Class Matrix4x3f
 java.lang.Object

 org.joml.Matrix4x3f

 All Implemented Interfaces:
java.io.Externalizable
,java.io.Serializable
,Matrix4x3fc
 Direct Known Subclasses:
Matrix4x3fStack
public class Matrix4x3f extends java.lang.Object implements java.io.Externalizable, Matrix4x3fc
Contains the definition of an affine 4x3 matrix (4 columns, 3 rows) of floats, and associated functions to transform it. The matrix is columnmajor to match OpenGL's interpretation, and it looks like this:m00 m10 m20 m30
m01 m11 m21 m31
m02 m12 m22 m32 Author:
 Richard Greenlees, Kai Burjack
 See Also:
 Serialized Form


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
Constructors Constructor Description Matrix4x3f()
Create 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(java.nio.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
All Methods Instance Methods Concrete Methods Modifier and Type Method Description Matrix4x3f
_m00(float m00)
Set the value of the matrix element at column 0 and row 0 without updating the properties of the matrix.Matrix4x3f
_m01(float m01)
Set the value of the matrix element at column 0 and row 1 without updating the properties of the matrix.Matrix4x3f
_m02(float m02)
Set the value of the matrix element at column 0 and row 2 without updating the properties of the matrix.Matrix4x3f
_m10(float m10)
Set the value of the matrix element at column 1 and row 0 without updating the properties of the matrix.Matrix4x3f
_m11(float m11)
Set the value of the matrix element at column 1 and row 1 without updating the properties of the matrix.Matrix4x3f
_m12(float m12)
Set the value of the matrix element at column 1 and row 2 without updating the properties of the matrix.Matrix4x3f
_m20(float m20)
Set the value of the matrix element at column 2 and row 0 without updating the properties of the matrix.Matrix4x3f
_m21(float m21)
Set the value of the matrix element at column 2 and row 1 without updating the properties of the matrix.Matrix4x3f
_m22(float m22)
Set the value of the matrix element at column 2 and row 2 without updating the properties of the matrix.Matrix4x3f
_m30(float m30)
Set the value of the matrix element at column 3 and row 0 without updating the properties of the matrix.Matrix4x3f
_m31(float m31)
Set the value of the matrix element at column 3 and row 1 without updating the properties of the matrix.Matrix4x3f
_m32(float m32)
Set the value of the matrix element at column 3 and row 2 without updating the properties of the matrix.Matrix4x3f
add(Matrix4x3fc other)
Componentwise addthis
andother
.Matrix4x3f
add(Matrix4x3fc other, Matrix4x3f dest)
Componentwise addthis
andother
and store the result indest
.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.Matrix4x3f
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
.Matrix4x3f
arcball(float radius, Vector3fc center, float angleX, float angleY)
Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles.Matrix4x3f
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
.Matrix4x3f
assume(int properties)
Assume the given properties about this matrix.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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
.float
determinant()
Return the determinant of this matrix.Matrix4x3f
determineProperties()
Compute and set the matrix properties returned byproperties()
based on the current matrix element values.boolean
equals(java.lang.Object obj)
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
.Matrix4x3f
fma(Matrix4x3fc other, float otherFactor)
Componentwise addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.Matrix4x3f
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
.Planef
frustumPlane(int which, Planef plane)
Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelviewprojection matrix, and store the result in the givenplane
.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.java.nio.ByteBuffer
get(int index, java.nio.ByteBuffer buffer)
Store this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
get(int index, java.nio.FloatBuffer buffer)
Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
get(java.nio.ByteBuffer buffer)
Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
get(java.nio.FloatBuffer buffer)
Store this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.Matrix4d
get(Matrix4d dest)
Get the current values ofthis
matrix and store them into the upper 4x3 submatrix ofdest
.Matrix4f
get(Matrix4f dest)
Get the current values ofthis
matrix and store them into the upper 4x3 submatrix ofdest
.Matrix4x3d
get(Matrix4x3d dest)
Get the current values ofthis
matrix and store them intodest
.Matrix4x3f
get(Matrix4x3f dest)
Get the current values ofthis
matrix and store them intodest
.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)
.java.nio.ByteBuffer
get4x4(int index, java.nio.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)
.java.nio.FloatBuffer
get4x4(int index, java.nio.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)
.java.nio.ByteBuffer
get4x4(java.nio.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)
.java.nio.FloatBuffer
get4x4(java.nio.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)
.Vector3f
getColumn(int column, Vector3f dest)
Get the column at the givencolumn
index, starting with0
.Vector3f
getEulerAnglesZYX(Vector3f dest)
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.Quaterniond
getNormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Quaternionf
getNormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.AxisAngle4d
getRotation(AxisAngle4d dest)
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4d
.AxisAngle4f
getRotation(AxisAngle4f dest)
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.Vector4f
getRow(int row, Vector4f dest)
Get the row at the givenrow
index, starting with0
.Vector3f
getScale(Vector3f dest)
Get the scaling factors ofthis
matrix for the three base axes.Matrix4x3fc
getToAddress(long address)
Store this matrix in columnmajor order at the given offheap address.Vector3f
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.java.nio.ByteBuffer
getTransposed(int index, java.nio.ByteBuffer buffer)
Store this matrix in rowmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
getTransposed(int index, java.nio.FloatBuffer buffer)
Store this matrix in rowmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
getTransposed(java.nio.ByteBuffer buffer)
Store this matrix in rowmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
getTransposed(java.nio.FloatBuffer buffer)
Store this matrix in rowmajor order into the suppliedFloatBuffer
at the current bufferposition
.Quaterniond
getUnnormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Quaternionf
getUnnormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.int
hashCode()
Matrix4x3f
identity()
Reset this matrix to the identity.Matrix4x3f
invert()
Invert this matrix.Matrix4x3f
invert(Matrix4x3f dest)
Invert this matrix and write the result intodest
.Matrix4x3f
invertOrtho()
Invertthis
orthographic projection matrix.Matrix4x3f
invertOrtho(Matrix4x3f dest)
Invertthis
orthographic projection matrix and store the result into the givendest
.Matrix4x3f
lerp(Matrix4x3fc other, float t)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Matrix4x3f
lerp(Matrix4x3fc other, float t, Matrix4x3f dest)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Matrix4x3f
lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Apply a rotation transformation to this matrix to makez
point alongdir
.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
.Matrix4x3f
lookAlong(Vector3fc dir, Vector3fc up)
Apply a rotation transformation to this matrix to makez
point alongdir
.Matrix4x3f
lookAlong(Vector3fc dir, Vector3fc up, Matrix4x3f dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.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
.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
.Matrix4x3f
lookAt(Vector3fc eye, Vector3fc center, Vector3fc up)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.Matrix4x3f
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
.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
.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
.Matrix4x3f
lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
m32(float m32)
Set the value of the matrix element at column 3 and row 2.Matrix4x3f
mul(Matrix4x3fc right)
Multiply this matrix by the suppliedright
matrix and store the result inthis
.Matrix4x3f
mul(Matrix4x3fc right, Matrix4x3f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4x3f
mulComponentWise(Matrix4x3fc other)
Componentwise multiplythis
byother
.Matrix4x3f
mulComponentWise(Matrix4x3fc other, Matrix4x3f dest)
Componentwise multiplythis
byother
and store the result indest
.Matrix4x3f
mulOrtho(Matrix4x3fc view)
Multiplythis
orthographic projection matrix by the suppliedview
matrix.Matrix4x3f
mulOrtho(Matrix4x3fc view, Matrix4x3f dest)
Multiplythis
orthographic projection matrix by the suppliedview
matrix and store the result indest
.Matrix4x3f
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
.Matrix4x3f
normal()
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofthis
.Matrix3f
normal(Matrix3f dest)
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it intodest
.Matrix4x3f
normal(Matrix4x3f dest)
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofdest
.Matrix4x3f
normalize3x3()
Normalize the left 3x3 submatrix of this matrix.Matrix3f
normalize3x3(Matrix3f dest)
Normalize the left 3x3 submatrix of this matrix and store the result indest
.Matrix4x3f
normalize3x3(Matrix4x3f dest)
Normalize the left 3x3 submatrix of this matrix and store the result indest
.Vector3f
normalizedPositiveX(Vector3f dir)
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Vector3f
normalizedPositiveY(Vector3f dir)
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Vector3f
normalizedPositiveZ(Vector3f dir)
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied.Matrix4x3f
obliqueZ(float a, float b)
Apply an oblique projection transformation to this matrix with the given values fora
andb
.Matrix4x3f
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
.Vector3f
origin(Vector3f origin)
Obtain the position that gets transformed to the origin bythis
matrix.Matrix4x3f
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.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.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
.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
.Matrix4x3f
ortho2D(float left, float right, float bottom, float top)
Apply an orthographic projection transformation for a righthanded coordinate system to this matrix.Matrix4x3f
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
.Matrix4x3f
ortho2DLH(float left, float right, float bottom, float top)
Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix.Matrix4x3f
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
.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.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.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
.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
.Matrix4x3f
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.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.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
.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
.Matrix4x3f
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.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.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
.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
.Matrix4x3f
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.Matrix4x3f
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
.Vector3f
positiveX(Vector3f dir)
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Vector3f
positiveY(Vector3f dir)
