Component-wise add this
and other
.
Component-wise add this
and other
and store the result in dest
.
Component-wise add the upper 4x3 submatrices of this
and other
.
Component-wise add the upper 4x3 submatrices of this
and other
and store the result in dest
.
boolean
boolean
Compare the matrix elements of this
matrix with the given matrix using the given delta
and return whether all of them are equal within a maximum difference of delta
.
Component-wise add the upper 4x3 submatrices of this
and other
by first multiplying each component of other
's 4x3 submatrix by otherFactor
and
adding that result to this
.
Component-wise add the upper 4x3 submatrices of this
and other
by first multiplying each component of other
's 4x3 submatrix by otherFactor
,
adding that to this
and storing the final result in dest
.
If
this
is a perspective projection matrix obtained via one of the
perspective()
methods,
that is, if
this
is a symmetrical perspective frustum transformation
and the given
view
matrix is
affine
and has unit scaling (for example by being obtained via
lookAt()
),
then this method builds the inverse of
this * view
and stores it into the given
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
.
Multiply this matrix by the supplied right
matrix.
Multiply this matrix by the supplied right
matrix and store the result in dest
.
Multiply the given matrix
mat
with this
Vector4d
.
Multiply the given matrix mat with this
Vector4d
and store the result in
dest
.
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 the upper 4x3 submatrices of this
by other
.
Component-wise multiply the upper 4x3 submatrices of this
by other
and store the result in dest
.
Multiply this matrix by the supplied
right
matrix, both of which are assumed to be
affine
, and store the result in
this
.
Multiply this matrix by the supplied
right
matrix, both of which are assumed to be
affine
, and store the result in
dest
.
Multiply the given affine matrix mat with this Vector4d and store the result in
dest
.
Multiply this matrix by the supplied
right
matrix, which is assumed to be
affine
, and store the result in
this
.
Multiply this matrix by the supplied
right
matrix, which is assumed to be
affine
, and store the result in
dest
.
Multiply the transpose of the given affine matrix mat
with this Vector4d and store the result in
dest
.
Component-wise multiply this
by other
.
Component-wise multiply this
by other
and store the result in dest
.
Multiply the given 4x4 matrix mat
with this
.
Multiply the given 4x4 matrix mat
with this
and store the
result in dest
.
Multiply the given 4x4 matrix mat
with this
.
Multiply the given 4x4 matrix mat
with this
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
.
Pre-multiply this matrix by the supplied
left
matrix, both of which are assumed to be
affine
, and store the result in
this
.
Pre-multiply this matrix by the supplied
left
matrix, both of which are assumed to be
affine
, and store the result in
dest
.
Multiply
this
orthographic projection matrix by the supplied
affine
view
matrix.
Multiply
this
orthographic projection matrix by the supplied
affine
view
matrix
and store the result in
dest
.
Multiply
this
symmetric perspective projection matrix by the supplied
affine
view
matrix.
Multiply
this
symmetric perspective projection matrix by the supplied
affine
view
matrix and store the result in
dest
.
Multiply the given 4x4 matrix mat
with this
.
Multiply the given 4x4 matrix mat
with this
and store the
result in dest
.
double
Multiply the given 4x4 matrix mat
with this
and return the w component
of the resulting 4D vector.
double
double
Multiply the given 4x4 matrix mat
with this
, store the
result in dest
and return the w component of the resulting 4D vector.
Multiply the given matrix mat
this Vector3d, perform perspective division.
Multiply the given matrix mat
with this Vector3d, perform perspective division
and store the result in dest
.
Multiply the given matrix mat
with this Vector3d, perform perspective division
and store the result in dest
.
Multiply the given matrix mat
with this Vector4d, perform perspective division.
Multiply the given matrix mat
with this Vector4d, perform perspective division
and store the (x, y, z)
result in dest
.
Multiply the given matrix mat
with this Vector4d, perform perspective division
and store the result in dest
.
Multiply this matrix, which is assumed to only contain a translation, by the supplied
right
matrix, which is assumed to be
affine
, and store the result in
dest
.
Multiply the transpose of the given matrix mat
with this Vector4f and store the result in
this
.
Multiply the transpose of the given matrix mat
with this Vector4d and store the result in
dest
.
Multiply the transpose of the given 4x4 matrix mat
with this
.
Multiply the transpose of the given 4x4 matrix mat
with this
and store the
result in dest
.
Multiply the transpose of the given 4x4 matrix mat
with this
.
Multiply the transpose of the given 4x4 matrix mat
with this
and store the
result in dest
.
Build an ortographic projection transformation that fits the view-projection transformation represented by this
into the given affine view
transformation.
Compute the
range matrix for the Projected Grid transformation as described in chapter "2.4.2 Creating the range conversion matrix"
of the paper
Real-time water rendering - Introducing the projected grid concept
based on the
inverse of the view-projection matrix which is assumed to be
this
, and store that range matrix into
dest
.
Set the elements of this matrix to the upper left 3x3 of the given
Matrix4dc
.
Store the values of the given matrix m
into this
matrix.
Store the values of the given matrix m
into this
matrix.
Store the values of the upper 4x3 submatrix of m
into this
matrix.
Set the upper left 3x3 submatrix of this
Matrix4d
to that of the given
Matrix4dc
and don't change the other elements.
Set the upper 4x3 submatrix of this
Matrix4d
to the upper 4x3 submatrix of the given
Matrix4dc
and don't change the other elements.
Set this quaternion to be a representation of the rotational component of the given matrix.
Set this quaternion to be a representation of the rotational component of the given matrix.
Set this quaternion to be a representation of the rotational component of the given matrix.
Set this quaternion to be a representation of the rotational component of the given matrix.
Store the values of the transpose of the given matrix m
into this
matrix.
Matrix4d.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4dc planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0
as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW)
.
Matrix4d.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4dc planeTransform,
Matrix4d dest)
Matrix4dc.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4dc planeTransform,
Matrix4d dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0
as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW)
and store the result in dest
.
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0
as if casting a shadow from a given light position/direction light
and store the result in dest
.
Component-wise subtract subtrahend
from this
.
Component-wise subtract subtrahend
from this
and store the result in dest
.
Component-wise subtract the upper 4x3 submatrices of subtrahend
from this
.
Component-wise subtract the upper 4x3 submatrices of subtrahend
from this
and store the result in dest
.