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float3x4[Class Summary]
v
zero[static][const]
identity[static][const]
nan[static][const]
ctor (+6 overloads)
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]
ScaleRow3(row,scalar)
ScaleRow(row,scalar)
ScaleCol(col,scalar)
Float3x3Part()[const]
TranslatePart()[const]
RotatePart()[const]
PositiveX/Y/Z()[const]
ptr() (+1 overload)
SetRow(row,data) (+3 overloads)
SetCol(column,data) (+2 overloads)
Set(...) (+3 overloads)
Set3x3Part(rotation)
SetIdentity()
SwapColumns(col1,col2)
SwapRows(row1,row2)
SetTranslatePart(tx,ty,tz) (+1 overload)
SetRotatePart/X/Y/Z(...) (+2 overloads)
operator=(rhs) (+2 overloads)
Determinant()[const]
Inverse(epsilon)
Inverted()[const]
InverseColOrthogonal()
InverseOrthogonalUniformScale()
InverseOrthonormal()
Transpose3()
Transposed3()[const]
InverseTranspose()
InverseTransposed()[const]
Trace()[const]
Orthonormalize(...)
RemoveScale()
TransformPos(pointVector)[const] (+1 overload)
TransformDir(directionVector)[const] (+2 overloads)
Transform(vector)[const]
BatchTransformPos(...)[const] (+3 overloads)
BatchTransformDir(...)[const] (+3 overloads)
BatchTransform(...)[const] (+1 overload)
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(...)[const] (+2 overloads)
Mul(rhs)[const] (+3 overloads)
MulPos(pointVector)[const] (+1 overload)
MulDir(directionVector)[const] (+1 overload)
Mul(vector)[const]
Translate(tx,ty,tz)[static] (+2 overloads)
RotateX/Y/Z(...)[static] (+1 overload)
RotateAxisAngle(...)[static] (+1 overload)
RotateFromTo(...)[static] (+1 overload)
RandomGeneral(...)[static]
RandomRotation(lcg)[static]
FromQuat(orientation)[static] (+1 overload)
FromTRS(...)[static] (+2 overloads)
FromEuler***(ex,ey,ex2)[static]
Scale(sx,sy,sz)[static] (+4 overloads)
ScaleAlongAxis(...)[static] (+1 overload)
UniformScale(uniformScale)[static] (+1 overload)
ShearX/Y/Z(yFactor,zFactor)[static]
Mirror(p)[static]
OrthographicProjection/YZ/XZ/XY(target)[static]
LookAt(...)[static] (+1 overload)

float3x4::float3x4

Syntax

float3x4::float3x4(); [1 line of code]

Creates a new float3x4 with uninitialized member values.

[opaque-qtscript]

Syntax

float3x4::float3x4(float _00, float _01, float _02, float _03, float _10, float _11, float _12, float _13, float _20, float _21, float _22, float _23); [8 lines of code]

Constructs a new float3x4 by explicitly specifying all the matrix elements.

The elements are specified in row-major format, i.e. the first row first followed by the second and third row. E.g. The element _10 denotes the scalar at second (index 1) row, first (index 0) column.

Syntax

float3x4::float3x4(const float3x3 &other); [5 lines of code]

Constructs this float3x4 to represent the same transformation as the given float3x3.

This function expands the last row and column of this matrix with the elements from the identity matrix.

Syntax

float3x4::float3x4(const float3x3 &other, const float3 &translate); [5 lines of code]

Constructs this float3x4 to represent the same transformation as the given float3x3 and the given translation combined.

The resulting matrix have its fourth column equal to the given translate vector, and the 3x3 top-left submatrix equal to the matrix other. This kind of matrix represents a transformation which first applies the matrix 'other', followed by a translation specified by the vector 'translate'.

Syntax

float3x4::float3x4(const float3 &col0, const float3 &col1, const float3 &col2, const float3 &col3); [7 lines of code]

Constructs the matrix by explicitly specifying the four column vectors.

Parameters

const float3 &col0The first column. If this matrix represents a change-of-basis transformation, this parameter is the world-space direction of the local X axis. const float3 &col1The second column. If this matrix represents a change-of-basis transformation, this parameter is the world-space direction of the local Y axis. const float3 &col2The third column. If this matrix represents a change-of-basis transformation, this parameter is the world-space direction of the local Z axis. const float3 &col3The fourth column. If this matrix represents a change-of-basis transformation, this parameter is the world-space position of the local space pivot.

Syntax

float3x4::float3x4(const Quat &orientation); [5 lines of code]

Constructs this float3x4 from the given quaternion.

Syntax

float3x4::float3x4(const Quat &orientation, const float3 &translation); [5 lines of code]

Constructs this float3x4 from the given quaternion and translation.

Logically, the translation occurs after the rotation has been performed.