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Searched refs:lookReverse (Results 1 – 3 of 3) sorted by relevance

/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_AimTargetViewUpdater.cpp102 math::VEC3 lookReverse( in Update() local
107 if ((lookReverse.x == 0.0f) && (lookReverse.z == 0.0f)) in Update()
117 math::VEC3 r(lookReverse.z, 0.0f, -lookReverse.x); in Update()
119 math::VEC3Normalize(&lookReverse, &lookReverse); in Update()
124 math::VEC3Cross(&u, &lookReverse, &r); in Update()
/NW4C-1.3.3/include/nw/math/inline/
Dmath_Matrix34.ipp45 VEC3 lookReverse(pCamPos->x - pTarget->x, pCamPos->y - pTarget->y, pCamPos->z - pTarget->z);
47 if ((lookReverse.x == 0.0f) && (lookReverse.z == 0.0f))
61 if (lookReverse.y <= 0.0f)
83 VEC3 r(lookReverse.z, 0.0f, -lookReverse.x);
85 VEC3Normalize(&lookReverse, &lookReverse);
90 VEC3Cross(&u, &lookReverse, &r);
119 m[2][0] = lookReverse.x;
120 m[2][1] = lookReverse.y;
121 m[2][2] = lookReverse.z;
122 m[2][3] = -VEC3Dot(pCamPos, &lookReverse);
/NW4C-1.3.3/sources/libraries/demo/
Ddemo_CameraController.cpp155 const nw::math::VEC3 lookReverse = (cameraPos - m_TargetPos) / m_TargetDistance; in CameraEntry() local
156 m_Rotate.x = nw::math::AsinFIdx(-lookReverse.y); in CameraEntry()
157 m_Rotate.y = nw::math::Atan2FIdx(-lookReverse.x, lookReverse.z); in CameraEntry()
165 const nw::math::VEC3 lookReverse = (cameraPos - m_TargetPos) / m_TargetDistance; in CameraEntry() local
166 m_Rotate.x = nw::math::AsinFIdx(-lookReverse.y); in CameraEntry()
167 m_Rotate.y = nw::math::Atan2FIdx(-lookReverse.x, lookReverse.z); in CameraEntry()