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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>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_matrix4.html">mingfx::Matrix4</a></td></tr>
<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>
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<tr class="memdesc:ae5708e414f585dde2a5418ddae259a57"><td class="mdescLeft">&#160;</td><td class="mdescRight">Multiply matrix and scalar, returns the new matrix.  <a href="namespacemingfx.html#ae5708e414f585dde2a5418ddae259a57">More...</a><br /></td></tr>
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<tr class="memitem:a061ff38340cf1aad4612790b0a600aeb"><td class="memItemLeft" align="right" valign="top">Matrix4&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacemingfx.html#a061ff38340cf1aad4612790b0a600aeb">mingfx::operator*</a> (const float &amp;s, const Matrix4 &amp;m)</td></tr>
<tr class="memdesc:a061ff38340cf1aad4612790b0a600aeb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Multiply matrix and scalar, returns the new matrix.  <a href="namespacemingfx.html#a061ff38340cf1aad4612790b0a600aeb">More...</a><br /></td></tr>
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<tr class="memdesc:a5b8dabff5d6c9ddcef5e15b0ef807c80"><td class="mdescLeft">&#160;</td><td class="mdescRight">Multiply matrix and point, returns the new point.  <a href="namespacemingfx.html#a5b8dabff5d6c9ddcef5e15b0ef807c80">More...</a><br /></td></tr>
<tr class="separator:a5b8dabff5d6c9ddcef5e15b0ef807c80"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="separator:abb2cfd42e696494e4797d8f7e11f6d77"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aadc0e86a31d54469e730669067b102c2"><td class="memItemLeft" align="right" valign="top">Matrix4&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacemingfx.html#aadc0e86a31d54469e730669067b102c2">mingfx::operator*</a> (const Matrix4 &amp;m1, const Matrix4 &amp;m2)</td></tr>
<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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