#include <Matrix.h>
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| Matrix4 () |
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| Matrix4 (float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33) |
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static Matrix4 | identity () |
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static Matrix4 | rotate (float angle, const Vector3 &p) |
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static Matrix4 | translate (const Vector3 &t) |
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static Matrix4 | scale (const Vector3 &s) |
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static Matrix4 | frustum (float l, float r, float b, float t, float n, float f) |
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static Matrix4 | perspective (float fov, float aspectRatio, float n, float f) |
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static Matrix4 | ortho (float l, float r, float b, float t, float n, float f) |
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static Matrix4 | rollPitchYaw (float roll, float pitch, float yaw) |
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static Matrix4 | invert (const Matrix4 &mat) |
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static Matrix4 | transpose (const Matrix4 &mat) |
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static Vector3 | transform (const Matrix4 &mat, const Vector3 &pt) |
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static Vector3 | transform (const Matrix4 &mat, const Vector4 &pt) |
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◆ Matrix4() [1/2]
◆ Matrix4() [2/2]
Matrix4::Matrix4 |
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float |
m00, |
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float |
m01, |
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float |
m02, |
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float |
m03, |
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float |
m10, |
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float |
m11, |
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float |
m12, |
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float |
m13, |
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float |
m20, |
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float |
m21, |
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float |
m22, |
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float |
m23, |
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float |
m30, |
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float |
m31, |
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float |
m32, |
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float |
m33 |
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◆ frustum()
Matrix4 Matrix4::frustum |
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float |
l, |
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float |
r, |
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float |
b, |
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float |
t, |
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float |
n, |
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float |
f |
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static |
◆ identity()
◆ invert()
◆ ortho()
Matrix4 Matrix4::ortho |
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float |
l, |
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float |
r, |
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float |
b, |
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float |
t, |
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float |
n, |
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float |
f |
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◆ perspective()
Matrix4 Matrix4::perspective |
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float |
fov, |
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float |
aspectRatio, |
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float |
n, |
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float |
f |
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◆ rollPitchYaw()
Matrix4 Matrix4::rollPitchYaw |
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float |
roll, |
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float |
pitch, |
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float |
yaw |
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static |
◆ rotate()
◆ scale()
◆ transform() [1/2]
◆ transform() [2/2]
◆ translate()
◆ transpose()
◆ data
The documentation for this struct was generated from the following files: