class SG_EXPORT osg::Matrixd


Inheritance:


Public Methods

[more]inline Matrixd()
[more]inline Matrixd( const Matrixd& mat)
[more] Matrixd( const Matrixf& mat )
[more]inline explicit Matrixd( float const* const ptr )
[more]inline explicit Matrixd( double const* const ptr )
[more]inline explicit Matrixd( const Quat& quat )
[more] Matrixd( 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] ~Matrixd()
[more]int compare(const Matrixd& m) const
[more]bool operator < (const Matrixd& m) const
[more]bool operator == (const Matrixd& m) const
[more]bool operator != (const Matrixd& 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 Matrixd& operator = (const Matrixd& rhs)
[more]inline Matrixd& operator = (const Matrixf& other)
[more]inline void set(const Matrixd& rhs)
[more]void set(const Matrixf& 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 Vec3& )
[more]void makeScale( value_type, value_type, value_type )
[more]void makeTranslate( const Vec3& )
[more]void makeTranslate( value_type, value_type, value_type )
[more]void makeRotate( const Vec3& from, const Vec3& to )
[more]void makeRotate( float angle, const Vec3& axis )
[more]void makeRotate( float angle, float x, float y, float z )
[more]void makeRotate( const Quat& )
[more]void makeRotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
[more]void makeOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
Set to a orthographic projection.
[more]void getOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
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]void getFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
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]void makeLookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
Set to the position and orientation modelview matrix, using the same convention as gluLookAt.
[more]void getLookAt(Vec3& eye, Vec3& center, Vec3& up, float lookDistance=1.0f)
Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.
[more]bool invert( const Matrixd& )
[more]inline static Matrixd identity( void )
[more]inline static Matrixd scale( const Vec3& sv)
[more]inline static Matrixd scale( value_type sx, value_type sy, value_type sz)
[more]inline static Matrixd translate( const Vec3& dv)
[more]inline static Matrixd translate( value_type x, value_type y, value_type z)
[more]inline static Matrixd rotate( const Vec3& from, const Vec3& to)
[more]inline static Matrixd rotate( float angle, float x, float y, float z)
[more]inline static Matrixd rotate( float angle, const Vec3& axis)
[more]inline static Matrixd rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
[more]inline static Matrixd rotate( const Quat& quat)
[more]inline static Matrixd inverse( const Matrixd& matrix)
[more]inline static Matrixd ortho(double left, double right, double bottom, double top, double zNear, double zFar)
Create a orthographic projection.
[more]inline static Matrixd ortho2D(double left, double right, double bottom, double top)
Create a 2D orthographic projection.
[more]inline static Matrixd frustum(double left, double right, double bottom, double top, double zNear, double zFar)
Create a perspective projection.
[more]inline static Matrixd perspective(double fovy, double aspectRatio, double zNear, double zFar)
Create a symmetrical perspective projection, See gluPerspective for further details.
[more]inline static Matrixd 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.
[more]void setTrans( value_type tx, value_type ty, value_type tz )
[more]void setTrans( const Vec3& v )
[more]inline Vec3 getTrans() const
[more]inline Vec3 getScale() const
[more]inline static Vec3 transform3x3(const Vec3& v, const Matrixd& m)
apply apply an 3x3 transform of v*M[02,02]
[more]inline static Vec3 transform3x3(const Matrixd& m, const Vec3& v)
apply apply an 3x3 transform of M[02,02]*v
[more]void mult( const Matrixd&, const Matrixd& )
[more]void preMult( const Matrixd& )
[more]void postMult( const Matrixd& )
[more]inline void operator *= ( const Matrixd& other )
[more]inline Matrixd operator * ( const Matrixd &m ) const
[more]inline Matrixd identity(void)
[more]inline Matrixd scale(value_type sx, value_type sy, value_type sz)
[more]inline Matrixd scale(const Vec3& v )
[more]inline Matrixd translate(value_type tx, value_type ty, value_type tz)
[more]inline Matrixd translate(const Vec3& v )
[more]inline Matrixd rotate( const Quat& q )
[more]inline Matrixd rotate(float angle, float x, float y, float z )
[more]inline Matrixd rotate(float angle, const Vec3& axis )
[more]inline Matrixd rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
[more]inline Matrixd rotate(const Vec3& from, const Vec3& to )
[more]inline Matrixd inverse( const Matrixd& matrix)
[more]inline Matrixd ortho(double left, double right, double bottom, double top, double zNear, double zFar)
[more]inline Matrixd ortho2D(double left, double right, double bottom, double top)
[more]inline Matrixd frustum(double left, double right, double bottom, double top, double zNear, double zFar)
[more]inline Matrixd perspective(double fovy, double aspectRatio, double zNear, double zFar)
[more]inline Matrixd lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
[more]inline Vec3 postMult( const Vec3& v ) const
[more]inline Vec3 preMult( const Vec3& v ) const
[more]inline Vec4 postMult( const Vec4& v ) const
[more]inline Vec4 preMult( const Vec4& v ) const
[more]inline Vec3 transform3x3(const Vec3& v, const Matrixd& m)
[more]inline Vec3 transform3x3(const Matrixd& m, const Vec3& v)
[more]inline Vec3 operator* (const Vec3& v) const
[more]inline Vec4 operator* (const Vec4& v) const

