Class Matrix4x3f
- All Implemented Interfaces:
Externalizable
,Serializable
,Cloneable
,Matrix4x3fc
- Direct Known Subclasses:
Matrix4x3fStack
m00 m10 m20 m30
m01 m11 m21 m31
m02 m12 m22 m32
- Author:
- Richard Greenlees, Kai Burjack
- See Also:
-
Field Summary
Fields inherited from interface org.joml.Matrix4x3fc
PLANE_NX, PLANE_NY, PLANE_NZ, PLANE_PX, PLANE_PY, PLANE_PZ, PROPERTY_IDENTITY, PROPERTY_ORTHONORMAL, PROPERTY_TRANSLATION
-
Constructor Summary
ConstructorDescriptionCreate a newMatrix4x3f
and set it toidentity
.Matrix4x3f
(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22, float m30, float m31, float m32) Create a new 4x4 matrix using the supplied float values.Matrix4x3f
(FloatBuffer buffer) Create a newMatrix4x3f
by reading its 12 float components from the givenFloatBuffer
at the buffer's current position.Matrix4x3f
(Matrix3fc mat) Create a newMatrix4x3f
by setting its left 3x3 submatrix to the values of the givenMatrix3fc
and the rest to identity.Matrix4x3f
(Matrix4x3fc mat) Create a newMatrix4x3f
and make it a copy of the given matrix.Matrix4x3f
(Vector3fc col0, Vector3fc col1, Vector3fc col2, Vector3fc col3) Create a newMatrix4x3f
and initialize its four columns using the supplied vectors. -
Method Summary
Modifier and TypeMethodDescriptionadd
(Matrix4x3fc other) Component-wise addthis
andother
.add
(Matrix4x3fc other, Matrix4x3f dest) Component-wise addthis
andother
and store the result indest
.arcball
(float radius, float centerX, float centerY, float centerZ, float angleX, float 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
(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4x3f 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.arcball
(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f dest) 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
(Vector3fc objPos, Vector3fc targetPos, Vector3fc 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
(Vector3fc objPos, Vector3fc 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
(Vector3fc objPos, Vector3fc targetPos, Vector3fc 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 left 3x3 submatrix ofthis
.cofactor3x3
(Matrix3f dest) Compute the cofactor matrix of the left 3x3 submatrix ofthis
and store it intodest
.cofactor3x3
(Matrix4x3f dest) Compute the cofactor matrix of the left 3x3 submatrix ofthis
and store it intodest
.float
Return the determinant of this matrix.Compute and set the matrix properties returned byproperties()
based on the current matrix element values.boolean
boolean
equals
(Matrix4x3fc m, float delta) 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
.fma
(Matrix4x3fc other, float otherFactor) Component-wise addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.fma
(Matrix4x3fc other, float otherFactor, Matrix4x3f dest) Component-wise addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.frustumPlane
(int which, Vector4f 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
.float[]
get
(float[] arr) Store this matrix into the supplied float array in column-major order.float[]
get
(float[] arr, int offset) Store this matrix into the supplied float array in column-major order at the given offset.com.google.gwt.typedarrays.shared.Float32Array
get
(int index, com.google.gwt.typedarrays.shared.Float32Array buffer) Store this matrix in column-major order into the suppliedFloat32Array
at the given index.get
(int index, ByteBuffer buffer) Store this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get
(int index, FloatBuffer buffer) Store this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.com.google.gwt.typedarrays.shared.Float32Array
get
(com.google.gwt.typedarrays.shared.Float32Array buffer) Store this matrix in column-major order into the suppliedFloat32Array
.get
(ByteBuffer buffer) Store this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.get
(FloatBuffer buffer) Store this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.Get the current values ofthis
matrix and store them into the upper 4x3 submatrix ofdest
.Get the current values ofthis
matrix and store them into the upper 4x3 submatrix ofdest
.get
(Matrix4x3d dest) Get the current values ofthis
matrix and store them intodest
.get
(Matrix4x3f dest) Get the current values ofthis
matrix and store them intodest
.get3x4
(int index, ByteBuffer buffer) Store the left 3x3 submatrix as 3x4 matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.get3x4
(int index, FloatBuffer buffer) Store the left 3x3 submatrix as 3x4 matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.get3x4
(ByteBuffer buffer) Store the left 3x3 submatrix as 3x4 matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
, with the m03, m13 and m23 components being zero.get3x4
(FloatBuffer buffer) Store the left 3x3 submatrix as 3x4 matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
, with the m03, m13 and m23 components being zero.float[]
get4x4
(float[] arr) Store a 4x4 matrix in column-major order into the supplied array, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.float[]
get4x4
(float[] arr, int offset) Store a 4x4 matrix in column-major order into the supplied array at the given offset, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.get4x4
(int index, ByteBuffer buffer) Store a 4x4 matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.get4x4
(int index, FloatBuffer buffer) Store a 4x4 matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.get4x4
(ByteBuffer buffer) Store a 4x4 matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.get4x4
(FloatBuffer buffer) Store a 4x4 matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.Get the column at the givencolumn
index, starting with0
.getEulerAnglesXYZ
(Vector3f dest) Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.getEulerAnglesZYX
(Vector3f dest) Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.getRotation
(AxisAngle4d dest) Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4d
.getRotation
(AxisAngle4f dest) Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.Get the row at the givenrow
index, starting with0
.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
(Vector3f dest) Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
.float[]
getTransposed
(float[] arr) Store this matrix into the supplied float array in row-major order.float[]
getTransposed
(float[] arr, int offset) Store this matrix into the supplied float array in row-major order at the given offset.getTransposed
(int index, ByteBuffer buffer) Store this matrix in row-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.getTransposed
(int index, FloatBuffer buffer) Store this matrix in row-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.getTransposed
(ByteBuffer buffer) Store this matrix in row-major order into the suppliedByteBuffer
at the current bufferposition
.getTransposed
(FloatBuffer buffer) Store this matrix in row-major order into the suppliedFloatBuffer
at the current bufferposition
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.int
hashCode()
identity()
Reset this matrix to the identity.invert()
Invert this matrix.Invert this matrix and write the result as the top 4x3 matrix intodest
and set all other values ofdest
to identity..invert
(Matrix4x3f dest) Invert this matrix and write the result intodest
.Invertthis
orthographic projection matrix.invertOrtho
(Matrix4x3f dest) Invertthis
orthographic projection matrix and store the result into the givendest
.boolean
isFinite()
lerp
(Matrix4x3fc other, float t) Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.lerp
(Matrix4x3fc other, float t, Matrix4x3f dest) Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.lookAlong
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Apply a rotation transformation to this matrix to make-z
point alongdir
.lookAlong
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) 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
.lookAlong
(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.lookAt
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
.lookAt
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f 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
.lookAt
(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.lookAtLH
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
.lookAtLH
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f 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
.lookAtLH
(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.float
m00()
Return the value of the matrix element at column 0 and row 0.m00
(float m00) Set the value of the matrix element at column 0 and row 0.float
m01()
Return the value of the matrix element at column 0 and row 1.m01
(float m01) Set the value of the matrix element at column 0 and row 1.float
m02()
Return the value of the matrix element at column 0 and row 2.m02
(float m02) Set the value of the matrix element at column 0 and row 2.float
m10()
Return the value of the matrix element at column 1 and row 0.m10
(float m10) Set the value of the matrix element at column 1 and row 0.float
m11()
Return the value of the matrix element at column 1 and row 1.m11
(float m11) Set the value of the matrix element at column 1 and row 1.float
m12()
Return the value of the matrix element at column 1 and row 2.m12
(float m12) Set the value of the matrix element at column 1 and row 2.float
m20()
Return the value of the matrix element at column 2 and row 0.m20
(float m20) Set the value of the matrix element at column 2 and row 0.float
m21()
Return the value of the matrix element at column 2 and row 1.m21
(float m21) Set the value of the matrix element at column 2 and row 1.float
m22()
Return the value of the matrix element at column 2 and row 2.m22
(float m22) Set the value of the matrix element at column 2 and row 2.float
m30()
Return the value of the matrix element at column 3 and row 0.m30
(float m30) Set the value of the matrix element at column 3 and row 0.float
m31()
Return the value of the matrix element at column 3 and row 1.m31
(float m31) Set the value of the matrix element at column 3 and row 1.float
m32()
Return the value of the matrix element at column 3 and row 2.m32
(float m32) Set the value of the matrix element at column 3 and row 2.Multiplythis
by the matrixmapnXnYnZ
(Matrix4x3f dest) Multiplythis
by the matrixmapnXnYZ()
Multiplythis
by the matrixmapnXnYZ
(Matrix4x3f dest) Multiplythis
by the matrixMultiplythis
by the matrixmapnXnZnY
(Matrix4x3f dest) Multiplythis
by the matrixmapnXnZY()
Multiplythis
by the matrixmapnXnZY
(Matrix4x3f dest) Multiplythis
by the matrixmapnXYnZ()
Multiplythis
by the matrixmapnXYnZ
(Matrix4x3f dest) Multiplythis
by the matrixmapnXZnY()
Multiplythis
by the matrixmapnXZnY
(Matrix4x3f dest) Multiplythis
by the matrixmapnXZY()
Multiplythis
by the matrixmapnXZY
(Matrix4x3f dest) Multiplythis
by the matrixMultiplythis
by the matrixmapnYnXnZ
(Matrix4x3f dest) Multiplythis
by the matrixmapnYnXZ()
Multiplythis
by the matrixmapnYnXZ
(Matrix4x3f dest) Multiplythis
by the matrixMultiplythis
by the matrixmapnYnZnX
(Matrix4x3f dest) Multiplythis
by the matrixmapnYnZX()
Multiplythis
by the matrixmapnYnZX
(Matrix4x3f dest) Multiplythis
by the matrixmapnYXnZ()
Multiplythis
by the matrixmapnYXnZ
(Matrix4x3f dest) Multiplythis
by the matrixmapnYXZ()
Multiplythis
by the matrixmapnYXZ
(Matrix4x3f dest) Multiplythis
by the matrixmapnYZnX()
Multiplythis
by the matrixmapnYZnX
(Matrix4x3f dest) Multiplythis
by the matrixmapnYZX()
Multiplythis
by the matrixmapnYZX
(Matrix4x3f dest) Multiplythis
by the matrixMultiplythis
by the matrixmapnZnXnY
(Matrix4x3f dest) Multiplythis
by the matrixmapnZnXY()
Multiplythis
by the matrixmapnZnXY
(Matrix4x3f dest) Multiplythis
by the matrixMultiplythis
by the matrixmapnZnYnX
(Matrix4x3f dest) Multiplythis
by the matrixmapnZnYX()
Multiplythis
by the matrixmapnZnYX
(Matrix4x3f dest) Multiplythis
by the matrixmapnZXnY()
Multiplythis
by the matrixmapnZXnY
(Matrix4x3f dest) Multiplythis
by the matrixmapnZXY()
Multiplythis
by the matrixmapnZXY
(Matrix4x3f dest) Multiplythis
by the matrixmapnZYnX()
Multiplythis
by the matrixmapnZYnX
(Matrix4x3f dest) Multiplythis
by the matrixmapnZYX()
Multiplythis
by the matrixmapnZYX
(Matrix4x3f dest) Multiplythis
by the matrixmapXnYnZ()
Multiplythis
by the matrixmapXnYnZ
(Matrix4x3f dest) Multiplythis
