class SG_EXPORT osg::Matrixf


Inheritance:


Public Methods

[more]inline Matrixf()
[more]inline Matrixf( const Matrixf& mat)
[more] Matrixf( const Matrixd& mat )
[more]inline explicit Matrixf( float const* const ptr )
[more]inline explicit Matrixf( double const* const ptr )
[more]inline explicit Matrixf( const Quat& quat )
[more] 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)
[more] ~Matrixf()
[more]int compare(const Matrixf& m) const
[more]bool operator < (const Matrixf& m) const
[more]bool operator == (const Matrixf& m) const
[more]bool operator != (const Matrixf& m) const
[more]inline value_type& operator()(int row, int col)
[more]inline value_type operator()(int row, int col) const
[more]inline bool valid() const
[more]inline bool isNaN() const
[more]inline Matrixf& operator = (const Matrixf& rhs)
[more]Matrixf& operator = (const Matrixd& other)
[more]inline void set(const Matrixf& rhs)
[more]void set(const Matrixd& rhs)
[more]inline void set(float const* const ptr)
[more]inline void set(double const* const ptr)
[more]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)
[more]void set(const Quat& q)
[more]void get(Quat& q) const
[more]value_type* ptr()
[more]const value_type* ptr() const
[more]void makeIdentity()
[more]void makeScale( const Vec3d& )
[more]void makeScale( value_type, value_type, value_type )
[more]void makeTranslate( const Vec3d& )
[more]void makeTranslate( value_type, value_type, value_type )
[more]void makeRotate( const Vec3f& from, const Vec3f& to )
[more]void makeRotate( const Vec3d& from, const Vec3d& to )
[more]void makeRotate( value_type angle, const Vec3f& axis )
[more]void makeRotate( value_type angle, const Vec3d& axis )
[more]void makeRotate( value_type angle, value_type x, value_type y, value_type z )
[more]void makeRotate( const Quat& )
[more]void makeRotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
[more]void makeRotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
[more]void makeOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
Set to a orthographic projection.
[more]bool getOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar) const
Get the othorgraphic settings of the orthographic projection matrix.
[more]inline void makeOrtho2D(double left, double right, double bottom, double top)
Set to a 2D orthographic projection.
[more]void makeFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
Set to a perspective projection.
[more]bool getFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar) const
Get the frustum setting of a perspective projection matrix.
[more]void makePerspective(double fovy, double aspectRatio, double zNear, double zFar)
Set to a symmetrical perspective projection, See gluPerspective for further details.
[more]bool getPerspective(double& fovy, double& aspectRatio, double& zNear, double& zFar) const
Get the frustum setting of a symetric perspective projection matrix.
[more]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.
[more]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.
[more]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.
[more]bool invert( const Matrixf& rhs)
invert the matrix rhs.
[more]bool invert_4x4_orig( const Matrixf& )
full 4x4 matrix invert.
[more]bool invert_4x4_new( const Matrixf& )
full 4x4 matrix invert.
[more]inline static Matrixf identity( void )
[more]inline static Matrixf scale( const Vec3f& sv)
[more]inline static Matrixf scale( const Vec3d& sv)
[more]inline static Matrixf scale( value_type sx, value_type sy, value_type sz)
[more]inline static Matrixf translate( const Vec3f& dv)
[more]inline static Matrixf translate( const Vec3d& dv)
[more]inline static Matrixf translate( value_type x, value_type y, value_type z)
[more]inline static Matrixf rotate( const Vec3f& from, const Vec3f& to)
[more]inline static Matrixf rotate( const Vec3d& from, const Vec3d& to)
[more]inline static Matrixf rotate( value_type angle, value_type x, value_type y, value_type z)
[more]inline static Matrixf rotate( value_type angle, const Vec3f& axis)
[more]inline static Matrixf rotate( value_type angle, const Vec3d& axis)
[more]inline static Matrixf rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
[more]inline static Matrixf rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
[more]inline static Matrixf rotate( const Quat& quat)
[more]inline static Matrixf inverse( const Matrixf& matrix)
[more]inline static Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
Create a orthographic projection.
[more]inline static Matrixf ortho2D(double left, double right, double bottom, double top)
Create a 2D orthographic projection.
[more]inline static Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
Create a perspective projection.
[more]inline static Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)
Create a symmetrical perspective projection, See gluPerspective for further details.
[more]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.
[more]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.
[more]void setTrans( value_type tx, value_type ty, value_type tz )
[more]void setTrans( const Vec3f& v )
[more]void setTrans( const Vec3d& v )
[more]inline Vec3d getTrans() const
[more]inline Vec3d getScale() const
[more]inline static Vec3f transform3x3(const Vec3f& v, const Matrixf& m)
apply apply an 3x3 transform of v*M[02,02]
[more]inline static Vec3d transform3x3(const Vec3d& v, const Matrixf& m)
apply apply an 3x3 transform of v*M[02,02]
[more]inline static Vec3f transform3x3(const Matrixf& m, const Vec3f& v)
apply apply an 3x3 transform of M[02,02]*v
[more]inline static Vec3d transform3x3(const Matrixf& m, const Vec3d& v)
apply apply an 3x3 transform of M[02,02]*v
[more]void mult( const Matrixf&, const Matrixf& )
[more]void preMult( const Matrixf& )
[more]void postMult( const Matrixf& )
[more]inline void operator *= ( const Matrixf& other )
[more]inline Matrixf operator * ( const Matrixf &m ) const
[more]inline Matrixf identity(void)
[more]inline Matrixf scale(value_type sx, value_type sy, value_type sz)
[more]inline Matrixf scale(const Vec3f& v )
[more]inline Matrixf scale(const Vec3d& v )
[more]inline Matrixf translate(value_type tx, value_type ty, value_type tz)
[more]inline Matrixf translate(const Vec3f& v )
[more]inline Matrixf translate(const Vec3d& v )
[more]inline Matrixf rotate( const Quat& q )
[more]inline Matrixf rotate(value_type angle, value_type x, value_type y, value_type z )
[more]inline Matrixf rotate(value_type angle, const Vec3f& axis )
[more]inline Matrixf rotate(value_type angle, const Vec3d& axis )
[more]inline Matrixf rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
[more]inline Matrixf rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
[more]inline Matrixf rotate(const Vec3f& from, const Vec3f& to )
[more]inline Matrixf rotate(const Vec3d& from, const Vec3d& to )
[more]inline Matrixf inverse( const Matrixf& matrix)
[more]inline Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
[more]inline Matrixf ortho2D(double left, double right, double bottom, double top)
[more]inline Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
[more]inline Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)
[more]inline Matrixf lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up)
[more]inline Matrixf lookAt(const Vec3d& eye, const Vec3d& center, const Vec3d& up)
[more]inline Vec3f postMult( const Vec3f& v ) const
[more]inline Vec3d postMult( const Vec3d& v ) const
[more]inline Vec3f preMult( const Vec3f& v ) const
[more]inline Vec3d preMult( const Vec3d& v ) const
[more]inline Vec4f postMult( const Vec4f& v ) const
[more]inline Vec4d postMult( const Vec4d& v ) const
[more]inline Vec4f preMult( const Vec4f& v ) const
[more]inline Vec4d preMult( const Vec4d& v ) const
[more]inline Vec3f transform3x3(const Vec3f& v, const Matrixf& m)
[more]inline Vec3d transform3x3(const Vec3d& v, const Matrixf& m)
[more]inline Vec3f transform3x3(const Matrixf& m, const Vec3f& v)
[more]inline Vec3d transform3x3(const Matrixf& m, const Vec3d& v)
[more]inline Vec3f operator* (const Vec3f& v) const
[more]inline Vec3d operator* (const Vec3d& v) const
[more]inline Vec4f operator* (const Vec4f& v) const
[more]inline Vec4d operator* (const Vec4d& v) const

