17 return _output<<
"["<<_v.
m_x<<
","<<_v.
m_y<<
"]";
22 return _input >> _s.
m_x >> _s.
m_y ;
29 return _output<<
"["<<_v.
m_x<<
","<<_v.
m_y<<
","<<_v.
m_z<<
"]";
34 return _input >> _s.
m_x >> _s.
m_y >> _s.
m_z;
41 return _output<<
"["<<_v.
m_x<<
","<<_v.
m_y<<
","<<_v.
m_z<<
","<<_v.
m_w<<
"]";
58 return _output<<
"["<<_s.
m_r<<
","<<_s.
m_g<<
","<<_s.
m_b<<
","<<_s.
m_a<<
"]";
72 std::cout.setf(std::ios::fixed|std::ios::adjustfield|std::ios::showpos);
73 std::cout.precision(12);
75 <<
"["<<_m.
m_00<<
","<<_m.
m_01<<
","<<_m.
m_02<<
","<<
"]"<<std::endl
76 <<
"["<<_m.
m_10<<
","<<_m.
m_11<<
","<<_m.
m_12<<
","<<
"]"<<std::endl
77 <<
"["<<_m.
m_20<<
","<<_m.
m_21<<
","<<_m.
m_22<<
","<<
"]"<<std::endl;
83 std::cout.setf(std::ios::fixed|std::ios::adjustfield|std::ios::showpos);
101 return i_s << i_q.
getS() <<
" [" << i_q.
getX() <<
"i," << i_q.
getY() <<
"j," << i_q.
getZ()<<
"k]";
Mat3 basic 3x3 matrix for certain glsl ops.
Real m_11
individual matrix element maps to m_m[1][1] or m_openGL[5]
Real m_21
individual matrix element maps to m_m[2][1] or m_openGL[9]
Real m_00
individual matrix element maps to m_m[0][0] or m_openGL[0]
simple Vec2 encapsulates a 3 float object like glsl Vec2 but not maths use the Vec2 class for maths a...
simple class to hold colour information and set the basic opengl colour state. also has overloaded me...
simple Vector class for OpenGL graphics, contains overloaded operators for most math functions...
Real m_r
red component of the colour tuple
a simple colour class for RGBA colour
Real m_12
individual matrix element maps to m_m[1][2] or m_openGL[6]
Real m_22
individual matrix element maps to m_m[2][2] or m_openGL[10]
Real m_b
blue component of the colour tuple
Real getZ() const noexcept
accesor for the z vector components
Real m_12
individual matrix element maps to m_m[1][2] or m_openGL[6]
Real m_31
individual matrix element maps to m_m[3][1] or m_openGL[13]
Real m_x
x component of the Vec2
simple Vec3 encapsulates a 3 float object like glsl vec3 but not maths use the Vec3 class for maths a...
implementation files for RibExport class
Real m_30
individual matrix element maps to m_m[3][0] or m_openGL[12]
Real m_g
green component of the colour tuple
encapsulates a 4d Homogenous Point / Vector object
Real m_02
individual matrix element maps to m_m[0][2] or m_openGL[2]
Vec4 getLook() const noexcept
get the look position
a simple 2 tuple container for compatibility with glsl
Real getX() const noexcept
accesor for the x vector components
a simple 3 tuple container for compatibility with glsl
Real m_y
y component of the Vec2
simple camera class to allow movement in an opengl scene. a lot of this stuff is from the HILL book C...
Real m_01
individual matrix element maps to m_m[0][1] or m_openGL[1]
Real m_00
individual matrix element maps to m_m[0][0] or m_openGL[0]
Real getS() const noexcept
accesor for the scalar part
Real m_10
individual matrix element maps to m_m[1][0] or m_openGL[4]
Defines the class Quaternion based on John Vinces lecture notes basically we have a scalar part and t...
Real m_11
individual matrix element maps to m_m[1][1] or m_openGL[5]
Real m_13
individual matrix element maps to m_m[1][3] or m_openGL[7]
Real m_23
individual matrix element maps to m_m[2][3] or m_openGL[11]
NGL_DLLEXPORT std::ostream & operator<<(std::ostream &_output, const Vec2 &_v)
insertion operator to print out the Vec2
Vec4 getUp() const noexcept
get the up vector
Real m_10
individual matrix element maps to m_m[1][0] or m_openGL[4]
Real m_20
individual matrix element maps to m_m[2][0] or m_openGL[8]
Real m_a
alpha the transparent element
Real m_32
individual matrix element maps to m_m[3][2] or m_openGL[14]
a simple camera class based on the Hill Book
Real m_21
individual matrix element maps to m_m[2][1] or m_openGL[9]
Matrix Class to do simple matrix operations included operator overloaded functions for maths and matr...
Vec4 getEye() const noexcept
get the eye position
Real getY() const noexcept
accesor for the y vector components
Real m_20
individual matrix element maps to m_m[2][0] or m_openGL[8]
Real m_w
w component 0 for vector 1 for point
Real m_03
individual matrix element maps to m_m[0][3] or m_openGL[3]
Real m_02
individual matrix element maps to m_m[0][2] or m_openGL[2]
NGL_DLLEXPORT std::istream & operator>>(std::istream &_input, Vec2 &_s)
extraction operator to read in the Vec2
Real m_33
individual matrix element maps to m_m[3][3] or m_openGL[15]
Real m_01
individual matrix element maps to m_m[0][1] or m_openGL[1]
Real m_22
individual matrix element maps to m_m[2][2] or m_openGL[10]