Class Matrix4d
 All Implemented Interfaces:
Externalizable
,Serializable
,Cloneable
,Matrix4dc
 Direct Known Subclasses:
Matrix4dStack
m00 m10 m20 m30
m01 m11 m21 m31
m02 m12 m22 m32
m03 m13 m23 m33
 Author:
 Richard Greenlees, Kai Burjack
 See Also:
 Serialized Form

Field Summary
Fields inherited from interface org.joml.Matrix4dc
CORNER_NXNYNZ, CORNER_NXNYPZ, CORNER_NXPYNZ, CORNER_NXPYPZ, CORNER_PXNYNZ, CORNER_PXNYPZ, CORNER_PXPYNZ, CORNER_PXPYPZ, PLANE_NX, PLANE_NY, PLANE_NZ, PLANE_PX, PLANE_PY, PLANE_PZ, PROPERTY_AFFINE, PROPERTY_IDENTITY, PROPERTY_ORTHONORMAL, PROPERTY_PERSPECTIVE, PROPERTY_TRANSLATION

Constructor Summary
ConstructorDescriptionMatrix4d()
Matrix4d(double m00, double m01, double m02, double m03, double m10, double m11, double m12, double m13, double m20, double m21, double m22, double m23, double m30, double m31, double m32, double m33)
Create a new 4x4 matrix using the supplied double values.Matrix4d(DoubleBuffer buffer)
Create a newMatrix4d
by reading its 16 double components from the givenDoubleBuffer
at the buffer's current position.Create a newMatrix4d
and make it a copy of the given matrix.Create a newMatrix4d
and make it a copy of the given matrix.Matrix4d(Matrix4x3dc mat)
Create a newMatrix4d
and set its upper 4x3 submatrix to the given matrixmat
and all other elements to identity.Matrix4d(Matrix4x3fc mat)
Create a newMatrix4d
and set its upper 4x3 submatrix to the given matrixmat
and all other elements to identity.Create a newMatrix4d
and initialize its four columns using the supplied vectors. 
Method Summary
Modifier and TypeMethodDescriptionComponentwise addthis
andother
.Componentwise addthis
andother
and store the result indest
.Componentwise add the upper 4x3 submatrices ofthis
andother
.Componentwise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.Componentwise add the upper 4x3 submatrices ofthis
andother
.Componentwise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.affineSpan(Vector3d corner, Vector3d xDir, Vector3d yDir, Vector3d zDir)
Compute the extents of the coordinate system before thisaffine
transformation was applied and store the resulting corner coordinates incorner
and the span vectors inxDir
,yDir
andzDir
.arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY)
Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles.arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY, Matrix4d dest)
Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles, and store the result indest
.Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles.Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles, and store the result indest
.assume(int properties)
Assume the given properties about this matrix.billboardCylindrical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up)
Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
while constraining a cylindrical rotation around the givenup
vector.billboardSpherical(Vector3dc objPos, Vector3dc targetPos)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
using a shortest arc rotation by not preserving any up vector of the object.billboardSpherical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
.clone()
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
.cofactor3x3(Matrix3d dest)
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
.cofactor3x3(Matrix4d dest)
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
.double
Return the determinant of this matrix.double
Return the determinant of the upper left 3x3 submatrix of this matrix.double
Return the determinant of this matrix by assuming that it represents anaffine
transformation and thus its last row is equal to(0, 0, 0, 1)
.Compute and set the matrix properties returned byproperties()
based on the current matrix element values.boolean
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
.Componentwise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
and adding that result tothis
.Componentwise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
, adding that tothis
and storing the final result indest
.frustum(double left, double right, double bottom, double top, double zNear, double zFar)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.frustum(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix.frustum(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.frustum(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4d dest)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.frustumAabb(Vector3d min, Vector3d max)
Compute the axisaligned bounding box of the frustum described bythis
matrix and store the minimum corner coordinates in the givenmin
and the maximum corner coordinates in the givenmax
vector.frustumCorner(int corner, Vector3d dest)
Compute the corner coordinates of the frustum defined bythis
matrix, which can be a projection matrix or a combined modelviewprojection matrix, and store the result in the givenpoint
.frustumLH(double left, double right, double bottom, double top, double zNear, double zFar)
Apply an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix.frustumLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Apply an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix.frustumLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest)
Apply an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.frustumLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4d dest)
Apply an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.frustumPlane(int plane, Vector4d dest)
Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelviewprojection matrix, and store the result in the givendest
.frustumRayDir(double x, double y, Vector3d dest)
Obtain the direction of a ray starting at the center of the coordinate system and going through the near frustum plane.double[]
get(double[] dest)
Store this matrix into the supplied double array in columnmajor order.double[]
get(double[] dest, int offset)
Store this matrix into the supplied double array in columnmajor order at the given offset.float[]
get(float[] dest)
Store the elements of this matrix as float values in columnmajor order into the supplied float array.float[]
get(float[] dest, int offset)
Store the elements of this matrix as float values in columnmajor order into the supplied float array at the given offset.double
get(int column, int row)
Get the matrix element value at the given column and row.get(int index, ByteBuffer dest)
Store this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get(int index, DoubleBuffer dest)
Store this matrix in columnmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.get(int index, FloatBuffer dest)
Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.get(ByteBuffer dest)
Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.get(DoubleBuffer dest)
Store this matrix in columnmajor order into the suppliedDoubleBuffer
at the current bufferposition
.get(FloatBuffer dest)
Store this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.Get the current values ofthis
matrix and store them intodest
.Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
.get4x3(Matrix4x3d dest)
Get the current values of the upper 4x3 submatrix ofthis
matrix and store them intodest
.get4x3Transposed(int index, ByteBuffer dest)
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get4x3Transposed(int index, DoubleBuffer dest)
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.get4x3Transposed(ByteBuffer dest)
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedByteBuffer
at the current bufferposition
.get4x3Transposed(DoubleBuffer dest)
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedDoubleBuffer
at the current bufferposition
.Get the first three components of the column at the givencolumn
index, starting with0
.Get the column at the givencolumn
index, starting with0
.getEulerAnglesZYX(Vector3d dest)
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.getFloats(int index, ByteBuffer dest)
Store the elements of this matrix as float values in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.getFloats(ByteBuffer dest)
Store the elements of this matrix as float values in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.getNormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.getNormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.Get the first three components of the row at the givenrow
index, starting with0
.Get the row at the givenrow
index, starting with0
.double
getRowColumn(int row, int column)
Get the matrix element value at the given row and column.Get the scaling factors ofthis
matrix for the three base axes.getToAddress(long address)
Store this matrix in columnmajor order at the given offheap address.getTranslation(Vector3d dest)
Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
.getTransposed(int index, ByteBuffer dest)
Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.getTransposed(int index, DoubleBuffer dest)
Store the transpose of this matrix in columnmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.getTransposed(ByteBuffer dest)
Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.getTransposed(DoubleBuffer dest)
Store the transpose of this matrix in columnmajor order into the suppliedDoubleBuffer
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
.int
hashCode()
identity()
Reset this matrix to the identity.invert()
Invert this matrix.Invertthis
matrix and store the result indest
.Invert this matrix by assuming that it is anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
).invertAffine(Matrix4d dest)
Invert this matrix by assuming that it is anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and write the result intodest
.Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods or viasetFrustum()
, then this method builds the inverse ofthis
.invertFrustum(Matrix4d dest)
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods, then this method builds the inverse ofthis
and stores it into the givendest
.Invertthis
orthographic projection matrix.invertOrtho(Matrix4d dest)
Invertthis
orthographic projection matrix and store the result into the givendest
.Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
.invertPerspective(Matrix4d dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
and stores it into the givendest
.invertPerspectiveView(Matrix4dc view, Matrix4d dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix isaffine
and has unit scaling (for example by being obtained vialookAt()
), then this method builds the inverse ofthis * view
and stores it into the givendest
.invertPerspectiveView(Matrix4x3dc view, Matrix4d dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix has unit scaling, then this method builds the inverse ofthis * view
and stores it into the givendest
.boolean
isAffine()
Determine whether this matrix describes an affine transformation.boolean
isFinite()
Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Apply a rotation transformation to this matrix to makez
point alongdir
.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4d dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.Apply a rotation transformation to this matrix to makez
point alongdir
.Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4d dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4d dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.lookAtPerspective(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4d dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.lookAtPerspectiveLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4d dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.double
m00()
Return the value of the matrix element at column 0 and row 0.m00(double m00)
Set the value of the matrix element at column 0 and row 0.double
m01()
Return the value of the matrix element at column 0 and row 1.m01(double m01)
Set the value of the matrix element at column 0 and row 1.double
m02()
Return the value of the matrix element at column 0 and row 2.m02(double m02)
Set the value of the matrix element at column 0 and row 2.double
m03()
Return the value of the matrix element at column 0 and row 3.m03(double m03)
Set the value of the matrix element at column 0 and row 3.double
m10()
Return the value of the matrix element at column 1 and row 0.m10(double m10)
Set the value of the matrix element at column 1 and row 0.double
m11()
Return the value of the matrix element at column 1 and row 1.m11(double m11)
Set the value of the matrix element at column 1 and row 1.double
m12()
Return the value of the matrix element at column 1 and row 2.m12(double m12)
Set the value of the matrix element at column 1 and row 2.double
m13()
Return the value of the matrix element at column 1 and row 3.m13(double m13)
Set the value of the matrix element at column 1 and row 3.double
m20()
Return the value of the matrix element at column 2 and row 0.m20(double m20)
Set the value of the matrix element at column 2 and row 0.double
m21()
Return the value of the matrix element at column 2 and row 1.m21(double m21)
Set the value of the matrix element at column 2 and row 1.double
m22()
Return the value of the matrix element at column 2 and row 2.m22(double m22)
Set the value of the matrix element at column 2 and row 2.double
m23()
Return the value of the matrix element at column 2 and row 3.m23(double m23)
Set the value of the matrix element at column 2 and row 3.double
m30()
Return the value of the matrix element at column 3 and row 0.m30(double m30)
Set the value of the matrix element at column 3 and row 0.double
m31()
Return the value of the matrix element at column 3 and row 1.m31(double m31)
Set the value of the matrix element at column 3 and row 1.double
m32()
Return the value of the matrix element at column 3 and row 2.m32(double m32)
Set the value of the matrix element at column 3 and row 2.double
m33()
Return the value of the matrix element at column 3 and row 3.m33(double m33)
Set the value of the matrix element at column 3 and row 3.mul(double r00, double r01, double r02, double r03, double r10, double r11, double r12, double r13, double r20, double r21, double r22, double r23, double r30, double r31, double r32, double r33)
Multiply this matrix by the matrix with the supplied elements.mul(double r00, double r01, double r02, double r03, double r10, double r11, double r12, double r13, double r20, double r21, double r22, double r23, double r30, double r31, double r32, double r33, Matrix4d dest)
Multiply this matrix by the matrix with the supplied elements and store the result indest
.mul(Matrix3x2dc right)
Multiply this matrix by the suppliedright
matrix and store the result inthis
.mul(Matrix3x2dc right, Matrix4d dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.mul(Matrix3x2fc right)
Multiply this matrix by the suppliedright
matrix and store the result inthis
.mul(Matrix3x2fc right, Matrix4d dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Multiply this matrix by the suppliedright
matrix.Multiply this matrix by the suppliedright
matrix and store the result indest
.Multiply this matrix by the supplied parameter matrix.Multiply this matrix by the supplied parameter matrix and store the result indest
.mul(Matrix4x3dc right)
Multiply this matrix by the suppliedright
matrix.mul(Matrix4x3dc right, Matrix4d dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.mul(Matrix4x3fc right, Matrix4d dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Multiply this matrix by the suppliedright
matrix.Multiply this matrix by the suppliedright
matrix and store the result indest
.mul3x3(double r00, double r01, double r02, double r10, double r11, double r12, double r20, double r21, double r22)
Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity.mul3x3(double r00, double r01, double r02, double r10, double r11, double r12, double r20, double r21, double r22, Matrix4d dest)
Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity, and store the result indest
.mul4x3ComponentWise(Matrix4dc other)
Componentwise multiply the upper 4x3 submatrices ofthis
byother
.mul4x3ComponentWise(Matrix4dc other, Matrix4d dest)
Componentwise multiply the upper 4x3 submatrices ofthis
byother
and store the result indest
.Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result inthis
.Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result indest
.mulAffineR(Matrix4dc right)
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result inthis
.mulAffineR(Matrix4dc right, Matrix4d dest)
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.mulComponentWise(Matrix4dc other)
Componentwise multiplythis
byother
.mulComponentWise(Matrix4dc other, Matrix4d dest)
Componentwise multiplythis
byother
and store the result indest
.Premultiply this matrix by the suppliedleft
matrix and store the result inthis
.Premultiply this matrix by the suppliedleft
matrix and store the result indest
.mulLocalAffine(Matrix4dc left)
Premultiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result inthis
.mulLocalAffine(Matrix4dc left, Matrix4d dest)
Premultiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result indest
.mulOrthoAffine(Matrix4dc view)
mulOrthoAffine(Matrix4dc view, Matrix4d dest)
Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix and store the result indest
.mulPerspectiveAffine(Matrix4dc view)
mulPerspectiveAffine(Matrix4dc view, Matrix4d dest)
Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix and store the result indest
.mulPerspectiveAffine(Matrix4x3dc view, Matrix4d dest)
Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix and store the result indest
.mulTranslationAffine(Matrix4dc right, Matrix4d dest)
Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.normal()
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it into the upper left 3x3 submatrix ofthis
.Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it intodest
.Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it into the upper left 3x3 submatrix ofdest
.Normalize the upper left 3x3 submatrix of this matrix.normalize3x3(Matrix3d dest)
Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.normalize3x3(Matrix4d dest)
Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.normalizedPositiveX(Vector3d dir)
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.normalizedPositiveY(Vector3d dir)
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.normalizedPositiveZ(Vector3d dir)
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied.obliqueZ(double a, double b)
Apply an oblique projection transformation to this matrix with the given values fora
andb
.Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.Obtain the position that gets transformed to the origin bythis
matrix.originAffine(Vector3d dest)
Obtain the position that gets transformed to the origin bythis
affine
matrix.ortho(double left, double right, double bottom, double top, double zNear, double zFar)
Apply an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Apply an orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix.ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest)
Apply an orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.ortho(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4d dest)
Apply an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.ortho2D(double left, double right, double bottom, double top)
Apply an orthographic projection transformation for a righthanded coordinate system to this matrix.Apply an orthographic projection transformation for a righthanded coordinate system to this matrix and store the result indest
.ortho2DLH(double left, double right, double bottom, double top)
Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix.Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix and store the result indest
.Build an ortographic projection transformation that fits the viewprojection transformation represented bythis
into the given affineview
transformation.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar)
Apply an orthographic projection transformation for a lefthanded coordiante system using OpenGL's NDC z range of[1..+1]
to this matrix.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Apply an orthographic projection transformation for a lefthanded coordiante system using the given NDC z range to this matrix.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest)
Apply an orthographic projection transformation for a lefthanded coordiante system using the given NDC z range to this matrix and store the result indest
.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4d dest)
Apply an orthographic projection transformation for a lefthanded coordiante system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.orthoSymmetric(double width, double height, double zNear, double zFar)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix.orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.orthoSymmetric(double width, double height, double zNear, double zFar, Matrix4d dest)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.orthoSymmetricLH(double width, double height, double zNear, double zFar)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range to this matrix.orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.orthoSymmetricLH(double width, double height, double zNear, double zFar, Matrix4d dest)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.perspective(double fovy, double aspect, double zNear, double zFar)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.perspective(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation using for a righthanded coordinate system the given NDC z range to this matrix.perspective(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.perspective(double fovy, double aspect, double zNear, double zFar, Matrix4d dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.double
Extract the far clip plane distance fromthis
perspective projection matrix.double
Return the vertical fieldofview angle in radians of this perspective transformation matrix.perspectiveFrustumSlice(double near, double far, Matrix4d dest)
Change the near and far clip plane distances ofthis
perspective frustum transformation matrix and store the result indest
.perspectiveInvOrigin(Vector3d dest)
Compute the eye/origin of the inverse of the perspective frustum transformation defined bythis
matrix, which can be the inverse of a projection matrix or the inverse of a combined modelviewprojection matrix, and store the result in the givendest
.perspectiveLH(double fovy, double aspect, double zNear, double zFar)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.perspectiveLH(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix.perspectiveLH(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.perspectiveLH(double fovy, double aspect, double zNear, double zFar, Matrix4d dest)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.double
Extract the near clip plane distance fromthis
perspective projection matrix.perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, boolean zZeroToOne)
Apply an asymmetric offcenter perspective projection frustum transformation using for a righthanded coordinate system the given NDC z range to this matrix.perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, Matrix4d dest)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.perspectiveOrigin(Vector3d dest)
Compute the eye/origin of the perspective frustum transformation defined bythis
matrix, which can be a projection matrix or a combined modelviewprojection matrix, and store the result in the givenorigin
.perspectiveRect(double width, double height, double zNear, double zFar)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.perspectiveRect(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation using for a righthanded coordinate system the given NDC z range to this matrix.perspectiveRect(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.perspectiveRect(double width, double height, double zNear, double zFar, Matrix4d dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.pick(double x, double y, double width, double height, int[] viewport)
Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates.Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates, and store the result 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.Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.projectedGridRange(Matrix4dc projector, double sLower, double sUpper, Matrix4d dest)
Compute the range matrix for the Projected Grid transformation as described in chapter "2.4.2 Creating the range conversion matrix" of the paper Realtime water rendering  Introducing the projected grid concept based on the inverse of the viewprojection matrix which is assumed to bethis
, and store that range matrix intodest
.static void
projViewFromRectangle(Vector3d eye, Vector3d p, Vector3d x, Vector3d y, double nearFarDist, boolean zeroToOne, Matrix4d projDest, Matrix4d viewDest)
Create a view and projection matrix from a giveneye
position, a given bottom left corner positionp
of the near plane rectangle and the extents of the near plane rectangle along its localx
andy
axes, and store the resulting matrices inprojDest
andviewDest
.int
Return the assumed properties of this matrix.void
readExternal(ObjectInput in)
reflect(double a, double b, double c, double d)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.reflect(double nx, double ny, double nz, double px, double py, double pz)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
and store the result indest
.reflect(Quaterniondc orientation, Vector3dc point)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane.reflect(Quaterniondc orientation, Vector3dc point, Matrix4d dest)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest
.Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.reflection(double a, double b, double c, double d)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.reflection(double nx, double ny, double nz, double px, double py, double pz)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.reflection(Quaterniondc orientation, Vector3dc point)
Set this matrix to a mirror/reflection transformation that reflects about a plane specified via the plane orientation and a point on the plane.reflection(Vector3dc normal, Vector3dc point)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.rotate(double ang, double x, double y, double z)
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components.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, to this matrix.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.rotate(AxisAngle4d axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4d
, to this matrix.rotate(AxisAngle4d axisAngle, Matrix4d dest)
Apply a rotation transformation, rotating about the givenAxisAngle4d
and store the result indest
.rotate(AxisAngle4f axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.rotate(AxisAngle4f axisAngle, Matrix4d dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.rotate(Quaterniondc quat)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix.rotate(Quaterniondc quat, Matrix4d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix and store the result indest
.rotate(Quaternionfc quat)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.rotate(Quaternionfc quat, Matrix4d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.rotateAffine(double ang, double x, double y, double z)
Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis.rotateAffine(double ang, double x, double y, double z, Matrix4d dest)
Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.rotateAffine(Quaterniondc quat)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix.rotateAffine(Quaterniondc quat, Matrix4d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to thisaffine
matrix and store the result indest
.rotateAffine(Quaternionfc quat)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.rotateAffine(Quaternionfc quat, Matrix4d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to thisaffine
matrix and store the result indest
.rotateAffineXYZ(double angleX, double angleY, double angleZ)
