| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_TransformNode.h | 382 const math::VEC3 &direction) const in CalcInheritingDiretion() argument 386 inheritingDirection = direction; in CalcInheritingDiretion() 392 parentWorldMatrix.f._00 * direction.x + in CalcInheritingDiretion() 393 parentWorldMatrix.f._01 * direction.y + in CalcInheritingDiretion() 394 parentWorldMatrix.f._02 * direction.z; in CalcInheritingDiretion() 397 parentWorldMatrix.f._10 * direction.x + in CalcInheritingDiretion() 398 parentWorldMatrix.f._11 * direction.y + in CalcInheritingDiretion() 399 parentWorldMatrix.f._12 * direction.z; in CalcInheritingDiretion() 402 parentWorldMatrix.f._20 * direction.x + in CalcInheritingDiretion() 403 parentWorldMatrix.f._21 * direction.y + in CalcInheritingDiretion() [all …]
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| /NW4C-2.0.3/sources/libraries/snd/ |
| D | snd_AnimSoundImpl.cpp | 143 void AnimSoundImpl::UpdateFrame( f32 frame, PlayDirection direction ) in UpdateFrame() argument 156 if ( direction == PLAY_DIRECTION_FORWARD ) in UpdateFrame() 170 if ( direction == PLAY_DIRECTION_FORWARD ) in UpdateFrame() 263 void AnimSoundImpl::UpdateOneFrame( s32 current, PlayDirection direction ) in UpdateOneFrame() argument 283 UpdateTrigger( *event, current, direction ); in UpdateOneFrame() 288 UpdateRange( *event, current, direction ); in UpdateOneFrame() 296 PlayDirection direction in UpdateTrigger() argument 312 ( direction == PLAY_DIRECTION_FORWARD && in UpdateTrigger() 314 ( direction == PLAY_DIRECTION_BACKWARD && in UpdateTrigger() 367 if ( direction == PLAY_DIRECTION_FORWARD ) in UpdateTrigger() [all …]
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| /NW4C-2.0.3/include/nw/snd/ |
| D | snd_AnimSoundImpl.h | 84 void UpdateFrame( f32 frame, PlayDirection direction = PLAY_DIRECTION_FORWARD ); 95 void UpdateOneFrame( s32 current, PlayDirection direction ); 100 PlayDirection direction ); 104 PlayDirection direction );
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| D | snd_AnimSound.h | 267 void UpdateFrame( f32 frame, PlayDirection direction = PLAY_DIRECTION_FORWARD ) 270 frame, static_cast<internal::AnimSoundImpl::PlayDirection>( direction ) );
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_RenderContext.cpp | 580 math::VEC3 direction(resLight.GetDirection()); in ActivateHemiSphereLight() local 585 &direction, &hemiSphereLight->TrackbackWorldMatrix(), &resLight.GetDirection()); in ActivateHemiSphereLight() 593 math::VEC3TransformNormal(&direction, &viewMatrix, &direction); in ActivateHemiSphereLight() 594 … math::VEC4 directionAndLerp(direction.x, direction.y, direction.z, resLight.GetLerpFactor()); in ActivateHemiSphereLight() 635 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local 636 direction.w = 0.0f; in ActivateFragmentLight() 638 this->TransformToViewCoordinate(&direction, &viewMatrix, &direction); in ActivateFragmentLight() 641 GraphicsDevice::ActivateFragmentLightPosition(index, -direction); in ActivateFragmentLight() 642 GraphicsDevice::SetFragmentLightPositionW(index, (direction.w == 0.0f)); in ActivateFragmentLight() 704 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local [all …]
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| D | gfx_ParticleSet.cpp | 1130 const nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local 1133 nw::math::VEC3 velocity = direction; in InitializeParticles() 1160 nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local 1162 if (direction.x == 0.f && direction.y == 0.f && direction.z == 0.f ) in InitializeParticles() 1172 f32 sx = direction.z; in InitializeParticles() 1198 sz = direction.x * -divcx; in InitializeParticles() 1199 cz = direction.y * divcx; in InitializeParticles() 1226 velocity.y * direction.x + in InitializeParticles() 1231 velocity.y * direction.y + in InitializeParticles() 1235 velocity.y * direction.z + in InitializeParticles()
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/ |
| D | SmCamera.cpp | 509 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D() local 510 nw::math::VEC3Normalize(&direction, &direction); in MoveCamera3D() 513 nw::math::VEC3Cross(&right, &resViewUpdater.GetUpwardVector(), &direction); in MoveCamera3D() 547 VEC3Cross(&right,&upVector,&direction); in MoveCamera3D() 552 VEC3Cross(&upVector,&direction,&right); in MoveCamera3D() 588 …translate += expansion * direction * VEC3Len(resViewUpdater.GetTargetPosition() - translate) * mCa… in MoveCamera3D() 620 VEC3Cross(&right,&upVector,&direction); in MoveCamera3D() 623 VEC3Cross(&upVector,&direction,&right); in MoveCamera3D()
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| /NW4C-2.0.3/sources/libraries/anim/res/ |
| D | anim_ResAnimGroup.cpp | 587 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local 588 direction.Normalize(); in SetValue() 589 light.SetDirection(direction); in SetValue() 650 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local 651 direction.Normalize(); in SetValue() 652 light.SetDirection(direction); in SetValue() 720 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local 721 direction.Normalize(); in SetValue() 722 light.SetDirection(direction); in SetValue()
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| /NW4C-2.0.3/sources/libraries/dev/ |
| D | dev_DirectPrint.cpp | 264 DirectPrint::Direction direction, in Erase() argument 273 this->InitializeContext(context, buffer, ut::Color8::BLACK, bgColor, direction); in Erase() 293 DirectPrint::Direction direction, in DrawString() argument 306 this->InitializeContext(context, buffer, color, bgColor, direction); in DrawString() 322 DirectPrint::Direction direction) in InitializeContext() argument 328 switch (direction) in InitializeContext() 1038 DirectPrint::SetDirection(Direction direction) in SetDirection() argument 1040 m_Direction = direction; in SetDirection()
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| /NW4C-2.0.3/demos/snd/sound3d/sources/ |
| D | Sound3dApp.cpp | 161 const nw::math::VEC3 direction( in CalcListenerMatrix() local 164 nw::math::VEC3 target = pos + direction; in CalcListenerMatrix()
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| /NW4C-2.0.3/include/nw/dev/ |
| D | dev_DirectPrint.h | 251 void SetDirection(Direction direction);
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| /NW4C-2.0.3/sources/libraries/demo/ |
| D | demo_GraphicsDrawing.cpp | 752 math::VEC2 direction = pt1 - pt2; in BuildLine() local 753 math::VEC2 ortho = math::VEC2( direction.y, - direction.x ); in BuildLine()
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| /NW4C-2.0.3/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 883 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local 884 s_ShadowCamera->SetTargetPosition(translate + direction); in UpdateScene()
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| /NW4C-2.0.3/demos/gfx/ShadowMapDemo/sources/ |
| D | ShadowMapDemo.cpp | 949 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local 950 s_ShadowCamera->SetTargetPosition(translate + direction); in UpdateScene()
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