3ds Max C++ API Reference
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#include <dmatrix3.h>
Public Member Functions | |
DMatrix3 () | |
Constructor. | |
DMatrix3 (const DMatrix3 &)=default | |
DMatrix3 (DMatrix3 &&)=default | |
DMatrix3 & | operator= (const DMatrix3 &)=default |
DMatrix3 & | operator= (DMatrix3 &&)=default |
const DPoint3 & | operator[] (int i) const |
Returns a reference to the 'i-th' DPoint3 of the matrix. | |
void | SetNotIdent () |
This clears the MAT_IDENT flag to indicate the matrix is not the identity. | |
void | SetIdentFlags (uint32_t f) |
This sets the specified identity flag(s). | |
uint32_t | GetIdentFlags () const |
Returns the identity flags. | |
void | ClearIdentFlag (uint32_t f) |
Clears the specified identity flag(s). | |
bool | IsIdentity () const |
Returns TRUE if the matrix is the identity matrix (based on the flags); otherwise FALSE. | |
void | ValidateFlags () |
This method may be used to recompute the *_IDENT flags for this matrix. | |
DMRow * | GetAddr () |
const DMRow * | GetAddr () const |
Returns the address of this DMatrix3. | |
MAX_DEPRECATE_MATRIX_BOOL_CTOR ("Matrix3 and DMatrix3 are now initialized to identity by default.\n" "No need to use the DMatrix3(bool) constructor anymore.\n" "Define MAX_SILENCE_DEPRECATED_MATRIX_BOOL_CTOR to silence this warning.") DMatrix3(bool) | |
Constructor, Unused. | |
DMatrix3 (const DPoint3 &row0, const DPoint3 &row1, const DPoint3 &row2, const DPoint3 &row3) | |
Constructor. | |
DMatrix3 & | Set (const DPoint3 &row0, const DPoint3 &row1, const DPoint3 &row2, const DPoint3 &row3) |
Initializes the matrix with the row data passed and validates the matrix flags. | |
int | operator== (const DMatrix3 &m) const |
Compares the elements of this matrix and the one specified element by element for exact equality. | |
bool | operator!= (const DMatrix3 &mat) const |
Compares the elements of this matrix and the one specified element by element for inequality. | |
int | Equals (const DMatrix3 &m, double epsilon=1E-12) const |
Compares the elements of this matrix and the one specified element by element for equality within the specified tolerance epsilon. | |
DMatrix3 & | operator-= (const DMatrix3 &m) |
Subtracts a DMatrix3 from this DMatrix3. | |
DMatrix3 & | operator+= (const DMatrix3 &m) |
Adds a DMatrix3 to this DMatrix3. | |
DMatrix3 & | operator*= (const DMatrix3 &m) |
Multiplies this DMatrix3 by the specified DMatrix3 (*this = (*this)*M;). | |
DMatrix3 & | operator*= (double a) |
Multiplies each element of this DMatrix3 by a double. | |
void | IdentityMatrix () |
Set this matrix to the Identity Matrix. | |
void | Zero () |
This method sets all elements of the matrix to 0.0f. | |
DPoint3 | GetRow (int i) const |
Returns the specified row of this matrix. | |
void | SetRow (int i, DPoint3 p) |
Sets the specified row of this matrix to the specified values. | |
Point4 | GetColumn (int i) const |
Returns the 'i-th' column of this matrix. | |
void | SetColumn (int i, Point4 col) |
Sets the 'i-th' column of this matrix to the specified values. | |
DPoint3 | GetColumn3 (int i) const |
Returns the upper three entries in the specified column. | |
void | NoTrans () |
This method zeros the translation portion of this matrix. | |
void | NoRot () |
This method zeros the rotation and scale portion of this matrix. | |
void | NoScale () |
This method zeros the scale portion of this matrix without orthogonalization. | |
void | Orthogonalize () |
Ortho-normalize the matrix. | |
void | SetTrans (const DPoint3 &p) |
Sets the translation row of this matrix to the specified values. | |
void | SetTrans (int i, double v) |
Sets the specified component of the translation row of this matrix to the specified value. | |
const DPoint3 & | GetTrans () const |
Returns the translation row of this matrix. | |
void | Translate (const DPoint3 &p) |
Apply an incremental translation transformation to this matrix. | |
void | RotateX (double angle) |
Apply an incremental X rotation transformation to this matrix. | |
void | RotateY (double angle) |
Apply an incremental Y rotation transformation to this matrix. | |
void | RotateZ (double angle) |