by the matrixmapXnZnY()
Multiplythis
by the matrixmapXnZnY
(Matrix4x3f dest) Multiplythis
by the matrixmapXnZY()
Multiplythis
by the matrixmapXnZY
(Matrix4x3f dest) Multiplythis
by the matrixmapXZnY()
Multiplythis
by the matrixmapXZnY
(Matrix4x3f dest) Multiplythis
by the matrixmapXZY()
Multiplythis
by the matrixmapXZY
(Matrix4x3f dest) Multiplythis
by the matrixmapYnXnZ()
Multiplythis
by the matrixmapYnXnZ
(Matrix4x3f dest) Multiplythis
by the matrixmapYnXZ()
Multiplythis
by the matrixmapYnXZ
(Matrix4x3f dest) Multiplythis
by the matrixmapYnZnX()
Multiplythis
by the matrixmapYnZnX
(Matrix4x3f dest) Multiplythis
by the matrixmapYnZX()
Multiplythis
by the matrixmapYnZX
(Matrix4x3f dest) Multiplythis
by the matrixmapYXnZ()
Multiplythis
by the matrixmapYXnZ
(Matrix4x3f dest) Multiplythis
by the matrixmapYXZ()
Multiplythis
by the matrixmapYXZ
(Matrix4x3f dest) Multiplythis
by the matrixmapYZnX()
Multiplythis
by the matrixmapYZnX
(Matrix4x3f dest) Multiplythis
by the matrixmapYZX()
Multiplythis
by the matrixmapYZX
(Matrix4x3f dest) Multiplythis
by the matrixmapZnXnY()
Multiplythis
by the matrixmapZnXnY
(Matrix4x3f dest) Multiplythis
by the matrixmapZnXY()
Multiplythis
by the matrixmapZnXY
(Matrix4x3f dest) Multiplythis
by the matrixmapZnYnX()
Multiplythis
by the matrixmapZnYnX
(Matrix4x3f dest) Multiplythis
by the matrixmapZnYX()
Multiplythis
by the matrixmapZnYX
(Matrix4x3f dest) Multiplythis
by the matrixmapZXnY()
Multiplythis
by the matrixmapZXnY
(Matrix4x3f dest) Multiplythis
by the matrixmapZXY()
Multiplythis
by the matrixmapZXY
(Matrix4x3f dest) Multiplythis
by the matrixmapZYnX()
Multiplythis
by the matrixmapZYnX
(Matrix4x3f dest) Multiplythis
by the matrixmapZYX()
Multiplythis
by the matrixmapZYX
(Matrix4x3f dest) Multiplythis
by the matrixmul
(Matrix4x3fc right) Multiply this matrix by the suppliedright
matrix and store the result inthis
.mul
(Matrix4x3fc right, Matrix4x3f dest) Multiply this matrix by the suppliedright
matrix and store the result indest
.mul3x3
(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22) Multiplythis
by the 4x3 matrix with the column vectors(rm00, rm01, rm02)
,(rm10, rm11, rm12)
,(rm20, rm21, rm22)
and(0, 0, 0)
.mul3x3
(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22, Matrix4x3f dest) Multiplythis
by the 4x3 matrix with the column vectors(rm00, rm01, rm02)
,(rm10, rm11, rm12)
,(rm20, rm21, rm22)
and(0, 0, 0)
and store the result indest
.mulComponentWise
(Matrix4x3fc other) Component-wise multiplythis
byother
.mulComponentWise
(Matrix4x3fc other, Matrix4x3f dest) Component-wise multiplythis
byother
and store the result indest
.mulOrtho
(Matrix4x3fc view) Multiplythis
orthographic projection matrix by the suppliedview
matrix.mulOrtho
(Matrix4x3fc view, Matrix4x3f dest) Multiplythis
orthographic projection matrix by the suppliedview
matrix and store the result indest
.mulTranslation
(Matrix4x3fc right, Matrix4x3f dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix and store the result indest
.negateX()
Multiplythis
by the matrixnegateX
(Matrix4x3f dest) Multiplythis
by the matrixnegateY()
Multiplythis
by the matrixnegateY
(Matrix4x3f dest) Multiplythis
by the matrixnegateZ()
Multiplythis
by the matrixnegateZ
(Matrix4x3f dest) Multiplythis
by the matrixnormal()
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofthis
.Compute a normal matrix from the left 3x3 submatrix ofthis
and store it intodest
.normal
(Matrix4x3f dest) Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofdest
.Normalize the left 3x3 submatrix of this matrix.normalize3x3
(Matrix3f dest) Normalize the left 3x3 submatrix of this matrix and store the result indest
.normalize3x3
(Matrix4x3f dest) Normalize the 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
(float a, float b) Apply an oblique projection transformation to this matrix with the given values fora
andb
.obliqueZ
(float a, float b, Matrix4x3f dest) 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.ortho
(float left, float right, float bottom, float top, float zNear, float 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
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.ortho
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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
(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f 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
(float left, float right, float bottom, float top) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix.ortho2D
(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest
.ortho2DLH
(float left, float right, float bottom, float top) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix.ortho2DLH
(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest
.orthoLH
(float left, float right, float bottom, float top, float zNear, float 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
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix.orthoLH
(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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
(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f 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
(float width, float height, float zNear, float 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
(float width, float height, float zNear, float 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
(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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
(float width, float height, float zNear, float zFar, Matrix4x3f 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
(float width, float height, float zNear, float 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
(float width, float height, float zNear, float 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
(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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
(float width, float height, float zNear, float zFar, Matrix4x3f 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
.pick
(float x, float y, float width, float 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.pick
(float x, float y, float width, float height, int[] viewport, Matrix4x3f dest) 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.int
void
reflect
(float a, float b, float c, float 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
(float nx, float ny, float nz, float px, float py, float 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.reflect
(float nx, float ny, float nz, float px, float py, float pz, Matrix4x3f dest) 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
.reflect
(float a, float b, float c, float d, Matrix4x3f dest) 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
(Quaternionfc orientation, Vector3fc 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
(Quaternionfc orientation, Vector3fc point, Matrix4x3f 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.reflect
(Vector3fc normal, Vector3fc point, Matrix4x3f dest) 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
(float a, float b, float c, float 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
(float nx, float ny, float nz, float px, float py, float 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
(Quaternionfc orientation, Vector3fc 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
(Vector3fc normal, Vector3fc 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
(float ang, float x, float y, float z) Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.rotate
(float ang, float x, float y, float z, Matrix4x3f dest) Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.rotate
(float angle, Vector3fc axis, Matrix4x3f dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.rotate
(AxisAngle4f axisAngle) Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.rotate
(AxisAngle4f axisAngle, Matrix4x3f dest) Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.rotate
(Quaternionfc quat) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.rotate
(Quaternionfc quat, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.rotateAround
(Quaternionfc quat, float ox, float oy, float oz) Apply the rotation transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin.rotateAround
(Quaternionfc quat, float ox, float oy, float oz, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.rotateLocal
(float ang, float x, float y, float z) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.rotateLocal
(float ang, float x, float y, float z, Matrix4x3f dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.rotateLocal
(Quaternionfc quat) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.rotateLocal
(Quaternionfc quat, Matrix4x3f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.rotateLocalX
(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.rotateLocalX
(float ang, Matrix4x3f dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.rotateLocalY
(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.rotateLocalY
(float ang, Matrix4x3f dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.rotateLocalZ
(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.rotateLocalZ
(float ang, Matrix4x3f dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.rotateTowards
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
.rotateTowards
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
and store the result indest
.rotateTowards
(Vector3fc dir, Vector3fc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
.rotateTowards
(Vector3fc dir, Vector3fc up, Matrix4x3f 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
.rotateTranslation
(float ang, float x, float y, float z, Matrix4x3f 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
(Quaternionfc quat, Matrix4x3f 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
(float ang) Apply rotation about the X axis to this matrix by rotating the given amount of radians.rotateX
(float ang, Matrix4x3f dest) Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.rotateXYZ
(float angleX, float angleY, float 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.rotateXYZ
(float angleX, float angleY, float angleZ, Matrix4x3f 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
.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
(float ang) Apply rotation about the Y axis to this matrix by rotating the given amount of radians.rotateY
(float ang, Matrix4x3f dest) Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.rotateYXZ
(float angleY, float angleX, float 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.rotateYXZ
(float angleY, float angleX, float angleZ, Matrix4x3f 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
.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
(float ang) Apply rotation about the Z axis to this matrix by rotating the given amount of radians.rotateZ
(float ang, Matrix4x3f dest) Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.rotateZYX
(float angleZ, float angleY, float 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.rotateZYX
(float angleZ, float angleY, float angleX, Matrix4x3f 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
.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
(float angle, float x, float y, float 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.rotation
(AxisAngle4f axisAngle) Set this matrix to a rotation transformation using the givenAxisAngle4f
.rotation
(Quaternionfc quat) Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaternionfc
.rotationAround
(Quaternionfc quat, float ox, float oy, float oz) Set this matrix to a transformation composed of a rotation of the specifiedQuaternionfc
while using(ox, oy, oz)
as the rotation origin.rotationTowards
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis with(dirX, dirY, dirZ)
.rotationTowards
(Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis withdir
.rotationX
(float ang) Set this matrix to a rotation transformation about the X axis.rotationXYZ
(float angleX, float angleY, float 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
(float ang) Set this matrix to a rotation transformation about the Y axis.rotationYXZ
(float angleY, float angleX, float 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
(float ang) Set this matrix to a rotation transformation about the Z axis.rotationZYX