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.rotateAffineXYZ(double angleX, double angleY, double angleZ, Matrix4d dest)
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.rotateAffineYXZ(double angleY, double angleX, double angleZ)
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.rotateAffineYXZ(double angleY, double angleX, double angleZ, Matrix4d dest)
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.rotateAffineZYX(double angleZ, double angleY, double angleX)
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.rotateAffineZYX(double angleZ, double angleY, double angleX, Matrix4d dest)
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.rotateAround(Quaterniondc quat, double ox, double oy, double oz)
Apply the rotation transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin.rotateAround(Quaterniondc quat, double ox, double oy, double oz, Matrix4d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.rotateAroundAffine(Quaterniondc quat, double ox, double oy, double oz, Matrix4d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to thisaffine
matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.rotateAroundLocal(Quaterniondc quat, double ox, double oy, double oz)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin.rotateAroundLocal(Quaterniondc quat, double ox, double oy, double oz, Matrix4d dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.rotateLocal(double ang, double x, double y, double z)
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.rotateLocal(double ang, double x, double y, double z, Matrix4d dest)
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.rotateLocal(Quaterniondc quat)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix.rotateLocal(Quaterniondc quat, Matrix4d dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix and store the result indest
.rotateLocal(Quaternionfc quat)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.rotateLocal(Quaternionfc quat, Matrix4d dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.rotateLocalX(double ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the X axis.rotateLocalX(double ang, Matrix4d dest)
Premultiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.rotateLocalY(double ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Y axis.rotateLocalY(double ang, Matrix4d dest)
Premultiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.rotateLocalZ(double ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Z axis.rotateLocalZ(double ang, Matrix4d dest)
Premultiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4d dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.rotateTowards(Vector3dc direction, Vector3dc up)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdirection
.rotateTowards(Vector3dc direction, Vector3dc up, Matrix4d dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdirection
and store the result indest
.rotateTowardsXY(double dirX, double dirY)
Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
.rotateTowardsXY(double dirX, double dirY, Matrix4d dest)
Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
and store the result indest
.rotateTranslation(double ang, double x, double y, double z, Matrix4d dest)
Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.rotateTranslation(Quaterniondc quat, Matrix4d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix, which is assumed to only contain a translation, and store the result indest
.rotateTranslation(Quaternionfc quat, Matrix4d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix, which is assumed to only contain a translation, and store the result indest
.rotateX(double ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.rotateXYZ(double angleX, double angleY, double angleZ)
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.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 ofangles.x
radians about the X axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.z
radians about the Z axis.rotateY(double ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.rotateYXZ(double angleY, double angleX, double angleZ)
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.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 ofangles.y
radians about the Y axis, followed by a rotation ofangles.x
radians about the X axis and followed by a rotation ofangles.z
radians about the Z axis.rotateZ(double ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.rotateZYX(double angleZ, double angleY, double angleX)
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.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 rotation ofangles.z
radians about the Z axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.x
radians about the X axis.rotation(double angle, double x, double y, double z)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.rotation(AxisAngle4d angleAxis)
Set this matrix to a rotation transformation using the givenAxisAngle4d
.rotation(AxisAngle4f angleAxis)
Set this matrix to a rotation transformation using the givenAxisAngle4f
.rotation(Quaterniondc quat)
Set this matrix to the rotation  and possibly scaling  transformation of the givenQuaterniondc
.rotation(Quaternionfc quat)
Set this matrix to the rotation  and possibly scaling  transformation of the givenQuaternionfc
.rotationAround(Quaterniondc quat, double ox, double oy, double oz)
Set this matrix to a transformation composed of a rotation of the specifiedQuaterniondc
while using(ox, oy, oz)
as the rotation origin.rotationTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
axis withdir
.rotationTowards(Vector3dc dir, Vector3dc up)
Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
axis withdir
.rotationTowardsXY(double dirX, double dirY)
Set this matrix to a rotation transformation about the Z axis to align the local+X
towards(dirX, dirY)
.rotationX(double ang)
Set this matrix to a rotation transformation about the X axis.rotationXYZ(double angleX, double angleY, double angleZ)
Set this matrix to a 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.rotationY(double ang)
Set this matrix to a rotation transformation about the Y axis.rotationYXZ(double angleY, double angleX, double angleZ)
Set this matrix to a 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.rotationZ(double ang)
Set this matrix to a rotation transformation about the Z axis.rotationZYX(double angleZ, double angleY, double angleX)
Set this matrix to a 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.scale(double xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor.scale(double x, double y, double z)
Apply scaling tothis
matrix by scaling the base axes by the given x, y and z factors.Apply scaling tothis
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 given xyz factor and store the result indest
.Apply scaling to this matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively.Apply scaling tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively and store the result indest
.scaleAround(double factor, double ox, double oy, double oz)
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.scaleAround(double sx, double sy, double sz, double ox, double oy, double oz)
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.scaleAround(double sx, double sy, double sz, double ox, double oy, double oz, Matrix4d dest)
Apply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin, and store the result indest
.scaleAround(double factor, double ox, double oy, double oz, Matrix4d dest)
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, and store the result indest
.scaleAroundLocal(double factor, double ox, double oy, double oz)
Premultiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.scaleAroundLocal(double sx, double sy, double sz, double ox, double oy, double oz)
Premultiply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.scaleAroundLocal(double sx, double sy, double sz, double ox, double oy, double oz, Matrix4d dest)
Premultiply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using the given(ox, oy, oz)
as the scaling origin, and store the result indest
.scaleAroundLocal(double factor, double ox, double oy, double oz, Matrix4d dest)
Premultiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, and store the result indest
.scaleLocal(double xyz)
Premultiply scaling to this matrix by scaling the base axes by the given xyz factor.scaleLocal(double x, double y, double z)
Premultiply scaling to this matrix by scaling the base axes by the given x, y and z factors.scaleLocal(double x, double y, double z, Matrix4d dest)
Premultiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.scaleLocal(double xyz, Matrix4d dest)
Premultiply scaling tothis
matrix by scaling all base axes by the givenxyz
factor, and store the result indest
.scaleXY(double x, double y)
Apply scaling to this matrix by scaling the X axis byx
and the Y axis byy
.Apply scaling to this matrix by by scaling the X axis byx
and the Y axis byy
and store the result indest
.scaling(double factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.scaling(double x, double y, double z)
Set this matrix to be a simple scale matrix.Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
, respectively.set(double[] m)
Set the values in the matrix using a double array that contains the matrix elements in columnmajor order.set(double[] m, int off)
Set the values in the matrix using a double array that contains the matrix elements in columnmajor order.set(double m00, double m01, double m02, double m03, double m10, double m11, double m12, double m13, double m20, double m21, double m22, double m23, double m30, double m31, double m32, double m33)
Set the values within this matrix to the supplied double values.set(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.set(float[] m, int off)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.set(int column, int row, double value)
Set the matrix element at the given column and row to the specified value.set(int index, ByteBuffer buffer)
Set the values of this matrix by reading 16 double values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.set(int index, DoubleBuffer buffer)
Set the values of this matrix by reading 16 double values from the givenDoubleBuffer
in columnmajor order, starting at the specified absolute buffer position/index.set(int index, FloatBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in columnmajor order, starting at the specified absolute buffer position/index.set(ByteBuffer buffer)
Set the values of this matrix by reading 16 double values from the givenByteBuffer
in columnmajor order, starting at its current position.set(DoubleBuffer buffer)
Set the values of this matrix by reading 16 double values from the givenDoubleBuffer
in columnmajor order, starting at its current position.set(FloatBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in columnmajor order, starting at its current position.set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
.set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
.Store the values of the given matrixm
intothis
matrix.Store the values of the given matrixm
intothis
matrix.set(Matrix4x3dc m)
Store the values of the given matrixm
intothis
matrix and set the other matrix elements to identity.set(Matrix4x3fc m)
Store the values of the given matrixm
intothis
matrix and set the other matrix elements to identity.set(Quaterniondc q)
Set this matrix to be equivalent to the rotation  and possibly scaling  specified by the givenQuaterniondc
.set(Quaternionfc q)
Set this matrix to be equivalent to the rotation  and possibly scaling  specified by the givenQuaternionfc
.Set the four columns of this matrix to the supplied vectors, respectively.set4x3(Matrix4x3dc mat)
Set the upper 4x3 submatrix of thisMatrix4d
to the givenMatrix4x3dc
and don't change the other elements.set4x3(Matrix4x3fc mat)
Set the upper 4x3 submatrix of thisMatrix4d
to the givenMatrix4x3fc
and don't change the other elements.Set the column at the givencolumn
index, starting with0
.setFloats(int index, ByteBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.setFloats(ByteBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in columnmajor order, starting at its current position.setFromAddress(long address)
Set the values of this matrix by reading 16 double values from offheap memory in columnmajor order, starting at the given address.setFromIntrinsic(double alphaX, double alphaY, double gamma, double u0, double v0, int imgWidth, int imgHeight, double near, double far)
Set this matrix to represent a perspective projection equivalent to the given intrinsic camera calibration parameters.setFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
Set this matrix to be an arbitrary perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setFrustum(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be an arbitrary perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.setFrustumLH(double left, double right, double bottom, double top, double zNear, double zFar)
Set this matrix to be an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setFrustumLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setLookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a rotation transformation to makez
point alongdir
.setLookAlong(Vector3dc dir, Vector3dc up)
Set this matrix to a rotation transformation to makez
point alongdir
.setLookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.setLookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Set this matrix to be a "lookat" transformation for a lefthanded coordinate system, that aligns+z
withcenter  eye
.setLookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up)
Set this matrix to be a "lookat" transformation for a lefthanded coordinate system, that aligns+z
withcenter  eye
.setOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setOrtho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system using the given NDC z range.setOrtho2D(double left, double right, double bottom, double top)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system.setOrtho2DLH(double left, double right, double bottom, double top)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system.setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system using the given NDC z range.setOrthoSymmetric(double width, double height, double zNear, double zFar)
Set this matrix to be a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setOrthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range.setOrthoSymmetricLH(double width, double height, double zNear, double zFar)
Set this matrix to be a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setOrthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range.setPerspective(double fovy, double aspect, double zNear, double zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setPerspective(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.setPerspectiveLH(double fovy, double aspect, double zNear, double zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setPerspectiveLH(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range of[1..+1]
.setPerspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setPerspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.setPerspectiveRect(double width, double height, double zNear, double zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.setPerspectiveRect(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.setRotationXYZ(double angleX, double angleY, double angleZ)
Set only the upper left 3x3 submatrix of this matrix to a 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.setRotationYXZ(double angleY, double angleX, double angleZ)
Set only the upper left 3x3 submatrix of this matrix to a 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.setRotationZYX(double angleZ, double angleY, double angleX)
Set only the upper left 3x3 submatrix of this matrix to a 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.Set the row at the givenrow
index, starting with0
.setRowColumn(int row, int column, double value)
Set the matrix element at the given row and column to the specified value.setTranslation(double x, double y, double z)
Set only the translation components(m30, m31, m32)
of this matrix to the given values(x, y, z)
.setTranslation(Vector3dc xyz)
Set only the translation components(m30, m31, m32)
of this matrix to the given values(xyz.x, xyz.y, xyz.z)
.Store the values of the transpose of the given matrixm
intothis
matrix.shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d, Matrix4d dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4dc planeTransform, Matrix4d dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
.Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
.Componentwise subtractsubtrahend
fromthis
.Componentwise subtractsubtrahend
fromthis
and store the result indest
.Componentwise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
.Componentwise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
and store the result indest
.Exchange the values ofthis
matrix with the givenother
matrix.boolean
testAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ)
Test whether the given axisaligned box is partly or completely within or outside of the frustum defined bythis
matrix.boolean
testPoint(double x, double y, double z)
Test whether the given point(x, y, z)
is within the frustum defined bythis
matrix.boolean
testSphere(double x, double y, double z, double r)
Test whether the given sphere is partly or completely within or outside of the frustum defined bythis
matrix.toString()
Return a string representation of this matrix.toString(NumberFormat formatter)
Return a string representation of this matrix by formatting the matrix elements with the givenNumberFormat
.Transform/multiply the vector(x, y, z, w)
by this matrix and store the result indest
.Transform/multiply the given vector by this matrix and store the result in that vector.Transform/multiply the given vector by this matrix and store the result indest
.transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax)
Transform the axisaligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
affine
matrix and compute the axisaligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax)
Transform the axisaligned box given as the minimum cornermin
and maximum cornermax
bythis
affine
matrix and compute the axisaligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.transformAffine(double x, double y, double z, double w, Vector4d dest)
Transform/multiply the 4Dvector(x, y, z, w)
by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and store the result indest
.transformAffine(Vector4d dest)
Transform/multiply the given 4Dvector by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
).transformAffine(Vector4dc v, Vector4d dest)
Transform/multiply the given 4Dvector by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and store the result indest
.transformDirection(double x, double y, double z, Vector3d dest)
Transform/multiply the 3Dvector(x, y, z)
, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.transformDirection(double x, double y, double z, Vector3f dest)
Transform/multiply the 3Dvector(x, y, z)
, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.transformDirection(Vector3d dest)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.transformDirection(Vector3dc v, Vector3d dest)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.transformDirection(Vector3f dest)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.transformDirection(Vector3fc v, Vector3f dest)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.transformPosition(double x, double y, double z, Vector3d dest)
Transform/multiply the 3Dvector(x, y, z)
, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.transformPosition(Vector3d dest)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result in that vector.transformPosition(Vector3dc v, Vector3d dest)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.transformProject(double x, double y, double z, double w, Vector3d dest)
Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store(x, y, z)
of the result indest
.transformProject(double x, double y, double z, double w, Vector4d dest)
Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store the result indest
.transformProject(double x, double y, double z, Vector3d dest)
Transform/multiply the vector(x, y, z)
by this matrix, perform perspective divide and store the result indest
.Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.transformProject(Vector3dc v, Vector3d dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.transformProject(Vector4dc v, Vector3d dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store thex
,y
andz
components of the result indest
.transformProject(Vector4dc v, Vector4d dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.transformTranspose(double x, double y, double z, double w, Vector4d dest)
Transform/multiply the vector(x, y, z, w)
by the transpose of this matrix and store the result indest
.Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.transformTranspose(Vector4dc v, Vector4d dest)
Transform/multiply the given vector by the transpose of this matrix and store the result indest
.translate(double x, double y, double z)
Apply a translation to this matrix by translating by the given number of units in x, y and z.Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Apply a translation to this matrix by translating by the given number of units in x, y and z.Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Apply a translation to this matrix by translating by the given number of units in x, y and z.Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.translateLocal(double x, double y, double z)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.translateLocal(double x, double y, double z, Matrix4d dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.translateLocal(Vector3dc offset)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.translateLocal(Vector3dc offset, Matrix4d dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.translateLocal(Vector3fc offset)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.translateLocal(Vector3fc offset, Matrix4d dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.translation(double x, double y, double z)
Set this matrix to be a simple translation matrix.translation(Vector3dc offset)
Set this matrix to be a simple translation matrix.translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.translationRotate(double tx, double ty, double tz, double qx, double qy, double qz, double qw)
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
.translationRotate(double tx, double ty, double tz, Quaterniondc quat)
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation  and possibly scaling  transformation specified by the given quaternion.translationRotateScale(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double scale)
Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales all three axes byscale
.translationRotateScale(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz)
Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.translationRotateScale(Vector3dc translation, Quaterniondc quat, double scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.translationRotateScale(Vector3dc translation, Quaterniondc quat, Vector3dc scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.translationRotateScale(Vector3fc translation, Quaternionfc quat, double scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.translationRotateScaleInvert(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz)
Setthis
matrix to(T * R * S)^{1}
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.translationRotateScaleInvert(Vector3dc translation, Quaterniondc quat, double scale)
Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.translationRotateScaleInvert(Vector3dc translation, Quaterniondc quat, Vector3dc scale)
Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, double scale)
Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.translationRotateScaleMulAffine(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz, Matrix4d m)
Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
,S
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
andM
is anaffine
matrix.translationRotateScaleMulAffine(Vector3fc translation, Quaterniondc quat, Vector3fc scale, Matrix4d m)
Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation  and possibly scaling  transformation specified by the given quaternion,S
is a scaling transformation which scales the axes byscale
andM
is anaffine
matrix.translationRotateTowards(double posX, double posY, double posZ, double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a model transformation for a righthanded coordinate system, that translates to the given(posX, posY, posZ)
and aligns the localz
axis with(dirX, dirY, dirZ)
.translationRotateTowards(Vector3dc pos, Vector3dc dir, Vector3dc up)
Set this matrix to a model transformation for a righthanded coordinate system, that translates to the givenpos
and aligns the localz
axis withdir
.Transpose this matrix.Transposethis
matrix and store the result intodest
.Transpose only the upper left 3x3 submatrix of this matrix.transpose3x3(Matrix3d dest)
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.transpose3x3(Matrix4d dest)
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.trapezoidCrop(double p0x, double p0y, double p1x, double p1y, double p2x, double p2y, double p3x, double p3y)
Setthis
matrix to a perspective transformation that maps the trapezoid spanned by the four corner coordinates(p0x, p0y)
,(p1x, p1y)
,(p2x, p2y)
and(p3x, p3y)
to the unit square[(1, 1)..(+1, +1)]
.Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.unprojectInv(double winX, double winY, double winZ, int[] viewport, Vector3d dest)
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.unprojectInv(double winX, double winY, double winZ, int[] viewport, Vector4d dest)
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.unprojectInv(Vector3dc winCoords, int[] viewport, Vector3d dest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.unprojectInv(Vector3dc winCoords, int[] viewport, Vector4d dest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.unprojectInvRay(double winX, double winY, int[] viewport, Vector3d originDest, Vector3d dirDest)
Unproject the given 2D window coordinates(winX, winY)
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.unprojectInvRay(Vector2dc winCoords, int[] viewport, Vector3d originDest, Vector3d dirDest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.unprojectRay(double winX, double winY, int[] viewport, Vector3d originDest, Vector3d dirDest)
Unproject the given 2D window coordinates(winX, winY)
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.unprojectRay(Vector2dc winCoords, int[] viewport, Vector3d originDest, Vector3d dirDest)
Unproject the given 2D window coordinateswinCoords
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.withLookAtUp(double upX, double upY, double upZ)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3d)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3d)
) and the given vector(upX, upY, upZ)
.withLookAtUp(double upX, double upY, double upZ, Matrix4d dest)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4dc.positiveY(Vector3d)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4dc.positiveZ(Vector3d)
) and the given vector(upX, upY, upZ)
, and store the result indest
.withLookAtUp(Vector3dc up)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3d)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3d)
) and the given vectorup
.withLookAtUp(Vector3dc up, Matrix4d dest)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4dc.positiveY(Vector3d)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4dc.positiveZ(Vector3d)
) and the given vectorup
, and store the result indest
.void
writeExternal(ObjectOutput out)
zero()
Set all the values within this matrix to 0.

