uicore::Mat4< Type > Member List

This is the complete list of members for uicore::Mat4< Type >, including all inherited members.

add(const Mat4< Type > &matrix_1, const Mat4< Type > &matrix_2)uicore::Mat4< Type >inlinestatic
adjoint(const Mat4< Type > &matrix)uicore::Mat4< Type >inlinestatic
adjoint()uicore::Mat4< Type >
decompose(Vec3< Type > &out_position, Quaternionx< Type > &out_orientation, Vec3< Type > &out_scale) const uicore::Mat4< Type >
det() const uicore::Mat4< Type >
frustum(Type left, Type right, Type bottom, Type top, Type z_near, Type z_far, Handedness handedness, ClipZRange clip_z)uicore::Mat4< Type >static
get_euler(EulerOrder order) const uicore::Mat4< Type >
get_transformed_point(const Vec3< Type > &vector) const uicore::Mat4< Type >
get_translate() const uicore::Mat4< Type >inline
identity()uicore::Mat4< Type >inlinestatic
inverse(const Mat4< Type > &matrix)uicore::Mat4< Type >inlinestatic
inverse()uicore::Mat4< Type >
is_equal(const Mat4< Type > &first, const Mat4< Type > &second, Type epsilon)uicore::Mat4< Type >inlinestatic
is_equal(const Mat4< Type > &other, Type epsilon) const uicore::Mat4< Type >inline
look_at(Type eye_x, Type eye_y, Type eye_z, Type center_x, Type center_y, Type center_z, Type up_x, Type up_y, Type up_z)uicore::Mat4< Type >static
look_at(Vec3< Type > eye, Vec3< Type > center, Vec3< Type > up)uicore::Mat4< Type >inlinestatic
Mat4()uicore::Mat4< Type >inline
Mat4(const Mat4< Type > &copy)uicore::Mat4< Type >inline
Mat4(const Mat2< Type > &copy)uicore::Mat4< Type >explicit
Mat4(const Mat3< Type > &copy)uicore::Mat4< Type >explicit
Mat4(const float *init_matrix)uicore::Mat4< Type >inlineexplicit
Mat4(const double *init_matrix)uicore::Mat4< Type >inlineexplicit
Mat4(const int64_t *init_matrix)uicore::Mat4< Type >inlineexplicit
Mat4(const int32_t *init_matrix)uicore::Mat4< Type >inlineexplicit
Mat4(const int16_t *init_matrix)uicore::Mat4< Type >inlineexplicit
Mat4(const int8_t *init_matrix)uicore::Mat4< Type >inlineexplicit
matrixuicore::Mat4< Type >
multiply(const Mat4< Type > &matrix_1, const Mat4< Type > &matrix_2)uicore::Mat4< Type >inlinestatic
null()uicore::Mat4< Type >inlinestatic
operator Type *()uicore::Mat4< Type >inline
operator Type const *() const uicore::Mat4< Type >inline
operator!=(const Mat4< Type > &other)uicore::Mat4< Type >inline
operator*(const Mat4< Type > &mult) const uicore::Mat4< Type >
operator+(const Mat4< Type > &add_matrix) const uicore::Mat4< Type >
operator-(const Mat4< Type > &sub_matrix) const uicore::Mat4< Type >
operator=(const Mat4< Type > &copy)uicore::Mat4< Type >inline
operator=(const Mat3< Type > &copy)uicore::Mat4< Type >
operator=(const Mat2< Type > &copy)uicore::Mat4< Type >
operator==(const Mat4< Type > &other) const uicore::Mat4< Type >inline
operator[](int i)uicore::Mat4< Type >inline
operator[](int i) const uicore::Mat4< Type >inline
operator[](unsigned int i)uicore::Mat4< Type >inline
operator[](unsigned int i) const uicore::Mat4< Type >inline
ortho(Type left, Type right, Type bottom, Type top, Type z_near, Type z_far, Handedness handedness, ClipZRange clip_z)uicore::Mat4< Type >static
ortho_2d(Type left, Type right, Type bottom, Type top, Handedness handedness, ClipZRange clip_z)uicore::Mat4< Type >static
perspective(Type field_of_view_y_degrees, Type aspect, Type z_near, Type z_far, Handedness handedness, ClipZRange clip_z)uicore::Mat4< Type >static
rotate(Type angle, Type x, Type y, Type z, bool normalize=true)uicore::Mat4< Type >static
rotate(Type angle, Vec3< Type > rotation, bool normalize=true)uicore::Mat4< Type >inlinestatic
rotate(Type angle_x, Type angle_y, Type angle_z, EulerOrder order)uicore::Mat4< Type >static
scale(Type x, Type y, Type z)uicore::Mat4< Type >static
scale(const Vec3< Type > &xyz)uicore::Mat4< Type >inlinestatic
scale_self(Type x, Type y, Type z)uicore::Mat4< Type >
scale_self(const Vec3< Type > &scale)uicore::Mat4< Type >inline
set_translate(Type x, Type y, Type z)uicore::Mat4< Type >inline
set_translate(const Vec3< Type > &translation)uicore::Mat4< Type >inline
subtract(const Mat4< Type > &matrix_1, const Mat4< Type > &matrix_2)uicore::Mat4< Type >inlinestatic
translate(Type x, Type y, Type z)uicore::Mat4< Type >static
translate(const Vec3< Type > &xyz)uicore::Mat4< Type >inlinestatic
translate_self(Type x, Type y, Type z)uicore::Mat4< Type >
translate_self(const Vec3< Type > &translation)uicore::Mat4< Type >inline
transpose(const Mat4< Type > &matrix)uicore::Mat4< Type >inlinestatic
transpose()uicore::Mat4< Type >