Mat44.kl¶
Types¶
Mat44 (struct)¶
The Mat44 represents a 4 by 4 matrix. It uses Vec4 types for each of the 4 rows.
/*
** Example: Mat44
*/
// create a matrix 4x4
Vec4 v0(1.0, 0.0, 0.0, 0.0);
Vec4 v1(0.0, 1.0, 0.0, 0.0);
Vec4 v2(0.0, 0.0, 1.0, 0.0);
Vec4 v3(0.0, 0.0, 0.0, 1.0);
Mat44 mat(v0, v1, v2, v3);
Fabric Engine Matrices are column-major rather than row-major¶
Most DCCs follow a row-major convention for expressing their matrices which implies that multiplication of matrices occurs in the opposite order to those in Fabric Engine.
In Maya and Softimage, to transform a point (P) by a matrix (WM), you would post-multiply the vector by the matrix by placing it on the left side of the matrix.
(P’ = P x WM)
In Fabric Engine, to transform a point (P) by a matrix (WM), you would post-multiply it by placing it on the right hand side of the matrix.
(P’ = WM x P)
When multiplying matrices together, the order of the matrices is also swapped when compared to Maya/Softimage.
To Transform a Matrix (M) into the space of a another matrix (WM), you would place the L on the right hand side of WM
(M’ = WM x M)
In Maya, Softimage and 3dsmax, the order of the matrices in the multiplication would be swapped.
(M’ = M x WM)
Methods¶
Mat44 ( in Mat44 other ) | |
Mat44 ( in Scalar _00, in Scalar _01, in Scalar _02, in Scalar _03, in Scalar _10, in Scalar _11, in Scalar _12, in Scalar _13, in Scalar _20, in Scalar _21, in Scalar _22, in Scalar _23, in Scalar _30, in Scalar _31, in Scalar _32, in Scalar _33 ) | |
Mat44 ( in Vec4 row0, in Vec4 row1, in Vec4 row2, in Vec4 row3 ) | |
Mat44 () | |
Mat44 | add ? ( in Mat44 other ) |
Mat44 | adjoint ? () |
Boolean | almostEqual ? ( in Mat44 other ) |
Boolean | almostEqual ? ( in Mat44 other, in Scalar precision ) |
Mat44 | clone ? () |
decompose ? ( out Vec3 scaling, out Mat33 rotation, out Vec3 translation ) | |
Scalar | determinant ? () |
Mat44 | divideScalar ? ( in Scalar other ) |
Boolean | equal ? ( in Mat44 other ) |
get ? ( io Float32 v<> ) | |
get ? ( io Float32 v<>, in UInt32 o ) | |
get ? ( io Float32 v[] ) | |
get ? ( io Float32 v[], in UInt32 o ) | |
get ? ( io Float64 v<> ) | |
get ? ( io Float64 v<>, in UInt32 o ) | |
get ? ( io Float64 v[] ) | |
get ? ( io Float64 v[], in UInt32 o ) | |
getTr ? ( io Float64 v<> ) | |
UInt32 | hash ? () |
Mat44 | inverse ? () |
Mat44 | inverse_safe ? () |
Boolean | isNull ? () |
Mat44 | multiply ? ( in Mat44 other ) |
Mat44 | multiplyScalar ? ( in Scalar other ) |
Vec3 | multiplyVector3 ? ( in Vec3 other ) |
Vec4 | multiplyVector4 ? ( in Vec4 other ) |
set ! ( in Float32 v<> ) | |
set ! ( in Float32 v<>, in UInt32 o ) | |
set ! ( in Float64 v<> ) | |
set ! ( in Float64 v<>, in UInt32 o ) | |
set ! ( in Scalar _00, in Scalar _01, in Scalar _02, in Scalar _03, in Scalar _10, in Scalar _11, in Scalar _12, in Scalar _13, in Scalar _20, in Scalar _21, in Scalar _22, in Scalar _23, in Scalar _30, in Scalar _31, in Scalar _32, in Scalar _33 ) | |
set ! ( in Vec3 translation, in Mat33 rotation, in Vec3 scaling ) | |
set ! ( in Vec3 translation, in Quat rotation, in Vec3 scaling ) | |
setColumns ! ( in Vec4 col0, in Vec4 col1, in Vec4 col2, in Vec4 col3 ) | |
setDiagonal ! ( in Scalar v ) | |
setDiagonal ! ( in Vec3 v ) | |
setDiagonal ! ( in Vec4 v ) | |
setFromMat33 ! ( in Mat33 m ) | |
setIdentity ! () | |
setNull ! () | |
setRotation ! ( in Quat q ) | |
setRows ! ( in Vec4 row0, in Vec4 row1, in Vec4 row2, in Vec4 row3 ) | |
setScaling ! ( in Vec3 v ) | |
setTr ! ( in Float64 v<> ) | |
setTranslation ! ( in Vec3 tr ) | |
setUpperLeft ! ( in Mat33 m ) | |
Mat44 | sphericalLinearInterpolate ? ( in Mat44 m2, in Scalar t ) |
Mat44 | subtract ? ( in Mat44 other ) |
Vec3 | translation ? () |
Mat44 | transpose ? () |
Mat33 | upperLeft ? () |
zeroTranslation ! () |