Uses of Interface
org.joml.Matrix4fc
Packages that use Matrix4fc
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Uses of Matrix4fc in org.joml
Modifier and TypeClassDescriptionclassContains the definition of a 4x4 matrix of floats, and associated functions to transform it.classA stack of manyMatrix4finstances.Modifier and TypeMethodDescriptionMatrix4f.getToAddress(long address) Matrix4fc.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.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.Matrix4f.invertPerspectiveView(Matrix4fc view, Matrix4f dest) Ifthisis a perspective projection matrix obtained via one of theperspective()methods or viasetPerspective(), 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.Matrix4fc.invertPerspectiveView(Matrix4fc view, Matrix4f 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 supplied parameter matrix and store the result indest.Multiply this matrix by the suppliedrightmatrix and store the result inthis.Multiply this matrix by the suppliedrightmatrix and store the result indest.Multiply the given matrixmatwith thisVector4d.Multiply the given matrix mat with this Vector4d and store the result indest.Multiply the given matrix mat with this Vector4f and store the result inthis.Multiply the given matrix mat with this Vector4f and store the result indest.Multiply this matrix by the suppliedrightmatrix.Multiply this matrix by the suppliedrightmatrix and store the result indest.Matrix4f.mul4x3ComponentWise(Matrix4fc other) Component-wise multiply the upper 4x3 submatrices ofthisbyother.Matrix4f.mul4x3ComponentWise(Matrix4fc other, Matrix4f dest) Matrix4fc.mul4x3ComponentWise(Matrix4fc other, Matrix4f 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 Vector4f and store the result indest.Matrix4f.mulAffineR(Matrix4fc right) Multiply this matrix by the suppliedrightmatrix, which is assumed to beaffine, and store the result inthis.Matrix4f.mulAffineR(Matrix4fc right, Matrix4f dest) Matrix4fc.mulAffineR(Matrix4fc right, Matrix4f dest) Multiply this matrix by the suppliedrightmatrix, which is assumed to beaffine, and store the result indest.Vector4f.mulAffineTranspose(Matrix4fc mat, Vector4f dest) Vector4fc.mulAffineTranspose(Matrix4fc mat, Vector4f dest) Multiply the transpose of the given affine matrixmatwith this Vector4f and store the result indest.Matrix4f.mulComponentWise(Matrix4fc other) Component-wise multiplythisbyother.Matrix4f.mulComponentWise(Matrix4fc other, Matrix4f dest) Matrix4fc.mulComponentWise(Matrix4fc other, Matrix4f dest) Component-wise multiplythisbyotherand store the result indest.Vector3d.mulDirection(Matrix4fc mat) Multiply the given 4x4 matrixmatwiththis.Vector3d.mulDirection(Matrix4fc mat, Vector3d dest) Vector3dc.mulDirection(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3f.mulDirection(Matrix4fc mat) Multiply the given 4x4 matrixmatwiththis.Vector3f.mulDirection(Matrix4fc mat, Vector3f dest) Vector3fc.mulDirection(Matrix4fc 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.Matrix4f.mulLocalAffine(Matrix4fc left) Pre-multiply this matrix by the suppliedleftmatrix, both of which are assumed to beaffine, and store the result inthis.Matrix4f.mulLocalAffine(Matrix4fc left, Matrix4f dest) Matrix4fc.mulLocalAffine(Matrix4fc left, Matrix4f dest) Pre-multiply this matrix by the suppliedleftmatrix, both of which are assumed to beaffine, and store the result indest.Matrix4f.mulOrthoAffine(Matrix4fc view) Matrix4f.mulOrthoAffine(Matrix4fc view, Matrix4f dest) Matrix4fc.mulOrthoAffine(Matrix4fc view, Matrix4f dest) Multiplythisorthographic projection matrix by the suppliedaffineviewmatrix and store the result indest.Matrix4f.mulPerspectiveAffine(Matrix4fc view) Matrix4f.mulPerspectiveAffine(Matrix4fc view, Matrix4f dest) Matrix4fc.mulPerspectiveAffine(Matrix4fc view, Matrix4f dest) Multiplythissymmetric perspective projection matrix by the suppliedaffineviewmatrix and store the result indest.Vector3d.mulPosition(Matrix4fc mat) Multiply the given 4x4 matrixmatwiththis.Vector3d.mulPosition(Matrix4fc mat, Vector3d dest) Vector3dc.mulPosition(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3f.mulPosition(Matrix4fc mat) Multiply the given 4x4 matrixmatwiththis.Vector3f.mulPosition(Matrix4fc mat, Vector3f dest) Vector3fc.mulPosition(Matrix4fc mat, Vector3f dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.doubleVector3d.mulPositionW(Matrix4fc mat) Multiply the given 4x4 matrixmatwiththisand return the w component of the resulting 4D vector.doubleVector3d.mulPositionW(Matrix4fc mat, Vector3d dest) doubleVector3dc.mulPositionW(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththis, store the result indestand return the w component of the resulting 4D vector.floatVector3f.mulPositionW(Matrix4fc mat) Multiply the given 4x4 matrixmatwiththisand return the w component of the resulting 4D vector.floatVector3f.mulPositionW(Matrix4fc mat, Vector3f dest) floatVector3fc.mulPositionW(Matrix4fc mat, Vector3f dest) Multiply the given 