Uses of Interface
org.joml.Matrix4fc
Packages that use Matrix4fc
-
Uses of Matrix4fc in org.joml
Modifier and TypeClassDescriptionclass
Contains the definition of a 4x4 matrix of floats, and associated functions to transform it.class
A stack of manyMatrix4f
instances.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 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
.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
.Matrix4f.invertPerspectiveView
(Matrix4fc view, Matrix4f dest) Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, 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
.Matrix4fc.invertPerspectiveView
(Matrix4fc view, Matrix4f 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 supplied parameter matrix and store the result indest
.Multiply this matrix by the suppliedright
matrix and store the result inthis
.Multiply this matrix by the suppliedright
matrix and store the result indest
.Multiply the given matrixmat
with 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 suppliedright
matrix.Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4f.mul4x3ComponentWise
(Matrix4fc other) Component-wise multiply the upper 4x3 submatrices ofthis
byother
.Matrix4f.mul4x3ComponentWise
(Matrix4fc other, Matrix4f dest) Matrix4fc.mul4x3ComponentWise
(Matrix4fc other, Matrix4f 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 Vector4f and store the result indest
.Matrix4f.mulAffineR
(Matrix4fc right) Multiply this matrix by the suppliedright
matrix, 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 suppliedright
matrix, 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 matrixmat
with this Vector4f and store the result indest
.Matrix4f.mulComponentWise
(Matrix4fc other) Component-wise multiplythis
byother
.Matrix4f.mulComponentWise
(Matrix4fc other, Matrix4f dest) Matrix4fc.mulComponentWise
(Matrix4fc other, Matrix4f dest) Component-wise multiplythis
byother
and store the result indest
.Vector3d.mulDirection
(Matrix4fc mat) Multiply the given 4x4 matrixmat
withthis
.Vector3d.mulDirection
(Matrix4fc mat, Vector3d dest) Vector3dc.mulDirection
(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmat
withthis
and store the result indest
.Vector3f.mulDirection
(Matrix4fc mat) Multiply the given 4x4 matrixmat
withthis
.Vector3f.mulDirection
(Matrix4fc mat, Vector3f dest) Vector3fc.mulDirection
(Matrix4fc 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
.Matrix4f.mulLocalAffine
(Matrix4fc left) Pre-multiply this matrix by the suppliedleft
matrix, 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 suppliedleft
matrix, 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) Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix and store the result indest
.Matrix4f.mulPerspectiveAffine
(Matrix4fc view) Matrix4f.mulPerspectiveAffine
(Matrix4fc view, Matrix4f dest) Matrix4fc.mulPerspectiveAffine
(Matrix4fc view, Matrix4f dest) Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix and store the result indest
.Vector3d.mulPosition
(Matrix4fc mat) Multiply the given 4x4 matrixmat
withthis
.Vector3d.mulPosition
(Matrix4fc mat, Vector3d dest) Vector3dc.mulPosition
(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmat
withthis
and store the result indest
.Vector3f.mulPosition
(Matrix4fc mat) Multiply the given 4x4 matrixmat
withthis
.Vector3f.mulPosition
(Matrix4fc mat, Vector3f dest) Vector3fc.mulPosition
(Matrix4fc mat, Vector3f dest) Multiply the given 4x4 matrixmat
withthis
and store the result indest
.double
Vector3d.mulPositionW
(Matrix4fc mat) Multiply the given 4x4 matrixmat
withthis
and return the w component of the resulting 4D vector.double
Vector3d.mulPositionW
(Matrix4fc mat, Vector3d dest) double
Vector3dc.mulPositionW
(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmat
withthis
, store the result indest
and return the w component of the resulting 4D vector.float
Vector3f.mulPositionW
(Matrix4fc mat) Multiply the given 4x4 matrixmat
withthis
and return the w component of the resulting 4D vector.float
Vector3f.mulPositionW
(Matrix4fc mat, Vector3f dest) float
Vector3fc.mulPositionW
(Matrix4fc mat, Vector3f dest) Multiply the given 4x4 matrixmat
withthis
, store the result indest
and return the w component of the resulting 4D vector.Vector3d.mulProject
(Matrix4fc mat) Multiply the given matrixmat
with this Vector3d, perform perspective division.Vector3d.mulProject
(Matrix4fc mat, Vector3d dest) Vector3dc.mulProject
(Matrix4fc mat, Vector3d dest) Multiply the given matrixmat
with this Vector3d, perform perspective division and store the result indest
.Vector3f.mulProject
(Matrix4fc mat) Multiply the given matrixmat
with 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 matrixmat
with this Vector3f, perform perspective division and store the result indest
.Vector3fc.mulProject
(Matrix4fc mat, Vector3f dest) Multiply the given matrixmat
with this Vector3f, perform perspective division and store the result indest
.Vector4f.mulProject
(Matrix4fc mat) Multiply the given matrixmat
with 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 matrixmat
with this Vector4f, perform perspective division and store the(x, y, z)
result indest
.Vector4fc.mulProject
(Matrix4fc mat, Vector4f dest) Multiply the given matrixmat
with 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 suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.Vector4f.mulTranspose
(Matrix4fc mat) Multiply the transpose of the given matrixmat
with 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 matrixmat
with this Vector4f and store the result indest
.Vector3d.mulTransposeDirection
(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmat
withthis
.Vector3d.mulTransposeDirection
(Matrix4fc mat, Vector3d dest) Vector3dc.mulTransposeDirection
(Matrix4fc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.Vector3f.mulTransposeDirection
(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmat
withthis
.Vector3f.mulTransposeDirection
(Matrix4fc mat, Vector3f dest) Vector3fc.mulTransposeDirection
(Matrix4fc mat, Vector3f dest) Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.Vector3d.mulTransposePosition
(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmat
withthis
.Vector3d.mulTransposePosition
(Matrix4fc mat, Vector3d dest) Vector3dc.mulTransposePosition
(Matrix4fc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.Vector3f.mulTransposePosition
(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmat
withthis
.Vector3f.mulTransposePosition
(Matrix4fc mat, Vector3f dest) Vector3fc.mulTransposePosition
(Matrix4fc mat, Vector3f 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.Build an ortographic projection transformation that fits the view-projection transformation represented bythis
into the given affineview
transformation.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 thisAxisAngle4d
to be equivalent to the rotational component of the givenMatrix4fc
.Set thisAxisAngle4f
to be equivalent to the rotational component of the givenMatrix4fc
.Update the stored frustum planes ofthis
FrustumIntersection
with the givenmatrix
and 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 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
(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 matrixm
intothis
matrix.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 = 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
and store the result indest
.ModifierConstructorDescriptionCreate a newFrustumIntersection
from the givenmatrix
by extracing the matrix's frustum planes.FrustumIntersection
(Matrix4fc m, boolean allowTestSpheres) Create a newFrustumIntersection
from the givenmatrix
by extracing the matrix's frustum planes.Create a newFrustumRayBuilder
from the givenmatrix
by extracing the matrix's frustum.Create a newMatrix4d
and make it a copy of the given matrix.Create a newMatrix4f
and make it a copy of the given matrix.