Uses of Class
org.joml.Matrix3f
Packages that use Matrix3f
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Uses of Matrix3f in org.joml
Modifier and TypeMethodDescriptionComponent-wise addthisandother.Component-wise addthisandotherand store the result indest.Matrix3f.cofactor()Compute the cofactor matrix ofthis.Compute the cofactor matrix ofthisand store it intodest.Compute the cofactor matrix ofthisand store it intodest.Matrix4f.cofactor3x3(Matrix3f dest) Compute the cofactor matrix of the upper left 3x3 submatrix ofthisand store it intodest.Matrix4fc.cofactor3x3(Matrix3f dest) Compute the cofactor matrix of the upper left 3x3 submatrix ofthisand store it intodest.Matrix4x3f.cofactor3x3(Matrix3f dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3fc.cofactor3x3(Matrix3f dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Set the givenMatrix3fto a rotation transformation equivalent to thisAxisAngle4d.Set the givenMatrix3fto 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.Matrix3f.identity()Set this matrix to the identity.Matrix3f.invert()Invert this matrix.Invert thethismatrix 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.Matrix3f.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Apply a rotation transformation to this matrix to make-zpoint alongdir.Matrix3f.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f 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.Matrix3fc.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f 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.Matrix3f.m00(float m00) Set the value of the matrix element at column 0 and row 0.Matrix3f.m01(float m01) Set the value of the matrix element at column 0 and row 1.Matrix3f.m02(float m02) Set the value of the matrix element at column 0 and row 2.Matrix3f.m10(float m10) Set the value of the matrix element at column 1 and row 0.Matrix3f.m11(float m11) Set the value of the matrix element at column 1 and row 1.Matrix3f.m12(float m12) Set the value of the matrix element at column 1 and row 2.Matrix3f.m20(float m20) Set the value of the matrix element at column 2 and row 0.Matrix3f.m21(float m21) Set the value of the matrix element at column 2 and row 1.Matrix3f.m22(float m22) Set the value of the matrix element at column 2 and row 2.Matrix3f.mapnXnYnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnXnYZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnXnZnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnXnZY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnXYnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnXZnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnXZY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnYnXnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnYnXZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnYnZnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnYnZX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnYXnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnYXZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnYZnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnYZX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnZnXnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnZnXY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnZnYnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnZnYX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnZXnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnZXY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnZYnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapnZYX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapXnYnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapXnZnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapXnZY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapXZnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapXZY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapYnXnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapYnXZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapYnZnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapYnZX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapYXnZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapYXZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapYZnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapYZX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapZnXnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapZnXY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapZnYnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapZnYX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapZXnY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapZXY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapZYnX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.mapZYX()Multiplythisby the matrixMultiplythisby the matrixMultiply this matrix by the suppliedrightmatrix.Multiply this matrix by the suppliedrightmatrix and store the result indest.Matrix3f.mulComponentWise(Matrix3fc other) Component-wise multiplythisbyother.Matrix3f.mulComponentWise(Matrix3fc other, Matrix3f dest) Matrix3fc.mulComponentWise(Matrix3fc other, Matrix3f 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.Matrix3f.negateX()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.negateY()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.negateZ()Multiplythisby the matrixMultiplythisby the matrixMatrix3f.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.Matrix4f.normalize3x3(Matrix3f dest) Matrix4fc.normalize3x3(Matrix3f dest) Normalize the upper left 3x3 submatrix of this matrix and store the result indest.Matrix4x3f.normalize3x3(Matrix3f dest) Matrix4x3fc.normalize3x3(Matrix3f dest) Normalize the left 3x3 submatrix of this matrix and store the result indest.Matrix3f.obliqueZ(float a, float 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.Matrix3f.reflect(float nx, float ny, float nz) Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal.Matrix3f.reflect(Quaternionfc orientation) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation.Matrix3f.reflect(Quaternionfc orientation, Matrix3f 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.Matrix3fc.reflect(Quaternionfc orientation, Matrix3f 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.Matrix3f.reflection(float nx, float ny, float nz) Set this matrix to a mirror/reflection transformation