Package org.joml

Interface Matrix4x3fc

All Known Implementing Classes:
Matrix4x3f, Matrix4x3fStack

public interface Matrix4x3fc
Interface to a read-only view of a 4x3 matrix of single-precision floats.
Author:
Kai Burjack
  • Field Summary

    Fields
    Modifier and Type
    Field
    Description
    static final int
    Argument to the first parameter of frustumPlane(int, Vector4f) identifying the plane with equation x=-1 when using the identity matrix.
    static final int
    Argument to the first parameter of frustumPlane(int, Vector4f) identifying the plane with equation y=-1 when using the identity matrix.
    static final int
    Argument to the first parameter of frustumPlane(int, Vector4f) identifying the plane with equation z=-1 when using the identity matrix.
    static final int
    Argument to the first parameter of frustumPlane(int, Vector4f) identifying the plane with equation x=1 when using the identity matrix.
    static final int
    Argument to the first parameter of frustumPlane(int, Vector4f) identifying the plane with equation y=1 when using the identity matrix.
    static final int
    Argument to the first parameter of frustumPlane(int, Vector4f) identifying the plane with equation z=1 when using the identity matrix.
    static final byte
    Bit returned by properties() to indicate that the matrix represents the identity transformation.
    static final byte
    Bit returned by properties() to indicate that the left 3x3 submatrix represents an orthogonal matrix (i.e.
    static final byte
    Bit returned by properties() to indicate that the matrix represents a pure translation transformation.
  • Method Summary

    Modifier and Type
    Method
    Description
    add(Matrix4x3fc other, Matrix4x3f dest)
    Component-wise add this and other and store the result in dest.
    arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4x3f dest)
    Apply an arcball view transformation to this matrix with the given radius and center (centerX, centerY, centerZ) position of the arcball and the specified X and Y rotation angles, and store the result in dest.
    arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f dest)
    Apply an arcball view transformation to this matrix with the given radius and center position of the arcball and the specified X and Y rotation angles, and store the result in dest.
    Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest.
    Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest.
    float
    Return the determinant of this matrix.
    boolean
    equals(Matrix4x3fc m, float delta)
    Compare the matrix elements of this matrix with the given matrix using the given delta and return whether all of them are equal within a maximum difference of delta.
    fma(Matrix4x3fc other, float otherFactor, Matrix4x3f dest)
    Component-wise add this and other by first multiplying each component of other by otherFactor, adding that to this and storing the final result in dest.
    frustumPlane(int which, Vector4f dest)
    Calculate a frustum plane of this matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the given dest.
    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.
    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 supplied Float32Array at the given index.
    get(int index, ByteBuffer buffer)
    Store this matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.
    get(int index, FloatBuffer buffer)
    Store this matrix in column-major order into the supplied FloatBuffer 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 supplied Float32Array.
    get(ByteBuffer buffer)
    Store this matrix in column-major order into the supplied ByteBuffer at the current buffer position.
    get(FloatBuffer buffer)
    Store this matrix in column-major order into the supplied FloatBuffer at the current buffer position.
    get(Matrix4d dest)
    Get the current values of this matrix and store them into the upper 4x3 submatrix of dest.
    get(Matrix4f dest)
    Get the current values of this matrix and store them into the upper 4x3 submatrix of dest.
    Get the current values of this matrix and store them into dest.
    Get the current values of this matrix and store them into dest.
    get3x4(int index, ByteBuffer buffer)
    Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.
    get3x4(int index, FloatBuffer buffer)
    Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.
    Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position, with the m03, m13 and m23 components being zero.
    Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position, with the m03, m13 and m23 components being zero.
    float[]
    get4x4(float[] arr)
    Store a 4x4 matrix in column-major order into the supplied array, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
    float[]
    get4x4(float[] arr, int offset)
    Store a 4x4 matrix in column-major order into the supplied array at the given offset, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
    get4x4(int index, ByteBuffer buffer)
    Store a 4x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
    get4x4(int index, FloatBuffer buffer)
    Store a 4x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
    Store a 4x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
    Store a 4x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
    getColumn(int column, Vector3f dest)
    Get the column at the given column index, starting with 0.
    Extract the Euler angles from the rotation represented by the left 3x3 submatrix of this and store the extracted Euler angles in dest.
    Extract the Euler angles from the rotation represented by the left 3x3 submatrix of this and store the extracted Euler angles in dest.
    Get the current values of this matrix and store the represented rotation into the given Quaterniond.
    Get the current values of this matrix and store the represented rotation into the given Quaternionf.
    Get the rotational component of this matrix and store the represented rotation into the given AxisAngle4d.
    Get the rotational component of this matrix and store the represented rotation into the given AxisAngle4f.
    getRow(int row, Vector4f dest)
    Get the row at the given row index, starting with 0.
    Get the scaling factors of this matrix for the three base axes.
    getToAddress(long address)
    Store this matrix in column-major order at the given off-heap address.
    Get only the translation components (m30, m31, m32) of this matrix and store them in the given vector xyz.
    float[]
    getTransposed(float[] arr)
    Store this matrix into the supplied float array in row-major order.
    float[]
    getTransposed(float[] arr, int offset)
    Store this matrix into the supplied float array in row-major order at the given offset.
    getTransposed(int index, ByteBuffer buffer)
    Store this matrix in row-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.
    getTransposed(int index, FloatBuffer buffer)
    Store this matrix in row-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.
    Store this matrix in row-major order into the supplied ByteBuffer at the current buffer position.
    Store this matrix in row-major order into the supplied FloatBuffer at the current buffer position.
    Get the current values of this matrix and store the represented rotation into the given Quaterniond.
    Get the current values of this matrix and store the represented rotation into the given Quaternionf.
    Invert this matrix and write the result as the top 4x3 matrix into dest and set all other values of dest to identity..
    Invert this matrix and write the result into dest.
    Invert this orthographic projection matrix and store the result into the given dest.
    boolean
    Determine whether all matrix elements are finite floating-point values, that is, they are not NaN and not infinity.
    lerp(Matrix4x3fc other, float t, Matrix4x3f dest)
    Linearly interpolate this and other using the given interpolation factor t and store the result in dest.
    lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest)
    Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.
    Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.
    lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest)
    Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns -z with center - eye and store the result in dest.
    lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest)
    Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns -z with center - eye and store the result in dest.
    lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest)
    Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns +z with center - eye and store the result in dest.
    lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest)
    Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns +z with center - eye and store the result in dest.
    float
    m00()
    Return 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.
    float
    m02()
    Return the value of the matrix element at column 0 and row 2.
    float
    m10()
    Return 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.
    float
    m12()
    Return the value of the matrix element at column 1 and row 2.
    float
    m20()
    Return 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.
    float
    m22()
    Return the value of the matrix element at column 2 and row 2.
    float
    m30()
    Return 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.
    float
    m32()
    Return the value of the matrix element at column 3 and row 2.
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    mul(Matrix4x3fc right, Matrix4x3f dest)
    Multiply this matrix by the supplied right matrix and store the result in dest.
    mul3x3(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22, Matrix4x3f dest)
    Multiply this by the 4x3 matrix with the column vectors (rm00, rm01, rm02), (rm10, rm11, rm12), (rm20, rm21, rm22) and (0, 0, 0) and store the result in dest.
    Component-wise multiply this by other and store the result in dest.
    Multiply this orthographic projection matrix by the supplied view matrix and store the result in dest.
    Multiply this matrix, which is assumed to only contain a translation, by the supplied right matrix and store the result in dest.
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    Compute a normal matrix from the left 3x3 submatrix of this and store it into dest.
    Compute a normal matrix from the left 3x3 submatrix of this and store it into the left 3x3 submatrix of dest.
    Normalize the left 3x3 submatrix of this matrix and store the result in dest.
    Normalize the left 3x3 submatrix of this matrix and store the result in dest.
    Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied.
    Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied.
    Obtain the direction of +Z before the transformation represented by this orthogonal matrix is applied.
    obliqueZ(float a, float b, Matrix4x3f dest)
    Apply an oblique projection transformation to this matrix with the given values for a and b and store the result in dest.
    origin(Vector3f origin)
    Obtain the position that gets transformed to the origin by this matrix.
    ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.
    ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f 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 in dest.
    ortho2D(float left, float right, float bottom, float top, Matrix4x3f dest)
    Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result in dest.
    ortho2DLH(float left, float right, float bottom, float top, Matrix4x3f dest)
    Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result in dest.
    orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.
    orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f 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 in dest.
    orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.
    orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4x3f 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 in dest.
    orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.
    orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4x3f 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 in dest.
    pick(float x, float y, float width, float height, int[] viewport, Matrix4x3f dest)
    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 in dest.
    Obtain the direction of +X before the transformation represented by this matrix is applied.
    Obtain the direction of +Y before the transformation represented by this matrix is applied.
    Obtain the direction of +Z before the transformation represented by this matrix is applied.
    int
     
