Inheritance:
Public Methods
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inline Matrixf()
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inline Matrixf( const Matrixf& mat)
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Matrixf( const Matrixd& mat )
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inline explicit Matrixf( float const* const ptr )
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inline explicit Matrixf( double const* const ptr )
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inline explicit Matrixf( const Quat& quat )
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Matrixf( value_type a00, value_type a01, value_type a02, value_type a03, value_type a10, value_type a11, value_type a12, value_type a13, value_type a20, value_type a21, value_type a22, value_type a23, value_type a30, value_type a31, value_type a32, value_type a33)
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~Matrixf()
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int compare(const Matrixf& m) const
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bool operator < (const Matrixf& m) const
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bool operator == (const Matrixf& m) const
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bool operator != (const Matrixf& m) const
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inline value_type& operator()(int row, int col)
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inline value_type operator()(int row, int col) const
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inline bool valid() const
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inline bool isNaN() const
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inline Matrixf& operator = (const Matrixf& rhs)
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Matrixf& operator = (const Matrixd& other)
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inline void set(const Matrixf& rhs)
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void set(const Matrixd& rhs)
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inline void set(float const* const ptr)
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inline void set(double const* const ptr)
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void set( value_type a00, value_type a01, value_type a02, value_type a03, value_type a10, value_type a11, value_type a12, value_type a13, value_type a20, value_type a21, value_type a22, value_type a23, value_type a30, value_type a31, value_type a32, value_type a33)
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void set(const Quat& q)
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void get(Quat& q) const
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value_type* ptr()
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const value_type* ptr() const
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void makeIdentity()
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void makeScale( const Vec3d& )
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void makeScale( value_type, value_type, value_type )
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void makeTranslate( const Vec3d& )
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void makeTranslate( value_type, value_type, value_type )
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void makeRotate( const Vec3f& from, const Vec3f& to )
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void makeRotate( const Vec3d& from, const Vec3d& to )
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void makeRotate( value_type angle, const Vec3f& axis )
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void makeRotate( value_type angle, const Vec3d& axis )
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void makeRotate( value_type angle, value_type x, value_type y, value_type z )
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void makeRotate( const Quat& )
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void makeRotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
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void makeRotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
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void makeOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
- Set to a orthographic projection.
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bool getOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar) const
- Get the othorgraphic settings of the orthographic projection matrix.
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inline void makeOrtho2D(double left, double right, double bottom, double top)
- Set to a 2D orthographic projection.
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void makeFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
- Set to a perspective projection.
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bool getFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar) const
- Get the frustum setting of a perspective projection matrix.
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void makePerspective(double fovy, double aspectRatio, double zNear, double zFar)
- Set to a symmetrical perspective projection, See gluPerspective for further details.
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bool getPerspective(double& fovy, double& aspectRatio, double& zNear, double& zFar) const
- Get the frustum setting of a symetric perspective projection matrix.
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void makeLookAt(const Vec3d& eye, const Vec3d& center, const Vec3d& up)
- Set to the position and orientation modelview matrix, using the same convention as gluLookAt.
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void getLookAt(Vec3f& eye, Vec3f& center, Vec3f& up, value_type lookDistance=1.0f) const
- Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.
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void getLookAt(Vec3d& eye, Vec3d& center, Vec3d& up, value_type lookDistance=1.0f) const
- Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.
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bool invert( const Matrixf& rhs)
- invert the matrix rhs.
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bool invert_4x4_orig( const Matrixf& )
- full 4x4 matrix invert.
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bool invert_4x4_new( const Matrixf& )
- full 4x4 matrix invert.
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inline static Matrixf identity( void )
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inline static Matrixf scale( const Vec3f& sv)
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inline static Matrixf scale( const Vec3d& sv)
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inline static Matrixf scale( value_type sx, value_type sy, value_type sz)
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inline static Matrixf translate( const Vec3f& dv)
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inline static Matrixf translate( const Vec3d& dv)
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inline static Matrixf translate( value_type x, value_type y, value_type z)
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inline static Matrixf rotate( const Vec3f& from, const Vec3f& to)
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inline static Matrixf rotate( const Vec3d& from, const Vec3d& to)
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inline static Matrixf rotate( value_type angle, value_type x, value_type y, value_type z)
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inline static Matrixf rotate( value_type angle, const Vec3f& axis)
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inline static Matrixf rotate( value_type angle, const Vec3d& axis)
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inline static Matrixf rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
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inline static Matrixf rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
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inline static Matrixf rotate( const Quat& quat)
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inline static Matrixf inverse( const Matrixf& matrix)
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inline static Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a orthographic projection.
