Package org.joml

Interface Matrix3x2fc

All Known Implementing Classes:
Matrix3x2f, Matrix3x2fStack

public interface Matrix3x2fc
Interface to a read-only view of a 3x2 matrix of single-precision floats.
Author:
Kai Burjack
  • Method Summary

    Modifier and Type
    Method
    Description
    float
    Return the determinant of this matrix.
    boolean
    equals(Matrix3x2fc m, float delta)
    Compare the matrix elements of this matrix with the given matrix using the given delta and return whether all of them are equal within a maximum difference of delta.
    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.
    get(int index, ByteBuffer buffer)
    Store this matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.
    get(int index, FloatBuffer buffer)
    Store this matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.
    get(ByteBuffer buffer)
    Store this matrix in column-major order into the supplied ByteBuffer at the current buffer position.
    get(FloatBuffer buffer)
    Store this matrix in column-major order into the supplied FloatBuffer at the current buffer position.
    Get the current values of this matrix and store them into dest.
    float[]
    get3x3(float[] arr)
    Store this matrix as an equivalent 3x3 matrix into the supplied float array in column-major order.
    float[]
    get3x3(float[] arr, int offset)
    Store this matrix as an equivalent 3x3 matrix into the supplied float array in column-major order at the given offset.
    get3x3(int index, ByteBuffer buffer)
    Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.
    get3x3(int index, FloatBuffer buffer)
    Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.
    Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied ByteBuffer at the current buffer position.
    Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied FloatBuffer at the current buffer position.
    float[]
    get4x4(float[] arr)
    Store this matrix as an equivalent 4x4 matrix into the supplied float array in column-major order.
    float[]
    get4x4(float[] arr, int offset)
    Store this matrix as an equivalent 4x4 matrix into the supplied float array in column-major order at the given offset.
    get4x4(int index, ByteBuffer buffer)
    Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.
    get4x4(int index, FloatBuffer buffer)
    Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.
    Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position.
    Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position.
    getToAddress(long address)
    Store this matrix in column-major order at the given off-heap address.
    Invert the this matrix by assuming a third row in this matrix of (0, 0, 1) and store the result in dest.
    boolean
    Determine whether all matrix elements are finite floating-point values, that is, they are not NaN and not infinity.
    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
    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
    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.
    mul(Matrix3x2fc right, Matrix3x2f dest)
    Multiply this matrix by the supplied right matrix by assuming a third row in both matrices of (0, 0, 1) and store the result in dest.
    Pre-multiply this matrix by the supplied left matrix and store the result in dest.
    Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied.
    Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied.
    origin(Vector2f origin)
    Obtain the position that gets transformed to the origin by this matrix.
    Obtain the direction of +X before the transformation represented by this matrix is applied.
    Obtain the direction of +Y before the transformation represented by this matrix is applied.
    rotate(float ang, Matrix3x2f dest)
    Apply a rotation transformation to this matrix by rotating the given amount of radians and store the result in dest.
    rotateAbout(float ang, float x, float y, Matrix3x2f dest)
    Apply a rotation transformation to this matrix by rotating the given amount of radians about the specified rotation center (x, y) and store the result in dest.
    rotateLocal(float ang, Matrix3x2f dest)
    Pre-multiply a rotation to this matrix by rotating the given amount of radians and store the result in dest.
    rotateTo(Vector2fc fromDir, Vector2fc toDir, Matrix3x2f dest)
    Apply a rotation transformation to this matrix that rotates the given normalized fromDir direction vector to point along the normalized toDir, and store the result in dest.
    scale(float x, float y, Matrix3x2f dest)
    Apply scaling to this matrix by scaling the unit axes by the given x and y and store the result in dest.
    scale(float xy, Matrix3x2f dest)
    Apply scaling to this matrix by uniformly scaling the two base axes by the given xy factor and store the result in dest.
    Apply scaling to this matrix by scaling the base axes by the given xy factors and store the result in dest.
    scaleAround(float sx, float sy, float ox, float oy, Matrix3x2f dest)
    Apply scaling to this matrix by scaling the base axes by the given sx and sy factors while using (ox, oy) as the scaling origin, and store the result in dest.
    scaleAround(float factor, float ox, float oy, Matrix3x2f dest)
    Apply scaling to this matrix by scaling the base axes by the given factor while using (ox, oy) as the scaling origin, and store the result in dest.
    scaleAroundLocal(float sx, float sy, float ox, float oy, Matrix3x2f dest)
    Pre-multiply scaling to this matrix by scaling the base axes by the given sx and sy factors while using the given (ox, oy) as the scaling origin, and store the result in dest.
    scaleAroundLocal(float factor, float ox, float oy, Matrix3x2f dest)
    Pre-multiply scaling to this matrix by scaling the base axes by the given factor while using (ox, oy) as the scaling origin, and store the result in dest.
    scaleLocal(float x, float y, Matrix3x2f dest)
    Pre-multiply scaling to this matrix by scaling the base axes by the given x and y factors and store the result in dest.
    scaleLocal(float xy, Matrix3x2f dest)
    Pre-multiply scaling to this matrix by scaling the two base axes by the given xy factor, and store the result in dest.
    boolean
    testAar(float minX, float minY, float maxX, float maxY)
    Test whether the given axis-aligned rectangle is partly or completely within or outside of the frustum defined by this matrix.
    boolean
    testCircle(float x, float y, float r)
    Test whether the given circle is partly or completely within or outside of the frustum defined by this matrix.
    boolean
    testPoint(float x, float y)
    Test whether the given point (x, y) is within the frustum defined by this matrix.
    transform(float x, float y, float z, Vector3f dest)
    Transform/multiply the given vector (x, y, z) by this matrix and store the result in dest.
    Transform/multiply the given vector by this matrix by assuming a third row in this matrix of (0, 0, 1) and store the result in that vector.
    Transform/multiply the given vector by this matrix and store the result in dest.
    transformDirection(float x, float y, Vector2f dest)
    Transform/multiply the given 2D-vector (x, y), as if it was a 3D-vector with z=0, by this matrix and store the result in dest.
    Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result in that vector.
    Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result in dest.
    transformPosition(float x, float y, Vector2f dest)
    Transform/multiply the given 2D-vector (x, y), as if it was a 3D-vector with z=1, by this matrix and store the result in dest.
    Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result in that vector.
    Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result in dest.
    translate(float x, float y, Matrix3x2f dest)
    Apply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.
    Apply a translation to this matrix by translating by the given number of units in x and y, and store the result in dest.
    translateLocal(float x, float y, Matrix3x2f dest)
    Pre-multiply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.
    Pre-multiply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.
    unproject(float winX, float winY, int[] viewport, Vector2f dest)
    Unproject the given window coordinates (winX, winY) by this matrix using the specified viewport.
    unprojectInv(float winX, float winY, int[] viewport, Vector2f dest)
    Unproject the given window coordinates (winX, winY) by this matrix using the specified viewport.
    view(float left, float right, float bottom, float top, Matrix3x2f dest)
    Apply a "view" transformation to this matrix that maps the given (left, bottom) and (right, top) corners to (-1, -1) and (1, 1) respectively and store the result in dest.
    float[]
    viewArea(float[] area)
    Obtain the extents of the view transformation of this matrix and store it in area.
  • 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
    • 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
    • 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
    • mul

