SLProject 4.0.000
SLMat4< T > Member List

This is the complete list of members for SLMat4< T >, including all inherited members.

_mSLMat4< T >private
add(const SLMat4 &A)SLMat4< T >
axisX() constSLMat4< T >inline
axisY() constSLMat4< T >inline
axisZ() constSLMat4< T >inline
compose(SLVec3f trans, SLVec3f rotEulerRAD, SLVec3f scale)SLMat4< T >
decompose(SLVec3f &trans, SLVec4f &rotQuat, SLVec3f &scale)SLMat4< T >
decompose(SLVec3f &trans, SLMat3f &rotMat, SLVec3f &scale)SLMat4< T >
decompose(SLVec3f &trans, SLVec3f &rotEulerRAD, SLVec3f &scale)SLMat4< T >
fromEulerAnglesXYZ(double angle1RAD, double angle2RAD, double angle3RAD, bool keepTranslation=true)SLMat4< T >
fromEulerAnglesZXZ(double angle1RAD, double angle2RAD, double angle3RAD, bool keepTranslation=true)SLMat4< T >
frustum(T l, T r, T b, T t, T n, T f)SLMat4< T >
identity()SLMat4< T >
inverseTransposed()SLMat4< T >
invert()SLMat4< T >
inverted() constSLMat4< T >
isEqual(const SLMat4 &A, SLfloat epsilon=0.01f)SLMat4< T >
lightAt(T PosX, T PosY, T PosZ, T AtX=0, T AtY=0, T AtZ=0, T UpX=0, T UpY=0, T UpZ=0)SLMat4< T >
lightAt(const SLVec3< T > &pos, const SLVec3< T > &At=SLVec3< T >::ZERO, const SLVec3< T > &Up=SLVec3< T >::ZERO)SLMat4< T >
lookAt(T EyeX, T EyeY, T EyeZ, T AtX=0, T AtY=0, T AtZ=0, T UpX=0, T UpY=0, T UpZ=0)SLMat4< T >
lookAt(const SLVec3< T > &Eye, const SLVec3< T > &At=SLVec3< T >::ZERO, const SLVec3< T > &Up=SLVec3< T >::ZERO)SLMat4< T >
lookAt(SLVec3< T > *eye, SLVec3< T > *at, SLVec3< T > *up, SLVec3< T > *right) constSLMat4< T >
m(int i, T val)SLMat4< T >inline
m() constSLMat4< T >inline
m(int i) constSLMat4< T >inline
mat3() constSLMat4< T >inline
multiply(const SLMat4 &A)SLMat4< T >
multVec(SLVec3< T > v) constSLMat4< T >
multVec(SLVec4< T > v) constSLMat4< T >
operator()(int row, int col)SLMat4< T >inline
operator()(int row, int col) constSLMat4< T >inline
operator*(const SLMat4 &A) constSLMat4< T >
operator*(const SLVec3< T > &v) constSLMat4< T >
operator*(const SLVec4< T > &v) constSLMat4< T >
operator*(T a) constSLMat4< T >
operator*=(const SLMat4 &A)SLMat4< T >
operator*=(T a)SLMat4< T >
operator+(const SLMat4 &A) constSLMat4< T >
operator/(T a) constSLMat4< T >
operator/=(T a)SLMat4< T >
operator=(const SLMat4 &A)SLMat4< T >
ortho(T l, T r, T b, T t, T n, T f)SLMat4< T >
perspective(T fov, T aspect, T n, T f)SLMat4< T >
perspectiveCenteredPP(T w, T h, T fx, T fy, T cx, T cy, T n, T f)SLMat4< T >
posAtUp(T PosX, T PosY, T PosZ, T dirAtX=0, T dirAtY=0, T dirAtZ=0, T dirUpX=0, T dirUpY=0, T dirUpZ=0)SLMat4< T >
posAtUp(const SLVec3< T > &pos, const SLVec3< T > &dirAt=SLVec3< T >::ZERO, const SLVec3< T > &dirUp=SLVec3< T >::ZERO)SLMat4< T >
