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Searched refs:_sliceViewMatrix (Results 1 – 6 of 6) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dview.cpp63 _sliceViewMatrix = mInvert * (_frameViewMatrix * mRotation); in calculateSliceViewMatrix()
67 Matrix4x3 invertedMatrix = invertMatrix(_sliceViewMatrix); in calculateCameraPosition()
H A Dslice_renderer.cpp120 Vector3 viewPos = _view->_sliceViewMatrix * _position; in calculateFacingRotationMatrix()
128 Matrix3x2 mView(_view->_sliceViewMatrix(0,0), _view->_sliceViewMatrix(0,1), 0.0f, in calculateFacingRotationMatrix()
129 _view->_sliceViewMatrix(2,0), _view->_sliceViewMatrix(2,1), 0.0f); in calculateFacingRotationMatrix()
142 Matrix4x3 viewMatrix = _view->_sliceViewMatrix; in calculateBoundingRect()
626 Matrix4x3 m = _view->_sliceViewMatrix * (mTransition * (mRotation * (mOffset * mScale))); in drawShadowInWorld()
H A Dview.h38 Matrix4x3 _sliceViewMatrix; variable
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/
H A Dview.cpp63 _sliceViewMatrix = mInvert * (_frameViewMatrix * mRotation); in calculateSliceViewMatrix()
67 Matrix4x3 invertedMatrix = invertMatrix(_sliceViewMatrix); in calculateCameraPosition()
H A Dslice_renderer.cpp121 Vector3 viewPos = _view->_sliceViewMatrix * _position; in calculateFacingRotationMatrix()
129 Matrix3x2 mView(_view->_sliceViewMatrix(0,0), _view->_sliceViewMatrix(0,1), 0.0f, in calculateFacingRotationMatrix()
130 _view->_sliceViewMatrix(2,0), _view->_sliceViewMatrix(2,1), 0.0f); in calculateFacingRotationMatrix()
143 Matrix4x3 viewMatrix = _view->_sliceViewMatrix; in calculateBoundingRect()
626 Matrix4x3 m = _view->_sliceViewMatrix * (mTransition * (mRotation * (mOffset * mScale))); in drawShadowInWorld()
H A Dview.h38 Matrix4x3 _sliceViewMatrix; variable