Uses of Class
org.joml.Matrix4x3d
Packages that use Matrix4x3d
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Uses of Matrix4x3d in org.jomlSubclasses of Matrix4x3d in org.jomlMethods in org.joml that return Matrix4x3dModifier and TypeMethodDescriptionMatrix4x3d.add(Matrix4x3dc other) Component-wise addthisandother.Matrix4x3d.add(Matrix4x3dc other, Matrix4x3d dest) Matrix4x3d.add(Matrix4x3fc other) Component-wise addthisandother.Matrix4x3d.add(Matrix4x3fc other, Matrix4x3d dest) Matrix4x3dc.add(Matrix4x3dc other, Matrix4x3d dest) Component-wise addthisandotherand store the result indest.Matrix4x3dc.add(Matrix4x3fc other, Matrix4x3d dest) Component-wise addthisandotherand store the result indest.Matrix4x3d.arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY) Apply an arcball view transformation to this matrix with the givenradiusand center(centerX, centerY, centerZ)position of the arcball and the specified X and Y rotation angles.Matrix4x3d.arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY, Matrix4x3d dest) Apply an arcball view transformation to this matrix with the givenradiusandcenterposition of the arcball and the specified X and Y rotation angles.Matrix4x3d.arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest) Matrix4x3dc.arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY, Matrix4x3d dest) Apply an arcball view transformation to this matrix with the givenradiusand center(centerX, centerY, centerZ)position of the arcball and the specified X and Y rotation angles, and store the result indest.Matrix4x3dc.arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest) Apply an arcball view transformation to this matrix with the givenradiusandcenterposition of the arcball and the specified X and Y rotation angles, and store the result indest.Matrix4x3d.assume(int properties) Assume the given properties about this matrix.Matrix4x3d.billboardCylindrical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up) Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPoswhile constraining a cylindrical rotation around the givenupvector.Matrix4x3d.billboardSpherical(Vector3dc objPos, Vector3dc targetPos) Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPosusing a shortest arc rotation by not preserving any up vector of the object.Matrix4x3d.billboardSpherical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up) Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPos.Matrix4x3d.cofactor3x3()Compute the cofactor matrix of the left 3x3 submatrix ofthis.Matrix4x3d.cofactor3x3(Matrix4x3d dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3dc.cofactor3x3(Matrix4x3d dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3d.determineProperties()Compute and set the matrix properties returned byproperties()based on the current matrix element values.Matrix4x3d.fma(Matrix4x3dc other, double otherFactor) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactorand adding that result tothis.Matrix4x3d.fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest) Matrix4x3d.fma(Matrix4x3fc other, double otherFactor) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactorand adding that result tothis.Matrix4x3d.fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest) Matrix4x3dc.fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactor, adding that tothisand storing the final result indest.Matrix4x3dc.fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactor, adding that tothisand storing the final result indest.Matrix4x3d.get(Matrix4x3d dest) Get the current values ofthismatrix and store them intodest.Matrix4x3dc.get(Matrix4x3d dest) Get the current values ofthismatrix and store them intodest.Matrix4x3f.get(Matrix4x3d dest) Get the current values ofthismatrix and store them intodest.Matrix4x3fc.get(Matrix4x3d dest) Get the current values ofthismatrix and store them intodest.Quaternionf.get(Matrix4x3d dest) Quaternionfc.get(Matrix4x3d dest) Set the given destination matrix to the rotation represented bythis.Matrix4d.get4x3(Matrix4x3d dest) Matrix4dc.get4x3(Matrix4x3d dest) Get the current values of the upper 4x3 submatrix ofthismatrix and store them intodest.Matrix4x3d.identity()Reset this matrix to the identity.Matrix4x3d.invert()Invert this matrix.Matrix4x3d.invert(Matrix4x3d dest) Matrix4x3dc.invert(Matrix4x3d dest) Invertthismatrix and store the result indest.Matrix4x3d.invertOrtho()Invertthisorthographic projection matrix.Matrix4x3d.invertOrtho(Matrix4x3d dest) Matrix4x3dc.invertOrtho(Matrix4x3d dest) Invertthisorthographic projection matrix and store the result into the givendest.Matrix4x3d.lerp(Matrix4x3dc other, double t) Linearly interpolatethisandotherusing the given interpolation factortand store the result inthis.Matrix4x3d.lerp(Matrix4x3dc other, double t, Matrix4x3d dest) Matrix4x3dc.lerp(Matrix4x3dc other, double t, Matrix4x3d dest) Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Matrix4x3d.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Apply a rotation transformation to this matrix to make-zpoint alongdir.Matrix4x3d.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdir.Matrix4x3d.lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3dc.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3dc.lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3d.lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eye.Matrix4x3d.lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eye.Matrix4x3d.lookAt(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3dc.lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3dc.lookAt(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3d.lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3d.lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3d.lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3dc.lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3dc.lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3d.m00(double m00) Set the value of the matrix element at column 0 and row 0.Matrix4x3d.m01(double m01) Set the value of the matrix element at column 0 and row 1.Matrix4x3d.m02(double m02) Set the value of the matrix element at column 0 and row 2.Matrix4x3d.m10(double m10) Set the value of the matrix element at column 1 and row 0.Matrix4x3d.m11(double m11) Set the value of the matrix element at column 1 and row 1.Matrix4x3d.m12(double m12) Set the value of the matrix element at column 1 and row 2.Matrix4x3d.m20(double m20) Set the value of the matrix element at column 2 and row 0.Matrix4x3d.m21(double m21) Set the value of the matrix element at column 2 and row 1.Matrix4x3d.m22(double m22) Set the value of the matrix element at column 2 and row 2.Matrix4x3d.m30(double m30) Set the value of the matrix element at column 3 and row 0.Matrix4x3d.m31(double m31) Set the value of the matrix element at column 3 and row 1.Matrix4x3d.m32(double m32) Set the value of the matrix element at column 3 and row 2.Matrix4x3d.mapnXnYnZ()Multiplythisby the matrixMatrix4x3d.mapnXnYnZ(Matrix4x3d dest) Matrix4x3dc.mapnXnYnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXnYZ()Multiplythisby the matrixMatrix4x3d.mapnXnYZ(Matrix4x3d dest) Matrix4x3dc.mapnXnYZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXnZnY()Multiplythisby the matrixMatrix4x3d.mapnXnZnY(Matrix4x3d dest) Matrix4x3dc.mapnXnZnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXnZY()Multiplythisby the matrixMatrix4x3d.mapnXnZY(Matrix4x3d dest) Matrix4x3dc.mapnXnZY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXYnZ()Multiplythisby the matrixMatrix4x3d.mapnXYnZ(Matrix4x3d dest) Matrix4x3dc.mapnXYnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXZnY()Multiplythisby the matrixMatrix4x3d.mapnXZnY(Matrix4x3d dest) Matrix4x3dc.mapnXZnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXZY()Multiplythisby the matrixMatrix4x3d.mapnXZY(Matrix4x3d dest) Matrix4x3dc.mapnXZY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYnXnZ()Multiplythisby the matrixMatrix4x3d.mapnYnXnZ(Matrix4x3d dest) Matrix4x3dc.mapnYnXnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYnXZ()Multiplythisby the matrixMatrix4x3d.mapnYnXZ(Matrix4x3d dest) Matrix4x3dc.mapnYnXZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYnZnX()Multiplythisby the matrixMatrix4x3d.mapnYnZnX(Matrix4x3d dest) Matrix4x3dc.mapnYnZnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYnZX()Multiplythisby the matrixMatrix4x3d.mapnYnZX(Matrix4x3d dest) Matrix4x3dc.mapnYnZX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYXnZ()Multiplythisby the matrixMatrix4x3d.mapnYXnZ(Matrix4x3d dest) Matrix4x3dc.mapnYXnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYXZ()Multiplythisby the matrixMatrix4x3d.mapnYXZ(Matrix4x3d dest) Matrix4x3dc.mapnYXZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYZnX()Multiplythisby the matrixMatrix4x3d.mapnYZnX(Matrix4x3d