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authorMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
committerMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
commit342403a02f8063903d0f38327430721d4d0ae331 (patch)
tree29d020a27bc16939c568dd4b29166566d1c0e658 /dev/MinGfx/docs/html/matrix4_8h.html
parentFix parenthesis (diff)
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+<div class="textblock"><code>#include &lt;iostream&gt;</code><br />
+<code>#include &quot;<a class="el" href="point3_8h_source.html">point3.h</a>&quot;</code><br />
+<code>#include &quot;<a class="el" href="vector3_8h_source.html">vector3.h</a>&quot;</code><br />
+<code>#include &quot;<a class="el" href="ray_8h_source.html">ray.h</a>&quot;</code><br />
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+<p><a href="matrix4_8h_source.html">Go to the source code of this file.</a></p>
+<table class="memberdecls">
+<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
+Classes</h2></td></tr>
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+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A 4x4 transformation matrix stored internally as an array of floats in column-major order so as to be compatible with OpenGL. <a href="classmingfx_1_1_matrix4.html#details">More...</a><br /></td></tr>
+<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
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+<tr class="memdesc:aadc0e86a31d54469e730669067b102c2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Multiply two matrices, returns the result. <a href="namespacemingfx.html#aadc0e86a31d54469e730669067b102c2">More...</a><br /></td></tr>
+<tr class="separator:aadc0e86a31d54469e730669067b102c2"><td class="memSeparator" colspan="2">&#160;</td></tr>
+<tr class="memitem:a1af1c07624961984759120b7af7f9ce4"><td class="memItemLeft" align="right" valign="top">Ray&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacemingfx.html#a1af1c07624961984759120b7af7f9ce4">mingfx::operator*</a> (const Matrix4 &amp;m, const Ray &amp;r)</td></tr>
+<tr class="memdesc:a1af1c07624961984759120b7af7f9ce4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Multiply matrix and the point and vector portions of the ray, returns the new ray. <a href="namespacemingfx.html#a1af1c07624961984759120b7af7f9ce4">More...</a><br /></td></tr>
+<tr class="separator:a1af1c07624961984759120b7af7f9ce4"><td class="memSeparator" colspan="2">&#160;</td></tr>
+<tr class="memitem:a1584104dea1f0a5636c868b67ddf6b10"><td class="memItemLeft" align="right" valign="top">std::ostream &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacemingfx.html#a1584104dea1f0a5636c868b67ddf6b10">mingfx::operator&lt;&lt;</a> (std::ostream &amp;os, const Matrix4 &amp;m)</td></tr>
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+<tr class="memitem:a05fc1c0b2b6011283c019242d6a2de74"><td class="memItemLeft" align="right" valign="top">std::istream &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacemingfx.html#a05fc1c0b2b6011283c019242d6a2de74">mingfx::operator&gt;&gt;</a> (std::istream &amp;is, Matrix4 &amp;m)</td></tr>
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