(float angleZ, float angleY, float 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
(float xyz) Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor.scale
(float x, float y, float z) Apply scaling to this matrix by scaling the base axes by the given x, y and z factors.scale
(float x, float y, float z, Matrix4x3f dest) Apply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.scale
(float xyz, Matrix4x3f dest) Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
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.scale
(Vector3fc xyz, Matrix4x3f dest) 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
(float factor, float ox, float oy, float 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
(float sx, float sy, float sz, float ox, float oy, float 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
(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4x3f 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
(float factor, float ox, float oy, float oz, Matrix4x3f 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
.scaleLocal
(float x, float y, float z) Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors.scaleLocal
(float x, float y, float z, Matrix4x3f dest) Pre-multiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.scaleXY
(float x, float y) Apply scaling to this matrix by scaling the X axis byx
and the Y axis byy
.scaleXY
(float x, float y, Matrix4x3f dest) Apply scaling to this matrix by by scaling the X axis byx
and the Y axis byy
and store the result indest
.scaling
(float factor) Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.scaling
(float x, float y, float 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
(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
(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22, float m30, float m31, float m32) Set the values within this matrix to the supplied float values.set
(int index, ByteBuffer buffer) Set the values of this matrix by reading 12 float values from the givenByteBuffer
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 12 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 12 float values from the givenByteBuffer
in column-major order, starting at its current position.set
(FloatBuffer buffer) Set the values of this matrix by reading 12 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
.Set the left 3x3 submatrix of thisMatrix4x3f
to the givenMatrix3fc
and the rest to identity.Store the values of the upper 4x3 submatrix ofm
intothis
matrix.set
(Matrix4x3fc m) Store the values of the given matrixm
intothis
matrix.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.Set the left 3x3 submatrix of thisMatrix4x3f
to the givenMatrix3fc
and don't change the other elements.set3x3
(Matrix4x3fc mat) Set the left 3x3 submatrix of thisMatrix4x3f
to that of the givenMatrix4x3fc
and don't change the other elements.Set the column at the givencolumn
index, starting with0
.setFromAddress
(long address) Set the values of this matrix by reading 12 float values from off-heap memory in column-major order, starting at the given address.setLookAlong
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a rotation transformation to make-z
point alongdir
.setLookAlong
(Vector3fc dir, Vector3fc up) Set this matrix to a rotation transformation to make-z
point alongdir
.setLookAt
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float 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
(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+z
withcenter - eye
.setLookAtLH
(Vector3fc eye, Vector3fc center, Vector3fc up) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+z
withcenter - eye
.setOrtho
(float left, float right, float bottom, float top, float zNear, float 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
(float left, float right, float bottom, float top, float zNear, float 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
(float left, float right, float bottom, float top) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system.setOrtho2DLH
(float left, float right, float bottom, float top) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system.setOrthoLH
(float left, float right, float bottom, float top, float zNear, float 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
(float left, float right, float bottom, float top, float zNear, float 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
(float width, float height, float zNear, float 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
(float width, float height, float zNear, float 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
(float width, float height, float zNear, float 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
(float width, float height, float zNear, float 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.setRotationXYZ
(float angleX, float angleY, float angleZ) Set only the 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
(float angleY, float angleX, float angleZ) Set only the 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
(float angleZ, float angleY, float angleX) Set only the 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
.setTranslation
(float x, float y, float z) Set only the translation components(m30, m31, m32)
of this matrix to the given values(x, y, z)
.setTranslation
(Vector3fc xyz) Set only the translation components(m30, m31, m32)
of this matrix to the values(xyz.x, xyz.y, xyz.z)
.shadow
(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float 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
(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4x3f 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
.shadow
(float lightX, float lightY, float lightZ, float lightW, Matrix4x3f 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)
.shadow
(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f 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
.shadow
(Vector4fc light, float a, float b, float c, float d, Matrix4x3f 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/directionlight
and store the result indest
.shadow
(Vector4fc light, Matrix4x3fc 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/directionlight
.shadow
(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f 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/directionlight
and store the result indest
.sub
(Matrix4x3fc subtrahend) Component-wise subtractsubtrahend
fromthis
.sub
(Matrix4x3fc subtrahend, Matrix4x3f dest) Component-wise subtractsubtrahend
fromthis
and store the result indest
.swap
(Matrix4x3f other) Exchange the values ofthis
matrix with the givenother
matrix.toString()
Return a string representation of this matrix.toString
(NumberFormat formatter) Return a string representation of this matrix by formatting the matrix elements with the givenNumberFormat
.Transform/multiply the 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
(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax) Transform the axis-aligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.transformAab
(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax) Transform the axis-aligned box given as the minimum cornermin
and maximum cornermax
bythis
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.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
.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
(Vector3fc v, Vector3f 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
.translate
(float x, float y, float z) Apply a translation to this matrix by translating by the given number of units in x, y and z.translate
(float x, float y, float z, Matrix4x3f dest) 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.translate
(Vector3fc offset, Matrix4x3f dest) 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
(float x, float y, float z) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.translateLocal
(float x, float y, float z, Matrix4x3f 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, Matrix4x3f 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
(float x, float y, float z) Set this matrix to be a simple translation matrix.translation
(Vector3fc offset) Set this matrix to be a simple translation matrix.translationRotate
(float tx, float ty, float tz, float qx, float qy, float qz, float 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
(float tx, float ty, float tz, Quaternionfc quat) Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the given quaternion.translationRotate
(Vector3fc translation, Quaternionfc quat) Setthis
matrix toT * R
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.translationRotateInvert
(float tx, float ty, float tz, float qx, float qy, float qz, float 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.translationRotateMul
(float tx, float ty, float tz, float qx, float qy, float qz, float qw, Matrix4x3fc mat) Setthis
matrix toT * R * 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)
andM
is the given matrixmat
translationRotateMul
(float tx, float ty, float tz, Quaternionfc quat, Matrix4x3fc mat) Setthis
matrix toT * R * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation - and possibly scaling - transformation specified by the given quaternion andM
is the given matrixmat
.translationRotateScale
(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float 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
(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
.translationRotateScaleMul
(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz, Matrix4x3f m) Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation 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)
.translationRotateScaleMul
(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4x3f m) Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion,S
is a scaling transformation which scales the axes byscale
.translationRotateTowards
(float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float upX, float upY, float 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
(Vector3fc pos, Vector3fc dir, Vector3fc 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 only the left 3x3 submatrix of this matrix and set the rest of the matrix elements to identity.transpose3x3
(Matrix3f dest) Transpose only the left 3x3 submatrix of this matrix and store the result indest
.transpose3x3
(Matrix4x3f dest) Transpose only the left 3x3 submatrix of this matrix and store the result indest
.withLookAtUp
(float upX, float upY, float upZ) Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)
) and the given vector(upX, upY, upZ)
.withLookAtUp
(float upX, float upY, float upZ, Matrix4x3f dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4x3fc.positiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4x3fc.positiveZ(Vector3f)
) 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(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)
) and the given vectorup
.withLookAtUp
(Vector3fc up, Matrix4x3f dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4x3fc.positiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4x3fc.positiveZ(Vector3f)
) and the given vectorup
, and store the result indest
.void
zero()
Set all the values within this matrix to0
.
-
Constructor Details
-
Matrix4x3f
public Matrix4x3f()Create a newMatrix4x3f
and set it toidentity
. -
Matrix4x3f
Create a newMatrix4x3f
by setting its left 3x3 submatrix to the values of the givenMatrix3fc
and the rest to identity.- Parameters:
mat
- theMatrix3fc
-
Matrix4x3f
Create a newMatrix4x3f
and make it a copy of the given matrix.- Parameters:
mat
- theMatrix4x3fc
to copy the values from
-
Matrix4x3f
public Matrix4x3f(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22, float m30, float m31, float m32) Create a new 4x4 matrix using the supplied float values.- Parameters:
m00
- the value of m00m01
- the value of m01m02
- the value of m02m10
- the value of m10m11
- the value of m11m12
- the value of m12m20
- the value of m20m21
- the value of m21m22
- the value of m22m30
- the value of m30m31
- the value of m31m32
- the value of m32
-
Matrix4x3f
Create a newMatrix4x3f
by reading its 12 float components from the givenFloatBuffer
at the buffer's current position.That FloatBuffer is expected to hold the values in column-major order.
The buffer's position will not be changed by this method.
