Axmol Engine 2.4.0-258ceca
Loading...
Searching...
No Matches
Mat4 Member List

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

add(float scalar)Mat4
add(float scalar, Mat4 *dst)Mat4
add(const Mat4 &mat)Mat4
add(const Mat4 &m1, const Mat4 &m2, Mat4 *dst)Mat4static
createBillboard(const Vec3 &objectPosition, const Vec3 &cameraPosition, const Vec3 &cameraUpVector, Mat4 *dst)Mat4static
createBillboard(const Vec3 &objectPosition, const Vec3 &cameraPosition, const Vec3 &cameraUpVector, const Vec3 &cameraForwardVector, Mat4 *dst)Mat4static
createLookAt(const Vec3 &eyePosition, const Vec3 &targetPosition, const Vec3 &up, Mat4 *dst)Mat4static
createLookAt(float eyePositionX, float eyePositionY, float eyePositionZ, float targetCenterX, float targetCenterY, float targetCenterZ, float upX, float upY, float upZ, Mat4 *dst)Mat4static
createOrthographic(float width, float height, float zNearPlane, float zFarPlane, Mat4 *dst)Mat4static
createOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, Mat4 *dst)Mat4static
createPerspective(float fieldOfView, float aspectRatio, float zNearPlane, float zFarPlane, Mat4 *dst)Mat4static
createRotation(const Quaternion &quat, Mat4 *dst)Mat4static
createRotation(const Vec3 &axis, float angle, Mat4 *dst)Mat4static
createRotationX(float angle, Mat4 *dst)Mat4static
createRotationY(float angle, Mat4 *dst)Mat4static
createRotationZ(float angle, Mat4 *dst)Mat4static
createScale(const Vec3 &scale, Mat4 *dst)Mat4static
createScale(float xScale, float yScale, float zScale, Mat4 *dst)Mat4static
createTranslation(const Vec3 &translation, Mat4 *dst)Mat4static
createTranslation(float xTranslation, float yTranslation, float zTranslation, Mat4 *dst)Mat4static
decompose(Vec3 *scale, Quaternion *rotation, Vec3 *translation) constMat4
determinant() constMat4
getBackVector(Vec3 *dst) constMat4
getDownVector(Vec3 *dst) constMat4
getForwardVector(Vec3 *dst) constMat4
getInversed() constMat4
getLeftVector(Vec3 *dst) constMat4
getNegated() constMat4
getRightVector(Vec3 *dst) constMat4
getRotation(Quaternion *rotation) constMat4
getScale(Vec3 *scale) constMat4
getTranslation(Vec3 *translation) constMat4
getTransposed() constMat4
getUpVector(Vec3 *dst) constMat4
IDENTITYMat4inlinestatic
inverse()Mat4
isIdentity() constMat4
mMat4
Mat4()Mat4inline
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)Mat4inline
Mat4(const float *mat)Mat4inline
Mat4(const Mat4 &copy)Mat4inline
multiply(float scalar)Mat4
multiply(float scalar, Mat4 *dst) constMat4
multiply(const Mat4 &mat, float scalar, Mat4 *dst)Mat4static
multiply(const Mat4 &mat)Mat4
multiply(const Mat4 &m1, const Mat4 &m2, Mat4 *dst)Mat4static
negate()Mat4
operator*(const Mat4 &mat) constMat4inline
operator*=(const Mat4 &mat)Mat4inline
operator+(const Mat4 &mat) constMat4inline
operator+=(const Mat4 &mat)Mat4inline
operator-(const Mat4 &mat) constMat4inline
operator-() constMat4inline
operator-=(const Mat4 &mat)Mat4inline
rotate(const Quaternion &q)Mat4
rotate(const Quaternion &q, Mat4 *dst) constMat4
rotate(const Vec3 &axis, float angle)Mat4
rotate(const Vec3 &axis, float angle, Mat4 *dst) constMat4
rotateX(float angle)Mat4
rotateX(float angle, Mat4 *dst) constMat4
rotateY(float angle)Mat4
rotateY(float angle, Mat4 *dst) constMat4
rotateZ(float angle)Mat4
rotateZ(float angle, Mat4 *dst) constMat4
scale(float value)Mat4
scale(float value, Mat4 *dst) constMat4
scale(float xScale, float yScale, float zScale)Mat4
scale(float xScale, float yScale, float zScale, Mat4 *dst) constMat4
scale(const Vec3 &s)Mat4
scale(const Vec3 &s, Mat4 *dst) constMat4
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)Mat4inline
set(const float *mat)Mat4inline
set(const Mat4 &mat)Mat4inline
setIdentity()Mat4inline
setZero()Mat4inline
subtract(const Mat4 &mat)Mat4
subtract(const Mat4 &m1, const Mat4 &m2, Mat4 *dst)Mat4static
transformPoint(Vec3 *point) constMat4inline
transformPoint(const Vec3 &point, Vec3 *dst) constMat4inline
transformVector(Vec3 *vector) constMat4
transformVector(const Vec3 &vector, Vec3 *dst) constMat4
transformVector(float x, float y, float z, float w, Vec3 *dst) constMat4
transformVector(Vec4 *vector) constMat4
transformVector(const Vec4 &vector, Vec4 *dst) constMat4
translate(float x, float y, float z)Mat4
translate(float x, float y, float z, Mat4 *dst) constMat4
translate(const Vec3 &t)Mat4
translate(const Vec3 &t, Mat4 *dst) constMat4
transpose()Mat4
ZEROMat4inlinestatic