Uses of Class
org.joml.Matrix4x3d

Packages that use Matrix4x3d
Package
Description
Contains all classes of JOML.
  • Uses of Matrix4x3d in org.joml

    Subclasses of Matrix4x3d in org.joml
    Modifier and Type
    Class
    Description
    class 
    A stack of many Matrix4x3d instances.
    Methods in org.joml that return Matrix4x3d
    Modifier and Type
    Method
    Description
    Matrix4x3d.add(Matrix4x3dc other)
    Component-wise add this and other.
    Matrix4x3d.add(Matrix4x3dc other, Matrix4x3d dest)
     
    Matrix4x3d.add(Matrix4x3fc other)
    Component-wise add this and other.
    Matrix4x3d.add(Matrix4x3fc other, Matrix4x3d dest)
     
    Matrix4x3dc.add(Matrix4x3dc other, Matrix4x3d dest)
    Component-wise add this and other and store the result in dest.
    Matrix4x3dc.add(Matrix4x3fc other, Matrix4x3d dest)
    Component-wise add this and other and store the result in dest.
    Matrix4x3d.arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY)
    Apply an arcball view transformation to this matrix with the given radius 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)
     
    Matrix4x3d.arcball(double radius, Vector3dc center, double angleX, double angleY)
    Apply an arcball view transformation to this matrix with the given radius and center 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 given radius and center (centerX, centerY, centerZ) position of the arcball and the specified X and Y rotation angles, and store the result in dest.
    Matrix4x3dc.arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest)
    Apply an arcball view transformation to this matrix with the given radius and center position of the arcball and the specified X and Y rotation angles, and store the result in dest.
    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 position objPos towards a target position at targetPos while constraining a cylindrical rotation around the given up 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 position objPos towards a target position at targetPos 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 position objPos towards a target position at targetPos.
    Matrix4x3d.cofactor3x3()
    Compute the cofactor matrix of the left 3x3 submatrix of this.
    Matrix4x3d.cofactor3x3(Matrix4x3d dest)
    Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest.
    Matrix4x3dc.cofactor3x3(Matrix4x3d dest)
    Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest.
    Matrix4x3d.determineProperties()
    Compute and set the matrix properties returned by properties() based on the current matrix element values.
    Matrix4x3d.fma(Matrix4x3dc other, double otherFactor)
    Component-wise add this and other by first multiplying each component of other by otherFactor and adding that result to this.
    Matrix4x3d.fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest)
     
    Matrix4x3d.fma(Matrix4x3fc other, double otherFactor)
    Component-wise add this and other by first multiplying each component of other by otherFactor and adding that result to this.
    Matrix4x3d.fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest)
     
    Matrix4x3dc.fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest)
    Component-wise add this and other by first multiplying each component of other by otherFactor, adding that to this and storing the final result in dest.
    Matrix4x3dc.fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest)
    Component-wise add this and other by first multiplying each component of other by otherFactor, adding that to this and storing the final result in dest.
    Matrix4x3d.get(Matrix4x3d dest)
    Get the current values of this matrix and store them into dest.
    Matrix4x3dc.get(Matrix4x3d dest)
    Get the current values of this matrix and store them into dest.
    Matrix4x3f.get(Matrix4x3d dest)
    Get the current values of this matrix and store them into dest.
    Matrix4x3fc.get(Matrix4x3d dest)
    Get the current values of this matrix and store them into dest.
    Quaternionf.get(Matrix4x3d dest)
     
    Quaternionfc.get(Matrix4x3d dest)
    Set the given destination matrix to the rotation represented by this.
    Matrix4d.get4x3(Matrix4x3d dest)
     
    Matrix4dc.get4x3(Matrix4x3d dest)
    Get the current values of the upper 4x3 submatrix of this matrix and store them into dest.
    Matrix4x3d.identity()
    Reset this matrix to the identity.
    Matrix4x3d.invert()
    Invert this matrix.
    Matrix4x3d.invert(Matrix4x3d dest)
     