- Parameters:
buffer
- theFloatBuffer
to read the matrix values from
-
Matrix4x3f
Create a newMatrix4x3f
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,
Matrix4x3fc.PROPERTY_IDENTITY
,Matrix4x3fc.PROPERTY_TRANSLATION
,Matrix4x3fc.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()- Specified by:
properties
in interfaceMatrix4x3fc
- Returns:
- the properties of the matrix
-
m00
public float m00()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 0 and row 0.- Specified by:
m00
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m01
public float m01()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 0 and row 1.- Specified by:
m01
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m02
public float m02()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 0 and row 2.- Specified by:
m02
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m10
public float m10()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 1 and row 0.- Specified by:
m10
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m11
public float m11()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 1 and row 1.- Specified by:
m11
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m12
public float m12()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 1 and row 2.- Specified by:
m12
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m20
public float m20()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 2 and row 0.- Specified by:
m20
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m21
public float m21()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 2 and row 1.- Specified by:
m21
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m22
public float m22()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 2 and row 2.- Specified by:
m22
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m30
public float m30()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 3 and row 0.- Specified by:
m30
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m31
public float m31()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 3 and row 1.- Specified by:
m31
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
m32
public float m32()Description copied from interface:Matrix4x3fc
Return the value of the matrix element at column 3 and row 2.- Specified by:
m32
in interfaceMatrix4x3fc
- Returns:
- the value of the matrix element
-
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
-
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
-
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
-
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
-
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
,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
,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 upper 4x3 submatrix ofm
intothis
matrix.- Parameters:
m
- the matrix to copy the values from- Returns:
- this
- See Also:
-
get
Description copied from interface:Matrix4x3fc
Get the current values ofthis
matrix and store them into the upper 4x3 submatrix ofdest
.The other elements of
dest
will not be modified.- Specified by:
get
in interfaceMatrix4x3fc
- Parameters:
dest
- the destination matrix- Returns:
- dest
- See Also:
-
get
Description copied from interface:Matrix4x3fc
Get the current values ofthis
matrix and store them into the upper 4x3 submatrix ofdest
.The other elements of
dest
will not be modified.- Specified by:
get
in interfaceMatrix4x3fc
- Parameters:
dest
- the destination matrix- Returns:
- dest
- See Also:
-
set
Set the left 3x3 submatrix of thisMatrix4x3f
to the givenMatrix3fc
and the rest to identity.- Parameters:
mat
- theMatrix3fc
- Returns:
- this
- See Also:
-
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)
- 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)
- Parameters:
q
- theQuaterniondc
- 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
-
set3x3
Set the left 3x3 submatrix of thisMatrix4x3f
to that of the givenMatrix4x3fc
and don't change the other elements.- Parameters:
mat
- theMatrix4x3fc
- Returns:
- this
-
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:Matrix4x3fc
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!- Specified by:
mul
in interfaceMatrix4x3fc
- Parameters:
right
- the right operand of the matrix multiplicationdest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulTranslation
Description copied from interface:Matrix4x3fc
Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix and store the result indest
.This method assumes that
this
matrix only contains a translation.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:
mulTranslation
in interfaceMatrix4x3fc
- Parameters:
right
- the right operand of the matrix multiplicationdest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulOrtho
Multiplythis
orthographic projection matrix by the suppliedview
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 matrix which to multiplythis
with- Returns:
- this
-
mulOrtho
Description copied from interface:Matrix4x3fc
Multiplythis
orthographic projection matrix by the suppliedview
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:
mulOrtho
in interfaceMatrix4x3fc
- Parameters:
view
- the matrix which to multiplythis
withdest
- the destination matrix, which will hold the result- Returns:
- dest
-
mul3x3
public Matrix4x3f mul3x3(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22) Multiplythis
by the 4x3 matrix with the column vectors(rm00, rm01, rm02)
,(rm10, rm11, rm12)
,(rm20, rm21, rm22)
and(0, 0, 0)
.If
M
isthis
matrix andR
the specified matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of theR
matrix will be applied first!- Parameters:
rm00
- the value of the m00 elementrm01
- the value of the m01 elementrm02
- the value of the m02 elementrm10
- the value of the m10 elementrm11
- the value of the m11 elementrm12
- the value of the m12 elementrm20
- the value of the m20 elementrm21
- the value of the m21 elementrm22
- the value of the m22 element- Returns:
- this
-
mul3x3
public Matrix4x3f mul3x3(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22, Matrix4x3f dest) Description copied from interface:Matrix4x3fc
Multiplythis
by the 4x3 matrix with the column vectors(rm00, rm01, rm02)
,(rm10, rm11, rm12)
,(rm20, rm21, rm22)
and(0, 0, 0)
and store the result indest
.If
M
isthis
matrix andR
the specified matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of theR
matrix will be applied first!- Specified by:
mul3x3
in interfaceMatrix4x3fc
- Parameters:
rm00
- the value of the m00 elementrm01
- the value of the m01 elementrm02
- the value of the m02 elementrm10
- the value of the m10 elementrm11
- the value of the m11 elementrm12
- the value of the m12 elementrm20
- the value of the m20 elementrm21
- the value of the m21 elementrm22
- the value of the m22 elementdest
- will hold the result- Returns:
- dest
-
fma
Component-wise addthis
andother
by first multiplying each component ofother
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 components- Returns:
- this
-
fma
Description copied from interface:Matrix4x3fc
Component-wise addthis
andother
by first multiplying each component ofother
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.- Specified by:
fma
in interfaceMatrix4x3fc
- Parameters:
other
- the other matrixotherFactor
- the factor to multiply each of the other matrix's componentsdest
- will hold the result- Returns:
- dest
-
add
Component-wise addthis
andother
.- Parameters:
other
- the other addend- Returns:
- this
-
add
Description copied from interface:Matrix4x3fc
Component-wise addthis
andother
and store the result indest
.- Specified by:
add
in interfaceMatrix4x3fc
- Parameters:
other
- the other addenddest
- will hold the result- Returns:
- dest
-
sub
Component-wise subtractsubtrahend
fromthis
.- Parameters:
subtrahend
- the subtrahend- Returns:
- this
-
sub
Description copied from interface:Matrix4x3fc
Component-wise subtractsubtrahend
fromthis
and store the result indest
.- Specified by:
sub
in interfaceMatrix4x3fc
- Parameters:
subtrahend
- the subtrahenddest
- will hold the result- Returns:
- dest
-
mulComponentWise
Component-wise multiplythis
byother
.- Parameters:
other
- the other matrix- Returns:
- this
-
mulComponentWise
Description copied from interface:Matrix4x3fc
Component-wise multiplythis
byother
and store the result indest
.- Specified by:
mulComponentWise
in interfaceMatrix4x3fc
- Parameters:
other
- the other matrixdest
- will hold the result- Returns:
- dest
-
set
public Matrix4x3f set(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22, float m30, float m31, float m32) Set the values within this matrix to the supplied float values. The matrix will look like this:
m00, m10, m20, m30
m01, m11, m21, m31
m02, m12, m22, m32- Parameters:
m00
- the new value of m00m01
- the new value of m01m02
- the new value of m02m10
- the new value of m10m11
- the new value of m11m12
- the new value of m12m20
- the new value of m20m21
- the new value of m21m22
- the new value of m22m30
- the new value of m30m31
- the new value of m31m32
- the new value of m32- Returns:
- this
-
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, 3, 6, 9
1, 4, 7, 10
2, 5, 8, 11- 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, 3, 6, 9
1, 4, 7, 10
2, 5, 8, 11- Parameters:
m
- the array to read the matrix values from- Returns:
- this
- See Also:
-
set
Set the values of this matrix by reading 12 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 12 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
-
set
Set the values of this matrix by reading 12 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 12 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 12 float 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
-
determinant
public float determinant()Description copied from interface:Matrix4x3fc
Return the determinant of this matrix.- Specified by:
determinant
in interfaceMatrix4x3fc
- Returns:
- the determinant
-
invert
Description copied from interface:Matrix4x3fc
Invert this matrix and write the result intodest
.- Specified by:
invert
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
invert
Description copied from interface:Matrix4x3fc
Invert this matrix and write the result as the top 4x3 matrix intodest
and set all other values ofdest
to identity..- Specified by:
invert
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
invert
Invert this matrix.- Returns:
- this
-
invertOrtho
Description copied from interface:Matrix4x3fc
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 interfaceMatrix4x3fc
- 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
-
transpose3x3
Transpose only the left 3x3 submatrix of this matrix and set the rest of the matrix elements to identity.- Returns:
- this
-
transpose3x3
Description copied from interface:Matrix4x3fc
Transpose only the left 3x3 submatrix of this matrix and store the result indest
.All other matrix elements are left unchanged.
- Specified by:
transpose3x3
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transpose3x3
Description copied from interface:Matrix4x3fc
Transpose only the left 3x3 submatrix of this matrix and store the result indest
.- Specified by:
transpose3x3
in interfaceMatrix4x3fc
- 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.
In order to post-multiply a translation transformation directly to a matrix, use
translate()
instead.- Parameters:
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in z- Returns:
- this
- See Also:
-
translation
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
In order to post-multiply a translation transformation directly to a matrix, use
translate()
instead.- Parameters:
offset
- the offsets in x, y and z to translate- Returns:
- this
- See Also:
-
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(float, float, float)
. To apply a translation, usetranslate(float, float, float)
.- Parameters:
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in z- Returns:
- this
- See Also:
-
setTranslation
Set only the translation components(m30, m31, m32)
of this matrix to the values(xyz.x, xyz.y, xyz.z)
.To build a translation matrix instead, use
translation(Vector3fc)
. To apply a translation, usetranslate(Vector3fc)
.- Parameters:
xyz
- the units to translate in(x, y, z)
- Returns:
- this
- See Also:
-
getTranslation
Description copied from interface:Matrix4x3fc
Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
.- Specified by:
getTranslation
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the translation components of this matrix- Returns:
- dest
-
getScale
Description copied from interface:Matrix4x3fc
Get the scaling factors ofthis
matrix for the three base axes.- Specified by:
getScale
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the scaling factors forx
,y
andz
- Returns:
- dest
-
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
Get the current values ofthis
matrix and store them intodest
.This is the reverse method of
set(Matrix4x3fc)
and allows to obtain intermediate calculation results when chaining multiple transformations.- Specified by:
get
in interfaceMatrix4x3fc
- Parameters:
dest
- the destination matrix- Returns:
- the passed in destination
- See Also:
-
get
Get the current values ofthis
matrix and store them intodest
.This is the reverse method of
Matrix4x3d.set(Matrix4x3fc)
and allows to obtain intermediate calculation results when chaining multiple transformations.- Specified by:
get
in interfaceMatrix4x3fc
- Parameters:
dest
- the destination matrix- Returns:
- the passed in destination
- See Also:
-
getRotation
Description copied from interface:Matrix4x3fc
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.- Specified by:
getRotation
in interfaceMatrix4x3fc
- Parameters:
dest
- the destinationAxisAngle4f
- Returns:
- the passed in destination
- See Also:
-
getRotation
Description copied from interface:Matrix4x3fc
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4d
.- Specified by:
getRotation
in interfaceMatrix4x3fc
- Parameters:
dest
- the destinationAxisAngle4d
- Returns:
- the passed in destination
- See Also:
-
getUnnormalizedRotation
Description copied from interface:Matrix4x3fc
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 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 interfaceMatrix4x3fc
- Parameters:
dest
- the destinationQuaternionf
- Returns:
- the passed in destination
- See Also:
-
getNormalizedRotation
Description copied from interface:Matrix4x3fc
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 left 3x3 submatrix are normalized.
