877 lines
70 KiB
HTML
877 lines
70 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>class SG_EXPORT osg::Matrixf</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.6">
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<BODY BGCOLOR="#ffffff">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Matrixf</A></H2></H2><HR>
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<H2>Inheritance:</H2>
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<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
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<param name=classes value="CMatrixf,MMatrixf.html,CRefMatrixf,MRefMatrixf.html">
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<param name=before value="M,M^_">
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<param name=after value="M,M">
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<param name=indent value="0,0">
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<param name=arrowdir value="down">
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</APPLET>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.145.2">Matrixf</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.145.3">Matrixf</A></B>( const <!1><A HREF="Matrixf.html#DOC.2.145.3">Matrixf</A>& mat)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.145.4">Matrixf</A></B>( const <!1><A HREF="Matrixd.html">Matrixd</A>& mat )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline explicit <B><A HREF="#DOC.2.145.5">Matrixf</A></B>( float const* const <!1><A HREF="Matrixf.html#DOC.2.145.27">ptr</A> )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline explicit <B><A HREF="#DOC.2.145.6">Matrixf</A></B>( double const* const <!1><A HREF="Matrixf.html#DOC.2.145.27">ptr</A> )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline explicit <B><A HREF="#DOC.2.145.7">Matrixf</A></B>( const <!1><A HREF="Quat.html">Quat</A>& quat )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.145.8">Matrixf</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a00, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a01, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a02, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a03, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a10, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a11, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a12, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a13, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a20, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a21, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a22, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a23, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a30, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a31, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a32, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a33)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.145.9">~Matrixf</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.145.10">compare</A></B>(const <!1><A HREF="Matrixf.html">Matrixf</A>& m) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.145.11">operator < </A></B>(const <!1><A HREF="Matrixf.html">Matrixf</A>& m) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.145.12">operator == </A></B>(const <!1><A HREF="Matrixf.html">Matrixf</A>& m) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.145.13">operator != </A></B>(const <!1><A HREF="Matrixf.html">Matrixf</A>& m) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>& <B><A HREF="#DOC.2.145.14">operator()</A></B>(int row, int col)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <B><A HREF="#DOC.2.145.15">operator()</A></B>(int row, int col) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.145.16">valid</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.145.17">isNaN</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A>& <B><A HREF="#DOC.2.145.18">operator = </A></B>(const <!1><A HREF="Matrixf.html">Matrixf</A>& rhs)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Matrixf.html">Matrixf</A>& <B><A HREF="#DOC.2.145.19">operator = </A></B>(const <!1><A HREF="Matrixd.html">Matrixd</A>& other)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.145.20">set</A></B>(const <!1><A HREF="Matrixf.html">Matrixf</A>& rhs)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.21">set</A></B>(const <!1><A HREF="Matrixd.html">Matrixd</A>& rhs)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.145.22">set</A></B>(float const* const <!1><A HREF="Matrixf.html#DOC.2.145.27">ptr</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.145.23">set</A></B>(double const* const <!1><A HREF="Matrixf.html#DOC.2.145.27">ptr</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.24">set</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a00, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a01, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a02, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a03, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a10, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a11, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a12, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a13, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a20, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a21, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a22, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a23, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a30, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a31, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a32, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a33)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.25">set</A></B>(const <!1><A HREF="Quat.html">Quat</A>& q)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.26">get</A></B>(<!1><A HREF="Quat.html">Quat</A>& q) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>* <B><A HREF="#DOC.2.145.27">ptr</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>* <B><A HREF="#DOC.2.145.28">ptr</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.29">makeIdentity</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.30">makeScale</A></B>( const <!1><A HREF="Vec3d.html">Vec3d</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.31">makeScale</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.32">makeTranslate</A></B>( const <!1><A HREF="Vec3d.html">Vec3d</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.33">makeTranslate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.34">makeRotate</A></B>( const <!1><A HREF="Vec3f.html">Vec3f</A>& from, const <!1><A HREF="Vec3f.html">Vec3f</A>& to )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.35">makeRotate</A></B>( const <!1><A HREF="Vec3d.html">Vec3d</A>& from, const <!1><A HREF="Vec3d.html">Vec3d</A>& to )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.36">makeRotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.37">makeRotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.38">makeRotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Vec4f.html#DOC.2.274.16">z</A> )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.39">makeRotate</A></B>( const <!1><A HREF="Quat.html">Quat</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.40">makeRotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis3)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.41">makeRotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis3)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.42">makeOrtho</A></B>(double left, double right, double bottom, double top, double zNear, double zFar)
