Class Matrix4f
- All Implemented Interfaces:
Externalizable
,Serializable
,Cloneable
,Matrix4fc
- Direct Known Subclasses:
Matrix4fStack
m00 m10 m20 m30
m01 m11 m21 m31
m02 m12 m22 m32
m03 m13 m23 m33
- Author:
- Richard Greenlees, Kai Burjack
- See Also:
-
Field Summary
Fields inherited from interface org.joml.Matrix4fc
CORNER_NXNYNZ, CORNER_NXNYPZ, CORNER_NXPYNZ, CORNER_NXPYPZ, CORNER_PXNYNZ, CORNER_PXNYPZ, CORNER_PXPYNZ, CORNER_PXPYPZ, PLANE_NX, PLANE_NY, PLANE_NZ, PLANE_PX, PLANE_PY, PLANE_PZ, PROPERTY_AFFINE, PROPERTY_IDENTITY, PROPERTY_ORTHONORMAL, PROPERTY_PERSPECTIVE, PROPERTY_TRANSLATION
-
Constructor Summary
ConstructorDescriptionMatrix4f()
Matrix4f
(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33) Create a new 4x4 matrix using the supplied float values.Matrix4f
(FloatBuffer buffer) Create a newMatrix4f
by reading its 16 float components from the givenFloatBuffer
at the buffer's current position.Create a newMatrix4f
and make it a copy of the given matrix.Create a newMatrix4f
and make it a copy of the given matrix.Matrix4f
(Matrix4x3fc mat) Create a newMatrix4f
and set its upper 4x3 submatrix to the given matrixmat
and all other elements to identity.Create a newMatrix4f
and initialize its four columns using the supplied vectors. -
Method Summary
Modifier and TypeMethodDescriptionComponent-wise addthis
andother
.Component-wise addthis
andother
and store the result indest
.Component-wise add the upper 4x3 submatrices ofthis
andother
.Component-wise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.affineSpan
(Vector3f corner, Vector3f xDir, Vector3f yDir, Vector3f zDir) Compute the extents of the coordinate system before thisaffine
transformation was applied and store the resulting corner coordinates incorner
and the span vectors inxDir
,yDir
andzDir
.arcball
(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY) Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles.arcball
(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4f dest) Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles, and store the result indest
.Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles.Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles, and store the result indest
.assume
(int properties) Assume the given properties about this matrix.billboardCylindrical
(Vector3fc objPos, Vector3fc targetPos, Vector3fc up) Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
while constraining a cylindrical rotation around the givenup
vector.billboardSpherical
(Vector3fc objPos, Vector3fc targetPos) Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
using a shortest arc rotation by not preserving any up vector of the object.billboardSpherical
(Vector3fc objPos, Vector3fc targetPos, Vector3fc up) Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
.clone()
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
.cofactor3x3
(Matrix3f dest) Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
.cofactor3x3
(Matrix4f dest) Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
.float
Return the determinant of this matrix.float
Return the determinant of the upper left 3x3 submatrix of this matrix.float
Return the determinant of this matrix by assuming that it represents anaffine
transformation and thus its last row is equal to(0, 0, 0, 1)
.Compute and set the matrix properties returned byproperties()
based on the current matrix element values.boolean
boolean
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Component-wise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
and adding that result tothis
.Component-wise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
, adding that tothis
and storing the final result indest
.frustum
(float left, float right, float bottom, float top, float zNear, float zFar) Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.frustum
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix.frustum
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.frustumAabb
(Vector3f min, Vector3f max) Compute the axis-aligned bounding box of the frustum described bythis
matrix and store the minimum corner coordinates in the givenmin
and the maximum corner coordinates in the givenmax
vector.frustumCorner
(int corner, Vector3f point) Compute the corner coordinates of the frustum defined bythis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenpoint
.frustumLH
(float left, float right, float bottom, float top, float zNear, float zFar) Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.frustumLH
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.frustumLH
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.frustumPlane
(int plane, Vector4f dest) Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenplaneEquation
.frustumRayDir
(float x, float y, Vector3f dir) Obtain the direction of a ray starting at the center of the coordinate system and going through the near frustum plane.float[]
get
(float[] arr) Store this matrix into the supplied float array in column-major order.float[]
get
(float[] arr, int offset) Store this matrix into the supplied float array in column-major order at the given offset.float
get
(int column, int row) Get the matrix element value at the given column and row.com.google.gwt.typedarrays.shared.Float32Array
get
(int index, com.google.gwt.typedarrays.shared.Float32Array buffer) Store this matrix in column-major order into the suppliedFloat32Array
at the given index.get
(int index, ByteBuffer buffer) Store this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get
(int index, FloatBuffer buffer) Store this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.com.google.gwt.typedarrays.shared.Float32Array
get
(com.google.gwt.typedarrays.shared.Float32Array buffer) Store this matrix in column-major order into the suppliedFloat32Array
.get
(ByteBuffer buffer) Store this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.get
(FloatBuffer buffer) Store this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.Get the current values ofthis
matrix and store them intodest
.Get the current values ofthis
matrix and store them intodest
.Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
.Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
.get3x4
(int index, ByteBuffer buffer) Store the left 3x4 submatrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get3x4
(int index, FloatBuffer buffer) Store the left 3x4 submatrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.get3x4
(ByteBuffer buffer) Store the left 3x4 submatrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.get3x4
(FloatBuffer buffer) Store the left 3x4 submatrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.get4x3
(int index, ByteBuffer buffer) Store the upper 4x3 submatrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get4x3
(int index, FloatBuffer buffer) Store the upper 4x3 submatrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.get4x3
(ByteBuffer buffer) Store the upper 4x3 submatrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.get4x3
(FloatBuffer buffer) Store the upper 4x3 submatrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.get4x3
(Matrix4x3f dest) Get the current values of the upper 4x3 submatrix ofthis
matrix and store them intodest
.get4x3Transposed
(int index, ByteBuffer buffer) Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get4x3Transposed
(int index, FloatBuffer buffer) Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.get4x3Transposed
(ByteBuffer buffer) Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedByteBuffer
at the current bufferposition
.get4x3Transposed
(FloatBuffer buffer) Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedFloatBuffer
at the current bufferposition
.Get the first three components of the column at the givencolumn
index, starting with0
.Get the column at the givencolumn
index, starting with0
.getEulerAnglesXYZ
(Vector3f dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.getEulerAnglesZYX
(Vector3f dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.getRotation
(AxisAngle4d dest) Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4d
.getRotation
(AxisAngle4f dest) Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.Get the first three components of the row at the givenrow
index, starting with0
.Get the row at the givenrow
index, starting with0
.float
getRowColumn
(int row, int column) Get the matrix element value at the given row and column.Get the scaling factors ofthis
matrix for the three base axes.getToAddress
(long address) Store this matrix in column-major order at the given off-heap address.getTranslation
(Vector3f dest) Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
.getTransposed
(int index, ByteBuffer buffer) Store the transpose of this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.getTransposed
(int index, FloatBuffer buffer) Store the transpose of this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.getTransposed
(ByteBuffer buffer) Store the transpose of this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.getTransposed
(FloatBuffer buffer) Store the transpose of this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.int
hashCode()
identity()
Reset this matrix to the identity.invert()
Invert this matrix.Invert this matrix and write the result intodest
.Invert this matrix by assuming that it is anaffine
transformation (i.e.invertAffine
(Matrix4f dest) Invert this matrix by assuming that it is anaffine
transformation (i.e.Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods or viasetFrustum()
, then this method builds the inverse ofthis
.invertFrustum
(Matrix4f dest) Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods or viasetFrustum()
, then this method builds the inverse ofthis
and stores it into the givendest
.Invertthis
orthographic projection matrix.invertOrtho
(Matrix4f dest) Invertthis
orthographic projection matrix and store the result into the givendest
.Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
.invertPerspective
(Matrix4f dest) Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
and stores it into the givendest
.invertPerspectiveView
(Matrix4fc view, Matrix4f dest) Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix isaffine
and has unit scaling (for example by being obtained vialookAt()
), then this method builds the inverse ofthis * view
and stores it into the givendest
.invertPerspectiveView
(Matrix4x3fc view, Matrix4f dest) Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix has unit scaling, then this method builds the inverse ofthis * view
and stores it into the givendest
.boolean
isAffine()
Determine whether this matrix describes an affine transformation.boolean
isFinite()
Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.lookAlong
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Apply a rotation transformation to this matrix to make-z
point alongdir
.Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.Apply a rotation transformation to this matrix to make-z
point alongdir
.Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.lookAt
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
.lookAt
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.lookAtLH
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
.lookAtLH
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
.Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.lookAtPerspective
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.lookAtPerspectiveLH
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.float
m00()
Return the value of the matrix element at column 0 and row 0.m00
(float m00) Set the value of the matrix element at column 0 and row 0.float
m01()
Return the value of the matrix element at column 0 and row 1.m01
(float m01) Set the value of the matrix element at column 0 and row 1.float
m02()
Return the value of the matrix element at column 0 and row 2.m02
(float m02) Set the value of the matrix element at column 0 and row 2.float
m03()
Return the value of the matrix element at column 0 and row 3.m03
(float m03) Set the value of the matrix element at column 0 and row 3.float
m10()
Return the value of the matrix element at column 1 and row 0.m10
(float m10) Set the value of the matrix element at column 1 and row 0.float
m11()
Return the value of the matrix element at column 1 and row 1.m11
(float m11) Set the value of the matrix element at column 1 and row 1.float
m12()
Return the value of the matrix element at column 1 and row 2.m12
(float m12) Set the value of the matrix element at column 1 and row 2.float
m13()
Return the value of the matrix element at column 1 and row 3.m13
(float m13) Set the value of the matrix element at column 1 and row 3.float
m20()
Return the value of the matrix element at column 2 and row 0.m20
(float m20) Set the value of the matrix element at column 2 and row 0.float
m21()
Return the value of the matrix element at column 2 and row 1.m21
(float m21) Set the value of the matrix element at column 2 and row 1.float
m22()
Return the value of the matrix element at column 2 and row 2.m22
(float m22) Set the value of the matrix element at column 2 and row 2.float
m23()
Return the value of the matrix element at column 2 and row 3.m23
(float m23) Set the value of the matrix element at column 2 and row 3.float
m30()
Return the value of the matrix element at column 3 and row 0.m30
(float m30) Set the value of the matrix element at column 3 and row 0.float
m31()
Return the value of the matrix element at column 3 and row 1.m31
(float m31) Set the value of the matrix element at column 3 and row 1.float
m32()
Return the value of the matrix element at column 3 and row 2.m32
(float m32) Set the value of the matrix element at column 3 and row 2.float
m33()
Return the value of the matrix element at column 3 and row 3.m33
(float m33) Set the value of the matrix element at column 3 and row 3.Multiplythis
by the matrixMultiplythis
by the matrixmapnXnYZ()
Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixmapnXnZY()
Multiplythis
by the matrixMultiplythis
by the matrixmapnXYnZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapnXZnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapnXZY()
Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixmapnYnXZ()
Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixmapnYnZX()
Multiplythis
by the matrixMultiplythis
by the matrixmapnYXnZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapnYXZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapnYZnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapnYZX()
Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixmapnZnXY()
Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixmapnZnYX()
Multiplythis
by the matrixMultiplythis
by the matrixmapnZXnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapnZXY()
Multiplythis
by the matrixMultiplythis
by the matrixmapnZYnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapnZYX()
Multiplythis
by the matrixMultiplythis
by the matrixmapXnYnZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapXnZnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapXnZY()
Multiplythis
by the matrixMultiplythis
by the matrixmapXZnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapXZY()
Multiplythis
by the matrixMultiplythis
by the matrixmapYnXnZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapYnXZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapYnZnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapYnZX()
Multiplythis
by the matrixMultiplythis
by the matrixmapYXnZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapYXZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapYZnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapYZX()
Multiplythis
by the matrixMultiplythis
by the matrixmapZnXnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapZnXY()
Multiplythis
by the matrixMultiplythis
by the matrixmapZnYnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapZnYX()
Multiplythis
by the matrixMultiplythis
by the matrixmapZXnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapZXY()
Multiplythis
by the matrixMultiplythis
by the matrixmapZYnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapZYX()
Multiplythis
by the matrixMultiplythis
by the matrixmul
(float r00, float r01, float r02, float r03, float r10, float r11, float r12, float r13, float r20, float r21, float r22, float r23, float r30, float r31, float r32, float r33) Multiply this matrix by the matrix with the supplied elements.mul
(float r00, float r01, float r02, float r03, float r10, float r11, float r12, float r13, float r20, float r21, float r22, float r23, float r30, float r31, float r32, float r33, Matrix4f dest) Multiply this matrix by the matrix with the supplied elements and store the result indest
.mul
(Matrix3x2fc right) Multiply this matrix by the suppliedright
matrix and store the result inthis
.mul
(Matrix3x2fc right, Matrix4f dest) Multiply this matrix by the suppliedright
matrix and store the result indest
.Multiply this matrix by the suppliedright
matrix and store the result inthis
.Multiply this matrix by the suppliedright
matrix and store the result indest
.mul
(Matrix4x3fc right) Multiply this matrix by the suppliedright
matrix and store the result inthis
.mul
(Matrix4x3fc right, Matrix4f dest) Multiply this matrix by the suppliedright
matrix and store the result indest
.Multiply this matrix by the suppliedright
matrix.Multiply this matrix by the suppliedright
matrix and store the result indest
.mul3x3
(float r00, float r01, float r02, float r10, float r11, float r12, float r20, float r21, float r22) Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity.mul3x3
(float r00, float r01, float r02, float r10, float r11, float r12, float r20, float r21, float r22, Matrix4f dest) Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity, and store the result indest
.mul4x3ComponentWise
(Matrix4fc other) Component-wise multiply the upper 4x3 submatrices ofthis
byother
.mul4x3ComponentWise
(Matrix4fc other, Matrix4f dest) Component-wise multiply the upper 4x3 submatrices ofthis
byother
and store the result indest
.Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result inthis
.Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result indest
.mulAffineR
(Matrix4fc right) Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result inthis
.mulAffineR
(Matrix4fc right, Matrix4f dest) Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.mulComponentWise
(Matrix4fc other) Component-wise multiplythis
byother
.mulComponentWise
(Matrix4fc other, Matrix4f dest) Component-wise multiplythis
byother
and store the result indest
.Pre-multiply this matrix by the suppliedleft
matrix and store the result inthis
.Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.mulLocalAffine
(Matrix4fc left) Pre-multiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result inthis
.mulLocalAffine
(Matrix4fc left, Matrix4f dest) Pre-multiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result indest
.mulOrthoAffine
(Matrix4fc view) mulOrthoAffine
(Matrix4fc view, Matrix4f dest) Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix and store the result indest
.mulPerspectiveAffine
(Matrix4fc view, Matrix4f dest) Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix and store the result indest
.Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix.mulPerspectiveAffine
(Matrix4x3fc view, Matrix4f dest) Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix and store the result indest
.mulTranslationAffine
(Matrix4fc right, Matrix4f dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.negateX()
Multiplythis
by the matrixMultiplythis
by the matrixnegateY()
Multiplythis
by the matrixMultiplythis
by the matrixnegateZ()
Multiplythis
by the matrixMultiplythis
by the matrixnormal()
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it into the upper left 3x3 submatrix ofthis
.Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it intodest
.Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it into the upper left 3x3 submatrix ofdest
.Normalize the upper left 3x3 submatrix of this matrix.normalize3x3
(Matrix3f dest) Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.normalize3x3
(Matrix4f dest) Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied.obliqueZ
(float a, float b) Apply an oblique projection transformation to this matrix with the given values fora
andb
.Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.Obtain the position that gets transformed to the origin bythis
matrix.originAffine
(Vector3f origin) Obtain the position that gets transformed to the origin bythis
affine
matrix.ortho
(float left, float right, float bottom, float top, float zNear, float zFar) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.ortho
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.ortho
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.ortho2D
(float left, float right, float bottom, float top) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix.Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest
.ortho2DLH
(float left, float right, float bottom, float top) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix.Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest
.Build an ortographic projection transformation that fits the view-projection transformation represented bythis
into the given affineview
transformation.orthoLH
(float left, float right, float bottom, float top, float zNear, float zFar) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]
to this matrix.orthoLH
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix.orthoLH
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest
.Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.orthoSymmetric
(float width, float height, float zNear, float zFar) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.orthoSymmetric
(float width, float height, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.orthoSymmetric
(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.orthoSymmetric
(float width, float height, float zNear, float zFar, Matrix4f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.orthoSymmetricLH
(float width, float height, float zNear, float zFar) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.orthoSymmetricLH
(float width, float height, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix.orthoSymmetricLH
(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.orthoSymmetricLH
(float width, float height, float zNear, float zFar, Matrix4f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.perspective
(float fovy, float aspect, float zNear, float zFar) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.perspective
(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix.perspective
(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.perspective
(float fovy, float aspect, float zNear, float zFar, Matrix4f dest) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.float
Extract the far clip plane distance fromthis
perspective projection matrix.float
Return the vertical field-of-view angle in radians of this perspective transformation matrix.perspectiveFrustumSlice
(float near, float far, Matrix4f dest) Change the near and far clip plane distances ofthis
perspective frustum transformation matrix and store the result indest
.perspectiveInvOrigin
(Vector3f dest) Compute the eye/origin of the inverse of the perspective frustum transformation defined bythis
matrix, which can be the inverse of a projection matrix or the inverse of a combined modelview-projection matrix, and store the result in the givendest
.perspectiveLH
(float fovy, float aspect, float zNear, float zFar) Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.perspectiveLH
(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.perspectiveLH
(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.perspectiveLH
(float fovy, float aspect, float zNear, float zFar, Matrix4f dest) Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.float
Extract the near clip plane distance fromthis
perspective projection matrix.perspectiveOffCenter
(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.perspectiveOffCenter
(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix.perspectiveOffCenter
(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.perspectiveOffCenter
(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, Matrix4f dest) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.perspectiveOffCenterFov
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.perspectiveOffCenterFov
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix.perspectiveOffCenterFov
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.perspectiveOffCenterFov
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, Matrix4f dest) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.perspectiveOffCenterFovLH
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.perspectiveOffCenterFovLH
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.perspectiveOffCenterFovLH
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.perspectiveOffCenterFovLH
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, Matrix4f dest) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.static void
perspectiveOffCenterViewFromRectangle
(Vector3f eye, Vector3f p, Vector3f x, Vector3f y, float nearFarDist, boolean zeroToOne, Matrix4f projDest, Matrix4f viewDest) Create a view and off-center perspective projection matrix from a giveneye
position, a given bottom left corner positionp
of the near plane rectangle and the extents of the near plane rectangle along its localx
andy
axes, and store the resulting matrices inprojDest
andviewDest
.perspectiveOrigin
(Vector3f origin) Compute the eye/origin of the perspective frustum transformation defined bythis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenorigin
.perspectiveRect
(float width, float height, float zNear, float zFar) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.perspectiveRect
(float width, float height, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix.perspectiveRect
(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.perspectiveRect
(float width, float height, float zNear, float zFar, Matrix4f dest) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.pick
(float x, float y, float width, float height, int[] viewport) Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates.Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates, and store the result indest
.Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.projectedGridRange
(Matrix4fc projector, float sLower, float sUpper, Matrix4f dest) Compute the range matrix for the Projected Grid transformation as described in chapter "2.4.2 Creating the range conversion matrix" of the paper Real-time water rendering - Introducing the projected grid concept based on the inverse of the view-projection matrix which is assumed to bethis
, and store that range matrix intodest
.int
Return the assumed properties of this matrix.void
reflect
(float a, float b, float c, float d) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.reflect
(float nx, float ny, float nz, float px, float py, float pz) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
and store the result indest
.reflect
(Quaternionfc orientation, Vector3fc point) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane.reflect
(Quaternionfc orientation, Vector3fc point, Matrix4f dest) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest
.Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.reflection
(float a, float b, float c, float d) Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.reflection
(float nx, float ny, float nz, float px, float py, float pz) Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.reflection
(Quaternionfc orientation, Vector3fc point) Set this matrix to a mirror/reflection transformation that reflects about a plane specified via the plane orientation and a point on the plane.reflection
(Vector3fc normal, Vector3fc point) Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.rotate
(float ang, float x, float y, float z) Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.rotate
