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:
-
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 TypeMethodDescriptionComponent-wise addthis
andother
.Component-wise addthis
andother
and store the result indest
.Component-wise add the upper 4x3 submatrices ofthis
andother
.Component-wise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.Component-wise add the upper 4x3 submatrices ofthis
andother
.Component-wise 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
.Component-wise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
and adding that result tothis
.Component-wise 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 right-handed 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 right-handed 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 right-handed 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 right-handed 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 axis-aligned 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 modelview-projection 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 left-handed 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 left-handed 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 left-handed 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 left-handed 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 modelview-projection 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 column-major order.double[]
get
(double[] dest, int offset) Store this matrix into the supplied double array in column-major order at the given offset.float[]
get
(float[] dest) Store the elements of this matrix as float values in column-major order into the supplied float array.float[]
get
(float[] dest, int offset) Store the elements of this matrix as float values in column-major 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 column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get
(int index, DoubleBuffer dest) Store this matrix in column-major order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.get
(int index, FloatBuffer dest) Store this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.get
(ByteBuffer dest) Store this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.get
(DoubleBuffer dest) Store this matrix in column-major order into the suppliedDoubleBuffer
at the current bufferposition
.get
(FloatBuffer dest) Store this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.Get the current values ofthis
matrix and store them intodest
.Get the current values 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 row-major 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 row-major order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.get4x3Transposed
(ByteBuffer dest) Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedByteBuffer
at the current bufferposition
.get4x3Transposed
(DoubleBuffer dest) Store the upper 4x3 submatrix ofthis
matrix in row-major 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
.getEulerAnglesXYZ
(Vector3d dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.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 column-major 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 column-major order into the suppliedByteBuffer
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
.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 column-major order at the given off-heap 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 this matrix in row-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.getTransposed
(int index, DoubleBuffer dest) Store this matrix in row-major order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.getTransposed
(int index, FloatBuffer dest) Store this matrix in row-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.getTransposed
(ByteBuffer dest) Store this matrix in row-major order into the suppliedByteBuffer
at the current bufferposition
.getTransposed
(DoubleBuffer dest) Store this matrix in row-major order into the suppliedDoubleBuffer
at the current bufferposition
.getTransposed
(FloatBuffer dest) Store this matrix in row-major order into the suppliedFloatBuffer
at the current bufferposition
.getTransposedFloats
(int index, ByteBuffer buffer) Store this matrix in row-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.getTransposedFloats
(ByteBuffer buffer) Store this matrix as float values in row-major order into the suppliedByteBuffer
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.invertAffine
(Matrix4d dest) Invert this matrix by assuming that it is anaffine
transformation (i.e.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 make-z
point alongdir
.Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.Apply a rotation transformation to this matrix to make-z
point alongdir
.Apply a rotation transformation to this matrix to make-z
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 right-handed coordinate system, that aligns-z
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 right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
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 left-handed 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 left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
.Apply a "lookat" transformation to this matrix for a left-handed 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 right-handed coordinate system, that aligns-z
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 left-handed 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.Multiplythis
by the matrixMultiplythis
by the matrixmapnXnYZ()
Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixmapnXnZY()
Multiplythis
by the matrixMultiplythis
by the matrixmapnXYnZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapnXZnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapnXZY()
Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixmapnYnXZ()
Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixmapnYnZX()
Multiplythis
by the matrixMultiplythis
by the matrixmapnYXnZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapnYXZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapnYZnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapnYZX()
Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixmapnZnXY()
Multiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixMultiplythis
by the matrixmapnZnYX()
Multiplythis
by the matrixMultiplythis
by the matrixmapnZXnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapnZXY()
Multiplythis
by the matrixMultiplythis
by the matrixmapnZYnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapnZYX()
Multiplythis
by the matrixMultiplythis
by the matrixmapXnYnZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapXnZnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapXnZY()
Multiplythis
by the matrixMultiplythis
by the matrixmapXZnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapXZY()
Multiplythis
by the matrixMultiplythis
by the matrixmapYnXnZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapYnXZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapYnZnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapYnZX()
Multiplythis
by the matrixMultiplythis
by the matrixmapYXnZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapYXZ()
Multiplythis
by the matrixMultiplythis
by the matrixmapYZnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapYZX()
Multiplythis
by the matrixMultiplythis
by the matrixmapZnXnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapZnXY()
Multiplythis
by the matrixMultiplythis
by the matrixmapZnYnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapZnYX()
Multiplythis
by the matrixMultiplythis
by the matrixmapZXnY()
Multiplythis
by the matrixMultiplythis
by the matrixmapZXY()
Multiplythis
by the matrixMultiplythis
by the matrixmapZYnX()
Multiplythis
by the matrixMultiplythis
by the matrixmapZYX()
Multiplythis
by the matrixMultiplythis
by the matrixmul
(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) Component-wise multiply the upper 4x3 submatrices ofthis
byother
.mul4x3ComponentWise
(Matrix4dc other, Matrix4d dest) Component-wise 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) Component-wise multiplythis
byother
.mulComponentWise
(Matrix4dc other, Matrix4d dest) Component-wise multiplythis
byother
and store the result indest
.Pre-multiply this matrix by the suppliedleft
matrix and store the result inthis
.Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.mulLocalAffine
(Matrix4dc left) Pre-multiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result inthis
.mulLocalAffine
(Matrix4dc left, Matrix4d dest) Pre-multiply 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, 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
.negateX()
Multiplythis
by the matrixMultiplythis
by the matrixnegateY()
Multiplythis
by the matrixMultiplythis
by the matrixnegateZ()
Multiplythis
by the matrixMultiplythis
by the matrixnormal()
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
.Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied.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 right-handed 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 right-handed 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 right-handed 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 right-handed 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 right-handed coordinate system to this matrix.Apply an orthographic projection transformation for a right-handed 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 left-handed coordinate system to this matrix.Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest
.Build an ortographic projection transformation that fits the view-projection 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 left-handed 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 left-handed 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 left-handed 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 left-handed 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 right-handed 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 right-handed 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 right-handed 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 right-handed 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 left-handed 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 left-handed 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 left-handed 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 left-handed 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 right-handed 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 right-handed coordinate system using 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 right-handed 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 right-handed 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 field-of-view 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 modelview-projection 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 left-handed 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 left-handed 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 left-handed 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 left-handed 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 off-center perspective projection frustum transformation for a right-handed 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 off-center perspective projection frustum transformation using for a right-handed coordinate system using 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 off-center perspective projection frustum transformation for a right-handed 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 off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.perspectiveOffCenterFov
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.perspectiveOffCenterFov
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix.perspectiveOffCenterFov
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.perspectiveOffCenterFov
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, Matrix4d dest) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.perspectiveOffCenterFovLH
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.perspectiveOffCenterFovLH
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.perspectiveOffCenterFovLH
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.perspectiveOffCenterFovLH
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, Matrix4d dest) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.static void
perspectiveOffCenterViewFromRectangle
(Vector3d eye, Vector3d p, Vector3d x, Vector3d y, double nearFarDist, boolean zeroToOne, Matrix4d projDest, Matrix4d viewDest) Create a view and off-center perspective 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
.perspectiveOrigin
(Vector3d dest) Compute the eye/origin of the perspective frustum transformation defined bythis
matrix, which can be a projection matrix or a combined modelview-projection 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 right-handed 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 right-handed coordinate system using 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 right-handed 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 right-handed 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 Real-time water rendering - Introducing the projected grid concept based on the inverse of the view-projection matrix which is assumed to bethis
, and store that range matrix intodest
.int
Return the assumed properties of this matrix.void
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) Pre-multiply 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) Pre-multiply 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) Pre-multiply 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) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.rotateLocal
(Quaterniondc quat) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix.rotateLocal
(Quaterniondc quat, Matrix4d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.rotateLocal
(Quaternionfc quat) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.rotateLocal
(Quaternionfc quat, Matrix4d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.rotateLocalX
(double ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.rotateLocalX
(double ang, Matrix4d dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.rotateLocalY
(double ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.rotateLocalY
(double ang, Matrix4d dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.rotateLocalZ
(double ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.rotateLocalZ
(double ang, Matrix4d dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.rotateTowards
(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Apply a model transformation to this matrix for a right-handed 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 right-handed 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 right-handed 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 right-handed 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 right-handed coordinate system, that aligns the local-z
axis withdir
.rotationTowards
(Vector3dc dir, Vector3dc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
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) Pre-multiply 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) Pre-multiply 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) Pre-multiply 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) Pre-multiply 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) Pre-multiply scaling to this matrix by scaling the base axes by the given xyz factor.scaleLocal
(double x, double y, double z) Pre-multiply 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) Pre-multiply 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) Pre-multiply 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 column-major order.set
(double[] m, int off) Set the values in the matrix using a double array that contains the matrix elements in column-major 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 column-major order.set
(float[] m, int off) Set the values in the matrix using a float array that contains the matrix elements in column-major 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 column-major 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 column-major 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 column-major 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 column-major order, starting at its current position.set
(DoubleBuffer buffer) Set the values of this matrix by reading 16 double values from the givenDoubleBuffer
in column-major order, starting at its current position.set
(FloatBuffer buffer) Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in column-major 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 column-major 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 column-major order, starting at its current position.setFromAddress
(long address) Set the values of this matrix by reading 16 double values from off-heap memory in column-major 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 right-handed 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 right-handed 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 left-handed 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 left-handed 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 make-z
point alongdir
.setLookAlong
(Vector3dc dir, Vector3dc up) Set this matrix to a rotation transformation to make-z
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 right-handed coordinate system, that aligns-z
withcenter - eye
.Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-z
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 left-handed coordinate system, that aligns+z
withcenter - eye
