ofMatrix4x4

ofMatrix4x4 methods

ofMatrix4x4()

ofMatrix4x4::ofMatrix4x4()

ofMatrix4x4(...)

ofMatrix4x4::ofMatrix4x4(const ofMatrix4x4 &mat)

ofMatrix4x4(...)

ofMatrix4x4::ofMatrix4x4(float const *const ptr)

ofMatrix4x4(...)

ofMatrix4x4::ofMatrix4x4(const ofQuaternion &quat)

ofMatrix4x4(...)

ofMatrix4x4::ofMatrix4x4(float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)

~ofMatrix4x4()

ofMatrix4x4::~ofMatrix4x4()

operator()(...)

float ofMatrix4x4::operator()(int row, int col)

getRowAsVec3f(...)

ofVec3f ofMatrix4x4::getRowAsVec3f(int i)

getRowAsVec4f(...)

ofVec4f ofMatrix4x4::getRowAsVec4f(int i)

isValid()

bool ofMatrix4x4::isValid()

isNaN()

bool ofMatrix4x4::isNaN()

operator=(...)

ofMatrix4x4 ofMatrix4x4::operator=(const ofMatrix4x4 &rhs)

set(...)

void ofMatrix4x4::set(const ofMatrix4x4 &rhs)

set(...)

void ofMatrix4x4::set(float const *const ptr)

set(...)

void ofMatrix4x4::set(double const *const ptr)

set(...)

void ofMatrix4x4::set(float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)

getPtr()

const float * ofMatrix4x4::getPtr()

isIdentity()

bool ofMatrix4x4::isIdentity()

makeIdentityMatrix()

void ofMatrix4x4::makeIdentityMatrix()

makeScaleMatrix(...)

void ofMatrix4x4::makeScaleMatrix(const ofVec3f &)

makeScaleMatrix(...)

void ofMatrix4x4::makeScaleMatrix(float, float, float)

makeTranslationMatrix(...)

void ofMatrix4x4::makeTranslationMatrix(const ofVec3f &)

makeTranslationMatrix(...)

void ofMatrix4x4::makeTranslationMatrix(float, float, float)

makeRotationMatrix(...)

void ofMatrix4x4::makeRotationMatrix(const ofVec3f &from, const ofVec3f &to)

makeRotationMatrix(...)

void ofMatrix4x4::makeRotationMatrix(float angle, const ofVec3f &axis)

makeRotationMatrix(...)

void ofMatrix4x4::makeRotationMatrix(float angle, float x, float y, float z)

makeRotationMatrix(...)

void ofMatrix4x4::makeRotationMatrix(const ofQuaternion &)

makeRotationMatrix(...)

void ofMatrix4x4::makeRotationMatrix(float angle1, const ofVec3f &axis1, float angle2, const ofVec3f &axis2, float angle3, const ofVec3f &axis3)

makeInvertOf(...)

bool ofMatrix4x4::makeInvertOf(const ofMatrix4x4 &rhs)

makeOrthoNormalOf(...)

void ofMatrix4x4::makeOrthoNormalOf(const ofMatrix4x4 &rhs)

makeFromMultiplicationOf(...)

void ofMatrix4x4::makeFromMultiplicationOf(const ofMatrix4x4 &, const ofMatrix4x4 &)

getInverse()

ofMatrix4x4 ofMatrix4x4::getInverse()

makeOrthoMatrix(...)

void ofMatrix4x4::makeOrthoMatrix(double left, double right, double bottom, double top, double zNear, double zFar)

makeOrtho2DMatrix(...)

void ofMatrix4x4::makeOrtho2DMatrix(double left, double right, double bottom, double top)

makeFrustumMatrix(...)

void ofMatrix4x4::makeFrustumMatrix(double left, double right, double bottom, double top, double zNear, double zFar)

makePerspectiveMatrix(...)

void ofMatrix4x4::makePerspectiveMatrix(double fovy, double aspectRatio, double zNear, double zFar)

makeLookAtMatrix(...)

void ofMatrix4x4::makeLookAtMatrix(const ofVec3f &eye, const ofVec3f &center, const ofVec3f &up)

makeLookAtViewMatrix(...)

void ofMatrix4x4::makeLookAtViewMatrix(const ofVec3f &eye, const ofVec3f &center, const ofVec3f &up)

getOrtho(...)

bool ofMatrix4x4::getOrtho(double &left, double &right, double &bottom, double &top, double &zNear, double &zFar)

getFrustum(...)

bool ofMatrix4x4::getFrustum(double &left, double &right, double &bottom, double &top, double &zNear, double &zFar)

getPerspective(...)

bool ofMatrix4x4::getPerspective(double &fovy, double &aspectRatio, double &zNear, double &zFar)

getLookAt(...)

void ofMatrix4x4::getLookAt(ofVec3f &eye, ofVec3f &center, ofVec3f &up, float lookDistance=1.0f)

decompose(...)

void ofMatrix4x4::decompose(ofVec3f &translation, ofQuaternion &rotation, ofVec3f &scale, ofQuaternion &so)

postMult(...)

ofVec3f ofMatrix4x4::postMult(const ofVec3f &v)

operator*(...)

ofVec3f ofMatrix4x4::operator*(const ofVec3f &v)

postMult(...)

ofVec4f ofMatrix4x4::postMult(const ofVec4f &v)

operator*(...)

ofVec4f ofMatrix4x4::operator*(const ofVec4f &v)

preMult(...)

ofVec3f ofMatrix4x4::preMult(const ofVec3f &v)

preMult(...)

ofVec4f ofMatrix4x4::preMult(const ofVec4f &v)

setRotate(...)

void ofMatrix4x4::setRotate(const ofQuaternion &q)

setTranslation(...)

void ofMatrix4x4::setTranslation(float tx, float ty, float tz)

setTranslation(...)

void ofMatrix4x4::setTranslation(const ofVec3f &v)

rotate(...)

void ofMatrix4x4::rotate(float angle, float x, float y, float z)

rotateRad(...)

void ofMatrix4x4::rotateRad(float angle, float x, float y, float z)

rotate(...)

void ofMatrix4x4::rotate(const ofQuaternion &q)

translate(...)

void ofMatrix4x4::translate(float tx, float ty, float tz)

translate(...)

void ofMatrix4x4::translate(const ofVec3f &v)

scale(...)

void ofMatrix4x4::scale(float x, float y, float z)

scale(...)

void ofMatrix4x4::scale(const ofVec3f &v)

glRotate(...)

void ofMatrix4x4::glRotate(float angle, float x, float y, float z)

glRotateRad(...)

void ofMatrix4x4::glRotateRad(float angle, float x, float y, float z)

glRotate(...)

void ofMatrix4x4::glRotate(const ofQuaternion &q)

glTranslate(...)

void ofMatrix4x4::glTranslate(float tx, float ty, float tz)

glTranslate(...)

void ofMatrix4x4::glTranslate(const ofVec3f &v)

glScale(...)

void ofMatrix4x4::glScale(float x, float y, float z)

glScale(...)

void ofMatrix4x4::glScale(const ofVec3f &v)

getRotate()

ofQuaternion ofMatrix4x4::getRotate()

getTranslation()

ofVec3f ofMatrix4x4::getTranslation()

getScale()

ofVec3f ofMatrix4x4::getScale()

postMult(...)

void ofMatrix4x4::postMult(const ofMatrix4x4 &)

operator*=(...)

void ofMatrix4x4::operator*=(const ofMatrix4x4 &other)

operator*(...)

ofMatrix4x4 ofMatrix4x4::operator*(const ofMatrix4x4 &m)

preMult(...)

void ofMatrix4x4::preMult(const ofMatrix4x4 &)

postMultTranslate(...)

void ofMatrix4x4::postMultTranslate(const ofVec3f &v)

postMultScale(...)

void ofMatrix4x4::postMultScale(const ofVec3f &v)

postMultRotate(...)

