## class SG_EXPORT osg::Matrixf

## Inheritance:

### Public Methods

inline Matrixf()
inline Matrixf( const Matrixf& mat)
Matrixf( const Matrixd& mat )
inline explicit Matrixf( float const* const ptr )
inline explicit Matrixf( double const* const ptr )
inline explicit Matrixf( const Quat& quat )
Matrixf( value_type a00, value_type a01, value_type a02, value_type a03, value_type a10, value_type a11, value_type a12, value_type a13, value_type a20, value_type a21, value_type a22, value_type a23, value_type a30, value_type a31, value_type a32, value_type a33)
~Matrixf()
int compare(const Matrixf& m) const
bool operator < (const Matrixf& m) const
bool operator == (const Matrixf& m) const
bool operator != (const Matrixf& m) const
inline value_type& operator()(int row, int col)
inline value_type operator()(int row, int col) const
inline bool valid() const
inline bool isNaN() const
inline Matrixf& operator = (const Matrixf& rhs)
Matrixf& operator = (const Matrixd& rhs)
void set(const Matrixd& rhs)
inline void set(const Matrixf& rhs)
inline void set(float const* const ptr)
inline void set(double const* const ptr)
void set( value_type a00, value_type a01, value_type a02, value_type a03, value_type a10, value_type a11, value_type a12, value_type a13, value_type a20, value_type a21, value_type a22, value_type a23, value_type a30, value_type a31, value_type a32, value_type a33)
void set(const Quat& q)
void get(Quat& q) const
value_type* ptr()
const value_type* ptr() const
void makeIdentity()
void makeScale( const Vec3& )
void makeScale( value_type, value_type, value_type )
void makeTranslate( const Vec3& )
void makeTranslate( value_type, value_type, value_type )
void makeRotate( const Vec3& from, const Vec3& to )
void makeRotate( float angle, const Vec3& axis )
void makeRotate( float angle, float x, float y, float z )
void makeRotate( const Quat& )
void makeRotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
void makeOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
  Set to a orthographic projection.
bool getOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
  Get the othorgraphic settings of the orthographic projection matrix.
inline void makeOrtho2D(double left, double right, double bottom, double top)
  Set to a 2D orthographic projection.
void makeFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
  Set to a perspective projection.
bool getFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
  Get the frustum setting of a perspective projection matrix.
void makePerspective(double fovy, double aspectRatio, double zNear, double zFar)
  Set to a symmetrical perspective projection, See gluPerspective for further details.
bool getPerspective(double& fovy, double& aspectRatio, double& zNear, double& zFar)
  Get the frustum setting of a symetric perspective projection matrix.
void makeLookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
  Set to the position and orientation modelview matrix, using the same convention as gluLookAt.
void getLookAt(Vec3& eye, Vec3& center, Vec3& up, float lookDistance=1.0f)
  Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.
bool invert( const Matrixf& )
inline static Matrixf identity( void )
inline static Matrixf scale( const Vec3& sv)
inline static Matrixf scale( value_type sx, value_type sy, value_type sz)
inline static Matrixf translate( const Vec3& dv)
inline static Matrixf translate( value_type x, value_type y, value_type z)
inline static Matrixf rotate( const Vec3& from, const Vec3& to)
inline static Matrixf rotate( float angle, float x, float y, float z)
inline static Matrixf rotate( float angle, const Vec3& axis)
inline static Matrixf rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
inline static Matrixf rotate( const Quat& quat)
inline static Matrixf inverse( const Matrixf& matrix)
inline static Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
  Create a orthographic projection.
inline static Matrixf ortho2D(double left, double right, double bottom, double top)
  Create a 2D orthographic projection.
inline static Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
  Create a perspective projection.
inline static Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)
  Create a symmetrical perspective projection, See gluPerspective for further details.
inline static Matrixf lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
  Create the position and orientation as per a camera, using the same convention as gluLookAt.
void setTrans( value_type tx, value_type ty, value_type tz )
void setTrans( const Vec3& v )
inline Vec3 getTrans() const
inline Vec3 getScale() const
inline static Vec3 transform3x3(const Vec3& v, const Matrixf& m)
  apply apply an 3x3 transform of v*M[02,02]
inline static Vec3 transform3x3(const Matrixf& m, const Vec3& v)
  apply apply an 3x3 transform of M[02,02]*v
void mult( const Matrixf&, const Matrixf& )
void preMult( const Matrixf& )
void postMult( const Matrixf& )
inline void operator *= ( const Matrixf& other )
inline Matrixf operator * ( const Matrixf &m ) const
inline Matrixf identity(void)
inline Matrixf scale(value_type sx, value_type sy, value_type sz)
inline Matrixf scale(const Vec3& v )
inline Matrixf translate(value_type tx, value_type ty, value_type tz)
inline Matrixf translate(const Vec3& v )
inline Matrixf rotate( const Quat& q )
inline Matrixf rotate(float angle, float x, float y, float z )
inline Matrixf rotate(float angle, const Vec3& axis )
inline Matrixf rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
inline Matrixf rotate(const Vec3& from, const Vec3& to )
inline Matrixf inverse( const Matrixf& matrix)
inline Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)
inline Matrixf ortho2D(double left, double right, double bottom, double top)
inline Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)
inline Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)
inline Matrixf lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
inline Vec3 postMult( const Vec3& v ) const
inline Vec3 preMult( const Vec3& v ) const
inline Vec4 postMult( const Vec4& v ) const
inline Vec4 preMult( const Vec4& v ) const
inline Vec3 transform3x3(const Vec3& v, const Matrixf& m)
inline Vec3 transform3x3(const Matrixf& m, const Vec3& v)
inline Vec3 operator* (const Vec3& v) const
inline Vec4 operator* (const Vec4& v) const

