Component-wise add this
and other
.
Component-wise add this
and other
and store the result in dest
.
Compute the cofactor matrix of this
.
Compute the cofactor matrix of this
and store it into dest
.
Compute the cofactor matrix of this
and store it into dest
.
Compute the cofactor matrix of the upper left 3x3 submatrix of this
and store it into dest
.
Compute the cofactor matrix of the upper left 3x3 submatrix of this
and store it into dest
.
Compute the cofactor matrix of the left 3x3 submatrix of this
and store it into dest
.
Compute the cofactor matrix of the left 3x3 submatrix of this
and store it into dest
.
Get the current values of this
matrix and store them as
the rotational component of dest
.
Get the current values of this
matrix and store them into
dest
.
Get the current values of this
matrix and store them into
dest
.
Set the given destination matrix to the rotation represented by this
.
Set the given destination matrix to the rotation represented by this
.
Get the current values of the upper left 3x3 submatrix of this
matrix and store them into
dest
.
Set this matrix to the identity.
Invert the this
matrix and store the result in dest
.
Linearly interpolate this
and other
using the given interpolation factor t
and store the result in this
.
Linearly interpolate this
and other
using the given interpolation factor t
and store the result in dest
.
Matrix3f.lookAlong(float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ)
Apply a rotation transformation to this matrix to make -z
point along dir
.
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 -z
point along dir
and store the result in dest
.
Apply a rotation transformation to this matrix to make -z
point along dir
.
Apply a rotation transformation to this matrix to make -z
point along dir
and store the result in dest
.
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 -z
point along dir
and store the result in dest
.
Apply a rotation transformation to this matrix to make -z
point along dir
and store the result in dest
.
Set the value of the matrix element at column 0 and row 0.
Set the value of the matrix element at column 0 and row 1.
Set the value of the matrix element at column 0 and row 2.
Set the value of the matrix element at column 1 and row 0.
Set the value of the matrix element at column 1 and row 1.
Set the value of the matrix element at column 1 and row 2.
Set the value of the matrix element at column 2 and row 0.
Set the value of the matrix element at column 2 and row 1.
Set the value of the matrix element at column 2 and row 2.
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this matrix by the supplied right
matrix.
Multiply this matrix by the supplied right
matrix and store the result in dest
.
Component-wise multiply this
by other
.
Component-wise multiply this
by other
and store the result in dest
.
Pre-multiply this matrix by the supplied left
matrix and store the result in this
.
Pre-multiply this matrix by the supplied left
matrix and store the result in dest
.
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Set this
matrix to its own normal matrix.
Compute a normal matrix from this
matrix and store it into dest
.
Compute a normal matrix from this
matrix and store it into dest
.
Compute a normal matrix from the upper left 3x3 submatrix of this
and store it into dest
.
Compute a normal matrix from the upper left 3x3 submatrix of this
and store it into dest
.
Compute a normal matrix from the left 3x3 submatrix of this
and store it into dest
.
Normalize the upper left 3x3 submatrix of this matrix and store the result in dest
.
Normalize the left 3x3 submatrix of this matrix and store the result in dest
.
Apply an oblique projection transformation to this matrix with the given values for a
and
b
.
Apply an oblique projection transformation to this matrix with the given values for a
and
b
and store the result in dest
.
Apply an oblique projection transformation to this matrix with the given values for a
and
b
and store the result in dest
.
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.
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation.
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 in dest
.
Apply a mirror/reflection transformation to this matrix that reflects through a plane
specified via the plane orientation, and store the result in dest
.
Apply a mirror/reflection transformation to this matrix that reflects through the given plane
specified via the plane normal, and store the result in dest
.
Set this matrix to a mirror/reflection transformation that reflects through the given plane
specified via the plane normal.
Set this matrix to a mirror/reflection transformation that reflects through a plane
specified via the plane orientation.
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 in dest
.
Apply a rotation transformation, rotating about the given
AxisAngle4f
, to this matrix.
