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]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 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 Matrixd& rhs)
invert the matrix rhs.
[more]bool invert_4x4_orig( const Matrixd& )
full 4x4 matrix invert.
[more]bool invert_4x4_new( const Matrixd& )
full 4x4 matrix invert.
[more]inline static Matrixd identity( void )
[more]inline static Matrixd scale( const Vec3f& sv)
[more]inline static Matrixd scale( const Vec3d& sv)
[more]inline static Matrixd scale( value_type sx, value_type sy, value_type sz)
[more]inline static Matrixd translate( const Vec3f& dv)
[more]inline static Matrixd translate( const Vec3d& dv)
[more]inline static Matrixd translate( value_type x, value_type y, value_type z)
[more]inline static Matrixd rotate( const Vec3f& from, const Vec3f& to)
[more]inline static Matrixd rotate( const Vec3d& from, const Vec3d& to)
[more]inline static Matrixd rotate( value_type angle, value_type x, value_type y, value_type z)
[more]inline static Matrixd rotate( value_type angle, const Vec3f& axis)
[more]inline static Matrixd rotate( value_type angle, const Vec3d& axis)
[more]inline static Matrixd rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
[more]inline static Matrixd rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& 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 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 Matrixd 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 Matrixd& m)
apply apply an 3x3 transform of v*M[02,02]
[more]inline static Vec3d transform3x3(const Vec3d& v, const Matrixd& m)
apply apply an 3x3 transform of v*M[02,02]
[more]inline static Vec3f transform3x3(const Matrixd& m, const Vec3f& v)
apply apply an 3x3 transform of M[02,02]*v
[more]inline static Vec3d transform3x3(const Matrixd& m, const Vec3d& 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 Vec3f& v )
[more]inline Matrixd scale(const Vec3d& v )
[more]inline Matrixd translate(value_type tx, value_type ty, value_type tz)
[more]inline Matrixd translate(const Vec3f& v )
[more]inline Matrixd translate(const Vec3d& v )
[more]inline Matrixd rotate( const Quat& q )
[more]inline Matrixd rotate(value_type angle, value_type x, value_type y, value_type z )
[more]inline Matrixd rotate(value_type angle, const Vec3f& axis )
[more]inline Matrixd rotate(value_type angle, const Vec3d& axis )
[more]inline Matrixd rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
[more]inline Matrixd rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
[more]inline Matrixd rotate(const Vec3f& from, const Vec3f& to )
[more]inline Matrixd rotate(const Vec3d& from, const Vec3d& 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 Vec3f& eye, const Vec3f& center, const Vec3f& up)
[more]inline Matrixd 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 Matrixd& m)
[more]inline Vec3d transform3x3(const Vec3d& v, const Matrixd& m)
[more]inline Vec3f transform3x3(const Matrixd& m, const Vec3f& v)
[more]inline Vec3d transform3x3(const Matrixd& 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 double value_type

Protected Fields

[more]value_type _mat[4][4]


Documentation

otypedef double 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)

oMatrixd& 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 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 Matrixd& rhs)
invert the matrix rhs.

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

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

oinline static Matrixd identity( void )

oinline static Matrixd scale( const Vec3f& sv)

oinline static Matrixd scale( const Vec3d& sv)

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

oinline static Matrixd translate( const Vec3f& dv)

oinline static Matrixd translate( const Vec3d& dv)

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

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

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

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

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

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

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

oinline static Matrixd rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& 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 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 Matrixd 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 Matrixd& m)
apply apply an 3x3 transform of v*M[02,02]

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

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

oinline static Vec3d transform3x3(const Matrixd& m, const Vec3d& 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 Vec3f& v )

oinline Matrixd scale(const Vec3d& v )

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

oinline Matrixd translate(const Vec3f& v )

oinline Matrixd translate(const Vec3d& v )

oinline Matrixd rotate( const Quat& q )

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

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

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

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

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

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

oinline Matrixd rotate(const Vec3d& from, const Vec3d& 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 Vec3f& eye, const Vec3f& center, const Vec3f& up)

oinline Matrixd 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 Matrixd& m)

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

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

oinline Vec3d transform3x3(const Matrixd& 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:
RefMatrixd

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