Lines Matching refs:z
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;
54 pOut->z = pDst->z;
217 m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = pS->z; m[2][3] = 0.0f;
260 pOut->f._02 = pM->f._02 * pS->z;
261 pOut->f._12 = pM->f._12 * pS->z;
262 pOut->f._22 = pM->f._22 * pS->z;
300 dst[2][0] = src[2][0] * pS->z; dst[2][1] = src[2][1] * pS->z;
301 dst[2][2] = src[2][2] * pS->z; dst[2][3] = src[2][3] * pS->z;
325 m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = 1.0f; m[2][3] = pT->z;
378 dst[2][3] = src[2][3] + pT->z;
406 pOut->f._23 = tmp.z;
461 f32 x, y, z; // x, y, z components of normalized axis
462 f32 xSq, ySq, zSq; // x, y, z squared
478 z = vN.z;
482 zSq = z * z;
485 m[0][1] = ( t * x * y ) - ( s * z );
486 m[0][2] = ( t * x * z ) + ( s * y );
489 m[1][0] = ( t * x * y ) + ( s * z );
491 m[1][2] = ( t * y * z ) - ( s * x );
494 m[2][0] = ( t * x * z ) - ( s * y );
495 m[2][1] = ( t * y * z ) + ( s * x );
507 f32 x, y, z; // x, y, z components of normalized axis
508 f32 xSq, ySq, zSq; // x, y, z squared
528 z = vN.z;
532 zSq = z * z;
536 m01 = ( t * x * y ) - ( s * z );
537 m02 = ( t * x * z ) + ( s * y );
539 m10 = ( t * x * y ) + ( s * z );
541 m12 = ( t * y * z ) - ( s * x );
543 m20 = ( t * x * z ) - ( s * y );
544 m21 = ( t * y * z ) + ( s * x );
997 m[0][2] = vRight.z;
998 m[0][3] = -( pCamPos->x * vRight.x + pCamPos->y * vRight.y + pCamPos->z * vRight.z );
1002 m[1][2] = vUp.z;
1003 m[1][3] = -( pCamPos->x * vUp.x + pCamPos->y * vUp.y + pCamPos->z * vUp.z );
1007 m[2][2] = vLook.z;
1008 m[2][3] = -( pCamPos->x * vLook.x + pCamPos->y * vLook.y + pCamPos->z * vLook.z );
1028 vLookz = pCamPos->z - pTarget->z;
1048 vRightx = ( pCamUp->y * vLookz ) - ( pCamUp->z * vLooky );
1049 vRighty = ( pCamUp->z * vLookx ) - ( pCamUp->x * vLookz );
1079 tmp1 = -( pCamPos->x * vRightx + pCamPos->y * vRighty + pCamPos->z * vRightz );
1080 tmp2 = -( pCamPos->x * vUpx + pCamPos->y * vUpy + pCamPos->z * vUpz );
1081 tmp3 = -( pCamPos->x * vLookx + pCamPos->y * vLooky + pCamPos->z * vLookz );
1122 VEC3 lookReverse(pCamPos->x - pTarget->x, pCamPos->y - pTarget->y, pCamPos->z - pTarget->z);
1124 if ((lookReverse.x == 0.0f) && (lookReverse.z == 0.0f))
1142 m[1][3] = -pCamPos->z;
1151 m[1][3] = pCamPos->z;
1160 VEC3 r(lookReverse.z, 0.0f, -lookReverse.x);
1177 right.z = st * u.z + ct * r.z;
1181 up.z = ct * u.z - st * r.z;
1186 m[0][2] = right.z;
1192 m[1][2] = up.z;
1198 m[2][2] = lookReverse.z;
1217 lookReversez = pCamPos->z - pTarget->z;
1238 m[1][3] = -pCamPos->z;
1247 m[1][3] = pCamPos->z;
1311 tmp1 = pCamPos->x * rightx + pCamPos->y * righty + pCamPos->z * rightz;
1312 tmp2 = pCamPos->x * upx + pCamPos->y * upy + pCamPos->z * upz;
1313 tmp3 = pCamPos->x * lookReversex + pCamPos->y * lookReversey + pCamPos->z * lookReversez;
1357 SinCosDeg(&sz, &cz, pCamRotate->z);
1359 // Rotate in the order of z-axis, x-axis, y-axis
1364 right.z = sx * cy * sz - sy * cz;
1368 up.z = sx * cy * cz + sy * sz;
1372 back.z = cx * cy;
1376 m[0][2] = right.z;
1381 m[1][2] = up.z;
1386 m[2][2] = back.z;
1405 f32 fIdxZ = NN_MATH_DEG_TO_FIDX(pCamRotate->z);
1505 // Rotate in the order of z-axis, x-axis, y-axis
1515 right.z = sinx * cosy * sinz - siny * cosz;
1519 up.z = sinx * cosy * cosz + siny * sinz;
1523 back.z = cosx * cosy;
1527 m02 = right.z;
1532 m12 = up.z;
1537 m22 = back.z;
1582 NN_ASSERT( pQ->x || pQ->y || pQ->z || pQ->w );
1586 s = 2.0f / ( (pQ->x * pQ->x) + (pQ->y * pQ->y) + (pQ->z * pQ->z) + (pQ->w * pQ->w) );
1588 xs = pQ->x * s; ys = pQ->y * s; zs = pQ->z * s;
1591 yy = pQ->y * ys; yz = pQ->y * zs; zz = pQ->z * zs;
1620 NN_ASSERT( pQ->x || pQ->y || pQ->z || pQ->w );
1626 pQz = pQ->z;