Uses of Class
org.joml.Matrix4x3d
Packages that use Matrix4x3d
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Uses of Matrix4x3d in org.joml
Subclasses of Matrix4x3d in org.jomlMethods in org.joml that return Matrix4x3dModifier and TypeMethodDescriptionMatrix4x3d.add
(Matrix4x3dc other) Component-wise addthis
andother
.Matrix4x3d.add
(Matrix4x3dc other, Matrix4x3d dest) Matrix4x3d.add
(Matrix4x3fc other) Component-wise addthis
andother
.Matrix4x3d.add
(Matrix4x3fc other, Matrix4x3d dest) Matrix4x3dc.add
(Matrix4x3dc other, Matrix4x3d dest) Component-wise addthis
andother
and store the result indest
.Matrix4x3dc.add
(Matrix4x3fc other, Matrix4x3d dest) Component-wise addthis
andother
and 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 givenradius
and 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 givenradius
andcenter
position 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 givenradius
and 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 givenradius
andcenter
position 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 positionobjPos
towards a target position attargetPos
while constraining a cylindrical rotation around the givenup
vector.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 positionobjPos
towards a target position attargetPos
using 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 positionobjPos
towards 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 ofthis
and store it intodest
.Matrix4x3dc.cofactor3x3
(Matrix4x3d dest) Compute the cofactor matrix of the left 3x3 submatrix ofthis
and 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 addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.Matrix4x3d.fma
(Matrix4x3dc other, double otherFactor, Matrix4x3d dest) Matrix4x3d.fma
(Matrix4x3fc other, double otherFactor) Component-wise addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.Matrix4x3d.fma
(Matrix4x3fc other, double otherFactor, Matrix4x3d dest) Matrix4x3dc.fma
(Matrix4x3dc other, double otherFactor, Matrix4x3d dest) Component-wise addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.Matrix4x3dc.fma
(Matrix4x3fc other, double otherFactor, Matrix4x3d dest) Component-wise addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.Matrix4x3d.get
(Matrix4x3d dest) Get the current values ofthis
matrix and store them intodest
.Matrix4x3dc.get
(Matrix4x3d dest) Get the current values ofthis
matrix and store them intodest
.Matrix4x3f.get
(Matrix4x3d dest) Get the current values ofthis
matrix and store them intodest
.Matrix4x3fc.get
(Matrix4x3d dest) Get the current values ofthis
matrix 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 ofthis
matrix 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) Invertthis
matrix and store the result indest
.Matrix4x3d.invertOrtho()
Invertthis
orthographic projection matrix.Matrix4x3d.invertOrtho
(Matrix4x3d dest) Matrix4x3dc.invertOrtho
(Matrix4x3d dest) Invertthis
orthographic projection matrix and store the result into the givendest
.Matrix4x3d.lerp
(Matrix4x3dc other, double t) Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Matrix4x3d.lerp
(Matrix4x3dc other, double t, Matrix4x3d dest) Matrix4x3dc.lerp
(Matrix4x3dc other, double t, Matrix4x3d dest) Linearly interpolatethis
andother
using the given interpolation factort
and 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-z
point 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-z
point alongdir
and store the result indest
.Apply a rotation transformation to this matrix to make-z
point alongdir
.Matrix4x3d.lookAlong
(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-z
point alongdir
and 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-z
point alongdir
and store the result indest
.Matrix4x3dc.lookAlong
(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-z
point alongdir
and 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-z
withcenter - 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-z
withcenter - eye
and store the result indest
.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - 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-z
withcenter - eye
and 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-z
withcenter - eye
and 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-z
withcenter - eye
and 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+z
withcenter - 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+z
withcenter - eye
and store the result indest
.Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - 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+z
withcenter - eye
and 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+z
withcenter - eye
and 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+z
withcenter - eye
and 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()
Multiplythis
by the matrixMatrix4x3d.mapnXnYnZ
(Matrix4x3d dest) Matrix4x3dc.mapnXnYnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXnYZ()
Multiplythis
by the matrixMatrix4x3d.mapnXnYZ
(Matrix4x3d dest) Matrix4x3dc.mapnXnYZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXnZnY()
Multiplythis
by the matrixMatrix4x3d.mapnXnZnY
(Matrix4x3d dest) Matrix4x3dc.mapnXnZnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXnZY()
Multiplythis
by the matrixMatrix4x3d.mapnXnZY
