Classes | |
struct | IObject |
Base class for reference counted objects. More... | |
struct | VertexComponent |
Vertex component. More... | |
struct | VertexComponentGen |
Attribute descriptor generator. More... | |
struct | VertexComponentInvalidGen |
Attribute descriptor generator. More... | |
struct | VC_ATTRIBUTE_1F |
Attribute descriptor generator. More... | |
struct | VC_ATTRIBUTE_2F |
Attribute descriptor generator. More... | |
struct | VC_ATTRIBUTE_3F |
Attribute descriptor generator. More... | |
struct | VC_ATTRIBUTE_4F |
Attribute descriptor generator. More... | |
struct | VC_ATTRIBUTE_1UB |
Attribute descriptor generator. More... | |
struct | VC_ATTRIBUTE_2UB |
Attribute descriptor generator. More... | |
struct | VC_ATTRIBUTE_3UB |
Attribute descriptor generator. More... | |
struct | VC_ATTRIBUTE_4UB |
Attribute descriptor generator. More... | |
struct | VertexFormat |
Defines vertex format. More... | |
struct | ITechnique |
Public interface to a specified technique. More... | |
struct | IEffect |
Public interface to .glfx file. More... | |
struct | IFramebuffer |
Interface to framebuffer object, allows rendering to texture. More... | |
struct | IFont |
Interface to font manipulation and rendering. More... | |
struct | IVertexBuffer |
Vertex buffer interface. More... | |
struct | IIndexBuffer |
Index buffer interface. More... | |
struct | IMesh |
Interface to a mesh. More... | |
struct | ISceneBuilder |
Scene builder interface. More... | |
struct | ISceneLoader |
Inteface to a scene loader. More... | |
class | EffectManager |
This is the main class to access GLFX functionality. More... | |
struct | Vec2 |
2-dimensional vector class. More... | |
struct | Vec3 |
3-dimensional vector class. More... | |
struct | Vec4 |
4-dimensional vector class. More... | |
struct | Quat |
Quaternion class. More... | |
struct | Matrix3 |
3x3 matrix class. More... | |
struct | Matrix4 |
4x4 matrix class. More... | |
struct | Color |
Simple RGBA color class. More... | |
class | EffectManager_FreeImage |
EffectManager extended with FreeImage library. More... | |
class | EffectManager_DevIL |
EffectManager extended with DevIL library. More... | |
Namespaces | |
namespace | Scene |
Typedefs | |
typedef VertexComponentGen< GL_VERTEX_ARRAY, 0, 2, GL_FLOAT > | VC_VERTEX_2F |
typedef VertexComponentGen< GL_VERTEX_ARRAY, 0, 3, GL_FLOAT > | VC_VERTEX_3F |
typedef VertexComponentGen< GL_VERTEX_ARRAY, 0, 4, GL_FLOAT > | VC_VERTEX_4F |
typedef VertexComponentGen< GL_NORMAL_ARRAY, 0, 3, GL_FLOAT > | VC_NORMAL_3F |
typedef VertexComponentGen< GL_COLOR_ARRAY, 0, 3, GL_FLOAT > | VC_COLOR_3F |
typedef VertexComponentGen< GL_COLOR_ARRAY, 0, 4, GL_FLOAT > | VC_COLOR_4F |
typedef VertexComponentGen< GL_COLOR_ARRAY, 0, 3, GL_UNSIGNED_BYTE > | VC_COLOR_3UB |
typedef VertexComponentGen< GL_COLOR_ARRAY, 0, 4, GL_UNSIGNED_BYTE > | VC_COLOR_4UB |
typedef VertexComponentGen< GL_SECONDARY_COLOR_ARRAY, 0, 3, GL_FLOAT > | VC_SECONDARY_COLOR_3F |
typedef VertexComponentGen< GL_SECONDARY_COLOR_ARRAY, 0, 4, GL_FLOAT > | VC_SECONDARY_COLOR_4F |
typedef VertexComponentGen< GL_SECONDARY_COLOR_ARRAY, 0, 3, GL_UNSIGNED_BYTE > | VC_SECONDARY_COLOR_3UB |
typedef VertexComponentGen< GL_SECONDARY_COLOR_ARRAY, 0, 4, GL_UNSIGNED_BYTE > | VC_SECONDARY_COLOR_4UB |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 0, 1, GL_FLOAT > | VC_TEXTURE0_1F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 0, 2, GL_FLOAT > | VC_TEXTURE0_2F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 0, 3, GL_FLOAT > | VC_TEXTURE0_3F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 0, 4, GL_FLOAT > | VC_TEXTURE0_4F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 1, 1, GL_FLOAT > | VC_TEXTURE1_1F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 1, 2, GL_FLOAT > | VC_TEXTURE1_2F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 1, 3, GL_FLOAT > | VC_TEXTURE1_3F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 1, 4, GL_FLOAT > | VC_TEXTURE1_4F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 2, 1, GL_FLOAT > | VC_TEXTURE2_1F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 2, 2, GL_FLOAT > | VC_TEXTURE2_2F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 2, 3, GL_FLOAT > | VC_TEXTURE2_3F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 2, 4, GL_FLOAT > | VC_TEXTURE2_4F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 3, 1, GL_FLOAT > | VC_TEXTURE3_1F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 3, 2, GL_FLOAT > | VC_TEXTURE3_2F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 3, 3, GL_FLOAT > | VC_TEXTURE3_3F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 3, 4, GL_FLOAT > | VC_TEXTURE3_4F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 4, 1, GL_FLOAT > | VC_TEXTURE4_1F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 4, 2, GL_FLOAT > | VC_TEXTURE4_2F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 4, 3, GL_FLOAT > | VC_TEXTURE4_3F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 4, 4, GL_FLOAT > | VC_TEXTURE4_4F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 5, 1, GL_FLOAT > | VC_TEXTURE5_1F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 5, 2, GL_FLOAT > | VC_TEXTURE5_2F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 5, 3, GL_FLOAT > | VC_TEXTURE5_3F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 5, 4, GL_FLOAT > | VC_TEXTURE5_4F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 6, 1, GL_FLOAT > | VC_TEXTURE6_1F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 6, 2, GL_FLOAT > | VC_TEXTURE6_2F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 6, 3, GL_FLOAT > | VC_TEXTURE6_3F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 6, 4, GL_FLOAT > | VC_TEXTURE6_4F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 7, 1, GL_FLOAT > | VC_TEXTURE7_1F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 7, 2, GL_FLOAT > | VC_TEXTURE7_2F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 7, 3, GL_FLOAT > | VC_TEXTURE7_3F |
typedef VertexComponentGen< GL_TEXTURE_COORD_ARRAY, 7, 4, GL_FLOAT > | VC_TEXTURE7_4F |
typedef VertexComponentInvalidGen | VC_END |
Functions | |
float | ToRadians (float degrees) |
float | ToDegrees (float radians) |
bool | PointInTriangle (const Vec3 &point, const Vec3 &a, const Vec3 &b, const Vec3 &c) |
void | LinesNearestPoints (Vec3 out1, Vec3 out2, const Vec3 &org1, const Vec3 &dir1, const Vec3 &org2, const Vec3 &dir2) |
bool | TriangleSameWinding (const Vec3 &a1, const Vec3 &a2, const Vec3 &a3, const Vec3 &b1, const Vec3 &b2, const Vec3 &b3) |
bool | TriangleWindingCheck (const Vec3 &a1, const Vec3 &a2, const Vec3 &a3, const Vec3 &normal) |
float | PointRayDist (const Vec3 &point, const Vec3 &org, const Vec3 &dir) |
float | PointSegmentDist (const Vec3 &point, const Vec3 &a, const Vec3 &b) |
float | RaySegmentDist (const Vec3 &org, const Vec3 &dir, const Vec3 &a, const Vec3 &b) |
bool | LineShapeIntersect (Vec3 &intersect, const Vec3 &beg, const Vec3 &end, const Vec4 &shapePlane, const Vec3 *shape, int shapeCount) |
bool | PointInPoly (const Vec3 &pnt, const Vec3 *shape, int length, const Vec3 &normal) |
float | PointShapeDist (const Vec3 &point, const Vec3 *shape, int length, const Vec4 &plane) |
bool | PointsAreCollinear (const Vec3 &a, const Vec3 &b, const Vec3 &c) |
Vec2 | operator * (const Vec2 &a, const Vec2 &b) |
Vec2 | operator/ (const Vec2 &a, const Vec2 &b) |
Vec2 | operator+ (const Vec2 &a, const Vec2 &b) |
Vec2 | operator+ (const Vec2 &v) |
Vec2 | operator- (const Vec2 &a, const Vec2 &b) |
Vec2 | operator- (const Vec2 &v) |
bool | operator== (const Vec2 &a, const Vec2 &b) |
bool | operator!= (const Vec2 &a, const Vec2 &b) |
Vec2 | Perpendicular (const Vec2 &v) |
float | Dot (const Vec2 &a, const Vec2 &b) |
Vec2 | Normalize (const Vec2 &v) |
Vec2 | Lerp (const Vec2 &a, const Vec2 &b, float f) |
float | Length (const Vec2 &a) |
Vec3 | operator * (const Vec3 &a, const Vec3 &b) |
Vec3 | operator/ (const Vec3 &a, const Vec3 &b) |
