Inheritance:
Public Methods
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inline Matrixf()
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inline Matrixf( const Matrixf& mat)
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Matrixf( const Matrixd& mat )
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inline explicit Matrixf( float const* const ptr )
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inline explicit Matrixf( double const* const ptr )
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inline explicit Matrixf( const Quat& quat )
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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)
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~Matrixf()
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int compare(const Matrixf& m) const
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bool operator < (const Matrixf& m) const
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bool operator == (const Matrixf& m) const
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bool operator != (const Matrixf& 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 Matrixf& operator = (const Matrixf& rhs)
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Matrixf& operator = (const Matrixd& rhs)
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void set(const Matrixd& rhs)
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inline 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 Vec3& )
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void makeScale( value_type, value_type, value_type )
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void makeTranslate( const Vec3& )
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void makeTranslate( value_type, value_type, value_type )
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void makeRotate( const Vec3& from, const Vec3& to )
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void makeRotate( float angle, const Vec3& axis )
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void makeRotate( float angle, float x, float y, float z )
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void makeRotate( const Quat& )
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void makeRotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& 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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void getOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
- 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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void getFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
- 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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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.
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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.
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bool invert( const Matrixf& )
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inline static Matrixf identity( void )
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inline static Matrixf scale( const Vec3& sv)
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inline static Matrixf scale( value_type sx, value_type sy, value_type sz)
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inline static Matrixf translate( const Vec3& dv)
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inline static Matrixf translate( value_type x, value_type y, value_type z)
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inline static Matrixf rotate( const Vec3& from, const Vec3& to)
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inline static Matrixf rotate( float angle, float x, float y, float z)
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inline static Matrixf rotate( float angle, const Vec3& axis)
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inline static Matrixf rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
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inline static Matrixf rotate( const Quat& quat)
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inline static Matrixf inverse( const Matrixf& matrix)
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inline static Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a orthographic projection.
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inline static Matrixf ortho2D(double left, double right, double bottom, double top)
- Create a 2D orthographic projection.
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inline static Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a perspective projection.
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inline static Matrixf 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 Matrixf 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.
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void setTrans( value_type tx, value_type ty, value_type tz )
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void setTrans( const Vec3& v )
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inline Vec3 getTrans() const
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inline Vec3 getScale() const
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inline static Vec3 transform3x3(const Vec3& v, const Matrixf& m)
- apply apply an 3x3 transform of v*M[02,02]
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inline static Vec3 transform3x3(const Matrixf& m, const Vec3& v)
- apply apply an 3x3 transform of M[02,02]*v
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void mult( const Matrixf&, const Matrixf& )
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void preMult( const Matrixf& )
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void postMult( const Matrixf& )
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inline void operator *= ( const Matrixf& other )
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inline Matrixf operator * ( const Matrixf &m ) const
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inline Matrixf identity(void)
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inline Matrixf scale(value_type sx, value_type sy, value_type sz)
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inline Matrixf scale(const Vec3& v )
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inline Matrixf translate(value_type tx, value_type ty, value_type tz)
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inline Matrixf translate(const Vec3& v )
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inline Matrixf rotate( const Quat& q )
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inline Matrixf rotate(float angle, float x, float y, float z )
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inline Matrixf rotate(float angle, const Vec3& axis )
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inline Matrixf rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
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inline Matrixf rotate(const Vec3& from, const Vec3& to )
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inline Matrixf inverse( const Matrixf& matrix)
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inline Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
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inline Matrixf ortho2D(double left, double right, double bottom, double top)
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inline Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
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inline Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)
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inline Matrixf lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
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inline Vec3 postMult( const Vec3& v ) const
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inline Vec3 preMult( const Vec3& v ) const
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inline Vec4 postMult( const Vec4& v ) const
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inline Vec4 preMult( const Vec4& v ) const
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inline Vec3 transform3x3(const Vec3& v, const Matrixf& m)
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inline Vec3 transform3x3(const Matrixf& m, const Vec3& v)
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inline Vec3 operator* (const Vec3& v) const
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inline Vec4 operator* (const Vec4& v) const
Public Members
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typedef float value_type
Protected Fields
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value_type _mat[4][4]
Documentation
- typedef float value_type
- inline Matrixf()
- inline Matrixf( const Matrixf& mat)
- Matrixf( const Matrixd& mat )
- inline explicit Matrixf( float const* const ptr )
- inline explicit Matrixf( double const* const ptr )
- inline explicit Matrixf( const Quat& quat )
- 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)
- ~Matrixf()
- int compare(const Matrixf& m) const
- bool operator < (const Matrixf& m) const
- bool operator == (const Matrixf& m) const
- bool operator != (const Matrixf& 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 Matrixf& operator = (const Matrixf& rhs)
- Matrixf& operator = (const Matrixd& rhs)
- void set(const Matrixd& rhs)
- inline 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 Vec3& )
- void makeScale( value_type, value_type, value_type )
- void makeTranslate( const Vec3& )
- void makeTranslate( value_type, value_type, value_type )
- 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 angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& 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.