Constructor Details

Matrix4d
public Matrix4d() 
Matrix4d
Create a newMatrix4d
and make it a copy of the given matrix. Parameters:
mat
 theMatrix4dc
to copy the values from

Matrix4d
Create a newMatrix4d
and make it a copy of the given matrix. Parameters:
mat
 theMatrix4fc
to copy the values from

Matrix4d
Create a newMatrix4d
and set its upper 4x3 submatrix to the given matrixmat
and all other elements to identity. Parameters:
mat
 theMatrix4x3dc
to copy the values from

Matrix4d
Create a newMatrix4d
and set its upper 4x3 submatrix to the given matrixmat
and all other elements to identity. Parameters:
mat
 theMatrix4x3fc
to copy the values from

Matrix4d
Create a newMatrix4d
by setting its uppper left 3x3 submatrix to the values of the givenMatrix3dc
and the rest to identity. Parameters:
mat
 theMatrix3dc

Matrix4d
public Matrix4d(double m00, double m01, double m02, double m03, double m10, double m11, double m12, double m13, double m20, double m21, double m22, double m23, double m30, double m31, double m32, double m33)Create a new 4x4 matrix using the supplied double values.The matrix layout will be:
m00, m10, m20, m30
m01, m11, m21, m31
m02, m12, m22, m32
m03, m13, m23, m33 Parameters:
m00
 the value of m00m01
 the value of m01m02
 the value of m02m03
 the value of m03m10
 the value of m10m11
 the value of m11m12
 the value of m12m13
 the value of m13m20
 the value of m20m21
 the value of m21m22
 the value of m22m23
 the value of m23m30
 the value of m30m31
 the value of m31m32
 the value of m32m33
 the value of m33

Matrix4d
Create a newMatrix4d
by reading its 16 double components from the givenDoubleBuffer
at the buffer's current position.That DoubleBuffer is expected to hold the values in columnmajor order.
The buffer's position will not be changed by this method.
 Parameters:
buffer
 theDoubleBuffer
to read the matrix values from

Matrix4d
Create a newMatrix4d
and initialize its four columns using the supplied vectors. Parameters:
col0
 the first columncol1
 the second columncol2
 the third columncol3
 the fourth column


Method Details

assume
Assume the given properties about this matrix.Use one or multiple of 0,
Matrix4dc.PROPERTY_IDENTITY
,Matrix4dc.PROPERTY_TRANSLATION
,Matrix4dc.PROPERTY_AFFINE
,Matrix4dc.PROPERTY_PERSPECTIVE
,Matrix4fc.PROPERTY_ORTHONORMAL
. Parameters:
properties
 bitset of the properties to assume about this matrix Returns:
 this

determineProperties
Compute and set the matrix properties returned byproperties()
based on the current matrix element values. Returns:
 this

properties
public int properties()Description copied from interface:Matrix4dc
Return the assumed properties of this matrix. This is a bitcombination ofMatrix4dc.PROPERTY_IDENTITY
,Matrix4dc.PROPERTY_AFFINE
,Matrix4dc.PROPERTY_TRANSLATION
andMatrix4dc.PROPERTY_PERSPECTIVE
. Specified by:
properties
in interfaceMatrix4dc
 Returns:
 the properties of the matrix

m00
public double m00()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 0 and row 0. 
m01
public double m01()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 0 and row 1. 
m02
public double m02()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 0 and row 2. 
m03
public double m03()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 0 and row 3. 
m10
public double m10()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 1 and row 0. 
m11
public double m11()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 1 and row 1. 
m12
public double m12()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 1 and row 2. 
m13
public double m13()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 1 and row 3. 
m20
public double m20()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 2 and row 0. 
m21
public double m21()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 2 and row 1. 
m22
public double m22()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 2 and row 2. 
m23
public double m23()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 2 and row 3. 
m30
public double m30()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 3 and row 0. 
m31
public double m31()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 3 and row 1. 
m32
public double m32()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 3 and row 2. 
m33
public double m33()Description copied from interface:Matrix4dc
Return the value of the matrix element at column 3 and row 3. 
m00
Set the value of the matrix element at column 0 and row 0. Parameters:
m00
 the new value Returns:
 this

m01
Set the value of the matrix element at column 0 and row 1. Parameters:
m01
 the new value Returns:
 this

m02
Set the value of the matrix element at column 0 and row 2. Parameters:
m02
 the new value Returns:
 this

m03
Set the value of the matrix element at column 0 and row 3. Parameters:
m03
 the new value Returns:
 this

m10
Set the value of the matrix element at column 1 and row 0. Parameters:
m10
 the new value Returns:
 this

m11
Set the value of the matrix element at column 1 and row 1. Parameters:
m11
 the new value Returns:
 this

m12
Set the value of the matrix element at column 1 and row 2. Parameters:
m12
 the new value Returns:
 this

m13
Set the value of the matrix element at column 1 and row 3. Parameters:
m13
 the new value Returns:
 this

m20
Set the value of the matrix element at column 2 and row 0. Parameters:
m20
 the new value Returns:
 this

m21
Set the value of the matrix element at column 2 and row 1. Parameters:
m21
 the new value Returns:
 this

m22
Set the value of the matrix element at column 2 and row 2. Parameters:
m22
 the new value Returns:
 this

m23
Set the value of the matrix element at column 2 and row 3. Parameters:
m23
 the new value Returns:
 this

m30
Set the value of the matrix element at column 3 and row 0. Parameters:
m30
 the new value Returns:
 this

m31
Set the value of the matrix element at column 3 and row 1. Parameters:
m31
 the new value Returns:
 this

m32
Set the value of the matrix element at column 3 and row 2. Parameters:
m32
 the new value Returns:
 this

m33
Set the value of the matrix element at column 3 and row 3. Parameters:
m33
 the new value Returns:
 this

identity
Reset this matrix to the identity.Please note that if a call to
identity()
is immediately followed by a call to:translate
,rotate
,scale
,perspective
,frustum
,ortho
,ortho2D
,lookAt
,lookAlong
, or any of their overloads, then the call toidentity()
can be omitted and the subsequent call replaced with:translation
,rotation
,scaling
,setPerspective
,setFrustum
,setOrtho
,setOrtho2D
,setLookAt
,setLookAlong
, or any of their overloads. Returns:
 this

set
Store the values of the given matrixm
intothis
matrix. Parameters:
m
 the matrix to copy the values from Returns:
 this
 See Also:
Matrix4d(Matrix4dc)
,get(Matrix4d)

set
Store the values of the given matrixm
intothis
matrix. Parameters:
m
 the matrix to copy the values from Returns:
 this
 See Also:
Matrix4d(Matrix4fc)

setTransposed
Store the values of the transpose of the given matrixm
intothis
matrix. Parameters:
m
 the matrix to copy the transposed values from Returns:
 this

set
Store the values of the given matrixm
intothis
matrix and set the other matrix elements to identity. Parameters:
m
 the matrix to copy the values from Returns:
 this
 See Also:
Matrix4d(Matrix4x3dc)

set
Store the values of the given matrixm
intothis
matrix and set the other matrix elements to identity. Parameters:
m
 the matrix to copy the values from Returns:
 this
 See Also:
Matrix4d(Matrix4x3fc)

set
 Parameters:
mat
 theMatrix3dc
 Returns:
 this
 See Also:
Matrix4d(Matrix3dc)

set3x3
Set the upper left 3x3 submatrix of thisMatrix4d
to that of the givenMatrix4dc
and don't change the other elements. Parameters:
mat
 theMatrix4dc
 Returns:
 this

set4x3
Set the upper 4x3 submatrix of thisMatrix4d
to the givenMatrix4x3dc
and don't change the other elements. Parameters:
mat
 theMatrix4x3dc
 Returns:
 this
 See Also:
Matrix4x3dc.get(Matrix4d)

