| CalculateInvRot(M3D *res) | M3D | |
| Det() const | M3D | |
| Elem(int i, int j) const | M3D | [inline] |
| ElemRef(int i, int j) | M3D | [inline] |
| Init(const V3D &e1, const V3D &e2, const V3D &e3) | M3D | |
| Init(const Real *v) | M3D | |
| Inv() | M3D | |
| InvRot() | M3D | |
| M3D(bool identity=true) | M3D | |
| M3D(const V3D &e1, const V3D &e2, const V3D &e3) | M3D | |
| M3D(const Real *v) | M3D | |
| M3D(const V3D &v) | M3D | |
| MakeId() | M3D | |
| matrix | M3D | |
| NormalizeColumns() | M3D | |
| operator *(const M3D &m) const | M3D | |
| operator *(const V3D &v) const | M3D | |
| operator *(const V3D &v, const M3D &m) | M3D | [friend] |
| operator *(const Real &r) const | M3D | |
| operator *(const Real &s, const M3D &m) | M3D | [friend] |
| operator *=(const M3D &m) | M3D | |
| operator *=(const Real a) | M3D | |
| operator()(int i, int j) | M3D | [inline] |
| operator()(int i, int j) const | M3D | [inline] |
| operator+=(const M3D &m) | M3D | |
| operator=(const M3D &m1) | M3D | |
| operator[](const int i) const | M3D | |
| RotV(const V3D &w, const Real &alfa) | M3D | |
| RotX(const Real &alfa) | M3D | |
| RotY(const Real &alfa) | M3D | |
| RotZ(const Real &alfa) | M3D | |
| ToArray(Real *v) const | M3D | |
| ToOpenGLMatrix(double *m) const | M3D | |
| ToOpenGLMatrix(float *m) const | M3D | |
| Transpose() | M3D | |
| Zero() | M3D | |