Lines Matching refs:v2
165 inline float triple(const Vector3& v1, const Vector3& v2) const
167 return m_x * (v1.y() * v2.z() - v1.z() * v2.y()) +
168 m_y * (v1.z() * v2.x() - v1.x() * v2.z()) +
169 m_z * (v1.x() * v2.y() - v1.y() * v2.x());
225 operator+(const Vector3& v1, const Vector3& v2)
227 return Vector3(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z());
231 operator*(const Vector3& v1, const Vector3& v2)
233 return Vector3(v1.x() * v2.x(), v1.y() * v2.y(), v1.z() * v2.z());
237 operator-(const Vector3& v1, const Vector3& v2)
239 return Vector3(v1.x() - v2.x(), v1.y() - v2.y(), v1.z() - v2.z());
268 operator/(const Vector3& v1, const Vector3& v2)
270 return Vector3(v1.x() / v2.x(),v1.y() / v2.y(),v1.z() / v2.z());
274 dot(const Vector3& v1, const Vector3& v2)
276 return v1.dot(v2);
280 distance2(const Vector3& v1, const Vector3& v2)
282 return v1.distance2(v2);
287 distance(const Vector3& v1, const Vector3& v2)
289 return v1.distance(v2);
293 angle(const Vector3& v1, const Vector3& v2)
295 return v1.angle(v2);
299 cross(const Vector3& v1, const Vector3& v2)
301 return v1.cross(v2);
305 triple(const Vector3& v1, const Vector3& v2, const Vector3& v3)
307 return v1.triple(v2, v3);
311 lerp(const Vector3& v1, const Vector3& v2, const float& t)
313 return v1.lerp(v2, t);