Lines Matching refs:Matrix4
24 scale_ = Matrix4<float>::Scale(Vector3<float>(1.0f, 1.0f, 1.0f), Vector3<float>(0, 0, 0));
25 rotate_ = Matrix4<float>::Rotate(0, Vector3<float>(0, 0, 0), Vector3<float>(0, 0, 0));
26 shear_ = Matrix4<float>::Shear(Vector2<float>(0, 0), Vector2<float>(0, 0), Vector2<float>(0, 0));
27 translate_ = Matrix4<float>::Translate(Vector3<float>(0, 0, 0));
44 scale_ = Matrix4<float>::Scale(Vector3<float>(1.0f, 1.0f, 1.0f), Vector3<float>(0, 0, 0));
45 rotate_ = Matrix4<float>::Rotate(0, Vector3<float>(0, 0, 0), Vector3<float>(0, 0, 0));
46 shear_ = Matrix4<float>::Shear(Vector2<float>(0, 0), Vector2<float>(0, 0), Vector2<float>(0, 0));
47 translate_ = Matrix4<float>::Translate(Vector3<float>(0, 0, 0));
145 translate_ = Matrix4<float>::Translate(Vector3<float>(trans.x_, trans.y_, trans.z_));
157 translate_ = Matrix4<float>::Translate(trans);
185 rotate_ = Matrix4<float>::Rotate(
188 scale_ = Matrix4<float>::Scale(Vector3<float>(1.0f / scaleCoeff_.x_, 1.0f / scaleCoeff_.y_, scaleCoeff_.z_),
191 shear_ = Matrix4<float>::Shear(shearX_, shearY_, shearZ_);
192 shear_ = shear_ * Matrix4<float>::Translate(Vector3<float>(-rectX, -rectY, 0));
193 shear_ = Matrix4<float>::Translate(Vector3<float>(rectX, rectY, 0)) * shear_;
200 Matrix4<float> translateFromCamera = Matrix4<float>::Translate(Vector3<float>(-x, -y, -z));
201 Matrix4<float> translateToCamera = Matrix4<float>::Translate(Vector3<float>(x, y, z));
202 Matrix4<float> perspectiveMatrix;
213 scale_ = Matrix4<float>::Scale(scaleCoeff_,
251 Matrix4<float>::Rotate(angle_,
256 scale_ = Matrix4<float>::Scale(scaleCoeff_,
259 shear_ = Matrix4<float>::Shear(shearX_, shearY_, shearZ_);
260 shear_ = shear_ * Matrix4<float>::Translate(Vector3<float>(-rect_.GetX(), -rect_.GetY(), 0));
261 shear_ = Matrix4<float>::Translate(Vector3<float>(rect_.GetX(), rect_.GetY(), 0)) * shear_;
269 Matrix4<float> translateFromCamera = Matrix4<float>::Translate(Vector3<float>(-x, -y, -z));
270 Matrix4<float> translateToCamera = Matrix4<float>::Translate(Vector3<float>(x, y, z));
271 Matrix4<float> perspectiveMatrix;
281 void TransformMap::SetMatrix(const Matrix4<float>& matrix, bool isInternalMatrix)
315 isIdentity_ = IsIdentity(const_cast<Matrix4<float>&>(matrix));
316 Matrix4<float> translate = Matrix4<float>::Translate(Vector3<float>(rect_.GetX(), rect_.GetY(), 0));