Lines Matching refs:m21
63 public float m20, m21, m22, m23;
82 float m20, float m21, float m22, float m23,
94 this.m21 = m21;
146 m21 = matrix.m21;
176 m21 = -f.y;
185 // m21 = up.z;
242 matrix[9] = m21;
259 matrix[6] = m21;
310 return m21;
370 store[2] = m21;
418 m21 = column[2];
490 m21 = value;
544 m21 = matrix[2][1];
569 m21 = matrix.m21;
615 m21 = matrix[9];
632 m21 = matrix[6];
668 m12 = m21;
669 m21 = tmp;
735 // fb.put(m01).put(m11).put(m21).put(m31);
741 // fb.put(m20).put(m21).put(m22).put(m23);
764 f[ 6] = m21;
784 f[ 9] = m21;
819 m21 = fb.get();
839 m21 = fb.get();
858 m20 = m21 = m23 = 0.0f;
946 m21 = fYZM + fXSin;
966 m21 *= scalar;
1029 + m02 * in2.m21
1046 + m12 * in2.m21
1058 + m21 * in2.m10
1062 + m21 * in2.m11
1063 + m22 * in2.m21
1066 + m21 * in2.m12
1070 + m21 * in2.m13
1080 + m32 * in2.m21
1100 store.m21 = temp21;
1155 store.z = m20 * vx + m21 * vy + m22 * vz + m23;
1194 store.z = m20 * vx + m21 * vy + m22 * vz + m23 * vw;
1234 store.y = m01 * vx + m11 * vy + m21 * vz + m31 * vw;
1259 store.z = m20 * vx + m21 * vy + m22 * vz;
1281 store.y = m01 * vx + m11 * vy + m21 * vz;
1302 store.z = m20 * vx + m21 * vy + m22 * vz + m23;
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;
1383 vec4f[2] = m20 * x + m21 * y + m22 * z + m23 * w;
1406 vec4f[1] = m01 * x + m11 * y + m21 * z + m31 * w;
1438 float fB0 = m20 * m31 - m21 * m30;
1441 float fB3 = m21 * m32 - m22 * m31;
1442 float fB4 = m21 * m33 - m23 * m31;
1456 store.m21 = -m00 * fB4 + m01 * fB2 - m03 * fB0;
1462 store.m03 = -m21 * fA5 + m22 * fA4 - m23 * fA3;
1464 store.m23 = -m20 * fA4 + m21 * fA2 - m23 * fA0;
1465 store.m33 = +m20 * fA3 - m21 * fA1 + m22 * fA0;
1486 float fB0 = m20 * m31 - m21 * m30;
1489 float fB3 = m21 * m32 - m22 * m31;
1490 float fB4 = m21 * m33 - m23 * m31;
1510 float f03 = -m21 * fA5 + m22 * fA4 - m23 * fA3;
1512 float f23 = -m20 * fA4 + m21 * fA2 - m23 * fA0;
1513 float f33 = +m20 * fA3 - m21 * fA1 + m22 * fA0;
1524 m21 = f21;
1563 m21 = scale.y * rotMat.m21;
1592 float fB0 = m20 * m31 - m21 * m30;
1595 float fB3 = m21 * m32 - m22 * m31;
1596 float fB4 = m21 * m33 - m23 * m31;
1605 store.m21 = -m00 * fB4 + m01 * fB2 - m03 * fB0;
1611 store.m03 = -m21 * fA5 + m22 * fA4 - m23 * fA3;
1613 store.m23 = -m20 * fA4 + m21 * fA2 - m23 * fA0;
1614 store.m33 = +m20 * fA3 - m21 * fA1 + m22 * fA0;
1631 float fB0 = m20 * m31 - m21 * m30;
1634 float fB3 = m21 * m32 - m22 * m31;
1635 float fB4 = m21 * m33 - m23 * m31;
1649 m20 = m21 = m22 = m23 = 0.0f;
1665 result.m21 = this.m21 + mat.m21;
1691 m21 += mat.m21;
1719 return new Matrix3f(m00, m01, m02, m10, m11, m12, m20, m21, m22);
1731 mat.m21 = m21;
1842 m21 = sr * cp;
1894 m21 = (float) (sr * cp);
1987 vec.y = vx * m01 + vy * m11 + vz * m21;
1996 vec.z = vx * m20 + vy * m21 + vz * m22;
2034 result.append(m21);
2075 hash = 37 * hash + Float.floatToIntBits(m21);
2134 if (Float.compare(m21, comp.m21) != 0) {
2171 cap.write(m21, "m21", 0);
2191 m21 = cap.readFloat("m21", 0);
2206 && (m20 == 0 && m21 == 0 && m22 == 1 && m23 == 0)
2223 m21 *= scale.getY();
2268 if (Math.abs(mat.m21) > 1e-4) {