Property | Type | Description | |
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Identity | Matrix4 |
Method | Description | |
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Frustum ( float left, float right, float bottom, float top, float near, float far ) : Matrix4 |
Build a projection matrix
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Invert ( Matrix4 mat ) : Matrix4 |
Calculate the inverse of the given matrix
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LookAt ( Vector3f eye, Vector3f target, Vector3f up ) : Matrix4 |
Build a world space to camera space matrix
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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
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Mult ( Matrix4 left, Matrix4 right ) : Matrix4 |
Post multiply this matrix by another matrix
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Mult ( Matrix4 &left, Matrix4 &right, Matrix4 &result ) : void | ||
Perspective ( float fovy, float aspect, float near, float far ) : Matrix4 |
Build a projection matrix
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Rotate ( Quaternion q ) : Matrix4 |
Build a rotation matrix from a quaternion
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Rotate ( float3 axis, float angle ) : Matrix4 |
Build a rotation matrix to rotate about the given axis
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RotateX ( float angle ) : Matrix4 |
Build a rotation matrix that rotates about the x-axis
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RotateY ( float angle ) : Matrix4 |
Build a rotation matrix that rotates about the y-axis
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RotateZ ( float angle ) : Matrix4 |
Build a rotation matrix that rotates about the z-axis
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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.
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Translate ( float x, float y, float z ) : void | ||
Translation ( Vector3f trans ) : Matrix4 |
Build a translation matrix with the given translation
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Translation ( float x, float y, float z ) : Matrix4 |
Build a translation matrix with the given translation
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Transpose ( Matrix4 mat ) : Matrix4 |
Calculate the transpose of the given matrix
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Transpose ( ) : void | ||
Transpose ( Matrix4 &mat, Matrix4 &result ) : void |
Calculate the transpose of the given matrix
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get ( int x, int y ) : float | ||
operator ( ) : Matrix4 |
Matrix multiplication
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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 |
return | Matrix4 |
public static Invert ( Matrix4 mat ) : Matrix4 | ||
mat | Matrix4 | The matrix to invert |
return | Matrix4 |
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) |
return | Matrix4 |
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 |
return | System |
public static Mult ( Matrix4 left, Matrix4 right ) : Matrix4 | ||
left | Matrix4 | |
right | Matrix4 | The matrix to multiply |
return | Matrix4 |
public static Mult ( Matrix4 &left, Matrix4 &right, Matrix4 &result ) : void | ||
left | Matrix4 | |
right | Matrix4 | |
result | Matrix4 | |
return | void |
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 |
return | Matrix4 |
public static Rotate ( Quaternion q ) : Matrix4 | ||
q | Quaternion | the quaternion |
return | Matrix4 |
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) |
return | Matrix4 |
public static RotateX ( float angle ) : Matrix4 | ||
angle | float | angle in radians to rotate counter-clockwise around the x-axis |
return | Matrix4 |
public static RotateY ( float angle ) : Matrix4 | ||
angle | float | angle in radians to rotate counter-clockwise around the y-axis |
return | Matrix4 |
public static RotateZ ( float angle ) : Matrix4 | ||
angle | float | angle in radians to rotate counter-clockwise around the z-axis |
return | Matrix4 |
public Scale ( float x, float y, float z ) : void | ||
x | float | |
y | float | |
z | float | |
return | void |
public Translate ( float x, float y, float z ) : void | ||
x | float | |
y | float | |
z | float | |
return | void |
public static Translation ( Vector3f trans ) : Matrix4 | ||
trans | Vector3f | The vector to translate along |
return | Matrix4 |
public static Translation ( float x, float y, float z ) : Matrix4 | ||
x | float | X translation |
y | float | Y translation |
z | float | Z translation |
return | Matrix4 |
public static Transpose ( Matrix4 mat ) : Matrix4 | ||
mat | Matrix4 | The matrix to transpose |
return | Matrix4 |
public static Transpose ( Matrix4 &mat, Matrix4 &result ) : void | ||
mat | Matrix4 | The matrix to transpose |
result | Matrix4 | |
return | void |