Lumino
ln::Matrix Member List

This is the complete list of members for ln::Matrix, including all inherited members.

data() noexceptln::Matrixinline
data() const noexceptln::Matrixinline
decompose(Vector3 *scale, Quaternion *rotation, Vector3 *translation) constln::Matrix
decomposeMatrices(Matrix *scale, Matrix *rotation, Matrix *translation) constln::Matrix
extractRotation(const Matrix &mat)ln::Matrixstatic
front() constln::Matrixinline
getRotationMatrix() constln::Matrix
Identityln::Matrixstatic
inverse()ln::Matrix
isIdentity() constln::Matrix
isNaNOrInf() constln::Matrix
makeAffineTransformation(const Vector3 &scaling, const Vector3 &rotationCenter, const Quaternion &rotation, const Vector3 &translation)ln::Matrixstatic
makeInverse(const Matrix &mat)ln::Matrixstatic
makeLookAtLH(const Vector3 &position, const Vector3 &lookAt, const Vector3 &up)ln::Matrixstatic
makeLookAtRH(const Vector3 &position, const Vector3 &lookAt, const Vector3 &up)ln::Matrixstatic
makeOrthoLH(float width, float height, float near, float far)ln::Matrixstatic
makeOrthoRH(float width, float height, float near, float far)ln::Matrixstatic
makePerspective2DLH(float width, float height, float near, float far)ln::Matrixstatic
makePerspective2DRH(float width, float height, float near, float far)ln::Matrixstatic
makePerspectiveFovLH(float fovY, float aspect, float near, float far)ln::Matrixstatic
makePerspectiveFovRH(float fovY, float aspect, float near, float far)ln::Matrixstatic
makeReflection(const Plane &plane)ln::Matrixstatic
makeRotationAxis(const Vector3 &axis, float r)ln::Matrixstatic
makeRotationEulerAngles(float x, float y, float z, RotationOrder order=RotationOrder::ZXY)ln::Matrixstatic
makeRotationEulerAngles(const Vector3 &angles, RotationOrder order=RotationOrder::ZXY)ln::Matrixstatic
makeRotationQuaternion(const Quaternion &qua)ln::Matrixstatic
makeRotationX(float r)ln::Matrixstatic
makeRotationY(float r)ln::Matrixstatic
makeRotationYawPitchRoll(float yaw, float pitch, float roll)ln::Matrixstatic
makeRotationZ(float r)ln::Matrixstatic
makeScaling(float x, float y, float z)ln::Matrixstatic
makeScaling(const Vector3 &vec)ln::Matrixstatic
makeScaling(float xyz)ln::Matrixstatic
makeTranslation(float x, float y, float z)ln::Matrixstatic
makeTranslation(const Vector3 &vec)ln::Matrixstatic
makeTranspose(const Matrix &mat)ln::Matrixstatic
Matrix()ln::Matrix
Matrix(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)ln::Matrix
Matrix(const Vector4 &row1, const Vector4 &row2, const Vector4 &row3, const Vector4 &row4)ln::Matrix
Matrix(const AttitudeTransform &transform)ln::Matrix
multiply(const Matrix &mat1, const Matrix &mat2)ln::Matrixstatic
operator()(int row, int column) constln::Matrix
operator()(int row, int column)ln::Matrix
position() constln::Matrixinline
right() constln::Matrixinline
rotateAxis(const Vector3 &axis, float r)ln::Matrix
rotateEulerAngles(float x, float y, float z, RotationOrder order=RotationOrder::ZXY)ln::Matrix
rotateEulerAngles(const Vector3 &angles, RotationOrder order=RotationOrder::ZXY)ln::Matrix
rotateQuaternion(const Quaternion &qua)ln::Matrix
rotateX(float r)ln::Matrix
rotateY(float r)ln::Matrix
rotateZ(float r)ln::Matrix
row(int index) constln::Matrixinline
scale(float x, float y, float z)ln::Matrix
scale(const Vector3 &vec)ln::Matrix
scale(float xyz)ln::Matrix
set(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)ln::Matrix
setRow(int index, const Vector4 &row)ln::Matrixinline
toEulerAngles(RotationOrder order=RotationOrder::ZXY, bool *locked=nullptr) constln::Matrix
translate(float x, float y, float z)ln::Matrix
translate(const Vector3 &vec)ln::Matrix
transpose()ln::Matrix
up() constln::Matrixinline