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| RRMatrix3x4Ex () |
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| RRMatrix3x4Ex (const RRMatrix3x4 &a) |
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void | updateInverse () |
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void | transformNormal (RRVec3 &a) const |
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RRVec3 | getTransformedNormal (const RRVec3 &a) const |
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void | transformPlane (RRVec4 &a) const |
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RRVec4 | getTransformedPlane (const RRVec4 &a) const |
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| RRMatrix3x4 () |
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| RRMatrix3x4 (const float *m3x4, bool transposed) |
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| RRMatrix3x4 (const double *m3x4, bool transposed) |
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| RRMatrix3x4 (float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23) |
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| RRMatrix3x4 (double m00, double m01, double m02, double m03, double m10, double m11, double m12, double m13, double m20, double m21, double m22, double m23) |
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void | transformPosition (RRVec3 &a) const |
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RRVec3 | getTransformedPosition (const RRVec3 &a) const |
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void | transformDirection (RRVec3 &a) const |
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RRVec3 | getTransformedDirection (const RRVec3 &a) const |
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bool | operator== (const RRMatrix3x4 &a) const |
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bool | operator!= (const RRMatrix3x4 &a) const |
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RRMatrix3x4 | operator* (const RRMatrix3x4 &a) const |
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RRMatrix3x4 & | operator*= (const RRMatrix3x4 &a) |
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bool | isIdentity () const |
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RRVec3 | getTranslation () const |
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void | setTranslation (const RRVec3 &a) |
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void | postTranslate (const RRVec3 &a) |
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RRMatrix3x4 | centeredAround (const RRVec3 ¢er) const |
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RRVec3 | getScale () const |
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void | preScale (const RRVec3 &a) |
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RRVec3 | getYawPitchRoll () const |
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RRVec4 | getAxisAngle () const |
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RRVec4 | getQuaternion () const |
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RRVec3 | getColumn (unsigned i) const |
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RRVec4 | getRow (unsigned i) const |
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void | setColumn (unsigned i, const RRVec3 &column) |
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void | setRow (unsigned i, const RRVec4 &row) |
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RRReal | determinant3x3 () const |
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bool | invertedTo (RRMatrix3x4 &destination) const |
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void | blendLinear (const RRMatrix3x4 &sample0, const RRMatrix3x4 &sample1, RRReal blend) |
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void | blendAkima (unsigned numSamples, const RRMatrix3x4 **samples, const RRReal *times, RRReal time) |
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Extended RRMatrix3x4, has built-in inverse matrix and several functions that use it.