(Matrix4x3d dest) Matrix4x3dc.mapnXnZY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXYnZ()
Multiplythis
by the matrixMatrix4x3d.mapnXYnZ
(Matrix4x3d dest) Matrix4x3dc.mapnXYnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXZnY()
Multiplythis
by the matrixMatrix4x3d.mapnXZnY
(Matrix4x3d dest) Matrix4x3dc.mapnXZnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXZY()
Multiplythis
by the matrixMatrix4x3d.mapnXZY
(Matrix4x3d dest) Matrix4x3dc.mapnXZY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYnXnZ()
Multiplythis
by the matrixMatrix4x3d.mapnYnXnZ
(Matrix4x3d dest) Matrix4x3dc.mapnYnXnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYnXZ()
Multiplythis
by the matrixMatrix4x3d.mapnYnXZ
(Matrix4x3d dest) Matrix4x3dc.mapnYnXZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYnZnX()
Multiplythis
by the matrixMatrix4x3d.mapnYnZnX
(Matrix4x3d dest) Matrix4x3dc.mapnYnZnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYnZX()
Multiplythis
by the matrixMatrix4x3d.mapnYnZX
(Matrix4x3d dest) Matrix4x3dc.mapnYnZX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYXnZ()
Multiplythis
by the matrixMatrix4x3d.mapnYXnZ
(Matrix4x3d dest) Matrix4x3dc.mapnYXnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYXZ()
Multiplythis
by the matrixMatrix4x3d.mapnYXZ
(Matrix4x3d dest) Matrix4x3dc.mapnYXZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYZnX()
Multiplythis
by the matrixMatrix4x3d.mapnYZnX
(Matrix4x3d dest) Matrix4x3dc.mapnYZnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYZX()
Multiplythis
by the matrixMatrix4x3d.mapnYZX
(Matrix4x3d dest) Matrix4x3dc.mapnYZX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZnXnY()
Multiplythis
by the matrixMatrix4x3d.mapnZnXnY
(Matrix4x3d dest) Matrix4x3dc.mapnZnXnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZnXY()
Multiplythis
by the matrixMatrix4x3d.mapnZnXY
(Matrix4x3d dest) Matrix4x3dc.mapnZnXY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZnYnX()
Multiplythis
by the matrixMatrix4x3d.mapnZnYnX
(Matrix4x3d dest) Matrix4x3dc.mapnZnYnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZnYX()
Multiplythis
by the matrixMatrix4x3d.mapnZnYX
(Matrix4x3d dest) Matrix4x3dc.mapnZnYX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZXnY()
Multiplythis
by the matrixMatrix4x3d.mapnZXnY
(Matrix4x3d dest) Matrix4x3dc.mapnZXnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZXY()
Multiplythis
by the matrixMatrix4x3d.mapnZXY
(Matrix4x3d dest) Matrix4x3dc.mapnZXY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZYnX()
Multiplythis
by the matrixMatrix4x3d.mapnZYnX
(Matrix4x3d dest) Matrix4x3dc.mapnZYnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZYX()
Multiplythis
by the matrixMatrix4x3d.mapnZYX
(Matrix4x3d dest) Matrix4x3dc.mapnZYX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapXnYnZ()
Multiplythis
by the matrixMatrix4x3d.mapXnYnZ
(Matrix4x3d dest) Matrix4x3dc.mapXnYnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapXnZnY()
Multiplythis
by the matrixMatrix4x3d.mapXnZnY
(Matrix4x3d dest) Matrix4x3dc.mapXnZnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapXnZY()
Multiplythis
by the matrixMatrix4x3d.mapXnZY
(Matrix4x3d dest) Matrix4x3dc.mapXnZY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapXZnY()
Multiplythis
by the matrixMatrix4x3d.mapXZnY
(Matrix4x3d dest) Matrix4x3dc.mapXZnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapXZY()
Multiplythis
by the matrixMatrix4x3d.mapXZY
(Matrix4x3d dest) Matrix4x3dc.mapXZY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYnXnZ()
Multiplythis
by the matrixMatrix4x3d.mapYnXnZ
(Matrix4x3d dest) Matrix4x3dc.mapYnXnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYnXZ()
Multiplythis
by the matrixMatrix4x3d.mapYnXZ
(Matrix4x3d dest) Matrix4x3dc.mapYnXZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYnZnX()
Multiplythis
by the matrixMatrix4x3d.mapYnZnX
(Matrix4x3d dest) Matrix4x3dc.mapYnZnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYnZX()
Multiplythis
by the matrixMatrix4x3d.mapYnZX
(Matrix4x3d dest) Matrix4x3dc.mapYnZX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYXnZ()
Multiplythis
by the matrixMatrix4x3d.mapYXnZ
(Matrix4x3d dest) Matrix4x3dc.mapYXnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYXZ()
Multiplythis
by the matrixMatrix4x3d.mapYXZ
(Matrix4x3d dest) Matrix4x3dc.mapYXZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYZnX()
Multiplythis
by the matrixMatrix4x3d.mapYZnX
(Matrix4x3d dest) Matrix4x3dc.mapYZnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYZX()
Multiplythis
by the matrixMatrix4x3d.mapYZX
(Matrix4x3d dest) Matrix4x3dc.mapYZX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZnXnY()
Multiplythis
by the matrixMatrix4x3d.mapZnXnY
(Matrix4x3d dest) Matrix4x3dc.mapZnXnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZnXY()
Multiplythis
by the matrixMatrix4x3d.mapZnXY
(Matrix4x3d dest) Matrix4x3dc.mapZnXY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZnYnX()
Multiplythis
by the matrixMatrix4x3d.mapZnYnX
(Matrix4x3d dest) Matrix4x3dc.mapZnYnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZnYX()
Multiplythis
by the matrixMatrix4x3d.mapZnYX
(Matrix4x3d dest) Matrix4x3dc.mapZnYX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZXnY()
