Interface Matrix3fc

 All Known Implementing Classes:
Matrix3f
,Matrix3fStack
public interface Matrix3fc
Interface to a readonly view of a 3x3 matrix of singleprecision floats. Author:
 Kai Burjack


Method Summary
All Methods Instance Methods Abstract Methods Modifier and Type Method Description Matrix3f
add(Matrix3fc other, Matrix3f dest)
Componentwise addthis
andother
and store the result indest
.float
determinant()
Return the determinant of this matrix.boolean
equals(Matrix3fc m, float delta)
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.float[]
get(float[] arr)
Store this matrix into the supplied float array in columnmajor order.float[]
get(float[] arr, int offset)
Store this matrix into the supplied float array in columnmajor order at the given offset.float
get(int column, int row)
Get the matrix element value at the given column and row.java.nio.ByteBuffer
get(int index, java.nio.ByteBuffer buffer)
Store this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
get(int index, java.nio.FloatBuffer buffer)
Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
get(java.nio.ByteBuffer buffer)
Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
get(java.nio.FloatBuffer buffer)
Store this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.Matrix3f
get(Matrix3f dest)
Get the current values ofthis
matrix and store them intodest
.Matrix4f
get(Matrix4f dest)
Get the current values ofthis
matrix and store them as the rotational component ofdest
.Vector3f
getColumn(int column, Vector3f dest)
Get the column at the givencolumn
index, starting with0
.Vector3f
getEulerAnglesZYX(Vector3f dest)
Extract the Euler angles from the rotation represented bythis
matrix and store the extracted Euler angles indest
.Quaterniond
getNormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Quaternionf
getNormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.AxisAngle4f
getRotation(AxisAngle4f dest)
Get the current values ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.Vector3f
getRow(int row, Vector3f dest)
Get the row at the givenrow
index, starting with0
.Vector3f
getScale(Vector3f dest)
Get the scaling factors ofthis
matrix for the three base axes.Matrix3fc
getToAddress(long address)
Store this matrix in columnmajor order at the given offheap address.java.nio.ByteBuffer
getTransposed(int index, java.nio.ByteBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
getTransposed(int index, java.nio.FloatBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
getTransposed(java.nio.ByteBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
getTransposed(java.nio.FloatBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.Quaterniond
getUnnormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Quaternionf
getUnnormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.Matrix3f
invert(Matrix3f dest)
Invert thethis
matrix and store the result indest
.Matrix3f
lerp(Matrix3fc other, float t, Matrix3f dest)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Matrix3f
lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.Matrix3f
lookAlong(Vector3fc dir, Vector3fc up, Matrix3f dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.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.Matrix3f
mul(Matrix3fc right, Matrix3f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix3f
mulComponentWise(Matrix3fc other, Matrix3f dest)
Componentwise multiplythis
byother
and store the result indest
.Matrix3f
mulLocal(Matrix3fc left, Matrix3f dest)
Premultiply this matrix by the suppliedleft
matrix and store the result indest
.Matrix3f
normal(Matrix3f dest)
Compute a normal matrix fromthis
matrix and store it intodest
.Vector3f
normalizedPositiveX(Vector3f dir)
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Vector3f
normalizedPositiveY(Vector3f dir)
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Vector3f
normalizedPositiveZ(Vector3f dir)
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied.Matrix3f
obliqueZ(float a, float b, Matrix3f dest)
Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.Vector3f
positiveX(Vector3f dir)
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Vector3f
positiveY(Vector3f dir)
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.Vector3f
positiveZ(Vector3f dir)
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.Matrix3f
rotate(float ang, float x, float y, float z, Matrix3f dest)
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components, and store the result indest
.Matrix3f
rotate(float angle, Vector3fc axis, Matrix3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.Matrix3f
rotate(AxisAngle4f axisAngle, Matrix3f dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.Matrix3f
rotate(Quaternionfc quat, Matrix3f dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix3f
rotateLocal(float ang, float x, float y, float z, Matrix3f dest)
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Matrix3f
rotateLocal(Quaternionfc quat, Matrix3f dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix3f
rotateLocalX(float ang, Matrix3f dest)
Premultiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.Matrix3f
rotateLocalY(float ang, Matrix3f dest)
Premultiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.Matrix3f
rotateLocalZ(float ang, Matrix3f dest)
Premultiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.Matrix3f
rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.Matrix3f
rotateTowards(Vector3fc direction, Vector3fc up, Matrix3f dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdirection
and store the result indest
.Matrix3f
rotateX(float ang, Matrix3f dest)
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix3f
rotateXYZ(float angleX, float angleY, float angleZ, Matrix3f dest)
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.Matrix3f
rotateY(float ang, Matrix3f dest)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix3f
rotateYXZ(float angleY, float angleX, float angleZ, Matrix3f dest)
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.Matrix3f
rotateZ(float ang, Matrix3f dest)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix3f
rotateZYX(float angleZ, float angleY, float angleX, Matrix3f dest)
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.Matrix3f
scale(float x, float y, float z, Matrix3f dest)
Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Matrix3f
scale(float xyz, Matrix3f dest)
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor and store the result indest
.Matrix3f
scale(Vector3fc xyz, Matrix3f dest)
Apply scaling tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively and store the result indest
.Matrix3f
scaleLocal(float x, float y, float z, Matrix3f dest)
Premultiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Matrix3f
sub(Matrix3fc subtrahend, Matrix3f dest)
Componentwise subtractsubtrahend
fromthis
and store the result indest
.Vector3f
transform(float x, float y, float z, Vector3f dest)
Transform the vector(x, y, z)
by this matrix and store the result indest
.Vector3f
transform(Vector3f v)
Transform the given vector by this matrix.Vector3f
transform(Vector3fc v, Vector3f dest)
Transform the given vector by this matrix and store the result indest
.Vector3f
transformTranspose(float x, float y, float z, Vector3f dest)
Transform the vector(x, y, z)
by the transpose of this matrix and store the result indest
.Vector3f
transformTranspose(Vector3f v)
Transform the given vector by the transpose of this matrix.Vector3f
transformTranspose(Vector3fc v, Vector3f dest)
Transform the given vector by the transpose of this matrix and store the result indest
.Matrix3f
transpose(Matrix3f dest)
Transposethis
matrix and store the result indest
.