Apply an incremental Z rotation transformation to this matrix. | |
void | Scale (const DPoint3 &s, bool trans=false) |
Apply an incremental scaling transformation to this matrix. | |
void | PreTranslate (const DPoint3 &p) |
Apply an incremental translation transformation to this matrix. | |
void | PreRotateX (double angle) |
Apply an incremental X rotation transformation to this matrix. | |
void | PreRotateY (double angle) |
Apply an incremental Y rotation transformation to this matrix. | |
void | PreRotateZ (double angle) |
Apply an incremental Z rotation transformation to this matrix. | |
void | PreScale (const DPoint3 &s) |
Apply an incremental scaling transformation to this matrix. | |
void | SetTranslate (const DPoint3 &p) |
Sets this matrix to the identity and the translation components to the specified values. | |
void | SetRotateX (double angle) |
Sets this matrix to the identity and the rotation components to the specified X rotation. | |
void | SetRotateY (double angle) |
Sets this matrix to the identity and the rotation components to the specified Y rotation. | |
void | SetRotateZ (double angle) |
Sets this matrix to the identity and the rotation components to the specified Z rotation. | |
void | SetRotate (const Quat &q) |
Sets the rotation components of the matrix as specified by the quaternion. | |
void | SetRotate (const AngAxis &aa) |
Sets the rotation components of the matrix as specified by the AngAxis. | |
void | SetRotate (double yaw, double pitch, double roll) |
Sets the rotation components of this matrix using yaw, pitch and roll angles. | |
void | SetAngleAxis (const DPoint3 &axis, double angle) |
Sets the rotation portion of the matrix to the rotation specified by the angle and axis and sets the translation portion to zeros. | |
void | SetScale (const DPoint3 &s) |
Sets the scale components of this matrix to the specified values. | |
void | SetFromToUp (const DPoint3 &from, const DPoint3 &to, const DPoint3 &up) |
This creates a matrix describing a viewpoint which is at the 'from' location, looking toward the 'to' location; the viewpoint is tilted so that the 'up' vector points to the top of the view. | |
void | Invert () |
This method performs an in-place inversion on this matrix. | |
DMatrix3 | operator* (const DMatrix3 &) const |
Perform matrix multiplication. | |
DMatrix3 | operator+ (const DMatrix3 &) const |
Perform matrix addition. | |
DMatrix3 | operator- (const DMatrix3 &) const |
Perform matrix subtraction. | |
DPoint3 | PointTransform (const DPoint3 &p) const |
Returns the specified point transformed by this matrix. | |
DPoint3 | VectorTransform (const DPoint3 &p) const |
Returns the specified vector transformed by this matrix. | |
void | TransformPoints (DPoint3 *array, int n, int stride=sizeof(DPoint3)) |
Transforms the specified list of points with this matrix. | |
void | TransformPoints (const DPoint3 *array, DPoint3 *to, int n, int stride=sizeof(DPoint3), int strideTo=sizeof(DPoint3)) |
Transforms the specified list of points with this matrix and stores the resulting transformed points in the storage passed. | |
void | TransformVectors (DPoint3 *array, int n, int stride=sizeof(DPoint3)) |
Transforms the specified list of vectors with this matrix. | |
void | TransformVectors (const DPoint3 *array, DPoint3 *to, int n, int stride=sizeof(DPoint3), int strideTo=sizeof(DPoint3)) |
Transforms the specified list of vectors with this matrix and stores the resulting transformed vectors in the storage passed. | |
void | GetYawPitchRoll (double *yaw, double *pitch, double *roll) |
Retrieves the yaw, pitch and roll angles represented by the rotation in this matrix. | |
UTILGEOMEXPORT IOResult | Save (ISave *isave) |
Save this DMatrix3 to disk. | |
UTILGEOMEXPORT IOResult | Load (ILoad *iload) |
Load the data for this DMatrix3. | |
bool | Parity () const |
Returns the 'parity' of the matrix. | |
Matrix3 | ToMatrix3 () |
Converts to a Matrix3. | |
void | FromMatrix3 (const Matrix3 &tm) |
Copies a matrix3 into the DMatrix3 | |
Static Public Attributes | |
static const DMatrix3 | Identity |
An global instance of DMatrix3 set to the identity. | |
Friends | |