Multiplythis
by the matrixMatrix4x3d.mapZXnY
(Matrix4x3d dest) Matrix4x3dc.mapZXnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZXY()
Multiplythis
by the matrixMatrix4x3d.mapZXY
(Matrix4x3d dest) Matrix4x3dc.mapZXY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZYnX()
Multiplythis
by the matrixMatrix4x3d.mapZYnX
(Matrix4x3d dest) Matrix4x3dc.mapZYnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZYX()
Multiplythis
by the matrixMatrix4x3d.mapZYX
(Matrix4x3d dest) Matrix4x3dc.mapZYX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mul
(Matrix4x3dc right) Multiply this matrix by the suppliedright
matrix.Matrix4x3d.mul
(Matrix4x3dc right, Matrix4x3d dest) Matrix4x3d.mul
(Matrix4x3fc right) Multiply this matrix by the suppliedright
matrix.Matrix4x3d.mul
(Matrix4x3fc right, Matrix4x3d dest) Matrix4x3dc.mul
(Matrix4x3dc right, Matrix4x3d dest) Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4x3dc.mul
(Matrix4x3fc right, Matrix4x3d dest) Multiply this matrix by the suppliedright
matrix 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) Multiplythis
by 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) Multiplythis
by 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 multiplythis
byother
.Matrix4x3d.mulComponentWise
(Matrix4x3dc other, Matrix4x3d dest) Matrix4x3dc.mulComponentWise
(Matrix4x3dc other, Matrix4x3d dest) Component-wise multiplythis
byother
and store the result indest
.Matrix4x3d.mulOrtho
(Matrix4x3dc view) Multiplythis
orthographic projection matrix by the suppliedview
matrix.Matrix4x3d.mulOrtho
(Matrix4x3dc view, Matrix4x3d dest) Matrix4x3dc.mulOrtho
(Matrix4x3dc view, Matrix4x3d dest) Multiplythis
orthographic projection matrix by the suppliedview
matrix 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 suppliedright
matrix and store the result indest
.Matrix4x3dc.mulTranslation
(Matrix4x3fc right, Matrix4x3d dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix and store the result indest
.Matrix4x3d.negateX()
Multiplythis
by the matrixMatrix4x3d.negateX
(Matrix4x3d dest) Matrix4x3dc.negateX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.negateY()
Multiplythis
by the matrixMatrix4x3d.negateY
(Matrix4x3d dest) Matrix4x3dc.negateY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.negateZ()
Multiplythis
by the matrixMatrix4x3d.negateZ
(Matrix4x3d dest) Matrix4x3dc.negateZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.normal()
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofthis
.Matrix4x3d.normal
(Matrix4x3d dest) Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofdest
.Matrix4x3dc.normal
(Matrix4x3d dest) Compute a normal matrix from the left 3x3 submatrix ofthis
and 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 fora
andb
.Matrix4x3d.obliqueZ
(double a, double b, Matrix4x3d dest) Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.Matrix4x3dc.obliqueZ
(double a, double b, Matrix4x3d dest) Apply an oblique projection transformation to this matrix with the given values fora
andb
and 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 = 0
and 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 givenAxisAngle4d
and 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 givenAxisAngle4f
and store the result indest
.Matrix4x3d.rotate
(Quaterniondc quat) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix.Matrix4x3d.rotate
(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.Matrix4x3d.rotate
(Quaternionfc quat) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.Matrix4x3d.rotate
(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to 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 givenAxisAngle4d
and store the result indest
.Matrix4x3dc.rotate
(AxisAngle4f axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.Matrix4x3dc.rotate
(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.Matrix4x3dc.rotate
(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix4x3d.rotateAround
(Quaterniondc quat, double ox, double oy, double oz) Apply the rotation transformation of the givenQuaterniondc
to 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 givenQuaterniondc
to 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 givenQuaterniondc
to this matrix.Matrix4x3d.rotateLocal
(Quaterniondc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.Matrix4x3d.rotateLocal
(Quaternionfc quat) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.Matrix4x3d.rotateLocal
(Quaternionfc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to 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 givenQuaterniondc
to this matrix and store the result indest
.Matrix4x3dc.rotateLocal
(Quaternionfc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to 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+Z
axis 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+Z
axis 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+Z
axis 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+Z
axis withdir
and 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-z
axis 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-z
axis withdir
and 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 givenQuaterniondc
to 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 givenQuaternionfc
