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) Componentwise addthis
andother
.add
(Matrix4x3fc other, Matrix4x3f dest) Componentwise 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) Componentwise addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.fma
(Matrix4x3fc other, float otherFactor, Matrix4x3f dest) Componentwise 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 modelviewprojection matrix, and store the result in the givendest
.float[]
get
(float[] arr) Store this matrix into the supplied float array in columnmajor order.float[]
get
(float[] arr, int offset) Store this matrix into the supplied float array in columnmajor order at the given offset.get
(int index, ByteBuffer buffer) Store this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.get
(int index, FloatBuffer buffer) Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.get
(ByteBuffer buffer) Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.get
(FloatBuffer buffer) Store this matrix in columnmajor 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 columnmajor 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 columnmajor 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 columnmajor 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 columnmajor 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 columnmajor 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 columnmajor 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 columnmajor 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 columnmajor 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 columnmajor 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 columnmajor 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
.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 columnmajor order at the given offheap 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 rowmajor order.float[]
getTransposed
(float[] arr, int offset) Store this matrix into the supplied float array in rowmajor order at the given offset.getTransposed
(int index, ByteBuffer buffer) Store this matrix in rowmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.getTransposed
(int index, FloatBuffer buffer) Store this matrix in rowmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.getTransposed
(ByteBuffer buffer) Store this matrix in rowmajor order into the suppliedByteBuffer
at the current bufferposition
.getTransposed
(FloatBuffer buffer) Store this matrix in rowmajor 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 makez
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 makez
point alongdir
and store the result indest
.Apply a rotation transformation to this matrix to makez
point alongdir
.lookAlong
(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a rotation transformation to this matrix to makez
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 righthanded coordinate system, that alignsz
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 righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.lookAt
(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
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 lefthanded 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 lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.lookAtLH
(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a lefthanded 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.mul
(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
.mulComponentWise
(Matrix4x3fc other) Componentwise multiplythis
byother
.mulComponentWise
(Matrix4x3fc other, Matrix4x3f dest) Componentwise 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
.normal()
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 righthanded 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 righthanded 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 righthanded 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 righthanded 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 righthanded coordinate system to this matrix.ortho2D
(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a righthanded 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 lefthanded coordinate system to this matrix.ortho2DLH
(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a lefthanded 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 lefthanded 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 lefthanded 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 lefthanded 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 lefthanded 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 righthanded 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 righthanded 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 righthanded 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 righthanded 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 lefthanded 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 lefthanded 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 lefthanded 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 lefthanded 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) Premultiply 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) Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.rotateLocal
(Quaternionfc quat) Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.rotateLocal
(Quaternionfc quat, Matrix4x3f dest) Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.rotateLocalX
(float ang) Premultiply a rotation to this matrix by rotating the given amount of radians about the X axis.rotateLocalX
(float ang, Matrix4x3f dest) Premultiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.rotateLocalY
(float ang) Premultiply a rotation to this matrix by rotating the given amount of radians about the Y axis.rotateLocalY
(float ang, Matrix4x3f dest) Premultiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.rotateLocalZ
(float ang) Premultiply a rotation to this matrix by rotating the given amount of radians about the Z axis.rotateLocalZ
(float ang, Matrix4x3f dest) Premultiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.rotateTowards
(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Apply a model transformation to this matrix for a righthanded 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 righthanded 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 righthanded 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 righthanded 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 righthanded coordinate system, that aligns the localz
axis with(dirX, dirY, dirZ)
.rotationTowards
(Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
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) Premultiply 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) Premultiply 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 columnmajor order.set
(float[] m, int off) Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.set
(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 columnmajor 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 columnmajor 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 columnmajor order, starting at its current position.set
(FloatBuffer buffer) Set the values of this matrix by reading 12 float values from the givenFloatBuffer
in columnmajor order, starting at its current position.set
(AxisAngle4d axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
.set
(AxisAngle4f axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
.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 offheap memory in columnmajor 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 makez
point alongdir
.setLookAlong
(Vector3fc dir, Vector3fc up) Set this matrix to a rotation transformation to makez
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 righthanded coordinate system, that alignsz
withcenter  eye
.Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.setLookAtLH
(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 lefthanded coordinate system, that aligns+z
withcenter  eye
.setLookAtLH
(Vector3fc eye, Vector3fc center, Vector3fc up) Set this matrix to be a "lookat" transformation for a lefthanded 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 righthanded 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 righthanded 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 righthanded coordinate system.setOrtho2DLH
(float left, float right, float bottom, float top) Set this matrix to be an orthographic projection transformation for a lefthanded 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 lefthanded 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 lefthanded 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 righthanded 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 righthanded 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 lefthanded 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 lefthanded 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) Componentwise subtractsubtrahend
fromthis
.sub
(Matrix4x3fc subtrahend, Matrix4x3f dest) Componentwise 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 axisaligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
matrix and compute the axisaligned 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 axisaligned box given as the minimum cornermin
and maximum cornermax
bythis
matrix and compute the axisaligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.transformDirection
(Vector3fc v, Vector3f dest) Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result in that vector.transformPosition
(Vector3fc v, Vector3f dest) Transform/multiply the given 3Dvector, as if it was a 4Dvector 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) Premultiply 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) Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.translateLocal
(Vector3fc offset) Premultiply a translation to this matrix by translating by the given number of units in x, y and z.translateLocal
(Vector3fc offset, Matrix4x3f dest) Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.translation
(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, 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.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 righthanded coordinate system, that translates to the given(posX, posY, posZ)
and aligns the localz
axis with(dirX, dirY, dirZ)
.translationRotateTowards
(Vector3fc pos, Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a righthanded coordinate system, that translates to the givenpos
and aligns the localz
axis withdir
.Transpose 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 columnmajor 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