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.Vector3f
positiveZ(Vector3f dir)
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.int
properties()
void
readExternal(java.io.ObjectInput in)
Matrix4x3f
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
.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
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
.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
reflect(Vector3fc normal, Vector3fc point)
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.Matrix4x3f
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
.Matrix4x3f
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
.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
rotate(float angle, Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Matrix4x3f
rotate(float angle, Vector3fc axis, Matrix4x3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.Matrix4x3f
rotate(AxisAngle4f axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.Matrix4x3f
rotate(AxisAngle4f axisAngle, Matrix4x3f dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.Matrix4x3f
rotate(Quaternionfc quat)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.Matrix4x3f
rotate(Quaternionfc quat, Matrix4x3f dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
rotateLocal(Quaternionfc quat)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.Matrix4x3f
rotateLocal(Quaternionfc quat, Matrix4x3f dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix4x3f
rotateLocalX(float ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the X axis.Matrix4x3f
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
.Matrix4x3f
rotateLocalY(float ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Y axis.Matrix4x3f
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
.Matrix4x3f
rotateLocalZ(float ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Z axis.Matrix4x3f
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
.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)
.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
.Matrix4x3f
rotateTowards(Vector3fc dir, Vector3fc up)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdir
.Matrix4x3f
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
.Matrix4x3f
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
.Matrix4x3f
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
.Matrix4x3f
rotateX(float ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.Matrix4x3f
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
.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
rotateXYZ(Vector3f angles)
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.Matrix4x3f
rotateY(float ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.Matrix4x3f
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
.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
rotateYXZ(Vector3f angles)
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.Matrix4x3f
rotateZ(float ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.Matrix4x3f
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
.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
rotateZYX(Vector3f angles)
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.Matrix4x3f
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.Matrix4x3f
rotation(float angle, Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix4x3f
rotation(AxisAngle4f axisAngle)
Set this matrix to a rotation transformation using the givenAxisAngle4f
.Matrix4x3f
rotation(Quaternionfc quat)
Set this matrix to the rotation  and possibly scaling  transformation of the givenQuaternionfc
.Matrix4x3f
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.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)
.Matrix4x3f
rotationTowards(Vector3fc dir, Vector3fc up)
Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
axis withdir
.Matrix4x3f
rotationX(float ang)
Set this matrix to a rotation transformation about the X axis.Matrix4x3f
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.Matrix4x3f
rotationY(float ang)
Set this matrix to a rotation transformation about the Y axis.Matrix4x3f
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.Matrix4x3f
rotationZ(float ang)
Set this matrix to a rotation transformation about the Z axis.Matrix4x3f
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.Matrix4x3f
scale(float xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
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
.Matrix4x3f
scale(Vector3fc xyz)
Apply scaling to this matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively.Matrix4x3f
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
.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
scaling(float factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.Matrix4x3f
scaling(float x, float y, float z)
Set this matrix to be a simple scale matrix.Matrix4x3f
scaling(Vector3fc xyz)
Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
respectively.Matrix4x3f
set(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.Matrix4x3f
set(float[] m, int off)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.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.Matrix4x3f
set(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 12 float values from the givenByteBuffer
in columnmajor order, starting at its current position.Matrix4x3f
set(java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 12 float values from the givenFloatBuffer
in columnmajor order, starting at its current position.Matrix4x3f
set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
.Matrix4x3f
set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
.Matrix4x3f
set(Matrix3fc mat)
Set the left 3x3 submatrix of thisMatrix4x3f
to the givenMatrix3fc
and the rest to identity.Matrix4x3f
set(Matrix4fc m)
Store the values of the upper 4x3 submatrix ofm
intothis
matrix.Matrix4x3f
set(Matrix4x3fc m)
Store the values of the given matrixm
intothis
matrix.Matrix4x3f
set(Quaterniondc q)
Set this matrix to be equivalent to the rotation  and possibly scaling  specified by the givenQuaterniondc
.Matrix4x3f
set(Quaternionfc q)
Set this matrix to be equivalent to the rotation  and possibly scaling  specified by the givenQuaternionfc
.Matrix4x3f
set(Vector3fc col0, Vector3fc col1, Vector3fc col2, Vector3fc col3)
Set the four columns of this matrix to the supplied vectors, respectively.Matrix4x3f
set3x3(Matrix3fc mat)
Set the left 3x3 submatrix of thisMatrix4x3f
to the givenMatrix3fc
and don't change the other elements.Matrix4x3f
set3x3(Matrix4x3fc mat)
Set the left 3x3 submatrix of thisMatrix4x3f
to that of the givenMatrix4x3fc
and don't change the other elements.Matrix4x3f
setColumn(int column, Vector3fc src)
Set the column at the givencolumn
index, starting with0
.Matrix4x3f
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.Matrix4x3f
setLookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Set this matrix to a rotation transformation to makez
point alongdir
.Matrix4x3f
setLookAlong(Vector3fc dir, Vector3fc up)
Set this matrix to a rotation transformation to makez
point alongdir
.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
.Matrix4x3f
setLookAt(Vector3fc eye, Vector3fc center, Vector3fc up)
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.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
.Matrix4x3f
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
.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]
.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.Matrix4x3f
setOrtho2D(float left, float right, float bottom, float top)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system.Matrix4x3f
setOrtho2DLH(float left, float right, float bottom, float top)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system.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]
.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.Matrix4x3f
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]
.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.Matrix4x3f
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]
.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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
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.Matrix4x3f
setRow(int row, Vector4fc src)
Set the row at the givenrow
index, starting with0
.Matrix4x3f
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)
.Matrix4x3f
setTranslation(Vector3fc xyz)
Set only the translation components(m30, m31, m32)
of this matrix to the values(xyz.x, xyz.y, xyz.z)
.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)
.Matrix4x3f
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
.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)
.Matrix4x3f
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
.Matrix4x3f
shadow(Vector4fc light, 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/directionlight
.Matrix4x3f
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
.Matrix4x3f
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
.Matrix4x3f
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
.Matrix4x3f
sub(Matrix4x3fc subtrahend)
Componentwise subtractsubtrahend
fromthis
.Matrix4x3f
sub(Matrix4x3fc subtrahend, Matrix4x3f dest)
Componentwise subtractsubtrahend
fromthis
and store the result indest
.Matrix4x3f
swap(Matrix4x3f other)
Exchange the values ofthis
matrix with the givenother
matrix.java.lang.String
toString()
Return a string representation of this matrix.java.lang.String
toString(java.text.NumberFormat formatter)
Return a string representation of this matrix by formatting the matrix elements with the givenNumberFormat
.Vector4f
transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.Vector4f
transform(Vector4fc v, Vector4f dest)
Transform/multiply the given vector by this matrix and store the result indest
.Matrix4x3f
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
.Matrix4x3f
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
.Vector3f
transformDirection(Vector3f v)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.Vector3f
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
.Vector3f
transformPosition(Vector3f v)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result in that vector.Vector3f
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
.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3f
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
.Matrix4x3f
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.Matrix4x3f
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
.Matrix4x3f
translateLocal(Vector3fc offset)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3f
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
.Matrix4x3f
translation(float x, float y, float z)
Set this matrix to be a simple translation matrix.Matrix4x3f
translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.Matrix4x3f
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.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
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
.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)
.Matrix4x3f
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
.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)
.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
.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)
.Matrix4x3f
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
.Matrix4x3f
transpose3x3()
Transpose only the left 3x3 submatrix of this matrix and set the rest of the matrix elements to identity.Matrix3f
transpose3x3(Matrix3f dest)
Transpose only the left 3x3 submatrix of this matrix and store the result indest
.Matrix4x3f
transpose3x3(Matrix4x3f dest)
Transpose only the left 3x3 submatrix of this matrix and store the result indest
.void
writeExternal(java.io.ObjectOutput out)
Matrix4x3f
zero()
Set all the values within this matrix to0
.



