Uses of Class
org.joml.Matrix3d
Packages that use Matrix3d
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Uses of Matrix3d in org.joml
Modifier and TypeMethodDescriptionComponent-wise addthisandother.Component-wise addthisandotherand store the result indest.Matrix3d.cofactor()Compute the cofactor matrix ofthis.Compute the cofactor matrix ofthisand store it intodest.Compute the cofactor matrix ofthisand store it intodest.Matrix4d.cofactor3x3(Matrix3d dest) Compute the cofactor matrix of the upper left 3x3 submatrix ofthisand store it intodest.Matrix4dc.cofactor3x3(Matrix3d dest) Compute the cofactor matrix of the upper left 3x3 submatrix ofthisand store it intodest.Matrix4x3d.cofactor3x3(Matrix3d dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3dc.cofactor3x3(Matrix3d dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Set the givenMatrix3dto a rotation transformation equivalent to thisAxisAngle4d.Set the givenMatrix3dto a rotation transformation equivalent to thisAxisAngle4f.Get the current values ofthismatrix and store them as the rotational component ofdest.Get the current values ofthismatrix and store them intodest.Get the current values ofthismatrix and store them intodest.Set the given destination matrix to the rotation represented bythis.Set the given destination matrix to the rotation represented bythis.Get the current values of the upper left 3x3 submatrix ofthismatrix and store them intodest.Get the current values of the upper left 3x3 submatrix ofthismatrix and store them intodest.Matrix3d.identity()Set this matrix to the identity.Matrix3d.invert()Invert this matrix.Invertthismatrix and store the result indest.Linearly interpolatethisandotherusing the given interpolation factortand store the result inthis.Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Matrix3d.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Apply a rotation transformation to this matrix to make-zpoint alongdir.Matrix3d.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdir.Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix3dc.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix3d.m00(double m00) Set the value of the matrix element at column 0 and row 0.Matrix3d.m01(double m01) Set the value of the matrix element at column 0 and row 1.Matrix3d.m02(double m02) Set the value of the matrix element at column 0 and row 2.Matrix3d.m10(double m10) Set the value of the matrix element at column 1 and row 0.Matrix3d.m11(double m11) Set the value of the matrix element at column 1 and row 1.Matrix3d.m12(double m12) Set the value of the matrix element at column 1 and row 2.Matrix3d.m20(double m20) Set the value of the matrix element at column 2 and row 0.Matrix3d.m21(double m21) Set the value of the matrix element at column 2 and row 1.Matrix3d.m22(double m22) Set the value of the matrix element at column 2 and row 2.Matrix3d.mapnXnYnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnXnYZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnXnZnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnXnZY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnXYnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnXZnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnXZY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnYnXnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnYnXZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnYnZnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnYnZX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnYXnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnYXZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnYZnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnYZX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnZnXnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnZnXY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnZnYnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnZnYX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnZXnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnZXY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnZYnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapnZYX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapXnYnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapXnZnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapXnZY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapXZnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapXZY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapYnXnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapYnXZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapYnZnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapYnZX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapYXnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapYXZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapYZnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapYZX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapZnXnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapZnXY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapZnYnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapZnYX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapZXnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapZXY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapZYnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.mapZYX()Multiplythisby the matrixMultiplythisby the matrixMultiply this matrix by the supplied matrix.Multiply this matrix by the supplied matrix.Multiply