      Matrix3x2f mul(Matrix3x2fc right, Matrix3x2f dest)
      Multiply this matrix by the supplied right matrix by assuming a third row in both matrices of (0, 0, 1) and store the result in dest.

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

      Parameters:
      right - the right operand of the matrix multiplication
      dest - will hold the result
      Returns:
      dest
    • mulLocal

      Matrix3x2f mulLocal(Matrix3x2fc left, Matrix3x2f dest)
      Pre-multiply this matrix by the supplied left matrix and store the result in dest.

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

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

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

      Matrix3x2f invert(Matrix3x2f dest)
      Invert the this matrix by assuming a third row in this matrix of (0, 0, 1) and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • translate

      Matrix3x2f translate(float x, float y, Matrix3x2f dest)
      Apply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.

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

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

      Matrix3x2f translate(Vector2fc offset, Matrix3x2f dest)
      Apply a translation to this matrix by translating by the given number of units in x and y, and store the result in dest.

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

      Parameters:
      offset - the offset to translate
      dest - will hold the result
      Returns:
      dest
    • translateLocal

      Matrix3x2f translateLocal(Vector2fc offset, Matrix3x2f dest)
      Pre-multiply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.

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

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

      Matrix3x2f translateLocal(float x, float y, Matrix3x2f dest)
      Pre-multiply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.