Method Detail

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

mul
Matrix3f mul(Matrix3fc right, Matrix3f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! Parameters:
right
 the right operand of the matrix multiplicationdest
 will hold the result Returns:
 dest

mulLocal
Matrix3f mulLocal(Matrix3fc left, Matrix3f dest)
Premultiply this matrix by the suppliedleft
matrix and store the result indest
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first! Parameters:
left
 the left operand of the matrix multiplicationdest
 the destination matrix, which will hold the result Returns:
 dest

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

invert
Matrix3f invert(Matrix3f dest)
Invert thethis
matrix and store the result indest
. Parameters:
dest
 will hold the result Returns:
 dest

transpose
Matrix3f transpose(Matrix3f dest)
Transposethis
matrix and store the result indest
. Parameters:
dest
 will hold the result Returns:
 dest

get
Matrix3f get(Matrix3f dest)
Get the current values ofthis
matrix and store them intodest
. Parameters:
dest
 the destination matrix Returns:
 the passed in destination

get
Matrix4f get(Matrix4f dest)
Get the current values ofthis
matrix and store them as the rotational component ofdest
. All other values ofdest
will be set to identity. Parameters:
dest
 the destination matrix Returns:
 the passed in destination
 See Also:
Matrix4f.set(Matrix3fc)

getRotation
AxisAngle4f getRotation(AxisAngle4f dest)
Get the current values ofthis
matrix and store the represented rotation into the givenAxisAngle4f
. Parameters:
dest
 the destinationAxisAngle4f
 Returns:
 the passed in destination
 See Also:
AxisAngle4f.set(Matrix3fc)

getUnnormalizedRotation
Quaternionf getUnnormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the three column vectors of this matrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
 Parameters:
dest
 the destinationQuaternionf
 Returns:
 the passed in destination
 See Also:
Quaternionf.setFromUnnormalized(Matrix3fc)

getNormalizedRotation
Quaternionf getNormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the three column vectors of this matrix are normalized.
 Parameters:
dest
 the destinationQuaternionf
 Returns:
 the passed in destination
 See Also:
Quaternionf.setFromNormalized(Matrix3fc)

getUnnormalizedRotation
Quaterniond getUnnormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the three column vectors of this matrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
 Parameters:
dest
 the destinationQuaterniond
 Returns:
 the passed in destination
 See Also:
Quaterniond.setFromUnnormalized(Matrix3fc)

