Matrix representation for the GPU.
More...
#include <evectorfloat.h>
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| Matrix4Float () |
| Create a matrix.
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| Matrix4Float (float) |
| Create a diagonal matrix.
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float & | operator() (int, int) |
| Accessor.
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static Matrix4Float | LookAt (const Vector &eye, const Vector &at, const Vector &up) |
| Create a look-at matrix from (eye, at, up) vectors. More...
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static Matrix4Float | Perspective (float fovy, float zNear, float zFar, float width, float height) |
| Create a perspective projection matrix. More...
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static Matrix4Float | Orthographic (float left, float right, float bottom, float top, float zNear, float zFar) |
| Create an orthographic projection matrix. More...
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float | r [16] = { 1.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0,0.0,1.0,0.0,0.0,1.0 } |
| Coefficients, set to identity matrix.
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Matrix representation for the GPU.
◆ LookAt()
Create a look-at matrix from (eye, at, up) vectors.
- Parameters
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eye | camera eye |
at | camera look-at point |
up | camera up vector |
◆ Orthographic()
Matrix4Float Matrix4Float::Orthographic |
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float |
l, |
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float |
r, |
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float |
b, |
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float |
t, |
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float |
n, |
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float |
f |
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static |
Create an orthographic projection matrix.
- Parameters
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l | coordinate of the left vertical clipping plane |
r | coordinate of the right vertical clipping plane |
b | coordinate of the bottom horizontal clipping plane |
t | coordinate of the top horizontal clipping plane |
n,f | camera near and far plane |
References r.
◆ Perspective()
Matrix4Float Matrix4Float::Perspective |
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float |
fovy, |
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float |
zNear, |
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float |
zFar, |
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float |
width, |
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float |
height |
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) |
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static |
Create a perspective projection matrix.
- Parameters
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fovy | Camera vertical fov (in degrees). |
zNear,zFar | Planes. |
width,height | Camera dimension. |
References Math::DegreeToRadian().