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#include <FXMat4d.h>
Public Member Functions | |
FXMat4d () | |
FXMat4d (FXdouble w) | |
FXMat4d (FXdouble a00, FXdouble a01, FXdouble a02, FXdouble a03, FXdouble a10, FXdouble a11, FXdouble a12, FXdouble a13, FXdouble a20, FXdouble a21, FXdouble a22, FXdouble a23, FXdouble a30, FXdouble a31, FXdouble a32, FXdouble a33) | |
FXMat4d (const FXVec4d &a, const FXVec4d &b, const FXVec4d &c, const FXVec4d &d) | |
FXMat4d (const FXMat4d &other) | |
FXMat4d & | operator= (const FXMat4d &other) |
FXMat4d & | operator= (FXdouble w) |
FXMat4d & | operator+= (const FXMat4d &w) |
FXMat4d & | operator-= (const FXMat4d &w) |
FXMat4d & | operator *= (FXdouble w) |
FXMat4d & | operator *= (const FXMat4d &w) |
FXMat4d & | operator/= (FXdouble w) |
FXVec4d & | operator[] (FXint i) |
const FXVec4d & | operator[] (FXint i) const |
operator FXdouble * () | |
operator const FXdouble * () const | |
FXMat4d & | eye () |
FXMat4d & | ortho (FXdouble left, FXdouble right, FXdouble bottom, FXdouble top, FXdouble hither, FXdouble yon) |
FXMat4d & | frustum (FXdouble left, FXdouble right, FXdouble bottom, FXdouble top, FXdouble hither, FXdouble yon) |
FXMat4d & | left () |
FXMat4d & | rot (const FXQuatd &q) |
FXMat4d & | rot (const FXVec3d &v, FXdouble c, FXdouble s) |
FXMat4d & | rot (const FXVec3d &v, FXdouble phi) |
FXMat4d & | xrot (FXdouble c, FXdouble s) |
FXMat4d & | xrot (FXdouble phi) |
FXMat4d & | yrot (FXdouble c, FXdouble s) |
FXMat4d & | yrot (FXdouble phi) |
FXMat4d & | zrot (FXdouble c, FXdouble s) |
FXMat4d & | zrot (FXdouble phi) |
FXMat4d & | look (const FXVec3d &eye, const FXVec3d &cntr, const FXVec3d &vup) |
FXMat4d & | trans (FXdouble tx, FXdouble ty, FXdouble tz) |
FXMat4d & | trans (const FXVec3d &v) |
FXMat4d & | scale (FXdouble sx, FXdouble sy, FXdouble sz) |
FXMat4d & | scale (FXdouble s) |
FXMat4d & | scale (const FXVec3d &v) |
Friends | |
FXMat4d | operator+ (const FXMat4d &a, const FXMat4d &b) |
FXMat4d | operator- (const FXMat4d &a, const FXMat4d &b) |
FXMat4d | operator- (const FXMat4d &a) |
FXMat4d | operator * (const FXMat4d &a, const FXMat4d &b) |
FXMat4d | operator * (FXdouble x, const FXMat4d &a) |
FXMat4d | operator * (const FXMat4d &a, FXdouble x) |
FXMat4d | operator/ (const FXMat4d &a, FXdouble x) |
FXMat4d | operator/ (FXdouble x, const FXMat4d &a) |
FXVec4d | operator * (const FXVec4d &v, const FXMat4d &m) |
FXVec4d | operator * (const FXMat4d &a, const FXVec4d &v) |
FXVec3d | operator * (const FXVec3d &v, const FXMat4d &m) |
FXVec3d | operator * (const FXMat4d &a, const FXVec3d &v) |
FXdouble | det (const FXMat4d &m) |
FXMat4d | transpose (const FXMat4d &m) |
FXMat4d | invert (const FXMat4d &m) |
FXStream & | operator<< (FXStream &store, const FXMat4d &m) |
FXStream & | operator>> (FXStream &store, FXMat4d &m) |
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Constructors.
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Assignment operators.
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Indexing.
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Conversion.
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Set identity matrix.
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Orthographic projection.
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Perspective projection.
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Multiply by left-hand matrix.
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Multiply by rotation about unit-quaternion.
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Multiply by rotation c,s about axis.
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Multiply by rotation of phi about axis.
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Multiply by x-rotation.
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Multiply by y-rotation.
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Multiply by z-rotation.
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Look at.
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Multiply by translation.
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Multiply by scaling.
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Other operators.
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Multiply matrix and vector.
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Mutiply matrix and vector, for non-projective matrix.
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Determinant.
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Transpose.
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Invert.
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Save to a stream.
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Load from a stream.
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Copyright © 1997-2004 Jeroen van der Zijp |