.setLookAtLH
(Vector3dc eye, Vector3dc center, Vector3dc up) Set this matrix to be a "lookat" transformation for a left-handed 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 right-handed 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 right-handed 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 right-handed coordinate system.setOrtho2DLH
(double left, double right, double bottom, double top) Set this matrix to be an orthographic projection transformation for a left-handed 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 left-handed 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 left-handed 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 right-handed 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 right-handed 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 left-handed 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 left-handed 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 right-handed 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 right-handed 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 left-handed 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 left-handed 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 off-center perspective projection frustum transformation for a right-handed 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 off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.setPerspectiveOffCenterFov
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setPerspectiveOffCenterFov
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.setPerspectiveOffCenterFovLH
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.setPerspectiveOffCenterFovLH
(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a left-handed 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 right-handed 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 right-handed 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
.Component-wise subtractsubtrahend
fromthis
.Component-wise subtractsubtrahend
fromthis
and store the result indest
.Component-wise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
.Component-wise 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 axis-aligned 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.tile
(int x, int y, int w, int h) This method is equivalent to calling:translate(w-1-2*x, h-1-2*y, 0).scale(w, h, 1)
This method is equivalent to calling:translate(w-1-2*x, h-1-2*y, 0, dest).scale(w, h, 1)
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 axis-aligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
affine
matrix and compute the axis-aligned 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 axis-aligned box given as the minimum cornermin
and maximum cornermax
bythis
affine
matrix and compute the axis-aligned 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 4D-vector(x, y, z, w)
by assuming thatthis
matrix represents anaffine
transformation (i.e.transformAffine
(Vector4d dest) Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.transformAffine
(Vector4dc v, Vector4d dest) Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.transformDirection
(double x, double y, double z, Vector3d dest) Transform/multiply the 3D-vector(x, y, z)
, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.transformDirection
(double x, double y, double z, Vector3f dest) Transform/multiply the 3D-vector(x, y, z)
, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.transformDirection
(Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.transformDirection
(Vector3dc v, Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.transformDirection
(Vector3f dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.transformDirection
(Vector3fc v, Vector3f dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.transformPosition
(double x, double y, double z, Vector3d dest) Transform/multiply the 3D-vector(x, y, z)
, as if it was a 4D-vector with w=1, by this matrix and store the result indest
.transformPosition
(Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.transformPosition
(Vector3dc v, Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector 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) Pre-multiply 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) Pre-multiply 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) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.translateLocal
(Vector3dc offset, Matrix4d dest) Pre-multiply 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) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.translateLocal
(Vector3fc offset, Matrix4d dest) Pre-multiply 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.translationRotate
(Vector3dc translation, Quaterniondc quat) Setthis
matrix toT * R
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.translationRotateInvert
(double tx, double ty, double tz, double qx, double qy, double qz, double qw) Setthis
matrix to(T * R)-1
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
.translationRotateInvert
(Vector3fc translation, Quaternionfc quat) Setthis
matrix to(T * R)-1
, whereT
is the giventranslation
andR
is a rotation 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 right-handed coordinate system, that translates to the given(posX, posY, posZ)
and aligns the local-z
axis with(dirX, dirY, dirZ)
.translationRotateTowards
(Vector3dc pos, Vector3dc dir, Vector3dc up) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the givenpos
and aligns the local-z
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
.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
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 column-major 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 bit-combination 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:
-
set
Store the values of the given matrixm
intothis
matrix.- Parameters:
m
- the matrix to copy the values from- Returns:
- this
- See Also:
-
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:
-
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:
-
set
- Parameters:
mat
- theMatrix3dc
- Returns:
- this
- See Also:
-
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:
-
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:
-
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:
-
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:
-
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
Pre-multiply 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
Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first! -
mulLocalAffine
Pre-multiply 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
Pre-multiply 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
Component-wise 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
Component-wise 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
Component-wise addthis
andother
.- Parameters:
other
- the other addend- Returns:
- this
-
add
Description copied from interface:Matrix4dc
Component-wise addthis
andother
and store the result indest
. -
sub
Component-wise subtractsubtrahend
fromthis
.- Parameters:
subtrahend
- the subtrahend- Returns:
- this
-
sub
Description copied from interface:Matrix4dc
Component-wise subtractsubtrahend
fromthis
and store the result indest
. -
mulComponentWise
Component-wise multiplythis
byother
.- Parameters:
other
- the other matrix- Returns:
- this
-
mulComponentWise
Description copied from interface:Matrix4dc
Component-wise multiplythis
byother
and store the result indest
.- Specified by:
mulComponentWise
in interfaceMatrix4dc
- Parameters:
other
- the other matrixdest
- will hold the result- Returns:
- dest
-
add4x3
Component-wise add the upper 4x3 submatrices ofthis
andother
.- Parameters:
other
- the other addend- Returns:
- this
-
add4x3
Description copied from interface:Matrix4dc
Component-wise 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
Component-wise add the upper 4x3 submatrices ofthis
andother
.- Parameters:
other
- the other addend- Returns:
- this
-
add4x3
Description copied from interface:Matrix4dc
Component-wise 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
Component-wise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
.- Parameters:
subtrahend
- the subtrahend- Returns:
- this
-
sub4x3
Description copied from interface:Matrix4dc
Component-wise 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
Component-wise multiply the upper 4x3 submatrices ofthis
byother
.- Parameters:
other
- the other matrix- Returns:
- this
-
mul4x3ComponentWise
Description copied from interface:Matrix4dc
Component-wise 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 column-major 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
Set the values in the matrix using a double array that contains the matrix elements in column-major 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
Set the values in the matrix using a float array that contains the matrix elements in column-major 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
Set the values in the matrix using a float array that contains the matrix elements in column-major 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
Set the values of this matrix by reading 16 double values from the givenDoubleBuffer
in column-major order, starting at its current position.The DoubleBuffer is expected to contain the values in column-major order.
The position of the DoubleBuffer will not be changed by this method.
- Parameters:
buffer
- the DoubleBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in column-major order, starting at its current position.The FloatBuffer is expected to contain the values in column-major order.
The position of the FloatBuffer will not be changed by this method.
- Parameters:
buffer
- the FloatBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
Set the values of this matrix by reading 16 double values from the givenByteBuffer
in column-major order, starting at its current position.The ByteBuffer is expected to contain the values in column-major order.
The position of the ByteBuffer will not be changed by this method.
- Parameters:
buffer
- the ByteBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
Set the values of this matrix by reading 16 double values from the givenDoubleBuffer
in column-major order, starting at the specified absolute buffer position/index.The DoubleBuffer is expected to contain the values in column-major 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 column-major order- Returns:
- this
-
set
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in column-major order, starting at the specified absolute buffer position/index.The FloatBuffer is expected to contain the values in column-major 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 column-major order- Returns:
- this
-
set
Set the values of this matrix by reading 16 double values from the givenByteBuffer
in column-major order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in column-major 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 column-major order- Returns:
- this
-
setFloats
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in column-major order, starting at its current position.The ByteBuffer is expected to contain the values in column-major order.
The position of the ByteBuffer will not be changed by this method.
- Parameters:
buffer
- the ByteBuffer to read the matrix values from in column-major order- Returns:
- this
-
setFloats
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in column-major order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in column-major 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 column-major order- Returns:
- this
-
setFromAddress
Set the values of this matrix by reading 16 double values from off-heap memory in column-major 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 off-heap memory address to read the matrix values from in column-major 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:
-
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:
-
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. -
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:
-
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:
-
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:
-
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:
-
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:
-
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:
-
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:
-
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:
-
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:
-
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:
-
get
Description copied from interface:Matrix4dc
Store this matrix in column-major 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. -
get
Description copied from interface:Matrix4dc
Store this matrix in column-major 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 column-major order- Returns:
- the passed in buffer
-
get
Description copied from interface:Matrix4dc
Store this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
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.
-
get
Description copied from interface:Matrix4dc
Store this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
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 column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4dc.get(int, ByteBuffer)
, taking the absolute position as parameter. -
get
Description copied from interface:Matrix4dc
Store this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
-
getFloats
Description copied from interface:Matrix4dc
Store the elements of this matrix as float values in column-major 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. -
getFloats
Description copied from interface:Matrix4dc
Store the elements of this matrix as float values in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
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 column-major order at the given off-heap address.This method will throw an
UnsupportedOperationException
when JOML is used with `-Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
- Specified by:
getToAddress
in interfaceMatrix4dc
- Parameters:
address
- the off-heap 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 column-major 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 column-major order.In order to specify an explicit offset into the array, use the method
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 column-major 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 column-major 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)
. -
getTransposed
Description copied from interface:Matrix4dc
Store this matrix in row-major 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 row-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
getTransposed
Description copied from interface:Matrix4dc
Store this matrix in row-major 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 row-major order- Returns:
- the passed in buffer
-
getTransposed
Description copied from interface:Matrix4dc
Store this matrix in row-major order into the suppliedFloatBuffer
at the current bufferposition
.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.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4dc.getTransposed(int, FloatBuffer)
, taking the absolute position as parameter.- Specified by:
getTransposed
in interfaceMatrix4dc
- Parameters:
dest
- will receive the values of this matrix in row-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
getTransposed
Description copied from interface:Matrix4dc
Store this matrix in row-major 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.
- Specified by:
getTransposed
in interfaceMatrix4dc
- Parameters:
index
- the absolute position into the FloatBufferdest
- will receive the values of this matrix in row-major order- Returns:
- the passed in buffer
-
getTransposed
Description copied from interface:Matrix4dc
Store this matrix in row-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
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 row-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
getTransposed
Description copied from interface:Matrix4dc
Store this matrix in row-major 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 row-major order- Returns:
- the passed in buffer
-
get4x3Transposed
Description copied from interface:Matrix4dc
Store the upper 4x3 submatrix ofthis
matrix in row-major 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 row-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get4x3Transposed
Description copied from interface:Matrix4dc
Store the upper 4x3 submatrix ofthis
matrix in row-major 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 row-major order- Returns:
- the passed in buffer
-
get4x3Transposed
Description copied from interface:Matrix4dc
Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
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 row-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get4x3Transposed
Description copied from interface:Matrix4dc
Store the upper 4x3 submatrix ofthis
matrix in row-major 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 row-major order- Returns:
- the passed in buffer
-
getTransposedFloats
Description copied from interface:Matrix4dc
Store this matrix as float values in row-major 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 FloatBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4dc.getTransposedFloats(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
getTransposedFloats
in interfaceMatrix4dc
- Parameters:
buffer
- will receive the values of this matrix as float values in row-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
getTransposedFloats
Description copied from interface:Matrix4dc
Store this matrix in row-major 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 FloatBuffer.
