689 lines
51 KiB
HTML
689 lines
51 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++ 3.4.10">
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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.2.107.2">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.2.107.3">Matrixd</A></B>( const <!1><A HREF="Matrixd.html#DOC.2.107.3">Matrixd</A>& mat)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.107.4">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.2.107.5">Matrixd</A></B>( float const* const <!1><A HREF="Matrixd.html#DOC.2.107.27">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.2.107.6">Matrixd</A></B>( double const* const <!1><A HREF="Matrixd.html#DOC.2.107.27">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.2.107.7">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.2.107.8">Matrixd</A></B>( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a00, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a01, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a02, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a03, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a10, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a11, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a12, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a13, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a20, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a21, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a22, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a23, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a30, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a31, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a32, <!1><A HREF="Matrixd.html#DOC.2.107.1">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.2.107.9">~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.2.107.10">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.2.107.11">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.2.107.12">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.2.107.13">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.2.107.1">value_type</A>& <B><A HREF="#DOC.2.107.14">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.2.107.1">value_type</A> <B><A HREF="#DOC.2.107.15">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.2.107.16">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.2.107.17">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.2.107.18">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>inline <!1><A HREF="Matrixd.html">Matrixd</A>& <B><A HREF="#DOC.2.107.19">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.2.107.20">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.2.107.21">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.2.107.22">set</A></B>(float const* const <!1><A HREF="Matrixd.html#DOC.2.107.27">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.2.107.23">set</A></B>(double const* const <!1><A HREF="Matrixd.html#DOC.2.107.27">ptr</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.107.24">set</A></B>( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a00, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a01, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a02, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a03, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a10, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a11, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a12, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a13, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a20, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a21, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a22, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a23, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a30, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a31, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a32, <!1><A HREF="Matrixd.html#DOC.2.107.1">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.2.107.25">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.2.107.26">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.2.107.1">value_type</A>* <B><A HREF="#DOC.2.107.27">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.2.107.1">value_type</A>* <B><A HREF="#DOC.2.107.28">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.2.107.29">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.2.107.30">makeScale</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.107.31">makeScale</A></B>( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">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.2.107.32">makeTranslate</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>& )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.107.33">makeTranslate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">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.2.107.34">makeRotate</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>& from, const <!1><A HREF="Vec3.html">Vec3</A>& to )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.107.35">makeRotate</A></B>( float angle, const <!1><A HREF="Vec3.html">Vec3</A>& axis )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.107.36">makeRotate</A></B>( float angle, float <!1><A HREF="Viewport.html#DOC.2.233.8">x</A>, float <!1><A HREF="Viewport.html#DOC.2.233.9">y</A>, float <!1><A HREF="Vec4.html#DOC.2.229.15">z</A> )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.107.37">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.2.107.38">makeRotate</A></B>( float angle1, const <!1><A HREF="Vec3.html">Vec3</A>& axis1, float angle2, const <!1><A HREF="Vec3.html">Vec3</A>& axis2, float angle3, const <!1><A HREF="Vec3.html">Vec3</A>& axis3)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.107.39">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.2.107.40">getOrtho</A></B>(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
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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.2.107.41">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.2.107.42">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.2.107.43">getFrustum</A></B>(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
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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.2.107.44">makePerspective</A></B>(double fovy, double <!1><A HREF="Viewport.html#DOC.2.233.13">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.2.107.45">getPerspective</A></B>(double& fovy, double& <!1><A HREF="Viewport.html#DOC.2.233.13">aspectRatio</A>, double& zNear, double& zFar)