void ofMatrix4x4::postMultRotate(const ofQuaternion &q)

postMultTranslate(...)

void ofMatrix4x4::postMultTranslate(float x, float y, float z)

postMultRotate(...)

void ofMatrix4x4::postMultRotate(float angle, float x, float y, float z)

postMultScale(...)

void ofMatrix4x4::postMultScale(float x, float y, float z)

preMultScale(...)

void ofMatrix4x4::preMultScale(const ofVec3f &v)

preMultTranslate(...)

void ofMatrix4x4::preMultTranslate(const ofVec3f &v)

preMultRotate(...)

void ofMatrix4x4::preMultRotate(const ofQuaternion &q)

newIdentityMatrix(...)

ofMatrix4x4 ofMatrix4x4::newIdentityMatrix(void)

newScaleMatrix(...)

ofMatrix4x4 ofMatrix4x4::newScaleMatrix(const ofVec3f &sv)

newScaleMatrix(...)

ofMatrix4x4 ofMatrix4x4::newScaleMatrix(float sx, float sy, float sz)

newTranslationMatrix(...)

ofMatrix4x4 ofMatrix4x4::newTranslationMatrix(const ofVec3f &dv)

newTranslationMatrix(...)

ofMatrix4x4 ofMatrix4x4::newTranslationMatrix(float x, float y, float z)

newRotationMatrix(...)

ofMatrix4x4 ofMatrix4x4::newRotationMatrix(const ofVec3f &from, const ofVec3f &to)

newRotationMatrix(...)

ofMatrix4x4 ofMatrix4x4::newRotationMatrix(float angle, float x, float y, float z)

newRotationMatrix(...)

ofMatrix4x4 ofMatrix4x4::newRotationMatrix(float angle, const ofVec3f &axis)

newRotationMatrix(...)

ofMatrix4x4 ofMatrix4x4::newRotationMatrix(float angle1, const ofVec3f &axis1, float angle2, const ofVec3f &axis2, float angle3, const ofVec3f &axis3)

newRotationMatrix(...)

ofMatrix4x4 ofMatrix4x4::newRotationMatrix(const ofQuaternion &quat)

getInverseOf(...)

ofMatrix4x4 ofMatrix4x4::getInverseOf(const ofMatrix4x4 &matrix)

getTransposedOf(...)

ofMatrix4x4 ofMatrix4x4::getTransposedOf(const ofMatrix4x4 &matrix)

getOrthoNormalOf(...)

ofMatrix4x4 ofMatrix4x4::getOrthoNormalOf(const ofMatrix4x4 &matrix)

newOrthoMatrix(...)

ofMatrix4x4 ofMatrix4x4::newOrthoMatrix(double left, double right, double bottom, double top, double zNear, double zFar)

newOrtho2DMatrix(...)

ofMatrix4x4 ofMatrix4x4::newOrtho2DMatrix(double left, double right, double bottom, double top)

newFrustumMatrix(...)

ofMatrix4x4 ofMatrix4x4::newFrustumMatrix(double left, double right, double bottom, double top, double zNear, double zFar)

newPerspectiveMatrix(...)

ofMatrix4x4 ofMatrix4x4::newPerspectiveMatrix(double fovy, double aspectRatio, double zNear, double zFar)

newLookAtMatrix(...)

ofMatrix4x4 ofMatrix4x4::newLookAtMatrix(const ofVec3f &eye, const ofVec3f &center, const ofVec3f &up)

transform3x3(...)

ofVec3f ofMatrix4x4::transform3x3(const ofVec3f &v, const ofMatrix4x4 &m)

transform3x3(...)

ofVec3f ofMatrix4x4::transform3x3(const ofMatrix4x4 &m, const ofVec3f &v)

ofMatrix4x4 variables

ofVec4f _mat

ofVec4f ofMatrix4x4::_mat

ofMatrix4x4 functions

operator<<(...)

ostream & operator<<(ostream &os, const ofMatrix4x4 &M)

operator>>(...)

istream & operator>>(istream &is, ofMatrix4x4 &M)