SMat4I
A standard Int backed 4x4 transformation matrix.
Constructors
Method New(a:Int, b:Int, c:Int, d:Int, e:Int, f:Int, g:Int, h:Int, i:Int, j:Int, k:Int, l:Int, m:Int, n:Int, o:Int, p:Int)
Creates a new SMat4I from the supplied arguments.
Operators
Method Operator+:SMat4I(z:SMat4I Var)
Adds z to the matrix, returning a new matrix.
Method Operator-:SMat4I(z:SMat4I Var)
Subtracts z from the matrix, returning a new matrix.
Method Operator*:SMat4I(z:SMat4I Var)
Multiplies the matrix by z, the dot product, returning a new matrix.
Methods
Method Apply:SVec2I(v:SVec2I)
Applies the matrix to the vector v, returning a new vector.
Method Apply:SVec3I(v:SVec3I)
Applies the 4x4 matrix b to the vector, returning a new vector.
Method Apply:SVec4I(v:SVec4I)
Applies the 4x4 matrix b to the vector, returning a new vector.
Method Adjoint:SMat4I()
Returns the transposition of the cofactor matrix.
Method CompMul:SMat4I(z:SMat4I Var)
Multiplies the matrix by z by its components, returning a new matrix.
Method Determinant:Int()
Returns the determinant of the matrix.
Method Invert:SMat4I()
The inverse of this matrix.
An inverted matrix is such that if multiplied by the original would result in identity matrix. If some matrix transforms vectors in a particular way, then the inverse matrix can transform them back.
Method Rotate:SMat4I(axis:SVec3I, angle:Double)
Creates a rotation matrix, rotated angle degrees around the point axis.
Method Scale:SMat4I(s:SVec3I)
Scales the matrix, return the new scaled matrix.
Method Scale:SMat4I(s:SVec3D)
Scales the matrix, return the new scaled matrix.
Method Scale:SMat4I(s:SVec3F)
Scales the matrix, return the new scaled matrix.
Method Transpose:SMat4I()
Returns the transpose of this matrix.
The transposed matrix is the one that has the columns exchanged with its rows.
Method Translate:SMat4I(s:SVec3I)
Translates the matrix to s.
Method Translate:SMat4I(s:SVec3D)
Translates the matrix to s.
Method Translate:SMat4I(s:SVec3F)
Translates the matrix To s.
Method ToString:String() Override
Returns a String representation of the matrix.
Functions
Function Identity:SMat4I()
Returns the identity matrix.
Function Frustum:SMat4I(l:Double, r:Double, b:Double, t:Double, n:Double, f:Double)
Returns a projection matrix with a viewing frustum defined by the plane coordinates passed in.
Function LookAt:SMat4I(eye:SVec3I, pos:SVec3I, up:SVec3I)
Computes a transformation matrix that corresponds to a camera viewing the eye from the pos.
The right-hand vector is perpendicular to the up vector.
Function Orthogonal:SMat4I(width:Double, height:Double, zNear:Double, zFar:Double)
Creates an orthogonal projection matrix.
The returned matrix, when used as a Camera's projection matrix, creates a view showing the area between width and height, with zNear and zFar as the near and far depth clipping planes.
Function Perspective:SMat4I(fov:Double, w:Double, h:Double, n:Double, f:Double)
Creates a Perspective projection matrix.
Function Rotation:SMat4I(axis:SVec3I, angle:Double)
Returns a rotation matrix on the given axis and angle degrees.
Function Scaling:SMat4I(s:SVec3I)
Creates a scaling matrix.
Function Scaling:SMat4I(s:SVec3D)
Creates a scaling matrix.
Function Scaling:SMat4I(s:SVec3F)
Creates a scaling matrix.
Function Translation:SMat4I(s:SVec3I)
Creates a translation matrix.
Function Translation:SMat4I(s:SVec3D)
Creates a translation matrix.
Function Translation:SMat4I(s:SVec3F)
Creates a translation matrix.