Vec3 | operator/ (float f, const Vec3 &v) |
Vec3 | operator+ (const Vec3 &a, const Vec3 &b) |
Vec3 | operator+ (const Vec3 &v) |
Vec3 | operator- (const Vec3 &a, const Vec3 &b) |
Vec3 | operator- (const Vec3 &v) |
bool | operator== (const Vec3 &a, const Vec3 &b) |
bool | operator!= (const Vec3 &a, const Vec3 &b) |
bool | operator< (const Vec3 &a, const Vec3 &b) |
Vec3 | Cross (const Vec3 &a, const Vec3 &b) |
float | Dot (const Vec3 &a, const Vec3 &b) |
Vec3 | Normalize (const Vec3 &v) |
Vec3 | Lerp (const Vec3 &a, const Vec3 &b, float f) |
float | Length (const Vec3 &a) |
Vec3 | RotateVectorX (const Vec3 &v, float angle) |
Vec3 | RotateVectorY (const Vec3 &v, float angle) |
Vec3 | RotateVectorZ (const Vec3 &v, float angle) |
Vec4 | operator * (const Vec4 &a, const Vec4 &b) |
Vec4 | operator/ (const Vec4 &a, const Vec4 &b) |
Vec4 | operator+ (const Vec4 &a, const Vec4 &b) |
Vec4 | operator+ (const Vec4 &v) |
Vec4 | operator- (const Vec4 &a, const Vec4 &b) |
Vec4 | operator- (const Vec4 &v) |
bool | operator== (const Vec4 &a, const Vec4 &b) |
bool | operator!= (const Vec4 &a, const Vec4 &b) |
bool | PlanesIntersect (Vec3 &out, const Vec4 &a, const Vec4 &b, const Vec4 &c) |
Vec4 | PlaneFromPoint (const Vec3 &point, const Vec3 &normal) |
Vec4 | PlaneFromPoints (const Vec3 &a, const Vec3 &b, const Vec3 &c) |
Vec4 | PlaneFromEdge (const Vec3 &begin, const Vec3 &end, const Vec3 &normal) |
Vec4 | Lerp (const Vec4 &a, const Vec4 &b, float f) |
Quat | operator * (const Quat &a, const Quat &b) |
Quat | operator * (float f, const Quat &q) |
Quat | operator * (const Quat &q, float f) |
Quat | operator+ (const Quat &a, const Quat &b) |
Quat | operator+ (const Quat &q) |
Quat | operator- (const Quat &a, const Quat &b) |
Quat | operator- (const Quat &q) |
bool | operator== (const Quat &a, const Quat &b) |
bool | operator!= (const Quat &a, const Quat &b) |
Quat | Normalize (const Quat &q) |
float | Dot (const Quat &a, const Quat &b) |
Quat | Slerp (const Quat &a, const Quat &b, float f, bool shortestPath) |
Quat | Inverse (const Quat &q) |
Quat | UnitInverse (const Quat &q) |
Quat | QuaternionFromAngleAxis (const Vec3 &axis, float angle) |
Quat | QuaternionRotationYawPitchRoll (float yaw, float pitch, float roll) |
Quat | QuaternionRotationYawPitchRoll (const Vec3 &angles) |
Matrix3 | operator * (const Matrix3 &a, const Matrix3 &b) |
float | Det (const Matrix3 &m) |
Matrix3 | MatrixTextureRotation (float angle) |
Matrix3 | MatrixTextureTranslation (float u, float v) |
Matrix3 | MatrixTextureTranslation (const Vec2 &v) |
Matrix3 | MatrixTextureScaling (float u, float v) |
Matrix3 | MatrixTextureScaling (const Vec2 &v) |
Matrix4 | operator * (const Matrix4 &a, const Matrix4 &b) |
Matrix4 | MatrixTranslation (float x, float y, float z) |
Matrix4 | MatrixTranslation (const Vec3 &v) |
Matrix4 | MatrixRotationX (float angle) |
Matrix4 | MatrixRotationY (float angle) |
Matrix4 | MatrixRotationZ (float angle) |
Matrix4 | MatrixRotationQuaternion (const Quat &quat) |
Matrix4 | MatrixRotationYawPitchRoll (float yaw, float pitch, float roll) |
Matrix4 | MatrixRotationYawPitchRoll (const Vec3 &angles) |
Matrix4 | MatrixScaling (float x, float y, float z) |
Matrix4 | MatrixScaling (const Vec3 &v) |
Matrix4 | MatrixPerspectiveFovXRH (float fovx, float aspect, float znear, float zfar) |
Matrix4 | MatrixPerspectiveFovYRH (float fovy, float aspect, float znear, float zfar) |
Matrix4 | MatrixOrthoRH (float w, float h, float zn, float zf) |
Matrix4 | MatrixOrthoLH (float w, float h, float zn, float zf) |
Matrix4 | MatrixLookAtRH (const Vec3 &eye, const Vec3 &at, const Vec3 &up) |
float | Det (const Matrix4 &m) |
Matrix4 | Inverse (const Matrix4 &m) |
Matrix4 | Transpose (const Matrix4 &m) |
Color | operator * (Color a, Color b) |
Variables | |
const float | PI = 3.14159265358979323846f |
const float | TWOPI = PI * 2 |
const float | EPSILON = 1e-4f |
typedef VertexComponentGen<GL_COLOR_ARRAY, 0, 3, GL_FLOAT> GLFX::VC_COLOR_3F |
Vertex component.
