Inheritance:
Public Methods
-
Matrix()
-
Matrix( const Matrix& other)
-
explicit Matrix( float const* const def )
-
Matrix( float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)
-
virtual Object* cloneType() const
-
virtual Object* clone(const CopyOp&) const
-
virtual bool isSameKindAs(const Object* obj) const
-
virtual const char* libraryName() const
-
virtual const char* className() const
-
virtual ~Matrix()
-
int compare(const Matrix& m) const
-
bool operator < (const Matrix& m) const
-
bool operator == (const Matrix& m) const
-
bool operator != (const Matrix& m) const
-
inline float& operator()(int row, int col)
-
inline float operator()(int row, int col) const
-
inline const bool valid() const
-
inline const bool isNaN() const
-
inline Matrix& operator = (const Matrix& other)
-
inline void set(const Matrix& other)
-
inline void set(float const* const ptr)
-
void set( float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)
-
float* ptr()
-
const float* ptr() const
-
void makeIdentity()
-
void makeScale( const Vec3& )
-
void makeScale( float, float, float )
-
void makeTranslate( const Vec3& )
-
void makeTranslate( float, float, float )
-
void makeRotate( const Vec3& from, const Vec3& to )
-
void makeRotate( float angle, const Vec3& axis )
-
void makeRotate( float angle, float x, float y, float z )
-
void makeRotate( const Quat& )
-
void makeRotate( float heading, float pitch, float roll)
- make a rotation Matrix from euler angles.
-
void makeOrtho(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- Set to a orthographic projection.
-
inline void makeOrtho2D(const double left, const double right, const double bottom, const double top)
- Set to a 2D orthographic projection.
-
void makeFrustum(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- Set to a perspective projection.
-
void makePerspective(const double fovy, const double aspectRatio, const double zNear, const double zFar)
- Set to a symmetrical perspective projection, See gluPerspective for further details.
-
void makeLookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
- Set to the position and orientation as per a camera, using the same convention as gluLookAt.
-
bool invert( const Matrix& )
-
inline static Matrix identity( void )
-
inline static Matrix scale( const Vec3& sv)
-
inline static Matrix scale( float sx, float sy, float sz)
-
inline static Matrix translate( const Vec3& dv)
-
inline static Matrix translate( float x, float y, float z)
-
inline static Matrix rotate( const Vec3& from, const Vec3& to)
-
inline static Matrix rotate( float angle, float x, float y, float z)
-
inline static Matrix rotate( float angle, const Vec3& axis)
-
inline static Matrix rotate( float heading, float pitch, float roll)
- construct rotation matrix from euler angles, for conventions see makeRotate()
-
inline static Matrix rotate( const Quat& quat)
-
inline static Matrix inverse( const Matrix& matrix)
-
inline static Matrix ortho(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- Create a orthographic projection.
-
inline static Matrix ortho2D(const double left, const double right, const double bottom, const double top)
- Create a 2D orthographic projection.
-
inline static Matrix frustum(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- Create a perspective projection.
-
inline static Matrix perspective(const double fovy, const double aspectRatio, const double zNear, const double zFar)
- Create a symmetrical perspective projection, See gluPerspective for further details.
-
inline static Matrix lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
- Create the position and orientation as per a camera, using the same convention as gluLookAt.