set4x3
Set the upper 4x3 submatrix of thisMatrix4d
to the givenMatrix4x3fc
and don't change the other elements. Parameters:
mat
 theMatrix4x3fc
 Returns:
 this
 See Also:
Matrix4x3fc.get(Matrix4d)

set4x3
Set the upper 4x3 submatrix of thisMatrix4d
to the upper 4x3 submatrix of the givenMatrix4dc
and don't change the other elements. Parameters:
mat
 theMatrix4dc
 Returns:
 this

set
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
. Parameters:
axisAngle
 theAxisAngle4f
 Returns:
 this

set
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
. Parameters:
axisAngle
 theAxisAngle4d
 Returns:
 this

set
Set this matrix to be equivalent to the rotation  and possibly scaling  specified by the givenQuaternionfc
.This method is equivalent to calling:
rotation(q)
Reference: http://www.euclideanspace.com/
 Parameters:
q
 theQuaternionfc
 Returns:
 this
 See Also:
rotation(Quaternionfc)

set
Set this matrix to be equivalent to the rotation  and possibly scaling  specified by the givenQuaterniondc
.This method is equivalent to calling:
rotation(q)
Reference: http://www.euclideanspace.com/
 Parameters:
q
 theQuaterniondc
 Returns:
 this
 See Also:
rotation(Quaterniondc)

mul
Multiply this matrix by the suppliedright
matrix.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 multiplication Returns:
 this

mul
Description copied from interface:Matrix4dc
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! 
mul0
Multiply this matrix by the suppliedright
matrix.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!This method neither assumes nor checks for any matrix properties of
this
orright
and will always perform a complete 4x4 matrix multiplication. This method should only be used whenever the multiplied matrices do not have any properties for which there are optimized multiplication methods available. Parameters:
right
 the right operand of the matrix multiplication Returns:
 this

mul0
Description copied from interface:Matrix4dc
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!This method neither assumes nor checks for any matrix properties of
this
orright
and will always perform a complete 4x4 matrix multiplication. This method should only be used whenever the multiplied matrices do not have any properties for which there are optimized multiplication methods available. 
mul
public Matrix4d mul(double r00, double r01, double r02, double r03, double r10, double r11, double r12, double r13, double r20, double r21, double r22, double r23, double r30, double r31, double r32, double r33)Multiply this matrix by the matrix with the supplied elements.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, 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:
r00
 the m00 element of the right matrixr01
 the m01 element of the right matrixr02
 the m02 element of the right matrixr03
 the m03 element of the right matrixr10
 the m10 element of the right matrixr11
 the m11 element of the right matrixr12
 the m12 element of the right matrixr13
 the m13 element of the right matrixr20
 the m20 element of the right matrixr21
 the m21 element of the right matrixr22
 the m22 element of the right matrixr23
 the m23 element of the right matrixr30
 the m30 element of the right matrixr31
 the m31 element of the right matrixr32
 the m32 element of the right matrixr33
 the m33 element of the right matrix Returns:
 this

mul
public Matrix4d mul(double r00, double r01, double r02, double r03, double r10, double r11, double r12, double r13, double r20, double r21, double r22, double r23, double r30, double r31, double r32, double r33, Matrix4d dest)Description copied from interface:Matrix4dc
Multiply this matrix by the matrix with the supplied elements and store the result indest
.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, 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! Specified by:
mul
in interfaceMatrix4dc
 Parameters:
r00
 the m00 element of the right matrixr01
 the m01 element of the right matrixr02
 the m02 element of the right matrixr03
 the m03 element of the right matrixr10
 the m10 element of the right matrixr11
 the m11 element of the right matrixr12
 the m12 element of the right matrixr13
 the m13 element of the right matrixr20
 the m20 element of the right matrixr21
 the m21 element of the right matrixr22
 the m22 element of the right matrixr23
 the m23 element of the right matrixr30
 the m30 element of the right matrixr31
 the m31 element of the right matrixr32
 the m32 element of the right matrixr33
 the m33 element of the right matrixdest
 the destination matrix, which will hold the result Returns:
 dest

mul3x3
public Matrix4d mul3x3(double r00, double r01, double r02, double r10, double r11, double r12, double r20, double r21, double r22)Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, 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:
r00
 the m00 element of the right matrixr01
 the m01 element of the right matrixr02
 the m02 element of the right matrixr10
 the m10 element of the right matrixr11
 the m11 element of the right matrixr12
 the m12 element of the right matrixr20
 the m20 element of the right matrixr21
 the m21 element of the right matrixr22
 the m22 element of the right matrix Returns:
 this

mul3x3
public Matrix4d mul3x3(double r00, double r01, double r02, double r10, double r11, double r12, double r20, double r21, double r22, Matrix4d dest)Description copied from interface:Matrix4dc
Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity, and store the result indest
.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, 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! Specified by:
mul3x3
in interfaceMatrix4dc
 Parameters:
r00
 the m00 element of the right matrixr01
 the m01 element of the right matrixr02
 the m02 element of the right matrixr10
 the m10 element of the right matrixr11
 the m11 element of the right matrixr12
 the m12 element of the right matrixr20
 the m20 element of the right matrixr21
 the m21 element of the right matrixr22
 the m22 element of the right matrixdest
 the destination matrix, which will hold the result Returns:
 this

mulLocal
Premultiply this matrix by the suppliedleft
matrix and store the result inthis
.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 multiplication Returns:
 this

mulLocal
Description copied from interface:Matrix4dc
Premultiply this matrix by the suppliedleft
matrix and store the result indest
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first! 
mulLocalAffine
Premultiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result inthis
.This method assumes that
this
matrix and the givenleft
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofleft
.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 multiplication (the last row is assumed to be(0, 0, 0, 1)
) Returns:
 this

mulLocalAffine
Description copied from interface:Matrix4dc
Premultiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result indest
.This method assumes that
this
matrix and the givenleft
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofleft
.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! Specified by:
mulLocalAffine
in interfaceMatrix4dc
 Parameters:
left
 the left operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)dest
 the destination matrix, which will hold the result Returns:
 dest

mul
Multiply this matrix by the suppliedright
matrix.The last row of the
right
matrix is assumed to be(0, 0, 0, 1)
.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 multiplication Returns:
 this

mul
Description copied from interface:Matrix4dc
Multiply this matrix by the suppliedright
matrix and store the result indest
.The last row of the
right
matrix is assumed to be(0, 0, 0, 1)
.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! 
mulPerspectiveAffine
Description copied from interface:Matrix4dc
Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix and store the result indest
.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first! Specified by:
mulPerspectiveAffine
in interfaceMatrix4dc
 Parameters:
view
 the matrix to multiplythis
symmetric perspective projection matrix bydest
 the destination matrix, which will hold the result Returns:
 dest

mul
Description copied from interface:Matrix4dc
Multiply this matrix by the suppliedright
matrix and store the result indest
.The last row of the
right
matrix is assumed to be(0, 0, 0, 1)
.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! 
mul
Multiply this matrix by the suppliedright
matrix and store the result inthis
.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 multiplication Returns:
 this

mul
Description copied from interface:Matrix4dc
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! 
mul
Multiply this matrix by the suppliedright
matrix and store the result inthis
.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 multiplication Returns:
 this

mul
Description copied from interface:Matrix4dc
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! 
mul
Multiply this matrix by the supplied parameter matrix.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 multiplication Returns:
 this

mul
Description copied from interface:Matrix4dc
Multiply this matrix by the supplied parameter 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! 
mulPerspectiveAffine
Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first! Parameters:
view
 theaffine
matrix to multiplythis
symmetric perspective projection matrix by Returns:
 this

mulPerspectiveAffine
Description copied from interface:Matrix4dc
Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix and store the result indest
.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first! Specified by:
mulPerspectiveAffine
in interfaceMatrix4dc
 Parameters:
view
 theaffine
matrix to multiplythis
symmetric perspective projection matrix bydest
 the destination matrix, which will hold the result Returns:
 dest

mulAffineR
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result inthis
.This method assumes that the given
right
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).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 multiplication (the last row is assumed to be(0, 0, 0, 1)
) Returns:
 this

mulAffineR
Description copied from interface:Matrix4dc
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.This method assumes that the given
right
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).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! Specified by:
mulAffineR
in interfaceMatrix4dc
 Parameters:
right
 the right operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)dest
 the destination matrix, which will hold the result Returns:
 dest

mulAffine
Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result inthis
.This method assumes that
this
matrix and the givenright
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofright
.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 multiplication (the last row is assumed to be(0, 0, 0, 1)
) Returns:
 this

mulAffine
Description copied from interface:Matrix4dc
Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result indest
.This method assumes that
this
matrix and the givenright
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofright
.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! 
mulTranslationAffine
Description copied from interface:Matrix4dc
Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.This method assumes that
this
matrix only contains a translation, and that the givenright
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
).This method will not modify either the last row of
this
or the last row ofright
.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! Specified by:
mulTranslationAffine
in interfaceMatrix4dc
 Parameters:
right
 the right operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)dest
 the destination matrix, which will hold the result Returns:
 dest

mulOrthoAffine
Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix.If
M
isthis
matrix andV
theview
matrix, then the new matrix will beM * V
. So when transforming a vectorv
with the new matrix by usingM * V * v
, the transformation of theview
matrix will be applied first! Parameters:
view
 the affine matrix which to multiplythis
with Returns:
 this

mulOrthoAffine
Description copied from interface:Matrix4dc
Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix and store the result indest
.If
M
isthis
matrix andV
theview
matrix, then the new matrix will beM * V
. So when transforming a vectorv
with the new matrix by usingM * V * v
, the transformation of theview
matrix will be applied first! Specified by:
mulOrthoAffine
in interfaceMatrix4dc
 Parameters:
view
 the affine matrix which to multiplythis
withdest
 the destination matrix, which will hold the result Returns:
 dest

fma4x3
Componentwise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
and adding that result tothis
.The matrix
other
will not be changed. Parameters:
other
 the other matrixotherFactor
 the factor to multiply each of the other matrix's 4x3 components Returns:
 this

fma4x3
Description copied from interface:Matrix4dc
Componentwise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
, adding that tothis
and storing the final result indest
.The other components of
dest
will be set to the ones ofthis
.The matrices
this
andother
will not be changed. 
add
Componentwise addthis
andother
. Parameters:
other
 the other addend Returns:
 this

add
Description copied from interface:Matrix4dc
Componentwise addthis
andother
and store the result indest
. 
sub
Componentwise subtractsubtrahend
fromthis
. Parameters:
subtrahend
 the subtrahend Returns:
 this

sub
Description copied from interface:Matrix4dc
Componentwise subtractsubtrahend
fromthis
and store the result indest
. 
mulComponentWise
Componentwise multiplythis
byother
. Parameters:
other
 the other matrix Returns:
 this

mulComponentWise
Description copied from interface:Matrix4dc
Componentwise multiplythis
byother
and store the result indest
. Specified by:
mulComponentWise
in interfaceMatrix4dc
 Parameters:
other
 the other matrixdest
 will hold the result Returns:
 dest

add4x3
Componentwise add the upper 4x3 submatrices ofthis
andother
. Parameters:
other
 the other addend Returns:
 this

add4x3
Description copied from interface:Matrix4dc
Componentwise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.The other components of
dest
will be set to the ones ofthis
. 
add4x3
Componentwise add the upper 4x3 submatrices ofthis
andother
. Parameters:
other
 the other addend Returns:
 this

add4x3
Description copied from interface:Matrix4dc
Componentwise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.The other components of
dest
will be set to the ones ofthis
. 
sub4x3
Componentwise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
. Parameters:
subtrahend
 the subtrahend Returns:
 this

sub4x3
Description copied from interface:Matrix4dc
Componentwise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
and store the result indest
.The other components of
dest
will be set to the ones ofthis
. 
mul4x3ComponentWise
Componentwise multiply the upper 4x3 submatrices ofthis
byother
. Parameters:
other
 the other matrix Returns:
 this

mul4x3ComponentWise
Description copied from interface:Matrix4dc
Componentwise multiply the upper 4x3 submatrices ofthis
byother
and store the result indest
.The other components of
dest
will be set to the ones ofthis
. Specified by:
mul4x3ComponentWise
in interfaceMatrix4dc
 Parameters:
other
 the other matrixdest
 will hold the result Returns:
 dest

set
public Matrix4d set(double m00, double m01, double m02, double m03, double m10, double m11, double m12, double m13, double m20, double m21, double m22, double m23, double m30, double m31, double m32, double m33)Set the values within this matrix to the supplied double values. The matrix will look like this:
m00, m10, m20, m30
m01, m11, m21, m31
m02, m12, m22, m32
m03, m13, m23, m33 Parameters:
m00
 the new value of m00m01
 the new value of m01m02
 the new value of m02m03
 the new value of m03m10
 the new value of m10m11
 the new value of m11m12
 the new value of m12m13
 the new value of m13m20
 the new value of m20m21
 the new value of m21m22
 the new value of m22m23
 the new value of m23m30
 the new value of m30m31
 the new value of m31m32
 the new value of m32m33
 the new value of m33 Returns:
 this

set
Set the values in the matrix using a double array that contains the matrix elements in columnmajor order.The results will look like this:
0, 4, 8, 12
1, 5, 9, 13
2, 6, 10, 14
3, 7, 11, 15 Parameters:
m
 the array to read the matrix values fromoff
 the offset into the array Returns:
 this
 See Also:
set(double[])

set
Set the values in the matrix using a double array that contains the matrix elements in columnmajor order.The results will look like this:
0, 4, 8, 12
1, 5, 9, 13
2, 6, 10, 14
3, 7, 11, 15 Parameters:
m
 the array to read the matrix values from Returns:
 this
 See Also:
set(double[], int)

set
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.The results will look like this:
0, 4, 8, 12
1, 5, 9, 13
2, 6, 10, 14
3, 7, 11, 15 Parameters:
m
 the array to read the matrix values fromoff
 the offset into the array Returns:
 this
 See Also:
set(float[])

set
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.The results will look like this:
0, 4, 8, 12
1, 5, 9, 13
2, 6, 10, 14
3, 7, 11, 15 Parameters:
m
 the array to read the matrix values from Returns:
 this
 See Also:
set(float[], int)

set
Set the values of this matrix by reading 16 double values from the givenDoubleBuffer
in columnmajor order, starting at its current position.The DoubleBuffer is expected to contain the values in columnmajor order.
The position of the DoubleBuffer will not be changed by this method.
 Parameters:
buffer
 the DoubleBuffer to read the matrix values from in columnmajor order Returns:
 this

set
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in columnmajor order, starting at its current position.The FloatBuffer is expected to contain the values in columnmajor order.
The position of the FloatBuffer will not be changed by this method.
 Parameters:
buffer
 the FloatBuffer to read the matrix values from in columnmajor order Returns:
 this

set
Set the values of this matrix by reading 16 double values from the givenByteBuffer
in columnmajor order, starting at its current position.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
buffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

set
Set the values of this matrix by reading 16 double values from the givenDoubleBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The DoubleBuffer is expected to contain the values in columnmajor order.
The position of the DoubleBuffer will not be changed by this method.
 Parameters:
index
 the absolute position into the DoubleBufferbuffer
 the DoubleBuffer to read the matrix values from in columnmajor order Returns:
 this

set
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The FloatBuffer is expected to contain the values in columnmajor order.
The position of the FloatBuffer will not be changed by this method.
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 the FloatBuffer to read the matrix values from in columnmajor order Returns:
 this

set
Set the values of this matrix by reading 16 double values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

setFloats
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in columnmajor order, starting at its current position.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
buffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