Constructor Detail

Matrix4x3f
public Matrix4x3f()
Create a newMatrix4x3f
and set it toidentity
.

Matrix4x3f
public Matrix4x3f(Matrix3fc mat)
Create a newMatrix4x3f
by setting its left 3x3 submatrix to the values of the givenMatrix3fc
and the rest to identity. Parameters:
mat
 theMatrix3fc

Matrix4x3f
public Matrix4x3f(Matrix4x3fc mat)
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
public Matrix4x3f(java.nio.FloatBuffer buffer)
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
public Matrix4x3f(Vector3fc col0, Vector3fc col1, Vector3fc col2, Vector3fc col3)
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 Detail

assume
public Matrix4x3f assume(int properties)
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
public Matrix4x3f 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
public Matrix4x3f m00(float m00)
Set the value of the matrix element at column 0 and row 0. Parameters:
m00
 the new value Returns:
 this

m01
public Matrix4x3f m01(float m01)
Set the value of the matrix element at column 0 and row 1. Parameters:
m01
 the new value Returns:
 this

m02
public Matrix4x3f m02(float m02)
Set the value of the matrix element at column 0 and row 2. Parameters:
m02
 the new value Returns:
 this

m10
public Matrix4x3f m10(float m10)
Set the value of the matrix element at column 1 and row 0. Parameters:
m10
 the new value Returns:
 this

m11
public Matrix4x3f m11(float m11)
Set the value of the matrix element at column 1 and row 1. Parameters:
m11
 the new value Returns:
 this

m12
public Matrix4x3f m12(float m12)
Set the value of the matrix element at column 1 and row 2. Parameters:
m12
 the new value Returns:
 this

m20
public Matrix4x3f m20(float m20)
Set the value of the matrix element at column 2 and row 0. Parameters:
m20
 the new value Returns:
 this

m21
public Matrix4x3f m21(float m21)
Set the value of the matrix element at column 2 and row 1. Parameters:
m21
 the new value Returns:
 this

m22
public Matrix4x3f m22(float m22)
Set the value of the matrix element at column 2 and row 2. Parameters:
m22
 the new value Returns:
 this

m30
public Matrix4x3f m30(float m30)
Set the value of the matrix element at column 3 and row 0. Parameters:
m30
 the new value Returns:
 this

m31
public Matrix4x3f m31(float m31)
Set the value of the matrix element at column 3 and row 1. Parameters:
m31
 the new value Returns:
 this

m32
public Matrix4x3f m32(float m32)
Set the value of the matrix element at column 3 and row 2. Parameters:
m32
 the new value Returns:
 this