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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.2.107.46">makeLookAt</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& eye, const <!1><A HREF="Vec3.html">Vec3</A>& <!1><A HREF="BoundingSphere.html#DOC.2.31.8">center</A>, const <!1><A HREF="Vec3.html">Vec3</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.2.107.47">getLookAt</A></B>(<!1><A HREF="Vec3.html">Vec3</A>& eye, <!1><A HREF="Vec3.html">Vec3</A>& <!1><A HREF="BoundingSphere.html#DOC.2.31.8">center</A>, <!1><A HREF="Vec3.html">Vec3</A>& up, float lookDistance=1.0f)
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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.2.107.48">invert</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 static <!1><A HREF="Matrixd.html">Matrixd</A> <B><A HREF="#DOC.2.107.49">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.2.107.50">scale</A></B>( const <!1><A HREF="Vec3.html">Vec3</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.2.107.51">scale</A></B>( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> sx, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> sy, <!1><A HREF="Matrixd.html#DOC.2.107.1">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.2.107.52">translate</A></B>( const <!1><A HREF="Vec3.html">Vec3</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.2.107.53">translate</A></B>( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.233.8">x</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.233.9">y</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> <!1><A HREF="Vec4.html#DOC.2.229.15">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.2.107.54">rotate</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>& from, const <!1><A HREF="Vec3.html">Vec3</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.2.107.55">rotate</A></B>( float angle, float <!1><A HREF="Viewport.html#DOC.2.233.8">x</A>, float <!1><A HREF="Viewport.html#DOC.2.233.9">y</A>, float <!1><A HREF="Vec4.html#DOC.2.229.15">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.2.107.56">rotate</A></B>( float angle, const <!1><A HREF="Vec3.html">Vec3</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.2.107.57">rotate</A></B>( float angle1, const <!1><A HREF="Vec3.html">Vec3</A>& axis1, float angle2, const <!1><A HREF="Vec3.html">Vec3</A>& axis2, float angle3, const <!1><A HREF="Vec3.html">Vec3</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.2.107.58">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.2.107.59">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.2.107.60">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.2.107.61">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.2.107.62">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.2.107.63">perspective</A></B>(double fovy, double <!1><A HREF="Viewport.html#DOC.2.233.13">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.2.107.64">lookAt</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& eye, const <!1><A HREF="Vec3.html">Vec3</A>& <!1><A HREF="BoundingSphere.html#DOC.2.31.8">center</A>, const <!1><A HREF="Vec3.html">Vec3</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.2.107.65">setTrans</A></B>( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> tx, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> ty, <!1><A HREF="Matrixd.html#DOC.2.107.1">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.2.107.66">setTrans</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>& v )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.107.67">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="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.107.68">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="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.107.69">transform3x3</A></B>(const <!1><A HREF="Vec3.html">Vec3</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="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.107.70">transform3x3</A></B>(const <!1><A HREF="Matrixd.html">Matrixd</A>& m, const <!1><A HREF="Vec3.html">Vec3</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.2.107.71">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.2.107.72">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.2.107.73">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.2.107.74">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.2.107.75">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.2.107.77">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.2.107.78">scale</A></B>(<!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> sx, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> sy, <!1><A HREF="Matrixd.html#DOC.2.107.1">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.2.107.79">scale</A></B>(const <!1><A HREF="Vec3.html">Vec3</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.2.107.80">translate</A></B>(<!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> tx, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> ty, <!1><A HREF="Matrixd.html#DOC.2.107.1">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.2.107.81">translate</A></B>(const <!1><A HREF="Vec3.html">Vec3</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.2.107.82">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.2.107.83">rotate</A></B>(float angle, float <!1><A HREF="Viewport.html#DOC.2.233.8">x</A>, float <!1><A HREF="Viewport.html#DOC.2.233.9">y</A>, float <!1><A HREF="Vec4.html#DOC.2.229.15">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.2.107.84">rotate</A></B>(float angle, const <!1><A HREF="Vec3.html">Vec3</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.2.107.85">rotate</A></B>( float angle1, const <!1><A HREF="Vec3.html">Vec3</A>& axis1, float angle2, const <!1><A HREF="Vec3.html">Vec3</A>& axis2, float angle3, const <!1><A HREF="Vec3.html">Vec3</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.2.107.86">rotate</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& from, const <!1><A HREF="Vec3.html">Vec3</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.2.107.87">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.2.107.88">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.2.107.89">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.2.107.90">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.2.107.91">perspective</A></B>(double fovy, double <!1><A HREF="Viewport.html#DOC.2.233.13">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.2.107.92">lookAt</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& eye, const <!1><A HREF="Vec3.html">Vec3</A>& <!1><A HREF="BoundingSphere.html#DOC.2.31.8">center</A>, const <!1><A HREF="Vec3.html">Vec3</A>& up)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.107.93">postMult</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>& v ) const
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|
<DT>