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<DD><I>Set to a orthographic projection.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.145.43">getOrtho</A></B>(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar) const
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<DD><I>Get the othorgraphic settings of the orthographic projection matrix.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.145.44">makeOrtho2D</A></B>(double left, double right, double bottom, double top)
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<DD><I>Set to a 2D orthographic projection.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.45">makeFrustum</A></B>(double left, double right, double bottom, double top, double zNear, double zFar)
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<DD><I>Set to a perspective projection.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.145.46">getFrustum</A></B>(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar) const
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<DD><I>Get the frustum setting of a perspective projection matrix.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.47">makePerspective</A></B>(double fovy, double <!1><A HREF="Viewport.html#DOC.2.278.13">aspectRatio</A>, double zNear, double zFar)
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<DD><I>Set to a symmetrical perspective projection, See gluPerspective for further details.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.145.48">getPerspective</A></B>(double& fovy, double& <!1><A HREF="Viewport.html#DOC.2.278.13">aspectRatio</A>, double& zNear, double& zFar) const
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<DD><I>Get the frustum setting of a symetric perspective projection matrix.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.49">makeLookAt</A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& eye, const <!1><A HREF="Vec3d.html">Vec3d</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, const <!1><A HREF="Vec3d.html">Vec3d</A>& up)
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<DD><I>Set to the position and orientation modelview matrix, using the same convention as gluLookAt.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.50">getLookAt</A></B>(<!1><A HREF="Vec3f.html">Vec3f</A>& eye, <!1><A HREF="Vec3f.html">Vec3f</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, <!1><A HREF="Vec3f.html">Vec3f</A>& up, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> lookDistance=1.0f) const
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<DD><I>Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.51">getLookAt</A></B>(<!1><A HREF="Vec3d.html">Vec3d</A>& eye, <!1><A HREF="Vec3d.html">Vec3d</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, <!1><A HREF="Vec3d.html">Vec3d</A>& up, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> lookDistance=1.0f) const
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<DD><I>Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.145.52">invert</A></B>( const <!1><A HREF="Matrixf.html">Matrixf</A>& rhs)
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<DD><I>invert the matrix rhs.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.145.53">invert_4x4_orig</A></B>( const <!1><A HREF="Matrixf.html">Matrixf</A>& )
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<DD><I>full 4x4 matrix invert.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.145.54">invert_4x4_new</A></B>( const <!1><A HREF="Matrixf.html">Matrixf</A>& )
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<DD><I>full 4x4 matrix invert.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.55">identity</A></B>( void )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.56">scale</A></B>( const <!1><A HREF="Vec3f.html">Vec3f</A>& sv)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.57">scale</A></B>( const <!1><A HREF="Vec3d.html">Vec3d</A>& sv)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.58">scale</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sx, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sy, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sz)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.59">translate</A></B>( const <!1><A HREF="Vec3f.html">Vec3f</A>& dv)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.60">translate</A></B>( const <!1><A HREF="Vec3d.html">Vec3d</A>& dv)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.61">translate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Vec4f.html#DOC.2.274.16">z</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.62">rotate</A></B>( const <!1><A HREF="Vec3f.html">Vec3f</A>& from, const <!1><A HREF="Vec3f.html">Vec3f</A>& to)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.63">rotate</A></B>( const <!1><A HREF="Vec3d.html">Vec3d</A>& from, const <!1><A HREF="Vec3d.html">Vec3d</A>& to)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.64">rotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Vec4f.html#DOC.2.274.16">z</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.65">rotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.66">rotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.67">rotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis3)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.68">rotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis3)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.69">rotate</A></B>( const <!1><A HREF="Quat.html">Quat</A>& quat)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.70">inverse</A></B>( const <!1><A HREF="Matrixf.html">Matrixf</A>& matrix)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.71">ortho</A></B>(double left, double right, double bottom, double top, double zNear, double zFar)
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<DD><I>Create a orthographic projection.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.72">ortho2D</A></B>(double left, double right, double bottom, double top)
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<DD><I>Create a 2D orthographic projection.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.73">frustum</A></B>(double left, double right, double bottom, double top, double zNear, double zFar)
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<DD><I>Create a perspective projection.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.74">perspective</A></B>(double fovy, double <!1><A HREF="Viewport.html#DOC.2.278.13">aspectRatio</A>, double zNear, double zFar)
