Uses of Class
org.joml.Matrix4x3f
Packages that use Matrix4x3f
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Uses of Matrix4x3f in org.joml
Subclasses of Matrix4x3f in org.jomlMethods in org.joml that return Matrix4x3fModifier and TypeMethodDescriptionMatrix4x3f.add(Matrix4x3fc other) Component-wise addthisandother.Matrix4x3f.add(Matrix4x3fc other, Matrix4x3f dest) Matrix4x3fc.add(Matrix4x3fc other, Matrix4x3f dest) Component-wise addthisandotherand store the result indest.Matrix4x3f.arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY) Apply an arcball view transformation to this matrix with the givenradiusand center(centerX, centerY, centerZ)position of the arcball and the specified X and Y rotation angles.Matrix4x3f.arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4x3f dest) Apply an arcball view transformation to this matrix with the givenradiusandcenterposition of the arcball and the specified X and Y rotation angles.Matrix4x3f.arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f dest) Matrix4x3fc.arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4x3f dest) Apply an arcball view transformation to this matrix with the givenradiusand center(centerX, centerY, centerZ)position of the arcball and the specified X and Y rotation angles, and store the result indest.Matrix4x3fc.arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f dest) Apply an arcball view transformation to this matrix with the givenradiusandcenterposition of the arcball and the specified X and Y rotation angles, and store the result indest.Matrix4x3f.assume(int properties) Assume the given properties about this matrix.Matrix4x3f.billboardCylindrical(Vector3fc objPos, Vector3fc targetPos, Vector3fc up) Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPoswhile constraining a cylindrical rotation around the givenupvector.Matrix4x3f.billboardSpherical(Vector3fc objPos, Vector3fc targetPos) Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPosusing a shortest arc rotation by not preserving any up vector of the object.Matrix4x3f.billboardSpherical(Vector3fc objPos, Vector3fc targetPos, Vector3fc up) Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPos.Matrix4x3f.cofactor3x3()Compute the cofactor matrix of the left 3x3 submatrix ofthis.Matrix4x3f.cofactor3x3(Matrix4x3f dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3fc.cofactor3x3(Matrix4x3f dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3f.determineProperties()Compute and set the matrix properties returned byproperties()based on the current matrix element values.Matrix4x3f.fma(Matrix4x3fc other, float otherFactor) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactorand adding that result tothis.Matrix4x3f.fma(Matrix4x3fc other, float otherFactor, Matrix4x3f dest) Matrix4x3fc.fma(Matrix4x3fc other, float otherFactor, Matrix4x3f dest) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactor, adding that tothisand storing the final result indest.Matrix4x3f.get(Matrix4x3f dest) Get the current values ofthismatrix and store them intodest.Matrix4x3fc.get(Matrix4x3f dest) Get the current values ofthismatrix and store them intodest.Quaternionf.get(Matrix4x3f dest) Quaternionfc.get(Matrix4x3f dest) Set the given destination matrix to the rotation represented bythis.Matrix4f.get4x3(Matrix4x3f dest) Matrix4fc.get4x3(Matrix4x3f dest) Get the current values of the upper 4x3 submatrix ofthismatrix and store them intodest.Matrix4x3f.identity()Reset this matrix to the identity.Matrix4x3f.invert()Invert this matrix.Matrix4x3f.invert(Matrix4x3f dest) Matrix4x3fc.invert(Matrix4x3f dest) Invert this matrix and write the result intodest.Matrix4x3f.invertOrtho()Invertthisorthographic projection matrix.Matrix4x3f.invertOrtho(Matrix4x3f dest) Matrix4x3fc.invertOrtho(Matrix4x3f dest) Invertthisorthographic projection matrix and store the result into the givendest.Matrix4x3f.lerp(Matrix4x3fc other, float t) Linearly interpolatethisandotherusing the given interpolation factortand store the result inthis.Matrix4x3f.lerp(Matrix4x3fc other, float t, Matrix4x3f dest) Matrix4x3fc.lerp(Matrix4x3fc other, float t, Matrix4x3f dest) Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Matrix4x3f.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Apply a rotation transformation to this matrix to make-zpoint alongdir.Matrix4x3f.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdir.Matrix4x3f.lookAlong(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3fc.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3fc.lookAlong(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3f.lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eye.Matrix4x3f.lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eye.Matrix4x3f.lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3fc.lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3fc.lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3f.lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3f.lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3f.lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3fc.lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3fc.lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3f.m00(float m00) Set the value of the matrix element at column 0 and row 0.Matrix4x3f.m01(float m01) Set the value of the matrix element at column 0 and row 1.Matrix4x3f.m02(float m02) Set the value of the matrix element at column 0 and row 2.Matrix4x3f.m10(float m10) Set the value of the matrix element at column 1 and row 0.Matrix4x3f.m11(float m11) Set the value of the matrix element at column 1 and row 1.Matrix4x3f.m12(float m12) Set the value of the matrix element at column 1 and row 2.Matrix4x3f.m20(float m20) Set the value of the matrix element at column 2 and row 0.Matrix4x3f.m21(float m21) Set the value of the matrix element at column 2 and row 1.Matrix4x3f.m22(float m22) Set the value of the matrix element at column 2 and row 2.Matrix4x3f.m30(float m30) Set the value of the matrix element at column 3 and row 0.Matrix4x3f.m31(float m31) Set the value of the matrix element at column 3 and row 1.Matrix4x3f.m32(float m32) Set the value of the matrix element at column 3 and row 2.Matrix4x3f.mapnXnYnZ()Multiplythisby the matrixMatrix4x3f.mapnXnYnZ(Matrix4x3f dest) Matrix4x3fc.mapnXnYnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXnYZ()Multiplythisby the matrixMatrix4x3f.mapnXnYZ(Matrix4x3f dest) Matrix4x3fc.mapnXnYZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXnZnY()Multiplythisby the matrixMatrix4x3f.mapnXnZnY(Matrix4x3f dest) Matrix4x3fc.mapnXnZnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXnZY()Multiplythisby the matrixMatrix4x3f.mapnXnZY(Matrix4x3f dest) Matrix4x3fc.mapnXnZY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXYnZ()Multiplythisby the matrixMatrix4x3f.mapnXYnZ(Matrix4x3f dest) Matrix4x3fc.mapnXYnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXZnY()Multiplythisby the matrixMatrix4x3f.mapnXZnY(Matrix4x3f dest) Matrix4x3fc.mapnXZnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXZY()Multiplythisby the matrixMatrix4x3f.mapnXZY(Matrix4x3f dest) Matrix4x3fc.mapnXZY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYnXnZ()Multiplythisby the matrixMatrix4x3f.mapnYnXnZ(Matrix4x3f dest) Matrix4x3fc.mapnYnXnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYnXZ()Multiplythisby the matrixMatrix4x3f.mapnYnXZ(Matrix4x3f dest) Matrix4x3fc.mapnYnXZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYnZnX()Multiplythisby the matrixMatrix4x3f.mapnYnZnX(Matrix4x3f dest) Matrix4x3fc.mapnYnZnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYnZX()Multiplythisby the matrixMatrix4x3f.mapnYnZX(Matrix4x3f dest) Matrix4x3fc.mapnYnZX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYXnZ()Multiplythisby the matrixMatrix4x3f.mapnYXnZ(Matrix4x3f dest) Matrix4x3fc.mapnYXnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYXZ()Multiplythisby the matrixMatrix4x3f.mapnYXZ(Matrix4x3f dest) Matrix4x3fc.mapnYXZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYZnX()Multiplythisby the matrixMatrix4x3f.mapnYZnX(Matrix4x3f dest) Matrix4x3fc.mapnYZnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYZX()Multiplythisby the matrixMatrix4x3f.mapnYZX(Matrix4x3f dest) Matrix4x3fc.mapnYZX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZnXnY()Multiplythisby the matrixMatrix4x3f.mapnZnXnY(Matrix4x3f dest) Matrix4x3fc.mapnZnXnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZnXY()Multiplythisby the matrixMatrix4x3f.mapnZnXY(Matrix4x3f dest) Matrix4x3fc.mapnZnXY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZnYnX()Multiplythisby the matrixMatrix4x3f.mapnZnYnX(Matrix4x3f dest) Matrix4x3fc.mapnZnYnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZnYX()Multiplythisby the matrixMatrix4x3f.mapnZnYX(Matrix4x3f dest) Matrix4x3fc.mapnZnYX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZXnY()Multiplythisby the matrixMatrix4x3f.mapnZXnY(Matrix4x3f dest) Matrix4x3fc.mapnZXnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZXY()Multiplythisby the matrixMatrix4x3f.mapnZXY(Matrix4x3f dest) Matrix4x3fc.mapnZXY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZYnX()Multiplythisby the matrixMatrix4x3f.mapnZYnX(Matrix4x3f dest) Matrix4x3fc.mapnZYnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZYX()Multiplythisby the matrixMatrix4x3f.mapnZYX(Matrix4x3f dest) Matrix4x3fc.mapnZYX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapXnYnZ()Multiplythisby the matrixMatrix4x3f.mapXnYnZ(Matrix4x3f dest) Matrix4x3fc.mapXnYnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapXnZnY()Multiplythisby the matrixMatrix4x3f.mapXnZnY(Matrix4x3f dest) Matrix4x3fc.mapXnZnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapXnZY()Multiplythisby the matrixMatrix4x3f.mapXnZY(Matrix4x3f dest) Matrix4x3fc.mapXnZY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapXZnY()Multiplythisby the matrixMatrix4x3f.mapXZnY(Matrix4x3f dest) Matrix4x3fc.mapXZnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapXZY()Multiplythisby the matrixMatrix4x3f.mapXZY(Matrix4x3f dest) Matrix4x3fc.mapXZY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYnXnZ()Multiplythisby the matrixMatrix4x3f.mapYnXnZ(Matrix4x3f dest) Matrix4x3fc.mapYnXnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYnXZ()Multiplythisby the matrixMatrix4x3f.mapYnXZ(Matrix4x3f dest) Matrix4x3fc.mapYnXZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYnZnX()Multiplythisby the matrixMatrix4x3f.mapYnZnX(Matrix4x3f dest) Matrix4x3fc.mapYnZnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYnZX()Multiplythisby the matrixMatrix4x3f.mapYnZX(Matrix4x3f dest) Matrix4x3fc.mapYnZX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYXnZ()Multiplythisby the matrixMatrix4x3f.mapYXnZ(Matrix4x3f dest) Matrix4x3fc.mapYXnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYXZ()Multiplythisby the matrixMatrix4x3f.mapYXZ(Matrix4x3f dest) Matrix4x3fc.mapYXZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYZnX()Multiplythisby the matrixMatrix4x3f.mapYZnX(Matrix4x3f dest) Matrix4x3fc.mapYZnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYZX()Multiplythisby the matrixMatrix4x3f.mapYZX(Matrix4x3f dest) Matrix4x3fc.mapYZX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZnXnY()Multiplythisby the matrixMatrix4x3f.mapZnXnY(Matrix4x3f dest) Matrix4x3fc.mapZnXnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZnXY()Multiplythisby the matrixMatrix4x3f.mapZnXY(Matrix4x3f dest) Matrix4x3fc.mapZnXY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZnYnX()Multiplythisby the matrixMatrix4x3f.mapZnYnX(Matrix4x3f dest) Matrix4x3fc.mapZnYnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZnYX()Multiplythisby the matrixMatrix4x3f.mapZnYX(Matrix4x3f dest) Matrix4x3fc.mapZnYX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZXnY()Multiplythisby the matrixMatrix4x3f.mapZXnY(Matrix4x3f dest) Matrix4x3fc.mapZXnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZXY()Multiplythisby the matrixMatrix4x3f.mapZXY(Matrix4x3f dest) Matrix4x3fc.mapZXY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZYnX()Multiplythisby the matrixMatrix4x3f.mapZYnX(Matrix4x3f dest) Matrix4x3fc.mapZYnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZYX()Multiplythisby the matrixMatrix4x3f.mapZYX(Matrix4x3f dest) Matrix4x3fc.mapZYX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mul(Matrix4x3fc right) Multiply this matrix by the suppliedrightmatrix and store the result inthis.Matrix4x3f.mul(Matrix4x3fc right, Matrix4x3f dest) Matrix4x3fc.mul(Matrix4x3fc right, Matrix4x3f dest) Multiply this matrix by the suppliedrightmatrix and store the result indest.Matrix4x3f.mul3x3(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22) Multiplythisby the 4x3 matrix with the column vectors(rm00, rm01, rm02),(rm10, rm11, rm12),(rm20, rm21, rm22)and(0, 0, 0).Matrix4x3f.mul3x3(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22, Matrix4x3f dest) Matrix4x3fc.mul3x3(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22, Matrix4x3f dest) Multiplythisby the 4x3 matrix with the column vectors(rm00, rm01, rm02),(rm10, rm11, rm12),(rm20, rm21, rm22)and(0, 0, 0)and store the result indest.Matrix4x3f.mulComponentWise(Matrix4x3fc other) Component-wise multiplythisbyother.Matrix4x3f.mulComponentWise(Matrix4x3fc other, Matrix4x3f dest) Matrix4x3fc.mulComponentWise(Matrix4x3fc other, Matrix4x3f dest) Component-wise multiplythisbyotherand store the result indest.Matrix4x3f.mulOrtho(Matrix4x3fc view) Multiplythisorthographic projection matrix by the suppliedviewmatrix.Matrix4x3f.mulOrtho(Matrix4x3fc view, Matrix4x3f dest) Matrix4x3fc.mulOrtho(Matrix4x3fc view, Matrix4x3f dest) Multiplythisorthographic projection matrix by the suppliedviewmatrix and store the result indest.Matrix4x3f.mulTranslation(Matrix4x3fc right, Matrix4x3f dest) Matrix4x3fc.mulTranslation(Matrix4x3fc right, Matrix4x3f dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedrightmatrix and store the result indest.Matrix4x3f.negateX()Multiplythisby the matrixMatrix4x3f.negateX(Matrix4x3f dest) Matrix4x3fc.negateX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.negateY()Multiplythisby the matrixMatrix4x3f.negateY(Matrix4x3f dest) Matrix4x3fc.negateY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.negateZ()Multiplythisby the matrixMatrix4x3f.negateZ(Matrix4x3f dest) Matrix4x3fc.negateZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.normal()Compute a normal matrix from the left 3x3 submatrix ofthisand store it into the left 3x3 submatrix ofthis.Matrix4x3f.normal(Matrix4x3f dest) Compute a normal matrix from the left 3x3 submatrix ofthisand store it into the left 3x3 submatrix ofdest.Matrix4x3fc.normal(Matrix4x3f dest) Compute a normal matrix from the left 3x3 submatrix ofthisand store it into the left 3x3 submatrix ofdest.Matrix4x3f.normalize3x3()Normalize the left 3x3 submatrix of this matrix.Matrix4x3f.normalize3x3(Matrix4x3f dest) Matrix4x3fc.normalize3x3(Matrix4x3f dest) Normalize the left 3x3 submatrix of this matrix and store the result indest.Matrix4x3f.obliqueZ(float a, float b) Apply an oblique projection transformation to this matrix with the given values foraandb.Matrix4x3f.obliqueZ(float a, float b, Matrix4x3f dest) Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Matrix4x3fc.obliqueZ(float a, float b, Matrix4x3f dest) Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Matrix4x3f.ortho(float left, float right, float bottom, float top, float zNear, float zFar) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix.Matrix4x3f.ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.Matrix4x3f.ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3f.ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3fc.ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3fc.ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3f.ortho2D(float left, float right, float bottom, float top) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix.Matrix4x3f.ortho2D(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest.Matrix4x3fc.ortho2D(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest.Matrix4x3f.ortho2DLH(float left, float right, float bottom, float top) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix.Matrix4x3f.ortho2DLH(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest.Matrix4x3fc.ortho2DLH(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest.Matrix4x3f.orthoLH(float left, float right, float bottom, float top, float zNear, float zFar) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]to this matrix.Matrix4x3f.orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix.Matrix4x3f.orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest.Matrix4x3f.orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3fc.orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest.Matrix4x3fc.orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3f.orthoSymmetric(float width, float height, float zNear, float 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.Matrix4x3f.orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.Matrix4x3f.orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3f.orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3fc.orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3fc.orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3f.orthoSymmetricLH(float width, float height, float zNear, float 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.Matrix4x3f.orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix.Matrix4x3f.orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3f.orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3fc.orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3fc.orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3f.pick(float x, float y, float width, float 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.Matrix4x3f.pick(float x, float y, float width, float height, int[] viewport, Matrix4x3f dest) Matrix4x3fc.pick(float x, float y, float width, float height, int[] viewport, Matrix4x3f dest) Apply a picking transformation to this matrix using the given window coordinates(x, y)as the pick center and the given(width, height)as the size of the picking region in window coordinates, and store the result indest.Matrix4x3f.reflect(float a, float b, float c, float d) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0.Matrix4x3f.reflect(float nx, float ny, float nz, float px, float py, float 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.Matrix4x3f.reflect(float nx, float ny, float nz, float px, float py, float pz, Matrix4x3f dest) Matrix4x3f.reflect(float a, float b, float c, float d, Matrix4x3f dest) Matrix4x3f.reflect(Quaternionfc orientation, Vector3fc 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.Matrix4x3f.reflect(Quaternionfc orientation, Vector3fc point, Matrix4x3f 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.Matrix4x3f.reflect(Vector3fc normal, Vector3fc point, Matrix4x3f dest) Matrix4x3fc.reflect(float nx, float ny, float nz, float px, float py, float pz, Matrix4x3f dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest.Matrix4x3fc.reflect(float a, float b, float c, float d, Matrix4x3f dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0and store the result indest.Matrix4x3fc.reflect(Quaternionfc orientation, Vector3fc point, Matrix4x3f dest) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest.Matrix4x3fc.reflect(Vector3fc normal, Vector3fc point, Matrix4x3f dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest.Matrix4x3f.reflection(float a, float b, float c, float d) Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0.Matrix4x3f.reflection(float nx, float ny, float nz, float px, float py, float 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.Matrix4x3f.reflection(Quaternionfc orientation, Vector3fc 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.Matrix4x3f.reflection(Vector3fc normal, Vector3fc 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.Matrix4x3f.rotate(float ang, float x, float y, float z) Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis.Matrix4x3f.rotate(float ang, float x, float y, float z, Matrix4x3f dest) Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Matrix4x3f.rotate(float angle, Vector3fc axis, Matrix4x3f dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3f.rotate(AxisAngle4f axisAngle) Apply a rotation transformation, rotating about the givenAxisAngle4f, to this matrix.Matrix4x3f.rotate(AxisAngle4f axisAngle, Matrix4x3f dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix4x3f.rotate(Quaternionfc quat) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix.Matrix4x3f.rotate(Quaternionfc quat, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3fc.rotate(float ang, float x, float y, float z, Matrix4x3f dest) Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3fc.rotate(float angle, Vector3fc axis, Matrix4x3f dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3fc.rotate(AxisAngle4f axisAngle, Matrix4x3f dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix4x3fc.rotate(Quaternionfc quat, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3f.rotateAround(Quaternionfc quat, float ox, float oy, float oz) Apply the rotation transformation of the givenQuaternionfcto this matrix while using(ox, oy, oz)as the rotation origin.Matrix4x3f.rotateAround(Quaternionfc quat, float ox, float oy, float oz, Matrix4x3f dest) Matrix4x3fc.rotateAround(Quaternionfc quat, float ox, float oy, float oz, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix while using(ox, oy, oz)as the rotation origin, and store the result indest.Matrix4x3f.rotateLocal(float ang, float x, float y, float z) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis.Matrix4x3f.rotateLocal(float ang, float x, float y, float z, Matrix4x3f dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3f.rotateLocal(Quaternionfc quat) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix.Matrix4x3f.rotateLocal(Quaternionfc quat, Matrix4x3f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3fc.rotateLocal(float ang, float x, float y, float z, Matrix4x3f dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3fc.rotateLocal(Quaternionfc quat, Matrix4x3f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3f.rotateLocalX(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.Matrix4x3f.rotateLocalX(float ang, Matrix4x3f dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest.Matrix4x3f.rotateLocalY(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.Matrix4x3f.rotateLocalY(float ang, Matrix4x3f dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest.Matrix4x3f.rotateLocalZ(float ang) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.Matrix4x3f.rotateLocalZ(float ang, Matrix4x3f dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest.Matrix4x3f.rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis with(dirX, dirY, dirZ).Matrix4x3f.rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis with(dirX, dirY, dirZ)and store the result indest.Matrix4x3f.rotateTowards(Vector3fc dir, Vector3fc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdir.Matrix4x3f.rotateTowards(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix4x3fc.rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis with(dirX, dirY, dirZ)and store the result indest.Matrix4x3fc.rotateTowards(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix4x3f.rotateTranslation(float ang, float x, float y, float z, Matrix4x3f dest) Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3f.rotateTranslation(Quaternionfc quat, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3fc.rotateTranslation(float ang, float x, float y, float z, Matrix4x3f dest) Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3fc.rotateTranslation(Quaternionfc quat, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3f.rotateX(float ang) Apply rotation about the X axis to this matrix by rotating the given amount of radians.Matrix4x3f.rotateX(float ang, Matrix4x3f dest) Matrix4x3fc.rotateX(float ang, Matrix4x3f dest) Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3f.rotateXYZ(float angleX, float angleY, float angleZ) Apply rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3f.rotateXYZ(float angleX, float angleY, float angleZ, Matrix4x3f dest) Apply rotation ofangles.xradians about the X axis, followed by a rotation ofangles.yradians about the Y axis and followed by a rotation ofangles.zradians about the Z axis.Matrix4x3fc.rotateXYZ(float angleX, float angleY, float angleZ, Matrix4x3f dest) Apply rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Matrix4x3f.rotateY(float ang) Apply rotation about the Y axis to this matrix by rotating the given amount of radians.Matrix4x3f.rotateY(float ang, Matrix4x3f dest) Matrix4x3fc.rotateY(float ang, Matrix4x3f dest) Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3f.rotateYXZ(float angleY, float angleX, float angleZ) Apply rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3f.rotateYXZ(float angleY, float angleX, float angleZ, Matrix4x3f dest) Apply rotation ofangles.yradians about the Y axis, followed by a rotation ofangles.xradians about the X axis and followed by a rotation ofangles.zradians about the Z axis.Matrix4x3fc.rotateYXZ(float angleY, float angleX, float angleZ, Matrix4x3f dest) Apply rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Matrix4x3f.rotateZ(float ang) Apply rotation about the Z axis to this matrix by rotating the given amount of radians.Matrix4x3f.rotateZ(float ang, Matrix4x3f dest) Matrix4x3fc.rotateZ(float ang, Matrix4x3f dest) Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3f.rotateZYX(float angleZ, float angleY, float angleX) Apply rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis.Matrix4x3f.rotateZYX(float angleZ, float angleY, float angleX, Matrix4x3f dest) Apply rotation ofangles.zradians about the Z axis, followed by a rotation ofangles.yradians about the Y axis and followed by a rotation ofangles.xradians about the X axis.Matrix4x3fc.rotateZYX(float angleZ, float angleY, float angleX, Matrix4x3f dest) Apply rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis and store the result indest.Matrix4x3f.rotation(float angle, float x, float y, float z) Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix4x3f.rotation(AxisAngle4f axisAngle) Set this matrix to a rotation transformation using the givenAxisAngle4f.Matrix4x3f.rotation(Quaternionfc quat) Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaternionfc.Matrix4x3f.rotationAround(Quaternionfc quat, float ox, float oy, float oz) Set this matrix to a transformation composed of a rotation of the specifiedQuaternionfcwhile using(ox, oy, oz)as the rotation origin.Matrix4x3f.rotationTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis with(dirX, dirY, dirZ).Matrix4x3f.rotationTowards(Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withdir.Matrix4x3f.rotationX(float ang) Set this matrix to a rotation transformation about the X axis.Matrix4x3f.rotationXYZ(float angleX, float angleY, float angleZ) Set this matrix to a rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3f.rotationY(float ang) Set this matrix to a rotation transformation about the Y axis.Matrix4x3f.rotationYXZ(float angleY, float angleX, float angleZ) Set this matrix to a rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3f.rotationZ(float ang) Set this matrix to a rotation transformation about the Z axis.Matrix4x3f.rotationZYX(float angleZ, float angleY, float angleX) Set this matrix to a rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis.Matrix4x3f.scale(float xyz) Apply scaling to this matrix by uniformly scaling all base axes by the givenxyzfactor.Matrix4x3f.scale(float x, float y, float z) Apply scaling to this matrix by scaling the base axes by the given x, y and z factors.Matrix4x3f.scale(float x, float y, float z, Matrix4x3f dest) Matrix4x3f.scale(float xyz, Matrix4x3f dest) Apply scaling to this matrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively.Matrix4x3f.scale(Vector3fc xyz, Matrix4x3f dest) Matrix4x3fc.scale(float x, float y, float z, Matrix4x3f dest) Apply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Matrix4x3fc.scale(float xyz, Matrix4x3f dest) Apply scaling to this matrix by uniformly scaling all base axes by the givenxyzfactor and store the result indest.Matrix4x3fc.scale(Vector3fc xyz, Matrix4x3f dest) Apply scaling tothismatrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively and store the result indest.Matrix4x3f.scaleAround(float factor, float ox, float oy, float oz) Apply scaling to this matrix by scaling all three base axes by the givenfactorwhile using(ox, oy, oz)as the scaling origin.Matrix4x3f.scaleAround(float sx, float sy, float sz, float ox, float oy, float 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.Matrix4x3f.scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4x3f dest) Matrix4x3f.scaleAround(float factor, float ox, float oy, float oz, Matrix4x3f dest) Matrix4x3fc.scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4x3f dest) Apply scaling tothismatrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)as the scaling origin, and store the result indest.Matrix4x3fc.scaleAround(float factor, float ox, float oy, float oz, Matrix4x3f dest) Apply scaling to this matrix by scaling all three base axes by the givenfactorwhile using(ox, oy, oz)as the scaling origin, and store the result indest.Matrix4x3f.scaleLocal(float x, float y, float z) Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors.Matrix4x3f.scaleLocal(float x, float y, float z, Matrix4x3f dest) Matrix4x3fc.scaleLocal(float x, float y, float z, Matrix4x3f dest) Pre-multiply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Matrix4x3f.scaleXY(float x, float y) Apply scaling to this matrix by scaling the X axis byxand the Y axis byy.Matrix4x3f.scaleXY(float x, float y, Matrix4x3f dest) Matrix4x3fc.scaleXY(float x, float y, Matrix4x3f dest) Apply scaling to this matrix by by scaling the X axis byxand the Y axis byyand store the result indest.Matrix4x3f.scaling(float factor) Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.Matrix4x3f.scaling(float x, float y, float z) Set this matrix to be a simple scale matrix.Set this matrix to be a simple scale matrix which scales the base axes byxyz.x,xyz.yandxyz.zrespectively.Matrix4x3f.set(float[] m) Set the values in the matrix using a float array that contains the matrix elements in column-major order.Matrix4x3f.set(float[] m, int off) Set the values in the matrix using a float array that contains the matrix elements in column-major order.Matrix4x3f.set(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22, float m30, float m31, float m32) Set the values within this matrix to the supplied float values.Matrix4x3f.set(int index, ByteBuffer buffer) Set the values of this matrix by reading 12 float values from the givenByteBufferin column-major order, starting at the specified absolute buffer position/index.Matrix4x3f.set(int index, FloatBuffer buffer) Set the values of this matrix by reading 12 float values from the givenFloatBufferin column-major order, starting at the specified absolute buffer position/index.Matrix4x3f.set(ByteBuffer buffer) Set the values of this matrix by reading 12 float values from the givenByteBufferin column-major order, starting at its current position.Matrix4x3f.set(FloatBuffer buffer) Set the values of this matrix by reading 12 float values from the givenFloatBufferin column-major order, starting at its current position.Matrix4x3f.set(AxisAngle4d axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d.Matrix4x3f.set(AxisAngle4f axisAngle) Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f.Set the left 3x3 submatrix of thisMatrix4x3fto the givenMatrix3fcand the rest to identity.Store the values of the upper 4x3 submatrix ofmintothismatrix.Matrix4x3f.set(Matrix4x3fc m) Store the values of the given matrixmintothismatrix.Matrix4x3f.set(Quaterniondc q) Set this matrix to be equivalent to the rotation - and possibly scaling - specified by the givenQuaterniondc.Matrix4x3f.set(Quaternionfc q) Set this matrix to be equivalent to the rotation - and possibly scaling - specified by the givenQuaternionfc.Set the four columns of this matrix to the supplied vectors, respectively.Set the left 3x3 submatrix of thisMatrix4x3fto the givenMatrix3fcand don't change the other elements.Matrix4x3f.set3x3(Matrix4x3fc mat) Set the left 3x3 submatrix of thisMatrix4x3fto that of the givenMatrix4x3fcand don't change the other elements.Set the column at the givencolumnindex, starting with0.Matrix4x3f.setFromAddress(long address) Set the values of this matrix by reading 12 float values from off-heap memory in column-major order, starting at the given address.Matrix4x3f.setLookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix4x3f.setLookAlong(Vector3fc dir, Vector3fc up) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix4x3f.setLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-zwithcenter - eye.Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-zwithcenter - eye.Matrix4x3f.setLookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3f.setLookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3f.setOrtho(float left, float right, float bottom, float top, float zNear, float 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].Matrix4x3f.setOrtho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system using the given NDC z range.Matrix4x3f.setOrtho2D(float left, float right, float bottom, float top) Set this matrix to be an orthographic projection transformation for a right-handed coordinate system.Matrix4x3f.setOrtho2DLH(float left, float right, float bottom, float top) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system.Matrix4x3f.setOrthoLH(float left, float right, float bottom, float top, float zNear, float 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].Matrix4x3f.setOrthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) Set this matrix to be an orthographic projection transformation for a left-handed coordinate system using the given NDC z range.Matrix4x3f.setOrthoSymmetric(float width, float height, float zNear, float 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].Matrix4x3f.setOrthoSymmetric(float width, float height, float zNear, float 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.Matrix4x3f.setOrthoSymmetricLH(float width, float height, float zNear, float 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].Matrix4x3f.setOrthoSymmetricLH(float width, float height, float zNear, float 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.Matrix4x3f.setRotationXYZ(float angleX, float angleY, float angleZ) Set only the left 3x3 submatrix of this matrix to a rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3f.setRotationYXZ(float angleY, float angleX, float angleZ) Set only the left 3x3 submatrix of this matrix to a rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis.Matrix4x3f.setRotationZYX(float angleZ, float angleY, float angleX) Set only the left 3x3 submatrix of this matrix to a rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis.Set the row at the givenrowindex, starting with0.Matrix4x3f.setTranslation(float x, float y, float z) Set only the translation components(m30, m31, m32)of this matrix to the given values(x, y, z).Matrix4x3f.setTranslation(Vector3fc xyz) Set only the translation components(m30, m31, m32)of this matrix to the values(xyz.x, xyz.y, xyz.z).Matrix4x3f.shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW).Matrix4x3f.shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4x3f dest) Matrix4x3f.shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3f 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).Matrix4x3f.shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/directionlight.Matrix4x3f.shadow(Vector4fc light, float a, float b, float c, float d, Matrix4x3f dest) Matrix4x3f.shadow(Vector4fc light, Matrix4x3fc 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.Matrix4x3f.shadow(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f dest) Matrix4x3fc.shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4x3f dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)and store the result indest.Matrix4x3fc.shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f 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.Matrix4x3fc.shadow(Vector4fc light, float a, float b, float c, float d, Matrix4x3f dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/directionlightand store the result indest.Matrix4x3fc.shadow(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f 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.Matrix4x3f.sub(Matrix4x3fc subtrahend) Component-wise subtractsubtrahendfromthis.Matrix4x3f.sub(Matrix4x3fc subtrahend, Matrix4x3f dest) Matrix4x3fc.sub(Matrix4x3fc subtrahend, Matrix4x3f dest) Component-wise subtractsubtrahendfromthisand store the result indest.Matrix4x3f.swap(Matrix4x3f other) Exchange the values ofthismatrix with the givenothermatrix.Matrix4x3f.transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax) Matrix4x3f.transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax) Matrix4x3fc.transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax) Transform the axis-aligned box given as the minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ)bythismatrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMinand maximum corner stored inoutMax.Matrix4x3fc.transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax) Transform the axis-aligned box given as the minimum cornerminand maximum cornermaxbythismatrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMinand maximum corner stored inoutMax.Matrix4x3f.translate(float x, float y, float z) Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3f.translate(float x, float y, float z, Matrix4x3f dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3f.translate(Vector3fc offset, Matrix4x3f dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3fc.translate(float x, float y, float z, Matrix4x3f dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3fc.translate(Vector3fc offset, Matrix4x3f dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3f.translateLocal(float x, float y, float z) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3f.translateLocal(float x, float y, float z, Matrix4x3f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3f.translateLocal(Vector3fc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3f.translateLocal(Vector3fc offset, Matrix4x3f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3fc.translateLocal(float x, float y, float z, Matrix4x3f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3fc.translateLocal(Vector3fc offset, Matrix4x3f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3f.translation(float x, float y, float z) Set this matrix to be a simple translation matrix.Matrix4x3f.translation(Vector3fc offset) Set this matrix to be a simple translation matrix.Matrix4x3f.translationRotate(float tx, float ty, float tz, float qx, float qy, float qz, float qw) Setthismatrix toT * R, whereTis a translation by the given(tx, ty, tz)andRis a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw).Matrix4x3f.translationRotate(float tx, float ty, float tz, Quaternionfc quat) Setthismatrix toT * R, whereTis a translation by the given(tx, ty, tz)andRis a rotation transformation specified by the given quaternion.Matrix4x3f.translationRotate(Vector3fc translation, Quaternionfc quat) Setthismatrix toT * R, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4x3f.translationRotateInvert(float tx, float ty, float tz, float qx, float qy, float qz, float qw) Setthismatrix to(T * R)-1, whereTis a translation by the given(tx, ty, tz)andRis a rotation transformation specified by the quaternion(qx, qy, qz, qw).Matrix4x3f.translationRotateInvert(Vector3fc translation, Quaternionfc quat) Setthismatrix to(T * R)-1, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4x3f.translationRotateMul(float tx, float ty, float tz, float qx, float qy, float qz, float qw, Matrix4x3fc 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 matrixmatMatrix4x3f.translationRotateMul(float tx, float ty, float tz, Quaternionfc quat, Matrix4x3fc 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.Matrix4x3f.translationRotateScale(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz) Setthismatrix toT * R * S, whereTis a translation by the given(tx, ty, tz),Ris a rotation transformation specified by the quaternion(qx, qy, qz, qw), andSis a scaling transformation which scales the three axes x, y and z by(sx, sy, sz).Matrix4x3f.translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc scale) Setthismatrix toT * R * S, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion, andSis a scaling transformation which scales the axes byscale.Matrix4x3f.translationRotateScaleMul(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz, Matrix4x3f 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).Matrix4x3f.translationRotateScaleMul(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4x3f 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.Matrix4x3f.translationRotateTowards(float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float upX, float upY, float upZ) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the given(posX, posY, posZ)and aligns the local-zaxis with(dirX, dirY, dirZ).Matrix4x3f.translationRotateTowards(Vector3fc pos, Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the givenposand aligns the local-zaxis withdir.Matrix4x3f.transpose3x3()Transpose only the left 3x3 submatrix of this matrix and set the rest of the matrix elements to identity.Matrix4x3f.transpose3x3(Matrix4x3f dest) Matrix4x3fc.transpose3x3(Matrix4x3f dest) Transpose only the left 3x3 submatrix of this matrix and store the result indest.Matrix4x3f.withLookAtUp(float upX, float upY, float upZ) Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)) and the given vector(upX, upY, upZ).Matrix4x3f.withLookAtUp(float upX, float upY, float upZ, Matrix4x3f dest) Matrix4x3f.withLookAtUp(Vector3fc up) Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)) and the given vectorup.Matrix4x3f.withLookAtUp(Vector3fc up, Matrix4x3f dest) Matrix4x3fc.withLookAtUp(float upX, float upY, float upZ, Matrix4x3f dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4x3fc.positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4x3fc.positiveZ(Vector3f)) and the given vector(upX, upY, upZ), and store the result indest.Matrix4x3fc.withLookAtUp(Vector3fc up, Matrix4x3f dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4x3fc.positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4x3fc.positiveZ(Vector3f)) and the given vectorup, and store the result indest.Matrix4x3f.zero()Set all the values within this matrix to0.Methods in org.joml with parameters of type Matrix4x3fModifier and TypeMethodDescriptionMatrix4x3f.add(Matrix4x3fc other, Matrix4x3f dest) Matrix4x3fc.add(Matrix4x3fc other, Matrix4x3f dest) Component-wise addthisandotherand store the result indest.Matrix4x3f.arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4x3f dest) Matrix4x3f.arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f dest) Matrix4x3fc.arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4x3f dest) Apply an arcball view transformation to this matrix with the givenradiusand center(centerX, centerY, centerZ)position of the arcball and the specified X and Y rotation angles, and store the result indest.Matrix4x3fc.arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f dest) Apply an arcball view transformation to this matrix with the givenradiusandcenterposition of the arcball and the specified X and Y rotation angles, and store the result indest.Matrix4x3f.cofactor3x3(Matrix4x3f dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3fc.cofactor3x3(Matrix4x3f dest) Compute the cofactor matrix of the left 3x3 submatrix ofthisand store it intodest.Matrix4x3f.fma(Matrix4x3fc other, float otherFactor, Matrix4x3f dest) Matrix4x3fc.fma(Matrix4x3fc other, float otherFactor, Matrix4x3f dest) Component-wise addthisandotherby first multiplying each component ofotherbyotherFactor, adding that tothisand storing the final result indest.Matrix4x3f.get(Matrix4x3f dest) Get the current values ofthismatrix and store them intodest.Matrix4x3fc.get(Matrix4x3f dest) Get the current values ofthismatrix and store them intodest.Quaternionf.get(Matrix4x3f dest) Quaternionfc.get(Matrix4x3f dest) Set the given destination matrix to the rotation represented bythis.Matrix4f.get4x3(Matrix4x3f dest) Matrix4fc.get4x3(Matrix4x3f dest) Get the current values of the upper 4x3 submatrix ofthismatrix and store them intodest.Matrix4x3f.invert(Matrix4x3f dest) Matrix4x3fc.invert(Matrix4x3f dest) Invert this matrix and write the result intodest.Matrix4x3f.invertOrtho(Matrix4x3f dest) Matrix4x3fc.invertOrtho(Matrix4x3f dest) Invertthisorthographic projection matrix and store the result into the givendest.Matrix4x3f.lerp(Matrix4x3fc other, float t, Matrix4x3f dest) Matrix4x3fc.lerp(Matrix4x3fc other, float t, Matrix4x3f dest) Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Matrix4x3f.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3f.lookAlong(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3fc.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3fc.lookAlong(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3f.lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3f.lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3fc.lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3fc.lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3f.lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3f.lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3fc.lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3fc.lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3f.mapnXnYnZ(Matrix4x3f dest) Matrix4x3fc.mapnXnYnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXnYZ(Matrix4x3f dest) Matrix4x3fc.mapnXnYZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXnZnY(Matrix4x3f dest) Matrix4x3fc.mapnXnZnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXnZY(Matrix4x3f dest) Matrix4x3fc.mapnXnZY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXYnZ(Matrix4x3f dest) Matrix4x3fc.mapnXYnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXZnY(Matrix4x3f dest) Matrix4x3fc.mapnXZnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnXZY(Matrix4x3f dest) Matrix4x3fc.mapnXZY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYnXnZ(Matrix4x3f dest) Matrix4x3fc.mapnYnXnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYnXZ(Matrix4x3f dest) Matrix4x3fc.mapnYnXZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYnZnX(Matrix4x3f dest) Matrix4x3fc.mapnYnZnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYnZX(Matrix4x3f dest) Matrix4x3fc.mapnYnZX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYXnZ(Matrix4x3f dest) Matrix4x3fc.mapnYXnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYXZ(Matrix4x3f dest) Matrix4x3fc.mapnYXZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYZnX(Matrix4x3f dest) Matrix4x3fc.mapnYZnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnYZX(Matrix4x3f dest) Matrix4x3fc.mapnYZX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZnXnY(Matrix4x3f dest) Matrix4x3fc.mapnZnXnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZnXY(Matrix4x3f dest) Matrix4x3fc.mapnZnXY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZnYnX(Matrix4x3f dest) Matrix4x3fc.mapnZnYnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZnYX(Matrix4x3f dest) Matrix4x3fc.mapnZnYX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZXnY(Matrix4x3f dest) Matrix4x3fc.mapnZXnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZXY(Matrix4x3f dest) Matrix4x3fc.mapnZXY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZYnX(Matrix4x3f dest) Matrix4x3fc.mapnZYnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapnZYX(Matrix4x3f dest) Matrix4x3fc.mapnZYX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapXnYnZ(Matrix4x3f dest) Matrix4x3fc.mapXnYnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapXnZnY(Matrix4x3f dest) Matrix4x3fc.mapXnZnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapXnZY(Matrix4x3f dest) Matrix4x3fc.mapXnZY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapXZnY(Matrix4x3f dest) Matrix4x3fc.mapXZnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapXZY(Matrix4x3f dest) Matrix4x3fc.mapXZY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYnXnZ(Matrix4x3f dest) Matrix4x3fc.mapYnXnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYnXZ(Matrix4x3f dest) Matrix4x3fc.mapYnXZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYnZnX(Matrix4x3f dest) Matrix4x3fc.mapYnZnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYnZX(Matrix4x3f dest) Matrix4x3fc.mapYnZX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYXnZ(Matrix4x3f dest) Matrix4x3fc.mapYXnZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYXZ(Matrix4x3f dest) Matrix4x3fc.mapYXZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYZnX(Matrix4x3f dest) Matrix4x3fc.mapYZnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapYZX(Matrix4x3f dest) Matrix4x3fc.mapYZX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZnXnY(Matrix4x3f dest) Matrix4x3fc.mapZnXnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZnXY(Matrix4x3f dest) Matrix4x3fc.mapZnXY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZnYnX(Matrix4x3f dest) Matrix4x3fc.mapZnYnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZnYX(Matrix4x3f dest) Matrix4x3fc.mapZnYX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZXnY(Matrix4x3f dest) Matrix4x3fc.mapZXnY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZXY(Matrix4x3f dest) Matrix4x3fc.mapZXY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZYnX(Matrix4x3f dest) Matrix4x3fc.mapZYnX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mapZYX(Matrix4x3f dest) Matrix4x3fc.mapZYX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.mul(Matrix4x3fc right, Matrix4x3f dest) Matrix4x3fc.mul(Matrix4x3fc right, Matrix4x3f dest) Multiply this matrix by the suppliedrightmatrix and store the result indest.Matrix4x3f.mul3x3(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22, Matrix4x3f dest) Matrix4x3fc.mul3x3(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22, Matrix4x3f dest) Multiplythisby the 4x3 matrix with the column vectors(rm00, rm01, rm02),(rm10, rm11, rm12),(rm20, rm21, rm22)and(0, 0, 0)and store the result indest.Matrix4x3f.mulComponentWise(Matrix4x3fc other, Matrix4x3f dest) Matrix4x3fc.mulComponentWise(Matrix4x3fc other, Matrix4x3f dest) Component-wise multiplythisbyotherand store the result indest.Matrix4x3f.mulOrtho(Matrix4x3fc view, Matrix4x3f dest) Matrix4x3fc.mulOrtho(Matrix4x3fc view, Matrix4x3f dest) Multiplythisorthographic projection matrix by the suppliedviewmatrix and store the result indest.Matrix4x3f.mulTranslation(Matrix4x3fc right, Matrix4x3f dest) Matrix4x3fc.mulTranslation(Matrix4x3fc right, Matrix4x3f dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedrightmatrix and store the result indest.Matrix4x3f.negateX(Matrix4x3f dest) Matrix4x3fc.negateX(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.negateY(Matrix4x3f dest) Matrix4x3fc.negateY(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.negateZ(Matrix4x3f dest) Matrix4x3fc.negateZ(Matrix4x3f dest) Multiplythisby the matrixMatrix4x3f.normal(Matrix4x3f dest) Compute a normal matrix from the left 3x3 submatrix ofthisand store it into the left 3x3 submatrix ofdest.Matrix4x3fc.normal(Matrix4x3f dest) Compute a normal matrix from the left 3x3 submatrix ofthisand store it into the left 3x3 submatrix ofdest.Matrix4x3f.normalize3x3(Matrix4x3f dest) Matrix4x3fc.normalize3x3(Matrix4x3f dest) Normalize the left 3x3 submatrix of this matrix and store the result indest.Matrix4x3f.obliqueZ(float a, float b, Matrix4x3f dest) Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Matrix4x3fc.obliqueZ(float a, float b, Matrix4x3f dest) Apply an oblique projection transformation to this matrix with the given values foraandband store the result indest.Matrix4x3f.ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3f.ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3fc.ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3fc.ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3f.ortho2D(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest.Matrix4x3fc.ortho2D(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest.Matrix4x3f.ortho2DLH(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest.Matrix4x3fc.ortho2DLH(float left, float right, float bottom, float top, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest.Matrix4x3f.orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest.Matrix4x3f.orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3fc.orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordiante system using the given NDC z range to this matrix and store the result indest.Matrix4x3fc.orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f dest) Apply an orthographic projection transformation for a left-handed coordiante system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3f.orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3f.orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3fc.orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3fc.orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3f.orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3f.orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3fc.orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range to this matrix and store the result indest.Matrix4x3fc.orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4x3f dest) Apply a symmetric orthographic projection transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]to this matrix and store the result indest.Matrix4x3f.pick(float x, float y, float width, float height, int[] viewport, Matrix4x3f dest) Matrix4x3fc.pick(float x, float y, float width, float height, int[] viewport, Matrix4x3f dest) Apply a picking transformation to this matrix using the given window coordinates(x, y)as the pick center and the given(width, height)as the size of the picking region in window coordinates, and store the result indest.Matrix4x3f.reflect(float nx, float ny, float nz, float px, float py, float pz, Matrix4x3f dest) Matrix4x3f.reflect(float a, float b, float c, float d, Matrix4x3f dest) Matrix4x3f.reflect(Quaternionfc orientation, Vector3fc point, Matrix4x3f dest) Matrix4x3f.reflect(Vector3fc normal, Vector3fc point, Matrix4x3f dest) Matrix4x3fc.reflect(float nx, float ny, float nz, float px, float py, float pz, Matrix4x3f dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest.Matrix4x3fc.reflect(float a, float b, float c, float d, Matrix4x3f dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0and store the result indest.Matrix4x3fc.reflect(Quaternionfc orientation, Vector3fc point, Matrix4x3f dest) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest.Matrix4x3fc.reflect(Vector3fc normal, Vector3fc point, Matrix4x3f dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest.Matrix4x3f.rotate(float ang, float x, float y, float z, Matrix4x3f dest) Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3f.rotate(float angle, Vector3fc axis, Matrix4x3f dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3f.rotate(AxisAngle4f axisAngle, Matrix4x3f dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix4x3f.rotate(Quaternionfc quat, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3fc.rotate(float ang, float x, float y, float z, Matrix4x3f dest) Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3fc.rotate(float angle, Vector3fc axis, Matrix4x3f dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3fc.rotate(AxisAngle4f axisAngle, Matrix4x3f dest) Apply a rotation transformation, rotating about the givenAxisAngle4fand store the result indest.Matrix4x3fc.rotate(Quaternionfc quat, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3f.rotateAround(Quaternionfc quat, float ox, float oy, float oz, Matrix4x3f dest) Matrix4x3fc.rotateAround(Quaternionfc quat, float ox, float oy, float oz, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix while using(ox, oy, oz)as the rotation origin, and store the result indest.Matrix4x3f.rotateLocal(float ang, float x, float y, float z, Matrix4x3f dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3f.rotateLocal(Quaternionfc quat, Matrix4x3f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3fc.rotateLocal(float ang, float x, float y, float z, Matrix4x3f dest) Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3fc.rotateLocal(Quaternionfc quat, Matrix4x3f dest) Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix and store the result indest.Matrix4x3f.rotateLocalX(float ang, Matrix4x3f dest) Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest.Matrix4x3f.rotateLocalY(float ang, Matrix4x3f dest) Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest.Matrix4x3f.rotateLocalZ(float ang, Matrix4x3f dest) Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest.Matrix4x3f.rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis with(dirX, dirY, dirZ)and store the result indest.Matrix4x3f.rotateTowards(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix4x3fc.rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis with(dirX, dirY, dirZ)and store the result indest.Matrix4x3fc.rotateTowards(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix4x3f.rotateTranslation(float ang, float x, float y, float z, Matrix4x3f dest) Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3f.rotateTranslation(Quaternionfc quat, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3fc.rotateTranslation(float ang, float x, float y, float z, Matrix4x3f dest) Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)axis and store the result indest.Matrix4x3fc.rotateTranslation(Quaternionfc quat, Matrix4x3f dest) Apply the rotation - and possibly scaling - transformation of the givenQuaternionfcto this matrix, which is assumed to only contain a translation, and store the result indest.Matrix4x3f.rotateX(float ang, Matrix4x3f dest) Matrix4x3fc.rotateX(float ang, Matrix4x3f dest) Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3f.rotateXYZ(float angleX, float angleY, float angleZ, Matrix4x3f dest) Matrix4x3fc.rotateXYZ(float angleX, float angleY, float angleZ, Matrix4x3f dest) Apply rotation ofangleXradians about the X axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Matrix4x3f.rotateY(float ang, Matrix4x3f dest) Matrix4x3fc.rotateY(float ang, Matrix4x3f dest) Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3f.rotateYXZ(float angleY, float angleX, float angleZ, Matrix4x3f dest) Matrix4x3fc.rotateYXZ(float angleY, float angleX, float angleZ, Matrix4x3f dest) Apply rotation ofangleYradians about the Y axis, followed by a rotation ofangleXradians about the X axis and followed by a rotation ofangleZradians about the Z axis and store the result indest.Matrix4x3f.rotateZ(float ang, Matrix4x3f dest) Matrix4x3fc.rotateZ(float ang, Matrix4x3f dest) Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest.Matrix4x3f.rotateZYX(float angleZ, float angleY, float angleX, Matrix4x3f dest) Matrix4x3fc.rotateZYX(float angleZ, float angleY, float angleX, Matrix4x3f dest) Apply rotation ofangleZradians about the Z axis, followed by a rotation ofangleYradians about the Y axis and followed by a rotation ofangleXradians about the X axis and store the result indest.Matrix4x3f.scale(float x, float y, float z, Matrix4x3f dest) Matrix4x3f.scale(float xyz, Matrix4x3f dest) Matrix4x3f.scale(Vector3fc xyz, Matrix4x3f dest) Matrix4x3fc.scale(float x, float y, float z, Matrix4x3f dest) Apply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Matrix4x3fc.scale(float xyz, Matrix4x3f dest) Apply scaling to this matrix by uniformly scaling all base axes by the givenxyzfactor and store the result indest.Matrix4x3fc.scale(Vector3fc xyz, Matrix4x3f dest) Apply scaling tothismatrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively and store the result indest.Matrix4x3f.scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4x3f dest) Matrix4x3f.scaleAround(float factor, float ox, float oy, float oz, Matrix4x3f dest) Matrix4x3fc.scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4x3f dest) Apply scaling tothismatrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)as the scaling origin, and store the result indest.Matrix4x3fc.scaleAround(float factor, float ox, float oy, float oz, Matrix4x3f dest) Apply scaling to this matrix by scaling all three base axes by the givenfactorwhile using(ox, oy, oz)as the scaling origin, and store the result indest.Matrix4x3f.scaleLocal(float x, float y, float z, Matrix4x3f dest) Matrix4x3fc.scaleLocal(float x, float y, float z, Matrix4x3f dest) Pre-multiply scaling tothismatrix by scaling the base axes by the given x, y and z factors and store the result indest.Matrix4x3f.scaleXY(float x, float y, Matrix4x3f dest) Matrix4x3fc.scaleXY(float x, float y, Matrix4x3f dest) Apply scaling to this matrix by by scaling the X axis byxand the Y axis byyand store the result indest.Matrix4x3f.shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4x3f dest) Matrix4x3f.shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3f 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).Matrix4x3f.shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f dest) Matrix4x3f.shadow(Vector4fc light, float a, float b, float c, float d, Matrix4x3f dest) Matrix4x3f.shadow(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f dest) Matrix4x3fc.shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4x3f dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)and store the result indest.Matrix4x3fc.shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f 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.Matrix4x3fc.shadow(Vector4fc light, float a, float b, float c, float d, Matrix4x3f dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/directionlightand store the result indest.Matrix4x3fc.shadow(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f 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.Matrix4x3f.sub(Matrix4x3fc subtrahend, Matrix4x3f dest) Matrix4x3fc.sub(Matrix4x3fc subtrahend, Matrix4x3f dest) Component-wise subtractsubtrahendfromthisand store the result indest.Matrix4x3f.swap(Matrix4x3f other) Exchange the values ofthismatrix with the givenothermatrix.Matrix4x3f.translate(float x, float y, float z, Matrix4x3f dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3f.translate(Vector3fc offset, Matrix4x3f dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3fc.translate(float x, float y, float z, Matrix4x3f dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3fc.translate(Vector3fc offset, Matrix4x3f dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3f.translateLocal(float x, float y, float z, Matrix4x3f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3f.translateLocal(Vector3fc offset, Matrix4x3f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3fc.translateLocal(float x, float y, float z, Matrix4x3f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3fc.translateLocal(Vector3fc offset, Matrix4x3f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3f.translationRotateScaleMul(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz, Matrix4x3f 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).Matrix4x3f.translationRotateScaleMul(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4x3f 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.Matrix4x3f.transpose3x3(Matrix4x3f dest) Matrix4x3fc.transpose3x3(Matrix4x3f dest) Transpose only the left 3x3 submatrix of this matrix and store the result indest.Matrix4x3f.withLookAtUp(float upX, float upY, float upZ, Matrix4x3f dest) Matrix4x3f.withLookAtUp(Vector3fc up, Matrix4x3f dest) Matrix4x3fc.withLookAtUp(float upX, float upY, float upZ, Matrix4x3f dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4x3fc.positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4x3fc.positiveZ(Vector3f)) and the given vector(upX, upY, upZ), and store the result indest.Matrix4x3fc.withLookAtUp(Vector3fc up, Matrix4x3f dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4x3fc.positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4x3fc.positiveZ(Vector3f)) and the given vectorup, and store the result indest.