(AxisAngle4f axisAngle) Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.rotate
(AxisAngle4f axisAngle, Matrix4f dest) Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.rotate
(Quaternionfc quat) Apply the rotation transformation of the givenQuaternionfc
to this matrix.rotate
(Quaternionfc quat, Matrix4f dest) Apply the rotation transformation of the givenQuaternionfc
to this matrix and store the result indest
.rotateAffine
(float ang, float x, float y, float z) Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis.rotateAffine
(float ang, float x, float y, float z, Matrix4f dest) Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.rotateAffine
(Quaternionfc quat) Apply the rotation transformation of the givenQuaternionfc
to this matrix.rotateAffine
(Quaternionfc quat, Matrix4f dest) Apply the rotation transformation of the givenQuaternionfc
to thisaffine
matrix and store the result indest
.rotateAffineXYZ
(float angleX, float angleY, float angleZ) Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.rotateAffineXYZ
(float angleX, float angleY, float angleZ, Matrix4f dest) Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.rotateAffineYXZ
(float angleY, float angleX, float angleZ) Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.rotateAffineYXZ
(float angleY, float angleX, float angleZ, Matrix4f dest) Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.rotateAffineZYX
(float angleZ, float angleY, float angleX) Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.rotateAffineZYX
(float angleZ, float angleY, float angleX, Matrix4f dest) Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.rotateAround
(Quaternionfc quat, float ox, float oy, float oz) Apply the rotation transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin.rotateAround
(Quaternionfc quat, float ox, float oy, float oz, Matrix4f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.rotateAroundAffine
(Quaternionfc quat, float ox, float oy, float oz, Matrix4f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to thisaffine
matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.rotateAroundLocal
(Quaternionfc quat, float ox, float oy, float oz) Pre-multiply the rotation transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin.rotateAroundLocal
(Quaternionfc quat, float ox, float oy, float oz, Matrix4f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.rotateLocal
(float ang, float x, float y, float z) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.rotateLocal
(float ang, float x, float y, float z, Matrix4f dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.rotateLocal
(Quaternionfc quat) Pre-multiply the rotation transformation of the givenQuaternionfc
to this matrix.rotateLocal
(Quaternionfc quat, Matrix4f dest) Pre-multiply the rotation transformation of the givenQuaternionfc
to this matrix and store the result indest
.rotateLocalX
(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.rotateLocalX
(float ang, Matrix4f dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.rotateLocalY
(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.rotateLocalY
(float ang, Matrix4f dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.rotateLocalZ
(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.rotateLocalZ
(float ang, Matrix4f dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.rotateTowards
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
.rotateTowards
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
and store the result indest
.rotateTowards
(Vector3fc dir, Vector3fc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
.rotateTowards
(Vector3fc dir, Vector3fc up, Matrix4f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.rotateTowardsXY
(float dirX, float dirY) Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
.rotateTowardsXY
(float dirX, float dirY, Matrix4f dest) Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
and store the result indest
.rotateTranslation
(float ang, float x, float y, float z, Matrix4f dest) Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.rotateTranslation
(Quaternionfc quat, Matrix4f dest) Apply the rotation transformation of the givenQuaternionfc
to this matrix, which is assumed to only contain a translation, and store the result indest
.rotateX
(float ang) Apply rotation about the X axis to this matrix by rotating the given amount of radians.Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.rotateXYZ
(float angleX, float angleY, float angleZ) Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.Apply rotation ofangles.x
radians about the X axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.z
radians about the Z axis.rotateY
(float ang) Apply rotation about the Y axis to this matrix by rotating the given amount of radians.Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.rotateYXZ
(float angleY, float angleX, float angleZ) Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.Apply rotation ofangles.y
radians about the Y axis, followed by a rotation ofangles.x
radians about the X axis and followed by a rotation ofangles.z
radians about the Z axis.rotateZ
(float ang) Apply rotation about the Z axis to this matrix by rotating the given amount of radians.Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.rotateZYX
(float angleZ, float angleY, float angleX) Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.Apply rotation ofangles.z
radians about the Z axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.x
radians about the X axis.rotation
(float angle, float x, float y, float z) Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.rotation
(AxisAngle4f axisAngle) Set this matrix to a rotation transformation using the givenAxisAngle4f
.rotation
(Quaternionfc quat) Set this matrix to the rotation transformation of the givenQuaternionfc
.rotationAround
(Quaternionfc quat, float ox, float oy, float oz) Set this matrix to a transformation composed of a rotation of the specifiedQuaternionfc
while using(ox, oy, oz)
as the rotation origin.rotationTowards
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis with(dirX, dirY, dirZ)
.rotationTowards
(Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis withdir
.rotationTowardsXY
(float dirX, float dirY) Set this matrix to a rotation transformation about the Z axis to align the local+X
towards(dirX, dirY)
.rotationX
(float ang) Set this matrix to a rotation transformation about the X axis.rotationXYZ
(float angleX, float angleY, float angleZ) Set this matrix to a rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.rotationY
(float ang) Set this matrix to a rotation transformation about the Y axis.rotationYXZ
(float angleY, float angleX, float angleZ) Set this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.rotationZ
(float ang) Set this matrix to a rotation transformation about the Z axis.rotationZYX
(float angleZ, float angleY, float angleX) Set this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.scale
(float xyz) Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor.scale
(float x, float y, float z) Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors.Apply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor and store the result indest
.Apply scaling to this matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively.Apply scaling tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively and store the result indest
.scaleAround
(float factor, float ox, float oy, float oz) Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.scaleAround
(float sx, float sy, float sz, float ox, float oy, float oz) Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.scaleAround
(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest) Apply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin, and store the result indest
.scaleAround
(float factor, float ox, float oy, float oz, Matrix4f dest) Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, and store the result indest
.scaleAroundLocal
(float factor, float ox, float oy, float oz) Pre-multiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.scaleAroundLocal
(float sx, float sy, float sz, float ox, float oy, float oz) Pre-multiply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.scaleAroundLocal
(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest) Pre-multiply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using the given(ox, oy, oz)
as the scaling origin, and store the result indest
.scaleAroundLocal
(float factor, float ox, float oy, float oz, Matrix4f dest) Pre-multiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, and store the result indest
.scaleLocal
(float xyz) Pre-multiply scaling to this matrix by scaling the base axes by the given xyz factor.scaleLocal
(float x, float y, float z) Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors.scaleLocal
(float x, float y, float z, Matrix4f dest) Pre-multiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.scaleLocal
(float xyz, Matrix4f dest) Pre-multiply scaling tothis
matrix by scaling all base axes by the givenxyz
factor, and store the result indest
.scaleXY
(float x, float y) Apply scaling to this matrix by scaling the X axis byx
and the Y axis byy
.Apply scaling to this matrix by by scaling the X axis byx
and the Y axis byy
and store the result indest
.scaling
(float factor) Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.scaling
(float x, float y, float z) Set this matrix to be a simple scale matrix.Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
respectively.set
(float[] m) Set the values in the matrix using a float array that contains the matrix elements in column-major order.set
(float[] m, int off) Set the values in the matrix using a float array that contains the matrix elements in column-major order.set
(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33) Set the values within this matrix to the supplied float values.set
(int column, int row, float value) Set the matrix element at the given column and row to the specified value.set
(int index, ByteBuffer buffer) Set the values of this matrix by reading 16 float values from the givenByteBuffer
in column-major order, starting at the specified absolute buffer position/index.set
(int index, FloatBuffer buffer) Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in column-major order, starting at the specified absolute buffer position/index.set
(ByteBuffer buffer) Set the values of this matrix by reading 16 float values from the givenByteBuffer
in column-major order, starting at its current position.set
(FloatBuffer buffer) Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in column-major order, starting at its current position.set
(AxisAngle4d axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
.set
(AxisAngle4f axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
.Store the values of the given matrixm
intothis
matrix.Store the values of the given matrixm
intothis
matrix.set
(Matrix4x3fc m) Store the values of the given matrixm
intothis
matrix and set the other matrix elements to identity.set
(Quaterniondc q) Set this matrix to be equivalent to the rotation specified by the givenQuaterniondc
.set
(Quaternionfc q) Set this matrix to be equivalent to the rotation specified by the givenQuaternionfc
.Set the four columns of this matrix to the supplied vectors, respectively.set4x3
(Matrix4x3fc mat) Set the upper 4x3 submatrix of thisMatrix4f
to the givenMatrix4x3fc
and don't change the other elements.Set the column at the givencolumn
index, starting with0
.setFromAddress
(long address) Set the values of this matrix by reading 16 float values from off-heap memory in column-major order, starting at the given address.setFromIntrinsic
(float alphaX, float alphaY, float gamma, float u0, float v0, int imgWidth, int imgHeight, float near, float far) Set this matrix to represent a perspective projection equivalent to the given intrinsic camera calibration parameters.setFrustum
(float left, float right, float bottom, float top, float zNear, float zFar) Set this matrix to be an arbitrary perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setFrustum
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an arbitrary perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.setFrustumLH
(float left, float right, float bottom, float top, float zNear, float zFar) Set this matrix to be an arbitrary perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setFrustumLH
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an arbitrary perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setLookAlong
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a rotation transformation to make-z
point alongdir
.setLookAlong
(Vector3fc dir, Vector3fc up) Set this matrix to a rotation transformation to make-z
point alongdir
.setLookAt
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-z
withcenter - eye
.Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-z
withcenter - eye
.setLookAtLH
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+z
withcenter - eye
.setLookAtLH
(Vector3fc eye, Vector3fc center, Vector3fc up) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+z
withcenter - eye
.setOrtho
(float left, float right, float bottom, float top, float zNear, float zFar) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setOrtho
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system using the given NDC z range.setOrtho2D
(float left, float right, float bottom, float top) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system.setOrtho2DLH
(float left, float right, float bottom, float top) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system.setOrthoLH
(float left, float right, float bottom, float top, float zNear, float zFar) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setOrthoLH
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system using the given NDC z range.setOrthoSymmetric
(float width, float height, float zNear, float zFar) Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setOrthoSymmetric
(float width, float height, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range.setOrthoSymmetricLH
(float width, float height, float zNear, float zFar) Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setOrthoSymmetricLH
(float width, float height, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range.setPerspective
(float fovy, float aspect, float zNear, float zFar) Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setPerspective
(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.setPerspectiveLH
(float fovy, float aspect, float zNear, float zFar) Set this matrix to be a symmetric perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setPerspectiveLH
(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be a symmetric perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range of[-1..+1]
.setPerspectiveOffCenter
(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setPerspectiveOffCenter
(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.setPerspectiveOffCenterFov
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setPerspectiveOffCenterFov
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.setPerspectiveOffCenterFovLH
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setPerspectiveOffCenterFovLH
(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range.setPerspectiveRect
(float width, float height, float zNear, float zFar) Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setPerspectiveRect
(float width, float height, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.setRotationXYZ
(float angleX, float angleY, float angleZ) Set only the upper left 3x3 submatrix of this matrix to a rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.setRotationYXZ
(float angleY, float angleX, float angleZ) Set only the upper left 3x3 submatrix of this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.setRotationZYX
(float angleZ, float angleY, float angleX) Set only the upper left 3x3 submatrix of this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.Set the row at the givenrow
index, starting with0
.setRowColumn
(int row, int column, float value) Set the matrix element at the given row and column to the specified value.setTranslation
(float x, float y, float z) Set only the translation components(m30, m31, m32)
of this matrix to the given values(x, y, z)
.setTranslation
(Vector3fc xyz) Set only the translation components(m30, m31, m32)
of this matrix to the values(xyz.x, xyz.y, xyz.z)
.setTransposed
(float[] m) Set the values in the matrix using a float array that contains the matrix elements in row-major order.setTransposed
(float[] m, int off) Set the values in the matrix using a float array that contains the matrix elements in row-major order.setTransposed
(ByteBuffer buffer) Set the values of this matrix by reading 16 float values from the givenByteBuffer
in row-major order, starting at its current position.setTransposed
(FloatBuffer buffer) Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in row-major order, starting at its current position.Store the values of the transpose of the given matrixm
intothis
matrix.setTransposedFromAddress
(long address) Set the values of this matrix by reading 16 float values from off-heap memory in row-major order, starting at the given address.shadow
(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.shadow
(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4f dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.shadow
(float lightX, float lightY, float lightZ, float lightW, Matrix4fc planeTransform, Matrix4f dest) Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
.Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
.Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Component-wise subtractsubtrahend
fromthis
.Component-wise subtractsubtrahend
fromthis
and store the result indest
.Component-wise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
.Component-wise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
and store the result indest
.Exchange the values ofthis
matrix with the givenother
matrix.boolean
testAab
(float minX, float minY, float minZ, float maxX, float maxY, float maxZ) Test whether the given axis-aligned box is partly or completely within or outside of the frustum defined bythis
matrix.boolean
testPoint
(float x, float y, float z) Test whether the given point(x, y, z)
is within the frustum defined bythis
matrix.boolean
testSphere
(float x, float y, float z, float r) Test whether the given sphere is partly or completely within or outside of the frustum defined bythis
matrix.tile
(int x, int y, int w, int h) This method is equivalent to calling:translate(w-1-2*x, h-1-2*y, 0).scale(w, h, 1)
This method is equivalent to calling:translate(w-1-2*x, h-1-2*y, 0, dest).scale(w, h, 1)
toString()
Return a string representation of this matrix.toString
(NumberFormat formatter) Return a string representation of this matrix by formatting the matrix elements with the givenNumberFormat
.Transform/multiply the vector(x, y, z, w)
by this matrix and store the result indest
.Transform/multiply the given vector by this matrix and store the result in that vector.Transform/multiply the given vector by this matrix and store the result indest
.transformAab
(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax) Transform the axis-aligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
affine
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.transformAab
(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax) Transform the axis-aligned box given as the minimum cornermin
and maximum cornermax
bythis
affine
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.transformAffine
(float x, float y, float z, float w, Vector4f dest) Transform/multiply the 4D-vector(x, y, z, w)
by assuming thatthis
matrix represents anaffine
transformation (i.e.Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.transformAffine
(Vector4fc v, Vector4f dest) Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.transformDirection
(float x, float y, float z, Vector3f dest) Transform/multiply the given 3D-vector(x, y, z)
, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.transformDirection
(Vector3fc v, Vector3f dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.transformPosition
(float x, float y, float z, Vector3f dest) Transform/multiply the 3D-vector(x, y, z)
, as if it was a 4D-vector with w=1, by this matrix and store the result indest
.Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.transformPosition
(Vector3fc v, Vector3f dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result indest
.transformProject
(float x, float y, float z, float w, Vector3f dest) Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store(x, y, z)
of the result indest
.transformProject
(float x, float y, float z, float w, Vector4f dest) Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store the result indest
.transformProject
(float x, float y, float z, Vector3f dest) Transform/multiply the vector(x, y, z)
by this matrix, perform perspective divide and store the result indest
.Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.transformProject
(Vector3fc v, Vector3f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.transformProject
(Vector4fc v, Vector3f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.transformProject
(Vector4fc v, Vector4f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.transformTranspose
(float x, float y, float z, float w, Vector4f dest) Transform/multiply the vector(x, y, z, w)
by the transpose of this matrix and store the result indest
.Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.transformTranspose
(Vector4fc v, Vector4f dest) Transform/multiply the given vector by the transpose of this matrix and store the result indest
.translate
(float x, float y, float z) Apply a translation to this matrix by translating by the given number of units in x, y and z.Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Apply a translation to this matrix by translating by the given number of units in x, y and z.Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.translateLocal
(float x, float y, float z) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.translateLocal
(float x, float y, float z, Matrix4f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.translateLocal
(Vector3fc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.translateLocal
(Vector3fc offset, Matrix4f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.translation
(float x, float y, float z) Set this matrix to be a simple translation matrix.translation
(Vector3fc offset) Set this matrix to be a simple translation matrix.translationRotate
(float tx, float ty, float tz, float qx, float qy, float qz, float qw) Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw)
.translationRotate
(float tx, float ty, float tz, Quaternionfc quat) Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation - and possibly scaling - transformation specified by the given quaternion.translationRotate
(Vector3fc translation, Quaternionfc quat) Setthis
matrix toT * R
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.translationRotateInvert
(float tx, float ty, float tz, float qx, float qy, float qz, float qw) Setthis
matrix to(T * R)-1
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
.translationRotateInvert
(Vector3fc translation, Quaternionfc quat) Setthis
matrix to(T * R)-1
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.translationRotateScale
(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float scale) Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales all three axes byscale
.translationRotateScale
(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz) Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.translationRotateScale
(Vector3fc translation, Quaternionfc quat, float scale) Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.translationRotateScale
(Vector3fc translation, Quaternionfc quat, Vector3fc scale) Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.translationRotateScaleInvert
(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz) Setthis
matrix to(T * R * S)-1
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.translationRotateScaleInvert
(Vector3fc translation, Quaternionfc quat, float scale) Setthis
matrix to(T * R * S)-1
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.translationRotateScaleInvert
(Vector3fc translation, Quaternionfc quat, Vector3fc scale) Setthis
matrix to(T * R * S)-1
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.translationRotateScaleMulAffine
(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz, Matrix4f m) Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw)
,S
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
andM
is anaffine
matrix.translationRotateScaleMulAffine
(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4f m) Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation - and possibly scaling - transformation specified by the given quaternion,S
is a scaling transformation which scales the axes byscale
andM
is anaffine
matrix.translationRotateTowards
(float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the given(posX, posY, posZ)
and aligns the local-z
axis with(dirX, dirY, dirZ)
.translationRotateTowards
(Vector3fc pos, Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the givenpos
and aligns the local-z
axis withdir
.Transpose this matrix.Transpose this matrix and store the result indest
.Transpose only the upper left 3x3 submatrix of this matrix.transpose3x3
(Matrix3f dest) Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.transpose3x3
(Matrix4f dest) Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.trapezoidCrop
(float p0x, float p0y, float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) Setthis
matrix to a perspective transformation that maps the trapezoid spanned by the four corner coordinates(p0x, p0y)
,(p1x, p1y)
,(p2x, p2y)
and(p3x, p3y)
to the unit square[(-1, -1)..(+1, +1)]
.Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.unprojectInv
(float winX, float winY, float winZ, int[] viewport, Vector3f dest) Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.unprojectInv
(float winX, float winY, float winZ, int[] viewport, Vector4f dest) Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.unprojectInv
(Vector3fc winCoords, int[] viewport, Vector3f dest) Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.unprojectInv
(Vector3fc winCoords, int[] viewport, Vector4f dest) Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.unprojectInvRay
(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f dirDest) Unproject the given 2D window coordinates(winX, winY)
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0
and goes through NDCz = +1.0
.unprojectInvRay
(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0
and goes through NDCz = +1.0
.unprojectRay
(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f dirDest) Unproject the given 2D window coordinates(winX, winY)
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0
and goes through NDCz = +1.0
.unprojectRay
(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Unproject the given 2D window coordinateswinCoords
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0
and goes through NDCz = +1.0
.withLookAtUp
(float upX, float upY, float upZ) Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)
) and the given vector(upX, upY, upZ)
.withLookAtUp
(float upX, float upY, float upZ, Matrix4f dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4fc.positiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4fc.positiveZ(Vector3f)
) and the given vector(upX, upY, upZ)
, and store the result indest
.Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)
) and the given vectorup
.withLookAtUp
(Vector3fc up, Matrix4f dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4fc.positiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4fc.positiveZ(Vector3f)
) and the given vectorup
, and store the result indest
.void
zero()
Set all the values within this matrix to0
.