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<DD><I>Create a symmetrical perspective projection, See gluPerspective for further details.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.75">lookAt</A></B>(const <!1><A HREF="Vec3f.html">Vec3f</A>& eye, const <!1><A HREF="Vec3f.html">Vec3f</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, const <!1><A HREF="Vec3f.html">Vec3f</A>& up)
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<DD><I>Create the position and orientation as per a camera, using the same convention as gluLookAt.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.76">lookAt</A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& eye, const <!1><A HREF="Vec3d.html">Vec3d</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, const <!1><A HREF="Vec3d.html">Vec3d</A>& up)
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<DD><I>Create the position and orientation as per a camera, using the same convention as gluLookAt.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.77">setTrans</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> tx, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> ty, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> tz )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.78">setTrans</A></B>( const <!1><A HREF="Vec3f.html">Vec3f</A>& v )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.79">setTrans</A></B>( const <!1><A HREF="Vec3d.html">Vec3d</A>& v )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3d.html">Vec3d</A> <B><A HREF="#DOC.2.145.80">getTrans</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3d.html">Vec3d</A> <B><A HREF="#DOC.2.145.81">getScale</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Vec3f.html">Vec3f</A> <B><A HREF="#DOC.2.145.82">transform3x3</A></B>(const <!1><A HREF="Vec3f.html">Vec3f</A>& v, const <!1><A HREF="Matrixf.html">Matrixf</A>& m)
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<DD><I>apply apply an 3x3 transform of v*M[02,02] </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Vec3d.html">Vec3d</A> <B><A HREF="#DOC.2.145.83">transform3x3</A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& v, const <!1><A HREF="Matrixf.html">Matrixf</A>& m)
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<DD><I>apply apply an 3x3 transform of v*M[02,02] </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Vec3f.html">Vec3f</A> <B><A HREF="#DOC.2.145.84">transform3x3</A></B>(const <!1><A HREF="Matrixf.html">Matrixf</A>& m, const <!1><A HREF="Vec3f.html">Vec3f</A>& v)
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<DD><I>apply apply an 3x3 transform of M[02,02]*v </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Vec3d.html">Vec3d</A> <B><A HREF="#DOC.2.145.85">transform3x3</A></B>(const <!1><A HREF="Matrixf.html">Matrixf</A>& m, const <!1><A HREF="Vec3d.html">Vec3d</A>& v)
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<DD><I>apply apply an 3x3 transform of M[02,02]*v </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.86">mult</A></B>( const <!1><A HREF="Matrixf.html">Matrixf</A>&, const <!1><A HREF="Matrixf.html">Matrixf</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.87">preMult</A></B>( const <!1><A HREF="Matrixf.html">Matrixf</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.145.88">postMult</A></B>( const <!1><A HREF="Matrixf.html">Matrixf</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.145.89">operator *= </A></B>( const <!1><A HREF="Matrixf.html">Matrixf</A>& other )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.90">operator * </A></B>( const <!1><A HREF="Matrixf.html">Matrixf</A> &m ) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.92">identity</A></B>(void)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.93">scale</A></B>(<!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sx, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sy, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sz)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.94">scale</A></B>(const <!1><A HREF="Vec3f.html">Vec3f</A>& v )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.95">scale</A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& v )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.96">translate</A></B>(<!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> tx, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> ty, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> tz)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.97">translate</A></B>(const <!1><A HREF="Vec3f.html">Vec3f</A>& v )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.98">translate</A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& v )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.99">rotate</A></B>( const <!1><A HREF="Quat.html">Quat</A>& q )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.100">rotate</A></B>(<!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Vec4f.html#DOC.2.274.16">z</A> )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.101">rotate</A></B>(<!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.102">rotate</A></B>(<!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.103">rotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis3)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.104">rotate</A></B>( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis3)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.105">rotate</A></B>(const <!1><A HREF="Vec3f.html">Vec3f</A>& from, const <!1><A HREF="Vec3f.html">Vec3f</A>& to )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.106">rotate</A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& from, const <!1><A HREF="Vec3d.html">Vec3d</A>& to )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.107">inverse</A></B>( const <!1><A HREF="Matrixf.html">Matrixf</A>& matrix)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.108">ortho</A></B>(double left, double right, double bottom, double top, double zNear, double zFar)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.109">ortho2D</A></B>(double left, double right, double bottom, double top)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.110">frustum</A></B>(double left, double right, double bottom, double top, double zNear, double zFar)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.111">perspective</A></B>(double fovy, double <!1><A HREF="Viewport.html#DOC.2.278.13">aspectRatio</A>, double zNear, double zFar)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.112">lookAt</A></B>(const <!1><A HREF="Vec3f.html">Vec3f</A>& eye, const <!1><A HREF="Vec3f.html">Vec3f</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, const <!1><A HREF="Vec3f.html">Vec3f</A>& up)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixf.html">Matrixf</A> <B><A HREF="#DOC.2.145.113">lookAt</A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& eye, const <!1><A HREF="Vec3d.html">Vec3d</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, const <!1><A HREF="Vec3d.html">Vec3d</A>& up)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3f.html">Vec3f</A> <B><A HREF="#DOC.2.145.114">postMult</A></B>( const <!1><A HREF="Vec3f.html">Vec3f</A>& v ) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3d.html">Vec3d</A> <B><A HREF="#DOC.2.145.115">postMult</A></B>( const <!1><A HREF="Vec3d.html">Vec3d</A>& v ) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3f.html">Vec3f</A> <B><A HREF="#DOC.2.145.116">preMult</A></B>( const <!1><A HREF="Vec3f.html">Vec3f</A>& v ) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3d.html">Vec3d</A> <B><A HREF="#DOC.2.145.117">preMult</A></B>( const <!1><A HREF="Vec3d.html">Vec3d</A>& v ) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4f.html">Vec4f</A> <B><A HREF="#DOC.2.145.118">postMult</A></B>( const <!1><A HREF="Vec4f.html">Vec4f</A>& v ) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4d.html">Vec4d</A> <B><A HREF="#DOC.2.145.119">postMult</A></B>( const <!1><A HREF="Vec4d.html">Vec4d</A>& v ) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4f.html">Vec4f</A> <B><A HREF="#DOC.2.145.120">preMult</A></B>( const <!1><A HREF="Vec4f.html">Vec4f</A>& v ) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4d.html">Vec4d</A> <B><A HREF="#DOC.2.145.121">preMult</A></B>( const <!1><A HREF="Vec4d.html">Vec4d</A>& v ) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3f.html">Vec3f</A> <B><A HREF="#DOC.2.145.122">transform3x3</A></B>(const <!1><A HREF="Vec3f.html">Vec3f</A>& v, const <!1><A HREF="Matrixf.html">Matrixf</A>& m)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3d.html">Vec3d</A> <B><A HREF="#DOC.2.145.123">transform3x3</A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& v, const <!1><A HREF="Matrixf.html">Matrixf</A>& m)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3f.html">Vec3f</A> <B><A HREF="#DOC.2.145.124">transform3x3</A></B>(const <!1><A HREF="Matrixf.html">Matrixf</A>& m, const <!1><A HREF="Vec3f.html">Vec3f</A>& v)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3d.html">Vec3d</A> <B><A HREF="#DOC.2.145.125">transform3x3</A></B>(const <!1><A HREF="Matrixf.html">Matrixf</A>& m, const <!1><A HREF="Vec3d.html">Vec3d</A>& v)
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<DT>
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|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3f.html">Vec3f</A> <B><A HREF="#DOC.2.145.126">operator* </A></B>(const <!1><A HREF="Vec3f.html">Vec3f</A>& v) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3d.html">Vec3d</A> <B><A HREF="#DOC.2.145.127">operator* </A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& v) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4f.html">Vec4f</A> <B><A HREF="#DOC.2.145.128">operator* </A></B>(const <!1><A HREF="Vec4f.html">Vec4f</A>& v) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4d.html">Vec4d</A> <B><A HREF="#DOC.2.145.129">operator* </A></B>(const <!1><A HREF="Vec4d.html">Vec4d</A>& v) const
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</DL></P>
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<P><DL>
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<DT><H3>Public</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef float <B><A HREF="#DOC.2.145.1">value_type</A></B>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <B><A HREF="#DOC.2.145.91">_mat</A></B>[4][4]
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<DL>
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<A NAME="value_type"></A>
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<A NAME="DOC.2.145.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef float value_type</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixf"></A>
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<A NAME="DOC.2.145.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Matrixf()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixf"></A>
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<A NAME="DOC.2.145.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Matrixf( const <!1><A HREF="Matrixf.html#DOC.2.145.3">Matrixf</A>& mat)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixf"></A>
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<A NAME="DOC.2.145.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Matrixf( const <!1><A HREF="Matrixd.html">Matrixd</A>& mat )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixf"></A>
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<A NAME="DOC.2.145.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline explicit Matrixf( float const* const <!1><A HREF="Matrixf.html#DOC.2.145.27">ptr</A> )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixf"></A>
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<A NAME="DOC.2.145.6"></A>
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|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline explicit Matrixf( double const* const <!1><A HREF="Matrixf.html#DOC.2.145.27">ptr</A> )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixf"></A>
|
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<A NAME="DOC.2.145.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline explicit Matrixf( const <!1><A HREF="Quat.html">Quat</A>& quat )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixf"></A>
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<A NAME="DOC.2.145.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Matrixf( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a00, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a01, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a02, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a03, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a10, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a11, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a12, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a13, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a20, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a21, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a22, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a23, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a30, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a31, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a32, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a33)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="~Matrixf"></A>
|
|
<A NAME="DOC.2.145.9"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ~Matrixf()</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="compare"></A>
|
|
<A NAME="DOC.2.145.10"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int compare(const <!1><A HREF="Matrixf.html">Matrixf</A>& m) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator < "></A>
|
|
<A NAME="DOC.2.145.11"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator < (const <!1><A HREF="Matrixf.html">Matrixf</A>& m) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator == "></A>
|
|
<A NAME="DOC.2.145.12"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator == (const <!1><A HREF="Matrixf.html">Matrixf</A>& m) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator != "></A>
|
|
<A NAME="DOC.2.145.13"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator != (const <!1><A HREF="Matrixf.html">Matrixf</A>& m) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator()"></A>
|
|
<A NAME="DOC.2.145.14"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>& operator()(int row, int col)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator()"></A>
