Interface Matrix4x3fc

 All Known Implementing Classes:
Matrix4x3f
,Matrix4x3fStack
public interface Matrix4x3fc
Interface to a readonly view of a 4x3 matrix of singleprecision floats. Author:
 Kai Burjack


Field Summary
Fields Modifier and Type Field Description static int
PLANE_NX
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationx=1
when using the identity matrix.static int
PLANE_NY
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationy=1
when using the identity matrix.static int
PLANE_NZ
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationz=1
when using the identity matrix.static int
PLANE_PX
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationx=1
when using the identity matrix.static int
PLANE_PY
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationy=1
when using the identity matrix.static int
PLANE_PZ
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationz=1
when using the identity matrix.static byte
PROPERTY_IDENTITY
Bit returned byproperties()
to indicate that the matrix represents the identity transformation.static byte
PROPERTY_ORTHONORMAL
Bit returned byproperties()
to indicate that the left 3x3 submatrix represents an orthogonal matrix (i.e. orthonormal basis).static byte
PROPERTY_TRANSLATION
Bit returned byproperties()
to indicate that the matrix represents a pure translation transformation.

Method Summary
All Methods Instance Methods Abstract Methods Modifier and Type Method Description 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, 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, 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
.float
determinant()
Return the determinant of this matrix.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, 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
.Matrix4x3f
invert(Matrix4x3f dest)
Invert this matrix and write the result intodest
.Matrix4x3f
invertOrtho(Matrix4x3f dest)
Invertthis
orthographic projection matrix and store the result into the givendest
.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, Matrix4x3f dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.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, 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, 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, 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, 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.float
m01()
Return 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.float
m10()
Return 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.float
m12()
Return 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.float
m21()
Return 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.float
m30()
Return 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.float
m32()
Return the value of the matrix element at column 3 and row 2.Matrix4x3f
mul(Matrix4x3fc right, Matrix4x3f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4x3f
mulComponentWise(Matrix4x3fc other, Matrix4x3f dest)
Componentwise multiplythis
byother
and store the result indest
.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
.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
.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, 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, 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, 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, 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, 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, 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, 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, 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()
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, 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, 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
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, Matrix4x3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.Matrix4x3f
rotate(AxisAngle4f axisAngle, Matrix4x3f dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.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, 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, 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, Matrix4x3f dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.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, 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, 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, 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
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, 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
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, 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
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, 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, 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
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, 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, 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, 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, Matrix4x3f dest)
Componentwise subtractsubtrahend
fromthis
and store the result indest
.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, 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, 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, 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, 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
.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
.



Field Detail

PLANE_NX
static final int PLANE_NX
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationx=1
when using the identity matrix. See Also:
 Constant Field Values

PLANE_PX
static final int PLANE_PX
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationx=1
when using the identity matrix. See Also:
 Constant Field Values

PLANE_NY
static final int PLANE_NY
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationy=1
when using the identity matrix. See Also:
 Constant Field Values

PLANE_PY
static final int PLANE_PY
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationy=1
when using the identity matrix. See Also:
 Constant Field Values

PLANE_NZ
static final int PLANE_NZ
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationz=1
when using the identity matrix. See Also:
 Constant Field Values

PLANE_PZ
static final int PLANE_PZ
Argument to the first parameter offrustumPlane(int, Planef)
identifying the plane with equationz=1
when using the identity matrix. See Also:
 Constant Field Values

PROPERTY_IDENTITY
static final byte PROPERTY_IDENTITY
Bit returned byproperties()
to indicate that the matrix represents the identity transformation. See Also:
 Constant Field Values

PROPERTY_TRANSLATION
static final byte PROPERTY_TRANSLATION
Bit returned byproperties()
to indicate that the matrix represents a pure translation transformation. See Also:
 Constant Field Values

PROPERTY_ORTHONORMAL
static final byte PROPERTY_ORTHONORMAL
Bit returned byproperties()
to indicate that the left 3x3 submatrix represents an orthogonal matrix (i.e. orthonormal basis). See Also:
 Constant Field Values