-
Constructor Details
-
Matrix4f
public Matrix4f() -
Matrix4f
Create a newMatrix4f
by setting its uppper left 3x3 submatrix to the values of the givenMatrix3fc
and the rest to identity.- Parameters:
mat
- theMatrix3fc
-
Matrix4f
Create a newMatrix4f
and make it a copy of the given matrix.- Parameters:
mat
- theMatrix4fc
to copy the values from
-
Matrix4f
Create a newMatrix4f
and set its upper 4x3 submatrix to the given matrixmat
and all other elements to identity.- Parameters:
mat
- theMatrix4x3fc
to copy the values from
-
Matrix4f
Create a newMatrix4f
and make it a copy of the given matrix.Note that due to the given
Matrix4dc
storing values in double-precision and the constructedMatrix4f
storing them in single-precision, there is the possibility of losing precision.- Parameters:
mat
- theMatrix4dc
to copy the values from
-
Matrix4f
public Matrix4f(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33) Create a new 4x4 matrix using the supplied float values.The matrix layout will be:
m00, m10, m20, m30
m01, m11, m21, m31
m02, m12, m22, m32
m03, m13, m23, m33- Parameters:
m00
- the value of m00m01
- the value of m01m02
- the value of m02m03
- the value of m03m10
- the value of m10m11
- the value of m11m12
- the value of m12m13
- the value of m13m20
- the value of m20m21
- the value of m21m22
- the value of m22m23
- the value of m23m30
- the value of m30m31
- the value of m31m32
- the value of m32m33
- the value of m33
-
Matrix4f
Create a newMatrix4f
by reading its 16 float components from the givenFloatBuffer
at the buffer's current position.That FloatBuffer is expected to hold the values in column-major order.
The buffer's position will not be changed by this method.
- Parameters:
buffer
- theFloatBuffer
to read the matrix values from
-
Matrix4f
Create a newMatrix4f
and initialize its four columns using the supplied vectors.- Parameters:
col0
- the first columncol1
- the second columncol2
- the third columncol3
- the fourth column
-
-
Method Details
-
assume
Assume the given properties about this matrix.Use one or multiple of 0,
Matrix4fc.PROPERTY_IDENTITY
,Matrix4fc.PROPERTY_TRANSLATION
,Matrix4fc.PROPERTY_AFFINE
,Matrix4fc.PROPERTY_PERSPECTIVE
,Matrix4fc.PROPERTY_ORTHONORMAL
.- Parameters:
properties
- bitset of the properties to assume about this matrix- Returns:
- this
-
determineProperties
Compute and set the matrix properties returned byproperties()
based on the current matrix element values.- Returns:
- this
-
properties
public int properties()Description copied from interface:Matrix4fc
Return the assumed properties of this matrix. This is a bit-combination ofMatrix4fc.PROPERTY_IDENTITY
,Matrix4fc.PROPERTY_AFFINE
,Matrix4fc.PROPERTY_TRANSLATION
andMatrix4fc.PROPERTY_PERSPECTIVE
.- Specified by:
properties
in interfaceMatrix4fc
- Returns:
- the properties of the matrix
-
m00
public float m00()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 0 and row 0. -
m01
public float m01()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 0 and row 1. -
m02
public float m02()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 0 and row 2. -
m03
public float m03()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 0 and row 3. -
m10
public float m10()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 1 and row 0. -
m11
public float m11()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 1 and row 1. -
m12
public float m12()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 1 and row 2. -
m13
public float m13()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 1 and row 3. -
m20
public float m20()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 2 and row 0. -
m21
public float m21()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 2 and row 1. -
m22
public float m22()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 2 and row 2. -
m23
public float m23()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 2 and row 3. -
m30
public float m30()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 3 and row 0. -
m31
public float m31()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 3 and row 1. -
m32
public float m32()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 3 and row 2. -
m33
public float m33()Description copied from interface:Matrix4fc
Return the value of the matrix element at column 3 and row 3. -
m00
Set the value of the matrix element at column 0 and row 0.- Parameters:
m00
- the new value- Returns:
- this
-
m01
Set the value of the matrix element at column 0 and row 1.- Parameters:
m01
- the new value- Returns:
- this
-
m02
Set the value of the matrix element at column 0 and row 2.- Parameters:
m02
- the new value- Returns:
- this
-
m03
Set the value of the matrix element at column 0 and row 3.- Parameters:
m03
- the new value- Returns:
- this
-
m10
Set the value of the matrix element at column 1 and row 0.- Parameters:
m10
- the new value- Returns:
- this
-
m11
Set the value of the matrix element at column 1 and row 1.- Parameters:
m11
- the new value- Returns:
- this
-
m12
Set the value of the matrix element at column 1 and row 2.- Parameters:
m12
- the new value- Returns:
- this
-
m13
Set the value of the matrix element at column 1 and row 3.- Parameters:
m13
- the new value- Returns:
- this
-
m20
Set the value of the matrix element at column 2 and row 0.- Parameters:
m20
- the new value- Returns:
- this
-
m21
Set the value of the matrix element at column 2 and row 1.- Parameters:
m21
- the new value- Returns:
- this
-
m22
Set the value of the matrix element at column 2 and row 2.- Parameters:
m22
- the new value- Returns:
- this
-
m23
Set the value of the matrix element at column 2 and row 3.- Parameters:
m23
- the new value- Returns:
- this
-
m30
Set the value of the matrix element at column 3 and row 0.- Parameters:
m30
- the new value- Returns:
- this
-
m31
Set the value of the matrix element at column 3 and row 1.- Parameters:
m31
- the new value- Returns:
- this
-
m32
Set the value of the matrix element at column 3 and row 2.- Parameters:
m32
- the new value- Returns:
- this
-
m33
Set the value of the matrix element at column 3 and row 3.- Parameters:
m33
- the new value- Returns:
- this
-
identity
Reset this matrix to the identity.Please note that if a call to
identity()
is immediately followed by a call to:translate
,rotate
,scale
,perspective
,frustum
,ortho
,ortho2D
,lookAt
,lookAlong
, or any of their overloads, then the call toidentity()
can be omitted and the subsequent call replaced with:translation
,rotation
,scaling
,setPerspective
,setFrustum
,setOrtho
,setOrtho2D
,setLookAt
,setLookAlong
, or any of their overloads.- Returns:
- this
-
set
Store the values of the given matrixm
intothis
matrix.- Parameters:
m
- the matrix to copy the values from- Returns:
- this
- See Also:
-
setTransposed
Store the values of the transpose of the given matrixm
intothis
matrix.- Parameters:
m
- the matrix to copy the transposed values from- Returns:
- this
-
set
Store the values of the given matrixm
intothis
matrix and set the other matrix elements to identity.- Parameters:
m
- the matrix to copy the values from- Returns:
- this
- See Also:
-
set
Store the values of the given matrixm
intothis
matrix.Note that due to the given matrix
m
storing values in double-precision andthis
matrix storing them in single-precision, there is the possibility to lose precision.- Parameters:
m
- the matrix to copy the values from- Returns:
- this
- See Also:
-
set
- Parameters:
mat
- theMatrix3fc
- Returns:
- this
- See Also:
-
set
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
.- Parameters:
axisAngle
- theAxisAngle4f
- Returns:
- this
-
set
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
.- Parameters:
axisAngle
- theAxisAngle4d
- Returns:
- this
-
set
Set this matrix to be equivalent to the rotation specified by the givenQuaternionfc
.This method is equivalent to calling:
rotation(q)
Reference: http://www.euclideanspace.com/
- Parameters:
q
- theQuaternionfc
- Returns:
- this
- See Also:
-
set
Set this matrix to be equivalent to the rotation specified by the givenQuaterniondc
.Reference: http://www.euclideanspace.com/
- Parameters:
q
- theQuaterniondc
- Returns:
- this
-
set3x3
Set the upper left 3x3 submatrix of thisMatrix4f
to that of the givenMatrix4f
and don't change the other elements.- Parameters:
mat
- theMatrix4f
- Returns:
- this
-
set4x3
Set the upper 4x3 submatrix of thisMatrix4f
to the givenMatrix4x3fc
and don't change the other elements.- Parameters:
mat
- theMatrix4x3fc
- Returns:
- this
- See Also:
-
set4x3
Set the upper 4x3 submatrix of thisMatrix4f
to the upper 4x3 submatrix of the givenMatrix4f
and don't change the other elements.- Parameters:
mat
- theMatrix4f
- Returns:
- this
-
mul
Multiply this matrix by the suppliedright
matrix and store the result inthis
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Parameters:
right
- the right operand of the matrix multiplication- Returns:
- this
-
mul
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix and store the result indest
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! -
mul0
Multiply this matrix by the suppliedright
matrix.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!This method neither assumes nor checks for any matrix properties of
this
orright
and will always perform a complete 4x4 matrix multiplication. This method should only be used whenever the multiplied matrices do not have any properties for which there are optimized multiplication methods available.- Parameters:
right
- the right operand of the matrix multiplication- Returns:
- this
-
mul0
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix and store the result indest
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!This method neither assumes nor checks for any matrix properties of
this
orright
and will always perform a complete 4x4 matrix multiplication. This method should only be used whenever the multiplied matrices do not have any properties for which there are optimized multiplication methods available. -
mul
public Matrix4f mul(float r00, float r01, float r02, float r03, float r10, float r11, float r12, float r13, float r20, float r21, float r22, float r23, float r30, float r31, float r32, float r33) Multiply this matrix by the matrix with the supplied elements.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Parameters:
r00
- the m00 element of the right matrixr01
- the m01 element of the right matrixr02
- the m02 element of the right matrixr03
- the m03 element of the right matrixr10
- the m10 element of the right matrixr11
- the m11 element of the right matrixr12
- the m12 element of the right matrixr13
- the m13 element of the right matrixr20
- the m20 element of the right matrixr21
- the m21 element of the right matrixr22
- the m22 element of the right matrixr23
- the m23 element of the right matrixr30
- the m30 element of the right matrixr31
- the m31 element of the right matrixr32
- the m32 element of the right matrixr33
- the m33 element of the right matrix- Returns:
- this
-
mul
public Matrix4f mul(float r00, float r01, float r02, float r03, float r10, float r11, float r12, float r13, float r20, float r21, float r22, float r23, float r30, float r31, float r32, float r33, Matrix4f dest) Description copied from interface:Matrix4fc
Multiply this matrix by the matrix with the supplied elements and store the result indest
.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Specified by:
mul
in interfaceMatrix4fc
- Parameters:
r00
- the m00 element of the right matrixr01
- the m01 element of the right matrixr02
- the m02 element of the right matrixr03
- the m03 element of the right matrixr10
- the m10 element of the right matrixr11
- the m11 element of the right matrixr12
- the m12 element of the right matrixr13
- the m13 element of the right matrixr20
- the m20 element of the right matrixr21
- the m21 element of the right matrixr22
- the m22 element of the right matrixr23
- the m23 element of the right matrixr30
- the m30 element of the right matrixr31
- the m31 element of the right matrixr32
- the m32 element of the right matrixr33
- the m33 element of the right matrixdest
- the destination matrix, which will hold the result- Returns:
- dest
-
mul3x3
public Matrix4f mul3x3(float r00, float r01, float r02, float r10, float r11, float r12, float r20, float r21, float r22) Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Parameters:
r00
- the m00 element of the right matrixr01
- the m01 element of the right matrixr02
- the m02 element of the right matrixr10
- the m10 element of the right matrixr11
- the m11 element of the right matrixr12
- the m12 element of the right matrixr20
- the m20 element of the right matrixr21
- the m21 element of the right matrixr22
- the m22 element of the right matrix- Returns:
- this
-
mul3x3
public Matrix4f mul3x3(float r00, float r01, float r02, float r10, float r11, float r12, float r20, float r21, float r22, Matrix4f dest) Description copied from interface:Matrix4fc
Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity, and store the result indest
.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Specified by:
mul3x3
in interfaceMatrix4fc
- Parameters:
r00
- the m00 element of the right matrixr01
- the m01 element of the right matrixr02
- the m02 element of the right matrixr10
- the m10 element of the right matrixr11
- the m11 element of the right matrixr12
- the m12 element of the right matrixr20
- the m20 element of the right matrixr21
- the m21 element of the right matrixr22
- the m22 element of the right matrixdest
- the destination matrix, which will hold the result- Returns:
- this
-
mulLocal
Pre-multiply this matrix by the suppliedleft
matrix and store the result inthis
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first!- Parameters:
left
- the left operand of the matrix multiplication- Returns:
- this
-
mulLocal
Description copied from interface:Matrix4fc
Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first! -
mulLocalAffine
Pre-multiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result inthis
.This method assumes that
this
matrix and the givenleft
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofleft
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first!- Parameters:
left
- the left operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)- Returns:
- this
-
mulLocalAffine
Description copied from interface:Matrix4fc
Pre-multiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result indest
.This method assumes that
this
matrix and the givenleft
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofleft
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first!- Specified by:
mulLocalAffine
in interfaceMatrix4fc
- Parameters:
left
- the left operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)dest
- the destination matrix, which will hold the result- Returns:
- dest
-
mul
Multiply this matrix by the suppliedright
matrix and store the result inthis
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Parameters:
right
- the right operand of the matrix multiplication- Returns:
- this
-
mul
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix and store the result indest
.The last row of the
right
matrix is assumed to be(0, 0, 0, 1)
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! -
mul
Multiply this matrix by the suppliedright
matrix and store the result inthis
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Parameters:
right
- the right operand of the matrix multiplication- Returns:
- this
-
mul
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix and store the result indest
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! -
mulPerspectiveAffine
Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first!- Parameters:
view
- theaffine
matrix to multiplythis
symmetric perspective projection matrix by- Returns:
- this
-
mulPerspectiveAffine
Description copied from interface:Matrix4fc
Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix and store the result indest
.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first!- Specified by:
mulPerspectiveAffine
in interfaceMatrix4fc
- Parameters:
view
- theaffine
matrix to multiplythis
symmetric perspective projection matrix bydest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulPerspectiveAffine
Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first!- Parameters:
view
- the matrix to multiplythis
symmetric perspective projection matrix by- Returns:
- this
-
mulPerspectiveAffine
Description copied from interface:Matrix4fc
Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix and store the result indest
.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first!- Specified by:
mulPerspectiveAffine
in interfaceMatrix4fc
- Parameters:
view
- the matrix to multiplythis
symmetric perspective projection matrix bydest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulAffineR
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result inthis
.This method assumes that the given
right
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Parameters:
right
- the right operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)- Returns:
- this
-
mulAffineR
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.This method assumes that the given
right
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Specified by:
mulAffineR
in interfaceMatrix4fc
- Parameters:
right
- the right operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)dest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulAffine
Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result inthis
.This method assumes that
this
matrix and the givenright
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofright
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Parameters:
right
- the right operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)- Returns:
- this
-
mulAffine
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result indest
.This method assumes that
this
matrix and the givenright
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofright
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! -
mulTranslationAffine
Description copied from interface:Matrix4fc
Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.This method assumes that
this
matrix only contains a translation, and that the givenright
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
).This method will not modify either the last row of
this
or the last row ofright
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Specified by:
mulTranslationAffine
in interfaceMatrix4fc
- Parameters:
right
- the right operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)dest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulOrthoAffine
Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix.If
M
isthis
matrix andV
theview
matrix, then the new matrix will beM * V
. So when transforming a vectorv
with the new matrix by usingM * V * v
, the transformation of theview
matrix will be applied first!- Parameters:
view
- the affine matrix which to multiplythis
with- Returns:
- this
-
mulOrthoAffine
Description copied from interface:Matrix4fc
Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix and store the result indest
.If
M
isthis
matrix andV
theview
matrix, then the new matrix will beM * V
. So when transforming a vectorv
with the new matrix by usingM * V * v
, the transformation of theview
matrix will be applied first!- Specified by:
mulOrthoAffine
in interfaceMatrix4fc
- Parameters:
view
- the affine matrix which to multiplythis
withdest
- the destination matrix, which will hold the result- Returns:
- dest
-
fma4x3
Component-wise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
and adding that result tothis
.The matrix
other
will not be changed.- Parameters:
other
- the other matrixotherFactor
- the factor to multiply each of the other matrix's 4x3 components- Returns:
- this
-
fma4x3
Description copied from interface:Matrix4fc
Component-wise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
, adding that tothis
and storing the final result indest
.The other components of
dest
will be set to the ones ofthis
.The matrices
this
andother
will not be changed. -
add
Component-wise addthis
andother
.- Parameters:
other
- the other addend- Returns:
- this
-
add
Description copied from interface:Matrix4fc
Component-wise addthis
andother
and store the result indest
. -
sub
Component-wise subtractsubtrahend
fromthis
.- Parameters:
subtrahend
- the subtrahend- Returns:
- this
-
sub
Description copied from interface:Matrix4fc
Component-wise subtractsubtrahend
fromthis
and store the result indest
. -
mulComponentWise
Component-wise multiplythis
byother
.- Parameters:
other
- the other matrix- Returns:
- this
-
mulComponentWise
Description copied from interface:Matrix4fc
Component-wise multiplythis
byother
and store the result indest
.- Specified by:
mulComponentWise
in interfaceMatrix4fc
- Parameters:
other
- the other matrixdest
- will hold the result- Returns:
- dest
-
add4x3
Component-wise add the upper 4x3 submatrices ofthis
andother
.- Parameters:
other
- the other addend- Returns:
- this
-
add4x3
Description copied from interface:Matrix4fc
Component-wise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.The other components of
dest
will be set to the ones ofthis
. -
sub4x3
Component-wise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
.- Parameters:
subtrahend
- the subtrahend- Returns:
- this
-
sub4x3
Description copied from interface:Matrix4fc
Component-wise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
and store the result indest
.The other components of
dest
will be set to the ones ofthis
. -
mul4x3ComponentWise
Component-wise multiply the upper 4x3 submatrices ofthis
byother
.- Parameters:
other
- the other matrix- Returns:
- this
-
mul4x3ComponentWise
Description copied from interface:Matrix4fc
Component-wise multiply the upper 4x3 submatrices ofthis
byother
and store the result indest
.The other components of
dest
will be set to the ones ofthis
.- Specified by:
mul4x3ComponentWise
in interfaceMatrix4fc
- Parameters:
other
- the other matrixdest
- will hold the result- Returns:
- dest
-
set
public Matrix4f set(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33) Set the values within this matrix to the supplied float values. The matrix will look like this:
m00, m10, m20, m30
m01, m11, m21, m31
m02, m12, m22, m32
m03, m13, m23, m33- Parameters:
m00
- the new value of m00m01
- the new value of m01m02
- the new value of m02m03
- the new value of m03m10
- the new value of m10m11
- the new value of m11m12
- the new value of m12m13
- the new value of m13m20
- the new value of m20m21
- the new value of m21m22
- the new value of m22m23
- the new value of m23m30
- the new value of m30m31
- the new value of m31m32
- the new value of m32m33
- the new value of m33- Returns:
- this
-
set
Set the values in the matrix using a float array that contains the matrix elements in column-major order.The results will look like this:
0, 4, 8, 12
1, 5, 9, 13
2, 6, 10, 14
3, 7, 11, 15- Parameters:
m
- the array to read the matrix values fromoff
- the offset into the array- Returns:
- this
- See Also:
-
set
Set the values in the matrix using a float array that contains the matrix elements in column-major order.The results will look like this:
0, 4, 8, 12
1, 5, 9, 13
2, 6, 10, 14
3, 7, 11, 15- Parameters:
m
- the array to read the matrix values from- Returns:
- this
- See Also:
-
setTransposed
Set the values in the matrix using a float array that contains the matrix elements in row-major order.The results will look like this:
0, 1, 2, 3
4, 5, 6, 7
8, 9, 10, 11
12, 13, 14, 15- Parameters:
m
- the array to read the matrix values fromoff
- the offset into the array- Returns:
- this
- See Also:
-
setTransposed
Set the values in the matrix using a float array that contains the matrix elements in row-major order.The results will look like this:
0, 1, 2, 3
4, 5, 6, 7
8, 9, 10, 11
12, 13, 14, 15- Parameters:
m
- the array to read the matrix values from- Returns:
- this
- See Also:
-
set
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in column-major order, starting at its current position.The FloatBuffer is expected to contain the values in column-major order.