dest) Matrix4x3dc.mapnYZnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYZX()Multiplythisby the matrixMatrix4x3d.mapnYZX(Matrix4x3d dest) Matrix4x3dc.mapnYZX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZnXnY()Multiplythisby the matrixMatrix4x3d.mapnZnXnY(Matrix4x3d dest) Matrix4x3dc.mapnZnXnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZnXY()Multiplythisby the matrixMatrix4x3d.mapnZnXY(Matrix4x3d dest) Matrix4x3dc.mapnZnXY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZnYnX()Multiplythisby the matrixMatrix4x3d.mapnZnYnX(Matrix4x3d dest) Matrix4x3dc.mapnZnYnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZnYX()Multiplythisby the matrixMatrix4x3d.mapnZnYX(Matrix4x3d dest) Matrix4x3dc.mapnZnYX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZXnY()Multiplythisby the matrixMatrix4x3d.mapnZXnY(Matrix4x3d dest) Matrix4x3dc.mapnZXnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZXY()Multiplythisby the matrixMatrix4x3d.mapnZXY(Matrix4x3d dest) Matrix4x3dc.mapnZXY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZYnX()Multiplythisby the matrixMatrix4x3d.mapnZYnX(Matrix4x3d dest) Matrix4x3dc.mapnZYnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZYX()Multiplythisby the matrixMatrix4x3d.mapnZYX(Matrix4x3d dest) Matrix4x3dc.mapnZYX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapXnYnZ()Multiplythisby the matrixMatrix4x3d.mapXnYnZ(Matrix4x3d dest) Matrix4x3dc.mapXnYnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapXnZnY()Multiplythisby the matrixMatrix4x3d.mapXnZnY(Matrix4x3d dest) Matrix4x3dc.mapXnZnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapXnZY()Multiplythisby the matrixMatrix4x3d.mapXnZY(Matrix4x3d dest) Matrix4x3dc.mapXnZY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapXZnY()Multiplythisby the matrixMatrix4x3d.mapXZnY(Matrix4x3d dest) Matrix4x3dc.mapXZnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapXZY()Multiplythisby the matrixMatrix4x3d.mapXZY(Matrix4x3d dest) Matrix4x3dc.mapXZY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYnXnZ()Multiplythisby the matrixMatrix4x3d.mapYnXnZ(Matrix4x3d dest) Matrix4x3dc.mapYnXnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYnXZ()Multiplythisby the matrixMatrix4x3d.mapYnXZ(Matrix4x3d dest) Matrix4x3dc.mapYnXZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYnZnX()Multiplythisby the matrixMatrix4x3d.mapYnZnX(Matrix4x3d dest) Matrix4x3dc.mapYnZnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYnZX()Multiplythisby the matrixMatrix4x3d.mapYnZX(Matrix4x3d dest) Matrix4x3dc.mapYnZX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYXnZ()Multiplythisby the matrixMatrix4x3d.mapYXnZ(Matrix4x3d dest) Matrix4x3dc.mapYXnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYXZ()Multiplythisby the matrixMatrix4x3d.mapYXZ(Matrix4x3d dest) Matrix4x3dc.mapYXZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYZnX()Multiplythisby the matrixMatrix4x3d.mapYZnX(Matrix4x3d dest) Matrix4x3dc.mapYZnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYZX()Multiplythisby the matrixMatrix4x3d.mapYZX(Matrix4x3d dest) Matrix4x3dc.mapYZX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZnXnY()Multiplythisby the matrixMatrix4x3d.mapZnXnY(Matrix4x3d dest) Matrix4x3dc.mapZnXnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZnXY()Multiplythisby the matrixMatrix4x3d.mapZnXY(Matrix4x3d dest) Matrix4x3dc.mapZnXY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZnYnX()Multiplythisby the matrixMatrix4x3d.mapZnYnX(Matrix4x3d dest) Matrix4x3dc.mapZnYnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZnYX()Multiplythisby the matrixMatrix4x3d.mapZnYX(Matrix4x3d dest) Matrix4x3dc.mapZnYX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZXnY()Multiplythisby the matrixMatrix4x3d.mapZXnY(Matrix4x3d dest) Matrix4x3dc.mapZXnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZXY()Multiplythisby the matrixMatrix4x3d.mapZXY(Matrix4x3d dest) Matrix4x3dc.mapZXY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZYnX()Multiplythisby the matrixMatrix4x3d.mapZYnX(Matrix4x3d dest) Matrix4x3dc.mapZYnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZYX()Multiplythisby the matrixMatrix4x3d.mapZYX(Matrix4x3d dest) Matrix4x3dc.mapZYX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mul(Matrix4x3dc right) Multiply this matrix by the suppliedrightmatrix.Matrix4x3d.mul(Matrix4x3dc right, Matrix4x3d dest) Matrix4x3d.mul(Matrix4x3fc right) Multiply this matrix by the suppliedrightmatrix.Matrix4x3d.mul(Matrix4x3fc right, Matrix4x3d dest) Matrix4x3dc.mul(Matrix4x3dc right, Matrix4x3d dest) Multiply this matrix by the suppliedrightmatrix and store the result indest.Matrix4x3dc.mul(Matrix4x3fc right, Matrix4x3d dest) Multiply this matrix by the suppliedrightmatrix and store the result indest.Matrix4x3d.mul3x3(double rm00, double rm01, double rm02, double rm10, double rm11, double rm12, double rm20, double rm21, double rm22) Multiplythisby the 4x3 matrix with the column vectors(rm00, rm01, rm02),(rm10, rm11, rm12),(rm20, rm21, rm22)and(0, 0, 0).Matrix4x3d.mul3x3(double rm00, double rm01, double rm02, double rm10, double rm11, double rm12, double rm20, double rm21, double rm22, Matrix4x3d dest) Matrix4x3dc.mul3x3(double rm00, double rm01, double rm02, double rm10, double rm11, double rm12, double rm20, double rm21, double rm22, Matrix4x3d dest) Multiplythisby the 4x3 matrix with the column vectors(rm00, rm01, rm02),(rm10, rm11, rm12),(rm20, rm21, rm22)and(0, 0, 0)and store the result indest.Matrix4x3d.mulComponentWise(Matrix4x3dc other) Component-wise multiplythisbyother.Matrix4x3d.mulComponentWise(Matrix4x3dc other, Matrix4x3d dest) Matrix4x3dc.mulComponentWise(Matrix4x3dc other, Matrix4x3d dest) Component-wise multiplythisbyotherand store the result indest.Matrix4x3d.mulOrtho(Matrix4x3dc view) Multiplythisorthographic projection matrix by the suppliedviewmatrix.Matrix4x3d.mulOrtho(Matrix4x3dc view, Matrix4x3d dest) Matrix4x3dc.mulOrtho(Matrix4x3dc view, Matrix4x3d dest) Multiplythisorthographic projection matrix by the suppliedviewmatrix and store the result indest.Matrix4x3d.mulTranslation(Matrix4x3dc right, Matrix4x3d dest) Matrix4x3d.mulTranslation(Matrix4x3fc right, Matrix4x3d dest) Matrix4x3dc.mulTranslation(Matrix4x3dc right, Matrix4x3d dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedrightmatrix and store the result indest.Matrix4x3dc.mulTranslation(Matrix4x3fc right, Matrix4x3d dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedrightmatrix and store the result indest.Matrix4x3d.negateX()Multiplythisby the matrixMatrix4x3d.negateX(Matrix4x3d dest) Matrix4x3dc.negateX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.negateY()Multiplythisby the matrixMatrix4x3d.negateY(Matrix4x3d dest) Matrix4x3dc.negateY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.negateZ()Multiplythisby the matrixMatrix4x3d.negateZ(Matrix4x3d dest) Matrix4x3dc.negateZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.normal()Compute a normal matrix from the left 3x3 submatrix ofthisand store it into the left 3x3 submatrix ofthis.Matrix4x3d.normal(Matrix4x3d dest) Compute a normal matrix from the left 3x3 submatrix ofthisand store it into the left 3x3 submatrix ofdest.Matrix4x3dc.normal(Matrix4x3d dest) Compute a normal matrix from the left 3x3 submatrix ofthisand store it into the left 3x3 submatrix ofdest.Matrix4x3d.normalize3x3()Normalize the left 3x3 submatrix of this matrix.Matrix4x3d.normalize3x3(Matrix4x3d dest) Matrix4x3dc.normalize3x3(Matrix4x3d dest) Normalize the left 3x3 submatrix of this matrix and store the result indest.Matrix4x3d.obliqueZ(double a, double b) Apply an oblique projection transformation to this matrix with the given values foraandb.Matrix4x3d.obliqueZ(double a, double b, Matrix4x3d dest) Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Matrix4x3dc.obliqueZ(double a, double b, Matrix4x3d dest) Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Matrix4x3d.ortho(double left, double right, double bottom, double top, double zNear, double zFar) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix.Matrix4x3d.ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.Matrix4x3d.ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3d.ortho(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3dc.ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3dc.ortho(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3d.ortho2D(double left, double right, double bottom, double top) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix.Matrix4x3d.ortho2D(double left, double right, double bottom, double top, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest.Matrix4x3dc.ortho2D(double left, double right, double bottom, double top, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest.Matrix4x3d.ortho2DLH(double left, double right, double bottom, double top) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix.Matrix4x3d.ortho2DLH(double left, double right, double bottom, double top, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest.Matrix4x3dc.ortho2DLH(double left, double right, double bottom, double top, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest.Matrix4x3d.