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| TLookFromMatrix (const TVector< T > &EyePosition, const TVector< T > &LookDirection, const TVector< T > &UpVector) |
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template<typename FArg , TEMPLATE_REQUIRES(!std::is_same_v< T, FArg >) > |
| TLookFromMatrix (const TLookFromMatrix< FArg > &From) |
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FORCEINLINE void | DiagnosticCheckNaN () const |
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FORCEINLINE | TMatrix () |
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FORCEINLINE | TMatrix (EForceInit) |
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FORCEINLINE | TMatrix (const TPlane< T > &InX, const TPlane< T > &InY, const TPlane< T > &InZ, const TPlane< T > &InW) |
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FORCEINLINE | TMatrix (const TVector< T > &InX, const TVector< T > &InY, const TVector< T > &InZ, const TVector< T > &InW) |
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void | SetIdentity () |
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FORCEINLINE TMatrix< T > | operator* (const TMatrix< T > &Other) const |
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FORCEINLINE void | operator*= (const TMatrix< T > &Other) |
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FORCEINLINE TMatrix< T > | operator+ (const TMatrix< T > &Other) const |
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FORCEINLINE void | operator+= (const TMatrix< T > &Other) |
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FORCEINLINE TMatrix< T > | operator* (T Other) const |
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FORCEINLINE void | operator*= (T Other) |
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bool | operator== (const TMatrix< T > &Other) const |
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bool | Equals (const TMatrix< T > &Other, T Tolerance=UE_KINDA_SMALL_NUMBER) const |
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bool | operator!= (const TMatrix< T > &Other) const |
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FORCEINLINE TVector4< T > | TransformFVector4 (const TVector4< T > &V) const |
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FORCEINLINE TVector4< T > | TransformPosition (const TVector< T > &V) const |
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FORCEINLINE TVector< T > | InverseTransformPosition (const TVector< T > &V) const |
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FORCEINLINE TVector4< T > | TransformVector (const TVector< T > &V) const |
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FORCEINLINE TVector< T > | InverseTransformVector (const TVector< T > &V) const |
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FORCEINLINE TMatrix< T > | GetTransposed () const |
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T | Determinant () const |
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T | RotDeterminant () const |
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TMatrix< T > | InverseFast () const |
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TMatrix< T > | Inverse () const |
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TMatrix< T > | TransposeAdjoint () const |
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void | RemoveScaling (T Tolerance=UE_SMALL_NUMBER) |
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TMatrix< T > | GetMatrixWithoutScale (T Tolerance=UE_SMALL_NUMBER) const |
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TVector< T > | ExtractScaling (T Tolerance=UE_SMALL_NUMBER) |
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TVector< T > | GetScaleVector (T Tolerance=UE_SMALL_NUMBER) const |
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TMatrix< T > | RemoveTranslation () const |
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TMatrix< T > | ConcatTranslation (const TVector< T > &Translation) const |
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bool | ContainsNaN () const |
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void | ScaleTranslation (const TVector< T > &Scale3D) |
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T | GetMinimumAxisScale () const |
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T | GetMaximumAxisScale () const |
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TMatrix< T > | ApplyScale (T Scale) const |
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TVector< T > | GetOrigin () const |
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TVector< T > | GetScaledAxis (EAxis::Type Axis) const |
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void | GetScaledAxes (TVector< T > &X, TVector< T > &Y, TVector< T > &Z) const |
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TVector< T > | GetUnitAxis (EAxis::Type Axis) const |
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void | GetUnitAxes (TVector< T > &X, TVector< T > &Y, TVector< T > &Z) const |
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void | SetAxis (int32 i, const TVector< T > &Axis) |
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void | SetOrigin (const TVector< T > &NewOrigin) |
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void | SetAxes (const TVector< T > *Axis0=NULL, const TVector< T > *Axis1=NULL, const TVector< T > *Axis2=NULL, const TVector< T > *Origin=NULL) |
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TVector< T > | GetColumn (int32 i) const |
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void | SetColumn (int32 i, TVector< T > Value) |
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UE::Math::TRotator< T > | Rotator () const |
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UE::Math::TQuat< T > | ToQuat () const |
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FORCEINLINE bool | GetFrustumNearPlane (TPlane< T > &OuTPln) const |
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FORCEINLINE bool | GetFrustumFarPlane (TPlane< T > &OuTPln) const |
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FORCEINLINE bool | GetFrustumLeftPlane (TPlane< T > &OuTPln) const |
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FORCEINLINE bool | GetFrustumRightPlane (TPlane< T > &OuTPln) const |
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FORCEINLINE bool | GetFrustumTopPlane (TPlane< T > &OuTPln) const |
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FORCEINLINE bool | GetFrustumBottomPlane (TPlane< T > &OuTPln) const |
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void | Mirror (EAxis::Type MirrorAxis, EAxis::Type FlipAxis) |
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FString | ToString () const |
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void | DebugPrint () const |
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uint32 | ComputeHash () const |
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bool | Serialize (FArchive &Ar) |
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bool | SerializeFromMismatchedTag (FName StructTag, FArchive &Ar) |
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void | To3x4MatrixTranspose (T *Out) const |
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template<typename FArg , TEMPLATE_REQUIRES(!std::is_same_v< T, FArg >) > |
| TMatrix (const TMatrix< FArg > &From) |
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template<
typename T>
struct UE::Math::TLookFromMatrix< T >
Definition at line 525 of file Matrix.h.
Creates a view matrix given an eye position, a direction to look in, and an up vector. Direction or up vectors need not be normalized. This does the same thing as FLookAtMatrix, except without completely destroying precision when position is large, Always use this instead of e.g., FLookAtMatrix(Pos, Pos + Dir,...);
Definition at line 906 of file Matrix.inl.