The position of the FloatBuffer will not be changed by this method.
- Parameters:
buffer
- the FloatBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in column-major order, starting at its current position.The ByteBuffer is expected to contain the values in column-major order.
The position of the ByteBuffer will not be changed by this method.
- Parameters:
buffer
- the ByteBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in column-major order, starting at the specified absolute buffer position/index.The FloatBuffer is expected to contain the values in column-major order.
The position of the FloatBuffer will not be changed by this method.
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- the FloatBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in column-major order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in column-major order.
The position of the ByteBuffer will not be changed by this method.
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- the ByteBuffer to read the matrix values from in column-major order- Returns:
- this
-
setTransposed
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in row-major order, starting at its current position.The FloatBuffer is expected to contain the values in row-major order.
The position of the FloatBuffer will not be changed by this method.
- Parameters:
buffer
- the FloatBuffer to read the matrix values from in row-major order- Returns:
- this
-
setTransposed
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in row-major order, starting at its current position.The ByteBuffer is expected to contain the values in row-major order.
The position of the ByteBuffer will not be changed by this method.
- Parameters:
buffer
- the ByteBuffer to read the matrix values from in row-major order- Returns:
- this
-
setFromAddress
Set the values of this matrix by reading 16 float values from off-heap memory in column-major order, starting at the given address.This method will throw an
UnsupportedOperationException
when JOML is used with `-Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
- Parameters:
address
- the off-heap memory address to read the matrix values from in column-major order- Returns:
- this
-
setTransposedFromAddress
Set the values of this matrix by reading 16 float values from off-heap memory in row-major order, starting at the given address.This method will throw an
UnsupportedOperationException
when JOML is used with `-Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
- Parameters:
address
- the off-heap memory address to read the matrix values from in row-major order- Returns:
- this
-
set
Set the four columns of this matrix to the supplied vectors, respectively.- Parameters:
col0
- the first columncol1
- the second columncol2
- the third columncol3
- the fourth column- Returns:
- this
-
determinant
public float determinant()Description copied from interface:Matrix4fc
Return the determinant of this matrix.If
this
matrix represents anaffine
transformation, such as translation, rotation, scaling and shearing, and thus its last row is equal to(0, 0, 0, 1)
, thenMatrix4fc.determinantAffine()
can be used instead of this method.- Specified by:
determinant
in interfaceMatrix4fc
- Returns:
- the determinant
- See Also:
-
determinant3x3
public float determinant3x3()Description copied from interface:Matrix4fc
Return the determinant of the upper left 3x3 submatrix of this matrix.- Specified by:
determinant3x3
in interfaceMatrix4fc
- Returns:
- the determinant
-
determinantAffine
public float determinantAffine()Description copied from interface:Matrix4fc
Return the determinant of this matrix by assuming that it represents anaffine
transformation and thus its last row is equal to(0, 0, 0, 1)
.- Specified by:
determinantAffine
in interfaceMatrix4fc
- Returns:
- the determinant
-
invert
Description copied from interface:Matrix4fc
Invert this matrix and write the result intodest
.If
this
matrix represents anaffine
transformation, such as translation, rotation, scaling and shearing, and thus its last row is equal to(0, 0, 0, 1)
, thenMatrix4fc.invertAffine(Matrix4f)
can be used instead of this method. -
invert
Invert this matrix.If
this
matrix represents anaffine
transformation, such as translation, rotation, scaling and shearing, and thus its last row is equal to(0, 0, 0, 1)
, theninvertAffine()
can be used instead of this method.- Returns:
- this
- See Also:
-
invertPerspective
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
and stores it into the givendest
.This method can be used to quickly obtain the inverse of a perspective projection matrix when being obtained via
perspective()
.- Specified by:
invertPerspective
in interfaceMatrix4fc
- Parameters:
dest
- will hold the inverse ofthis
- Returns:
- dest
- See Also:
-
invertPerspective
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
.This method can be used to quickly obtain the inverse of a perspective projection matrix when being obtained via
perspective()
.- Returns:
- this
- See Also:
-
invertFrustum
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods or viasetFrustum()
, then this method builds the inverse ofthis
and stores it into the givendest
.This method can be used to quickly obtain the inverse of a perspective projection matrix.
If this matrix represents a symmetric perspective frustum transformation, as obtained via
perspective()
, theninvertPerspective(Matrix4f)
should be used instead.- Specified by:
invertFrustum
in interfaceMatrix4fc
- Parameters:
dest
- will hold the inverse ofthis
- Returns:
- dest
- See Also:
-
invertFrustum
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods or viasetFrustum()
, then this method builds the inverse ofthis
.This method can be used to quickly obtain the inverse of a perspective projection matrix.
If this matrix represents a symmetric perspective frustum transformation, as obtained via
perspective()
, theninvertPerspective()
should be used instead.- Returns:
- this
- See Also:
-
invertOrtho
Description copied from interface:Matrix4fc
Invertthis
orthographic projection matrix and store the result into the givendest
.This method can be used to quickly obtain the inverse of an orthographic projection matrix.
- Specified by:
invertOrtho
in interfaceMatrix4fc
- Parameters:
dest
- will hold the inverse ofthis
- Returns:
- dest
-
invertOrtho
Invertthis
orthographic projection matrix.This method can be used to quickly obtain the inverse of an orthographic projection matrix.
- Returns:
- this
-
invertPerspectiveView
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix isaffine
and has unit scaling (for example by being obtained vialookAt()
), then this method builds the inverse ofthis * view
and stores it into the givendest
.This method can be used to quickly obtain the inverse of the combination of the view and projection matrices, when both were obtained via the common methods
perspective()
andlookAt()
or other methods, that build affine matrices, such astranslate
androtate(float, float, float, float)
, except forscale()
.For the special cases of the matrices
this
andview
mentioned above, this method is equivalent to the following code:dest.set(this).mul(view).invert();
- Specified by:
invertPerspectiveView
in interfaceMatrix4fc
- Parameters:
view
- the view transformation (must beaffine
and have unit scaling)dest
- will hold the inverse ofthis * view
- Returns:
- dest
-
invertPerspectiveView
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix has unit scaling, then this method builds the inverse ofthis * view
and stores it into the givendest
.This method can be used to quickly obtain the inverse of the combination of the view and projection matrices, when both were obtained via the common methods
perspective()
andlookAt()
or other methods, that build affine matrices, such astranslate
androtate(float, float, float, float)
, except forscale()
.For the special cases of the matrices
this
andview
mentioned above, this method is equivalent to the following code:dest.set(this).mul(view).invert();
- Specified by:
invertPerspectiveView
in interfaceMatrix4fc
- Parameters:
view
- the view transformation (must have unit scaling)dest
- will hold the inverse ofthis * view
- Returns:
- dest
-
invertAffine
Description copied from interface:Matrix4fc
Invert this matrix by assuming that it is anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and write the result intodest
.- Specified by:
invertAffine
in interfaceMatrix4fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
invertAffine
Invert this matrix by assuming that it is anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
).- Returns:
- this
-
transpose
Description copied from interface:Matrix4fc
Transpose this matrix and store the result indest
. -
transpose3x3
Transpose only the upper left 3x3 submatrix of this matrix.All other matrix elements are left unchanged.
- Returns:
- this
-
transpose3x3
Description copied from interface:Matrix4fc
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.All other matrix elements are left unchanged.
- Specified by:
transpose3x3
in interfaceMatrix4fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transpose3x3
Description copied from interface:Matrix4fc
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.- Specified by:
transpose3x3
in interfaceMatrix4fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transpose
Transpose this matrix.- Returns:
- this
-
translation
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
In order to post-multiply a translation transformation directly to a matrix, use
translate()
instead.- Parameters:
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in z- Returns:
- this
- See Also:
-
translation
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
In order to post-multiply a translation transformation directly to a matrix, use
translate()
instead.- Parameters:
offset
- the offsets in x, y and z to translate- Returns:
- this
- See Also:
-
setTranslation
Set only the translation components(m30, m31, m32)
of this matrix to the given values(x, y, z)
.Note that this will only work properly for orthogonal matrices (without any perspective).
To build a translation matrix instead, use
translation(float, float, float)
. To apply a translation, usetranslate(float, float, float)
.- Parameters:
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in z- Returns:
- this
- See Also:
-
setTranslation
Set only the translation components(m30, m31, m32)
of this matrix to the values(xyz.x, xyz.y, xyz.z)
.Note that this will only work properly for orthogonal matrices (without any perspective).
To build a translation matrix instead, use
translation(Vector3fc)
. To apply a translation, usetranslate(Vector3fc)
.- Parameters:
xyz
- the units to translate in(x, y, z)
- Returns:
- this
- See Also:
-
getTranslation
Description copied from interface:Matrix4fc
Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
.- Specified by:
getTranslation
in interfaceMatrix4fc
- Parameters:
dest
- will hold the translation components of this matrix- Returns:
- dest
-
getScale
Description copied from interface:Matrix4fc
Get the scaling factors ofthis
matrix for the three base axes. -
toString
Return a string representation of this matrix.This method creates a new
DecimalFormat
on every invocation with the format string "0.000E0;-
". -
toString
Return a string representation of this matrix by formatting the matrix elements with the givenNumberFormat
.- Parameters:
formatter
- theNumberFormat
used to format the matrix values with- Returns:
- the string representation
-
get
Get the current values ofthis
matrix and store them intodest
.This is the reverse method of
set(Matrix4fc)
and allows to obtain intermediate calculation results when chaining multiple transformations. -
get4x3
Description copied from interface:Matrix4fc
Get the current values of the upper 4x3 submatrix ofthis
matrix and store them intodest
. -
get
Get the current values ofthis
matrix and store them intodest
.This is the reverse method of
set(Matrix4dc)
and allows to obtain intermediate calculation results when chaining multiple transformations. -
get3x3
Description copied from interface:Matrix4fc
Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
. -
get3x3
Description copied from interface:Matrix4fc
Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
. -
getRotation
Description copied from interface:Matrix4fc
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.- Specified by:
getRotation
in interfaceMatrix4fc
- Parameters:
dest
- the destinationAxisAngle4f
- Returns:
- the passed in destination
- See Also:
-
getRotation
Description copied from interface:Matrix4fc
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4d
.- Specified by:
getRotation
in interfaceMatrix4fc
- Parameters:
dest
- the destinationAxisAngle4d
- Returns:
- the passed in destination
- See Also:
-
getUnnormalizedRotation
Description copied from interface:Matrix4fc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
- Specified by:
getUnnormalizedRotation
in interfaceMatrix4fc
- Parameters:
dest
- the destinationQuaternionf
- Returns:
- the passed in destination
- See Also:
-
getNormalizedRotation
Description copied from interface:Matrix4fc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are normalized.
- Specified by:
getNormalizedRotation
in interfaceMatrix4fc
- Parameters:
dest
- the destinationQuaternionf
- Returns:
- the passed in destination
- See Also:
-
getUnnormalizedRotation
Description copied from interface:Matrix4fc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
- Specified by:
getUnnormalizedRotation
in interfaceMatrix4fc
- Parameters:
dest
- the destinationQuaterniond
- Returns:
- the passed in destination
- See Also:
-
getNormalizedRotation
Description copied from interface:Matrix4fc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are normalized.
- Specified by:
getNormalizedRotation
in interfaceMatrix4fc
- Parameters:
dest
- the destinationQuaterniond
- Returns:
- the passed in destination
- See Also:
-
get
Description copied from interface:Matrix4fc
Store this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4fc.get(int, FloatBuffer)
, taking the absolute position as parameter. -
get
Description copied from interface:Matrix4fc
Store this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
-
get
Description copied from interface:Matrix4fc
Store this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4fc.get(int, ByteBuffer)
, taking the absolute position as parameter. -
get
Description copied from interface:Matrix4fc
Store this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
-
get4x3
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4fc.get(int, FloatBuffer)
, taking the absolute position as parameter. -
get4x3
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
-
get4x3
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4fc.get(int, ByteBuffer)
, taking the absolute position as parameter. -
get4x3
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
-
get3x4
Description copied from interface:Matrix4fc
Store the left 3x4 submatrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4fc.get3x4(int, FloatBuffer)
, taking the absolute position as parameter. -
get3x4
Description copied from interface:Matrix4fc
Store the left 3x4 submatrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
-
get3x4
Description copied from interface:Matrix4fc
Store the left 3x4 submatrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4fc.get3x4(int, ByteBuffer)
, taking the absolute position as parameter. -
get3x4
Description copied from interface:Matrix4fc
Store the left 3x4 submatrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
-
getTransposed
Description copied from interface:Matrix4fc
Store the transpose of this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4fc.getTransposed(int, FloatBuffer)
, taking the absolute position as parameter.- Specified by:
getTransposed
in interfaceMatrix4fc
- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
getTransposed
Description copied from interface:Matrix4fc
Store the transpose of this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
- Specified by:
getTransposed
in interfaceMatrix4fc
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
getTransposed
Description copied from interface:Matrix4fc
Store the transpose of this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4fc.getTransposed(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
getTransposed
in interfaceMatrix4fc
- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
getTransposed
Description copied from interface:Matrix4fc
Store the transpose of this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
- Specified by:
getTransposed
in interfaceMatrix4fc
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
get4x3Transposed
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4fc.get4x3Transposed(int, FloatBuffer)
, taking the absolute position as parameter.- Specified by:
get4x3Transposed
in interfaceMatrix4fc
- Parameters:
buffer
- will receive the values of the upper 4x3 submatrix in row-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get4x3Transposed
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
- Specified by:
get4x3Transposed
in interfaceMatrix4fc
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of the upper 4x3 submatrix in row-major order- Returns:
- the passed in buffer
-
get4x3Transposed
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4fc.get4x3Transposed(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
get4x3Transposed
in interfaceMatrix4fc
- Parameters:
buffer
- will receive the values of the upper 4x3 submatrix in row-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get4x3Transposed
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
- Specified by:
get4x3Transposed
in interfaceMatrix4fc
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of the upper 4x3 submatrix in row-major order- Returns:
- the passed in buffer
-
getToAddress
Description copied from interface:Matrix4fc
Store this matrix in column-major order at the given off-heap address.This method will throw an
UnsupportedOperationException
when JOML is used with `-Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
- Specified by:
getToAddress
in interfaceMatrix4fc
- Parameters:
address
- the off-heap address where to store this matrix- Returns:
- this
-
get
public float[] get(float[] arr, int offset) Description copied from interface:Matrix4fc
Store this matrix into the supplied float array in column-major order at the given offset. -
get
public float[] get(float[] arr) Description copied from interface:Matrix4fc
Store this matrix into the supplied float array in column-major order.In order to specify an explicit offset into the array, use the method
Matrix4fc.get(float[], int)
. -
zero
Set all the values within this matrix to0
.- Returns:
- this
-
scaling
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to post-multiply a scaling transformation directly to a matrix, use
scale()
instead.- Parameters:
factor
- the scale factor in x, y and z- Returns:
- this
- See Also:
-
scaling
Set this matrix to be a simple scale matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to post-multiply a scaling transformation directly to a matrix, use
scale()
instead.- Parameters:
x
- the scale in xy
- the scale in yz
- the scale in z- Returns:
- this
- See Also:
-
scaling
Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
respectively.The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to post-multiply a scaling transformation directly to a matrix use
scale()
instead.- Parameters:
xyz
- the scale in x, y and z respectively- Returns:
- this
- See Also:
-
rotation
Set this matrix to a rotation matrix which rotates the given radians about a given axis.The axis described by the
axis
vector needs to be a unit vector.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to post-multiply a rotation transformation directly to a matrix, use
rotate()
instead.- Parameters:
angle
- the angle in radiansaxis
- the axis to rotate about (needs to benormalized
)- Returns:
- this
- See Also:
-
rotation
Set this matrix to a rotation transformation using the givenAxisAngle4f
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
- Parameters:
axisAngle
- theAxisAngle4f
(needs to benormalized
)- Returns:
- this
- See Also:
-
rotation
Set this matrix to a rotation matrix which rotates the given radians about a given axis.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
- Parameters:
angle
- the angle in radiansx
- the x-component of the rotation axisy
- the y-component of the rotation axisz
- the z-component of the rotation axis- Returns:
- this
- See Also:
-
rotationX
Set this matrix to a rotation transformation about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotationY
Set this matrix to a rotation transformation about the Y axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotationZ
Set this matrix to a rotation transformation about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotationTowardsXY
Set this matrix to a rotation transformation about the Z axis to align the local+X
towards(dirX, dirY)
.The vector
(dirX, dirY)
must be a unit vector.- Parameters:
dirX
- the x component of the normalized directiondirY
- the y component of the normalized direction- Returns:
- this
-
rotationXYZ
Set this matrix to a rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationX(angleX).rotateY(angleY).rotateZ(angleZ)
- Parameters:
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Z- Returns:
- this
-
rotationZYX
Set this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationZ(angleZ).rotateY(angleY).rotateX(angleX)
- Parameters:
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about X- Returns:
- this
-
rotationYXZ
Set this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationY(angleY).rotateX(angleX).rotateZ(angleZ)
- Parameters:
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Z- Returns:
- this
-
setRotationXYZ
Set only the upper left 3x3 submatrix of this matrix to a rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
- Parameters:
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Z- Returns:
- this
-
setRotationZYX
Set only the upper left 3x3 submatrix of this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
- Parameters:
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about X- Returns:
- this
-
setRotationYXZ
Set only the upper left 3x3 submatrix of this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
- Parameters:
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Z- Returns:
- this
-
rotation
Set this matrix to the rotation transformation of the givenQuaternionfc
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
- Returns:
- this
- See Also:
-
translationRotateScale
public Matrix4f translationRotateScale(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz) Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz)
- Parameters:
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionsx
- the scaling factor for the x-axissy
- the scaling factor for the y-axissz
- the scaling factor for the z-axis- Returns:
- this
- See Also:
-
translationRotateScale
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
- Parameters:
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factors- Returns:
- this
- See Also:
-
translationRotateScale
public Matrix4f translationRotateScale(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float scale) Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales all three axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(scale)
- Parameters:
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionscale
- the scaling factor for all three axes- Returns:
- this
- See Also:
-
translationRotateScale
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
- Parameters:
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factors- Returns:
- this
- See Also:
-
translationRotateScaleInvert
public Matrix4f translationRotateScaleInvert(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz) Setthis
matrix to(T * R * S)-1
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.This method is equivalent to calling:
translationRotateScale(...).invert()
- Parameters:
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionsx
- the scaling factor for the x-axissy
- the scaling factor for the y-axissz
- the scaling factor for the z-axis- Returns:
- this
- See Also:
-
translationRotateScaleInvert
public Matrix4f translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, Vector3fc scale) Setthis
matrix to(T * R * S)-1
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.This method is equivalent to calling:
translationRotateScale(...).invert()
- Parameters:
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factors- Returns:
- this
- See Also:
-
translationRotateScaleInvert
Setthis
matrix to(T * R * S)-1
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.This method is equivalent to calling:
translationRotateScale(...).invert()
- Parameters:
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factors- Returns:
- this
- See Also:
-
translationRotateScaleMulAffine
public Matrix4f translationRotateScaleMulAffine(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz, Matrix4f m) Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw)
,S
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
andM
is anaffine
matrix.When transforming a vector by the resulting matrix the transformation described by
M
will be applied first, then the scaling, then rotation and at last the translation.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz).mulAffine(m)
- Parameters:
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionsx
- the scaling factor for the x-axissy
- the scaling factor for the y-axissz
- the scaling factor for the z-axism
- theaffine
matrix to multiply by- Returns:
- this
- See Also:
-
translationRotateScaleMulAffine
public Matrix4f translationRotateScaleMulAffine(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4f m) Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation - and possibly scaling - transformation specified by the given quaternion,S
is a scaling transformation which scales the axes byscale
andM
is anaffine
matrix.When transforming a vector by the resulting matrix the transformation described by
M
will be applied first, then the scaling, then rotation and at last the translation.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale).mulAffine(m)
- Parameters:
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factorsm
- theaffine
matrix to multiply by- Returns:
- this
- See Also:
-
translationRotate
public Matrix4f translationRotate(float tx, float ty, float tz, float qx, float qy, float qz, float qw) Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw)
.When transforming a vector by the resulting matrix the rotation - and possibly scaling - transformation will be applied first and then the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
- Parameters:
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternion- Returns:
- this
- See Also:
-
translationRotate
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation - and possibly scaling - transformation specified by the given quaternion.When transforming a vector by the resulting matrix the rotation - and possibly scaling - transformation will be applied first and then the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
- Parameters:
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentquat
- the quaternion representing a rotation- Returns:
- this
- See Also:
-
translationRotate
Setthis