    Matrix4x3dc.invert(Matrix4x3d dest)
    Invert this matrix and store the result in dest.
    Matrix4x3d.invertOrtho()
    Invert this orthographic projection matrix.
    Matrix4x3d.invertOrtho(Matrix4x3d dest)
     
    Matrix4x3dc.invertOrtho(Matrix4x3d dest)
    Invert this orthographic projection matrix and store the result into the given dest.
    Matrix4x3d.lerp(Matrix4x3dc other, double t)
    Linearly interpolate this and other using the given interpolation factor t and store the result in this.
    Matrix4x3d.lerp(Matrix4x3dc other, double t, Matrix4x3d dest)
     
    Matrix4x3dc.lerp(Matrix4x3dc other, double t, Matrix4x3d dest)
    Linearly interpolate this and other using the given interpolation factor t and store the result in dest.
    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 along dir.
    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 along dir and store the result in dest.
    Matrix4x3d.lookAlong(Vector3dc dir, Vector3dc up)
    Apply a rotation transformation to this matrix to make -z point along dir.
    Matrix4x3d.lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest)
    Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.
    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 along dir and store the result in dest.
    Matrix4x3dc.lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest)
    Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.
    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 with center - 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 with center - eye and store the result in dest.
    Matrix4x3d.lookAt(Vector3dc eye, Vector3dc center, Vector3dc up)
    Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns -z with center - 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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    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 with center - 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 with center - eye and store the result in dest.
    Matrix4x3d.lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up)
    Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns +z with center - 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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    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.mul(Matrix4x3dc right)
    Multiply this matrix by the supplied right matrix.
    Matrix4x3d.mul(Matrix4x3dc right, Matrix4x3d dest)
     
    Matrix4x3d.mul(Matrix4x3fc right)
    Multiply this matrix by the supplied right matrix.
    Matrix4x3d.mul(Matrix4x3fc right, Matrix4x3d dest)
     
    Matrix4x3dc.mul(Matrix4x3dc right, Matrix4x3d dest)
    Multiply this matrix by the supplied right matrix and store the result in dest.
    Matrix4x3dc.mul(Matrix4x3fc right, Matrix4x3d dest)
    Multiply this matrix by the supplied right matrix and store the result in dest.
    Matrix4x3d.mulComponentWise(Matrix4x3dc other)
    Component-wise multiply this by other.
    Matrix4x3d.mulComponentWise(Matrix4x3dc other, Matrix4x3d dest)
     
    Matrix4x3dc.mulComponentWise(Matrix4x3dc other, Matrix4x3d dest)
    Component-wise multiply this by other and store the result in dest.
    Matrix4x3d.mulOrtho(Matrix4x3dc view)
    Multiply this orthographic projection matrix by the supplied view matrix.
    Matrix4x3d.mulOrtho(Matrix4x3dc view, Matrix4x3d dest)
     
    Matrix4x3dc.mulOrtho(Matrix4x3dc view, Matrix4x3d dest)
    Multiply this orthographic projection matrix by the supplied view matrix and store the result in dest.
    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 supplied right matrix and store the result in dest.
    Matrix4x3dc.mulTranslation(Matrix4x3fc right, Matrix4x3d dest)
    Multiply this matrix, which is assumed to only contain a translation, by the supplied right matrix and store the result in dest.
    Matrix4x3d.normal()
    Compute a normal matrix from the left 3x3 submatrix of this and store it into the left 3x3 submatrix of this.
    Matrix4x3d.normal(Matrix4x3d dest)
    Compute a normal matrix from the left 3x3 submatrix of this and store it into the left 3x3 submatrix of dest.
    Matrix4x3dc.normal(Matrix4x3d dest)
    Compute a normal matrix from the left 3x3 submatrix of this and store it into the left 3x3 submatrix of dest.
    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 in dest.
    Matrix4x3d.obliqueZ(double a, double b)
    Apply an oblique projection transformation to this matrix with the given values for a and b.
    Matrix4x3d.obliqueZ(double a, double b, Matrix4x3d dest)
    Apply an oblique projection transformation to this matrix with the given values for a and b and store the result in dest.
    Matrix4x3dc.obliqueZ(double a, double b, Matrix4x3d dest)
    Apply an oblique projection transformation to this matrix with the given values for a and b and store the result in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 equation x*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)
     