- Specified by:
getTransposedFloats
in interfaceMatrix4dc
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix as float values in row-major 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 post-multiply a scaling transformation directly to a matrix, use
scale()
instead.- Parameters:
factor
- the scale factor in x, y and z- Returns:
- this
- See Also:
-
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 post-multiply a scaling transformation directly to a matrix use
scale()
instead.- Parameters:
xyz
- the scale in x, y and z, respectively- Returns:
- this
- See Also:
-
rotation
Set this matrix to a rotation matrix which rotates the given radians about a given axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
From Wikipedia
- Parameters:
angle
- the angle in radiansx
- the x-coordinate of the axis to rotate abouty
- the y-coordinate of the axis to rotate aboutz
- the z-coordinate of the axis to rotate about- Returns:
- this
-
rotationX
Set this matrix to a rotation transformation about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
- 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
- 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
- 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
- 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
- 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. -
transform
Description copied from interface:Matrix4dc
Transform/multiply the given vector by this matrix and store the result indest
. -
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:
-
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:
-
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:
-
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:
-
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:
-
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:
-
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:
-
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 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space 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:
-
transformPosition
Description copied from interface:Matrix4dc
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space 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:
-
transformPosition
Description copied from interface:Matrix4dc
Transform/multiply the 3D-vector(x, y, z)
, as if it was a 4D-vector with w=1, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space 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:
-
transformDirection
Description copied from interface:Matrix4dc
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in another vector, use
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 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in the same vector, use
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 3D-vector(x, y, z)
, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space 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 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in another vector, use
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 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in the same vector, use
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 3D-vector(x, y, z)
, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space 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 4D-vector 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:
-
transformAffine
Description copied from interface:Matrix4dc
Transform/multiply the given 4D-vector 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:
-
transformAffine
Description copied from interface:Matrix4dc
Transform/multiply the 4D-vector(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! -
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:
-
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
Pre-multiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!- 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
Pre-multiply 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
Pre-multiply 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
Pre-multiply 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
Pre-multiply 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
Pre-multiply 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
Pre-multiply 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
Pre-multiply 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first! -
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without post-multiplying 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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without post-multiplying 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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without post-multiplying 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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without post-multiplying 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:
-
rotateAround
Apply the rotation transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying 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:
-
rotateLocal
Pre-multiply 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying 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:
-
rotateAroundLocal
public Matrix4d rotateAroundLocal(Quaterniondc quat, double ox, double oy, double oz, Matrix4d dest) Description copied from interface:Matrix4dc
Pre-multiply 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!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
Pre-multiply 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!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 post-multiplying it, use
translation(Vector3dc)
.- Parameters:
offset
- the number of units in x, y and z by which to translate- Returns:
- this
- See Also:
-
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 post-multiplying it, use
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 post-multiplying it, use
translation(Vector3fc)
.- Parameters:
offset
- the number of units in x, y and z by which to translate- Returns:
- this
- See Also:
-
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 post-multiplying it, use
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 post-multiplying it, use
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 post-multiplying 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:
-
translateLocal
Pre-multiply 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 pre-multiplying it, use
translation(Vector3fc)
.- Parameters:
offset
- the number of units in x, y and z by which to translate- Returns:
- this
- See Also:
-
translateLocal
Pre-multiply 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 pre-multiplying 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:
-
translateLocal
Pre-multiply 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 pre-multiplying it, use
translation(Vector3dc)
.- Parameters:
offset
- the number of units in x, y and z by which to translate- Returns:
- this
- See Also:
-
translateLocal
Pre-multiply 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 pre-multiplying 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:
-
translateLocal
Pre-multiply 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 pre-multiplying 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:
-
translateLocal
Pre-multiply 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 pre-multiplying 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:
-
rotateLocalX
Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying 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:
-
rotateLocalX
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying 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:
-
rotateLocalY
Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying 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:
-
rotateLocalY
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying 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:
-
rotateLocalZ
Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying 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:
-
rotateLocalZ
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying 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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
-
rotateX
Apply rotation about the X axis to this matrix by rotating the given amount of radians.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
-
rotateY
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
-
rotateZ
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in 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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX).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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ).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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY).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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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:
-
rotation
Set this matrix to a rotation transformation using the givenAxisAngle4d
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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:
-
rotation
Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaterniondc
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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:
-
rotation
Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaternionfc
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionsx
- the scaling factor for the x-axissy
- the scaling factor for the y-axissz
- the scaling factor for the z-axis- Returns:
- this
- See Also:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionscale
- the scaling factor for all three axes- Returns:
- this
- See Also:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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:
-
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 x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionsx
- the scaling factor for the x-axissy
- the scaling factor for the y-axissz
- the scaling factor for the z-axis- Returns:
- this
- See Also:
-
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:
-
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:
-
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:
-
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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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 x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionsx
- the scaling factor for the x-axissy
- the scaling factor for the y-axissz
- the scaling factor for the z-axism
- theaffine
matrix to multiply by- Returns:
- this
- See Also:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
- Parameters:
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternion- Returns:
- this
- See Also:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
- Parameters:
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentquat
- the quaternion representing a rotation- Returns:
- this
- See Also:
-
translationRotate
Setthis
matrix toT * R
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat)
- Parameters:
translation
- the translationquat
- the quaternion representing a rotation- Returns:
- this
- See Also:
-
translationRotateInvert
public Matrix4d translationRotateInvert(double tx, double ty, double tz, double qx, double qy, double qz, double qw) Setthis
matrix to(T * R)-1
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
.This method is equivalent to calling:
translationRotate(...).invert()
- Parameters:
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternion- Returns:
- this
- See Also:
-
translationRotateInvert
Setthis
matrix to(T * R)-1
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.This method is equivalent to calling:
translationRotate(...).invert()
- Parameters:
translation
- the translationquat
- the quaternion representing a rotation- Returns:
- this
- See Also:
-
rotate
Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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:
-
rotate
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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:
-
rotate
Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaterniondc
- Returns:
- this
- See Also:
-
rotate
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
- Returns:
- this
- See Also:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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:
-
rotateAffine
Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix.This method assumes
this
to beaffine
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaterniondc
- Returns:
- this
- See Also:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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:
-
rotateLocal
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without pre-multiplying, 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:
-
rotateLocal
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without pre-multiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaterniondc
- Returns:
- this
- See Also:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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:
-
rotateAffine
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.This method assumes
this
to beaffine
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
- Returns:
- this
- See Also:
-
rotateLocal
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without pre-multiplying, 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:
-
rotateLocal
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without pre-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
- Returns:
- this
- See Also:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(AxisAngle4f)
.Reference: http://en.wikipedia.org
- Parameters:
axisAngle
- theAxisAngle4f
(needs to benormalized
)- Returns:
- this
- See Also:
-
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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
Apply a rotation transformation, rotating about the givenAxisAngle4d
, to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the 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 post-multiplying, use
rotation(AxisAngle4d)
.Reference: http://en.wikipedia.org
- Parameters:
axisAngle
- theAxisAngle4d
(needs to benormalized
)- Returns:
- this
- See Also:
-
rotate
Apply a rotation transformation, rotating about the givenAxisAngle4d
and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the 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 post-multiplying, 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
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axis-angle rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axis-angle rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axis-angle rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axis-angle rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, 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:
-
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:
-
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. -