fma
Componentwise 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
Componentwise 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
Componentwise addthis
andother
. Parameters:
other
 the other addend Returns:
 this

add
Description copied from interface:Matrix4x3fc
Componentwise addthis
andother
and store the result indest
. Specified by:
add
in interfaceMatrix4x3fc
 Parameters:
other
 the other addenddest
 will hold the result Returns:
 dest

sub
Componentwise subtractsubtrahend
fromthis
. Parameters:
subtrahend
 the subtrahend Returns:
 this

sub
Description copied from interface:Matrix4x3fc
Componentwise subtractsubtrahend
fromthis
and store the result indest
. Specified by:
sub
in interfaceMatrix4x3fc
 Parameters:
subtrahend
 the subtrahenddest
 will hold the result Returns:
 dest

mulComponentWise
Componentwise multiplythis
byother
. Parameters:
other
 the other matrix Returns:
 this

mulComponentWise
Description copied from interface:Matrix4x3fc
Componentwise 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 columnmajor 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 columnmajor 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 columnmajor order, starting at its current position.The FloatBuffer is expected to contain the values in columnmajor order.
The position of the FloatBuffer will not be changed by this method.
 Parameters:
buffer
 the FloatBuffer to read the matrix values from in columnmajor order Returns:
 this

set
Set the values of this matrix by reading 12 float values from the givenByteBuffer
in columnmajor order, starting at its current position.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
buffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

set
Set the values of this matrix by reading 12 float values from the givenFloatBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The FloatBuffer is expected to contain the values in columnmajor order.
The position of the FloatBuffer will not be changed by this method.
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 the FloatBuffer to read the matrix values from in columnmajor order Returns:
 this

set
Set the values of this matrix by reading 12 float values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

setFromAddress
Set the values of this matrix by reading 12 float values from offheap memory in columnmajor order, starting at the given address.This method will throw an
UnsupportedOperationException
when JOML is used with `Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
 Parameters:
address
 the offheap memory address to read the matrix values from in columnmajor order Returns:
 this

