sp::dim::matrix4< T > Member List

This is the complete list of members for sp::dim::matrix4< T >, including all inherited members.
cast() const sp::dim::matrix4< T > [inline]
clear()sp::dim::matrix4< T > [inline]
equal(const matrix4< T > &Other) const sp::dim::matrix4< T > [inline]
get2x2() const sp::dim::matrix4< T > [inline]
get3x3() const sp::dim::matrix4< T > [inline]
getArray() const sp::dim::matrix4< T > [inline]
getArray()sp::dim::matrix4< T > [inline]
getColumn(s32 Position) const sp::dim::matrix4< T > [inline]
getInverse(matrix4< T > &InverseMat) const sp::dim::matrix4< T > [inline]
getInverse() const sp::dim::matrix4< T > [inline]
getPosition() const sp::dim::matrix4< T > [inline]
getPositionMatrix() const sp::dim::matrix4< T > [inline]
getPositionRotationMatrix() const sp::dim::matrix4< T > [inline]
getPositionScaleMatrix() const sp::dim::matrix4< T > [inline]
getProjection(const vector3d< T > ObjectPosition, const rect2di &Viewport, const matrix4< T > &ProjectionMatrix, const matrix4< T > &ModelviewMatrix)sp::dim::matrix4< T > [inline, static]
getRotation() const sp::dim::matrix4< T > [inline]
getRotationMatrix() const sp::dim::matrix4< T > [inline]
getRow(s32 Position) const sp::dim::matrix4< T > [inline]
getScale() const sp::dim::matrix4< T > [inline]
getTextureMatrix() const sp::dim::matrix4< T > [inline]
getTransposed() const sp::dim::matrix4< T > [inline]
getTransposed(matrix4< T > &Other) const sp::dim::matrix4< T > [inline]
IDENTITYsp::dim::matrix4< T > [static]
interpolate(const matrix4< T > &Other, f32 seek) const sp::dim::matrix4< T > [inline]
isIdentity() const sp::dim::matrix4< T > [inline]
Msp::dim::matrix4< T >
make2Dimensional(s32 Width, s32 Height, s32 ScreenWidth, s32 ScreenHeight)sp::dim::matrix4< T > [inline]
makeViewport(const rect2di &Viewport, const f32 DepthScale=1.0f)sp::dim::matrix4< T > [inline]
matrix4()sp::dim::matrix4< T > [inline]
matrix4(const T(&Other)[16])sp::dim::matrix4< T > [inline]
matrix4(const matrix4< T > &Other)sp::dim::matrix4< T > [inline]
matrix4(const matrix3< T > &Other)sp::dim::matrix4< T >
matrix4(const obbox3d< T > &Box)sp::dim::matrix4< T > [inline]
matrix4(T m1n1, T m2n1, T m3n1, T m4n1, T m1n2, T m2n2, T m3n2, T m4n2, T m1n3, T m2n3, T m3n3, T m4n3, T m1n4, T m2n4, T m3n4, T m4n4)sp::dim::matrix4< T > [inline]
matrix4(const vector4d< T > &XDirection, const vector4d< T > &YDirection, const vector4d< T > &ZDirection, const vector4d< T > &Position)sp::dim::matrix4< T > [inline]
matrixLookAt(const vector3d< T > &Position, const vector3d< T > &LookAt, const vector3d< T > &upVector)sp::dim::matrix4< T > [inline]
multiplySingleMatrix(const T(&Other)[4])sp::dim::matrix4< T > [inline]
operator!=(const matrix4< T > &Other)sp::dim::matrix4< T > [inline]
operator()(u32 row, u32 col) const sp::dim::matrix4< T > [inline]
operator()(u32 row, u32 col)sp::dim::matrix4< T > [inline]
operator*(const matrix4< T > &mltMatrix) const sp::dim::matrix4< T > [inline]
operator*(T Scalar) const sp::dim::matrix4< T > [inline]
operator*(const vector3d< T > &Vector) const sp::dim::matrix4< T > [inline]
operator*(const point2d< T > &Vector) const sp::dim::matrix4< T > [inline]
