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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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| 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 | |
| m | CzMatrix4 | |
| 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 |