setFloats
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

setFromAddress
Set the values of this matrix by reading 16 double values from offheap memory in columnmajor order, starting at the given address.This method will throw an
UnsupportedOperationException
when JOML is used with `Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
 Parameters:
address
 the offheap memory address to read the matrix values from in columnmajor order Returns:
 this

set
Set the four columns of this matrix to the supplied vectors, respectively. Parameters:
col0
 the first columncol1
 the second columncol2
 the third columncol3
 the fourth column Returns:
 this

determinant
public double determinant()Description copied from interface:Matrix4dc
Return the determinant of this matrix.If
this
matrix represents anaffine
transformation, such as translation, rotation, scaling and shearing, and thus its last row is equal to(0, 0, 0, 1)
, thenMatrix4dc.determinantAffine()
can be used instead of this method. Specified by:
determinant
in interfaceMatrix4dc
 Returns:
 the determinant
 See Also:
Matrix4dc.determinantAffine()

determinant3x3
public double determinant3x3()Description copied from interface:Matrix4dc
Return the determinant of the upper left 3x3 submatrix of this matrix. Specified by:
determinant3x3
in interfaceMatrix4dc
 Returns:
 the determinant

determinantAffine
public double determinantAffine()Description copied from interface:Matrix4dc
Return the determinant of this matrix by assuming that it represents anaffine
transformation and thus its last row is equal to(0, 0, 0, 1)
. Specified by:
determinantAffine
in interfaceMatrix4dc
 Returns:
 the determinant

invert
Invert this matrix.If
this
matrix represents anaffine
transformation, such as translation, rotation, scaling and shearing, and thus its last row is equal to(0, 0, 0, 1)
, theninvertAffine()
can be used instead of this method. Returns:
 this
 See Also:
invertAffine()

invert
Description copied from interface:Matrix4dc
Invertthis
matrix and store the result indest
.If
this
matrix represents anaffine
transformation, such as translation, rotation, scaling and shearing, and thus its last row is equal to(0, 0, 0, 1)
, thenMatrix4dc.invertAffine(Matrix4d)
can be used instead of this method. Specified by:
invert
in interfaceMatrix4dc
 Parameters:
dest
 will hold the result Returns:
 dest
 See Also:
Matrix4dc.invertAffine(Matrix4d)

invertPerspective
Description copied from interface:Matrix4dc
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
and stores it into the givendest
.This method can be used to quickly obtain the inverse of a perspective projection matrix when being obtained via
perspective()
. Specified by:
invertPerspective
in interfaceMatrix4dc
 Parameters:
dest
 will hold the inverse ofthis
 Returns:
 dest
 See Also:
Matrix4dc.perspective(double, double, double, double, Matrix4d)

invertPerspective
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
.This method can be used to quickly obtain the inverse of a perspective projection matrix when being obtained via
perspective()
. Returns:
 this
 See Also:
perspective(double, double, double, double)

invertFrustum
Description copied from interface:Matrix4dc
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods, then this method builds the inverse ofthis
and stores it into the givendest
.This method can be used to quickly obtain the inverse of a perspective projection matrix.
If this matrix represents a symmetric perspective frustum transformation, as obtained via
perspective()
, thenMatrix4dc.invertPerspective(Matrix4d)
should be used instead. Specified by:
invertFrustum
in interfaceMatrix4dc
 Parameters:
dest
 will hold the inverse ofthis
 Returns:
 dest
 See Also:
Matrix4dc.frustum(double, double, double, double, double, double, Matrix4d)
,Matrix4dc.invertPerspective(Matrix4d)

invertFrustum
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods or viasetFrustum()
, then this method builds the inverse ofthis
.This method can be used to quickly obtain the inverse of a perspective projection matrix.
If this matrix represents a symmetric perspective frustum transformation, as obtained via
perspective()
, theninvertPerspective()
should be used instead. Returns:
 this
 See Also:
frustum(double, double, double, double, double, double)
,invertPerspective()

invertOrtho
Description copied from interface:Matrix4dc
Invertthis
orthographic projection matrix and store the result into the givendest
.This method can be used to quickly obtain the inverse of an orthographic projection matrix.
 Specified by:
invertOrtho
in interfaceMatrix4dc
 Parameters:
dest
 will hold the inverse ofthis
 Returns:
 dest

invertOrtho
Invertthis
orthographic projection matrix.This method can be used to quickly obtain the inverse of an orthographic projection matrix.
 Returns:
 this

invertPerspectiveView
Description copied from interface:Matrix4dc
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix isaffine
and has unit scaling (for example by being obtained vialookAt()
), then this method builds the inverse ofthis * view
and stores it into the givendest
.This method can be used to quickly obtain the inverse of the combination of the view and projection matrices, when both were obtained via the common methods
perspective()
andlookAt()
or other methods, that build affine matrices, such astranslate
andMatrix4dc.rotate(double, double, double, double, Matrix4d)
, except forscale()
.For the special cases of the matrices
this
andview
mentioned above, this method is equivalent to the following code:dest.set(this).mul(view).invert();
 Specified by:
invertPerspectiveView
in interfaceMatrix4dc
 Parameters:
view
 the view transformation (must beaffine
and have unit scaling)dest
 will hold the inverse ofthis * view
 Returns:
 dest

invertPerspectiveView
Description copied from interface:Matrix4dc
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix has unit scaling, then this method builds the inverse ofthis * view
and stores it into the givendest
.This method can be used to quickly obtain the inverse of the combination of the view and projection matrices, when both were obtained via the common methods
perspective()
andlookAt()
or other methods, that build affine matrices, such astranslate
andMatrix4dc.rotate(double, double, double, double, Matrix4d)
, except forscale()
.For the special cases of the matrices
this
andview
mentioned above, this method is equivalent to the following code:dest.set(this).mul(view).invert();
 Specified by:
invertPerspectiveView
in interfaceMatrix4dc
 Parameters:
view
 the view transformation (must have unit scaling)dest
 will hold the inverse ofthis * view
 Returns:
 dest

invertAffine
Description copied from interface:Matrix4dc
Invert this matrix by assuming that it is anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and write the result intodest
. Specified by:
invertAffine
in interfaceMatrix4dc
 Parameters:
dest
 will hold the result Returns:
 dest

invertAffine
Invert this matrix by assuming that it is anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
). Returns:
 this

transpose
Transpose this matrix. Returns:
 this

transpose
Description copied from interface:Matrix4dc
Transposethis
matrix and store the result intodest
. 
transpose3x3
Transpose only the upper left 3x3 submatrix of this matrix.All other matrix elements are left unchanged.
 Returns:
 this

transpose3x3
Description copied from interface:Matrix4dc
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.All other matrix elements are left unchanged.
 Specified by:
transpose3x3
in interfaceMatrix4dc
 Parameters:
dest
 will hold the result Returns:
 dest

transpose3x3
Description copied from interface:Matrix4dc
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
. Specified by:
transpose3x3
in interfaceMatrix4dc
 Parameters:
dest
 will hold the result Returns:
 dest

translation
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
 Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in z Returns:
 this

translation
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
 Parameters:
offset
 the offsets in x, y and z to translate Returns:
 this

translation
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
 Parameters:
offset
 the offsets in x, y and z to translate Returns:
 this

setTranslation
Set only the translation components(m30, m31, m32)
of this matrix to the given values(x, y, z)
.To build a translation matrix instead, use
translation(double, double, double)
. To apply a translation, usetranslate(double, double, double)
. Parameters:
x
 the units to translate in xy
 the units to translate in yz
 the units to translate in z Returns:
 this
 See Also:
translation(double, double, double)
,translate(double, double, double)

setTranslation
Set only the translation components(m30, m31, m32)
of this matrix to the given values(xyz.x, xyz.y, xyz.z)
.To build a translation matrix instead, use
translation(Vector3dc)
. To apply a translation, usetranslate(Vector3dc)
. Parameters:
xyz
 the units to translate in(x, y, z)
 Returns:
 this
 See Also:
translation(Vector3dc)
,translate(Vector3dc)

getTranslation
Description copied from interface:Matrix4dc
Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
. Specified by:
getTranslation
in interfaceMatrix4dc
 Parameters:
dest
 will hold the translation components of this matrix Returns:
 dest

getScale
Description copied from interface:Matrix4dc
Get the scaling factors ofthis
matrix for the three base axes. 
toString
Return a string representation of this matrix.This method creates a new
DecimalFormat
on every invocation with the format string "0.000E0;
". 
toString
Return a string representation of this matrix by formatting the matrix elements with the givenNumberFormat
. Parameters:
formatter
 theNumberFormat
used to format the matrix values with Returns:
 the string representation

get
Description copied from interface:Matrix4dc
Get the current values ofthis
matrix and store them intodest
. 
get4x3
Description copied from interface:Matrix4dc
Get the current values of the upper 4x3 submatrix ofthis
matrix and store them intodest
. 
get3x3
Description copied from interface:Matrix4dc
Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
. 
getUnnormalizedRotation
Description copied from interface:Matrix4dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
 Specified by:
getUnnormalizedRotation
in interfaceMatrix4dc
 Parameters:
dest
 the destinationQuaternionf
 Returns:
 the passed in destination
 See Also:
Quaternionf.setFromUnnormalized(Matrix4dc)

getNormalizedRotation
Description copied from interface:Matrix4dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are normalized.
 Specified by:
getNormalizedRotation
in interfaceMatrix4dc
 Parameters:
dest
 the destinationQuaternionf
 Returns:
 the passed in destination
 See Also:
Quaternionf.setFromNormalized(Matrix4dc)

getUnnormalizedRotation
Description copied from interface:Matrix4dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
 Specified by:
getUnnormalizedRotation
in interfaceMatrix4dc
 Parameters:
dest
 the destinationQuaterniond
 Returns:
 the passed in destination
 See Also:
Quaterniond.setFromUnnormalized(Matrix4dc)

getNormalizedRotation
Description copied from interface:Matrix4dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are normalized.
 Specified by:
getNormalizedRotation
in interfaceMatrix4dc
 Parameters:
dest
 the destinationQuaterniond
 Returns:
 the passed in destination
 See Also:
Quaterniond.setFromNormalized(Matrix4dc)

get
Description copied from interface:Matrix4dc
Store this matrix in columnmajor order into the suppliedDoubleBuffer
at the current bufferposition
.This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which the matrix is stored, use
Matrix4dc.get(int, DoubleBuffer)
, taking the absolute position as parameter. Specified by:
get
in interfaceMatrix4dc
 Parameters:
dest
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4dc.get(int, DoubleBuffer)

get
Description copied from interface:Matrix4dc
Store this matrix in columnmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given
DoubleBuffer
. Specified by:
get
in interfaceMatrix4dc
 Parameters:
index
 the absolute position into theDoubleBuffer
dest
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

get
Description copied from interface:Matrix4dc
Store this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4dc.get(int, FloatBuffer)
, taking the absolute position as parameter.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
 Specified by:
get
in interfaceMatrix4dc
 Parameters:
dest
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4dc.get(int, FloatBuffer)

get
Description copied from interface:Matrix4dc
Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.

get
Description copied from interface:Matrix4dc
Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4dc.get(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
get
in interfaceMatrix4dc
 Parameters:
dest
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4dc.get(int, ByteBuffer)

get
Description copied from interface:Matrix4dc
Store this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.

getFloats
Description copied from interface:Matrix4dc
Store the elements of this matrix as float values in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4dc.getFloats(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
getFloats
in interfaceMatrix4dc
 Parameters:
dest
 will receive the elements of this matrix as float values in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4dc.getFloats(int, ByteBuffer)

getFloats
Description copied from interface:Matrix4dc
Store the elements of this matrix as float values in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given ByteBuffer.

getToAddress
Description copied from interface:Matrix4dc
Store this matrix in columnmajor order at the given offheap address.This method will throw an
UnsupportedOperationException
when JOML is used with `Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
 Specified by:
getToAddress
in interfaceMatrix4dc
 Parameters:
address
 the offheap address where to store this matrix Returns:
 this

get
public double[] get(double[] dest, int offset)Description copied from interface:Matrix4dc
Store this matrix into the supplied double array in columnmajor order at the given offset. 
get
public double[] get(double[] dest)Description copied from interface:Matrix4dc
Store this matrix into the supplied double array in columnmajor order.In order to specify an explicit offset into the array, use the method
Matrix4dc.get(double[], int)
. Specified by:
get
in interfaceMatrix4dc
 Parameters:
dest
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
Matrix4dc.get(double[], int)

get
public float[] get(float[] dest, int offset)Description copied from interface:Matrix4dc
Store the elements of this matrix as float values in columnmajor order into the supplied float array at the given offset.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.

get
public float[] get(float[] dest)Description copied from interface:Matrix4dc
Store the elements of this matrix as float values in columnmajor order into the supplied float array.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
In order to specify an explicit offset into the array, use the method
Matrix4dc.get(float[], int)
. Specified by:
get
in interfaceMatrix4dc
 Parameters:
dest
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
Matrix4dc.get(float[], int)

getTransposed
Description copied from interface:Matrix4dc
Store the transpose of this matrix in columnmajor order into the suppliedDoubleBuffer
at the current bufferposition
.This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which the matrix is stored, use
Matrix4dc.getTransposed(int, DoubleBuffer)
, taking the absolute position as parameter. Specified by:
getTransposed
in interfaceMatrix4dc
 Parameters:
dest
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4dc.getTransposed(int, DoubleBuffer)

getTransposed
Description copied from interface:Matrix4dc
Store the transpose of this matrix in columnmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given DoubleBuffer.
 Specified by:
getTransposed
in interfaceMatrix4dc
 Parameters:
index
 the absolute position into the DoubleBufferdest
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

getTransposed
Description copied from interface:Matrix4dc
Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4dc.getTransposed(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
getTransposed
in interfaceMatrix4dc
 Parameters:
dest
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4dc.getTransposed(int, ByteBuffer)

getTransposed
Description copied from interface:Matrix4dc
Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
 Specified by:
getTransposed
in interfaceMatrix4dc
 Parameters:
index
 the absolute position into the ByteBufferdest
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

get4x3Transposed
Description copied from interface:Matrix4dc
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedDoubleBuffer
at the current bufferposition
.This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which the matrix is stored, use
Matrix4dc.get4x3Transposed(int, DoubleBuffer)
, taking the absolute position as parameter. Specified by:
get4x3Transposed
in interfaceMatrix4dc
 Parameters:
dest
 will receive the values of the upper 4x3 submatrix in rowmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4dc.get4x3Transposed(int, DoubleBuffer)

get4x3Transposed
Description copied from interface:Matrix4dc
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given DoubleBuffer.
 Specified by:
get4x3Transposed
in interfaceMatrix4dc
 Parameters:
index
 the absolute position into the DoubleBufferdest
 will receive the values of the upper 4x3 submatrix in rowmajor order Returns:
 the passed in buffer

get4x3Transposed
Description copied from interface:Matrix4dc
Store the upper 4x3 submatrix ofthis
matrix in rowmajor 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
Matrix4dc.get4x3Transposed(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
get4x3Transposed
in interfaceMatrix4dc
 Parameters:
dest
 will receive the values of the upper 4x3 submatrix in rowmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4dc.get4x3Transposed(int, ByteBuffer)

get4x3Transposed
Description copied from interface:Matrix4dc
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
 Specified by:
get4x3Transposed
in interfaceMatrix4dc
 Parameters:
index
 the absolute position into the ByteBufferdest
 will receive the values of the upper 4x3 submatrix in rowmajor order Returns:
 the passed in buffer