getNormalizedRotation
Quaterniond getNormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the three column vectors of this matrix are normalized.
 Parameters:
dest
 the destinationQuaterniond
 Returns:
 the passed in destination
 See Also:
Quaterniond.setFromNormalized(Matrix3fc)

get
java.nio.FloatBuffer get(java.nio.FloatBuffer buffer)
Store this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
get(int, FloatBuffer)
, taking the absolute position as parameter. Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
get(int, FloatBuffer)

get
java.nio.FloatBuffer get(int index, java.nio.FloatBuffer buffer)
Store this matrix in columnmajor order into the suppliedFloatBuffer
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 FloatBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

get
java.nio.ByteBuffer get(java.nio.ByteBuffer buffer)
Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
get(int, ByteBuffer)
, taking the absolute position as parameter. Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
get(int, ByteBuffer)

get
java.nio.ByteBuffer get(int index, java.nio.ByteBuffer buffer)
Store this matrix in columnmajor order into the suppliedByteBuffer
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 ByteBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

getTransposed
java.nio.FloatBuffer getTransposed(java.nio.FloatBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
getTransposed(int, FloatBuffer)
, taking the absolute position as parameter. Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
getTransposed(int, FloatBuffer)

getTransposed
java.nio.FloatBuffer getTransposed(int index, java.nio.FloatBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedFloatBuffer
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 FloatBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

getTransposed
java.nio.ByteBuffer getTransposed(java.nio.ByteBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
getTransposed(int, ByteBuffer)
, taking the absolute position as parameter. Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
getTransposed(int, ByteBuffer)

getTransposed
java.nio.ByteBuffer getTransposed(int index, java.nio.ByteBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
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 ByteBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

getToAddress
Matrix3fc getToAddress(long address)
Store this matrix in columnmajor order at the given offheap 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 offheap address where to store this matrix Returns:
 this

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

get
float[] get(float[] arr)
Store this matrix into the supplied float array in columnmajor 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:
get(float[], int)

scale
Matrix3f scale(Vector3fc xyz, Matrix3f dest)
Apply scaling tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Parameters:
xyz
 the factors of the x, y and z component, respectivelydest
 will hold the result Returns:
 dest

scale
Matrix3f scale(float x, float y, float z, Matrix3f dest)
Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Parameters:
x
 the factor of the x componenty
 the factor of the y componentz
 the factor of the z componentdest
 will hold the result Returns:
 dest

scale
Matrix3f scale(float xyz, Matrix3f dest)
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Parameters:
xyz
 the factor for all componentsdest
 will hold the result Returns:
 dest
 See Also:
scale(float, float, float, Matrix3f)

scaleLocal
Matrix3f scaleLocal(float x, float y, float z, Matrix3f dest)
Premultiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last! Parameters:
x
 the factor of the x componenty
 the factor of the y componentz
 the factor of the z componentdest
 will hold the result Returns:
 dest

transform
Vector3f transform(Vector3f v)
Transform the given vector by this matrix. Parameters:
v
 the vector to transform Returns:
 v

transform
Vector3f transform(Vector3fc v, Vector3f dest)
Transform the given vector by this matrix and store the result indest
. Parameters:
v
 the vector to transformdest
 will hold the result Returns:
 dest

transform
Vector3f transform(float x, float y, float z, Vector3f dest)
Transform the vector(x, y, z)
by this matrix and store the result indest
. Parameters:
x
 the x coordinate of the vector to transformy
 the y coordinate of the vector to transformz
 the z coordinate of the vector to transformdest
 will hold the result Returns:
 dest

transformTranspose
Vector3f transformTranspose(Vector3f v)
Transform the given vector by the transpose of this matrix. Parameters:
v
 the vector to transform Returns:
 v

transformTranspose
Vector3f transformTranspose(Vector3fc v, Vector3f dest)
Transform the given vector by the transpose of this matrix and store the result indest
. Parameters:
v
 the vector to transformdest
 will hold the result Returns:
 dest

transformTranspose
Vector3f transformTranspose(float x, float y, float z, Vector3f dest)
Transform the vector(x, y, z)
by the transpose of this matrix and store the result indest
. Parameters:
x
 the x coordinate of the vector to transformy
 the y coordinate of the vector to transformz
 the z coordinate of the vector to transformdest
 will hold the result Returns:
 dest

rotateX
Matrix3f rotateX(float ang, Matrix3f dest)
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radiansdest
 will hold the result Returns:
 dest