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|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.107.94">preMult</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>& v ) const
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|
<DT>
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|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.107.95">postMult</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>& v ) const
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|
<DT>
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|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.107.96">preMult</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>& v ) const
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<DT>
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|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.107.97">transform3x3</A></B>(const <!1><A HREF="Vec3.html">Vec3</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="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.107.98">transform3x3</A></B>(const <!1><A HREF="Matrixd.html">Matrixd</A>& m, const <!1><A HREF="Vec3.html">Vec3</A>& v)
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<DT>
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|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.107.99">operator* </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& v) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.107.100">operator* </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>& v) const
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</DL></P>
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|
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<P><DL>
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<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef double <B><A HREF="#DOC.2.107.1">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.2.107.1">value_type</A> <B><A HREF="#DOC.2.107.76">_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.2.107.1"></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.2.107.2"></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.2.107.3"></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.2.107.3">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.2.107.4"></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>
|
|
<A NAME="DOC.2.107.5"></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.2.107.27">ptr</A> )</B></TT>
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|
<DL><DT><DD></DL><P>
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|
<A NAME="Matrixd"></A>
|
|
<A NAME="DOC.2.107.6"></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.2.107.27">ptr</A> )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="Matrixd"></A>
|
|
<A NAME="DOC.2.107.7"></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>
|
|
<DL><DT><DD></DL><P>
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|
<A NAME="Matrixd"></A>
|
|
<A NAME="DOC.2.107.8"></A>
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|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Matrixd( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a00, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a01, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a02, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a03, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a10, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a11, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a12, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a13, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a20, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a21, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a22, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a23, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a30, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a31, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a32, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a33)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="~Matrixd"></A>
|
|
<A NAME="DOC.2.107.9"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ~Matrixd()</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="compare"></A>
|
|
<A NAME="DOC.2.107.10"></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.2.107.11"></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.2.107.12"></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.2.107.13"></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.2.107.14"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>& operator()(int row, int col)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator()"></A>
|
|
<A NAME="DOC.2.107.15"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> operator()(int row, int col) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="valid"></A>
|
|
<A NAME="DOC.2.107.16"></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.2.107.17"></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.2.107.18"></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.2.107.19"></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="Matrixf.html">Matrixf</A>& other)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.107.20"></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.2.107.21"></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.2.107.22"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(float const* const <!1><A HREF="Matrixd.html#DOC.2.107.27">ptr</A>)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.107.23"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(double const* const <!1><A HREF="Matrixd.html#DOC.2.107.27">ptr</A>)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.107.24"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void set( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a00, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a01, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a02, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a03, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a10, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a11, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a12, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a13, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a20, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a21, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a22, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a23, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a30, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a31, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a32, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> a33)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="set"></A>
|
|