zero
Set all the values within this matrix to 0. Returns:
 this

scaling
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to postmultiply a scaling transformation directly to a matrix, use
scale()
instead. Parameters:
factor
 the scale factor in x, y and z Returns:
 this
 See Also:
scale(double)

scaling
Set this matrix to be a simple scale matrix. Parameters:
x
 the scale in xy
 the scale in yz
 the scale in z Returns:
 this

scaling
Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
, respectively.The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to postmultiply a scaling transformation directly to a matrix use
scale()
instead. Parameters:
xyz
 the scale in x, y and z, respectively Returns:
 this
 See Also:
scale(Vector3dc)

rotation
Set this matrix to a rotation matrix which rotates the given radians about a given axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
From Wikipedia
 Parameters:
angle
 the angle in radiansx
 the xcoordinate of the axis to rotate abouty
 the ycoordinate of the axis to rotate aboutz
 the zcoordinate of the axis to rotate about Returns:
 this

rotationX
Set this matrix to a rotation transformation about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotationY
Set this matrix to a rotation transformation about the Y axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotationZ
Set this matrix to a rotation transformation about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotationTowardsXY
Set this matrix to a rotation transformation about the Z axis to align the local+X
towards(dirX, dirY)
.The vector
(dirX, dirY)
must be a unit vector. Parameters:
dirX
 the x component of the normalized directiondirY
 the y component of the normalized direction Returns:
 this

rotationXYZ
Set this matrix to a 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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationX(angleX).rotateY(angleY).rotateZ(angleZ)
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Z Returns:
 this

rotationZYX
Set this matrix to a 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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationZ(angleZ).rotateY(angleY).rotateX(angleX)
 Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about X Returns:
 this

rotationYXZ
Set this matrix to a 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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationY(angleY).rotateX(angleX).rotateZ(angleZ)
 Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Z Returns:
 this

setRotationXYZ
Set only the upper left 3x3 submatrix of this matrix to a 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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Z Returns:
 this

setRotationZYX
Set only the upper left 3x3 submatrix of this matrix to a 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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about X Returns:
 this

setRotationYXZ
Set only the upper left 3x3 submatrix of this matrix to a 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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Z Returns:
 this

rotation
Set this matrix to a rotation matrix which rotates the given radians about a given axis.The axis described by the
axis
vector needs to be a unit vector.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angle
 the angle in radiansaxis
 the axis to rotate about Returns:
 this

rotation
Set this matrix to a rotation matrix which rotates the given radians about a given axis.The axis described by the
axis
vector needs to be a unit vector.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angle
 the angle in radiansaxis
 the axis to rotate about Returns:
 this

transform
Description copied from interface:Matrix4dc
Transform/multiply the given vector by this matrix and store the result in that vector. Specified by:
transform
in interfaceMatrix4dc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Vector4d.mul(Matrix4dc)

transform
Description copied from interface:Matrix4dc
Transform/multiply the given vector by this matrix and store the result indest
. Specified by:
transform
in interfaceMatrix4dc
 Parameters:
v
 the vector to transformdest
 will contain the result Returns:
 dest
 See Also:
Vector4d.mul(Matrix4dc, Vector4d)

transform
Description copied from interface:Matrix4dc
Transform/multiply the vector(x, y, z, w)
by this matrix and store the result indest
. 
transformTranspose
Description copied from interface:Matrix4dc
Transform/multiply the given vector by the transpose of this matrix and store the result in that vector. Specified by:
transformTranspose
in interfaceMatrix4dc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Vector4d.mulTranspose(Matrix4dc)

transformTranspose
Description copied from interface:Matrix4dc
Transform/multiply the given vector by the transpose of this matrix and store the result indest
. Specified by:
transformTranspose
in interfaceMatrix4dc
 Parameters:
v
 the vector to transform and to hold the final resultdest
 will contain the result Returns:
 dest
 See Also:
Vector4d.mulTranspose(Matrix4dc)

transformTranspose
Description copied from interface:Matrix4dc
Transform/multiply the vector(x, y, z, w)
by the transpose of this matrix and store the result indest
. Specified by:
transformTranspose
in interfaceMatrix4dc
 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 transformw
 the w coordinate of the vector to transformdest
 will contain the result Returns:
 dest

transformProject
Description copied from interface:Matrix4dc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector. Specified by:
transformProject
in interfaceMatrix4dc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Vector4d.mulProject(Matrix4dc)

transformProject
Description copied from interface:Matrix4dc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
. Specified by:
transformProject
in interfaceMatrix4dc
 Parameters:
v
 the vector to transformdest
 will contain the result Returns:
 dest
 See Also:
Vector4d.mulProject(Matrix4dc, Vector4d)

transformProject
Description copied from interface:Matrix4dc
Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store the result indest
. Specified by:
transformProject
in interfaceMatrix4dc
 Parameters:
x
 the x coordinate of the direction to transformy
 the y coordinate of the direction to transformz
 the z coordinate of the direction to transformw
 the w coordinate of the direction to transformdest
 will contain the result Returns:
 dest

transformProject
Description copied from interface:Matrix4dc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.This method uses
w=1.0
as the fourth vector component. Specified by:
transformProject
in interfaceMatrix4dc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Vector3d.mulProject(Matrix4dc)

transformProject
Description copied from interface:Matrix4dc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.This method uses
w=1.0
as the fourth vector component. Specified by:
transformProject
in interfaceMatrix4dc
 Parameters:
v
 the vector to transformdest
 will contain the result Returns:
 dest
 See Also:
Vector3d.mulProject(Matrix4dc, Vector3d)

transformProject
Description copied from interface:Matrix4dc
Transform/multiply the vector(x, y, z)
by this matrix, perform perspective divide and store the result indest
.This method uses
w=1.0
as the fourth vector component. Specified by:
transformProject
in interfaceMatrix4dc
 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 contain the result Returns:
 dest

transformProject
Description copied from interface:Matrix4dc
Transform/multiply the given vector by this matrix, perform perspective divide and store thex
,y
andz
components of the result indest
. Specified by:
transformProject
in interfaceMatrix4dc
 Parameters:
v
 the vector to transformdest
 will contain the result Returns:
 dest
 See Also:
Vector3d.mulProject(Matrix4dc, Vector3d)

transformProject
Description copied from interface:Matrix4dc
Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store(x, y, z)
of the result indest
. Specified by:
transformProject
in interfaceMatrix4dc
 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 transformw
 the w coordinate of the vector to transformdest
 will contain the(x, y, z)
components of the result Returns:
 dest

transformPosition
Description copied from interface:Matrix4dc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result in that vector.The given 3Dvector is treated as a 4Dvector with its wcomponent being 1.0, so it will represent a position/location in 3Dspace rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection useMatrix4dc.transform(Vector4d)
orMatrix4dc.transformProject(Vector3d)
when perspective divide should be applied, too.In order to store the result in another vector, use
Matrix4dc.transformPosition(Vector3dc, Vector3d)
. Specified by:
transformPosition
in interfaceMatrix4dc
 Parameters:
dest
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Matrix4dc.transformPosition(Vector3dc, Vector3d)
,Matrix4dc.transform(Vector4d)
,Matrix4dc.transformProject(Vector3d)

transformPosition
Description copied from interface:Matrix4dc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being 1.0, so it will represent a position/location in 3Dspace rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection useMatrix4dc.transform(Vector4dc, Vector4d)
orMatrix4dc.transformProject(Vector3dc, Vector3d)
when perspective divide should be applied, too.In order to store the result in the same vector, use
Matrix4dc.transformPosition(Vector3d)
. Specified by:
transformPosition
in interfaceMatrix4dc
 Parameters:
v
 the vector to transformdest
 will hold the result Returns:
 dest
 See Also:
Matrix4dc.transformPosition(Vector3d)
,Matrix4dc.transform(Vector4dc, Vector4d)
,Matrix4dc.transformProject(Vector3dc, Vector3d)

transformPosition
Description copied from interface:Matrix4dc
Transform/multiply the 3Dvector(x, y, z)
, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being 1.0, so it will represent a position/location in 3Dspace rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection useMatrix4dc.transform(double, double, double, double, Vector4d)
orMatrix4dc.transformProject(double, double, double, Vector3d)
when perspective divide should be applied, too. Specified by:
transformPosition
in interfaceMatrix4dc
 Parameters:
x
 the x coordinate of the positiony
 the y coordinate of the positionz
 the z coordinate of the positiondest
 will hold the result Returns:
 dest
 See Also:
Matrix4dc.transform(double, double, double, double, Vector4d)
,Matrix4dc.transformProject(double, double, double, Vector3d)

transformDirection
Description copied from interface:Matrix4dc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace 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
Matrix4dc.transformDirection(Vector3dc, Vector3d)
. Specified by:
transformDirection
in interfaceMatrix4dc
 Parameters:
dest
 the vector to transform and to hold the final result Returns:
 v

transformDirection
Description copied from interface:Matrix4dc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace 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
Matrix4dc.transformDirection(Vector3d)
. Specified by:
transformDirection
in interfaceMatrix4dc
 Parameters:
v
 the vector to transform and to hold the final resultdest
 will hold the result Returns:
 dest

transformDirection
Description copied from interface:Matrix4dc
Transform/multiply the 3Dvector(x, y, z)
, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace rather than a position. This method will therefore not take the translation part of the matrix into account. Specified by:
transformDirection
in interfaceMatrix4dc
 Parameters:
x
 the x coordinate of the direction to transformy
 the y coordinate of the direction to transformz
 the z coordinate of the direction to transformdest
 will hold the result Returns:
 dest

transformDirection
Description copied from interface:Matrix4dc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace 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
Matrix4dc.transformDirection(Vector3fc, Vector3f)
. Specified by:
transformDirection
in interfaceMatrix4dc
 Parameters:
dest
 the vector to transform and to hold the final result Returns:
 v

transformDirection
Description copied from interface:Matrix4dc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace 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
Matrix4dc.transformDirection(Vector3f)
. Specified by:
transformDirection
in interfaceMatrix4dc
 Parameters:
v
 the vector to transform and to hold the final resultdest
 will hold the result Returns:
 dest

transformDirection
Description copied from interface:Matrix4dc
Transform/multiply the 3Dvector(x, y, z)
, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace rather than a position. This method will therefore not take the translation part of the matrix into account. Specified by:
transformDirection
in interfaceMatrix4dc
 Parameters:
x
 the x coordinate of the direction to transformy
 the y coordinate of the direction to transformz
 the z coordinate of the direction to transformdest
 will hold the result Returns:
 dest

transformAffine
Description copied from interface:Matrix4dc
Transform/multiply the given 4Dvector by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
).In order to store the result in another vector, use
Matrix4dc.transformAffine(Vector4dc, Vector4d)
. Specified by:
transformAffine
in interfaceMatrix4dc
 Parameters:
dest
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Matrix4dc.transformAffine(Vector4dc, Vector4d)

transformAffine
Description copied from interface:Matrix4dc
Transform/multiply the given 4Dvector by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and store the result indest
.In order to store the result in the same vector, use
Matrix4dc.transformAffine(Vector4d)
. Specified by:
transformAffine
in interfaceMatrix4dc
 Parameters:
v
 the vector to transform and to hold the final resultdest
 will hold the result Returns:
 dest
 See Also:
Matrix4dc.transformAffine(Vector4d)

transformAffine
Description copied from interface:Matrix4dc
Transform/multiply the 4Dvector(x, y, z, w)
by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and store the result indest
. Specified by:
transformAffine
in interfaceMatrix4dc
 Parameters:
x
 the x coordinate of the direction to transformy
 the y coordinate of the direction to transformz
 the z coordinate of the direction to transformw
 the w coordinate of the direction to transformdest
 will hold the result Returns:
 dest

set3x3
Set the upper left 3x3 submatrix of thisMatrix4d
to the givenMatrix3dc
and don't change the other elements. Parameters:
mat
 the 3x3 matrix Returns:
 this

scale
Description copied from interface:Matrix4dc
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! 
scale
Apply scaling to this matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively.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, respectively Returns:
 this

scale
Description copied from interface:Matrix4dc
Apply 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 beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! 
scale
Apply scaling tothis
matrix by scaling the base axes by the given x, y and z factors.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 component Returns:
 this

scale
Description copied from interface:Matrix4dc
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz 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! Specified by:
scale
in interfaceMatrix4dc
 Parameters:
xyz
 the factor for all componentsdest
 will hold the result Returns:
 dest
 See Also:
Matrix4dc.scale(double, double, double, Matrix4d)

scale
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor.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 components Returns:
 this
 See Also:
scale(double, double, double)

scaleXY
Description copied from interface:Matrix4dc
Apply scaling to this matrix by by scaling the X axis byx
and the Y axis byy
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! 
scaleXY
Apply scaling to this matrix by scaling the X axis byx
and the Y axis byy
.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 component Returns:
 this

scaleAround
public Matrix4d scaleAround(double sx, double sy, double sz, double ox, double oy, double oz, Matrix4d dest)Description copied from interface:Matrix4dc
Apply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin, and store the result 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!This method is equivalent to calling:
translate(ox, oy, oz, dest).scale(sx, sy, sz).translate(ox, oy, oz)
 Specified by:
scaleAround
in interfaceMatrix4dc
 Parameters:
sx
 the scaling factor of the x componentsy
 the scaling factor of the y componentsz
 the scaling factor of the z componentox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origindest
 will hold the result Returns:
 dest

scaleAround
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.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!This method is equivalent to calling:
translate(ox, oy, oz).scale(sx, sy, sz).translate(ox, oy, oz)
 Parameters:
sx
 the scaling factor of the x componentsy
 the scaling factor of the y componentsz
 the scaling factor of the z componentox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origin Returns:
 this

scaleAround
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.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!This method is equivalent to calling:
translate(ox, oy, oz).scale(factor).translate(ox, oy, oz)
 Parameters:
factor
 the scaling factor for all three axesox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origin Returns:
 this

scaleAround
Description copied from interface:Matrix4dc
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, 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!This method is equivalent to calling:
translate(ox, oy, oz, dest).scale(factor).translate(ox, oy, oz)
 Specified by:
scaleAround
in interfaceMatrix4dc
 Parameters:
factor
 the scaling factor for all three axesox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origindest
 will hold the result Returns:
 this

scaleLocal
Description copied from interface:Matrix4dc
Premultiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last! Specified by:
scaleLocal
in interfaceMatrix4dc
 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

scaleLocal
Description copied from interface:Matrix4dc
Premultiply scaling tothis
matrix by 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 beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last! Specified by:
scaleLocal
in interfaceMatrix4dc
 Parameters:
xyz
 the factor to scale all three base axes bydest
 will hold the result Returns:
 dest

scaleLocal
Premultiply scaling to this matrix by scaling the base axes by the given xyz factor.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:
xyz
 the factor of the x, y and z component Returns:
 this

scaleLocal
Premultiply scaling to this matrix by scaling the base axes by the given x, y and z factors.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 component Returns:
 this

scaleAroundLocal
public Matrix4d scaleAroundLocal(double sx, double sy, double sz, double ox, double oy, double oz, Matrix4d dest)Description copied from interface:Matrix4dc
Premultiply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using the given(ox, oy, oz)
as the scaling origin, 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!This method is equivalent to calling:
new Matrix4d().translate(ox, oy, oz).scale(sx, sy, sz).translate(ox, oy, oz).mul(this, dest)
 Specified by:
scaleAroundLocal
in interfaceMatrix4dc
 Parameters:
sx
 the scaling factor of the x componentsy
 the scaling factor of the y componentsz
 the scaling factor of the z componentox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origindest
 will hold the result Returns:
 dest