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inline static Matrixf ortho2D(double left, double right, double bottom, double top)
- Create a 2D orthographic projection.
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inline static Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a perspective projection.
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inline static Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)
- Create a symmetrical perspective projection, See gluPerspective for further details.
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inline static Matrixf lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up)
- Create the position and orientation as per a camera, using the same convention as gluLookAt.
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inline static Matrixf lookAt(const Vec3d& eye, const Vec3d& center, const Vec3d& up)
- Create the position and orientation as per a camera, using the same convention as gluLookAt.
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void setTrans( value_type tx, value_type ty, value_type tz )
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void setTrans( const Vec3f& v )
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void setTrans( const Vec3d& v )
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inline Vec3d getTrans() const
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inline Vec3d getScale() const
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inline static Vec3f transform3x3(const Vec3f& v, const Matrixf& m)
- apply apply an 3x3 transform of v*M[02,02]
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inline static Vec3d transform3x3(const Vec3d& v, const Matrixf& m)
- apply apply an 3x3 transform of v*M[02,02]
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inline static Vec3f transform3x3(const Matrixf& m, const Vec3f& v)
- apply apply an 3x3 transform of M[02,02]*v
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inline static Vec3d transform3x3(const Matrixf& m, const Vec3d& v)
- apply apply an 3x3 transform of M[02,02]*v
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void mult( const Matrixf&, const Matrixf& )
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void preMult( const Matrixf& )
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void postMult( const Matrixf& )
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inline void operator *= ( const Matrixf& other )
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inline Matrixf operator * ( const Matrixf &m ) const
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inline Matrixf identity(void)
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inline Matrixf scale(value_type sx, value_type sy, value_type sz)
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inline Matrixf scale(const Vec3f& v )
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inline Matrixf scale(const Vec3d& v )
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inline Matrixf translate(value_type tx, value_type ty, value_type tz)
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inline Matrixf translate(const Vec3f& v )
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inline Matrixf translate(const Vec3d& v )
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inline Matrixf rotate( const Quat& q )
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inline Matrixf rotate(value_type angle, value_type x, value_type y, value_type z )
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inline Matrixf rotate(value_type angle, const Vec3f& axis )
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inline Matrixf rotate(value_type angle, const Vec3d& axis )
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inline Matrixf rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
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inline Matrixf rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
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inline Matrixf rotate(const Vec3f& from, const Vec3f& to )
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inline Matrixf rotate(const Vec3d& from, const Vec3d& to )
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inline Matrixf inverse( const Matrixf& matrix)
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inline Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
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inline Matrixf ortho2D(double left, double right, double bottom, double top)
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inline Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
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inline Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)
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inline Matrixf lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up)
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inline Matrixf lookAt(const Vec3d& eye, const Vec3d& center, const Vec3d& up)
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inline Vec3f postMult( const Vec3f& v ) const
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inline Vec3d postMult( const Vec3d& v ) const
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inline Vec3f preMult( const Vec3f& v ) const
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inline Vec3d preMult( const Vec3d& v ) const
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inline Vec4f postMult( const Vec4f& v ) const
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inline Vec4d postMult( const Vec4d& v ) const
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inline Vec4f preMult( const Vec4f& v ) const
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inline Vec4d preMult( const Vec4d& v ) const
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inline Vec3f transform3x3(const Vec3f& v, const Matrixf& m)
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inline Vec3d transform3x3(const Vec3d& v, const Matrixf& m)
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inline Vec3f transform3x3(const Matrixf& m, const Vec3f& v)
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inline Vec3d transform3x3(const Matrixf& m, const Vec3d& v)