class | Quat |
DMatrix3 | RotateXMatrix (double angle) |
Builds a new matrix for use as a X rotation transformation. | |
DMatrix3 | RotateYMatrix (double angle) |
Builds a new matrix for use as a Y rotation transformation. | |
DMatrix3 | RotateZMatrix (double angle) |
Builds a new matrix for use as a Z rotation transformation. | |
DMatrix3 | TransMatrix (const DPoint3 &p) |
Builds a new matrix for use as a translation transformation. | |
DMatrix3 | ScaleMatrix (const DPoint3 &s) |
Builds a new matrix for use as a scale transformation. | |
DMatrix3 | RotateYPRMatrix (double yaw, double pitch, double roll) |
Builds a new matrix for use as a rotation transformation by specifying yaw, pitch and roll angles. | |
DMatrix3 | RotAngleAxisMatrix (const DPoint3 &axis, double angle) |
Builds a new matrix for use as a rotation transformation by specifying an angle and axis. | |
DMatrix3 | Inverse (const DMatrix3 &m) |
Return the inverse of the matrix. | |
DPoint3 | operator* (const DMatrix3 &a, const DPoint3 &v) |
These transform a DPoint3 with a DMatrix3. | |
DPoint3 | operator* (const DPoint3 &v, const DMatrix3 &a) |
These transform a DPoint3 with a DMatrix3. | |
DPoint3 | VectorTransform (const DMatrix3 &m, const DPoint3 &v) |
Transform the vector (DPoint3) with the specified matrix. | |
DMatrix3 | XFormMat (const DMatrix3 &xm, const DMatrix3 &m) |
This method is used to build a matrix that constructs a transformation in a particular space. | |
DPoint3 | VectorTransform (const DPoint3 &v, const DMatrix3 &m) |
void | MatrixMultiply (DMatrix3 &outMatrix, const DMatrix3 &matrixA, const DMatrix3 &matrixB) |
Same as Maxtrix3::operator[]. | |
void | Inverse (DMatrix3 &outMatrix, const DMatrix3 &m) |
Same as Maxtrix3::Inverse. | |
DMatrix3 | ( | ) |
Constructor.
Matrix is initialized to Identity.
Constructor.
Initializes the matrix with the row data passed and validates the matrix flags.
row0 | The data for row 0. |
row1 | The data for row 1. |
row2 | The data for row 2. |
row3 | The data for row 3. |
void SetNotIdent | ( | ) |
This clears the MAT_IDENT flag to indicate the matrix is not the identity.
Non-const GetAddr() calls this for you.
void SetIdentFlags | ( | uint32_t | f | ) |
This sets the specified identity flag(s).
f | Specifies the identity flag bit(s) to set. See Matrix Identity Flags above. |
uint32_t GetIdentFlags | ( | ) | const |
Returns the identity flags.
void ClearIdentFlag | ( | uint32_t | f | ) |
Clears the specified identity flag(s).
See Matrix Identity Flags above.
f | Specifies the identity flag bit(s) to clear. |
bool IsIdentity | ( | ) | const |
Returns TRUE if the matrix is the identity matrix (based on the flags); otherwise FALSE.
void ValidateFlags | ( | ) |
This method may be used to recompute the *_IDENT flags for this matrix.
For instance, if you call a method, such as INode::GetObjTMAfterWSM(), and it returns a matrix, you cannot use the IsIdentity() method to check if the matrix is indeed the identity. This is because the flags that method checks are not initialized by the INode method. What you can do however is call this method first. This will validate the flags in the matrix so they accuratly reflect the properties of the matrix. If after calling this method, and then calling IsIdentity(), the proper result would be returned.
DMRow * GetAddr | ( | ) |
const DMRow * GetAddr | ( | ) | const |
MAX_DEPRECATE_MATRIX_BOOL_CTOR | ( | "Matrix3 and DMatrix3 are now initialized to identity by default.\n" "No need to use the DMatrix3(bool) constructor anymore.\n" "Define MAX_SILENCE_DEPRECATED_MATRIX_BOOL_CTOR to silence this warning." | ) |
Constructor, Unused.
The default constructor now initializes the matrix to identity. Kept for backward compatibility.
DMatrix3 & Set | ( | const DPoint3 & | row0, |
const DPoint3 & | row1, | ||
const DPoint3 & | row2, | ||
const DPoint3 & | row3 | ||
) |
Initializes the matrix with the row data passed and validates the matrix flags.
row0 | The data for row 0. |
row1 | The data for row 1. |
row2 | The data for row 2. |
row3 | The data for row 3. |
Compares the elements of this matrix and the one specified element by element for exact equality.
