public class Matrix4x3d extends Object implements Externalizable, Matrix4x3dc
m00 m10 m20 m30
m01 m11 m21 m31
m02 m12 m22 m32
PLANE_NX, PLANE_NY, PLANE_NZ, PLANE_PX, PLANE_PY, PLANE_PZ, PROPERTY_IDENTITY, PROPERTY_ORTHONORMAL, PROPERTY_TRANSLATION| Constructor and Description |
|---|
Matrix4x3d()
Create a new
Matrix4x3d and set it to identity. |
Matrix4x3d(DoubleBuffer buffer)
Create a new
Matrix4x3d by reading its 12 double components from the given DoubleBuffer
at the buffer's current position. |
Matrix4x3d(double m00,
double m01,
double m02,
double m10,
double m11,
double m12,
double m20,
double m21,
double m22,
double m30,
double m31,
double m32)
Create a new 4x4 matrix using the supplied double values.
|
Matrix4x3d(Matrix3dc mat)
Create a new
Matrix4x3d by setting its left 3x3 submatrix to the values of the given Matrix3dc
and the rest to identity. |
Matrix4x3d(Matrix4x3dc mat)
Create a new
Matrix4x3d and make it a copy of the given matrix. |
Matrix4x3d(Matrix4x3fc mat)
Create a new
Matrix4x3d and make it a copy of the given matrix. |
| Modifier and Type | Method and Description |
|---|---|
Matrix4x3d |
_m00(double m00)
Set the value of the matrix element at column 0 and row 0 without updating the properties of the matrix.
|
Matrix4x3d |
_m01(double m01)
Set the value of the matrix element at column 0 and row 1 without updating the properties of the matrix.
|
Matrix4x3d |
_m02(double m02)
Set the value of the matrix element at column 0 and row 2 without updating the properties of the matrix.
|
Matrix4x3d |
_m10(double m10)
Set the value of the matrix element at column 1 and row 0 without updating the properties of the matrix.
|
Matrix4x3d |
_m11(double m11)
Set the value of the matrix element at column 1 and row 1 without updating the properties of the matrix.
|
Matrix4x3d |
_m12(double m12)
Set the value of the matrix element at column 1 and row 2 without updating the properties of the matrix.
|
Matrix4x3d |
_m20(double m20)
Set the value of the matrix element at column 2 and row 0 without updating the properties of the matrix.
|
Matrix4x3d |
_m21(double m21)
Set the value of the matrix element at column 2 and row 1 without updating the properties of the matrix.
|
Matrix4x3d |
_m22(double m22)
Set the value of the matrix element at column 2 and row 2 without updating the properties of the matrix.
|
Matrix4x3d |
_m30(double m30)
Set the value of the matrix element at column 3 and row 0 without updating the properties of the matrix.
|
Matrix4x3d |
_m31(double m31)
Set the value of the matrix element at column 3 and row 1 without updating the properties of the matrix.
|
Matrix4x3d |
_m32(double m32)
Set the value of the matrix element at column 3 and row 2 without updating the properties of the matrix.
|
Matrix4x3d |
add(Matrix4x3dc other)
Component-wise add
this and other. |
Matrix4x3d |
add(Matrix4x3dc other,
Matrix4x3d dest)
Component-wise add
this and other and store the result in dest. |
Matrix4x3d |
add(Matrix4x3fc other)
Component-wise add
this and other. |
Matrix4x3d |
add(Matrix4x3fc other,
Matrix4x3d dest)
Component-wise add
this and other and store the result in dest. |
Matrix4x3d |
arcball(double radius,
double centerX,
double centerY,
double centerZ,
double angleX,
double angleY)
Apply an arcball view transformation to this matrix with the given
radius and center (centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles. |
Matrix4x3d |
arcball(double radius,
double centerX,
double centerY,
double centerZ,
double angleX,
double angleY,
Matrix4x3d dest)
Apply an arcball view transformation to this matrix with the given
radius and center (centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles, and store the result in dest. |
Matrix4x3d |
arcball(double radius,
Vector3dc center,
double angleX,
double angleY)
Apply an arcball view transformation to this matrix with the given
radius and center
position of the arcball and the specified X and Y rotation angles. |
Matrix4x3d |
arcball(double radius,
Vector3dc center,
double angleX,
double angleY,
Matrix4x3d dest)
Apply an arcball view transformation to this matrix with the given
radius and center
position of the arcball and the specified X and Y rotation angles, and store the result in dest. |
Matrix4x3d |
assume(int properties)
Assume the given properties about this matrix.
