Uses of Interface
org.joml.Matrix4dc
Packages that use Matrix4dc
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Uses of Matrix4dc in org.joml
Modifier and TypeClassDescriptionclassContains the definition of a 4x4 Matrix of doubles, and associated functions to transform it.classA stack of manyMatrix4dinstances.Modifier and TypeMethodDescriptionMatrix4d.getToAddress(long address) Matrix4dc.getToAddress(long address) Store this matrix in column-major order at the given off-heap address.Modifier and TypeMethodDescriptionComponent-wise addthisandother.Component-wise addthisandotherand store the result indest.Component-wise add the upper 4x3 submatrices ofthisandother.Component-wise add the upper 4x3 submatrices ofthisandotherand store the result indest.booleanbooleanCompare the matrix elements ofthismatrix with the given matrix using the givendeltaand return whether all of them are equal within a maximum difference ofdelta.Component-wise add the upper 4x3 submatrices ofthisandotherby first multiplying each component ofother's 4x3 submatrix byotherFactorand adding that result tothis.Component-wise add the upper 4x3 submatrices ofthisandotherby first multiplying each component ofother's 4x3 submatrix byotherFactor, adding that tothisand storing the final result indest.Matrix4d.invertPerspectiveView(Matrix4dc view, Matrix4d dest) Matrix4dc.invertPerspectiveView(Matrix4dc view, Matrix4d dest) Ifthisis a perspective projection matrix obtained via one of theperspective()methods, that is, ifthisis a symmetrical perspective frustum transformation and the givenviewmatrix isaffineand has unit scaling (for example by being obtained vialookAt()), then this method builds the inverse ofthis * viewand stores it into the givendest.Linearly interpolatethisandotherusing the given interpolation factortand store the result inthis.Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Multiply this matrix by the suppliedrightmatrix.Multiply this matrix by the suppliedrightmatrix and store the result indest.Multiply the given matrixmatwith thisVector4d.Multiply the given matrix mat with thisVector4dand store the result indest.Multiply this matrix by the suppliedrightmatrix.Multiply this matrix by the suppliedrightmatrix and store the result indest.Matrix4d.mul4x3ComponentWise(Matrix4dc other) Component-wise multiply the upper 4x3 submatrices ofthisbyother.Matrix4d.mul4x3ComponentWise(Matrix4dc other, Matrix4d dest) Matrix4dc.mul4x3ComponentWise(Matrix4dc other, Matrix4d dest) Component-wise multiply the upper 4x3 submatrices ofthisbyotherand store the result indest.Multiply this matrix by the suppliedrightmatrix, both of which are assumed to beaffine, and store the result inthis.Multiply this matrix by the suppliedrightmatrix, both of which are assumed to beaffine, and store the result indest.Multiply the given affine matrix mat with this Vector4d and store the result indest.Matrix4d.mulAffineR(Matrix4dc right) Multiply this matrix by the suppliedrightmatrix, which is assumed to beaffine, and store the result inthis.Matrix4d.mulAffineR(Matrix4dc right, Matrix4d dest) Matrix4dc.mulAffineR(Matrix4dc right, Matrix4d dest) Multiply this matrix by the suppliedrightmatrix, which is assumed to beaffine, and store the result indest.Vector4d.mulAffineTranspose(Matrix4dc mat, Vector4d dest) Vector4dc.mulAffineTranspose(Matrix4dc mat, Vector4d dest) Multiply the transpose of the given affine matrixmatwith this Vector4d and store the result indest.Matrix4d.mulComponentWise(Matrix4dc other) Component-wise multiplythisbyother.Matrix4d.mulComponentWise(Matrix4dc other, Matrix4d dest) Matrix4dc.mulComponentWise(Matrix4dc other, Matrix4d dest) Component-wise multiplythisbyotherand store the result indest.Vector3d.mulDirection(Matrix4dc mat) Multiply the given 4x4 matrixmatwiththis.Vector3d.mulDirection(Matrix4dc mat, Vector3d dest) Vector3dc.mulDirection(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3f.mulDirection(Matrix4dc mat) Multiply the given 4x4 matrixmatwiththis.Vector3f.mulDirection(Matrix4dc mat, Vector3f dest) Vector3fc.mulDirection(Matrix4dc mat, Vector3f dest) Multiply the given 4x4 matrixmatwiththisand 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.Matrix4d.mulLocalAffine(Matrix4dc left) Pre-multiply this matrix by the suppliedleftmatrix, both of which are assumed to beaffine, and store the result inthis.Matrix4d.mulLocalAffine(Matrix4dc left, Matrix4d dest) Matrix4dc.mulLocalAffine(Matrix4dc left, Matrix4d dest) Pre-multiply this matrix by the suppliedleftmatrix, both of which are assumed to beaffine, and store the result indest.Matrix4d.mulOrthoAffine(Matrix4dc view) Matrix4d.mulOrthoAffine(Matrix4dc view, Matrix4d dest) Matrix4dc.mulOrthoAffine(Matrix4dc view, Matrix4d dest) Multiplythisorthographic projection matrix by the suppliedaffineviewmatrix and store the result indest.Matrix4d.mulPerspectiveAffine(Matrix4dc