43     Matrix4x4(  
float e0,   
float e1,   
float e2,   
float e3,
 
   44                 float e4,   
float e5,   
float e6,   
float e7,
 
   45                 float e8,   
float e9,   
float e10,  
float e11,
 
   46                 float e12,  
float e13,  
float e14,  
float e15);
 
   58     Matrix4x4 operator * (
const float value) 
const;
 
   59     Matrix4x4 operator / (
const float value) 
const;
 
   66     void operator *= (
const float value);
 
   67     void operator /= (
const float value);
 
   69     bool operator == (
const Matrix4x4 & mat) 
const;
 
   70     bool operator != (
const Matrix4x4 & mat) 
const;
 
   99     float & operator () (
int col, 
int row){
 
  100         return entries[row*4+col];
 
  103     operator float* () 
const {
 
  104         return (
float*) 
this;
 
  107     operator const float* () 
const {
 
  108         return (
const float*) 
this;
 
  113     void loadIdentity(
void);
 
  117     void transpose(
void);
 
  118     void affineInvert(
void);
 
  119     void invertTranspose(
void);
 
  120     void affineInvertTranspose(
void);
 
  122     void scale(
const Vector3 & scaleFactor);
 
  123     void rotate(
const Vector3 & axis, 
const float angle);
 
  124     void translate(
const Vector3 translate);
 
  126     void setEntry(
int position, 
float value);
 
  127     void setScale(
const Vector3 & scaleFactor);
 
  128     void setUniformScale(
const float size);
 
  129     void setTranslation(
const Vector3 & translation);
 
  130     void setTranslationPart(
const Vector3 & translation);
 
  131     void setRotationAxis(
const float angle, 
const Vector3 & axis);
 
  132     void setRotationX(
const float angle);
 
  133     void setRotationY(
const float angle);
 
  134     void setRotationZ(
const float angle);
 
  135     void setRotationEuler(
const float angleX, 
const float angleY, 
const float angleZ);
 
  136     void setRotationPartEuler(
const float angleX, 
const float angleY, 
const float angleZ);
 
  139         setRotationPartEuler(rotations.
x, rotations.
y, rotations.
z);
 
  142     float getEntry(
int position) 
const;
 
  147             entries[0]*vec.
x + entries[4]*vec.
y + entries[8]*vec.
z,
 
  148             entries[1]*vec.
x + entries[5]*vec.
y + entries[9]*vec.
z,
 
  149             entries[2]*vec.
x + entries[6]*vec.
y + entries[10]*vec.
z 
  159     Vector3 getEulerAngles(
void) 
const;
 
  163     Vector4 getRow(
int position) 
const;
 
  164     Vector4 getColumn(
int position) 
const;
 
  168     Matrix4x4 getInversetranspose(
void) 
const;
 
  170     Matrix4x4 getAffineInverseTranspose(
void) 
const;
 
  174         vec = getRotatedVector3(vec);
 
  179         vec = getInverseRotatedVector3(vec);
 
  184         vec = getTranslatedVector3(vec);
 
  189         vec = getInversetranslatedVector3(vec);
 
Vector3 getRotatedVector3(const Vector3 &vec) const 
Definition: Matrix4x4.h:144
 
void translateVector3(Vector3 &vec) const 
Definition: Matrix4x4.h:182
 
void setRotationPartEuler(const Vector3 &rotations)
Definition: Matrix4x4.h:137
 
void rotateVector3(Vector3 &vec) const 
Definition: Matrix4x4.h:172
 
~Matrix4x4(void)
Definition: Matrix4x4.h:51
 
Definition: Matrix4x4.h:31
 
float y
Definition: Vector3.h:36
 
void inverseRotateVector3(Vector3 &vec) const 
Definition: Matrix4x4.h:177
 
float x
Definition: Vector3.h:35
 
Matrix4x4(void)
Definition: Matrix4x4.h:39
 
float z
Definition: Vector3.h:37
 
void inversetranslateVector3(Vector3 &vec) const 
Definition: Matrix4x4.h:187
 
Vector3 getTranslationPart(void) const 
Definition: Matrix4x4.h:157