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ゲームグラフィックス特論
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継承メンバを含む gg::GgMatrix の全メンバ一覧です。
| frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) const | gg::GgMatrix | inline |
| get() const | gg::GgMatrix | inline |
| get(GLfloat *a) const | gg::GgMatrix | inline |
| GgMatrix()=default | gg::GgMatrix | |
| GgMatrix(GLfloat m00, GLfloat m01, GLfloat m02, GLfloat m03, GLfloat m10, GLfloat m11, GLfloat m12, GLfloat m13, GLfloat m20, GLfloat m21, GLfloat m22, GLfloat m23, GLfloat m30, GLfloat m31, GLfloat m32, GLfloat m33) | gg::GgMatrix | inline |
| GgMatrix(const GLfloat *a) | gg::GgMatrix | inline |
| GgMatrix(GLfloat c) | gg::GgMatrix | inline |
| GgMatrix(const GgMatrix &m)=default | gg::GgMatrix | |
| GgMatrix(GgMatrix &&m)=default | gg::GgMatrix | |
| invert() const | gg::GgMatrix | inline |
| loadFrustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) | gg::GgMatrix | |
| loadIdentity() | gg::GgMatrix | |
| loadInvert(const GLfloat *a) | gg::GgMatrix | |
| loadInvert(const GgMatrix &m) | gg::GgMatrix | inline |
| loadLookat(GLfloat ex, GLfloat ey, GLfloat ez, GLfloat tx, GLfloat ty, GLfloat tz, GLfloat ux, GLfloat uy, GLfloat uz) | gg::GgMatrix | |
| loadLookat(const GLfloat *e, const GLfloat *t, const GLfloat *u) | gg::GgMatrix | inline |
| loadLookat(const GgVector &e, const GgVector &t, const GgVector &u) | gg::GgMatrix | inline |
| loadNormal(const GLfloat *a) | gg::GgMatrix | |
| loadNormal(const GgMatrix &m) | gg::GgMatrix | inline |
| loadOrthogonal(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) | gg::GgMatrix | |
| loadPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) | gg::GgMatrix | |
| loadRotate(GLfloat x, GLfloat y, GLfloat z, GLfloat a) | gg::GgMatrix | |
| loadRotate(const GLfloat *r, GLfloat a) | gg::GgMatrix | inline |
| loadRotate(const GgVector &r, GLfloat a) | gg::GgMatrix | inline |
| loadRotate(const GLfloat *r) | gg::GgMatrix | inline |
| loadRotate(const GgVector &r) | gg::GgMatrix | inline |
| loadRotateX(GLfloat a) | gg::GgMatrix | |
| loadRotateY(GLfloat a) | gg::GgMatrix | |
| loadRotateZ(GLfloat a) | gg::GgMatrix | |
| loadScale(GLfloat x, GLfloat y, GLfloat z, GLfloat w=1.0f) | gg::GgMatrix | |
| loadScale(const GLfloat *s) | gg::GgMatrix | inline |
| loadScale(const GgVector &s) | gg::GgMatrix | inline |
| loadTranslate(GLfloat x, GLfloat y, GLfloat z, GLfloat w=1.0f) | gg::GgMatrix | |
| loadTranslate(const GLfloat *t) | gg::GgMatrix | inline |
| loadTranslate(const GgVector &t) | gg::GgMatrix | inline |
| loadTranspose(const GLfloat *a) | gg::GgMatrix | |
| loadTranspose(const GgMatrix &m) | gg::GgMatrix | inline |
| lookat(GLfloat ex, GLfloat ey, GLfloat ez, GLfloat tx, GLfloat ty, GLfloat tz, GLfloat ux, GLfloat uy, GLfloat uz) const | gg::GgMatrix | inline |
| lookat(const GLfloat *e, const GLfloat *t, const GLfloat *u) const | gg::GgMatrix | inline |
| lookat(const GgVector &e, const GgVector &t, const GgVector &u) const | gg::GgMatrix | inline |
| normal() const | gg::GgMatrix | inline |
| operator*(const GLfloat *a) const | gg::GgMatrix | inline |
| operator*(const GgMatrix &m) const | gg::GgMatrix | inline |
| operator*(const GgVector &v) const | gg::GgMatrix | inline |
| operator*=(const GLfloat *a) | gg::GgMatrix | inline |
| operator*=(const GgMatrix &m) | gg::GgMatrix | inline |
| operator+(const GLfloat *a) const | gg::GgMatrix | inline |
| operator+(const GgMatrix &m) const | gg::GgMatrix | inline |
| operator+=(const GLfloat *a) | gg::GgMatrix | inline |
| operator+=(const GgMatrix &m) | gg::GgMatrix | inline |
| operator-(const GLfloat *a) const | gg::GgMatrix | inline |
| operator-(const GgMatrix &m) const | gg::GgMatrix | inline |
| operator-=(const GLfloat *a) | gg::GgMatrix | inline |
| operator-=(const GgMatrix &m) | gg::GgMatrix | inline |
| operator/(const GLfloat *a) const | gg::GgMatrix | inline |
| operator/(const GgMatrix &m) const | gg::GgMatrix | inline |
| operator/=(const GLfloat *a) | gg::GgMatrix | inline |
| operator/=(const GgMatrix &m) | gg::GgMatrix | inline |
| operator=(const GgMatrix &m)=default | gg::GgMatrix | |
| operator=(GgMatrix &&m)=default | gg::GgMatrix | |
| operator=(const GLfloat *a) | gg::GgMatrix | inline |
| orthogonal(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) const | gg::GgMatrix | inline |
| perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) const | gg::GgMatrix | inline |
| projection(GLfloat *c, const GLfloat *v) const | gg::GgMatrix | inline |
| projection(GLfloat *c, const GgVector &v) const | gg::GgMatrix | inline |
| projection(GgVector &c, const GLfloat *v) const | gg::GgMatrix | inline |
| projection(GgVector &c, const GgVector &v) const | gg::GgMatrix | inline |
| rotate(GLfloat x, GLfloat y, GLfloat z, GLfloat a) const | gg::GgMatrix | inline |
| rotate(const GLfloat *r, GLfloat a) const | gg::GgMatrix | inline |
| rotate(const GgVector &r, GLfloat a) const | gg::GgMatrix | inline |
| rotate(const GLfloat *r) const | gg::GgMatrix | inline |
| rotate(const GgVector &r) const | gg::GgMatrix | inline |
| rotateX(GLfloat a) const | gg::GgMatrix | inline |
| rotateY(GLfloat a) const | gg::GgMatrix | inline |
| rotateZ(GLfloat a) const | gg::GgMatrix | inline |
| scale(GLfloat x, GLfloat y, GLfloat z, GLfloat w=1.0f) const | gg::GgMatrix | inline |
| scale(const GLfloat *s) const | gg::GgMatrix | inline |
| scale(const GgVector &s) const | gg::GgMatrix | inline |
| translate(GLfloat x, GLfloat y, GLfloat z, GLfloat w=1.0f) const | gg::GgMatrix | inline |
| translate(const GLfloat *t) const | gg::GgMatrix | inline |
| translate(const GgVector &t) const | gg::GgMatrix | inline |
| transpose() const | gg::GgMatrix | inline |
| ~GgMatrix()=default | gg::GgMatrix |