### Public Members

typedef float value_type

### Protected Fields

value_type _mat[4][4]

## Documentation

`typedef float value_type`

`inline Matrixf()`

`inline Matrixf( const Matrixf& mat)`

`Matrixf( const Matrixd& mat )`

`inline explicit Matrixf( float const* const ptr )`

`inline explicit Matrixf( double const* const ptr )`

`inline explicit Matrixf( const Quat& quat )`

`Matrixf( value_type a00, value_type a01, value_type a02, value_type a03, value_type a10, value_type a11, value_type a12, value_type a13, value_type a20, value_type a21, value_type a22, value_type a23, value_type a30, value_type a31, value_type a32, value_type a33)`

`~Matrixf()`

`int compare(const Matrixf& m) const`

`bool operator < (const Matrixf& m) const`

`bool operator == (const Matrixf& m) const`

`bool operator != (const Matrixf& m) const`

`inline value_type& operator()(int row, int col)`

`inline value_type operator()(int row, int col) const`

`inline bool valid() const`

`inline bool isNaN() const`

`inline Matrixf& operator = (const Matrixf& rhs)`

`Matrixf& operator = (const Matrixd& rhs)`

`void set(const Matrixd& rhs)`

`inline void set(const Matrixf& rhs)`

`inline void set(float const* const ptr)`

`inline void set(double const* const ptr)`

`void set( value_type a00, value_type a01, value_type a02, value_type a03, value_type a10, value_type a11, value_type a12, value_type a13, value_type a20, value_type a21, value_type a22, value_type a23, value_type a30, value_type a31, value_type a32, value_type a33)`

`void set(const Quat& q)`

`void get(Quat& q) const`

`value_type* ptr()`

`const value_type* ptr() const`

`void makeIdentity()`

`void makeScale( const Vec3& )`

`void makeScale( value_type, value_type, value_type )`

`void makeTranslate( const Vec3& )`

`void makeTranslate( value_type, value_type, value_type )`

`void makeRotate( const Vec3& from, const Vec3& to )`

`void makeRotate( float angle, const Vec3& axis )`

`void makeRotate( float angle, float x, float y, float z )`

`void makeRotate( const Quat& )`

`void makeRotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)`

`void makeOrtho(double left, double right, double bottom, double top, double zNear, double zFar)`
  Set to a orthographic projection. See glOrtho for further details.

`bool getOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)`
  Get the othorgraphic settings of the orthographic projection matrix. Note, if matrix is not an orthographic matrix then invalid values will be returned.

`inline void makeOrtho2D(double left, double right, double bottom, double top)`
  Set to a 2D orthographic projection. See glOrtho2D for further details.

`void makeFrustum(double left, double right, double bottom, double top, double zNear, double zFar)`
  Set to a perspective projection. See glFrustum for further details.

`bool getFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)`
  Get the frustum setting of a perspective projection matrix. Returns false if matrix is not an orthographic matrix, where parameter values are undefined.

`void makePerspective(double fovy, double aspectRatio, double zNear, double zFar)`
  Set to a symmetrical perspective projection, See gluPerspective for further details. Aspect ratio is defined as width/height.

