Searched refs:lookReverse (Results 1 – 3 of 3) sorted by relevance
| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_AimTargetViewUpdater.cpp | 104 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()
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| /NW4C-2.0.3/include/nw/math/inline/ |
| D | math_Matrix34.ipp | 47 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);
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| /NW4C-2.0.3/sources/libraries/demo/ |
| D | demo_CameraController.cpp | 157 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()
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