cocos2d-x  3.2alpha0
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Mat4 Member List

This is the complete list of members for Mat4, including all inherited members.

add(float scalar)Mat4
add(float scalar, Mat4 *dst)Mat4
add(const Mat4 &mat)Mat4
add(const Mat4 &m1, const Mat4 &m2, Mat4 *dst)Mat4static
createBillboard(const Vec3 &objectPosition, const Vec3 &cameraPosition, const Vec3 &cameraUpVector, Mat4 *dst)Mat4static
createBillboard(const Vec3 &objectPosition, const Vec3 &cameraPosition, const Vec3 &cameraUpVector, const Vec3 &cameraForwardVector, Mat4 *dst)Mat4static
createLookAt(const Vec3 &eyePosition, const Vec3 &targetPosition, const Vec3 &up, Mat4 *dst)Mat4static
createLookAt(float eyePositionX, float eyePositionY, float eyePositionZ, float targetCenterX, float targetCenterY, float targetCenterZ, float upX, float upY, float upZ, Mat4 *dst)Mat4static
createOrthographic(float width, float height, float zNearPlane, float zFarPlane, Mat4 *dst)Mat4static
createOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, Mat4 *dst)Mat4static
createPerspective(float fieldOfView, float aspectRatio, float zNearPlane, float zFarPlane, Mat4 *dst)Mat4static
createRotation(const Quaternion &quat, Mat4 *dst)Mat4static
createRotation(const Vec3 &axis, float angle, Mat4 *dst)Mat4static
createRotationX(float angle, Mat4 *dst)Mat4static
createRotationY(float angle, Mat4 *dst)Mat4static
createRotationZ(float angle, Mat4 *dst)Mat4static
createScale(const Vec3 &scale, Mat4 *dst)Mat4static
createScale(float xScale, float yScale, float zScale, Mat4 *dst)Mat4static
createTranslation(const Vec3 &translation, Mat4 *dst)Mat4static
createTranslation(float xTranslation, float yTranslation, float zTranslation, Mat4 *dst)Mat4static
decompose(Vec3 *scale, Quaternion *rotation, Vec3 *translation) const Mat4
determinant() const Mat4
getBackVector(Vec3 *dst) const Mat4
getDownVector(Vec3 *dst) const Mat4
getForwardVector(Vec3 *dst) const Mat4
getInversed() const Mat4
getLeftVector(Vec3 *dst) const Mat4
getNegated() const Mat4
getRightVector(Vec3 *dst) const Mat4
getRotation(Quaternion *rotation) const Mat4
getScale(Vec3 *scale) const Mat4
getTranslation(Vec3 *translation) const Mat4
getTransposed() const Mat4
getUpVector(Vec3 *dst) const Mat4
IDENTITYMat4static
inverse()Mat4
isIdentity() const Mat4
mMat4
Mat4()Mat4
Mat4(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)Mat4
Mat4(const float *mat)Mat4
Mat4(const Mat4 &copy)Mat4
multiply(float scalar)Mat4
multiply(float scalar, Mat4 *dst) const Mat4
multiply(const Mat4 &mat, float scalar, Mat4 *dst)Mat4static
multiply(const Mat4 &mat)Mat4
multiply(const Mat4 &m1, const Mat4 &m2, Mat4 *dst)Mat4static
negate()Mat4
operator*(const Mat4 &mat) const Mat4inline
operator*=(const Mat4 &mat)Mat4inline
operator+(const Mat4 &mat) const Mat4inline
operator+=(const Mat4 &mat)Mat4inline
operator-(const Mat4 &mat) const Mat4inline
operator-() const Mat4inline
operator-=(const Mat4 &mat)Mat4inline
rotate(const Quaternion &q)Mat4
rotate(const Quaternion &q, Mat4 *dst) const Mat4
rotate(const Vec3 &axis, float angle)Mat4
rotate(const Vec3 &axis, float angle, Mat4 *dst) const Mat4
rotateX(float angle)Mat4
rotateX(float angle, Mat4 *dst) const Mat4
rotateY(float angle)Mat4
rotateY(float angle, Mat4 *dst) const Mat4
rotateZ(float angle)Mat4
rotateZ(float angle, Mat4 *dst) const Mat4
scale(float value)Mat4
scale(float value, Mat4 *dst) const Mat4
scale(float xScale, float yScale, float zScale)Mat4
scale(float xScale, float yScale, float zScale, Mat4 *dst) const Mat4
scale(const Vec3 &s)Mat4
scale(const Vec3 &s, Mat4 *dst) const Mat4
set(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)Mat4
set(const float *mat)Mat4
set(const Mat4 &mat)Mat4
setIdentity()Mat4
setZero()Mat4
subtract(const Mat4 &mat)Mat4
subtract(const Mat4 &m1, const Mat4 &m2, Mat4 *dst)Mat4static
transformPoint(Vec3 *point) const Mat4
transformPoint(const Vec3 &point, Vec3 *dst) const Mat4
transformVector(Vec3 *vector) const Mat4
transformVector(const Vec3 &vector, Vec3 *dst) const Mat4
transformVector(float x, float y, float z, float w, Vec3 *dst) const Mat4
transformVector(Vec4 *vector) const Mat4
transformVector(const Vec4 &vector, Vec4 *dst) const Mat4
translate(float x, float y, float z)Mat4
translate(float x, float y, float z, Mat4 *dst) const Mat4
translate(const Vec3 &t)Mat4
translate(const Vec3 &t, Mat4 *dst) const Mat4
transpose()Mat4
ZEROMat4static
~Mat4()Mat4