|
|
<A NAME="DOC.2.145.15"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> operator()(int row, int col) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="valid"></A>
|
|
<A NAME="DOC.2.145.16"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool valid() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="isNaN"></A>
|
|
<A NAME="DOC.2.145.17"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool isNaN() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator = "></A>
|
|
<A NAME="DOC.2.145.18"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A>& operator = (const <!1><A HREF="Matrixf.html">Matrixf</A>& rhs)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator = "></A>
|
|
<A NAME="DOC.2.145.19"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrixf.html">Matrixf</A>& operator = (const <!1><A HREF="Matrixd.html">Matrixd</A>& other)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.145.20"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const <!1><A HREF="Matrixf.html">Matrixf</A>& rhs)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.145.21"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void set(const <!1><A HREF="Matrixd.html">Matrixd</A>& rhs)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.145.22"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(float const* const <!1><A HREF="Matrixf.html#DOC.2.145.27">ptr</A>)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.145.23"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(double const* const <!1><A HREF="Matrixf.html#DOC.2.145.27">ptr</A>)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.145.24"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void set( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a00, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a01, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a02, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a03, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a10, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a11, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a12, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a13, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a20, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a21, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a22, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a23, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a30, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a31, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a32, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> a33)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.145.25"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void set(const <!1><A HREF="Quat.html">Quat</A>& q)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="get"></A>
|
|
<A NAME="DOC.2.145.26"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void get(<!1><A HREF="Quat.html">Quat</A>& q) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ptr"></A>
|
|
<A NAME="DOC.2.145.27"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>* ptr()</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ptr"></A>
|
|
<A NAME="DOC.2.145.28"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>* ptr() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeIdentity"></A>
|
|
<A NAME="DOC.2.145.29"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeIdentity()</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeScale"></A>
|
|
<A NAME="DOC.2.145.30"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeScale( const <!1><A HREF="Vec3d.html">Vec3d</A>& )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeScale"></A>
|
|
<A NAME="DOC.2.145.31"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeScale( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeTranslate"></A>
|
|
<A NAME="DOC.2.145.32"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeTranslate( const <!1><A HREF="Vec3d.html">Vec3d</A>& )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeTranslate"></A>
|
|
<A NAME="DOC.2.145.33"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeTranslate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.145.34"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( const <!1><A HREF="Vec3f.html">Vec3f</A>& from, const <!1><A HREF="Vec3f.html">Vec3f</A>& to )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.145.35"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( const <!1><A HREF="Vec3d.html">Vec3d</A>& from, const <!1><A HREF="Vec3d.html">Vec3d</A>& to )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.145.36"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.145.37"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.145.38"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Vec4f.html#DOC.2.274.16">z</A> )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.145.39"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( const <!1><A HREF="Quat.html">Quat</A>& )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.145.40"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis3)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.145.41"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis3)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeOrtho"></A>
|
|
<A NAME="DOC.2.145.42"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeOrtho(double left, double right, double bottom, double top, double zNear, double zFar)</B></TT>
|
|
<DD>Set to a orthographic projection. See glOrtho for further details.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getOrtho"></A>
|
|
<A NAME="DOC.2.145.43"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar) const </B></TT>
|
|
<DD>Get the othorgraphic settings of the orthographic projection matrix.
|
|
Note, if matrix is not an orthographic matrix then invalid values will be returned.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeOrtho2D"></A>
|
|
<A NAME="DOC.2.145.44"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void makeOrtho2D(double left, double right, double bottom, double top)</B></TT>
|
|
<DD>Set to a 2D orthographic projection. See glOrtho2D for further details.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeFrustum"></A>
|
|
<A NAME="DOC.2.145.45"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeFrustum(double left, double right, double bottom, double top, double zNear, double zFar)</B></TT>
|
|
<DD>Set to a perspective projection. See glFrustum for further details.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getFrustum"></A>
|
|
<A NAME="DOC.2.145.46"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar) const </B></TT>
|
|
<DD>Get the frustum setting of a perspective projection matrix.
|
|
Note, if matrix is not an perspective matrix then invalid values will be returned.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makePerspective"></A>
|
|
<A NAME="DOC.2.145.47"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makePerspective(double fovy, double <!1><A HREF="Viewport.html#DOC.2.278.13">aspectRatio</A>, double zNear, double zFar)</B></TT>
|
|
<DD>Set to a symmetrical perspective projection, See gluPerspective for further details.