    reflect(float nx, float ny, float nz, float px, float py, float pz, Matrix4x3f dest)
    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 in dest.
    reflect(float a, float b, float c, float d, Matrix4x3f dest)
    Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equation x*a + y*b + z*c + d = 0 and store the result in dest.
    reflect(Quaternionfc orientation, Vector3fc point, Matrix4x3f 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 in dest.
    reflect(Vector3fc normal, Vector3fc point, Matrix4x3f dest)
    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 in dest.
    rotate(float ang, float x, float y, float z, Matrix4x3f dest)
    Apply rotation to this matrix by rotating the given amount of radians about the specified (x, y, z) axis and store the result in dest.
    rotate(float angle, Vector3fc axis, Matrix4x3f dest)
    Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest.
    rotate(AxisAngle4f axisAngle, Matrix4x3f dest)
    Apply a rotation transformation, rotating about the given AxisAngle4f and store the result in dest.
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
    rotateAround(Quaternionfc quat, float ox, float oy, float oz, Matrix4x3f dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix while using (ox, oy, oz) as the rotation origin, and store the result in dest.
    rotateLocal(float ang, float x, float y, float z, Matrix4x3f 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 in dest.
    Pre-multiply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
    rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f 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 in dest.
    Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local +Z axis with dir and store the result in dest.
    rotateTranslation(float ang, float x, float y, float z, Matrix4x3f 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 in dest.
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix, which is assumed to only contain a translation, and store the result in dest.
    rotateX(float ang, Matrix4x3f dest)
    Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result in dest.
    rotateXYZ(float angleX, float angleY, float angleZ, Matrix4x3f dest)
    Apply rotation of angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.
    rotateY(float ang, Matrix4x3f dest)
    Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result in dest.
    rotateYXZ(float angleY, float angleX, float angleZ, Matrix4x3f dest)
    Apply rotation of angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.
    rotateZ(float ang, Matrix4x3f dest)
    Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result in dest.
    rotateZYX(float angleZ, float angleY, float angleX, Matrix4x3f dest)
    Apply rotation of angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis and store the result in dest.
    scale(float x, float y, float z, Matrix4x3f dest)
    Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.
    scale(float xyz, Matrix4x3f dest)
    Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor and store the result in dest.
    Apply scaling to this matrix by scaling the base axes by the given xyz.x, xyz.y and xyz.z factors, respectively and store the result in dest.
    scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4x3f dest)
    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, and store the result in dest.
    scaleAround(float factor, float ox, float oy, float oz, Matrix4x3f dest)
    Apply scaling to this matrix by scaling all three base axes by the given factor while using (ox, oy, oz) as the scaling origin, and store the result in dest.
    scaleLocal(float x, float y, float z, Matrix4x3f dest)
    Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.
    scaleXY(float x, float y, Matrix4x3f dest)
    Apply scaling to this matrix by by scaling the X axis by x and the Y axis by y and store the result in dest.
    shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4x3f dest)
    Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation x*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 in dest.
    shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f dest)
    Apply a projection transformation to this matrix that projects onto the plane with the general plane equation y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW) and store the result in dest.
    shadow(Vector4fc light, float a, float b, float c, float d, Matrix4x3f dest)
    Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light and store the result in dest.
    shadow(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f dest)
    Apply a projection transformation to this matrix that projects onto the plane with the general plane equation y = 0 as if casting a shadow from a given light position/direction light and store the result in dest.
    sub(Matrix4x3fc subtrahend, Matrix4x3f dest)
    Component-wise subtract subtrahend from this and store the result in dest.
    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 in dest.
    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) by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin and maximum corner stored in outMax.
    transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax)
    Transform the axis-aligned box given as the minimum corner min and maximum corner max by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin and maximum corner stored in outMax.
    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.
    Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in dest.
    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.
    Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in dest.
    translate(float x, float y, float z, Matrix4x3f dest)
    Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result in dest.
    Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result in dest.
    translateLocal(float x, float y, float z, Matrix4x3f 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 in 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 in dest.
    Transpose only the left 3x3 submatrix of this matrix and store the result in dest.
    Transpose only the left 3x3 submatrix of this matrix and store the result in dest.
    withLookAtUp(float upX, float upY, float upZ, Matrix4x3f dest)
    Apply a transformation to this matrix to ensure that the local Y axis (as obtained by positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained by positiveZ(Vector3f)) and the given vector (upX, upY, upZ), and store the result in dest.
    Apply a transformation to this matrix to ensure that the local Y axis (as obtained by positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained by positiveZ(Vector3f)) and the given vector up, and store the result in dest.
  • Field Details

  • Method Details

    • properties

      int properties()
      Returns:
      the properties of the matrix
    • m00

      float m00()
      Return the value of the matrix element at column 0 and row 0.
      Returns:
      the value of the matrix element
    • m01

      float m01()
      Return the value of the matrix element at column 0 and row 1.
      Returns:
      the value of the matrix element
    • m02

      float m02()
      Return the value of the matrix element at column 0 and row 2.
      Returns:
      the value of the matrix element
    • m10

      float m10()
      Return the value of the matrix element at column 1 and row 0.
      Returns:
      the value of the matrix element
    • m11

      float m11()
      Return the value of the matrix element at column 1 and row 1.
      Returns:
      the value of the matrix element
    • m12

      float m12()
      Return the value of the matrix element at column 1 and row 2.
      Returns:
      the value of the matrix element
    • m20

      float m20()
      Return the value of the matrix element at column 2 and row 0.
      Returns:
      the value of the matrix element
    • m21

      float m21()
      Return the value of the matrix element at column 2 and row 1.
      Returns:
      the value of the matrix element
    • m22

      float m22()
      Return the value of the matrix element at column 2 and row 2.
      Returns:
      the value of the matrix element
    • m30

      float m30()
      Return the value of the matrix element at column 3 and row 0.
      Returns:
      the value of the matrix element
    • m31

      float m31()
      Return the value of the matrix element at column 3 and row 1.
      Returns:
      the value of the matrix element
    • m32

      float m32()
      Return the value of the matrix element at column 3 and row 2.
      Returns:
      the value of the matrix element
    • get

      Matrix4f get(Matrix4f dest)
      Get the current values of this matrix and store them into the upper 4x3 submatrix of dest.

      The other elements of dest will not be modified.

      Parameters:
      dest - the destination matrix
      Returns:
      dest
      See Also:
    • get

      Matrix4d get(Matrix4d dest)
      Get the current values of this matrix and store them into the upper 4x3 submatrix of dest.

      The other elements of dest will not be modified.

      Parameters:
      dest - the destination matrix
      Returns:
      dest
      See Also:
    • mul

      Matrix4x3f mul(Matrix4x3fc right, Matrix4x3f dest)
      Multiply this matrix by the supplied right matrix and store the result in dest.

      If M is this matrix and R the right matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the transformation of the right matrix will be applied first!

      Parameters:
      right - the right operand of the matrix multiplication
      dest - the destination matrix, which will hold the result
      Returns:
      dest
    • mulTranslation

      Matrix4x3f mulTranslation(Matrix4x3fc right, Matrix4x3f dest)
      Multiply this matrix, which is assumed to only contain a translation, by the supplied right matrix and store the result in dest.

      This method assumes that this matrix only contains a translation.

      This method will not modify either the last row of this or the last row of right.

      If M is this matrix and R the right matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the transformation of the right matrix will be applied first!

      Parameters:
      right - the right operand of the matrix multiplication
      dest - the destination matrix, which will hold the result
      Returns:
      dest
    • mulOrtho

      Matrix4x3f mulOrtho(Matrix4x3fc view, Matrix4x3f dest)
      Multiply this orthographic projection matrix by the supplied view matrix and store the result in dest.

      If M is this matrix and V the view matrix, then the new matrix will be M * V. So when transforming a vector v with the new matrix by using M * V * v, the transformation of the view matrix will be applied first!

      Parameters:
      view - the matrix which to multiply this with
      dest - the destination matrix, which will hold the result
      Returns:
      dest
    • mul3x3

      Matrix4x3f mul3x3(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22, Matrix4x3f dest)
      Multiply this by the 4x3 matrix with the column vectors (rm00, rm01, rm02), (rm10, rm11, rm12), (rm20, rm21, rm22) and (0, 0, 0) and store the result in dest.

      If M is this matrix and R the specified matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the transformation of the R matrix will be applied first!

      Parameters:
      rm00 - the value of the m00 element
      rm01 - the value of the m01 element
      rm02 - the value of the m02 element
      rm10 - the value of the m10 element
      rm11 - the value of the m11 element
      rm12 - the value of the m12 element
      rm20 - the value of the m20 element
      rm21 - the value of the m21 element
      rm22 - the value of the m22 element
      dest - will hold the result
      Returns:
      dest
    • fma

      Matrix4x3f fma(Matrix4x3fc other, float otherFactor, Matrix4x3f dest)
      Component-wise add this and other by first multiplying each component of other by otherFactor, adding that to this and storing the final result in dest.

      The other components of dest will be set to the ones of this.

      The matrices this and other will not be changed.

      Parameters:
      other - the other matrix
      otherFactor - the factor to multiply each of the other matrix's components
      dest - will hold the result
      Returns:
      dest
    • add

      Matrix4x3f add(Matrix4x3fc other, Matrix4x3f dest)
      Component-wise add this and other and store the result in dest.
      Parameters:
      other - the other addend
      dest - will hold the result
      Returns:
      dest
    • sub

      Matrix4x3f sub(Matrix4x3fc subtrahend, Matrix4x3f dest)
      Component-wise subtract subtrahend from this and store the result in dest.
      Parameters:
      subtrahend - the subtrahend
      dest - will hold the result
      Returns:
      dest
    • mulComponentWise

      Matrix4x3f mulComponentWise(Matrix4x3fc other, Matrix4x3f dest)
      Component-wise multiply this by other and store the result in dest.
      Parameters:
      other - the other matrix
      dest - will hold the result
      Returns:
      dest
    • determinant

      float determinant()
      Return the determinant of this matrix.
      Returns:
      the determinant
    • invert

      Matrix4x3f invert(Matrix4x3f dest)
      Invert this matrix and write the result into dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • invert

      Matrix4f invert(Matrix4f dest)
      Invert this matrix and write the result as the top 4x3 matrix into dest and set all other values of dest to identity..
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • invertOrtho

      Matrix4x3f invertOrtho(Matrix4x3f dest)
      Invert this orthographic projection matrix and store the result into the given dest.

      This method can be used to quickly obtain the inverse of an orthographic projection matrix.

      Parameters:
      dest - will hold the inverse of this
      Returns:
      dest
    • transpose3x3

      Matrix4x3f transpose3x3(Matrix4x3f dest)
      Transpose only the left 3x3 submatrix of this matrix and store the result in dest.

      All other matrix elements are left unchanged.