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]to this matrix.Matrix4x3d.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix.Matrix4x3d.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest.Matrix4x3d.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3dc.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest.Matrix4x3dc.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3d.orthoSymmetric(double width, double height, double zNear, double zFar) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix.Matrix4x3d.orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.Matrix4x3d.orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3d.orthoSymmetric(double width, double height, double zNear, double zFar, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3dc.orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3dc.orthoSymmetric(double width, double height, double zNear, double zFar, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3d.orthoSymmetricLH(double width, double height, double zNear, double zFar) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix.Matrix4x3d.orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix.Matrix4x3d.orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3d.orthoSymmetricLH(double width, double height, double zNear, double zFar, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3dc.orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3dc.orthoSymmetricLH(double width, double height, double zNear, double zFar, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3d.pick(double x, double y, double width, double height, int[] viewport) Apply a picking transformation to this matrix using the given window coordinates(x, y)as the pick center and the given(width, height)as the size of the picking region in window coordinates.Matrix4x3d.pick(double x, double y, double width, double height, int[] viewport, Matrix4x3d dest) Matrix4x3dc.pick(double x, double y, double width, double height, int[] viewport, Matrix4x3d dest) Apply a picking transformation to this matrix using the given window coordinates(x, y)as the pick center and the given(width, height)as the size of the picking region in window coordinates, and store the result indest.Matrix4x3d.reflect(double a, double b, double c, double d) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0.Matrix4x3d.reflect(double nx, double ny, double nz, double px, double py, double pz) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4x3d.reflect(double nx, double ny, double nz, double px, double py, double pz, Matrix4x3d dest) Matrix4x3d.reflect(double a, double b, double c, double d, Matrix4x3d dest) Matrix4x3d.reflect(Quaterniondc orientation, Vector3dc point) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane.Matrix4x3d.reflect(Quaterniondc orientation, Vector3dc point, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4x3d.reflect(Vector3dc normal, Vector3dc point, Matrix4x3d dest) Matrix4x3dc.reflect(double nx, double ny, double nz, double px, double py, double pz, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest.Matrix4x3dc.reflect(double a, double b, double c, double d, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0and store the result indest.Matrix4x3dc.reflect(Quaterniondc orientation, Vector3dc point, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest.Matrix4x3dc.reflect(Vector3dc normal, Vector3dc point, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest.Matrix4x3d.reflection(double a, double b, double c, double d) Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0.Matrix4x3d.reflection(double nx, double ny, double nz, double px, double py, double pz) Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4x3d.reflection(Quaterniondc orientation, Vector3dc point) Set this matrix to a mirror/reflection transformation that reflects about a plane specified via the plane orientation and a point on the plane.Matrix4x3d.reflection(Vector3dc normal, Vector3dc point) Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4x3d.rotate(double ang, double x, double y, double z) Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components.Matrix4x3d.rotate(double ang, double x, double y, double z, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Matrix4x3d.rotate(double angle, Vector3dc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Matrix4x3d.rotate(double angle, Vector3fc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3d.rotate(AxisAngle4d axisAngle) Apply a rotation transformation, rotating about the givenAxisAngle4d, to this matrix.Matrix4x3d.rotate(AxisAngle4d axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4dand store the result indest.Matrix4x3d.rotate(AxisAngle4f axisAngle) Apply a rotation transformation, rotating about the givenAxisAngle4f, to this matrix.Matrix4x3d.rotate(AxisAngle4f axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix4x3d.rotate(Quaterniondc quat) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix.Matrix4x3d.rotate(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix4x3d.rotate(Quaternionfc quat) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix.Matrix4x3d.rotate(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3dc.rotate(double ang, double x, double y, double z, Matrix4x3d dest) Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components and store the result indest.Matrix4x3dc.rotate(double angle, Vector3dc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3dc.rotate(double angle, Vector3fc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3dc.rotate(AxisAngle4d axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4dand store the result indest.Matrix4x3dc.rotate(AxisAngle4f axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix4x3dc.rotate(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix4x3dc.rotate(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3d.rotateAround(Quaterniondc quat, double ox, double oy, double oz) Apply the rotation transformation of the givenQuaterniondcto this matrix while using(ox, oy, oz)as the rotation origin.Matrix4x3d.rotateAround(Quaterniondc quat, double ox, double oy, double oz, Matrix4x3d dest) Matrix4x3dc.rotateAround(Quaterniondc quat, double ox, double oy, double oz, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix while using(ox, oy, oz)as the rotation origin, and store the result indest.Matrix4x3d.rotateLocal(double ang, double x, double y, double z) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis.Matrix4x3d.rotateLocal(double ang, double x, double y, double z, Matrix4x3d dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3d.rotateLocal(Quaterniondc quat) Pre-multiply the rotation transformation of the givenQuaterniondcto this matrix.Matrix4x3d.rotateLocal(Quaterniondc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix4x3d.rotateLocal(Quaternionfc quat) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix.Matrix4x3d.rotateLocal(Quaternionfc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3dc.rotateLocal(double ang, double x, double y, double z, Matrix4x3d dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3dc.rotateLocal(Quaterniondc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix4x3dc.rotateLocal(Quaternionfc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3d.rotateLocalX(double ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.Matrix4x3d.rotateLocalX(double ang, Matrix4x3d dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest.Matrix4x3d.rotateLocalY(double ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.Matrix4x3d.rotateLocalY(double ang, Matrix4x3d dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest.Matrix4x3d.rotateLocalZ(double ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.Matrix4x3d.rotateLocalZ(double ang, Matrix4x3d dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest.Matrix4x3d.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis with(dirX, dirY, dirZ).Matrix4x3d.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis with(dirX, dirY, dirZ)and store the result indest.Matrix4x3d.rotateTowards(Vector3dc dir, Vector3dc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdir.Matrix4x3d.rotateTowards(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix4x3dc.