, 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] |
| IDENTITY | sp::dim::matrix4< T > | [static] |
| interpolate(const matrix4< T > &Other, f32 seek) const | sp::dim::matrix4< T > | [inline] |
| isIdentity() const | sp::dim::matrix4< T > | [inline] |
| M | sp::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] |