Inheritance:
Public Methods
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inline Matrixd()
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inline Matrixd( const Matrixd& mat)
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Matrixd( const Matrixf& mat )
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inline explicit Matrixd( float const* const ptr )
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inline explicit Matrixd( double const* const ptr )
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inline explicit Matrixd( const Quat& quat )
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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)
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~Matrixd()
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int compare(const Matrixd& m) const
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bool operator < (const Matrixd& m) const
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bool operator == (const Matrixd& m) const
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bool operator != (const Matrixd& 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 Matrixd& operator = (const Matrixd& rhs)
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Matrixd& operator = (const Matrixf& other)
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inline void set(const Matrixd& rhs)
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void set(const Matrixf& 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 Matrixd& rhs)
- invert the matrix rhs.
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bool invert_4x4_orig( const Matrixd& )
- full 4x4 matrix invert.
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bool invert_4x4_new( const Matrixd& )
- full 4x4 matrix invert.
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inline static Matrixd identity( void )
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inline static Matrixd scale( const Vec3f& sv)
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inline static Matrixd scale( const Vec3d& sv)
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inline static Matrixd scale( value_type sx, value_type sy, value_type sz)
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inline static Matrixd translate( const Vec3f& dv)
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inline static Matrixd translate( const Vec3d& dv)
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inline static Matrixd translate( value_type x, value_type y, value_type z)
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inline static Matrixd rotate( const Vec3f& from, const Vec3f& to)
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inline static Matrixd rotate( const Vec3d& from, const Vec3d& to)
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inline static Matrixd rotate( value_type angle, value_type x, value_type y, value_type z)
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inline static Matrixd rotate( value_type angle, const Vec3f& axis)
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inline static Matrixd rotate( value_type angle, const Vec3d& axis)
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inline static Matrixd 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 Matrixd 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 Matrixd rotate( const Quat& quat)
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inline static Matrixd inverse( const Matrixd& matrix)
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inline static Matrixd ortho(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a orthographic projection.
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inline static Matrixd ortho2D(double left, double right, double bottom, double top)
- Create a 2D orthographic projection.
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inline static Matrixd frustum(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a perspective projection.
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inline static Matrixd 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 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.
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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.
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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 Matrixd& m)
- apply apply an 3x3 transform of v*M[02,02]
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inline static Vec3d transform3x3(const Vec3d& v, const Matrixd& m)
- apply apply an 3x3 transform of v*M[02,02]
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inline static Vec3f transform3x3(const Matrixd& m, const Vec3f& v)
- apply apply an 3x3 transform of M[02,02]*v
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inline static Vec3d transform3x3(const Matrixd& m, const Vec3d& v)
- apply apply an 3x3 transform of M[02,02]*v
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void mult( const Matrixd&, const Matrixd& )
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void preMult( const Matrixd& )
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void postMult( const Matrixd& )
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inline void operator *= ( const Matrixd& other )
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inline Matrixd operator * ( const Matrixd &m ) const
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inline Matrixd identity(void)
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inline Matrixd scale(value_type sx, value_type sy, value_type sz)
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inline Matrixd scale(const Vec3f& v )
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inline Matrixd scale(const Vec3d& v )
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inline Matrixd translate(value_type tx, value_type ty, value_type tz)
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inline Matrixd translate(const Vec3f& v )
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inline Matrixd translate(const Vec3d& v )
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inline Matrixd rotate( const Quat& q )
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inline Matrixd rotate(value_type angle, value_type x, value_type y, value_type z )
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inline Matrixd rotate(value_type angle, const Vec3f& axis )
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inline Matrixd rotate(value_type angle, const Vec3d& axis )
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inline Matrixd rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
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inline Matrixd rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
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inline Matrixd rotate(const Vec3f& from, const Vec3f& to )
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inline Matrixd rotate(const Vec3d& from, const Vec3d& to )
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inline Matrixd inverse( const Matrixd& matrix)
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inline Matrixd ortho(double left, double right, double bottom, double top, double zNear, double zFar)
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inline Matrixd ortho2D(double left, double right, double bottom, double top)
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inline Matrixd frustum(double left, double right, double bottom, double top, double zNear, double zFar)
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inline Matrixd perspective(double fovy, double aspectRatio, double zNear, double zFar)
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inline Matrixd lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up)
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inline Matrixd 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 Matrixd& m)
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inline Vec3d transform3x3(const Vec3d& v, const Matrixd& m)
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inline Vec3f transform3x3(const Matrixd& m, const Vec3f& v)
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inline Vec3d transform3x3(const Matrixd& 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 double value_type
Protected Fields
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value_type _mat[4][4]
Documentation
- typedef double value_type
- inline Matrixd()
- inline Matrixd( const Matrixd& mat)
- Matrixd( const Matrixf& mat )
- inline explicit Matrixd( float const* const ptr )
- inline explicit Matrixd( double const* const ptr )
- inline explicit Matrixd( const Quat& quat )
- 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)
- ~Matrixd()
- int compare(const Matrixd& m) const
- bool operator < (const Matrixd& m) const
- bool operator == (const Matrixd& m) const
- bool operator != (const Matrixd& 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 Matrixd& operator = (const Matrixd& rhs)
- Matrixd& operator = (const Matrixf& other)
- inline void set(const Matrixd& rhs)
- void set(const Matrixf& 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 Matrixd& rhs)
- invert the matrix rhs.