to 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 givenQuaterniondc
to 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 givenQuaternionfc
to 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 ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix4x3d.rotateXYZ
(double angleX, double angleY, double angleZ, Matrix4x3d dest) Apply rotation ofangles.x
radians about the X axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.z
radians about the Z axis.Matrix4x3dc.rotateXYZ
(double angleX, double angleY, double angleZ, Matrix4x3d dest) Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians 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 ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix4x3d.rotateYXZ
(double angleY, double angleX, double angleZ, Matrix4x3d dest) Apply rotation ofangles.y
radians about the Y axis, followed by a rotation ofangles.x
radians about the X axis and followed by a rotation ofangles.z
radians about the Z axis.Matrix4x3dc.rotateYXZ
(double angleY, double angleX, double angleZ, Matrix4x3d dest) Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians 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 ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.Matrix4x3d.rotateZYX
(double angleZ, double angleY, double angleX, Matrix4x3d dest) Apply rotation ofangles.z
radians about the Z axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.x
radians about the X axis.Matrix4x3dc.rotateZYX
(double angleZ, double angleY, double angleX, Matrix4x3d dest) Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians 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 specifiedQuaterniondc
while 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-z
axis 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-z
axis 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 ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians 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 ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians 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 ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians 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 tothis
matrix 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.y
andxyz.z
factors, respectively.Matrix4x3d.scale
(Vector3dc xyz, Matrix4x3d dest) Matrix4x3dc.scale
(double x, double y, double z, Matrix4x3d dest) Apply scaling tothis
matrix 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 tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, 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 givenfactor
while 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 tothis
matrix 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 givenfactor
while 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 tothis
matrix 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 byx
and 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 byx
and the Y axis byy
and 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.y
andxyz.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 givenByteBuffer
in 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 givenDoubleBuffer
in 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 givenFloatBuffer
in 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 givenByteBuffer
in 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 givenDoubleBuffer
in 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 givenFloatBuffer
in 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 thisMatrix4x3d
to the givenMatrix3dc
and the rest to identity.Set the left 3x3 submatrix of thisMatrix4x3d
to the givenMatrix3fc
and the rest to identity.Store the values of the upper 4x3 submatrix ofm
intothis
matrix.Matrix4x3d.set
(Matrix4x3dc m) Store the values of the given matrixm
intothis
matrix.Matrix4x3d.set
(Matrix4x3fc m) Store the values of the given matrixm
intothis
matrix.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 thisMatrix4x3d
to the givenMatrix3dc
and don't change the other elements.Set the left 3x3 submatrix of thisMatrix4x3d
to the givenMatrix3fc
and don't change the other elements.Matrix4x3d.set3x3
(Matrix4x3dc mat) Set the left 3x3 submatrix of thisMatrix4x3d
to that of the givenMatrix4x3dc
and don't change the other elements.Set the column at the givencolumn
index, starting with0
.Matrix4x3d.setFloats
(int index, ByteBuffer buffer) Set the values of this matrix by reading 12 float values from the givenByteBuffer
in 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 givenByteBuffer
in 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-z
point alongdir
.Matrix4x3d.setLookAlong
(Vector3dc dir, Vector3dc up) Set this matrix to a rotation transformation to make-z
point 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-z
withcenter - eye
.Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-z
withcenter - 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+z
withcenter - 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+z
withcenter - 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 ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix4x3d.setRotationYXZ
(double angleY, double angleX, double angleZ) Set only the left 3x3 submatrix of this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix4x3d.setRotationZYX