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inline Vec3f operator* (const Vec3f& v) const
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inline Vec3d operator* (const Vec3d& v) const
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inline Vec4f operator* (const Vec4f& v) const
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inline Vec4d operator* (const Vec4d& v) const
Public
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typedef float value_type
Protected Fields
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value_type _mat[4][4]
Documentation
- typedef float value_type
- inline Matrixf()
- inline Matrixf( const Matrixf& mat)
- Matrixf( const Matrixd& mat )
- inline explicit Matrixf( float const* const ptr )
- inline explicit Matrixf( double const* const ptr )
- inline explicit Matrixf( const Quat& quat )
- Matrixf( value_type a00, value_type a01, value_type a02, value_type a03, value_type a10, value_type a11, value_type a12, value_type a13, value_type a20, value_type a21, value_type a22, value_type a23, value_type a30, value_type a31, value_type a32, value_type a33)
- ~Matrixf()
- int compare(const Matrixf& m) const
- bool operator < (const Matrixf& m) const
- bool operator == (const Matrixf& m) const
- bool operator != (const Matrixf& m) const
- inline value_type& operator()(int row, int col)
- inline value_type operator()(int row, int col) const
- inline bool valid() const
- inline bool isNaN() const
- inline Matrixf& operator = (const Matrixf& rhs)
- Matrixf& operator = (const Matrixd& other)
- inline void set(const Matrixf& rhs)
- void set(const Matrixd& rhs)
- inline void set(float const* const ptr)
- inline void set(double const* const ptr)
- void set( value_type a00, value_type a01, value_type a02, value_type a03, value_type a10, value_type a11, value_type a12, value_type a13, value_type a20, value_type a21, value_type a22, value_type a23, value_type a30, value_type a31, value_type a32, value_type a33)
- void set(const Quat& q)
- void get(Quat& q) const
- value_type* ptr()
- const value_type* ptr() const
- void makeIdentity()
- void makeScale( const Vec3d& )
- void makeScale( value_type, value_type, value_type )
- void makeTranslate( const Vec3d& )
- void makeTranslate( value_type, value_type, value_type )
- void makeRotate( const Vec3f& from, const Vec3f& to )
- void makeRotate( const Vec3d& from, const Vec3d& to )
- void makeRotate( value_type angle, const Vec3f& axis )
- void makeRotate( value_type angle, const Vec3d& axis )
- void makeRotate( value_type angle, value_type x, value_type y, value_type z )
- void makeRotate( const Quat& )
- void makeRotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
- void makeRotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
- void makeOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
- Set to a orthographic projection. See glOrtho for further details.
- bool getOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar) const
- Get the othorgraphic settings of the orthographic projection matrix.
Note, if matrix is not an orthographic matrix then invalid values will be returned.
- inline void makeOrtho2D(double left, double right, double bottom, double top)
- Set to a 2D orthographic projection. See glOrtho2D for further details.
- void makeFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
- Set to a perspective projection. See glFrustum for further details.
- bool getFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar) const
- Get the frustum setting of a perspective projection matrix.
Note, if matrix is not an perspective matrix then invalid values will be returned.
- void makePerspective(double fovy, double aspectRatio, double zNear, double zFar)
- Set to a symmetrical perspective projection, See gluPerspective for further details.
Aspect ratio is defined as width/height.
- bool getPerspective(double& fovy, double& aspectRatio, double& zNear, double& zFar) const
- Get the frustum setting of a symetric perspective projection matrix.
Returns false if matrix is not a perspective matrix, where parameter values are undefined.
Note, if matrix is not a symetric perspective matrix then the shear will be lost.
Asymetric metrices occur when stereo, power walls, caves and reality center display are used.
In these configuration one should use the AsFrustum method instead.
- void makeLookAt(const Vec3d& eye, const Vec3d& center, const Vec3d& up)
- Set to the position and orientation modelview matrix, using the same convention as gluLookAt.
- void getLookAt(Vec3f& eye, Vec3f& center, Vec3f& up, value_type lookDistance=1.0f) const
- Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.
- void getLookAt(Vec3d& eye, Vec3d& center, Vec3d& up, value_type lookDistance=1.0f) const
- Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.
- bool invert( const Matrixf& rhs)
- invert the matrix rhs.
- bool invert_4x4_orig( const Matrixf& )
- full 4x4 matrix invert.
- bool invert_4x4_new( const Matrixf& )
- full 4x4 matrix invert.
- inline static Matrixf identity( void )
- inline static Matrixf scale( const Vec3f& sv)
- inline static Matrixf scale( const Vec3d& sv)
- inline static Matrixf scale( value_type sx, value_type sy, value_type sz)
- inline static Matrixf translate( const Vec3f& dv)
- inline static Matrixf translate( const Vec3d& dv)
- inline static Matrixf translate( value_type x, value_type y, value_type z)
- inline static Matrixf rotate( const Vec3f& from, const Vec3f& to)
- inline static Matrixf rotate( const Vec3d& from, const Vec3d& to)
- inline static Matrixf rotate( value_type angle, value_type x, value_type y, value_type z)
- inline static Matrixf rotate( value_type angle, const Vec3f& axis)
- inline static Matrixf rotate( value_type angle, const Vec3d& axis)
- inline static Matrixf rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
- inline static Matrixf rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
- inline static Matrixf rotate( const Quat& quat)
- inline static Matrixf inverse( const Matrixf& matrix)
- inline static Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a orthographic projection. See glOrtho for further details.