this matrix by the supplied matrix and store the result indest.Multiply this matrix by the supplied matrix and store the result indest.Matrix3d.mulComponentWise(Matrix3dc other) Component-wise multiplythisbyother.Matrix3d.mulComponentWise(Matrix3dc other, Matrix3d dest) Matrix3dc.mulComponentWise(Matrix3dc other, Matrix3d dest) Component-wise multiplythisbyotherand store the result indest.Pre-multiply this matrix by the suppliedleftmatrix and store the result inthis.Pre-multiply this matrix by the suppliedleftmatrix and store the result indest.Matrix3d.negateX()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.negateY()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.negateZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3d.normal()Setthismatrix to its own normal matrix.Compute a normal matrix fromthismatrix and store it intodest.Compute a normal matrix fromthismatrix and store it intodest.Compute a normal matrix from the upper left 3x3 submatrix ofthisand store it intodest.Compute a normal matrix from the upper left 3x3 submatrix ofthisand store it intodest.Compute a normal matrix from the left 3x3 submatrix ofthisand store it intodest.Matrix4d.normalize3x3(Matrix3d dest) Matrix4dc.normalize3x3(Matrix3d dest) Normalize the upper left 3x3 submatrix of this matrix and store the result indest.Matrix4x3d.normalize3x3(Matrix3d dest) Matrix4x3dc.normalize3x3(Matrix3d dest) Normalize the left 3x3 submatrix of this matrix and store the result indest.Matrix3d.obliqueZ(double a, double b) Apply an oblique projection transformation to this matrix with the given values foraandb.Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Matrix3d.reflect(double nx, double ny, double nz) Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal.Matrix3d.reflect(Quaterniondc orientation) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation.Matrix3d.reflect(Quaterniondc orientation, Matrix3d dest) Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal.Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal(nx, ny, nz), and store the result indest.Matrix3dc.reflect(Quaterniondc orientation, Matrix3d dest) Apply a mirror/reflection transformation to this matrix that reflects through a plane specified via the plane orientation, and store the result indest.Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal, and store the result indest.Matrix3d.reflection(double nx, double ny, double nz) Set this matrix to a mirror/reflection transformation that reflects through the given plane specified via the plane normal.Matrix3d.reflection(Quaterniondc orientation) Set this matrix to a mirror/reflection transformation that reflects through a plane specified via the plane orientation.Matrix3d.reflection(Vector3dc normal) Set this matrix to a mirror/reflection transformation that reflects through the given plane specified via the plane normal.Matrix3d.rotate(double ang, double x, double y, double z) Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components.Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix3d.rotate(AxisAngle4d axisAngle) Apply a rotation transformation, rotating about the givenAxisAngle4d, to this matrix.Matrix3d.rotate(AxisAngle4d axisAngle, Matrix3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4dand store the result indest.Matrix3d.rotate(AxisAngle4f axisAngle) Apply a rotation transformation, rotating about the givenAxisAngle4f, to this matrix.Matrix3d.rotate(AxisAngle4f axisAngle, Matrix3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix3d.rotate(Quaterniondc quat) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix.Matrix3d.rotate(Quaterniondc quat, Matrix3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix3d.rotate(Quaternionfc quat) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix.Matrix3d.rotate(Quaternionfc quat, Matrix3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components, and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix3dc.rotate(AxisAngle4d axisAngle, Matrix3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4dand store the result indest.Matrix3dc.rotate(AxisAngle4f axisAngle, Matrix3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix3dc.rotate(Quaterniondc quat, Matrix3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix3dc.rotate(Quaternionfc quat, Matrix3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3d.rotateLocal(double ang, double x, double y, double z) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis.Matrix3d.rotateLocal(double ang, double x, double y, double z, Matrix3d dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix3d.rotateLocal(Quaterniondc quat) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix.Matrix3d.rotateLocal(Quaterniondc quat, Matrix3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix3d.rotateLocal(Quaternionfc quat) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix.Matrix3d.rotateLocal(Quaternionfc quat, Matrix3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3dc.rotateLocal(double ang, double x, double y, double z, Matrix3d dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix3dc.rotateLocal(Quaterniondc quat, Matrix3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix3dc.rotateLocal(Quaternionfc quat, Matrix3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3d.rotateLocalX(double ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.Matrix3d.rotateLocalX(double ang, Matrix3d dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest.Matrix3dc.rotateLocalX(double ang, Matrix3d dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest.Matrix3d.rotateLocalY(double ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.Matrix3d.rotateLocalY(double ang, Matrix3d dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest.Matrix3dc.rotateLocalY(double ang, Matrix3d dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest.Matrix3d.rotateLocalZ(double ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.Matrix3d.rotateLocalZ(double ang, Matrix3d dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest.Matrix3dc.rotateLocalZ(double ang, Matrix3d dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest.Matrix3d.