typedef VertexComponentGen<GL_COLOR_ARRAY, 0, 3, GL_UNSIGNED_BYTE> GLFX::VC_COLOR_3UB |
Vertex component.
typedef VertexComponentGen<GL_COLOR_ARRAY, 0, 4, GL_FLOAT> GLFX::VC_COLOR_4F |
Vertex component.
typedef VertexComponentGen<GL_COLOR_ARRAY, 0, 4, GL_UNSIGNED_BYTE> GLFX::VC_COLOR_4UB |
Vertex component.
Vertex component.
typedef VertexComponentGen<GL_NORMAL_ARRAY, 0, 3, GL_FLOAT> GLFX::VC_NORMAL_3F |
Vertex component.
typedef VertexComponentGen<GL_SECONDARY_COLOR_ARRAY, 0, 3, GL_FLOAT> GLFX::VC_SECONDARY_COLOR_3F |
Vertex component.
typedef VertexComponentGen<GL_SECONDARY_COLOR_ARRAY, 0, 3, GL_UNSIGNED_BYTE> GLFX::VC_SECONDARY_COLOR_3UB |
Vertex component.
typedef VertexComponentGen<GL_SECONDARY_COLOR_ARRAY, 0, 4, GL_FLOAT> GLFX::VC_SECONDARY_COLOR_4F |
Vertex component.
typedef VertexComponentGen<GL_SECONDARY_COLOR_ARRAY, 0, 4, GL_UNSIGNED_BYTE> GLFX::VC_SECONDARY_COLOR_4UB |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 0, 1, GL_FLOAT> GLFX::VC_TEXTURE0_1F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 0, 2, GL_FLOAT> GLFX::VC_TEXTURE0_2F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 0, 3, GL_FLOAT> GLFX::VC_TEXTURE0_3F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 0, 4, GL_FLOAT> GLFX::VC_TEXTURE0_4F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 1, 1, GL_FLOAT> GLFX::VC_TEXTURE1_1F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 1, 2, GL_FLOAT> GLFX::VC_TEXTURE1_2F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 1, 3, GL_FLOAT> GLFX::VC_TEXTURE1_3F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 1, 4, GL_FLOAT> GLFX::VC_TEXTURE1_4F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 2, 1, GL_FLOAT> GLFX::VC_TEXTURE2_1F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 2, 2, GL_FLOAT> GLFX::VC_TEXTURE2_2F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 2, 3, GL_FLOAT> GLFX::VC_TEXTURE2_3F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 2, 4, GL_FLOAT> GLFX::VC_TEXTURE2_4F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 3, 1, GL_FLOAT> GLFX::VC_TEXTURE3_1F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 3, 2, GL_FLOAT> GLFX::VC_TEXTURE3_2F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 3, 3, GL_FLOAT> GLFX::VC_TEXTURE3_3F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 3, 4, GL_FLOAT> GLFX::VC_TEXTURE3_4F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 4, 1, GL_FLOAT> GLFX::VC_TEXTURE4_1F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 4, 2, GL_FLOAT> GLFX::VC_TEXTURE4_2F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 4, 3, GL_FLOAT> GLFX::VC_TEXTURE4_3F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 4, 4, GL_FLOAT> GLFX::VC_TEXTURE4_4F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 5, 1, GL_FLOAT> GLFX::VC_TEXTURE5_1F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 5, 2, GL_FLOAT> GLFX::VC_TEXTURE5_2F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 5, 3, GL_FLOAT> GLFX::VC_TEXTURE5_3F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 5, 4, GL_FLOAT> GLFX::VC_TEXTURE5_4F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 6, 1, GL_FLOAT> GLFX::VC_TEXTURE6_1F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 6, 2, GL_FLOAT> GLFX::VC_TEXTURE6_2F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 6, 3, GL_FLOAT> GLFX::VC_TEXTURE6_3F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 6, 4, GL_FLOAT> GLFX::VC_TEXTURE6_4F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 7, 1, GL_FLOAT> GLFX::VC_TEXTURE7_1F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 7, 2, GL_FLOAT> GLFX::VC_TEXTURE7_2F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 7, 3, GL_FLOAT> GLFX::VC_TEXTURE7_3F |
Vertex component.