4x4 matrixmatwiththis, store the result indestand return the w component of the resulting 4D vector.Vector3d.mulProject(Matrix4fc mat) Multiply the given matrixmatwith this Vector3d, perform perspective division.Vector3d.mulProject(Matrix4fc mat, Vector3d dest) Vector3dc.mulProject(Matrix4fc mat, Vector3d dest) Multiply the given matrixmatwith this Vector3d, perform perspective division and store the result indest.Vector3f.mulProject(Matrix4fc mat) Multiply the given matrixmatwith this Vector3f, perform perspective division.Vector3f.mulProject(Matrix4fc mat, float w, Vector3f dest) Vector3f.mulProject(Matrix4fc mat, Vector3f dest) Vector3fc.mulProject(Matrix4fc mat, float w, Vector3f dest) Multiply the given matrixmatwith this Vector3f, perform perspective division and store the result indest.Vector3fc.mulProject(Matrix4fc mat, Vector3f dest) Multiply the given matrixmatwith this Vector3f, perform perspective division and store the result indest.Vector4f.mulProject(Matrix4fc mat) Multiply the given matrixmatwith this Vector4f, perform perspective division.Vector4f.mulProject(Matrix4fc mat, Vector3f dest) Vector4f.mulProject(Matrix4fc mat, Vector4f dest) Vector4fc.mulProject(Matrix4fc mat, Vector3f dest) Multiply the given matrixmatwith this Vector4f, perform perspective division and store the(x, y, z)result indest.Vector4fc.mulProject(Matrix4fc mat, Vector4f dest) Multiply the given matrixmatwith this Vector4f, perform perspective division and store the result indest.Matrix4f.mulTranslationAffine(Matrix4fc right, Matrix4f dest) Matrix4fc.mulTranslationAffine(Matrix4fc right, Matrix4f 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.Vector4f.mulTranspose(Matrix4fc mat) Multiply the transpose of the given matrixmatwith this Vector4f and store the result inthis.Vector4f.mulTranspose(Matrix4fc mat, Vector4f dest) Vector4fc.mulTranspose(Matrix4fc mat, Vector4f dest) Multiply the transpose of the given matrixmatwith this Vector4f and store the result indest.Vector3d.mulTransposeDirection(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3d.mulTransposeDirection(Matrix4fc mat, Vector3d dest) Vector3dc.mulTransposeDirection(Matrix4fc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3f.mulTransposeDirection(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3f.mulTransposeDirection(Matrix4fc mat, Vector3f dest) Vector3fc.mulTransposeDirection(Matrix4fc mat, Vector3f dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3d.mulTransposePosition(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3d.mulTransposePosition(Matrix4fc mat, Vector3d dest) Vector3dc.mulTransposePosition(Matrix4fc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3f.mulTransposePosition(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3f.mulTransposePosition(Matrix4fc mat, Vector3f dest) Vector3fc.mulTransposePosition(Matrix4fc mat, Vector3f 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.Build an ortographic projection transformation that fits the view-projection transformation represented bythisinto the given affineviewtransformation.Matrix4f.projectedGridRange(Matrix4fc projector, float sLower, float sUpper, Matrix4f dest) Matrix4fc.projectedGridRange(Matrix4fc projector, float sLower, float sUpper, Matrix4f 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 givenMatrix4fc.Set thisAxisAngle4fto be equivalent to the rotational component of the givenMatrix4fc.Update the stored frustum planes ofthisFrustumIntersectionwith the givenmatrixand allow to optimize the frustum plane extraction in the case when no intersection test is needed for spheres.Set the elements of this matrix to the upper left 3x3 of the givenMatrix4fc.Set the elements of this matrix to the upper left 3x3 of the givenMatrix4fc.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(Matrix4fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromNormalized(Matrix4fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaterniond.setFromUnnormalized(Matrix4fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromUnnormalized(Matrix4fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Matrix4f.setTransposed(Matrix4fc m) Store the values of the transpose of the given matrixmintothismatrix.Matrix4f.shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4fc planeTransform, Matrix4f dest) Matrix4fc.shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4fc planeTransform, Matrix4f 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 ofsubtrahendfromthisand store the result indest.ModifierConstructorDescriptionCreate a newFrustumIntersectionfrom the givenmatrixby extracing the matrix's frustum planes.FrustumIntersection(Matrix4fc m, boolean allowTestSpheres) Create a newFrustumIntersectionfrom the givenmatrixby extracing the matrix's frustum planes.Create a newFrustumRayBuilderfrom the givenmatrixby extracing the matrix's frustum.Create a newMatrix4dand make it a copy of the given matrix.Create a newMatrix4fand make it a copy of the given matrix.