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::Matrixd</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::Matrixd</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="CMatrixd,MMatrixd.html,CRefMatrixd,MRefMatrixd.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.2.138.2">Matrixd</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.138.3">Matrixd</A></B>( const <!1><A HREF="Matrixd.html#DOC.2.138.3">Matrixd</A>& mat)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.138.4">Matrixd</A></B>( const <!1><A HREF="Matrixf.html">Matrixf</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.2.138.5">Matrixd</A></B>( float const* const <!1><A HREF="Matrixd.html#DOC.2.138.27">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.2.138.6">Matrixd</A></B>( double const* const <!1><A HREF="Matrixd.html#DOC.2.138.27">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.2.138.7">Matrixd</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.2.138.8">Matrixd</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a00, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a01, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a02, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a03, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a10, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a11, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a12, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a13, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a20, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a21, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a22, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a23, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a30, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a31, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a32, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.9">~Matrixd</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.138.10">compare</A></B>(const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.11">operator < </A></B>(const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.12">operator == </A></B>(const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.13">operator != </A></B>(const <!1><A HREF="Matrixd.html">Matrixd</A>& m) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>& <B><A HREF="#DOC.2.138.14">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="Matrixd.html#DOC.2.138.1">value_type</A> <B><A HREF="#DOC.2.138.15">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.2.138.16">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.2.138.17">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="Matrixd.html">Matrixd</A>& <B><A HREF="#DOC.2.138.18">operator = </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><!1><A HREF="Matrixd.html">Matrixd</A>& <B><A HREF="#DOC.2.138.19">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 void <B><A HREF="#DOC.2.138.20">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>void <B><A HREF="#DOC.2.138.21">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>inline void <B><A HREF="#DOC.2.138.22">set</A></B>(float const* const <!1><A HREF="Matrixd.html#DOC.2.138.27">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.2.138.23">set</A></B>(double const* const <!1><A HREF="Matrixd.html#DOC.2.138.27">ptr</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.138.24">set</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a00, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a01, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a02, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a03, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a10, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a11, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a12, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a13, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a20, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a21, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a22, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a23, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a30, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a31, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a32, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.25">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.2.138.26">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="Matrixd.html#DOC.2.138.1">value_type</A>* <B><A HREF="#DOC.2.138.27">ptr</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>* <B><A HREF="#DOC.2.138.28">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.2.138.29">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.2.138.30">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.2.138.31">makeScale</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.32">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.2.138.33">makeTranslate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.34">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.2.138.35">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.2.138.36">makeRotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.37">makeRotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.38">makeRotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.39">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.2.138.40">makeRotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.41">makeRotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.42">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.2.138.43">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.2.138.44">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.2.138.45">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.2.138.46">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.2.138.47">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.2.138.48">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.2.138.49">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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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.138.50">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="Matrixd.html#DOC.2.138.1">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>void <B><A HREF="#DOC.2.138.51">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="Matrixd.html#DOC.2.138.1">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.2.138.52">invert</A></B>( const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.53">invert_4x4_orig</A></B>( const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.54">invert_4x4_new</A></B>( const <!1><A HREF="Matrixd.html">Matrixd</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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.55">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.56">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.57">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.58">scale</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> sx, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> sy, <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.59">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.60">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.61">translate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.62">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.63">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.64">rotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.65">rotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.66">rotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.67">rotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.68">rotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.69">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.70">inverse</A></B>( const <!1><A HREF="Matrixd.html">Matrixd</A>& matrix)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.71">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.72">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.73">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.74">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.75">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.76">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.2.138.77">setTrans</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> tx, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> ty, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.78">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.2.138.79">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.2.138.80">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.2.138.81">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.2.138.82">transform3x3</A></B>(const <!1><A HREF="Vec3f.html">Vec3f</A>& v, const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.83">transform3x3</A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& v, const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.84">transform3x3</A></B>(const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.85">transform3x3</A></B>(const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.86">mult</A></B>( const <!1><A HREF="Matrixd.html">Matrixd</A>&, const <!1><A HREF="Matrixd.html">Matrixd</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.138.87">preMult</A></B>( const <!1><A HREF="Matrixd.html">Matrixd</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.138.88">postMult</A></B>( const <!1><A HREF="Matrixd.html">Matrixd</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.138.89">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 <!1><A HREF="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.90">operator * </A></B>( const <!1><A HREF="Matrixd.html">Matrixd</A> &m ) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.92">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.93">scale</A></B>(<!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> sx, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> sy, <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.94">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.95">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.96">translate</A></B>(<!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> tx, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> ty, <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.97">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.98">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.99">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.100">rotate</A></B>(<!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.101">rotate</A></B>(<!