      Parameters:
      dest - will hold the result
      Returns:
      dest
    • transpose3x3

      Matrix3f transpose3x3(Matrix3f dest)
      Transpose only the left 3x3 submatrix of this matrix and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • getTranslation

      Vector3f getTranslation(Vector3f dest)
      Get only the translation components (m30, m31, m32) of this matrix and store them in the given vector xyz.
      Parameters:
      dest - will hold the translation components of this matrix
      Returns:
      dest
    • getScale

      Vector3f getScale(Vector3f dest)
      Get the scaling factors of this matrix for the three base axes.
      Parameters:
      dest - will hold the scaling factors for x, y and z
      Returns:
      dest
    • get

      Get the current values of this matrix and store them into dest.
      Parameters:
      dest - the destination matrix
      Returns:
      the passed in destination
    • get

      Get the current values of this matrix and store them into dest.
      Parameters:
      dest - the destination matrix
      Returns:
      the passed in destination
    • getRotation

      AxisAngle4f getRotation(AxisAngle4f dest)
      Get the rotational component of this matrix and store the represented rotation into the given AxisAngle4f.
      Parameters:
      dest - the destination AxisAngle4f
      Returns:
      the passed in destination
      See Also:
    • getRotation

      AxisAngle4d getRotation(AxisAngle4d dest)
      Get the rotational component of this matrix and store the represented rotation into the given AxisAngle4d.
      Parameters:
      dest - the destination AxisAngle4d
      Returns:
      the passed in destination
      See Also:
    • getUnnormalizedRotation

      Quaternionf getUnnormalizedRotation(Quaternionf dest)
      Get the current values of this matrix and store the represented rotation into the given Quaternionf.

      This method assumes that the first three column vectors of the left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.

      Parameters:
      dest - the destination Quaternionf
      Returns:
      the passed in destination
      See Also:
    • getNormalizedRotation

      Quaternionf getNormalizedRotation(Quaternionf dest)
      Get the current values of this matrix and store the represented rotation into the given Quaternionf.

      This method assumes that the first three column vectors of the left 3x3 submatrix are normalized.

      Parameters:
      dest - the destination Quaternionf
      Returns:
      the passed in destination
      See Also:
    • getUnnormalizedRotation

      Quaterniond getUnnormalizedRotation(Quaterniond dest)
      Get the current values of this matrix and store the represented rotation into the given Quaterniond.

      This method assumes that the first three column vectors of the left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.

      Parameters:
      dest - the destination Quaterniond
      Returns:
      the passed in destination
      See Also:
    • getNormalizedRotation

      Quaterniond getNormalizedRotation(Quaterniond dest)
      Get the current values of this matrix and store the represented rotation into the given Quaterniond.

      This method assumes that the first three column vectors of the left 3x3 submatrix are normalized.

      Parameters:
      dest - the destination Quaterniond
      Returns:
      the passed in destination
      See Also:
    • get

      com.google.gwt.typedarrays.shared.Float32Array get(com.google.gwt.typedarrays.shared.Float32Array buffer)
      Store this matrix in column-major order into the supplied Float32Array.
      Parameters:
      buffer - will receive the values of this matrix in column-major order
      Returns:
      the passed in buffer
    • get

      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 supplied Float32Array at the given index.
      Parameters:
      index - the index at which to store this matrix in the supplied Float32Array
      buffer - will receive the values of this matrix in column-major order
      Returns:
      the passed in buffer
    • get

      FloatBuffer get(FloatBuffer buffer)
      Store this matrix in column-major order into the supplied FloatBuffer at the current buffer position.

      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 get(int, FloatBuffer), taking the absolute position as parameter.

      Parameters:
      buffer - will receive the values of this matrix in column-major order at its current position
      Returns:
      the passed in buffer
      See Also:
    • get

      FloatBuffer get(int index, FloatBuffer buffer)
      Store this matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.

      This method will not increment the position of the given FloatBuffer.

      Parameters:
      index - the absolute position into the FloatBuffer
      buffer - will receive the values of this matrix in column-major order
      Returns:
      the passed in buffer
    • get

      ByteBuffer get(ByteBuffer buffer)
      Store this matrix in column-major order into the supplied ByteBuffer at the current buffer position.

      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 get(int, ByteBuffer), taking the absolute position as parameter.

      Parameters:
      buffer - will receive the values of this matrix in column-major order at its current position
      Returns:
      the passed in buffer
      See Also:
    • get

      ByteBuffer get(int index, ByteBuffer buffer)
      Store this matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.

      This method will not increment the position of the given ByteBuffer.

      Parameters:
      index - the absolute position into the ByteBuffer
      buffer - will receive the values of this matrix in column-major order
      Returns:
      the passed in buffer
    • getToAddress

      Matrix4x3fc getToAddress(long address)
      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.

      Parameters:
      address - the off-heap address where to store this matrix
      Returns:
      this
    • get

      float[] get(float[] arr, int offset)
      Store this matrix into the supplied float array in column-major order at the given offset.
      Parameters:
      arr - the array to write the matrix values into
      offset - the offset into the array
      Returns:
      the passed in array
    • get

      float[] get(float[] arr)
      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 get(float[], int).

      Parameters:
      arr - the array to write the matrix values into
      Returns:
      the passed in array
      See Also:
    • get4x4

      float[] get4x4(float[] arr, int offset)
      Store a 4x4 matrix in column-major order into the supplied array at the given offset, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
      Parameters:
      arr - the array to write the matrix values into
      offset - the offset into the array
      Returns:
      the passed in array
    • get4x4

      float[] get4x4(float[] arr)
      Store a 4x4 matrix in column-major order into the supplied array, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).

      In order to specify an explicit offset into the array, use the method get4x4(float[], int).

      Parameters:
      arr - the array to write the matrix values into
      Returns:
      the passed in array
      See Also:
    • get4x4

      FloatBuffer get4x4(FloatBuffer buffer)
      Store a 4x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).

      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 get4x4(int, FloatBuffer), taking the absolute position as parameter.

      Parameters:
      buffer - will receive the values of this matrix in column-major order at its current position
      Returns:
      the passed in buffer
      See Also:
    • get4x4

      FloatBuffer get4x4(int index, FloatBuffer buffer)
      Store a 4x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).

      This method will not increment the position of the given FloatBuffer.

      Parameters:
      index - the absolute position into the FloatBuffer
      buffer - will receive the values of this matrix in column-major order
      Returns:
      the passed in buffer
    • get4x4

      ByteBuffer get4x4(ByteBuffer buffer)
      Store a 4x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).

      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 get4x4(int, ByteBuffer), taking the absolute position as parameter.

      Parameters:
      buffer - will receive the values of this matrix in column-major order at its current position
      Returns:
      the passed in buffer
      See Also:
    • get4x4

      ByteBuffer get4x4(int index, ByteBuffer buffer)
      Store a 4x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).

      This method will not increment the position of the given ByteBuffer.

      Parameters:
      index - the absolute position into the ByteBuffer
      buffer - will receive the values of this matrix in column-major order
      Returns:
      the passed in buffer
    • get3x4

      FloatBuffer get3x4(FloatBuffer buffer)
      Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position, with the m03, m13 and m23 components being zero.

      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 get3x4(int, FloatBuffer), taking the absolute position as parameter.

      Parameters:
      buffer - will receive the values of the left 3x3 submatrix as 3x4 matrix in column-major order at its current position
      Returns:
      the passed in buffer
      See Also:
    • get3x4

      FloatBuffer get3x4(int index, FloatBuffer buffer)
      Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.

      This method will not increment the position of the given FloatBuffer.

      Parameters:
      index - the absolute position into the FloatBuffer
      buffer - will receive the values of the left 3x3 submatrix as 3x4 matrix in column-major order
      Returns:
      the passed in buffer
    • get3x4

      ByteBuffer get3x4(ByteBuffer buffer)
      Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position, with the m03, m13 and m23 components being zero.

      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 get3x4(int, ByteBuffer), taking the absolute position as parameter.

      Parameters:
      buffer - will receive the values of the left 3x3 submatrix as 3x4 matrix in column-major order at its current position
      Returns:
      the passed in buffer
      See Also:
    • get3x4

      ByteBuffer get3x4(int index, ByteBuffer buffer)
      Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.

      This method will not increment the position of the given ByteBuffer.

      Parameters:
      index - the absolute position into the ByteBuffer
      buffer - will receive the values of the left 3x3 submatrix as 3x4 matrix in column-major order
      Returns:
      the passed in buffer
    • getTransposed

      FloatBuffer getTransposed(FloatBuffer buffer)
      Store this matrix in row-major order into the supplied FloatBuffer at the current buffer position.

      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 getTransposed(int, FloatBuffer), taking the absolute position as parameter.

      Parameters:
      buffer - will receive the values of this matrix in row-major order at its current position
      Returns:
      the passed in buffer
      See Also:
    • getTransposed

      FloatBuffer getTransposed(int index, FloatBuffer buffer)
      Store this matrix in row-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.

      This method will not increment the position of the given FloatBuffer.

      Parameters:
      index - the absolute position into the FloatBuffer
      buffer - will receive the values of this matrix in row-major order
      Returns:
      the passed in buffer
    • getTransposed

      ByteBuffer getTransposed(ByteBuffer buffer)
      Store this matrix in row-major order into the supplied ByteBuffer at the current buffer position.

      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 getTransposed(int, ByteBuffer), taking the absolute position as parameter.

      Parameters:
      buffer - will receive the values of this matrix in row-major order at its current position
      Returns:
      the passed in buffer
      See Also:
    • getTransposed

      ByteBuffer getTransposed(int index, ByteBuffer buffer)
      Store this matrix in row-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.

      This method will not increment the position of the given ByteBuffer.

