Interface Matrix3fc
- All Known Implementing Classes:
Matrix3f
,Matrix3fStack
- Author:
- Kai Burjack
-
Method Summary
Modifier and TypeMethodDescriptionComponent-wise 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 column-major order.float[]
get
(float[] arr, int offset) Store this matrix into the supplied float array in column-major order at the given offset.float
get
(int column, int row) Get the matrix element value at the given column and row.com.google.gwt.typedarrays.shared.Float32Array
get
(int index, com.google.gwt.typedarrays.shared.Float32Array buffer) Store this matrix in column-major order into the suppliedFloat32Array
at the given index.get
(int index, ByteBuffer buffer) Store this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get
(int index, FloatBuffer buffer) Store this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.com.google.gwt.typedarrays.shared.Float32Array
get
(com.google.gwt.typedarrays.shared.Float32Array buffer) Store this matrix in column-major order into the suppliedFloat32Array
.get
(ByteBuffer buffer) Store this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.get
(FloatBuffer buffer) Store this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.Get the current values ofthis
matrix and store them intodest
.Get the current values ofthis
matrix and store them as the rotational component ofdest
.get3x4
(int index, ByteBuffer buffer) Store this matrix as 3x4 matrix in column-major 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 column-major 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 column-major 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 column-major 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
.getEulerAnglesXYZ
(Vector3f dest) Extract the Euler angles from the rotation represented bythis
matrix and store the extracted Euler angles indest
.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 column-major order at the given off-heap address.getTransposed
(int index, ByteBuffer buffer) Store the transpose of this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.getTransposed
(int index, FloatBuffer buffer) Store the transpose of this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.getTransposed
(ByteBuffer buffer) Store the transpose of this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.getTransposed
(FloatBuffer buffer) Store the transpose of this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.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 make-z
point alongdir
and store the result indest
.Apply a rotation transformation to this matrix to make-z
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.Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiply this matrix by the suppliedright
matrix and store the result indest
.mulComponentWise
(Matrix3fc other, Matrix3f dest) Component-wise multiplythis
byother
and store the result indest
.Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixCompute 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) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.rotateLocal
(Quaternionfc quat, Matrix3f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.rotateLocalX
(float ang, Matrix3f dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.rotateLocalY
(float ang, Matrix3f dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.rotateLocalZ
(float ang, Matrix3f dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.rotateTowards
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.rotateTowards
(Vector3fc direction, Vector3fc up, Matrix3f dest) Apply a model transformation to this matrix for a right-handed 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) Pre-multiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Component-wise 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
Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first!- 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 column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
get(int, FloatBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get
Store this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
get
Store this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
get(int, ByteBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get
Store this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
get3x4
Store this matrix as 3x4 matrix in column-major 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 column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get3x4
Store this matrix as 3x4 matrix in column-major 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 column-major order- Returns:
- the passed in buffer
-
get3x4
Store this matrix as 3x4 matrix in column-major 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 column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get3x4
Store this matrix as 3x4 matrix in column-major 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 column-major order- Returns:
- the passed in buffer
-
getTransposed
Store the transpose of this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
getTransposed(int, FloatBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
getTransposed
Store the transpose of this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
getTransposed
Store the transpose of this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
getTransposed(int, ByteBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
getTransposed
Store the transpose of this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
getToAddress
Store this matrix in column-major order at the given off-heap address.This method will throw an
UnsupportedOperationException
when JOML is used with `-Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
- Parameters:
address
- the off-heap address where to store this matrix- Returns:
- this
-
get
float[] get(float[] arr, int offset) Store this matrix into the supplied float array in column-major order at the given offset.- Parameters:
arr
- the array to write the matrix values 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 column-major order.In order to specify an explicit offset into the array, use the method
get(float[], int)
.- Parameters:
arr
- the array to write the matrix values into- Returns:
- the passed in array
- See Also:
-
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
Pre-multiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!- 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
- 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
- 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
- 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in 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
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!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
Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the X axisdest
- will hold the result- Returns:
- dest
-
rotateLocalY
Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the Y axisdest
- will hold the result- Returns:
- dest
-
rotateLocalZ
Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
-
rotateLocal