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 postmultiply 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 postmultiply 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 columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
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 columnmajor order at its current position Returns:
 the passed in buffer
 See Also:

get
Description copied from interface:Matrix4x3fc
Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
 Specified by:
get
in interfaceMatrix4x3fc
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

get
Description copied from interface:Matrix4x3fc
Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
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 columnmajor order at its current position Returns:
 the passed in buffer
 See Also:

get
Description copied from interface:Matrix4x3fc
Store this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
 Specified by:
get
in interfaceMatrix4x3fc
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

getToAddress
Description copied from interface:Matrix4x3fc
Store this matrix in columnmajor order at the given offheap address.This method will throw an
UnsupportedOperationException
when JOML is used with `Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
 Specified by:
getToAddress
in interfaceMatrix4x3fc
 Parameters:
address
 the offheap 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 columnmajor 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 columnmajor 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 columnmajor 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 columnmajor 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 columnmajor 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 columnmajor order at its current position Returns:
 the passed in buffer
 See Also:

get4x4
Description copied from interface:Matrix4x3fc
Store a 4x4 matrix in columnmajor 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 columnmajor order Returns:
 the passed in buffer

get4x4
Description copied from interface:Matrix4x3fc
Store a 4x4 matrix in columnmajor 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 columnmajor order at its current position Returns:
 the passed in buffer
 See Also:

get4x4
Description copied from interface:Matrix4x3fc
Store a 4x4 matrix in columnmajor 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 columnmajor order Returns:
 the passed in buffer

get3x4
Description copied from interface:Matrix4x3fc
Store the left 3x3 submatrix as 3x4 matrix in columnmajor 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 columnmajor 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 columnmajor 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 columnmajor order Returns:
 the passed in buffer

get3x4
Description copied from interface:Matrix4x3fc
Store the left 3x3 submatrix as 3x4 matrix in columnmajor 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 columnmajor 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 columnmajor 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 columnmajor order Returns:
 the passed in buffer

getTransposed
Description copied from interface:Matrix4x3fc
Store this matrix in rowmajor 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 rowmajor order at its current position Returns:
 the passed in buffer
 See Also:

getTransposed
Description copied from interface:Matrix4x3fc
Store this matrix in rowmajor 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 rowmajor order Returns:
 the passed in buffer

getTransposed
Description copied from interface:Matrix4x3fc
Store this matrix in rowmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
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 rowmajor order at its current position Returns:
 the passed in buffer
 See Also:

getTransposed
Description copied from interface:Matrix4x3fc
Store this matrix in rowmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
 Specified by:
getTransposed
in interfaceMatrix4x3fc
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of this matrix in rowmajor 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 rowmajor 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 rowmajor 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 postmultiply a scaling transformation directly to a matrix, use
scale()
instead. Parameters:
factor
 the scale factor in x, y and z Returns:
 this
 See Also:

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 postmultiply 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 postmultiply a scaling transformation directly to a matrix use
scale()
instead. Parameters:
xyz
 the scale in x, y and z respectively Returns:
 this
 See Also:

rotation
Set this matrix to a rotation matrix which rotates the given radians about a given axis.The axis described by the
axis
vector needs to be a unit vector.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to postmultiply 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
angle
 the angle in radiansx
 the xcomponent of the rotation axisy
 the ycomponent of the rotation axisz
 the zcomponent of the rotation axis Returns:
 this
 See Also:

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

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

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

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

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

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

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

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

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

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

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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionsx
 the scaling factor for the xaxissy
 the scaling factor for the yaxissz
 the scaling factor for the zaxis Returns:
 this
 See Also:

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

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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz).mul(m)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionsx
 the scaling factor for the xaxissy
 the scaling factor for the yaxissz
 the scaling factor for the zaxism
 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale).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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentquat
 the quaternion representing a rotation Returns:
 this
 See Also:

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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).mul(mat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentquat
 the quaternion representing a 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).mul(mat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionmat
 the matrix to multiply with 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 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result in that vector.The given 3Dvector is treated as a 4Dvector with its wcomponent being 1.0, so it will represent a position/location in 3Dspace rather than a direction.
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 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being 1.0, so it will represent a position/location in 3Dspace rather than a direction.
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 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in another vector, use
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 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in the same vector, use
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
Premultiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last! Specified by:
scaleLocal
in 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
Premultiply scaling to this matrix by scaling the base axes by the given x, y and z factors.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last! Parameters:
x
 the factor of the x componenty
 the factor of the y componentz
 the factor of the z component Returns:
 this

