Lines Matching defs:in

9  * to deal in the Software without restriction, including without limitation
15 * in all copies or substantial portions of the Software.
31 * -# 4x4 transformation matrices are stored in memory in column major order.
47 * Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags
341 * stored in the GLmatrix::inv attribute.
469 * stored in the GLmatrix::inv attribute.
482 const GLfloat *in = mat->m;
491 t = MAT(in,0,0) * MAT(in,1,1) * MAT(in,2,2);
494 t = MAT(in,1,0) * MAT(in,2,1) * MAT(in,0,2);
497 t = MAT(in,2,0) * MAT(in,0,1) * MAT(in,1,2);
500 t = -MAT(in,2,0) * MAT(in,1,1) * MAT(in,0,2);
503 t = -MAT(in,1,0) * MAT(in,0,1) * MAT(in,2,2);
506 t = -MAT(in,0,0) * MAT(in,2,1) * MAT(in,1,2);
515 MAT(out,0,0) = ( (MAT(in,1,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,1,2) )*det);
516 MAT(out,0,1) = (- (MAT(in,0,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,0,2) )*det);
517 MAT(out,0,2) = ( (MAT(in,0,1)*MAT(in,1,2) - MAT(in,1,1)*MAT(in,0,2) )*det);
518 MAT(out,1,0) = (- (MAT(in,1,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,1,2) )*det);
519 MAT(out,1,1) = ( (MAT(in,0,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,0,2) )*det);
520 MAT(out,1,2) = (- (MAT(in,0,0)*MAT(in,1,2) - MAT(in,1,0)*MAT(in,0,2) )*det);
521 MAT(out,2,0) = ( (MAT(in,1,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,1,1) )*det);
522 MAT(out,2,1) = (- (MAT(in,0,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,0,1) )*det);
523 MAT(out,2,2) = ( (MAT(in,0,0)*MAT(in,1,1) - MAT(in,1,0)*MAT(in,0,1) )*det);
526 MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) +
527 MAT(in,1,3) * MAT(out,0,1) +
528 MAT(in,2,3) * MAT(out,0,2) );
529 MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) +
530 MAT(in,1,3) * MAT(out,1,1) +
531 MAT(in,2,3) * MAT(out,1,2) );
532 MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) +
533 MAT(in,1,3) * MAT(out,2,1) +
534 MAT(in,2,3) * MAT(out,2,2) );
543 * stored in the GLmatrix::inv attribute.
554 const GLfloat *in = mat->m;
562 GLfloat scale = (MAT(in,0,0) * MAT(in,0,0) +
563 MAT(in,0,1) * MAT(in,0,1) +
564 MAT(in,0,2) * MAT(in,0,2));
572 MAT(out,0,0) = scale * MAT(in,0,0);
573 MAT(out,1,0) = scale * MAT(in,0,1);
574 MAT(out,2,0) = scale * MAT(in,0,2);
575 MAT(out,0,1) = scale * MAT(in,1,0);
576 MAT(out,1,1) = scale * MAT(in,1,1);
577 MAT(out,2,1) = scale * MAT(in,1,2);
578 MAT(out,0,2) = scale * MAT(in,2,0);
579 MAT(out,1,2) = scale * MAT(in,2,1);
580 MAT(out,2,2) = scale * MAT(in,2,2);
584 MAT(out,0,0) = MAT(in,0,0);
585 MAT(out,1,0) = MAT(in,0,1);
586 MAT(out,2,0) = MAT(in,0,2);
587 MAT(out,0,1) = MAT(in,1,0);
588 MAT(out,1,1) = MAT(in,1,1);
589 MAT(out,2,1) = MAT(in,1,2);
590 MAT(out,0,2) = MAT(in,2,0);
591 MAT(out,1,2) = MAT(in,2,1);
592 MAT(out,2,2) = MAT(in,2,2);
597 MAT(out,0,3) = - MAT(in,0,3);
598 MAT(out,1,3) = - MAT(in,1,3);
599 MAT(out,2,3) = - MAT(in,2,3);
605 MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) +
606 MAT(in,1,3) * MAT(out,0,1) +
607 MAT(in,2,3) * MAT(out,0,2) );
608 MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) +
609 MAT(in,1,3) * MAT(out,1,1) +
610 MAT(in,2,3) * MAT(out,1,2) );
611 MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) +
612 MAT(in,1,3) * MAT(out,2,1) +
613 MAT(in,2,3) * MAT(out,2,2) );
626 * stored in the GLmatrix::inv attribute.
642 * stored in the GLmatrix::inv attribute.
650 const GLfloat *in = mat->m;
653 if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0 || MAT(in,2,2) == 0 )
657 MAT(out,0,0) = 1.0F / MAT(in,0,0);
658 MAT(out,1,1) = 1.0F / MAT(in,1,1);
659 MAT(out,2,2) = 1.0F / MAT(in,2,2);
662 MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
663 MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1));
664 MAT(out,2,3) = - (MAT(in,2,3) * MAT(out,2,2));
674 * stored in the GLmatrix::inv attribute.
683 const GLfloat *in = mat->m;
686 if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0)
690 MAT(out,0,0) = 1.0F / MAT(in,0,0);
691 MAT(out,1,1) = 1.0F / MAT(in,1,1);
694 MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
695 MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1));
705 const GLfloat *in = mat->m;
708 if (MAT(in,2,3) == 0)
713 MAT(out,0,0) = 1.0F / MAT(in,0,0);
714 MAT(out,1,1) = 1.0F / MAT(in,1,1);
716 MAT(out,0,3) = MAT(in,0,2);
717 MAT(out,1,3) = MAT(in,1,2);
722 MAT(out,3,2) = 1.0F / MAT(in,2,3);
723 MAT(out,3,3) = MAT(in,2,2) * MAT(out,3,2);
758 * stored in the GLmatrix::inv attribute.
762 * Calls the matrix inversion function in inv_mat_tab corresponding to the
895 * Z and phi the angle about Y (in the order described above)
919 * in all the cases of division where the denominator would have
1058 * Multiplies in-place the elements of \p mat by the scale factors. Checks if
1089 * Adds the translation coordinates to the elements of \p mat in-place. Marks
1434 * Copies all fields in GLmatrix, creating an inverse array if necessary.
1486 * Frees the data in a GLmatrix.