typedef VertexComponentGen<GL_TEXTURE_COORD_ARRAY, 7, 4, GL_FLOAT> GLFX::VC_TEXTURE7_4F |
Vertex component.
typedef VertexComponentGen<GL_VERTEX_ARRAY, 0, 2, GL_FLOAT> GLFX::VC_VERTEX_2F |
Vertex component.
typedef VertexComponentGen<GL_VERTEX_ARRAY, 0, 3, GL_FLOAT> GLFX::VC_VERTEX_3F |
Vertex component.
typedef VertexComponentGen<GL_VERTEX_ARRAY, 0, 4, GL_FLOAT> GLFX::VC_VERTEX_4F |
Vertex component.
Vec3 GLFX::Cross | ( | const Vec3 & | a, | |
const Vec3 & | b | |||
) | [inline] |
Compute vector cross product.
float GLFX::Det | ( | const Matrix4 & | m | ) | [inline] |
Compute matrix determinant.
float GLFX::Det | ( | const Matrix3 & | m | ) | [inline] |
Compute matrix determinant.
float GLFX::Dot | ( | const Quat & | a, | |
const Quat & | b | |||
) | [inline] |
Quaternion dot product.
float GLFX::Dot | ( | const Vec3 & | a, | |
const Vec3 & | b | |||
) | [inline] |
Compute vector dot product.
float GLFX::Dot | ( | const Vec2 & | a, | |
const Vec2 & | b | |||
) | [inline] |
Vector dot product.
Matrix4 GLFX::Inverse | ( | const Matrix4 & | m | ) | [inline] |
Inverse matrix.
Quat GLFX::Inverse | ( | const Quat & | q | ) | [inline] |
Inverse quaternion.
float GLFX::Length | ( | const Vec3 & | a | ) | [inline] |
Compute vector length.
float GLFX::Length | ( | const Vec2 & | a | ) | [inline] |
Compute vector length.
Vec4 GLFX::Lerp | ( | const Vec4 & | a, | |
const Vec4 & | b, | |||
float | f | |||
) | [inline] |
Linear interpolation between to vectors.
Vec3 GLFX::Lerp | ( | const Vec3 & | a, | |
const Vec3 & | b, | |||
float | f | |||
) | [inline] |
Linear interpolation of two vectors.
Vec2 GLFX::Lerp | ( | const Vec2 & | a, | |
const Vec2 & | b, | |||
float | f | |||
) | [inline] |
Interpolate vectors.
bool GLFX::LineShapeIntersect | ( | Vec3 & | intersect, | |
const Vec3 & | beg, | |||
const Vec3 & | end, | |||
const Vec4 & | shapePlane, | |||
const Vec3 * | shape, | |||
int | shapeCount | |||
) | [inline] |
Compute intersection between line and convex shape.
void GLFX::LinesNearestPoints | ( | Vec3 | out1, | |
Vec3 | out2, | |||
const Vec3 & | org1, | |||
const Vec3 & | dir1, | |||
const Vec3 & | org2, | |||
const Vec3 & | dir2 | |||
) | [inline] |
Find two points on two lines with minimum distance.
Matrix4 GLFX::MatrixLookAtRH | ( | const Vec3 & | eye, | |
const Vec3 & | at, | |||
const Vec3 & | up | |||
) | [inline] |
Construct look-at matrix.
Matrix4 GLFX::MatrixOrthoLH | ( | float | w, | |
float | h, | |||
float | zn, | |||
float | zf | |||
) | [inline] |
Construct orthogonal matrix (left-handed).
