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Searched refs:Inverse (Results 1 - 20 of 20) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_cameras.cpp165 dat->viewInv = Math::Inverse(currCamera.matrices.view); in ExecuteFrame()
166 dat->projInv = Math::Inverse(jp.proj); in ExecuteFrame()
167 dat->viewProjInv = Math::Inverse(viewProj); in ExecuteFrame()
179 dat->shadowViewProjInv = Math::Inverse(shadowViewProj); in ExecuteFrame()
/foundation/graphic/graphic_utils_lite/interfaces/kits/gfx_utils/
H A Dgraphic_math.h395 Matrix3 Inverse() const;
531 Matrix3<T> Matrix3<T>::Inverse() const in Inverse() function in OHOS::Matrix3
666 Matrix4<T> Inverse() const;
825 Matrix4<T> Matrix4<T>::Inverse() const in Inverse() function in OHOS::Matrix4
/foundation/graphic/graphic_3d/lume/LumeBase/api/base/math/
H A Dmatrix_util.h349 /** Inverse matrix with determinant output */
350 static inline constexpr Mat3X3 Inverse(Mat3X3 const& m, float& determinantOut) in Inverse() function
370 /** Inverse matrix */
371 static inline constexpr Mat3X3 Inverse(const Mat3X3& mat3X3) in Inverse() function
374 return Inverse(mat3X3, determinant); in Inverse()
377 /** Inverse matrix with determinant output */
378 static inline constexpr Mat4X4 Inverse(Mat4X4 const& m, float& determinantOut) in Inverse() function
440 Inverse(mat4X4, determinant); in Determinant()
444 /** Inverse matrix */
445 static inline constexpr Mat4X4 Inverse(cons function
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H A Dquaternion_util.h75 /** Inverse */
76 static inline constexpr Quat Inverse(const Quat& rotation) in Inverse() function
207 return Inverse(q) * v; in operator *()
/foundation/window/window_manager/window_scene/session_manager/src/
H A Dscene_session_dirty_manager.cpp178 transform = transform.Inverse(); in CalNotRotateTransform()
199 transform = transform.Inverse(); in CalTransform()
798 transform = hostTransform.Inverse() * transform; in CoordinateSystemHostWindowToScreen()
871 transform = transform.Inverse(); in GetSecComponentWindowInfo()
H A Dscene_input_manager.cpp210 transform = transform.Inverse(); in ConstructDisplayInfos()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dpicking.cpp262 Math::Inverse(CameraMatrixUtil::CalculateProjectionMatrix(cameraComponent, isCameraNegative)); in ScreenToWorld()
339 auto const worldToView = Math::Inverse(worldMatrixComponent.matrix); in WorldToScreen()
H A Dscene_util.cpp234 auto worldMatrix = Math::Inverse(parentWorld) * Math::Inverse(Math::LookAtRh(eye, target, up)); in CameraLookAt()
/foundation/graphic/graphic_2d/rosen/modules/render_service_base/include/common/
H A Drs_matrix3.h47 Matrix3 Inverse() const;
157 Matrix3<T> Matrix3<T>::Inverse() const in Inverse() function in OHOS::Rosen::Matrix3
/foundation/multimodalinput/input/util/common/include/
H A Dmmi_matrix3.h49 Matrix3 Inverse() const;
171 Matrix3<T> Matrix3<T>::Inverse() const in Inverse() function in OHOS::MMI::Matrix3
/foundation/graphic/graphic_3d/3d_widget_adapter/core/src/lume/
H A Dlume_common.cpp1585 BASE_NS::Math::Mat4X4 invMat = BASE_NS::Math::Inverse(mat, determinantOut); in SetupCameraTransform()
1593 WIDGET_LOGW("ACE-3D Inverse LookAt matrix is invalid."); in SetupCameraTransform()
1596 invMat = BASE_NS::Math::Inverse(mat, determinantOut); in SetupCameraTransform()
1698 BASE_NS::Math::Mat4X4 invMat = BASE_NS::Math::Inverse(mat, determinantOut); in GetLightPositionAndRotation()
1701 WIDGET_LOGE("ACE-3D Inverse LookAt matrix is invalid."); in GetLightPositionAndRotation()
1704 invMat = BASE_NS::Math::Inverse(mat, determinantOut); in GetLightPositionAndRotation()
1705 WIDGET_LOGD("ACE-3D 2nd Inverse LookAtRh: determinantOut: %f", determinantOut); in GetLightPositionAndRotation()
/foundation/graphic/graphic_utils_lite/frameworks/
H A Dtransform.cpp322 invMatrix_ = matrix3.Inverse(); in SetMatrix()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Dskinning_system.cpp239 skinEntityWorldInverse = Math::Inverse(skinEntityWorld); in UpdateSkin()
H A Drender_system.cpp1058 const Math::Mat4X4 inverseProjection = Inverse(projection); in CalculateObliqueProjectionMatrix()
1850 const Math::Mat4X4 view = Math::Inverse(Math::Mat4X4(renderMatrixComponent.matrix.data), determinant);
2130 camera.matrices.view = Math::Inverse(lpd.world, determinant);
H A Danimation_system.cpp362 const Math::Quat inverseInitialRotation = Inverse(initialValue.initialData.quatValue); in Interpolate()
/foundation/graphic/graphic_utils_lite/test/
H A Dgraphic_math_unit_test.cpp584 * @tc.desc: Verify Inverse operator function, equal.
595 Matrix3<uint16_t> matrix2 = matrix1->Inverse(); in HWTEST_F()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/
H A Drender_node_scene_util.cpp259 const Math::Mat4X4 viewInv = Math::Inverse(cameras[cameraId].matrices.view); in GetRenderSlotSubmeshes()
/foundation/graphic/graphic_2d/rosen/modules/render_service/core/pipeline/
H A Drs_base_render_util.cpp336 xyzToRgb_(rgbToXyz_.Inverse()),
351 xyzToRgb_(rgbToXyz_.Inverse()),
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/
H A Dnode_impl.cpp1127 auto newLocal = BASE_NS::Math::Inverse(global) * mat; in SetGlobalTransform()
/foundation/arkui/ui_lite/frameworks/draw/
H A Ddraw_utils.cpp1883 transMap.invMatrix_ = (matrix3 * (Matrix3<float>::Translate(Vector2<float>(rect.GetX(), rect.GetY())))).Inverse();

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