    Matrix4x3d.reflect(Vector3dc normal, Vector3dc point)
    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 in dest.
    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 equation x*a + y*b + z*c + d = 0 and store the result in dest.
    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 in dest.
    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 in dest.
    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 equation x*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)
     
    Matrix4x3d.rotate(double angle, Vector3dc axis)
    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 in dest.
    Matrix4x3d.rotate(double angle, Vector3fc axis)
    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 in dest.
    Matrix4x3d.rotate(AxisAngle4d axisAngle)
    Apply a rotation transformation, rotating about the given AxisAngle4d, to this matrix.
    Matrix4x3d.rotate(AxisAngle4d axisAngle, Matrix4x3d dest)
    Apply a rotation transformation, rotating about the given AxisAngle4d and store the result in dest.
    Matrix4x3d.rotate(AxisAngle4f axisAngle)
    Apply a rotation transformation, rotating about the given AxisAngle4f, to this matrix.
    Matrix4x3d.rotate(AxisAngle4f axisAngle, Matrix4x3d dest)
    Apply a rotation transformation, rotating about the given AxisAngle4f and store the result in dest.
    Matrix4x3d.rotate(Quaterniondc quat)
    Apply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix.
    Matrix4x3d.rotate(Quaterniondc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix and store the result in dest.
    Matrix4x3d.rotate(Quaternionfc quat)
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix.
    Matrix4x3d.rotate(Quaternionfc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
    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 in dest.
    Matrix4x3dc.rotate(double angle, Vector3dc axis, Matrix4x3d dest)
    Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest.
    Matrix4x3dc.rotate(double angle, Vector3fc axis, Matrix4x3d dest)
    Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest.
    Matrix4x3dc.rotate(AxisAngle4d axisAngle, Matrix4x3d dest)
    Apply a rotation transformation, rotating about the given AxisAngle4d and store the result in dest.
    Matrix4x3dc.rotate(AxisAngle4f axisAngle, Matrix4x3d dest)
    Apply a rotation transformation, rotating about the given AxisAngle4f and store the result in dest.
    Matrix4x3dc.rotate(Quaterniondc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix and store the result in dest.
    Matrix4x3dc.rotate(Quaternionfc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
    Matrix4x3d.rotateAround(Quaterniondc quat, double ox, double oy, double oz)
    Apply the rotation transformation of the given Quaterniondc 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 given Quaterniondc to this matrix while using (ox, oy, oz) as the rotation origin, and store the result in dest.
    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 in dest.
    Matrix4x3d.rotateLocal(Quaterniondc quat)
    Pre-multiply the rotation transformation of the given Quaterniondc to this matrix.
    Matrix4x3d.rotateLocal(Quaterniondc quat, Matrix4x3d dest)
    Pre-multiply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix and store the result in dest.
    Matrix4x3d.rotateLocal(Quaternionfc quat)
    Pre-multiply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix.
    Matrix4x3d.rotateLocal(Quaternionfc quat, Matrix4x3d dest)
    Pre-multiply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
    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 in dest.
    Matrix4x3dc.rotateLocal(Quaterniondc quat, Matrix4x3d dest)
    Pre-multiply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix and store the result in dest.
    Matrix4x3dc.rotateLocal(Quaternionfc quat, Matrix4x3d dest)
    Pre-multiply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 with dir.
    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 with dir and store the result in dest.
    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 in dest.
    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 with dir and store the result in dest.
    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 in dest.
    Matrix4x3d.rotateTranslation(Quaterniondc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix, which is assumed to only contain a translation, and store the result in dest.
    Matrix4x3d.rotateTranslation(Quaternionfc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix, which is assumed to only contain a translation, and store the result in dest.
    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 in dest.
    Matrix4x3dc.rotateTranslation(Quaterniondc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix, which is assumed to only contain a translation, and store the result in dest.
    Matrix4x3dc.rotateTranslation(Quaternionfc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix, which is assumed to only contain a translation, and store the result in dest.
    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 in dest.
    Matrix4x3d.rotateXYZ(double angleX, double angleY, double angleZ)
    Apply rotation of angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis.
    Matrix4x3d.rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest)
     
