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mat4 | Math::reflect (const vec4 &p) |
| based on this http://www.opengl.org/discussion_boards/showthread.php/169605-reflection-matrix-how-to-derive
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void | Math::decompose (const mat4 &mat, vec3 &outScale, quat &outRotation, vec3 &outTranslation) |
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mat4 | Math::affine (const vec3 &scale, const vec3 &rotationCenter, const quat &rotation, const vec3 &translation) |
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mat4 | Math::affine (const vec3 &scale, const quat &rotation, const vec3 &translation) |
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mat4 | Math::affine (const vec3 &scale, const vec3 &rotation, const vec3 &translation) |
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mat4 | Math::affinetransformation (scalar scale, const vec3 &rotationCenter, const quat &rotation, const vec3 &translation) |
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mat4 | Math::rotationquat (const quat &q) |
| TODO: rewrite using SSE.
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mat4 | Math::transformation (const vec3 &scalingCenter, const quat &scalingRotation, const vec3 &scale, const vec3 &rotationCenter, const quat &rotation, const vec3 &trans) |
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bool | Math::ispointinside (const vec4 &p, const mat4 &m) |
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mat4 | Math::fromeuler (const vec3 &v) |
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vec3 | Math::aseuler (const mat4 &m) |
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