      Parameters:
      index - the absolute position into the ByteBuffer
      buffer - will receive the values of this matrix in row-major order
      Returns:
      the passed in buffer
    • getTransposed

      float[] getTransposed(float[] arr, int offset)
      Store this matrix into the supplied float array in row-major order at the given offset.
      Parameters:
      arr - the array to write the matrix values into
      offset - the offset into the array
      Returns:
      the passed in array
    • getTransposed

      float[] getTransposed(float[] arr)
      Store this matrix into the supplied float array in row-major order.

      In order to specify an explicit offset into the array, use the method getTransposed(float[], int).

      Parameters:
      arr - the array to write the matrix values into
      Returns:
      the passed in array
      See Also:
    • transform

      Vector4f transform(Vector4f v)
      Transform/multiply the given vector by this matrix and store the result in that vector.
      Parameters:
      v - the vector to transform and to hold the final result
      Returns:
      v
      See Also:
    • transform

      Vector4f transform(Vector4fc v, Vector4f dest)
      Transform/multiply the given vector by this matrix and store the result in dest.
      Parameters:
      v - the vector to transform
      dest - will contain the result
      Returns:
      dest
      See Also:
    • transformPosition

      Vector3f transformPosition(Vector3f v)
      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.

      In order to store the result in another vector, use transformPosition(Vector3fc, Vector3f).

      Parameters:
      v - the vector to transform and to hold the final result
      Returns:
      v
      See Also:
    • transformPosition

      Vector3f 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 in dest.

      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.

      In order to store the result in the same vector, use transformPosition(Vector3f).

      Parameters:
      v - the vector to transform
      dest - will hold the result
      Returns:
      dest
      See Also:
    • transformDirection

      Vector3f transformDirection(Vector3f v)
      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 transformDirection(Vector3fc, Vector3f).

      Parameters:
      v - the vector to transform and to hold the final result
      Returns:
      v
      See Also:
    • transformDirection

      Vector3f 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 in dest.

      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 transformDirection(Vector3f).

      Parameters:
      v - the vector to transform and to hold the final result
      dest - will hold the result
      Returns:
      dest
      See Also:
    • scale

      Matrix4x3f scale(Vector3fc xyz, Matrix4x3f dest)
      Apply scaling to this matrix by scaling the base axes by the given xyz.x, xyz.y and xyz.z factors, respectively and store the result in dest.

      If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v , the scaling will be applied first!

      Parameters:
      xyz - the factors of the x, y and z component, respectively
      dest - will hold the result
      Returns:
      dest
    • scale

      Matrix4x3f scale(float xyz, Matrix4x3f dest)
      Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor and store the result in dest.

      If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v, the scaling will be applied first!

      Individual scaling of all three axes can be applied using scale(float, float, float, Matrix4x3f).

      Parameters:
      xyz - the factor for all components
      dest - will hold the result
      Returns:
      dest
      See Also:
    • scaleXY

      Matrix4x3f scaleXY(float x, float y, Matrix4x3f dest)
      Apply scaling to this matrix by by scaling the X axis by x and the Y axis by y and store the result in dest.

      If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v, the scaling will be applied first!

      Parameters:
      x - the factor of the x component
      y - the factor of the y component
      dest - will hold the result
      Returns:
      dest
    • scaleAround

      Matrix4x3f scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4x3f dest)
      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, and store the result in dest.

      If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * 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)

      Parameters:
      sx - the scaling factor of the x component
      sy - the scaling factor of the y component
      sz - the scaling factor of the z component
      ox - the x coordinate of the scaling origin
      oy - the y coordinate of the scaling origin
      oz - the z coordinate of the scaling origin
      dest - will hold the result
      Returns:
      dest
    • scaleAround

      Matrix4x3f scaleAround(float factor, float ox, float oy, float oz, Matrix4x3f dest)
      Apply scaling to this matrix by scaling all three base axes by the given factor while using (ox, oy, oz) as the scaling origin, and store the result in dest.

      If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * 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)

      Parameters:
      factor - the scaling factor for all three axes
      ox - the x coordinate of the scaling origin
      oy - the y coordinate of the scaling origin
      oz - the z coordinate of the scaling origin
      dest - will hold the result
      Returns:
      this
    • scale

      Matrix4x3f scale(float x, float y, float z, Matrix4x3f dest)
      Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.

      If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v , the scaling will be applied first!

      Parameters:
      x - the factor of the x component
      y - the factor of the y component
      z - the factor of the z component
      dest - will hold the result
      Returns:
      dest
    • scaleLocal

      Matrix4x3f scaleLocal(float x, float y, float z, Matrix4x3f dest)
      Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.

      If M is this matrix and S the scaling matrix, then the new matrix will be S * M. So when transforming a vector v with the new matrix by using S * M * v , the scaling will be applied last!

      Parameters:
      x - the factor of the x component
      y - the factor of the y component
      z - the factor of the z component
      dest - will hold the result
      Returns:
      dest
    • rotateX

      Matrix4x3f rotateX(float ang, Matrix4x3f dest)
      Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result in dest.

      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 is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

      Reference: http://en.wikipedia.org

      Parameters:
      ang - the angle in radians
      dest - will hold the result
      Returns:
      dest
    • rotateY

      Matrix4x3f rotateY(float ang, Matrix4x3f dest)
      Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result in dest.

      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 is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

      Reference: http://en.wikipedia.org

      Parameters:
      ang - the angle in radians
      dest - will hold the result
      Returns:
      dest
    • rotateZ

      Matrix4x3f rotateZ(float ang, Matrix4x3f dest)
      Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result in dest.

      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 is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

      Reference: http://en.wikipedia.org

      Parameters:
      ang - the angle in radians
      dest - will hold the result
      Returns:
      dest
    • rotateXYZ

      Matrix4x3f rotateXYZ(float angleX, float angleY, float angleZ, Matrix4x3f dest)
      Apply rotation of angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.

      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 is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

      This method is equivalent to calling: rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)

      Parameters:
      angleX - the angle to rotate about X
      angleY - the angle to rotate about Y
      angleZ - the angle to rotate about Z
      dest - will hold the result
      Returns:
      dest
    • rotateZYX

      Matrix4x3f rotateZYX(float angleZ, float angleY, float angleX, Matrix4x3f dest)
      Apply rotation of angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis and store the result in dest.

      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 is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

      This method is equivalent to calling: rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)

      Parameters:
      angleZ - the angle to rotate about Z
      angleY - the angle to rotate about Y
      angleX - the angle to rotate about X
      dest - will hold the result
      Returns:
      dest
    • rotateYXZ

      Matrix4x3f rotateYXZ(float angleY, float angleX, float angleZ, Matrix4x3f dest)
      Apply rotation of angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.

      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 is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

      This method is equivalent to calling: rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)

      Parameters:
      angleY - the angle to rotate about Y
      angleX - the angle to rotate about X
      angleZ - the angle to rotate about Z
      dest - will hold the result
      Returns:
      dest
    • rotate

      Matrix4x3f rotate(float ang, float x, float y, float z, Matrix4x3f dest)
      Apply rotation to this matrix by rotating the given amount of radians about the specified (x, y, z) axis and store the result in dest.

      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 is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

      Reference: http://en.wikipedia.org

      Parameters:
      ang - the angle in radians
      x - the x component of the axis
      y - the y component of the axis
      z - the z component of the axis
      dest - will hold the result
      Returns:
      dest
    • rotateTranslation

      Matrix4x3f rotateTranslation(float ang, float x, float y, float z, Matrix4x3f 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 in dest.

      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 is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

      Reference: http://en.wikipedia.org

      Parameters:
      ang - the angle in radians
      x - the x component of the axis
      y - the y component of the axis
      z - the z component of the axis
      dest - will hold the result
      Returns:
      dest
    • rotateAround

      Matrix4x3f rotateAround(Quaternionfc quat, float ox, float oy, float oz, Matrix4x3f dest)
      Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix while using (ox, oy, oz) as the rotation origin, and store the result in dest.

      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 is this matrix and Q the rotation matrix obtained from the given quaternion, then the new matrix will be M * Q. So when transforming a vector v with the new matrix by using M * 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

      Parameters:
      quat - the Quaternionfc
      ox - the x coordinate of the rotation origin
      oy - the y coordinate of the rotation origin
      oz - the z coordinate of the rotation origin
      dest - will hold the result
      Returns:
      dest
    • rotateLocal

      Matrix4x3f rotateLocal(float ang, float x, float y, float z, Matrix4x3f 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 in dest.

      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 is this matrix and R the rotation matrix, then the new matrix will be R * M. So when transforming a vector v with the new matrix by using R * M * v, the rotation will be applied last!

      Reference: http://en.wikipedia.org

      Parameters:
      ang - the angle in radians
      x - the x component of the axis
      y - the y component of the axis
      z - the z component of the axis
      dest - will hold the result
      Returns:
      dest
    • translate

      Matrix4x3f translate(Vector3fc offset, Matrix4x3f dest)
      Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result in dest.

      If M is this matrix and T the translation matrix, then the new matrix will be M * T. So when transforming a vector v with the new matrix by using M * T * v, the translation will be applied first!

      Parameters:
      offset - the number of units in x, y and z by which to translate
      dest - will hold the result
      Returns:
      dest
    • translate

      Matrix4x3f translate(float x, float y, float z, Matrix4x3f dest)
      Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result in dest.

      If M is this matrix and T the translation matrix, then the new matrix will be M * T. So when transforming a vector v with the new matrix by using M * T * v, the translation will be applied first!

      Parameters:
      x - the offset to translate in x
      y - the offset to translate in y
      z - the offset to translate in z
      dest - will hold the result
      Returns:
      dest
    • translateLocal

      Matrix4x3f translateLocal(Vector3fc offset, Matrix4x3f 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 in dest.

      If M is this matrix and T the translation matrix, then the new matrix will be T * M. So when transforming a vector v with the new matrix by using T * M * v, the translation will be applied last!

      Parameters:
      offset - the number of units in x, y and z by which to translate
      dest - will hold the result
      Returns:
      dest
    • translateLocal

      Matrix4x3f translateLocal(float x, float y, float z, Matrix4x3f 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 in dest.