    Matrix4x3d.rotateXYZ(Vector3d angles)
    Apply rotation of angles.x radians about the X axis, followed by a rotation of angles.y radians about the Y axis and followed by a rotation of angles.z radians about the Z axis.
    Matrix4x3dc.rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest)
    Apply rotation of angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.
    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 in dest.
    Matrix4x3d.rotateYXZ(double angleY, double angleX, double angleZ)
    Apply rotation of angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis.
    Matrix4x3d.rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest)
     
    Matrix4x3d.rotateYXZ(Vector3d angles)
    Apply rotation of angles.y radians about the Y axis, followed by a rotation of angles.x radians about the X axis and followed by a rotation of angles.z radians about the Z axis.
    Matrix4x3dc.rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest)
    Apply rotation of angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.
    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 in dest.
    Matrix4x3d.rotateZYX(double angleZ, double angleY, double angleX)
    Apply rotation of angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis.
    Matrix4x3d.rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest)
     
    Matrix4x3d.rotateZYX(Vector3d angles)
    Apply rotation of angles.z radians about the Z axis, followed by a rotation of angles.y radians about the Y axis and followed by a rotation of angles.x radians about the X axis.
    Matrix4x3dc.rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest)
    Apply rotation of angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis and store the result in dest.
    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.
    Matrix4x3d.rotation(double angle, Vector3dc axis)
    Set this matrix to a rotation matrix which rotates the given radians about a given axis.
    Matrix4x3d.rotation(double angle, Vector3fc 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 given AxisAngle4d.
    Matrix4x3d.rotation(AxisAngle4f angleAxis)
    Set this matrix to a rotation transformation using the given AxisAngle4f.
    Matrix4x3d.rotation(Quaterniondc quat)
    Set this matrix to the rotation - and possibly scaling - transformation of the given Quaterniondc.
    Matrix4x3d.rotation(Quaternionfc quat)
    Set this matrix to the rotation - and possibly scaling - transformation of the given Quaternionfc.
    Matrix4x3d.rotationAround(Quaterniondc quat, double ox, double oy, double oz)
    Set this matrix to a transformation composed of a rotation of the specified Quaterniondc 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 with dir.
    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 of angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleZ 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 of angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and followed by a rotation of angleZ 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 of angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleX 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 to this 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)
     
    Matrix4x3d.scale(Vector3dc xyz)
    Apply scaling to this matrix by scaling the base axes by the given xyz.x, xyz.y and xyz.z factors, respectively.
    Matrix4x3d.scale(Vector3dc xyz, Matrix4x3d dest)
     
