pfLinMath - Vectors, Matrices, Quaternions

#include <Performer/pr/pfLinMath.h>

pfVec3

pfVec3::pfVec3(x, y, z)
set(x, y, z)
==     almostEqual(pfVec3 vec2, float tolerance)
distance(vec2)
sqrDistance(vec2)
length()
normalize()
cross(vec1, vec2)
dot(vec2)
xformPt(pfVec3 vec, pfMatrix mat)
xformVec(pfVec3 vec, pfMatrix mat)
+   -   *   /   +=   -=   *=   /=

pfMatrix

pfMatrix::pfMatrix(a00, a01, a02, ..., a32, a33)
makeIdent()
makeTrans(x, y, z)
makeRot(degrees, x, y, z)
makeEuler(heading, pitch, roll)
makeQuat(quat)
makeScale(x, y, z)
preTrans(x, y, z, mat)                 postTrans(mat, x, y, z)
preRot(degrees, x, y, z, mat)     postRot(mat, degrees, x, y, z)
preScale(x, y, z, mat)                 postScale(mat, x, y, z)
*   *=
==     almostEqual(mat, tolerance)
invertFull(mat)     invertAff(mat)     invertOrtho(mat)

pfQuat

makeRot(degrees, x, y, z)
getRot(°rees, &x, &y, &z)
slerp(t, quat1, quat2)
conj(quat)
mult(quat1, quat2)     *     *=


Last modified 28 March 2000.
Dave Pape, pape@evl.uic.edu