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Searched refs:eye (Results 1 - 9 of 9) sorted by relevance

/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample/
H A Dcube_demo.js41 vec3 eye = vec3(25,65,35);
42 vec3 h=normalize(normalize(eye-a_Position.xyz)+lightDirection);
45 v_Dist = distance(vertexPosition.xyz,eye);
/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample2/
H A Dcube2_demo.js41 vec3 eye = vec3(25,65,35);
42 vec3 h=normalize(normalize(eye-a_Position.xyz)+lightDirection);
45 v_Dist = distance(vertexPosition.xyz,eye);
/foundation/window/window_manager/test/fuzztest/wms/windowutilmath_fuzzer/
H A Dwindowutilmath_fuzzer.cpp147 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()
/foundation/window/window_manager/utils/src/
H A Dwm_math.cpp274 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()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dscene_util.h48 void CameraLookAt(CORE_NS::IEcs& ecs, CORE_NS::Entity entity, const BASE_NS::Math::Vec3& eye,
H A Dscene_util.cpp211 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
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/util/
H A Dintf_scene_util.h78 /** 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,
/foundation/graphic/graphic_3d/lume/LumeBase/api/base/math/
H A Dmatrix_util.h678 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()
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/foundation/window/window_manager/utils/include/
H A Dwm_math.h231 Matrix4 CreateLookAt(const Vector3& eye, const Vector3& target, const Vector3& up);

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