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirection.Matrix3d.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix3d.rotateTowards(Vector3dc direction, Vector3dc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirection.Matrix3d.rotateTowards(Vector3dc direction, Vector3dc up, Matrix3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix3dc.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix3dc.rotateTowards(Vector3dc direction, Vector3dc up, Matrix3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix3d.rotateX(double ang) Apply rotation about the X axis to this matrix by rotating the given amount of radians.Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest.Matrix3d.rotateXYZ(double angleX, double angleY, double angleZ) Apply rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis.Apply rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Matrix3d.rotateY(double ang) Apply rotation about the Y axis to this matrix by rotating the given amount of radians.Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest.Matrix3d.rotateYXZ(double angleY, double angleX, double angleZ) Apply rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis.Apply rotation ofangles.yradians about the Y axis, followed by a rotation ofangles.xradians about the X axis and followed by a rotation ofangles.zradians about the Z axis.Apply rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Matrix3d.rotateZ(double ang) Apply rotation about the Z axis to this matrix by rotating the given amount of radians.Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest.Matrix3d.rotateZYX(double angleZ, double angleY, double angleX) Apply rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis.Apply rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis and store the result indest.Matrix3d.rotation(double angle, double x, double y, double z) Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix3d.rotation(AxisAngle4d axisAngle) Set this matrix to a rotation transformation using the givenAxisAngle4d.Matrix3d.rotation(AxisAngle4f axisAngle) Set this matrix to a rotation transformation using the givenAxisAngle4f.Matrix3d.rotation(Quaterniondc quat) Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaterniondc.Matrix3d.rotation(Quaternionfc quat) Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaternionfc.Matrix3d.rotationTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withcenter - eye.Matrix3d.rotationTowards(Vector3dc dir, Vector3dc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withcenter - eye.Matrix3d.rotationX(double ang) Set this matrix to a rotation transformation about the X axis.Matrix3d.rotationXYZ(double angleX, double angleY, double angleZ) Set this matrix to a rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis.Matrix3d.rotationY(double ang) Set this matrix to a rotation transformation about the Y axis.Matrix3d.rotationYXZ(double angleY, double angleX, double angleZ) Set this matrix to a rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis.Matrix3d.rotationZ(double ang) Set this matrix to a rotation transformation about the Z axis.Matrix3d.rotationZYX(double angleZ, double angleY, double angleX) Set this matrix to a rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis.Matrix3d.scale(double xyz) Apply scaling to this matrix by uniformly scaling all base axes by the givenxyzfactor.Matrix3d.scale(double x, double y, double z) Apply scaling to this matrix by scaling the base axes by the given x, y and z factors.Apply scaling to this matrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively.Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result indest.Apply scaling to this matrix by uniformly scaling all base axes by the givenxyzfactor and store the result indest.Apply scaling tothismatrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively and store the result indest.Matrix3d.scaleLocal(double x, double y, double z) Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors.Matrix3d.scaleLocal(double x, double y, double z, Matrix3d dest) Matrix3dc.scaleLocal(double x, double y, double z, Matrix3d dest) Pre-multiply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Matrix3d.scaling(double factor) Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.Matrix3d.scaling(double x, double y, double z) Set this matrix to be a simple scale matrix.Set this matrix to be a simple scale matrix which scales the base axes byxyz.x,xyz.yandxyz.zrespectively.Matrix3d.set(double[] m) Set the values in this matrix based on the supplied double array.Matrix3d.set(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22) Set the values within this matrix to the supplied double values.Matrix3d.set(float[] m) Set the values in this matrix based on the supplied double array.Matrix3d.set(int column, int row, double value) Set the matrix element at the given column and row to the