4x4 Matrix for storage & manipulation of transformations in scene graph.
4x4 Matrix for storage & manipulation of transformations in scene graph. Provides basic maths operations, IO and via osg::Object reference counting.
Matrix(const Matrix& matrix)
Matrix( float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)
Matrix& operator = (const Matrix& matrix)
virtual ~Matrix()
static Matrix* instance()
virtual Object* clone() const
virtual bool isSameKindAs(Object* obj)
virtual const char* className() const
void makeIdent()
void set(const float* m)
void copy(const Matrix& matrix)
void makeScale(float sx, float sy, float sz)
void preScale( float sx, float sy, float sz, const Matrix& m )
void postScale( const Matrix& m, float sx, float sy, float sz )
void preScale( float sx, float sy, float sz )
void postScale( float sx, float sy, float sz )
void makeTrans( float tx, float ty, float tz )
void preTrans( float tx, float ty, float tz, const Matrix& m )
void postTrans( const Matrix& m, float tx, float ty, float tz )
void preTrans( float tx, float ty, float tz )
void postTrans( float tx, float ty, float tz )
void makeRot( float deg, float x, float y, float z )
void preRot( float deg, float x, float y, float z, const Matrix& m )
void postRot( const Matrix& m, float deg, float x, float y, float z )
void preRot( float deg, float x, float y, float z )
void postRot( float deg, float x, float y, float z )
void setTrans( float tx, float ty, float tz )
void setTrans( const Vec3& v )
Vec3 getTrans() const
void preMult(const Matrix& m)
void postMult(const Matrix& m)
void mult(const Matrix& lhs, const Matrix& rhs)
Matrix operator * (const Matrix& m) const
inline Vec3 operator * (const Vec3& v) const
inline friend Vec3 operator * (const Vec3& v, const Matrix& m)
bool invert(const Matrix& m)
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