45 t = Math::sqrt((x * x) + (y * y) + (z * z));
62 t = Math::sqrt((x * x) + (y * y) + (z * z));
79 t = Math::sqrt((x * x) + (y * y) + (z * z));
96 t = Math::sqrt((x * x) + (y * y) + (z * z));
113 t = Math::sqrt((x * x) + (y * y) + (z * z));
130 t = Math::sqrt((x * x) + (y * y) + (z * z));
Matrix4x4 modelViewMatrixTransposed
void update()
Setups frustum, should be called if frustum did change.
Matrix4x4 projectionMatrixTransposed
Axis aligned bounding box used for frustum, this is not directly connectable with physics engine.
Plane entity, this is not directly connectable with physics engine.
Sphere physics primitive.
Matrix4x4 & getProjectionMatrix()
Matrix4x4 & getModelViewMatrix()
Matrix4x4 class representing matrix4x4 mathematical structure and operations for 3d space.
Vector3 multiply(const Vector3 &vector3) const
Multiplies this matrix with vector3.
Matrix4x4 & set(float r0c0, float r0c1, float r0c2, float r0c3, float r1c0, float r1c1, float r1c2, float r1c3, float r2c0, float r2c1, float r2c2, float r2c3, float r3c0, float r3c1, float r3c2, float r3c3)
Sets this matrix by its components.
Matrix4x4 & transpose()
Transposes this matrix.
Vector3 class representing vector3 mathematical structure and operations with x, y,...