Public

[more]typedef float value_type

Protected Fields

[more]value_type _mat[4][4]


Documentation

otypedef float value_type

oinline Matrixf()

oinline Matrixf( const Matrixf& mat)

o Matrixf( const Matrixd& mat )

oinline explicit Matrixf( float const* const ptr )

oinline explicit Matrixf( double const* const ptr )

oinline explicit Matrixf( const Quat& quat )

o 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)

o ~Matrixf()

oint compare(const Matrixf& m) const

obool operator < (const Matrixf& m) const

obool operator == (const Matrixf& m) const

obool operator != (const Matrixf& m) const

oinline value_type& operator()(int row, int col)

oinline value_type operator()(int row, int col) const

oinline bool valid() const

oinline bool isNaN() const

oinline Matrixf& operator = (const Matrixf& rhs)

oMatrixf& operator = (const Matrixd& other)

oinline void set(const Matrixf& rhs)

ovoid set(const Matrixd& rhs)

oinline void set(float const* const ptr)

oinline void set(double const* const ptr)

ovoid 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)

ovoid set(const Quat& q)

ovoid get(Quat& q) const

ovalue_type* ptr()

oconst value_type* ptr() const

ovoid makeIdentity()

ovoid makeScale( const Vec3d& )

ovoid makeScale( value_type, value_type, value_type )

ovoid makeTranslate( const Vec3d& )

ovoid makeTranslate( value_type, value_type, value_type )

ovoid makeRotate( const Vec3f& from, const Vec3f& to )

ovoid makeRotate( const Vec3d& from, const Vec3d& to )

ovoid makeRotate( value_type angle, const Vec3f& axis )

ovoid makeRotate( value_type angle, const Vec3d& axis )

ovoid makeRotate( value_type angle, value_type x, value_type y, value_type z )

ovoid makeRotate( const Quat& )

ovoid makeRotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)

ovoid makeRotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)

ovoid makeOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
Set to a orthographic projection. See glOrtho for further details.

obool 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.

oinline void makeOrtho2D(double left, double right, double bottom, double top)
Set to a 2D orthographic projection. See glOrtho2D for further details.

ovoid makeFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
Set to a perspective projection. See glFrustum for further details.

obool 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.

ovoid 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.

obool 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.