- Specified by:
getNormalizedRotation
in interfaceMatrix4x3fc
- Parameters:
dest
- the destinationQuaternionf
- Returns:
- the passed in destination
- See Also:
-
getUnnormalizedRotation
Description copied from interface:Matrix4x3fc
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 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 interfaceMatrix4x3fc
- Parameters:
dest
- the destinationQuaterniond
- Returns:
- the passed in destination
- See Also:
-
getNormalizedRotation
Description copied from interface:Matrix4x3fc
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 left 3x3 submatrix are normalized.
- Specified by:
getNormalizedRotation
in interfaceMatrix4x3fc
- Parameters:
dest
- the destinationQuaterniond
- Returns:
- the passed in destination
- See Also:
-
get
Description copied from interface:Matrix4x3fc
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
Matrix4x3fc.get(int, FloatBuffer)
, taking the absolute position as parameter.- Specified by:
get
in interfaceMatrix4x3fc
- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get
Description copied from interface:Matrix4x3fc
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.
- Specified by:
get
in interfaceMatrix4x3fc
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
get
Description copied from interface:Matrix4x3fc
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
Matrix4x3fc.get(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
get
in interfaceMatrix4x3fc
- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get
Description copied from interface:Matrix4x3fc
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.
- Specified by:
get
in interfaceMatrix4x3fc
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
getToAddress
Description copied from interface:Matrix4x3fc
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 interfaceMatrix4x3fc
- Parameters:
address
- the off-heap address where to store this matrix- Returns:
- this
-
get
public float[] get(float[] arr, int offset) Description copied from interface:Matrix4x3fc
Store this matrix into the supplied float array in column-major order at the given offset.- Specified by:
get
in interfaceMatrix4x3fc
- Parameters:
arr
- the array to write the matrix values intooffset
- the offset into the array- Returns:
- the passed in array
-
get
public float[] get(float[] arr) Description copied from interface:Matrix4x3fc
Store this matrix into the supplied float array in column-major order.In order to specify an explicit offset into the array, use the method
Matrix4x3fc.get(float[], int)
.- Specified by:
get
in interfaceMatrix4x3fc
- Parameters:
arr
- the array to write the matrix values into- Returns:
- the passed in array
- See Also:
-
get4x4
public float[] get4x4(float[] arr, int offset) Description copied from interface:Matrix4x3fc
Store a 4x4 matrix in column-major order into the supplied array at the given offset, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.- Specified by:
get4x4
in interfaceMatrix4x3fc
- Parameters:
arr
- the array to write the matrix values intooffset
- the offset into the array- Returns:
- the passed in array
-
get4x4
public float[] get4x4(float[] arr) Description copied from interface:Matrix4x3fc
Store a 4x4 matrix in column-major order into the supplied array, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.In order to specify an explicit offset into the array, use the method
Matrix4x3fc.get4x4(float[], int)
.- Specified by:
get4x4
in interfaceMatrix4x3fc
- Parameters:
arr
- the array to write the matrix values into- Returns:
- the passed in array
- See Also:
-
get4x4
Description copied from interface:Matrix4x3fc
Store a 4x4 matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.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
Matrix4x3fc.get4x4(int, FloatBuffer)
, taking the absolute position as parameter.- Specified by:
get4x4
in interfaceMatrix4x3fc
- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get4x4
Description copied from interface:Matrix4x3fc
Store a 4x4 matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.This method will not increment the position of the given FloatBuffer.
- Specified by:
get4x4
in interfaceMatrix4x3fc
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
get4x4
Description copied from interface:Matrix4x3fc
Store a 4x4 matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.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
Matrix4x3fc.get4x4(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
get4x4
in interfaceMatrix4x3fc
- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get4x4
Description copied from interface:Matrix4x3fc
Store a 4x4 matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.This method will not increment the position of the given ByteBuffer.
- Specified by:
get4x4
in interfaceMatrix4x3fc
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
get3x4
Description copied from interface:Matrix4x3fc
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
, with the m03, m13 and m23 components being zero.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4x3fc.get3x4(int, FloatBuffer)
, taking the absolute position as parameter.- Specified by:
get3x4
in interfaceMatrix4x3fc
- Parameters:
buffer
- will receive the values of the left 3x3 submatrix as 3x4 matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get3x4
Description copied from interface:Matrix4x3fc
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.This method will not increment the position of the given FloatBuffer.
- Specified by:
get3x4
in interfaceMatrix4x3fc
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of the left 3x3 submatrix as 3x4 matrix in column-major order- Returns:
- the passed in buffer
-
get3x4
Description copied from interface:Matrix4x3fc
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
, with the m03, m13 and m23 components being zero.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4x3fc.get3x4(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
get3x4
in interfaceMatrix4x3fc
- Parameters:
buffer
- will receive the values of the left 3x3 submatrix as 3x4 matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
-
get3x4
Description copied from interface:Matrix4x3fc
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.This method will not increment the position of the given ByteBuffer.
- Specified by:
get3x4
in interfaceMatrix4x3fc
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of the left 3x3 submatrix as 3x4 matrix in column-major order- Returns:
- the passed in buffer
-
getTransposed
Description copied from interface:Matrix4x3fc
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.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4x3fc.getTransposed(int, FloatBuffer)
, taking the absolute position as parameter.- Specified by:
getTransposed
in interfaceMatrix4x3fc
- Parameters:
buffer
- 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:Matrix4x3fc
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.
- Specified by:
getTransposed
in interfaceMatrix4x3fc
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in row-major order- Returns:
- the passed in buffer
-
getTransposed
Description copied from interface:Matrix4x3fc
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
Matrix4x3fc.getTransposed(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
getTransposed
in interfaceMatrix4x3fc
- Parameters:
buffer
- 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:Matrix4x3fc
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 interfaceMatrix4x3fc
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in row-major order- Returns:
- the passed in buffer
-
getTransposed
public float[] getTransposed(float[] arr, int offset) Description copied from interface:Matrix4x3fc
Store this matrix into the supplied float array in row-major order at the given offset.- Specified by:
getTransposed
in interfaceMatrix4x3fc
- Parameters:
arr
- the array to write the matrix values intooffset
- the offset into the array- Returns:
- the passed in array
-
getTransposed
public float[] getTransposed(float[] arr) Description copied from interface:Matrix4x3fc
Store this matrix into the supplied float array in row-major order.In order to specify an explicit offset into the array, use the method
Matrix4x3fc.getTransposed(float[], int)
.- Specified by:
getTransposed
in interfaceMatrix4x3fc
- Parameters:
arr
- the array to write the matrix values into- Returns:
- the passed in array
- See Also:
-
zero
Set all the values within this matrix to0
.- 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.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:
x
- the scale in xy
- the scale in yz
- the scale in z- Returns:
- this
- See Also:
-
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.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.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to post-multiply a rotation transformation directly to a matrix, use
rotate()
instead.- Parameters:
angle
- the angle in radiansaxis
- the axis to rotate about (needs to benormalized
)- Returns:
- this
- See Also:
-
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:
axisAngle
- theAxisAngle4f
(needs to benormalized
)- Returns:
- this
- See Also:
-
rotation
Set this matrix to a rotation matrix which rotates the given radians about a given 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.
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:
angle
- the angle in radiansx
- the x-component of the rotation axisy
- the y-component of the rotation axisz
- the z-component of the rotation axis- Returns:
- this
- See Also:
-
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
-
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 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 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 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 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 Matrix4x3f translationRotateScale(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float 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:
-
translationRotateScaleMul
public Matrix4x3f translationRotateScaleMul(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz, Matrix4x3f m) Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation 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)
.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).mul(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
- the matrix to multiply by- Returns:
- this
- See Also:
-
translationRotateScaleMul
public Matrix4x3f translationRotateScaleMul(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4x3f m) Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion,S
is a scaling transformation which scales the axes byscale
.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).mul(m)
- Parameters:
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factorsm
- the matrix to multiply by- Returns:
- this
- See Also:
-
translationRotate
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the given quaternion.When transforming a vector by the resulting matrix the rotation 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
public Matrix4x3f translationRotate(float tx, float ty, float tz, float qx, float qy, float qz, float 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 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:
-
translationRotateMul
public Matrix4x3f translationRotateMul(float tx, float ty, float tz, Quaternionfc quat, Matrix4x3fc mat) Setthis
matrix toT * R * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation - and possibly scaling - transformation specified by the given quaternion andM
is the given matrixmat
.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).mul(mat)
- 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 rotationmat
- the matrix to multiply with- Returns:
- this
- See Also:
-
translationRotateMul
public Matrix4x3f translationRotateMul(float tx, float ty, float tz, float qx, float qy, float qz, float qw, Matrix4x3fc mat) Setthis
matrix toT * R * 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)
andM
is the given matrixmat
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).mul(mat)
- 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 quaternionmat
- the matrix to multiply with- Returns:
- this
- See Also:
-
translationRotateInvert
public Matrix4x3f translationRotateInvert(float tx, float ty, float tz, float qx, float qy, float qz, float 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:
-
set3x3
Set the left 3x3 submatrix of thisMatrix4x3f
to the givenMatrix3fc
and don't change the other elements.- Parameters:
mat
- the 3x3 matrix- Returns:
- this
-
transform
Description copied from interface:Matrix4x3fc
Transform/multiply the given vector by this matrix and store the result in that vector.- Specified by:
transform
in interfaceMatrix4x3fc
- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
-
transform
Description copied from interface:Matrix4x3fc
Transform/multiply the given vector by this matrix and store the result indest
.- Specified by:
transform
in interfaceMatrix4x3fc
- Parameters:
v
- the vector to transformdest
- will contain the result- Returns:
- dest
- See Also:
-
transformPosition
Description copied from interface:Matrix4x3fc
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.
In order to store the result in another vector, use
Matrix4x3fc.transformPosition(Vector3fc, Vector3f)
.- Specified by:
transformPosition
in interfaceMatrix4x3fc
- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
-
transformPosition
Description copied from interface:Matrix4x3fc
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.