Method Detail

properties
int properties()
 Returns:
 the properties of the matrix

m00
float m00()
Return the value of the matrix element at column 0 and row 0. Returns:
 the value of the matrix element

m01
float m01()
Return the value of the matrix element at column 0 and row 1. Returns:
 the value of the matrix element

m02
float m02()
Return the value of the matrix element at column 0 and row 2. Returns:
 the value of the matrix element

m10
float m10()
Return the value of the matrix element at column 1 and row 0. Returns:
 the value of the matrix element

m11
float m11()
Return the value of the matrix element at column 1 and row 1. Returns:
 the value of the matrix element

m12
float m12()
Return the value of the matrix element at column 1 and row 2. Returns:
 the value of the matrix element

m20
float m20()
Return the value of the matrix element at column 2 and row 0. Returns:
 the value of the matrix element

m21
float m21()
Return the value of the matrix element at column 2 and row 1. Returns:
 the value of the matrix element

m22
float m22()
Return the value of the matrix element at column 2 and row 2. Returns:
 the value of the matrix element

m30
float m30()
Return the value of the matrix element at column 3 and row 0. Returns:
 the value of the matrix element

m31
float m31()
Return the value of the matrix element at column 3 and row 1. Returns:
 the value of the matrix element

m32
float m32()
Return the value of the matrix element at column 3 and row 2. Returns:
 the value of the matrix element

get
Matrix4f get(Matrix4f dest)
Get the current values ofthis
matrix and store them into the upper 4x3 submatrix ofdest
.The other elements of
dest
will not be modified. Parameters:
dest
 the destination matrix Returns:
 dest
 See Also:
Matrix4f.set4x3(Matrix4x3fc)

get
Matrix4d get(Matrix4d dest)
Get the current values ofthis
matrix and store them into the upper 4x3 submatrix ofdest
.The other elements of
dest
will not be modified. Parameters:
dest
 the destination matrix Returns:
 dest
 See Also:
Matrix4d.set4x3(Matrix4x3fc)

mul
Matrix4x3f mul(Matrix4x3fc right, Matrix4x3f dest)
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! Parameters:
right
 the right operand of the matrix multiplicationdest
 the destination matrix, which will hold the result Returns:
 dest

mulTranslation
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
.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! Parameters:
right
 the right operand of the matrix multiplicationdest
 the destination matrix, which will hold the result Returns:
 dest

mulOrtho
Matrix4x3f mulOrtho(Matrix4x3fc view, Matrix4x3f dest)
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! Parameters:
view
 the matrix which to multiplythis
withdest
 the destination matrix, which will hold the result Returns:
 dest

fma
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
.The other components of
dest
will be set to the ones ofthis
.The matrices
this
andother
will not be changed. Parameters:
other
 the other matrixotherFactor
 the factor to multiply each of the other matrix's componentsdest
 will hold the result Returns:
 dest

add
Matrix4x3f add(Matrix4x3fc other, Matrix4x3f dest)
Componentwise addthis
andother
and store the result indest
. Parameters:
other
 the other addenddest
 will hold the result Returns:
 dest

sub
Matrix4x3f sub(Matrix4x3fc subtrahend, Matrix4x3f dest)
Componentwise subtractsubtrahend
fromthis
and store the result indest
. Parameters:
subtrahend
 the subtrahenddest
 will hold the result Returns:
 dest

mulComponentWise
Matrix4x3f mulComponentWise(Matrix4x3fc other, Matrix4x3f dest)
Componentwise multiplythis
byother
and store the result indest
. Parameters:
other
 the other matrixdest
 will hold the result Returns:
 dest

determinant
float determinant()
Return the determinant of this matrix. Returns:
 the determinant

invert
Matrix4x3f invert(Matrix4x3f dest)
Invert this matrix and write the result intodest
. Parameters:
dest
 will hold the result Returns:
 dest

invertOrtho
Matrix4x3f invertOrtho(Matrix4x3f dest)
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.
 Parameters:
dest
 will hold the inverse ofthis
 Returns:
 dest

transpose3x3
Matrix4x3f transpose3x3(Matrix4x3f dest)
Transpose only the left 3x3 submatrix of this matrix and store the result indest
.All other matrix elements are left unchanged.
 Parameters:
dest
 will hold the result Returns:
 dest

transpose3x3
Matrix3f transpose3x3(Matrix3f dest)
Transpose only the left 3x3 submatrix of this matrix and store the result indest
. Parameters:
dest
 will hold the result Returns:
 dest

getTranslation
Vector3f getTranslation(Vector3f dest)
Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
. Parameters:
dest
 will hold the translation components of this matrix Returns:
 dest

getScale
Vector3f getScale(Vector3f dest)
Get the scaling factors ofthis
matrix for the three base axes. Parameters:
dest
 will hold the scaling factors forx
,y
andz
 Returns:
 dest

