Lines Matching refs:y

46     pDst->x = pM->f._00 * pV->x + pM->f._01 * pV->y + pM->f._02 * pV->z + pM->f._03;
47 pDst->y = pM->f._10 * pV->x + pM->f._11 * pV->y + pM->f._12 * pV->z + pM->f._13;
48 pDst->z = pM->f._20 * pV->x + pM->f._21 * pV->y + pM->f._22 * pV->z + pM->f._23;
53 pOut->y = pDst->y;
216 m[1][0] = 0.0f; m[1][1] = pS->y; m[1][2] = 0.0f; m[1][3] = 0.0f;
256 pOut->f._01 = pM->f._01 * pS->y;
257 pOut->f._11 = pM->f._11 * pS->y;
258 pOut->f._21 = pM->f._21 * pS->y;
297 dst[1][0] = src[1][0] * pS->y; dst[1][1] = src[1][1] * pS->y;
298 dst[1][2] = src[1][2] * pS->y; dst[1][3] = src[1][3] * pS->y;
324 m[1][0] = 0.0f; m[1][1] = 1.0f; m[1][2] = 0.0f; m[1][3] = pT->y;
377 dst[1][3] = src[1][3] + pT->y;
405 pOut->f._13 = tmp.y;
460 f32 x, y, z; // x, y, z components of normalized axis
461 f32 xSq, ySq, zSq; // x, y, z squared
476 y = vN.y;
480 ySq = y * y;
484 m[0][1] = ( t * x * y ) - ( s * z );
485 m[0][2] = ( t * x * z ) + ( s * y );
488 m[1][0] = ( t * x * y ) + ( s * z );
490 m[1][2] = ( t * y * z ) - ( s * x );
493 m[2][0] = ( t * x * z ) - ( s * y );
494 m[2][1] = ( t * y * z ) + ( s * x );
506 f32 x, y, z; // x, y, z components of normalized axis
507 f32 xSq, ySq, zSq; // x, y, z squared
526 y = vN.y;
530 ySq = y * y;
535 m01 = ( t * x * y ) - ( s * z );
536 m02 = ( t * x * z ) + ( s * y );
538 m10 = ( t * x * y ) + ( s * z );
540 m12 = ( t * y * z ) - ( s * x );
542 m20 = ( t * x * z ) - ( s * y );
543 m21 = ( t * y * z ) + ( s * x );
990 m[0][1] = vRight.y;
992 m[0][3] = -( pCamPos->x * vRight.x + pCamPos->y * vRight.y + pCamPos->z * vRight.z );
995 m[1][1] = vUp.y;
997 m[1][3] = -( pCamPos->x * vUp.x + pCamPos->y * vUp.y + pCamPos->z * vUp.z );
1000 m[2][1] = vLook.y;
1002 m[2][3] = -( pCamPos->x * vLook.x + pCamPos->y * vLook.y + pCamPos->z * vLook.z );
1021 vLooky = pCamPos->y - pTarget->y;
1042 vRightx = ( pCamUp->y * vLookz ) - ( pCamUp->z * vLooky );
1044 vRightz = ( pCamUp->x * vLooky ) - ( pCamUp->y * vLookx );
1073 tmp1 = -( pCamPos->x * vRightx + pCamPos->y * vRighty + pCamPos->z * vRightz );
1074 tmp2 = -( pCamPos->x * vUpx + pCamPos->y * vUpy + pCamPos->z * vUpz );
1075 tmp3 = -( pCamPos->x * vLookx + pCamPos->y * vLooky + pCamPos->z * vLookz );
1116 VEC3 lookReverse(pCamPos->x - pTarget->x, pCamPos->y - pTarget->y, pCamPos->z - pTarget->z);
1132 if (lookReverse.y <= 0.0f)
1139 m[2][3] = pCamPos->y;
1148 m[2][3] = -pCamPos->y;
1168 // r.y == 0であることに注意
1170 right.y = st * u.y;
1174 up.y = ct * u.y;
1179 m[0][1] = right.y;
1185 m[1][1] = up.y;
1191 m[2][1] = lookReverse.y;
1212 lookReversey = pCamPos->y - pTarget->y;
1235 m[2][3] = pCamPos->y;
1244 m[2][3] = -pCamPos->y;
1293 // r.y == 0であることに注意
1305 tmp1 = pCamPos->x * rightx + pCamPos->y * righty + pCamPos->z * rightz;
1306 tmp2 = pCamPos->x * upx + pCamPos->y * upy + pCamPos->z * upz;
1307 tmp3 = pCamPos->x * lookReversex + pCamPos->y * lookReversey + pCamPos->z * lookReversez;
1350 SinCosDeg(&sy, &cy, pCamRotate->y);
1357 right.y = cx * sz;
1361 up.y = cx * cz;
1365 back.y = - sx;
1369 m[0][1] = right.y;
1374 m[1][1] = up.y;
1379 m[2][1] = back.y;
1398 f32 fIdxY = NN_MATH_DEG_TO_FIDX(pCamRotate->y);
1508 right.y = cosx * sinz;
1512 up.y = cosx * cosz;
1516 back.y = - sinx;
1520 m01 = right.y;
1525 m11 = up.y;
1530 m21 = back.y;
1576 NN_ASSERT( pQ->x || pQ->y || pQ->z || pQ->w );
1580 s = 2.0f / ( (pQ->x * pQ->x) + (pQ->y * pQ->y) + (pQ->z * pQ->z) + (pQ->w * pQ->w) );
1582 xs = pQ->x * s; ys = pQ->y * s; zs = pQ->z * s;
1585 yy = pQ->y * ys; yz = pQ->y * zs; zz = pQ->z * zs;
1614 NN_ASSERT( pQ->x || pQ->y || pQ->z || pQ->w );
1619 pQy = pQ->y;