specified value.Matrix3d.set(int index, ByteBuffer buffer) Set the values of this matrix by reading 9 double values from the givenByteBufferin column-major order, starting at the specified absolute buffer position/index.Matrix3d.set(int index, DoubleBuffer buffer) Set the values of this matrix by reading 9 double values from the givenDoubleBufferin column-major order, starting at the specified absolute buffer position/index.Matrix3d.set(int index, FloatBuffer buffer) Set the values of this matrix by reading 9 float values from the givenFloatBufferin column-major order, starting at the specified absolute buffer position/index.Matrix3d.set(ByteBuffer buffer) Set the values of this matrix by reading 9 double values from the givenByteBufferin column-major order, starting at its current position.Matrix3d.set(DoubleBuffer buffer) Set the values of this matrix by reading 9 double values from the givenDoubleBufferin column-major order, starting at its current position.Matrix3d.set(FloatBuffer buffer) Set the values of this matrix by reading 9 float values from the givenFloatBufferin column-major order, starting at its current position.Matrix3d.set(AxisAngle4d axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d.Matrix3d.set(AxisAngle4f axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f.Set the values in this matrix to the ones in m.Set the values in this matrix to the ones in m.Set the elements of this matrix to the upper left 3x3 of the givenMatrix4dc.Set the elements of this matrix to the upper left 3x3 of the givenMatrix4fc.Matrix3d.set(Matrix4x3dc m) Set the elements of this matrix to the left 3x3 submatrix ofm.Matrix3d.set(Quaterniondc q) Set this matrix to a rotation - and possibly scaling - equivalent to the given quaternion.Matrix3d.set(Quaternionfc q) Set this matrix to a rotation - and possibly scaling - equivalent to the given quaternion.Set the three columns of this matrix to the supplied vectors, respectively.Matrix3d.setColumn(int column, double x, double y, double z) Set the column at the givencolumnindex, starting with0.Set the column at the givencolumnindex, starting with0.Matrix3d.setFloats(int index, ByteBuffer buffer) Set the values of this matrix by reading 9 float values from the givenByteBufferin column-major order, starting at the specified absolute buffer position/index.Matrix3d.setFloats(ByteBuffer buffer) Set the values of this matrix by reading 9 float values from the givenByteBufferin column-major order, starting at its current position.Matrix3d.setFromAddress(long address) Set the values of this matrix by reading 9 double values from off-heap memory in column-major order, starting at the given address.Matrix3d.setLookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix3d.setLookAlong(Vector3dc dir, Vector3dc up) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix3d.setRow(int row, double x, double y, double z) Set the row at the givenrowindex, starting with0.Set the row at the givenrowindex, starting with0.Matrix3d.setRowColumn(int row, int column, double value) Set the matrix element at the given row and column to the specified value.Matrix3d.setSkewSymmetric(double a, double b, double c) Set this matrix to a skew-symmetric matrix using the following layout:Matrix3d.setTransposed(Matrix3dc m) Store the values of the transpose of the given matrixmintothismatrix.Matrix3d.setTransposed(Matrix3fc m) Store the values of the transpose of the given matrixmintothismatrix.Component-wise subtractsubtrahendfromthis.Component-wise subtractsubtrahendfromthisand store the result indest.Exchange the values ofthismatrix with the givenothermatrix.Matrix3d.transpose()Transpose this matrix.Transposethismatrix and store the result indest.Matrix4d.transpose3x3(Matrix3d dest) Matrix4dc.transpose3x3(Matrix3d dest) Transpose only the upper left 3x3 submatrix of this matrix and store the result indest.Matrix4x3d.transpose3x3(Matrix3d dest) Matrix4x3dc.transpose3x3(Matrix3d dest) Transpose only the left 3x3 submatrix of this matrix and store the result indest.Matrix3d.zero()Set all the values within this matrix to 0.Modifier and TypeMethodDescriptionComponent-wise addthisandotherand store the result indest.Compute the cofactor matrix ofthisand store it intodest.Compute the cofactor matrix ofthisand store it intodest.Matrix4d.cofactor3x3(Matrix3d dest) Compute the cofactor matrix of the upper left 3x3 submatrix ofthisand store it intodest.Matrix4dc.cofactor3x3(Matrix3d dest) Compute the cofactor matrix of the upper left 3x3 submatrix ofthisand store it intodest.Matrix4x3d.cofactor3x3(Matrix3d dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3dc.cofactor3x3(Matrix3d dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Set the givenMatrix3dto a rotation transformation equivalent to thisAxisAngle4d.Set the givenMatrix3dto a rotation transformation equivalent to thisAxisAngle4f.Get the current values ofthismatrix and store them as the rotational component ofdest.Get the current values ofthismatrix and store them intodest.Get the current values ofthismatrix and store them intodest.Set the given destination matrix to the rotation represented bythis.Set the given destination matrix to the rotation represented bythis.Get the current values of the upper left 3x3 submatrix ofthismatrix and store them intodest.Get the current values of the upper left 3x3 submatrix ofthismatrix and store them intodest.Invertthismatrix and store the result indest.Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Matrix3d.