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| void | loadIdentity () |
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| void | translatef (const double &x, const double &y, const double &z) |
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void | translatev (const vec3d &v) |
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| void | rotateX (const double &ang) |
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| void | rotateY (const double &ang) |
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| void | rotateZ (const double &ang) |
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| void | rotate (const double &angle, const vec3d &axis) |
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void | rotatealongX (const vec3d &dir1) |
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void | zeroTranslations () |
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| void | affineInverse () |
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| void | scale (const double &scale) |
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void | scalex (const double &scalex) |
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void | scaley (const double &scaley) |
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void | scalez (const double &scalez) |
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void | flipx () |
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void | getMat (double *m) const |
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void | matMult (const double *m) |
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void | postMult (const double *m) |
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void | matMult (const Matrix4d &m) |
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void | postMult (const Matrix4d &m) |
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void | initMat (const double *m) |
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void | initMat (const Matrix4d &m) |
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void | mult (const double in[4], double out[4]) const |
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| double * | data () |
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| void | loadXZRef () |
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| void | loadXYRef () |
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| void | loadYZRef () |
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| vec3d | xform (const vec3d &in) const |
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void | xformvec (std::vector< vec3d > &in) const |
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void | xformmat (std::vector< std::vector< vec3d > > &in) const |
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vec3d | xformnorm (const vec3d &in) const |
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void | xformnormvec (std::vector< vec3d > &in) const |
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void | xformnormmat (std::vector< std::vector< vec3d > > &in) const |
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| vec3d | getAngles () const |
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vec3d | getTranslation () const |
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| void | buildXForm (const vec3d &pos, const vec3d &rot, const vec3d ¢_rot) |
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void | getBasis (vec3d &xdir, vec3d &ydir, vec3d &zdir) |
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void | setBasis (const vec3d &xdir, const vec3d &ydir, const vec3d &zdir) |
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void | toQuat (double &qw, double &qx, double &qy, double &qz, double &tx, double &ty, double &tz) const |
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Matrix4d is typically used to perform rotations, translations, scaling, projections, and other transformations in 3D space.
Definition at line 19 of file Matrix4d.h.