Uses of Interface
org.joml.Matrix4x3dc
Packages that use Matrix4x3dc
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Uses of Matrix4x3dc in org.joml
Classes in org.joml that implement Matrix4x3dcModifier and TypeClassDescriptionclassContains the definition of an affine 4x3 matrix (4 columns, 3 rows) of doubles, and associated functions to transform it.classA stack of manyMatrix4x3dinstances.Methods in org.joml that return Matrix4x3dcModifier and TypeMethodDescriptionMatrix4x3d.getToAddress(long address) Matrix4x3dc.getToAddress(long address) Store this matrix in column-major order at the given off-heap address.Methods in org.joml with parameters of type Matrix4x3dcModifier and TypeMethodDescriptionMatrix4x3d.add(Matrix4x3dc other) Component-wise addthisandother.Matrix4x3d.add(Matrix4x3dc other, Matrix4x3d dest) Matrix4x3dc.add(Matrix4x3dc other, Matrix4x3d dest) Component-wise addthisandotherand store the result indest.booleanMatrix4x3d.equals(Matrix4x3dc m, double delta) booleanMatrix4x3dc.equals(Matrix4x3dc m, double delta) Compare the matrix elements ofthismatrix with the given matrix using the givendeltaand return whether all of them are equal within a maximum difference ofdelta.Matrix4x3d.fma(Matrix4x3dc other, double otherFactor) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactorand adding that result tothis.Matrix4x3d.fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest) Matrix4x3dc.fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactor, adding that tothisand storing the final result indest.Matrix4d.invertPerspectiveView(Matrix4x3dc view, Matrix4d dest) Matrix4dc.invertPerspectiveView(Matrix4x3dc view, Matrix4d dest) Ifthisis a perspective projection matrix obtained via one of theperspective()methods, that is, ifthisis a symmetrical perspective frustum transformation and the givenviewmatrix has unit scaling, then this method builds the inverse ofthis * viewand stores it into the givendest.Matrix4x3d.lerp(Matrix4x3dc other, double t) Linearly interpolatethisandotherusing the given interpolation factortand store the result inthis.Matrix4x3d.lerp(Matrix4x3dc other, double t, Matrix4x3d dest) Matrix4x3dc.lerp(Matrix4x3dc other, double t, Matrix4x3d dest) Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Matrix4d.mul(Matrix4x3dc right) Multiply this matrix by the suppliedrightmatrix.Matrix4d.mul(Matrix4x3dc right, Matrix4d dest) Matrix4dc.mul(Matrix4x3dc right, Matrix4d dest) Multiply this matrix by the suppliedrightmatrix and store the result indest.Matrix4x3d.mul(Matrix4x3dc right) Multiply this matrix by the suppliedrightmatrix.Matrix4x3d.mul(Matrix4x3dc right, Matrix4x3d dest) Matrix4x3dc.mul(Matrix4x3dc right, Matrix4x3d dest) Multiply this matrix by the suppliedrightmatrix and store the result indest.Vector4d.mul(Matrix4x3dc mat) Multiply the given matrix mat with this Vector4d and store the result inthis.Vector4d.mul(Matrix4x3dc mat, Vector4d dest) Vector4dc.mul(Matrix4x3dc mat, Vector4d dest) Multiply the given matrix mat with this Vector4d and store the result indest.Matrix4x3d.mulComponentWise(Matrix4x3dc other) Component-wise multiplythisbyother.Matrix4x3d.mulComponentWise(Matrix4x3dc other, Matrix4x3d dest) Matrix4x3dc.mulComponentWise(Matrix4x3dc other, Matrix4x3d dest) Component-wise multiplythisbyotherand store the result indest.Vector3d.mulDirection(Matrix4x3dc mat) Multiply the given 4x3 matrixmatwiththis.Vector3d.mulDirection(Matrix4x3dc mat, Vector3d dest) Vector3dc.mulDirection(Matrix4x3dc mat, Vector3d dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Matrix4x3d.mulOrtho(Matrix4x3dc view) Multiplythisorthographic projection matrix by the suppliedviewmatrix.Matrix4x3d.mulOrtho(Matrix4x3dc view, Matrix4x3d dest) Matrix4x3dc.mulOrtho(Matrix4x3dc view, Matrix4x3d dest) Multiplythisorthographic projection matrix by the suppliedviewmatrix and store the result indest.Matrix4d.mulPerspectiveAffine(Matrix4x3dc view, Matrix4d dest) Matrix4dc.mulPerspectiveAffine(Matrix4x3dc view, Matrix4d dest) Multiplythissymmetric