(double angleZ, double angleY, double angleX) Set only the left 3x3 submatrix of this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.Set the row at the givenrow
index, 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 = 0
as 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 = 0
as 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 = 0
as 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 = 0
as 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 = 0
as 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 = 0
as 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 = 0
as if casting a shadow from a given light position/directionlight
and 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 = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Matrix4x3d.sub
(Matrix4x3dc subtrahend) Component-wise subtractsubtrahend
fromthis
.Matrix4x3d.sub
(Matrix4x3dc subtrahend, Matrix4x3d dest) Matrix4x3d.sub
(Matrix4x3fc subtrahend) Component-wise subtractsubtrahend
fromthis
.Matrix4x3d.sub
(Matrix4x3fc subtrahend, Matrix4x3d dest) Matrix4x3dc.sub
(Matrix4x3dc subtrahend, Matrix4x3d dest) Component-wise subtractsubtrahend
fromthis
and store the result indest
.Matrix4x3dc.sub
(Matrix4x3fc subtrahend, Matrix4x3d dest) Component-wise subtractsubtrahend
fromthis
and store the result indest
.Matrix4x3d.swap
(Matrix4x3d other) Exchange the values ofthis
matrix with the givenother
matrix.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)
bythis
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.Matrix4x3dc.transformAab
(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax) Transform the axis-aligned box given as the minimum cornermin
and maximum cornermax
bythis
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and 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) Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw)
.Matrix4x3d.translationRotate
(double tx, double ty, double tz, Quaterniondc quat) Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the given quaternion.Matrix4x3d.translationRotate
(Vector3dc translation, Quaterniondc quat) Setthis
matrix toT * R
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.Matrix4x3d.translationRotateInvert
(double tx, double ty, double tz, double qx, double qy, double qz, double qw) Setthis
matrix to(T * R)-1
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
.Matrix4x3d.translationRotateInvert
(Vector3dc translation, Quaterniondc quat) Setthis
matrix to(T * R)-1
, whereT
is the giventranslation
andR
is 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) Setthis
matrix toT * R * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw)
andM
is the given matrixmat
Matrix4x3d.translationRotateMul
(double tx, double ty, double tz, Quaternionfc quat, Matrix4x3dc mat) Setthis
matrix toT * R * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation - and possibly scaling - transformation specified by the given quaternion andM
is 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) Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.Matrix4x3d.translationRotateScale
(Vector3dc translation, Quaterniondc quat, Vector3dc scale) Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.Matrix4x3d.translationRotateScale
(Vector3fc translation, Quaternionfc quat, Vector3fc scale) Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is 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) Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
,S
is 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) Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion,S
is 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-z
axis 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 givenpos
and aligns the local-z
axis 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 addthis
andother
and store the result indest
.Matrix4x3dc.add
(Matrix4x3fc other, Matrix4x3d dest) Component-wise addthis
andother
and 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 givenradius
and 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 givenradius
andcenter
position 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 ofthis
and store it intodest
.Matrix4x3dc.cofactor3x3
(Matrix4x3d dest) Compute the cofactor matrix of the left 3x3 submatrix ofthis
and 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 addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.Matrix4x3dc.fma
(Matrix4x3fc other, double otherFactor, Matrix4x3d dest) Component-wise addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.Matrix4x3d.get
(Matrix4x3d dest) Get the current values ofthis
matrix and store them intodest
.Matrix4x3dc.get
(Matrix4x3d dest) Get the current values ofthis
matrix and store them intodest
.Matrix4x3f.get
(Matrix4x3d dest) Get the current values ofthis
matrix and store them intodest
.Matrix4x3fc.get
(Matrix4x3d dest) Get the current values ofthis
matrix 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 ofthis
matrix and store them intodest
.Matrix4x3d.invert
(Matrix4x3d dest) Matrix4x3dc.invert
(Matrix4x3d dest) Invertthis
matrix and store the result indest
.Matrix4x3d.invertOrtho
(Matrix4x3d dest) Matrix4x3dc.invertOrtho
(Matrix4x3d dest) Invertthis
orthographic 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 interpolatethis