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. -
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 x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, 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:
-
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 x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, 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:
-
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. -
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. -
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 x-coordinate in window coordinates (pixels)winY
- the y-coordinate 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:
-
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:
-
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:
-
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 x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, 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:
-
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:
-
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 x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, 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:
-
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 origindirDest
- will hold the (unnormalized) ray direction- Returns:
- this
- See Also:
-
unprojectInvRay
public Matrix4d unprojectInvRay(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 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:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)viewport
- the viewport described by[x, y, width, height]
originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray direction- Returns:
- this
- See Also:
-
project
Description copied from interface:Matrix4dc
Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default.- Specified by:
project
in interfaceMatrix4dc
- Parameters:
x
- the x-coordinate of the position to projecty
- the y-coordinate of the position to projectz
- the z-coordinate of the position to projectviewport
- the viewport described by[x, y, width, height]
winCoordsDest
- will hold the projected window coordinates- Returns:
- winCoordsDest
-
project
Description copied from interface:Matrix4dc
Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default.- Specified by:
project
in interfaceMatrix4dc
- Parameters:
x
- the x-coordinate of the position to projecty
- the y-coordinate of the position to projectz
- the z-coordinate of the position to projectviewport
- the viewport described by[x, y, width, height]
winCoordsDest
- will hold the projected window coordinates- Returns:
- winCoordsDest
-
project
Description copied from interface:Matrix4dc
Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default. -
project
Description copied from interface:Matrix4dc
Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default. -
reflect
Description copied from interface:Matrix4dc
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
.The vector
(a, b, c)
must be a unit vector.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!Reference: msdn.microsoft.com
-
reflect
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
.The vector
(a, b, c)
must be a unit vector.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!Reference: msdn.microsoft.com
- Parameters:
a
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equation- Returns:
- this
-
reflect
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.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normalpx
- the x-coordinate of a point on the planepy
- the y-coordinate of a point on the planepz
- the z-coordinate of a point on the plane- Returns:
- this
-
reflect
public Matrix4d reflect(double nx, double ny, double nz, double px, double py, double pz, Matrix4d dest) Description copied from interface:Matrix4dc
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
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Specified by:
reflect
in interfaceMatrix4dc
- Parameters:
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normalpx
- the x-coordinate of a point on the planepy
- the y-coordinate of a point on the planepz
- the z-coordinate of a point on the planedest
- will hold the result- Returns:
- dest
-
reflect
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.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
normal
- the plane normalpoint
- a point on the plane- Returns:
- this
-
reflect
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaterniondc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
orientation
- the plane orientation relative to an implied normal vector of(0, 0, 1)
point
- a point on the plane- Returns:
- this
-
reflect
Description copied from interface:Matrix4dc
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
.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaterniondc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! -
reflect
Description copied from interface:Matrix4dc
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
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! -
reflection
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
.The vector
(a, b, c)
must be a unit vector.Reference: msdn.microsoft.com
- Parameters:
a
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equation- Returns:
- this
-
reflection
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.- Parameters:
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normalpx
- the x-coordinate of a point on the planepy
- the y-coordinate of a point on the planepz
- the z-coordinate of a point on the plane- Returns:
- this
-
reflection
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.- Parameters:
normal
- the plane normalpoint
- a point on the plane- Returns:
- this
-
reflection
Set this matrix to a mirror/reflection transformation that reflects about a plane specified via the plane orientation and a point on the plane.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaterniondc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
.- Parameters:
orientation
- the plane orientationpoint
- a point on the plane- Returns:
- this
-
ortho
public Matrix4d ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho()
.Reference: http://www.songho.ca
- Specified by:
ortho
in interfaceMatrix4dc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
- See Also:
-
ortho
public Matrix4d ortho(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4d dest) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho()
.Reference: http://www.songho.ca
- Specified by:
ortho
in interfaceMatrix4dc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the result- Returns:
- dest
- See Also:
-
ortho
public Matrix4d ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
ortho
public Matrix4d ortho(double left, double right, double bottom, double top, double zNear, double zFar) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
orthoLH
public Matrix4d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
- Specified by:
orthoLH
in interfaceMatrix4dc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
- See Also:
-
orthoLH
public Matrix4d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4d dest) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
- Specified by:
orthoLH
in interfaceMatrix4dc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the result- Returns:
- dest
- See Also:
-
orthoLH
public Matrix4d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
orthoLH
public Matrix4d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
setOrtho
public Matrix4d 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 right-handed coordinate system using the given NDC z range.In order to apply the orthographic projection to an already existing transformation, use
ortho()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setOrtho
public Matrix4d setOrtho(double left, double right, double bottom, double top, double zNear, double zFar) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the orthographic projection to an already existing transformation, use
ortho()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
setOrthoLH
public Matrix4d 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 left-handed coordinate system using the given NDC z range.In order to apply the orthographic projection to an already existing transformation, use
orthoLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setOrthoLH
public Matrix4d setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the orthographic projection to an already existing transformation, use
orthoLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
orthoSymmetric
public Matrix4d orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
- Specified by:
orthoSymmetric
in interfaceMatrix4dc
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- dest
- See Also:
-
orthoSymmetric
public Matrix4d orthoSymmetric(double width, double height, double zNear, double zFar, Matrix4d dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
- Specified by:
orthoSymmetric
in interfaceMatrix4dc
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the result- Returns:
- dest
- See Also:
-
orthoSymmetric
public Matrix4d orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.This method is equivalent to calling
ortho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
orthoSymmetric
Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.This method is equivalent to calling
ortho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
orthoSymmetricLH
public Matrix4d orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
- Specified by:
orthoSymmetricLH
in interfaceMatrix4dc
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- dest
- See Also:
-
orthoSymmetricLH
public Matrix4d orthoSymmetricLH(double width, double height, double zNear, double zFar, Matrix4d dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
- Specified by:
orthoSymmetricLH
in interfaceMatrix4dc
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the result- Returns:
- dest
- See Also:
-
orthoSymmetricLH
public Matrix4d orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix.This method is equivalent to calling
orthoLH()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
orthoSymmetricLH
Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.This method is equivalent to calling
orthoLH()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without post-multiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
setOrthoSymmetric
public Matrix4d setOrthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range.This method is equivalent to calling
setOrtho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetric()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setOrthoSymmetric
Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.This method is equivalent to calling
setOrtho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetric()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
setOrthoSymmetricLH
public Matrix4d setOrthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range.This method is equivalent to calling
setOrtho()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetricLH()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setOrthoSymmetricLH
Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.This method is equivalent to calling
setOrthoLH()
withleft=-width/2
,right=+width/2
,bottom=-height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetricLH()
.Reference: http://www.songho.ca
- Parameters:
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distance- Returns:
- this
- See Also:
-
ortho2D
Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withzNear=-1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho()
.Reference: http://www.songho.ca
- Specified by:
ortho2D
in interfaceMatrix4dc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgedest
- will hold the result- Returns:
- dest
- See Also:
-
ortho2D
Apply an orthographic projection transformation for a right-handed coordinate system to this matrix.This method is equivalent to calling
ortho()
withzNear=-1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho2D()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edge- Returns:
- this
- See Also:
-
ortho2DLH
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withzNear=-1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
- Specified by:
ortho2DLH
in interfaceMatrix4dc
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgedest
- will hold the result- Returns:
- dest
- See Also:
-
ortho2DLH
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix.This method is equivalent to calling
orthoLH()
withzNear=-1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without post-multiplying it, use
setOrtho2DLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edge- Returns:
- this
- See Also:
-
setOrtho2D
Set this matrix to be an orthographic projection transformation for a right-handed coordinate system.This method is equivalent to calling
setOrtho()
withzNear=-1
andzFar=+1
.In order to apply the orthographic projection to an already existing transformation, use
ortho2D()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edge- Returns:
- this
- See Also:
-
setOrtho2DLH
Set this matrix to be an orthographic projection transformation for a left-handed coordinate system.This method is equivalent to calling
setOrthoLH()
withzNear=-1
andzFar=+1
.In order to apply the orthographic projection to an already existing transformation, use
ortho2DLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edge- Returns:
- this
- See Also:
-
lookAlong
Apply a rotation transformation to this matrix to make-z
point alongdir
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
.- Parameters:
dir
- the direction in space to look alongup
- the direction of 'up'- Returns:
- this
- See Also:
-
lookAlong
Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
. -
lookAlong
public Matrix4d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4d dest) Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
- Specified by:
lookAlong
in interfaceMatrix4dc
- Parameters:
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
lookAlong
public Matrix4d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Apply a rotation transformation to this matrix to make-z
point alongdir
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
- Parameters:
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
setLookAlong
Set this matrix to a rotation transformation to make-z
point alongdir
.This is equivalent to calling
setLookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to apply the lookalong transformation to any previous existing transformation, use
lookAlong(Vector3dc, Vector3dc)
.- Parameters:
dir
- the direction in space to look alongup
- the direction of 'up'- Returns:
- this
- See Also:
-
setLookAlong
public Matrix4d setLookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Set this matrix to a rotation transformation to make-z
point alongdir
.This is equivalent to calling
setLookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to apply the lookalong transformation to any previous existing transformation, use
lookAlong()
- Parameters:
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
setLookAt
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-z
