- double operator[](unsigned) const;
-
- static Matrix translation(double, double, double);
- static Matrix translation(const Vector3 &t) { return translation(t.x, t.y, t.z); }
- static Matrix rotation(double, double, double, double);
- static Matrix rotation(double a, const Vector3 &x) { return rotation(a, x.x, x.y, x.z); }
- static Matrix rotation_deg(double, double, double, double);
- static Matrix rotation_deg(double a, const Vector3 &x) { return rotation_deg(a, x.x, x.y, x.z); }
- static Matrix scaling(double);
- static Matrix scaling(double, double, double);
-
- static Matrix ortho(double, double, double, double, double, double);
- static Matrix ortho_centered(double, double);
- static Matrix ortho_bottomleft(double, double);
- static Matrix ortho_topleft(double, double);
- static Matrix frustum(double, double, double, double, double, double);
- static Matrix frustum_centered(double, double, double, double);
- static Matrix perspective(double, double, double, double);
+ Vector3 operator*(const Vector3 &) const;
+ float operator[](unsigned) const;
+
+ static Matrix translation(float x, float y, float z) { return translation(Vector3(x, y, z)); }
+ static Matrix translation(const Vector3 &);
+ static Matrix rotation(const Angle &a, float x, float y, float z) { return rotation(a, Vector3(x, y, z)); }
+ static Matrix rotation(const Angle &, const Vector3 &);
+ static Matrix rotation(float a, float x, float y, float z) { return rotation(Angle::from_radians(a), Vector3(x, y, z)); }
+ static Matrix rotation(float a, const Vector3 &x) { return rotation(Angle::from_radians(a), x); }
+ static Matrix rotation_deg(float a, float x, float y, float z) { return rotation(Angle::from_degrees(a), Vector3(x, y, z)); }
+ static Matrix rotation_deg(float a, const Vector3 &x) { return rotation(Angle::from_degrees(a), x); }
+ static Matrix scaling(float s) { return scaling(Vector3(s, s, s)); }
+ static Matrix scaling(float x, float y, float z) { return scaling(Vector3(x, y, z)); }
+ static Matrix scaling(const Vector3 &);
+
+ static Matrix ortho(float, float, float, float, float, float);
+ static Matrix ortho_centered(float, float);
+ static Matrix ortho_bottomleft(float, float);
+ static Matrix ortho_topleft(float, float);
+ static Matrix frustum(float, float, float, float, float, float);
+ static Matrix frustum_centered(float, float, float, float);
+ static Matrix perspective(const Angle &, float, float, float);