operator*(const triangle3d< T > &Triangle) const sp::dim::matrix4< T > [inline]
operator*(const triangle3d< T, vector3d< T > * > &Triangle) const sp::dim::matrix4< T > [inline]
operator*(const plane3d< T > &Plane) const sp::dim::matrix4< T > [inline]
operator*(const obbox3d< T > &Box) const sp::dim::matrix4< T > [inline]
operator*(const line3d< T > &Line) const sp::dim::matrix4< T > [inline]
operator*=(const matrix4< T > &mltMatrix)sp::dim::matrix4< T > [inline]
operator*=(T Scalar)sp::dim::matrix4< T > [inline]
operator+(const matrix4< T > &mltMatrix) const sp::dim::matrix4< T > [inline]
operator+=(const matrix4< T > &mltMatrix)sp::dim::matrix4< T > [inline]
operator-(const matrix4< T > &mltMatrix) const sp::dim::matrix4< T > [inline]
operator-=(const matrix4< T > &mltMatrix)sp::dim::matrix4< T > [inline]
operator=(const T(&Other)[16])sp::dim::matrix4< T > [inline]
operator=(const matrix4< T > &Other)sp::dim::matrix4< T > [inline]
operator=(T Scalar)sp::dim::matrix4< T > [inline]
operator==(const matrix4< T > &Other)sp::dim::matrix4< T > [inline]
operator[](u32 i) const sp::dim::matrix4< T > [inline]
operator[](u32 i)sp::dim::matrix4< T > [inline]
reset()sp::dim::matrix4< T > [inline]
reset(const vector3d< T > &InitPosition, const vector3d< T > &InitScale=T(1))sp::dim::matrix4< T > [inline]
rotate(const T Angle, vector3d< T > Rotation)sp::dim::matrix4< T > [inline]
rotateX(const T Angle)sp::dim::matrix4< T > [inline]
rotateY(const T Angle)sp::dim::matrix4< T > [inline]
rotateYXZ(const vector3df &Rotation)sp::dim::matrix4< T > [inline]
rotateZ(const T Angle)sp::dim::matrix4< T > [inline]
rotateZXY(const vector3df &Rotation)sp::dim::matrix4< T > [inline]
scale(const vector3d< T > &Vector)sp::dim::matrix4< T > [inline]
setColumn(s32 Position, const vector4d< T > &Vec)sp::dim::matrix4< T > [inline]
setInverse()sp::dim::matrix4< T > [inline]
setInverseRotation(vector3df Rotation, bool UseDegrees=true)sp::dim::matrix4< T > [inline]
setOrthoLH(T Left, T Right, T Top, T Bottom, T Near, T Far)sp::dim::matrix4< T > [inline]
setOrthoRH(T Left, T Right, T Top, T Bottom, T Near, T Far)sp::dim::matrix4< T > [inline]
setPerspectiveLH(T FieldOfView, T Aspect, T Near, T Far)sp::dim::matrix4< T > [inline]
setPerspectiveRH(T FieldOfView, T Aspect, T Near, T Far)sp::dim::matrix4< T > [inline]
setPosition(const vector3d< T > &Position)sp::dim::matrix4< T > [inline]
setRotation(vector3d< T > Rotation, bool UseDegrees=true)sp::dim::matrix4< T > [inline]
setRow(s32 Position, const vector4d< T > &Vec)sp::dim::matrix4< T > [inline]
setScale(const vector3d< T > &Scale)sp::dim::matrix4< T > [inline]
setTextureRotation(const T &Degree)sp::dim::matrix4< T > [inline]
translate(const vector3d< T > &Vector)sp::dim::matrix4< T > [inline]
vecRotate(const point2d< T > &Vector) const sp::dim::matrix4< T > [inline]
vecRotate(const vector3d< T > &Vector) const sp::dim::matrix4< T > [inline]
vecRotateInverse(const point2d< T > &Vector) const sp::dim::matrix4< T > [inline]
vecRotateInverse(const vector3d< T > &Vector) const sp::dim::matrix4< T > [inline]
~matrix4()sp::dim::matrix4< T > [inline]
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