-
void setTrans( float tx, float ty, float tz )
-
void setTrans( const Vec3& v )
-
inline Vec3 getTrans() const
-
inline Vec3 getScale() const
-
inline static Vec3 transform3x3(const Vec3& v, const Matrix& m)
- apply apply an 3x3 transform of v*M[02,02]
-
inline static Vec3 transform3x3(const Matrix& m, const Vec3& v)
- apply apply an 3x3 transform of M[02,02]*v
-
void mult( const Matrix&, const Matrix& )
-
void preMult( const Matrix& )
-
void postMult( const Matrix& )
-
inline void operator *= ( const Matrix& other )
-
inline Matrix operator * ( const Matrix &m ) const
-
inline Matrix identity(void)
-
inline Matrix scale(float sx, float sy, float sz)
-
inline Matrix scale(const Vec3& v )
-
inline Matrix translate(float tx, float ty, float tz)
-
inline Matrix translate(const Vec3& v )
-
inline Matrix rotate( const Quat& q )
-
inline Matrix rotate(float angle, float x, float y, float z )
-
inline Matrix rotate(float angle, const Vec3& axis )
-
inline Matrix rotate(float heading, float pitch, float roll)
-
inline Matrix rotate(const Vec3& from, const Vec3& to )
-
inline Matrix inverse( const Matrix& matrix)
-
inline Matrix ortho(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
-
inline Matrix ortho2D(const double left, const double right, const double bottom, const double top)
-
inline Matrix frustum(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
-
inline Matrix perspective(const double fovy, const double aspectRatio, const double zNear, const double zFar)
-
inline Matrix lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
-
inline Vec3 postMult( const Vec3& v ) const
-
inline Vec3 preMult( const Vec3& v ) const
-
inline Vec4 postMult( const Vec4& v ) const
-
inline Vec4 preMult( const Vec4& v ) const
-
inline Vec3 transform3x3(const Vec3& v, const Matrix& m)
-
inline Vec3 transform3x3(const Matrix& m, const Vec3& v)
-
inline Vec3 operator* (const Vec3& v) const
-
inline Vec4 operator* (const Vec4& v) const
Inherited from Object:
Public Methods
-
inline void setDataVariance(const DataVariance dv)
-
inline const DataVariance getDataVariance() const
-
inline void setUserData(Referenced* obj)
-
inline Referenced* getUserData()
-
inline const Referenced* getUserData() const
Public Members
-
enum DataVariance
Protected Fields
-
DataVariance _dataVariance
-
ref_ptr<Referenced> _userData
Public Methods
-
inline void ref() const
-
inline void unref() const
-
inline void unref_nodelete() const
-
inline const int referenceCount() const
Protected Fields
-
mutable int _refCount
Documentation
- Matrix()
- Matrix( const Matrix& other)
- explicit Matrix( float const* const def )
- Matrix( float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)
- virtual Object* cloneType() const
- virtual Object* clone(const CopyOp&) const
- virtual bool isSameKindAs(const Object* obj) const
- virtual const char* libraryName() const
- virtual const char* className() const
- virtual ~Matrix()
- int compare(const Matrix& m) const
- bool operator < (const Matrix& m) const
- bool operator == (const Matrix& m) const
- bool operator != (const Matrix& m) const
- inline float& operator()(int row, int col)
- inline float operator()(int row, int col) const
- inline const bool valid() const
- inline const bool isNaN() const
- inline Matrix& operator = (const Matrix& other)
- inline void set(const Matrix& other)
- inline void set(float const* const ptr)
- void set( float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)
- float* ptr()
- const float* ptr() const
- void makeIdentity()
- void makeScale( const Vec3& )
- void makeScale( float, float, float )
- void makeTranslate( const Vec3& )
- void makeTranslate( float, float, float )
- void makeRotate( const Vec3& from, const Vec3& to )
- void makeRotate( float angle, const Vec3& axis )
- void makeRotate( float angle, float x, float y, float z )
- void makeRotate( const Quat& )
- void makeRotate( float heading, float pitch, float roll)
- make a rotation Matrix from euler angles.
assume Z up, Y north, X east and euler convention
as per Open Flight & Performer.
Applies a positive rotation about Y axis for roll,
then applies a positive roation about X for pitch,
and finally a negative rotation about the Z axis.
- void makeOrtho(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- Set to a orthographic projection. See glOrtho for further details.
- inline void makeOrtho2D(const double left, const double right, const double bottom, const double top)
- Set to a 2D orthographic projection. See glOrtho2D for further details.