andother
using the given interpolation factort
and 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-z
point alongdir
and store the result indest
.Matrix4x3d.lookAlong
(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-z
point alongdir
and 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-z
point alongdir
and store the result indest
.Matrix4x3dc.lookAlong
(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-z
point alongdir
and 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-z
withcenter - eye
and 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-z
withcenter - eye
and 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-z
withcenter - eye
and 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-z
withcenter - eye
and 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+z
withcenter - eye
and 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+z
withcenter - eye
and 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+z
withcenter - eye
and 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+z
withcenter - eye
and store the result indest
.Matrix4x3d.mapnXnYnZ
(Matrix4x3d dest) Matrix4x3dc.mapnXnYnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXnYZ
(Matrix4x3d dest) Matrix4x3dc.mapnXnYZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXnZnY
(Matrix4x3d dest) Matrix4x3dc.mapnXnZnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXnZY
(Matrix4x3d dest) Matrix4x3dc.mapnXnZY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXYnZ
(Matrix4x3d dest) Matrix4x3dc.mapnXYnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXZnY
(Matrix4x3d dest) Matrix4x3dc.mapnXZnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnXZY
(Matrix4x3d dest) Matrix4x3dc.mapnXZY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYnXnZ
(Matrix4x3d dest) Matrix4x3dc.mapnYnXnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYnXZ
(Matrix4x3d dest) Matrix4x3dc.mapnYnXZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYnZnX
(Matrix4x3d dest) Matrix4x3dc.mapnYnZnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYnZX
(Matrix4x3d dest) Matrix4x3dc.mapnYnZX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYXnZ
(Matrix4x3d dest) Matrix4x3dc.mapnYXnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYXZ
(Matrix4x3d dest) Matrix4x3dc.mapnYXZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYZnX
(Matrix4x3d dest) Matrix4x3dc.mapnYZnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnYZX
(Matrix4x3d dest) Matrix4x3dc.mapnYZX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZnXnY
(Matrix4x3d dest) Matrix4x3dc.mapnZnXnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZnXY
(Matrix4x3d dest) Matrix4x3dc.mapnZnXY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZnYnX
(Matrix4x3d dest) Matrix4x3dc.mapnZnYnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZnYX
(Matrix4x3d dest) Matrix4x3dc.mapnZnYX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZXnY
(Matrix4x3d dest) Matrix4x3dc.mapnZXnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZXY
(Matrix4x3d dest) Matrix4x3dc.mapnZXY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZYnX
(Matrix4x3d dest) Matrix4x3dc.mapnZYnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapnZYX
(Matrix4x3d dest) Matrix4x3dc.mapnZYX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapXnYnZ
(Matrix4x3d dest) Matrix4x3dc.mapXnYnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapXnZnY
(Matrix4x3d dest) Matrix4x3dc.mapXnZnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapXnZY
(Matrix4x3d dest) Matrix4x3dc.mapXnZY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapXZnY
(Matrix4x3d dest) Matrix4x3dc.mapXZnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapXZY
(Matrix4x3d dest) Matrix4x3dc.mapXZY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYnXnZ
(Matrix4x3d dest) Matrix4x3dc.mapYnXnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYnXZ
(Matrix4x3d dest) Matrix4x3dc.mapYnXZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYnZnX
(Matrix4x3d dest) Matrix4x3dc.mapYnZnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYnZX
(Matrix4x3d dest) Matrix4x3dc.mapYnZX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYXnZ
(Matrix4x3d dest) Matrix4x3dc.mapYXnZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYXZ
(Matrix4x3d dest) Matrix4x3dc.mapYXZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYZnX
(Matrix4x3d dest) Matrix4x3dc.mapYZnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapYZX
(Matrix4x3d dest) Matrix4x3dc.mapYZX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZnXnY
(Matrix4x3d dest) Matrix4x3dc.mapZnXnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZnXY
(Matrix4x3d dest) Matrix4x3dc.mapZnXY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZnYnX
(Matrix4x3d dest) Matrix4x3dc.mapZnYnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZnYX
(Matrix4x3d dest) Matrix4x3dc.mapZnYX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZXnY
(Matrix4x3d dest) Matrix4x3dc.mapZXnY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZXY
(Matrix4x3d dest) Matrix4x3dc.mapZXY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZYnX
(Matrix4x3d dest) Matrix4x3dc.mapZYnX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mapZYX
