## class SG_EXPORT osg::Matrixd

## Inheritance:

### Public Methods

inline Matrixd()
inline Matrixd( const Matrixd& mat)
Matrixd( const Matrixf& mat )
inline explicit Matrixd( float const* const ptr )
inline explicit Matrixd( double const* const ptr )
inline explicit Matrixd( const Quat& quat )
Matrixd( 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)
~Matrixd()
int compare(const Matrixd& m) const
bool operator < (const Matrixd& m) const
bool operator == (const Matrixd& m) const
bool operator != (const Matrixd& 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 Matrixd& operator = (const Matrixd& rhs)
inline Matrixd& operator = (const Matrixf& other)
inline void set(const Matrixd& rhs)
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 Matrixd& )
inline static Matrixd identity( void )
inline static Matrixd scale( const Vec3& sv)
inline static Matrixd scale( value_type sx, value_type sy, value_type sz)
inline static Matrixd translate( const Vec3& dv)
inline static Matrixd translate( value_type x, value_type y, value_type z)
inline static Matrixd rotate( const Vec3& from, const Vec3& to)
inline static Matrixd rotate( float angle, float x, float y, float z)
inline static Matrixd rotate( float angle, const Vec3& axis)
inline static Matrixd rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
inline static Matrixd rotate( const Quat& quat)
inline static Matrixd inverse( const Matrixd& matrix)
inline static Matrixd ortho(double left, double right, double bottom, double top, double zNear, double zFar)
  Create a orthographic projection.
inline static Matrixd ortho2D(double left, double right, double bottom, double top)
  Create a 2D orthographic projection.
inline static Matrixd frustum(double left, double right, double bottom, double top, double zNear, double zFar)
  Create a perspective projection.
inline static Matrixd perspective(double fovy, double aspectRatio, double zNear, double zFar)
  Create a symmetrical perspective projection, See gluPerspective for further details.
inline static Matrixd 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 Matrixd& m)
  apply apply an 3x3 transform of v*M[02,02]
inline static Vec3 transform3x3(const Matrixd& m, const Vec3& v)
  apply apply an 3x3 transform of M[02,02]*v
void mult( const Matrixd&, const Matrixd& )
void preMult( const Matrixd& )
void postMult( const Matrixd& )
inline void operator *= ( const Matrixd& other )
inline Matrixd operator * ( const Matrixd &m ) const
inline Matrixd identity(void)
inline Matrixd scale(value_type sx, value_type sy, value_type sz)
inline Matrixd scale(const Vec3& v )
inline Matrixd translate(value_type tx, value_type ty, value_type tz)
inline Matrixd translate(const Vec3& v )
inline Matrixd rotate( const Quat& q )
inline Matrixd rotate(float angle, float x, float y, float z )
inline Matrixd rotate(float angle, const Vec3& axis )
inline Matrixd rotate( float angle1, const Vec3& axis1, float angle2, const Vec3& axis2, float angle3, const Vec3& axis3)
inline Matrixd rotate(const Vec3& from, const Vec3& to )
inline Matrixd inverse( const Matrixd& matrix)
inline Matrixd ortho(double left, double right, double bottom, double top, double zNear, double zFar)
inline Matrixd ortho2D(double left, double right, double bottom, double top)
inline Matrixd frustum(double left, double right, double bottom, double top, double zNear, double zFar)
inline Matrixd perspective(double fovy, double aspectRatio, double zNear, double zFar)
inline Matrixd 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 Matrixd& m)
inline Vec3 transform3x3(const Matrixd& m, const Vec3& v)
inline Vec3 operator* (const Vec3& v) const
inline Vec4 operator* (const Vec4& v) const

### Public Members

typedef double value_type

### Protected Fields

value_type _mat[4][4]

## Documentation

`typedef double value_type`

`inline Matrixd()`

`inline Matrixd( const Matrixd& mat)`

`Matrixd( const Matrixf& mat )`

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

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

`inline explicit Matrixd( const Quat& quat )`

`Matrixd( 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)`

`~Matrixd()`

`int compare(const Matrixd& m) const`

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

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

`bool operator != (const Matrixd& 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 Matrixd& operator = (const Matrixd& rhs)`

`inline Matrixd& operator = (const Matrixf& other)`

`inline void set(const Matrixd& rhs)`

`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. Note, if matrix is not an perspective matrix then invalid values will be returned.

`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 Matrixd& )`

`inline static Matrixd identity( void )`

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

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

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

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

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

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

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

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

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

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

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

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

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

`inline static Matrixd 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 Matrixd 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 Matrixd& m)`
  apply apply an 3x3 transform of v*M[02,02]

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

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

`void preMult( const Matrixd& )`

`void postMult( const Matrixd& )`

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

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

`value_type _mat[4][4]`

`inline Matrixd identity(void)`

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

`inline Matrixd scale(const Vec3& v )`

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

`inline Matrixd translate(const Vec3& v )`

`inline Matrixd rotate( const Quat& q )`

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

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

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

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

`inline Matrixd inverse( const Matrixd& matrix)`

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

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

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

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

`inline Matrixd 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 Matrixd& m)`

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

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

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

Direct child classes:
  RefMatrixd

Alphabetic index HTML hierarchy of classes or Java

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