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float4x4[Class Summary]
v
zero[static][const]
identity[static][const]
nan[static][const]
ctor (+6 overloads)
GetScale()[const]
ComplementaryProjection()[const]
operator[](row) (+1 overload)
At(row,col) (+1 overload)
Row(row) (+1 overload)
Row3(row)[const]
Col(col)[const]
Diagonal()[const]
ScaleRow3(row,scalar)
ScaleRow(row,scalar)
ScaleCol3(col,scalar)
ScaleCol(col,scalar)
Float3x3Part()[const]
Float3x4Part() (+1 overload)
TranslatePart()[const]
RotatePart()[const]
X/Y/Z()[const]
ptr() (+1 overload)
SetRow3(row,data) (+2 overloads)
SetRow(row,data) (+3 overloads)
SetCol3(column,data) (+2 overloads)
SetCol(column,data) (+3 overloads)
Set(...) (+3 overloads)
Set3x3Part(rotation)
Set3x4Part(rotateTranslate)
SetIdentity()
SwapColumns(col1,col2)
SwapRows(row1,row2)
SetTranslatePart(tx,ty,tz) (+2 overloads)
SetRotatePart/X/Y/Z(...) (+2 overloads)
operator=(rhs) (+4 overloads)
Determinant3()[const]
Determinant4()[const]
SubMatrix(i,j)[const]
Minor(i,j)[const]
Adjugate()[const]
CholeskyDecompose(outL)[const]
LUDecompose(outLower,outUpper)[const]
Inverse(epsilon)
Inverted()[const]
InverseColOrthogonal()
InverseOrthogonalUniformScale()
InverseOrthonormal()
Transpose()
Transposed()[const]
InverseTranspose()
InverseTransposed()[const]
Trace()[const]
Orthogonalize3(...) (+1 overload)
Orthonormalize3(...) (+1 overload)
RemoveScale()
Pivot()
TransformPos(pointVector)[const] (+2 overloads)
TransformDir(directionVector)[const] (+2 overloads)
Transform(vector)[const]
TransformPos(...)[const] (+1 overload)
TransformDir(...)[const] (+1 overload)
Transform(...)[const] (+1 overload)
operator*(rhs)[const] (+5 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]
IsIdempotent(epsilon)[const]
HasUnitaryScale(epsilon)[const]
HasNegativeScale()[const]
HasUniformScale(epsilon)[const]
IsRowOrthogonal3(epsilon)[const]
IsColOrthogonal3(epsilon)[const]
IsOrthonormal3(epsilon)[const]
Equals(other,epsilon)[const]
ContainsProjection(epsilon)[const]
ToString()[const]
SerializeToString()[const]
ToString2()[const]
ToEuler***()[const]
ExtractScale()[const]
Decompose(...)[const] (+3 overloads)
Abs()[const]
Mul(rhs)[const] (+3 overloads)
MulPos(pointVector)[const] (+1 overload)
MulDir(directionVector)[const] (+1 overload)
Mul(vector)[const]
Translate(tx,ty,tz)[static] (+1 overload)
RotateX/Y/Z(...)[static] (+1 overload)
RotateAxisAngle(...)[static] (+1 overload)
RotateFromTo(...)[static] (+1 overload)
RandomGeneral(...)[static]
RotateFromTo(...)[static] (+1 overload)
FromQuat(orientation)[static] (+1 overload)
FromTRS(...)[static] (+3 overloads)
FromEuler***(x2,y,x)[static]
Scale(sx,sy,sz)[static] (+2 overloads)
ScaleAlongAxis(...)[static] (+1 overload)
UniformScale(uniformScale)[static] (+1 overload)
ShearX/Y/Z(yFactor,zFactor)[static]
Mirror(p)[static]
D3DOrthoProjLH(...)[static]
D3DOrthoProjRH(...)[static]
D3DPerspProjLH(...)[static]
D3DPerspProjRH(...)[static]
OpenGLOrthoProjLH(...)[static]
OpenGLOrthoProjRH(...)[static]
OpenGLPerspProjLH(...)[static]
OpenGLPerspProjRH(...)[static]
OrthographicProjection/YZ/XZ/XY(target)[static]
LookAt(...)[static] (+1 overload)

float4x4::RotateX/Y/Z

Syntax

float4x4 float4x4::RotateX(float angleRadians, const float3 &pointOnAxis); [4 lines of code]
float4x4 float4x4::RotateY(float angleRadians); [8 lines of code]
float4x4 float4x4::RotateY(float angleRadians, const float3 &pointOnAxis); [4 lines of code]
float4x4 float4x4::RotateZ(float angleRadians); [8 lines of code]
float4x4 float4x4::RotateZ(float angleRadians, const float3 &pointOnAxis); [4 lines of code]
float4x4 float4x4::RotateX(float angleRadians); [8 lines of code]

Creates a new float4x4 that rotates about one of the principal axes.

Calling RotateX, RotateY or RotateZ is slightly faster than calling the more generic RotateAxisAngle function.

Parameters

floatangleRadiansThe angle to rotate by, in radians. For example, Pi/4.f equals to 45 degrees, Pi/2.f is 90 degrees, and Pi is 180 degrees. const float3 &pointOnAxisIf specified, the rotation is performed about an axis that passes through this point, and not through the origin. The returned matrix will not be a pure rotation matrix, but will also contain translation.

See Also

DegToRad().