, including all inherited members.
| equals(const Mat4 &, float epsilon=0.0f) const | RenderTools::Mat4 | |
| equals(const float *, float epsilon=0.0f) const | RenderTools::Mat4 | |
| fromAxisAngle(const Vec3 &, float radians=0.0, const Vec3 &position=Vec3(0.0f)) | RenderTools::Mat4 | [static] |
| fromDirectionalAxis(const Vec3 &, char principalAxis= 'z') | RenderTools::Mat4 | [static] |
| fromFrustum(float left, float right, float bottom, float top, float near, float far) | RenderTools::Mat4 | [static] |
| fromIdentity(void) | RenderTools::Mat4 | [static] |
| fromLookAt(const Vec3 &eye, const Vec3 ¢er=Vec3(), const Vec3 &up=Vec3(0.0f, 0.0f, 1.0f)) | RenderTools::Mat4 | [static] |
| fromOrtho(float left, float right, float bottom, float top, float near, float far) | RenderTools::Mat4 | [static] |
| fromPerspective(float fovy, float aspect, float near, float far) | RenderTools::Mat4 | [static] |
| fromPlaneEquation(const Vec4 &xyzd) | RenderTools::Mat4 | [static] |
| fromPolar(const Vec4 &xyVectors) | RenderTools::Mat4 | [static] |
| fromQuaternion(const Quat &) | RenderTools::Mat4 | [static] |
| fromTransformation(const Vec3 &position, const Mat3 &rotation) | RenderTools::Mat4 | [static] |
| frustum(float left, float right, float bottom, float top, float near, float far) | RenderTools::Mat4 | |
| getCol(int) const | RenderTools::Mat4 | |
| getElement(int column, int row) const | RenderTools::Mat4 | |
| getElement(int column, int row) | RenderTools::Mat4 | |
| getRow(int) const | RenderTools::Mat4 | |
| inverse(void) const | RenderTools::Mat4 | |
| lookAt(const Vec3 &eye, const Vec3 ¢er, const Vec3 &up=Vec3(0.0f, 0.0f, 1.0f)) | RenderTools::Mat4 | |
| Mat4(float v00=1.0f, float v01=0.0f, float v02=0.0f, float v03=0.0f, float v10=0.0f, float v11=1.0f, float v12=0.0f, float v13=0.0f, float v20=0.0f, float v21=0.0f, float v22=1.0f, float v23=0.0f, float v30=0.0f, float v31=0.0f, float v32=0.0f, float v33=1.0f) | RenderTools::Mat4 | |
| Mat4(const float *) | RenderTools::Mat4 | |
| operator*(const Vec3 &) const | RenderTools::Mat4 | |
| operator*(const Vec4 &) const | RenderTools::Mat4 | |
| operator*(const Mat3 &) const | RenderTools::Mat4 | |
| operator*(const Mat4 &) const | RenderTools::Mat4 | |
| operator*(float) const | RenderTools::Mat4 | |
| operator*(void) const | RenderTools::Mat4 | |
| operator*=(const Mat4 &b) | RenderTools::Mat4 | |
| operator*=(float) | RenderTools::Mat4 | |
| operator*=(const Vec3 &) | RenderTools::Mat4 | |
| operator+(const Vec2 &) const | RenderTools::Mat4 | |
| operator+(const Vec3 &) const | RenderTools::Mat4 | |
| operator+=(const Vec2 &) | RenderTools::Mat4 | |
| operator+=(const Vec3 &) | RenderTools::Mat4 | |
| operator=(const Mat3 &b) | RenderTools::Mat4 | |
| operator=(const Vec3 &b) | RenderTools::Mat4 | |
| operator==(const Mat4 &b) const | RenderTools::Mat4 | |
| operator[](const int index) const | RenderTools::Mat4 | |
| operator[](int) | RenderTools::Mat4 | |
| ortho(float left, float right, float bottom, float top, float near, float far) | RenderTools::Mat4 | |
| perspective(float fovy, float aspect, float near, float far) | RenderTools::Mat4 | |
| rotation(void) const | RenderTools::Mat4 | |
| setCol(int index, const Vec4 &col) | RenderTools::Mat4 | |
| setElement(int col, int row, float v) | RenderTools::Mat4 | |
| setIdentity(void) | RenderTools::Mat4 | |
| setRow(int index, const Vec4 &row) | RenderTools::Mat4 | |
| setTranslation(const Vec3 &b) | RenderTools::Mat4 | |
| toMat3(void) const | RenderTools::Mat4 | |
| toPlaneEquation(void) const | RenderTools::Mat4 | |
| toPolar(void) const | RenderTools::Mat4 | |
| toQuaternion(void) const | RenderTools::Mat4 | |
| translate(const Vec3 &b) | RenderTools::Mat4 | |
| translation(void) const | RenderTools::Mat4 | |
| transpose(void) const | RenderTools::Mat4 | |