withcenter - eye
.In order to not make use of vectors to specify
eye
,center
andup
but use primitives, like in the GLU function, usesetLookAt()
instead.In order to apply the lookat transformation to a previous existing transformation, use
lookAt()
.- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'- Returns:
- this
- See Also:
-
setLookAt
public Matrix4d 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 right-handed coordinate system, that aligns-z
withcenter - eye
.In order to apply the lookat transformation to a previous existing transformation, use
lookAt
.- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
lookAt
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAt(Vector3dc, Vector3dc, Vector3dc)
. -
lookAt
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAt(Vector3dc, Vector3dc, Vector3dc)
.- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'- Returns:
- this
- See Also:
-
lookAt
public Matrix4d 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 right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAt()
.- Specified by:
lookAt
in interfaceMatrix4dc
- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
lookAt
public Matrix4d 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 right-handed coordinate system, that aligns-z
withcenter - eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAt()
.- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
lookAtPerspective
public Matrix4d 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 right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.This method assumes
this
to be a perspective transformation, obtained viafrustum()
orperspective()
or one of their overloads.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAt()
.- Specified by:
lookAtPerspective
in interfaceMatrix4dc
- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
setLookAtLH
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+z
withcenter - eye
.In order to not make use of vectors to specify
eye
,center
andup
but use primitives, like in the GLU function, usesetLookAtLH()
instead.In order to apply the lookat transformation to a previous existing transformation, use
lookAt()
.- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'- Returns:
- this
- See Also:
-
setLookAtLH
public Matrix4d 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 left-handed coordinate system, that aligns+z
withcenter - eye
.In order to apply the lookat transformation to a previous existing transformation, use
lookAtLH
.- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
lookAtLH
Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAtLH(Vector3dc, Vector3dc, Vector3dc)
. -
lookAtLH
Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAtLH(Vector3dc, Vector3dc, Vector3dc)
.- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'- Returns:
- this
- See Also:
-
lookAtLH
public Matrix4d 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 left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAtLH()
.- Specified by:
lookAtLH
in interfaceMatrix4dc
- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
lookAtLH
public Matrix4d 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 left-handed coordinate system, that aligns+z
withcenter - eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAtLH()
.- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
lookAtPerspectiveLH
public Matrix4d 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 left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.This method assumes
this
to be a perspective transformation, obtained viafrustumLH()
orperspectiveLH()
or one of their overloads.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without post-multiplying it, use
setLookAtLH()
.- Specified by:
lookAtPerspectiveLH
in interfaceMatrix4dc
- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
tile
This method is equivalent to calling:translate(w-1-2*x, h-1-2*y, 0).scale(w, h, 1)
If
M
isthis
matrix andT
the created transformation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the created transformation will be applied first!- Parameters:
x
- the tile's x coordinate/index (should be in[0..w)
)y
- the tile's y coordinate/index (should be in[0..h)
)w
- the number of tiles along the x axish
- the number of tiles along the y axis- Returns:
- this
-
tile
Description copied from interface:Matrix4dc
This method is equivalent to calling:translate(w-1-2*x, h-1-2*y, 0, dest).scale(w, h, 1)
If
M
isthis
matrix andT
the created transformation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the created transformation will be applied first! -
perspective
public Matrix4d perspective(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspective
.- Specified by:
perspective
in interfaceMatrix4dc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- dest
- See Also:
-
perspective
Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspective
.- Specified by:
perspective
in interfaceMatrix4dc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
perspective
public Matrix4d perspective(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne) Apply a symmetric perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspective
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspective
Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspective
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
perspectiveRect
public Matrix4d perspectiveRect(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveRect
.- Specified by:
perspectiveRect
in interfaceMatrix4dc
- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- dest
- See Also:
-
perspectiveRect
public Matrix4d perspectiveRect(double width, double height, double zNear, double zFar, Matrix4d dest) Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveRect
.- Specified by:
perspectiveRect
in interfaceMatrix4dc
- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
perspectiveRect
public Matrix4d perspectiveRect(double width, double height, double zNear, double zFar, boolean zZeroToOne) Apply a symmetric perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveRect
.- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveRect
Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveRect
.- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
perspectiveOffCenter
public Matrix4d perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenter
.- Specified by:
perspectiveOffCenter
in interfaceMatrix4dc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- dest
- See Also:
-
perspectiveOffCenter
public Matrix4d perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, Matrix4d dest) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenter
.- Specified by:
perspectiveOffCenter
in interfaceMatrix4dc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
perspectiveOffCenter
public Matrix4d perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenter
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveOffCenter
public Matrix4d perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenter
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
perspectiveOffCenterFov
public Matrix4d perspectiveOffCenterFov(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenterFov
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveOffCenterFov
public Matrix4d perspectiveOffCenterFov(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Description copied from interface:Matrix4dc
Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!- Specified by:
perspectiveOffCenterFov
in interfaceMatrix4dc
- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
-
perspectiveOffCenterFov
public Matrix4d perspectiveOffCenterFov(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar) Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenterFov
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
perspectiveOffCenterFov
public Matrix4d perspectiveOffCenterFov(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, Matrix4d dest) Description copied from interface:Matrix4dc
Apply an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!- Specified by:
perspectiveOffCenterFov
in interfaceMatrix4dc
- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
-
perspectiveOffCenterFovLH
public Matrix4d perspectiveOffCenterFovLH(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenterFovLH
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveOffCenterFovLH
public Matrix4d perspectiveOffCenterFovLH(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Description copied from interface:Matrix4dc
Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!- Specified by:
perspectiveOffCenterFovLH
in interfaceMatrix4dc
- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
-
perspectiveOffCenterFovLH
public Matrix4d perspectiveOffCenterFovLH(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar) Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveOffCenterFovLH
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
perspectiveOffCenterFovLH
public Matrix4d perspectiveOffCenterFovLH(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, Matrix4d dest) Description copied from interface:Matrix4dc
Apply an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!- Specified by:
perspectiveOffCenterFovLH
in interfaceMatrix4dc
- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
-
setPerspective
public Matrix4d setPerspective(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.In order to apply the perspective projection transformation to an existing transformation, use
perspective()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setPerspective
Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspective()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveRect
public Matrix4d setPerspectiveRect(double width, double height, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveRect()
.- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setPerspectiveRect
Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveRect()
.- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveOffCenter
public Matrix4d setPerspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenter()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveOffCenter
public Matrix4d setPerspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenter()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
- the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
- the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setPerspectiveOffCenterFov
public Matrix4d setPerspectiveOffCenterFov(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFov()
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveOffCenterFov
public Matrix4d setPerspectiveOffCenterFov(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFov()
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setPerspectiveOffCenterFovLH
public Matrix4d setPerspectiveOffCenterFovLH(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFovLH()
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveOffCenterFovLH
public Matrix4d setPerspectiveOffCenterFovLH(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFovLH()
.- Parameters:
angleLeft
- the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
- the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
- the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
- the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveLH
public Matrix4d perspectiveLH(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne, Matrix4d dest) Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveLH
.- Specified by:
perspectiveLH
in interfaceMatrix4dc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
- See Also:
-
perspectiveLH
public Matrix4d perspectiveLH(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne) Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveLH
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
perspectiveLH
Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveLH
.- Specified by:
perspectiveLH
in interfaceMatrix4dc
- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
perspectiveLH
Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setPerspectiveLH
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setPerspectiveLH
public Matrix4d setPerspectiveLH(double fovy, double aspect, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be a symmetric perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range of[-1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveLH()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setPerspectiveLH
Set this matrix to be a symmetric perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveLH()
.- Parameters:
fovy
- the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
frustum
public Matrix4d 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 right-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustum()
.Reference: http://www.songho.ca
- Specified by:
frustum
in interfaceMatrix4dc
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
- See Also:
-
frustum
public Matrix4d frustum(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4d dest) Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustum()
.Reference: http://www.songho.ca
- Specified by:
frustum
in interfaceMatrix4dc
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
frustum
public Matrix4d frustum(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne) Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustum()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
frustum
public Matrix4d frustum(double left, double right, double bottom, double top, double zNear, double zFar) Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustum()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setFrustum
public Matrix4d 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 right-handed coordinate system using the given NDC z range.In order to apply the perspective frustum transformation to an existing transformation, use
frustum()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setFrustum
public Matrix4d 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 right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective frustum transformation to an existing transformation, use
frustum()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
frustumLH
public Matrix4d 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 left-handed coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustumLH()
.Reference: http://www.songho.ca
- Specified by:
frustumLH
in interfaceMatrix4dc
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
dest
- will hold the result- Returns:
- dest
- See Also:
-
frustumLH
public Matrix4d frustumLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne) Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustumLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
frustumLH
public Matrix4d frustumLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4d dest) Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustumLH()
.Reference: http://www.songho.ca
- Specified by:
frustumLH
in interfaceMatrix4dc
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.dest
- will hold the result- Returns:
- dest
- See Also:
-
frustumLH
