class SG_EXPORT osg::Matrix


Inheritance:


Public Methods

[more] Matrix()
[more] Matrix( const Matrix& other)
[more]explicit Matrix( float const* const def )
[more] 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)
[more]virtual Object* cloneType() const
[more]virtual Object* clone(const CopyOp&) const
[more]virtual bool isSameKindAs(const Object* obj) const
[more]virtual const char* className() const
[more]virtual ~Matrix()
[more]Matrix& operator = (const Matrix& )
[more]int compare(const Matrix& m) const
[more]bool operator < (const Matrix& m) const
[more]bool operator == (const Matrix& m) const
[more]bool operator != (const Matrix& m) const
[more]inline float& operator()(int row, int col)
[more]inline float operator()(int row, int col) const
[more]inline const bool valid() const
[more]inline const bool isNaN() const
[more]void set( float const* const )
[more]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)
[more]float* ptr()
[more]const float* ptr() const
[more]void makeIdentity()
[more]void makeScale( const Vec3& )
[more]void makeScale( float, float, float )
[more]void makeTranslate( const Vec3& )
[more]void makeTranslate( float, float, float )
[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, float, float )
[more]bool invert( const Matrix& )
[more]bool invertAffine( const Matrix& )
[more]inline static Matrix identity( void )
[more]inline static Matrix scale( const Vec3& )
[more]inline static Matrix scale( float, float, float )
[more]inline static Matrix translate( const Vec3& )
[more]inline static Matrix translate( float, float, float )
[more]inline static Matrix rotate( const Vec3&, const Vec3& )
[more]inline static Matrix rotate( float, float, float, float )
[more]inline static Matrix rotate( float angle, const Vec3& axis)
[more]inline static Matrix rotate( const Quat& )
[more]void setTrans( float tx, float ty, float tz )
[more]void setTrans( const Vec3& v )
[more]Vec3 getTrans() const
[more]inline static Vec3 transform3x3(const Vec3& v, const Matrix& m)
apply apply an 3x3 transform of v*M[02,02]
[more]inline static Vec3 transform3x3(const Matrix& m, const Vec3& v)
apply apply an 3x3 transform of M[02,02]*v
[more]void mult( const Matrix&, const Matrix& )
[more]void preMult( const Matrix& )
[more]void postMult( const Matrix& )
[more]inline void operator *= ( const Matrix& other )
[more]inline Matrix operator * ( const Matrix &m ) const
[more]inline Matrix identity(void)
[more]inline Matrix scale(float sx, float sy, float sz)
[more]inline Matrix scale(const Vec3& v )
[more]inline Matrix translate(float tx, float ty, float tz)
[more]inline Matrix translate(const Vec3& v )
[more]inline Matrix rotate( const Quat& q )
[more]inline Matrix rotate(float angle, float x, float y, float z )
[more]inline Matrix rotate(float angle, const Vec3& axis )
[more]inline Matrix rotate(const Vec3& from, const Vec3& to )
[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 Matrix& m)
[more]inline Vec3 transform3x3(const Matrix& m, const Vec3& v)
[more]inline Vec3 operator* (const Vec3& v) const
[more]inline Vec4 operator* (const Vec4& v) const


Inherited from Object:


Inherited from Referenced:

Public Methods

oinline void ref() const
oinline void unref() const
oinline const int referenceCount() const

Protected Fields

omutable int _refCount


Documentation

o Matrix()

o Matrix( const Matrix& other)

oexplicit Matrix( float const* const def )

o 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)

ovirtual Object* cloneType() const

ovirtual Object* clone(const CopyOp&) const

ovirtual bool isSameKindAs(const Object* obj) const

ovirtual const char* className() const

ovirtual ~Matrix()

oMatrix& operator = (const Matrix& )

oint compare(const Matrix& m) const

obool operator < (const Matrix& m) const

obool operator == (const Matrix& m) const

obool operator != (const Matrix& m) const

oinline float& operator()(int row, int col)

oinline float operator()(int row, int col) const

oinline const bool valid() const

oinline const bool isNaN() const

ovoid set( float const* const )

ovoid 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)

ofloat* ptr()

oconst float* ptr() const

ovoid makeIdentity()

ovoid makeScale( const Vec3& )

ovoid makeScale( float, float, float )

ovoid makeTranslate( const Vec3& )

ovoid makeTranslate( float, float, float )

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, float, float )

obool invert( const Matrix& )

obool invertAffine( const Matrix& )

oinline static Matrix identity( void )

oinline static Matrix scale( const Vec3& )

oinline static Matrix scale( float, float, float )

oinline static Matrix translate( const Vec3& )

oinline static Matrix translate( float, float, float )

oinline static Matrix rotate( const Vec3&, const Vec3& )

oinline static Matrix rotate( float, float, float, float )

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

oinline static Matrix rotate( const Quat& )

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

ovoid setTrans( const Vec3& v )

oVec3 getTrans() const

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

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

ovoid mult( const Matrix&, const Matrix& )

ovoid preMult( const Matrix& )

ovoid postMult( const Matrix& )

oinline void operator *= ( const Matrix& other )

oinline Matrix operator * ( const Matrix &m ) const

oinline Matrix identity(void)

oinline Matrix scale(float sx, float sy, float sz)

oinline Matrix scale(const Vec3& v )

oinline Matrix translate(float tx, float ty, float tz)

oinline Matrix translate(const Vec3& v )

oinline Matrix rotate( const Quat& q )

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

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

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

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 Matrix& m)

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

oinline Vec3 operator* (const Vec3& v) const

oinline Vec4 operator* (const Vec4& v) const


This class has no child classes.

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