|
Matrix4x3d |
billboardCylindrical(Vector3dc objPos,
Vector3dc targetPos,
Vector3dc up)
Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos while constraining a cylindrical rotation around the given up vector. |
Matrix4x3d |
billboardSpherical(Vector3dc objPos,
Vector3dc targetPos)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos using a shortest arc rotation by not preserving any up vector of the object. |
Matrix4x3d |
billboardSpherical(Vector3dc objPos,
Vector3dc targetPos,
Vector3dc up)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos. |
double |
determinant()
Return the determinant of this matrix.
|
Matrix4x3d |
determineProperties()
Compute and set the matrix properties returned by
properties() based
on the current matrix element values. |
boolean |
equals(Matrix4x3dc m,
double delta)
Compare the matrix elements of
this matrix with the given matrix using the given delta
and return whether all of them are equal within a maximum difference of delta. |
boolean |
equals(Object obj) |
Matrix4x3d |
fma(Matrix4x3dc other,
double otherFactor)
Component-wise add
this and other
by first multiplying each component of other by otherFactor and
adding that result to this. |
Matrix4x3d |
fma(Matrix4x3dc other,
double otherFactor,
Matrix4x3d dest)
Component-wise add
this and other
by first multiplying each component of other by otherFactor,
adding that to this and storing the final result in dest. |
Matrix4x3d |
fma(Matrix4x3fc other,
double otherFactor)
Component-wise add
this and other
by first multiplying each component of other by otherFactor and
adding that result to this. |
Matrix4x3d |
fma(Matrix4x3fc other,
double otherFactor,
Matrix4x3d dest)
Component-wise add
this and other
by first multiplying each component of other by otherFactor,
adding that to this and storing the final result in dest. |
Planed |
frustumPlane(int which,
Planed plane)
Calculate a frustum plane of
this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given plane. |
ByteBuffer |
get(ByteBuffer buffer)
Store this matrix in column-major order into the supplied
ByteBuffer at the current
buffer position. |
double[] |
get(double[] arr)
Store this matrix into the supplied double array in column-major order.
|
double[] |
get(double[] arr,
int offset)
Store this matrix into the supplied double array in column-major order at the given offset.
|
DoubleBuffer |
get(DoubleBuffer buffer)
Store this matrix in column-major order into the supplied
DoubleBuffer at the current
buffer position. |
float[] |
get(float[] arr)
Store the elements of this matrix as float values in column-major order into the supplied float array.
|
float[] |
get(float[] arr,
int offset)
Store the elements of this matrix as float values in column-major order into the supplied float array at the given offset.
|
FloatBuffer |
get(FloatBuffer buffer)
Store this matrix in column-major order into the supplied
FloatBuffer at the current
buffer position. |
ByteBuffer |
get(int index,
ByteBuffer buffer)
Store this matrix in column-major order into the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
DoubleBuffer |
get(int index,
DoubleBuffer buffer)
Store this matrix in column-major order into the supplied
DoubleBuffer starting at the specified
absolute buffer position/index. |
FloatBuffer |
get(int index,
FloatBuffer buffer)
Store this matrix in column-major order into the supplied
FloatBuffer starting at the specified
absolute buffer position/index. |
Matrix4d |
get(Matrix4d dest)
Get the current values of
this matrix and store them into the upper 4x3 submatrix of dest. |
Matrix4x3d |
get(Matrix4x3d dest)
Get the current values of
this matrix and store them into
dest. |
ByteBuffer |
get4x4(ByteBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied
ByteBuffer at the current
buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1). |
double[] |
get4x4(double[] arr)
Store a 4x4 matrix in column-major order into the supplied array,
where the upper 4x3 submatrix is
this and the last row is (0, 0, 0, 1). |
double[] |
get4x4(double[] arr,
int offset)
Store a 4x4 matrix in column-major order into the supplied array at the given offset,
where the upper 4x3 submatrix is
this and the last row is (0, 0, 0, 1). |
DoubleBuffer |
