23 #ifndef INCLUDED_MATRIX3D
24 #define INCLUDED_MATRIX3D
59 float a11,
float a12,
float a13,
float a14,
60 float a21,
float a22,
float a23,
float a24,
61 float a31,
float a32,
float a33,
float a34,
62 float a41,
float a42,
float a43,
float a44) :
73 _13(data[8]),
_23(data[9]),
_33(data[10]),
_43(data[11]),
74 _14(data[12]),
_24(data[13]),
_34(data[14]),
_44(data[15])
84 return _data[row*4+col];
88 return _data[row*4+col];
177 return !(*
this == m);
185 void SetOrtho(
float l,
float r,
float b,
float t,
float n,
float f);
190 (*this) = m * (*this);
236 void Translate(
float x,
float y,
float z);
243 void SetScaling(
float x_scale,
float y_scale,
float z_scale);
246 void Scale(
float x_scale,
float y_scale,
float z_scale);
void Transform(const CVector4D &vector, CVector4D &result) const
void Translate(float x, float y, float z)
void SetZRotation(float angle)
float GetYRotation() const
void SetTranslation(float x, float y, float z)
CMatrix3D & operator+=(const CMatrix3D &m)
void SetYRotation(float angle)
CMatrix3D(float a11, float a12, float a13, float a14, float a21, float a22, float a23, float a24, float a31, float a32, float a33, float a34, float a41, float a42, float a43, float a44)
CMatrix3D operator*(const CMatrix3D &matrix) const
CVector3D Transform(const CVector3D &vector) const
CVector3D Rotate(const CVector3D &vector) const
CMatrix3D GetTranspose() const
void Rotate(const CQuaternion &quat)
float & operator[](int idx)
CMatrix3D operator*(float f) const
CMatrix3D operator+(const CMatrix3D &m) const
CMatrix3D & operator*=(const CMatrix3D &matrix)
bool operator==(const CMatrix3D &m) const
void PostTranslate(float x, float y, float z)
void SetRotation(const CQuaternion &quat)
void RotateY(float angle)
bool operator!=(const CMatrix3D &m) const
void Scale(float x_scale, float y_scale, float z_scale)
float & operator()(int col, int row)
void RotateTransposed(const CVector3D &vector, CVector3D &result) const
const float & operator()(int col, int row) const
CVector4D Transform(const CVector4D &vector) const
void Rotate(const CVector3D &vector, CVector3D &result) const
void Concatenate(const CMatrix3D &m)
const float & operator[](int idx) const
void SetScaling(float x_scale, float y_scale, float z_scale)
void SetXRotation(float angle)
CVector3D GetLeft() const
void Transform(const CVector3D &vector, CVector3D &result) const
void SetOrtho(float l, float r, float b, float t, float n, float f)
void Blend(const CMatrix3D &m, float f)
CVector3D GetTranslation() const
void RotateZ(float angle)
void AddBlend(const CMatrix3D &m, float f)
void RotateX(float angle)
CQuaternion GetRotation() const
CMatrix3D GetInverse() const