- bool invert_4x4_orig( const Matrixd& )
- full 4x4 matrix invert.
- bool invert_4x4_new( const Matrixd& )
- full 4x4 matrix invert.
- inline static Matrixd identity( void )
- inline static Matrixd scale( const Vec3f& sv)
- inline static Matrixd scale( const Vec3d& sv)
- inline static Matrixd scale( value_type sx, value_type sy, value_type sz)
- inline static Matrixd translate( const Vec3f& dv)
- inline static Matrixd translate( const Vec3d& dv)
- inline static Matrixd translate( value_type x, value_type y, value_type z)
- inline static Matrixd rotate( const Vec3f& from, const Vec3f& to)
- inline static Matrixd rotate( const Vec3d& from, const Vec3d& to)
- inline static Matrixd rotate( value_type angle, value_type x, value_type y, value_type z)
- inline static Matrixd rotate( value_type angle, const Vec3f& axis)
- inline static Matrixd rotate( value_type angle, const Vec3d& axis)
- inline static Matrixd rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
- inline static Matrixd rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
- inline static Matrixd rotate( const Quat& quat)
- inline static Matrixd inverse( const Matrixd& matrix)
- inline static Matrixd ortho(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a orthographic projection. See glOrtho for further details.
- inline static Matrixd ortho2D(double left, double right, double bottom, double top)
- Create a 2D orthographic projection. See glOrtho for further details.
- inline static Matrixd frustum(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a perspective projection. See glFrustum for further details.
- inline 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.
- 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.
- 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.
- 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 Matrixd& m)
- apply apply an 3x3 transform of v*M[02,02]
- inline static Vec3d transform3x3(const Vec3d& v, const Matrixd& m)
- apply apply an 3x3 transform of v*M[02,02]
- inline static Vec3f transform3x3(const Matrixd& m, const Vec3f& v)
- apply apply an 3x3 transform of M[02,02]*v
- inline static Vec3d transform3x3(const Matrixd& m, const Vec3d& v)
- apply apply an 3x3 transform of M[02,02]*v
- void mult( const Matrixd&, const Matrixd& )
- void preMult( const Matrixd& )
- void postMult( const Matrixd& )
- inline void operator *= ( const Matrixd& other )
- inline Matrixd operator * ( const Matrixd &m ) const
- value_type _mat[4][4]
- inline Matrixd identity(void)
- inline Matrixd scale(value_type sx, value_type sy, value_type sz)
- inline Matrixd scale(const Vec3f& v )
- inline Matrixd scale(const Vec3d& v )
- inline Matrixd translate(value_type tx, value_type ty, value_type tz)
- inline Matrixd translate(const Vec3f& v )
- inline Matrixd translate(const Vec3d& v )
- inline Matrixd rotate( const Quat& q )
- inline Matrixd rotate(value_type angle, value_type x, value_type y, value_type z )
- inline Matrixd rotate(value_type angle, const Vec3f& axis )
- inline Matrixd rotate(value_type angle, const Vec3d& axis )
- inline Matrixd rotate( value_type angle1, const Vec3f& axis1, value_type angle2, const Vec3f& axis2, value_type angle3, const Vec3f& axis3)
- inline Matrixd rotate( value_type angle1, const Vec3d& axis1, value_type angle2, const Vec3d& axis2, value_type angle3, const Vec3d& axis3)
- inline Matrixd rotate(const Vec3f& from, const Vec3f& to )
- inline Matrixd rotate(const Vec3d& from, const Vec3d& to )
- inline Matrixd inverse( const Matrixd& matrix)
- inline Matrixd ortho(double left, double right, double bottom, double top, double zNear, double zFar)
- inline Matrixd ortho2D(double left, double right, double bottom, double top)
- inline Matrixd frustum(double left, double right, double bottom, double top, double zNear, double zFar)
- inline Matrixd perspective(double fovy, double aspectRatio, double zNear, double zFar)
- inline Matrixd lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up)
- inline Matrixd 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 Matrixd& m)
- inline Vec3d transform3x3(const Vec3d& v, const Matrixd& m)
- inline Vec3f transform3x3(const Matrixd& m, const Vec3f& v)
- inline Vec3d transform3x3(const Matrixd& 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:
- RefMatrixd
Alphabetic index HTML hierarchy of classes or Java
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