In order to store the result in the same vector, use
Matrix4x3fc.transformPosition(Vector3f)
.- Specified by:
transformPosition
in interfaceMatrix4x3fc
- Parameters:
v
- the vector to transformdest
- will hold the result- Returns:
- dest
- See Also:
-
transformDirection
Description copied from interface:Matrix4x3fc
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
Matrix4x3fc.transformDirection(Vector3fc, Vector3f)
.- Specified by:
transformDirection
in interfaceMatrix4x3fc
- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
-
transformDirection
Description copied from interface:Matrix4x3fc
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
Matrix4x3fc.transformDirection(Vector3f)
.- Specified by:
transformDirection
in interfaceMatrix4x3fc
- Parameters:
v
- the vector to transform and to hold the final resultdest
- will hold the result- Returns:
- dest
- See Also:
-
scale
Description copied from interface:Matrix4x3fc
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!- Specified by:
scale
in interfaceMatrix4x3fc
- Parameters:
xyz
- the factors of the x, y and z component, respectivelydest
- will hold the result- Returns:
- dest
-
scale
Apply scaling to this matrix by scaling the base axes by the 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:Matrix4x3fc
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!Individual scaling of all three axes can be applied using
Matrix4x3fc.scale(float, float, float, Matrix4x3f)
.- Specified by:
scale
in interfaceMatrix4x3fc
- Parameters:
xyz
- the factor for all componentsdest
- will hold the result- Returns:
- dest
- See Also:
-
scale
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
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!Individual scaling of all three axes can be applied using
scale(float, float, float)
.- Parameters:
xyz
- the factor for all components- Returns:
- this
- See Also:
-
scaleXY
Description copied from interface:Matrix4x3fc
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!- Specified by:
scaleXY
in interfaceMatrix4x3fc
- Parameters:
x
- the factor of the x componenty
- the factor of the y componentdest
- will hold the result- Returns:
- dest
-
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
-
scale
Description copied from interface:Matrix4x3fc
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!- Specified by:
scale
in interfaceMatrix4x3fc
- Parameters:
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z componentdest
- will hold the result- Returns:
- dest
-
scale
Apply scaling to this matrix by 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
-
scaleLocal
Description copied from interface:Matrix4x3fc
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 interfaceMatrix4x3fc
- 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
-
scaleAround
public Matrix4x3f scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4x3f dest) Description copied from interface:Matrix4x3fc
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 interfaceMatrix4x3fc
- 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:Matrix4x3fc
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 interfaceMatrix4x3fc
- 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
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
-
rotateX
Description copied from interface:Matrix4x3fc
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
- Specified by:
rotateX
in interfaceMatrix4x3fc
- Parameters:
ang
- the angle in radiansdest
- will hold the result- Returns:
- dest
-
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:Matrix4x3fc
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
- Specified by:
rotateY
in interfaceMatrix4x3fc
- Parameters:
ang
- the angle in radiansdest
- will hold the result- Returns:
- dest
-
rotateY
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.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:Matrix4x3fc
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
- Specified by:
rotateZ
in interfaceMatrix4x3fc
- Parameters:
ang
- the angle in radiansdest
- will hold the result- Returns:
- dest
-
rotateZ
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.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
-
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:Matrix4x3fc
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)
- Specified by:
rotateXYZ
in interfaceMatrix4x3fc
- 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:Matrix4x3fc
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)
- Specified by:
rotateZYX
in interfaceMatrix4x3fc
- 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:Matrix4x3fc
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)
- Specified by:
rotateYXZ
in interfaceMatrix4x3fc
- Parameters:
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Zdest
- will hold the result- Returns:
- dest
-
rotate
Apply rotation to this matrix by rotating the given amount of radians about the 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 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:
rotate
in interfaceMatrix4x3fc
- 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:
-
rotate
Apply 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 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:
-
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 interfaceMatrix4x3fc
- 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:
-
rotateAround
Apply the rotation transformation of the givenQuaternionfc
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
- theQuaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origin- Returns:
- this
-
rotateAround
Description copied from interface:Matrix4x3fc
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
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 interfaceMatrix4x3fc
- Parameters:
quat
- theQuaternionfc
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 specifiedQuaternionfc
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
- theQuaternionfc
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 interfaceMatrix4x3fc
- 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:
-
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
- 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
- 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
- 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:
-
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)
.- Specified by:
translate
in interfaceMatrix4x3fc
- Parameters:
offset
- the number of units in x, y and z by which to translatedest
- will hold the result- Returns:
- dest
- 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(float, float, float)
.- Specified by:
translate
in interfaceMatrix4x3fc
- 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:
-
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(float, float, float)
.- 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 interfaceMatrix4x3fc
- 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(float, float, float)
.- Specified by:
translateLocal
in interfaceMatrix4x3fc
- 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(float, float, float)
.- Parameters:
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in z- Returns:
- this
- See Also:
-
writeExternal
- Specified by:
writeExternal
in interfaceExternalizable
- Throws:
IOException
-
readExternal
- Specified by:
readExternal
in interfaceExternalizable
- Throws:
IOException
-
ortho
public Matrix4x3f ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 interfaceMatrix4x3fc
- 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 Matrix4x3f ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f 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 interfaceMatrix4x3fc
- 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 Matrix4x3f ortho(float left, float right, float bottom, float top, float zNear, float 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
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 Matrix4x3f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 interfaceMatrix4x3fc
- 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 Matrix4x3f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f 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 interfaceMatrix4x3fc
- 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 Matrix4x3f orthoLH(float left, float right, float bottom, float top, float zNear, float 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 Matrix4x3f orthoLH(float left, float right, float bottom, float top, float zNear, float 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 Matrix4x3f setOrtho(float left, float right, float bottom, float top, float zNear, float 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 Matrix4x3f setOrtho(float left, float right, float bottom, float top, float zNear, float 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 Matrix4x3f setOrthoLH(float left, float right, float bottom, float top, float zNear, float 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 Matrix4x3f setOrthoLH(float left, float right, float bottom, float top, float zNear, float 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 Matrix4x3f orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 interfaceMatrix4x3fc
- 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 Matrix4x3f orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4x3f 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 interfaceMatrix4x3fc
- 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 Matrix4x3f orthoSymmetric(float width, float height, float zNear, float 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 Matrix4x3f orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 interfaceMatrix4x3fc
- 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 Matrix4x3f orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4x3f 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 interfaceMatrix4x3fc
- 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 Matrix4x3f orthoSymmetricLH(float width, float height, float zNear, float 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 Matrix4x3f setOrthoSymmetric(float width, float height, float zNear, float 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 Matrix4x3f setOrthoSymmetricLH(float width, float height, float zNear, float 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 interfaceMatrix4x3fc
- 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 interfaceMatrix4x3fc
- 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()
.- Specified by:
lookAlong
in interfaceMatrix4x3fc
- Parameters:
dir
- the direction in space to look alongup
- the direction of 'up'dest
- will hold the result- Returns:
- dest
- See Also:
-
lookAlong
public Matrix4x3f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f 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 interfaceMatrix4x3fc
- 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
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(Vector3fc, Vector3fc)
.- Parameters:
dir
- the direction in space to look alongup
- the direction of 'up'- 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()
- 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 Matrix4x3f setLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float 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(Vector3fc, Vector3fc, Vector3fc)
.- Specified by:
lookAt
in interfaceMatrix4x3fc
- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'dest
- will hold the result- Returns:
- dest
- See Also:
-
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(Vector3fc, Vector3fc, Vector3fc)
.- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'- Returns:
- this
- See Also:
-
lookAt
public Matrix4x3f lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f 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 interfaceMatrix4x3fc
- 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 Matrix4x3f lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float 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:
-
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 Matrix4x3f setLookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float 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(Vector3fc, Vector3fc, Vector3fc)
.- Specified by:
lookAtLH
in interfaceMatrix4x3fc
- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'dest
- will hold the result- Returns:
- dest
- See Also:
-
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(Vector3fc, Vector3fc, Vector3fc)
.- Parameters:
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'- Returns:
- this
- See Also:
-
lookAtLH
public Matrix4x3f lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f 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 interfaceMatrix4x3fc
- 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 Matrix4x3f lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float 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:
-
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 interfaceMatrix4x3fc
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
- 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:
-
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 interfaceMatrix4x3fc
- 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 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 interfaceMatrix4x3fc
- 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.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
.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 interfaceMatrix4x3fc
- Parameters:
axisAngle
- theAxisAngle4f
(needs to benormalized
)dest
- will hold the result- Returns:
- dest
- See Also:
-
rotate
Apply a rotation transformation, rotating the given radians about the specified axis, 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 given axis-angle, 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(float, 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
.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 given axis-angle, 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(float, Vector3fc)
.Reference: http://en.wikipedia.org
- Specified by:
rotate
in interfaceMatrix4x3fc
- Parameters:
angle
- the angle in radiansaxis
- the rotation axis (needs to benormalized
)dest
- will hold the result- Returns:
- dest
- See Also:
-
reflect
Description copied from interface:Matrix4x3fc
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
- Specified by:
reflect
in interfaceMatrix4x3fc
- 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 equationdest
- will hold the result- Returns:
- dest
-
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 Matrix4x3f reflect(float nx, float ny, float nz, float px, float py, float pz, Matrix4x3f dest) Description copied from interface:Matrix4x3fc
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 interfaceMatrix4x3fc
- 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 givenQuaternionfc