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the-zaxis with(dirX, dirY, dirZ)and store the result indest.Matrix4x3dc.rotateTowards(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the-zaxis withdirand store the result indest.Matrix4x3d.rotateTranslation(double ang, double x, double y, double z, Matrix4x3d dest) Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3d.rotateTranslation(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3d.rotateTranslation(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3dc.rotateTranslation(double ang, double x, double y, double z, Matrix4x3d dest) Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3dc.rotateTranslation(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3dc.rotateTranslation(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3d.rotateX(double ang) Apply rotation about the X axis to this matrix by rotating the given amount of radians.Matrix4x3d.rotateX(double ang, Matrix4x3d dest) Matrix4x3dc.rotateX(double ang, Matrix4x3d dest) Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3d.rotateXYZ(double angleX, double angleY, double angleZ) Apply rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3d.rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest) Apply rotation ofangles.xradians about the X axis, followed by a rotation ofangles.yradians about the Y axis and followed by a rotation ofangles.zradians about the Z axis.Matrix4x3dc.rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest) Apply rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Matrix4x3d.rotateY(double ang) Apply rotation about the Y axis to this matrix by rotating the given amount of radians.Matrix4x3d.rotateY(double ang, Matrix4x3d dest) Matrix4x3dc.rotateY(double ang, Matrix4x3d dest) Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3d.rotateYXZ(double angleY, double angleX, double angleZ) Apply rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3d.rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest) Apply rotation ofangles.yradians about the Y axis, followed by a rotation ofangles.xradians about the X axis and followed by a rotation ofangles.zradians about the Z axis.Matrix4x3dc.rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest) Apply rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Matrix4x3d.rotateZ(double ang) Apply rotation about the Z axis to this matrix by rotating the given amount of radians.Matrix4x3d.rotateZ(double ang, Matrix4x3d dest) Matrix4x3dc.rotateZ(double ang, Matrix4x3d dest) Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3d.rotateZYX(double angleZ, double angleY, double angleX) Apply rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis.Matrix4x3d.rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest) Apply rotation ofangles.zradians about the Z axis, followed by a rotation ofangles.yradians about the Y axis and followed by a rotation ofangles.xradians about the X axis.Matrix4x3dc.rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest) Apply rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis and store the result indest.Matrix4x3d.rotation(double angle, double x, double y, double z) Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix4x3d.rotation(AxisAngle4d angleAxis) Set this matrix to a rotation transformation using the givenAxisAngle4d.Matrix4x3d.rotation(AxisAngle4f angleAxis) Set this matrix to a rotation transformation using the givenAxisAngle4f.Matrix4x3d.rotation(Quaterniondc quat) Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaterniondc.Matrix4x3d.rotation(Quaternionfc quat) Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaternionfc.Matrix4x3d.rotationAround(Quaterniondc quat, double ox, double oy, double oz) Set this matrix to a transformation composed of a rotation of the specifiedQuaterniondcwhile using(ox, oy, oz)as the rotation origin.Matrix4x3d.rotationTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis with(dirX, dirY, dirZ).Matrix4x3d.rotationTowards(Vector3dc dir, Vector3dc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withdir.Matrix4x3d.rotationX(double ang) Set this matrix to a rotation transformation about the X axis.Matrix4x3d.rotationXYZ(double angleX, double angleY, double angleZ) Set this matrix to a rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3d.rotationY(double ang) Set this matrix to a rotation transformation about the Y axis.Matrix4x3d.rotationYXZ(double angleY, double angleX, double angleZ) Set this matrix to a rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3d.rotationZ(double ang) Set this matrix to a rotation transformation about the Z axis.Matrix4x3d.rotationZYX(double angleZ, double angleY, double angleX) Set this matrix to a rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis.Matrix4x3d.scale(double xyz) Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor.Matrix4x3d.scale(double x, double y, double z) Apply scaling tothismatrix by scaling the base axes by the given x, y and z factors.Matrix4x3d.scale(double x, double y, double z, Matrix4x3d dest) Matrix4x3d.scale(double xyz, Matrix4x3d dest) Apply scaling to this matrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively.Matrix4x3d.scale(Vector3dc xyz, Matrix4x3d dest) Matrix4x3dc.scale(double x, double y, double z, Matrix4x3d dest) Apply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Matrix4x3dc.scale(double xyz, Matrix4x3d dest) Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor and store the result indest.Matrix4x3dc.scale(Vector3dc xyz, Matrix4x3d dest) Apply scaling tothismatrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively and store the result indest.Matrix4x3d.scaleAround(double factor, double ox, double oy, double oz) Apply scaling to this matrix by scaling all three base axes by the givenfactorwhile using(ox, oy, oz)as the scaling origin.Matrix4x3d.scaleAround(double sx, double sy, double sz, double ox, double oy, double oz) Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)as the scaling origin.Matrix4x3d.scaleAround(double sx, double sy, double sz, double ox, double oy, double oz, Matrix4x3d dest) Matrix4x3d.scaleAround(double factor, double ox, double oy, double oz, Matrix4x3d dest) Matrix4x3dc.scaleAround(double sx, double sy, double sz, double ox, double oy, double oz, Matrix4x3d dest) Apply scaling tothismatrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)as the scaling origin, and store the result indest.Matrix4x3dc.scaleAround(double factor, double ox, double oy, double oz, Matrix4x3d dest) Apply scaling to this matrix by scaling all three base axes by the givenfactorwhile using(ox, oy, oz)as the scaling origin, and store the result indest.Matrix4x3d.scaleLocal(double x, double y, double z) Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors.Matrix4x3d.scaleLocal(double x, double y, double z, Matrix4x3d dest) Matrix4x3dc.scaleLocal(double x, double y, double z, Matrix4x3d dest) Pre-multiply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Matrix4x3d.scaleXY(double x, double y) Apply scaling to this matrix by scaling the X axis byxand the Y axis byy.Matrix4x3d.scaleXY(double x, double y, Matrix4x3d dest) Matrix4x3dc.scaleXY(double x, double y, Matrix4x3d dest) Apply scaling to this matrix by by scaling the X axis byxand the Y axis byyand store the result indest.Matrix4x3d.scaling(double factor) Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.Matrix4x3d.scaling(double x, double y, double z) Set this matrix to be a simple scale matrix.Set this matrix to be a simple scale matrix which scales the base axes byxyz.x,xyz.yandxyz.z, respectively.Matrix4x3d.set(double[] m) Set the values in the matrix using a double array that contains the matrix elements in column-major order.Matrix4x3d.set(double[] m, int off) Set the values in the matrix using a double array that contains the matrix elements in column-major order.Matrix4x3d.set(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22, double m30, double m31, double m32) Set the values within this matrix to the supplied double values.Matrix4x3d.set(float[] m) Set the values in the matrix using a float array that contains the matrix elements in column-major order.Matrix4x3d.set(float[] m, int off) Set the values in the matrix using a float array that contains the matrix elements in column-major order.Matrix4x3d.set(int index, ByteBuffer buffer) Set the values of this matrix by reading 12 double values from the givenByteBufferin column-major order, starting at the specified absolute buffer position/index.Matrix4x3d.set(int index, DoubleBuffer buffer) Set the values of this matrix by reading 12 double values from the givenDoubleBufferin column-major order, starting at the specified absolute buffer position/index.Matrix4x3d.set(int index, FloatBuffer buffer) Set the values of this matrix by reading 12 float values from the givenFloatBufferin column-major order, starting at the specified absolute buffer position/index.Matrix4x3d.set(ByteBuffer buffer) Set