_m00
public Matrix4x3f _m00(float m00)
Set the value of the matrix element at column 0 and row 0 without updating the properties of the matrix. Parameters:
m00
 the new value Returns:
 this

_m01
public Matrix4x3f _m01(float m01)
Set the value of the matrix element at column 0 and row 1 without updating the properties of the matrix. Parameters:
m01
 the new value Returns:
 this

_m02
public Matrix4x3f _m02(float m02)
Set the value of the matrix element at column 0 and row 2 without updating the properties of the matrix. Parameters:
m02
 the new value Returns:
 this

_m10
public Matrix4x3f _m10(float m10)
Set the value of the matrix element at column 1 and row 0 without updating the properties of the matrix. Parameters:
m10
 the new value Returns:
 this

_m11
public Matrix4x3f _m11(float m11)
Set the value of the matrix element at column 1 and row 1 without updating the properties of the matrix. Parameters:
m11
 the new value Returns:
 this

_m12
public Matrix4x3f _m12(float m12)
Set the value of the matrix element at column 1 and row 2 without updating the properties of the matrix. Parameters:
m12
 the new value Returns:
 this

_m20
public Matrix4x3f _m20(float m20)
Set the value of the matrix element at column 2 and row 0 without updating the properties of the matrix. Parameters:
m20
 the new value Returns:
 this

_m21
public Matrix4x3f _m21(float m21)
Set the value of the matrix element at column 2 and row 1 without updating the properties of the matrix. Parameters:
m21
 the new value Returns:
 this

_m22
public Matrix4x3f _m22(float m22)
Set the value of the matrix element at column 2 and row 2 without updating the properties of the matrix. Parameters:
m22
 the new value Returns:
 this

_m30
public Matrix4x3f _m30(float m30)
Set the value of the matrix element at column 3 and row 0 without updating the properties of the matrix. Parameters:
m30
 the new value Returns:
 this

_m31
public Matrix4x3f _m31(float m31)
Set the value of the matrix element at column 3 and row 1 without updating the properties of the matrix. Parameters:
m31
 the new value Returns:
 this

_m32
public Matrix4x3f _m32(float m32)
Set the value of the matrix element at column 3 and row 2 without updating the properties of the matrix. Parameters:
m32
 the new value Returns:
 this

identity
public Matrix4x3f 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
public Matrix4x3f set(Matrix4x3fc m)
Store the values of the given matrixm
intothis
matrix. Parameters:
m
 the matrix to copy the values from Returns:
 this
 See Also:
Matrix4x3f(Matrix4x3fc)
,get(Matrix4x3f)

set
public Matrix4x3f set(Matrix4fc m)
Store the values of the upper 4x3 submatrix ofm
intothis
matrix. Parameters:
m
 the matrix to copy the values from Returns:
 this
 See Also:
Matrix4fc.get4x3(Matrix4x3f)

get
public Matrix4f get(Matrix4f dest)
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:
Matrix4f.set4x3(Matrix4x3fc)

get
public Matrix4d get(Matrix4d dest)
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:
Matrix4d.set4x3(Matrix4x3fc)

set
public Matrix4x3f set(Matrix3fc mat)
Set the left 3x3 submatrix of thisMatrix4x3f
to the givenMatrix3fc
and the rest to identity. Parameters:
mat
 theMatrix3fc
 Returns:
 this
 See Also:
Matrix4x3f(Matrix3fc)

set
public Matrix4x3f set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
. Parameters:
axisAngle
 theAxisAngle4f
 Returns:
 this

set
public Matrix4x3f set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
. Parameters:
axisAngle
 theAxisAngle4d
 Returns:
 this

set
public Matrix4x3f set(Quaternionfc q)
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:
rotation(Quaternionfc)

set
public Matrix4x3f set(Quaterniondc q)
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
public Matrix4x3f set(Vector3fc col0, Vector3fc col1, Vector3fc col2, Vector3fc col3)
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
public Matrix4x3f set3x3(Matrix4x3fc mat)
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
public Matrix4x3f mul(Matrix4x3fc right)
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
public Matrix4x3f mul(Matrix4x3fc right, Matrix4x3f dest)
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
public Matrix4x3f mulTranslation(Matrix4x3fc right, Matrix4x3f dest)
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
public Matrix4x3f mulOrtho(Matrix4x3fc view)
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
public Matrix4x3f mulOrtho(Matrix4x3fc view, Matrix4x3f dest)
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
public Matrix4x3f fma(Matrix4x3fc other, float otherFactor)
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
public Matrix4x3f fma(Matrix4x3fc other, float otherFactor, Matrix4x3f dest)
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
public Matrix4x3f add(Matrix4x3fc other)
Componentwise addthis
andother
. Parameters:
other
 the other addend Returns:
 this

add
public Matrix4x3f add(Matrix4x3fc other, Matrix4x3f dest)
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
public Matrix4x3f sub(Matrix4x3fc subtrahend)
Componentwise subtractsubtrahend
fromthis
. Parameters:
subtrahend
 the subtrahend Returns:
 this

sub
public Matrix4x3f sub(Matrix4x3fc subtrahend, Matrix4x3f dest)
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
public Matrix4x3f mulComponentWise(Matrix4x3fc other)
Componentwise multiplythis
byother
. Parameters:
other
 the other matrix Returns:
 this

mulComponentWise
public Matrix4x3f mulComponentWise(Matrix4x3fc other, Matrix4x3f dest)
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
public Matrix4x3f set(float[] m, int off)
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(float[])