that reflects through the given plane specified via the plane normal.Matrix3f.reflection(Quaternionfc orientation) Set this matrix to a mirror/reflection transformation that reflects through a plane specified via the plane orientation.Matrix3f.reflection(Vector3fc normal) Set this matrix to a mirror/reflection transformation that reflects through the given plane specified via the plane normal.Matrix3f.rotate(float ang, float x, float y, float 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.Matrix3f.rotate(AxisAngle4f axisAngle) Apply a rotation transformation, rotating about the givenAxisAngle4f, to this matrix.Matrix3f.rotate(AxisAngle4f axisAngle, Matrix3f dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix3f.rotate(Quaternionfc quat) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix.Matrix3f.rotate(Quaternionfc quat, Matrix3f 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.Matrix3fc.rotate(AxisAngle4f axisAngle, Matrix3f dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix3fc.rotate(Quaternionfc quat, Matrix3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3f.rotateLocal(float ang, float x, float y, float z) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis.Matrix3f.rotateLocal(float ang, float x, float y, float z, Matrix3f 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.Matrix3f.rotateLocal(Quaternionfc quat) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix.Matrix3f.rotateLocal(Quaternionfc quat, Matrix3f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3fc.rotateLocal(float ang, float x, float y, float z, Matrix3f 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.Matrix3fc.rotateLocal(Quaternionfc quat, Matrix3f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3f.rotateLocalX(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.Matrix3f.rotateLocalX(float ang, Matrix3f 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.Matrix3fc.rotateLocalX(float ang, Matrix3f 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.Matrix3f.rotateLocalY(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.Matrix3f.rotateLocalY(float ang, Matrix3f 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.Matrix3fc.rotateLocalY(float ang, Matrix3f 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.Matrix3f.rotateLocalZ(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.Matrix3f.rotateLocalZ(float ang, Matrix3f 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.Matrix3fc.rotateLocalZ(float ang, Matrix3f 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.Matrix3f.rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirection.Matrix3f.rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix3f.rotateTowards(Vector3fc direction, Vector3fc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirection.Matrix3f.rotateTowards(Vector3fc direction, Vector3fc up, Matrix3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix3fc.rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix3fc.rotateTowards(Vector3fc direction, Vector3fc up, Matrix3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix3f.rotateX(float 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.Matrix3f.rotateXYZ(float angleX, float angleY, float 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 ofangles.xradians about the X axis, followed by a rotation ofangles.yradians about the Y axis and followed by a rotation ofangles.zradians 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.Matrix3f.rotateY(float 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.Matrix3f.rotateYXZ(float angleY, float angleX, float 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.Matrix3f.rotateZ(float 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.Matrix3f.rotateZYX(float angleZ, float angleY, float 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 ofangles.zradians about the Z axis, followed by a rotation ofangles.yradians about the Y axis and followed by a rotation ofangles.xradians 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.Matrix3f.rotation(float angle, float x, float y, float z) Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix3f.rotation(AxisAngle4f axisAngle) Set this matrix to a rotation transformation using the givenAxisAngle4f.Matrix3f.rotation(Quaternionfc quat) Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaternionfc.Matrix3f.rotationTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withcenter - eye.Matrix3f.rotationTowards(Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withcenter - eye.Matrix3f.rotationX(float ang) Set this matrix to a rotation transformation about the X axis.Matrix3f.rotationXYZ(float angleX, float angleY, float 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.Matrix3f.rotationY(float ang) Set this matrix to a rotation transformation about the Y axis.Matrix3f.rotationYXZ(float angleY, float angleX, float 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.Matrix3f.rotationZ(float ang) Set this matrix to a rotation transformation about the Z axis.Matrix3f.rotationZYX(float angleZ, float angleY, float 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.Matrix3f.scale(float xyz) Apply scaling to this matrix by uniformly scaling all base axes by the givenxyzfactor.Matrix3f.scale(float x, float y, float z) Apply scaling to this matrix by scaling the base axes by the given x, y and z factors.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.Matrix3f.scaleLocal(float x, float y, float z) Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors.Matrix3f.scaleLocal(float x, float y, float z, Matrix3f dest) Matrix3fc.scaleLocal(float x, float y, float z, Matrix3f dest) Pre-multiply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Matrix3f.scaling(float factor) Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.Matrix3f.scaling(float x, float y, float z) Set this matrix to be a simple scale matrix.Set this matrix to be a simple scale matrix which scales the base axes byxyz.x,xyz.yandxyz.zrespectively.Matrix3f.set(float[] m) Set the values in this matrix based on the supplied float array.Matrix3f.set(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22) Set the values within this matrix to the supplied float values.Matrix3f.set(int column, int row, float value) Set the matrix element at the given column and row to the specified value.Matrix3f.set(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.Matrix3f.