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix3dc.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Multiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixMultiply this matrix by the supplied matrix and store the result indest.Multiply this matrix by the supplied matrix and store the result indest.Matrix3d.mulComponentWise(Matrix3dc other, Matrix3d dest) Matrix3dc.mulComponentWise(Matrix3dc other, Matrix3d dest) Component-wise multiplythisbyotherand store the result indest.Pre-multiply this matrix by the suppliedleftmatrix and store the result indest.Multiplythisby the matrixMultiplythisby the matrixMultiplythisby the matrixCompute a normal matrix fromthismatrix and store it intodest.Compute a normal matrix fromthismatrix and store it intodest.Compute a normal matrix from the upper left 3x3 submatrix ofthisand store it intodest.Compute a normal matrix from the upper left 3x3 submatrix ofthisand store it intodest.Compute a normal matrix from the left 3x3 submatrix ofthisand store it intodest.Matrix4d.normalize3x3(Matrix3d dest) Matrix4dc.normalize3x3(Matrix3d dest) Normalize the upper left 3x3 submatrix of this matrix and store the result indest.Matrix4x3d.normalize3x3(Matrix3d dest) Matrix4x3dc.normalize3x3(Matrix3d dest) Normalize the left 3x3 submatrix of this matrix and store the result indest.Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Matrix3d.reflect(Quaterniondc orientation, Matrix3d dest) Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal(nx, ny, nz), and store the result indest.Matrix3dc.reflect(Quaterniondc orientation, Matrix3d dest) Apply a mirror/reflection transformation to this matrix that reflects through a plane specified via the plane orientation, and store the result indest.Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal, and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix3d.rotate(AxisAngle4d axisAngle, Matrix3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4dand store the result indest.Matrix3d.rotate(AxisAngle4f axisAngle, Matrix3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix3d.rotate(Quaterniondc quat, Matrix3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix3d.rotate(Quaternionfc quat, Matrix3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components, and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix3dc.rotate(AxisAngle4d axisAngle, Matrix3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4dand store the result indest.Matrix3dc.rotate(AxisAngle4f axisAngle, Matrix3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix3dc.rotate(Quaterniondc quat, Matrix3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix3dc.rotate(Quaternionfc quat, Matrix3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3d.rotateLocal(double ang, double x, double y, double z, Matrix3d dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix3d.rotateLocal(Quaterniondc quat, Matrix3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix3d.rotateLocal(Quaternionfc quat, Matrix3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3dc.rotateLocal(double ang, double x, double y, double z, Matrix3d dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix3dc.rotateLocal(Quaterniondc quat, Matrix3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix3dc.rotateLocal(Quaternionfc quat, Matrix3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3d.rotateLocalX(double ang, Matrix3d dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest.Matrix3dc.rotateLocalX(double ang, Matrix3d dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest.Matrix3d.rotateLocalY(double ang, Matrix3d dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest.Matrix3dc.rotateLocalY(double ang, Matrix3d dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest.Matrix3d.rotateLocalZ(double ang, Matrix3d dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest.Matrix3dc.rotateLocalZ(double ang, Matrix3d dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest.Matrix3d.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix3d.rotateTowards(Vector3dc direction, Vector3dc up, Matrix3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix3dc.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix3dc.rotateTowards(Vector3dc direction, Vector3dc up, Matrix3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest.Apply rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest.Apply rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest.Apply rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis and store the result indest.Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result indest.Apply scaling to this matrix by uniformly scaling all base axes by the givenxyzfactor and store the result indest.Apply scaling tothismatrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively and store the result indest.Matrix3d.scaleLocal(double x, double y, double z, Matrix3d dest) Matrix3dc.scaleLocal(double x, double y, double z, Matrix3d dest) Pre-multiply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Component-wise subtractsubtrahendfromthisand store the result indest.Exchange the values ofthismatrix with the givenothermatrix.Transposethismatrix and store the result indest.Matrix4d.transpose3x3(Matrix3d dest) Matrix4dc.transpose3x3(Matrix3d dest) Transpose only the upper left 3x3 submatrix of this matrix and store the result indest.Matrix4x3d.transpose3x3(Matrix3d dest) Matrix4x3dc.transpose3x3(Matrix3d dest) Transpose only the left 3x3 submatrix of this matrix and store the result indest.