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| cMatrix3x3f () |
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| cMatrix3x3f (const SUPER_t &src) |
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| cMatrixT () noexcept |
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| cMatrixT (const THIS_t &v) noexcept |
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| cMatrixT (const DVALUEDEF_t *pVals) noexcept |
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bool | IsNear (const THIS_t &v2, DVALUEDEF_t fDist=(DVALUEDEF_t) k_FLT_MIN2) const |
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COMPARE_t | Compare (const THIS_t &v2) const |
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bool | operator== (const THIS_t &v2) const |
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bool | operator!= (const THIS_t &v2) const |
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void | InitMul (const cMatrixT< DVALUEDEF_t, _ROWS, _IDN > &m1, const cMatrixT< DVALUEDEF_t, _IDN, _COLS > &m2) |
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DVALUEDEF_t * | RefRow (int nRow) |
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const DVALUEDEF_t * | GetRow (int nRow) const |
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const DVALUEDEF_t * | GetRow (AXIS_TYPE eAxis) const |
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void | SetRow (int nRow, const DVALUEDEF_t *p) |
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cVecT< DVALUEDEF_t, _COLS > & | RefRowV (int nRow) |
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const cVecT< DVALUEDEF_t, _COLS > & | GetRowV (int nRow) const |
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void | SetRowV (int nRow, const cVecT< DVALUEDEF_t, _COLS > &v) |
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void | CopyColTo (int nCol, DVALUEDEF_t *pV) const |
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void | CopyColToV (int nCol, cVecT< DVALUEDEF_t, _ROWS > &v) const |
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cVecT< DVALUEDEF_t, _ROWS > | GetColV (int nCol) const |
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void | SetCol (int nCol, const DVALUEDEF_t *pV) |
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void | SetColV (int nCol, const cVecT< DVALUEDEF_t, _ROWS > &v) |
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3x3 matrix works similar to 4x4 but without translation. Must translate into world space as a separate operation. more efficient in some contexts. same as shader 'float3x3'