Lines Matching defs:in
8 * to deal in the Software without restriction, including without limitation
14 * in all copies or substantial portions of the Software.
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
31 * -# 4x4 transformation matrices are stored in memory in column major order.
48 * Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags
342 * stored in the GLmatrix::inv attribute.
470 * stored in the GLmatrix::inv attribute.
483 const GLfloat *in = mat->m;
492 t = MAT(in,0,0) * MAT(in,1,1) * MAT(in,2,2);
495 t = MAT(in,1,0) * MAT(in,2,1) * MAT(in,0,2);
498 t = MAT(in,2,0) * MAT(in,0,1) * MAT(in,1,2);
501 t = -MAT(in,2,0) * MAT(in,1,1) * MAT(in,0,2);
504 t = -MAT(in,1,0) * MAT(in,0,1) * MAT(in,2,2);
507 t = -MAT(in,0,0) * MAT(in,2,1) * MAT(in,1,2);
516 MAT(out,0,0) = ( (MAT(in,1,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,1,2) )*det);
517 MAT(out,0,1) = (- (MAT(in,0,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,0,2) )*det);
518 MAT(out,0,2) = ( (MAT(in,0,1)*MAT(in,1,2) - MAT(in,1,1)*MAT(in,0,2) )*det);
519 MAT(out,1,0) = (- (MAT(in,1,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,1,2) )*det);
520 MAT(out,1,1) = ( (MAT(in,0,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,0,2) )*det);
521 MAT(out,1,2) = (- (MAT(in,0,0)*MAT(in,1,2) - MAT(in,1,0)*MAT(in,0,2) )*det);
522 MAT(out,2,0) = ( (MAT(in,1,0)*MAT(in,2,1) - MAT(inin,1,1) )*det);
523 MAT(out,2,1) = (- (MAT(in,0,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,0,1) )*det);
524 MAT(out,2,2) = ( (MAT(in,0,0)*MAT(in,1,1) - MAT(in,1,0)*MAT(in,0,1) )*det);
527 MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) +
528 MAT(in,1,3) * MAT(out,0,1) +
529 MAT(in,2,3) * MAT(out,0,2) );
530 MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) +
531 MAT(in,1,3) * MAT(out,1,1) +
532 MAT(in,2,3) * MAT(out,1,2) );
533 MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) +
534 MAT(in,1,3) * MAT(out,2,1) +
535 MAT(in,2,3) * MAT(out,2,2) );
544 * stored in the GLmatrix::inv attribute.
555 const GLfloat *in = mat->m;
563 GLfloat scale = (MAT(in,0,0) * MAT(in,0,0) +
564 MAT(in,0,1) * MAT(in,0,1) +
565 MAT(in,0,2) * MAT(in,0,2));
573 MAT(out,0,0) = scale * MAT(in,0,0);
574 MAT(out,1,0) = scale * MAT(in,0,1);
575 MAT(out,2,0) = scale * MAT(in,0,2);
576 MAT(out,0,1) = scale * MAT(in,1,0);
577 MAT(out,1,1) = scale * MAT(in,1,1);
578 MAT(out,2,1) = scale * MAT(in,1,2);
579 MAT(out,0,2) = scale * MAT(in,2,0);
580 MAT(out,1,2) = scale * MAT(in,2,1);
581 MAT(out,2,2) = scale * MAT(in,2,2);
585 MAT(out,0,0) = MAT(in,0,0);
586 MAT(out,1,0) = MAT(in,0,1);
587 MAT(out,2,0) = MAT(in,0,2);
588 MAT(out,0,1) = MAT(in,1,0);
589 MAT(out,1,1) = MAT(in,1,1);
590 MAT(out,2,1) = MAT(in,1,2);
591 MAT(out,0,2) = MAT(in,2,0);
592 MAT(out,1,2) = MAT(in,2,1);
593 MAT(out,2,2) = MAT(in,2,2);
598 MAT(out,0,3) = - MAT(in,0,3);
599 MAT(out,1,3) = - MAT(in,1,3);
600 MAT(out,2,3) = - MAT(in,2,3);
606 MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) +
607 MAT(in,1,3) * MAT(out,0,1) +
608 MAT(in,2,3) * MAT(out,0,2) );
609 MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) +
610 MAT(in,1,3) * MAT(out,1,1) +
611 MAT(in,2,3) * MAT(out,1,2) );
612 MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) +
613 MAT(in,1,3) * MAT(out,2,1) +
614 MAT(in,2,3) * MAT(out,2,2) );
627 * stored in the GLmatrix::inv attribute.
643 * stored in the GLmatrix::inv attribute.
651 const GLfloat *in = mat->m;
654 if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0 || MAT(in,2,2) == 0 )
658 MAT(out,0,0) = 1.0F / MAT(in,0,0);
659 MAT(out,1,1) = 1.0F / MAT(in,1,1);
660 MAT(out,2,2) = 1.0F / MAT(in,2,2);
663 MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
664 MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1));
665 MAT(out,2,3) = - (MAT(in,2,3) * MAT(out,2,2));
675 * stored in the GLmatrix::inv attribute.
684 const GLfloat *in = mat->m;
687 if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0)
691 MAT(out,0,0) = 1.0F / MAT(in,0,0);
692 MAT(out,1,1) = 1.0F / MAT(in,1,1);
695 MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
696 MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1));
706 const GLfloat *in = mat->m;
709 if (MAT(in,2,3) == 0)
714 MAT(out,0,0) = 1.0F / MAT(in,0,0);
715 MAT(out,1,1) = 1.0F / MAT(in,1,1);
717 MAT(out,0,3) = MAT(in,0,2);
718 MAT(out,1,3) = MAT(in,1,2);
723 MAT(out,3,2) = 1.0F / MAT(in,2,3);
724 MAT(out,3,3) = MAT(in,2,2) * MAT(out,3,2);
759 * stored in the GLmatrix::inv attribute.
763 * Calls the matrix inversion function in inv_mat_tab corresponding to the
764 * given matrix type. In case of failure, updates the MAT_FLAG_SINGULAR flag,
896 * Z and phi the angle about Y (in the order described above)
920 * in all the cases of division where the denominator would have
1059 * Multiplies in-place the elements of \p mat by the scale factors. Checks if
1090 * Adds the translation coordinates to the elements of \p mat in-place. Marks
1435 * Copies all fields in GLmatrix, creating an inverse array if necessary.
1487 * Frees the data in a GLmatrix.