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A lightweight C++ OpenGL middleware for 2D/3D graphics
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vl::Matrix4< scalar_type > Member List

This is the complete list of members for vl::Matrix4< scalar_type >, including all inherited members.

as3x3() const vl::Matrix4< scalar_type > [inline]
e(unsigned i, unsigned j) const vl::Matrix4< scalar_type > [inline]
e(unsigned i, unsigned j)vl::Matrix4< scalar_type > [inline]
e(int i, int j) const vl::Matrix4< scalar_type > [inline]
e(int i, int j)vl::Matrix4< scalar_type > [inline]
frustum(scalar_type pleft, scalar_type pright, scalar_type pbottom, scalar_type ptop, scalar_type pnear, scalar_type pfar)vl::Matrix4< scalar_type > [inline, static]
get3x3() const vl::Matrix4< scalar_type > [inline]
getAsLookAt(Vector3< scalar_type > &eye, Vector3< scalar_type > &look, Vector3< scalar_type > &up, Vector3< scalar_type > &right) const vl::Matrix4< scalar_type > [inline]
getT() const vl::Matrix4< scalar_type > [inline]
getX() const vl::Matrix4< scalar_type > [inline]
getY() const vl::Matrix4< scalar_type > [inline]
getYXRotationAngles(scalar_type &degrees_y, scalar_type &degrees_x) const vl::Matrix4< scalar_type > [inline]
getZ() const vl::Matrix4< scalar_type > [inline]
inverse(bool *invertible=NULL) const vl::Matrix4< scalar_type > [inline]
invert(bool *invertible=NULL)vl::Matrix4< scalar_type > [inline]
isIdentity() const vl::Matrix4< scalar_type > [inline]
isNull() const vl::Matrix4< scalar_type > [inline]
lookAt(const Vector3< scalar_type > &eye, const Vector3< scalar_type > &look, const Vector3< scalar_type > &up)vl::Matrix4< scalar_type > [inline, static]
Matrix4(const T &m)vl::Matrix4< scalar_type > [inline, explicit]
Matrix4()vl::Matrix4< scalar_type > [inline]
Matrix4(scalar_type n)vl::Matrix4< scalar_type > [inline]
Matrix4(scalar_type e00, scalar_type e01, scalar_type e02, scalar_type e03, scalar_type e10, scalar_type e11, scalar_type e12, scalar_type e13, scalar_type e20, scalar_type e21, scalar_type e22, scalar_type e23, scalar_type e30, scalar_type e31, scalar_type e32, scalar_type e33)vl::Matrix4< scalar_type > [inline, explicit]
mVecvl::Matrix4< scalar_type > [protected]
operator!=(const Matrix4 &m) const vl::Matrix4< scalar_type > [inline]
operator*(scalar_type d) const vl::Matrix4< scalar_type > [inline]
operator*=(const Matrix4 &m)vl::Matrix4< scalar_type > [inline]
operator*=(scalar_type d)vl::Matrix4< scalar_type > [inline]
operator+(const Matrix4 &m) const vl::Matrix4< scalar_type > [inline]
operator+(scalar_type d) const vl::Matrix4< scalar_type > [inline]
operator+=(const Matrix4 &m)vl::Matrix4< scalar_type > [inline]
operator+=(scalar_type d)vl::Matrix4< scalar_type > [inline]
operator-(const Matrix4 &m) const vl::Matrix4< scalar_type > [inline]
operator-() const vl::Matrix4< scalar_type > [inline]
operator-(scalar_type d) const vl::Matrix4< scalar_type > [inline]
operator-=(const Matrix4 &m)vl::Matrix4< scalar_type > [inline]
operator-=(scalar_type d)vl::Matrix4< scalar_type > [inline]
operator/(scalar_type d) const vl::Matrix4< scalar_type > [inline]
operator/=(scalar_type d)vl::Matrix4< scalar_type > [inline]
operator=(const Matrix4 &m)vl::Matrix4< scalar_type > [inline]
operator==(const Matrix4 &m) const vl::Matrix4< scalar_type > [inline]
operator[](unsigned int i) const vl::Matrix4< scalar_type > [inline]
operator[](unsigned int i)vl::Matrix4< scalar_type > [inline]
ortho(scalar_type pleft, scalar_type pright, scalar_type pbottom, scalar_type ptop, scalar_type pnear, scalar_type pfar)vl::Matrix4< scalar_type > [inline, static]
