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Math::Matrix< 4, 4 > Member List

This is the complete list of members for Math::Matrix< 4, 4 >, including all inherited members.
buildAroundX(const Angle &rotX)Math::Rotation3D< Matrix< 4, 4 > >
buildAroundY(const Angle &rotY)Math::Rotation3D< Matrix< 4, 4 > >
buildAroundZ(const Angle &rotZ)Math::Rotation3D< Matrix< 4, 4 > >
buildFromEuler(const Angle &first, const Angle &second, const Angle &third, EulerOrder order)Math::Rotation3D< Matrix< 4, 4 > >
buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection, const Math::Vector3d &modelUp, const Math::Vector3d &worldUp)Math::Matrix< 4, 4 >
difference(const Matrix< rows, cols > &m1, const Matrix< rows, cols > &m2)Math::MatrixBase< r, c > [static]
getData()Math::MatrixBase< r, c > [inline]
getData() constMath::MatrixBase< r, c > [inline]
getEuler(Angle *first, Angle *second, Angle *third, EulerOrder order) constMath::Rotation3D< Matrix< 4, 4 > >
getMatrix() constMath::Transform< Matrix< 4, 4 > > [inline, protected]
getMatrix()Math::Transform< Matrix< 4, 4 > > [inline, protected]
getNegative() constMath::MatrixBase< r, c >
getPosition() const Math::Matrix< 4, 4 >
getRotation() const Math::Matrix< 4, 4 >
getRow(int row)Math::MatrixBase< r, c >
getThis() constMath::MatrixBase< r, c > [inline, protected]
getThis()Math::MatrixBase< r, c > [inline, protected]
getValue(int row, int col) constMath::MatrixBase< r, c > [inline]
inverse()Math::Matrix< 4, 4 > [inline]
inverseRotate(Vector3d *v) const Math::Matrix< 4, 4 >
inverseTranslate(Vector3d *v) const Math::Matrix< 4, 4 >
invertAffineOrthonormal()Math::Matrix< 4, 4 >
isZero() constMath::MatrixBase< r, c >
Matrix()Math::Matrix< 4, 4 >
Matrix(const MatrixBase< 4, 4 > &m)Math::Matrix< 4, 4 >
Matrix(const Angle &first, const Angle &second, const Angle &third, EulerOrder order)Math::Matrix< 4, 4 > [inline]
MatrixBase()Math::MatrixBase< r, c > [protected]
MatrixBase(const float *data)Math::MatrixBase< r, c > [protected]
MatrixBase(const MatrixBase< rows, cols > &m)Math::MatrixBase< r, c > [protected]
MatrixType()Math::MatrixType< 4, 4 > [inline, protected]
MatrixType(const float *data)Math::MatrixType< 4, 4 > [inline, protected]
MatrixType(const MatrixBase< r, c > &m)Math::MatrixType< 4, 4 > [inline, protected]
operator const Matrix< rows, cols > &() constMath::MatrixBase< r, c > [inline]
operator Matrix< rows, cols > &()Math::MatrixBase< r, c > [inline]
operator()(int row, int col)Math::MatrixBase< r, c > [inline]
operator()(int row, int col) constMath::MatrixBase< r, c > [inline]
operator*(const Matrix< 4, 4 > &m2) const Math::Matrix< 4, 4 > [inline]
operator*=(float factor)Math::MatrixBase< r, c >
operator+=(const Matrix< rows, cols > &m)Math::MatrixBase< r, c >
operator-=(const Matrix< rows, cols > &m)Math::MatrixBase< r, c >
operator/=(float factor)Math::MatrixBase< r, c >
operator=(const Matrix< rows, cols > &m)Math::MatrixBase< r, c >
product(const Matrix< rows, cols > &m1, float factor)Math::MatrixBase< r, c > [static]
quotient(const Matrix< rows, cols > &m1, float factor)Math::MatrixBase< r, c > [static]
Rotation3D()Math::Rotation3D< Matrix< 4, 4 > >
Rotation3D(const Angle &first, const Angle &second, const Angle &third, EulerOrder order)Math::Rotation3D< Matrix< 4, 4 > >
setData(const float *data)Math::MatrixBase< r, c >
setPosition(const Vector3d &v)Math::Matrix< 4, 4 >
setRotation(const Matrix3 &m)Math::Matrix< 4, 4 >
setValue(int row, int col, float value)Math::MatrixBase< r, c > [inline]
sum(const Matrix< rows, cols > &m1, const Matrix< rows, cols > &m2)Math::MatrixBase< r, c > [static]
Transform()Math::Transform< Matrix< 4, 4 > > [inline]
transform(Vector3d *v, bool translate) const Math::Matrix< 4, 4 >
transform(const Vector4d &v) const Math::Matrix< 4, 4 > [inline]
translate(const Vector3d &v)Math::Matrix< 4, 4 >
transpose()Math::Matrix< 4, 4 >


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