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 | |