|
|
Aspect ratio is defined as width/height.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getPerspective"></A>
|
|
<A NAME="DOC.2.145.48"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getPerspective(double& fovy, double& <!1><A HREF="Viewport.html#DOC.2.278.13">aspectRatio</A>, double& zNear, double& zFar) const </B></TT>
|
|
<DD>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.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeLookAt"></A>
|
|
<A NAME="DOC.2.145.49"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeLookAt(const <!1><A HREF="Vec3d.html">Vec3d</A>& eye, const <!1><A HREF="Vec3d.html">Vec3d</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, const <!1><A HREF="Vec3d.html">Vec3d</A>& up)</B></TT>
|
|
<DD>Set to the position and orientation modelview matrix, using the same convention as gluLookAt.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getLookAt"></A>
|
|
<A NAME="DOC.2.145.50"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getLookAt(<!1><A HREF="Vec3f.html">Vec3f</A>& eye, <!1><A HREF="Vec3f.html">Vec3f</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, <!1><A HREF="Vec3f.html">Vec3f</A>& up, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> lookDistance=1.0f) const </B></TT>
|
|
<DD>Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="getLookAt"></A>
|
|
<A NAME="DOC.2.145.51"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getLookAt(<!1><A HREF="Vec3d.html">Vec3d</A>& eye, <!1><A HREF="Vec3d.html">Vec3d</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, <!1><A HREF="Vec3d.html">Vec3d</A>& up, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> lookDistance=1.0f) const </B></TT>
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|
<DD>Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="invert"></A>
|
|
<A NAME="DOC.2.145.52"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool invert( const <!1><A HREF="Matrixf.html">Matrixf</A>& rhs)</B></TT>
|
|
<DD>invert the matrix rhs.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="invert_4x4_orig"></A>
|
|
<A NAME="DOC.2.145.53"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool invert_4x4_orig( const <!1><A HREF="Matrixf.html">Matrixf</A>& )</B></TT>
|
|
<DD>full 4x4 matrix invert.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="invert_4x4_new"></A>
|
|
<A NAME="DOC.2.145.54"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool invert_4x4_new( const <!1><A HREF="Matrixf.html">Matrixf</A>& )</B></TT>
|
|
<DD>full 4x4 matrix invert.
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|
<DL><DT><DD></DL><P>
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|
<A NAME="identity"></A>
|
|
<A NAME="DOC.2.145.55"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> identity( void )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.145.56"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> scale( const <!1><A HREF="Vec3f.html">Vec3f</A>& sv)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.145.57"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> scale( const <!1><A HREF="Vec3d.html">Vec3d</A>& sv)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.145.58"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> scale( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sx, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sy, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sz)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.145.59"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> translate( const <!1><A HREF="Vec3f.html">Vec3f</A>& dv)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.145.60"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> translate( const <!1><A HREF="Vec3d.html">Vec3d</A>& dv)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.145.61"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> translate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Vec4f.html#DOC.2.274.16">z</A>)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.145.62"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> rotate( const <!1><A HREF="Vec3f.html">Vec3f</A>& from, const <!1><A HREF="Vec3f.html">Vec3f</A>& to)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.145.63"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> rotate( const <!1><A HREF="Vec3d.html">Vec3d</A>& from, const <!1><A HREF="Vec3d.html">Vec3d</A>& to)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.145.64"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> rotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Vec4f.html#DOC.2.274.16">z</A>)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.145.65"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> rotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.145.66"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> rotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.145.67"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> rotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis3)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.145.68"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> rotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis3)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.145.69"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> rotate( const <!1><A HREF="Quat.html">Quat</A>& quat)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="inverse"></A>
|
|
<A NAME="DOC.2.145.70"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> inverse( const <!1><A HREF="Matrixf.html">Matrixf</A>& matrix)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ortho"></A>
|
|
<A NAME="DOC.2.145.71"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> ortho(double left, double right, double bottom, double top, double zNear, double zFar)</B></TT>
|
|
<DD>Create a orthographic projection. See glOrtho for further details.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ortho2D"></A>
|
|
<A NAME="DOC.2.145.72"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> ortho2D(double left, double right, double bottom, double top)</B></TT>
|
|
<DD>Create a 2D orthographic projection. See glOrtho for further details.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="frustum"></A>
|
|
<A NAME="DOC.2.145.73"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> frustum(double left, double right, double bottom, double top, double zNear, double zFar)</B></TT>
|
|
<DD>Create a perspective projection. See glFrustum for further details.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="perspective"></A>
|
|
<A NAME="DOC.2.145.74"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> perspective(double fovy, double <!1><A HREF="Viewport.html#DOC.2.278.13">aspectRatio</A>, double zNear, double zFar)</B></TT>
|
|
<DD>Create a symmetrical perspective projection, See gluPerspective for further details.