rotateY
Matrix3f rotateY(float ang, Matrix3f dest)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radiansdest
 will hold the result Returns:
 dest

rotateZ
Matrix3f rotateZ(float ang, Matrix3f dest)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radiansdest
 will hold the result Returns:
 dest

rotateXYZ
Matrix3f rotateXYZ(float angleX, float angleY, float angleZ, Matrix3f dest)
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Zdest
 will hold the result Returns:
 dest

rotateZYX
Matrix3f rotateZYX(float angleZ, float angleY, float angleX, Matrix3f dest)
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
 Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about Xdest
 will hold the result Returns:
 dest

rotateYXZ
Matrix3f rotateYXZ(float angleY, float angleX, float angleZ, Matrix3f dest)
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
 Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Zdest
 will hold the result Returns:
 dest

rotate
Matrix3f rotate(float ang, float x, float y, float z, Matrix3f dest)
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components, and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axisdest
 will hold the result Returns:
 dest

rotateLocal
Matrix3f rotateLocal(float ang, float x, float y, float z, Matrix3f dest)
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axisdest
 will hold the result Returns:
 dest

rotateLocalX
Matrix3f rotateLocalX(float ang, Matrix3f dest)
Premultiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the X axisdest
 will hold the result Returns:
 dest

rotateLocalY
Matrix3f rotateLocalY(float ang, Matrix3f dest)
Premultiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the Y axisdest
 will hold the result Returns:
 dest

rotateLocalZ
Matrix3f rotateLocalZ(float ang, Matrix3f dest)
Premultiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the Z axisdest
 will hold the result Returns:
 dest

rotate
Matrix3f rotate(Quaternionfc quat, Matrix3f dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest

rotateLocal
Matrix3f rotateLocal(Quaternionfc quat, Matrix3f dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest

rotate
Matrix3f rotate(AxisAngle4f axisAngle, Matrix3f dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!Reference: http://en.wikipedia.org
 Parameters:
axisAngle
 theAxisAngle4f
(needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(float, float, float, float, Matrix3f)

rotate
Matrix3f rotate(float angle, Vector3fc axis, Matrix3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!Reference: http://en.wikipedia.org
 Parameters:
angle
 the angle in radiansaxis
 the rotation axis (needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(float, float, float, float, Matrix3f)

lookAlong
Matrix3f lookAlong(Vector3fc dir, Vector3fc up, Matrix3f dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first! Parameters:
dir
 the direction in space to look alongup
 the direction of 'up'dest
 will hold the result Returns:
 dest
 See Also:
lookAlong(float, float, float, float, float, float, Matrix3f)

lookAlong
Matrix3f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first! Parameters:
dirX
 the xcoordinate of the direction to look alongdirY
 the ycoordinate of the direction to look alongdirZ
 the zcoordinate of the direction to look alongupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest

getRow
Vector3f getRow(int row, Vector3f dest) throws java.lang.IndexOutOfBoundsException
Get the row at the givenrow
index, starting with0
. Parameters:
row
 the row index in[0..2]
dest
 will hold the row components Returns:
 the passed in destination
 Throws:
java.lang.IndexOutOfBoundsException
 ifrow
is not in[0..2]

getColumn
Vector3f getColumn(int column, Vector3f dest) throws java.lang.IndexOutOfBoundsException
Get the column at the givencolumn
index, starting with0
. Parameters:
column
 the column index in[0..2]
dest
 will hold the column components Returns:
 the passed in destination
 Throws:
java.lang.IndexOutOfBoundsException
 ifcolumn
is not in[0..2]

get
float get(int column, int row)
Get the matrix element value at the given column and row. Parameters:
column
 the colum index in[0..2]
row
 the row index in[0..2]
 Returns:
 the element value

normal
Matrix3f normal(Matrix3f dest)
Compute a normal matrix fromthis
matrix and store it intodest
. Parameters:
dest
 will hold the result Returns:
 dest

getScale
Vector3f getScale(Vector3f dest)
Get the scaling factors ofthis
matrix for the three base axes. Parameters:
dest
 will hold the scaling factors forx
,y
andz
 Returns:
 dest

