#include <OgreMatrix4.h>
Public Methods | |
Matrix4 () | |
Default constructor. More... | |
Matrix4 (Real m00, Real m01, Real m02, Real m03, Real m10, Real m11, Real m12, Real m13, Real m20, Real m21, Real m22, Real m23, Real m30, Real m31, Real m32, Real m33) | |
Real * | operator[] (unsigned iRow) |
const Real *const | operator[] (unsigned iRow) const |
Matrix4 | concatenate (const Matrix4 &m2) |
Matrix4 | operator * (const Matrix4 &m2) |
Matrix concatenation using '*'. More... | |
Vector3 | operator * (const Vector3 &v) const |
Vector transformation using '*'. More... | |
Matrix4 | operator+ (const Matrix4 &m2) const |
Matrix addition. More... | |
Matrix4 | operator- (const Matrix4 &m2) |
Matrix subtraction. More... | |
bool | operator== (const Matrix4 &m2) const |
Tests 2 matrices for equality. More... | |
bool | operator!= (Matrix4 &m2) const |
Tests 2 matrices for inequality. More... | |
void | operator= (const Matrix3 &mat3) |
Assignment from 3x3 matrix. More... | |
Matrix4 | transpose (void) |
void | setTrans (const Vector3 &v) |
Sets the translation transformation part of the matrix. More... | |
void | makeTrans (const Vector3 &v) |
Builds a translation matrix. More... | |
void | makeTrans (Real tx, Real ty, Real tz) |
void | setScale (const Vector3 &v) |
Sets the scale part of the matrix. More... | |
void | extract3x3Matrix (Matrix3 &m3x3) |
Extracts the rotation / scaling part of the Matrix as a 3x3 matrix. More... | |
Static Public Methods | |
Matrix4 | getTrans (const Vector3 &v) |
Gets a translation matrix. More... | |
Matrix4 | getTrans (Real t_x, Real t_y, Real t_z) |
Gets a translation matrix - variation for not using a vector. More... | |
Matrix4 | getScale (const Vector3 &v) |
Gets a scale matrix. More... | |
Matrix4 | getScale (Real s_x, Real s_y, Real s_z) |
Gets a scale matrix - variation for not using a vector. More... | |
Static Public Attributes | |
const Matrix4 | ZERO |
const Matrix4 | IDENTITY |
Friends | |
_OgreExport friend std::ostream & | operator<< (std::ostream &o, const Matrix4 &m) |
Function for writing to a stream. More... |
The use of column vectors and right-to-left ordering is the standard in most mathematical texts, and id the same as used in OpenGL. It is, however, the opposite of Direct3D, which has inexplicably chosen to differ from the accepted standard and uses row vectors and left-to-right matrix multiplication.
OGRE deals with the differences between D3D and OpenGL etc. internally when operating through different render systems. OGRE users only need to conform to standard maths conventions, i.e. right-to-left matrix multiplication, (OGRE transposes matrices it passes to D3D to compensate).
The generic form M * V which shows the layout of the matrix entries is shown below:
[ m[0][0] m[0][1] m[0][2] m[0][3] ] {x} | m[1][0] m[1][1] m[1][2] m[1][3] | * {y} | m[2][0] m[2][1] m[2][2] m[2][3] | {z} [ m[3][0] m[3][1] m[3][2] m[3][3] ] {1}
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Default constructor.
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Extracts the rotation / scaling part of the Matrix as a 3x3 matrix.
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Gets a scale matrix - variation for not using a vector.
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Gets a scale matrix.
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Gets a translation matrix - variation for not using a vector.
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Gets a translation matrix.
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Builds a translation matrix.
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Vector transformation using '*'.
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Matrix concatenation using '*'.
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Tests 2 matrices for inequality.
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Matrix addition.
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Matrix subtraction.
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Assignment from 3x3 matrix.
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Tests 2 matrices for equality.
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Sets the scale part of the matrix.
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Sets the translation transformation part of the matrix.
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Function for writing to a stream.
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Copyright © 2002 by The OGRE Team