Matrix4x4

Matrix4x4
Scaleform::Render::Matrix4x4
Declaration
template <typename T>
class Matrix4x4 : public Matrix4x4Data<T>;
Description

Matrix4x4 represents a multi-dimensional matrix in row-major order. This matrix is composed of 4 rows and 4 columns with translation in the 4th column.

Data Members
Data Member 
Description 
Identity matrix. 
Enumerations
Enumeration 
Description 
Specifies that the matrix should not be initialized to identity upon construction. 
Methods
Method 
Description 
Appends a matrix by multiplying the passed matrix by the current matrix. 
Returns the inverse of the passed matrix. 
Resets the current matrix values to 0. 
Data 
Provides access to the 4x4 matrix data array. 
Transforms a rectangle and returns its bounding area. 
Transforms a rectangle and return its bounding area, in homogeneous coordinates. 
Non-optimized version of EncloseTransformHomogeneous
Copies the 2x4 matrix into the array of 4 vectors (of size 4 elements each). 
Copies the 4x4 matrix into the array of 4 vectors (of size 4 elements each). 
Obtains the determinant of the matrix. 
Returns the euler angles representing the three-dimensional rotation. 
Obtains the scale factor of the current matrix. 
Obtains the translation values of the current matrix. 
Returns the scale factor applied along the X axis. 
Returns the scale factor applied along the Y axis. 
Returns the scale factor applied along the Z axis. 
Interpolates the matrices. 
Inverts the matrix. 
Determines whether the Matrix4x4 matrix object is valid or not. 
Matrix4x4 constructor. 
Multiplies a matrix with another matrix object. 
Non-optimized version of MultiplyMatrix
Creates a left-handed orthographic projection matrix. 
Decompose matrix into translation, scale, rotation and skew matrix. 
An optimized version of MultiplyMatrix
 
Creates a right-handed orthographic projection matrix. 
Creates a customized left-handed orthographic projection matrix. 
Creates a customized right-handed orthographic projection matrix. 
Creates a left-handed perspective projection matrix for view to screen transformation. 
Creates a right-handed perspective projection matrix for view to screen transformation. 
Creates a left handed perspective matrix based on focal length. 
Creates a right handed perspective matrix based on focal length. 
Creates a customized left handed perspective projection matrix based on view volume. 
Creates a customized right handed perspective projection matrix based on view volume. 
Creates a left handed perspective matrix based on view volume. 
Creates a right handed perspective matrix based on viewing volume. 
Prepends a matrix by multiplying the current matrix by the passed matrix. 
Recompose the matrix by setting its translation, scale, rotation and skew components. 
Creates a rotation matrix. 
Creates a matrix for rotation about the X axis. 
Creates a matrix for rotation about the Y axis. 
Creates a matrix for rotation about the Z axis. 
Creates the scale matrix. 
Initializes this matrix to the result of m0.Append(m1); more efficient than assignment followed by Append
 
Set 
Creates a new matrix from the passed array of values. 
Sets the current matrix to the identity matrix. 
Sets the matrix to the inverse of the passed matrix. 
Sets the scale factor to be applied along the X axis. 
Sets the scale factor to be applied along the Y axis. 
Sets the scale factor to be applied along the Z axis. 
Transforms the point (two-dimensional and three-dimensional) by the matrix. 
Transforms the point by the inverse of the matrix. 
Transforms a normal by the matrix. 
Transforms the point by the matrix, and divide by the W component. 
Calls TransformHomogeneous 3x with the corners of a bound and scales it. 
Non-optimized version of TransformHomogenousAndScaleCorners. 
Transforms the vector by the matrix. 
Creates a translation matrix. 
Converts the current matrix to a new matrix whose rows and columns are swapped. 
Tx 
Provides access to the element of the matrix which represents translation in X. 
Ty 
Provides access to the element of the matrix which represents translation in Y. 
Tz 
Provides access to the element of the matrix which represents translation in Z. 
Creates a left-handed camera view matrix for world to view transformation. 
Creates a camera view matrix for world to view transformation. 
View 
View creates a camera view matrix for world to view transformation. 
File

Render_Matrix4x4.h