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

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

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

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

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

      In order to specify the offset into the FloatBuffer at which the matrix is stored, use get(int, FloatBuffer), taking the absolute position as parameter.

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

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

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

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

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

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

      In order to specify the offset into the ByteBuffer at which the matrix is stored, use get(int, ByteBuffer), taking the absolute position as parameter.

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

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

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

      Parameters:
      index - the absolute position into the ByteBuffer
      buffer - will receive the values of this matrix in column-major order
      Returns:
      the passed in buffer
    • get3x3

      FloatBuffer get3x3(FloatBuffer buffer)
      Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied FloatBuffer at the current buffer position.

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

      In order to specify the offset into the FloatBuffer at which the matrix is stored, use get3x3(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:
    • get3x3

      FloatBuffer get3x3(int index, FloatBuffer buffer)
      Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.

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

      Parameters:
      index - the absolute position into the FloatBuffer
      buffer - will receive the values of this matrix in column-major order
      Returns:
      the passed in buffer
    • get3x3

      ByteBuffer get3x3(ByteBuffer buffer)
      Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied ByteBuffer at the current buffer position.

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

      In order to specify the offset into the ByteBuffer at which the matrix is stored, use get3x3(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:
    • get3x3

      ByteBuffer get3x3(int index, ByteBuffer buffer)
      Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.

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

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

      FloatBuffer get4x4(FloatBuffer buffer)
      Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position.

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

      In order to specify the offset into the FloatBuffer at which the matrix is stored, use get4x4(int, FloatBuffer), taking the absolute position as parameter.

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

      FloatBuffer get4x4(int index, FloatBuffer buffer)
      Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.

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

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

      ByteBuffer get4x4(ByteBuffer buffer)
      Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position.

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

      In order to specify the offset into the ByteBuffer at which the matrix is stored, use get4x4(int, ByteBuffer), taking the absolute position as parameter.

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

      ByteBuffer get4x4(int index, ByteBuffer buffer)
      Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.

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

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

      Matrix3x2fc getToAddress(long address)
      Store this matrix in column-major order at the given off-heap address.

      This method will throw an UnsupportedOperationException when JOML is used with `-Djoml.nounsafe`.

      This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.

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

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

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

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

      Parameters:
      arr - the array to write the matrix values into
      Returns:
      the passed in array
      See Also:
    • get3x3

      float[] get3x3(float[] arr, int offset)
      Store this matrix as an equivalent 3x3 matrix into the supplied float array in column-major order at the given offset.
      Parameters:
      arr - the array to write the matrix values into
      offset - the offset into the array
      Returns:
      the passed in array
    • get3x3

      float[] get3x3(float[] arr)
      Store this matrix as an equivalent 3x3 matrix into the supplied float array in column-major order.

      In order to specify an explicit offset into the array, use the method get3x3(float[], int).

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

      float[] get4x4(float[] arr, int offset)
      Store this matrix as an equivalent 4x4 matrix into the supplied float array in column-major order at the given offset.
      Parameters:
      arr - the array to write the matrix values into
      offset - the offset into the array
      Returns:
      the passed in array
    • get4x4

      float[] get4x4(float[] arr)
      Store this matrix as an equivalent 4x4 matrix into the supplied float array in column-major order.

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

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

      Matrix3x2f scale(float x, float y, Matrix3x2f dest)
      Apply scaling to this matrix by scaling the unit axes by the given x and y and store the result in dest.

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

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

      Matrix3x2f scale(Vector2fc xy, Matrix3x2f dest)
      Apply scaling to this matrix by scaling the base axes by the given xy factors and store the result in dest.

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

      Parameters:
      xy - the factors of the x and y component, respectively
      dest - will hold the result
      Returns:
      dest
    • scaleAroundLocal

      Matrix3x2f scaleAroundLocal(float sx, float sy, float ox, float oy, Matrix3x2f dest)
      Pre-multiply scaling to this matrix by scaling the base axes by the given sx and sy factors while using the given (ox, oy) as the scaling origin, and store the result in dest.

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

      This method is equivalent to calling: new Matrix3x2f().translate(ox, oy).scale(sx, sy).translate(-ox, -oy).mul(this, dest)

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

      Matrix3x2f scaleAroundLocal(float factor, float ox, float oy, Matrix3x2f dest)
      Pre-multiply scaling to this matrix by scaling the base axes by the given factor while using (ox, oy) as the scaling origin, and store the result in dest.