get4x4(DoubleBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied
DoubleBuffer at the current
buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1). |
float[] |
get4x4(float[] arr)
Store a 4x4 matrix in column-major order into the supplied array,
where the upper 4x3 submatrix is
this and the last row is (0, 0, 0, 1). |
float[] |
get4x4(float[] arr,
int offset)
Store a 4x4 matrix in column-major order into the supplied array at the given offset,
where the upper 4x3 submatrix is
this and the last row is (0, 0, 0, 1). |
ByteBuffer |
get4x4(int index,
ByteBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied
ByteBuffer starting at the specified
absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1). |
DoubleBuffer |
get4x4(int index,
DoubleBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied
DoubleBuffer starting at the specified
absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1). |
Vector3d |
getColumn(int column,
Vector3d dest)
Get the column at the given
column index, starting with 0. |
Vector3d |
getEulerAnglesZYX(Vector3d dest)
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix of
this
and store the extracted Euler angles in dest. |
ByteBuffer |
getFloats(ByteBuffer buffer)
Store the elements of this matrix as float values in column-major order into the supplied
ByteBuffer at the current
buffer position. |
ByteBuffer |
getFloats(int index,
ByteBuffer buffer)
Store the elements of this matrix as float values in column-major order into the supplied
ByteBuffer
starting at the specified absolute buffer position/index. |
Quaterniond |
getNormalizedRotation(Quaterniond dest)
Get the current values of
this matrix and store the represented rotation
into the given Quaterniond. |
Quaternionf |
getNormalizedRotation(Quaternionf dest)
Get the current values of
this matrix and store the represented rotation
into the given Quaternionf. |
Vector4d |
getRow(int row,
Vector4d dest)
Get the row at the given
row index, starting with 0. |
Vector3d |
getScale(Vector3d dest)
Get the scaling factors of
this matrix for the three base axes. |
Vector3d |
getTranslation(Vector3d dest)
Get only the translation components
(m30, m31, m32) of this matrix and store them in the given vector xyz. |
ByteBuffer |
getTransposed(ByteBuffer buffer)
Store this matrix in row-major order into the supplied
ByteBuffer at the current
buffer position. |
double[] |
getTransposed(double[] arr)
Store this matrix into the supplied float array in row-major order.
|
double[] |
getTransposed(double[] arr,
int offset)
Store this matrix into the supplied float array in row-major order at the given offset.
|
DoubleBuffer |
getTransposed(DoubleBuffer buffer)
Store this matrix in row-major order into the supplied
DoubleBuffer at the current
buffer position. |
FloatBuffer |
getTransposed(FloatBuffer buffer)
Store this matrix in row-major order into the supplied
FloatBuffer at the current
buffer position. |
ByteBuffer |
getTransposed(int index,
ByteBuffer buffer)
Store this matrix in row-major order into the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
DoubleBuffer |
getTransposed(int index,
DoubleBuffer buffer)
Store this matrix in row-major order into the supplied
DoubleBuffer starting at the specified
absolute buffer position/index. |
FloatBuffer |
getTransposed(int index,
FloatBuffer buffer)
Store this matrix in row-major order into the supplied
FloatBuffer starting at the specified
absolute buffer position/index. |
ByteBuffer |
getTransposedFloats(ByteBuffer buffer)
Store this matrix as float values in row-major order into the supplied
ByteBuffer at the current
buffer position. |
ByteBuffer |
getTransposedFloats(int index,
ByteBuffer buffer)
Store this matrix in row-major order into the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
Quaterniond |
getUnnormalizedRotation(Quaterniond dest)
Get the current values of
this matrix and store the represented rotation
into the given Quaterniond. |
Quaternionf |
getUnnormalizedRotation(Quaternionf dest)
Get the current values of
this matrix and store the represented rotation
into the given Quaternionf. |
int |
hashCode() |
Matrix4x3d |
identity()
Reset this matrix to the identity.
|
Matrix4x3d |
invert()
Invert this matrix.
