addPosition(const Vec4 &_position) noexcept | ngl::Transformation | |
addPosition(const Vec3 &_position) noexcept | ngl::Transformation | |
addPosition(Real _x, Real _y, Real _z) noexcept | ngl::Transformation | |
addRotation(const Vec3 &_rotation) noexcept | ngl::Transformation | |
addRotation(Real _x, Real _y, Real _z) noexcept | ngl::Transformation | |
addScale(const Vec3 &_scale) noexcept | ngl::Transformation | |
addScale(Real _x, Real _y, Real _z) noexcept | ngl::Transformation | |
computeMatrices() noexcept | ngl::Transformation | protected |
getInverseMatrix() noexcept | ngl::Transformation | inline |
getMatrix() noexcept | ngl::Transformation | inline |
getPosition() const noexcept | ngl::Transformation | inline |
getRotation() const noexcept | ngl::Transformation | inline |
getScale() const noexcept | ngl::Transformation | inline |
getTransposeMatrix() noexcept | ngl::Transformation | inline |
loadGlobalAndCurrentMatrixToShader(const std::string &_param, Transformation &_global, const ActiveMatrix &_which=ActiveMatrix::NORMAL) noexcept | ngl::Transformation | |
loadMatrixToShader(const std::string &_param, const ActiveMatrix &_which=ActiveMatrix::NORMAL) noexcept | ngl::Transformation | |
m_inverseMatrix | ngl::Transformation | protected |
m_isMatrixComputed | ngl::Transformation | protected |
m_matrix | ngl::Transformation | protected |
m_position | ngl::Transformation | protected |
m_rotation | ngl::Transformation | protected |
m_scale | ngl::Transformation | protected |
m_transposeMatrix | ngl::Transformation | protected |
operator*(const Transformation &_m) noexcept | ngl::Transformation | |
operator*=(const Transformation &_m) noexcept | ngl::Transformation | |
operator=(const Transformation &_t) noexcept | ngl::Transformation | |
reset() noexcept | ngl::Transformation | |
setMatrix(const Mat4 &_m) noexcept | ngl::Transformation | |
setPosition(const Vec4 &_position) noexcept | ngl::Transformation | |
setPosition(const Vec3 &_position) noexcept | ngl::Transformation | |
setPosition(Real _x, Real _y, Real _z) noexcept | ngl::Transformation | |
setRotation(const Vec3 &_rotation) noexcept | ngl::Transformation | |
setRotation(const Vec4 &_rotation) noexcept | ngl::Transformation | |
setRotation(Real _x, Real _y, Real _z) noexcept | ngl::Transformation | |
setScale(const Vec3 &_scale) noexcept | ngl::Transformation | |
setScale(const Vec4 &_scale) noexcept | ngl::Transformation | |
setScale(Real _x, Real _y, Real _z) noexcept | ngl::Transformation | |
Transformation() noexcept | ngl::Transformation | |
Transformation(const Transformation &_t) noexcept | ngl::Transformation | |
Vec4 class | ngl::Transformation | friend |