perspective projection matrix by the suppliedviewmatrix and store the result indest.Vector3d.mulPosition(Matrix4x3dc mat) Multiply the given 4x3 matrixmatwiththis.Vector3d.mulPosition(Matrix4x3dc mat, Vector3d dest) Vector3dc.mulPosition(Matrix4x3dc mat, Vector3d dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Matrix4x3d.mulTranslation(Matrix4x3dc right, Matrix4x3d dest) Matrix4x3dc.mulTranslation(Matrix4x3dc right, Matrix4x3d dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedrightmatrix and store the result indest.Matrix3d.set(Matrix4x3dc m) Set the elements of this matrix to the left 3x3 submatrix ofm.Matrix4d.set(Matrix4x3dc m) Store the values of the given matrixmintothismatrix and set the other matrix elements to identity.Matrix4x3d.set(Matrix4x3dc m) Store the values of the given matrixmintothismatrix.Matrix4x3d.set3x3(Matrix4x3dc mat) Set the left 3x3 submatrix of thisMatrix4x3dto that of the givenMatrix4x3dcand don't change the other elements.Matrix4d.set4x3(Matrix4x3dc mat) Set the upper 4x3 submatrix of thisMatrix4dto the givenMatrix4x3dcand don't change the other elements.Quaterniond.setFromNormalized(Matrix4x3dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromNormalized(Matrix4x3dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaterniond.setFromUnnormalized(Matrix4x3dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromUnnormalized(Matrix4x3dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Matrix4x3d.shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform) Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW).Matrix4x3d.shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform, Matrix4x3d dest) Matrix4x3d.shadow(Vector4dc light, Matrix4x3dc planeTransform) Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0as if casting a shadow from a given light position/directionlight.Matrix4x3d.shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest) Matrix4x3dc.shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform, Matrix4x3d dest) Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)and store the result indest.Matrix4x3dc.shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest) Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0as if casting a shadow from a given light position/directionlightand store the result indest.Matrix4x3d.sub(Matrix4x3dc subtrahend) Component-wise subtractsubtrahendfromthis.Matrix4x3d.sub(Matrix4x3dc subtrahend, Matrix4x3d dest) Matrix4x3dc.sub(Matrix4x3dc subtrahend, Matrix4x3d dest) Component-wise subtractsubtrahendfromthisand store the result indest.Matrix4x3d.translationRotateMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, Matrix4x3dc mat) Setthismatrix toT * R * M, whereTis a translation by the given(tx, ty, tz),Ris a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw)andMis the given matrixmatMatrix4x3d.translationRotateMul(double tx, double ty, double tz, Quaternionfc quat, Matrix4x3dc mat) Setthismatrix toT * R * M, whereTis a translation by the given(tx, ty, tz),Ris a rotation - and possibly scaling - transformation specified by the given quaternion andMis the given matrixmat.Matrix4x3d.translationRotateScaleMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz, Matrix4x3dc m) Setthismatrix toT * R * S * M, whereTis a translation by the given(tx, ty, tz),Ris a rotation transformation specified by the quaternion(qx, qy, qz, qw),Sis a scaling transformation which scales the three axes x, y and z by(sx, sy, sz).Matrix4x3d.translationRotateScaleMul(Vector3dc translation, Quaterniondc quat, Vector3dc scale, Matrix4x3dc m) Setthismatrix toT * R * S * M, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion,Sis a scaling transformation which scales the axes byscale.Constructors in org.joml with parameters of type Matrix4x3dcModifierConstructorDescriptionMatrix4d(Matrix4x3dc mat) Create a newMatrix4dand set its upper 4x3 submatrix to the given matrixmatand all other elements to identity.Matrix4x3d(Matrix4x3dc mat) Create a newMatrix4x3dand make it a copy of the given matrix.