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

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

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

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

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

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

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

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

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

rotateYXZ
Description copied from interface: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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axis Returns:
 this
 See Also:

rotateTranslation
Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.This method assumes
this
to only contain a translation.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotateTranslation
in 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is equivalent to calling:
translate(ox, oy, oz).rotate(quat).translate(ox, oy, oz)
Reference: http://en.wikipedia.org
 Parameters:
quat
 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is equivalent to calling:
translate(ox, oy, oz, dest).rotate(quat).translate(ox, oy, oz)
Reference: http://en.wikipedia.org
 Specified by:
rotateAround
in 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(ox, oy, oz).rotate(quat).translate(ox, oy, oz)
Reference: http://en.wikipedia.org
 Parameters:
quat
 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
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocal
in 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
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axis Returns:
 this
 See Also:

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

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

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

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

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

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

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

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

translateLocal
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3fc)
. Specified by:
translateLocal
in 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
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(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
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(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 righthanded 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 postmultiplying 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 righthanded 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 postmultiplying 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 righthanded 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 postmultiplying 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 righthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 righthanded 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 righthanded 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 lefthanded 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 lefthanded 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 righthanded 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 postmultiplying 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 righthanded 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 postmultiplying 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 righthanded 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 postmultiplying 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 righthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 righthanded 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 righthanded 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 lefthanded 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 lefthanded 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 righthanded 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 postmultiplying 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 righthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 righthanded 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 lefthanded 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 makez
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 postmultiplying 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 makez
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 postmultiplying 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 makez
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 postmultiplying it, use
setLookAlong()
 Specified by:
lookAlong
in interfaceMatrix4x3fc
 Parameters:
dirX
 the xcoordinate of the direction to look alongdirY
 the ycoordinate of the direction to look alongdirZ
 the zcoordinate of the direction to look alongupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:

lookAlong
Apply a rotation transformation to this matrix to makez
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 postmultiplying it, use
setLookAlong()
 Parameters:
dirX
 the xcoordinate of the direction to look alongdirY
 the ycoordinate of the direction to look alongdirZ
 the zcoordinate of the direction to look alongupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:

setLookAlong
Set this matrix to a rotation transformation to makez
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 makez
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 xcoordinate of the direction to look alongdirY
 the ycoordinate of the direction to look alongdirZ
 the zcoordinate of the direction to look alongupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:

setLookAt
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
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 righthanded coordinate system, that alignsz
withcenter  eye
.In order to apply the lookat transformation to a previous existing transformation, use
lookAt
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:

lookAt
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
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 postmultiplying 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 righthanded coordinate system, that alignsz
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 postmultiplying 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 righthanded coordinate system, that alignsz
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 postmultiplying it, use
setLookAt()
. Specified by:
lookAt
in interfaceMatrix4x3fc
 Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate 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 righthanded coordinate system, that alignsz
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 postmultiplying it, use
setLookAt()
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:

setLookAtLH
Set this matrix to be a "lookat" transformation for a lefthanded 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 lefthanded coordinate system, that aligns+z
withcenter  eye
.In order to apply the lookat transformation to a previous existing transformation, use
lookAtLH
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:

lookAtLH
Apply a "lookat" transformation to this matrix for a lefthanded 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 postmultiplying 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 lefthanded 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 postmultiplying 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 lefthanded 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 postmultiplying it, use
setLookAtLH()
. Specified by:
lookAtLH
in interfaceMatrix4x3fc
 Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate 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 lefthanded 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 postmultiplying it, use
setLookAtLH()
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:

rotateTranslation
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix, which is assumed to only contain a translation, and store the result indest
.This method assumes
this
to only contain a translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateTranslation
in interfaceMatrix4x3fc
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest
 See Also:

rotateLocal
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without premultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocal
in interfaceMatrix4x3fc
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest
 See Also:

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

rotate
Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(AxisAngle4f)
.Reference: http://en.wikipedia.org
 Parameters:
axisAngle
 theAxisAngle4f
(needs to benormalized
) Returns:
 this
 See Also:

rotate
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(AxisAngle4f)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given axisangle, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given axisangle, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(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 xcoordinate of the plane normalny
 the ycoordinate of the plane normalnz
 the zcoordinate of the plane normalpx
 the xcoordinate of a point on the planepy
 the ycoordinate of a point on the planepz
 the zcoordinate 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 xcoordinate of the plane normalny
 the ycoordinate of the plane normalnz
 the zcoordinate of the plane normalpx
 the xcoordinate of a point on the planepy
 the ycoordinate of a point on the planepz
 the zcoordinate 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 xcoordinate of the plane normalny
 the ycoordinate of the plane normalnz
 the zcoordinate of the plane normalpx
 the xcoordinate of a point on the planepy
 the ycoordinate of a point on the planepz
 the zcoordinate 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 modelviewprojection 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 WorldViewProjection 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 xcomponent of the light's vectorlightY
 the ycomponent of the light's vectorlightZ
 the zcomponent of the light's vectorlightW
 the wcomponent 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 xcomponent of the light's vectorlightY
 the ycomponent of the light's vectorlightZ
 the zcomponent of the light's vectorlightW
 the wcomponent 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 xcomponent of the light vectorlightY
 the ycomponent of the light vectorlightZ
 the zcomponent of the light vectorlightW
 the wcomponent 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 xcomponent of the light vectorlightY
 the ycomponent of the light vectorlightZ
 the zcomponent of the light vectorlightW
 the wcomponent 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 axisaligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
matrix and compute the axisaligned 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 axisaligned boxminY
 the y coordinate of the minimum corner of the axisaligned boxminZ
 the z coordinate of the minimum corner of the axisaligned boxmaxX
 the x coordinate of the maximum corner of the axisaligned boxmaxY
 the y coordinate of the maximum corner of the axisaligned boxmaxZ
 the y coordinate of the maximum corner of the axisaligned boxoutMin
 will hold the minimum corner of the resulting axisaligned boxoutMax
 will hold the maximum corner of the resulting axisaligned box Returns:
 this

transformAab
Description copied from interface:Matrix4x3fc
Transform the axisaligned box given as the minimum cornermin
and maximum cornermax
bythis
matrix and compute the axisaligned 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 axisaligned boxmax
 the maximum corner of the axisaligned boxoutMin
 will hold the minimum corner of the resulting axisaligned boxoutMax
 will hold the maximum corner of the resulting axisaligned 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 righthanded 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 postmultiplying 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 righthanded 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 postmultiplying 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 righthanded 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 postmultiplying 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 xcoordinate of the direction to rotate towardsdirY
 the ycoordinate of the direction to rotate towardsdirZ
 the zcoordinate of the direction to rotate towardsupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate 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 righthanded 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 postmultiplying 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 xcoordinate of the direction to rotate towardsdirY
 the ycoordinate of the direction to rotate towardsdirZ
 the zcoordinate of the direction to rotate towardsupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:

rotationTowards
Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
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 righthanded coordinate system, that aligns the localz
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 xcoordinate of the direction to rotate towardsdirY
 the ycoordinate of the direction to rotate towardsdirZ
 the zcoordinate of the direction to rotate towardsupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:

translationRotateTowards
Set this matrix to a model transformation for a righthanded coordinate system, that translates to the givenpos
and aligns the localz
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 righthanded coordinate system, that translates to the given(posX, posY, posZ)
and aligns the localz
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 xcoordinate of the position to translate toposY
 the ycoordinate of the position to translate toposZ
 the zcoordinate of the position to translate todirX
 the xcoordinate of the direction to rotate towardsdirY
 the ycoordinate of the direction to rotate towardsdirZ
 the zcoordinate of the direction to rotate towardsupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate 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.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 floatingpoint 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

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

isFinite
public boolean isFinite()Description copied from interface:Matrix4x3fc
Determine whether all matrix elements are finite floatingpoint values, that is, they are notNaN
and notinfinity
. Specified by:
isFinite
in interfaceMatrix4x3fc
 Returns:
true
if all components are finite floatingpoint values;false
otherwise

clone
 Overrides:
clone
in classObject
 Throws:
CloneNotSupportedException
