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AppEasy Core SDK
1.5.0
Cross platform mobile and desktop app and game development SDK - The easy way to make apps
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AngleAxis(float axis_x, float axis_y, float axis_z, float angle) | CzMatrix4 | |
Clear() | CzMatrix4 | |
ConvertFromGL(float *m0) | CzMatrix4 | |
ConvertGL(CzMatrix4 &m0) | CzMatrix4 | |
Copy(CzMatrix4 *m0) | CzMatrix4 | |
CzMatrix4() | CzMatrix4 | |
CzMatrix4(CzMatrix4 *m0) | CzMatrix4 | |
getTranslation() | CzMatrix4 | |
getX() const | CzMatrix4 | |
getY() const | CzMatrix4 | |
getZ() const | CzMatrix4 | |
Identity() | CzMatrix4 | |
Invert() | CzMatrix4 | |
LookAt(float eye_x, float eye_y, float eye_z, float lookat_x, float lookat_y, float lookat_z, float up_x, float up_y, float up_z, CzVec3 *trans) | CzMatrix4 | |
m | CzMatrix4 | |
Multiply(CzMatrix4 *m0) | CzMatrix4 | |
Multiply(CzMatrix4 *m0, CzMatrix4 *m1) | CzMatrix4 | |
MultiplyPost(CzMatrix4 *m0) | CzMatrix4 | |
OrthoProjection(float top, float bottom, float left, float right, float near_plane, float far_plane) | CzMatrix4 | |
PerspProjection(float fov, float aspect, float near_plane, float far_plane) | CzMatrix4 | |
Quat(float x, float y, float z, float w) | CzMatrix4 | |
Rotate(float x, float y, float z) | CzMatrix4 | |
Rotate(CzVec3 *pAngles) | CzMatrix4 | |
RotateX(float angle) | CzMatrix4 | |
RotateY(float angle) | CzMatrix4 | |
RotateYXZ(CzVec3 *pAngles) | CzMatrix4 | |
RotateYXZ(float x, float y, float z) | CzMatrix4 | |
RotateZ(float angle) | CzMatrix4 | |
Scale(float x, float y, float z) | CzMatrix4 | |
Scale(CzVec3 *v) | CzMatrix4 | |
Transform(float x, float y, float z, CzVec3 *ov) | CzMatrix4 | |
Transform(CzVec3 *iv, CzVec3 *ov) | CzMatrix4 | |
Transform(float x, float y, float z) | CzMatrix4 | |
TransformN(CzVec3 *iv, CzVec3 *ov, int nCount) | CzMatrix4 | |
TransformNPreTranslate(CzVec3 *iv, CzVec3 *ov, int nCount) | CzMatrix4 | |
TransformNRotationOnly(CzVec3 *iv, CzVec3 *ov, int nCount) | CzMatrix4 | |
TransformRotationOnly(float x, float y, float z, CzVec3 *ov) | CzMatrix4 | |
TransformRotationOnly(CzVec3 *iv, CzVec3 *ov) | CzMatrix4 | |
TransformZ(float x, float y, float z) | CzMatrix4 | |
TransformZRS(float x, float y, float z) | CzMatrix4 | |
Translate(float x, float y, float z) | CzMatrix4 | |
Translate(CzVec3 *pV) | CzMatrix4 | |
TranslateSet(float x, float y, float z) | CzMatrix4 | |
TranslateSet(CzVec3 *pV) | CzMatrix4 | |
Transpose() | CzMatrix4 | |
Transpose4x4() | CzMatrix4 | |
UVN(CzVec3 *pU, CzVec3 *pV, CzVec3 *pN) | CzMatrix4 |