AppEasy Core SDK  1.5.0
Cross platform mobile and desktop app and game development SDK - The easy way to make apps
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CzMatrix4 Member List
This is the complete list of members for CzMatrix4, including all inherited members.
AngleAxis(float axis_x, float axis_y, float axis_z, float angle)CzMatrix4
Clear()CzMatrix4
ConvertFromGL(float *m0)CzMatrix4
ConvertGL(CzMatrix4 &m0)CzMatrix4
Copy(CzMatrix4 *m0)CzMatrix4
CzMatrix4()CzMatrix4
CzMatrix4(CzMatrix4 *m0)CzMatrix4
getTranslation()CzMatrix4
getX() const CzMatrix4
getY() const CzMatrix4
getZ() const CzMatrix4
Identity()CzMatrix4
Invert()CzMatrix4
LookAt(float eye_x, float eye_y, float eye_z, float lookat_x, float lookat_y, float lookat_z, float up_x, float up_y, float up_z, CzVec3 *trans)CzMatrix4
mCzMatrix4
Multiply(CzMatrix4 *m0)CzMatrix4
Multiply(CzMatrix4 *m0, CzMatrix4 *m1)CzMatrix4
MultiplyPost(CzMatrix4 *m0)CzMatrix4
OrthoProjection(float top, float bottom, float left, float right, float near_plane, float far_plane)CzMatrix4
PerspProjection(float fov, float aspect, float near_plane, float far_plane)CzMatrix4
Quat(float x, float y, float z, float w)CzMatrix4
Rotate(float x, float y, float z)CzMatrix4
Rotate(CzVec3 *pAngles)CzMatrix4
RotateX(float angle)CzMatrix4
RotateY(float angle)CzMatrix4
RotateYXZ(CzVec3 *pAngles)CzMatrix4
RotateYXZ(float x, float y, float z)CzMatrix4
RotateZ(float angle)CzMatrix4
Scale(float x, float y, float z)CzMatrix4
Scale(CzVec3 *v)CzMatrix4
Transform(float x, float y, float z, CzVec3 *ov)CzMatrix4
Transform(CzVec3 *iv, CzVec3 *ov)CzMatrix4
Transform(float x, float y, float z)CzMatrix4
TransformN(CzVec3 *iv, CzVec3 *ov, int nCount)CzMatrix4
TransformNPreTranslate(CzVec3 *iv, CzVec3 *ov, int nCount)CzMatrix4
TransformNRotationOnly(CzVec3 *iv, CzVec3 *ov, int nCount)CzMatrix4
TransformRotationOnly(float x, float y, float z, CzVec3 *ov)CzMatrix4
TransformRotationOnly(CzVec3 *iv, CzVec3 *ov)CzMatrix4
TransformZ(float x, float y, float z)CzMatrix4
TransformZRS(float x, float y, float z)CzMatrix4
Translate(float x, float y, float z)CzMatrix4
Translate(CzVec3 *pV)CzMatrix4
TranslateSet(float x, float y, float z)CzMatrix4
TranslateSet(CzVec3 *pV)CzMatrix4
Transpose()CzMatrix4
Transpose4x4()CzMatrix4
UVN(CzVec3 *pU, CzVec3 *pV, CzVec3 *pN)CzMatrix4