matrix toT * R
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat)
- Parameters:
translation
- the translationquat
- the quaternion representing a rotation- Returns:
- this
- See Also:
-
translationRotateInvert
public Matrix4f translationRotateInvert(float tx, float ty, float tz, float qx, float qy, float qz, float qw) Setthis
matrix to(T * R)-1
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
.This method is equivalent to calling:
translationRotate(...).invert()
- Parameters:
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternion- Returns:
- this
- See Also:
-
translationRotateInvert
Setthis
matrix to(T * R)-1
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.This method is equivalent to calling:
translationRotate(...).invert()
- Parameters:
translation
- the translationquat
- the quaternion representing a rotation- Returns:
- this
- See Also:
-
set3x3
Set the upper left 3x3 submatrix of thisMatrix4f
to the givenMatrix3fc
and don't change the other elements.- Parameters:
mat
- the 3x3 matrix- Returns:
- this
-
transform
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix and store the result in that vector. -
transform
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix and store the result indest
. -
transform
Description copied from interface:Matrix4fc
Transform/multiply the vector(x, y, z, w)
by this matrix and store the result indest
. -
transformTranspose
Description copied from interface:Matrix4fc
Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.- Specified by:
transformTranspose
in interfaceMatrix4fc
- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
-
transformTranspose
Description copied from interface:Matrix4fc
Transform/multiply the given vector by the transpose of this matrix and store the result indest
.- Specified by:
transformTranspose
in interfaceMatrix4fc
- Parameters:
v
- the vector to transformdest
- will contain the result- Returns:
- dest
- See Also:
-
transformTranspose
Description copied from interface:Matrix4fc
Transform/multiply the vector(x, y, z, w)
by the transpose of this matrix and store the result indest
.- Specified by:
transformTranspose
in interfaceMatrix4fc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformw
- the w coordinate of the vector to transformdest
- will contain the result- Returns:
- dest
-
transformProject
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.- Specified by:
transformProject
in interfaceMatrix4fc
- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
-
transformProject
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.- Specified by:
transformProject
in interfaceMatrix4fc
- Parameters:
v
- the vector to transformdest
- will contain the result- Returns:
- dest
- See Also:
-
transformProject
Description copied from interface:Matrix4fc
Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store the result indest
.- Specified by:
transformProject
in interfaceMatrix4fc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformw
- the w coordinate of the vector to transformdest
- will contain the result- Returns:
- dest
-
transformProject
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.- Specified by:
transformProject
in interfaceMatrix4fc
- Parameters:
v
- the vector to transformdest
- will contain the(x, y, z)
components of the result- Returns:
- dest
- See Also:
-
transformProject
Description copied from interface:Matrix4fc
Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store(x, y, z)
of the result indest
.- Specified by:
transformProject
in interfaceMatrix4fc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformw
- the w coordinate of the vector to transformdest
- will contain the(x, y, z)
components of the result- Returns:
- dest
-
transformProject
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.This method uses
w=1.0
as the fourth vector component.- Specified by:
transformProject
in interfaceMatrix4fc
- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
-
transformProject
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.This method uses
w=1.0
as the fourth vector component.- Specified by:
transformProject
in interfaceMatrix4fc
- Parameters:
v
- the vector to transformdest
- will contain the result- Returns:
- dest
- See Also:
-
transformProject
Description copied from interface:Matrix4fc
Transform/multiply the vector(x, y, z)
by this matrix, perform perspective divide and store the result indest
.This method uses
w=1.0
as the fourth vector component.- Specified by:
transformProject
in interfaceMatrix4fc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will contain the result- Returns:
- dest
-
transformPosition
Description copied from interface:Matrix4fc
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection useMatrix4fc.transform(Vector4f)
orMatrix4fc.transformProject(Vector3f)
when perspective divide should be applied, too.In order to store the result in another vector, use
Matrix4fc.transformPosition(Vector3fc, Vector3f)
.- Specified by:
transformPosition
in interfaceMatrix4fc
- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
-
transformPosition
Description copied from interface:Matrix4fc
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection useMatrix4fc.transform(Vector4fc, Vector4f)
orMatrix4fc.transformProject(Vector3fc, Vector3f)
when perspective divide should be applied, too.In order to store the result in the same vector, use
Matrix4fc.transformPosition(Vector3f)
.- Specified by:
transformPosition
in interfaceMatrix4fc
- Parameters:
v
- the vector to transformdest
- will hold the result- Returns:
- dest
- See Also:
-
transformPosition
Description copied from interface:Matrix4fc
Transform/multiply the 3D-vector(x, y, z)
, as if it was a 4D-vector with w=1, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection useMatrix4fc.transform(float, float, float, float, Vector4f)
orMatrix4fc.transformProject(float, float, float, Vector3f)
when perspective divide should be applied, too.- Specified by:
transformPosition
in interfaceMatrix4fc
- Parameters:
x
- the x coordinate of the positiony
- the y coordinate of the positionz
- the z coordinate of the positiondest
- will hold the result- Returns:
- dest
- See Also:
-
transformDirection
Description copied from interface:Matrix4fc
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in another vector, use
Matrix4fc.transformDirection(Vector3fc, Vector3f)
.- Specified by:
transformDirection
in interfaceMatrix4fc
- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
-
transformDirection
Description copied from interface:Matrix4fc
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in the same vector, use
Matrix4fc.transformDirection(Vector3f)
.- Specified by:
transformDirection
in interfaceMatrix4fc
- Parameters:
v
- the vector to transform and to hold the final resultdest
- will hold the result- Returns:
- dest
- See Also:
-
transformDirection
Description copied from interface:Matrix4fc
Transform/multiply the given 3D-vector(x, y, z)
, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.- Specified by:
transformDirection
in interfaceMatrix4fc
- Parameters:
x
- the x coordinate of the direction to transformy
- the y coordinate of the direction to transformz
- the z coordinate of the direction to transformdest
- will hold the result- Returns:
- dest
-
transformAffine
Description copied from interface:Matrix4fc
Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
).In order to store the result in another vector, use
Matrix4fc.transformAffine(Vector4fc, Vector4f)
.- Specified by:
transformAffine
in interfaceMatrix4fc
- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
-
transformAffine
Description copied from interface:Matrix4fc
Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and store the result indest
.In order to store the result in the same vector, use
Matrix4fc.transformAffine(Vector4f)
.- Specified by:
transformAffine
in interfaceMatrix4fc
- Parameters:
v
- the vector to transform and to hold the final resultdest
- will hold the result- Returns:
- dest
- See Also:
-
transformAffine
Description copied from interface:Matrix4fc
Transform/multiply the 4D-vector(x, y, z, w)
by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and store the result indest
.- Specified by:
transformAffine
in interfaceMatrix4fc
- Parameters:
x
- the x coordinate of the direction to transformy
- the y coordinate of the direction to transformz
- the z coordinate of the direction to transformw
- the w coordinate of the direction to transformdest
- will hold the result- Returns:
- dest
-
scale
Description copied from interface:Matrix4fc
Apply scaling tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! -
scale
Apply scaling to this matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!- Parameters:
xyz
- the factors of the x, y and z component, respectively- Returns:
- this
-
scale
Description copied from interface:Matrix4fc
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!Individual scaling of all three axes can be applied using
Matrix4fc.scale(float, float, float, Matrix4f)
. -
scale
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!Individual scaling of all three axes can be applied using
scale(float, float, float)
.- Parameters:
xyz
- the factor for all components- Returns:
- this
- See Also:
-
scaleXY
Description copied from interface:Matrix4fc
Apply scaling to this matrix by by scaling the X axis byx
and the Y axis byy
and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! -
scaleXY
Apply scaling to this matrix by scaling the X axis byx
and the Y axis byy
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!- Parameters:
x
- the factor of the x componenty
- the factor of the y component- Returns:
- this
-
scale
Description copied from interface:Matrix4fc
Apply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! -
scale
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!- Parameters:
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z component- Returns:
- this
-
scaleAround
public Matrix4f scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest) Description copied from interface:Matrix4fc
Apply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin, and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!This method is equivalent to calling:
translate(ox, oy, oz, dest).scale(sx, sy, sz).translate(-ox, -oy, -oz)
- Specified by:
scaleAround
in interfaceMatrix4fc
- Parameters:
sx
- the scaling factor of the x componentsy
- the scaling factor of the y componentsz
- the scaling factor of the z componentox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origindest
- will hold the result- Returns:
- dest
-
scaleAround
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!This method is equivalent to calling:
translate(ox, oy, oz).scale(sx, sy, sz).translate(-ox, -oy, -oz)
- Parameters:
sx
- the scaling factor of the x componentsy
- the scaling factor of the y componentsz
- the scaling factor of the z componentox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origin- Returns:
- this
-
scaleAround
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!This method is equivalent to calling:
translate(ox, oy, oz).scale(factor).translate(-ox, -oy, -oz)
- Parameters:
factor
- the scaling factor for all three axesox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origin- Returns:
- this
-
scaleAround
Description copied from interface:Matrix4fc
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!This method is equivalent to calling:
translate(ox, oy, oz, dest).scale(factor).translate(-ox, -oy, -oz)
- Specified by:
scaleAround
in interfaceMatrix4fc
- Parameters:
factor
- the scaling factor for all three axesox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origindest
- will hold the result- Returns:
- this
-
scaleLocal
Description copied from interface:Matrix4fc
Pre-multiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!- Specified by:
scaleLocal
in interfaceMatrix4fc
- Parameters:
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z componentdest
- will hold the result- Returns:
- dest
-
scaleLocal
Description copied from interface:Matrix4fc
Pre-multiply scaling tothis
matrix by scaling all base axes by the givenxyz
factor, and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!- Specified by:
scaleLocal
in interfaceMatrix4fc
- Parameters:
xyz
- the factor to scale all three base axes bydest
- will hold the result- Returns:
- dest
-
scaleLocal
Pre-multiply scaling to this matrix by scaling the base axes by the given xyz factor.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!- Parameters:
xyz
- the factor of the x, y and z component- Returns:
- this
-
scaleLocal
Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!- Parameters:
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z component- Returns:
- this
-
scaleAroundLocal
public Matrix4f scaleAroundLocal(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest) Description copied from interface:Matrix4fc
Pre-multiply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using the given(ox, oy, oz)
as the scaling origin, and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!This method is equivalent to calling:
new Matrix4f().translate(ox, oy, oz).scale(sx, sy, sz).translate(-ox, -oy, -oz).mul(this, dest)
- Specified by:
scaleAroundLocal
in interfaceMatrix4fc
- Parameters:
sx
- the scaling factor of the x componentsy
- the scaling factor of the y componentsz
- the scaling factor of the z componentox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origindest
- will hold the result- Returns:
- dest
-
scaleAroundLocal
Pre-multiply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!This method is equivalent to calling:
new Matrix4f().translate(ox, oy, oz).scale(sx, sy, sz).translate(-ox, -oy, -oz).mul(this, this)
- Parameters:
sx
- the scaling factor of the x componentsy
- the scaling factor of the y componentsz
- the scaling factor of the z componentox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origin- Returns:
- this
-
scaleAroundLocal
Pre-multiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!This method is equivalent to calling:
new Matrix4f().translate(ox, oy, oz).scale(factor).translate(-ox, -oy, -oz).mul(this, this)
- Parameters:
factor
- the scaling factor for all three axesox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origin- Returns:
- this
-
scaleAroundLocal
Description copied from interface:Matrix4fc
Pre-multiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!This method is equivalent to calling:
new Matrix4f().translate(ox, oy, oz).scale(factor).translate(-ox, -oy, -oz).mul(this, dest)
- Specified by:
scaleAroundLocal
in interfaceMatrix4fc
- Parameters:
factor
- the scaling factor for all three axesox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origindest
- will hold the result- Returns:
- this
-
rotateX
Description copied from interface:Matrix4fc
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
-
rotateX
Apply rotation about the X axis to this matrix by rotating the given amount of radians.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotateY
Description copied from interface:Matrix4fc
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
-
rotateY
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotateZ
Description copied from interface:Matrix4fc
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
-
rotateZ
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotateTowardsXY
Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
.If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!The vector
(dirX, dirY)
must be a unit vector.- Parameters:
dirX
- the x component of the normalized directiondirY
- the y component of the normalized direction- Returns:
- this
-
rotateTowardsXY
Description copied from interface:Matrix4fc
Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
and store the result indest
.If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!The vector
(dirX, dirY)
must be a unit vector.- Specified by:
rotateTowardsXY
in interfaceMatrix4fc
- Parameters:
dirX
- the x component of the normalized directiondirY
- the y component of the normalized directiondest
- will hold the result- Returns:
- this
-
rotateXYZ
Apply rotation ofangles.x
radians about the X axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.z
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angles.x()).rotateY(angles.y()).rotateZ(angles.z())
- Parameters:
angles
- the Euler angles- Returns:
- this
-
rotateXYZ
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX).rotateY(angleY).rotateZ(angleZ)
- Parameters:
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Z- Returns:
- this
-
rotateXYZ
Description copied from interface:Matrix4fc
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
-
rotateAffineXYZ
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX).rotateY(angleY).rotateZ(angleZ)
- Parameters:
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Z- Returns:
- this
-
rotateAffineXYZ
Description copied from interface:Matrix4fc
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!- Specified by:
rotateAffineXYZ
in interfaceMatrix4fc
- Parameters:
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Zdest
- will hold the result- Returns:
- dest
-
rotateZYX
Apply rotation ofangles.z
radians about the Z axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.x
radians about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angles.z).rotateY(angles.y).rotateX(angles.x)
- Parameters:
angles
- the Euler angles- Returns:
- this
-
rotateZYX
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ).rotateY(angleY).rotateX(angleX)
- Parameters:
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about X- Returns:
- this
-
rotateZYX
Description copied from interface:Matrix4fc
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
-
rotateAffineZYX
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!- Parameters:
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about X- Returns:
- this
-
rotateAffineZYX
Description copied from interface:Matrix4fc
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!- Specified by:
rotateAffineZYX
in interfaceMatrix4fc
- Parameters:
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about Xdest
- will hold the result- Returns:
- dest
-
rotateYXZ
Apply rotation ofangles.y
radians about the Y axis, followed by a rotation ofangles.x
radians about the X axis and followed by a rotation ofangles.z
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angles.y).rotateX(angles.x).rotateZ(angles.z)
- Parameters:
angles
- the Euler angles- Returns:
- this
-
rotateYXZ
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY).rotateX(angleX).rotateZ(angleZ)
- Parameters:
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Z- Returns:
- this
-
rotateYXZ
Description copied from interface:Matrix4fc
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
-
rotateAffineYXZ
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!- Parameters:
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Z- Returns:
- this
-
rotateAffineYXZ
Description copied from interface:Matrix4fc
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!- Specified by:
rotateAffineYXZ
in interfaceMatrix4fc
- Parameters:
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Zdest
- will hold the result- Returns:
- dest
-
rotate
Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without post-multiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
-
rotate
Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without post-multiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axis- Returns:
- this
- See Also:
-
rotateTranslation
Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.This method assumes
this
to only contain a translation.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without post-multiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
- Specified by:
rotateTranslation
in interfaceMatrix4fc
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisdest
- will hold the result- Returns:
- dest
- See Also:
-
rotateAffine
Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.This method assumes
this
to beaffine
.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without post-multiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
- Specified by:
rotateAffine
in interfaceMatrix4fc
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisdest
- will hold the result- Returns:
- dest
- See Also:
-
rotateAffine
Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis.This method assumes
this
to beaffine
.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without post-multiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axis- Returns:
- this
- See Also:
-
rotateLocal
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocal
in interfaceMatrix4fc
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisdest
- will hold the result- Returns:
- dest
- See Also:
-
rotateLocal
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axis- Returns:
- this
- See Also:
-
rotateLocalX
Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationX()
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocalX
in interfaceMatrix4fc
- Parameters:
ang
- the angle in radians to rotate about the X axisdest
- will hold the result- Returns:
- dest
- See Also:
-
rotateLocalX
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationX()
.Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the X axis- Returns:
- this
- See Also:
-
rotateLocalY
Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocalY
in interfaceMatrix4fc
- Parameters:
ang
- the angle in radians to rotate about the Y axisdest
- will hold the result- Returns:
- dest
- See Also:
-
rotateLocalY
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the Y axis- Returns:
- this
- See Also:
-
rotateLocalZ
Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationZ()
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocalZ
in interfaceMatrix4fc
- Parameters:
ang
- the angle in radians to rotate about the Z axisdest
- will hold the result- Returns:
- dest
- See Also:
-
rotateLocalZ
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the Z axis- Returns:
- this
- See Also:
-
translate
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without post-multiplying it, use
translation(Vector3fc)
.- Parameters:
offset
- the number of units in x, y and z by which to translate- Returns:
- this
- See Also:
-
translate
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without post-multiplying it, use
translation(Vector3fc)
. -
translate
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without post-multiplying it, use
translation(float, float, float)
. -
translate
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without post-multiplying it, use
translation(float, float, float)
.- Parameters:
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in z- Returns:
- this
- See Also:
-
translateLocal
Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without pre-multiplying it, use
translation(Vector3fc)
.- Parameters:
offset
- the number of units in x, y and z by which to translate- Returns:
- this
- See Also:
-
translateLocal
Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without pre-multiplying it, use
translation(Vector3fc)
.- Specified by:
translateLocal
in interfaceMatrix4fc
- Parameters:
offset
- the number of units in x, y and z by which to translatedest
- will hold the result- Returns:
- dest
- See Also:
-
translateLocal
Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without pre-multiplying it, use
translation(float, float, float)
.- Specified by:
translateLocal
in interfaceMatrix4fc
- Parameters:
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in zdest
- will hold the result- Returns:
- dest
- See Also:
-
translateLocal
Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without pre-multiplying it, use
translation(float, float, float)
.- Parameters:
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in z- Returns:
- this
- See Also:
-
writeExternal
- Specified by:
writeExternal
in interfaceExternalizable
- Throws:
IOException
-
readExternal
- Specified by:
readExternal
in interfaceExternalizable
- Throws:
IOException
-
ortho
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho()
.Reference: http://www.songho.ca
- Specified by:
ortho
in interfaceMatrix4fc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
- See Also:
-
ortho
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho()
.Reference: http://www.songho.ca
- Specified by:
ortho
in interfaceMatrix4fc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the result- Returns:
- dest
- See Also:
-
ortho
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
ortho
Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
orthoLH
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
- Specified by:
orthoLH
in interfaceMatrix4fc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
- See Also:
-
orthoLH
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
- Specified by:
orthoLH
in interfaceMatrix4fc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the result- Returns:
- dest
- See Also:
-
orthoLH
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
orthoLH
Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
setOrtho
public Matrix4f setOrtho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system using the given NDC z range.In order to apply the orthographic projection to an already existing transformation, use
ortho()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setOrtho
Set this matrix to be an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the orthographic projection to an already existing transformation, use
ortho()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
setOrthoLH
public Matrix4f setOrthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system using the given NDC z range.In order to apply the orthographic projection to an already existing transformation, use
orthoLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setOrthoLH
public Matrix4f setOrthoLH(float left, float right, float bottom, float top, float zNear, float zFar) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the orthographic projection to an already existing transformation, use
orthoLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
orthoSymmetric
public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
- Specified by:
orthoSymmetric
in interfaceMatrix4fc
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- dest
- See Also:
-
orthoSymmetric
Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
- Specified by:
orthoSymmetric
in interfaceMatrix4fc
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the result- Returns:
- dest
- See Also:
-
orthoSymmetric
public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.This method is equivalent to calling
ortho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
orthoSymmetric
Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.This method is equivalent to calling
ortho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
orthoSymmetricLH
public Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
- Specified by:
orthoSymmetricLH
in interfaceMatrix4fc
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- dest
- See Also:
-
orthoSymmetricLH
Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
- Specified by:
orthoSymmetricLH
in interfaceMatrix4fc
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the result- Returns:
- dest
- See Also:
-
orthoSymmetricLH
public Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix.This method is equivalent to calling
orthoLH()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