scaleAroundLocal
Premultiply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.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!This method is equivalent to calling:
new Matrix4d().translate(ox, oy, oz).scale(sx, sy, sz).translate(ox, oy, oz).mul(this, this)
 Parameters:
sx
 the scaling factor of the x componentsy
 the scaling factor of the y componentsz
 the scaling factor of the z componentox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origin Returns:
 this

scaleAroundLocal
Premultiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.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!This method is equivalent to calling:
new Matrix4d().translate(ox, oy, oz).scale(factor).translate(ox, oy, oz).mul(this, this)
 Parameters:
factor
 the scaling factor for all three axesox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origin Returns:
 this

scaleAroundLocal
Description copied from interface:Matrix4dc
Premultiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, 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!This method is equivalent to calling:
new Matrix4d().translate(ox, oy, oz).scale(factor).translate(ox, oy, oz).mul(this, dest)
 Specified by:
scaleAroundLocal
in interfaceMatrix4dc
 Parameters:
factor
 the scaling factor for all three axesox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origindest
 will hold the result Returns:
 this

rotate
Description copied from interface:Matrix4dc
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
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first! 
rotate
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
. Parameters:
ang
 the angle is in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axis Returns:
 this
 See Also:
rotation(double, double, double, double)

rotateTranslation
Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.This method assumes
this
to only contain a translation.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotateTranslation
in interfaceMatrix4dc
 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
 See Also:
rotation(double, double, double, double)

rotateAffine
Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.This method assumes
this
to beaffine
.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotateAffine
in interfaceMatrix4dc
 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
 See Also:
rotation(double, double, double, double)

rotateAffine
Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis.This method assumes
this
to beaffine
.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.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 axis Returns:
 this
 See Also:
rotation(double, double, double, double)

rotateAround
Apply the rotation transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is equivalent to calling:
translate(ox, oy, oz).rotate(quat).translate(ox, oy, oz)
Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
ox
 the x coordinate of the rotation originoy
 the y coordinate of the rotation originoz
 the z coordinate of the rotation origin Returns:
 this

rotateAroundAffine
public Matrix4d rotateAroundAffine(Quaterniondc quat, double ox, double oy, double oz, Matrix4d dest)Description copied from interface:Matrix4dc
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to thisaffine
matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is only applicable if
this
is anaffine
matrix.This method is equivalent to calling:
translate(ox, oy, oz, dest).rotate(quat).translate(ox, oy, oz)
Reference: http://en.wikipedia.org
 Specified by:
rotateAroundAffine
in interfaceMatrix4dc
 Parameters:
quat
 theQuaterniondc
ox
 the x coordinate of the rotation originoy
 the y coordinate of the rotation originoz
 the z coordinate of the rotation origindest
 will hold the result Returns:
 dest

rotateAround
Description copied from interface:Matrix4dc
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is equivalent to calling:
translate(ox, oy, oz, dest).rotate(quat).translate(ox, oy, oz)
Reference: http://en.wikipedia.org
 Specified by:
rotateAround
in interfaceMatrix4dc
 Parameters:
quat
 theQuaterniondc
ox
 the x coordinate of the rotation originoy
 the y coordinate of the rotation originoz
 the z coordinate of the rotation origindest
 will hold the result Returns:
 dest

rotationAround
Set this matrix to a transformation composed of a rotation of the specifiedQuaterniondc
while using(ox, oy, oz)
as the rotation origin.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(ox, oy, oz).rotate(quat).translate(ox, oy, oz)
Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
ox
 the x coordinate of the rotation originoy
 the y coordinate of the rotation originoz
 the z coordinate of the rotation origin Returns:
 this

rotateLocal
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocal
in interfaceMatrix4dc
 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
 See Also:
rotation(double, double, double, double)

rotateLocal
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotation()
.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 axis Returns:
 this
 See Also:
rotation(double, double, double, double)

rotateAroundLocal
public Matrix4d rotateAroundLocal(Quaterniondc quat, double ox, double oy, double oz, Matrix4d dest)Description copied from interface:Matrix4dc
Premultiply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!This method is equivalent to calling:
translateLocal(ox, oy, oz, dest).rotateLocal(quat).translateLocal(ox, oy, oz)
Reference: http://en.wikipedia.org
 Specified by:
rotateAroundLocal
in interfaceMatrix4dc
 Parameters:
quat
 theQuaterniondc
ox
 the x coordinate of the rotation originoy
 the y coordinate of the rotation originoz
 the z coordinate of the rotation origindest
 will hold the result Returns:
 dest

rotateAroundLocal
Premultiply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!This method is equivalent to calling:
translateLocal(ox, oy, oz).rotateLocal(quat).translateLocal(ox, oy, oz)
Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
ox
 the x coordinate of the rotation originoy
 the y coordinate of the rotation originoz
 the z coordinate of the rotation origin Returns:
 this

translate
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3dc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3dc)

translate
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3dc)
. Specified by:
translate
in interfaceMatrix4dc
 Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest
 See Also:
translation(Vector3dc)

translate
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3fc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3fc)

translate
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3fc)
. Specified by:
translate
in interfaceMatrix4dc
 Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest
 See Also:
translation(Vector3fc)

translate
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(double, double, double)
. Specified by:
translate
in interfaceMatrix4dc
 Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in zdest
 will hold the result Returns:
 dest
 See Also:
translation(double, double, double)

translate
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(double, double, double)
. Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in z Returns:
 this
 See Also:
translation(double, double, double)

translateLocal
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3fc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3fc)

translateLocal
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3fc)
. Specified by:
translateLocal
in interfaceMatrix4dc
 Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest
 See Also:
translation(Vector3fc)

translateLocal
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3dc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3dc)

translateLocal
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3dc)
. Specified by:
translateLocal
in interfaceMatrix4dc
 Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest
 See Also:
translation(Vector3dc)

translateLocal
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(double, double, double)
. Specified by:
translateLocal
in interfaceMatrix4dc
 Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in zdest
 will hold the result Returns:
 dest
 See Also:
translation(double, double, double)

translateLocal
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(double, double, double)
. Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in z Returns:
 this
 See Also:
translation(double, double, double)

rotateLocalX
Premultiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationX()
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocalX
in interfaceMatrix4dc
 Parameters:
ang
 the angle in radians to rotate about the X axisdest
 will hold the result Returns:
 dest
 See Also:
rotationX(double)

rotateLocalX
Premultiply a rotation to this matrix by rotating the given amount of radians about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationX()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the X axis Returns:
 this
 See Also:
rotationX(double)

rotateLocalY
Premultiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocalY
in interfaceMatrix4dc
 Parameters:
ang
 the angle in radians to rotate about the Y axisdest
 will hold the result Returns:
 dest
 See Also:
rotationY(double)

rotateLocalY
Premultiply a rotation to this matrix by rotating the given amount of radians about the Y axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the Y axis Returns:
 this
 See Also:
rotationY(double)

rotateLocalZ
Premultiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationZ()
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocalZ
in interfaceMatrix4dc
 Parameters:
ang
 the angle in radians to rotate about the Z axisdest
 will hold the result Returns:
 dest
 See Also:
rotationZ(double)

rotateLocalZ
Premultiply a rotation to this matrix by rotating the given amount of radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the Z axis Returns:
 this
 See Also:
rotationY(double)

writeExternal
 Specified by:
writeExternal
in interfaceExternalizable
 Throws:
IOException

readExternal
 Specified by:
readExternal
in interfaceExternalizable
 Throws:
IOException

rotateX
Description copied from interface:Matrix4dc
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org

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

rotateY
Description copied from interface:Matrix4dc
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org

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

rotateZ
Description copied from interface:Matrix4dc
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org

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

rotateTowardsXY
Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
.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!The vector
(dirX, dirY)
must be a unit vector. Parameters:
dirX
 the x component of the normalized directiondirY
 the y component of the normalized direction Returns:
 this

rotateTowardsXY
Description copied from interface:Matrix4dc
Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
and store the result indest
.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!The vector
(dirX, dirY)
must be a unit vector. Specified by:
rotateTowardsXY
in interfaceMatrix4dc
 Parameters:
dirX
 the x component of the normalized directiondirY
 the y component of the normalized directiondest
 will hold the result Returns:
 this

rotateXYZ
Apply rotation ofangles.x
radians about the X axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.z
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angles.x).rotateY(angles.y).rotateZ(angles.z)
 Parameters:
angles
 the Euler angles Returns:
 this

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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX).rotateY(angleY).rotateZ(angleZ)
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Z Returns:
 this

rotateXYZ
Description copied from interface:Matrix4dc
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)

rotateAffineXYZ
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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).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).rotateY(angleY).rotateZ(angleZ)
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Z Returns:
 this

rotateAffineXYZ
Description copied from interface:Matrix4dc
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).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! Specified by:
rotateAffineXYZ
in interfaceMatrix4dc
 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 ofangles.z
radians about the Z axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.x
radians about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angles.z).rotateY(angles.y).rotateX(angles.x)
 Parameters:
angles
 the Euler angles Returns:
 this

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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ).rotateY(angleY).rotateX(angleX)
 Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about X Returns:
 this

rotateZYX
Description copied from interface:Matrix4dc
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)

rotateAffineZYX
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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).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! Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about X Returns:
 this

rotateAffineZYX
Description copied from interface:Matrix4dc
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).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! Specified by:
rotateAffineZYX
in interfaceMatrix4dc
 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 ofangles.y
radians about the Y axis, followed by a rotation ofangles.x
radians about the X axis and followed by a rotation ofangles.z
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angles.y).rotateX(angles.x).rotateZ(angles.z)
 Parameters:
angles
 the Euler angles Returns:
 this

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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY).rotateX(angleX).rotateZ(angleZ)
 Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Z Returns:
 this

rotateYXZ
Description copied from interface:Matrix4dc
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)

rotateAffineYXZ
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.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).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! Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Z Returns:
 this

rotateAffineYXZ
Description copied from interface:Matrix4dc
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).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! Specified by:
rotateAffineYXZ
in interfaceMatrix4dc
 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

rotation
Set this matrix to a rotation transformation using the givenAxisAngle4f
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
angleAxis
 theAxisAngle4f
(needs to benormalized
) Returns:
 this
 See Also:
rotate(AxisAngle4f)

rotation
Set this matrix to a rotation transformation using the givenAxisAngle4d
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
angleAxis
 theAxisAngle4d
(needs to benormalized
) Returns:
 this
 See Also:
rotate(AxisAngle4d)

rotation
Set this matrix to the rotation  and possibly scaling  transformation of the givenQuaterniondc
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
 Returns:
 this
 See Also:
rotate(Quaterniondc)

rotation
Set this matrix to the rotation  and possibly scaling  transformation of the givenQuaternionfc
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:
rotate(Quaternionfc)

translationRotateScale
public Matrix4d translationRotateScale(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz)Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionsx
 the scaling factor for the xaxissy
 the scaling factor for the yaxissz
 the scaling factor for the zaxis Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaterniondc)
,scale(double, double, double)

translationRotateScale
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translation(Vector3fc)
,rotate(Quaternionfc)

translationRotateScale
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translation(Vector3dc)
,rotate(Quaterniondc)
,scale(Vector3dc)

translationRotateScale
public Matrix4d translationRotateScale(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double scale)Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales all three axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(scale)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionscale
 the scaling factor for all three axes Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaterniondc)
,scale(double)

translationRotateScale
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translation(Vector3dc)
,rotate(Quaterniondc)
,scale(double)

translationRotateScale
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translation(Vector3fc)
,rotate(Quaternionfc)
,scale(double)

translationRotateScaleInvert
public Matrix4d translationRotateScaleInvert(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz)Setthis
matrix to(T * R * S)^{1}
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.This method is equivalent to calling:
translationRotateScale(...).invert()
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionsx
 the scaling factor for the xaxissy
 the scaling factor for the yaxissz
 the scaling factor for the zaxis Returns:
 this
 See Also:
translationRotateScale(double, double, double, double, double, double, double, double, double, double)
,invert()

translationRotateScaleInvert
public Matrix4d translationRotateScaleInvert(Vector3dc translation, Quaterniondc quat, Vector3dc scale)Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.This method is equivalent to calling:
translationRotateScale(...).invert()
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translationRotateScale(Vector3dc, Quaterniondc, Vector3dc)
,invert()

translationRotateScaleInvert
public Matrix4d translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, Vector3fc scale)Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.This method is equivalent to calling:
translationRotateScale(...).invert()
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translationRotateScale(Vector3fc, Quaternionfc, Vector3fc)
,invert()

translationRotateScaleInvert
public Matrix4d translationRotateScaleInvert(Vector3dc translation, Quaterniondc quat, double scale)Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.This method is equivalent to calling:
translationRotateScale(...).invert()
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translationRotateScale(Vector3dc, Quaterniondc, double)
,invert()

translationRotateScaleInvert
public Matrix4d translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, double scale)Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.This method is equivalent to calling:
translationRotateScale(...).invert()
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translationRotateScale(Vector3fc, Quaternionfc, double)
,invert()

translationRotateScaleMulAffine
public Matrix4d translationRotateScaleMulAffine(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz, Matrix4d m)Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
,S
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
andM
is anaffine
matrix.When transforming a vector by the resulting matrix the transformation described by
M
will be applied first, then the scaling, then rotation and at last the translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz).mulAffine(m)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionsx
 the scaling factor for the xaxissy
 the scaling factor for the yaxissz
 the scaling factor for the zaxism
 theaffine
matrix to multiply by Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaterniondc)
,scale(double, double, double)
,mulAffine(Matrix4dc)

translationRotateScaleMulAffine
public Matrix4d translationRotateScaleMulAffine(Vector3fc translation, Quaterniondc quat, Vector3fc scale, Matrix4d m)Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation  and possibly scaling  transformation specified by the given quaternion,S
is a scaling transformation which scales the axes byscale
andM
is anaffine
matrix.When transforming a vector by the resulting matrix the transformation described by
M
will be applied first, then the scaling, then rotation and at last the translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale).mulAffine(m)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factorsm
 theaffine
matrix to multiply by Returns:
 this
 See Also:
translation(Vector3fc)
,rotate(Quaterniondc)
,mulAffine(Matrix4dc)

translationRotate
public Matrix4d translationRotate(double tx, double ty, double tz, double qx, double qy, double qz, double qw)Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
.When transforming a vector by the resulting matrix the rotation  and possibly scaling  transformation will be applied first and then the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternion Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaterniondc)

translationRotate
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation  and possibly scaling  transformation specified by the given quaternion.When transforming a vector by the resulting matrix the rotation  and possibly scaling  transformation will be applied first and then the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentquat
 the quaternion representing a rotation Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaterniondc)

rotate
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4dc
 Parameters:
quat
 theQuaterniondc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaterniondc)

rotate
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4dc
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaternionfc)

rotate
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
 Returns:
 this
 See Also:
rotation(Quaterniondc)

rotate
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:
rotation(Quaternionfc)

rotateAffine
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to thisaffine
matrix and store the result indest
.This method assumes
this
to beaffine
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateAffine
in interfaceMatrix4dc
 Parameters:
quat
 theQuaterniondc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaterniondc)

rotateAffine
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix.This method assumes
this
to beaffine
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
 Returns:
 this
 See Also:
rotation(Quaterniondc)

rotateTranslation
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix, which is assumed to only contain a translation, and store the result indest
.This method assumes
this
to only contain a translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateTranslation
in interfaceMatrix4dc
 Parameters:
quat
 theQuaterniondc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaterniondc)

rotateTranslation
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix, which is assumed to only contain a translation, and store the result indest
.This method assumes
this
to only contain a translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateTranslation
in interfaceMatrix4dc
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaternionfc)

