Nazara Engine  0.4
A fast, complete, cross-platform API designed for game development
Nz::Matrix4< T > Member List

This is the complete list of members for Nz::Matrix4< T >, including all inherited members.

ApplyRotation(const Quaternion< T > &rotation)Nz::Matrix4< T >
ApplyScale(const Vector3< T > &scale)Nz::Matrix4< T >
ApplyTranslation(const Vector3< T > &translation)Nz::Matrix4< T >
Concatenate(const Matrix4 &matrix)Nz::Matrix4< T >
Concatenate(const Matrix4 &left, const Matrix4 &right)Nz::Matrix4< T >static
ConcatenateAffine(const Matrix4 &matrix)Nz::Matrix4< T >
ConcatenateAffine(const Matrix4 &left, const Matrix4 &right)Nz::Matrix4< T >static
GetColumn(unsigned int column) constNz::Matrix4< T >
GetDeterminant() constNz::Matrix4< T >
GetDeterminantAffine() constNz::Matrix4< T >
GetInverse(Matrix4 *dest) constNz::Matrix4< T >
GetInverseAffine(Matrix4 *dest) constNz::Matrix4< T >
GetRotation() constNz::Matrix4< T >
GetRow(unsigned int row) constNz::Matrix4< T >
GetScale() constNz::Matrix4< T >
GetSquaredScale() constNz::Matrix4< T >
GetTranslation() constNz::Matrix4< T >
GetTransposed(Matrix4 *dest) constNz::Matrix4< T >
HasNegativeScale() constNz::Matrix4< T >
HasScale() constNz::Matrix4< T >
Identity()Nz::Matrix4< T >static
Inverse(bool *succeeded=nullptr)Nz::Matrix4< T >
InverseAffine(bool *succeeded=nullptr)Nz::Matrix4< T >
IsAffine() constNz::Matrix4< T >
IsIdentity() constNz::Matrix4< T >
LookAt(const Vector3< T > &eye, const Vector3< T > &target, const Vector3< T > &up=Vector3< T >::Up())Nz::Matrix4< T >static
m11 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m12 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m13 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m14 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m21 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m22 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m23 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m24 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m31 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m32 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m33 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m34 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m41 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m42 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m43 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
m44 (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
MakeIdentity()Nz::Matrix4< T >
MakeLookAt(const Vector3< T > &eye, const Vector3< T > &target, const Vector3< T > &up=Vector3< T >::Up())Nz::Matrix4< T >
MakeOrtho(T left, T right, T top, T bottom, T zNear=-1.0, T zFar=1.0)Nz::Matrix4< T >
MakePerspective(T angle, T ratio, T zNear, T zFar)Nz::Matrix4< T >
MakeRotation(const Quaternion< T > &rotation)Nz::Matrix4< T >
MakeScale(const Vector3< T > &scale)Nz::Matrix4< T >
MakeTransform(const Vector3< T > &translation, const Quaternion< T > &rotation)Nz::Matrix4< T >
MakeTransform(const Vector3< T > &translation, const Quaternion< T > &rotation, const Vector3< T > &scale)Nz::Matrix4< T >
MakeTranslation(const Vector3< T > &translation)Nz::Matrix4< T >
MakeViewMatrix(const Vector3< T > &translation, const Quaternion< T > &rotation)Nz::Matrix4< T >
MakeZero()Nz::Matrix4< T >
Matrix4()=default (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
Matrix4(T r11, T r12, T r13, T r14, T r21, T r22, T r23, T r24, T r31, T r32, T r33, T r34, T r41, T r42, T r43, T r44)Nz::Matrix4< T >
Matrix4(const T matrix[16])Nz::Matrix4< T >
Matrix4(const Matrix4< U > &matrix)Nz::Matrix4< T >explicit
Matrix4(const Matrix4 &matrix)=default (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
operator const T *() constNz::Matrix4< T >
operator T*()Nz::Matrix4< T >
operator!=(const Matrix4 &mat) constNz::Matrix4< T >
operator()(unsigned int x, unsigned int y)Nz::Matrix4< T >
operator()(unsigned int x, unsigned int y) constNz::Matrix4< T >
operator*(const Matrix4 &matrix) constNz::Matrix4< T >
operator*(const Vector2< T > &vector) constNz::Matrix4< T >
operator*(const Vector3< T > &vector) constNz::Matrix4< T >
operator*(const Vector4< T > &vector) constNz::Matrix4< T >
operator*(T scalar) constNz::Matrix4< T >
operator*=(const Matrix4 &matrix)Nz::Matrix4< T >
operator*=(T scalar)Nz::Matrix4< T >
operator=(const Matrix4 &matrix)=default (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
operator==(const Matrix4 &mat) constNz::Matrix4< T >
Ortho(T left, T right, T top, T bottom, T zNear=-1.0, T zFar=1.0)Nz::Matrix4< T >static
Perspective(T angle, T ratio, T zNear, T zFar)Nz::Matrix4< T >static
Rotate(const Quaternion< T > &rotation)Nz::Matrix4< T >static
Scale(const Vector3< T > &scale)Nz::Matrix4< T >static
Set(T r11, T r12, T r13, T r14, T r21, T r22, T r23, T r24, T r31, T r32, T r33, T r34, T r41, T r42, T r43, T r44)Nz::Matrix4< T >
Set(const T matrix[16])Nz::Matrix4< T >
Set(const Matrix4 &matrix)Nz::Matrix4< T >
Set(const Matrix4< U > &matrix) (defined in Nz::Matrix4< T >)Nz::Matrix4< T >
Set(const Matrix4< U > &matrix)Nz::Matrix4< T >
SetRotation(const Quaternion< T > &rotation)Nz::Matrix4< T >
SetScale(const Vector3< T > &scale)Nz::Matrix4< T >
SetTranslation(const Vector3< T > &translation)Nz::Matrix4< T >
ToString() constNz::Matrix4< T >
Transform(const Vector2< T > &vector, T z=0.0, T w=1.0) constNz::Matrix4< T >
Transform(const Vector3< T > &vector, T w=1.0) constNz::Matrix4< T >
Transform(const Vector4< T > &vector) constNz::Matrix4< T >
Transform(const Vector3< T > &translation, const Quaternion< T > &rotation)Nz::Matrix4< T >static
Transform(const Vector3< T > &translation, const Quaternion< T > &rotation, const Vector3< T > &scale)Nz::Matrix4< T >static
Translate(const Vector3< T > &translation)Nz::Matrix4< T >static
Transpose()Nz::Matrix4< T >
ViewMatrix(const Vector3< T > &translation, const Quaternion< T > &rotation)Nz::Matrix4< T >static
Zero()Nz::Matrix4< T >static
~Matrix4()=default (defined in Nz::Matrix4< T >)Nz::Matrix4< T >