ortho2D(scalar_type pleft, scalar_type pright, scalar_type pbottom, scalar_type ptop)vl::Matrix4< scalar_type > [inline, static]
perspective(scalar_type fovy, scalar_type aspect_ratio, scalar_type znear, scalar_type zfar)vl::Matrix4< scalar_type > [inline, static]
ptr()vl::Matrix4< scalar_type > [inline]
ptr() const vl::Matrix4< scalar_type > [inline]
rotate(scalar_type degrees, const Vector3< scalar_type > &v)vl::Matrix4< scalar_type > [inline]
rotate(scalar_type degrees, scalar_type x, scalar_type y, scalar_type z)vl::Matrix4< scalar_type > [inline]
rotate(scalar_type degrees1, const Vector3< scalar_type > &v1, scalar_type degrees2, const Vector3< scalar_type > &v2)vl::Matrix4< scalar_type > [inline]
rotate(scalar_type degrees1, const Vector3< scalar_type > &v1, scalar_type degrees2, const Vector3< scalar_type > &v2, scalar_type degrees3, const Vector3< scalar_type > &v3)vl::Matrix4< scalar_type > [inline]
rotate(const Vector4< scalar_type > &from, const Vector4< scalar_type > &to)vl::Matrix4< scalar_type > [inline]
rotate(const Vector3< scalar_type > &from, const Vector3< scalar_type > &to)vl::Matrix4< scalar_type > [inline]
rotateXYZ(scalar_type degX, scalar_type degY, scalar_type degZ)vl::Matrix4< scalar_type > [inline]
rotateZYX(scalar_type degZ, scalar_type degY, scalar_type degX)vl::Matrix4< scalar_type > [inline]
rotation(scalar_type degrees, scalar_type x, scalar_type y, scalar_type z)vl::Matrix4< scalar_type > [inline, static]
rotation(scalar_type degrees, const Vector3< scalar_type > &v)vl::Matrix4< scalar_type > [inline, static]
rotation(scalar_type degrees1, const Vector3< scalar_type > &v1, scalar_type degrees2, const Vector3< scalar_type > &v2)vl::Matrix4< scalar_type > [inline, static]
rotation(scalar_type degrees1, const Vector3< scalar_type > &v1, scalar_type degrees2, const Vector3< scalar_type > &v2, scalar_type degrees3, const Vector3< scalar_type > &v3)vl::Matrix4< scalar_type > [inline, static]
rotation(const Vector4< scalar_type > &from, const Vector4< scalar_type > &to)vl::Matrix4< scalar_type > [inline, static]
rotation(const Vector3< scalar_type > &from, const Vector3< scalar_type > &to)vl::Matrix4< scalar_type > [inline, static]
rotationXYZ(scalar_type degX, scalar_type degY, scalar_type degZ)vl::Matrix4< scalar_type > [inline, static]
rotationZYX(scalar_type degZ, scalar_type degY, scalar_type degX)vl::Matrix4< scalar_type > [inline, static]
scale(scalar_type x, scalar_type y, scalar_type z)vl::Matrix4< scalar_type > [inline]
scaling(const Vector3< scalar_type > &v)vl::Matrix4< scalar_type > [inline, static]
scaling(scalar_type x, scalar_type y, scalar_type z)vl::Matrix4< scalar_type > [inline, static]
set3x3(const Matrix3< scalar_type > &m)vl::Matrix4< scalar_type > [inline]
setIdentity()vl::Matrix4< scalar_type > [inline]
setT(const Vector3< scalar_type > &v)vl::Matrix4< scalar_type > [inline]
setX(const Vector3< scalar_type > &v)vl::Matrix4< scalar_type > [inline]
setY(const Vector3< scalar_type > &v)vl::Matrix4< scalar_type > [inline]
setZ(const Vector3< scalar_type > &v)vl::Matrix4< scalar_type > [inline]
translate(scalar_type x, scalar_type y, scalar_type z)vl::Matrix4< scalar_type > [inline]
translate(const Vector3< scalar_type > &v)vl::Matrix4< scalar_type > [inline]
translation(const Vector3< scalar_type > &v)vl::Matrix4< scalar_type > [inline, static]
translation(scalar_type x, scalar_type y, scalar_type z)vl::Matrix4< scalar_type > [inline, static]
transpose()vl::Matrix4< scalar_type > [inline]


Visualization Library v2009.08 Reference Documentation
Copyright 2005-2009 Michele Bosi. All rights reserved.
Updated on Sun Nov 8 14:29:00 2009.
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