/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample/ |
H A D | cube_demo.js | 41 vec3 eye = vec3(25,65,35); 42 vec3 h=normalize(normalize(eye-a_Position.xyz)+lightDirection); 45 v_Dist = distance(vertexPosition.xyz,eye);
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/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample2/ |
H A D | cube2_demo.js | 41 vec3 eye = vec3(25,65,35); 42 vec3 h=normalize(normalize(eye-a_Position.xyz)+lightDirection); 45 v_Dist = distance(vertexPosition.xyz,eye);
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/foundation/window/window_manager/test/fuzztest/wms/windowutilmath_fuzzer/ |
H A D | windowutilmath_fuzzer.cpp | 147 OHOS::Rosen::TransformHelper::Vector3 eye, target, up; in WindowUtilMathFuzzPart2() local 148 InitVector3(eye, data, size, startPos); in WindowUtilMathFuzzPart2() 151 OHOS::Rosen::TransformHelper::CreateLookAt(eye, target, up); in WindowUtilMathFuzzPart2() 153 OHOS::Rosen::TransformHelper::CreatePerspective(eye); in WindowUtilMathFuzzPart2()
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/foundation/window/window_manager/utils/src/ |
H A D | wm_math.cpp | 274 Matrix4 CreateLookAt(const Vector3& eye, const Vector3& target, const Vector3& up) in CreateLookAt() argument 276 Vector3 zaxis = Vector3::Normalize(target - eye); in CreateLookAt() 280 trans.x_ = -Vector3::Dot(xaxis, eye); in CreateLookAt() 281 trans.y_ = -Vector3::Dot(yaxis, eye); in CreateLookAt() 282 trans.z_ = -Vector3::Dot(zaxis, eye); in CreateLookAt()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | scene_util.h | 48 void CameraLookAt(CORE_NS::IEcs& ecs, CORE_NS::Entity entity, const BASE_NS::Math::Vec3& eye,
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H A D | scene_util.cpp | 211 IEcs& ecs, Entity entity, const Math::Vec3& eye, const Math::Vec3& target, const Math::Vec3& up) in CameraLookAt() 233 // target and moving to eye. this transform is the inverse of the look-at matrix. in CameraLookAt() 234 auto worldMatrix = Math::Inverse(parentWorld) * Math::Inverse(Math::LookAtRh(eye, target, up)); in CameraLookAt() 210 CameraLookAt( IEcs& ecs, Entity entity, const Math::Vec3& eye, const Math::Vec3& target, const Math::Vec3& up) CameraLookAt() argument
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/util/ |
H A D | intf_scene_util.h | 78 /** Update the transformation of the given entity such that it is located at 'eye', rotated towards 'target', and 79 * its up vector is 'up'. The up vector will only match 'up' if the direction from 'eye' to 'target' is 83 * @param eye Final world space position of the entity. 87 virtual void CameraLookAt(CORE_NS::IEcs& ecs, CORE_NS::Entity entity, const BASE_NS::Math::Vec3& eye,
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/foundation/graphic/graphic_3d/lume/LumeBase/api/base/math/ |
H A D | matrix_util.h | 678 static inline Mat4X4 LookAtRh(Vec3 const& eye, Vec3 const& center, Vec3 const& up) in LookAtRh() argument 680 Vec3 const f(Normalize(center - eye)); in LookAtRh() 694 result.w.x = -Dot(s, eye); in LookAtRh() 695 result.w.y = -Dot(u, eye); in LookAtRh() 696 result.w.z = Dot(f, eye); in LookAtRh() 701 static inline Mat4X4 LookAtLh(Vec3 const& eye, Vec3 const& center, Vec3 const& up) in LookAtLh() argument 703 Vec3 const f(Normalize(center - eye)); in LookAtLh() 717 result.w.x = -Dot(s, eye); in LookAtLh() 718 result.w.y = -Dot(u, eye); in LookAtLh() 719 result.w.z = -Dot(f, eye); in LookAtLh() [all...] |
/foundation/window/window_manager/utils/include/ |
H A D | wm_math.h | 231 Matrix4 CreateLookAt(const Vector3& eye, const Vector3& target, const Vector3& up);
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