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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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#include <CzMatrix4.h>
Public Member Functions | |
| CzMatrix4 () | |
| CzMatrix4 (CzMatrix4 *m0) | |
| void | Clear () |
| void | Copy (CzMatrix4 *m0) |
| void | Invert () |
| void | Transpose () |
| void | Transpose4x4 () |
| void | ConvertGL (CzMatrix4 &m0) |
| void | ConvertFromGL (float *m0) |
| void | Identity () |
| void | UVN (CzVec3 *pU, CzVec3 *pV, CzVec3 *pN) |
| void | Translate (float x, float y, float z) |
| void | Translate (CzVec3 *pV) |
| void | TranslateSet (float x, float y, float z) |
| void | TranslateSet (CzVec3 *pV) |
| void | Scale (float x, float y, float z) |
| void | Scale (CzVec3 *v) |
| void | Quat (float x, float y, float z, float w) |
| void | AngleAxis (float axis_x, float axis_y, float axis_z, float angle) |
| void | 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) |
| void | RotateX (float angle) |
| void | RotateY (float angle) |
| void | RotateZ (float angle) |
| void | Rotate (float x, float y, float z) |
| void | Rotate (CzVec3 *pAngles) |
| void | RotateYXZ (CzVec3 *pAngles) |
| void | RotateYXZ (float x, float y, float z) |
| void | Multiply (CzMatrix4 *m0) |
| void | MultiplyPost (CzMatrix4 *m0) |
| void | Multiply (CzMatrix4 *m0, CzMatrix4 *m1) |
| void | Transform (float x, float y, float z, CzVec3 *ov) |
| void | Transform (CzVec3 *iv, CzVec3 *ov) |
| CzVec3 | Transform (float x, float y, float z) |
| void | TransformRotationOnly (float x, float y, float z, CzVec3 *ov) |
| void | TransformRotationOnly (CzVec3 *iv, CzVec3 *ov) |
| void | TransformN (CzVec3 *iv, CzVec3 *ov, int nCount) |
| void | TransformNRotationOnly (CzVec3 *iv, CzVec3 *ov, int nCount) |
| void | TransformNPreTranslate (CzVec3 *iv, CzVec3 *ov, int nCount) |
| float | TransformZ (float x, float y, float z) |
| float | TransformZRS (float x, float y, float z) |
| CzVec3 | getTranslation () |
| float | getX () const |
| float | getY () const |
| float | getZ () const |
| void | OrthoProjection (float top, float bottom, float left, float right, float near_plane, float far_plane) |
| void | PerspProjection (float fov, float aspect, float near_plane, float far_plane) |
Public Attributes | |
| float | m [4][4] |
| CzMatrix4::CzMatrix4 | ( | CzMatrix4 * | m0 | ) |
| void CzMatrix4::AngleAxis | ( | float | axis_x, |
| float | axis_y, | ||
| float | axis_z, | ||
| float | angle | ||
| ) |
| void CzMatrix4::Clear | ( | ) |
| void CzMatrix4::ConvertFromGL | ( | float * | m0 | ) |
| void CzMatrix4::ConvertGL | ( | CzMatrix4 & | m0 | ) |
| void CzMatrix4::Copy | ( | CzMatrix4 * | m0 | ) |
| float CzMatrix4::getX | ( | ) | const |
| float CzMatrix4::getY | ( | ) | const |
| float CzMatrix4::getZ | ( | ) | const |
| void CzMatrix4::Identity | ( | ) |
| void CzMatrix4::Invert | ( | ) |
| void 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 | ||
| ) |
| void CzMatrix4::Multiply | ( | CzMatrix4 * | m0 | ) |
| void CzMatrix4::Multiply | ( | CzMatrix4 * | m0, |
| CzMatrix4 * | m1 | ||
| ) |
| void CzMatrix4::MultiplyPost | ( | CzMatrix4 * | m0 | ) |
| void CzMatrix4::OrthoProjection | ( | float | top, |
| float | bottom, | ||
| float | left, | ||
| float | right, | ||
| float | near_plane, | ||
| float | far_plane | ||
| ) |
| void CzMatrix4::PerspProjection | ( | float | fov, |
| float | aspect, | ||
| float | near_plane, | ||
| float | far_plane | ||
| ) |
| void CzMatrix4::Quat | ( | float | x, |
| float | y, | ||
| float | z, | ||
| float | w | ||
| ) |
| void CzMatrix4::Rotate | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
| void CzMatrix4::Rotate | ( | CzVec3 * | pAngles | ) |
| void CzMatrix4::RotateX | ( | float | angle | ) |
| void CzMatrix4::RotateY | ( | float | angle | ) |
| void CzMatrix4::RotateYXZ | ( | CzVec3 * | pAngles | ) |
| void CzMatrix4::RotateYXZ | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
| void CzMatrix4::RotateZ | ( | float | angle | ) |
| void CzMatrix4::Scale | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
| void CzMatrix4::Scale | ( | CzVec3 * | v | ) |
| void CzMatrix4::Transform | ( | float | x, |
| float | y, | ||
| float | z, | ||
| CzVec3 * | ov | ||
| ) |
| void CzMatrix4::Transform | ( | CzVec3 * | iv, |
| CzVec3 * | ov | ||
| ) |
| CzVec3 CzMatrix4::Transform | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
| void CzMatrix4::TransformN | ( | CzVec3 * | iv, |
| CzVec3 * | ov, | ||
| int | nCount | ||
| ) |
| void CzMatrix4::TransformNPreTranslate | ( | CzVec3 * | iv, |
| CzVec3 * | ov, | ||
| int | nCount | ||
| ) |
| void CzMatrix4::TransformNRotationOnly | ( | CzVec3 * | iv, |
| CzVec3 * | ov, | ||
| int | nCount | ||
| ) |
| void CzMatrix4::TransformRotationOnly | ( | float | x, |
| float | y, | ||
| float | z, | ||
| CzVec3 * | ov | ||
| ) |
| void CzMatrix4::TransformRotationOnly | ( | CzVec3 * | iv, |
| CzVec3 * | ov | ||
| ) |
| float CzMatrix4::TransformZ | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
| float CzMatrix4::TransformZRS | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
| void CzMatrix4::Translate | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
| void CzMatrix4::Translate | ( | CzVec3 * | pV | ) |
| void CzMatrix4::TranslateSet | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
| void CzMatrix4::TranslateSet | ( | CzVec3 * | pV | ) |
| void CzMatrix4::Transpose | ( | ) |
| void CzMatrix4::Transpose4x4 | ( | ) |
| void CzMatrix4::UVN | ( | CzVec3 * | pU, |
| CzVec3 * | pV, | ||
| CzVec3 * | pN | ||
| ) |
| float CzMatrix4::m[4][4] |