Lines Matching refs:x_
174 retVal.x_ = Vector3(mat_[0][0], mat_[0][1], mat_[0][2]).Length(); // 2: column2
212 { trans.x_, trans.y_, 1.0f },
270 { trans.x_, trans.y_, trans.z_, 1.0f },
280 trans.x_ = -Vector3::Dot(xaxis, eye);
285 { xaxis.x_, yaxis.x_, zaxis.x_, 0.0f },
288 { trans.x_, trans.y_, trans.z_, 1.0f }
297 { camera.x_, camera.y_, 0.0f, 1.0f },
306 retVal.x_ = vec.x_ * mat.mat_[0][0] + vec.y_ * mat.mat_[1][0] + mat.mat_[2][0]; // 2: row2
307 retVal.y_ = vec.x_ * mat.mat_[0][1] + vec.y_ * mat.mat_[1][1] + mat.mat_[2][1]; // 2: row2
315 retVal.x_ = vec.x_ * mat.mat_[0][0] + vec.y_ * mat.mat_[1][0] +
317 retVal.y_ = vec.x_ * mat.mat_[0][1] + vec.y_ * mat.mat_[1][1] +
319 retVal.z_ = vec.x_ * mat.mat_[0][2] + vec.y_ * mat.mat_[1][2] + // 2: row2
328 retVal.x_ = vec.x_ * mat.mat_[0][0] + vec.y_ * mat.mat_[1][0] +
330 retVal.y_ = vec.x_ * mat.mat_[0][1] + vec.y_ * mat.mat_[1][1] +
332 retVal.z_ = vec.x_ * mat.mat_[0][2] + vec.y_ * mat.mat_[1][2] +
334 float transformedW = vec.x_ * mat.mat_[0][3] + vec.y_ * mat.mat_[1][3] +
350 Vector3 screenPoint(p.x_, p.y_, 0.1f);
357 return Vector2(t * start.x_ + (1 - t) * end.x_, t * start.y_ + (1 - t) * end.y_);