Lines Matching refs:z_
176 retVal.z_ = Vector3(mat_[2][0], mat_[2][1], mat_[2][2]).Length(); // 2: row2
270 { trans.x_, trans.y_, trans.z_, 1.0f },
282 trans.z_ = -Vector3::Dot(zaxis, eye);
287 { xaxis.z_, yaxis.z_, zaxis.z_, 0.0f },
288 { trans.x_, trans.y_, trans.z_, 1.0f }
295 { std::abs(camera.z_), 0.0f, 0.0f, 0.0f },
296 { 0.0f, std::abs(camera.z_), 0.0f, 0.0f },
316 vec.z_ * mat.mat_[2][0] + mat.mat_[3][0]; // 2: row2, 3: row3
318 vec.z_ * mat.mat_[2][1] + mat.mat_[3][1]; // 2: row2, 3: row3
319 retVal.z_ = vec.x_ * mat.mat_[0][2] + vec.y_ * mat.mat_[1][2] + // 2: row2
320 vec.z_ * mat.mat_[2][2] + mat.mat_[3][2]; // 2: row2, 3: row3
329 vec.z_ * mat.mat_[2][0] + w * mat.mat_[3][0]; // 2: row2, 3: row3
331 vec.z_ * mat.mat_[2][1] + w * mat.mat_[3][1]; // 2: row2, 3: row3
332 retVal.z_ = vec.x_ * mat.mat_[0][2] + vec.y_ * mat.mat_[1][2] +
333 vec.z_ * mat.mat_[2][2] + w * mat.mat_[3][2]; // 2: row2, 3: row3
335 vec.z_ * mat.mat_[2][3] + w * mat.mat_[3][3]; // 2: row2, 3: row3
353 screenPoint.z_ = 0.9f;
356 float t = end.z_ / (end.z_ - start.z_);