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

      This method is equivalent to calling: new Matrix3x2f().translate(ox, oy).scale(factor).translate(-ox, -oy).mul(this, dest)

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

      Matrix3x2f scale(float xy, Matrix3x2f dest)
      Apply scaling to this matrix by uniformly scaling the two base axes by the given xy factor and store the result in dest.

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

      Parameters:
      xy - the factor for the two components
      dest - will hold the result
      Returns:
      dest
      See Also:
    • scaleLocal

      Matrix3x2f scaleLocal(float xy, Matrix3x2f dest)
      Pre-multiply scaling to this matrix by scaling the two base axes by the given xy factor, and store the result in dest.

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

      Parameters:
      xy - the factor to scale all two base axes by
      dest - will hold the result
      Returns:
      dest
    • scaleLocal

      Matrix3x2f scaleLocal(float x, float y, Matrix3x2f dest)
      Pre-multiply scaling to this matrix by scaling the base axes by the given x and y factors and store the result in dest.

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

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

      Matrix3x2f scaleAround(float sx, float sy, float ox, float oy, Matrix3x2f dest)
      Apply scaling to this matrix by scaling the base axes by the given sx and sy factors while using (ox, oy) as the scaling origin, and store the result in dest.

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

      This method is equivalent to calling: translate(ox, oy, dest).scale(sx, sy).translate(-ox, -oy)

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

      Matrix3x2f scaleAround(float factor, float ox, float oy, Matrix3x2f dest)
      Apply scaling to this matrix by scaling the base axes by the given factor while using (ox, oy) as the scaling origin, and store the result in dest.

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

      This method is equivalent to calling: translate(ox, oy, dest).scale(factor).translate(-ox, -oy)

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

      Vector3f transform(Vector3f v)
      Transform/multiply the given vector by this matrix by assuming a third row in this matrix of (0, 0, 1) and store the result in that vector.
      Parameters:
      v - the vector to transform and to hold the final result
      Returns:
      v
      See Also:
    • transform

      Vector3f transform(Vector3f v, Vector3f dest)
      Transform/multiply the given vector by this matrix and store the result in dest.
      Parameters:
      v - the vector to transform
      dest - will contain the result
      Returns:
      dest
      See Also:
    • transform

      Vector3f transform(float x, float y, float z, Vector3f dest)
      Transform/multiply the given vector (x, y, z) by this matrix and store the result in dest.
      Parameters:
      x - the x component of the vector to transform
      y - the y component of the vector to transform
      z - the z component of the vector to transform
      dest - will contain the result
      Returns:
      dest
    • transformPosition

      Vector2f transformPosition(Vector2f v)
      Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result in that vector.

      The given 2D-vector is treated as a 3D-vector with its z-component being 1.0, so it will represent a position/location in 2D-space rather than a direction.

      In order to store the result in another vector, use transformPosition(Vector2fc, Vector2f).

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

      Vector2f transformPosition(Vector2fc v, Vector2f dest)
      Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result in dest.

      The given 2D-vector is treated as a 3D-vector with its z-component being 1.0, so it will represent a position/location in 2D-space rather than a direction.

      In order to store the result in the same vector, use transformPosition(Vector2f).

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

      Vector2f transformPosition(float x, float y, Vector2f dest)
      Transform/multiply the given 2D-vector (x, y), as if it was a 3D-vector with z=1, by this matrix and store the result in dest.

      The given 2D-vector is treated as a 3D-vector with its z-component being 1.0, so it will represent a position/location in 2D-space rather than a direction.

      In order to store the result in the same vector, use transformPosition(Vector2f).

      Parameters:
      x - the x component of the vector to transform
      y - the y component of the vector to transform
      dest - will hold the result
      Returns:
      dest
      See Also:
    • transformDirection

      Vector2f transformDirection(Vector2f v)
      Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result in that vector.

      The given 2D-vector is treated as a 3D-vector with its z-component being 0.0, so it will represent a direction in 2D-space rather than a position. This method will therefore not take the translation part of the matrix into account.

      In order to store the result in another vector, use transformDirection(Vector2fc, Vector2f).

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

      Vector2f transformDirection(Vector2fc v, Vector2f dest)
      Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result in dest.

      The given 2D-vector is treated as a 3D-vector with its z-component being 0.0, so it will represent a direction in 2D-space rather than a position. This method will therefore not take the translation part of the matrix into account.

