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Lines Matching defs:m01

61     public float m00, m01, m02, m03;

80 public Matrix4f(float m00, float m01, float m02, float m03,
86 this.m01 = m01;
138 m01 = matrix.m01;
168 m01 = s.y;
183 // m01 = up.x;
234 matrix[1] = m01;
251 matrix[4] = m01;
288 return m01;
368 store[0] = m01;
416 m01 = column[0];
460 m01 = value;
536 m01 = matrix[0][1];
561 m01 = matrix.m01;
607 m01 = matrix[1];
624 m01 = matrix[4];
655 float tmp = m01;
656 m01 = m10;
735 // fb.put(m01).put(m11).put(m21).put(m31);
739 // fb.put(m00).put(m01).put(m02).put(m03);
762 f[ 4] = m01;
776 f[ 1] = m01;
817 m01 = fb.get();
831 m01 = fb.get();
856 m01 = m02 = m03 = 0.0f;
940 m01 = fXYM - fZSin;
958 m01 *= scalar;
1024 + m01 * in2.m10
1027 temp01 = m00 * in2.m01
1028 + m01 * in2.m11
1032 + m01 * in2.m12
1036 + m01 * in2.m13
1044 temp11 = m10 * in2.m01
1061 temp21 = m20 * in2.m01
1078 temp31 = m30 * in2.m01
1092 store.m01 = temp01;
1153 store.x = m00 * vx + m01 * vy + m02 * vz + m03;
1192 store.x = m00 * vx + m01 * vy + m02 * vz + m03 * vw;
1234 store.y = m01 * vx + m11 * vy + m21 * vz + m31 * vw;
1257 store.x = m00 * vx + m01 * vy + m02 * vz;
1281 store.y = m01 * vx + m11 * vy + m21 * vz;
1300 store.x = m00 * vx + m01 * vy + m02 * vz + m03;
1327 store.y = m01 * vx + m11 * vy + m21 * vz + m31 * 1;
1354 float y = m01 * vec.x + m11 * vec.y + m21 * vec.z + m31 * vec.w;
1381 vec4f[0] = m00 * x + m01 * y + m02 * z + m03 * w;
1406 vec4f[1] = m01 * x + m11 * y + m21 * z + m31 * w;
1432 float fA0 = m00 * m11 - m01 * m10;
1435 float fA3 = m01 * m12 - m02 * m11;
1436 float fA4 = m01 * m13 - m03 * m11;
1454 store.m01 = -m01 * fB5 + m02 * fB4 - m03 * fB3;
1456 store.m21 = -m00 * fB4 + m01 * fB2 - m03 * fB0;
1457 store.m31 = +m00 * fB3 - m01 * fB1 + m02 * fB0;
1480 float fA0 = m00 * m11 - m01 * m10;
1483 float fA3 = m01 * m12 - m02 * m11;
1484 float fA4 = m01 * m13 - m03 * m11;
1502 float f01 = -m01 * fB5 + m02 * fB4 - m03 * fB3;
1504 float f21 = -m00 * fB4 + m01 * fB2 - m03 * fB0;
1505 float f31 = +m00 * fB3 - m01 * fB1 + m02 * fB0;
1516 m01 = f01;
1555 m01 = scale.y * rotMat.m01;
1586 float fA0 = m00 * m11 - m01 * m10;
1589 float fA3 = m01 * m12 - m02 * m11;
1590 float fA4 = m01 * m13 - m03 * m11;
1603 store.m01 = -m01 * fB5 + m02 * fB4 - m03 * fB3;
1605 store.m21 = -m00 * fB4 + m01 * fB2 - m03 * fB0;
1606 store.m31 = +m00 * fB3 - m01 * fB1 + m02 * fB0;
1625 float fA0 = m00 * m11 - m01 * m10;
1628 float fA3 = m01 * m12 - m02 * m11;
1629 float fA4 = m01 * m13 - m03 * m11;
1647 m00 = m01 = m02 = m03 = 0.0f;
1657 result.m01 = this.m01 + mat.m01;
1683 m01 += mat.m01;
1719 return new Matrix3f(m00, m01, m02, m10, m11, m12, m20, m21, m22);
1725 mat.m01 = m01;
1840 m01 = sr * sp * cy + cr * -sy;
1892 m01 = (float) (srsp * cy - cr * sy);
1987 vec.y = vx * m01 + vy * m11 + vz * m21;
1994 vec.x = vx * m00 + vy * m01 + vz * m02;
2016 result.append(m01);
2065 hash = 37 * hash + Float.floatToIntBits(m01);
2108 if (Float.compare(m01, comp.m01) != 0) {
2163 cap.write(m01, "m01", 0);
2183 m01 = cap.readFloat("m01", 0);
2204 return (m00 == 1 && m01 == 0 && m02 == 0 && m03 == 0)
2221 m01 *= scale.getY();
2245 if (Math.abs(mat.m01) > 1e-4) {