public Matrix4d frustumLH(double left, double right, double bottom, double top, double zNear, double zFar) Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without post-multiplying, use
setFrustumLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setFrustumLH
public Matrix4d 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 left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective frustum transformation to an existing transformation, use
frustumLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
- Returns:
- this
- See Also:
-
setFrustumLH
public Matrix4d 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 left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.In order to apply the perspective frustum transformation to an existing transformation, use
frustumLH()
.Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beDouble.POSITIVE_INFINITY
.zFar
- far clipping plane distance. This value must be greater than zero. If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beDouble.POSITIVE_INFINITY
.- Returns:
- this
- See Also:
-
setFromIntrinsic
public Matrix4d 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. The resulting matrix will be suited for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]
.See: https://en.wikipedia.org/
Reference: http://ksimek.github.io/
- Parameters:
alphaX
- specifies the focal length and scale along the X axisalphaY
- specifies the focal length and scale along the Y axisgamma
- the skew coefficient between the X and Y axis (may be0
)u0
- the X coordinate of the principal point in image/sensor unitsv0
- the Y coordinate of the principal point in image/sensor unitsimgWidth
- the width of the sensor/image image/sensor unitsimgHeight
- the height of the sensor/image image/sensor unitsnear
- the distance to the near planefar
- the distance to the far plane- Returns:
- this
-
frustumPlane
Description copied from interface:Matrix4dc
Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givendest
.Generally, this method computes the frustum plane in the local frame of any coordinate system that existed before
this
transformation was applied to it in order to yield homogeneous clipping space.The frustum plane will be given in the form of a general plane equation:
a*x + b*y + c*z + d = 0
, where the givenVector4d
components will hold the(a, b, c, d)
values of the equation.The plane normal, which is
(a, b, c)
, is directed "inwards" of the frustum. Any plane/point test usinga*x + b*y + c*z + d
therefore will yield a result greater than zero if the point is within the frustum (i.e. at the positive side of the frustum plane).For performing frustum culling, the class
FrustumIntersection
should be used instead of manually obtaining the frustum planes and testing them against points, spheres or axis-aligned boxes.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
frustumPlane
in interfaceMatrix4dc
- Parameters:
plane
- one of the six possible planes, given as numeric constantsMatrix4dc.PLANE_NX
,Matrix4dc.PLANE_PX
,Matrix4dc.PLANE_NY
,Matrix4dc.PLANE_PY
,Matrix4dc.PLANE_NZ
andMatrix4dc.PLANE_PZ
dest
- will hold the computed plane equation. The plane equation will be normalized, meaning that(a, b, c)
will be a unit vector- Returns:
- dest
-
frustumCorner
Description copied from interface:Matrix4dc
Compute the corner coordinates of the frustum defined bythis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenpoint
.Generally, this method computes the frustum corners in the local frame of any coordinate system that existed before
this
transformation was applied to it in order to yield homogeneous clipping space.Reference: http://geomalgorithms.com
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
frustumCorner
in interfaceMatrix4dc
- Parameters:
corner
- one of the eight possible corners, given as numeric constantsMatrix4dc.CORNER_NXNYNZ
,Matrix4dc.CORNER_PXNYNZ
,Matrix4dc.CORNER_PXPYNZ
,Matrix4dc.CORNER_NXPYNZ
,Matrix4dc.CORNER_PXNYPZ
,Matrix4dc.CORNER_NXNYPZ
,Matrix4dc.CORNER_NXPYPZ
,Matrix4dc.CORNER_PXPYPZ
dest
- will hold the resulting corner point coordinates- Returns:
- point
-
perspectiveOrigin
Description copied from interface:Matrix4dc
Compute the eye/origin of the perspective frustum transformation defined bythis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenorigin
.Note that this method will only work using perspective projections obtained via one of the perspective methods, such as
perspective()
orfrustum()
.Generally, this method computes the origin in the local frame of any coordinate system that existed before
this
transformation was applied to it in order to yield homogeneous clipping space.This method is equivalent to calling:
invert(new Matrix4d()).transformProject(0, 0, -1, 0, origin)
and in the case of an already available inverse ofthis
matrix, the methodMatrix4dc.perspectiveInvOrigin(Vector3d)
on the inverse of the matrix should be used instead.Reference: http://geomalgorithms.com
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
perspectiveOrigin
in interfaceMatrix4dc
- Parameters:
dest
- will hold the origin of the coordinate system before applyingthis
perspective projection transformation- Returns:
- origin
-
perspectiveInvOrigin
Description copied from interface:Matrix4dc
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 modelview-projection matrix, and store the result in the givendest
.Note that this method will only work using perspective projections obtained via one of the perspective methods, such as
perspective()
orfrustum()
.If the inverse of the modelview-projection matrix is not available, then calling
Matrix4dc.perspectiveOrigin(Vector3d)
on the original modelview-projection matrix is preferred.- Specified by:
perspectiveInvOrigin
in interfaceMatrix4dc
- Parameters:
dest
- will hold the result- Returns:
- dest
- See Also:
-
perspectiveFov
public double perspectiveFov()Description copied from interface:Matrix4dc
Return the vertical field-of-view angle in radians of this perspective transformation matrix.Note that this method will only work using perspective projections obtained via one of the perspective methods, such as
perspective()
orfrustum()
.For orthogonal transformations this method will return
0.0
.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
perspectiveFov
in interfaceMatrix4dc
- Returns:
- the vertical field-of-view angle in radians
-
perspectiveNear
public double perspectiveNear()Description copied from interface:Matrix4dc
Extract the near clip plane distance fromthis
perspective projection matrix.This method only works if
this
is a perspective projection matrix, for example obtained viaMatrix4dc.perspective(double, double, double, double, Matrix4d)
.- Specified by:
perspectiveNear
in interfaceMatrix4dc
- Returns:
- the near clip plane distance
-
perspectiveFar
public double perspectiveFar()Description copied from interface:Matrix4dc
Extract the far clip plane distance fromthis
perspective projection matrix.This method only works if
this
is a perspective projection matrix, for example obtained viaMatrix4dc.perspective(double, double, double, double, Matrix4d)
.- Specified by:
perspectiveFar
in interfaceMatrix4dc
- Returns:
- the far clip plane distance
-
frustumRayDir
Description copied from interface:Matrix4dc
Obtain the direction of a ray starting at the center of the coordinate system and going through the near frustum plane.This method computes the
dir
vector in the local frame of any coordinate system that existed beforethis
transformation was applied to it in order to yield homogeneous clipping space.The parameters
x
andy
are used to interpolate the generated ray direction from the bottom-left to the top-right frustum corners.For optimal efficiency when building many ray directions over the whole frustum, it is recommended to use this method only in order to compute the four corner rays at
(0, 0)
,(1, 0)
,(0, 1)
and(1, 1)
and then bilinearly interpolating between them; or to use theFrustumRayBuilder
.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
frustumRayDir
in interfaceMatrix4dc
- Parameters:
x
- the interpolation factor along the left-to-right frustum planes, within[0..1]
y
- the interpolation factor along the bottom-to-top frustum planes, within[0..1]
dest
- will hold the normalized ray direction in the local frame of the coordinate system before transforming to homogeneous clipping space usingthis
matrix- Returns:
- dir
-
positiveZ
Description copied from interface:Matrix4dc
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Z
bythis
matrix.This method is equivalent to the following code:
Matrix4d inv = new Matrix4d(this).invert(); inv.transformDirection(dir.set(0, 0, 1)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4dc.normalizedPositiveZ(Vector3d)
instead.Reference: http://www.euclideanspace.com
-
normalizedPositiveZ
Description copied from interface:Matrix4dc
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Z
bythis
matrix.This method is equivalent to the following code:
Matrix4d inv = new Matrix4d(this).transpose(); inv.transformDirection(dir.set(0, 0, 1));
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveZ
in interfaceMatrix4dc
- Parameters:
dir
- will hold the direction of+Z
- Returns:
- dir
-
positiveX
Description copied from interface:Matrix4dc
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+X
bythis
matrix.This method is equivalent to the following code:
Matrix4d inv = new Matrix4d(this).invert(); inv.transformDirection(dir.set(1, 0, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4dc.normalizedPositiveX(Vector3d)
instead.Reference: http://www.euclideanspace.com
-
normalizedPositiveX
Description copied from interface:Matrix4dc
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+X
bythis
matrix.This method is equivalent to the following code:
Matrix4d inv = new Matrix4d(this).transpose(); inv.transformDirection(dir.set(1, 0, 0));
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveX
in interfaceMatrix4dc
- Parameters:
dir
- will hold the direction of+X
- Returns:
- dir
-
positiveY
Description copied from interface:Matrix4dc
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Y
bythis
matrix.This method is equivalent to the following code:
Matrix4d inv = new Matrix4d(this).invert(); inv.transformDirection(dir.set(0, 1, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4dc.normalizedPositiveY(Vector3d)
instead.Reference: http://www.euclideanspace.com
-
normalizedPositiveY
Description copied from interface:Matrix4dc
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Y
bythis
matrix.This method is equivalent to the following code:
Matrix4d inv = new Matrix4d(this).transpose(); inv.transformDirection(dir.set(0, 1, 0));
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveY
in interfaceMatrix4dc
- Parameters:
dir
- will hold the direction of+Y
- Returns:
- dir
-
originAffine
Description copied from interface:Matrix4dc
Obtain the position that gets transformed to the origin bythis
affine
matrix. This can be used to get the position of the "camera" from a given view transformation matrix.This method only works with
affine
matrices.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invertAffine(); inv.transformPosition(origin.set(0, 0, 0));
- Specified by:
originAffine
in interfaceMatrix4dc
- Parameters:
dest
- will hold the position transformed to the origin- Returns:
- origin
-
origin
Description copied from interface:Matrix4dc
Obtain the position that gets transformed to the origin bythis
matrix. This can be used to get the position of the "camera" from a given view/projection transformation matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformPosition(origin.set(0, 0, 0));
-
shadow
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
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
- Parameters:
light
- the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equation- Returns:
- this
-
shadow
Description copied from interface:Matrix4dc
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
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
-
shadow
public Matrix4d 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)
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
- Parameters:
lightX
- the x-component of the light's vectorlightY
- the y-component of the light's vectorlightZ
- the z-component of the light's vectorlightW
- the w-component of the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equation- Returns:
- this
-
shadow
public Matrix4d shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d, Matrix4d dest) Description copied from interface:Matrix4dc
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
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
- Specified by:
shadow
in interfaceMatrix4dc
- Parameters:
lightX
- the x-component of the light's vectorlightY
- the y-component of the light's vectorlightZ
- the z-component of the light's vectorlightW
- the w-component of the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equationdest
- will hold the result- Returns:
- dest
-
shadow
Description copied from interface:Matrix4dc
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
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first! -
shadow
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
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!- Parameters:
light
- the light's vectorplaneTransform
- the transformation to transform the implied planey = 0
before applying the projection- Returns:
- this
-
shadow
public Matrix4d shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4dc planeTransform, Matrix4d dest) Description copied from interface:Matrix4dc
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
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!- Specified by:
shadow
in interfaceMatrix4dc
- Parameters:
lightX
- the x-component of the light vectorlightY
- the y-component of the light vectorlightZ
- the z-component of the light vectorlightW
- the w-component of the light vectorplaneTransform
- the transformation to transform the implied planey = 0
before applying the projectiondest
- will hold the result- Returns:
- dest
-
shadow
public Matrix4d shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4dc planeTransform) 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)
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!- Parameters:
lightX
- the x-component of the light vectorlightY
- the y-component of the light vectorlightZ
- the z-component of the light vectorlightW
- the w-component of the light vectorplaneTransform
- the transformation to transform the implied planey = 0
before applying the projection- Returns:
- this
-
billboardCylindrical
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.This method can be used to create the complete model transformation for a given object, including the translation of the object to its position
objPos
.- Parameters:
objPos
- the position of the object to rotate towardstargetPos
targetPos
- the position of the target (for example the camera) towards which to rotate the objectup
- the rotation axis (must benormalized
)- Returns:
- this
-
billboardSpherical
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
.This method can be used to create the complete model transformation for a given object, including the translation of the object to its position