|
|
Aspect ratio is defined as width/height.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="lookAt"></A>
|
|
<A NAME="DOC.2.145.75"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> lookAt(const <!1><A HREF="Vec3f.html">Vec3f</A>& eye, const <!1><A HREF="Vec3f.html">Vec3f</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, const <!1><A HREF="Vec3f.html">Vec3f</A>& up)</B></TT>
|
|
<DD>Create the position and orientation as per a camera, using the same convention as gluLookAt.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="lookAt"></A>
|
|
<A NAME="DOC.2.145.76"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixf.html">Matrixf</A> lookAt(const <!1><A HREF="Vec3d.html">Vec3d</A>& eye, const <!1><A HREF="Vec3d.html">Vec3d</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, const <!1><A HREF="Vec3d.html">Vec3d</A>& up)</B></TT>
|
|
<DD>Create the position and orientation as per a camera, using the same convention as gluLookAt.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setTrans"></A>
|
|
<A NAME="DOC.2.145.77"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTrans( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> tx, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> ty, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> tz )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setTrans"></A>
|
|
<A NAME="DOC.2.145.78"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTrans( const <!1><A HREF="Vec3f.html">Vec3f</A>& v )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setTrans"></A>
|
|
<A NAME="DOC.2.145.79"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTrans( const <!1><A HREF="Vec3d.html">Vec3d</A>& v )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getTrans"></A>
|
|
<A NAME="DOC.2.145.80"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3d.html">Vec3d</A> getTrans() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getScale"></A>
|
|
<A NAME="DOC.2.145.81"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3d.html">Vec3d</A> getScale() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.145.82"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Vec3f.html">Vec3f</A> transform3x3(const <!1><A HREF="Vec3f.html">Vec3f</A>& v, const <!1><A HREF="Matrixf.html">Matrixf</A>& m)</B></TT>
|
|
<DD>apply apply an 3x3 transform of v*M[02,02]
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.145.83"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Vec3d.html">Vec3d</A> transform3x3(const <!1><A HREF="Vec3d.html">Vec3d</A>& v, const <!1><A HREF="Matrixf.html">Matrixf</A>& m)</B></TT>
|
|
<DD>apply apply an 3x3 transform of v*M[02,02]
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.145.84"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Vec3f.html">Vec3f</A> transform3x3(const <!1><A HREF="Matrixf.html">Matrixf</A>& m, const <!1><A HREF="Vec3f.html">Vec3f</A>& v)</B></TT>
|
|
<DD>apply apply an 3x3 transform of M[02,02]*v
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.145.85"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Vec3d.html">Vec3d</A> transform3x3(const <!1><A HREF="Matrixf.html">Matrixf</A>& m, const <!1><A HREF="Vec3d.html">Vec3d</A>& v)</B></TT>
|
|
<DD>apply apply an 3x3 transform of M[02,02]*v
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="mult"></A>
|
|
<A NAME="DOC.2.145.86"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void mult( const <!1><A HREF="Matrixf.html">Matrixf</A>&, const <!1><A HREF="Matrixf.html">Matrixf</A>& )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="preMult"></A>
|
|
<A NAME="DOC.2.145.87"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preMult( const <!1><A HREF="Matrixf.html">Matrixf</A>& )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="postMult"></A>
|
|
<A NAME="DOC.2.145.88"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postMult( const <!1><A HREF="Matrixf.html">Matrixf</A>& )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator *= "></A>
|
|
<A NAME="DOC.2.145.89"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void operator *= ( const <!1><A HREF="Matrixf.html">Matrixf</A>& other )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator * "></A>
|
|
<A NAME="DOC.2.145.90"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> operator * ( const <!1><A HREF="Matrixf.html">Matrixf</A> &m ) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_mat"></A>
|
|
<A NAME="DOC.2.145.91"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> _mat[4][4]</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="identity"></A>
|
|
<A NAME="DOC.2.145.92"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> identity(void)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.145.93"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> scale(<!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sx, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sy, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> sz)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.145.94"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> scale(const <!1><A HREF="Vec3f.html">Vec3f</A>& v )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.145.95"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> scale(const <!1><A HREF="Vec3d.html">Vec3d</A>& v )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.145.96"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> translate(<!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> tx, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> ty, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> tz)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.145.97"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> translate(const <!1><A HREF="Vec3f.html">Vec3f</A>& v )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.145.98"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> translate(const <!1><A HREF="Vec3d.html">Vec3d</A>& v )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.145.99"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> rotate( const <!1><A HREF="Quat.html">Quat</A>& q )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="rotate"></A>
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<A NAME="DOC.2.145.100"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> rotate(<!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> <!1><A HREF="Vec4f.html#DOC.2.274.16">z</A> )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="rotate"></A>
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<A NAME="DOC.2.145.101"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> rotate(<!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="rotate"></A>
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<A NAME="DOC.2.145.102"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> rotate(<!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="rotate"></A>
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<A NAME="DOC.2.145.103"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> rotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis3)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="rotate"></A>
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<A NAME="DOC.2.145.104"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> rotate( <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixf.html#DOC.2.145.1">value_type</A> angle3, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis3)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="rotate"></A>