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.Matrix3f.set(ByteBuffer buffer) Set the values of this matrix by reading 9 float values from the givenByteBufferin column-major order, starting at its current position.Matrix3f.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.Matrix3f.set(AxisAngle4d axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d.Matrix3f.set(AxisAngle4f axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f.Set the elements of this matrix to the ones inm.Set the elements of this matrix to the upper left 3x3 of the givenMatrix4fc.Matrix3f.set(Matrix4x3fc m) Set the elements of this matrix to the left 3x3 submatrix ofm.Matrix3f.set(Quaterniondc q) Set this matrix to a rotation - and possibly scaling - equivalent to the given quaternion.Matrix3f.set(Quaternionfc q) Set this matrix to be equivalent to the rotation - and possibly scaling - specified by the givenQuaternionfc.Set the three columns of this matrix to the supplied vectors, respectively.Matrix3f.setColumn(int column, float x, float y, float z) Set the column at the givencolumnindex, starting with0.Set the column at the givencolumnindex, starting with0.Matrix3f.setFromAddress(long address) Set the values of this matrix by reading 9 float values from off-heap memory in column-major order, starting at the given address.Matrix3f.setLookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix3f.setLookAlong(Vector3fc dir, Vector3fc up) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix3f.setRow(int row, float x, float y, float z) Set the row at the givenrowindex, starting with0.Set the row at the givenrowindex, starting with0.Matrix3f.setRowColumn(int row, int column, float value) Set the matrix element at the given row and column to the specified value.Matrix3f.setSkewSymmetric(float a, float b, float c) Set this matrix to a skew-symmetric matrix using the following layout:Matrix3f.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.Matrix3f.transpose()Transpose this matrix.Transposethismatrix and store the result indest.Matrix4f.transpose3x3(Matrix3f dest) Matrix4fc.transpose3x3(Matrix3f dest) Transpose only the upper left 3x3 submatrix of this matrix and store the result indest.Matrix4x3f.transpose3x3(Matrix3f dest) Matrix4x3fc.transpose3x3(Matrix3f dest) Transpose only the left 3x3 submatrix of this matrix and store the result indest.Matrix3f.zero()Set all values within this matrix to zero.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.Matrix4f.cofactor3x3(Matrix3f dest) Compute the cofactor matrix of the upper left 3x3 submatrix ofthisand store it intodest.Matrix4fc.cofactor3x3(Matrix3f dest) Compute the cofactor matrix of the upper left 3x3 submatrix ofthisand store it intodest.Matrix4x3f.cofactor3x3(Matrix3f dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3fc.cofactor3x3(Matrix3f dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Set the givenMatrix3fto a rotation transformation equivalent to thisAxisAngle4d.Set the givenMatrix3fto 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.Invert thethismatrix and store the result indest.Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Matrix3f.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f 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.Matrix3fc.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f 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 suppliedrightmatrix and store the result indest.Matrix3f.mulComponentWise(Matrix3fc other, Matrix3f dest) Matrix3fc.mulComponentWise(Matrix3fc other, Matrix3f 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.Matrix4f.normalize3x3(Matrix3f dest) Matrix4fc.normalize3x3(Matrix3f dest) Normalize the upper left 3x3 submatrix of this matrix and store the result indest.Matrix4x3f.normalize3x3(Matrix3f dest) Matrix4x3fc.normalize3x3(Matrix3f 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.Matrix3f.reflect(Quaternionfc orientation, Matrix3f 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.Matrix3fc.reflect(Quaternionfc orientation, Matrix3f 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.Matrix3f.rotate(AxisAngle4f axisAngle, Matrix3f dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix3f.rotate(Quaternionfc quat, Matrix3f 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.Matrix3fc.rotate(AxisAngle4f axisAngle, Matrix3f dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix3fc.rotate(Quaternionfc quat, Matrix3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3f.rotateLocal(float ang, float x, float y, float z, Matrix3f 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.Matrix3f.rotateLocal(Quaternionfc quat, Matrix3f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3fc.rotateLocal(float ang, float x, float y, float z, Matrix3f 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.Matrix3fc.rotateLocal(Quaternionfc quat, Matrix3f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix3f.rotateLocalX(float ang, Matrix3f 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.Matrix3fc.rotateLocalX(float ang, Matrix3f 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.Matrix3f.rotateLocalY(float ang, Matrix3f 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.Matrix3fc.rotateLocalY(float ang, Matrix3f 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.Matrix3f.rotateLocalZ(float ang, Matrix3f 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.Matrix3fc.rotateLocalZ(float ang, Matrix3f 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.Matrix3f.rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix3f.rotateTowards(Vector3fc direction, Vector3fc up, Matrix3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix3fc.rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix3fc.rotateTowards(Vector3fc direction, Vector3fc up, Matrix3f 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.Matrix3f.scaleLocal(float x, float y, float z, Matrix3f dest) Matrix3fc.scaleLocal(float x, float y, float z, Matrix3f 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.Matrix4f.transpose3x3(Matrix3f dest) Matrix4fc.transpose3x3(Matrix3f dest) Transpose only the upper left 3x3 submatrix of this matrix and store the result indest.Matrix4x3f.transpose3x3(Matrix3f dest) Matrix4x3fc.transpose3x3(Matrix3f dest) Transpose only the left 3x3 submatrix of this matrix and store the result indest.