orthoSymmetricLH
Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.This method is equivalent to calling
orthoLH()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
setOrthoSymmetric
public Matrix4f setOrthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range.This method is equivalent to calling
setOrtho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetric()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setOrthoSymmetric
Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.This method is equivalent to calling
setOrtho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetric()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
setOrthoSymmetricLH
public Matrix4f setOrthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range.This method is equivalent to calling
setOrtho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetricLH()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setOrthoSymmetricLH
Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.This method is equivalent to calling
setOrthoLH()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetricLH()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
ortho2D
Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withzNear=-1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho()
.Reference: http://www.songho.ca
- Specified by:
ortho2D
in interfaceMatrix4fc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgedest
- will hold the result- Returns:
- dest
- See Also:
-
ortho2D
Apply an orthographic projection transformation for a right-handed coordinate system to this matrix.This method is equivalent to calling
ortho()
withzNear=-1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho2D()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edge- Returns:
- this
- See Also:
-
ortho2DLH
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withzNear=-1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
- Specified by:
ortho2DLH
in interfaceMatrix4fc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgedest
- will hold the result- Returns:
- dest
- See Also:
-
ortho2DLH
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix.This method is equivalent to calling
orthoLH()
withzNear=-1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho2DLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edge- Returns:
- this
- See Also:
-
setOrtho2D
Set this matrix to be an orthographic projection transformation for a right-handed coordinate system.This method is equivalent to calling
setOrtho()
withzNear=-1
andzFar=+1
.In order to apply the orthographic projection to an already existing transformation, use
ortho2D()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edge- Returns:
- this
- See Also:
-
setOrtho2DLH
Set this matrix to be an orthographic projection transformation for a left-handed coordinate system.This method is equivalent to calling
setOrthoLH()
withzNear=-1
andzFar=+1
.In order to apply the orthographic projection to an already existing transformation, use
ortho2DLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edge- Returns:
- this
- See Also:
-
lookAlong
Apply a rotation transformation to this matrix to make-z
point alongdir
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
.- Parameters:
dir
- the direction in space to look alongup
- the direction of 'up'- Returns:
- this
- See Also:
-
lookAlong
Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
. -
lookAlong
public Matrix4f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4f dest) Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
- Specified by:
lookAlong
in interfaceMatrix4fc
- Parameters:
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
lookAlong
Apply a rotation transformation to this matrix to make-z
point alongdir
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
- Parameters:
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
setLookAlong
Set this matrix to a rotation transformation to make-z
point alongdir
.This is equivalent to calling
setLookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to apply the lookalong transformation to any previous existing transformation, use
lookAlong(Vector3fc, Vector3fc)
.- Parameters:
dir
- the direction in space to look alongup
- the direction of 'up'- Returns:
- this
- See Also:
-
setLookAlong
Set this matrix to a rotation transformation to make-z
point alongdir
.This is equivalent to calling
setLookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to apply the lookalong transformation to any previous existing transformation, use
lookAlong()
- Parameters:
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
setLookAt
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-z
withcenter - eye
.In order to not make use of vectors to specify
eye
,center
andup
but use primitives, like in the GLU function, usesetLookAt()
instead.In order to apply the lookat transformation to a previous existing transformation, use
lookAt()
.- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'- Returns:
- this
- See Also:
-
setLookAt
public Matrix4f setLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-z
withcenter - eye
.In order to apply the lookat transformation to a previous existing transformation, use
lookAt
.- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
lookAt
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAt(Vector3fc, Vector3fc, Vector3fc)
. -
lookAt
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAt(Vector3fc, Vector3fc, Vector3fc)
.- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'- Returns:
- this
- See Also:
-
lookAt
public Matrix4f lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAt()
.- Specified by:
lookAt
in interfaceMatrix4fc
- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
lookAtPerspective
public Matrix4f lookAtPerspective(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.This method assumes
this
to be a perspective transformation, obtained viafrustum()
orperspective()
or one of their overloads.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAt()
.- Specified by:
lookAtPerspective
in interfaceMatrix4fc
- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
lookAt
public Matrix4f lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAt()
.- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
setLookAtLH
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+z
withcenter - eye
.In order to not make use of vectors to specify
eye
,center
andup
but use primitives, like in the GLU function, usesetLookAtLH()
instead.In order to apply the lookat transformation to a previous existing transformation, use
lookAt()
.- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'- Returns:
- this
- See Also:
-
setLookAtLH
public Matrix4f setLookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+z
withcenter - eye
.In order to apply the lookat transformation to a previous existing transformation, use
lookAtLH
.- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
lookAtLH
Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAtLH(Vector3fc, Vector3fc, Vector3fc)
. -
lookAtLH
Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAtLH(Vector3fc, Vector3fc, Vector3fc)
.- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'- Returns:
- this
- See Also:
-
lookAtLH
public Matrix4f lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAtLH()
.- Specified by:
lookAtLH
in interfaceMatrix4fc
- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
lookAtLH
public Matrix4f lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAtLH()
.- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
lookAtPerspectiveLH
public Matrix4f lookAtPerspectiveLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.This method assumes
this
to be a perspective transformation, obtained viafrustumLH()
orperspectiveLH()
or one of their overloads.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAtLH()
.- Specified by:
lookAtPerspectiveLH
in interfaceMatrix4fc
- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
tile
This method is equivalent to calling:translate(w-1-2*x, h-1-2*y, 0).scale(w, h, 1)
If
M
isthis
matrix andT
the created transformation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the created transformation will be applied first!- Parameters:
x
- the tile's x coordinate/index (should be in[0..w)
)y
- the tile's y coordinate/index (should be in[0..h)
)w
- the number of tiles along the x axish
- the number of tiles along the y axis- Returns:
- this
-
tile
Description copied from interface:Matrix4fc
This method is equivalent to calling:translate(w-1-2*x, h-1-2*y, 0, dest).scale(w, h, 1)
If
M
isthis
matrix andT
the created transformation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the created transformation will be applied first! -
perspective
public Matrix4f perspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspective
.- Specified by:
perspective
in interfaceMatrix4fc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- dest
- See Also:
-
perspective
Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspective
.- Specified by:
perspective
in interfaceMatrix4fc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
perspective
Apply a symmetric perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspective
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspective
Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspective
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
perspectiveRect
public Matrix4f perspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveRect
.- Specified by:
perspectiveRect
in interfaceMatrix4fc
- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- dest
- See Also:
-
perspectiveRect
Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveRect
.- Specified by:
perspectiveRect
in interfaceMatrix4fc
- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
perspectiveRect
public Matrix4f perspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveRect
.- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveRect
Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveRect
.- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
perspectiveOffCenter
public Matrix4f perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenter
.- Specified by:
perspectiveOffCenter
in interfaceMatrix4fc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- dest
- See Also:
-
perspectiveOffCenter
public Matrix4f perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, Matrix4f dest) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenter
.- Specified by:
perspectiveOffCenter
in interfaceMatrix4fc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
perspectiveOffCenter
public Matrix4f perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenter
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveOffCenter
public Matrix4f perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenter
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
perspectiveOffCenterFov
public Matrix4f perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenterFov
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveOffCenterFov
public Matrix4f perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Description copied from interface:Matrix4fc
Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!- Specified by:
perspectiveOffCenterFov
in interfaceMatrix4fc
- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
-
perspectiveOffCenterFov
public Matrix4f perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenterFov
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
perspectiveOffCenterFov
public Matrix4f perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, Matrix4f dest) Description copied from interface:Matrix4fc
Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!- Specified by:
perspectiveOffCenterFov
in interfaceMatrix4fc
- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
-
perspectiveOffCenterFovLH
public Matrix4f perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenterFovLH
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveOffCenterFovLH
public Matrix4f perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Description copied from interface:Matrix4fc
Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!- Specified by:
perspectiveOffCenterFovLH
in interfaceMatrix4fc
- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
-
perspectiveOffCenterFovLH
public Matrix4f perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenterFovLH
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
perspectiveOffCenterFovLH
public Matrix4f perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, Matrix4f dest) Description copied from interface:Matrix4fc
Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!- Specified by:
perspectiveOffCenterFovLH
in interfaceMatrix4fc
- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
-
setPerspective
public Matrix4f setPerspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.In order to apply the perspective projection transformation to an existing transformation, use
perspective()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setPerspective
Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspective()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveRect
public Matrix4f setPerspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveRect()
.- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setPerspectiveRect
Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveRect()
.- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveOffCenter
public Matrix4f setPerspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenter()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveOffCenter
public Matrix4f setPerspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenter()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setPerspectiveOffCenterFov
public Matrix4f setPerspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFov()
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveOffCenterFov
public Matrix4f setPerspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFov()
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setPerspectiveOffCenterFovLH
public Matrix4f setPerspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFovLH()
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveOffCenterFovLH
public Matrix4f setPerspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFovLH()
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveLH
public Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveLH
.- Specified by:
perspectiveLH
in interfaceMatrix4fc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
- See Also:
-
perspectiveLH
public Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveLH
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveLH
Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveLH
.- Specified by:
perspectiveLH
in interfaceMatrix4fc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
perspectiveLH
Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveLH
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveLH
public Matrix4f setPerspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be a symmetric perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range of[-1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveLH()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setPerspectiveLH
Set this matrix to be a symmetric perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveLH()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
frustum
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustum()
.Reference: http://www.songho.ca
- Specified by:
frustum
in interfaceMatrix4fc
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
- See Also:
-
frustum
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest) Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustum()
.Reference: http://www.songho.ca
- Specified by:
frustum
in interfaceMatrix4fc
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
frustum
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustum()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
frustum
Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustum()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setFrustum
public Matrix4f setFrustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an arbitrary perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.In order to apply the perspective frustum transformation to an existing transformation, use
frustum()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setFrustum
public Matrix4f setFrustum(float left, float right, float bottom, float top, float zNear, float zFar) Set this matrix to be an arbitrary perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective frustum transformation to an existing transformation, use
frustum()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
frustumLH
public Matrix4f frustumLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest) Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustumLH()
.Reference: http://www.songho.ca
- Specified by:
frustumLH
in interfaceMatrix4fc
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
- See Also:
-
frustumLH
public Matrix4f frustumLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustumLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
frustumLH
public Matrix4f frustumLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest) Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustumLH()
.Reference: http://www.songho.ca
- Specified by:
frustumLH
in interfaceMatrix4fc
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
frustumLH
public Matrix4f frustumLH(float left, float right, float bottom, float top, float zNear, float zFar) Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustumLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setFrustumLH
public Matrix4f setFrustumLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an arbitrary perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective frustum transformation to an existing transformation, use
frustumLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setFrustumLH
public Matrix4f setFrustumLH(float left, float right, float bottom, float top, float zNear, float zFar) Set this matrix to be an arbitrary perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective frustum transformation to an existing transformation, use
frustumLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setFromIntrinsic
public Matrix4f setFromIntrinsic(float alphaX, float alphaY, float gamma, float u0, float v0, int imgWidth, int imgHeight, float near, float far) Set this matrix to represent a perspective projection equivalent to the given intrinsic camera calibration parameters. The resulting matrix will be suited for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.See: https://en.wikipedia.org/
Reference: http://ksimek.github.io/
- Parameters:
alphaX
- specifies the focal length and scale along the X axisalphaY
- specifies the focal length and scale along the Y axisgamma
- the skew coefficient between the X and Y axis (may be0
)u0
- the X coordinate of the principal point in image/sensor unitsv0
- the Y coordinate of the principal point in image/sensor unitsimgWidth
- the width of the sensor/image image/sensor unitsimgHeight
- the height of the sensor/image image/sensor unitsnear
- the distance to the near planefar
- the distance to the far plane- Returns:
- this
-
rotate
Apply the rotation transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Specified by:
rotate
in interfaceMatrix4fc
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
- See Also:
-
rotate
Apply the rotation transformation of the givenQuaternionfc
to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
- Returns:
- this
- See Also:
-
rotateAffine
Apply the rotation transformation of the givenQuaternionfc
to thisaffine
matrix and store the result indest
.This method assumes
this
to beaffine
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Specified by:
rotateAffine
in interfaceMatrix4fc
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
- See Also:
-
rotateAffine
Apply the rotation transformation of the givenQuaternionfc
to this matrix.This method assumes
this
to beaffine
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
- Returns:
- this
- See Also:
-
rotateTranslation
Apply the rotation transformation of the givenQuaternionfc
to this matrix, which is assumed to only contain a translation, and store the result indest
.This method assumes
this
to only contain a translation.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Specified by:
rotateTranslation
in interfaceMatrix4fc
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
- See Also:
-
rotateAround
Apply the rotation transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is equivalent to calling:
translate(ox, oy, oz).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origin- Returns:
- this
-
rotateAroundAffine
Description copied from interface:Matrix4fc
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to thisaffine
matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is only applicable if
this
is anaffine
matrix.This method is equivalent to calling:
translate(ox, oy, oz, dest).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
- Specified by:
rotateAroundAffine
in interfaceMatrix4fc
- Parameters:
quat
- theQuaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origindest
- will hold the result- Returns:
- dest
-
rotateAround
Description copied from interface:Matrix4fc
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is equivalent to calling:
translate(ox, oy, oz, dest).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
- Specified by:
rotateAround
in interfaceMatrix4fc
- Parameters:
quat
- theQuaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origindest
- will hold the result- Returns:
- dest
-
rotationAround
Set this matrix to a transformation composed of a rotation of the specifiedQuaternionfc
while using(ox, oy, oz)
as the rotation origin.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(ox, oy, oz).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origin- Returns:
- this
-
rotateLocal
Pre-multiply the rotation transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without pre-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocal
in interfaceMatrix4fc
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
- See Also:
-
rotateLocal
Pre-multiply the rotation transformation of the givenQuaternionfc
to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without pre-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
- Returns:
- this
- See Also:
-
rotateAroundLocal
Description copied from interface:Matrix4fc
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!This method is equivalent to calling:
translateLocal(-ox, -oy, -oz, dest).rotateLocal(quat).translateLocal(ox, oy, oz)
Reference: http://en.wikipedia.org
- Specified by:
rotateAroundLocal
in interfaceMatrix4fc
- Parameters:
quat
- theQuaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origindest
- will hold the result- Returns:
- dest
-
rotateAroundLocal
Pre-multiply the rotation transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!This method is equivalent to calling:
translateLocal(-ox, -oy, -oz).rotateLocal(quat).translateLocal(ox, oy, oz)
Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origin- Returns:
- this
-
rotate
Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(AxisAngle4f)
.Reference: http://en.wikipedia.org
- Parameters:
axisAngle
- theAxisAngle4f
(needs to benormalized
)- Returns:
- this
- See Also:
-
rotate
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(AxisAngle4f)
.Reference: http://en.wikipedia.org
- Specified by:
rotate
in interfaceMatrix4fc
- Parameters:
axisAngle
- theAxisAngle4f
(needs to benormalized
)dest
- will hold the result- Returns:
- dest
- See Also:
-
rotate
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.The axis described by the
axis
vector needs to be a unit vector.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given axis-angle, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axis-angle rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(float, Vector3fc)
.Reference: http://en.wikipedia.org
- Parameters:
angle
- the angle in radiansaxis
- the rotation axis (needs to benormalized
)- Returns:
- this
- See Also:
-
rotate
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.The axis described by the
axis
vector needs to be a unit vector.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given axis-angle, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axis-angle rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(float, Vector3fc)
.Reference: http://en.wikipedia.org
- Specified by:
rotate
in interfaceMatrix4fc
- Parameters:
angle
- the angle in radiansaxis
- the rotation axis (needs to benormalized
)dest
- will hold the result- Returns:
- dest
- See Also:
-
unproject
Description copied from interface:Matrix4fc
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usingMatrix4fc.invert(Matrix4f)
and then the methodunprojectInv()
can be invoked on it.- Specified by:
unproject
in interfaceMatrix4fc
- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in[0..1]
viewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
-
unproject
Description copied from interface:Matrix4fc
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usingMatrix4fc.invert(Matrix4f)
and then the methodunprojectInv()
can be invoked on it.- Specified by:
unproject
in interfaceMatrix4fc
- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in[0..1]
viewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
-
unproject
Description copied from interface:Matrix4fc
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usingMatrix4fc.invert(Matrix4f)
and then the methodunprojectInv()
can be invoked on it. -
unproject
Description copied from interface:Matrix4fc
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usingMatrix4fc.invert(Matrix4f)
and then the methodunprojectInv()
can be invoked on it. -
unprojectRay
public Matrix4f unprojectRay(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f dirDest) Description copied from interface:Matrix4fc
Unproject the given 2D window coordinates(winX, winY)
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0
and goes through NDCz = +1.0
.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usingMatrix4fc.invert(Matrix4f)
and then the methodunprojectInvRay()
can be invoked on it.- Specified by:
unprojectRay
in interfaceMatrix4fc
- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)viewport
- the viewport described by[x, y, width, height]
originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray direction- Returns:
- this
- See Also:
-
unprojectRay
public Matrix4f unprojectRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Description copied from interface:Matrix4fc
Unproject the given 2D window coordinateswinCoords
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0
and goes through NDCz = +1.0
.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usingMatrix4fc.invert(Matrix4f)
and then the methodunprojectInvRay()
can be invoked on it.- Specified by:
unprojectRay
in interfaceMatrix4fc
- Parameters:
winCoords
- the window coordinates to unprojectviewport
- the viewport described by[x, y, width, height]
originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray direction- Returns:
- this
- See Also:
-
unprojectInv
Description copied from interface:Matrix4fc
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default.This method reads the four viewport parameters from the given int[].
