pfLinMath - Vectors, Matrices, Quaternions
#include <Performer/pr/pfLinMath.h>
- 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(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)
- 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