    Matrix4x3dc.scale(double x, double y, double z, Matrix4x3d dest)
    Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.
    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 in dest.
    Matrix4x3dc.scale(Vector3dc xyz, Matrix4x3d dest)
    Apply scaling to this matrix by scaling the base axes by the given xyz.x, xyz.y and xyz.z factors, respectively and store the result in dest.
    Matrix4x3d.scaleAround(double factor, double ox, double oy, double oz)
    Apply scaling to this matrix by scaling all three base axes by the given factor 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 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, and store the result in dest.
    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 given factor while using (ox, oy, oz) as the scaling origin, and store the result in dest.
    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 to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.
    Matrix4x3d.scaleXY(double x, double y)
    Apply scaling to this matrix by scaling the X axis by x and the Y axis by y.
    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 by x and the Y axis by y and store the result in dest.
    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.
    Matrix4x3d.scaling(Vector3dc xyz)
    Set this matrix to be a simple scale matrix which scales the base axes by xyz.x, xyz.y and xyz.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 given ByteBuffer 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 given DoubleBuffer 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 given FloatBuffer 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 given ByteBuffer 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 given DoubleBuffer 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 given FloatBuffer 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 given AxisAngle4d.
    Matrix4x3d.set(AxisAngle4f axisAngle)
    Set this matrix to be equivalent to the rotation specified by the given AxisAngle4f.
    Matrix4x3d.set(Matrix3dc mat)
    Set the left 3x3 submatrix of this Matrix4x3d to the given Matrix3dc and the rest to identity.
    Matrix4x3d.set(Matrix3fc mat)
    Set the left 3x3 submatrix of this Matrix4x3d to the given Matrix3fc and the rest to identity.
    Matrix4x3d.set(Matrix4dc m)
    Store the values of the upper 4x3 submatrix of m into this matrix.
    Matrix4x3d.set(Matrix4x3dc m)
    Store the values of the given matrix m into this matrix.
    Matrix4x3d.set(Matrix4x3fc m)
    Store the values of the given matrix m into this matrix.
    Matrix4x3d.set(Quaterniondc q)
    Set this matrix to be equivalent to the rotation - and possibly scaling - specified by the given Quaterniondc.
    Matrix4x3d.set(Quaternionfc q)
    Set this matrix to be equivalent to the rotation - and possibly scaling - specified by the given Quaternionfc.
    Matrix4x3d.set(Vector3dc col0, Vector3dc col1, Vector3dc col2, Vector3dc col3)
    Set the four columns of this matrix to the supplied vectors, respectively.
    Matrix4x3d.set3x3(Matrix3dc mat)
    Set the left 3x3 submatrix of this Matrix4x3d to the given Matrix3dc and don't change the other elements.
    Matrix4x3d.set3x3(Matrix3fc mat)
    Set the left 3x3 submatrix of this Matrix4x3d to the given Matrix3fc and don't change the other elements.
    Matrix4x3d.set3x3(Matrix4x3dc mat)
    Set the left 3x3 submatrix of this Matrix4x3d to that of the given Matrix4x3dc and don't change the other elements.
    Matrix4x3d.setColumn(int column, Vector3dc src)
    Set the column at the given column index, starting with 0.
    Matrix4x3d.setFloats(int index, ByteBuffer buffer)
    Set the values of this matrix by reading 12 float values from the given ByteBuffer 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 given ByteBuffer 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 along dir.
    Matrix4x3d.setLookAlong(Vector3dc dir, Vector3dc up)
    Set this matrix to a rotation transformation to make -z point along dir.
    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 with center - eye.
    Matrix4x3d.setLookAt(Vector3dc eye, Vector3dc center, Vector3dc up)
    Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns -z with center - 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 with center - 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 with center - 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 of angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleZ 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 of angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and followed by a rotation of angleZ 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 of angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis.
    Matrix4x3d.setRow(int row, Vector4dc src)
    Set the row at the given row index, starting with 0.
    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 equation x*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 equation y = 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)
     
    Matrix4x3d.shadow(Vector4dc light, 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 equation x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light.
    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 equation y = 0 as if casting a shadow from a given light position/direction light.
    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 equation x*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 in dest.
    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 equation y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW) and store the result in dest.
    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 equation x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light and store the result in dest.
    Matrix4x3dc.shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest)
    Apply a projection transformation to this matrix that projects onto the plane with the general plane equation y = 0 as if casting a shadow from a given light position/direction light and store the result in dest.
    Matrix4x3d.sub(Matrix4x3dc subtrahend)
    Component-wise subtract subtrahend from this.
    Matrix4x3d.sub(Matrix4x3dc subtrahend, Matrix4x3d dest)
     
    Matrix4x3d.sub(Matrix4x3fc subtrahend)
    Component-wise subtract subtrahend from this.
    Matrix4x3d.sub(Matrix4x3fc subtrahend, Matrix4x3d dest)
     
