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MatrixF Class Reference#include <mMatrix.h>
Detailed Description4x4 Matrix ClassThis runs at F32 precision.
Constructor & Destructor Documentation
Create an uninitialized matrix.
Member Function DocumentationGet the index in m to element in column i, row j. This is necessary as we have m as a one dimensional array.
Initialize matrix to rotate about p by e.
Initialize matrix with a cross product of p.
Initialize matrix with a tensor product of p.
Allow people to get at m.
Allow people to get at m.
Check to see if this is an affine matrix.
Checks for identity matrix.
Make this an identity matrix.
Invert m.
Take inverse without disturbing position data. Ie, take inverse of 3x3 submatrix.
Swap rows and columns.
Compute the inverse of the matrix. Computes inverse of full 4x4 matrix. Returns false and performs no inverse if the determinant is 0. Note: In most cases you want to use the normal inverse function. This method should be used if the matrix has something other than (0,0,0,1) in the bottom row.
Normalize the matrix.
Copy the requested column into a Point4F.
Copy the requested column into a Point3F. This drops the bottom-most row. Set the specified column from a Point4F.
Set the specified column from a Point3F. The bottom-most row is not set. Copy the specified row into a Point4F.
Copy the specified row into a Point3F. Right-most item is dropped. Set the specified row from a Point4F.
Set the specified row from a Point3F. The right-most item is not set.
Get the position of the matrix. This is the 4th column of the matrix. Set the position of the matrix. This is the 4th column of the matrix. Convenience function to allow people to treat this like an array.
Field Documentation
Note: this is stored in ROW MAJOR format. OpenGL is COLUMN MAJOR. Transpose before sending down.
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