- Specified by:
unprojectInv
in interfaceMatrix4fc
- Parameters:
winCoords
- the window coordinates to unprojectviewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
-
unprojectInv
Description copied from interface:Matrix4fc
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default.- Specified by:
unprojectInv
in interfaceMatrix4fc
- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in[0..1]
viewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
-
unprojectInvRay
public Matrix4f unprojectInvRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Description copied from interface:Matrix4fc
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0
and goes through NDCz = +1.0
.This method differs from
unprojectRay()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.- Specified by:
unprojectInvRay
in interfaceMatrix4fc
- Parameters:
winCoords
- the window coordinates to unprojectviewport
- the viewport described by[x, y, width, height]
originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray direction- Returns:
- this
- See Also:
-
unprojectInvRay
public Matrix4f unprojectInvRay(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f dirDest) Description copied from interface:Matrix4fc
Unproject the given 2D window coordinates(winX, winY)
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0
and goes through NDCz = +1.0
.This method differs from
unprojectRay()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.- Specified by:
unprojectInvRay
in interfaceMatrix4fc
- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)viewport
- the viewport described by[x, y, width, height]
originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray direction- Returns:
- this
- See Also:
-
unprojectInv
Description copied from interface:Matrix4fc
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default.- Specified by:
unprojectInv
in interfaceMatrix4fc
- Parameters:
winCoords
- the window coordinates to unprojectviewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
-
unprojectInv
Description copied from interface:Matrix4fc
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default.- Specified by:
unprojectInv
in interfaceMatrix4fc
- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in[0..1]
viewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
-
project
Description copied from interface:Matrix4fc
Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default.- Specified by:
project
in interfaceMatrix4fc
- Parameters:
x
- the x-coordinate of the position to projecty
- the y-coordinate of the position to projectz
- the z-coordinate of the position to projectviewport
- the viewport described by[x, y, width, height]
winCoordsDest
- will hold the projected window coordinates- Returns:
- winCoordsDest
-
project
Description copied from interface:Matrix4fc
Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default.- Specified by:
project
in interfaceMatrix4fc
- Parameters:
x
- the x-coordinate of the position to projecty
- the y-coordinate of the position to projectz
- the z-coordinate of the position to projectviewport
- the viewport described by[x, y, width, height]
winCoordsDest
- will hold the projected window coordinates- Returns:
- winCoordsDest
-
project
Description copied from interface:Matrix4fc
Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default. -
project
Description copied from interface:Matrix4fc
Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default. -
reflect
Description copied from interface:Matrix4fc
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
and store the result indest
.The vector
(a, b, c)
must be a unit vector.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!Reference: msdn.microsoft.com
-
reflect
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.The vector
(a, b, c)
must be a unit vector.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!Reference: msdn.microsoft.com
- Parameters:
a
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equation- Returns:
- this
-
reflect
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normalpx
- the x-coordinate of a point on the planepy
- the y-coordinate of a point on the planepz
- the z-coordinate of a point on the plane- Returns:
- this
-
reflect
Description copied from interface:Matrix4fc
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Specified by:
reflect
in interfaceMatrix4fc
- Parameters:
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normalpx
- the x-coordinate of a point on the planepy
- the y-coordinate of a point on the planepz
- the z-coordinate of a point on the planedest
- will hold the result- Returns:
- dest
-
reflect
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
normal
- the plane normalpoint
- a point on the plane- Returns:
- this
-
reflect
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaternionfc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
orientation
- the plane orientationpoint
- a point on the plane- Returns:
- this
-
reflect
Description copied from interface:Matrix4fc
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest
.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaternionfc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! -
reflect
Description copied from interface:Matrix4fc
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! -
reflection
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.The vector
(a, b, c)
must be a unit vector.Reference: msdn.microsoft.com
- Parameters:
a
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equation- Returns:
- this
-
reflection
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.- Parameters:
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normalpx
- the x-coordinate of a point on the planepy
- the y-coordinate of a point on the planepz
- the z-coordinate of a point on the plane- Returns:
- this
-
reflection
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.- Parameters:
normal
- the plane normalpoint
- a point on the plane- Returns:
- this
-
reflection
Set this matrix to a mirror/reflection transformation that reflects about a plane specified via the plane orientation and a point on the plane.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaternionfc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
.- Parameters:
orientation
- the plane orientationpoint
- a point on the plane- Returns:
- this
-
getRow
Description copied from interface:Matrix4fc
Get the row at the givenrow
index, starting with0
.- Specified by:
getRow
in interfaceMatrix4fc
- Parameters:
row
- the row index in[0..3]
dest
- will hold the row components- Returns:
- the passed in destination
- Throws:
IndexOutOfBoundsException
- ifrow
is not in[0..3]
-
getRow
Description copied from interface:Matrix4fc
Get the first three components of the row at the givenrow
index, starting with0
.- Specified by:
getRow
in interfaceMatrix4fc
- Parameters:
row
- the row index in[0..3]
dest
- will hold the first three row components- Returns:
- the passed in destination
- Throws:
IndexOutOfBoundsException
- ifrow
is not in[0..3]
-
setRow
Set the row at the givenrow
index, starting with0
.- Parameters:
row
- the row index in[0..3]
src
- the row components to set- Returns:
- this
- Throws:
IndexOutOfBoundsException
- ifrow
is not in[0..3]
-
getColumn
Description copied from interface:Matrix4fc
Get the column at the givencolumn
index, starting with0
.- Specified by:
getColumn
in interfaceMatrix4fc
- Parameters:
column
- the column index in[0..3]
dest
- will hold the column components- Returns:
- the passed in destination
- Throws:
IndexOutOfBoundsException
- ifcolumn
is not in[0..3]
-
getColumn
Description copied from interface:Matrix4fc
Get the first three components of the column at the givencolumn
index, starting with0
.- Specified by:
getColumn
in interfaceMatrix4fc
- Parameters:
column
- the column index in[0..3]
dest
- will hold the first three column components- Returns:
- the passed in destination
- Throws:
IndexOutOfBoundsException
- ifcolumn
is not in[0..3]
-
setColumn
Set the column at the givencolumn
index, starting with0
.- Parameters:
column
- the column index in[0..3]
src
- the column components to set- Returns:
- this
- Throws:
IndexOutOfBoundsException
- ifcolumn
is not in[0..3]
-
get
public float get(int column, int row) Description copied from interface:Matrix4fc
Get the matrix element value at the given column and row. -
set
Set the matrix element at the given column and row to the specified value.- Parameters:
column
- the colum index in[0..3]
row
- the row index in[0..3]
value
- the value- Returns:
- this
-
getRowColumn
public float getRowColumn(int row, int column) Description copied from interface:Matrix4fc
Get the matrix element value at the given row and column.- Specified by:
getRowColumn
in interfaceMatrix4fc
- Parameters:
row
- the row index in[0..3]
column
- the colum index in[0..3]
- Returns:
- the element value
-
setRowColumn
Set the matrix element at the given row and column to the specified value.- Parameters:
row
- the row index in[0..3]
column
- the colum index in[0..3]
value
- the value- Returns:
- this
-
normal
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it into the upper left 3x3 submatrix ofthis
. All other values ofthis
will be set toidentity
.The normal matrix of
m
is the transpose of the inverse ofm
.Please note that, if
this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors, then this method need not be invoked, since in that casethis
itself is its normal matrix. In that case, useset3x3(Matrix4f)
to set a given Matrix4f to only the upper left 3x3 submatrix of this matrix.- Returns:
- this
- See Also:
-
normal
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it into the upper left 3x3 submatrix ofdest
. All other values ofdest
will be set toidentity
.The normal matrix of
m
is the transpose of the inverse ofm
.Please note that, if
this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors, then this method need not be invoked, since in that casethis
itself is its normal matrix. In that case, useset3x3(Matrix4f)
to set a given Matrix4f to only the upper left 3x3 submatrix of this matrix. -
normal
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it intodest
.The normal matrix of
m
is the transpose of the inverse ofm
.Please note that, if
this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors, then this method need not be invoked, since in that casethis
itself is its normal matrix. In that case, useMatrix3f.set(Matrix4fc)
to set a given Matrix3f to only the upper left 3x3 submatrix of this matrix. -
cofactor3x3
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
.The cofactor matrix can be used instead of
normal()
to transform normals when the orientation of the normals with respect to the surface should be preserved.- Returns:
- this
-
cofactor3x3
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
.The cofactor matrix can be used instead of
normal(Matrix3f)
to transform normals when the orientation of the normals with respect to the surface should be preserved.- Specified by:
cofactor3x3
in interfaceMatrix4fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
cofactor3x3
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
. All other values ofdest
will be set toidentity
.The cofactor matrix can be used instead of
normal(Matrix4f)
to transform normals when the orientation of the normals with respect to the surface should be preserved.- Specified by:
cofactor3x3
in interfaceMatrix4fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
normalize3x3
Normalize the upper left 3x3 submatrix of this matrix.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
- Returns:
- this
-
normalize3x3
Description copied from interface:Matrix4fc
Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
- Specified by:
normalize3x3
in interfaceMatrix4fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
normalize3x3
Description copied from interface:Matrix4fc
Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
- Specified by:
normalize3x3
in interfaceMatrix4fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
frustumPlane
Description copied from interface:Matrix4fc
Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenplaneEquation
.Generally, this method computes the frustum plane in the local frame of any coordinate system that existed before
this
transformation was applied to it in order to yield homogeneous clipping space.The frustum plane will be given in the form of a general plane equation:
a*x + b*y + c*z + d = 0
, where the givenVector4f
components will hold the(a, b, c, d)
values of the equation.The plane normal, which is
(a, b, c)
, is directed "inwards" of the frustum. Any plane/point test usinga*x + b*y + c*z + d
therefore will yield a result greater than zero if the point is within the frustum (i.e. at the positive side of the frustum plane).For performing frustum culling, the class
FrustumIntersection
should be used instead of manually obtaining the frustum planes and testing them against points, spheres or axis-aligned boxes.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
frustumPlane
in interfaceMatrix4fc
- Parameters:
plane
- one of the six possible planes, given as numeric constantsMatrix4fc.PLANE_NX
,Matrix4fc.PLANE_PX
,Matrix4fc.PLANE_NY
,Matrix4fc.PLANE_PY
,Matrix4fc.PLANE_NZ
andMatrix4fc.PLANE_PZ
dest
- will hold the computed plane equation. The plane equation will be normalized, meaning that(a, b, c)
will be a unit vector- Returns:
- planeEquation
-
frustumCorner
Description copied from interface:Matrix4fc
Compute the corner coordinates of the frustum defined bythis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenpoint
.Generally, this method computes the frustum corners in the local frame of any coordinate system that existed before
this
transformation was applied to it in order to yield homogeneous clipping space.Reference: http://geomalgorithms.com
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
frustumCorner
in interfaceMatrix4fc
- Parameters:
corner
- one of the eight possible corners, given as numeric constantsMatrix4fc.CORNER_NXNYNZ
,Matrix4fc.CORNER_PXNYNZ
,Matrix4fc.CORNER_PXPYNZ
,Matrix4fc.CORNER_NXPYNZ
,Matrix4fc.CORNER_PXNYPZ
,Matrix4fc.CORNER_NXNYPZ
,Matrix4fc.CORNER_NXPYPZ
,Matrix4fc.CORNER_PXPYPZ
point
- will hold the resulting corner point coordinates- Returns:
- point
-
perspectiveOrigin
Compute the eye/origin of the perspective frustum transformation defined bythis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenorigin
.Note that this method will only work using perspective projections obtained via one of the perspective methods, such as
perspective()
orfrustum()
.Generally, this method computes the origin in the local frame of any coordinate system that existed before
this
transformation was applied to it in order to yield homogeneous clipping space.This method is equivalent to calling:
invert(new Matrix4f()).transformProject(0, 0, -1, 0, origin)
and in the case of an already available inverse ofthis
matrix, the methodperspectiveInvOrigin(Vector3f)
on the inverse of the matrix should be used instead.Reference: http://geomalgorithms.com
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
perspectiveOrigin
in interfaceMatrix4fc
- Parameters:
origin
- will hold the origin of the coordinate system before applyingthis
perspective projection transformation- Returns:
- origin
- See Also:
-
perspectiveInvOrigin
Compute the eye/origin of the inverse of the perspective frustum transformation defined bythis
matrix, which can be the inverse of a projection matrix or the inverse of a combined modelview-projection matrix, and store the result in the givendest
.Note that this method will only work using perspective projections obtained via one of the perspective methods, such as
perspective()
orfrustum()
.If the inverse of the modelview-projection matrix is not available, then calling
perspectiveOrigin(Vector3f)
on the original modelview-projection matrix is preferred.- Specified by:
perspectiveInvOrigin
in interfaceMatrix4fc
- Parameters:
dest
- will hold the result- Returns:
- dest
- See Also:
-
perspectiveFov
public float perspectiveFov()Return the vertical field-of-view angle in radians of this perspective transformation matrix.Note that this method will only work using perspective projections obtained via one of the perspective methods, such as
perspective()
orfrustum()
.For orthogonal transformations this method will return
0.0
.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
perspectiveFov
in interfaceMatrix4fc
- Returns:
- the vertical field-of-view angle in radians
-
perspectiveNear
public float perspectiveNear()Extract the near clip plane distance fromthis
perspective projection matrix.This method only works if
this
is a perspective projection matrix, for example obtained viaperspective(float, float, float, float)
.- Specified by:
perspectiveNear
in interfaceMatrix4fc
- Returns:
- the near clip plane distance
-
perspectiveFar
public float perspectiveFar()Extract the far clip plane distance fromthis
perspective projection matrix.This method only works if
this
is a perspective projection matrix, for example obtained viaperspective(float, float, float, float)
.- Specified by:
perspectiveFar
in interfaceMatrix4fc
- Returns:
- the far clip plane distance
-
frustumRayDir
Description copied from interface:Matrix4fc
Obtain the direction of a ray starting at the center of the coordinate system and going through the near frustum plane.This method computes the
dir
vector in the local frame of any coordinate system that existed beforethis
transformation was applied to it in order to yield homogeneous clipping space.The parameters
x
andy
are used to interpolate the generated ray direction from the bottom-left to the top-right frustum corners.For optimal efficiency when building many ray directions over the whole frustum, it is recommended to use this method only in order to compute the four corner rays at
(0, 0)
,(1, 0)
,(0, 1)
and(1, 1)
and then bilinearly interpolating between them; or to use theFrustumRayBuilder
.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
frustumRayDir
in interfaceMatrix4fc
- Parameters:
x
- the interpolation factor along the left-to-right frustum planes, within[0..1]
y
- the interpolation factor along the bottom-to-top frustum planes, within[0..1]
dir
- will hold the normalized ray direction in the local frame of the coordinate system before transforming to homogeneous clipping space usingthis
matrix- Returns:
- dir
-
positiveZ
Description copied from interface:Matrix4fc
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Z
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformDirection(dir.set(0, 0, 1)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4fc.normalizedPositiveZ(Vector3f)
instead.Reference: http://www.euclideanspace.com
-
normalizedPositiveZ
Description copied from interface:Matrix4fc
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Z
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).transpose(); inv.transformDirection(dir.set(0, 0, 1));
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveZ
in interfaceMatrix4fc
- Parameters:
dir
- will hold the direction of+Z
- Returns:
- dir
-
positiveX
Description copied from interface:Matrix4fc
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+X
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformDirection(dir.set(1, 0, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4fc.normalizedPositiveX(Vector3f)
instead.Reference: http://www.euclideanspace.com
-
normalizedPositiveX
Description copied from interface:Matrix4fc
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+X
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).transpose(); inv.transformDirection(dir.set(1, 0, 0));
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveX
in interfaceMatrix4fc
- Parameters:
dir
- will hold the direction of+X
- Returns:
- dir
-
positiveY
Description copied from interface:Matrix4fc
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Y
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformDirection(dir.set(0, 1, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4fc.normalizedPositiveY(Vector3f)
instead.Reference: http://www.euclideanspace.com
-
normalizedPositiveY
Description copied from interface:Matrix4fc
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Y
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).transpose(); inv.transformDirection(dir.set(0, 1, 0));
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveY
in interfaceMatrix4fc
- Parameters:
dir
- will hold the direction of+Y
- Returns:
- dir
-
originAffine
Description copied from interface:Matrix4fc
Obtain the position that gets transformed to the origin bythis
affine
matrix. This can be used to get the position of the "camera" from a given view transformation matrix.This method only works with
affine
matrices.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invertAffine(); inv.transformPosition(origin.set(0, 0, 0));
- Specified by:
originAffine
in interfaceMatrix4fc
- Parameters:
origin
- will hold the position transformed to the origin- Returns:
- origin
-
origin
Description copied from interface:Matrix4fc
Obtain the position that gets transformed to the origin bythis
matrix. This can be used to get the position of the "camera" from a given view/projection transformation matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformPosition(origin.set(0, 0, 0));
-
shadow
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
- Parameters:
light
- the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equation- Returns:
- this
-
shadow
Description copied from interface:Matrix4fc
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
-
shadow
public Matrix4f shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
- Parameters:
lightX
- the x-component of the light's vectorlightY
- the y-component of the light's vectorlightZ
- the z-component of the light's vectorlightW
- the w-component of the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equation- Returns:
- this
-
shadow
public Matrix4f shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4f dest) Description copied from interface:Matrix4fc
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
- Specified by:
shadow
in interfaceMatrix4fc
- Parameters:
lightX
- the x-component of the light's vectorlightY
- the y-component of the light's vectorlightZ
- the z-component of the light's vectorlightW
- the w-component of the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equationdest
- will hold the result- Returns:
- dest
-
shadow
Description copied from interface:Matrix4fc
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first! -
shadow
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!- Parameters:
light
- the light's vectorplaneTransform
- the transformation to transform the implied planey = 0
before applying the projection- Returns:
- this
-
shadow
public Matrix4f shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4fc planeTransform, Matrix4f dest) Description copied from interface:Matrix4fc
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!- Specified by:
shadow
in interfaceMatrix4fc
- Parameters:
lightX
- the x-component of the light vectorlightY
- the y-component of the light vectorlightZ
- the z-component of the light vectorlightW
- the w-component of the light vectorplaneTransform
- the transformation to transform the implied planey = 0
before applying the projectiondest
- will hold the result- Returns:
- dest
-
shadow
public Matrix4f shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4f planeTransform) Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!- Parameters:
lightX
- the x-component of the light vectorlightY
- the y-component of the light vectorlightZ
- the z-component of the light vectorlightW
- the w-component of the light vectorplaneTransform
- the transformation to transform the implied planey = 0
before applying the projection- Returns:
- this
-
billboardCylindrical
Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
while constraining a cylindrical rotation around the givenup
vector.This method can be used to create the complete model transformation for a given object, including the translation of the object to its position
objPos
.- Parameters:
objPos
- the position of the object to rotate towardstargetPos
targetPos
- the position of the target (for example the camera) towards which to rotate the objectup
- the rotation axis (must benormalized
)- Returns:
- this
-
billboardSpherical
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
.This method can be used to create the complete model transformation for a given object, including the translation of the object to its position
objPos
.If preserving an up vector is not necessary when rotating the +Z axis, then a shortest arc rotation can be obtained using
billboardSpherical(Vector3fc, Vector3fc)
.- Parameters:
objPos
- the position of the object to rotate towardstargetPos
targetPos
- the position of the target (for example the camera) towards which to rotate the objectup
- the up axis used to orient the object- Returns:
- this
- See Also:
-
billboardSpherical
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
using a shortest arc rotation by not preserving any up vector of the object.This method can be used to create the complete model transformation for a given object, including the translation of the object to its position
objPos
.In order to specify an up vector which needs to be maintained when rotating the +Z axis of the object, use
billboardSpherical(Vector3fc, Vector3fc, Vector3fc)
.- Parameters:
objPos
- the position of the object to rotate towardstargetPos
targetPos
- the position of the target (for example the camera) towards which to rotate the object- Returns:
- this
- See Also:
-
hashCode
public int hashCode() -
equals
-
equals
Description copied from interface:Matrix4fc
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Please note that this method is not used by any data structure such as
ArrayList
HashSet
orHashMap
and their operations, such asArrayList.contains(Object)
orHashSet.remove(Object)
, since those data structures only use theObject.equals(Object)
andObject.hashCode()
methods. -
pick
Description copied from interface:Matrix4fc
Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates, and store the result indest
.- Specified by:
pick
in interfaceMatrix4fc
- Parameters:
x
- the x coordinate of the picking region center in window coordinatesy
- the y coordinate of the picking region center in window coordinateswidth
- the width of the picking region in window coordinatesheight
- the height of the picking region in window coordinatesviewport
- the viewport described by[x, y, width, height]
dest
- the destination matrix, which will hold the result- Returns:
- dest
-
pick
Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates.- Parameters:
x
- the x coordinate of the picking region center in window coordinatesy
- the y coordinate of the picking region center in window coordinateswidth
- the width of the picking region in window coordinatesheight
- the height of the picking region in window coordinatesviewport
- the viewport described by[x, y, width, height]
- Returns:
- this
-
isAffine
public boolean isAffine()Description copied from interface:Matrix4fc
Determine whether this matrix describes an affine transformation. This is the case iff its last row is equal to(0, 0, 0, 1)
. -
swap
Exchange the values ofthis
matrix with the givenother
matrix.- Parameters:
other
- the other matrix to exchange the values with- Returns:
- this
-
arcball
public Matrix4f arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4f dest) Description copied from interface:Matrix4fc
Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles, and store the result indest
.This method is equivalent to calling:
translate(0, 0, -radius, dest).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)
- Specified by:
arcball
in interfaceMatrix4fc
- Parameters:
radius
- the arcball radiuscenterX
- the x coordinate of the center position of the arcballcenterY
- the y coordinate of the center position of the arcballcenterZ
- the z coordinate of the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radiansdest
- will hold the result- Returns:
- dest
-
arcball
Description copied from interface:Matrix4fc
Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles, and store the result indest
.This method is equivalent to calling:
translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-center.x, -center.y, -center.z)
-
arcball
public Matrix4f arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY) Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles.This method is equivalent to calling:
translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)
- Parameters:
radius
- the arcball radiuscenterX
- the x coordinate of the center position of the arcballcenterY
- the y coordinate of the center position of the arcballcenterZ
- the z coordinate of the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radians- Returns:
- this
-
arcball
Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles.This method is equivalent to calling:
translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-center.x, -center.y, -center.z)
- Parameters:
radius
- the arcball radiuscenter
- the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radians- Returns:
- this
-
frustumAabb
Compute the axis-aligned bounding box of the frustum described bythis
matrix and store the minimum corner coordinates in the givenmin
and the maximum corner coordinates in the givenmax
vector.The matrix
this
is assumed to be theinverse
of the origial view-projection matrix for which to compute the axis-aligned bounding box in world-space.The axis-aligned bounding box of the unit frustum is
(-1, -1, -1)
,(1, 1, 1)
.- Specified by:
frustumAabb
in interfaceMatrix4fc
- Parameters:
min
- will hold the minimum corner coordinates of the axis-aligned bounding boxmax
- will hold the maximum corner coordinates of the axis-aligned bounding box- Returns:
- this
-
projectedGridRange
Description copied from interface:Matrix4fc
Compute the range matrix for the Projected Grid transformation as described in chapter "2.4.2 Creating the range conversion matrix" of the paper Real-time water rendering - Introducing the projected grid concept based on the inverse of the view-projection matrix which is assumed to bethis
, and store that range matrix intodest
.If the projected grid will not be visible then this method returns
null
.This method uses the
y = 0
plane for the projection.- Specified by:
projectedGridRange
in interfaceMatrix4fc
- Parameters:
projector
- the projector view-projection transformationsLower
- the lower (smallest) Y-coordinate which any transformed vertex might have while still being visible on the projected gridsUpper
- the upper (highest) Y-coordinate which any transformed vertex might have while still being visible on the projected griddest
- will hold the resulting range matrix- Returns:
- the computed range matrix; or
null
if the projected grid will not be visible
-
perspectiveFrustumSlice
Change the near and far clip plane distances ofthis
perspective frustum transformation matrix and store the result indest
.This method only works if
this
is a perspective projection frustum transformation, for example obtained viaperspective()
orfrustum()
.- Specified by:
perspectiveFrustumSlice
in interfaceMatrix4fc
- Parameters:
near
- the new near clip plane distancefar
- the new far clip plane distancedest
- will hold the resulting matrix- Returns:
- dest
- See Also:
-
orthoCrop
Build an ortographic projection transformation that fits the view-projection transformation represented bythis
into the given affineview
transformation.The transformation represented by
this
must be given as theinverse
of a typical combined camera view-projection transformation, whose projection can be either orthographic or perspective.The
view
must be anaffine
transformation which in the application of Cascaded Shadow Maps is usually the light view transformation. It be obtained via any affine transformation or for example vialookAt()
.Reference: OpenGL SDK - Cascaded Shadow Maps
-
trapezoidCrop
public Matrix4f trapezoidCrop(float p0x, float p0y, float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) Setthis
matrix to a perspective transformation that maps the trapezoid spanned by the four corner coordinates(p0x, p0y)
,(p1x, p1y)
,(p2x, p2y)
and(p3x, p3y)
to the unit square[(-1, -1)..(+1, +1)]
.The corner coordinates are given in counter-clockwise order starting from the left corner on the smaller parallel side of the trapezoid seen when looking at the trapezoid oriented with its shorter parallel edge at the bottom and its longer parallel edge at the top.