    Matrix4x3dc.sub(Matrix4x3dc subtrahend, Matrix4x3d dest)
    Component-wise subtract subtrahend from this and store the result in dest.
    Matrix4x3dc.sub(Matrix4x3fc subtrahend, Matrix4x3d dest)
    Component-wise subtract subtrahend from this and store the result in dest.
    Matrix4x3d.swap(Matrix4x3d other)
    Exchange the values of this matrix with the given other 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) by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin and maximum corner stored in outMax.
    Matrix4x3dc.transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax)
    Transform the axis-aligned box given as the minimum corner min and maximum corner max by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin and maximum corner stored in outMax.
    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 in dest.
    Matrix4x3d.translate(Vector3dc offset)
    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 in dest.
    Matrix4x3d.translate(Vector3fc offset)
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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, Quaterniondc quat)
    Set this matrix to T * R, where T is a translation by the given (tx, ty, tz) and R 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)
    Set this matrix to T * R * M, where T 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) and M is the given matrix mat
    Matrix4x3d.translationRotateMul(double tx, double ty, double tz, Quaternionfc quat, Matrix4x3dc mat)
    Set this matrix to T * R * M, where T is a translation by the given (tx, ty, tz), R is a rotation - and possibly scaling - transformation specified by the given quaternion and M is the given matrix mat.
    Matrix4x3d.translationRotateScale(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz)
    Set this matrix to T * R * S, where T is a translation by the given (tx, ty, tz), R is a rotation transformation specified by the quaternion (qx, qy, qz, qw), and S 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)
    Set this matrix to T * R * S, where T is the given translation, R is a rotation transformation specified by the given quaternion, and S is a scaling transformation which scales the axes by scale.
    Matrix4x3d.translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
    Set this matrix to T * R * S, where T is the given translation, R is a rotation transformation specified by the given quaternion, and S is a scaling transformation which scales the axes by scale.
    Matrix4x3d.translationRotateScaleMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz, Matrix4x3dc m)
    Set this matrix to T * R * S * M, where T 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)
    Set this matrix to T * R * S * M, where T is the given translation, R is a rotation transformation specified by the given quaternion, S is a scaling transformation which scales the axes by scale.
    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).
    Set this matrix to a model transformation for a right-handed coordinate system, that translates to the given pos and aligns the local -z axis with dir.
    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 in dest.
    Matrix4x3d.zero()
    Set all the values within this matrix to 0.
    Methods in org.joml with parameters of type Matrix4x3d
    Modifier and Type
    Method
    Description
    Matrix4x3d.add(Matrix4x3dc other, Matrix4x3d dest)
     
    Matrix4x3d.add(Matrix4x3fc other, Matrix4x3d dest)
     
    Matrix4x3dc.add(Matrix4x3dc other, Matrix4x3d dest)
    Component-wise add this and other and store the result in dest.
    Matrix4x3dc.add(Matrix4x3fc other, Matrix4x3d dest)
    Component-wise add this and other and store the result in dest.
    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 given radius and center (centerX, centerY, centerZ) position of the arcball and the specified X and Y rotation angles, and store the result in dest.
    Matrix4x3dc.arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest)
    Apply an arcball view transformation to this matrix with the given radius and center position of the arcball and the specified X and Y rotation angles, and store the result in dest.
    Matrix4x3d.cofactor3x3(Matrix4x3d dest)
    Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest.
    Matrix4x3dc.cofactor3x3(Matrix4x3d dest)
    Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest.
    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 add this and other by first multiplying each component of other by otherFactor, adding that to this and storing the final result in dest.
    Matrix4x3dc.fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest)
    Component-wise add this and other by first multiplying each component of other by otherFactor, adding that to this and storing the final result in dest.
    Matrix4x3d.get(Matrix4x3d dest)
    Get the current values of this matrix and store them into dest.
    Matrix4x3dc.get(Matrix4x3d dest)
    Get the current values of this matrix and store them into dest.
    Matrix4x3f.get(Matrix4x3d dest)
    Get the current values of this matrix and store them into dest.
    Matrix4x3fc.get(Matrix4x3d dest)
    Get the current values of this matrix and store them into dest.
    Quaternionf.get(Matrix4x3d dest)
     
    Quaternionfc.get(Matrix4x3d dest)
    Set the given destination matrix to the rotation represented by this.
    Matrix4d.get4x3(Matrix4x3d dest)
     
    Matrix4dc.get4x3(Matrix4x3d dest)
    Get the current values of the upper 4x3 submatrix of this matrix and store them into dest.
    Matrix4x3d.invert(Matrix4x3d dest)
     