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<A NAME="DOC.2.145.105"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> rotate(const <!1><A HREF="Vec3f.html">Vec3f</A>& from, const <!1><A HREF="Vec3f.html">Vec3f</A>& to )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="rotate"></A>
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<A NAME="DOC.2.145.106"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> rotate(const <!1><A HREF="Vec3d.html">Vec3d</A>& from, const <!1><A HREF="Vec3d.html">Vec3d</A>& to )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="inverse"></A>
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<A NAME="DOC.2.145.107"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> inverse( const <!1><A HREF="Matrixf.html">Matrixf</A>& matrix)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ortho"></A>
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<A NAME="DOC.2.145.108"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> ortho(double left, double right, double bottom, double top, double zNear, double zFar)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ortho2D"></A>
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<A NAME="DOC.2.145.109"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> ortho2D(double left, double right, double bottom, double top)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="frustum"></A>
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<A NAME="DOC.2.145.110"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> frustum(double left, double right, double bottom, double top, double zNear, double zFar)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="perspective"></A>
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<A NAME="DOC.2.145.111"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> perspective(double fovy, double <!1><A HREF="Viewport.html#DOC.2.278.13">aspectRatio</A>, double zNear, double zFar)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="lookAt"></A>
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<A NAME="DOC.2.145.112"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> lookAt(const <!1><A HREF="Vec3f.html">Vec3f</A>& eye, const <!1><A HREF="Vec3f.html">Vec3f</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, const <!1><A HREF="Vec3f.html">Vec3f</A>& up)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="lookAt"></A>
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<A NAME="DOC.2.145.113"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixf.html">Matrixf</A> lookAt(const <!1><A HREF="Vec3d.html">Vec3d</A>& eye, const <!1><A HREF="Vec3d.html">Vec3d</A>& <!1><A HREF="BoundingSphere.html#DOC.2.47.8">center</A>, const <!1><A HREF="Vec3d.html">Vec3d</A>& up)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="postMult"></A>
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<A NAME="DOC.2.145.114"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3f.html">Vec3f</A> postMult( const <!1><A HREF="Vec3f.html">Vec3f</A>& v ) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="postMult"></A>
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<A NAME="DOC.2.145.115"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3d.html">Vec3d</A> postMult( const <!1><A HREF="Vec3d.html">Vec3d</A>& v ) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="preMult"></A>
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<A NAME="DOC.2.145.116"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3f.html">Vec3f</A> preMult( const <!1><A HREF="Vec3f.html">Vec3f</A>& v ) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="preMult"></A>
|
|
<A NAME="DOC.2.145.117"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3d.html">Vec3d</A> preMult( const <!1><A HREF="Vec3d.html">Vec3d</A>& v ) const </B></TT>
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<DL><DT><DD></DL><P>
|
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<A NAME="postMult"></A>
|
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<A NAME="DOC.2.145.118"></A>
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|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4f.html">Vec4f</A> postMult( const <!1><A HREF="Vec4f.html">Vec4f</A>& v ) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="postMult"></A>
|
|
<A NAME="DOC.2.145.119"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4d.html">Vec4d</A> postMult( const <!1><A HREF="Vec4d.html">Vec4d</A>& v ) const </B></TT>
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<DL><DT><DD></DL><P>
|
|
<A NAME="preMult"></A>
|
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<A NAME="DOC.2.145.120"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4f.html">Vec4f</A> preMult( const <!1><A HREF="Vec4f.html">Vec4f</A>& v ) const </B></TT>
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<DL><DT><DD></DL><P>
|
|
<A NAME="preMult"></A>
|
|
<A NAME="DOC.2.145.121"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4d.html">Vec4d</A> preMult( const <!1><A HREF="Vec4d.html">Vec4d</A>& v ) const </B></TT>
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<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.145.122"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3f.html">Vec3f</A> transform3x3(const <!1><A HREF="Vec3f.html">Vec3f</A>& v, const <!1><A HREF="Matrixf.html">Matrixf</A>& m)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.145.123"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3d.html">Vec3d</A> transform3x3(const <!1><A HREF="Vec3d.html">Vec3d</A>& v, const <!1><A HREF="Matrixf.html">Matrixf</A>& m)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.145.124"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3f.html">Vec3f</A> transform3x3(const <!1><A HREF="Matrixf.html">Matrixf</A>& m, const <!1><A HREF="Vec3f.html">Vec3f</A>& v)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.145.125"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3d.html">Vec3d</A> transform3x3(const <!1><A HREF="Matrixf.html">Matrixf</A>& m, const <!1><A HREF="Vec3d.html">Vec3d</A>& v)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator* "></A>
|
|
<A NAME="DOC.2.145.126"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3f.html">Vec3f</A> operator* (const <!1><A HREF="Vec3f.html">Vec3f</A>& v) const </B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator* "></A>
|
|
<A NAME="DOC.2.145.127"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3d.html">Vec3d</A> operator* (const <!1><A HREF="Vec3d.html">Vec3d</A>& v) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator* "></A>
|
|
<A NAME="DOC.2.145.128"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4f.html">Vec4f</A> operator* (const <!1><A HREF="Vec4f.html">Vec4f</A>& v) const </B></TT>
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<DL><DT><DD></DL><P>
|
|
<A NAME="operator* "></A>
|
|
<A NAME="DOC.2.145.129"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4d.html">Vec4d</A> operator* (const <!1><A HREF="Vec4d.html">Vec4d</A>& v) const </B></TT>
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<DL><DT><DD></DL><P></DL>
|
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<HR>
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<DL><DT><B>Direct child classes:
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</B><DD><A HREF="RefMatrixf.html">RefMatrixf</A><BR>
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</DL>
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<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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<BR>
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This page was generated with the help of <A HREF="http://www.linuxsupportline.com/~doc++">DOC++</A>.
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