view) Matrix4d.mulPerspectiveAffine(Matrix4dc view, Matrix4d dest) Matrix4dc.mulPerspectiveAffine(Matrix4dc view, Matrix4d dest) Multiplythissymmetric perspective projection matrix by the suppliedaffineviewmatrix and store the result indest.Vector3d.mulPosition(Matrix4dc mat) Multiply the given 4x4 matrixmatwiththis.Vector3d.mulPosition(Matrix4dc mat, Vector3d dest) Vector3dc.mulPosition(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.doubleVector3d.mulPositionW(Matrix4dc mat) Multiply the given 4x4 matrixmatwiththisand return the w component of the resulting 4D vector.doubleVector3d.mulPositionW(Matrix4dc mat, Vector3d dest) doubleVector3dc.mulPositionW(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththis, store the result indestand return the w component of the resulting 4D vector.Vector3d.mulProject(Matrix4dc mat) Multiply the given matrixmatthis Vector3d, perform perspective division.Vector3d.mulProject(Matrix4dc mat, double w, Vector3d dest) Vector3d.mulProject(Matrix4dc mat, Vector3d dest) Vector3dc.mulProject(Matrix4dc mat, double w, Vector3d dest) Multiply the given matrixmatwith this Vector3d, perform perspective division and store the result indest.Vector3dc.mulProject(Matrix4dc mat, Vector3d dest) Multiply the given matrixmatwith this Vector3d, perform perspective division and store the result indest.Vector4d.mulProject(Matrix4dc mat) Multiply the given matrixmatwith this Vector4d, perform perspective division.Vector4d.mulProject(Matrix4dc mat, Vector3d dest) Vector4d.mulProject(Matrix4dc mat, Vector4d dest) Vector4dc.mulProject(Matrix4dc mat, Vector3d dest) Multiply the given matrixmatwith this Vector4d, perform perspective division and store the(x, y, z)result indest.Vector4dc.mulProject(Matrix4dc mat, Vector4d dest) Multiply the given matrixmatwith this Vector4d, perform perspective division and store the result indest.Matrix4d.mulTranslationAffine(Matrix4dc right, Matrix4d dest) Matrix4dc.mulTranslationAffine(Matrix4dc right, Matrix4d dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedrightmatrix, which is assumed to beaffine, and store the result indest.Vector4d.mulTranspose(Matrix4dc mat) Multiply the transpose of the given matrixmatwith this Vector4f and store the result inthis.Vector4d.mulTranspose(Matrix4dc mat, Vector4d dest) Vector4dc.mulTranspose(Matrix4dc mat, Vector4d dest) Multiply the transpose of the given matrixmatwith this Vector4d and store the result indest.Vector3d.mulTransposeDirection(Matrix4dc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3d.mulTransposeDirection(Matrix4dc mat, Vector3d dest) Vector3dc.mulTransposeDirection(Matrix4dc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3d.mulTransposePosition(Matrix4dc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3d.mulTransposePosition(Matrix4dc mat, Vector3d dest) Vector3dc.mulTransposePosition(Matrix4dc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Build an ortographic projection transformation that fits the view-projection transformation represented bythisinto the given affineviewtransformation.Matrix4d.projectedGridRange(Matrix4dc projector, double sLower, double sUpper, Matrix4d dest) Matrix4dc.projectedGridRange(Matrix4dc projector, double sLower, double sUpper, Matrix4d dest) 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 bethis, and store that range matrix intodest.Set thisAxisAngle4dto be equivalent to the rotational component of the givenMatrix4dc.Set thisAxisAngle4fto be equivalent to the rotational component of the givenMatrix4dc.Set the elements of this matrix to the upper left 3x3 of the givenMatrix4dc.Store the values of the given matrixmintothismatrix.Store the values of the given matrixmintothismatrix.Store the values of the upper 4x3 submatrix ofmintothismatrix.Quaterniond.setFromNormalized(Matrix4dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromNormalized(Matrix4dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaterniond.setFromUnnormalized(Matrix4dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromUnnormalized(Matrix4dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Matrix4d.setTransposed(Matrix4dc m) Store the values of the transpose of the given matrixmintothismatrix.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 equationy = 0as 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 equationy = 0as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)and store the result indest.Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0as if casting a shadow from a given light position/directionlightand store the result indest.Component-wise subtractsubtrahendfromthis.Component-wise subtractsubtrahendfromthisand store the result indest.Component-wise subtract the upper 4x3 submatrices ofsubtrahendfromthis.Component-wise subtract the upper 4x3 submatrices ofsubtrahendfromthisand store the result indest.