objPos
.If preserving an up vector is not necessary when rotating the +Z axis, then a shortest arc rotation can be obtained using
billboardSpherical(Vector3dc, Vector3dc)
.- Parameters:
objPos
- the position of the object to rotate towardstargetPos
targetPos
- the position of the target (for example the camera) towards which to rotate the objectup
- the up axis used to orient the object- Returns:
- this
- See Also:
-
billboardSpherical
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.This method can be used to create the complete model transformation for a given object, including the translation of the object to its position
objPos
.In order to specify an up vector which needs to be maintained when rotating the +Z axis of the object, use
billboardSpherical(Vector3dc, Vector3dc, Vector3dc)
.- Parameters:
objPos
- the position of the object to rotate towardstargetPos
targetPos
- the position of the target (for example the camera) towards which to rotate the object- Returns:
- this
- See Also:
-
hashCode
public int hashCode() -
equals
-
equals
Description copied from interface:Matrix4dc
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Please note that this method is not used by any data structure such as
ArrayList
HashSet
orHashMap
and their operations, such asArrayList.contains(Object)
orHashSet.remove(Object)
, since those data structures only use theObject.equals(Object)
andObject.hashCode()
methods. -
pick
public Matrix4d pick(double x, double y, double width, double height, int[] viewport, Matrix4d dest) Description copied from interface:Matrix4dc
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
.- Specified by:
pick
in interfaceMatrix4dc
- Parameters:
x
- the x coordinate of the picking region center in window coordinatesy
- the y coordinate of the picking region center in window coordinateswidth
- the width of the picking region in window coordinatesheight
- the height of the picking region in window coordinatesviewport
- the viewport described by[x, y, width, height]
dest
- the destination matrix, which will hold the result- Returns:
- dest
-
pick
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.- Parameters:
x
- the x coordinate of the picking region center in window coordinatesy
- the y coordinate of the picking region center in window coordinateswidth
- the width of the picking region in window coordinatesheight
- the height of the picking region in window coordinatesviewport
- the viewport described by[x, y, width, height]
- Returns:
- this
-
isAffine
public boolean isAffine()Description copied from interface:Matrix4dc
Determine whether this matrix describes an affine transformation. This is the case iff its last row is equal to(0, 0, 0, 1)
. -
swap
Exchange the values ofthis
matrix with the givenother
matrix.- Parameters:
other
- the other matrix to exchange the values with- Returns:
- this
-
arcball
public Matrix4d arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY, Matrix4d dest) Description copied from interface:Matrix4dc
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
.This method is equivalent to calling:
translate(0, 0, -radius, dest).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)
- Specified by:
arcball
in interfaceMatrix4dc
- Parameters:
radius
- the arcball radiuscenterX
- the x coordinate of the center position of the arcballcenterY
- the y coordinate of the center position of the arcballcenterZ
- the z coordinate of the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radiansdest
- will hold the result- Returns:
- dest
-
arcball
public Matrix4d arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4d dest) Description copied from interface:Matrix4dc
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
.This method is equivalent to calling:
translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-center.x, -center.y, -center.z)
-
arcball
public Matrix4d 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.This method is equivalent to calling:
translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)
- Parameters:
radius
- the arcball radiuscenterX
- the x coordinate of the center position of the arcballcenterY
- the y coordinate of the center position of the arcballcenterZ
- the z coordinate of the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radians- Returns:
- this
-
arcball
Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles.This method is equivalent to calling:
translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-center.x, -center.y, -center.z)
- Parameters:
radius
- the arcball radiuscenter
- the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radians- Returns:
- this
-
frustumAabb
Compute the axis-aligned 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.The matrix
this
is assumed to be theinverse
of the origial view-projection matrix for which to compute the axis-aligned bounding box in world-space.The axis-aligned bounding box of the unit frustum is
(-1, -1, -1)
,(1, 1, 1)
.- Parameters:
min
- will hold the minimum corner coordinates of the axis-aligned bounding boxmax
- will hold the maximum corner coordinates of the axis-aligned bounding box- Returns:
- this
-
projectedGridRange
public Matrix4d projectedGridRange(Matrix4dc projector, double sLower, double sUpper, Matrix4d dest) Description copied from interface:Matrix4dc
Compute the range matrix for the Projected Grid transformation as described in chapter "2.4.2 Creating the range conversion matrix" of the paper Real-time water rendering - Introducing the projected grid concept based on the inverse of the view-projection matrix which is assumed to bethis
, and store that range matrix intodest
.If the projected grid will not be visible then this method returns
null
.This method uses the
y = 0
plane for the projection.- Specified by:
projectedGridRange
in interfaceMatrix4dc
- Parameters:
projector
- the projector view-projection transformationsLower
- the lower (smallest) Y-coordinate which any transformed vertex might have while still being visible on the projected gridsUpper
- the upper (highest) Y-coordinate which any transformed vertex might have while still being visible on the projected griddest
- will hold the resulting range matrix- Returns:
- the computed range matrix; or
null
if the projected grid will not be visible
-
perspectiveFrustumSlice
Description copied from interface:Matrix4dc
Change the near and far clip plane distances ofthis
perspective frustum transformation matrix and store the result indest
.This method only works if
this
is a perspective projection frustum transformation, for example obtained viaperspective()
orfrustum()
.- Specified by:
perspectiveFrustumSlice
in interfaceMatrix4dc
- Parameters:
near
- the new near clip plane distancefar
- the new far clip plane distancedest
- will hold the resulting matrix- Returns:
- dest
- See Also:
-
orthoCrop
Description copied from interface:Matrix4dc
Build an ortographic projection transformation that fits the view-projection transformation represented bythis
into the given affineview
transformation.The transformation represented by
this
must be given as theinverse
of a typical combined camera view-projection transformation, whose projection can be either orthographic or perspective.The
view
must be anaffine
transformation which in the application of Cascaded Shadow Maps is usually the light view transformation. It be obtained via any affine transformation or for example vialookAt()
.Reference: OpenGL SDK - Cascaded Shadow Maps
-
trapezoidCrop
public Matrix4d 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)]
.The corner coordinates are given in counter-clockwise order starting from the left corner on the smaller parallel side of the trapezoid seen when looking at the trapezoid oriented with its shorter parallel edge at the bottom and its longer parallel edge at the top.
Reference: Trapezoidal Shadow Maps (TSM) - Recipe
- Parameters:
p0x
- the x coordinate of the left corner at the shorter edge of the trapezoidp0y
- the y coordinate of the left corner at the shorter edge of the trapezoidp1x
- the x coordinate of the right corner at the shorter edge of the trapezoidp1y
- the y coordinate of the right corner at the shorter edge of the trapezoidp2x
- the x coordinate of the right corner at the longer edge of the trapezoidp2y
- the y coordinate of the right corner at the longer edge of the trapezoidp3x
- the x coordinate of the left corner at the longer edge of the trapezoidp3y
- the y coordinate of the left corner at the longer edge of the trapezoid- Returns:
- this
-
transformAab
public Matrix4d transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax) Description copied from interface:Matrix4dc
Transform the axis-aligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
affine
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.Reference: http://dev.theomader.com
- Specified by:
transformAab
in interfaceMatrix4dc
- Parameters:
minX
- the x coordinate of the minimum corner of the axis-aligned boxminY
- the y coordinate of the minimum corner of the axis-aligned boxminZ
- the z coordinate of the minimum corner of the axis-aligned boxmaxX
- the x coordinate of the maximum corner of the axis-aligned boxmaxY
- the y coordinate of the maximum corner of the axis-aligned boxmaxZ
- the y coordinate of the maximum corner of the axis-aligned boxoutMin
- will hold the minimum corner of the resulting axis-aligned boxoutMax
- will hold the maximum corner of the resulting axis-aligned box- Returns:
- this
-
transformAab
Description copied from interface:Matrix4dc
Transform the axis-aligned box given as the minimum cornermin
and maximum cornermax
bythis
affine
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.- Specified by:
transformAab
in interfaceMatrix4dc
- Parameters:
min
- the minimum corner of the axis-aligned boxmax
- the maximum corner of the axis-aligned boxoutMin
- will hold the minimum corner of the resulting axis-aligned boxoutMax
- will hold the maximum corner of the resulting axis-aligned box- Returns:
- this
-
lerp
Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
.- Parameters:
other
- the other matrixt
- the interpolation factor between 0.0 and 1.0- Returns:
- this
-
lerp
Description copied from interface:Matrix4dc
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
. -
rotateTowards
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdirection
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mulAffine(new Matrix4d().lookAt(new Vector3d(), new Vector3d(dir).negate(), up).invertAffine(), dest)
- Specified by:
rotateTowards
in interfaceMatrix4dc
- Parameters:
direction
- the direction to rotate towardsup
- the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
rotateTowards
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdirection
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mulAffine(new Matrix4d().lookAt(new Vector3d(), new Vector3d(dir).negate(), up).invertAffine())
- Parameters:
direction
- the direction to orient towardsup
- the up vector- Returns:
- this
- See Also:
-
rotateTowards
public Matrix4d rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mulAffine(new Matrix4d().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invertAffine())
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
rotateTowards
public Matrix4d rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mulAffine(new Matrix4d().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invertAffine(), dest)
- Specified by:
rotateTowards
in interfaceMatrix4dc
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
-
rotationTowards
Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis withdir
.In order to apply the rotation transformation to a previous existing transformation, use
rotateTowards
.This method is equivalent to calling:
setLookAt(new Vector3d(), new Vector3d(dir).negate(), up).invertAffine()
- Parameters:
dir
- the direction to orient the local -z axis towardsup
- the up vector- Returns:
- this
- See Also:
-
rotationTowards
public Matrix4d rotationTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis withdir
.In order to apply the rotation transformation to a previous existing transformation, use
rotateTowards
.This method is equivalent to calling:
setLookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invertAffine()
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
translationRotateTowards
Set this matrix to a model transformation for a right-handed coordinate system, that translates to the givenpos
and aligns the local-z
axis withdir
.This method is equivalent to calling:
translation(pos).rotateTowards(dir, up)
- Parameters:
pos
- the position to translate todir
- the direction to rotate towardsup
- the up vector- Returns:
- this
- See Also:
-
translationRotateTowards
public Matrix4d 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 right-handed coordinate system, that translates to the given(posX, posY, posZ)
and aligns the local-z
axis with(dirX, dirY, dirZ)
.This method is equivalent to calling:
translation(posX, posY, posZ).rotateTowards(dirX, dirY, dirZ, upX, upY, upZ)
- Parameters:
posX
- the x-coordinate of the position to translate toposY
- the y-coordinate of the position to translate toposZ
- the z-coordinate of the position to translate todirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
-
getEulerAnglesZYX
Description copied from interface:Matrix4dc
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.This method assumes that the upper left of
this
only represents a rotation without scaling.Note that the returned Euler angles must be applied in the order
Z * Y * X
to obtain the identical matrix. This means that callingMatrix4dc.rotateZYX(double, double, double, Matrix4d)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floating-point inaccuracies).Matrix4d m = ...; // <- matrix only representing rotation Matrix4d n = new Matrix4d(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3d()));
Reference: http://nghiaho.com/
- Specified by:
getEulerAnglesZYX
in interfaceMatrix4dc
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
getEulerAnglesXYZ
Description copied from interface:Matrix4dc
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.This method assumes that the upper left of
this
only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3d.x
field, the angle around Y in theVector3d.y
field and the angle around Z in theVector3d.z
field of the suppliedVector3d
instance.Note that the returned Euler angles must be applied in the order
X * Y * Z
to obtain the identical matrix. This means that callingMatrix4dc.rotateXYZ(double, double, double, Matrix4d)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floating-point inaccuracies).Matrix4d m = ...; // <- matrix only representing rotation Matrix4d n = new Matrix4d(); n.rotateXYZ(m.getEulerAnglesXYZ(new Vector3d()));
Reference: http://en.wikipedia.org/
- Specified by:
getEulerAnglesXYZ
in interfaceMatrix4dc
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
affineSpan
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
.That means, given the maximum extents of the coordinate system between
[-1..+1]