Matrix4 GLFX::MatrixOrthoRH | ( | float | w, | |
float | h, | |||
float | zn, | |||
float | zf | |||
) | [inline] |
Construct orthogonal matrix (right-handed).
Matrix4 GLFX::MatrixPerspectiveFovXRH | ( | float | fovx, | |
float | aspect, | |||
float | znear, | |||
float | zfar | |||
) | [inline] |
Construct perspective matrix (right-handed).
Matrix4 GLFX::MatrixPerspectiveFovYRH | ( | float | fovy, | |
float | aspect, | |||
float | znear, | |||
float | zfar | |||
) | [inline] |
Construct perspective matrix (right-handed).
Matrix4 GLFX::MatrixRotationQuaternion | ( | const Quat & | quat | ) | [inline] |
Construct rotation matrix from quaternion.
Matrix4 GLFX::MatrixRotationX | ( | float | angle | ) | [inline] |
Construct rotation matrix from angle (around X-axis).
Matrix4 GLFX::MatrixRotationY | ( | float | angle | ) | [inline] |
Construct rotation matrix from angle (around Y-axis).
Matrix4 GLFX::MatrixRotationYawPitchRoll | ( | const Vec3 & | angles | ) | [inline] |
Construct rotation matrix (yaw-pitch-roll).
The order of multiplication is: roll (y), pitch (x), yaw (z).
Matrix4 GLFX::MatrixRotationYawPitchRoll | ( | float | yaw, | |
float | pitch, | |||
float | roll | |||
) | [inline] |
Construct rotation matrix (yaw-pitch-roll).
The order of multiplication is: roll (y), pitch (x), yaw (z).
Matrix4 GLFX::MatrixRotationZ | ( | float | angle | ) | [inline] |
Construct rotation matrix from angle (around Z-axis).
Matrix4 GLFX::MatrixScaling | ( | const Vec3 & | v | ) | [inline] |
Construct scaling matrix.
Matrix4 GLFX::MatrixScaling | ( | float | x, | |
float | y, | |||
float | z | |||
) | [inline] |
Construct scaling matrix.
Matrix3 GLFX::MatrixTextureRotation | ( | float | angle | ) | [inline] |
Construct texture rotation matrix from angle.
Matrix3 GLFX::MatrixTextureScaling | ( | const Vec2 & | v | ) | [inline] |
Construct texture scaling matrix.
Matrix3 GLFX::MatrixTextureScaling | ( | float | u, | |
float | v | |||
) | [inline] |
Construct texture scaling matrix.
Matrix3 GLFX::MatrixTextureTranslation | ( | const Vec2 & | v | ) | [inline] |
Construct texture translation matrix.
Matrix3 GLFX::MatrixTextureTranslation | ( | float | u, | |
float | v | |||
) | [inline] |
Construct texture translation matrix.
Matrix4 GLFX::MatrixTranslation | ( | const Vec3 & | v | ) | [inline] |
Construct translation matrix.
Matrix4 GLFX::MatrixTranslation | ( | float | x, | |
float | y, | |||
float | z | |||
) | [inline] |
Construct translation matrix.
Quat GLFX::Normalize | ( | const Quat & | q | ) | [inline] |
Normalize quaternion.
Vec3 GLFX::Normalize | ( | const Vec3 & | v | ) | [inline] |
Normalize vectors.
Vec2 GLFX::Normalize | ( | const Vec2 & | v | ) | [inline] |
Normalize vector.
Color GLFX::operator * | ( | Color | a, | |
Color | b | |||
) | [inline] |
Multilply two colors.
Matrix4 GLFX::operator * | ( | const Matrix4 & | a, | |
const Matrix4 & | b | |||
) | [inline] |
Matrix multiplication.
Matrix3 GLFX::operator * | ( | const Matrix3 & | a, | |
const Matrix3 & | b | |||
) | [inline] |
Multiply matrices.
Quat GLFX::operator * | ( | const Quat & | q, | |
float | f | |||
) | [inline] |
Quaternion multiplication by scalar.
Quat GLFX::operator * | ( | float | f, | |
const Quat & | q | |||
) | [inline] |
Quaternion multiplication by scalar.
Quat GLFX::operator * | ( | const Quat & | a, | |
const Quat & | b | |||
) | [inline] |
Quaternion multiplication.
Vec4 GLFX::operator * | ( | const Vec4 & | a, | |
const Vec4 & | b | |||
) | [inline] |
Multiply vector elements.
Vec3 GLFX::operator * | ( | const Vec3 & | a, | |
const Vec3 & | b | |||
) | [inline] |
Multiply vector elements.