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axis-angle rotation will be applied first!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 make-z
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!- 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 make-z
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!- Parameters:
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
-
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
Component-wise addthis
andother
and store the result indest
.- Parameters:
other
- the other addenddest
- will hold the result- Returns:
- dest
-
sub
Component-wise subtractsubtrahend
fromthis
and store the result indest
.- Parameters:
subtrahend
- the subtrahenddest
- will hold the result- Returns:
- dest
-
mulComponentWise
Component-wise 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 right-handed 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 right-handed coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!This method is equivalent to calling:
mul(new Matrix3f().lookAlong(-dirX, -dirY, -dirZ, upX, upY, upZ).invert(), dest)
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
getEulerAnglesXYZ
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.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.Note that the returned Euler angles must be applied in the order
X * Y * Z
to obtain the identical matrix. This means that callingrotateXYZ(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 floating-point inaccuracies).Matrix3f m = ...; // <- matrix only representing rotation Matrix3f n = new Matrix3f(); n.rotateXYZ(m.getEulerAnglesXYZ(new Vector3f()));
Reference: http://en.wikipedia.org/
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
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.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.Note that the returned Euler angles must be applied in the order
Z * Y * X
to obtain the identical matrix. This means that 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 floating-point inaccuracies).Matrix3f m = ...; // <- matrix only representing rotation Matrix3f n = new Matrix3f(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3f()));
Reference: http://en.wikipedia.org/
- 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 x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate 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 floating-point values, that is, they are notNaN
and notinfinity
.- Returns:
true
if all components are finite floating-point 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
-
mapXZY
Multiplythis
by the matrix1 0 0 0 0 1 0 1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXZnY
Multiplythis
by the matrix1 0 0 0 0 -1 0 1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXnYnZ
Multiplythis
by the matrix1 0 0 0 -1 0 0 0 -1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXnZY
Multiplythis
by the matrix1 0 0 0 0 1 0 -1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXnZnY
Multiplythis
by the matrix1 0 0 0 0 -1 0 -1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYXZ
Multiplythis
by the matrix0 1 0 1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYXnZ
Multiplythis
by the matrix0 1 0 1 0 0 0 0 -1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYZX
Multiplythis
by the matrix0 0 1 1 0 0 0 1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYZnX
Multiplythis
by the matrix0 0 -1 1 0 0 0 1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnXZ
Multiplythis
by the matrix0 -1 0 1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnXnZ
Multiplythis
by the matrix0 -1 0 1 0 0 0 0 -1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnZX
Multiplythis
by the matrix0 0 1 1 0 0 0 -1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnZnX
Multiplythis
by the matrix0 0 -1 1 0 0 0 -1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZXY
Multiplythis
by the matrix0 1 0 0 0 1 1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZXnY
Multiplythis
by the matrix0 1 0 0 0 -1 1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZYX
Multiplythis
by the matrix0 0 1 0 1 0 1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZYnX
Multiplythis
by the matrix0 0 -1 0 1 0 1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnXY
Multiplythis
by the matrix0 -1 0 0 0 1 1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnXnY
Multiplythis
by the matrix0 -1 0 0 0 -1 1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnYX
Multiplythis
by the matrix0 0 1 0 -1 0 1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnYnX
Multiplythis
by the matrix0 0 -1 0 -1 0 1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXYnZ
Multiplythis
by the matrix-1 0 0 0 1 0 0 0 -1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXZY
Multiplythis
by the matrix-1 0 0 0 0 1 0 1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXZnY
Multiplythis
by the matrix-1 0 0 0 0 -1 0 1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnYZ
Multiplythis
by the matrix-1 0 0 0 -1 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnYnZ
Multiplythis
by the matrix-1 0 0 0 -1 0 0 0 -1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnZY
Multiplythis
by the matrix-1 0 0 0 0 1 0 -1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnZnY
Multiplythis
by the matrix-1 0 0 0 0 -1 0 -1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYXZ
Multiplythis
by the matrix0 1 0 -1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYXnZ
Multiplythis
by the matrix0 1 0 -1 0 0 0 0 -1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYZX
Multiplythis
by the matrix0 0 1 -1 0 0 0 1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYZnX
Multiplythis
by the matrix0 0 -1 -1 0 0 0 1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnXZ
Multiplythis
by the matrix0 -1 0 -1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnXnZ
Multiplythis
by the matrix0 -1 0 -1 0 0 0 0 -1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnZX
Multiplythis
by the matrix0 0 1 -1 0 0 0 -1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnZnX
Multiplythis
by the matrix0 0 -1 -1 0 0 0 -1 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZXY
Multiplythis
by the matrix0 1 0 0 0 1 -1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZXnY
Multiplythis
by the matrix0 1 0 0 0 -1 -1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZYX
Multiplythis
by the matrix0 0 1 0 1 0 -1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZYnX
Multiplythis
by the matrix0 0 -1 0 1 0 -1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnXY
Multiplythis
by the matrix0 -1 0 0 0 1 -1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnXnY
Multiplythis
by the matrix0 -1 0 0 0 -1 -1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnYX
Multiplythis
by the matrix0 0 1 0 -1 0 -1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnYnX
Multiplythis
by the matrix0 0 -1 0 -1 0 -1 0 0
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
negateX
Multiplythis
by the matrix-1 0 0 0 1 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
negateY
Multiplythis
by the matrix1 0 0 0 -1 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
negateZ
Multiplythis
by the matrix1 0 0 0 1 0 0 0 -1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-