in all dimensions, this method returns one corner and the length and direction of the three base axis vectors in the coordinate system before this transformation is applied, which transforms into the corner coordinates[-1, +1]
.This method is equivalent to computing at least three adjacent corners using
frustumCorner(int, Vector3d)
and subtracting them to obtain the length and direction of the span vectors.- Parameters:
corner
- will hold one corner of the span (usually the cornerMatrix4dc.CORNER_NXNYNZ
)xDir
- will hold the direction and length of the span along the positive X axisyDir
- will hold the direction and length of the span along the positive Y axiszDir
- will hold the direction and length of the span along the positive z axis- Returns:
- this
-
testPoint
public boolean testPoint(double x, double y, double z) Description copied from interface:Matrix4dc
Test whether the given point(x, y, z)
is within the frustum defined bythis
matrix.This method assumes
this
matrix to be a transformation from any arbitrary coordinate system/spaceM
into standard OpenGL clip space and tests whether the given point with the coordinates(x, y, z)
given in spaceM
is within the clip space.When testing multiple points using the same transformation matrix,
FrustumIntersection
should be used instead.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
-
testSphere
public boolean testSphere(double x, double y, double z, double r) Description copied from interface:Matrix4dc
Test whether the given sphere is partly or completely within or outside of the frustum defined bythis
matrix.This method assumes
this
matrix to be a transformation from any arbitrary coordinate system/spaceM
into standard OpenGL clip space and tests whether the given sphere with the coordinates(x, y, z)
given in spaceM
is within the clip space.When testing multiple spheres using the same transformation matrix, or more sophisticated/optimized intersection algorithms are required,
FrustumIntersection
should be used instead.The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive can occur, when the method returns
true
for spheres that are actually not visible. See iquilezles.org for an examination of this problem.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
testSphere
in interfaceMatrix4dc
- Parameters:
x
- the x-coordinate of the sphere's centery
- the y-coordinate of the sphere's centerz
- the z-coordinate of the sphere's centerr
- the sphere's radius- Returns:
true
if the given sphere is partly or completely inside the frustum;false
otherwise
-
testAab
public boolean testAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ) Description copied from interface:Matrix4dc
Test whether the given axis-aligned box is partly or completely within or outside of the frustum defined bythis
matrix. The box is specified via its min and max corner coordinates.This method assumes
this
matrix to be a transformation from any arbitrary coordinate system/spaceM
into standard OpenGL clip space and tests whether the given axis-aligned box with its minimum corner coordinates(minX, minY, minZ)
and maximum corner coordinates(maxX, maxY, maxZ)
given in spaceM
is within the clip space.When testing multiple axis-aligned boxes using the same transformation matrix, or more sophisticated/optimized intersection algorithms are required,
FrustumIntersection
should be used instead.The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive can occur, when the method returns
-1
for boxes that are actually not visible/do not intersect the frustum. See iquilezles.org for an examination of this problem.Reference: Efficient View Frustum Culling
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix- Specified by:
testAab
in interfaceMatrix4dc
- Parameters:
minX
- the x-coordinate of the minimum cornerminY
- the y-coordinate of the minimum cornerminZ
- the z-coordinate of the minimum cornermaxX
- the x-coordinate of the maximum cornermaxY
- the y-coordinate of the maximum cornermaxZ
- the z-coordinate of the maximum corner- Returns:
true
if the axis-aligned box is completely or partly inside of the frustum;false
otherwise
-
obliqueZ
Apply an oblique projection transformation to this matrix with the given values fora
andb
.If
M
isthis
matrix andO
the oblique transformation matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the oblique transformation will be applied first!The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = z
or in matrix form:1 0 a 0 0 1 b 0 0 0 1 0 0 0 0 1
- Parameters:
a
- the value for the z factor that applies to xb
- the value for the z factor that applies to y- Returns:
- this
-
obliqueZ
Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.If
M
isthis
matrix andO
the oblique transformation matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the oblique transformation will be applied first!The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = z
or in matrix form:1 0 a 0 0 1 b 0 0 0 1 0 0 0 0 1
-
perspectiveOffCenterViewFromRectangle
public static void perspectiveOffCenterViewFromRectangle(Vector3d eye, Vector3d p, Vector3d x, Vector3d y, double nearFarDist, boolean zeroToOne, Matrix4d projDest, Matrix4d viewDest) Create a view and off-center perspective 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
.This method creates a view and perspective projection matrix assuming that there is a pinhole camera at position
eye
projecting the scene onto the near plane defined by the rectangle.All positions and lengths are in the same (world) unit.
- Parameters:
eye
- the position of the camerap
- the bottom left corner of the near plane rectangle (will map to the bottom left corner in window coordinates)x
- the direction and length of the local "bottom/top" X axis/side of the near plane rectangley
- the direction and length of the local "left/right" Y axis/side of the near plane rectanglenearFarDist
- the distance between the far and near plane (the near plane will be calculated by this method). If the special valueDouble.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. If the special valueDouble.NEGATIVE_INFINITY
is used, the near and far planes will be swapped and the near clipping plane will be at positive infinity. If a negative value is used (except forDouble.NEGATIVE_INFINITY
) the near and far planes will be swappedzeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[-1..+1]
whenfalse
projDest
- will hold the resulting off-center perspective projection matrixviewDest
- will hold the resulting view matrix
-
withLookAtUp
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
.This effectively ensures that the resulting matrix will be equal to the one obtained from
setLookAt(Vector3dc, Vector3dc, Vector3dc)
called with the current local origin of this matrix (as obtained byoriginAffine(Vector3d)
), the sum of this position and the negated local Z axis as well as the given vectorup
.This method must only be called on
isAffine()
matrices.- Parameters:
up
- the up vector- Returns:
- this
-
withLookAtUp
Description copied from interface:Matrix4dc
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
.This effectively ensures that the resulting matrix will be equal to the one obtained from calling
setLookAt(Vector3dc, Vector3dc, Vector3dc)
with the current local origin of this matrix (as obtained byMatrix4dc.originAffine(Vector3d)
), the sum of this position and the negated local Z axis as well as the given vectorup
.This method must only be called on
Matrix4dc.isAffine()
matrices.- Specified by:
withLookAtUp
in interfaceMatrix4dc
- Parameters:
up
- the up vectordest
- will hold the result- Returns:
- this
-
withLookAtUp
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)
.This effectively ensures that the resulting matrix will be equal to the one obtained from
setLookAt(double, double, double, double, double, double, double, double, double)
called with the current local origin of this matrix (as obtained byoriginAffine(Vector3d)
), the sum of this position and the negated local Z axis as well as the given vector(upX, upY, upZ)
.This method must only be called on
isAffine()
matrices.- Parameters:
upX
- the x coordinate of the up vectorupY
- the y coordinate of the up vectorupZ
- the z coordinate of the up vector- Returns:
- this
-
withLookAtUp
Description copied from interface:Matrix4dc
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
.This effectively ensures that the resulting matrix will be equal to the one obtained from calling
setLookAt(double, double, double, double, double, double, double, double, double)
called with the current local origin of this matrix (as obtained byMatrix4dc.originAffine(Vector3d)
), the sum of this position and the negated local Z axis as well as the given vector(upX, upY, upZ)
.This method must only be called on
Matrix4dc.isAffine()
matrices.- Specified by:
withLookAtUp
in interfaceMatrix4dc
- Parameters:
upX
- the x coordinate of the up vectorupY
- the y coordinate of the up vectorupZ
- the z coordinate of the up vectordest
- will hold the result- Returns:
- this
-
mapXZY
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapXZY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapXZnY
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapXZnY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapXnYnZ
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapXnYnZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapXnZY
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapXnZY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapXnZnY
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapXnZnY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapYXZ
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
mapYXZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
mapYXnZ
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapYXnZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapYZX
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapYZX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapYZnX
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapYZnX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapYnXZ
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
mapYnXZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
mapYnXnZ
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapYnXnZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapYnZX
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapYnZX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapYnZnX
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapYnZnX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapZXY
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZXY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZXnY
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZXnY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZYX
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZYX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZYnX
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZYnX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZnXY
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZnXY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZnXnY
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZnXnY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZnYX
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZnYX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapZnYnX
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 1 0 0 0 0 0 0 1
- Returns:
- this
-
mapZnYnX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 1 0 0 0 0 0 0 1
and store the result indest
. -
mapnXYnZ
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapnXYnZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapnXZY
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapnXZY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapnXZnY
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapnXZnY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapnXnYZ
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
mapnXnYZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
mapnXnYnZ
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapnXnYnZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapnXnZY
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapnXnZY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapnXnZnY
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapnXnZnY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapnYXZ
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
mapnYXZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
mapnYXnZ
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapnYXnZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapnYZX
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapnYZX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapnYZnX
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 1 0 0 0 0 0 1
- Returns:
- this
-
mapnYZnX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
. -
mapnYnXZ
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
mapnYnXZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
mapnYnXnZ
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
mapnYnXnZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
mapnYnZX
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapnYnZX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapnYnZnX
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 -1 0 0 0 0 0 1
- Returns:
- this
-
mapnYnZnX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
. -
mapnZXY
Multiplythis
by the matrix0 1 0 0 0 0 1 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZXY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZXnY
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZXnY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZYX
Multiplythis
by the matrix0 0 1 0 0 1 0 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZYX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZYnX
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZYnX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZnXY
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZnXY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZnXnY
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZnXnY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZnYX
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZnYX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
mapnZnYnX
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 -1 0 0 0 0 0 0 1
- Returns:
- this
-
mapnZnYnX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
. -
negateX
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
negateX
Description copied from interface:Matrix4dc
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
negateY
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1
- Returns:
- this
-
negateY
Description copied from interface:Matrix4dc
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1
and store the result indest
. -
negateZ
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
- Returns:
- this
-
negateZ
Description copied from interface:Matrix4dc
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
. -
isFinite
public boolean isFinite()Description copied from interface:Matrix4dc
-
clone
- Overrides:
clone
in classObject
- Throws:
CloneNotSupportedException
-