The 4×4 Matrix features the same methods of accessing its variables as the 2x2 Matrix; but of course, has an extra column and row.
In addition to the base identity and custom matrix constructors, the 4×4 matrix also has constructors for:
The 4×4 Matrix also features additional functions in its class. Here is the complete list:
RotateZ, all of which rotate the matrix by the given angle around their respective axis as the name dictates.
RotateAxis, which rotates this matrix for the given angle around the given axis.
Rotate, which takes
pitch, yaw, and rollin degrees.
Transform, with scale, rotation in Euler angles, and translation as Vector3 objects.
Transform, with scale, rotation in axis Vector + angles as float, and translation.
LookAt, which takes position, target, and up as Vector3 objects.
SetScale, which takes a Vector3 or floats
SetTranslation, which takes a Vector3 or floats
As part of the
ImpulsePhysics::Matrices namespace, you also get access to these utility functions: