#import "CC3Foundation.h"
Functions | |
static GLfloat | CC3Det2x2 (GLfloat a1, GLfloat a2, GLfloat b1, GLfloat b2) |
static GLfloat | CC3Det3x3 (GLfloat a1, GLfloat a2, GLfloat a3, GLfloat b1, GLfloat b2, GLfloat b3, GLfloat c1, GLfloat c2, GLfloat c3) |
static void | CC3Mat4Multiply (GLfloat *mOut, const GLfloat *mL, const GLfloat *mR) |
static void | kmMat4RotationQuaternion (GLfloat *m, const CC3Vector4 q) |
static void | kmMat4RotationX (GLfloat *m, const GLfloat degrees) |
static void | kmMat4RotationY (GLfloat *m, const GLfloat degrees) |
static void | kmMat4RotationYXZ (GLfloat *m, CC3Vector aRotation) |
static void | kmMat4RotationZ (GLfloat *m, const GLfloat degrees) |
static void | kmMat4RotationZYX (GLfloat *m, CC3Vector aRotation) |
static void | kmMat4Transformation (GLfloat *m, const CC3Vector aTranslation, const CC3Vector aRotation, const CC3Vector aScale) |
static GLfloat CC3Det2x2 | ( | GLfloat | a1, |
GLfloat | a2, | ||
GLfloat | b1, | ||
GLfloat | b2 | ||
) | [inline, static] |
Returns the determinant of the specified matrix values.
| a1 b1 | | a2 b2 |
static GLfloat CC3Det3x3 | ( | GLfloat | a1, |
GLfloat | a2, | ||
GLfloat | a3, | ||
GLfloat | b1, | ||
GLfloat | b2, | ||
GLfloat | b3, | ||
GLfloat | c1, | ||
GLfloat | c2, | ||
GLfloat | c3 | ||
) | [inline, static] |
Returns the determinant of the specified matrix values.
| a1 b1 c1 | | a2 b2 c2 | | a3 b3 c3 |
static void CC3Mat4Multiply | ( | GLfloat * | mOut, |
const GLfloat * | mL, | ||
const GLfloat * | mR | ||
) | [inline, static] |
Multiplies mL on the left by mR on the right, and stores the result in mOut.
static void kmMat4RotationQuaternion | ( | GLfloat * | m, |
const CC3Vector4 | q | ||
) | [inline, static] |
Builds a rotation matrix from a quaternion to a rotation matrix, stores the result in pOut and returns the result.
static void kmMat4RotationX | ( | GLfloat * | m, |
const GLfloat | degrees | ||
) | [inline, static] |
Builds a rotation matrix around the X-axis, stores the result in pOut and returns the result.
static void kmMat4RotationY | ( | GLfloat * | m, |
const GLfloat | degrees | ||
) | [inline, static] |
Builds a rotation matrix around the Y-axis, stores the result in pOut and returns the result.
static void kmMat4RotationYXZ | ( | GLfloat * | m, |
CC3Vector | aRotation | ||
) | [inline, static] |
Builds a rotation matrix that rotates around all three axes, y (yaw), x (pitch) and z (roll), in that order, stores the result in 4x4 GL matrix m and returns the result.
This algorithm matches up along the positive Y axis, which is the OpenGL ES default.
static void kmMat4RotationZ | ( | GLfloat * | m, |
const GLfloat | degrees | ||
) | [inline, static] |
Builds a rotation matrix around the Z-axis, stores the result in pOut and returns the result.
static void kmMat4RotationZYX | ( | GLfloat * | m, |
CC3Vector | aRotation | ||
) | [inline, static] |
Builds a rotation matrix that rotates around all three axes z (roll), y (yaw), and x (pitch), in that order, stores the result in pOut and returns the result This algorithm matches up along the positive Z axis, which is used by some commercial 3D worlds.