Uses of Interface
org.joml.Matrix4dc
Packages that use Matrix4dc
-
Uses of Matrix4dc in org.joml
Modifier and TypeClassDescriptionclass
Contains the definition of a 4x4 Matrix of doubles, and associated functions to transform it.class
A stack of manyMatrix4d
instances.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 addthis
andother
.Component-wise addthis
andother
and store the result indest
.Component-wise add the upper 4x3 submatrices ofthis
andother
.Component-wise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.boolean
boolean
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Component-wise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
and adding that result tothis
.Component-wise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
, adding that tothis
and storing the final result indest
.Matrix4d.invertPerspectiveView
(Matrix4dc view, Matrix4d dest) Matrix4dc.invertPerspectiveView
(Matrix4dc view, Matrix4d dest) Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix isaffine
and has unit scaling (for example by being obtained vialookAt()
), then this method builds the inverse ofthis * view
and stores it into the givendest
.Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Multiply this matrix by the suppliedright
matrix.Multiply this matrix by the suppliedright
matrix and store the result indest
.Multiply the given matrixmat
with thisVector4d
.Multiply the given matrix mat with thisVector4d
and store the result indest
.Multiply this matrix by the suppliedright
matrix.Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4d.mul4x3ComponentWise
(Matrix4dc other) Component-wise multiply the upper 4x3 submatrices ofthis
byother
.Matrix4d.mul4x3ComponentWise
(Matrix4dc other, Matrix4d dest) Matrix4dc.mul4x3ComponentWise
(Matrix4dc other, Matrix4d dest) Component-wise multiply the upper 4x3 submatrices ofthis
byother
and store the result indest
.Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result inthis
.Multiply this matrix by the suppliedright
matrix, 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 suppliedright
matrix, 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 suppliedright
matrix, 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 matrixmat
with this Vector4d and store the result indest
.Matrix4d.mulComponentWise
(Matrix4dc other) Component-wise multiplythis
byother
.Matrix4d.mulComponentWise
(Matrix4dc other, Matrix4d dest) Matrix4dc.mulComponentWise
(Matrix4dc other, Matrix4d dest) Component-wise multiplythis
byother
and store the result indest
.Vector3d.mulDirection
(Matrix4dc mat) Multiply the given 4x4 matrixmat
withthis
.Vector3d.mulDirection
(Matrix4dc mat, Vector3d dest) Vector3dc.mulDirection
(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmat
withthis
and store the result indest
.Vector3f.mulDirection
(Matrix4dc mat) Multiply the given 4x4 matrixmat
withthis
.Vector3f.mulDirection
(Matrix4dc mat, Vector3f dest) Vector3fc.mulDirection
(Matrix4dc mat, Vector3f dest) Multiply the given 4x4 matrixmat
withthis
and store the result indest
.Pre-multiply this matrix by the suppliedleft
matrix and store the result inthis
.Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.Matrix4d.mulLocalAffine
(Matrix4dc left) Pre-multiply this matrix by the suppliedleft
matrix, 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 suppliedleft
matrix, 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) Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix and store the result indest
.Matrix4d.mulPerspectiveAffine
(Matrix4dc view) Matrix4d.mulPerspectiveAffine
(Matrix4dc view, Matrix4d dest) Matrix4dc.mulPerspectiveAffine
(Matrix4dc view, Matrix4d dest) Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix and store the result indest
.Vector3d.mulPosition
(Matrix4dc mat) Multiply the given 4x4 matrixmat
withthis
.Vector3d.mulPosition
(Matrix4dc mat, Vector3d dest) Vector3dc.mulPosition
(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmat
withthis
and store the result indest
.double
Vector3d.mulPositionW
(Matrix4dc mat) Multiply the given 4x4 matrixmat
withthis
and return the w component of the resulting 4D vector.double
Vector3d.mulPositionW
(Matrix4dc mat, Vector3d dest) double
Vector3dc.mulPositionW
(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmat
withthis
, store the result indest
and return the w component of the resulting 4D vector.Vector3d.mulProject
(Matrix4dc mat) Multiply the given matrixmat
this 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 matrixmat
with this Vector3d, perform perspective division and store the result indest
.Vector3dc.mulProject
(Matrix4dc mat, Vector3d dest) Multiply the given matrixmat
with this Vector3d, perform perspective division and store the result indest
.Vector4d.mulProject
(Matrix4dc mat) Multiply the given matrixmat
with 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 matrixmat
with this Vector4d, perform perspective division and store the(x, y, z)
result indest
.Vector4dc.mulProject
(Matrix4dc mat, Vector4d dest) Multiply the given matrixmat
with 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 suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.Vector4d.mulTranspose
(Matrix4dc mat) Multiply the transpose of the given matrixmat
with 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 matrixmat
with this Vector4d and store the result indest
.Vector3d.mulTransposeDirection
(Matrix4dc mat) Multiply the transpose of the given 4x4 matrixmat
withthis
.Vector3d.mulTransposeDirection
(Matrix4dc mat, Vector3d dest) Vector3dc.mulTransposeDirection
(Matrix4dc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.Vector3d.mulTransposePosition
(Matrix4dc mat) Multiply the transpose of the given 4x4 matrixmat
withthis
.Vector3d.mulTransposePosition
(Matrix4dc mat, Vector3d dest) Vector3dc.mulTransposePosition
(Matrix4dc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.Build an ortographic projection transformation that fits the view-projection transformation represented bythis
into the given affineview
transformation.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 thisAxisAngle4d
to be equivalent to the rotational component of the givenMatrix4dc
.Set thisAxisAngle4f
to 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 matrixm
intothis
matrix.Store the values of the given matrixm
intothis
matrix.Store the values of the upper 4x3 submatrix ofm
intothis
matrix.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 matrixm
intothis
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 equationy = 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 equationy = 0
as 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 = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Component-wise subtractsubtrahend
fromthis
.Component-wise subtractsubtrahend
fromthis
and store the result indest
.Component-wise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
.Component-wise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
and store the result indest
.