23 :
x(tx[0][0], tx[1][0], tx[2][0], tx[3][0]),
24 y(tx[0][1], tx[1][1], tx[2][1], tx[3][1]),
25 z(tx[0][2], tx[1][2], tx[2][2], tx[3][2])
50 t.
x =
float4(m[0][0], m[1][0], m[2][0], m[3][0]);
51 t.
y =
float4(m[0][1], m[1][1], m[2][1], m[3][1]);
52 t.
z =
float4(m[0][2], m[1][2], m[2][2], m[3][2]);
bool all(VecOp< bool, D >) RET
VecBase< bool, D > equal(VecOp< T, D >, VecOp< T, D >) RET
static float3 transform_point_inversed(Transform t, float3 point)
static float3 transform_x_axis(Transform t)
static Transform transform_from_matrix(float4x4 m)
static float3 transform_direction_transposed(Transform t, float3 direction)
static float3 transform_z_axis(Transform t)
static float3 transform_y_axis(Transform t)
static float4x4 transform_to_matrix(Transform t)
static float3 transform_location(Transform t)
VecBase< T, 3 > transform_direction(const MatBase< T, 3, 3 > &mat, const VecBase< T, 3 > &direction)
VecBase< T, 3 > transform_point(const CartesianBasis &basis, const VecBase< T, 3 > &v)
MatBase< float, 4, 4 > float4x4
MatBase< float, 3, 4 > float3x4
VecBase< float, 4 > float4
MatBase< float, 3, 3 > float3x3
VecBase< float, 3 > float3