Lines Matching refs:Vector3

115 struct Vector3 {  struct
117 Vector3() : x_(0.0f), y_(0.0f), z_(0.0f) {} in Vector3() function
118 Vector3(float inX, float inY, float inZ) in Vector3() function
120 friend Vector3 operator-(const Vector3& v)
122 return Vector3 { -v.x_, -v.y_, -v.z_ };
124 friend Vector3 operator+(const Vector3& a, const Vector3& b)
126 return Vector3 { a.x_ + b.x_, a.y_ + b.y_, a.z_ + b.z_ };
128 friend Vector3 operator-(const Vector3& a, const Vector3& b)
130 return Vector3 { a.x_ - b.x_, a.y_ - b.y_, a.z_ - b.z_ };
133 friend Vector3 operator*(const Vector3& vec, float scalar)
135 return Vector3(vec.x_ * scalar, vec.y_ * scalar, vec.z_ * scalar);
138 friend Vector3 operator*(float scalar, const Vector3& vec)
140 return Vector3(vec.x_ * scalar, vec.y_ * scalar, vec.z_ * scalar);
143 Vector3& operator*=(float scalar)
167 static Vector3 Normalize(const Vector3& vec) in Normalize() argument
169 Vector3 temp = vec; in Normalize()
173 static float Dot(const Vector3& a, const Vector3& b) in Dot() argument
177 static Vector3 Cross(const Vector3& a, const Vector3& b) in Cross() argument
179 Vector3 temp; in Cross()
204 Vector3 GetScale() const;
206 Vector3 GetTranslation() const;
230 Matrix4 CreateTranslation(const Vector3& trans);
231 Matrix4 CreateLookAt(const Vector3& eye, const Vector3& target, const Vector3& up);
232 Matrix4 CreatePerspective(const Vector3& camera);
236 Vector3 Transform(const Vector3& vec, const Matrix4& mat);
238 Vector3 TransformWithPerspDiv(const Vector3& vec, const Matrix4& mat, float w = 1.0f);