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Xors3d Engine
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Defines | |
#define | MATRIX_PROJ |
#define | MATRIX_PROJINVERSE |
#define | MATRIX_PROJINVRSETRANSPOSE |
#define | MATRIX_PROJTRANSPOSE |
#define | MATRIX_VIEW |
#define | MATRIX_VIEWINVERSE |
#define | MATRIX_VIEWINVRSETRANSPOSE |
#define | MATRIX_VIEWPROJ |
#define | MATRIX_VIEWPROJINVERSE |
#define | MATRIX_VIEWPROJINVERSETRANSPOSE |
#define | MATRIX_VIEWTRANSPOSE |
#define | MATRIX_WORLD |
#define | MATRIX_WORLDINVERSE |
#define | MATRIX_WORLDINVERSETRANSPOSE |
#define | MATRIX_WORLDTRANSPOSE |
#define | MATRIX_WORLDVIEW |
#define | MATRIX_WORLDVIEWINVERSE |
#define | MATRIX_WORLDVIEWINVERSETRANSPOSE |
#define | MATRIX_WORLDVIEWPROJ |
#define | MATRIX_WORLDVIEWPROJINVERSE |
#define | MATRIX_WORLDVIEWPROJINVERSETRANSPOSE |
#define | MATRIX_WORLDVIEWPROJTRANSPOSE |
#define | MATRIX_WORLDVIEWTRANSPOSE |
Example of the use of matrix semantics:
float4x4 worldMatrix : MATRIX_WORLD; // Xors3d will pass a world matrix in here float4x4 viewprojMatrix : MATRIX_VIEWPROJ; // Xors3d will pass a product of view and projective matrices of camera
#define MATRIX_WORLD |
The world matrix of the entity. It translates, rotates and scales the vertices of the mesh. xPositionEntity(), xRotateEntity(), xScaleEntity() change this matrix.
#define MATRIX_WORLDVIEWPROJ |
The product of entity's world matrix, camera's view matrix and camera's projection matrix.
#define MATRIX_VIEWPROJ |
The product of camera's view matrix and camera's projection matrix.
#define MATRIX_VIEW |
The view matrix of an active camera. It translates and rotates all the scene to place it in the camera view space. xPositionEntity(), xRotateEntity() called for camera entity change this matrix.
#define MATRIX_PROJ |
The projection matrix of an active camera. It translates and rotates all the scene to place it in the camera projection space (camera viewport). xCameraViewport(), xCameraRange(), xCameraZoom() change this matrix.
#define MATRIX_WORLDVIEW |
The product of entity's world matrix and camera's view matrix.
#define MATRIX_VIEWINVERSE |
The inverted view matrix of an active camera.
#define MATRIX_WORLDINVERSETRANSPOSE |
The inverted and transposed world matrix of an entity.
#define MATRIX_WORLDINVERSE |
The inverted world matrix of an entity.
#define MATRIX_WORLDTRANSPOSE |
The transposed world matrix of an entity.
#define MATRIX_VIEWPROJINVERSE |
The inverted product of camera's view matrix and camera's projection matrix.
#define MATRIX_VIEWPROJINVERSETRANSPOSE |
The inverted and transposed product of camera's view matrix and camera's projection matrix.
#define MATRIX_VIEWTRANSPOSE |
The transposed view matrix of the camera.
#define MATRIX_VIEWINVRSETRANSPOSE |
The inverted and transposed view matrix of the camera.
#define MATRIX_PROJINVERSE |
The inverted projection matrix of the camera.
#define MATRIX_PROJTRANSPOSE |
The transposed projection matrix of the camera.
#define MATRIX_PROJINVRSETRANSPOSE |
The inverted and transposed projection matrix of the camera.
#define MATRIX_WORLDVIEWPROJTRANSPOSE |
The transposed product of entity's world matrix, camera's view matrix and camera's projection matrix.
#define MATRIX_WORLDVIEWPROJINVERSE |
The inverted product of entity's world matrix, camera's view matrix and camera's projection matrix.
#define MATRIX_WORLDVIEWPROJINVERSETRANSPOSE |
The inverted and transposed product of entity's world matrix, camera's view matrix and camera's projection matrix.
#define MATRIX_WORLDVIEWTRANSPOSE |
The transposed product of entity's world matrix and camera's view matrix.
#define MATRIX_WORLDVIEWINVERSE |
The inverted product of entity's world matrix and camera's view matrix.
#define MATRIX_WORLDVIEWINVERSETRANSPOSE |
The inverted and transposed product of entity's world matrix and camera's view matrix.