rotate;
135 nw::math::VEC3 m_TargetPos;
139 nw::math::VEC3 m_InitialRotate;
140 nw::math::VEC3 m_InitialTargetPos;
Ddemo_Utility.h50 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。
140 const nw::math::VEC3& cameraPosition = CAMERA_POSITION,
141 const nw::math::VEC3& targetPosition = TARGET_POSITION,
165 const nw::math::VEC3& cameraPosition = CAMERA_POSITION,
166 const nw::math::VEC3& targetPosition = TARGET_POSITION,
191 const nw::math::VEC3& cameraPosition = CAMERA_POSITION,
192 const nw::math::VEC3& targetPosition = TARGET_POSITION,
218 const nw::math::VEC3& cameraPosition = CAMERA_POSITION,
219 const nw::math::VEC3& targetPosition = TARGET_POSITION,
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