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.102">rotate</A></B>(<!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.103">rotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.104">rotate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.105">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.106">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.107">inverse</A></B>( const <!1><A HREF="Matrixd.html">Matrixd</A>& matrix)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.108">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.109">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.110">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.111">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.112">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="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.138.113">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.2.138.114">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.2.138.115">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.2.138.116">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.2.138.117">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.2.138.118">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.2.138.119">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.2.138.120">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.2.138.121">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.2.138.122">transform3x3</A></B>(const <!1><A HREF="Vec3f.html">Vec3f</A>& v, const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.123">transform3x3</A></B>(const <!1><A HREF="Vec3d.html">Vec3d</A>& v, const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.124">transform3x3</A></B>(const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.125">transform3x3</A></B>(const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.126">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.2.138.127">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.2.138.128">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.2.138.129">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 double <B><A HREF="#DOC.2.138.1">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="Matrixd.html#DOC.2.138.1">value_type</A> <B><A HREF="#DOC.2.138.91">_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.2.138.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef double value_type</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixd"></A>
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<A NAME="DOC.2.138.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Matrixd()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixd"></A>
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<A NAME="DOC.2.138.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Matrixd( const <!1><A HREF="Matrixd.html#DOC.2.138.3">Matrixd</A>& mat)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixd"></A>
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<A NAME="DOC.2.138.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Matrixd( const <!1><A HREF="Matrixf.html">Matrixf</A>& mat )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixd"></A>
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<A NAME="DOC.2.138.5"></A>
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|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline explicit Matrixd( float const* const <!1><A HREF="Matrixd.html#DOC.2.138.27">ptr</A> )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixd"></A>
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<A NAME="DOC.2.138.6"></A>
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|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline explicit Matrixd( double const* const <!1><A HREF="Matrixd.html#DOC.2.138.27">ptr</A> )</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Matrixd"></A>
|
|
<A NAME="DOC.2.138.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline explicit Matrixd( 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="Matrixd"></A>
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<A NAME="DOC.2.138.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Matrixd( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a00, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a01, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a02, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a03, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a10, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a11, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a12, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a13, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a20, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a21, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a22, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a23, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a30, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a31, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a32, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a33)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="~Matrixd"></A>
|
|
<A NAME="DOC.2.138.9"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ~Matrixd()</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="compare"></A>
|
|
<A NAME="DOC.2.138.10"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int compare(const <!1><A HREF="Matrixd.html">Matrixd</A>& m) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator < "></A>
|
|
<A NAME="DOC.2.138.11"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator < (const <!1><A HREF="Matrixd.html">Matrixd</A>& m) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator == "></A>
|
|
<A NAME="DOC.2.138.12"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator == (const <!1><A HREF="Matrixd.html">Matrixd</A>& m) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator != "></A>
|
|
<A NAME="DOC.2.138.13"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator != (const <!1><A HREF="Matrixd.html">Matrixd</A>& m) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator()"></A>
|
|
<A NAME="DOC.2.138.14"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>& operator()(int row, int col)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator()"></A>
|
|
<A NAME="DOC.2.138.15"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> operator()(int row, int col) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="valid"></A>
|
|
<A NAME="DOC.2.138.16"></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.2.138.17"></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.2.138.18"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A>& operator = (const <!1><A HREF="Matrixd.html">Matrixd</A>& rhs)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator = "></A>
|
|
<A NAME="DOC.2.138.19"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrixd.html">Matrixd</A>& operator = (const <!1><A HREF="Matrixf.html">Matrixf</A>& other)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.138.20"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline 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.2.138.21"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>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.2.138.22"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(float const* const <!1><A HREF="Matrixd.html#DOC.2.138.27">ptr</A>)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.138.23"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(double const* const <!1><A HREF="Matrixd.html#DOC.2.138.27">ptr</A>)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.138.24"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void set( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a00, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a01, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a02, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a03, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a10, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a11, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a12, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a13, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a20, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a21, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a22, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a23, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a30, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a31, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a32, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> a33)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.138.25"></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.2.138.26"></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.2.138.27"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>* ptr()</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ptr"></A>
|
|
<A NAME="DOC.2.138.28"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>* ptr() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeIdentity"></A>
|
|
<A NAME="DOC.2.138.29"></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.2.138.30"></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.2.138.31"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeScale( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeTranslate"></A>
|
|
<A NAME="DOC.2.138.32"></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.2.138.33"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeTranslate( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.138.34"></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.2.138.35"></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.2.138.36"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.37"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.38"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.39"></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.2.138.40"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.41"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.42"></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.2.138.43"></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.2.138.44"></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.2.138.45"></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.2.138.46"></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.2.138.47"></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.2.138.48"></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.2.138.49"></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.2.138.50"></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="Matrixd.html#DOC.2.138.1">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.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getLookAt"></A>