print(const SLchar *str=nullptr) constSLMat4< T >
rotate(T degAng, T axisx, T axisy, T axisz)SLMat4< T >
rotate(T degAng, const SLVec3< T > &axis)SLMat4< T >
rotate(const SLVec3< T > &fromUnitVec, const SLVec3< T > &toUnitVec)SLMat4< T >
rotation(T degAng, const SLVec3< T > &axis, SLbool keepTranslation=true)SLMat4< T >
rotation(T degAng, T axisx, T axisy, T axisz, SLbool keepTranslation=true)SLMat4< T >
rotation(const SLVec3< T > &fromUnitVec, const SLVec3< T > &toUnitVec)SLMat4< T >
scale(T sxyz)SLMat4< T >
scale(T sx, T sy, T sz)SLMat4< T >
scale(const SLVec3< T > &sxyz)SLMat4< T >
scaling(T sxyz, SLbool keepTrans=true)SLMat4< T >
scaling(const SLVec3< T > &sxyz, SLbool keepTrans=true)SLMat4< T >
scaling(T sx, T sy, T sz, SLbool keepTranslation=true)SLMat4< T >
setMatrix(const SLMat4 &A)SLMat4< T >
setMatrix(const SLMat3f &A)SLMat4< T >
setMatrix(const SLMat4 *A)SLMat4< T >
setMatrix(const T *M)SLMat4< T >
setMatrix(T M0, T M4, T M8, T M12, T M1, T M5, T M9, T M13, T M2, T M6, T M10, T M14, T M3, T M7, T M11, T M15)SLMat4< T >
setMatrix(const SLVec3< T > &translation, const SLMat3< T > &rotation, const SLVec3< T > &scale)SLMat4< T >
setMatrix(const int16_t i, const SLfloat value)SLMat4< T >inline
setRotation(const SLMat3< T > &rotation)SLMat4< T >
setTranslation(const SLVec3< T > &translation)SLMat4< T >
SLMat4()SLMat4< T >
SLMat4(const SLMat4 &A)SLMat4< T >
SLMat4(const SLMat3f &A)SLMat4< T >
SLMat4(const T *M)SLMat4< T >
SLMat4(T M0, T M4, T M8, T M12, T M1, T M5, T M9, T M13, T M2, T M6, T M10, T M14, T M3, T M7, T M11, T M15)SLMat4< T >
SLMat4(T tx, T ty, T tz)SLMat4< T >
SLMat4(T degAng, T axis_x, T axis_y, T axis_z)SLMat4< T >explicit
SLMat4(T scale_xyz)SLMat4< T >explicit
SLMat4(const SLVec3< T > &translationVec)SLMat4< T >explicit
SLMat4(const SLVec3< T > &fromUnitVec, const SLVec3< T > &toUnitVec)SLMat4< T >
SLMat4(const SLVec3< T > &translation, const SLMat3< T > &rotation, const SLVec3< T > &scale)SLMat4< T >
swap(T &a, T &b)SLMat4< T >inlinestatic
toEulerAngles(int order)SLMat4< T >
toEulerAnglesXYZ(T &xRotRAD, T &yRotRAD, T &zRotRAD)SLMat4< T >
toEulerAnglesZYX(T &zRotRAD, T &yRotRAD, T &xRotRAD)SLMat4< T >
toString() constSLMat4< T >
trace() constSLMat4< T >inline
translate(T tx, T ty, T tz=0)SLMat4< T >
translate(const SLVec2< T > &t)SLMat4< T >
translate(const SLVec3< T > &t)SLMat4< T >
translation() constSLMat4< T >inline
translation(T tx, T ty, T tz, SLbool keepLinear=true)SLMat4< T >
translation(const SLVec3< T > &t, SLbool keepLinear=true)SLMat4< T >
transpose()SLMat4< T >
transposed()SLMat4< T >
viewport(T x, T y, T ww, T wh, T n=0.0f, T f=1.0f)SLMat4< T >