    Matrix4x3dc.invert(Matrix4x3d dest)
    Invert this matrix and store the result in dest.
    Matrix4x3d.invertOrtho(Matrix4x3d dest)
     
    Matrix4x3dc.invertOrtho(Matrix4x3d dest)
    Invert this orthographic projection matrix and store the result into the given dest.
    Matrix4x3d.lerp(Matrix4x3dc other, double t, Matrix4x3d dest)
     
    Matrix4x3dc.lerp(Matrix4x3dc other, double t, Matrix4x3d dest)
    Linearly interpolate this and other using the given interpolation factor t and store the result in dest.
    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 along dir and store the result in dest.
    Matrix4x3d.lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest)
    Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.
    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 along dir and store the result in dest.
    Matrix4x3dc.lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest)
    Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.
    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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    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 with center - eye and store the result in dest.
    Matrix4x3d.mul(Matrix4x3dc right, Matrix4x3d dest)
     
    Matrix4x3d.mul(Matrix4x3fc right, Matrix4x3d dest)
     
    Matrix4x3dc.mul(Matrix4x3dc right, Matrix4x3d dest)
    Multiply this matrix by the supplied right matrix and store the result in dest.
    Matrix4x3dc.mul(Matrix4x3fc right, Matrix4x3d dest)
    Multiply this matrix by the supplied right matrix and store the result in dest.
    Matrix4x3d.mulComponentWise(Matrix4x3dc other, Matrix4x3d dest)
     
    Matrix4x3dc.mulComponentWise(Matrix4x3dc other, Matrix4x3d dest)
    Component-wise multiply this by other and store the result in dest.
    Matrix4x3d.mulOrtho(Matrix4x3dc view, Matrix4x3d dest)
     
    Matrix4x3dc.mulOrtho(Matrix4x3dc view, Matrix4x3d dest)
    Multiply this orthographic projection matrix by the supplied view matrix and store the result in dest.
    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 supplied right matrix and store the result in dest.
    Matrix4x3dc.mulTranslation(Matrix4x3fc right, Matrix4x3d dest)
    Multiply this matrix, which is assumed to only contain a translation, by the supplied right matrix and store the result in dest.
    Matrix4x3d.normal(Matrix4x3d dest)
    Compute a normal matrix from the left 3x3 submatrix of this and store it into the left 3x3 submatrix of dest.
    Matrix4x3dc.normal(Matrix4x3d dest)
    Compute a normal matrix from the left 3x3 submatrix of this and store it into the left 3x3 submatrix of dest.
    Matrix4x3d.normalize3x3(Matrix4x3d dest)
     