|
|
<A NAME="DOC.2.138.51"></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="Matrixd.html#DOC.2.138.1">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.2.138.52"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool invert( const <!1><A HREF="Matrixd.html">Matrixd</A>& rhs)</B></TT>
|
|
<DD>invert the matrix rhs.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="invert_4x4_orig"></A>
|
|
<A NAME="DOC.2.138.53"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool invert_4x4_orig( const <!1><A HREF="Matrixd.html">Matrixd</A>& )</B></TT>
|
|
<DD>full 4x4 matrix invert.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="invert_4x4_new"></A>
|
|
<A NAME="DOC.2.138.54"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool invert_4x4_new( const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.55"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> identity( void )</B></TT>
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|
<DL><DT><DD></DL><P>
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|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.138.56"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.57"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.58"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> scale( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> sx, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> sy, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> sz)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.138.59"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> translate( const <!1><A HREF="Vec3f.html">Vec3f</A>& dv)</B></TT>
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|
<DL><DT><DD></DL><P>
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|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.138.60"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.61"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> translate( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.62"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.63"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.64"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> rotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.65"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> rotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.66"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> rotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.67"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> rotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.68"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> rotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.69"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.70"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> inverse( const <!1><A HREF="Matrixd.html">Matrixd</A>& matrix)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ortho"></A>
|
|
<A NAME="DOC.2.138.71"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.72"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.73"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.74"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.75"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.76"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</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.2.138.77"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTrans( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> tx, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> ty, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> tz )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setTrans"></A>
|
|
<A NAME="DOC.2.138.78"></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.2.138.79"></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.2.138.80"></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.2.138.81"></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.2.138.82"></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="Matrixd.html">Matrixd</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.2.138.83"></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="Matrixd.html">Matrixd</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.2.138.84"></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="Matrixd.html">Matrixd</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.2.138.85"></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="Matrixd.html">Matrixd</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.2.138.86"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void mult( const <!1><A HREF="Matrixd.html">Matrixd</A>&, const <!1><A HREF="Matrixd.html">Matrixd</A>& )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="preMult"></A>
|
|
<A NAME="DOC.2.138.87"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preMult( const <!1><A HREF="Matrixd.html">Matrixd</A>& )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="postMult"></A>
|
|
<A NAME="DOC.2.138.88"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postMult( const <!1><A HREF="Matrixd.html">Matrixd</A>& )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator *= "></A>
|
|
<A NAME="DOC.2.138.89"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void operator *= ( const <!1><A HREF="Matrixd.html">Matrixd</A>& other )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator * "></A>
|
|
<A NAME="DOC.2.138.90"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A> operator * ( const <!1><A HREF="Matrixd.html">Matrixd</A> &m ) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_mat"></A>
|
|
<A NAME="DOC.2.138.91"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> _mat[4][4]</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="identity"></A>
|
|
<A NAME="DOC.2.138.92"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A> identity(void)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.138.93"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A> scale(<!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> sx, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> sy, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> sz)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.138.94"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.95"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.96"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A> translate(<!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> tx, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> ty, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> tz)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.138.97"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.98"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.99"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.100"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A> rotate(<!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.8">x</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.278.9">y</A>, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.101"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A> rotate(<!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.102"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A> rotate(<!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.103"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A> rotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3f.html">Vec3f</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.104"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A> rotate( <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle1, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis1, <!1><A HREF="Matrixd.html#DOC.2.138.1">value_type</A> angle2, const <!1><A HREF="Vec3d.html">Vec3d</A>& axis2, <!1><A HREF="Matrixd.html#DOC.2.138.1">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.2.138.105"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.106"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.107"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</A> inverse( const <!1><A HREF="Matrixd.html">Matrixd</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.2.138.108"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.109"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.110"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.111"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.112"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.113"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html">Matrixd</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.2.138.114"></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.2.138.115"></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.2.138.116"></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.2.138.117"></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>
|
|
<A NAME="postMult"></A>
|
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<A NAME="DOC.2.138.118"></A>
|
|
<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>
|
|
<A NAME="postMult"></A>
|
|
<A NAME="DOC.2.138.119"></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>
|
|
<A NAME="DOC.2.138.120"></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.2.138.121"></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.2.138.122"></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="Matrixd.html">Matrixd</A>& m)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.138.123"></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="Matrixd.html">Matrixd</A>& m)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.138.124"></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="Matrixd.html">Matrixd</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.2.138.125"></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="Matrixd.html">Matrixd</A>& m, const <!1><A HREF="Vec3d.html">Vec3d</A>& v)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator* "></A>
|
|
<A NAME="DOC.2.138.126"></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>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator* "></A>
|
|
<A NAME="DOC.2.138.127"></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.2.138.128"></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.2.138.129"></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="RefMatrixd.html">RefMatrixd</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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