CUGL
Cornell University Game Library
cugl::Mat4 Member List

This is the complete list of members for cugl::Mat4, including all inherited members.

add(const Mat4 &mat, float scalar, Mat4 *dst)cugl::Mat4static
add(const Mat4 &m1, const Mat4 &m2, Mat4 *dst)cugl::Mat4static
add(float scalar)cugl::Mat4inline
add(const Mat4 &mat)cugl::Mat4inline
createLookAt(const Vec3 &eye, const Vec3 &target, const Vec3 &up)cugl::Mat4inlinestatic
createLookAt(const Vec3 &eye, const Vec3 &target, const Vec3 &up, Mat4 *dst)cugl::Mat4static
createLookAt(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ)cugl::Mat4inlinestatic
createLookAt(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ, Mat4 *dst)cugl::Mat4static
createOrthographic(float width, float height, float zNearPlane, float zFarPlane)cugl::Mat4inlinestatic
createOrthographic(float width, float height, float zNearPlane, float zFarPlane, Mat4 *dst)cugl::Mat4inlinestatic
createOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane)cugl::Mat4inlinestatic
createOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, Mat4 *dst)cugl::Mat4static
createPerspective(float fieldOfView, float aspectRatio, float zNearPlane, float zFarPlane)cugl::Mat4inlinestatic
createPerspective(float fieldOfView, float aspectRatio, float zNearPlane, float zFarPlane, Mat4 *dst)cugl::Mat4static
createRotation(const Quaternion &quat)cugl::Mat4inlinestatic
createRotation(const Quaternion &quat, Mat4 *dst)cugl::Mat4static
createRotation(const Vec3 &axis, float angle)cugl::Mat4inlinestatic
createRotation(const Vec3 &axis, float angle, Mat4 *dst)cugl::Mat4static
createRotationX(float angle)cugl::Mat4inlinestatic
createRotationX(float angle, Mat4 *dst)cugl::Mat4static
createRotationY(float angle)cugl::Mat4inlinestatic
createRotationY(float angle, Mat4 *dst)cugl::Mat4static
createRotationZ(float angle)cugl::Mat4inlinestatic
createRotationZ(float angle, Mat4 *dst)cugl::Mat4static
createScale(float scale)cugl::Mat4inlinestatic
createScale(float scale, Mat4 *dst)cugl::Mat4static
createScale(float sx, float sy, float sz)cugl::Mat4inlinestatic
createScale(float sx, float sy, float sz, Mat4 *dst)cugl::Mat4static
createScale(const Vec3 &scale)cugl::Mat4inlinestatic
createScale(const Vec3 &scale, Mat4 *dst)cugl::Mat4static
createTranslation(const Vec3 &trans)cugl::Mat4inlinestatic
createTranslation(const Vec3 &trans, Mat4 *dst)cugl::Mat4static
createTranslation(float tx, float ty, float tz)cugl::Mat4inlinestatic
createTranslation(float tx, float ty, float tz, Mat4 *dst)cugl::Mat4static
decompose(const Mat4 &mat, Vec3 *scale, Quaternion *rot, Vec3 *trans)cugl::Mat4static
equals(const Mat4 &mat, float variance=CU_MATH_EPSILON) const cugl::Mat4
getBackVector() const cugl::Mat4
getDeterminant() const cugl::Mat4
getDownVector() const cugl::Mat4
getForwardVector() const cugl::Mat4
getInverse() const cugl::Mat4inline
getLeftVector() const cugl::Mat4
getNegation() const cugl::Mat4inline
getRightVector() const cugl::Mat4
getRotation() const cugl::Mat4
getScale() const cugl::Mat4
getTranslation() const cugl::Mat4
getTranspose() const cugl::Mat4inline
getUpVector() const cugl::Mat4
IDENTITYcugl::Mat4static
invert(const Mat4 &m1, Mat4 *dst)cugl::Mat4static
invert()cugl::Mat4inline
isExactly(const Mat4 &mat) const cugl::Mat4
isIdentity(float variance=0.0f) const cugl::Mat4
isInvertible(float variance=CU_MATH_EPSILON) const cugl::Mat4inline
isOrthogonal(float variance=CU_MATH_EPSILON) const cugl::Mat4
m (defined in cugl::Mat4)cugl::Mat4
Mat4()cugl::Mat4
Mat4(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)cugl::Mat4
Mat4(const float *mat)cugl::Mat4
Mat4(const Mat4 &copy)cugl::Mat4
Mat4(const Quaternion &rotation)cugl::Mat4inline
