| /NW4C-2.0.3/include/nw/math/ |
| D | math_Matrix34.h | 29 NW_MATH_INLINE MTX34* MTX34LookAtRad(MTX34* pOut, const VEC3* pCamPos, f32 twist, const VEC3* pTarg… 30 NW_MATH_INLINE MTX34* MTX34CameraRotateRad(MTX34* pOut, const VEC3* pCamPos, const VEC3* pCamRotate… 31 NW_MATH_INLINE VEC3* MTX34DecomposeToColumnScale(VEC3* pOut, const MTX34* pM); 32 NW_MATH_INLINE VEC3* MTX34DecomposeToRowScale(VEC3* pOut, const MTX34* pM);
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_CameraViewUpdater.cpp | 29 const math::VEC3 CameraViewUpdater::VIEW_TARGET_POSITION = math::VEC3(0.0f,0.0f,-1.0f); 30 const math::VEC3 CameraViewUpdater::VIEW_UPWARD_VECTOR = math::VEC3(0.0f,1.0f,0.0f); 31 const math::VEC3 CameraViewUpdater::VIEW_VIEW_ROTATE = math::VEC3(0.0f,0.0f,0.0f);
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| D | gfx_BillboardUpdater.cpp | 63 const math::VEC3& cameraPosition, in Update() 99 math::VEC3 zAxis(0.0f ,0.0f, 1.0f); in Update() 112 math::VEC3 wPos(worldTransform.GetTranslate()); in Update() 115 math::VEC3 viewPos; in Update() 120 viewPos.SafeNormalize(math::VEC3(0.0f ,0.0f, 1.0f)); in Update() 171 math::VEC3 zAxis, in CalculateLocalMatrix() 175 math::VEC3 &rz = zAxis; in CalculateLocalMatrix() 182 math::VEC3 ry(0.0f, 1.0f, 0.0f); in CalculateLocalMatrix() 184 math::VEC3 rx; in CalculateLocalMatrix() 185 rx.Cross(ry, rz).SafeNormalize(math::VEC3(1.0f, 0.0f, 0.0f)); in CalculateLocalMatrix() [all …]
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| D | gfx_ParticleSet.cpp | 123 VEC3Normalize(nn::math::VEC3* pIn) in VEC3Normalize() 149 VEC3ArrayAddScalar(nw::math::VEC3* /*array*/, nw::math::VEC3* /*scalar*/, u32 /*countDiv12*/) in VEC3ArrayAddScalar() argument 202 nw::math::VEC3* /*arrayTarget*/, // r0 in VEC3ArrayAddVEC3Array() argument 203 nw::math::VEC3* /*arrayAdd*/, // r1 in VEC3ArrayAddVEC3Array() 651 const nw::math::VEC3* positions, in SetDefaultValues() 676 …nw::math::VEC3* translate = (nw::math::VEC3*)collection->GetStreamPtr(PARTICLEUSAGE_TRANSLATE, PAR… in SetDefaultValues() 679 …nw::math::VEC3* velocity = (nw::math::VEC3*)collection->GetStreamPtr(PARTICLEUSAGE_VELOCITY, PARTI… in SetDefaultValues() 727 const nw::math::VEC3* const positions, in AddParticles() 787 math::VEC3* translate = in AddParticles() 788 … (math::VEC3*)collection->GetStreamPtr(PARTICLEUSAGE_TRANSLATE, PARTICLE_BUFFER_FRONT); in AddParticles() [all …]
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| D | gfx_WorldMatrixUpdater.cpp | 63 math::VEC3* scale, in CalculateWorldXsi() 85 const math::VEC3& parentScale = parentWorldTransform.m_Scale; in CalculateWorldXsi() 88 math::VEC3 localTranslate = localTransform.TransformMatrix().GetColumn(3); in CalculateWorldXsi() 139 math::VEC3* scale, in CalculateWorldMayaSsc() 158 math::VEC3 localTranslate = localTransform.m_TransformMatrix.GetColumn(3); in CalculateWorldMayaSsc() 172 const math::VEC3& parentScale = parentLocalTransform.m_Scale; in CalculateWorldMayaSsc() 191 const math::VEC3& parentScale = parentLocalTransform.m_Scale; in CalculateWorldMayaSsc() 214 math::VEC3* scale, in CalculateWorldBasic() 245 math::VEC3 localTranslate = localTransform.m_TransformMatrix.GetColumn(3); in CalculateWorldBasic() 252 math::VEC3 localTranslate = localTransform.m_TransformMatrix.GetColumn(3); in CalculateWorldBasic() [all …]
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| D | gfx_AimTargetViewUpdater.cpp | 93 const math::VEC3& cameraPosition) in Update() 104 math::VEC3 lookReverse( in Update() 119 math::VEC3 r(lookReverse.z, 0.0f, -lookReverse.x); in Update() 125 math::VEC3 u; in Update() 130 math::VEC3 up; in Update() 136 math::VEC3 targetPosition(this->m_Resource.GetTargetPosition()); in Update()
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| D | gfx_ParticleEmitter.cpp | 448 nw::math::VEC3* positions = particleContext->GetEmissionPositionWork(emissionCount); in Emission() 465 …nw::math::VEC3* targetTranslate = (nw::math::VEC3*)targetCollection->GetStreamPtr(PARTICLEUSAGE_TR… in Emission() 559 …nw::math::VEC3* translate = (nw::math::VEC3*)targetCollection->GetStreamPtr(PARTICLEUSAGE_TRANSLAT… in Emission() 561 …nw::math::VEC3* velocity = (nw::math::VEC3*)targetCollection->GetStreamPtr(PARTICLEUSAGE_VELOCITY,… in Emission() 583 nw::math::VEC3* positions in CalcCubeForm() 587 nw::math::VEC3* targetTranslate in CalcCubeForm() 593 nw::math::VEC3 cookedScale(cubeForm.GetScale()); in CalcCubeForm() 612 nw::math::VEC3 position(0.0f, 0.0f, 0.0f); in CalcCubeForm() 732 nw::math::VEC3* positions in CalcCylinderForm() 736 nw::math::VEC3* targetTranslate in CalcCylinderForm() [all …]
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| D | gfx_LookAtTargetViewUpdater.cpp | 90 const math::VEC3& cameraPosition) in Update() 95 math::VEC3 targetPosition(this->m_Resource.GetTargetPosition()); in Update() 96 math::VEC3 upwardVector(this->m_Resource.GetUpwardVector()); in Update() 125 NW_ASSERT(!math::VEC3().Cross(upwardVector, targetPosition - cameraPosition).IsZero()); in Update()
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| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_CalculatedTransform.h | 271 math::VEC3& DirectScale() { return m_Scale; } in DirectScale() 274 const math::VEC3& Scale() const { return m_Scale; } in Scale() 278 void SetScale(const math::VEC3& scale) in SetScale() 307 void SetTranslate(const math::VEC3& translate) in SetTranslate() 316 void GetTranslate(math::VEC3* translate) const in GetTranslate() 325 math::VEC3 GetTranslate() const in GetTranslate() 327 return math::VEC3( in GetTranslate() 337 math::VEC3 translate; in SetRotateXYZ() 352 void SetRotateAndTranslate(const math::VEC3& rotate, const math::VEC3& translate) in SetRotateAndTranslate() 394 math::VEC3* v0 = reinterpret_cast<math::VEC3*>(&this->m_TransformMatrix.m[0]); in NormalizeRotateMatrix() [all …]
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| D | gfx_CameraViewUpdater.h | 29 struct VEC3; 63 const math::VEC3& cameraPosition) = 0; 99 static const math::VEC3 VIEW_TARGET_POSITION; 101 static const math::VEC3 VIEW_UPWARD_VECTOR; 103 static const math::VEC3 VIEW_VIEW_ROTATE;
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| D | gfx_ParticleEmitter.h | 335 nw::math::VEC3* positions); 342 nw::math::VEC3* positions); 349 nw::math::VEC3* positions); 356 nw::math::VEC3* positions); 363 nw::math::VEC3* positions); 370 nw::math::VEC3* positions); 379 nw::math::VEC3* targetTranslate); 388 nw::math::VEC3* targetTranslate); 397 nw::math::VEC3* targetTranslate); 406 nw::math::VEC3* targetTranslate); [all …]
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| D | gfx_BillboardUpdater.h | 69 const math::VEC3& cameraPosition, 84 math::VEC3 zAxis, 91 math::VEC3 yAxis, 92 math::VEC3& zAxis) const;
