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

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_AimTargetViewUpdater.cpp104 math::VEC3 lookReverse( in Update() local
109 if ((lookReverse.x == 0.0f) && (lookReverse.z == 0.0f)) in Update()
119 math::VEC3 r(lookReverse.z, 0.0f, -lookReverse.x); in Update()
121 math::VEC3Normalize(&lookReverse, &lookReverse); in Update()
126 math::VEC3Cross(&u, &lookReverse, &r); in Update()
/NW4C-2.0.3/include/nw/math/inline/
Dmath_Matrix34.ipp47 VEC3 lookReverse(pCamPos->x - pTarget->x, pCamPos->y - pTarget->y, pCamPos->z - pTarget->z);
49 if ((lookReverse.x == 0.0f) && (lookReverse.z == 0.0f))
63 if (lookReverse.y <= 0.0f)
85 VEC3 r(lookReverse.z, 0.0f, -lookReverse.x);
87 VEC3Normalize(&lookReverse, &lookReverse);
92 VEC3Cross(&u, &lookReverse, &r);
121 m[2][0] = lookReverse.x;
122 m[2][1] = lookReverse.y;
123 m[2][2] = lookReverse.z;
124 m[2][3] = -VEC3Dot(pCamPos, &lookReverse);
/NW4C-2.0.3/sources/libraries/demo/
Ddemo_CameraController.cpp157 const nw::math::VEC3 lookReverse = (cameraPos - m_TargetPos) / m_TargetDistance; in CameraEntry() local
158 m_Rotate.x = nw::math::AsinFIdx(-lookReverse.y); in CameraEntry()
159 m_Rotate.y = nw::math::Atan2FIdx(-lookReverse.x, lookReverse.z); in CameraEntry()
167 const nw::math::VEC3 lookReverse = (cameraPos - m_TargetPos) / m_TargetDistance; in CameraEntry() local
168 m_Rotate.x = nw::math::AsinFIdx(-lookReverse.y); in CameraEntry()
169 m_Rotate.y = nw::math::Atan2FIdx(-lookReverse.x, lookReverse.z); in CameraEntry()