Public Members

[more]typedef float value_type

Protected Fields

[more]value_type _mat[4][4]


Documentation

otypedef float value_type

oinline Matrixd()

oinline Matrixd( const Matrixd& mat)

o Matrixd( const Matrixf& mat )

oinline explicit Matrixd( float const* const ptr )

oinline explicit Matrixd( double const* const ptr )

oinline explicit Matrixd( const Quat& quat )

o Matrixd( 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 ~Matrixd()

oint compare(const Matrixd& m) const

obool operator < (const Matrixd& m) const

obool operator == (const Matrixd& m) const

obool operator != (const Matrixd& 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 Matrixd& operator = (const Matrixd& rhs)

oinline Matrixd& operator = (const Matrixf& other)

oinline void set(const Matrixd& rhs)

ovoid set(const Matrixf& 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 Vec3& )

ovoid makeScale( value_type, value_type, value_type )

ovoid makeTranslate( const Vec3& )

ovoid makeTranslate( value_type, value_type, value_type )

ovoid makeRotate( const Vec3& from, const Vec3& to )

ovoid makeRotate( float angle, const Vec3& axis )

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

ovoid makeRotate( const Quat& )

ovoid makeRotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& 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.

ovoid getOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
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.

ovoid getFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
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.

ovoid makeLookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
Set to the position and orientation modelview matrix, using the same convention as gluLookAt.

ovoid getLookAt(Vec3& eye, Vec3& center, Vec3& up, float lookDistance=1.0f)
Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.

obool invert( const Matrixd& )

oinline static Matrixd identity( void )

oinline static Matrixd scale( const Vec3& sv)

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

oinline static Matrixd translate( const Vec3& dv)

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

oinline static Matrixd rotate( const Vec3& from, const Vec3& to)

oinline static Matrixd rotate( float angle, float x, float y, float z)

oinline static Matrixd rotate( float angle, const Vec3& axis)

oinline static Matrixd rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)

oinline static Matrixd rotate( const Quat& quat)

oinline static Matrixd inverse( const Matrixd& matrix)

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

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

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

oinline static Matrixd 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 Matrixd 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.

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

ovoid setTrans( const Vec3& v )

oinline Vec3 getTrans() const

oinline Vec3 getScale() const

oinline static Vec3 transform3x3(const Vec3& v, const Matrixd& m)
apply apply an 3x3 transform of v*M[02,02]

oinline static Vec3 transform3x3(const Matrixd& m, const Vec3& v)
apply apply an 3x3 transform of M[02,02]*v

ovoid mult( const Matrixd&, const Matrixd& )

ovoid preMult( const Matrixd& )

ovoid postMult( const Matrixd& )

oinline void operator *= ( const Matrixd& other )

oinline Matrixd operator * ( const Matrixd &m ) const

ovalue_type _mat[4][4]

oinline Matrixd identity(void)

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

oinline Matrixd scale(const Vec3& v )

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

oinline Matrixd translate(const Vec3& v )

oinline Matrixd rotate( const Quat& q )

oinline Matrixd rotate(float angle, float x, float y, float z )

oinline Matrixd rotate(float angle, const Vec3& axis )

oinline Matrixd rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)

oinline Matrixd rotate(const Vec3& from, const Vec3& to )

oinline Matrixd inverse( const Matrixd& matrix)

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

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

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

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

oinline Matrixd lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)

oinline Vec3 postMult( const Vec3& v ) const

oinline Vec3 preMult( const Vec3& v ) const

oinline Vec4 postMult( const Vec4& v ) const

oinline Vec4 preMult( const Vec4& v ) const

oinline Vec3 transform3x3(const Vec3& v, const Matrixd& m)

oinline Vec3 transform3x3(const Matrixd& m, const Vec3& v)

oinline Vec3 operator* (const Vec3& v) const

oinline Vec4 operator* (const Vec4& v) const


Direct child classes:
RefMatrixd

Alphabetic index HTML hierarchy of classes or Java



This page was generated with the help of DOC++.