      If M is this matrix and T the translation matrix, then the new matrix will be T * M. So when transforming a vector v with the new matrix by using T * M * v, the translation will be applied last!

      Parameters:
      x - the offset to translate in x
      y - the offset to translate in y
      z - the offset to translate in z
      dest - will hold the result
      Returns:
      dest
    • ortho

      Matrix4x3f ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.

      If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

      Reference: http://www.songho.ca

      Parameters:
      left - the distance from the center to the left frustum edge
      right - the distance from the center to the right frustum edge
      bottom - the distance from the center to the bottom frustum edge
      top - the distance from the center to the top frustum edge
      zNear - near clipping plane distance
      zFar - far clipping plane distance
      zZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true or whether to use OpenGL's NDC z range of [-1..+1] when false
      dest - will hold the result
      Returns:
      dest
    • ortho

      Matrix4x3f ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f 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 in dest.

      If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

      Reference: http://www.songho.ca

      Parameters:
      left - the distance from the center to the left frustum edge
      right - the distance from the center to the right frustum edge
      bottom - the distance from the center to the bottom frustum edge
      top - the distance from the center to the top frustum edge
      zNear - near clipping plane distance
      zFar - far clipping plane distance
      dest - will hold the result
      Returns:
      dest
    • orthoLH

      Matrix4x3f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.

      If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

      Reference: http://www.songho.ca

      Parameters:
      left - the distance from the center to the left frustum edge
      right - the distance from the center to the right frustum edge
      bottom - the distance from the center to the bottom frustum edge
      top - the distance from the center to the top frustum edge
      zNear - near clipping plane distance
      zFar - far clipping plane distance
      zZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true or whether to use OpenGL's NDC z range of [-1..+1] when false
      dest - will hold the result
      Returns:
      dest
    • orthoLH

      Matrix4x3f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f 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 in dest.

      If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

      Reference: http://www.songho.ca

      Parameters:
      left - the distance from the center to the left frustum edge
      right - the distance from the center to the right frustum edge
      bottom - the distance from the center to the bottom frustum edge
      top - the distance from the center to the top frustum edge
      zNear - near clipping plane distance
      zFar - far clipping plane distance
      dest - will hold the result
      Returns:
      dest
    • orthoSymmetric

      Matrix4x3f orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.

      This method is equivalent to calling ortho() with left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.

      If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

      Reference: http://www.songho.ca

      Parameters:
      width - the distance between the right and left frustum edges
      height - the distance between the top and bottom frustum edges
      zNear - near clipping plane distance
      zFar - far clipping plane distance
      dest - will hold the result
      zZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true or whether to use OpenGL's NDC z range of [-1..+1] when false
      Returns:
      dest
    • orthoSymmetric

      Matrix4x3f orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4x3f 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 in dest.

      This method is equivalent to calling ortho() with left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.

      If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

      Reference: http://www.songho.ca

      Parameters:
      width - the distance between the right and left frustum edges
      height - the distance between the top and bottom frustum edges
      zNear - near clipping plane distance
      zFar - far clipping plane distance
      dest - will hold the result
      Returns:
      dest
    • orthoSymmetricLH

      Matrix4x3f orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.

      This method is equivalent to calling orthoLH() with left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.

      If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

      Reference: http://www.songho.ca

      Parameters:
      width - the distance between the right and left frustum edges
      height - the distance between the top and bottom frustum edges
      zNear - near clipping plane distance
      zFar - far clipping plane distance
      dest - will hold the result
      zZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true or whether to use OpenGL's NDC z range of [-1..+1] when false
      Returns:
      dest
    • orthoSymmetricLH

      Matrix4x3f orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4x3f 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 in dest.

      This method is equivalent to calling orthoLH() with left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.

      If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

      Reference: http://www.songho.ca

      Parameters:
      width - the distance between the right and left frustum edges
      height - the distance between the top and bottom frustum edges
      zNear - near clipping plane distance
      zFar - far clipping plane distance
      dest - will hold the result
      Returns:
      dest
    • ortho2D

      Matrix4x3f ortho2D(float left, float right, float bottom, float top, Matrix4x3f dest)
      Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result in dest.

      This method is equivalent to calling ortho() with zNear=-1 and zFar=+1.

      If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

      Reference: http://www.songho.ca

      Parameters:
      left - the distance from the center to the left frustum edge
      right - the distance from the center to the right frustum edge
      bottom - the distance from the center to the bottom frustum edge
      top - the distance from the center to the top frustum edge
      dest - will hold the result
      Returns:
      dest
      See Also:
    • ortho2DLH

      Matrix4x3f ortho2DLH(float left, float right, float bottom, float top, Matrix4x3f dest)
      Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result in dest.

      This method is equivalent to calling orthoLH() with zNear=-1 and zFar=+1.

      If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

      Reference: http://www.songho.ca

      Parameters:
      left - the distance from the center to the left frustum edge
      right - the distance from the center to the right frustum edge
      bottom - the distance from the center to the bottom frustum edge
      top - the distance from the center to the top frustum edge
      dest - will hold the result
      Returns:
      dest
      See Also:
    • lookAlong

      Matrix4x3f lookAlong(Vector3fc dir, Vector3fc up, Matrix4x3f dest)
      Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.

      If M is this matrix and L the lookalong rotation matrix, then the new matrix will be M * L. So when transforming a vector v with the new matrix by using M * L * v, the lookalong rotation transformation will be applied first!

      This is equivalent to calling lookAt with eye = (0, 0, 0) and center = dir.

      Parameters:
      dir - the direction in space to look along
      up - the direction of 'up'
      dest - will hold the result
      Returns:
      dest
      See Also:
    • lookAlong

      Matrix4x3f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest)
      Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.

      If M is this matrix and L the lookalong rotation matrix, then the new matrix will be M * L. So when transforming a vector v with the new matrix by using M * L * v, the lookalong rotation transformation will be applied first!

      This is equivalent to calling lookAt() with eye = (0, 0, 0) and center = dir.

      Parameters:
      dirX - the x-coordinate of the direction to look along
      dirY - the y-coordinate of the direction to look along
      dirZ - the z-coordinate of the direction to look along
      upX - the x-coordinate of the up vector
      upY - the y-coordinate of the up vector
      upZ - the z-coordinate of the up vector
      dest - will hold the result
      Returns:
      dest
      See Also:
    • lookAt

      Matrix4x3f lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest)
      Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns -z with center - eye and store the result in dest.

      If M is this matrix and L the lookat matrix, then the new matrix will be M * L. So when transforming a vector v with the new matrix by using M * L * v, the lookat transformation will be applied first!

      Parameters:
      eye - the position of the camera
      center - the point in space to look at
      up - the direction of 'up'
      dest - will hold the result
      Returns:
      dest
      See Also:
    • lookAt

      Matrix4x3f lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest)
      Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns -z with center - eye and store the result in dest.

      If M is this matrix and L the lookat matrix, then the new matrix will be M * L. So when transforming a vector v with the new matrix by using M * L * v, the lookat transformation will be applied first!

      Parameters:
      eyeX - the x-coordinate of the eye/camera location
      eyeY - the y-coordinate of the eye/camera location
      eyeZ - the z-coordinate of the eye/camera location
      centerX - the x-coordinate of the point to look at
      centerY - the y-coordinate of the point to look at
      centerZ - the z-coordinate of the point to look at
      upX - the x-coordinate of the up vector
      upY - the y-coordinate of the up vector
      upZ - the z-coordinate of the up vector
      dest - will hold the result
      Returns:
      dest
      See Also:
    • lookAtLH

      Matrix4x3f lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest)
      Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns +z with center - eye and store the result in dest.

      If M is this matrix and L the lookat matrix, then the new matrix will be M * L. So when transforming a vector v with the new matrix by using M * L * v, the lookat transformation will be applied first!

      Parameters:
      eye - the position of the camera
      center - the point in space to look at
      up - the direction of 'up'
      dest - will hold the result
      Returns:
      dest
      See Also:
    • lookAtLH

      Matrix4x3f lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest)
      Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns +z with center - eye and store the result in dest.

      If M is this matrix and L the lookat matrix, then the new matrix will be M * L. So when transforming a vector v with the new matrix by using M * L * v, the lookat transformation will be applied first!

      Parameters:
      eyeX - the x-coordinate of the eye/camera location
      eyeY - the y-coordinate of the eye/camera location
      eyeZ - the z-coordinate of the eye/camera location
      centerX - the x-coordinate of the point to look at
      centerY - the y-coordinate of the point to look at
      centerZ - the z-coordinate of the point to look at
      upX - the x-coordinate of the up vector
      upY - the y-coordinate of the up vector
      upZ - the z-coordinate of the up vector
      dest - will hold the result
      Returns:
      dest
      See Also:
    • rotate

      Matrix4x3f rotate(Quaternionfc quat, Matrix4x3f dest)
      Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.

      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 is this matrix and Q the rotation matrix obtained from the given quaternion, then the new matrix will be M * Q. So when transforming a vector v with the new matrix by using M * Q * v, the quaternion rotation will be applied first!

      Reference: http://en.wikipedia.org

      Parameters:
      quat - the Quaternionfc
      dest - will hold the result
      Returns:
      dest
    • rotateTranslation

      Matrix4x3f rotateTranslation(Quaternionfc quat, Matrix4x3f dest)
      Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix, which is assumed to only contain a translation, and store the result in dest.

      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 is this matrix and Q the rotation matrix obtained from the given quaternion, then the new matrix will be M * Q. So when transforming a vector v with the new matrix by using M * Q * v, the quaternion rotation will be applied first!

      Reference: http://en.wikipedia.org

      Parameters:
      quat - the Quaternionfc
      dest - will hold the result
      Returns:
      dest
    • rotateLocal

      Matrix4x3f rotateLocal(Quaternionfc quat, Matrix4x3f dest)
      Pre-multiply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.