Vec2 GLFX::operator * | ( | const Vec2 & | a, | |
const Vec2 & | b | |||
) | [inline] |
Multiply vector elements.
bool GLFX::operator!= | ( | const Quat & | a, | |
const Quat & | b | |||
) | [inline] |
Check if quaternions are not equal.
bool GLFX::operator!= | ( | const Vec4 & | a, | |
const Vec4 & | b | |||
) | [inline] |
Test if vectors are not equal.
bool GLFX::operator!= | ( | const Vec3 & | a, | |
const Vec3 & | b | |||
) | [inline] |
Test if vectors are not equal.
bool GLFX::operator!= | ( | const Vec2 & | a, | |
const Vec2 & | b | |||
) | [inline] |
Test if vectors are not equal.
Quat GLFX::operator+ | ( | const Quat & | q | ) | [inline] |
Positive quaternion.
Quat GLFX::operator+ | ( | const Quat & | a, | |
const Quat & | b | |||
) | [inline] |
Quaternion addition.
Vec4 GLFX::operator+ | ( | const Vec4 & | v | ) | [inline] |
Positive vector.
Vec4 GLFX::operator+ | ( | const Vec4 & | a, | |
const Vec4 & | b | |||
) | [inline] |
Add vectors.
Vec3 GLFX::operator+ | ( | const Vec3 & | v | ) | [inline] |
Positive vector.
Vec3 GLFX::operator+ | ( | const Vec3 & | a, | |
const Vec3 & | b | |||
) | [inline] |
Add vectors.
Vec2 GLFX::operator+ | ( | const Vec2 & | v | ) | [inline] |
Positive vector.
Vec2 GLFX::operator+ | ( | const Vec2 & | a, | |
const Vec2 & | b | |||
) | [inline] |
Add vectors.
Quat GLFX::operator- | ( | const Quat & | q | ) | [inline] |
Quaternion negation.
Quat GLFX::operator- | ( | const Quat & | a, | |
const Quat & | b | |||
) | [inline] |
Quaternion substraction.
Vec4 GLFX::operator- | ( | const Vec4 & | v | ) | [inline] |
Negate vector.
Vec4 GLFX::operator- | ( | const Vec4 & | a, | |
const Vec4 & | b | |||
) | [inline] |
Substract vectors.
Vec3 GLFX::operator- | ( | const Vec3 & | v | ) | [inline] |
Negate vector.
Vec3 GLFX::operator- | ( | const Vec3 & | a, | |
const Vec3 & | b | |||
) | [inline] |
Substract vectors.
Vec2 GLFX::operator- | ( | const Vec2 & | v | ) | [inline] |
Negate vector.
Vec2 GLFX::operator- | ( | const Vec2 & | a, | |
const Vec2 & | b | |||
) | [inline] |
Substract vectors.
Vec4 GLFX::operator/ | ( | const Vec4 & | a, | |
const Vec4 & | b | |||
) | [inline] |
Divide vector elements.
Vec3 GLFX::operator/ | ( | float | f, | |
const Vec3 & | v | |||
) | [inline] |
Divide float by vector elements.
Vec3 GLFX::operator/ | ( | const Vec3 & | a, | |
const Vec3 & | b | |||
) | [inline] |
Divide vector elements.
Vec2 GLFX::operator/ | ( | const Vec2 & | a, | |
const Vec2 & | b | |||
) | [inline] |
Divide vector elements.
bool GLFX::operator< | ( | const Vec3 & | a, | |
const Vec3 & | b | |||
) | [inline] |
Test if any of vector a element is less than any of vector b element.
bool GLFX::operator== | ( | const Quat & | a, | |
const Quat & | b | |||
) | [inline] |
Check if quaternions are equal.
bool GLFX::operator== | ( | const Vec4 & | a, | |
const Vec4 & | b | |||
) | [inline] |
Test if vectors are equal.
bool GLFX::operator== | ( | const Vec3 & | a, | |
const Vec3 & | b | |||
) | [inline] |
Test if vectors are equal.
bool GLFX::operator== | ( | const Vec2 & | a, | |
const Vec2 & | b | |||
) | [inline] |
Test if vectors are equal.
Vec2 GLFX::Perpendicular | ( | const Vec2 & | v | ) | [inline] |
Construct perpendicular vector.
Vec4 GLFX::PlaneFromEdge | ( | const Vec3 & | begin, | |
const Vec3 & | end, | |||
const Vec3 & | normal | |||
) | [inline] |
Construct plane from line and normal.