get
Matrix4x3f get(Matrix4x3f dest)
Get the current values ofthis
matrix and store them intodest
. Parameters:
dest
 the destination matrix Returns:
 the passed in destination

get
Matrix4x3d get(Matrix4x3d dest)
Get the current values ofthis
matrix and store them intodest
. Parameters:
dest
 the destination matrix Returns:
 the passed in destination

getRotation
AxisAngle4f getRotation(AxisAngle4f dest)
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4f
. Parameters:
dest
 the destinationAxisAngle4f
 Returns:
 the passed in destination
 See Also:
AxisAngle4f.set(Matrix4x3fc)

getRotation
AxisAngle4d getRotation(AxisAngle4d dest)
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4d
. Parameters:
dest
 the destinationAxisAngle4d
 Returns:
 the passed in destination
 See Also:
AxisAngle4f.set(Matrix4x3fc)

getUnnormalizedRotation
Quaternionf getUnnormalizedRotation(Quaternionf dest)
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.
 Parameters:
dest
 the destinationQuaternionf
 Returns:
 the passed in destination
 See Also:
Quaternionf.setFromUnnormalized(Matrix4x3fc)

getNormalizedRotation
Quaternionf getNormalizedRotation(Quaternionf dest)
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.
 Parameters:
dest
 the destinationQuaternionf
 Returns:
 the passed in destination
 See Also:
Quaternionf.setFromNormalized(Matrix4x3fc)

getUnnormalizedRotation
Quaterniond getUnnormalizedRotation(Quaterniond dest)
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.
 Parameters:
dest
 the destinationQuaterniond
 Returns:
 the passed in destination
 See Also:
Quaterniond.setFromUnnormalized(Matrix4x3fc)

getNormalizedRotation
Quaterniond getNormalizedRotation(Quaterniond dest)
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.
 Parameters:
dest
 the destinationQuaterniond
 Returns:
 the passed in destination
 See Also:
Quaterniond.setFromNormalized(Matrix4x3fc)

get
java.nio.FloatBuffer get(java.nio.FloatBuffer buffer)
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
get(int, FloatBuffer)
, taking the absolute position as parameter. Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
get(int, FloatBuffer)

get
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.This method will not increment the position of the given FloatBuffer.
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

get
java.nio.ByteBuffer get(java.nio.ByteBuffer buffer)
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
get(int, ByteBuffer)
, taking the absolute position as parameter. Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
get(int, ByteBuffer)

get
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.This method will not increment the position of the given ByteBuffer.
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

getToAddress
Matrix4x3fc getToAddress(long address)
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.
 Parameters:
address
 the offheap address where to store this matrix Returns:
 this

get
float[] get(float[] arr, int offset)
Store this matrix into the supplied float array in columnmajor order at the given offset. Parameters:
arr
 the array to write the matrix values intooffset
 the offset into the array Returns:
 the passed in array

get
float[] get(float[] arr)
Store this matrix into the supplied float array in columnmajor order.In order to specify an explicit offset into the array, use the method
get(float[], int)
. Parameters:
arr
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
get(float[], int)

get4x4
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)
. Parameters:
arr
 the array to write the matrix values intooffset
 the offset into the array Returns:
 the passed in array

get4x4
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)
.In order to specify an explicit offset into the array, use the method
get4x4(float[], int)
. Parameters:
arr
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
get4x4(float[], int)

get4x4
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)
.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
get4x4(int, FloatBuffer)
, taking the absolute position as parameter. Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
get4x4(int, FloatBuffer)

get4x4
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)
.This method will not increment the position of the given FloatBuffer.
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

get4x4
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)
.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
get4x4(int, ByteBuffer)
, taking the absolute position as parameter. Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
get4x4(int, ByteBuffer)

get4x4
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)
.This method will not increment the position of the given ByteBuffer.
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

getTransposed
java.nio.FloatBuffer getTransposed(java.nio.FloatBuffer buffer)
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
getTransposed(int, FloatBuffer)
, taking the absolute position as parameter. Parameters:
buffer
 will receive the values of this matrix in rowmajor order at its current position Returns:
 the passed in buffer
 See Also:
getTransposed(int, FloatBuffer)

getTransposed
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.This method will not increment the position of the given FloatBuffer.
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 will receive the values of this matrix in rowmajor order Returns:
 the passed in buffer

getTransposed
java.nio.ByteBuffer getTransposed(java.nio.ByteBuffer buffer)
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
getTransposed(int, ByteBuffer)
, taking the absolute position as parameter. Parameters:
buffer
 will receive the values of this matrix in rowmajor order at its current position Returns:
 the passed in buffer
 See Also:
getTransposed(int, ByteBuffer)

