#include <glfxvec.h>
Public Member Functions | |
Matrix4 (const float *m) | |
Matrix4 (const Matrix4 &m) | |
Matrix4 (float _11, float _12, float _13, float _14, float _21, float _22, float _23, float _24, float _31, float _32, float _33, float _34, float _41, float _42, float _43, float _44) | |
Matrix4 (float f) | |
operator float * () | |
operator const float * () const | |
operator Matrix3 () const | |
Vec4 & | operator[] (int n) |
float & | operator() (int n, int m) |
Matrix4 & | operator= (const Matrix4 &m) |
Matrix4 & | operator *= (const Matrix4 &a) |
float | Det () const |
Matrix4 & | Inverse () |
Matrix4 & | Transpose () |
Vec3 | TransformPoint (const Vec3 &point) const |
Vec3 | TransformVector (const Vec3 &vector) const |
Public Attributes | |
float | _11 |
float | _12 |
float | _13 |
float | _14 |
float | _21 |
float | _22 |
float | _23 |
float | _24 |
float | _31 |
float | _32 |
float | _33 |
float | _34 |
float | _41 |
float | _42 |
float | _43 |
float | _44 |
Friends | |
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) |
GLFX::Matrix4::Matrix4 | ( | const float * | m | ) | [inline] |
Construct matrix from 16-element array of floats.
GLFX::Matrix4::Matrix4 | ( | const Matrix4 & | m | ) | [inline] |
Construct matrix from another one.
GLFX::Matrix4::Matrix4 | ( | float | _11, | |
float | _12, | |||
float | _13, | |||
float | _14, | |||
float | _21, | |||
float | _22, | |||
float | _23, | |||
float | _24, | |||
float | _31, | |||
float | _32, | |||
float | _33, | |||
float | _34, | |||
float | _41, | |||
float | _42, | |||
float | _43, | |||
float | _44 | |||
) | [inline] |
Construct matrix from 16 floats.
GLFX::Matrix4::Matrix4 | ( | float | f | ) | [inline] |
Construct matrix from scalar.
GLFX::Matrix4::operator float * | ( | ) | [inline] |
Get matrix as array of floats.
GLFX::Matrix4::operator const float * | ( | ) | const [inline] |
Get matrix as array of floats.
GLFX::Matrix4::operator Matrix3 | ( | ) | const [inline] |
Get upper-left 3x3 sub-matrix.
Vec4 & GLFX::Matrix4::operator[] | ( | int | n | ) | [inline] |
Get matrix row.
float & GLFX::Matrix4::operator() | ( | int | n, | |
int | m | |||
) | [inline] |
Get matrix element.
float GLFX::Matrix4::Det | ( | ) | const [inline] |
Compute matrix determinant.
Matrix4 & GLFX::Matrix4::Inverse | ( | ) | [inline] |
Inverse matrix.
Matrix4 & GLFX::Matrix4::Transpose | ( | ) | [inline] |
Transpose matrix.
Transform 3d point by matrix.
Transform 3d vector by matrix.
Matrix4 MatrixTranslation | ( | float | x, | |
float | y, | |||
float | z | |||
) | [friend] |
Construct translation matrix.
Matrix4 MatrixRotationX | ( | float | angle | ) | [friend] |
Construct rotation matrix from angle (around X-axis).
Matrix4 MatrixRotationY | ( | float | angle | ) | [friend] |
Construct rotation matrix from angle (around Y-axis).
Matrix4 MatrixRotationZ | ( | float | angle | ) | [friend] |
Construct rotation matrix from angle (around Z-axis).
Construct rotation matrix from quaternion.
Matrix4 MatrixRotationYawPitchRoll | ( | float | yaw, | |
float | pitch, | |||
float | roll | |||
) | [friend] |
Construct rotation matrix (yaw-pitch-roll).
The order of multiplication is: roll (y), pitch (x), yaw (z).
Construct rotation matrix (yaw-pitch-roll).
The order of multiplication is: roll (y), pitch (x), yaw (z).
Matrix4 MatrixScaling | ( | float | x, | |
float | y, | |||
float | z | |||
) | [friend] |
Construct scaling matrix.
Matrix4 MatrixPerspectiveFovXRH | ( | float | fovx, | |
float | aspect, | |||
float | znear, | |||
float | zfar | |||
) | [friend] |
Construct perspective matrix (right-handed).
Matrix4 MatrixPerspectiveFovYRH | ( | float | fovy, | |
float | aspect, | |||
float | znear, | |||
float | zfar | |||
) | [friend] |
Construct perspective matrix (right-handed).
Matrix4 MatrixOrthoRH | ( | float | w, | |
float | h, | |||
float | zn, | |||
float | zf | |||
) | [friend] |
Construct orthogonal matrix (right-handed).
Matrix4 MatrixOrthoLH | ( | float | w, | |
float | h, | |||
float | zn, | |||
float | zf | |||
) | [friend] |
Construct orthogonal matrix (left-handed).
Construct look-at matrix.
float Det | ( | const Matrix4 & | m | ) | [friend] |
Compute matrix determinant.
float GLFX::Matrix4::_11 |
Matrix element [1, 1].
float GLFX::Matrix4::_12 |
Matrix element [1, 2].
float GLFX::Matrix4::_13 |
Matrix element [1, 3].
float GLFX::Matrix4::_14 |
Matrix element [1, 4].
float GLFX::Matrix4::_21 |
Matrix element [2, 1].
float GLFX::Matrix4::_22 |
Matrix element [2, 2].
float GLFX::Matrix4::_23 |
Matrix element [2, 3].
float GLFX::Matrix4::_24 |
Matrix element [2, 4].
float GLFX::Matrix4::_31 |
Matrix element [3, 1].
float GLFX::Matrix4::_32 |
Matrix element [3, 2].
float GLFX::Matrix4::_33 |
Matrix element [3, 3].
float GLFX::Matrix4::_34 |
Matrix element [3, 4].
float GLFX::Matrix4::_41 |
Matrix element [4, 1].
float GLFX::Matrix4::_42 |
Matrix element [4, 2].
float GLFX::Matrix4::_43 |
Matrix element [4, 3].
float GLFX::Matrix4::_44 |
Matrix element [4, 4].