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float3x3[Class Summary]
v
zero[static][const]
identity[static][const]
nan[static][const]
ctor (+3 overloads)
ToQuat()[const]
GetScale()[const]
operator[](row) (+1 overload)
At(row,col) (+1 overload)
Row(row) (+1 overload)
Row3(row) (+1 overload)
Col(col)[const]
Col3(col)[const]
Diagonal()[const]
ScaleRow(row,scalar)
ScaleCol(col,scalar)
PositiveX/Y/Z()[const]
ptr() (+1 overload)
SetRow(row,data) (+2 overloads)
SetCol(column,data) (+2 overloads)
Set(...) (+3 overloads)
SetIdentity()
SwapColumns(col1,col2)
SwapRows(row1,row2)
SetRotatePart/X/Y/Z(...) (+1 overload)
operator=(rhs) (+1 overload)
Determinant()[const]
DeterminantSymmetric()[const]
Inverse(epsilon)
InverseFast(epsilon)
SolveAxb(b,x)[const]
Inverted()[const]
InverseColOrthogonal()
InverseOrthogonalUniformScale()
InverseOrthonormal()
InverseSymmetric()
Transpose()
Transposed()[const]
InverseTranspose()
InverseTransposed()[const]
Trace()[const]
Orthonormalize(...)
RemoveScale()
Transform(vector)[const] (+1 overload)
TransformLeft(lhs)[const]
Transform(vector)[const]
BatchTransform(...)[const] (+3 overloads)
operator*(rhs)[const] (+4 overloads)
operator/(scalar)[const]
operator+(rhs)[const]
operator-(rhs)[const] (+1 overload)
operator+()[const]
operator*=(scalar)
operator/=(scalar)
operator+=(rhs)
operator-=(rhs)
IsFinite()[const]
IsIdentity(epsilon)[const]
IsLowerTriangular(epsilon)[const]
IsUpperTriangular(epsilon)[const]
IsInvertible(epsilon)[const]
IsSymmetric(epsilon)[const]
IsSkewSymmetric(epsilon)[const]
HasUnitaryScale(epsilonSq)[const]
HasNegativeScale()[const]
HasUniformScale(epsilon)[const]
IsRowOrthogonal(epsilon)[const]
IsColOrthogonal(epsilon)[const]
IsColOrthogonal3(epsilon)[const]
IsOrthonormal(epsilon)[const]
Equals(other,epsilon)[const]
ToString()[const]
SerializeToString()[const]
ToString2()[const]
ToEuler***()[const]
ExtractScale()[const]
Decompose(rotate,scale)[const] (+1 overload)
Mul(rhs)[const] (+5 overloads)
MulPos(rhs)[const] (+1 overload)
MulDir(rhs)[const] (+1 overload)
RotateX/Y/Z(angleRadians)[static]
RotateAxisAngle(...)[static]
RotateFromTo(...)[static]
LookAt(...)[static]
RandomRotation(lcg)[static]
RandomGeneral(...)[static]
FromQuat(orientation)[static]
FromRS(rotate,scale)[static] (+1 overload)
FromEuler***(ex,ey,ex2)[static]
Scale(sx,sy,sz)[static] (+1 overload)
ScaleAlongAxis(axis,scalingFactor)[static]
UniformScale(uniformScale)[static]
ShearX/Y/Z(yFactor,zFactor)[static]
Mirror(p)[static]
OrthographicProjection/YZ/XZ/XY(target)[static]

float3x3::Mirror

Syntax

float3x3 float3x3::Mirror(const Plane &p); [7 lines of code]

Creates a new matrix that mirrors with respect to the given plane.

Points lying on one side of the plane will end up at the opposite side of the plane, at the same distance of the plane they were.