      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 is this matrix and Q the rotation matrix obtained from the given quaternion, then the new matrix will be Q * M. So when transforming a vector v with the new matrix by using Q * M * v, the quaternion rotation will be applied last!

      Reference: http://en.wikipedia.org

      Parameters:
      quat - the Quaternionfc
      dest - will hold the result
      Returns:
      dest
    • rotate

      Matrix4x3f rotate(AxisAngle4f axisAngle, Matrix4x3f dest)
      Apply a rotation transformation, rotating about the given AxisAngle4f and store the result in dest.

      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 is this matrix and A the rotation matrix obtained from the given AxisAngle4f, then the new matrix will be M * A. So when transforming a vector v with the new matrix by using M * A * v, the AxisAngle4f rotation will be applied first!

      Reference: http://en.wikipedia.org

      Parameters:
      axisAngle - the AxisAngle4f (needs to be normalized)
      dest - will hold the result
      Returns:
      dest
      See Also:
    • rotate

      Matrix4x3f rotate(float angle, Vector3fc axis, Matrix4x3f dest)
      Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest.

      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 is this matrix and A the rotation matrix obtained from the given axis-angle, then the new matrix will be M * A. So when transforming a vector v with the new matrix by using M * A * v, the axis-angle rotation will be applied first!

      Reference: http://en.wikipedia.org

      Parameters:
      angle - the angle in radians
      axis - the rotation axis (needs to be normalized)
      dest - will hold the result
      Returns:
      dest
      See Also:
    • reflect

      Matrix4x3f reflect(float a, float b, float c, float d, Matrix4x3f dest)
      Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equation x*a + y*b + z*c + d = 0 and store the result in dest.

      The vector (a, b, c) must be a unit vector.

      If M is this matrix and R the reflection matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the reflection will be applied first!

      Reference: msdn.microsoft.com

      Parameters:
      a - the x factor in the plane equation
      b - the y factor in the plane equation
      c - the z factor in the plane equation
      d - the constant in the plane equation
      dest - will hold the result
      Returns:
      dest
    • reflect

      Matrix4x3f reflect(float nx, float ny, float nz, float px, float py, float pz, Matrix4x3f dest)
      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 in dest.

      If M is this matrix and R the reflection matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the reflection will be applied first!

      Parameters:
      nx - the x-coordinate of the plane normal
      ny - the y-coordinate of the plane normal
      nz - the z-coordinate of the plane normal
      px - the x-coordinate of a point on the plane
      py - the y-coordinate of a point on the plane
      pz - the z-coordinate of a point on the plane
      dest - will hold the result
      Returns:
      dest
    • reflect

      Matrix4x3f reflect(Quaternionfc orientation, Vector3fc point, Matrix4x3f 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 in dest.

      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 given Quaternionfc is the identity (does not apply any additional rotation), the reflection plane will be z=0, offset by the given point.

      If M is this matrix and R the reflection matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the reflection will be applied first!

      Parameters:
      orientation - the plane orientation relative to an implied normal vector of (0, 0, 1)
      point - a point on the plane
      dest - will hold the result
      Returns:
      dest
    • reflect

      Matrix4x3f reflect(Vector3fc normal, Vector3fc point, Matrix4x3f dest)
      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 in dest.

      If M is this matrix and R the reflection matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the reflection will be applied first!

      Parameters:
      normal - the plane normal
      point - a point on the plane
      dest - will hold the result
      Returns:
      dest
    • getRow

      Vector4f getRow(int row, Vector4f dest) throws IndexOutOfBoundsException
      Get the row at the given row index, starting with 0.
      Parameters:
      row - the row index in [0..2]
      dest - will hold the row components
      Returns:
      the passed in destination
      Throws:
      IndexOutOfBoundsException - if row is not in [0..2]
    • getColumn

      Vector3f getColumn(int column, Vector3f dest) throws IndexOutOfBoundsException
      Get the column at the given column index, starting with 0.
      Parameters:
      column - the column index in [0..2]
      dest - will hold the column components
      Returns:
      the passed in destination
      Throws:
      IndexOutOfBoundsException - if column is not in [0..2]
    • normal

      Matrix4x3f normal(Matrix4x3f dest)
      Compute a normal matrix from the left 3x3 submatrix of this and store it into the left 3x3 submatrix of dest. All other values of dest will be set to identity.

      The normal matrix of m is the transpose of the inverse of m.

      Parameters:
      dest - will hold the result
      Returns:
      dest
    • normal

      Matrix3f normal(Matrix3f dest)
      Compute a normal matrix from the left 3x3 submatrix of this and store it into dest.

      The normal matrix of m is the transpose of the inverse of m.

      Parameters:
      dest - will hold the result
      Returns:
      dest
    • cofactor3x3

      Matrix3f cofactor3x3(Matrix3f dest)
      Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest.

      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.

      Parameters:
      dest - will hold the result
      Returns:
      dest
    • cofactor3x3

      Matrix4x3f cofactor3x3(Matrix4x3f dest)
      Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest. All other values of dest will be set to identity.

      The cofactor matrix can be used instead of normal(Matrix4x3f) to transform normals when the orientation of the normals with respect to the surface should be preserved.

      Parameters:
      dest - will hold the result
      Returns:
      dest
    • normalize3x3

      Matrix4x3f normalize3x3(Matrix4x3f dest)
      Normalize the left 3x3 submatrix of this matrix and store the result in dest.

      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).

      Parameters:
      dest - will hold the result
      Returns:
      dest
    • normalize3x3

      Matrix3f normalize3x3(Matrix3f dest)
      Normalize the left 3x3 submatrix of this matrix and store the result in dest.

      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).

      Parameters:
      dest - will hold the result
      Returns:
      dest
    • frustumPlane

      Vector4f frustumPlane(int which, Vector4f dest)
      Calculate a frustum plane of this matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the given dest.

      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 plane normal, which is (a, b, c), is directed "inwards" of the frustum. Any plane/point test using a*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).

      Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix

      Parameters:
      which - one of the six possible planes, given as numeric constants PLANE_NX, PLANE_PX, PLANE_NY, PLANE_PY, PLANE_NZ and 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:
      dest
    • positiveZ

      Vector3f positiveZ(Vector3f dir)
      Obtain the direction of +Z before the transformation represented by this matrix is applied.

      This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +Z by this matrix.

      This method is equivalent to the following code:

       Matrix4x3f inv = new Matrix4x3f(this).invert();
       inv.transformDirection(dir.set(0, 0, 1)).normalize();
       
      If this is already an orthogonal matrix, then consider using normalizedPositiveZ(Vector3f) instead.

      Reference: http://www.euclideanspace.com

      Parameters:
      dir - will hold the direction of +Z
      Returns:
      dir
    • normalizedPositiveZ

      Vector3f normalizedPositiveZ(Vector3f dir)
      Obtain the direction of +Z before the transformation represented by this orthogonal matrix is applied. This method only produces correct results if this is an orthogonal matrix.

      This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +Z by this matrix.

      This method is equivalent to the following code:

       Matrix4x3f inv = new Matrix4x3f(this).transpose();
       inv.transformDirection(dir.set(0, 0, 1)).normalize();
       

      Reference: http://www.euclideanspace.com

      Parameters:
      dir - will hold the direction of +Z
      Returns:
      dir
    • positiveX

      Vector3f positiveX(Vector3f dir)
      Obtain the direction of +X before the transformation represented by this matrix is applied.

      This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +X by this matrix.

      This method is equivalent to the following code:

       Matrix4x3f inv = new Matrix4x3f(this).invert();
       inv.transformDirection(dir.set(1, 0, 0)).normalize();
       
      If this is already an orthogonal matrix, then consider using normalizedPositiveX(Vector3f) instead.

      Reference: http://www.euclideanspace.com

      Parameters:
      dir - will hold the direction of +X
      Returns:
      dir
    • normalizedPositiveX

      Vector3f normalizedPositiveX(Vector3f dir)
      Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied. This method only produces correct results if this is an orthogonal matrix.

      This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +X by this matrix.

      This method is equivalent to the following code:

       Matrix4x3f inv = new Matrix4x3f(this).transpose();
       inv.transformDirection(dir.set(1, 0, 0)).normalize();
       

      Reference: http://www.euclideanspace.com

      Parameters:
      dir - will hold the direction of +X
      Returns:
      dir
    • positiveY

      Vector3f positiveY(Vector3f dir)
      Obtain the direction of +Y before the transformation represented by this matrix is applied.

      This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +Y by this matrix.

      This method is equivalent to the following code:

       Matrix4x3f inv = new Matrix4x3f(this).invert();
       inv.transformDirection(dir.set(0, 1, 0)).normalize();
       
      If this is already an orthogonal matrix, then consider using normalizedPositiveY(Vector3f) instead.

      Reference: http://www.euclideanspace.com

      Parameters:
      dir - will hold the direction of +Y
      Returns:
      dir
    • normalizedPositiveY

      Vector3f normalizedPositiveY(Vector3f dir)
      Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied. This method only produces correct results if this is an orthogonal matrix.

      This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +Y by this matrix.

      This method is equivalent to the following code:

       Matrix4x3f inv = new Matrix4x3f(this).transpose();
       inv.transformDirection(dir.set(0, 1, 0)).normalize();
       

      Reference: http://www.euclideanspace.com

      Parameters:
      dir - will hold the direction of +Y
      Returns:
      dir
    • origin

      Vector3f origin(Vector3f origin)
      Obtain the position that gets transformed to the origin by this matrix. This can be used to get the position of the "camera" from a given view transformation matrix.

      This method is equivalent to the following code:

       Matrix4x3f inv = new Matrix4x3f(this).invert();
       inv.transformPosition(origin.set(0, 0, 0));
       
      Parameters:
      origin - will hold the position transformed to the origin
      Returns:
      origin
    • shadow

      Matrix4x3f shadow(Vector4fc light, float a, float b, float c, float d, Matrix4x3f dest)
      Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light and store the result in dest.