the values of this matrix by reading 12 double values from the givenByteBufferin column-major order, starting at its current position.Matrix4x3d.set(DoubleBuffer buffer) Set the values of this matrix by reading 12 double values from the givenDoubleBufferin column-major order, starting at its current position.Matrix4x3d.set(FloatBuffer buffer) Set the values of this matrix by reading 12 float values from the givenFloatBufferin column-major order, starting at its current position.Matrix4x3d.set(AxisAngle4d axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d.Matrix4x3d.set(AxisAngle4f axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f.Set the left 3x3 submatrix of thisMatrix4x3dto the givenMatrix3dcand the rest to identity.Set the left 3x3 submatrix of thisMatrix4x3dto the givenMatrix3fcand the rest to identity.Store the values of the upper 4x3 submatrix ofmintothismatrix.Matrix4x3d.set(Matrix4x3dc m) Store the values of the given matrixmintothismatrix.Matrix4x3d.set(Matrix4x3fc m) Store the values of the given matrixmintothismatrix.Matrix4x3d.set(Quaterniondc q) Set this matrix to be equivalent to the rotation - and possibly scaling - specified by the givenQuaterniondc.Matrix4x3d.set(Quaternionfc q) Set this matrix to be equivalent to the rotation - and possibly scaling - specified by the givenQuaternionfc.Set the four columns of this matrix to the supplied vectors, respectively.Set the left 3x3 submatrix of thisMatrix4x3dto the givenMatrix3dcand don't change the other elements.Set the left 3x3 submatrix of thisMatrix4x3dto the givenMatrix3fcand don't change the other elements.Matrix4x3d.set3x3(Matrix4x3dc mat) Set the left 3x3 submatrix of thisMatrix4x3dto that of the givenMatrix4x3dcand don't change the other elements.Set the column at the givencolumnindex, starting with0.Matrix4x3d.setFloats(int index, ByteBuffer buffer) Set the values of this matrix by reading 12 float values from the givenByteBufferin column-major order, starting at the specified absolute buffer position/index.Matrix4x3d.setFloats(ByteBuffer buffer) Set the values of this matrix by reading 12 float values from the givenByteBufferin column-major order, starting at its current position.Matrix4x3d.setFromAddress(long address) Set the values of this matrix by reading 12 double values from off-heap memory in column-major order, starting at the given address.Matrix4x3d.setLookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix4x3d.setLookAlong(Vector3dc dir, Vector3dc up) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix4x3d.setLookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ) Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-zwithcenter - eye.Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-zwithcenter - eye.Matrix4x3d.setLookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3d.setLookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3d.setOrtho(double left, double right, double bottom, double top, double zNear, double zFar) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1].Matrix4x3d.setOrtho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system using the given NDC z range.Matrix4x3d.setOrtho2D(double left, double right, double bottom, double top) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system.Matrix4x3d.setOrtho2DLH(double left, double right, double bottom, double top) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system.Matrix4x3d.setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1].Matrix4x3d.setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system using the given NDC z range.Matrix4x3d.setOrthoSymmetric(double width, double height, double zNear, double zFar) Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1].Matrix4x3d.setOrthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range.Matrix4x3d.setOrthoSymmetricLH(double width, double height, double zNear, double zFar) Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1].Matrix4x3d.setOrthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne) Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range.Matrix4x3d.setRotationXYZ(double angleX, double angleY, double angleZ) Set only the left 3x3 submatrix of this matrix to a rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3d.setRotationYXZ(double angleY, double angleX, double angleZ) Set only the left 3x3 submatrix of this matrix to a rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3d.setRotationZYX(double angleZ, double angleY, double angleX) Set only the left 3x3 submatrix of this matrix to a rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis.Set the row at the givenrowindex, starting with0.Matrix4x3d.setTranslation(double x, double y, double z) Set only the translation components(m30, m31, m32)of this matrix to the given values(x, y, z).Matrix4x3d.setTranslation(Vector3dc xyz) Set only the translation components(m30, m31, m32)of this matrix to the given values(xyz.x, xyz.y, xyz.z).Matrix4x3d.shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW).Matrix4x3d.shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d, Matrix4x3d dest) Matrix4x3d.shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc 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).Matrix4x3d.shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform, Matrix4x3d dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/directionlight.Matrix4x3d.shadow(Vector4dc light, double a, double b, double c, double d, Matrix4x3d dest) Matrix4x3d.shadow(Vector4dc light, Matrix4x3dc 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/directionlight.Matrix4x3d.shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest) Matrix4x3dc.shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d, Matrix4x3d dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)and store the result indest.Matrix4x3dc.shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform, Matrix4x3d 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.Matrix4x3dc.shadow(Vector4dc light, double a, double b, double c, double d, Matrix4x3d dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/directionlightand store the result indest.Matrix4x3dc.shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d 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/directionlightand store the result indest.Matrix4x3d.sub(Matrix4x3dc subtrahend) Component-wise subtractsubtrahendfromthis.Matrix4x3d.sub(Matrix4x3dc subtrahend, Matrix4x3d dest) Matrix4x3d.sub(Matrix4x3fc subtrahend) Component-wise subtractsubtrahendfromthis.Matrix4x3d.sub(Matrix4x3fc subtrahend, Matrix4x3d dest) Matrix4x3dc.sub(Matrix4x3dc subtrahend, Matrix4x3d dest) Component-wise subtractsubtrahendfromthisand store the result indest.Matrix4x3dc.sub(Matrix4x3fc subtrahend, Matrix4x3d dest) Component-wise subtractsubtrahendfromthisand store the result indest.Matrix4x3d.swap(Matrix4x3d other) Exchange the values ofthismatrix with the givenothermatrix.Matrix4x3d.transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax) Matrix4x3d.transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax) Matrix4x3dc.transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax) Transform the axis-aligned box given as the minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ)bythismatrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMinand maximum corner stored inoutMax.Matrix4x3dc.transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax) Transform the axis-aligned box given as the minimum cornerminand maximum cornermaxbythismatrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMinand maximum corner stored inoutMax.Matrix4x3d.translate(double x, double y, double z) Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d.translate(double x, double y, double z, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d.translate(Vector3dc offset, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d.translate(Vector3fc offset, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translate(double x, double y, double z, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translate(Vector3dc offset, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translate(Vector3fc offset, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.translateLocal(double x, double y, double z) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d.translateLocal(double x, double y, double z, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.translateLocal(Vector3dc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d.translateLocal(Vector3dc offset, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.translateLocal(Vector3fc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d.translateLocal(Vector3fc offset, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translateLocal(double x, double y, double z, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translateLocal(Vector3dc offset, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translateLocal(Vector3fc offset, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.translation(double x, double y, double z) Set this matrix to be a simple translation matrix.Matrix4x3d.translation(Vector3dc offset) Set this matrix to be a simple translation matrix.Matrix4x3d.translation(Vector3fc offset) Set this matrix to be a simple translation matrix.Matrix4x3d.translationRotate(double tx, double ty, double tz, double qx, double qy, double qz, double qw) Setthismatrix toT * R, whereTis a translation by the given(tx, ty, tz)andRis a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw).Matrix4x3d.translationRotate(double tx, double ty, double tz, Quaterniondc quat) Setthismatrix toT * R, whereTis a translation by the given(tx, ty, tz)andRis a rotation transformation specified by the given quaternion.Matrix4x3d.translationRotate(Vector3dc translation, Quaterniondc quat) Setthismatrix toT * R, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4x3d.translationRotateInvert(double tx, double ty, double tz, double qx, double qy, double qz, double qw) Setthismatrix to(T * R)-1, whereTis a translation by the given(tx, ty, tz)andRis a rotation transformation specified by the quaternion(qx, qy, qz, qw).Matrix4x3d.translationRotateInvert(Vector3dc translation, Quaterniondc quat) Setthismatrix to(T * R)-1, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4x3d.translationRotateMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, Matrix4x3dc mat) Setthismatrix toT * R * M, whereTis a translation by the given(tx, ty, tz),Ris a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw)andMis the given matrixmatMatrix4x3d.translationRotateMul(double tx, double ty, double tz, Quaternionfc quat, Matrix4x3dc mat) Setthismatrix toT * R * M, whereTis a translation by the given(tx, ty, tz),Ris a rotation - and possibly scaling - transformation specified by the given quaternion andMis the given matrixmat.Matrix4x3d.translationRotateScale(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz) Setthismatrix toT * R * S, whereTis a translation by the given(tx, ty, tz),Ris a rotation transformation specified by the quaternion(qx, qy, qz, qw), andSis a scaling transformation which scales the three axes x, y and z by(sx, sy, sz).Matrix4x3d.translationRotateScale(Vector3dc translation, Quaterniondc quat, Vector3dc scale) Setthismatrix toT * R * S, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion, andSis a scaling transformation which scales the axes byscale.Matrix4x3d.translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc scale) Setthismatrix toT * R * S, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion, andSis a scaling transformation which scales the axes byscale.Matrix4x3d.translationRotateScaleMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz, Matrix4x3dc m) Setthismatrix toT * R * S * M, whereTis a translation by the given(tx, ty, tz),Ris a rotation transformation specified by the quaternion(qx, qy, qz, qw),Sis a scaling transformation which scales the three axes x, y and z by(sx, sy, sz).Matrix4x3d.translationRotateScaleMul(Vector3dc translation, Quaterniondc quat, Vector3dc scale, Matrix4x3dc m) Setthismatrix toT * R * S * M, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion,Sis a scaling transformation which scales the axes byscale.Matrix4x3d.translationRotateTowards(double posX, double posY, double posZ, double dirX, double dirY, double dirZ, double upX, double upY, double upZ) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the given(posX, posY, posZ)and aligns the local-zaxis with(dirX, dirY, dirZ).Matrix4x3d.translationRotateTowards(Vector3dc pos, Vector3dc dir, Vector3dc up) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the givenposand aligns the local-zaxis withdir.Matrix4x3d.transpose3x3()Transpose only the left 3x3 submatrix of this matrix and set the rest of the matrix elements to identity.Matrix4x3d.transpose3x3(Matrix4x3d dest) Matrix4x3dc.transpose3x3(Matrix4x3d dest) Transpose only the left 3x3 submatrix of this matrix and store the result indest.Matrix4x3d.zero()Set all the values within this matrix to 0.Methods in org.joml with parameters of type Matrix4x3dModifier and TypeMethodDescriptionMatrix4x3d.add(Matrix4x3dc other, Matrix4x3d dest) Matrix4x3d.add(Matrix4x3fc other, Matrix4x3d dest) Matrix4x3dc.add(Matrix4x3dc other, Matrix4x3d dest) Component-wise addthisandotherand store the result indest.Matrix4x3dc.add(Matrix4x3fc other, Matrix4x3d dest) Component-wise addthisandotherand store the result indest.Matrix4x3d.arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY, Matrix4x3d dest) Matrix4x3d.arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest) Matrix4x3dc.arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY, Matrix4x3d dest) Apply an arcball view transformation to this matrix with the givenradiusand center(centerX, centerY, centerZ)position of the arcball and the specified X and Y rotation angles, and store the result indest.Matrix4x3dc.arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest) Apply an arcball view transformation to this matrix with the givenradiusandcenterposition of the arcball and the specified X and Y rotation angles, and store the result indest.Matrix4x3d.cofactor3x3(Matrix4x3d dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3dc.cofactor3x3(Matrix4x3d dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3d.fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest) Matrix4x3d.fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest) Matrix4x3dc.fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactor, adding that tothisand storing the final result indest.Matrix4x3dc.fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactor, adding that tothisand storing the final result indest.Matrix4x3d.get(Matrix4x3d dest) Get the current values ofthismatrix and store them intodest.Matrix4x3dc.get(Matrix4x3d dest) Get the current values ofthismatrix and store them intodest.Matrix4x3f.get(Matrix4x3d dest) Get the current values ofthismatrix and store them intodest.Matrix4x3fc.get(Matrix4x3d dest) Get the current values ofthismatrix and store them intodest.Quaternionf.get(Matrix4x3d dest) Quaternionfc.get(Matrix4x3d dest) Set the given destination matrix to the rotation represented bythis.Matrix4d.get4x3(Matrix4x3d dest) Matrix4dc.get4x3(Matrix4x3d dest) Get the current values of the upper 4x3 submatrix ofthismatrix and store them intodest.Matrix4x3d.invert(Matrix4x3d dest) Matrix4x3dc.invert(Matrix4x3d dest) Invertthismatrix and store the result indest.Matrix4x3d.invertOrtho(Matrix4x3d dest) Matrix4x3dc.invertOrtho(Matrix4x3d dest) Invertthisorthographic projection matrix and store the result into the givendest.Matrix4x3d.lerp(Matrix4x3dc other, double t, Matrix4x3d dest) Matrix4x3dc.lerp(Matrix4x3dc other, double t, Matrix4x3d dest) Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Matrix4x3d.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3d.lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3dc.lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3dc.lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3d.lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3d.lookAt(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3dc.lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3dc.lookAt(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3d.lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3d.lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3dc.lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3dc.lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3d.mapnXnYnZ(Matrix4x3d dest) Matrix4x3dc.mapnXnYnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXnYZ(Matrix4x3d dest) Matrix4x3dc.mapnXnYZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXnZnY(Matrix4x3d dest) Matrix4x3dc.mapnXnZnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXnZY(Matrix4x3d dest) Matrix4x3dc.mapnXnZY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXYnZ(Matrix4x3d dest) Matrix4x3dc.mapnXYnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXZnY(Matrix4x3d dest) Matrix4x3dc.mapnXZnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnXZY(Matrix4x3d dest) Matrix4x3dc.mapnXZY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYnXnZ(Matrix4x3d dest) Matrix4x3dc.mapnYnXnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYnXZ(Matrix4x3d dest) Matrix4x3dc.mapnYnXZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYnZnX(Matrix4x3d dest) Matrix4x3dc.mapnYnZnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYnZX(Matrix4x3d dest) Matrix4x3dc.mapnYnZX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYXnZ(Matrix4x3d