Component-wise add this
and other
.
Component-wise add this
and other
and store the result in dest
.
boolean
boolean
Compare the matrix elements of this
matrix with the given matrix using the given delta
and return whether all of them are equal within a maximum difference of delta
.
Component-wise add this
and other
by first multiplying each component of other
by otherFactor
and
adding that result to this
.
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
.
If
this
is a perspective projection matrix obtained via one of the
perspective()
methods,
that is, if
this
is a symmetrical perspective frustum transformation
and the given
view
matrix has unit scaling,
then this method builds the inverse of
this * view
and stores it into the given
dest
.
Linearly interpolate this
and other
using the given interpolation factor t
and store the result in this
.
Linearly interpolate this
and other
using the given interpolation factor t
and store the result in dest
.
Multiply this matrix by the supplied right
matrix.
Multiply this matrix by the supplied right
matrix and store the result in dest
.
Multiply this matrix by the supplied right
matrix.
Multiply this matrix by the supplied right
matrix and store the result in dest
.
Multiply the given matrix mat with this Vector4d and store the result in
this
.
Multiply the given matrix mat with this Vector4d and store the result in
dest
.
Component-wise multiply this
by other
.
Component-wise multiply this
by other
and store the result in dest
.
Multiply the given 4x3 matrix mat
with this
.
Multiply the given 4x3 matrix mat
with this
and store the
result in dest
.
Multiply this
orthographic projection matrix by the supplied view
matrix.
Multiply this
orthographic projection matrix by the supplied view
matrix
and store the result in dest
.
Multiply this
symmetric perspective projection matrix by the supplied view
matrix and store the result in dest
.
Multiply the given 4x3 matrix mat
with this
.
Multiply the given 4x3 matrix mat
with this
and store the
result in dest
.
Multiply this matrix, which is assumed to only contain a translation, by the supplied right
matrix and store the result in dest
.
Set the elements of this matrix to the left 3x3 submatrix of m
.
Store the values of the given matrix m
into this
matrix
and set the other matrix elements to identity.
Store the values of the given matrix m
into this
matrix.
Set the left 3x3 submatrix of this
Matrix4x3d
to that of the given
Matrix4x3dc
and don't change the other elements.
Set the upper 4x3 submatrix of this
Matrix4d
to the given
Matrix4x3dc
and don't change the other elements.
Set this quaternion to be a representation of the rotational component of the given matrix.
Set this quaternion to be a representation of the rotational component of the given matrix.
Set this quaternion to be a representation of the rotational component of the given matrix.
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 equation
y = 0
as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW)
.
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
.
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
.
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
.
Component-wise subtract subtrahend
from this
.
Component-wise subtract subtrahend
from this
and store the result in dest
.
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
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.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)
.
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
.