Apply a rotation transformation, rotating about the given
AxisAngle4f
and store the result in
dest
.
Apply the rotation - and possibly scaling - transformation of the given
Quaternionfc
to this matrix.
Apply the rotation - and possibly scaling - transformation of the given
Quaternionfc
to this matrix and store
the result in
dest
.
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 in dest
.
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest
.
Apply a rotation transformation, rotating about the given
AxisAngle4f
and store the result in
dest
.
Apply the rotation - and possibly scaling - transformation of the given
Quaternionfc
to this matrix and store
the result in
dest
.
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.
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 in dest
.
Pre-multiply the rotation - and possibly scaling - transformation of the given
Quaternionfc
to this matrix.
Pre-multiply the rotation - and possibly scaling - transformation of the given
Quaternionfc
to this matrix and store
the result in
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 in dest
.
Pre-multiply the rotation - and possibly scaling - transformation of the given
Quaternionfc
to this matrix and store
the result in
dest
.
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.
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 in 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 in dest
.
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.
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 in 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 in dest
.
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.
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 in 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 in dest
.
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 +Z
axis with direction
.
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 +Z
axis with dir
and store the result in dest
.
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local +Z
axis with direction
.
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local +Z
axis with direction
and store the result in dest
.
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 +Z
axis with dir
and store the result in dest
.
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local +Z
axis with direction
and store the result in dest
.
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 in dest
.
Matrix3f.rotateXYZ(float angleX,
float angleY,
float angleZ)
Apply rotation of angleX
radians about the X axis, followed by a rotation of angleY
radians about the Y axis and
followed by a rotation of angleZ
radians about the Z axis.
Apply rotation of angles.x
radians about the X axis, followed by a rotation of angles.y
radians about the Y axis and
followed by a rotation of angles.z
radians about the Z axis.
Apply rotation of angleX
radians about the X axis, followed by a rotation of angleY
radians about the Y axis and
followed by a rotation of angleZ
radians about the Z axis and store the result in dest
.
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 in dest
.
Matrix3f.rotateYXZ(float angleY,
float angleX,
float angleZ)
Apply rotation of angleY
radians about the Y axis, followed by a rotation of angleX
radians about the X axis and
followed by a rotation of angleZ
radians about the Z axis.
Apply rotation of angles.y
radians about the Y axis, followed by a rotation of angles.x
radians about the X axis and
followed by a rotation of angles.z
radians about the Z axis.
Apply rotation of angleY
radians about the Y axis, followed by a rotation of angleX
radians about the X axis and
followed by a rotation of angleZ
radians about the Z axis and store the result in dest
.
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 in dest
.
Matrix3f.rotateZYX(float angleZ,
float angleY,
float angleX)
Apply rotation of angleZ
radians about the Z axis, followed by a rotation of angleY
radians about the Y axis and
followed by a rotation of angleX
radians about the X axis.
Apply rotation of angles.z
radians about the Z axis, followed by a rotation of angles.y
radians about the Y axis and
followed by a rotation of angles.x
radians about the X axis.
Apply rotation of angleZ
radians about the Z axis, followed by a rotation of angleY
radians about the Y axis and
followed by a rotation of angleX
radians about the X axis and store the result in dest
.
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.
Set this matrix to a rotation transformation using the given
AxisAngle4f
.
Set this matrix to the rotation - and possibly scaling - transformation of the given
Quaternionfc
.
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 -z
axis with center - eye
.
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local -z
axis with center - eye
.
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 of angleX
radians about the X axis, followed by a rotation
of angleY
radians about the Y axis and followed by a rotation of angleZ
radians about the Z axis.
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 of angleY
radians about the Y axis, followed by a rotation
of angleX
radians about the X axis and followed by a rotation of angleZ
radians about the Z axis.
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 of angleZ
radians about the Z axis, followed by a rotation
of angleY
radians about the Y axis and followed by a rotation of angleX
radians about the X axis.
Matrix3f.scale(float xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz
factor.
