Interface Matrix3fc
 All Known Implementing Classes:
Matrix3f
,Matrix3fStack
 Author:
 Kai Burjack

Method Summary
Modifier and TypeMethodDescriptionComponentwise addthis
andother
and store the result indest
.Compute the cofactor matrix ofthis
and store it intodest
.float
Return the determinant of this matrix.boolean
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.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.get
(int index, ByteBuffer buffer) Store this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get
(int index, FloatBuffer buffer) Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.get
(ByteBuffer buffer) Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.get
(FloatBuffer buffer) Store this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.Get the current values ofthis
matrix and store them intodest
.Get the current values ofthis
matrix and store them as the rotational component ofdest
.get3x4
(int index, ByteBuffer buffer) Store this matrix as 3x4 matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.get3x4
(int index, FloatBuffer buffer) Store this matrix as 3x4 matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.get3x4
(ByteBuffer buffer) Store this matrix as 3x4 matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
, with the m03, m13 and m23 components being zero.get3x4
(FloatBuffer buffer) Store this matrix as 3x4 matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
, with the m03, m13 and m23 components being zero.Get the column at the givencolumn
index, starting with0
.getEulerAnglesZYX
(Vector3f dest) Extract the Euler angles from the rotation represented bythis
matrix and store the extracted Euler angles indest
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.getRotation
(AxisAngle4f dest) Get the current values ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.Get the row at the givenrow
index, starting with0
.float
getRowColumn
(int row, int column) Get the matrix element value at the given row and column.Get the scaling factors ofthis
matrix for the three base axes.getToAddress
(long address) Store this matrix in columnmajor order at the given offheap address.getTransposed
(int index, ByteBuffer buffer) Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.getTransposed
(int index, FloatBuffer buffer) Store the transpose of this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.getTransposed
(ByteBuffer buffer) Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.getTransposed
(FloatBuffer buffer) Store the transpose of this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.Invert thethis
matrix and store the result indest
.boolean
isFinite()
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.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.Multiply this matrix by the suppliedright
matrix and store the result indest
.mulComponentWise
(Matrix3fc other, Matrix3f dest) Componentwise multiplythis
byother
and store the result indest
.Premultiply this matrix by the suppliedleft
matrix and store the result indest
.Compute a normal matrix fromthis
matrix and store it intodest
.Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied.Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.float
quadraticFormProduct
(float x, float y, float z) Compute(x, y, z)^T * this * (x, y, z)
.float
Computev^T * this * v
.Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal(nx, ny, nz)
, and store the result indest
.reflect
(Quaternionfc orientation, Matrix3f dest) Apply a mirror/reflection transformation to this matrix that reflects through a plane specified via the plane orientation, and store the result indest
.Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal, and store the result indest
.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
.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.rotate
(AxisAngle4f axisAngle, Matrix3f dest) Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.rotate
(Quaternionfc quat, Matrix3f dest) Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.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
.rotateLocal
(Quaternionfc quat, Matrix3f dest) Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.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
.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
.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
.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
.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
.Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor and store the result indest
.Apply scaling tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively and store the result indest
.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
.Componentwise subtractsubtrahend
fromthis
and store the result indest
.Transform the vector(x, y, z)
by this matrix and store the result indest
.Transform the given vector by this matrix.Transform the given vector by this matrix and store the result indest
.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
.Transform the given vector by the transpose of this matrix.transformTranspose
(Vector3fc v, Vector3f dest) Transform the given vector by the transpose of this matrix and store the result indest
.Transposethis
matrix and store the result indest
.

Method Details

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
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
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
Invert thethis
matrix and store the result indest
. Parameters:
dest
 will hold the result Returns:
 dest

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

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

get
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:

getRotation
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:

getUnnormalizedRotation
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:

getNormalizedRotation
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:

getUnnormalizedRotation
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:

getNormalizedRotation
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:

get
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
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
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
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

get3x4
Store this matrix as 3x4 matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
, 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 this 3x3 matrix as 3x4 matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:

get3x4
Store this matrix as 3x4 matrix in columnmajor order into the suppliedFloatBuffer
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 FloatBufferbuffer
 will receive the values of this 3x3 matrix as 3x4 matrix in columnmajor order Returns:
 the passed in buffer

get3x4
Store this matrix as 3x4 matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
, 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 this 3x3 matrix as 3x4 matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:

get3x4
Store this matrix as 3x4 matrix in columnmajor order into the suppliedByteBuffer
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 ByteBufferbuffer
 will receive the values of this 3x3 matrix as 3x4 matrix in columnmajor order Returns:
 the passed in buffer

getTransposed
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
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
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
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
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:

scale
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
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
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:

scaleLocal
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
Transform the given vector by this matrix. Parameters:
v
 the vector to transform Returns:
 v

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

transformTranspose
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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:

lookAlong
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
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
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:
IndexOutOfBoundsException
 ifrow
is not in[0..2]

getColumn
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:
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

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

normal
Compute a normal matrix fromthis
matrix and store it intodest
.The normal matrix of
m
is the transpose of the inverse ofm
. Parameters:
dest
 will hold the result Returns:
 dest

cofactor
Compute the cofactor matrix ofthis
and store it intodest
.The cofactor matrix can be used instead of
normal(Matrix3f)
to transform normals when the orientation of the normals with respect to the surface should be preserved. Parameters:
dest
 will hold the result Returns:
 dest

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

positiveZ
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
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
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
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
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
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
Componentwise addthis
andother
and store the result indest
. Parameters:
other
 the other addenddest
 will hold the result Returns:
 dest

sub
Componentwise subtractsubtrahend
fromthis
and store the result indest
. Parameters:
subtrahend
 the subtrahenddest
 will hold the result Returns:
 dest

mulComponentWise
Componentwise multiplythis
byother
and store the result indest
. Parameters:
other
 the other matrixdest
 will hold the result Returns:
 dest

lerp
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
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
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:

getEulerAnglesZYX
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
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
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

reflect
Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal(nx, ny, nz)
, and store the result indest
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! Parameters:
nx
 the xcoordinate of the plane normalny
 the ycoordinate of the plane normalnz
 the zcoordinate of the plane normaldest
 will hold the result Returns:
 this

reflect
Apply a mirror/reflection transformation to this matrix that reflects through a plane specified via the plane orientation, and store the result indest
.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaternionfc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! Parameters:
orientation
 the plane orientationdest
 will hold the result Returns:
 this

reflect
Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal, and store the result indest
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! Parameters:
normal
 the plane normaldest
 will hold the result Returns:
 this

isFinite
boolean isFinite()Determine whether all matrix elements are finite floatingpoint values, that is, they are notNaN
and notinfinity
. Returns:
true
if all components are finite floatingpoint values;false
otherwise

quadraticFormProduct
float quadraticFormProduct(float x, float y, float z) Compute(x, y, z)^T * this * (x, y, z)
. Parameters:
x
 the x coordinate of the vector to multiplyy
 the y coordinate of the vector to multiplyz
 the z coordinate of the vector to multiply Returns:
 the result

quadraticFormProduct
Computev^T * this * v
. Parameters:
v
 the vector to multiply Returns:
 the result