      In order to store the result in the same vector, use transformDirection(Vector2f).

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

      Vector2f transformDirection(float x, float y, Vector2f dest)
      Transform/multiply the given 2D-vector (x, y), as if it was a 3D-vector with z=0, by this matrix and store the result in dest.

      The given 2D-vector is treated as a 3D-vector with its z-component being 0.0, so it will represent a direction in 2D-space rather than a position. This method will therefore not take the translation part of the matrix into account.

      In order to store the result in the same vector, use transformDirection(Vector2f).

      Parameters:
      x - the x component of the vector to transform
      y - the y component of the vector to transform
      dest - will hold the result
      Returns:
      dest
      See Also:
    • rotate

      Matrix3x2f rotate(float ang, Matrix3x2f dest)
      Apply a rotation transformation to this matrix by rotating the given amount of radians and store the result in dest.

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

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

      Matrix3x2f rotateLocal(float ang, Matrix3x2f dest)
      Pre-multiply a rotation to this matrix by rotating the given amount of radians and store the result in dest.

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

      Reference: http://en.wikipedia.org

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

      Matrix3x2f rotateAbout(float ang, float x, float y, Matrix3x2f dest)
      Apply a rotation transformation to this matrix by rotating the given amount of radians about the specified rotation center (x, y) and store the result in dest.

      This method is equivalent to calling: translate(x, y, dest).rotate(ang).translate(-x, -y)

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

      Parameters:
      ang - the angle in radians
      x - the x component of the rotation center
      y - the y component of the rotation center
      dest - will hold the result
      Returns:
      dest
      See Also:
    • rotateTo

      Matrix3x2f rotateTo(Vector2fc fromDir, Vector2fc toDir, Matrix3x2f dest)
      Apply a rotation transformation to this matrix that rotates the given normalized fromDir direction vector to point along the normalized toDir, and store the result in dest.

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

      Parameters:
      fromDir - the normalized direction which should be rotate to point along toDir
      toDir - the normalized destination direction
      dest - will hold the result
      Returns:
      dest
    • view

      Matrix3x2f view(float left, float right, float bottom, float top, Matrix3x2f dest)
      Apply a "view" transformation to this matrix that maps the given (left, bottom) and (right, top) corners to (-1, -1) and (1, 1) respectively and store the result in dest.

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

      Parameters:
      left - the distance from the center to the left view edge
      right - the distance from the center to the right view edge
      bottom - the distance from the center to the bottom view edge
      top - the distance from the center to the top view edge
      dest - will hold the result
      Returns:
      dest
    • origin

      Vector2f origin(Vector2f origin)
      Obtain the position that gets transformed to the origin by this matrix. This can be used to get the position of the "camera" from a given view transformation matrix.

      This method is equivalent to the following code:

       Matrix3x2f inv = new Matrix3x2f(this).invertAffine();
       inv.transform(origin.set(0, 0));
       
      Parameters:
      origin - will hold the position transformed to the origin
      Returns:
      origin
    • viewArea

      float[] viewArea(float[] area)
      Obtain the extents of the view transformation of this matrix and store it in area. This can be used to determine which region of the screen (i.e. the NDC space) is covered by the view.
      Parameters:
      area - will hold the view area as [minX, minY, maxX, maxY]
      Returns:
      area
    • positiveX

      Vector2f positiveX(Vector2f dir)
      Obtain the direction of +X before the transformation represented by this matrix is applied.

      This method uses the rotation component of the left 2x2 submatrix to obtain the direction that is transformed to +X by this matrix.

      This method is equivalent to the following code:

       Matrix3x2f inv = new Matrix3x2f(this).invert();
       inv.transformDirection(dir.set(1, 0)).normalize();
       
      If this is already an orthogonal matrix, then consider using normalizedPositiveX(Vector2f) instead.

      Reference: http://www.euclideanspace.com

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

      Vector2f normalizedPositiveX(Vector2f dir)
      Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied. This method only produces correct results if this is an orthogonal matrix.

      This method uses the rotation component of the left 2x2 submatrix to obtain the direction that is transformed to +X by this matrix.

      This method is equivalent to the following code:

       Matrix3x2f inv = new Matrix3x2f(this).transpose();
       inv.transformDirection(dir.set(1, 0));
       

      Reference: http://www.euclideanspace.com

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

      Vector2f positiveY(Vector2f dir)
      Obtain the direction of +Y before the transformation represented by this matrix is applied.