set
public Matrix4x3f set(float[] m)
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(float[], int)

set
public Matrix4x3f set(java.nio.FloatBuffer buffer)
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
public Matrix4x3f set(java.nio.ByteBuffer buffer)
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

setFromAddress
public Matrix4x3f 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.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
public Matrix4x3f invert(Matrix4x3f dest)
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
public Matrix4x3f invert()
Invert this matrix. Returns:
 this

invertOrtho
public Matrix4x3f invertOrtho(Matrix4x3f dest)
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
public Matrix4x3f invertOrtho()
Invertthis
orthographic projection matrix.This method can be used to quickly obtain the inverse of an orthographic projection matrix.
 Returns:
 this

transpose3x3
public Matrix4x3f transpose3x3()
Transpose only the left 3x3 submatrix of this matrix and set the rest of the matrix elements to identity. Returns:
 this

transpose3x3
public Matrix4x3f transpose3x3(Matrix4x3f dest)
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
public Matrix3f transpose3x3(Matrix3f dest)
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
public Matrix4x3f translation(float x, float y, float z)
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:
translate(float, float, float)

translation
public Matrix4x3f translation(Vector3fc offset)
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:
translate(float, float, float)

setTranslation
public Matrix4x3f 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)
.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:
translation(float, float, float)
,translate(float, float, float)

setTranslation
public Matrix4x3f setTranslation(Vector3fc xyz)
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:
translation(Vector3fc)
,translate(Vector3fc)

getTranslation
public Vector3f getTranslation(Vector3f dest)
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
public Vector3f getScale(Vector3f dest)
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
public java.lang.String toString()
Return a string representation of this matrix.This method creates a new
DecimalFormat
on every invocation with the format string "0.000E0;
". Overrides:
toString
in classjava.lang.Object
 Returns:
 the string representation

toString
public java.lang.String toString(java.text.NumberFormat formatter)
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
public Matrix4x3f get(Matrix4x3f dest)
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:
set(Matrix4x3fc)

get
public Matrix4x3d get(Matrix4x3d dest)
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:
Matrix4x3d.set(Matrix4x3fc)

getRotation
public AxisAngle4f getRotation(AxisAngle4f dest)
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:
AxisAngle4f.set(Matrix4x3fc)

getRotation
public AxisAngle4d getRotation(AxisAngle4d dest)
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:
AxisAngle4f.set(Matrix4x3fc)

getUnnormalizedRotation
public Quaternionf getUnnormalizedRotation(Quaternionf dest)
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:
Quaternionf.setFromUnnormalized(Matrix4x3fc)

getNormalizedRotation
public Quaternionf getNormalizedRotation(Quaternionf dest)
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:
Quaternionf.setFromNormalized(Matrix4x3fc)

getUnnormalizedRotation
public Quaterniond getUnnormalizedRotation(Quaterniond dest)
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:
Quaterniond.setFromUnnormalized(Matrix4x3fc)

getNormalizedRotation
public Quaterniond getNormalizedRotation(Quaterniond dest)
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:
Quaterniond.setFromNormalized(Matrix4x3fc)

get
public java.nio.FloatBuffer get(java.nio.FloatBuffer buffer)
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:
Matrix4x3fc.get(int, FloatBuffer)

get
public java.nio.FloatBuffer get(int index, java.nio.FloatBuffer buffer)
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
public java.nio.ByteBuffer get(java.nio.ByteBuffer buffer)
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:
Matrix4x3fc.get(int, ByteBuffer)

get
public java.nio.ByteBuffer get(int index, java.nio.ByteBuffer buffer)
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
public Matrix4x3fc getToAddress(long address)
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:
Matrix4x3fc.get(float[], int)

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:
Matrix4x3fc.get4x4(float[], int)

get4x4
public java.nio.FloatBuffer get4x4(java.nio.FloatBuffer buffer)
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:
Matrix4x3fc.get4x4(int, FloatBuffer)

get4x4
public java.nio.FloatBuffer get4x4(int index, java.nio.FloatBuffer buffer)
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
public java.nio.ByteBuffer get4x4(java.nio.ByteBuffer buffer)
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:
Matrix4x3fc.get4x4(int, ByteBuffer)

get4x4
public java.nio.ByteBuffer get4x4(int index, java.nio.ByteBuffer buffer)
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

getTransposed
public java.nio.FloatBuffer getTransposed(java.nio.FloatBuffer buffer)
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:
Matrix4x3fc.getTransposed(int, FloatBuffer)

getTransposed
public java.nio.FloatBuffer getTransposed(int index, java.nio.FloatBuffer buffer)
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
public java.nio.ByteBuffer getTransposed(java.nio.ByteBuffer buffer)
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:
Matrix4x3fc.getTransposed(int, ByteBuffer)

getTransposed
public java.nio.ByteBuffer getTransposed(int index, java.nio.ByteBuffer buffer)
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:
Matrix4x3fc.getTransposed(float[], int)

zero
public Matrix4x3f zero()
Set all the values within this matrix to0
. Returns:
 this

scaling
public Matrix4x3f scaling(float factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to postmultiply a scaling transformation directly to a matrix, use
scale()
instead. Parameters:
factor
 the scale factor in x, y and z Returns:
 this
 See Also:
scale(float)

scaling
public Matrix4x3f scaling(float x, float y, float z)
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:
scale(float, float, float)

scaling
public Matrix4x3f scaling(Vector3fc xyz)
Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
respectively.The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to postmultiply a scaling transformation directly to a matrix use
scale()
instead. Parameters:
xyz
 the scale in x, y and z respectively Returns:
 this
 See Also:
scale(Vector3fc)

rotation
public Matrix4x3f rotation(float angle, Vector3fc axis)
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:
rotate(float, Vector3fc)

rotation
public Matrix4x3f rotation(AxisAngle4f axisAngle)
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:
rotate(AxisAngle4f)

rotation
public Matrix4x3f 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.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:
rotate(float, float, float, float)

rotationX
public Matrix4x3f rotationX(float ang)
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
public Matrix4x3f rotationY(float ang)
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
public Matrix4x3f rotationZ(float ang)
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
public Matrix4x3f 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.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
public Matrix4x3f 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.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
public Matrix4x3f 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.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
public Matrix4x3f 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.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
public Matrix4x3f 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.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
public Matrix4x3f 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.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
public Matrix4x3f rotation(Quaternionfc quat)
Set this matrix to the rotation  and possibly scaling  transformation of the givenQuaternionfc
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:
rotate(Quaternionfc)

translationRotateScale
public 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:
translation(float, float, float)
,rotate(Quaternionfc)
,scale(float, float, float)

translationRotateScale
public Matrix4x3f 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
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translation(Vector3fc)
,rotate(Quaternionfc)