Vec4 GLFX::PlaneFromPoint | ( | const Vec3 & | point, | |
const Vec3 & | normal | |||
) | [inline] |
Construct plane from point and normal.
Vec4 GLFX::PlaneFromPoints | ( | const Vec3 & | a, | |
const Vec3 & | b, | |||
const Vec3 & | c | |||
) | [inline] |
Construct plane from three points.
bool GLFX::PlanesIntersect | ( | Vec3 & | out, | |
const Vec4 & | a, | |||
const Vec4 & | b, | |||
const Vec4 & | c | |||
) | [inline] |
Find intersection of three planes (if exists).
bool GLFX::PointInPoly | ( | const Vec3 & | pnt, | |
const Vec3 * | shape, | |||
int | length, | |||
const Vec3 & | normal | |||
) | [inline] |
Test if point is inside convex polygon.
bool GLFX::PointInTriangle | ( | const Vec3 & | point, | |
const Vec3 & | a, | |||
const Vec3 & | b, | |||
const Vec3 & | c | |||
) | [inline] |
Test if point is iside a triangle (with epsilon).
float GLFX::PointRayDist | ( | const Vec3 & | point, | |
const Vec3 & | org, | |||
const Vec3 & | dir | |||
) | [inline] |
Compute distance betweeen point and ray.
bool GLFX::PointsAreCollinear | ( | const Vec3 & | a, | |
const Vec3 & | b, | |||
const Vec3 & | c | |||
) | [inline] |
Tests if three points are collinear.
float GLFX::PointSegmentDist | ( | const Vec3 & | point, | |
const Vec3 & | a, | |||
const Vec3 & | b | |||
) | [inline] |
Compute distance between point and segment.
float GLFX::PointShapeDist | ( | const Vec3 & | point, | |
const Vec3 * | shape, | |||
int | length, | |||
const Vec4 & | plane | |||
) | [inline] |
Compute distance between point and convex shape.
Quat GLFX::QuaternionFromAngleAxis | ( | const Vec3 & | axis, | |
float | angle | |||
) | [inline] |
Construct quaternion from axis and angle.
Quat GLFX::QuaternionRotationYawPitchRoll | ( | const Vec3 & | angles | ) | [inline] |
Construct quaternion from yaw, pitch and roll.
Quat GLFX::QuaternionRotationYawPitchRoll | ( | float | yaw, | |
float | pitch, | |||
float | roll | |||
) | [inline] |
Construct quaternion from yaw, pitch and roll.
float GLFX::RaySegmentDist | ( | const Vec3 & | org, | |
const Vec3 & | dir, | |||
const Vec3 & | a, | |||
const Vec3 & | b | |||
) | [inline] |
Compute distance between ray and segment.
Vec3 GLFX::RotateVectorX | ( | const Vec3 & | v, | |
float | angle | |||
) | [inline] |
Rotate vector around X-axis.
Vec3 GLFX::RotateVectorY | ( | const Vec3 & | v, | |
float | angle | |||
) | [inline] |
Rotate vector around Y-axis.
Vec3 GLFX::RotateVectorZ | ( | const Vec3 & | v, | |
float | angle | |||
) | [inline] |
Rotate vector around Z-axis.
Quat GLFX::Slerp | ( | const Quat & | a, | |
const Quat & | b, | |||
float | f, | |||
bool | shortestPath | |||
) | [inline] |
Interpolate quaternion.
float GLFX::ToDegrees | ( | float | radians | ) | [inline] |
Convert radians to degrees.
float GLFX::ToRadians | ( | float | degrees | ) | [inline] |
Convert degrees to radians.
Matrix4 GLFX::Transpose | ( | const Matrix4 & | m | ) | [inline] |
Transpose matrix.
bool GLFX::TriangleSameWinding | ( | const Vec3 & | a1, | |
const Vec3 & | a2, | |||
const Vec3 & | a3, | |||
const Vec3 & | b1, | |||
const Vec3 & | b2, | |||
const Vec3 & | b3 | |||
) | [inline] |
Check if triangle have same directions.
bool GLFX::TriangleWindingCheck | ( | const Vec3 & | a1, | |
const Vec3 & | a2, | |||
const Vec3 & | a3, | |||
const Vec3 & | normal | |||
) | [inline] |
Check if triangle has the same direction as normal.
Quat GLFX::UnitInverse | ( | const Quat & | q | ) | [inline] |
Inverse unit quaternion.
const float GLFX::EPSILON = 1e-4f |
A very small number.
const float GLFX::PI = 3.14159265358979323846f |
PI.
const float GLFX::TWOPI = PI * 2 |
PI times two.