getTransposed
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.This method will not increment the position of the given ByteBuffer.
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of this matrix in rowmajor order Returns:
 the passed in buffer

getTransposed
float[] getTransposed(float[] arr, int offset)
Store this matrix into the supplied float array in rowmajor order at the given offset. Parameters:
arr
 the array to write the matrix values intooffset
 the offset into the array Returns:
 the passed in array

getTransposed
float[] getTransposed(float[] arr)
Store this matrix into the supplied float array in rowmajor order.In order to specify an explicit offset into the array, use the method
getTransposed(float[], int)
. Parameters:
arr
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
getTransposed(float[], int)

transform
Vector4f transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector. Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Vector4f.mul(Matrix4x3fc)

transform
Vector4f transform(Vector4fc v, Vector4f dest)
Transform/multiply the given vector by this matrix and store the result indest
. Parameters:
v
 the vector to transformdest
 will contain the result Returns:
 dest
 See Also:
Vector4f.mul(Matrix4x3fc, Vector4f)

transformPosition
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.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
transformPosition(Vector3fc, Vector3f)
. Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
transformPosition(Vector3fc, Vector3f)
,transform(Vector4f)

transformPosition
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
.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
transformPosition(Vector3f)
. Parameters:
v
 the vector to transformdest
 will hold the result Returns:
 dest
 See Also:
transformPosition(Vector3f)
,transform(Vector4fc, Vector4f)

transformDirection
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.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
transformDirection(Vector3fc, Vector3f)
. Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
transformDirection(Vector3fc, Vector3f)

transformDirection
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
.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
transformDirection(Vector3f)
. Parameters:
v
 the vector to transform and to hold the final resultdest
 will hold the result Returns:
 dest
 See Also:
transformDirection(Vector3f)

scale
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
.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, respectivelydest
 will hold the result Returns:
 dest

scale
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
.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, Matrix4x3f)
. Parameters:
xyz
 the factor for all componentsdest
 will hold the result Returns:
 dest
 See Also:
scale(float, float, float, Matrix4x3f)

scale
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
.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 componentdest
 will hold the result Returns:
 dest

scaleLocal
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
.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 componentdest
 will hold the result Returns:
 dest

rotateX
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
.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 radiansdest
 will hold the result Returns:
 dest

rotateY
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
.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 radiansdest
 will hold the result Returns:
 dest

rotateZ
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
.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 radiansdest
 will hold the result Returns:
 dest

rotateXYZ
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
.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)
 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
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
.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)
 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
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
.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)
 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
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!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 axisdest
 will hold the result Returns:
 dest

rotateTranslation
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!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 axisdest
 will hold the result Returns:
 dest

rotateAround
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
.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
 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

rotateLocal
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!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 axisdest
 will hold the result Returns:
 dest

translate
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! Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest

translate
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! 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

translateLocal
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! Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest

translateLocal
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! 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

ortho
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!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
dest
 will hold the result Returns:
 dest

ortho
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!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 distancedest
 will hold the result Returns:
 dest

orthoLH
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!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
dest
 will hold the result Returns:
 dest

orthoLH
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!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 distancedest
 will hold the result Returns:
 dest

orthoSymmetric
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!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 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

orthoSymmetric
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!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 distancedest
 will hold the result Returns:
 dest

orthoSymmetricLH
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!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 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

orthoSymmetricLH
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!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 distancedest
 will hold the result Returns:
 dest

ortho2D
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!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 edgedest
 will hold the result Returns:
 dest
 See Also:
ortho(float, float, float, float, float, float, Matrix4x3f)

ortho2DLH
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!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 edgedest
 will hold the result Returns:
 dest
 See Also:
orthoLH(float, float, float, float, float, float, Matrix4x3f)

lookAlong
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
. 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, Matrix4x3f)
,lookAt(Vector3fc, Vector3fc, Vector3fc, Matrix4x3f)

lookAlong
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
. 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, Matrix4x3f)

lookAt
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! 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, Matrix4x3f)

lookAt
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! 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, Matrix4x3f)

lookAtLH
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! 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, Matrix4x3f)

lookAtLH
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! 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, Matrix4x3f)

rotate
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!Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest

rotateTranslation
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!Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest

rotateLocal
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!Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest

rotate
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!Reference: http://en.wikipedia.org
 Parameters:
axisAngle
 theAxisAngle4f
(needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(float, float, float, float, Matrix4x3f)