- void makeFrustum(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- Set to a perspective projection. See glFrustum for further details.
- void makePerspective(const double fovy, const double aspectRatio, const double zNear, const double zFar)
- Set to a symmetrical perspective projection, See gluPerspective for further details.
Aspect ratio is defined as width/height.
- void makeLookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
- Set to the position and orientation as per a camera, using the same convention as gluLookAt.
- bool invert( const Matrix& )
- inline static Matrix identity( void )
- inline static Matrix scale( const Vec3& sv)
- inline static Matrix scale( float sx, float sy, float sz)
- inline static Matrix translate( const Vec3& dv)
- inline static Matrix translate( float x, float y, float z)
- inline static Matrix rotate( const Vec3& from, const Vec3& to)
- inline static Matrix rotate( float angle, float x, float y, float z)
- inline static Matrix rotate( float angle, const Vec3& axis)
- inline static Matrix rotate( float heading, float pitch, float roll)
- construct rotation matrix from euler angles, for conventions see makeRotate()
- inline static Matrix rotate( const Quat& quat)
- inline static Matrix inverse( const Matrix& matrix)
- inline static Matrix ortho(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- Create a orthographic projection. See glOrtho for further details.
- inline static Matrix ortho2D(const double left, const double right, const double bottom, const double top)
- Create a 2D orthographic projection. See glOrtho for further details.
- inline static Matrix frustum(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- Create a perspective projection. See glFrustum for further details.
- inline static Matrix perspective(const double fovy, const double aspectRatio, const double zNear, const double zFar)
- Create a symmetrical perspective projection, See gluPerspective for further details.
Aspect ratio is defined as width/height.
- inline static Matrix lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
- Create the position and orientation as per a camera, using the same convention as gluLookAt.
- void setTrans( float tx, float ty, float tz )
- void setTrans( const Vec3& v )
- inline Vec3 getTrans() const
- inline Vec3 getScale() const
- inline static Vec3 transform3x3(const Vec3& v, const Matrix& m)
- apply apply an 3x3 transform of v*M[02,02]
- inline static Vec3 transform3x3(const Matrix& m, const Vec3& v)
- apply apply an 3x3 transform of M[02,02]*v
- void mult( const Matrix&, const Matrix& )
- void preMult( const Matrix& )
- void postMult( const Matrix& )
- inline void operator *= ( const Matrix& other )
- inline Matrix operator * ( const Matrix &m ) const
- inline Matrix identity(void)
- inline Matrix scale(float sx, float sy, float sz)
- inline Matrix scale(const Vec3& v )
- inline Matrix translate(float tx, float ty, float tz)
- inline Matrix translate(const Vec3& v )
- inline Matrix rotate( const Quat& q )
- inline Matrix rotate(float angle, float x, float y, float z )
- inline Matrix rotate(float angle, const Vec3& axis )
- inline Matrix rotate(float heading, float pitch, float roll)
- inline Matrix rotate(const Vec3& from, const Vec3& to )
- inline Matrix inverse( const Matrix& matrix)
- inline Matrix ortho(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- inline Matrix ortho2D(const double left, const double right, const double bottom, const double top)
- inline Matrix frustum(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- inline Matrix perspective(const double fovy, const double aspectRatio, const double zNear, const double zFar)
- inline Matrix lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
- inline Vec3 postMult( const Vec3& v ) const
- inline Vec3 preMult( const Vec3& v ) const
- inline Vec4 postMult( const Vec4& v ) const
- inline Vec4 preMult( const Vec4& v ) const
- inline Vec3 transform3x3(const Vec3& v, const Matrix& m)
- inline Vec3 transform3x3(const Matrix& m, const Vec3& v)
- inline Vec3 operator* (const Vec3& v) const
- inline Vec4 operator* (const Vec4& v) const
- This class has no child classes.
Alphabetic index HTML hierarchy of classes or Java
This page was generated with the help of DOC++.