C# Class NewTOAPIA.GL.Matrix4

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Méthodes publiques

Свойство Type Description
Identity Matrix4

Méthodes publiques

Méthode Description
Frustum ( float left, float right, float bottom, float top, float near, float far ) : Matrix4

Build a projection matrix

Invert ( Matrix4 mat ) : Matrix4

Calculate the inverse of the given matrix

LookAt ( Vector3f eye, Vector3f target, Vector3f up ) : Matrix4

Build a world space to camera space matrix

Matrix4 ( ) : System
Matrix4 ( float elements ) : System
Matrix4 ( float4 row0, float4 row1, float4 row2, float4 row3 ) : System

Construct a new matrix from 4 vectors representing each row

Mult ( Matrix4 left, Matrix4 right ) : Matrix4

Post multiply this matrix by another matrix

Mult ( Matrix4 &left, Matrix4 &right, Matrix4 &result ) : void
Perspective ( float fovy, float aspect, float near, float far ) : Matrix4

Build a projection matrix

Rotate ( Quaternion q ) : Matrix4

Build a rotation matrix from a quaternion

Rotate ( float3 axis, float angle ) : Matrix4

Build a rotation matrix to rotate about the given axis

RotateX ( float angle ) : Matrix4

Build a rotation matrix that rotates about the x-axis

RotateY ( float angle ) : Matrix4

Build a rotation matrix that rotates about the y-axis

RotateZ ( float angle ) : Matrix4

Build a rotation matrix that rotates about the z-axis

Scale ( float x, float y, float z ) : void
Set ( float vec ) : void
SetToIdentity ( ) : void
ToString ( ) : string

Returns a System.String that represents the current Matrix44.

Translate ( float x, float y, float z ) : void
Translation ( Vector3f trans ) : Matrix4

Build a translation matrix with the given translation

Translation ( float x, float y, float z ) : Matrix4

Build a translation matrix with the given translation

Transpose ( Matrix4 mat ) : Matrix4

Calculate the transpose of the given matrix

Transpose ( ) : void
Transpose ( Matrix4 &mat, Matrix4 &result ) : void

Calculate the transpose of the given matrix

get ( int x, int y ) : float
operator ( ) : Matrix4

Matrix multiplication

Method Details

Frustum() public static méthode

Build a projection matrix
public static Frustum ( float left, float right, float bottom, float top, float near, float far ) : Matrix4
left float Left edge of the view frustum
right float Right edge of the view frustum
bottom float Bottom edge of the view frustum
top float Top edge of the view frustum
near float Distance to the near clip plane
far float Distance to the far clip plane
Résultat Matrix4

Invert() public static méthode

Calculate the inverse of the given matrix
Thrown if the Matrix4 is singular.
public static Invert ( Matrix4 mat ) : Matrix4
mat Matrix4 The matrix to invert
Résultat Matrix4

LookAt() public static méthode

Build a world space to camera space matrix
public static LookAt ( Vector3f eye, Vector3f target, Vector3f up ) : Matrix4
eye Vector3f Eye (camera) position in world space
target Vector3f Target position in world space
up Vector3f Up vector in world space (should not be parallel to the camera direction, that is target - eye)
Résultat Matrix4

Matrix4() public méthode

public Matrix4 ( ) : System
Résultat System

Matrix4() public méthode

public Matrix4 ( float elements ) : System
elements float
Résultat System

Matrix4() public méthode

Construct a new matrix from 4 vectors representing each row
public Matrix4 ( float4 row0, float4 row1, float4 row2, float4 row3 ) : System
row0 float4 Top row of the matrix
row1 float4 2nd row of the matrix
row2 float4 3rd row of the matrix
row3 float4 Bottom row of the matrix
Résultat System

Mult() public static méthode

Post multiply this matrix by another matrix
public static Mult ( Matrix4 left, Matrix4 right ) : Matrix4
left Matrix4
right Matrix4 The matrix to multiply
Résultat Matrix4

Mult() public static méthode

public static Mult ( Matrix4 &left, Matrix4 &right, Matrix4 &result ) : void
left Matrix4
right Matrix4
result Matrix4
Résultat void

Perspective() public static méthode

Build a projection matrix
public static Perspective ( float fovy, float aspect, float near, float far ) : Matrix4
fovy float Angle of the field of view in the y direction (in radians)
aspect float Aspect ratio of the view (width / height)
near float Distance to the near clip plane
far float Distance to the far clip plane
Résultat Matrix4

Rotate() public static méthode

Build a rotation matrix from a quaternion
public static Rotate ( Quaternion q ) : Matrix4
q Quaternion the quaternion
Résultat Matrix4

Rotate() public static méthode

Build a rotation matrix to rotate about the given axis
public static Rotate ( float3 axis, float angle ) : Matrix4
axis float3 the axis to rotate about
angle float angle in radians to rotate counter-clockwise (looking in the direction of the given axis)
Résultat Matrix4

RotateX() public static méthode

Build a rotation matrix that rotates about the x-axis
public static RotateX ( float angle ) : Matrix4
angle float angle in radians to rotate counter-clockwise around the x-axis
Résultat Matrix4

RotateY() public static méthode

Build a rotation matrix that rotates about the y-axis
public static RotateY ( float angle ) : Matrix4
angle float angle in radians to rotate counter-clockwise around the y-axis
Résultat Matrix4

RotateZ() public static méthode

Build a rotation matrix that rotates about the z-axis
public static RotateZ ( float angle ) : Matrix4
angle float angle in radians to rotate counter-clockwise around the z-axis
Résultat Matrix4

Scale() public méthode

public Scale ( float x, float y, float z ) : void
x float
y float
z float
Résultat void

Set() public méthode

public Set ( float vec ) : void
vec float
Résultat void

SetToIdentity() public méthode

public SetToIdentity ( ) : void
Résultat void

ToString() public méthode

Returns a System.String that represents the current Matrix44.
public ToString ( ) : string
Résultat string

Translate() public méthode

public Translate ( float x, float y, float z ) : void
x float
y float
z float
Résultat void

Translation() public static méthode

Build a translation matrix with the given translation
public static Translation ( Vector3f trans ) : Matrix4
trans Vector3f The vector to translate along
Résultat Matrix4

Translation() public static méthode

Build a translation matrix with the given translation
public static Translation ( float x, float y, float z ) : Matrix4
x float X translation
y float Y translation
z float Z translation
Résultat Matrix4

Transpose() public static méthode

Calculate the transpose of the given matrix
public static Transpose ( Matrix4 mat ) : Matrix4
mat Matrix4 The matrix to transpose
Résultat Matrix4

Transpose() public méthode

public Transpose ( ) : void
Résultat void

Transpose() public static méthode

Calculate the transpose of the given matrix
public static Transpose ( Matrix4 &mat, Matrix4 &result ) : void
mat Matrix4 The matrix to transpose
result Matrix4
Résultat void

get() public méthode

public get ( int x, int y ) : float
x int
y int
Résultat float

operator() public static méthode

Matrix multiplication
public static operator ( ) : Matrix4
Résultat Matrix4

Property Details

Identity static_oe public_oe property

The identity matrix
static public Matrix4,NewTOAPIA.GL Identity
Résultat Matrix4