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| D | gfx_WorldMatrixUpdater.h | 131 math::VEC3* scale, 138 math::VEC3* scale, 145 math::VEC3* scale, 151 void MultScale(TMatrix* dstMatrix, const UMatrix* srcMatrix, const math::VEC3& scale) const in MultScale() 167 void ScaleMatrix(TMatrix* dstMatrix, const math::VEC3& scale) const in ScaleMatrix() 189 void AddTranslate(math::MTX34* dstMatrix, const math::VEC3& translate) const in AddTranslate() 196 void CompensateScale(math::VEC3& scale) const in CompensateScale() 224 math::VEC3 scale; in UpdateMaya() 274 math::VEC3 scale; in UpdateBasic() 312 math::VEC3 scale; in UpdateXsi()
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| D | gfx_Camera.h | 347 nw::math::VEC3 GetPosition() const in GetPosition() 357 void SetPosition(const nw::math::VEC3& position) in SetPosition() 371 SetPosition(nw::math::VEC3(x, y, z)); in SetPosition() 382 const nw::math::VEC3& GetTargetPosition() const; 392 void SetTargetPosition(const nw::math::VEC3& targetPosition); 406 SetTargetPosition(nw::math::VEC3(x, y, z)); in SetTargetPosition() 417 const nw::math::VEC3& GetUpwardVector() const; 427 void SetUpwardVector(const nw::math::VEC3& upwardVector); 441 SetUpwardVector(nw::math::VEC3(x, y, z)); in SetUpwardVector() 472 const nw::math::VEC3& GetViewRotate() const; [all …]
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| D | gfx_ParticleSet.h | 278 const nw::math::VEC3* const positions, 315 const nw::math::VEC3& GetScaleOffset() const in GetScaleOffset() 323 void SetScaleOffset(const nw::math::VEC3& offset) in SetScaleOffset() 331 const nw::math::VEC3& GetRotateOffset() const in GetRotateOffset() 339 void SetRotateOffset(const nw::math::VEC3& offset) in SetRotateOffset() 470 math::VEC3 m_ScaleOffset; 471 math::VEC3 m_RotateOffset;
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| /NW4C-2.0.3/demos/Nw4cDemo/include/ |
| D | SmCamera.h | 40 nw::math::VEC3 Position; 41 nw::math::VEC3 TargetPos; 42 nw::math::VEC3 UpVector; 86 void SetPosition( nw::math::VEC3* position ) in SetPosition() 96 void SetPadCameraPosition( nw::math::VEC3* position ) in SetPadCameraPosition() 106 void GetPosition( nw::math::VEC3* position ) in GetPosition() 113 void SetTarget( nw::math::VEC3* target ) in SetTarget() 148 void SetPadCameraTarget( nw::math::VEC3* target ) in SetPadCameraTarget() 161 void GetTarget( nw::math::VEC3* target ) in GetTarget() 227 nw::math::VEC3 m_Position; [all …]
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| /NW4C-2.0.3/include/nw/snd/ |
| D | snd_Sound3DActor.h | 182 void SetPosition( const nw::math::VEC3& position ); 193 const nw::math::VEC3& GetPosition() const { return m_Position; } in GetPosition() 226 void SetVelocity( const nw::math::VEC3& velocity ); 238 const nw::math::VEC3& GetVelocity() const { return m_Velocity; } in GetVelocity() 288 nw::math::VEC3 m_Position; 289 nw::math::VEC3 m_Velocity;
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| D | snd_Sound3DListener.h | 129 const nw::math::VEC3& GetPosition() const { return m_Position; } in GetPosition() 148 void SetVelocity( const nw::math::VEC3& velocity ); 165 const nw::math::VEC3& GetVelocity() const { return m_Velocity; } in GetVelocity() 319 void CalcPositionFromMatrix( const nw::math::MTX34& mtx, nw::math::VEC3* pos ); 322 nw::math::VEC3 m_Position; 323 nw::math::VEC3 m_Velocity;
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| /NW4C-2.0.3/include/nw/math/inline/ |
| D | math_Matrix34.ipp | 36 nw::math::MTX34* pOut, const nw::math::VEC3* pCamPos, f32 twist, const nw::math::VEC3* pTarget) 47 VEC3 lookReverse(pCamPos->x - pTarget->x, pCamPos->y - pTarget->y, pCamPos->z - pTarget->z); 85 VEC3 r(lookReverse.z, 0.0f, -lookReverse.x); 91 VEC3 u; 96 VEC3 right, up; 141 nw::math::MTX34* pOut, const nw::math::VEC3* pCamPos, const nw::math::VEC3* pCamRotate) 157 VEC3 right, up, back; 199 MTX34CameraRotateRad(MTX34* pOut, const VEC3* pCamPos, const VEC3* pCamRotate) 201 VEC3 rotateFIdx; 220 MTX34LookAtRad(MTX34* pOut, const VEC3* pCamPos, f32 twist, const VEC3* pTarget) [all …]
