Searched refs:_sliceViewMatrix (Results 1 – 6 of 6) sorted by relevance
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/ |
H A D | view.cpp | 63 _sliceViewMatrix = mInvert * (_frameViewMatrix * mRotation); in calculateSliceViewMatrix() 67 Matrix4x3 invertedMatrix = invertMatrix(_sliceViewMatrix); in calculateCameraPosition()
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H A D | slice_renderer.cpp | 120 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()
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H A D | view.h | 38 Matrix4x3 _sliceViewMatrix; variable
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/ |
H A D | view.cpp | 63 _sliceViewMatrix = mInvert * (_frameViewMatrix * mRotation); in calculateSliceViewMatrix() 67 Matrix4x3 invertedMatrix = invertMatrix(_sliceViewMatrix); in calculateCameraPosition()
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H A D | slice_renderer.cpp | 121 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()
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H A D | view.h | 38 Matrix4x3 _sliceViewMatrix; variable
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