rotateLocal
Premultiply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without premultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocal
in interfaceMatrix4dc
 Parameters:
quat
 theQuaterniondc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaterniondc)

rotateLocal
Premultiply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without premultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
 Returns:
 this
 See Also:
rotation(Quaterniondc)

rotateAffine
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to thisaffine
matrix and store the result indest
.This method assumes
this
to beaffine
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateAffine
in interfaceMatrix4dc
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaternionfc)

rotateAffine
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.This method assumes
this
to beaffine
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:
rotation(Quaternionfc)

rotateLocal
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without premultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocal
in interfaceMatrix4dc
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaternionfc)

rotateLocal
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without premultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:
rotation(Quaternionfc)

rotate
Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.The axis described by the
axis
vector needs to be a unit vector.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix 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!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(AxisAngle4f)
.Reference: http://en.wikipedia.org
 Parameters:
axisAngle
 theAxisAngle4f
(needs to benormalized
) Returns:
 this
 See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4f)

rotate
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.The axis described by the
axis
vector needs to be a unit vector.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix 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!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(AxisAngle4f)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4dc
 Parameters:
axisAngle
 theAxisAngle4f
(needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4f)

rotate
Apply a rotation transformation, rotating about the givenAxisAngle4d
, to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4d
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4d
rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(AxisAngle4d)
.Reference: http://en.wikipedia.org
 Parameters:
axisAngle
 theAxisAngle4d
(needs to benormalized
) Returns:
 this
 See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4d)

rotate
Apply a rotation transformation, rotating about the givenAxisAngle4d
and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4d
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4d
rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(AxisAngle4d)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4dc
 Parameters:
axisAngle
 theAxisAngle4d
(needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4d)

rotate
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(double, Vector3dc)
.Reference: http://en.wikipedia.org
 Parameters:
angle
 the angle in radiansaxis
 the rotation axis (needs to benormalized
) Returns:
 this
 See Also:
rotate(double, double, double, double)
,rotation(double, Vector3dc)

rotate
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(double, Vector3dc)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4dc
 Parameters:
angle
 the angle in radiansaxis
 the rotation axis (needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(double, double, double, double)
,rotation(double, Vector3dc)

rotate
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(double, Vector3fc)
.Reference: http://en.wikipedia.org
 Parameters:
angle
 the angle in radiansaxis
 the rotation axis (needs to benormalized
) Returns:
 this
 See Also:
rotate(double, double, double, double)
,rotation(double, Vector3fc)

rotate
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(double, Vector3fc)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4dc
 Parameters:
angle
 the angle in radiansaxis
 the rotation axis (needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(double, double, double, double)
,rotation(double, Vector3fc)

getRow
Description copied from interface:Matrix4dc
Get the row at the givenrow
index, starting with0
. Specified by:
getRow
in interfaceMatrix4dc
 Parameters:
row
 the row index in[0..3]
dest
 will hold the row components Returns:
 the passed in destination
 Throws:
IndexOutOfBoundsException
 ifrow
is not in[0..3]

getRow
Description copied from interface:Matrix4dc
Get the first three components of the row at the givenrow
index, starting with0
. Specified by:
getRow
in interfaceMatrix4dc
 Parameters:
row
 the row index in[0..3]
dest
 will hold the first three row components Returns:
 the passed in destination
 Throws:
IndexOutOfBoundsException
 ifrow
is not in[0..3]

setRow
Set the row at the givenrow
index, starting with0
. Parameters:
row
 the row index in[0..3]
src
 the row components to set Returns:
 this
 Throws:
IndexOutOfBoundsException
 ifrow
is not in[0..3]

getColumn
Description copied from interface:Matrix4dc
Get the column at the givencolumn
index, starting with0
. Specified by:
getColumn
in interfaceMatrix4dc
 Parameters:
column
 the column index in[0..3]
dest
 will hold the column components Returns:
 the passed in destination
 Throws:
IndexOutOfBoundsException
 ifcolumn
is not in[0..3]

getColumn
Description copied from interface:Matrix4dc
Get the first three components of the column at the givencolumn
index, starting with0
. Specified by:
getColumn
in interfaceMatrix4dc
 Parameters:
column
 the column index in[0..3]
dest
 will hold the first three column components Returns:
 the passed in destination
 Throws:
IndexOutOfBoundsException
 ifcolumn
is not in[0..3]

setColumn
Set the column at the givencolumn
index, starting with0
. Parameters:
column
 the column index in[0..3]
src
 the column components to set Returns:
 this
 Throws:
IndexOutOfBoundsException
 ifcolumn
is not in[0..3]

get
public double get(int column, int row)Description copied from interface:Matrix4dc
Get the matrix element value at the given column and row. 
set
Set the matrix element at the given column and row to the specified value. Parameters:
column
 the colum index in[0..3]
row
 the row index in[0..3]
value
 the value Returns:
 this

getRowColumn
public double getRowColumn(int row, int column)Description copied from interface:Matrix4dc
Get the matrix element value at the given row and column. Specified by:
getRowColumn
in interfaceMatrix4dc
 Parameters:
row
 the row index in[0..3]
column
 the colum index in[0..3]
 Returns:
 the element value

setRowColumn
Set the matrix element at the given row and column to the specified value. Parameters:
row
 the row index in[0..3]
column
 the colum index in[0..3]
value
 the value Returns:
 this

normal
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it into the upper left 3x3 submatrix ofthis
. All other values ofthis
will be set toidentity
.The normal matrix of
m
is the transpose of the inverse ofm
.Please note that, if
this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors, then this method need not be invoked, since in that casethis
itself is its normal matrix. In that case, useset3x3(Matrix4dc)
to set a given Matrix4f to only the upper left 3x3 submatrix of this matrix. Returns:
 this
 See Also:
set3x3(Matrix4dc)

normal
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it into the upper left 3x3 submatrix ofdest
. All other values ofdest
will be set toidentity
.The normal matrix of
m
is the transpose of the inverse ofm
.Please note that, if
this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors, then this method need not be invoked, since in that casethis
itself is its normal matrix. In that case, useset3x3(Matrix4dc)
to set a given Matrix4d to only the upper left 3x3 submatrix of a given matrix. Specified by:
normal
in interfaceMatrix4dc
 Parameters:
dest
 will hold the result Returns:
 dest
 See Also:
set3x3(Matrix4dc)

normal
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it intodest
.The normal matrix of
m
is the transpose of the inverse ofm
.Please note that, if
this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors, then this method need not be invoked, since in that casethis
itself is its normal matrix. In that case, useMatrix3d.set(Matrix4dc)
to set a given Matrix3d to only the upper left 3x3 submatrix of this matrix. Specified by:
normal
in interfaceMatrix4dc
 Parameters:
dest
 will hold the result Returns:
 dest
 See Also:
Matrix3d.set(Matrix4dc)
,get3x3(Matrix3d)

cofactor3x3
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
.The cofactor matrix can be used instead of
normal()
to transform normals when the orientation of the normals with respect to the surface should be preserved. Returns:
 this

cofactor3x3
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
.The cofactor matrix can be used instead of
normal(Matrix3d)
to transform normals when the orientation of the normals with respect to the surface should be preserved. Specified by:
cofactor3x3
in interfaceMatrix4dc
 Parameters:
dest
 will hold the result Returns:
 dest

cofactor3x3
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
. All other values ofdest
will be set toidentity
.The cofactor matrix can be used instead of
normal(Matrix4d)
to transform normals when the orientation of the normals with respect to the surface should be preserved. Specified by:
cofactor3x3
in interfaceMatrix4dc
 Parameters:
dest
 will hold the result Returns:
 dest

normalize3x3
Normalize the upper left 3x3 submatrix of this matrix.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
 Returns:
 this

normalize3x3
Description copied from interface:Matrix4dc
Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
 Specified by:
normalize3x3
in interfaceMatrix4dc
 Parameters:
dest
 will hold the result Returns:
 dest

normalize3x3
Description copied from interface:Matrix4dc
Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
 Specified by:
normalize3x3
in interfaceMatrix4dc
 Parameters:
dest
 will hold the result Returns:
 dest

unproject
Description copied from interface:Matrix4dc
Unproject the given window coordinates(winX, winY, winZ)
bythis
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 ofthis
matrix.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default.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 ofthis
matrix can be built once outside usingMatrix4dc.invert(Matrix4d)
and then the methodunprojectInv()
can be invoked on it. Specified by:
unproject
in interfaceMatrix4dc
 Parameters:
winX
 the xcoordinate in window coordinates (pixels)winY
 the ycoordinate in window coordinates (pixels)winZ
 the zcoordinate, which is the depth value in[0..1]
viewport
 the viewport described by[x, y, width, height]
dest
 will hold the unprojected position Returns:
 dest
 See Also:
Matrix4dc.unprojectInv(double, double, double, int[], Vector4d)
,Matrix4dc.invert(Matrix4d)

unproject
Description copied from interface:Matrix4dc
Unproject the given window coordinates(winX, winY, winZ)
bythis
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 ofthis
matrix.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default.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 ofthis
matrix can be built once outside usingMatrix4dc.invert(Matrix4d)
and then the methodunprojectInv()
can be invoked on it. Specified by:
unproject
in interfaceMatrix4dc
 Parameters:
winX
 the xcoordinate in window coordinates (pixels)winY
 the ycoordinate in window coordinates (pixels)winZ
 the zcoordinate, which is the depth value in[0..1]
viewport
 the viewport described by[x, y, width, height]
dest
 will hold the unprojected position Returns:
 dest
 See Also:
Matrix4dc.unprojectInv(double, double, double, int[], Vector3d)
,Matrix4dc.invert(Matrix4d)

unproject
Description copied from interface:Matrix4dc
Unproject the given window coordinateswinCoords
bythis
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 ofthis
matrix.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default.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 ofthis
matrix can be built once outside usingMatrix4dc.invert(Matrix4d)
and then the methodunprojectInv()
can be invoked on it. Specified by:
unproject
in interfaceMatrix4dc
 Parameters:
winCoords
 the window coordinates to unprojectviewport
 the viewport described by[x, y, width, height]
dest
 will hold the unprojected position Returns:
 dest
 See Also:
Matrix4dc.unprojectInv(double, double, double, int[], Vector4d)
,Matrix4dc.unproject(double, double, double, int[], Vector4d)
,Matrix4dc.invert(Matrix4d)

unproject
Description copied from interface:Matrix4dc
Unproject the given window coordinateswinCoords
bythis
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 ofthis
matrix.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default.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 ofthis
matrix can be built once outside usingMatrix4dc.invert(Matrix4d)
and then the methodunprojectInv()
can be invoked on it. Specified by:
unproject
in interfaceMatrix4dc
 Parameters:
winCoords
 the window coordinates to unprojectviewport
 the viewport described by[x, y, width, height]
dest
 will hold the unprojected position Returns:
 dest
 See Also:
Matrix4dc.unprojectInv(double, double, double, int[], Vector4d)
,Matrix4dc.unproject(double, double, double, int[], Vector4d)
,Matrix4dc.invert(Matrix4d)

unprojectRay
public Matrix4d unprojectRay(double winX, double winY, int[] viewport, Vector3d originDest, Vector3d dirDest)Description copied from interface:Matrix4dc
Unproject the given 2D window coordinates(winX, winY)
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.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 ofthis
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 ofthis
matrix can be built once outside usingMatrix4dc.invert(Matrix4d)
and then the methodunprojectInvRay()
can be invoked on it. Specified by:
unprojectRay
in interfaceMatrix4dc
 Parameters:
winX
 the xcoordinate in window coordinates (pixels)winY
 the ycoordinate in window coordinates (pixels)viewport
 the viewport described by[x, y, width, height]
originDest
 will hold the ray origindirDest
 will hold the (unnormalized) ray direction Returns:
 this
 See Also:
Matrix4dc.unprojectInvRay(double, double, int[], Vector3d, Vector3d)
,Matrix4dc.invert(Matrix4d)

unprojectRay
public Matrix4d unprojectRay(Vector2dc winCoords, int[] viewport, Vector3d originDest, Vector3d dirDest)Description copied from interface:Matrix4dc
Unproject the given 2D window coordinateswinCoords
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.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 ofthis
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 ofthis
matrix can be built once outside usingMatrix4dc.invert(Matrix4d)
and then the methodunprojectInvRay()
can be invoked on it. Specified by:
unprojectRay
in interfaceMatrix4dc
 Parameters:
winCoords
 the window coordinates to unprojectviewport
 the viewport described by[x, y, width, height]
originDest
 will hold the ray origindirDest
 will hold the (unnormalized) ray direction Returns:
 this
 See Also:
Matrix4dc.unprojectInvRay(double, double, int[], Vector3d, Vector3d)
,Matrix4dc.unprojectRay(double, double, int[], Vector3d, Vector3d)
,Matrix4dc.invert(Matrix4d)

unprojectInv
Description copied from interface:Matrix4dc
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.This method first converts the given window coordinates to normalized device coordinates in the range
[1..1]
and then transforms those NDC coordinates bythis
matrix.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default. Specified by:
unprojectInv
in interfaceMatrix4dc
 Parameters:
winCoords
 the window coordinates to unprojectviewport
 the viewport described by[x, y, width, height]
dest
 will hold the unprojected position Returns:
 dest
 See Also:
Matrix4dc.unproject(Vector3dc, int[], Vector4d)

unprojectInv
Description copied from interface:Matrix4dc
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.This method first converts the given window coordinates to normalized device coordinates in the range
[1..1]
and then transforms those NDC coordinates bythis
matrix.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default. Specified by:
unprojectInv
in interfaceMatrix4dc
 Parameters:
winX
 the xcoordinate in window coordinates (pixels)winY
 the ycoordinate in window coordinates (pixels)winZ
 the zcoordinate, which is the depth value in[0..1]
viewport
 the viewport described by[x, y, width, height]
dest
 will hold the unprojected position Returns:
 dest
 See Also:
Matrix4dc.unproject(double, double, double, int[], Vector4d)

unprojectInv
Description copied from interface:Matrix4dc
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.This method first converts the given window coordinates to normalized device coordinates in the range
[1..1]
and then transforms those NDC coordinates bythis
matrix.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default. Specified by:
unprojectInv
in interfaceMatrix4dc
 Parameters:
winCoords
 the window coordinates to unprojectviewport
 the viewport described by[x, y, width, height]
dest
 will hold the unprojected position Returns:
 dest
 See Also:
Matrix4dc.unproject(Vector3dc, int[], Vector3d)

unprojectInv
Description copied from interface:Matrix4dc
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.This method first converts the given window coordinates to normalized device coordinates in the range
[1..1]
and then transforms those NDC coordinates bythis
matrix.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default. Specified by:
unprojectInv
in interfaceMatrix4dc
 Parameters:
winX
 the xcoordinate in window coordinates (pixels)winY
 the ycoordinate in window coordinates (pixels)winZ
 the zcoordinate, which is the depth value in[0..1]
viewport
 the viewport described by[x, y, width, height]
dest
 will hold the unprojected position Returns:
 dest
 See Also:
Matrix4dc.unproject(double, double, double, int[], Vector3d)

unprojectInvRay
public Matrix4d unprojectInvRay(Vector2dc winCoords, int[] viewport, Vector3d originDest, Vector3d dirDest)Description copied from interface:Matrix4dc
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.This method differs from
unprojectRay()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation. Specified by:
unprojectInvRay
in interfaceMatrix4dc
 Parameters:
winCoords
 the window coordinates to unprojectviewport
 the viewport described by[x, y, width, height]
originDest
 will hold the ray orig