Reference: Trapezoidal Shadow Maps (TSM) - Recipe
- Parameters:
p0x
- the x coordinate of the left corner at the shorter edge of the trapezoidp0y
- the y coordinate of the left corner at the shorter edge of the trapezoidp1x
- the x coordinate of the right corner at the shorter edge of the trapezoidp1y
- the y coordinate of the right corner at the shorter edge of the trapezoidp2x
- the x coordinate of the right corner at the longer edge of the trapezoidp2y
- the y coordinate of the right corner at the longer edge of the trapezoidp3x
- the x coordinate of the left corner at the longer edge of the trapezoidp3y
- the y coordinate of the left corner at the longer edge of the trapezoid- Returns:
- this
-
transformAab
public Matrix4f transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax) Description copied from interface:Matrix4fc
Transform the axis-aligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
affine
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.Reference: http://dev.theomader.com
- Specified by:
transformAab
in interfaceMatrix4fc
- Parameters:
minX
- the x coordinate of the minimum corner of the axis-aligned boxminY
- the y coordinate of the minimum corner of the axis-aligned boxminZ
- the z coordinate of the minimum corner of the axis-aligned boxmaxX
- the x coordinate of the maximum corner of the axis-aligned boxmaxY
- the y coordinate of the maximum corner of the axis-aligned boxmaxZ
- the y coordinate of the maximum corner of the axis-aligned boxoutMin
- will hold the minimum corner of the resulting axis-aligned boxoutMax
- will hold the maximum corner of the resulting axis-aligned box- Returns:
- this
-
transformAab
Description copied from interface:Matrix4fc
Transform the axis-aligned box given as the minimum cornermin
and maximum cornermax
bythis
affine
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.- Specified by:
transformAab
in interfaceMatrix4fc
- Parameters:
min
- the minimum corner of the axis-aligned boxmax
- the maximum corner of the axis-aligned boxoutMin
- will hold the minimum corner of the resulting axis-aligned boxoutMax
- will hold the maximum corner of the resulting axis-aligned box- Returns:
- this
-
lerp
Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
.- Parameters:
other
- the other matrixt
- the interpolation factor between 0.0 and 1.0- Returns:
- this
-
lerp
Description copied from interface:Matrix4fc
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
. -
rotateTowards
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mulAffine(new Matrix4f().lookAt(new Vector3f(), new Vector3f(dir).negate(), up).invertAffine(), dest)
- Specified by:
rotateTowards
in interfaceMatrix4fc
- Parameters:
dir
- the direction to rotate towardsup
- the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
rotateTowards
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mulAffine(new Matrix4f().lookAt(new Vector3f(), new Vector3f(dir).negate(), up).invertAffine())
- Parameters:
dir
- the direction to orient towardsup
- the up vector- Returns:
- this
- See Also:
-
rotateTowards
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mulAffine(new Matrix4f().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invertAffine())
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
rotateTowards
public Matrix4f rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mulAffine(new Matrix4f().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invertAffine(), dest)
- Specified by:
rotateTowards
in interfaceMatrix4fc
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
rotationTowards
Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis withdir
.In order to apply the rotation transformation to a previous existing transformation, use
rotateTowards
.This method is equivalent to calling:
setLookAt(new Vector3f(), new Vector3f(dir).negate(), up).invertAffine()
- Parameters:
dir
- the direction to orient the local -z axis towardsup
- the up vector- Returns:
- this
- See Also:
-
rotationTowards
public Matrix4f rotationTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis with(dirX, dirY, dirZ)
.In order to apply the rotation transformation to a previous existing transformation, use
rotateTowards
.This method is equivalent to calling:
setLookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invertAffine()
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
translationRotateTowards
Set this matrix to a model transformation for a right-handed coordinate system, that translates to the givenpos
and aligns the local-z
axis withdir
.This method is equivalent to calling:
translation(pos).rotateTowards(dir, up)
- Parameters:
pos
- the position to translate todir
- the direction to rotate towardsup
- the up vector- Returns:
- this
- See Also:
-
translationRotateTowards
public Matrix4f translationRotateTowards(float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the given(posX, posY, posZ)
and aligns the local-z
axis with(dirX, dirY, dirZ)
.This method is equivalent to calling:
translation(posX, posY, posZ).rotateTowards(dirX, dirY, dirZ, upX, upY, upZ)
- Parameters:
posX
- the x-coordinate of the position to translate toposY
- the y-coordinate of the position to translate toposZ
- the z-coordinate of the position to translate todirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
getEulerAnglesZYX
Description copied from interface:Matrix4fc
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.This method assumes that the upper left of
this
only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.Note that the returned Euler angles must be applied in the order
Z * Y * X
to obtain the identical matrix. This means that callingMatrix4fc.rotateZYX(float, float, float, Matrix4f)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floating-point inaccuracies).Matrix4f m = ...; // <- matrix only representing rotation Matrix4f n = new Matrix4f(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3f()));
Reference: http://nghiaho.com/
- Specified by:
getEulerAnglesZYX
in interfaceMatrix4fc
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
getEulerAnglesXYZ
Description copied from interface:Matrix4fc
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.This method assumes that the upper left of
this
only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.Note that the returned Euler angles must be applied in the order
X * Y * Z
to obtain the identical matrix. This means that callingMatrix4fc.rotateXYZ(float, float, float, Matrix4f)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floating-point inaccuracies).Matrix4f m = ...; // <- matrix only representing rotation Matrix4f n = new Matrix4f(); n.rotateXYZ(m.getEulerAnglesXYZ(new Vector3f()));
Reference: http://en.wikipedia.org/
- Specified by:
getEulerAnglesXYZ
in interfaceMatrix4fc
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
affineSpan
Compute the extents of the coordinate system before thisaffine
transformation was applied and store the resulting corner coordinates incorner
and the span vectors inxDir
,yDir
andzDir
.That means, given the maximum extents of the coordinate system between
[-1..+1]
in all dimensions, this method returns one corner and the length and direction of the three base axis vectors in the coordinate system before this transformation is applied, which transforms into the corner coordinates[-1, +1]
.This method is equivalent to computing at least three adjacent corners using
frustumCorner(int, Vector3f)
and subtracting them to obtain the length and direction of the span vectors.- Parameters:
corner
- will hold one corner of the span (usually the cornerMatrix4fc.CORNER_NXNYNZ
)xDir
- will hold the direction and length of the span along the positive X axisyDir
- will hold the direction and length of the span along the positive Y axiszDir
- will hold the direction and length of the span along the positive z axis- Returns:
- this
-
testPoint
public boolean testPoint(float x, float y, float z) Description copied from interface:Matrix4fc
Test whether the given point(x, y, z)
is within the frustum defined bythis
matrix.This method assumes
this
matrix to be a transformation from any arbitrary coordinate system/spaceM
into standard OpenGL clip space and tests whether the given point with the coordinates(x, y, z)
given in spaceM
is within the clip space.When testing multiple points using the same transformation matrix,
FrustumIntersection
should be used instead.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
-
testSphere
public boolean testSphere(float x, float y, float z, float r) Description copied from interface:Matrix4fc
Test whether the given sphere is partly or completely within or outside of the frustum defined bythis
matrix.This method assumes
this
matrix to be a transformation from any arbitrary coordinate system/spaceM
into standard OpenGL clip space and tests whether the given sphere with the coordinates(x, y, z)
given in spaceM
is within the clip space.When testing multiple spheres using the same transformation matrix, or more sophisticated/optimized intersection algorithms are required,
FrustumIntersection
should be used instead.The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive can occur, when the method returns
true
for spheres that are actually not visible. See iquilezles.org for an examination of this problem.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
testSphere
in interfaceMatrix4fc
- Parameters:
x
- the x-coordinate of the sphere's centery
- the y-coordinate of the sphere's centerz
- the z-coordinate of the sphere's centerr
- the sphere's radius- Returns:
true
if the given sphere is partly or completely inside the frustum;false
otherwise
-
testAab
public boolean testAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ) Description copied from interface:Matrix4fc
Test whether the given axis-aligned box is partly or completely within or outside of the frustum defined bythis
matrix. The box is specified via its min and max corner coordinates.This method assumes
this
matrix to be a transformation from any arbitrary coordinate system/spaceM
into standard OpenGL clip space and tests whether the given axis-aligned box with its minimum corner coordinates(minX, minY, minZ)
and maximum corner coordinates(maxX, maxY, maxZ)
given in spaceM
is within the clip space.When testing multiple axis-aligned boxes using the same transformation matrix, or more sophisticated/optimized intersection algorithms are required,
FrustumIntersection
should be used instead.The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive can occur, when the method returns
-1
for boxes that are actually not visible/do not intersect the frustum. See iquilezles.org for an examination of this problem.Reference: Efficient View Frustum Culling
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix- Specified by:
testAab
in interfaceMatrix4fc
- Parameters:
minX
- the x-coordinate of the minimum cornerminY
- the y-coordinate of the minimum cornerminZ
- the z-coordinate of the minimum cornermaxX
- the x-coordinate of the maximum cornermaxY
- the y-coordinate of the maximum cornermaxZ
- the z-coordinate of the maximum corner- Returns:
true
if the axis-aligned box is completely or partly inside of the frustum;false
otherwise
-
obliqueZ
Apply an oblique projection transformation to this matrix with the given values fora
andb
.If
M
isthis
matrix andO
the oblique transformation matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the oblique transformation will be applied first!The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = z
or in matrix form:1 0 a 0 0 1 b 0 0 0 1 0 0 0 0 1
- Parameters:
a
- the value for the z factor that applies to xb
- the value for the z factor that applies to y- Returns:
- this
-
obliqueZ
Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.If
M
isthis
matrix andO
the oblique transformation matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the oblique transformation will be applied first!The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = z
or in matrix form:1 0 a 0 0 1 b 0 0 0 1 0 0 0 0 1
-
perspectiveOffCenterViewFromRectangle
public static void perspectiveOffCenterViewFromRectangle(Vector3f eye, Vector3f p, Vector3f x, Vector3f y, float nearFarDist, boolean zeroToOne, Matrix4f projDest, Matrix4f viewDest) Create a view and off-center perspective projection matrix from a giveneye
position, a given bottom left corner positionp
of the near plane rectangle and the extents of the near plane rectangle along its localx
andy
axes, and store the resulting matrices inprojDest
andviewDest
.This method creates a view and perspective projection matrix assuming that there is a pinhole camera at position
eye
projecting the scene onto the near plane defined by the rectangle.All positions and lengths are in the same (world) unit.
- Parameters:
eye
- the position of the camerap
- the bottom left corner of the near plane rectangle (will map to the bottom left corner in window coordinates)x
- the direction and length of the local "bottom/top" X axis/side of the near plane rectangley
- the direction and length of the local "left/right" Y axis/side of the near plane rectanglenearFarDist
- the distance between the far and near plane (the near plane will be calculated by this method). If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. If the special valueFloat.NEGATIVE_INFINITY
is used, the near and far planes will be swapped and the near clipping plane will be at positive infinity. If a negative value is used (except forFloat.NEGATIVE_INFINITY
) the near and far planes will be swappedzeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
projDest
- will hold the resulting off-center perspective projection matrixviewDest
- will hold the resulting view matrix
-
withLookAtUp
Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)
) and the given vectorup
.This effectively ensures that the resulting matrix will be equal to the one obtained from
setLookAt(Vector3fc, Vector3fc, Vector3fc)
called with the current local origin of this matrix (as obtained byoriginAffine(Vector3f)
), the sum of this position and the negated local Z axis as well as the given vectorup
.This method must only be called on
isAffine()
matrices.- Parameters:
up
- the up vector- Returns:
- this
-
withLookAtUp
Description copied from interface:Matrix4fc
Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4fc.positiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4fc.positiveZ(Vector3f)
) and the given vectorup
, and store the result indest
.This effectively ensures that the resulting matrix will be equal to the one obtained from calling
setLookAt(Vector3fc, Vector3fc, Vector3fc)
with the current local origin of this matrix (as obtained byMatrix4fc.originAffine(Vector3f)
), the sum of this position and the negated local Z axis as well as the given vectorup
.This method must only be called on
Matrix4fc.isAffine()
matrices.- Specified by:
withLookAtUp
in interfaceMatrix4fc
- Parameters:
up
- the up vectordest
- will hold the result- Returns:
- this
-
withLookAtUp
Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)
) and the given vector(upX, upY, upZ)
.This effectively ensures that the resulting matrix will be equal to the one obtained from
setLookAt(float, float, float, float, float, float, float, float, float)
called with the current local origin of this matrix (as obtained byoriginAffine(Vector3f)
), the sum of this position and the negated local Z axis as well as the given vector(upX, upY, upZ)
.This method must only be called on
isAffine()
matrices.- Parameters:
upX
- the x coordinate of the up vectorupY
- the y coordinate of the up vectorupZ
- the z coordinate of the up vector- Returns:
- this
-
withLookAtUp
Description copied from interface:Matrix4fc
Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4fc.positiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4fc.positiveZ(Vector3f)
) and the given vector(upX, upY, upZ)
, and store the result indest
.This effectively ensures that the resulting matrix will be equal to the one obtained from calling
setLookAt(float, float, float, float, float, float, float, float, float)
called with the current local origin of this matrix (as obtained byMatrix4fc.originAffine(Vector3f)
), the sum of this position and the negated local Z axis as well as the given vector(upX, upY, upZ)
.This method must only be called on
Matrix4fc.isAffine()
matrices.- Specified by:
withLookAtUp
in interfaceMatrix4fc
- Parameters:
upX
- the x coordinate of the up vectorupY
- the y coordinate of the up vectorupZ
- the z coordinate of the up vectordest
- will hold the result- Returns:
- this
-
mapXZY
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapXZY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapXZnY
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapXZnY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapXnYnZ
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapXnYnZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapXnZY
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapXnZY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapXnZnY
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapXnZnY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapYXZ
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
mapYXZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
mapYXnZ
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapYXnZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapYZX
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapYZX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapYZnX
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapYZnX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapYnXZ
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
mapYnXZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
mapYnXnZ
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapYnXnZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapYnZX
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapYnZX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapYnZnX
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapYnZnX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapZXY
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZXY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZXnY
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZXnY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZYX
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZYX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZYnX
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZYnX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZnXY
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZnXY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZnXnY
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZnXnY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZnYX
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZnYX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZnYnX
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZnYnX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapnXYnZ
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapnXYnZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapnXZY
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapnXZY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapnXZnY
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapnXZnY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapnXnYZ
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
mapnXnYZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
mapnXnYnZ
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapnXnYnZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapnXnZY
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapnXnZY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapnXnZnY
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapnXnZnY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapnYXZ
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
mapnYXZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
mapnYXnZ
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapnYXnZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapnYZX
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapnYZX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapnYZnX
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapnYZnX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapnYnXZ
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
mapnYnXZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
mapnYnXnZ
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapnYnXnZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapnYnZX
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapnYnZX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapnYnZnX
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapnYnZnX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapnZXY
Multiplythis
by the matrix0 1 0 0 0 0 1 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZXY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZXnY
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZXnY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZYX
Multiplythis
by the matrix0 0 1 0 0 1 0 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZYX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZYnX
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZYnX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZnXY
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZnXY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZnXnY
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZnXnY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZnYX
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZnYX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZnYnX
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZnYnX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
negateX
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
negateX
Description copied from interface:Matrix4fc
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
negateY
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
negateY
Description copied from interface:Matrix4fc
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
negateZ
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
negateZ
Description copied from interface:Matrix4fc
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
isFinite
public boolean isFinite()Description copied from interface:Matrix4fc
-
clone
- Overrides:
clone
in classObject
- Throws:
CloneNotSupportedException
-