Returns nonzero if they are equal; otherwise zero.
m | The matrix to compare against. |
bool operator!= | ( | const DMatrix3 & | mat | ) | const |
Compares the elements of this matrix and the one specified element by element for inequality.
Returns false iff they are unequal.
mat | The matrix to compare against. |
Compares the elements of this matrix and the one specified element by element for equality within the specified tolerance epsilon.
Returns nonzero if they are 'equal'; otherwise zero.
m | The matrix to compare against. |
epsilon | The tolerance for comparison. If the values in the matrix are within this value (+ epsilon or - epsilon) they are considered equal. |
Multiplies this DMatrix3 by the specified DMatrix3 (*this = (*this)*M;).
Multiply this matrix on the right by Matrix m.
m | The matrix multiplied to the right of this matrix |
DMatrix3 & operator*= | ( | double | a | ) |
Multiplies each element of this DMatrix3 by a double.
a | The scale to apply to each element of this matrix |
void Zero | ( | ) |
This method sets all elements of the matrix to 0.0f.
Returns the specified row of this matrix.
i | Specifies the row to retrieve. |
Sets the specified row of this matrix to the specified values.
i | Specifies the row to set. |
p | The values to set. |
Returns the 'i-th' column of this matrix.
i | Specifies the column to get (0-2). |
Sets the 'i-th' column of this matrix to the specified values.
Note : Clears the matrix flags.
i | Specifies the column to set (0-2). |
col | The values to set. |
Returns the upper three entries in the specified column.
i | Specifies the partial column to get (0-2). |
void NoTrans | ( | ) |
This method zeros the translation portion of this matrix.
void NoRot | ( | ) |
This method zeros the rotation and scale portion of this matrix.
void NoScale | ( | ) |
This method zeros the scale portion of this matrix without orthogonalization.
If the matrix was sheared (skewed) then this method is not able to remove the scale component completely. In that case, use the Orthogonalize() method instead to remove the scale component entirely. Read the SCL_IDENT flag to check whether the NoScale() method was enough to make the matrix to be orthogonal (with perpendicular axes of unit length).
void Orthogonalize | ( | ) |
Ortho-normalize the matrix.
This ensures that each axis of the basis is of length 1 and at right angles to the other. This is an "unbiased" orthogonalization, which means that no single axis is used as the basis for the other axis, and all axis will be modified equally.
Sets the translation row of this matrix to the specified values.
The POS_IDENT flag is cleared.
p | Specifies the values for the translation row. |
Sets the specified component of the translation row of this matrix to the specified value.
The POS_IDENT flag is cleared.
i | Specifies the component of the translation row of this matrix to set. |
v | The value to set. |
const DPoint3 & GetTrans | ( | ) | const |
Returns the translation row of this matrix.
Apply an incremental translation transformation to this matrix.
This is equivalent to multiplying on the RIGHT by the transform.
p | Specifies the translation. |
void RotateX | ( | double | angle | ) |
Apply an incremental X rotation transformation to this matrix.
This is equivalent to multiplying on the RIGHT by the transform.
angle | Specifies the X rotation in radians. |
void RotateY | ( | double | angle | ) |
Apply an incremental Y rotation transformation to this matrix.
This is equivalent to multiplying on the RIGHT by the transform.
angle | Specifies the Y rotation in radians. |
void RotateZ | ( | double | angle | ) |
Apply an incremental Z rotation transformation to this matrix.
This is equivalent to multiplying on the RIGHT by the transform.
angle | Specifies the Z rotation in radians. |
Apply an incremental scaling transformation to this matrix.
This is equivalent to multiplying on the RIGHT by the transform.
s | The scale values. |
trans | If set to TRUE, the translation component is scaled. If trans = FALSE the translation component is unaffected. When 3ds Max was originally written there was a bug in the code for this method where the translation portion of the matrix was not being scaled. This meant that when a matrix was scaled the bottom row was not scaled. Thus it would always scale about the local origin of the object, but it would scale the world axes. When this bug was discovered, dependencies existed in the code upon this bug. Thus it could not simply be fixed because it would break the existing code that depended upon it working the incorrect way. To correct this the trans parameter was added. If this is set to TRUE, the translation component will be scaled correctly. The existing plug-ins don't use this parameter, it defaults to FALSE, and the code behaves the old way. |
Apply an incremental translation transformation to this matrix.
This is equivalent to multiplying on the LEFT by the transform. param p Specifies the translation distance.
void PreRotateX | ( | double | angle | ) |
Apply an incremental X rotation transformation to this matrix.