- inline static Matrixf ortho2D(double left, double right, double bottom, double top)
- Create a 2D orthographic projection. See glOrtho for further details.
- inline static Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a perspective projection. See glFrustum for further details.
- inline static Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)
- Create a symmetrical perspective projection, See gluPerspective for further details.
Aspect ratio is defined as width/height.
- inline static Matrixf lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up)
- Create the position and orientation as per a camera, using the same convention as gluLookAt.
- inline static Matrixf lookAt(const Vec3d& eye, const Vec3d& center, const Vec3d& up)
- Create the position and orientation as per a camera, using the same convention as gluLookAt.
- void setTrans( value_type tx, value_type ty, value_type tz )
- void setTrans( const Vec3f& v )
- void setTrans( const Vec3d& v )
- inline Vec3d getTrans() const
- inline Vec3d getScale() const
- inline static Vec3f transform3x3(const Vec3f& v, const Matrixf& m)
- apply apply an 3x3 transform of v*M[02,02]
- inline static Vec3d transform3x3(const Vec3d& v, const Matrixf& m)
- apply apply an 3x3 transform of v*M[02,02]
- inline static Vec3f transform3x3(const Matrixf& m, const Vec3f& v)
- apply apply an 3x3 transform of M[02,02]*v
- inline static Vec3d transform3x3(const Matrixf& m, const Vec3d& v)
- apply apply an 3x3 transform of M[02,02]*v
- void mult( const Matrixf&, const Matrixf& )
- void preMult( const Matrixf& )
- void postMult( const Matrixf& )
- inline void operator *= ( const Matrixf& other )
- inline Matrixf operator * ( const Matrixf &m ) const
- value_type _mat[4][4]
- inline Matrixf identity(void)
- inline Matrixf scale(value_type sx, value_type sy, value_type sz)
- inline Matrixf scale(const Vec3f& v )
- inline Matrixf scale(const Vec3d& v )
- inline Matrixf translate(value_type tx, value_type ty, value_type tz)
- inline Matrixf translate(const Vec3f& v )
- inline Matrixf translate(const Vec3d& v )
- inline Matrixf rotate( const Quat& q )
- inline Matrixf rotate(value_type angle, value_type x, value_type y, value_type z )
- inline Matrixf rotate(value_type angle, const Vec3f& axis )
- inline Matrixf rotate(value_type angle, const Vec3d& axis )
- inline Matrixf rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
- inline Matrixf rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
- inline Matrixf rotate(const Vec3f& from, const Vec3f& to )
- inline Matrixf rotate(const Vec3d& from, const Vec3d& to )
- inline Matrixf inverse( const Matrixf& matrix)
- inline Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
- inline Matrixf ortho2D(double left, double right, double bottom, double top)
- inline Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
- inline Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)
- inline Matrixf lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up)
- inline Matrixf lookAt(const Vec3d& eye, const Vec3d& center, const Vec3d& up)
- inline Vec3f postMult( const Vec3f& v ) const
- inline Vec3d postMult( const Vec3d& v ) const
- inline Vec3f preMult( const Vec3f& v ) const
- inline Vec3d preMult( const Vec3d& v ) const
- inline Vec4f postMult( const Vec4f& v ) const
- inline Vec4d postMult( const Vec4d& v ) const
- inline Vec4f preMult( const Vec4f& v ) const
- inline Vec4d preMult( const Vec4d& v ) const
- inline Vec3f transform3x3(const Vec3f& v, const Matrixf& m)
- inline Vec3d transform3x3(const Vec3d& v, const Matrixf& m)
- inline Vec3f transform3x3(const Matrixf& m, const Vec3f& v)
- inline Vec3d transform3x3(const Matrixf& m, const Vec3d& v)
- inline Vec3f operator* (const Vec3f& v) const
- inline Vec3d operator* (const Vec3d& v) const
- inline Vec4f operator* (const Vec4f& v) const
- inline Vec4d operator* (const Vec4d& v) const
- Direct child classes:
- RefMatrixf
Alphabetic index HTML hierarchy of classes or Java
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