Home | History | Annotate | Download | only in Imath

Lines Matching refs:Vec3

132                          Vec3<T> &scl,
144 Vec3<T> &scl,
145 Vec3<T> &shr,
163 Vec3<T> &scl,
164 Vec3<T> &shr,
169 Vec3<T> &rot);
173 Vec3<T> &rot);
179 Vec3<T> &s,
180 Vec3<T> &h,
181 Vec3<T> &r,
182 Vec3<T> &t,
188 Vec3<T> &s,
189 Vec3<T> &h,
190 Vec3<T> &r,
191 Vec3<T> &t,
196 Vec3<T> &s,
197 Vec3<T> &h,
199 Vec3<T> &t,
208 const Vec3<T> &row,
221 template <class T> Matrix44<T> rotationMatrix (const Vec3<T> &fromDirection,
222 const Vec3<T> &toDirection);
234 (const Vec3<T> &fromDir,
235 const Vec3<T> &toDir,
236 const Vec3<T> &upDir);
254 Vec3<T> targetDir,
255 Vec3<T> upDir);
265 template <class T> Matrix44<T> computeLocalFrame( const Vec3<T>& p,
266 const Vec3<T>& xDir,
267 const Vec3<T>& normal);
279 const Vec3<T>& tOffset,
280 const Vec3<T>& rOffset,
281 const Vec3<T>& sOffset,
282 const Vec3<T>& ref);
354 ( const Vec3<T> &a,
355 const Vec3<T> &b);
365 extractScaling (const Matrix44<T> &mat, Vec3<T> &scl, bool exc)
367 Vec3<T> shr;
381 Vec3<T> scl;
382 Vec3<T> shr;
383 Vec3<T> rot;
384 Vec3<T> tran;
403 Vec3<T> scl;
404 Vec3<T> shr;
405 Vec3<T> rot;
406 Vec3<T> tran;
423 Vec3<T> &scl, Vec3<T> &shr, bool exc)
438 Vec3<T> scl;
439 Vec3<T> shr;
453 Vec3<T> scl;
454 Vec3<T> shr;
465 Vec3<T> scl;
466 Vec3<T> shr;
478 Vec3<T> &scl, Vec3<T> &shr, bool exc)
486 Vec3<T> row[3];
488 row[0] = Vec3<T> (mat[0][0], mat[0][1], mat[0][2]);
489 row[1] = Vec3<T> (mat[1][0], mat[1][1], mat[1][2]);
490 row[2] = Vec3<T> (mat[2][0], mat[2][1], mat[2][2]);
592 extractEulerXYZ (const Matrix44<T> &mat, Vec3<T> &rot)
598 Vec3<T> i (mat[0][0], mat[0][1], mat[0][2]);
599 Vec3<T> j (mat[1][0], mat[1][1], mat[1][2]);
600 Vec3<T> k (mat[2][0], mat[2][1], mat[2][2]);
624 N.rotate (Vec3<T> (-rot.x, 0, 0));
639 extractEulerZYX (const Matrix44<T> &mat, Vec3<T> &rot)
645 Vec3<T> i (mat[0][0], mat[0][1], mat[0][2]);
646 Vec3<T> j (mat[1][0], mat[1][1], mat[1][2]);
647 Vec3<T> k (mat[2][0], mat[2][1], mat[2][2]);
671 N.rotate (Vec3<T> (0, 0, -rot.x));
740 Vec3<T> &s,
741 Vec3<T> &h,
742 Vec3<T> &r,
743 Vec3<T> &t,
772 Vec3<T> &s,
773 Vec3<T> &h,
774 Vec3<T> &r,
775 Vec3<T> &t,
784 Vec3<T> &s,
785 Vec3<T> &h,
787 Vec3<T> &t,
797 const Vec3<T> &row,
827 rotationMatrix (const Vec3<T> &from, const Vec3<T> &to)
837 rotationMatrixWithUpDir (const Vec3<T> &fromDir,
838 const Vec3<T> &toDir,
839 const Vec3<T> &upDir)
856 alignZAxisWithTargetDir (zAxis2FromDir, fromDir, Vec3<T> (0, 1, 0));
870 alignZAxisWithTargetDir (Matrix44<T> &result, Vec3<T> targetDir, Vec3<T> upDir)
877 targetDir = Vec3<T> (0, 0, 1);
884 upDir = Vec3<T> (0, 1, 0);
894 upDir = targetDir.cross (Vec3<T> (1, 0, 0));
896 upDir = targetDir.cross(Vec3<T> (0, 0, 1));
903 Vec3<T> targetPerpDir = upDir.cross (targetDir);
904 Vec3<T> targetUpDir = targetDir.cross (targetPerpDir);
912 Vec3<T> row[3];
948 computeLocalFrame( const Vec3<T>& p,
949 const Vec3<T>& xDir,
950 const Vec3<T>& normal)
952 Vec3<T> _xDir(xDir);
953 Vec3<T> x = _xDir.normalize();
954 Vec3<T> y = (normal % x).normalize();
955 Vec3<T> z = (x % y).normalize();
993 const Vec3<T>& tOffset,
994 const Vec3<T>& rOffset,
995 const Vec3<T>& sOffset,
1000 Vec3<T> _rOffset(rOffset);
1030 Vec3<T> as, ah, ar, at;
1033 Vec3<T> bs, bh, br, bt;
1315 outerProduct (const Vec3<T> &a, const Vec3<T> &b )
1334 procrustesRotationAndTranslation (const Imath::Vec3<T>* A, // From these
1335 const Imath::Vec3<T>* B, // To these
1343 procrustesRotationAndTranslation (const Imath::Vec3<T>* A,
1344 const Imath::Vec3<T>* B,
1367 Imath::Vec3<T>& S,
1393 Vec3<T>& S,
1401 Vec3<T>& S,