Lumino.Math
Lumino::Matrix Member List
This is the complete list of members for Lumino::Matrix, including all inherited members.
AffineTransformation(const Vector3 &scaling, const Vector3 &rotationCenter, const Quaternion &rotation, const Vector3 &translation)Lumino::Matrix [static]
Decompose(Vector3 *scale, Quaternion *rotation, Vector3 *translation) const Lumino::Matrix
DecomposeMatrices(Matrix *scale, Matrix *rotation, Matrix *translation) const Lumino::Matrix
GetFront() const Lumino::Matrix [inline]
GetPosition() const Lumino::Matrix [inline]
GetRight() const Lumino::Matrix [inline]
GetRotationMatrix() const Lumino::Matrix
GetRow(int index) const Lumino::Matrix [inline]
GetUp() const Lumino::Matrix [inline]
IdentityLumino::Matrix [static]
Inverse()Lumino::Matrix
Inverse(const Matrix &mat)Lumino::Matrix [static]
IsIdentity() const Lumino::Matrix [inline]
IsNaNOrInf() const Lumino::Matrix
LookAtLH(const Vector3 &position, const Vector3 &lookAt, const Vector3 &up)Lumino::Matrix [static]
LookAtRH(const Vector3 &position, const Vector3 &lookAt, const Vector3 &up)Lumino::Matrix [static]
m (defined in Lumino::Matrix)Lumino::Matrix
M (defined in Lumino::Matrix)Lumino::Matrix
M11 (defined in Lumino::Matrix)Lumino::Matrix
M12 (defined in Lumino::Matrix)Lumino::Matrix
M13 (defined in Lumino::Matrix)Lumino::Matrix
M14 (defined in Lumino::Matrix)Lumino::Matrix
M21 (defined in Lumino::Matrix)Lumino::Matrix
M22 (defined in Lumino::Matrix)Lumino::Matrix
M23 (defined in Lumino::Matrix)Lumino::Matrix
M24 (defined in Lumino::Matrix)Lumino::Matrix
M31 (defined in Lumino::Matrix)Lumino::Matrix
M32 (defined in Lumino::Matrix)Lumino::Matrix
M33 (defined in Lumino::Matrix)Lumino::Matrix
M34 (defined in Lumino::Matrix)Lumino::Matrix
M41 (defined in Lumino::Matrix)Lumino::Matrix
M42 (defined in Lumino::Matrix)Lumino::Matrix
M43 (defined in Lumino::Matrix)Lumino::Matrix
M44 (defined in Lumino::Matrix)Lumino::Matrix
Matrix()Lumino::Matrix
Matrix(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)Lumino::Matrix
Matrix(const Vector4 &row1, const Vector4 &row2, const Vector4 &row3, const Vector4 &row4)Lumino::Matrix
Matrix(const SQTTransform &transform)Lumino::Matrix
Multiply(const Matrix &mat1, const Matrix &mat2)Lumino::Matrix [static]
operator!=(const Matrix &mat) const (defined in Lumino::Matrix)Lumino::Matrix
operator* (defined in Lumino::Matrix)Lumino::Matrix [friend]
operator* (defined in Lumino::Matrix)Lumino::Matrix [friend]
operator*=(const Matrix &mat) (defined in Lumino::Matrix)Lumino::Matrix
operator==(const Matrix &mat) const (defined in Lumino::Matrix)Lumino::Matrix
OrthoLH(float width, float height, float near, float far)Lumino::Matrix [static]
OrthoRH(float width, float height, float near, float far)Lumino::Matrix [static]
PerspectiveFovLH(float fovY, float aspect, float near, float far)Lumino::Matrix [static]
PerspectiveFovRH(float fovY, float aspect, float near, float far)Lumino::Matrix [static]
Print(const char *format=NULL, FILE *stream=NULL) const Lumino::Matrix
Reflection(const Plane &plane)Lumino::Matrix [static]
RotateAxis(const Vector3 &axis, float r)Lumino::Matrix
RotateEulerAngles(float x, float y, float z, RotationOrder order=RotationOrder_ZXY)Lumino::Matrix
RotateEulerAngles(const Vector3 &angles, RotationOrder order=RotationOrder_ZXY)Lumino::Matrix
RotateQuaternion(const Quaternion &qua)Lumino::Matrix
RotateX(float r)Lumino::Matrix
RotateY(float r)Lumino::Matrix
RotateZ(float r)Lumino::Matrix
RotationAxis(const Vector3 &axis, float r)Lumino::Matrix [static]
RotationEulerAngles(float x, float y, float z, RotationOrder order=RotationOrder_ZXY)Lumino::Matrix [static]
RotationEulerAngles(const Vector3 &angles, RotationOrder order=RotationOrder_ZXY)Lumino::Matrix [static]
RotationQuaternion(const Quaternion &qua)Lumino::Matrix [static]
RotationX(float r)Lumino::Matrix [static]
RotationY(float r)Lumino::Matrix [static]
RotationYawPitchRoll(float yaw, float pitch, float roll)Lumino::Matrix [static]
RotationZ(float r)Lumino::Matrix [static]
Scale(float x, float y, float z)Lumino::Matrix
Scale(const Vector3 &vec)Lumino::Matrix
Scale(float xyz)Lumino::Matrix
Scaling(float x, float y, float z)Lumino::Matrix [static]
Scaling(const Vector3 &vec)Lumino::Matrix [static]
Scaling(float xyz)Lumino::Matrix [static]
Set(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)Lumino::Matrix
SetRow(int index, const Vector4 &row)Lumino::Matrix [inline]
ToEulerAngles(RotationOrder order=RotationOrder_ZXY, bool *locked=NULL) const Lumino::Matrix
Translate(float x, float y, float z)Lumino::Matrix
Translate(const Vector3 &vec)Lumino::Matrix
Translation(float x, float y, float z)Lumino::Matrix [static]
Translation(const Vector3 &vec)Lumino::Matrix [static]
Transpose()Lumino::Matrix
Transpose(const Matrix &mat)Lumino::Matrix [static]
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