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Copperfield Engine 0.1
C++ Game Engine
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represents mathematical matrix with 4 cols and 4 rows More...
#include <matrix_4.h>
Public Member Functions | |
Mat4 | Multiply (const Mat4 &other) const |
float | Determinant () const |
Mat4 | Adjoint () const |
bool | GetInverse (Mat4 *out) const |
bool | Inverse () |
Mat4 | Transpose () const |
Mat3 | getSubMatrix (int r, int c) const |
Vec4 | Transform (const Vec4 &v) |
Mat4 | Projection () const |
Vec3 | TransformVec3 (Vec3 *vector) |
Vec4 | GetColum (int colum) const |
Vec4 | GetLine (int line) const |
Static Public Member Functions | |
static Mat4 | Identity () |
static Mat4 | Translate (const Vec3 &distance) |
static Mat4 | Translate (float x, float y, float z) |
static Mat4 | Scale (const Vec3 &scale) |
static Mat4 | Scale (float x, float y, float z) |
static Mat4 | RotateX (float radians) |
static Mat4 | RotateY (float radians) |
static Mat4 | RotateZ (float radians) |
static Mat4 | GetTransform (const Vec3 &translate, const Vec3 &scale, const Vec3 &rotation) |
static Mat4 | GetTransform (const Vec3 &translate, const Vec3 &scale, float rotateX, float rotateY, float rotateZ) |
static Mat4 | GetTransform (float trans_x, float trans_y, float trans_z, float scale_x, float scale_y, float scale_Z, float rotateX, float rotateY, float rotateZ) |
static Mat4 | LookAtZeroCheck (const Vec3 &position, const Vec3 &target) |
Like LoockAt but checking that no divisions by 0 are made. More... | |
static Mat4 | LookAt (const Vec3 &position, const Vec3 &target, const Vec3 &upDir=Vec3::up) |
Calculate the view matrix based on the position and a target. More... | |
static Mat4 | PerspectiveMatrix (float fov, float aspect, float near, float far) |
static Mat4 | OrthoMatrix (float right, float left, float top, float bottom, float near, float far) |
represents mathematical matrix with 4 cols and 4 rows
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colum |
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out |
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line |
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r | |
c |
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inlinestatic |
translate | |
scale | |
rotation |
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inlinestatic |
translate | |
scale | |
rotateX | |
rotateY | |
rotateZ |
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inlinestatic |
trans_x | |
trans_y | |
trans_z | |
scale_x | |
scale_y | |
scale_Z | |
rotateX | |
rotateY | |
rotateZ |
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inlinestatic |
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inlinestatic |
Calculate the view matrix based on the position and a target.
position | My position |
target | The position I want to look at. |
upDir | Specifies the direction of the up vector. |
Like LoockAt but checking that no divisions by 0 are made.
position | My position |
target | The position I want to look at. |
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inlinestatic |
right | |
left | |
top | |
bottom | |
near | |
far |
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inlinestatic |
fov | |
aspect | |
near | |
far |
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inlinestatic |
radians |
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inlinestatic |
radians |
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inlinestatic |
radians |
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inlinestatic |
x | |
y | |
z |
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inlinestatic |
x | |
y | |
z |
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