Matrix representation for the GPU.
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#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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| Matrix4Float (float[16]) |
| | Create a matrix from coeficients.
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| Matrix4Float (const Matrix4 &) |
| | Create a matrix of float from a matrix of double.
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float & | operator() (int, int) |
| | Accessor.
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Matrix4Float | Inverse () const |
| | Compute the inverse.
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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.
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| static Matrix4Float | Perspective (float fovy, float zNear, float zFar, float width, float height) |
| | Create a perspective projection matrix.
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| static Matrix4Float | Orthographic (float left, float right, float bottom, float top, float zNear, float zFar) |
| | Create an orthographic projection matrix.
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float | r [16] = { 1.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0 } |
| | Coefficients, set to identity matrix. In column major.
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Matrix representation for the GPU.
◆ LookAt()
◆ 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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◆ 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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◆ operator<<
| std::ostream & operator<< |
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std::ostream & | s, |
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const Matrix4Float & | matrix ) |
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friend |