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mat4 | Math::rotationquat (const quat &q) |
| TODO: rewrite using SSE.
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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::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::skewsymmetric (const vec3 &v) |
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mat4 | Math::fromeuler (const vec3 &v) |
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vec3 | Math::aseuler (const mat4 &m) |
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__forceinline bool | Math::isidentity (const mat4 &m) |
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__forceinline scalar | Math::determinant (const mat4 &m) |
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__forceinline mat4 | Math::inverse (const mat4 &m) |
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__forceinline mat4 | Math::lookatlh (const point &eye, const point &at, const vector &up) |
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__forceinline mat4 | Math::lookatrh (const point &eye, const point &at, const vector &up) |
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__forceinline mat4 | Math::operator* (const mat4 &m0, const mat4 &m1) |
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__forceinline vec4 | Math::operator* (const mat4 &m, const vec4 &v) |
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__forceinline vec4 | Math::operator* (const mat4 &m, const vec3 &v) |
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__forceinline vec4 | Math::operator* (const mat4 &m, const point &p) |
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__forceinline vector | Math::operator* (const mat4 &m, const vector &v) |
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__forceinline mat4 | Math::ortholh (scalar w, scalar h, scalar zn, scalar zf) |
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__forceinline mat4 | Math::orthorh (scalar w, scalar h, scalar zn, scalar zf) |
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__forceinline mat4 | Math::orthooffcenterlh (scalar l, scalar r, scalar t, scalar b, scalar zn, scalar zf) |
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__forceinline mat4 | Math::orthooffcenterrh (scalar l, scalar r, scalar t, scalar b, scalar zn, scalar zf) |
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__forceinline mat4 | Math::perspfovlh (scalar fovy, scalar aspect, scalar zn, scalar zf) |
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__forceinline mat4 | Math::perspfovrh (scalar fovy, scalar aspect, scalar zn, scalar zf) |
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__forceinline mat4 | Math::persplh (scalar w, scalar h, scalar zn, scalar zf) |
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__forceinline mat4 | Math::persprh (scalar w, scalar h, scalar zn, scalar zf) |
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__forceinline mat4 | Math::perspoffcenterlh (scalar l, scalar r, scalar b, scalar t, scalar zn, scalar zf) |
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__forceinline mat4 | Math::perspoffcenterrh (scalar l, scalar r, scalar b, scalar t, scalar zn, scalar zf) |
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__forceinline mat4 | Math::rotationaxis (const vec3 &axis, scalar angle) |
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__forceinline mat4 | Math::rotationx (scalar angle) |
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__forceinline mat4 | Math::rotationy (scalar angle) |
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__forceinline mat4 | Math::rotationz (scalar angle) |
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__forceinline mat4 | Math::rotationyawpitchroll (scalar yaw, scalar pitch, scalar roll) |
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__forceinline mat4 | Math::scaling (scalar scale) |
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__forceinline mat4 | Math::scaling (scalar sx, scalar sy, scalar sz) |
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__forceinline mat4 | Math::scaling (const vec3 &s) |
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__forceinline mat4 | Math::translation (scalar x, scalar y, scalar z) |
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__forceinline mat4 | Math::translation (const vec3 &t) |
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__forceinline mat4 | Math::trs (const vec3 &position, const quat &rotation, const vec3 &scale) |
| A short hand for creating a TRS (translation, rotation, scale) matrix from pos, rot and scale.
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__forceinline mat4 | Math::transpose (const mat4 &m) |
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