<A NAME="DOC.2.107.25"></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.2.107.26"></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.2.107.27"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>* ptr()</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ptr"></A>
|
|
<A NAME="DOC.2.107.28"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>* ptr() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeIdentity"></A>
|
|
<A NAME="DOC.2.107.29"></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.2.107.30"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeScale( const <!1><A HREF="Vec3.html">Vec3</A>& )</B></TT>
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<DL><DT><DD></DL><P>
|
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<A NAME="makeScale"></A>
|
|
<A NAME="DOC.2.107.31"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeScale( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> )</B></TT>
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<DL><DT><DD></DL><P>
|
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<A NAME="makeTranslate"></A>
|
|
<A NAME="DOC.2.107.32"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeTranslate( const <!1><A HREF="Vec3.html">Vec3</A>& )</B></TT>
|
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<DL><DT><DD></DL><P>
|
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<A NAME="makeTranslate"></A>
|
|
<A NAME="DOC.2.107.33"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeTranslate( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> )</B></TT>
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|
<DL><DT><DD></DL><P>
|
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<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.107.34"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( const <!1><A HREF="Vec3.html">Vec3</A>& from, const <!1><A HREF="Vec3.html">Vec3</A>& to )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.107.35"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( float angle, const <!1><A HREF="Vec3.html">Vec3</A>& axis )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.107.36"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( float angle, float <!1><A HREF="Viewport.html#DOC.2.233.8">x</A>, float <!1><A HREF="Viewport.html#DOC.2.233.9">y</A>, float <!1><A HREF="Vec4.html#DOC.2.229.15">z</A> )</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeRotate"></A>
|
|
<A NAME="DOC.2.107.37"></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.2.107.38"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRotate( float angle1, const <!1><A HREF="Vec3.html">Vec3</A>& axis1, float angle2, const <!1><A HREF="Vec3.html">Vec3</A>& axis2, float angle3, const <!1><A HREF="Vec3.html">Vec3</A>& axis3)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="makeOrtho"></A>
|
|
<A NAME="DOC.2.107.39"></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.2.107.40"></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)</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.2.107.41"></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.2.107.42"></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.2.107.43"></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)</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.2.107.44"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makePerspective(double fovy, double <!1><A HREF="Viewport.html#DOC.2.233.13">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.2.107.45"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getPerspective(double& fovy, double& <!1><A HREF="Viewport.html#DOC.2.233.13">aspectRatio</A>, double& zNear, double& zFar)</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.2.107.46"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeLookAt(const <!1><A HREF="Vec3.html">Vec3</A>& eye, const <!1><A HREF="Vec3.html">Vec3</A>& <!1><A HREF="BoundingSphere.html#DOC.2.31.8">center</A>, const <!1><A HREF="Vec3.html">Vec3</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.2.107.47"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getLookAt(<!1><A HREF="Vec3.html">Vec3</A>& eye, <!1><A HREF="Vec3.html">Vec3</A>& <!1><A HREF="BoundingSphere.html#DOC.2.31.8">center</A>, <!1><A HREF="Vec3.html">Vec3</A>& up, float lookDistance=1.0f)</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="invert"></A>
|
|
<A NAME="DOC.2.107.48"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool invert( const <!1><A HREF="Matrixd.html">Matrixd</A>& )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="identity"></A>
|
|
<A NAME="DOC.2.107.49"></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>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.107.50"></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="Vec3.html">Vec3</A>& sv)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.107.51"></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.2.107.1">value_type</A> sx, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> sy, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> sz)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.107.52"></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="Vec3.html">Vec3</A>& dv)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.107.53"></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.2.107.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.233.8">x</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> <!1><A HREF="Viewport.html#DOC.2.233.9">y</A>, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> <!1><A HREF="Vec4.html#DOC.2.229.15">z</A>)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.107.54"></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="Vec3.html">Vec3</A>& from, const <!1><A HREF="Vec3.html">Vec3</A>& to)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.107.55"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> rotate( float angle, float <!1><A HREF="Viewport.html#DOC.2.233.8">x</A>, float <!1><A HREF="Viewport.html#DOC.2.233.9">y</A>, float <!1><A HREF="Vec4.html#DOC.2.229.15">z</A>)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.107.56"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> rotate( float angle, const <!1><A HREF="Vec3.html">Vec3</A>& axis)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.107.57"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Matrixd.html">Matrixd</A> rotate( float angle1, const <!1><A HREF="Vec3.html">Vec3</A>& axis1, float angle2, const <!1><A HREF="Vec3.html">Vec3</A>& axis2, float angle3, const <!1><A HREF="Vec3.html">Vec3</A>& axis3)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="rotate"></A>
|
|