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 orientationpoint
- a point on the plane- Returns:
- this
-
reflect
Description copied from interface:Matrix4x3fc
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 givenQuaternionfc
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!- Specified by:
reflect
in interfaceMatrix4x3fc
- Parameters:
orientation
- the plane orientation relative to an implied normal vector of(0, 0, 1)
point
- a point on the planedest
- will hold the result- Returns:
- dest
-
reflect
Description copied from interface:Matrix4x3fc
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 interfaceMatrix4x3fc
- Parameters:
normal
- the plane normalpoint
- a point on the planedest
- will hold the result- Returns:
- dest
-
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 givenQuaternionfc
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
-
getRow
Description copied from interface:Matrix4x3fc
Get the row at the givenrow
index, starting with0
.- Specified by:
getRow
in interfaceMatrix4x3fc
- Parameters:
row
- the row index in[0..2]
dest
- will hold the row components- Returns:
- the passed in destination
- Throws:
IndexOutOfBoundsException
- ifrow
is not in[0..2]
-
setRow
Set the row at the givenrow
index, starting with0
.- Parameters:
row
- the row index in[0..2]
src
- the row components to set- Returns:
- this
- Throws:
IndexOutOfBoundsException
- ifrow
is not in[0..2]
-
getColumn
Description copied from interface:Matrix4x3fc
Get the column at the givencolumn
index, starting with0
.- Specified by:
getColumn
in interfaceMatrix4x3fc
- Parameters:
column
- the column index in[0..2]
dest
- will hold the column components- Returns:
- the passed in destination
- Throws:
IndexOutOfBoundsException
- ifcolumn
is not in[0..2]
-
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]
-
normal
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the 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(Matrix4x3fc)
to set a given Matrix4x3f to only the left 3x3 submatrix of this matrix.- Returns:
- this
- See Also:
-
normal
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the 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(Matrix4x3fc)
to set a given Matrix4x3f to only the left 3x3 submatrix of this matrix.- Specified by:
normal
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
- See Also:
-
normal
Description copied from interface:Matrix4x3fc
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it intodest
.The normal matrix of
m
is the transpose of the inverse ofm
.- Specified by:
normal
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
cofactor3x3
Compute the cofactor matrix of the 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 left 3x3 submatrix ofthis
and store it intodest
.The cofactor matrix can be used instead of
normal(Matrix3f)
to transform normals when the orientation of the normals with respect to the surface should be preserved.- Specified by:
cofactor3x3
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
cofactor3x3
Compute the cofactor matrix of the 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(Matrix4x3f)
to transform normals when the orientation of the normals with respect to the surface should be preserved.- Specified by:
cofactor3x3
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
normalize3x3
Normalize the 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:Matrix4x3fc
Normalize the 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 interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
normalize3x3
Description copied from interface:Matrix4x3fc
Normalize the 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 interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
frustumPlane
Description copied from interface:Matrix4x3fc
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 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).Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Specified by:
frustumPlane
in interfaceMatrix4x3fc
- Parameters:
which
- one of the six possible planes, given as numeric constantsMatrix4x3fc.PLANE_NX
,Matrix4x3fc.PLANE_PX
,Matrix4x3fc.PLANE_NY
,Matrix4x3fc.PLANE_PY
,Matrix4x3fc.PLANE_NZ
andMatrix4x3fc.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
-
positiveZ
Description copied from interface:Matrix4x3fc
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to
+Z
bythis
matrix.This method is equivalent to the following code:
Matrix4x3f inv = new Matrix4x3f(this).invert(); inv.transformDirection(dir.set(0, 0, 1)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4x3fc.normalizedPositiveZ(Vector3f)
instead.Reference: http://www.euclideanspace.com
- Specified by:
positiveZ
in interfaceMatrix4x3fc
- Parameters:
dir
- will hold the direction of+Z
- Returns:
- dir
-
normalizedPositiveZ
Description copied from interface:Matrix4x3fc
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 left 3x3 submatrix to obtain the direction that is transformed to
+Z
bythis
matrix.This method is equivalent to the following code:
Matrix4x3f inv = new Matrix4x3f(this).transpose(); inv.transformDirection(dir.set(0, 0, 1)).normalize();
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveZ
in interfaceMatrix4x3fc
- Parameters:
dir
- will hold the direction of+Z
- Returns:
- dir
-
positiveX
Description copied from interface:Matrix4x3fc
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to
+X
bythis
matrix.This method is equivalent to the following code:
Matrix4x3f inv = new Matrix4x3f(this).invert(); inv.transformDirection(dir.set(1, 0, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4x3fc.normalizedPositiveX(Vector3f)
instead.Reference: http://www.euclideanspace.com
- Specified by:
positiveX
in interfaceMatrix4x3fc
- Parameters:
dir
- will hold the direction of+X
- Returns:
- dir
-
normalizedPositiveX
Description copied from interface:Matrix4x3fc
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 left 3x3 submatrix to obtain the direction that is transformed to
+X
bythis
matrix.This method is equivalent to the following code:
Matrix4x3f inv = new Matrix4x3f(this).transpose(); inv.transformDirection(dir.set(1, 0, 0)).normalize();
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveX
in interfaceMatrix4x3fc
- Parameters:
dir
- will hold the direction of+X
- Returns:
- dir
-
positiveY
Description copied from interface:Matrix4x3fc
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to
+Y
bythis
matrix.This method is equivalent to the following code:
Matrix4x3f inv = new Matrix4x3f(this).invert(); inv.transformDirection(dir.set(0, 1, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4x3fc.normalizedPositiveY(Vector3f)
instead.Reference: http://www.euclideanspace.com
- Specified by:
positiveY
in interfaceMatrix4x3fc
- Parameters:
dir
- will hold the direction of+Y
- Returns:
- dir
-
normalizedPositiveY
Description copied from interface:Matrix4x3fc
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 left 3x3 submatrix to obtain the direction that is transformed to
+Y
bythis
matrix.This method is equivalent to the following code:
Matrix4x3f inv = new Matrix4x3f(this).transpose(); inv.transformDirection(dir.set(0, 1, 0)).normalize();
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveY
in interfaceMatrix4x3fc
- Parameters:
dir
- will hold the direction of+Y
- Returns:
- dir
-
origin
Description copied from interface:Matrix4x3fc
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 transformation matrix.This method is equivalent to the following code:
Matrix4x3f inv = new Matrix4x3f(this).invert(); inv.transformPosition(origin.set(0, 0, 0));
- Specified by:
origin
in interfaceMatrix4x3fc
- Parameters:
origin
- will hold the position transformed to the origin- Returns:
- origin
-
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:Matrix4x3fc
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
- Specified by:
shadow
in interfaceMatrix4x3fc
- 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 equationdest
- will hold the result- Returns:
- dest
-
shadow
public Matrix4x3f shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float 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 Matrix4x3f shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4x3f dest) Description copied from interface:Matrix4x3fc
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 interfaceMatrix4x3fc
- 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:Matrix4x3fc
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!- Specified by:
shadow
in interfaceMatrix4x3fc
- Parameters:
light
- the light's vectorplaneTransform
- the transformation to transform the implied planey = 0
before applying the projectiondest
- will hold the result- Returns:
- dest
-
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 Matrix4x3f shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f dest) Description copied from interface:Matrix4x3fc
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 interfaceMatrix4x3fc
- 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 Matrix4x3f shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3f 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(Vector3fc, Vector3fc)
.- 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(Vector3fc, Vector3fc, Vector3fc)
.- 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:Matrix4x3fc
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.- Specified by:
equals
in interfaceMatrix4x3fc
- Parameters:
m
- the other matrixdelta
- the allowed maximum difference- Returns:
true
whether all of the matrix elements are equal;false
otherwise
-
pick
public Matrix4x3f pick(float x, float y, float width, float height, int[] viewport, Matrix4x3f dest) Description copied from interface:Matrix4x3fc
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 interfaceMatrix4x3fc
- 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
-
swap
Exchange the values ofthis
matrix with the givenother
matrix.- Parameters:
other
- the other matrix to exchange the values with- Returns:
- this
-
arcball
public Matrix4x3f arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4x3f dest) Description copied from interface:Matrix4x3fc
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 interfaceMatrix4x3fc
- 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 Matrix4x3f arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f dest) Description copied from interface:Matrix4x3fc
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)
- Specified by:
arcball
in interfaceMatrix4x3fc
- 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 radiansdest
- will hold the result- Returns:
- dest
-
arcball
public Matrix4x3f arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float 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
-
transformAab
public Matrix4x3f transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax) Description copied from interface:Matrix4x3fc
Transform the axis-aligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
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 interfaceMatrix4x3fc
- 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:Matrix4x3fc
Transform the axis-aligned box given as the minimum cornermin
and maximum cornermax
bythis
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 interfaceMatrix4x3fc
- 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:Matrix4x3fc
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
.- Specified by:
lerp
in interfaceMatrix4x3fc
- Parameters:
other
- the other matrixt
- the interpolation factor between 0.0 and 1.0dest
- will hold the result- Returns:
- dest
-
rotateTowards
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis 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:
mul(new Matrix4x3f().lookAt(new Vector3f(), new Vector3f(dir).negate(), up).invert(), dest)
- Specified by:
rotateTowards
in interfaceMatrix4x3fc
- Parameters:
dir
- 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 withdir
.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:
mul(new Matrix4x3f().lookAt(new Vector3f(), new Vector3f(dir).negate(), up).invert())
- Parameters:
dir
- the direction to orient towardsup
- the up vector- Returns:
- this
- See Also:
-
rotateTowards
public Matrix4x3f rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float 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:
mul(new Matrix4x3f().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invert())
- 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 Matrix4x3f rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
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:
mul(new Matrix4x3f().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invert(), dest)
- Specified by:
rotateTowards
in interfaceMatrix4x3fc
- 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 Vector3f(), new Vector3f(dir).negate(), up).invert()
- Parameters:
dir
- the direction to orient the local -z axis towardsup
- the up vector- Returns:
- this
- See Also:
-
rotationTowards
public Matrix4x3f rotationTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis with(dirX, dirY, dirZ)
.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).invert()
- 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 Matrix4x3f translationRotateTowards(float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float upX, float upY, float 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:Matrix4x3fc
Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.This method assumes that the left 3x3 submatrix of
this
only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.Note that the returned Euler angles must be applied in the order
Z * Y * X
to obtain the identical matrix. This means that callingMatrix4x3fc.rotateZYX(float, float, float, Matrix4x3f)
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).Matrix4x3f m = ...; // <- matrix only representing rotation Matrix4x3f n = new Matrix4x3f(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3f()));
Reference: http://nghiaho.com/
- Specified by:
getEulerAnglesZYX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
getEulerAnglesXYZ
Description copied from interface:Matrix4x3fc
Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.This method assumes that the left 3x3 submatrix of
this
only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.Note that the returned Euler angles must be applied in the order
X * Y * Z
to obtain the identical matrix. This means that callingMatrix4x3fc.rotateXYZ(float, float, float, Matrix4x3f)
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).Matrix4x3f m = ...; // <- matrix only representing rotation Matrix4x3f n = new Matrix4x3f(); n.rotateXYZ(m.getEulerAnglesXYZ(new Vector3f()));
Reference: http://nghiaho.com/
- Specified by:
getEulerAnglesXYZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
obliqueZ
Apply an oblique projection transformation to this matrix with the given values fora
andb
.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
