, 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] |