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Public Member Functions |
| | ~deTransform () |
| | deTransform (void) |
| | default constructor initializes to identity matrix.
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| | deTransform (const deTransformInfo &ref) |
| | copy constructor.
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| | deTransform (const deVec3d &Trans) |
| | translation constructor, sets rotation to identity.
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| | deTransform (const deVec3d &Right, const deVec3d &Up, const deVec3d &In) |
| | rotation constructor, sets translation to identity.
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| | deTransform (const deVec3d &Right, const deVec3d &Up, const deVec3d &In, const deVec3d &Trans) |
| | all data constructor.
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| void | Reset () |
| | reset the transform to 0 translation and identity rotation
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| void | FromFloat44 (const float Mat[4][4], deBoolean d3d) |
| | convert from a 4x4 matrix, such as an opengl or direct3d one. the last column will be ignored.
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| void | FromDouble44 (const double Mat[4][4], deBoolean d3d) |
| | convert from a 4x4 matrix, such as deMatrix44.
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| void | ToFloat44 (float Mat[4][4], deBoolean d3d) const |
| | convert to a 4x4 matrix, such as an opengl or direct3d one. the last column will be created with (0,0,0,1).
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| void | SqueezeVectors () |
| | forces any values that are close to 0 to become exactly 0
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| void | SetRight (const deVec3d &Right) |
| | set the "right" (aka X or i) basis vector
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| void | SetUp (const deVec3d &Up) |
| | set the "up" (aka Y or j) basis vector
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| void | SetIn (const deVec3d &In) |
| | set the "in" (aka Z or k) basis vector
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| void | SetTranslation (const deVec3d &Trans) |
| | set the translation of the transform. translation is in the space of the parent's coordinate system.
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| void | SetRightUpIn (const deVec3d &Right, const deVec3d &Up, const deVec3d &In) |
| | set all the basis vectors at once
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| void | SetXRot (deDouble r) |
| | Reset the transform and then build a rotation around the X axis. Any existing rotation or translation is lost.
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| void | SetYRot (deDouble r) |
| | Reset the transform and then build a rotation around the Y axis. Any existing rotation or translation is lost.
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| void | SetZRot (deDouble r) |
| | Reset the transform and then build a rotation around the Z axis. Any existing rotation or translation is lost.
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| void | RotateX (deDouble Rads) |
| | Applies a rotation around the X axis to the existing data in the transform.
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| void | RotateY (deDouble Rads) |
| | Applies a rotation around the Y axis to the existing data in the transform.
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| void | RotateZ (deDouble Rads) |
| | Applies a rotation around the Z axis to the existing data in the transform.
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| void | FreeRot (const deVec3d &Rads) |
| | Builds a Euler angles rotation, losing any previously stored rotation or translation.
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| void | FreeRot (deDouble x, deDouble y, deDouble z) |
| | Builds a Euler angles rotation, losing any previously stored rotation or translation.
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| void | FreeRotInPlace (const deVec3d &Rads) |
| | Builds a Euler angles rotation, losing any previously stored rotation, but not translation.
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| void | FreeRotInPlace (deDouble x, deDouble y, deDouble z) |
| | Builds a Euler angles rotation, losing any previously stored rotation, but not translation.
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| void | ApplyScaling (deDouble UniformScaling) |
| | Scale the basis vectors by a uniform value.
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| void | ApplyScaling (const deVec3d &Multiples) |
| | Scale the basis vectors by a distinct axis values.
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| void | ApplyScaling (deDouble x, deDouble y, deDouble z) |
| | Scale the basis vectors by a distinct axis values.
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| void | GetBasisScales (deDouble &x, deDouble &y, deDouble &z) |
| | Obtain the lengths of the basis vectors (axes) of the transform.
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| void | GetBasisScales (deVec3d &v) |
| deBoolean | TestIdentity (deDouble Epsilon=0.00001) |
| | Tests whether the basis vectors form an identity matrix, setting the internal m_Identity member appropriately.
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| deBoolean | IsOrthogonal () const |
| | Tests whether the basis vectors form an orthogonal basis (all perpendicular to one another).
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| deBoolean | IsOrthoNormal () const |
| | Tests the basis vectors for an orthonormality (all perpendicular to one another and magnitude=1.0).
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| deBoolean | OrthoNormalize () |
| | Creates an orthonormal basis from the existing basis vectors.
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| void | GetRight (deVec3d &r) const |
| | retrieve the "right" basis vector
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| void | GetUp (deVec3d &u) const |
| | retrieve the "up" basis vector
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| void | GetIn (deVec3d &i) const |
| | retrieve the "in" basis vector
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| deVec3d | GetRight () const |
| | retrieve the "right" basis vector
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| deVec3d | GetUp () const |
| | retrieve the "up" basis vector
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| deVec3d | GetIn () const |
| | retrieve the "in" basis vector
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| void | GetRightUpIn (deVec3d &Right, deVec3d &Up, deVec3d &In) const |
| | retrieve all the basis vectors at once
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| void | GetTranspose (deTransformInfo &target) |
| deTransformInfo | GetTranspose () |
| | alternate form of GetTranspose
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| deVec3d | GetTranslation () const |
| | retrieve the translation for this transform
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| void | Transform (deVec3d InVec, deVec3d &OutVec) const |
| | Perform a transformation of a 3d vector using this transform.
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| void | TransformArray (const deVec3d InVec[], deVec3d OutVec[], int num) const |
| | Perform a transformation of an array of 3d vectors using this transform.
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| void | Transform (deVertex InVec, deVertex &OutVec) const |
| void | TransformArray (const deVertex InVec[], deVertex OutVec[], int num) const |
| void | TransposeTransform (deVec3d InVec, deVec3d &OutVec) const |
| | transform a 3d vector by the transposition of this transform, which is the same as the inverse for orthonormal transforms.
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| void | Multiply (const deTransformInfo &rhs, deTransformInfo &ret) |
| deTransform | Multiply (const deTransformInfo &rhs) |
| | return = this * rhs
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