dest) Matrix4x3dc.mapnYXnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYXZ(Matrix4x3d dest) Matrix4x3dc.mapnYXZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYZnX(Matrix4x3d dest) Matrix4x3dc.mapnYZnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnYZX(Matrix4x3d dest) Matrix4x3dc.mapnYZX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZnXnY(Matrix4x3d dest) Matrix4x3dc.mapnZnXnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZnXY(Matrix4x3d dest) Matrix4x3dc.mapnZnXY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZnYnX(Matrix4x3d dest) Matrix4x3dc.mapnZnYnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZnYX(Matrix4x3d dest) Matrix4x3dc.mapnZnYX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZXnY(Matrix4x3d dest) Matrix4x3dc.mapnZXnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZXY(Matrix4x3d dest) Matrix4x3dc.mapnZXY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZYnX(Matrix4x3d dest) Matrix4x3dc.mapnZYnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapnZYX(Matrix4x3d dest) Matrix4x3dc.mapnZYX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapXnYnZ(Matrix4x3d dest) Matrix4x3dc.mapXnYnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapXnZnY(Matrix4x3d dest) Matrix4x3dc.mapXnZnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapXnZY(Matrix4x3d dest) Matrix4x3dc.mapXnZY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapXZnY(Matrix4x3d dest) Matrix4x3dc.mapXZnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapXZY(Matrix4x3d dest) Matrix4x3dc.mapXZY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYnXnZ(Matrix4x3d dest) Matrix4x3dc.mapYnXnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYnXZ(Matrix4x3d dest) Matrix4x3dc.mapYnXZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYnZnX(Matrix4x3d dest) Matrix4x3dc.mapYnZnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYnZX(Matrix4x3d dest) Matrix4x3dc.mapYnZX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYXnZ(Matrix4x3d dest) Matrix4x3dc.mapYXnZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYXZ(Matrix4x3d dest) Matrix4x3dc.mapYXZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYZnX(Matrix4x3d dest) Matrix4x3dc.mapYZnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapYZX(Matrix4x3d dest) Matrix4x3dc.mapYZX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZnXnY(Matrix4x3d dest) Matrix4x3dc.mapZnXnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZnXY(Matrix4x3d dest) Matrix4x3dc.mapZnXY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZnYnX(Matrix4x3d dest) Matrix4x3dc.mapZnYnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZnYX(Matrix4x3d dest) Matrix4x3dc.mapZnYX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZXnY(Matrix4x3d dest) Matrix4x3dc.mapZXnY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZXY(Matrix4x3d dest) Matrix4x3dc.mapZXY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZYnX(Matrix4x3d dest) Matrix4x3dc.mapZYnX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mapZYX(Matrix4x3d dest) Matrix4x3dc.mapZYX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.mul(Matrix4x3dc right, Matrix4x3d dest) Matrix4x3d.mul(Matrix4x3fc right, Matrix4x3d dest) Matrix4x3dc.mul(Matrix4x3dc right, Matrix4x3d dest) Multiply this matrix by the suppliedrightmatrix and store the result indest.Matrix4x3dc.mul(Matrix4x3fc right, Matrix4x3d dest) Multiply this matrix by the suppliedrightmatrix and store the result indest.Matrix4x3d.mul3x3(double rm00, double rm01, double rm02, double rm10, double rm11, double rm12, double rm20, double rm21, double rm22, Matrix4x3d dest) Matrix4x3dc.mul3x3(double rm00, double rm01, double rm02, double rm10, double rm11, double rm12, double rm20, double rm21, double rm22, Matrix4x3d dest) Multiplythisby the 4x3 matrix with the column vectors(rm00, rm01, rm02),(rm10, rm11, rm12),(rm20, rm21, rm22)and(0, 0, 0)and store the result indest.Matrix4x3d.mulComponentWise(Matrix4x3dc other, Matrix4x3d dest) Matrix4x3dc.mulComponentWise(Matrix4x3dc other, Matrix4x3d dest) Component-wise multiplythisbyotherand store the result indest.Matrix4x3d.mulOrtho(Matrix4x3dc view, Matrix4x3d dest) Matrix4x3dc.mulOrtho(Matrix4x3dc view, Matrix4x3d dest) Multiplythisorthographic projection matrix by the suppliedviewmatrix and store the result indest.Matrix4x3d.mulTranslation(Matrix4x3dc right, Matrix4x3d dest) Matrix4x3d.mulTranslation(Matrix4x3fc right, Matrix4x3d dest) Matrix4x3dc.mulTranslation(Matrix4x3dc right, Matrix4x3d dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedrightmatrix and store the result indest.Matrix4x3dc.mulTranslation(Matrix4x3fc right, Matrix4x3d dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedrightmatrix and store the result indest.Matrix4x3d.negateX(Matrix4x3d dest) Matrix4x3dc.negateX(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.negateY(Matrix4x3d dest) Matrix4x3dc.negateY(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.negateZ(Matrix4x3d dest) Matrix4x3dc.negateZ(Matrix4x3d dest) Multiplythisby the matrixMatrix4x3d.normal(Matrix4x3d dest) Compute a normal matrix from the left 3x3 submatrix ofthisand store it into the left 3x3 submatrix ofdest.Matrix4x3dc.normal(Matrix4x3d dest) Compute a normal matrix from the left 3x3 submatrix ofthisand store it into the left 3x3 submatrix ofdest.Matrix4x3d.normalize3x3(Matrix4x3d dest) Matrix4x3dc.normalize3x3(Matrix4x3d dest) Normalize the left 3x3 submatrix of this matrix and store the result indest.Matrix4x3d.obliqueZ(double a, double b, Matrix4x3d dest) Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Matrix4x3dc.obliqueZ(double a, double b, Matrix4x3d dest) Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Matrix4x3d.ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3d.ortho(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3dc.ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3dc.ortho(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3d.ortho2D(double left, double right, double bottom, double top, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest.Matrix4x3dc.ortho2D(double left, double right, double bottom, double top, Matrix4x3d dest) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest.Matrix4x3d.ortho2DLH(double left, double right, double bottom, double top, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest.Matrix4x3dc.ortho2DLH(double left, double right, double bottom, double top, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest.Matrix4x3d.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest.Matrix4x3d.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3dc.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest.Matrix4x3dc.orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3d.orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3d.orthoSymmetric(double width, double height, double zNear, double zFar, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3dc.orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3dc.orthoSymmetric(double width, double height, double zNear, double zFar, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3d.orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3d.orthoSymmetricLH(double width, double height, double zNear, double zFar, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3dc.orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3dc.orthoSymmetricLH(double width, double height, double zNear, double zFar, Matrix4x3d dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3d.pick(double x, double y, double width, double height, int[] viewport, Matrix4x3d dest) Matrix4x3dc.pick(double x, double y, double width, double height, int[] viewport, Matrix4x3d dest) Apply a picking transformation to this matrix using the given window coordinates(x, y)as the pick center and the given(width, height)as the size of the picking region in window coordinates, and store the result indest.Matrix4x3d.reflect(double nx, double ny, double nz, double px, double py, double pz, Matrix4x3d dest) Matrix4x3d.reflect(double a, double b, double c, double d, Matrix4x3d dest) Matrix4x3d.reflect(Quaterniondc orientation, Vector3dc point, Matrix4x3d dest) Matrix4x3d.reflect(Vector3dc normal, Vector3dc point, Matrix4x3d dest) Matrix4x3dc.reflect(double nx, double ny, double nz, double px, double py, double pz, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest.Matrix4x3dc.reflect(double a, double b, double c, double d, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0and store the result indest.Matrix4x3dc.reflect(Quaterniondc orientation, Vector3dc point, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest.Matrix4x3dc.reflect(Vector3dc normal, Vector3dc point, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest.Matrix4x3d.rotate(double ang, double x, double y, double