positiveZ
Vector3f positiveZ(Vector3f dir)
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.This method is equivalent to the following code:
Matrix3f inv = new Matrix3f(this).invert(); inv.transform(dir.set(0, 0, 1)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingnormalizedPositiveZ(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 bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method is equivalent to the following code:
Matrix3f inv = new Matrix3f(this).transpose(); inv.transform(dir.set(0, 0, 1));
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 bythis
matrix is applied.This method is equivalent to the following code:
Matrix3f inv = new Matrix3f(this).invert(); inv.transform(dir.set(1, 0, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingnormalizedPositiveX(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 bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method is equivalent to the following code:
Matrix3f inv = new Matrix3f(this).transpose(); inv.transform(dir.set(1, 0, 0));
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 bythis
matrix is applied.This method is equivalent to the following code:
Matrix3f inv = new Matrix3f(this).invert(); inv.transform(dir.set(0, 1, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingnormalizedPositiveY(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 bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method is equivalent to the following code:
Matrix3f inv = new Matrix3f(this).transpose(); inv.transform(dir.set(0, 1, 0));
Reference: http://www.euclideanspace.com
 Parameters:
dir
 will hold the direction of+Y
 Returns:
 dir

add
Matrix3f add(Matrix3fc other, Matrix3f dest)
Componentwise addthis
andother
and store the result indest
. Parameters:
other
 the other addenddest
 will hold the result Returns:
 dest

sub
Matrix3f sub(Matrix3fc subtrahend, Matrix3f dest)
Componentwise subtractsubtrahend
fromthis
and store the result indest
. Parameters:
subtrahend
 the subtrahenddest
 will hold the result Returns:
 dest

mulComponentWise
Matrix3f mulComponentWise(Matrix3fc other, Matrix3f dest)
Componentwise multiplythis
byother
and store the result indest
. Parameters:
other
 the other matrixdest
 will hold the result Returns:
 dest

lerp
Matrix3f lerp(Matrix3fc other, float t, Matrix3f dest)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
. Parameters:
other
 the other matrixt
 the interpolation factor between 0.0 and 1.0dest
 will hold the result Returns:
 dest

rotateTowards
Matrix3f rotateTowards(Vector3fc direction, Vector3fc up, Matrix3f dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdirection
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!This method is equivalent to calling:
mul(new Matrix3f().lookAlong(new Vector3f(dir).negate(), up).invert(), dest)
 Parameters:
direction
 the direction to rotate towardsup
 the model's up vectordest
 will hold the result Returns:
 dest
 See Also:
rotateTowards(float, float, float, float, float, float, Matrix3f)

rotateTowards
Matrix3f rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!This method is equivalent to calling:
mul(new Matrix3f().lookAlong(dirX, dirY, dirZ, upX, upY, upZ).invert(), dest)
 Parameters:
dirX
 the xcoordinate of the direction to rotate towardsdirY
 the ycoordinate of the direction to rotate towardsdirZ
 the zcoordinate of the direction to rotate towardsupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:
rotateTowards(Vector3fc, Vector3fc, Matrix3f)

getEulerAnglesZYX
Vector3f getEulerAnglesZYX(Vector3f dest)
Extract the Euler angles from the rotation represented bythis
matrix and store the extracted Euler angles indest
.This method assumes that
this
matrix only represents a rotation without scaling.Note that the returned Euler angles must be applied in the order
Z * Y * X
to obtain the identical matrix. This means that callingrotateZYX(float, float, float, Matrix3f)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floatingpoint inaccuracies).Matrix3f m = ...; // < matrix only representing rotation Matrix3f n = new Matrix3f(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3f()));
Reference: http://nghiaho.com/
 Parameters:
dest
 will hold the extracted Euler angles Returns:
 dest

obliqueZ
Matrix3f obliqueZ(float a, float b, Matrix3f dest)
Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.If
M
isthis
matrix andO
the oblique transformation matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the oblique transformation will be applied first!The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = z
or in matrix form:1 0 a 0 1 b 0 0 1
 Parameters:
a
 the value for the z factor that applies to xb
 the value for the z factor that applies to ydest
 will hold the result Returns:
 dest

equals
boolean equals(Matrix3fc m, float delta)
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Please note that this method is not used by any data structure such as
ArrayList
HashSet
orHashMap
and their operations, such asArrayList.contains(Object)
orHashSet.remove(Object)
, since those data structures only use theObject.equals(Object)
andObject.hashCode()
methods. Parameters:
m
 the other matrixdelta
 the allowed maximum difference Returns:
true
whether all of the matrix elements are equal;false
otherwise