ovoid makeLookAt(const Vec3d& eye, const Vec3d& center, const Vec3d& up)
Set to the position and orientation modelview matrix, using the same convention as gluLookAt.

ovoid 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.

ovoid 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.

obool invert( const Matrixf& rhs)
invert the matrix rhs.

obool invert_4x4_orig( const Matrixf& )
full 4x4 matrix invert.

obool invert_4x4_new( const Matrixf& )
full 4x4 matrix invert.

oinline static Matrixf identity( void )

oinline static Matrixf scale( const Vec3f& sv)

oinline static Matrixf scale( const Vec3d& sv)

oinline static Matrixf scale( value_type sx, value_type sy, value_type sz)

oinline static Matrixf translate( const Vec3f& dv)

oinline static Matrixf translate( const Vec3d& dv)

oinline static Matrixf translate( value_type x, value_type y, value_type z)

oinline static Matrixf rotate( const Vec3f& from, const Vec3f& to)

oinline static Matrixf rotate( const Vec3d& from, const Vec3d& to)

oinline static Matrixf rotate( value_type angle, value_type x, value_type y, value_type z)

oinline static Matrixf rotate( value_type angle, const Vec3f& axis)

oinline static Matrixf rotate( value_type angle, const Vec3d& axis)

oinline static Matrixf rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)

oinline static Matrixf rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)

oinline static Matrixf rotate( const Quat& quat)

oinline static Matrixf inverse( const Matrixf& matrix)

oinline static Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
Create a orthographic projection. See glOrtho for further details.

oinline static Matrixf ortho2D(double left, double right, double bottom, double top)
Create a 2D orthographic projection. See glOrtho for further details.

oinline static Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
Create a perspective projection. See glFrustum for further details.

oinline 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.

oinline 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.

oinline 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.

ovoid setTrans( value_type tx, value_type ty, value_type tz )

ovoid setTrans( const Vec3f& v )

ovoid setTrans( const Vec3d& v )

oinline Vec3d getTrans() const

oinline Vec3d getScale() const

oinline static Vec3f transform3x3(const Vec3f& v, const Matrixf& m)
apply apply an 3x3 transform of v*M[02,02]

oinline static Vec3d transform3x3(const Vec3d& v, const Matrixf& m)
apply apply an 3x3 transform of v*M[02,02]

oinline static Vec3f transform3x3(const Matrixf& m, const Vec3f& v)
apply apply an 3x3 transform of M[02,02]*v

oinline static Vec3d transform3x3(const Matrixf& m, const Vec3d& v)
apply apply an 3x3 transform of M[02,02]*v

ovoid mult( const Matrixf&, const Matrixf& )

ovoid preMult( const Matrixf& )

ovoid postMult( const Matrixf& )

oinline void operator *= ( const Matrixf& other )

oinline Matrixf operator * ( const Matrixf &m ) const

ovalue_type _mat[4][4]

oinline Matrixf identity(void)

oinline Matrixf scale(value_type sx, value_type sy, value_type sz)

oinline Matrixf scale(const Vec3f& v )

oinline Matrixf scale(const Vec3d& v )

oinline Matrixf translate(value_type tx, value_type ty, value_type tz)

oinline Matrixf translate(const Vec3f& v )

oinline Matrixf translate(const Vec3d& v )

oinline Matrixf rotate( const Quat& q )

oinline Matrixf rotate(value_type angle, value_type x, value_type y, value_type z )

oinline Matrixf rotate(value_type angle, const Vec3f& axis )

oinline Matrixf rotate(value_type angle, const Vec3d& axis )

oinline Matrixf rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)

oinline Matrixf rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)

oinline Matrixf rotate(const Vec3f& from, const Vec3f& to )

oinline Matrixf rotate(const Vec3d& from, const Vec3d& to )

oinline Matrixf inverse( const Matrixf& matrix)

oinline Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)

oinline Matrixf ortho2D(double left, double right, double bottom, double top)

oinline Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)

oinline Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)

oinline Matrixf lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up)

oinline Matrixf lookAt(const Vec3d& eye, const Vec3d& center, const Vec3d& up)

oinline Vec3f postMult( const Vec3f& v ) const

oinline Vec3d postMult( const Vec3d& v ) const

oinline Vec3f preMult( const Vec3f& v ) const

oinline Vec3d preMult( const Vec3d& v ) const

oinline Vec4f postMult( const Vec4f& v ) const

oinline Vec4d postMult( const Vec4d& v ) const

oinline Vec4f preMult( const Vec4f& v ) const

oinline Vec4d preMult( const Vec4d& v ) const

oinline Vec3f transform3x3(const Vec3f& v, const Matrixf& m)

oinline Vec3d transform3x3(const Vec3d& v, const Matrixf& m)

oinline Vec3f transform3x3(const Matrixf& m, const Vec3f& v)

oinline Vec3d transform3x3(const Matrixf& m, const Vec3d& v)

oinline Vec3f operator* (const Vec3f& v) const

oinline Vec3d operator* (const Vec3d& v) const

oinline Vec4f operator* (const Vec4f& v) const

oinline Vec4d operator* (const Vec4d& v) const


Direct child classes:
RefMatrixf

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