`bool getPerspective(double& fovy, double& aspectRatio, double& zNear, double& zFar)`
  Get the frustum setting of a symetric perspective projection matrix. Returns false if matrix is not a perspective matrix, where parameter values are undefined. Note, if matrix is not a symetric perspective matrix then the shear will be lost. Asymetric metrices occur when stereo, power walls, caves and reality center display are used. In these configuration one should use the AsFrustum method instead.

`void makeLookAt(const Vec3& eye, const Vec3& center, const Vec3& up)`
  Set to the position and orientation modelview matrix, using the same convention as gluLookAt.

`void getLookAt(Vec3& eye, Vec3& center, Vec3& up, float lookDistance=1.0f)`
  Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.

`bool invert( const Matrixf& )`

`inline static Matrixf identity( void )`

`inline static Matrixf scale( const Vec3& sv)`

`inline static Matrixf scale( value_type sx, value_type sy, value_type sz)`

`inline static Matrixf translate( const Vec3& dv)`

`inline static Matrixf translate( value_type x, value_type y, value_type z)`

`inline static Matrixf rotate( const Vec3& from, const Vec3& to)`

`inline static Matrixf rotate( float angle, float x, float y, float z)`

`inline static Matrixf rotate( float angle, const Vec3& axis)`

`inline static Matrixf rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)`

`inline static Matrixf rotate( const Quat& quat)`

`inline static Matrixf inverse( const Matrixf& matrix)`

`inline static Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)`
  Create a orthographic projection. See glOrtho for further details.

`inline static Matrixf ortho2D(double left, double right, double bottom, double top)`
  Create a 2D orthographic projection. See glOrtho for further details.

`inline static Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)`
  Create a perspective projection. See glFrustum for further details.

`inline static Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)`
  Create a symmetrical perspective projection, See gluPerspective for further details. Aspect ratio is defined as width/height.

`inline static Matrixf lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)`
  Create the position and orientation as per a camera, using the same convention as gluLookAt.

`void setTrans( value_type tx, value_type ty, value_type tz )`

`void setTrans( const Vec3& v )`

`inline Vec3 getTrans() const`

`inline Vec3 getScale() const`

`inline static Vec3 transform3x3(const Vec3& v, const Matrixf& m)`
  apply apply an 3x3 transform of v*M[02,02]

`inline static Vec3 transform3x3(const Matrixf& m, const Vec3& v)`
  apply apply an 3x3 transform of M[02,02]*v

`void mult( const Matrixf&, const Matrixf& )`

`void preMult( const Matrixf& )`

`void postMult( const Matrixf& )`

`inline void operator *= ( const Matrixf& other )`

`inline Matrixf operator * ( const Matrixf &m ) const`

`value_type _mat[4][4]`

`inline Matrixf identity(void)`

`inline Matrixf scale(value_type sx, value_type sy, value_type sz)`

`inline Matrixf scale(const Vec3& v )`

`inline Matrixf translate(value_type tx, value_type ty, value_type tz)`

`inline Matrixf translate(const Vec3& v )`

`inline Matrixf rotate( const Quat& q )`

`inline Matrixf rotate(float angle, float x, float y, float z )`

`inline Matrixf rotate(float angle, const Vec3& axis )`

`inline Matrixf rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)`

`inline Matrixf rotate(const Vec3& from, const Vec3& to )`

`inline Matrixf inverse( const Matrixf& matrix)`

`inline Matrixf ortho(double left, double right, double bottom, double top, double zNear, double zFar)`

`inline Matrixf ortho2D(double left, double right, double bottom, double top)`

`inline Matrixf frustum(double left, double right, double bottom, double top, double zNear, double zFar)`

`inline Matrixf perspective(double fovy, double aspectRatio, double zNear, double zFar)`

`inline Matrixf lookAt(const Vec3& eye, const Vec3& center, const Vec3& up)`

`inline Vec3 postMult( const Vec3& v ) const`

`inline Vec3 preMult( const Vec3& v ) const`

`inline Vec4 postMult( const Vec4& v ) const`

`inline Vec4 preMult( const Vec4& v ) const`

`inline Vec3 transform3x3(const Vec3& v, const Matrixf& m)`

`inline Vec3 transform3x3(const Matrixf& m, const Vec3& v)`

`inline Vec3 operator* (const Vec3& v) const`

`inline Vec4 operator* (const Vec4& v) const`

Direct child classes:
  RefMatrixf

Alphabetic index HTML hierarchy of classes or Java

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