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:
translation(float, float, float)
,rotate(Quaternionfc)
,scale(float, float, float)
,mul(Matrix4x3fc)

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:
translation(Vector3fc)
,rotate(Quaternionfc)

translationRotate
public Matrix4x3f 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.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:
translation(float, float, float)
,rotate(Quaternionfc)

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:
translation(float, float, float)
,rotate(Quaternionfc)
,mul(Matrix4x3fc)

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:
translation(float, float, float)
,rotate(Quaternionfc)
,mul(Matrix4x3fc)

set3x3
public Matrix4x3f set3x3(Matrix3fc mat)
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
public Vector4f transform(Vector4f v)
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:
Vector4f.mul(Matrix4x3fc)

transform
public Vector4f transform(Vector4fc v, Vector4f dest)
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:
Vector4f.mul(Matrix4x3fc, Vector4f)

transformPosition
public Vector3f transformPosition(Vector3f v)
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:
Matrix4x3fc.transformPosition(Vector3fc, Vector3f)
,Matrix4x3fc.transform(Vector4f)

transformPosition
public Vector3f transformPosition(Vector3fc v, Vector3f dest)
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:
Matrix4x3fc.transformPosition(Vector3f)
,Matrix4x3fc.transform(Vector4fc, Vector4f)

transformDirection
public Vector3f transformDirection(Vector3f v)
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:
Matrix4x3fc.transformDirection(Vector3fc, Vector3f)

transformDirection
public Vector3f transformDirection(Vector3fc v, Vector3f dest)
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:
Matrix4x3fc.transformDirection(Vector3f)

scale
public Matrix4x3f scale(Vector3fc xyz, Matrix4x3f dest)
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
public Matrix4x3f scale(Vector3fc xyz)
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
public Matrix4x3f scale(float xyz, Matrix4x3f dest)
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:
Matrix4x3fc.scale(float, float, float, Matrix4x3f)

scale
public Matrix4x3f scale(float xyz)
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:
scale(float, float, float)

scale
public Matrix4x3f scale(float x, float y, float z, Matrix4x3f dest)
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
public Matrix4x3f 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.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
public Matrix4x3f scaleLocal(float x, float y, float z, Matrix4x3f dest)
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

scaleLocal
public Matrix4x3f 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.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
public Matrix4x3f rotateX(float ang, Matrix4x3f dest)
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
public Matrix4x3f rotateX(float ang)
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
public Matrix4x3f rotateY(float ang, Matrix4x3f dest)
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
public Matrix4x3f rotateY(float ang)
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
public Matrix4x3f rotateZ(float ang, Matrix4x3f dest)
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
public Matrix4x3f rotateZ(float ang)
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
public Matrix4x3f rotateXYZ(Vector3f angles)
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
public Matrix4x3f 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.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
public Matrix4x3f rotateXYZ(float angleX, float angleY, float angleZ, Matrix4x3f dest)
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
public Matrix4x3f rotateZYX(Vector3f angles)
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
public Matrix4x3f 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.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
public Matrix4x3f rotateZYX(float angleZ, float angleY, float angleX, Matrix4x3f dest)
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
public Matrix4x3f rotateYXZ(Vector3f angles)
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
public Matrix4x3f 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.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
public Matrix4x3f rotateYXZ(float angleY, float angleX, float angleZ, Matrix4x3f dest)
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
public Matrix4x3f 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
.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:
rotation(float, float, float, float)

rotate
public Matrix4x3f 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.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axis Returns:
 this
 See Also:
rotation(float, float, float, float)

rotateTranslation
public Matrix4x3f 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
.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:
rotation(float, float, float, float)

rotateAround
public Matrix4x3f 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.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:
 a matrix holding the result

rotateAround
public Matrix4x3f rotateAround(Quaternionfc quat, float ox, float oy, float oz, Matrix4x3f dest)
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
public Matrix4x3f 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.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
public Matrix4x3f 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
.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:
rotation(float, float, float, float)

rotateLocal
public Matrix4x3f 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.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axis Returns:
 this
 See Also:
rotation(float, float, float, float)

rotateLocalX
public Matrix4x3f 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
.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:
rotationX(float)

rotateLocalX
public Matrix4x3f rotateLocalX(float ang)
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:
 a matrix holding the result
 See Also:
rotationX(float)

rotateLocalY
public Matrix4x3f 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
.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:
rotationY(float)

rotateLocalY
public Matrix4x3f rotateLocalY(float ang)
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:
 a matrix holding the result
 See Also:
rotationY(float)

rotateLocalZ
public Matrix4x3f 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
.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:
rotationZ(float)

rotateLocalZ
public Matrix4x3f rotateLocalZ(float ang)
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:
 a matrix holding the result
 See Also:
rotationY(float)

translate
public Matrix4x3f translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3fc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3fc)

translate
public Matrix4x3f 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
.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:
translation(Vector3fc)

translate
public Matrix4x3f 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
.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:
translation(float, float, float)

translate
public Matrix4x3f 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.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:
translation(float, float, float)

translateLocal
public Matrix4x3f translateLocal(Vector3fc offset)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3fc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3fc)

translateLocal
public Matrix4x3f 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
.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:
translation(Vector3fc)

translateLocal
public Matrix4x3f 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
.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:
translation(float, float, float)

translateLocal
public Matrix4x3f 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.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:
translation(float, float, float)

writeExternal
public void writeExternal(java.io.ObjectOutput out) throws java.io.IOException
 Specified by:
writeExternal
in interfacejava.io.Externalizable
 Throws:
java.io.IOException

readExternal
public void readExternal(java.io.ObjectInput in) throws java.io.IOException
 Specified by:
readExternal
in interfacejava.io.Externalizable
 Throws:
java.io.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:
setOrtho(float, float, float, float, float, float, boolean)

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:
setOrtho(float, float, float, float, float, float)

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:
setOrtho(float, float, float, float, float, float, boolean)

ortho
public Matrix4x3f 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.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:
setOrtho(float, float, float, float, float, float)