- 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
- Specified by:
obliqueZ
in interfaceMatrix4x3fc
- Parameters:
a
- the value for the z factor that applies to xb
- the value for the z factor that applies to ydest
- will hold the result- Returns:
- dest
-
withLookAtUp
Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)
) and the given vectorup
.This effectively ensures that the resulting matrix will be equal to the one obtained from
setLookAt(Vector3fc, Vector3fc, Vector3fc)
called with the current local origin of this matrix (as obtained byorigin(Vector3f)
), the sum of this position and the negated local Z axis as well as the given vectorup
.- Parameters:
up
- the up vector- Returns:
- this
-
withLookAtUp
Description copied from interface:Matrix4x3fc
Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4x3fc.positiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4x3fc.positiveZ(Vector3f)
) 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
Matrix4f.setLookAt(Vector3fc, Vector3fc, Vector3fc)
with the current local origin of this matrix (as obtained byMatrix4x3fc.origin(Vector3f)
), the sum of this position and the negated local Z axis as well as the given vectorup
.- Specified by:
withLookAtUp
in interfaceMatrix4x3fc
- 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(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)
) and the given vector(upX, upY, upZ)
.This effectively ensures that the resulting matrix will be equal to the one obtained from
setLookAt(float, float, float, float, float, float, float, float, float)
called with the current local origin of this matrix (as obtained byorigin(Vector3f)
), the sum of this position and the negated local Z axis as well as the given vector(upX, upY, upZ)
.- 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:Matrix4x3fc
Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4x3fc.positiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4x3fc.positiveZ(Vector3f)
) 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
Matrix4f.setLookAt(float, float, float, float, float, float, float, float, float)
called with the current local origin of this matrix (as obtained byMatrix4x3fc.origin(Vector3f)
), the sum of this position and the negated local Z axis as well as the given vector(upX, upY, upZ)
.- Specified by:
withLookAtUp
in interfaceMatrix4x3fc
- 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
- Returns:
- this
-
mapXZY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
and store the result indest
.- Specified by:
mapXZY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXZnY
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 1 0 0
- Returns:
- this
-
mapXZnY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 1 0 0
and store the result indest
.- Specified by:
mapXZnY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXnYnZ
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 -1 0
- Returns:
- this
-
mapXnYnZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 -1 0
and store the result indest
.- Specified by:
mapXnYnZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXnZY
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 -1 0 0
- Returns:
- this
-
mapXnZY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 -1 0 0
and store the result indest
.- Specified by:
mapXnZY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXnZnY
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 -1 0 0
- Returns:
- this
-
mapXnZnY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 -1 0 0
and store the result indest
.- Specified by:
mapXnZnY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYXZ
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
- Returns:
- this
-
mapYXZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
and store the result indest
.- Specified by:
mapYXZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYXnZ
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 -1 0
- Returns:
- this
-
mapYXnZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 -1 0
and store the result indest
.- Specified by:
mapYXnZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYZX
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
- Returns:
- this
-
mapYZX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
and store the result indest
.- Specified by:
mapYZX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYZnX
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 1 0 0
- Returns:
- this
-
mapYZnX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 1 0 0
and store the result indest
.- Specified by:
mapYZnX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnXZ
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 1 0
- Returns:
- this
-
mapYnXZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 1 0
and store the result indest
.- Specified by:
mapYnXZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnXnZ
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 -1 0
- Returns:
- this
-
mapYnXnZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 -1 0
and store the result indest
.- Specified by:
mapYnXnZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnZX
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 -1 0 0
- Returns:
- this
-
mapYnZX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 -1 0 0
and store the result indest
.- Specified by:
mapYnZX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnZnX
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 -1 0 0
- Returns:
- this
-
mapYnZnX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 -1 0 0
and store the result indest
.- Specified by:
mapYnZnX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZXY
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
- Returns:
- this
-
mapZXY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
and store the result indest
.- Specified by:
mapZXY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZXnY
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 1 0 0 0
- Returns:
- this
-
mapZXnY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 1 0 0 0
and store the result indest
.- Specified by:
mapZXnY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZYX
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
- Returns:
- this
-
mapZYX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
and store the result indest
.- Specified by:
mapZYX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZYnX
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 1 0 0 0
- Returns:
- this
-
mapZYnX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 1 0 0 0
and store the result indest
.- Specified by:
mapZYnX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnXY
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 1 0 0 0
- Returns:
- this
-
mapZnXY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 1 0 0 0
and store the result indest
.- Specified by:
mapZnXY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnXnY
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 1 0 0 0
- Returns:
- this
-
mapZnXnY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 1 0 0 0
and store the result indest
.- Specified by:
mapZnXnY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnYX
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 1 0 0 0
- Returns:
- this
-
mapZnYX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 1 0 0 0
and store the result indest
.- Specified by:
mapZnYX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnYnX
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 1 0 0 0
- Returns:
- this
-
mapZnYnX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 1 0 0 0
and store the result indest
.- Specified by:
mapZnYnX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXYnZ
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 -1 0
- Returns:
- this
-
mapnXYnZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 -1 0
and store the result indest
.- Specified by:
mapnXYnZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXZY
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 1 0 0
- Returns:
- this
-
mapnXZY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 1 0 0
and store the result indest
.- Specified by:
mapnXZY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXZnY
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 1 0 0
- Returns:
- this
-
mapnXZnY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 1 0 0
and store the result indest
.- Specified by:
mapnXZnY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnYZ
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 1 0
- Returns:
- this
-
mapnXnYZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 1 0
and store the result indest
.- Specified by:
mapnXnYZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnYnZ
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 -1 0
- Returns:
- this
-
mapnXnYnZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 -1 0
and store the result indest
.- Specified by:
mapnXnYnZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnZY
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 -1 0 0
- Returns:
- this
-
mapnXnZY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 -1 0 0
and store the result indest
.- Specified by:
mapnXnZY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnZnY
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 -1 0 0
- Returns:
- this
-
mapnXnZnY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 -1 0 0
and store the result indest
.- Specified by:
mapnXnZnY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYXZ
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 1 0
- Returns:
- this
-
mapnYXZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 1 0
and store the result indest
.- Specified by:
mapnYXZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYXnZ
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 -1 0
- Returns:
- this
-
mapnYXnZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 -1 0
and store the result indest
.- Specified by:
mapnYXnZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYZX
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 1 0 0
- Returns:
- this
-
mapnYZX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 1 0 0
and store the result indest
.- Specified by:
mapnYZX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYZnX
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 1 0 0
- Returns:
- this
-
mapnYZnX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 1 0 0
and store the result indest
.- Specified by:
mapnYZnX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnXZ
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 1 0
- Returns:
- this
-
mapnYnXZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 1 0
and store the result indest
.- Specified by:
mapnYnXZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnXnZ
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 -1 0
- Returns:
- this
-
mapnYnXnZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 -1 0
and store the result indest
.- Specified by:
mapnYnXnZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnZX
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 -1 0 0
- Returns:
- this
-
mapnYnZX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 -1 0 0
and store the result indest
.- Specified by:
mapnYnZX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnZnX
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 -1 0 0
- Returns:
- this
-
mapnYnZnX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 -1 0 0
and store the result indest
.- Specified by:
mapnYnZnX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZXY
Multiplythis
by the matrix0 1 0 0 0 0 1 0 -1 0 0 0
- Returns:
- this
-
mapnZXY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 -1 0 0 0
and store the result indest
.- Specified by:
mapnZXY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZXnY
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 -1 0 0 0
- Returns:
- this
-
mapnZXnY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 -1 0 0 0
and store the result indest
.- Specified by:
mapnZXnY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZYX
Multiplythis
by the matrix0 0 1 0 0 1 0 0 -1 0 0 0
- Returns:
- this
-
mapnZYX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 -1 0 0 0
and store the result indest
.- Specified by:
mapnZYX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZYnX
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 -1 0 0 0
- Returns:
- this
-
mapnZYnX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 -1 0 0 0
and store the result indest
.- Specified by:
mapnZYnX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnXY
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 -1 0 0 0
- Returns:
- this
-
mapnZnXY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 -1 0 0 0
and store the result indest
.- Specified by:
mapnZnXY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnXnY
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 -1 0 0 0
- Returns:
- this
-
mapnZnXnY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 -1 0 0 0
and store the result indest
.- Specified by:
mapnZnXnY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnYX
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 -1 0 0 0
- Returns:
- this
-
mapnZnYX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 -1 0 0 0
and store the result indest
.- Specified by:
mapnZnYX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnYnX
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 -1 0 0 0
- Returns:
- this
-
mapnZnYnX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 -1 0 0 0
and store the result indest
.- Specified by:
mapnZnYnX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
negateX
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 1 0
- Returns:
- this
-
negateX
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 1 0
and store the result indest
.- Specified by:
negateX
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
negateY
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 1 0
- Returns:
- this
-
negateY
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 1 0
and store the result indest
.- Specified by:
negateY
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
negateZ
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 -1 0
- Returns:
- this
-
negateZ
Description copied from interface:Matrix4x3fc
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 -1 0
and store the result indest
.- Specified by:
negateZ
in interfaceMatrix4x3fc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
isFinite
public boolean isFinite()Description copied from interface:Matrix4x3fc
Determine whether all matrix elements are finite floating-point values, that is, they are notNaN
and notinfinity
.- Specified by:
isFinite
in interfaceMatrix4x3fc
- Returns:
true
if all components are finite floating-point values;false
otherwise
-
clone
- Overrides:
clone
in classObject
- Throws:
CloneNotSupportedException
-