      If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.

      If M is this matrix and S the shadow matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v, the shadow projection will be applied first!

      Reference: ftp.sgi.com

      Parameters:
      light - the light's vector
      a - the x factor in the plane equation
      b - the y factor in the plane equation
      c - the z factor in the plane equation
      d - the constant in the plane equation
      dest - will hold the result
      Returns:
      dest
    • shadow

      Matrix4x3f shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4x3f dest)
      Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation x*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 in dest.

      If lightW is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.

      If M is this matrix and S the shadow matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v, the shadow projection will be applied first!

      Reference: ftp.sgi.com

      Parameters:
      lightX - the x-component of the light's vector
      lightY - the y-component of the light's vector
      lightZ - the z-component of the light's vector
      lightW - the w-component of the light's vector
      a - the x factor in the plane equation
      b - the y factor in the plane equation
      c - the z factor in the plane equation
      d - the constant in the plane equation
      dest - will hold the result
      Returns:
      dest
    • shadow

      Matrix4x3f shadow(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f dest)
      Apply a projection transformation to this matrix that projects onto the plane with the general plane equation y = 0 as if casting a shadow from a given light position/direction light and store the result in dest.

      Before the shadow projection is applied, the plane is transformed via the specified planeTransformation.

      If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.

      If M is this matrix and S the shadow matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v, the shadow projection will be applied first!

      Parameters:
      light - the light's vector
      planeTransform - the transformation to transform the implied plane y = 0 before applying the projection
      dest - will hold the result
      Returns:
      dest
    • shadow

      Matrix4x3f shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f dest)
      Apply a projection transformation to this matrix that projects onto the plane with the general plane equation y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW) and store the result in dest.

      Before the shadow projection is applied, the plane is transformed via the specified planeTransformation.

      If lightW is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.

      If M is this matrix and S the shadow matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v, the shadow projection will be applied first!

      Parameters:
      lightX - the x-component of the light vector
      lightY - the y-component of the light vector
      lightZ - the z-component of the light vector
      lightW - the w-component of the light vector
      planeTransform - the transformation to transform the implied plane y = 0 before applying the projection
      dest - will hold the result
      Returns:
      dest
    • pick

      Matrix4x3f pick(float x, float y, float width, float height, int[] viewport, Matrix4x3f dest)
      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 in dest.
      Parameters:
      x - the x coordinate of the picking region center in window coordinates
      y - the y coordinate of the picking region center in window coordinates
      width - the width of the picking region in window coordinates
      height - the height of the picking region in window coordinates
      viewport - the viewport described by [x, y, width, height]
      dest - the destination matrix, which will hold the result
      Returns:
      dest
    • arcball

      Matrix4x3f arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4x3f dest)
      Apply an arcball view transformation to this matrix with the given radius and center (centerX, centerY, centerZ) position of the arcball and the specified X and Y rotation angles, and store the result in dest.

      This method is equivalent to calling: translate(0, 0, -radius, dest).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)

      Parameters:
      radius - the arcball radius
      centerX - the x coordinate of the center position of the arcball
      centerY - the y coordinate of the center position of the arcball
      centerZ - the z coordinate of the center position of the arcball
      angleX - the rotation angle around the X axis in radians
      angleY - the rotation angle around the Y axis in radians
      dest - will hold the result
      Returns:
      dest
    • arcball

      Matrix4x3f arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f dest)
      Apply an arcball view transformation to this matrix with the given radius and center position of the arcball and the specified X and Y rotation angles, and store the result in dest.

      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 radius
      center - the center position of the arcball
      angleX - the rotation angle around the X axis in radians
      angleY - the rotation angle around the Y axis in radians
      dest - will hold the result
      Returns:
      dest
    • transformAab

      Matrix4x3f 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) by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin and maximum corner stored in outMax.

      Reference: http://dev.theomader.com

      Parameters:
      minX - the x coordinate of the minimum corner of the axis-aligned box
      minY - the y coordinate of the minimum corner of the axis-aligned box
      minZ - the z coordinate of the minimum corner of the axis-aligned box
      maxX - the x coordinate of the maximum corner of the axis-aligned box
      maxY - the y coordinate of the maximum corner of the axis-aligned box
      maxZ - the y coordinate of the maximum corner of the axis-aligned box
      outMin - will hold the minimum corner of the resulting axis-aligned box
      outMax - will hold the maximum corner of the resulting axis-aligned box
      Returns:
      this
    • transformAab

      Matrix4x3f transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax)
      Transform the axis-aligned box given as the minimum corner min and maximum corner max by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin and maximum corner stored in outMax.
      Parameters:
      min - the minimum corner of the axis-aligned box
      max - the maximum corner of the axis-aligned box
      outMin - will hold the minimum corner of the resulting axis-aligned box
      outMax - will hold the maximum corner of the resulting axis-aligned box
      Returns:
      this
    • lerp

      Matrix4x3f lerp(Matrix4x3fc other, float t, Matrix4x3f dest)
      Linearly interpolate this and other using the given interpolation factor t and store the result in dest.

      If t is 0.0 then the result is this. If the interpolation factor is 1.0 then the result is other.

      Parameters:
      other - the other matrix
      t - the interpolation factor between 0.0 and 1.0
      dest - will hold the result
      Returns:
      dest
    • rotateTowards

      Matrix4x3f rotateTowards(Vector3fc dir, Vector3fc up, Matrix4x3f dest)
      Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local +Z axis with dir and store the result in dest.

      If M is this matrix and L the lookat matrix, then the new matrix will be M * L. So when transforming a vector v with the new matrix by using M * L * v, the lookat transformation will be applied first!

      This method is equivalent to calling: mul(new Matrix4x3f().lookAt(new Vector3f(), new Vector3f(dir).negate(), up).invert(), dest)

      Parameters:
      dir - the direction to rotate towards
      up - the up vector
      dest - will hold the result
      Returns:
      dest
      See Also:
    • rotateTowards

      Matrix4x3f rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f 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 in dest.

      If M is this matrix and L the lookat matrix, then the new matrix will be M * L. So when transforming a vector v with the new matrix by using M * L * v, the lookat transformation will be applied first!

      This method is equivalent to calling: mul(new Matrix4x3f().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invert(), dest)

      Parameters:
      dirX - the x-coordinate of the direction to rotate towards
      dirY - the y-coordinate of the direction to rotate towards
      dirZ - the z-coordinate of the direction to rotate towards
      upX - the x-coordinate of the up vector
      upY - the y-coordinate of the up vector
      upZ - the z-coordinate of the up vector
      dest - will hold the result
      Returns:
      dest
      See Also:
    • getEulerAnglesXYZ

      Vector3f getEulerAnglesXYZ(Vector3f dest)
      Extract the Euler angles from the rotation represented by the left 3x3 submatrix of this and store the extracted Euler angles in dest.

      This method assumes that the left 3x3 submatrix 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 the Vector3f.y field and the angle around Z in the Vector3f.z field of the supplied Vector3f instance.

      Note that the returned Euler angles must be applied in the order X * Y * Z to obtain the identical matrix. This means that calling rotateXYZ(float, float, float, Matrix4x3f) 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 matrix m2 should be identical to m (disregarding possible floating-point inaccuracies).

       Matrix4x3f m = ...; // <- matrix only representing rotation
       Matrix4x3f n = new Matrix4x3f();
       n.rotateXYZ(m.getEulerAnglesXYZ(new Vector3f()));
       

      Reference: http://nghiaho.com/

      Parameters:
      dest - will hold the extracted Euler angles
      Returns:
      dest
    • getEulerAnglesZYX

      Vector3f getEulerAnglesZYX(Vector3f dest)
      Extract the Euler angles from the rotation represented by the left 3x3 submatrix of this and store the extracted Euler angles in dest.

      This method assumes that the left 3x3 submatrix 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 the Vector3f.y field and the angle around Z in the Vector3f.z field of the supplied Vector3f instance.

      Note that the returned Euler angles must be applied in the order Z * Y * X to obtain the identical matrix. This means that calling rotateZYX(float, float, float, Matrix4x3f) 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 matrix m2 should be identical to m (disregarding possible floating-point inaccuracies).

       Matrix4x3f m = ...; // <- matrix only representing rotation
       Matrix4x3f n = new Matrix4x3f();
       n.rotateZYX(m.getEulerAnglesZYX(new Vector3f()));
       

      Reference: http://nghiaho.com/

      Parameters:
      dest - will hold the extracted Euler angles
      Returns:
      dest
    • obliqueZ

      Matrix4x3f obliqueZ(float a, float b, Matrix4x3f dest)
      Apply an oblique projection transformation to this matrix with the given values for a and b and store the result in dest.

      If M is this matrix and O the oblique transformation matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * 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
       
      Parameters:
      a - the value for the z factor that applies to x
      b - the value for the z factor that applies to y
      dest - will hold the result
      Returns:
      dest
    • withLookAtUp

      Matrix4x3f withLookAtUp(Vector3fc up, Matrix4x3f dest)
      Apply a transformation to this matrix to ensure that the local Y axis (as obtained by positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained by positiveZ(Vector3f)) and the given vector up, and store the result in dest.

      This effectively ensures that the resulting matrix will be equal to the one obtained from calling Matrix4f.setLookAt(Vector3fc, Vector3fc, Vector3fc) with the current local origin of this matrix (as obtained by origin(Vector3f)), the sum of this position and the negated local Z axis as well as the given vector up.

      Parameters:
      up - the up vector
      dest - will hold the result
      Returns:
      this
    • withLookAtUp

      Matrix4x3f withLookAtUp(float upX, float upY, float upZ, Matrix4x3f dest)
      Apply a transformation to this matrix to ensure that the local Y axis (as obtained by positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained by positiveZ(Vector3f)) and the given vector (upX, upY, upZ), and store the result in dest.