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:
setOrthoLH(float, float, float, float, float, float, boolean)

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:
setOrthoLH(float, float, float, float, float, float)

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:
setOrthoLH(float, float, float, float, float, float, boolean)

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:
setOrthoLH(float, float, float, float, float, float)

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:
ortho(float, float, float, float, float, float, boolean)

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:
ortho(float, float, float, float, float, float)

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:
orthoLH(float, float, float, float, float, float, boolean)

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:
orthoLH(float, float, float, float, float, float)

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:
setOrthoSymmetric(float, float, float, float, boolean)

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:
setOrthoSymmetric(float, float, float, float)

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:
setOrthoSymmetric(float, float, float, float, boolean)

orthoSymmetric
public Matrix4x3f 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.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:
setOrthoSymmetric(float, float, float, float)

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:
setOrthoSymmetricLH(float, float, float, float, boolean)

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:
setOrthoSymmetricLH(float, float, float, float)

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:
setOrthoSymmetricLH(float, float, float, float, boolean)

orthoSymmetricLH
public Matrix4x3f 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.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:
setOrthoSymmetricLH(float, float, float, float)

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:
orthoSymmetric(float, float, float, float, boolean)

setOrthoSymmetric
public Matrix4x3f 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]
.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:
orthoSymmetric(float, float, float, float)

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:
orthoSymmetricLH(float, float, float, float, boolean)

setOrthoSymmetricLH
public Matrix4x3f 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]
.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:
orthoSymmetricLH(float, float, float, float)

ortho2D
public Matrix4x3f 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
.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:
ortho(float, float, float, float, float, float, Matrix4x3f)
,setOrtho2D(float, float, float, float)

ortho2D
public Matrix4x3f ortho2D(float left, float right, float bottom, float top)
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:
ortho(float, float, float, float, float, float)
,setOrtho2D(float, float, float, float)

ortho2DLH
public Matrix4x3f 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
.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:
orthoLH(float, float, float, float, float, float, Matrix4x3f)
,setOrtho2DLH(float, float, float, float)

ortho2DLH
public Matrix4x3f ortho2DLH(float left, float right, float bottom, float top)
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:
orthoLH(float, float, float, float, float, float)
,setOrtho2DLH(float, float, float, float)

setOrtho2D
public Matrix4x3f setOrtho2D(float left, float right, float bottom, float top)
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:
setOrtho(float, float, float, float, float, float)
,ortho2D(float, float, float, float)

setOrtho2DLH
public Matrix4x3f setOrtho2DLH(float left, float right, float bottom, float top)
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:
setOrthoLH(float, float, float, float, float, float)
,ortho2DLH(float, float, float, float)

lookAlong
public Matrix4x3f lookAlong(Vector3fc dir, Vector3fc up)
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(float, float, float, float, float, float)
,lookAt(Vector3fc, Vector3fc, Vector3fc)
,setLookAlong(Vector3fc, Vector3fc)

lookAlong
public Matrix4x3f lookAlong(Vector3fc dir, Vector3fc up, 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:
dir
 the direction in space to look alongup
 the direction of 'up'dest
 will hold the result Returns:
 dest
 See Also:
lookAlong(float, float, float, float, float, float)
,lookAt(Vector3fc, Vector3fc, Vector3fc)
,setLookAlong(Vector3fc, Vector3fc)

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:
lookAt(float, float, float, float, float, float, float, float, float)
,setLookAlong(float, float, float, float, float, float)

lookAlong
public Matrix4x3f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
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:
lookAt(float, float, float, float, float, float, float, float, float)
,setLookAlong(float, float, float, float, float, float)

setLookAlong
public Matrix4x3f setLookAlong(Vector3fc dir, Vector3fc up)
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(Vector3fc, Vector3fc)
,lookAlong(Vector3fc, Vector3fc)

setLookAlong
public Matrix4x3f setLookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
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:
setLookAlong(float, float, float, float, float, float)
,lookAlong(float, float, float, float, float, float)

setLookAt
public Matrix4x3f setLookAt(Vector3fc eye, Vector3fc center, Vector3fc up)
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(float, float, float, float, float, float, float, float, float)
,lookAt(Vector3fc, Vector3fc, Vector3fc)

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:
setLookAt(Vector3fc, Vector3fc, Vector3fc)
,lookAt(float, float, float, float, float, float, float, float, float)

lookAt
public Matrix4x3f 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
.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(float, float, float, float, float, float, float, float, float)
,setLookAlong(Vector3fc, Vector3fc)

lookAt
public Matrix4x3f lookAt(Vector3fc eye, Vector3fc center, Vector3fc up)
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(float, float, float, float, float, float, float, float, float)
,setLookAlong(Vector3fc, Vector3fc)

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(Vector3fc, Vector3fc, Vector3fc)
,setLookAt(float, float, float, float, float, float, float, float, float)

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:
lookAt(Vector3fc, Vector3fc, Vector3fc)
,setLookAt(float, float, float, float, float, float, float, float, float)

setLookAtLH
public Matrix4x3f 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
.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(float, float, float, float, float, float, float, float, float)
,lookAtLH(Vector3fc, Vector3fc, Vector3fc)

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:
setLookAtLH(Vector3fc, Vector3fc, Vector3fc)
,lookAtLH(float, float, float, float, float, float, float, float, float)

lookAtLH
public Matrix4x3f 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
.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(float, float, float, float, float, float, float, float, float)

lookAtLH
public Matrix4x3f lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up)
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(float, float, float, float, float, float, float, float, float)

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(Vector3fc, Vector3fc, Vector3fc)
,setLookAtLH(float, float, float, float, float, float, float, float, float)