This is equivalent to multiplying on the LEFT by the transform.
angle | Specifies the X rotation in radians. |
void PreRotateY | ( | double | angle | ) |
Apply an incremental Y rotation transformation to this matrix.
This is equivalent to multiplying on the LEFT by the transform.
angle | Specifies the Y rotation in radians. |
void PreRotateZ | ( | double | angle | ) |
Apply an incremental Z rotation transformation to this matrix.
This is equivalent to multiplying on the LEFT by the transform.
angle | Specifies the Z rotation in radians. |
Apply an incremental scaling transformation to this matrix.
This is equivalent to multiplying on the LEFT by the transform.
s | The scale values. The translation component is unaffected. |
Sets this matrix to the identity and the translation components to the specified values.
p | The translation values to store. |
void SetRotateX | ( | double | angle | ) |
Sets this matrix to the identity and the rotation components to the specified X rotation.
angle | The angle for X rotation (in radians). |
void SetRotateY | ( | double | angle | ) |
Sets this matrix to the identity and the rotation components to the specified Y rotation.
angle | The angle for Y rotation (in radians). |
void SetRotateZ | ( | double | angle | ) |
Sets this matrix to the identity and the rotation components to the specified Z rotation.
angle | The angle for Z rotation (in radians). |
Sets the rotation components of the matrix as specified by the quaternion.
The translation and scale components will match the identity matrix.
q | Specifies the rotation to use for the matrix. |
Sets the rotation components of the matrix as specified by the AngAxis.
The translation and scale components will match the identity matrix.
aa | Specifies the rotation to use for the matrix. |
void SetRotate | ( | double | yaw, |
double | pitch, | ||
double | roll | ||
) |
Sets the rotation components of this matrix using yaw, pitch and roll angles.
There are many different conventions for specifying a rotation by means of three Euler angles. This function uses the convention of rotating around the world Z axis, then the X axis, then the Y axis; the three arguments are given in the order Y, X, Z.
This one is equivalent to:
M.IdentityMatrix();
M.RotateZ(roll);
M.RotateX(pitch);
M.RotateY(yaw);
–Which presupposes Y is vertical, X is sideways, Z is forward
yaw | The yaw angle in radians. |
pitch | The pitch angle in radians. |
roll | The roll angle in radians. |
Sets the rotation portion of the matrix to the rotation specified by the angle and axis and sets the translation portion to zeros.
axis | The axis of rotation. |
angle | The angle of rotation about the axis in radians. |
Sets the scale components of this matrix to the specified values.
The other components to this matrix will match the identity.
s | The scale factors for the matrix. |
This creates a matrix describing a viewpoint which is at the 'from' location, looking toward the 'to' location; the viewpoint is tilted so that the 'up' vector points to the top of the view.
from | This specifies the viewpoint source location. |
to | This vector specifies the direction of view. |
up | This vector points to the top of the view. |
void Invert | ( | ) |
This method performs an in-place inversion on this matrix.
An inverted matrix, when multiplied by the original, yields the identity.
Returns the specified point transformed by this matrix.
p | The point to transform by this matrix. |
Returns the specified vector transformed by this matrix.
p | The vector to transform by this matrix. |
Transforms the specified list of points with this matrix.
array | The array of points to transform with this matrix. |
n | The number of points in the array. |
stride | The size of the increment used when moving to the next point. If you wish to transform an array of data objects which contain x, y, and z coordinates in order (such as a Point4, or a structure containing a DPoint3 as a member) you can specify a 'stride' value (for instance sizeof(data_object)). |
void TransformPoints | ( | const DPoint3 * | array, |
DPoint3 * | to, | ||
int | n, | ||
int | stride = sizeof(DPoint3) , |
||
int | strideTo = sizeof(DPoint3) |
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) |
Transforms the specified list of points with this matrix and stores the resulting transformed points in the storage passed.
array | The array of points to transform (the source). |
to | The array to store the transformed points (the destination). |
n | The number of points in the source array. |
stride | The size increment used when moving to the next source location. |
strideTo | The size increment used when moving to the next storage location. |
Transforms the specified list of vectors with this matrix.
array | The array of vectors to transform with this matrix. |
n | The number of vectors in the array. |
stride | The size of the increment used when moving to the next vector. If you wish to transform an array of data objects which contain x, y, and z coordinates in order (such as a Point4, or a structure containing a DPoint3 as a member) you can specify a 'stride' value (for instance sizeof(data_object)). |
void TransformVectors | ( | const DPoint3 * | array, |
DPoint3 * | to, | ||
int | n, | ||
int | stride = sizeof(DPoint3) , |
||
int | strideTo = sizeof(DPoint3) |
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) |
Transforms the specified list of vectors with this matrix and stores the resulting transformed vectors in the storage passed.