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 given xyz.x
,
xyz.y
and xyz.z
factors, respectively.
Apply scaling to this matrix by scaling the base axes by the given x,
y and z factors and store the result in dest
.
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz
factor
and store the result in dest
.
Apply scaling to this
matrix by scaling the base axes by the given xyz.x
,
xyz.y
and xyz.z
factors, respectively and store the result in dest
.
Pre-multiply scaling to this matrix by scaling the base axes by the given x,
y and z factors.
Pre-multiply scaling to this
matrix by scaling the base axes by the given x,
y and z factors and store the result in dest
.
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 by xyz.x
, xyz.y
and xyz.z
respectively.
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.
Set the values of this matrix by reading 9 float values from the given
ByteBuffer
in column-major order,
starting at the specified absolute buffer position/index.
Set the values of this matrix by reading 9 float values from the given
FloatBuffer
in column-major order,
starting at the specified absolute buffer position/index.
Set the values of this matrix by reading 9 float values from the given
ByteBuffer
in column-major order,
starting at its current position.
Set the values of this matrix by reading 9 float values from the given
FloatBuffer
in column-major order,
starting at its current position.
Set this matrix to be equivalent to the rotation specified by the given
AxisAngle4d
.
Set this matrix to be equivalent to the rotation specified by the given
AxisAngle4f
.
Set the upper left 2x2 submatrix of this
Matrix3f
to the given
Matrix2fc
and the rest to identity.
Set the elements of this matrix to the ones in m
.
Set the elements of this matrix to the upper left 3x3 of the given
Matrix4fc
.
Set the elements of this matrix to the left 3x3 submatrix of m
.
Set this matrix to a rotation - and possibly scaling - equivalent to the given quaternion.
Set this matrix to be equivalent to the rotation - and possibly scaling - specified by the given
Quaternionfc
.
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 given column
index, starting with 0
.
Set the column at the given column
index, starting with 0
.
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 -z
point along dir
.
Set this matrix to a rotation transformation to make -z
point along dir
.
Matrix3f.setRow(int row,
float x,
float y,
float z)
Set the row at the given row
index, starting with 0
.
Set the row at the given row
index, starting with 0
.
Set the matrix element at the given row and column to the specified value.
Set this matrix to a skew-symmetric matrix using the following layout:
Store the values of the transpose of the given matrix m
into this
matrix.
Component-wise subtract subtrahend
from this
.
Component-wise subtract subtrahend
from this
and store the result in dest
.
Exchange the values of this
matrix with the given other
matrix.
Transpose this
matrix and store the result in dest
.
Transpose only the upper left 3x3 submatrix of this matrix and store the result in dest
.
Transpose only the left 3x3 submatrix of this matrix and store the result in dest
.
Set all values within this matrix to zero.
Component-wise add this
and other
and store the result in dest
.
Compute the cofactor matrix of this
and store it into dest
.
Compute the cofactor matrix of this
and store it into dest
.
Compute the cofactor matrix of the upper left 3x3 submatrix of this
and store it into dest
.
Compute the cofactor matrix of the upper left 3x3 submatrix of this
and store it into dest
.
Compute the cofactor matrix of the left 3x3 submatrix of this
and store it into dest
.
Compute the cofactor matrix of the left 3x3 submatrix of this
and store it into dest
.
Get the current values of this
matrix and store them as
the rotational component of dest
.
Get the current values of this
matrix and store them into
dest
.
Get the current values of this
matrix and store them into
dest
.
Set the given destination matrix to the rotation represented by this
.
Set the given destination matrix to the rotation represented by this
.
Get the current values of the upper left 3x3 submatrix of this
matrix and store them into
dest
.
Invert the this
matrix and store the result in dest
.
Linearly interpolate this
and other
using the given interpolation factor t
and store the result in dest
.
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 -z
point along dir
and store the result in dest
.
Apply a rotation transformation to this matrix to make -z
point along dir
and store the result in dest
.
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 -z
point along dir
and store the result in dest
.