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:
lookAtLH(Vector3fc, Vector3fc, Vector3fc)
,setLookAtLH(float, float, float, float, float, float, float, float, float)

rotate
public Matrix4x3f rotate(Quaternionfc quat, Matrix4x3f dest)
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:
rotation(Quaternionfc)

rotate
public Matrix4x3f rotate(Quaternionfc quat)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:
rotation(Quaternionfc)

rotateTranslation
public Matrix4x3f 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
.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:
rotation(Quaternionfc)

rotateLocal
public Matrix4x3f rotateLocal(Quaternionfc quat, Matrix4x3f dest)
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:
rotation(Quaternionfc)

rotateLocal
public Matrix4x3f rotateLocal(Quaternionfc quat)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without premultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:
rotation(Quaternionfc)

rotate
public Matrix4x3f rotate(AxisAngle4f axisAngle)
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(float, float, float, float)
,rotation(AxisAngle4f)

rotate
public Matrix4x3f rotate(AxisAngle4f axisAngle, Matrix4x3f dest)
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(float, float, float, float)
,rotation(AxisAngle4f)

rotate
public Matrix4x3f rotate(float angle, Vector3fc axis)
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(float, float, float, float)
,rotation(float, Vector3fc)

rotate
public Matrix4x3f rotate(float angle, Vector3fc axis, Matrix4x3f dest)
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:
rotate(float, float, float, float)
,rotation(float, Vector3fc)

reflect
public Matrix4x3f reflect(float a, float b, float c, float d, Matrix4x3f dest)
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
public Matrix4x3f 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
.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
public Matrix4x3f 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.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
public Matrix4x3f reflect(Vector3fc normal, Vector3fc point)
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
public Matrix4x3f 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.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
public Matrix4x3f reflect(Quaternionfc orientation, Vector3fc point, Matrix4x3f dest)
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
public Matrix4x3f reflect(Vector3fc normal, Vector3fc point, 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:
normal
 the plane normalpoint
 a point on the planedest
 will hold the result Returns:
 dest

reflection
public Matrix4x3f 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
.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
public Matrix4x3f 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. 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
public Matrix4x3f 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. Parameters:
normal
 the plane normalpoint
 a point on the plane Returns:
 this

reflection
public Matrix4x3f 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.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
public Vector4f getRow(int row, Vector4f dest) throws java.lang.IndexOutOfBoundsException
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:
java.lang.IndexOutOfBoundsException
 ifrow
is not in[0..2]

setRow
public Matrix4x3f setRow(int row, Vector4fc src) throws java.lang.IndexOutOfBoundsException
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:
java.lang.IndexOutOfBoundsException
 ifrow
is not in[0..2]

getColumn
public Vector3f getColumn(int column, Vector3f dest) throws java.lang.IndexOutOfBoundsException
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:
java.lang.IndexOutOfBoundsException
 ifcolumn
is not in[0..2]

setColumn
public Matrix4x3f setColumn(int column, Vector3fc src) throws java.lang.IndexOutOfBoundsException
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:
java.lang.IndexOutOfBoundsException
 ifcolumn
is not in[0..3]

normal
public Matrix4x3f 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:
set3x3(Matrix4x3fc)

normal
public Matrix4x3f normal(Matrix4x3f dest)
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:
set3x3(Matrix4x3fc)

normal
public Matrix3f normal(Matrix3f dest)
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

normalize3x3
public Matrix4x3f 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
public Matrix4x3f normalize3x3(Matrix4x3f dest)
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
public Matrix3f normalize3x3(Matrix3f dest)
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
public Planef frustumPlane(int which, Planef plane)
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 givenplane
.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
plane
 will hold the computed plane equation. The plane equation will be normalized, meaning that(a, b, c)
will be a unit vector Returns:
 planeEquation

positiveZ
public Vector3f positiveZ(Vector3f dir)
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
public Vector3f normalizedPositiveZ(Vector3f dir)
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
public Vector3f positiveX(Vector3f dir)
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
public Vector3f normalizedPositiveX(Vector3f dir)
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
public Vector3f positiveY(Vector3f dir)
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
public Vector3f normalizedPositiveY(Vector3f dir)
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
public Vector3f origin(Vector3f 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
public Matrix4x3f shadow(Vector4fc light, 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/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 reflection 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
public Matrix4x3f shadow(Vector4fc light, 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/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 reflection 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 reflection 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 reflection 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
public Matrix4x3f shadow(Vector4fc light, 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/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 reflection 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
public Matrix4x3f 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
.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 reflection 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 reflection 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 reflection 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
public Matrix4x3f 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.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
public Matrix4x3f 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
.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(Vector3fc, Vector3fc)

billboardSpherical
public Matrix4x3f 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.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:
billboardSpherical(Vector3fc, Vector3fc, Vector3fc)

hashCode
public int hashCode()
 Overrides:
hashCode
in classjava.lang.Object

equals
public boolean equals(java.lang.Object obj)
 Overrides:
equals
in classjava.lang.Object

equals
public boolean equals(Matrix4x3fc m, float delta)
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
public Matrix4x3f 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. 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
public Matrix4x3f swap(Matrix4x3f other)
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).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
public Matrix4x3f arcball(float radius, Vector3fc center, float angleX, float angleY)
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
public Matrix4x3f transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax)
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
public Matrix4x3f lerp(Matrix4x3fc other, float t)
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
public Matrix4x3f lerp(Matrix4x3fc other, float t, Matrix4x3f dest)
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
public Matrix4x3f 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
.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(float, float, float, float, float, float, Matrix4x3f)
,rotationTowards(Vector3fc, Vector3fc)

rotateTowards
public Matrix4x3f rotateTowards(Vector3fc dir, Vector3fc up)
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(float, float, float, float, float, float)
,rotationTowards(Vector3fc, Vector3fc)

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(Vector3fc, Vector3fc)
,rotationTowards(float, float, float, float, float, float)

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:
rotateTowards(Vector3fc, Vector3fc)
,rotationTowards(float, float, float, float, float, float)

rotationTowards
public Matrix4x3f rotationTowards(Vector3fc dir, Vector3fc up)
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(Vector3fc, Vector3fc)
,rotateTowards(float, float, float, float, float, float)

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:
rotateTowards(Vector3fc, Vector3fc)
,rotationTowards(float, float, float, float, float, float)

translationRotateTowards
public Matrix4x3f 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
.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:
translation(Vector3fc)
,rotateTowards(Vector3fc, Vector3fc)

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:
translation(float, float, float)
,rotateTowards(float, float, float, float, float, float)

getEulerAnglesZYX
public Vector3f getEulerAnglesZYX(Vector3f dest)
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.This method assumes that the upper left of
this
only represents a rotation without scaling.Note that the returned Euler angles must be applied in the order
Z * Y * X
to obtain the identical matrix. This means that callingrotateZYX(float, float, float)
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
public Matrix4x3f obliqueZ(float a, float b)
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
public Matrix4x3f 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
.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

