const float *data() const { return &Base::operator()(0, 0); }
- void multiply(const Matrix &);
- void translate(float x, float y, float z) { translate(Vector3(x, y, z)); }
- void translate(const Vector3 &);
- void rotate(const Angle &a, float x, float y, float z) { rotate(a, Vector3(x, y, z)); }
- void rotate(const Angle &, const Vector3 &);
- void rotate(float a, float x, float y, float z) { rotate(Angle::from_radians(a), Vector3(x, y, z)); }
- void rotate(float a, const Vector3 &x) { rotate(Angle::from_radians(a), x); }
- void rotate_deg(float a, float x, float y, float z) { rotate(Angle::from_degrees(a), Vector3(x, y, z)); }
- void rotate_deg(float a, const Vector3 & x) { rotate(Angle::from_degrees(a), x); }
- void scale(float s) { scale(Vector3(s, s, s)); }
- void scale(float x, float y, float z) { scale(Vector3(x, y, z)); }
- void scale(const Vector3 &);
+ Matrix &multiply(const Matrix &);
+ Matrix &translate(float x, float y, float z) { return translate(Vector3(x, y, z)); }
+ Matrix &translate(const Vector3 &);
+ Matrix &rotate(const Angle &a, float x, float y, float z) { return rotate(a, Vector3(x, y, z)); }
+ Matrix &rotate(const Angle &, const Vector3 &);
+ Matrix &rotate(float a, float x, float y, float z) { return rotate(Angle::from_radians(a), Vector3(x, y, z)); }
+ Matrix &rotate(float a, const Vector3 &x) { return rotate(Angle::from_radians(a), x); }
+ Matrix &rotate_deg(float a, float x, float y, float z) { return rotate(Angle::from_degrees(a), Vector3(x, y, z)); }
+ Matrix &rotate_deg(float a, const Vector3 & x) { return rotate(Angle::from_degrees(a), x); }
+ Matrix &scale(float s) { return scale(Vector3(s, s, s)); }
+ Matrix &scale(float x, float y, float z) { return scale(Vector3(x, y, z)); }
+ Matrix &scale(const Vector3 &);
Matrix operator*(const Matrix &) const;
Matrix &operator*=(const Matrix &);