Apply a rotation transformation to this matrix to make -z
point along dir
and store the result in dest
.
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this matrix by the supplied right
matrix and store the result in dest
.
Component-wise multiply this
by other
and store the result in dest
.
Pre-multiply this matrix by the supplied left
matrix and store the result in dest
.
Multiply this
by the matrix
Multiply this
by the matrix
Multiply this
by the matrix
Compute a normal matrix from this
matrix and store it into dest
.
Compute a normal matrix from this
matrix and store it into dest
.
Compute a normal matrix from the upper left 3x3 submatrix of this
and store it into dest
.
Compute a normal matrix from the upper left 3x3 submatrix of this
and store it into dest
.
Compute a normal matrix from the left 3x3 submatrix of this
and store it into dest
.
Normalize the upper left 3x3 submatrix of this matrix and store the result in dest
.
Normalize the left 3x3 submatrix of this matrix and store the result in dest
.
Apply an oblique projection transformation to this matrix with the given values for a
and
b
and store the result in dest
.
Apply an oblique projection transformation to this matrix with the given values for a
and
b
and store the result in 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 in dest
.
Apply a mirror/reflection transformation to this matrix that reflects through a plane
specified via the plane orientation, and store the result in dest
.
Apply a mirror/reflection transformation to this matrix that reflects through the given plane
specified via the plane normal, and store the result in dest
.
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest
.
Apply a rotation transformation, rotating about the given
AxisAngle4f
and store the result in
dest
.
Apply the rotation - and possibly scaling - transformation of the given
Quaternionfc
to this matrix and store
the result in
dest
.
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 in dest
.
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest
.
Apply a rotation transformation, rotating about the given
AxisAngle4f
and store the result in
dest
.
Apply the rotation - and possibly scaling - transformation of the given
Quaternionfc
to this matrix and store
the result in
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 in dest
.
Pre-multiply the rotation - and possibly scaling - transformation of the given
Quaternionfc
to this matrix and store
the result in
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 in dest
.
Pre-multiply the rotation - and possibly scaling - transformation of the given
Quaternionfc
to this matrix and store
the result in
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 in 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 in 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 in 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 in 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 in 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 in dest
.
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 +Z
axis with dir
and store the result in dest
.
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local +Z
axis with direction
and store the result in dest
.
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 +Z
axis with dir
and store the result in dest
.
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local +Z
axis with direction
and store the result in dest
.
Apply rotation about the X axis to this matrix by rotating the given amount of radians
and store the result in dest
.
Apply rotation of angleX
radians about the X axis, followed by a rotation of angleY
radians about the Y axis and
followed by a rotation of angleZ
radians about the Z axis and store the result in dest
.
Apply rotation about the Y axis to this matrix by rotating the given amount of radians
and store the result in dest
.
Apply rotation of angleY
radians about the Y axis, followed by a rotation of angleX
radians about the X axis and
followed by a rotation of angleZ
radians about the Z axis and store the result in dest
.
Apply rotation about the Z axis to this matrix by rotating the given amount of radians
and store the result in dest
.
Apply rotation of angleZ
radians about the Z axis, followed by a rotation of angleY
radians about the Y axis and
followed by a rotation of angleX
radians about the X axis and store the result in dest
.
Apply scaling to this matrix by scaling the base axes by the given x,
y and z factors and store the result in dest
.
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz
factor
and store the result in dest
.
Apply scaling to this
matrix by scaling the base axes by the given xyz.x
,
xyz.y
and xyz.z
factors, respectively and store the result in dest
.
Pre-multiply scaling to this
matrix by scaling the base axes by the given x,
y and z factors and store the result in dest
.
Component-wise subtract subtrahend
from this
and store the result in dest
.
Exchange the values of this
matrix with the given other
matrix.
Transpose this
matrix and store the result in dest
.
Transpose only the upper left 3x3 submatrix of this matrix and store the result in dest
.
Transpose only the left 3x3 submatrix of this matrix and store the result in dest
.