    Matrix4x3dc.normalize3x3(Matrix4x3d dest)
    Normalize the left 3x3 submatrix of this matrix and store the result in dest.
    Matrix4x3d.obliqueZ(double a, double b, Matrix4x3d dest)
    Apply an oblique projection transformation to this matrix with the given values for a and b and store the result in dest.
    Matrix4x3dc.obliqueZ(double a, double b, Matrix4x3d dest)
    Apply an oblique projection transformation to this matrix with the given values for a and b and store the result in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 equation x*a + y*b + z*c + d = 0 and store the result in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    Matrix4x3d.rotate(double angle, Vector3fc axis, Matrix4x3d dest)
    Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest.
    Matrix4x3d.rotate(AxisAngle4d axisAngle, Matrix4x3d dest)
    Apply a rotation transformation, rotating about the given AxisAngle4d and store the result in dest.
    Matrix4x3d.rotate(AxisAngle4f axisAngle, Matrix4x3d dest)
    Apply a rotation transformation, rotating about the given AxisAngle4f and store the result in dest.
    Matrix4x3d.rotate(Quaterniondc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix and store the result in dest.
    Matrix4x3d.rotate(Quaternionfc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
    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 in dest.
    Matrix4x3dc.rotate(double angle, Vector3dc axis, Matrix4x3d dest)
    Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest.
    Matrix4x3dc.rotate(double angle, Vector3fc axis, Matrix4x3d dest)
    Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest.
    Matrix4x3dc.rotate(AxisAngle4d axisAngle, Matrix4x3d dest)
    Apply a rotation transformation, rotating about the given AxisAngle4d and store the result in dest.
    Matrix4x3dc.rotate(AxisAngle4f axisAngle, Matrix4x3d dest)
    Apply a rotation transformation, rotating about the given AxisAngle4f and store the result in dest.
    Matrix4x3dc.rotate(Quaterniondc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix and store the result in dest.
    Matrix4x3dc.rotate(Quaternionfc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
    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 given Quaterniondc to this matrix while using (ox, oy, oz) as the rotation origin, and store the result in dest.
    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 in dest.
    Matrix4x3d.rotateLocal(Quaterniondc quat, Matrix4x3d dest)
    Pre-multiply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix and store the result in dest.
    Matrix4x3d.rotateLocal(Quaternionfc quat, Matrix4x3d dest)
    Pre-multiply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
    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 in dest.
    Matrix4x3dc.rotateLocal(Quaterniondc quat, Matrix4x3d dest)
    Pre-multiply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix and store the result in dest.
    Matrix4x3dc.rotateLocal(Quaternionfc quat, Matrix4x3d dest)
    Pre-multiply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 with dir and store the result in dest.
    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 in dest.
    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 with dir and store the result in dest.
    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 in dest.
    Matrix4x3d.rotateTranslation(Quaterniondc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix, which is assumed to only contain a translation, and store the result in dest.
    Matrix4x3d.rotateTranslation(Quaternionfc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix, which is assumed to only contain a translation, and store the result in dest.
    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 in dest.
    Matrix4x3dc.rotateTranslation(Quaterniondc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaterniondc to this matrix, which is assumed to only contain a translation, and store the result in dest.
    Matrix4x3dc.rotateTranslation(Quaternionfc quat, Matrix4x3d dest)
    Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix, which is assumed to only contain a translation, and store the result in dest.
    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 in dest.
    Matrix4x3d.rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest)
     
    Matrix4x3dc.rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest)
    Apply rotation of angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.
    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 in dest.
    Matrix4x3d.rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest)
     
    Matrix4x3dc.rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest)
    Apply rotation of angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.
    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 in dest.
    Matrix4x3d.rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest)
     
    Matrix4x3dc.rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest)
    Apply rotation of angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis and store the result in dest.
    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 to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.
    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 in dest.
    Matrix4x3dc.scale(Vector3dc xyz, Matrix4x3d dest)
    Apply scaling to this matrix by scaling the base axes by the given xyz.x, xyz.y and xyz.z factors, respectively and store the result in dest.
    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 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, and store the result in dest.
    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 given factor while using (ox, oy, oz) as the scaling origin, and store the result in dest.
    Matrix4x3d.scaleLocal(double x, double y, double z, Matrix4x3d dest)
     
    Matrix4x3dc.scaleLocal(double x, double y, double z, Matrix4x3d dest)
    Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.
    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 by x and the Y axis by y and store the result in dest.
    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 equation x*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 in dest.
    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 equation y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW) and store the result in dest.
    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 equation x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light and store the result in dest.
    Matrix4x3dc.shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest)
    Apply a projection transformation to this matrix that projects onto the plane with the general plane equation y = 0 as if casting a shadow from a given light position/direction light and store the result in dest.
    Matrix4x3d.sub(Matrix4x3dc subtrahend, Matrix4x3d dest)
     
    Matrix4x3d.sub(Matrix4x3fc subtrahend, Matrix4x3d dest)
     
    Matrix4x3dc.sub(Matrix4x3dc subtrahend, Matrix4x3d dest)
    Component-wise subtract subtrahend from this and store the result in dest.
    Matrix4x3dc.sub(Matrix4x3fc subtrahend, Matrix4x3d dest)
    Component-wise subtract subtrahend from this and store the result in dest.
    Matrix4x3d.swap(Matrix4x3d other)
    Exchange the values of this matrix with the given other 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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    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 in dest.
    Matrix4x3d.transpose3x3(Matrix4x3d dest)
     
    Matrix4x3dc.transpose3x3(Matrix4x3d dest)
    Transpose only the left 3x3 submatrix of this matrix and store the result in dest.