(Matrix4x3d dest) Matrix4x3dc.mapZYX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.mul
(Matrix4x3dc right, Matrix4x3d dest) Matrix4x3d.mul
(Matrix4x3fc right, Matrix4x3d dest) Matrix4x3dc.mul
(Matrix4x3dc right, Matrix4x3d dest) Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4x3dc.mul
(Matrix4x3fc right, Matrix4x3d dest) Multiply this matrix by the suppliedright
matrix 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) Multiplythis
by 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 multiplythis
byother
and store the result indest
.Matrix4x3d.mulOrtho
(Matrix4x3dc view, Matrix4x3d dest) Matrix4x3dc.mulOrtho
(Matrix4x3dc view, Matrix4x3d dest) Multiplythis
orthographic projection matrix by the suppliedview
matrix 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 suppliedright
matrix and store the result indest
.Matrix4x3dc.mulTranslation
(Matrix4x3fc right, Matrix4x3d dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix and store the result indest
.Matrix4x3d.negateX
(Matrix4x3d dest) Matrix4x3dc.negateX
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.negateY
(Matrix4x3d dest) Matrix4x3dc.negateY
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.negateZ
(Matrix4x3d dest) Matrix4x3dc.negateZ
(Matrix4x3d dest) Multiplythis
by the matrixMatrix4x3d.normal
(Matrix4x3d dest) Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofdest
.Matrix4x3dc.normal
(Matrix4x3d dest) Compute a normal matrix from the left 3x3 submatrix ofthis
and 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 fora
andb
and store the result indest
.Matrix4x3dc.obliqueZ
(double a, double b, Matrix4x3d dest) Apply an oblique projection transformation to this matrix with the given values fora
andb
and 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 = 0
and 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 givenAxisAngle4d
and store the result indest
.Matrix4x3d.rotate
(AxisAngle4f axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.Matrix4x3d.rotate
(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.Matrix4x3d.rotate
(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to 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 givenAxisAngle4d
and store the result indest
.Matrix4x3dc.rotate
(AxisAngle4f axisAngle, Matrix4x3d dest) Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.Matrix4x3dc.rotate
(Quaterniondc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.Matrix4x3dc.rotate
(Quaternionfc quat, Matrix4x3d dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to 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 givenQuaterniondc
to 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 givenQuaterniondc
to this matrix and store the result indest
.Matrix4x3d.rotateLocal
(Quaternionfc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to 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 givenQuaterniondc
to this matrix and store the result indest
.Matrix4x3dc.rotateLocal
(Quaternionfc quat, Matrix4x3d dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to 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+Z
axis 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+Z
axis withdir
and 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-z
axis 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-z
axis withdir
and 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 givenQuaterniondc
to 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 givenQuaternionfc
to 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 givenQuaterniondc
to 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 givenQuaternionfc
to 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 ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians 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 ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians 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 ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians 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 tothis
matrix 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 tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, 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 tothis
matrix 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 givenfactor
while 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 tothis
matrix 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 byx
and the Y axis byy
and 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 = 0
as 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 = 0
as 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 = 0
as if casting a shadow from a given light position/directionlight
and 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 = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Matrix4x3d.sub
(Matrix4x3dc subtrahend, Matrix4x3d dest) Matrix4x3d.sub
(Matrix4x3fc subtrahend, Matrix4x3d dest) Matrix4x3dc.sub
(Matrix4x3dc subtrahend, Matrix4x3d dest) Component-wise subtractsubtrahend
fromthis
and store the result indest
.Matrix4x3dc.sub
(Matrix4x3fc subtrahend, Matrix4x3d dest) Component-wise subtractsubtrahend
fromthis
and store the result indest
.Matrix4x3d.swap
(Matrix4x3d other) Exchange the values ofthis
matrix with the givenother
matrix.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
.