- void 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.
- 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.
- void 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.
- 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.
- 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.
- 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.
- bool invert( const Matrixf& )
- inline static Matrixf identity( void )
- inline static Matrixf scale( const Vec3& sv)
- inline static Matrixf scale( value_type sx, value_type sy, value_type sz)
- inline static Matrixf translate( const Vec3& dv)
- inline static Matrixf translate( value_type x, value_type y, value_type z)
- inline static Matrixf rotate( const Vec3& from, const Vec3& to)
- inline static Matrixf rotate( float angle, float x, float y, float z)
- inline static Matrixf rotate( float angle, const Vec3& axis)
- inline static Matrixf rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
- inline static Matrixf rotate( const Quat& quat)
- inline static Matrixf inverse( const Matrixf& matrix)
- inline static Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a orthographic projection. See glOrtho for further details.
- inline static Matrixf ortho2D(double left, double right, double bottom, double top)
- Create a 2D orthographic projection. See glOrtho for further details.
- inline static Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
- Create a perspective projection. See glFrustum for further details.
- inline 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.
- inline static Matrixf 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( value_type tx, value_type ty, value_type tz )
- void setTrans( const Vec3& v )
- inline Vec3 getTrans() const
- inline Vec3 getScale() const
- inline static Vec3 transform3x3(const Vec3& v, const Matrixf& m)
- apply apply an 3x3 transform of v*M[02,02]
- inline static Vec3 transform3x3(const Matrixf& m, const Vec3& v)
- apply apply an 3x3 transform of M[02,02]*v
- void mult( const Matrixf&, const Matrixf& )
- void preMult( const Matrixf& )
- void postMult( const Matrixf& )
- inline void operator *= ( const Matrixf& other )
- inline Matrixf operator * ( const Matrixf &m ) const
- value_type _mat[4][4]
- inline Matrixf identity(void)
- inline Matrixf scale(value_type sx, value_type sy, value_type sz)
- inline Matrixf scale(const Vec3& v )
- inline Matrixf translate(value_type tx, value_type ty, value_type tz)
- inline Matrixf translate(const Vec3& v )
- inline Matrixf rotate( const Quat& q )
- inline Matrixf rotate(float angle, float x, float y, float z )
- inline Matrixf rotate(float angle, const Vec3& axis )
- inline Matrixf rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
- inline Matrixf rotate(const Vec3& from, const Vec3& to )
- inline Matrixf inverse( const Matrixf& matrix)
- inline Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
- inline Matrixf ortho2D(double left, double right, double bottom, double top)
- inline Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
- inline Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)
- inline Matrixf 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 Matrixf& m)
- inline Vec3 transform3x3(const Matrixf& m, const Vec3& v)
- inline Vec3 operator* (const Vec3& v) const
- inline Vec4 operator* (const Vec4& v) const
- Direct child classes:
- RefMatrixf
Alphabetic index HTML hierarchy of classes or Java
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