Mat4(const Affine2 &aff)cugl::Mat4explicit
multiply(const Mat4 &mat, float scalar, Mat4 *dst)cugl::Mat4static
multiply(const Mat4 &m1, const Mat4 &m2, Mat4 *dst)cugl::Mat4static
multiply(float scalar)cugl::Mat4inline
multiply(const Mat4 &mat)cugl::Mat4inline
negate(const Mat4 &m1, Mat4 *dst)cugl::Mat4static
negate()cugl::Mat4inline
ONEcugl::Mat4static
operator Affine2() const cugl::Mat4
operator std::string() const cugl::Mat4inline
operator!=(const Mat4 &mat) const cugl::Mat4inline
operator*(const Mat4 &mat) const cugl::Mat4inline
operator*(float scalar) const cugl::Mat4inline
operator*=(const Mat4 &mat)cugl::Mat4inline
operator*=(float scalar)cugl::Mat4inline
operator+(const Mat4 &mat) const cugl::Mat4inline
operator+=(const Mat4 &mat)cugl::Mat4inline
operator-(const Mat4 &mat) const cugl::Mat4inline
operator-() const cugl::Mat4inline
operator-=(const Mat4 &mat)cugl::Mat4inline
operator=(const Mat4 &mat)cugl::Mat4inline
operator=(const float *array)cugl::Mat4inline
operator=(const Quaternion &quat)cugl::Mat4inline
operator=(const Affine2 &aff)cugl::Mat4
operator==(const Mat4 &mat) const cugl::Mat4inline
rotate(const Mat4 &mat, const Quaternion &quat, Mat4 *dst)cugl::Mat4inlinestatic
rotate(const Mat4 &mat, const Vec3 &axis, float angle, Mat4 *dst)cugl::Mat4inlinestatic
rotate(const Quaternion &q)cugl::Mat4inline
rotate(const Vec3 &axis, float angle)cugl::Mat4inline
rotateX(const Mat4 &mat, float angle, Mat4 *dst)cugl::Mat4inlinestatic
rotateX(float angle)cugl::Mat4inline
rotateY(const Mat4 &mat, float angle, Mat4 *dst)cugl::Mat4inlinestatic
rotateY(float angle)cugl::Mat4inline
rotateZ(const Mat4 &mat, float angle, Mat4 *dst)cugl::Mat4inlinestatic
rotateZ(float angle)cugl::Mat4inline
scale(const Mat4 &mat, float value, Mat4 *dst)cugl::Mat4inlinestatic
scale(const Mat4 &mat, const Vec3 &s, Mat4 *dst)cugl::Mat4inlinestatic
scale(const Mat4 &mat, float sx, float sy, float sz, Mat4 *dst)cugl::Mat4inlinestatic
scale(float value)cugl::Mat4inline
scale(const Vec3 &s)cugl::Mat4inline
scale(float sx, float sy, float sz)cugl::Mat4inline
set(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)cugl::Mat4
set(const float *mat)cugl::Mat4
set(const Quaternion &quat)cugl::Mat4
set(const Mat4 &mat)cugl::Mat4
set(const Affine2 &aff)cugl::Mat4
setIdentity()cugl::Mat4
setZero()cugl::Mat4
subtract(const Mat4 &mat, float scalar, Mat4 *dst)cugl::Mat4static
subtract(const Mat4 &m1, const Mat4 &m2, Mat4 *dst)cugl::Mat4static
subtract(float scalar)cugl::Mat4inline
subtract(const Mat4 &mat)cugl::Mat4inline
toString(bool verbose=false) const cugl::Mat4
transform(const Mat4 &mat, const Vec2 &point, Vec2 *dst)cugl::Mat4static
transform(const Mat4 &mat, const Rect &rect, Rect *dst)cugl::Mat4static
transform(const Mat4 &mat, const Vec3 &point, Vec3 *dst)cugl::Mat4static
transform(const Mat4 &mat, const Vec4 &vec, Vec4 *dst)cugl::Mat4static
transform(const Vec2 &point) const cugl::Mat4
transform(const Rect &rect) const cugl::Mat4
transform(const Vec3 &point) const cugl::Mat4
transform(const Vec4 &vec) const cugl::Mat4
transformVector(const Mat4 &mat, const Vec2 &vec, Vec2 *dst)cugl::Mat4static
transformVector(const Mat4 &mat, const Vec3 &vec, Vec3 *dst)cugl::Mat4static
transformVector(const Vec2 &vec) const cugl::Mat4
transformVector(const Vec3 &vec) const cugl::Mat4
translate(const Mat4 &mat, const Vec3 &t, Mat4 *dst)cugl::Mat4inlinestatic
translate(const Mat4 &mat, float tx, float ty, float tz, Mat4 *dst)cugl::Mat4inlinestatic
translate(const Vec3 &t)cugl::Mat4inline
translate(float tx, float ty, float tz)cugl::Mat4inline
transpose(const Mat4 &m1, Mat4 *dst)cugl::Mat4static
transpose()cugl::Mat4inline
ZEROcugl::Mat4static
~Mat4()cugl::Mat4inline