rotate
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!Reference: http://en.wikipedia.org
 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, Matrix4x3f)

reflect
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
.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 equationdest
 will hold the result Returns:
 dest

reflect
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
.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 planedest
 will hold the result Returns:
 dest

reflect
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
.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 orientation relative to an implied normal vector of(0, 0, 1)
point
 a point on the planedest
 will hold the result Returns:
 dest

reflect
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
.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 planedest
 will hold the result Returns:
 dest

getRow
Vector4f getRow(int row, Vector4f dest) throws java.lang.IndexOutOfBoundsException
Get the row at the givenrow
index, starting with0
. 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]

getColumn
Vector3f getColumn(int column, Vector3f dest) throws java.lang.IndexOutOfBoundsException
Get the column at the givencolumn
index, starting with0
. 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]

normal
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 to identity.The normal matrix of
m
is the transpose of the inverse ofm
. Parameters:
dest
 will hold the result Returns:
 dest

normal
Matrix3f normal(Matrix3f dest)
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
. Parameters:
dest
 will hold the result Returns:
 dest

normalize3x3
Matrix4x3f normalize3x3(Matrix4x3f dest)
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).
 Parameters:
dest
 will hold the result Returns:
 dest

normalize3x3
Matrix3f normalize3x3(Matrix3f dest)
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).
 Parameters:
dest
 will hold the result Returns:
 dest

frustumPlane
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
.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

positiveZ
Vector3f positiveZ(Vector3f dir)
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 usingnormalizedPositiveZ(Vector3f)
instead.Reference: http://www.euclideanspace.com
 Parameters:
dir
 will hold the direction of+Z
 Returns:
 dir

normalizedPositiveZ
Vector3f normalizedPositiveZ(Vector3f dir)
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
 Parameters:
dir
 will hold the direction of+Z
 Returns:
 dir

positiveX
Vector3f positiveX(Vector3f dir)
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 usingnormalizedPositiveX(Vector3f)
instead.Reference: http://www.euclideanspace.com
 Parameters:
dir
 will hold the direction of+X
 Returns:
 dir

normalizedPositiveX
Vector3f normalizedPositiveX(Vector3f dir)
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
 Parameters:
dir
 will hold the direction of+X
 Returns:
 dir

positiveY
Vector3f positiveY(Vector3f dir)
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 usingnormalizedPositiveY(Vector3f)
instead.Reference: http://www.euclideanspace.com
 Parameters:
dir
 will hold the direction of+Y
 Returns:
 dir

normalizedPositiveY
Vector3f normalizedPositiveY(Vector3f dir)
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
 Parameters:
dir
 will hold the direction of+Y
 Returns:
 dir

origin
Vector3f origin(Vector3f origin)
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));
 Parameters:
origin
 will hold the position transformed to the origin Returns:
 origin

shadow
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
.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 equationdest
 will hold the result Returns:
 dest

shadow
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
.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 equationdest
 will hold the result Returns:
 dest

shadow
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
.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 projectiondest
 will hold the result Returns:
 dest

shadow
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
.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 projectiondest
 will hold the result Returns:
 dest

pick
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
. 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

arcball
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
.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 radiansdest
 will hold the result Returns:
 dest

arcball
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
.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 radiansdest
 will hold the result Returns:
 dest

transformAab
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
.Reference: http://dev.theomader.com
 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
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
. 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
Matrix4x3f lerp(Matrix4x3fc other, float t, Matrix4x3f dest)
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
. Parameters:
other
 the other matrixt
 the interpolation factor between 0.0 and 1.0dest
 will hold the result Returns:
 dest

rotateTowards
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!This method is equivalent to calling:
mul(new Matrix4x3f().lookAt(new Vector3f(), new Vector3f(dir).negate(), up).invert(), dest)
 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)

rotateTowards
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!This method is equivalent to calling:
mul(new Matrix4x3f().lookAt(0, 0, 0, dirX, dirY, dirZ, upX, upY, upZ).invert(), dest)
 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, Matrix4x3f)

getEulerAnglesZYX
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, Matrix4x3f)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floatingpoint inaccuracies).Matrix4x3f m = ...; // < matrix only representing rotation Matrix4x3f n = new Matrix4x3f(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3f()));
Reference: http://nghiaho.com/
 Parameters:
dest
 will hold the extracted Euler angles Returns:
 dest

obliqueZ
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
 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

equals
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
.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. Parameters:
m
 the other matrixdelta
 the allowed maximum difference Returns:
true
whether all of the matrix elements are equal;false
otherwise