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| /NW4C-2.0.3/sources/libraries/anim/res/ |
| D | anim_ResAnimGroup.cpp | 383 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 409 const math::VEC3& position = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 416 const math::VEC3& upVector = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 435 const math::VEC3& rotate = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 587 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 650 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() 658 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue() 666 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue() 674 math::VEC3 attenuation = light.GetDistanceAttenuation(); in SetValue() 720 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue()
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| /NW4C-2.0.3/include/nw/ut/ |
| D | ut_ResPrimitive.h | 88 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, CenterPosition ) // GetCenterPosition() 108 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, Size ) // GetSize() 129 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, CenterPosition ) // GetCenterPosition() 139 NW_RES_FIELD_VECTOR3_DECL( nw::math::VEC3, Size ) // GetSize()
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/ |
| D | SmCamera.cpp | 93 nw::math::VEC3 mCameraPos; in SmCamera() 94 nw::math::VEC3 mCameraTarget; in SmCamera() 95 nw::math::VEC3 mCameraUp; in SmCamera() 507 nw::math::VEC3 position; in MoveCamera3D() 509 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D() 512 nw::math::VEC3 right; in MoveCamera3D() 519 nw::math::VEC3 translate; in MoveCamera3D() 534 nw::math::VEC3 upVector; in MoveCamera3D() 586 nw::math::VEC3 translate; in MoveCamera3D() 596 nw::math::VEC3 translate; in MoveCamera3D() [all …]
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| /NW4C-2.0.3/include/nw/demo/ |
| D | demo_CameraController.h | 136 nw::math::VEC3 m_Rotate; 137 nw::math::VEC3 m_TargetPos; 141 nw::math::VEC3 m_InitialRotate; 142 nw::math::VEC3 m_InitialTargetPos;
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| D | demo_Utility.h | 52 static const nw::math::VEC3 CAMERA_POSITION; //!< カメラ位置のデフォルト値です。 53 static const nw::math::VEC3 TARGET_POSITION; //!< カメラターゲットのデフォルト値です。 142 const nw::math::VEC3& cameraPosition = CAMERA_POSITION, 143 const nw::math::VEC3& targetPosition = TARGET_POSITION, 167 const nw::math::VEC3& cameraPosition = CAMERA_POSITION, 168 const nw::math::VEC3& targetPosition = TARGET_POSITION, 193 const nw::math::VEC3& cameraPosition = CAMERA_POSITION, 194 const nw::math::VEC3& targetPosition = TARGET_POSITION, 220 const nw::math::VEC3& cameraPosition = CAMERA_POSITION, 221 const nw::math::VEC3& targetPosition = TARGET_POSITION, [all …]
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| /NW4C-2.0.3/sources/libraries/snd/ |
| D | snd_Sound3DListener.cpp | 50 nw::math::VEC3 oldPos = m_Position; in SetMatrix() 63 void Sound3DListener::CalcPositionFromMatrix( const nw::math::MTX34& mtx, nw::math::VEC3* pos ) in CalcPositionFromMatrix() 73 m_Velocity = nw::math::VEC3( 0.0f,0.0f,0.0f ); in ResetMatrix() 77 void Sound3DListener::SetVelocity( const nw::math::VEC3& velocity ) in SetVelocity()
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