*array | The array of vectors to transform (the source). |
to | The array to store the transformed vectors (the destination). |
n | The number of vectors in the source array. |
stride | The size increment used when moving to the next source location. |
strideTo | The size increment used when moving to the next storage location. |
void GetYawPitchRoll | ( | double * | yaw, |
double * | pitch, | ||
double * | roll | ||
) |
Retrieves the yaw, pitch and roll angles represented by the rotation in this matrix.
yaw | The yaw rotation angle is stored here (in radians). |
pitch | The pitch rotation angle is stored here (in radians). |
roll | The roll rotation angle is stored here (in radians). |
UTILGEOMEXPORT IOResult Save | ( | ISave * | isave | ) |
Save this DMatrix3 to disk.
isave | The interface responsible for actually saving the data |
UTILGEOMEXPORT IOResult Load | ( | ILoad * | iload | ) |
Load the data for this DMatrix3.
iload | The interface responsible for actually loading the data |
bool Parity | ( | ) | const |
Returns the 'parity' of the matrix.
Scaling one axis of the matrix negatively switches the 'parity'. However if you scale two axis the parity will flip back. Scaling three axis switches the parity again.
When rendering a mesh, if you scale something along one axis, it turns 'inside out'. That is the direction when the normals are reversed. This method may be used to detect that case and then reverse the normals. The 3ds Max renderer does this – if this method returns TRUE it flips all the normals so it won't turn inside out.
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Builds a new matrix for use as a X rotation transformation.
angle | Specifies the angle of rotation in radians. |
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Builds a new matrix for use as a Y rotation transformation.
angle | Specifies the angle of rotation in radians. |
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Builds a new matrix for use as a Z rotation transformation.
angle | Specifies the angle of rotation in radians. |
Builds a new matrix for use as a translation transformation.
p | Specifies the translation values. |
Builds a new matrix for use as a scale transformation.
s | Specifies the scale values. |
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Builds a new matrix for use as a rotation transformation by specifying yaw, pitch and roll angles.
This definition will depend on what our coordinate system is. This one is equivalent to:
Which presupposes Y is vertical, X is sideways, Z is forward
yaw | Specifies the yaw angle in radians. |
pitch | Specifies the pitch angle in radians. |
roll | Specifies the roll angle in radians. |
Builds a new matrix for use as a rotation transformation by specifying an angle and axis.
axis | Specifies the axis of rotation. Note that this angle is expected to be normalized. |
angle | Specifies the angle of rotation. Note: The direction of the angle in this method is opposite of that in AngAxisFromQ(). |
Return the inverse of the matrix.
m | The matrix to compute the inverse of. |
These transform a DPoint3 with a DMatrix3.
These two versions of transforming a point with a matrix do the same thing, regardless of the order of operands (linear algebra rules notwithstanding).
a | The matrix to transform the point with. |
v | The point to transform. |
These transform a DPoint3 with a DMatrix3.
These two versions of transforming a point with a matrix do the same thing, regardless of the order of operands (linear algebra rules notwithstanding).
v | The point to transform. |
a | The matrix to transform the point with. |
This method is used to build a matrix that constructs a transformation in a particular space.
For example, say you have a rotation you want to apply, but you want to perform the rotation in another coordinate system. To do this, you typically transform into the space of the coordinate system, then apply the transformation, and then transform out of that coordinate system. This method constructs a matrix that does just this. It transforms matrix m so it is applied in the space of matrix xm. It returns a DMatrix3 that is xm*m*Inverse(xm).
xm | Specifies the coordinate system you want to work in. |
m | Specifies the transformation matrix. |
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Same as Maxtrix3::operator[].
Perform matrix multiplication without additional matrix copy
outMatrix | The result of matrixA * matrixB |
matrixA | First matrix to multiply |
matrixB | Second matrix to multiply |
Same as Maxtrix3::Inverse.
Compute the inverse of the matrix without additional matrix copy
outMatrix | The inversed matrix. |
m | The matrix to compute the inverse of. |
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An global instance of DMatrix3 set to the identity.
An identity matrix has no rotation, scale or translation on it. In other words, it is a matrix that has no effect when multiplied with another matrix.
the structure of the Matrix is as follows:
[1, 0, 0]
[0, 1, 0]
[0, 0, 1]
[0, 0, 0]