      This method uses the rotation component of the left 2x2 submatrix to obtain the direction that is transformed to +Y by this matrix.

      This method is equivalent to the following code:

       Matrix3x2f inv = new Matrix3x2f(this).invert();
       inv.transformDirection(dir.set(0, 1)).normalize();
       
      If this is already an orthogonal matrix, then consider using normalizedPositiveY(Vector2f) instead.

      Reference: http://www.euclideanspace.com

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

      Vector2f normalizedPositiveY(Vector2f dir)
      Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied. This method only produces correct results if this is an orthogonal matrix.

      This method uses the rotation component of the left 2x2 submatrix to obtain the direction that is transformed to +Y by this matrix.

      This method is equivalent to the following code:

       Matrix3x2f inv = new Matrix3x2f(this).transpose();
       inv.transformDirection(dir.set(0, 1));
       

      Reference: http://www.euclideanspace.com

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

      Vector2f unproject(float winX, float winY, int[] viewport, Vector2f dest)
      Unproject the given window coordinates (winX, winY) by this matrix using the specified viewport.

      This method first converts the given window coordinates to normalized device coordinates in the range [-1..1] and then transforms those NDC coordinates by the inverse of this matrix.

      As a necessary computation step for unprojecting, this method computes the inverse of this matrix. In order to avoid computing the matrix inverse with every invocation, the inverse of this matrix can be built once outside using invert(Matrix3x2f) and then the method unprojectInv() can be invoked on it.

      Parameters:
      winX - the x-coordinate in window coordinates (pixels)
      winY - the y-coordinate in window coordinates (pixels)
      viewport - the viewport described by [x, y, width, height]
      dest - will hold the unprojected position
      Returns:
      dest
      See Also:
    • unprojectInv

      Vector2f unprojectInv(float winX, float winY, int[] viewport, Vector2f dest)
      Unproject the given window coordinates (winX, winY) by this matrix using the specified viewport.

      This method differs from unproject() in that it assumes that this is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.

      Parameters:
      winX - the x-coordinate in window coordinates (pixels)
      winY - the y-coordinate in window coordinates (pixels)
      viewport - the viewport described by [x, y, width, height]
      dest - will hold the unprojected position
      Returns:
      dest
      See Also:
    • testPoint

      boolean testPoint(float x, float y)
      Test whether the given point (x, y) is within the frustum defined by this matrix.

      This method assumes this matrix to be a transformation from any arbitrary coordinate system/space M into standard OpenGL clip space and tests whether the given point with the coordinates (x, y, z) given in space M is within the clip space.

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

      Parameters:
      x - the x-coordinate of the point
      y - the y-coordinate of the point
      Returns:
      true if the given point is inside the frustum; false otherwise
    • testCircle

      boolean testCircle(float x, float y, float r)
      Test whether the given circle is partly or completely within or outside of the frustum defined by this matrix.

      This method assumes this matrix to be a transformation from any arbitrary coordinate system/space M into standard OpenGL clip space and tests whether the given sphere with the coordinates (x, y, z) given in space M is within the clip space.

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

      Parameters:
      x - the x-coordinate of the circle's center
      y - the y-coordinate of the circle's center
      r - the circle's radius
      Returns:
      true if the given circle is partly or completely inside the frustum; false otherwise
    • testAar

      boolean testAar(float minX, float minY, float maxX, float maxY)
      Test whether the given axis-aligned rectangle is partly or completely within or outside of the frustum defined by this matrix. The rectangle is specified via its min and max corner coordinates.

      This method assumes this matrix to be a transformation from any arbitrary coordinate system/space M into standard OpenGL clip space and tests whether the given axis-aligned rectangle with its minimum corner coordinates (minX, minY, minZ) and maximum corner coordinates (maxX, maxY, maxZ) given in space M is within the clip space.

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

      Parameters:
      minX - the x-coordinate of the minimum corner
      minY - the y-coordinate of the minimum corner
      maxX - the x-coordinate of the maximum corner
      maxY - the y-coordinate of the maximum corner
      Returns:
      true if the axis-aligned box is completely or partly inside of the frustum; false otherwise
    • equals

      boolean equals(Matrix3x2fc m, float delta)
      Compare the matrix elements of this matrix with the given matrix using the given delta and return whether all of them are equal within a maximum difference of delta.

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

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

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