sp::dim::matrix3< T > Member List

This is the complete list of members for sp::dim::matrix3< T >, including all inherited members.
cast() const sp::dim::matrix3< T > [inline]
clear()sp::dim::matrix3< T > [inline]
getArray() const sp::dim::matrix3< T > [inline]
getArray()sp::dim::matrix3< T > [inline]
getColumn(s32 Position) const sp::dim::matrix3< T > [inline]
getInverse(matrix3< T > &InverseMat) const sp::dim::matrix3< T > [inline]
getInverse() const sp::dim::matrix3< T > [inline]
getRotation() const sp::dim::matrix3< T > [inline]
getRow(s32 Position) const sp::dim::matrix3< T > [inline]
getScale() const sp::dim::matrix3< T > [inline]
getTransposed() const sp::dim::matrix3< T > [inline]
getTransposed(matrix3< T > &other) const sp::dim::matrix3< T > [inline]
interpolate(const matrix3< T > &other, f32 seek) const sp::dim::matrix3< T > [inline]
isIdentity() const sp::dim::matrix3< T > [inline]
matrix3()sp::dim::matrix3< T > [inline]
matrix3(const T(&Other)[9])sp::dim::matrix3< T > [inline]
matrix3(const matrix3< T > &Other)sp::dim::matrix3< T > [inline]
matrix3(T m1n1, T m2n1, T m3n1, T m1n2, T m2n2, T m3n2, T m1n3, T m2n3, T m3n3)sp::dim::matrix3< T > [inline]
matrixLookAt(const vector3d< T > &Position, const vector3d< T > &LookAt, const vector3d< T > &upVector)sp::dim::matrix3< T > [inline]
multiplySingleMatrix(const T(&other)[3])sp::dim::matrix3< T > [inline]
operator!=(const matrix3< T > &other)sp::dim::matrix3< T > [inline]
operator()(s32 row, s32 col) const sp::dim::matrix3< T > [inline]
operator()(s32 row, s32 col)sp::dim::matrix3< T > [inline]
operator*(const matrix3< T > &mltMatrix) const sp::dim::matrix3< T > [inline]
operator*(const T &Scalar) const sp::dim::matrix3< T > [inline]
operator*(const vector3d< T > &Vector) const sp::dim::matrix3< T > [inline]
operator*(const point2d< T > &Vector) const sp::dim::matrix3< T > [inline]
operator*(const triangle3d< T > &Triangle) const sp::dim::matrix3< T > [inline]
operator*(const triangle3d< T, vector3d< T > * > &Triangle) const sp::dim::matrix3< T > [inline]
operator*(const plane3d< T > &Plane) const sp::dim::matrix3< T > [inline]
operator*=(const matrix3< T > &mltMatrix)sp::dim::matrix3< T > [inline]
operator*=(T Scalar)sp::dim::matrix3< T > [inline]
operator+(const matrix3< T > &mltMatrix) const sp::dim::matrix3< T > [inline]
operator+=(const matrix3< T > &mltMatrix)sp::dim::matrix3< T > [inline]
operator-(const matrix3< T > &mltMatrix) const sp::dim::matrix3< T > [inline]
operator-=(const matrix3< T > &mltMatrix)sp::dim::matrix3< T > [inline]
operator=(const T(&other)[9])sp::dim::matrix3< T > [inline]
operator=(const matrix3< T > &other)sp::dim::matrix3< T > [inline]
operator=(T Scalar)sp::dim::matrix3< T > [inline]
operator==(const matrix3< T > &other)sp::dim::matrix3< T > [inline]
operator[](u32 i) const sp::dim::matrix3< T > [inline]
operator[](u32 i)sp::dim::matrix3< T > [inline]
reset()sp::dim::matrix3< T > [inline]
rotate(const T &Angle, vector3d< T > Rotation)sp::dim::matrix3< T > [inline]
rotateX(const T &Angle)sp::dim::matrix3< T > [inline]
rotateY(const T &Angle)sp::dim::matrix3< T > [inline]
rotateYXZ(const vector3df &Rotation)sp::dim::matrix3< T > [inline]
rotateZ(const T &Angle)sp::dim::matrix3< T > [inline]
rotateZXY(const vector3df &Rotation)sp::dim::matrix3< T > [inline]
scale(const vector3d< T > &Vector)sp::dim::matrix3< T > [inline]
setInverse()sp::dim::matrix3< T > [inline]
setInverseRotation(vector3df Rotation, bool UseDegrees=true)sp::dim::matrix3< T > [inline]
setRotation(vector3df Rotation, bool UseDegrees=true)sp::dim::matrix3< T > [inline]
setScale(const vector3d< T > &Scale)sp::dim::matrix3< T > [inline]
setTextureRotation(const T &Degree)sp::dim::matrix3< T > [inline]
vecRotate(const vector3d< T > &Vector) const sp::dim::matrix3< T > [inline]
vecRotateInverse(const vector3d< T > &Vector) const sp::dim::matrix3< T > [inline]
~matrix3()sp::dim::matrix3< T > [inline]
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