, including all inherited members.
add(float scalar) | gameplay::Matrix | |
add(float scalar, Matrix *dst) | gameplay::Matrix | |
add(const Matrix &m) | gameplay::Matrix | |
add(const Matrix &m1, const Matrix &m2, Matrix *dst) | gameplay::Matrix | [static] |
createBillboard(const Vector3 &objectPosition, const Vector3 &cameraPosition, const Vector3 &cameraUpVector, Matrix *dst) | gameplay::Matrix | [static] |
createBillboard(const Vector3 &objectPosition, const Vector3 &cameraPosition, const Vector3 &cameraUpVector, const Vector3 &cameraForwardVector, Matrix *dst) | gameplay::Matrix | [static] |
createLookAt(const Vector3 &eyePosition, const Vector3 &targetPosition, const Vector3 &up, Matrix *dst) | gameplay::Matrix | [static] |
createLookAt(float eyePositionX, float eyePositionY, float eyePositionZ, float targetCenterX, float targetCenterY, float targetCenterZ, float upX, float upY, float upZ, Matrix *dst) | gameplay::Matrix | [static] |
createOrthographic(float width, float height, float zNearPlane, float zFarPlane, Matrix *dst) | gameplay::Matrix | [static] |
createOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, Matrix *dst) | gameplay::Matrix | [static] |
createPerspective(float fieldOfView, float aspectRatio, float zNearPlane, float zFarPlane, Matrix *dst) | gameplay::Matrix | [static] |
createReflection(const Plane &plane, Matrix *dst) | gameplay::Matrix | [static] |
createRotation(const Quaternion &quat, Matrix *dst) | gameplay::Matrix | [static] |
createRotation(const Vector3 &axis, float angle, Matrix *dst) | gameplay::Matrix | [static] |
createRotationX(float angle, Matrix *dst) | gameplay::Matrix | [static] |
createRotationY(float angle, Matrix *dst) | gameplay::Matrix | [static] |
createRotationZ(float angle, Matrix *dst) | gameplay::Matrix | [static] |
createScale(const Vector3 &scale, Matrix *dst) | gameplay::Matrix | [static] |
createScale(float xScale, float yScale, float zScale, Matrix *dst) | gameplay::Matrix | [static] |
createTranslation(const Vector3 &translation, Matrix *dst) | gameplay::Matrix | [static] |
createTranslation(float xTranslation, float yTranslation, float zTranslation, Matrix *dst) | gameplay::Matrix | [static] |
decompose(Vector3 *scale, Quaternion *rotation, Vector3 *translation) const | gameplay::Matrix | |
determinant() const | gameplay::Matrix | |
getBackVector(Vector3 *dst) const | gameplay::Matrix | |
getDownVector(Vector3 *dst) const | gameplay::Matrix | |
getForwardVector(Vector3 *dst) const | gameplay::Matrix | |
getLeftVector(Vector3 *dst) const | gameplay::Matrix | |
getRightVector(Vector3 *dst) const | gameplay::Matrix | |
getRotation(Quaternion *rotation) const | gameplay::Matrix | |
getScale(Vector3 *scale) const | gameplay::Matrix | |
getTranslation(Vector3 *translation) const | gameplay::Matrix | |
getUpVector(Vector3 *dst) const | gameplay::Matrix | |
identity() | gameplay::Matrix | [static] |
invert() | gameplay::Matrix | |
invert(Matrix *dst) const | gameplay::Matrix | |
isIdentity() const | gameplay::Matrix | |
m | gameplay::Matrix | |
Matrix() | gameplay::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) | gameplay::Matrix | |
Matrix(const float *m) | gameplay::Matrix | |
Matrix(const Matrix ©) | gameplay::Matrix | |
multiply(float scalar) | gameplay::Matrix | |
multiply(float scalar, Matrix *dst) const | gameplay::Matrix | |
multiply(const Matrix &m, float scalar, Matrix *dst) | gameplay::Matrix | [static] |
multiply(const Matrix &m) | gameplay::Matrix | |
multiply(const Matrix &m1, const Matrix &m2, Matrix *dst) | gameplay::Matrix | [static] |
negate() | gameplay::Matrix | |
negate(Matrix *dst) const | gameplay::Matrix | |
operator*(const Matrix &m) const | gameplay::Matrix | [inline] |
operator*=(const Matrix &m) | gameplay::Matrix | [inline] |
operator+(const Matrix &m) const | gameplay::Matrix | [inline] |
operator+=(const Matrix &m) | gameplay::Matrix | [inline] |
operator-(const Matrix &m) const | gameplay::Matrix | [inline] |
operator-() const | gameplay::Matrix | [inline] |
operator-=(const Matrix &m) | gameplay::Matrix | [inline] |
rotate(const Quaternion &q) | gameplay::Matrix | |
rotate(const Quaternion &q, Matrix *dst) const | gameplay::Matrix | |
rotate(const Vector3 &axis, float angle) | gameplay::Matrix | |
rotate(const Vector3 &axis, float angle, Matrix *dst) const | gameplay::Matrix | |
rotateX(float angle) | gameplay::Matrix | |
rotateX(float angle, Matrix *dst) const | gameplay::Matrix | |
rotateY(float angle) | gameplay::Matrix | |
rotateY(float angle, Matrix *dst) const | gameplay::Matrix | |
rotateZ(float angle) | gameplay::Matrix | |
rotateZ(float angle, Matrix *dst) const | gameplay::Matrix | |
scale(float value) | gameplay::Matrix | |
scale(float value, Matrix *dst) const | gameplay::Matrix | |
scale(float xScale, float yScale, float zScale) | gameplay::Matrix | |
scale(float xScale, float yScale, float zScale, Matrix *dst) const | gameplay::Matrix | |
scale(const Vector3 &s) | gameplay::Matrix | |
scale(const Vector3 &s, Matrix *dst) const | gameplay::Matrix | |
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) | gameplay::Matrix | |
set(const float *m) | gameplay::Matrix | |
set(const Matrix &m) | gameplay::Matrix | |
setIdentity() | gameplay::Matrix | |
setZero() | gameplay::Matrix | |
subtract(const Matrix &m) | gameplay::Matrix | |
subtract(const Matrix &m1, const Matrix &m2, Matrix *dst) | gameplay::Matrix | [static] |
transformPoint(Vector3 *point) const | gameplay::Matrix | |
transformPoint(const Vector3 &point, Vector3 *dst) const | gameplay::Matrix | |
transformVector(Vector3 *vector) const | gameplay::Matrix | |
transformVector(const Vector3 &vector, Vector3 *dst) const | gameplay::Matrix | |
transformVector(float x, float y, float z, float w, Vector3 *dst) const | gameplay::Matrix | |
transformVector(Vector4 *vector) const | gameplay::Matrix | |
transformVector(const Vector4 &vector, Vector4 *dst) const | gameplay::Matrix | |
translate(float x, float y, float z) | gameplay::Matrix | |
translate(float x, float y, float z, Matrix *dst) const | gameplay::Matrix | |
translate(const Vector3 &t) | gameplay::Matrix | |
translate(const Vector3 &t, Matrix *dst) const | gameplay::Matrix | |
transpose() | gameplay::Matrix | |
transpose(Matrix *dst) const | gameplay::Matrix | |
zero() | gameplay::Matrix | [static] |
~Matrix() | gameplay::Matrix | |