      This effectively ensures that the resulting matrix will be equal to the one obtained from calling Matrix4f.setLookAt(float, float, float, float, float, float, float, float, float) called with the current local origin of this matrix (as obtained by origin(Vector3f)), the sum of this position and the negated local Z axis as well as the given vector (upX, upY, upZ).

      Parameters:
      upX - the x coordinate of the up vector
      upY - the y coordinate of the up vector
      upZ - the z coordinate of the up vector
      dest - will hold the result
      Returns:
      this
    • mapXZY

      Matrix4x3f mapXZY(Matrix4x3f dest)
      Multiply this by the matrix
       1 0 0 0
       0 0 1 0
       0 1 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapXZnY

      Matrix4x3f mapXZnY(Matrix4x3f dest)
      Multiply this by the matrix
       1 0  0 0
       0 0 -1 0
       0 1  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapXnYnZ

      Matrix4x3f mapXnYnZ(Matrix4x3f dest)
      Multiply this by the matrix
       1  0  0 0
       0 -1  0 0
       0  0 -1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapXnZY

      Matrix4x3f mapXnZY(Matrix4x3f dest)
      Multiply this by the matrix
       1  0 0 0
       0  0 1 0
       0 -1 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapXnZnY

      Matrix4x3f mapXnZnY(Matrix4x3f dest)
      Multiply this by the matrix
       1  0  0 0
       0  0 -1 0
       0 -1  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapYXZ

      Matrix4x3f mapYXZ(Matrix4x3f dest)
      Multiply this by the matrix
       0 1 0 0
       1 0 0 0
       0 0 1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapYXnZ

      Matrix4x3f mapYXnZ(Matrix4x3f dest)
      Multiply this by the matrix
       0 1  0 0
       1 0  0 0
       0 0 -1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapYZX

      Matrix4x3f mapYZX(Matrix4x3f dest)
      Multiply this by the matrix
       0 0 1 0
       1 0 0 0
       0 1 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapYZnX

      Matrix4x3f mapYZnX(Matrix4x3f dest)
      Multiply this by the matrix
       0 0 -1 0
       1 0  0 0
       0 1  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapYnXZ

      Matrix4x3f mapYnXZ(Matrix4x3f dest)
      Multiply this by the matrix
       0 -1 0 0
       1  0 0 0
       0  0 1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapYnXnZ

      Matrix4x3f mapYnXnZ(Matrix4x3f dest)
      Multiply this by the matrix
       0 -1  0 0
       1  0  0 0
       0  0 -1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapYnZX

      Matrix4x3f mapYnZX(Matrix4x3f dest)
      Multiply this by the matrix
       0  0 1 0
       1  0 0 0
       0 -1 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapYnZnX

      Matrix4x3f mapYnZnX(Matrix4x3f dest)
      Multiply this by the matrix
       0  0 -1 0
       1  0  0 0
       0 -1  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapZXY

      Matrix4x3f mapZXY(Matrix4x3f dest)
      Multiply this by the matrix
       0 1 0 0
       0 0 1 0
       1 0 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapZXnY

      Matrix4x3f mapZXnY(Matrix4x3f dest)
      Multiply this by the matrix
       0 1  0 0
       0 0 -1 0
       1 0  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapZYX

      Matrix4x3f mapZYX(Matrix4x3f dest)
      Multiply this by the matrix
       0 0 1 0
       0 1 0 0
       1 0 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapZYnX

      Matrix4x3f mapZYnX(Matrix4x3f dest)
      Multiply this by the matrix
       0 0 -1 0
       0 1  0 0
       1 0  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapZnXY

      Matrix4x3f mapZnXY(Matrix4x3f dest)
      Multiply this by the matrix
       0 -1 0 0
       0  0 1 0
       1  0 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapZnXnY

      Matrix4x3f mapZnXnY(Matrix4x3f dest)
      Multiply this by the matrix
       0 -1  0 0
       0  0 -1 0
       1  0  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapZnYX

      Matrix4x3f mapZnYX(Matrix4x3f dest)
      Multiply this by the matrix
       0  0 1 0
       0 -1 0 0
       1  0 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapZnYnX

      Matrix4x3f mapZnYnX(Matrix4x3f dest)
      Multiply this by the matrix
       0  0 -1 0
       0 -1  0 0
       1  0  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnXYnZ

      Matrix4x3f mapnXYnZ(Matrix4x3f dest)
      Multiply this by the matrix
       -1 0  0 0
        0 1  0 0
        0 0 -1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnXZY

      Matrix4x3f mapnXZY(Matrix4x3f dest)
      Multiply this by the matrix
       -1 0 0 0
        0 0 1 0
        0 1 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnXZnY

      Matrix4x3f mapnXZnY(Matrix4x3f dest)
      Multiply this by the matrix
       -1 0  0 0
        0 0 -1 0
        0 1  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnXnYZ

      Matrix4x3f mapnXnYZ(Matrix4x3f dest)
      Multiply this by the matrix
       -1  0 0 0
        0 -1 0 0
        0  0 1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnXnYnZ

      Matrix4x3f mapnXnYnZ(Matrix4x3f dest)
      Multiply this by the matrix
       -1  0  0 0
        0 -1  0 0
        0  0 -1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnXnZY

      Matrix4x3f mapnXnZY(Matrix4x3f dest)
      Multiply this by the matrix
       -1  0 0 0
        0  0 1 0
        0 -1 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnXnZnY

      Matrix4x3f mapnXnZnY(Matrix4x3f dest)
      Multiply this by the matrix
       -1  0  0 0
        0  0 -1 0
        0 -1  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnYXZ

      Matrix4x3f mapnYXZ(Matrix4x3f dest)
      Multiply this by the matrix
        0 1 0 0
       -1 0 0 0
        0 0 1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnYXnZ

      Matrix4x3f mapnYXnZ(Matrix4x3f dest)
      Multiply this by the matrix
        0 1  0 0
       -1 0  0 0
        0 0 -1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnYZX

      Matrix4x3f mapnYZX(Matrix4x3f dest)
      Multiply this by the matrix
        0 0 1 0
       -1 0 0 0
        0 1 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnYZnX

      Matrix4x3f mapnYZnX(Matrix4x3f dest)
      Multiply this by the matrix
        0 0 -1 0
       -1 0  0 0
        0 1  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnYnXZ

      Matrix4x3f mapnYnXZ(Matrix4x3f dest)
      Multiply this by the matrix
        0 -1 0 0
       -1  0 0 0
        0  0 1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnYnXnZ

      Matrix4x3f mapnYnXnZ(Matrix4x3f dest)
      Multiply this by the matrix
        0 -1  0 0
       -1  0  0 0
        0  0 -1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnYnZX

      Matrix4x3f mapnYnZX(Matrix4x3f dest)
      Multiply this by the matrix
        0  0 1 0
       -1  0 0 0
        0 -1 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnYnZnX

      Matrix4x3f mapnYnZnX(Matrix4x3f dest)
      Multiply this by the matrix
        0  0 -1 0
       -1  0  0 0
        0 -1  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnZXY

      Matrix4x3f mapnZXY(Matrix4x3f dest)
      Multiply this by the matrix
        0 1 0 0
        0 0 1 0
       -1 0 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnZXnY

      Matrix4x3f mapnZXnY(Matrix4x3f dest)
      Multiply this by the matrix
        0 1  0 0
        0 0 -1 0
       -1 0  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnZYX

      Matrix4x3f mapnZYX(Matrix4x3f dest)
      Multiply this by the matrix
        0 0 1 0
        0 1 0 0
       -1 0 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnZYnX

      Matrix4x3f mapnZYnX(Matrix4x3f dest)
      Multiply this by the matrix
        0 0 -1 0
        0 1  0 0
       -1 0  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnZnXY

      Matrix4x3f mapnZnXY(Matrix4x3f dest)
      Multiply this by the matrix
        0 -1 0 0
        0  0 1 0
       -1  0 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnZnXnY

      Matrix4x3f mapnZnXnY(Matrix4x3f dest)
      Multiply this by the matrix
        0 -1  0 0
        0  0 -1 0
       -1  0  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnZnYX

      Matrix4x3f mapnZnYX(Matrix4x3f dest)
      Multiply this by the matrix
        0  0 1 0
        0 -1 0 0
       -1  0 0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • mapnZnYnX

      Matrix4x3f mapnZnYnX(Matrix4x3f dest)
      Multiply this by the matrix
        0  0 -1 0
        0 -1  0 0
       -1  0  0 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • negateX

      Matrix4x3f negateX(Matrix4x3f dest)
      Multiply this by the matrix
       -1 0 0 0
        0 1 0 0
        0 0 1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • negateY

      Matrix4x3f negateY(Matrix4x3f dest)
      Multiply this by the matrix
       1  0 0 0
       0 -1 0 0
       0  0 1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • negateZ

      Matrix4x3f negateZ(Matrix4x3f dest)
      Multiply this by the matrix
       1 0  0 0
       0 1  0 0
       0 0 -1 0
       
      and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • equals

      boolean equals(Matrix4x3fc m, float delta)
      Compare the matrix elements of this matrix with the given matrix using the given delta and return whether all of them are equal within a maximum difference of delta.

      Please note that this method is not used by any data structure such as ArrayList HashSet or HashMap and their operations, such as ArrayList.contains(Object) or HashSet.remove(Object), since those data structures only use the Object.equals(Object) and Object.hashCode() methods.

      Parameters:
      m - the other matrix
      delta - the allowed maximum difference
      Returns:
      true whether all of the matrix elements are equal; false otherwise
    • isFinite

      boolean isFinite()
      Determine whether all matrix elements are finite floating-point values, that is, they are not NaN and not infinity.
      Returns:
      true if all components are finite floating-point values; false otherwise