#include <ApiGraphics/ProjTransfo.h>
Public Member Functions | |
ProjTransfo (float d=1) | |
ProjTransfo (float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44) | |
ProjTransfo (const float M[16], bool deleteArray=false) | |
ProjTransfo (const double M[16], bool deleteArray=false) | |
ProjTransfo (Vec4 O, Vec4 X, Vec4 Y, Vec4 Z, bool relative=false) | |
ProjTransfo (Vec3 O, Vec3 X, Vec3 Y, Vec3 Z, bool relative=false) | |
ProjTransfo (float xmin, float xmax, float ymin, float ymax, float zmin, float zmax) | |
ProjTransfo | operator * (ProjTransfo P) const |
Vec4 | operator * (Vec4 v) const |
Vec3 | operator * (Vec3 v) const |
ProjTransfo | inv () const |
ProjTransfo | transposed () const |
void | transpose () |
const float * | coefs () const |
float & | coef (int i, int j) |
float | coef (int i, int j) const |
float & | operator() (int i, int j) |
float | operator() (int i, int j) const |
Vec4 | column (int j) const |
void | setColumn (int j, Vec4 c) |
void | glLoadMatrix () const |
void | glLoadModelView () const |
void | glLoadProjection () const |
void | glMultMatrix () const |
void | glMultModelView () const |
void | glMultProjection () const |
void | getModelViewFrom (const qglviewer::Camera &camera) |
void | getProjectionFrom (const qglviewer::Camera &camera) |
float | screenRatio (float xMin=-1, float xMax=1, float yMin=-1, float yMax=1, float z=0) const |
void | drawBox (float xMin=0, float xMax=1, float yMin=0, float yMax=1, float zMin=0, float zMax=1) const |
ProjTransfo (const QDomElement &element) | |
QDomElement | domElement (const QString &name, QDomDocument &document) const |
void | initFromDOMElement (const QDomElement &element) |
Static Public Member Functions | |
static ProjTransfo | scaling (float sx, float sy, float sz) |
static ProjTransfo | scaling (Vec3 s) |
static ProjTransfo | scaling (float s) |
static ProjTransfo | translation (float tx, float ty, float tz) |
static ProjTransfo | translation (Vec3 t) |
static ProjTransfo | translation (float t) |
static ProjTransfo | translationAndScaling (float tx, float ty, float tz, float sx, float sy, float sz) |
static ProjTransfo | translationAndScaling (Vec3 t, Vec3 s) |
static ProjTransfo | translationAndScaling (float t, float s) |
static ProjTransfo | scalingAndTranslation (float sx, float sy, float sz, float tx, float ty, float tz) |
static ProjTransfo | scalingAndTranslation (Vec3 s, Vec3 t) |
static ProjTransfo | scalingAndTranslation (float s, float t) |
static ProjTransfo | rotation (float theta, Vec3 n, bool isNormed=false) |
static ProjTransfo | rotation (Vec3 d) |
static ProjTransfo | rotation (Vec3 src, Vec3 dst, bool normalized=true) |
static ProjTransfo | getGLModelView () |
static ProjTransfo | getGLProjection () |
static ProjTransfo | getGLTransform () |
It uses a 4*4 matrix as internal representation (float
[16]), using the same ordering as OpenGL (column-major matrix).