#include <matrix4.h>
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| static Matrix4 | translate (const Vector3 &translation) |
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| static Matrix4 | rotate (float angle, const Vector3 &axis) |
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| static Matrix4 | scale (const Vector3 &scale_vec) |
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| static Matrix4 | look_at (const Vector3 &eye, const Vector3 ¢er, const Vector3 &up) |
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| static Matrix4 | perspective (float fov, float aspect, float near_plane, float far_plane) |
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| static Matrix4 | ortho (float left, float right, float bottom, float top, float near_plane, float far_plane) |
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| static Matrix4 | from_quaternion (const Quaternion &q) |
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◆ Matrix4() [1/3]
◆ Matrix4() [2/3]
| Matrix4::Matrix4 |
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float |
diagonal | ) |
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◆ Matrix4() [3/3]
| Matrix4::Matrix4 |
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const glm::mat4 & |
m | ) |
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◆ determinant()
| float Matrix4::determinant |
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const |
◆ from_quaternion()
◆ get_basis()
| Basis Matrix4::get_basis |
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const |
◆ get_translation()
| Vector3 Matrix4::get_translation |
( |
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const |
◆ inverse()
◆ invert()
◆ look_at()
◆ operator[]() [1/2]
| glm::vec4 & Matrix4::operator[] |
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int |
index | ) |
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◆ operator[]() [2/2]
| const glm::vec4 & Matrix4::operator[] |
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int |
index | ) |
const |
◆ ortho()
| Matrix4 Matrix4::ortho |
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float |
left, |
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float |
right, |
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float |
bottom, |
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float |
top, |
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float |
near_plane, |
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float |
far_plane |
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) |
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static |
◆ perspective()
| Matrix4 Matrix4::perspective |
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float |
fov, |
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float |
aspect, |
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float |
near_plane, |
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float |
far_plane |
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) |
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static |
◆ rotate()
◆ scale()
◆ to_quaternion()
◆ translate()
◆ transpose()
| void Matrix4::transpose |
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| ) |
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◆ transposed()
| Matrix4 Matrix4::transposed |
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const |
◆ xform()
◆ xform_inv()
◆ xform_normal()
◆ IDENTITY
The documentation for this class was generated from the following files: