Uses of Interface
org.joml.Matrix4x3fc
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Uses of Matrix4x3fc in org.joml
Modifier and TypeClassDescriptionclass
Contains the definition of an affine 4x3 matrix (4 columns, 3 rows) of floats, and associated functions to transform it.class
A stack of manyMatrix4x3f
instances.Modifier and TypeMethodDescriptionMatrix4x3f.getToAddress
(long address) Matrix4x3fc.getToAddress
(long address) Store this matrix in column-major order at the given off-heap address.Modifier and TypeMethodDescriptionMatrix4x3d.add
(Matrix4x3fc other) Component-wise addthis
andother
.Matrix4x3d.add
(Matrix4x3fc other, Matrix4x3d dest) Matrix4x3dc.add
(Matrix4x3fc other, Matrix4x3d dest) Component-wise addthis
andother
and store the result indest
.Matrix4x3f.add
(Matrix4x3fc other) Component-wise addthis
andother
.Matrix4x3f.add
(Matrix4x3fc other, Matrix4x3f dest) Matrix4x3fc.add
(Matrix4x3fc other, Matrix4x3f dest) Component-wise addthis
andother
and store the result indest
.boolean
Matrix4x3f.equals
(Matrix4x3fc m, float delta) boolean
Matrix4x3fc.equals
(Matrix4x3fc m, float delta) Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Matrix4x3d.fma
(Matrix4x3fc other, double otherFactor) Component-wise addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.Matrix4x3d.fma
(Matrix4x3fc other, double otherFactor, Matrix4x3d dest) Matrix4x3dc.fma
(Matrix4x3fc other, double otherFactor, Matrix4x3d dest) Component-wise addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.Matrix4x3f.fma
(Matrix4x3fc other, float otherFactor) Component-wise addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.Matrix4x3f.fma
(Matrix4x3fc other, float otherFactor, Matrix4x3f dest) Matrix4x3fc.fma
(Matrix4x3fc other, float otherFactor, Matrix4x3f dest) Component-wise addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.Matrix4f.invertPerspectiveView
(Matrix4x3fc view, Matrix4f dest) Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix has unit scaling, then this method builds the inverse ofthis * view
and stores it into the givendest
.Matrix4fc.invertPerspectiveView
(Matrix4x3fc view, Matrix4f dest) Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix has unit scaling, then this method builds the inverse ofthis * view
and stores it into the givendest
.Matrix4x3f.lerp
(Matrix4x3fc other, float t) Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Matrix4x3f.lerp
(Matrix4x3fc other, float t, Matrix4x3f dest) Matrix4x3fc.lerp
(Matrix4x3fc other, float t, Matrix4x3f dest) Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Matrix4d.mul
(Matrix4x3fc right, Matrix4d dest) Matrix4dc.mul
(Matrix4x3fc right, Matrix4d dest) Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4f.mul
(Matrix4x3fc right) Multiply this matrix by the suppliedright
matrix and store the result inthis
.Matrix4f.mul
(Matrix4x3fc right, Matrix4f dest) Matrix4fc.mul
(Matrix4x3fc right, Matrix4f dest) Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4x3d.mul
(Matrix4x3fc right) Multiply this matrix by the suppliedright
matrix.Matrix4x3d.mul
(Matrix4x3fc right, Matrix4x3d dest) Matrix4x3dc.mul
(Matrix4x3fc right, Matrix4x3d dest) Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4x3f.mul
(Matrix4x3fc right) Multiply this matrix by the suppliedright
matrix and store the result inthis
.Matrix4x3f.mul
(Matrix4x3fc right, Matrix4x3f dest) Matrix4x3fc.mul
(Matrix4x3fc right, Matrix4x3f dest) Multiply this matrix by the suppliedright
matrix and store the result indest
.Vector4d.mul
(Matrix4x3fc mat) Multiply the given matrix mat with this Vector4d and store the result inthis
.Vector4d.mul
(Matrix4x3fc mat, Vector4d dest) Vector4dc.mul
(Matrix4x3fc mat, Vector4d dest) Multiply the given matrix mat with this Vector4d and store the result indest
.Vector4f.mul
(Matrix4x3fc mat) Multiply the given matrix mat with this Vector4f and store the result inthis
.Vector4f.mul
(Matrix4x3fc mat, Vector4f dest) Vector4fc.mul
(Matrix4x3fc mat, Vector4f dest) Multiply the given matrix mat with this Vector4f and store the result indest
.Matrix4x3f.mulComponentWise
(Matrix4x3fc other) Component-wise multiplythis
byother
.Matrix4x3f.mulComponentWise
(Matrix4x3fc other, Matrix4x3f dest) Matrix4x3fc.mulComponentWise
(Matrix4x3fc other, Matrix4x3f dest) Component-wise multiplythis
byother
and store the result indest
.Vector3d.mulDirection
(Matrix4x3fc mat) Multiply the given 4x3 matrixmat
withthis
.Vector3d.mulDirection
(Matrix4x3fc mat, Vector3d dest) Vector3dc.mulDirection
(Matrix4x3fc mat, Vector3d dest) Multiply the given 4x3 matrixmat
withthis
and store the result indest
.Vector3f.mulDirection
(Matrix4x3fc mat) Multiply the given 4x3 matrixmat
withthis
.Vector3f.mulDirection
(Matrix4x3fc mat, Vector3f dest) Vector3fc.mulDirection
(Matrix4x3fc mat, Vector3f dest) Multiply the given 4x3 matrixmat
withthis
and store the result indest
.Matrix4x3f.mulOrtho
(Matrix4x3fc view) Multiplythis
orthographic projection matrix by the suppliedview
matrix.Matrix4x3f.mulOrtho
(Matrix4x3fc view, Matrix4x3f dest) Matrix4x3fc.mulOrtho
(Matrix4x3fc view, Matrix4x3f dest) Multiplythis
orthographic projection matrix by the suppliedview
matrix and store the result indest
.Matrix4f.mulPerspectiveAffine
(Matrix4x3fc view) Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix.Matrix4f.mulPerspectiveAffine
(Matrix4x3fc view, Matrix4f dest) Matrix4fc.mulPerspectiveAffine
(Matrix4x3fc view, Matrix4f dest) Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix and store the result indest
.Vector3d.mulPosition
(Matrix4x3fc mat) Multiply the given 4x3 matrixmat
withthis
.Vector3d.mulPosition
(Matrix4x3fc mat, Vector3d dest) Vector3dc.mulPosition
(Matrix4x3fc mat, Vector3d dest) Multiply the given 4x3 matrixmat
withthis
and store the result indest
.Vector3f.mulPosition
(Matrix4x3fc mat) Multiply the given 4x3 matrixmat
withthis
.Vector3f.mulPosition
(Matrix4x3fc mat, Vector3f dest) Vector3fc.mulPosition
(Matrix4x3fc mat, Vector3f dest) Multiply the given 4x3 matrixmat
withthis
and store the result indest
.Matrix4x3d.mulTranslation
(Matrix4x3fc right, Matrix4x3d dest) Matrix4x3dc.mulTranslation
(Matrix4x3fc right, Matrix4x3d dest) Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix and store the result indest
.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 suppliedright
matrix and store the result indest
.AxisAngle4d.set
(Matrix4x3fc m) Set thisAxisAngle4d
to be equivalent to the rotational component of the givenMatrix4x3fc
.AxisAngle4f.set
(Matrix4x3fc m) Set thisAxisAngle4f
to be equivalent to the rotational component of the givenMatrix4x3fc
.Matrix3f.set
(Matrix4x3fc m) Set the elements of this matrix to the left 3x3 submatrix ofm
.Matrix4d.set
(Matrix4x3fc m) Store the values of the given matrixm
intothis
matrix and set the other matrix elements to identity.Matrix4f.set
(Matrix4x3fc m) Store the values of the given matrixm
intothis
matrix and set the other matrix elements to identity.Matrix4x3d.set
(Matrix4x3fc m) Store the values of the given matrixm
intothis
matrix.Matrix4x3f.set
(Matrix4x3fc m) Store the values of the given matrixm
intothis
matrix.Matrix4x3f.set3x3
(Matrix4x3fc mat) Set the left 3x3 submatrix of thisMatrix4x3f
to that of the givenMatrix4x3fc
and don't change the other elements.Matrix4d.set4x3
(Matrix4x3fc mat) Set the upper 4x3 submatrix of thisMatrix4d
to the givenMatrix4x3fc
and don't change the other elements.Matrix4f.set4x3
(Matrix4x3fc mat) Set the upper 4x3 submatrix of thisMatrix4f
to the givenMatrix4x3fc
and don't change the other elements.Quaterniond.setFromNormalized
(Matrix4x3fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromNormalized
(Matrix4x3fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaterniond.setFromUnnormalized
(Matrix4x3fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromUnnormalized
(Matrix4x3fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Matrix4x3f.shadow
(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, 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 = 0
as 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, Matrix4x3fc planeTransform, Matrix4x3f dest) Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.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 = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Matrix4x3d.sub
(Matrix4x3fc subtrahend) Component-wise subtractsubtrahend
fromthis
.Matrix4x3d.sub
(Matrix4x3fc subtrahend, Matrix4x3d dest) Matrix4x3dc.sub
(Matrix4x3fc subtrahend, Matrix4x3d dest) Component-wise subtractsubtrahend
fromthis
and store the result indest
.Matrix4x3f.sub
(Matrix4x3fc subtrahend) Component-wise subtractsubtrahend
fromthis
.Matrix4x3f.sub
(Matrix4x3fc subtrahend, Matrix4x3f dest) Matrix4x3fc.sub
(Matrix4x3fc subtrahend, Matrix4x3f dest) Component-wise subtractsubtrahend
fromthis
and store the result indest
.Matrix4x3f.translationRotateMul
(float tx, float ty, float tz, float qx, float qy, float qz, float qw, Matrix4x3fc mat) Setthis
matrix toT * R * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation - and possibly scaling - transformation specified by the quaternion(qx, qy, qz, qw)
andM
is the given matrixmat
Matrix4x3f.translationRotateMul
(float tx, float ty, float tz, Quaternionfc quat, Matrix4x3fc mat) Setthis
matrix toT * R * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation - and possibly scaling - transformation specified by the given quaternion andM
is the given matrixmat
.ModifierConstructorDescriptionMatrix4d
(Matrix4x3fc mat) Create a newMatrix4d
and set its upper 4x3 submatrix to the given matrixmat
and all other elements to identity.Matrix4f
(Matrix4x3fc mat) Create a newMatrix4f
and set its upper 4x3 submatrix to the given matrixmat
and all other elements to identity.Matrix4x3d
(Matrix4x3fc mat) Create a newMatrix4x3d
and make it a copy of the given matrix.Matrix4x3f
(Matrix4x3fc mat) Create a newMatrix4x3f
and make it a copy of the given matrix.