z_ 25 cc/resources/layer_quad.h Edge() : x_(0), y_(0), z_(0) {} z_ 30 cc/resources/layer_quad.h float z() const { return z_; } z_ 34 cc/resources/layer_quad.h void set_z(float z) { z_ = z; } z_ 38 cc/resources/layer_quad.h z_ = z; z_ 43 cc/resources/layer_quad.h void move_z(float dz) { z_ += dz; } z_ 47 cc/resources/layer_quad.h z_ += dz; z_ 52 cc/resources/layer_quad.h void scale_z(float sz) { z_ *= sz; } z_ 56 cc/resources/layer_quad.h z_ *= sz; z_ 69 cc/resources/layer_quad.h float z_; z_ 425 net/quic/crypto/cert_compressor.cc explicit ScopedZLib(Type type) : z_(NULL), type_(type) {} z_ 429 net/quic/crypto/cert_compressor.cc z_ = z; z_ 438 net/quic/crypto/cert_compressor.cc if (!z_) { z_ 443 net/quic/crypto/cert_compressor.cc deflateEnd(z_); z_ 445 net/quic/crypto/cert_compressor.cc inflateEnd(z_); z_ 447 net/quic/crypto/cert_compressor.cc z_ = NULL; z_ 450 net/quic/crypto/cert_compressor.cc z_stream* z_; z_ 12 ui/gfx/geometry/point3_f.cc return base::StringPrintf("%f,%f,%f", x_, y_, z_); z_ 19 ui/gfx/geometry/point3_f.h Point3F() : x_(0), y_(0), z_(0) {} z_ 21 ui/gfx/geometry/point3_f.h Point3F(float x, float y, float z) : x_(x), y_(y), z_(z) {} z_ 23 ui/gfx/geometry/point3_f.h explicit Point3F(const PointF& point) : x_(point.x()), y_(point.y()), z_(0) {} z_ 37 ui/gfx/geometry/point3_f.h float z() const { return z_; } z_ 41 ui/gfx/geometry/point3_f.h void set_z(float z) { z_ = z; } z_ 46 ui/gfx/geometry/point3_f.h z_ = z; z_ 53 ui/gfx/geometry/point3_f.h z_ += v.z(); z_ 60 ui/gfx/geometry/point3_f.h z_ -= v.z(); z_ 67 ui/gfx/geometry/point3_f.h float dz = z_ - other.z_; z_ 79 ui/gfx/geometry/point3_f.h float z_; z_ 32 ui/gfx/geometry/vector3d_f.cc return base::StringPrintf("[%f %f %f]", x_, y_, z_); z_ 36 ui/gfx/geometry/vector3d_f.cc return x_ == 0 && y_ == 0 && z_ == 0; z_ 42 ui/gfx/geometry/vector3d_f.cc z_ += other.z_; z_ 48 ui/gfx/geometry/vector3d_f.cc z_ -= other.z_; z_ 53 ui/gfx/geometry/vector3d_f.cc static_cast<double>(z_) * z_; z_ 63 ui/gfx/geometry/vector3d_f.cc z_ *= z_scale; z_ 67 ui/gfx/geometry/vector3d_f.cc float x = y_ * other.z() - z_ * other.y(); z_ 68 ui/gfx/geometry/vector3d_f.cc float y = z_ * other.x() - x_ * other.z(); z_ 72 ui/gfx/geometry/vector3d_f.cc z_ = z; z_ 33 ui/gfx/geometry/vector3d_f.h float z() const { return z_; } z_ 34 ui/gfx/geometry/vector3d_f.h void set_z(float z) { z_ = z; } z_ 50 ui/gfx/geometry/vector3d_f.h z_ = z_ <= other.z_ ? z_ : other.z_; z_ 56 ui/gfx/geometry/vector3d_f.h z_ = z_ >= other.z_ ? z_ : other.z_; z_ 77 ui/gfx/geometry/vector3d_f.h float z_;