z, Matrix4x3d dest) Matrix4x3d.rotate(double angle, Vector3dc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3d.rotate(double angle, Vector3fc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3d.rotate(AxisAngle4d axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4dand store the result indest.Matrix4x3d.rotate(AxisAngle4f axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix4x3d.rotate(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix4x3d.rotate(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3dc.rotate(double ang, double x, double y, double z, Matrix4x3d dest) Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components and store the result indest.Matrix4x3dc.rotate(double angle, Vector3dc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3dc.rotate(double angle, Vector3fc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3dc.rotate(AxisAngle4d axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4dand store the result indest.Matrix4x3dc.rotate(AxisAngle4f axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix4x3dc.rotate(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix4x3dc.rotate(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3d.rotateAround(Quaterniondc quat, double ox, double oy, double oz, Matrix4x3d dest) Matrix4x3dc.rotateAround(Quaterniondc quat, double ox, double oy, double oz, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix while using(ox, oy, oz)as the rotation origin, and store the result indest.Matrix4x3d.rotateLocal(double ang, double x, double y, double z, Matrix4x3d dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3d.rotateLocal(Quaterniondc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix4x3d.rotateLocal(Quaternionfc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3dc.rotateLocal(double ang, double x, double y, double z, Matrix4x3d dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3dc.rotateLocal(Quaterniondc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix and store the result indest.Matrix4x3dc.rotateLocal(Quaternionfc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3d.rotateLocalX(double ang, Matrix4x3d dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest.Matrix4x3d.rotateLocalY(double ang, Matrix4x3d dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest.Matrix4x3d.rotateLocalZ(double ang, Matrix4x3d dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest.Matrix4x3d.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis with(dirX, dirY, dirZ)and store the result indest.Matrix4x3d.rotateTowards(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix4x3dc.rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the-zaxis with(dirX, dirY, dirZ)and store the result indest.Matrix4x3dc.rotateTowards(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the-zaxis withdirand store the result indest.Matrix4x3d.rotateTranslation(double ang, double x, double y, double z, Matrix4x3d dest) Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3d.rotateTranslation(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3d.rotateTranslation(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3dc.rotateTranslation(double ang, double x, double y, double z, Matrix4x3d dest) Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3dc.rotateTranslation(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3dc.rotateTranslation(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3d.rotateX(double ang, Matrix4x3d dest) Matrix4x3dc.rotateX(double ang, Matrix4x3d dest) Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3d.rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest) Matrix4x3dc.rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest) Apply rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Matrix4x3d.rotateY(double ang, Matrix4x3d dest) Matrix4x3dc.rotateY(double ang, Matrix4x3d dest) Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3d.rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest) Matrix4x3dc.rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest) Apply rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Matrix4x3d.rotateZ(double ang, Matrix4x3d dest) Matrix4x3dc.rotateZ(double ang, Matrix4x3d dest) Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3d.rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest) Matrix4x3dc.rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest) Apply rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis and store the result indest.Matrix4x3d.scale(double x, double y, double z, Matrix4x3d dest) Matrix4x3d.scale(double xyz, Matrix4x3d dest) Matrix4x3d.scale(Vector3dc xyz, Matrix4x3d dest) Matrix4x3dc.scale(double x, double y, double z, Matrix4x3d dest) Apply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Matrix4x3dc.scale(double xyz, Matrix4x3d dest) Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor and store the result indest.Matrix4x3dc.scale(Vector3dc xyz, Matrix4x3d dest) Apply scaling tothismatrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively and store the result indest.Matrix4x3d.scaleAround(double sx, double sy, double sz, double ox, double oy, double oz, Matrix4x3d dest) Matrix4x3d.scaleAround(double factor, double ox, double oy, double oz, Matrix4x3d dest) Matrix4x3dc.scaleAround(double sx, double sy, double sz, double ox, double oy, double oz, Matrix4x3d dest) Apply scaling tothismatrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)as the scaling origin, and store the result indest.Matrix4x3dc.scaleAround(double factor, double ox, double oy, double oz, Matrix4x3d dest) Apply scaling to this matrix by scaling all three base axes by the givenfactorwhile using(ox, oy, oz)as the scaling origin, and store the result indest.Matrix4x3d.scaleLocal(double x, double y, double z, Matrix4x3d dest) Matrix4x3dc.scaleLocal(double x, double y, double z, Matrix4x3d dest) Pre-multiply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Matrix4x3d.scaleXY(double x, double y, Matrix4x3d dest) Matrix4x3dc.scaleXY(double x, double y, Matrix4x3d dest) Apply scaling to this matrix by by scaling the X axis byxand the Y axis byyand store the result indest.Matrix4x3d.shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d, Matrix4x3d dest) Matrix4x3d.shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform, Matrix4x3d dest) Matrix4x3d.shadow(Vector4dc light, double a, double b, double c, double d, Matrix4x3d dest) Matrix4x3d.shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest) Matrix4x3dc.shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d, Matrix4x3d dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)and store the result indest.Matrix4x3dc.shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform, Matrix4x3d 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.Matrix4x3dc.shadow(Vector4dc light, double a, double b, double c, double d, Matrix4x3d dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/directionlightand store the result indest.Matrix4x3dc.shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d 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/directionlightand store the result indest.Matrix4x3d.sub(Matrix4x3dc subtrahend, Matrix4x3d dest) Matrix4x3d.sub(Matrix4x3fc subtrahend, Matrix4x3d dest) Matrix4x3dc.sub(Matrix4x3dc subtrahend, Matrix4x3d dest) Component-wise subtractsubtrahendfromthisand store the result indest.Matrix4x3dc.sub(Matrix4x3fc subtrahend, Matrix4x3d dest) Component-wise subtractsubtrahendfromthisand store the result indest.Matrix4x3d.swap(Matrix4x3d other) Exchange the values ofthismatrix with the givenothermatrix.Matrix4x3d.translate(double x, double y, double z, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.translate(Vector3dc offset, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.translate(Vector3fc offset, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translate(double x, double y, double z, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translate(Vector3dc offset, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translate(Vector3fc offset, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.translateLocal(double x, double y, double z, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.translateLocal(Vector3dc offset, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.translateLocal(Vector3fc offset, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translateLocal(double x, double y, double z, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translateLocal(Vector3dc offset, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translateLocal(Vector3fc offset, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.transpose3x3(Matrix4x3d dest) Matrix4x3dc.transpose3x3(Matrix4x3d dest) Transpose only the left 3x3 submatrix of this matrix and store the result indest.