<A NAME="DOC.2.107.58"></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.2.107.59"></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.2.107.60"></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.2.107.61"></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.2.107.62"></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.2.107.63"></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.2.233.13">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.2.107.64"></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="Vec3.html">Vec3</A>& eye, const <!1><A HREF="Vec3.html">Vec3</A>& <!1><A HREF="BoundingSphere.html#DOC.2.31.8">center</A>, const <!1><A HREF="Vec3.html">Vec3</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.2.107.65"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTrans( <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> tx, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> ty, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> tz )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setTrans"></A>
|
|
<A NAME="DOC.2.107.66"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTrans( const <!1><A HREF="Vec3.html">Vec3</A>& v )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getTrans"></A>
|
|
<A NAME="DOC.2.107.67"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> getTrans() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getScale"></A>
|
|
<A NAME="DOC.2.107.68"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> getScale() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="transform3x3"></A>
|
|
<A NAME="DOC.2.107.69"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Vec3.html">Vec3</A> transform3x3(const <!1><A HREF="Vec3.html">Vec3</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.2.107.70"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Vec3.html">Vec3</A> transform3x3(const <!1><A HREF="Matrixd.html">Matrixd</A>& m, const <!1><A HREF="Vec3.html">Vec3</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.2.107.71"></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.2.107.72"></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.2.107.73"></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.2.107.74"></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.2.107.75"></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.2.107.76"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> _mat[4][4]</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="identity"></A>
|
|
<A NAME="DOC.2.107.77"></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.2.107.78"></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.2.107.1">value_type</A> sx, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> sy, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> sz)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="scale"></A>
|
|
<A NAME="DOC.2.107.79"></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="Vec3.html">Vec3</A>& v )</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.107.80"></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.2.107.1">value_type</A> tx, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> ty, <!1><A HREF="Matrixd.html#DOC.2.107.1">value_type</A> tz)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="translate"></A>
|
|
<A NAME="DOC.2.107.81"></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="Vec3.html">Vec3</A>& v )</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.2.107.82"></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.2.107.83"></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(float angle, float <!1><A HREF="Viewport.html#DOC.2.233.8">x</A>, float <!1><A HREF="Viewport.html#DOC.2.233.9">y</A>, float <!1><A HREF="Vec4.html#DOC.2.229.15">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.2.107.84"></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(float angle, const <!1><A HREF="Vec3.html">Vec3</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.2.107.85"></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( float angle1, const <!1><A HREF="Vec3.html">Vec3</A>& axis1, float angle2, const <!1><A HREF="Vec3.html">Vec3</A>& axis2, float angle3, const <!1><A HREF="Vec3.html">Vec3</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.2.107.86"></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="Vec3.html">Vec3</A>& from, const <!1><A HREF="Vec3.html">Vec3</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.2.107.87"></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.2.107.88"></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.2.107.89"></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.2.107.90"></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.2.107.91"></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.2.233.13">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.2.107.92"></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="Vec3.html">Vec3</A>& eye, const <!1><A HREF="Vec3.html">Vec3</A>& <!1><A HREF="BoundingSphere.html#DOC.2.31.8">center</A>, const <!1><A HREF="Vec3.html">Vec3</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.2.107.93"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> postMult( const <!1><A HREF="Vec3.html">Vec3</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.2.107.94"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> preMult( const <!1><A HREF="Vec3.html">Vec3</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.2.107.95"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A> postMult( const <!1><A HREF="Vec4.html">Vec4</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.2.107.96"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A> preMult( const <!1><A HREF="Vec4.html">Vec4</A>& v ) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="transform3x3"></A>
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<A NAME="DOC.2.107.97"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> transform3x3(const <!1><A HREF="Vec3.html">Vec3</A>& v, const <!1><A HREF="Matrixd.html">Matrixd</A>& m)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="transform3x3"></A>
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<A NAME="DOC.2.107.98"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> transform3x3(const <!1><A HREF="Matrixd.html">Matrixd</A>& m, const <!1><A HREF="Vec3.html">Vec3</A>& v)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="operator* "></A>
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<A NAME="DOC.2.107.99"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> operator* (const <!1><A HREF="Vec3.html">Vec3</A>& v) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="operator* "></A>
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<A NAME="DOC.2.107.100"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A> operator* (const <!1><A HREF="Vec4.html">Vec4</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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