|
Matrix4x3d |
invert(Matrix4x3d dest)
Invert
this matrix and store the result in dest. |
Matrix4x3d |
invertOrtho()
Invert
this orthographic projection matrix. |
Matrix4x3d |
invertOrtho(Matrix4x3d dest)
Invert
this orthographic projection matrix and store the result into the given dest. |
Matrix4x3d |
lerp(Matrix4x3dc other,
double t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Matrix4x3d |
lerp(Matrix4x3dc other,
double t,
Matrix4x3d dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Matrix4x3d |
lookAlong(double dirX,
double dirY,
double dirZ,
double upX,
double upY,
double upZ)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Matrix4x3d |
lookAlong(double dirX,
double dirY,
double dirZ,
double upX,
double upY,
double upZ,
Matrix4x3d dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4x3d |
lookAlong(Vector3dc dir,
Vector3dc up)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Matrix4x3d |
lookAlong(Vector3dc dir,
Vector3dc up,
Matrix4x3d dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4x3d |
lookAt(double eyeX,
double eyeY,
double eyeZ,
double centerX,
double centerY,
double centerZ,
double upX,
double upY,
double upZ)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4x3d |
lookAt(double eyeX,
double eyeY,
double eyeZ,
double centerX,
double centerY,
double centerZ,
double upX,
double upY,
double upZ,
Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye and store the result in dest. |
Matrix4x3d |
lookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4x3d |
lookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up,
Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye and store the result in dest. |
Matrix4x3d |
lookAtLH(double eyeX,
double eyeY,
double eyeZ,
double centerX,
double centerY,
double centerZ,
double upX,
double upY,
double upZ)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4x3d |
lookAtLH(double eyeX,
double eyeY,
double eyeZ,
double centerX,
double centerY,
double centerZ,
double upX,
double upY,
double upZ,
Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye and store the result in dest. |
Matrix4x3d |
lookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4x3d |
lookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up,
Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye and store the result in dest. |
double |
m00()
Return the value of the matrix element at column 0 and row 0.
|
Matrix4x3d |
m00(double m00)
Set the value of the matrix element at column 0 and row 0.
|
double |
m01()
Return the value of the matrix element at column 0 and row 1.
|
Matrix4x3d |
m01(double m01)
Set the value of the matrix element at column 0 and row 1.
|
double |
m02()
Return the value of the matrix element at column 0 and row 2.
|
Matrix4x3d |
m02(double m02)
Set the value of the matrix element at column 0 and row 2.
|
double |
m10()
Return the value of the matrix element at column 1 and row 0.
|
Matrix4x3d |
m10(double m10)
Set the value of the matrix element at column 1 and row 0.
|
double |
m11()
Return the value of the matrix element at column 1 and row 1.
|
Matrix4x3d |
m11(double m11)
Set the value of the matrix element at column 1 and row 1.
|
double |
m12()
Return the value of the matrix element at column 1 and row 2.
|
Matrix4x3d |
m12(double m12)
Set the value of the matrix element at column 1 and row 2.
|
double |
m20()
Return the value of the matrix element at column 2 and row 0.
|
Matrix4x3d |
m20(double m20)
Set the value of the matrix element at column 2 and row 0.
|
double |
m21()
Return the value of the matrix element at column 2 and row 1.
|
Matrix4x3d |
m21(double m21)
Set the value of the matrix element at column 2 and row 1.
|
double |
m22()
Return the value of the matrix element at column 2 and row 2.
|
Matrix4x3d |
m22(double m22)
Set the value of the matrix element at column 2 and row 2.
|
double |
m30()
Return the value of the matrix element at column 3 and row 0.
|
Matrix4x3d |
m30(double m30)
Set the value of the matrix element at column 3 and row 0.
|
double |
m31()
Return the value of the matrix element at column 3 and row 1.
|
Matrix4x3d |
m31(double m31)
Set the value of the matrix element at column 3 and row 1.
|
double |
m32()
Return the value of the matrix element at column 3 and row 2.
|
Matrix4x3d |
m32(double m32)
Set the value of the matrix element at column 3 and row 2.
|
Matrix4x3d |
mul(Matrix4x3dc right)
Multiply this matrix by the supplied
right matrix. |
Matrix4x3d |
mul(Matrix4x3dc right,
Matrix4x3d dest)
Multiply this matrix by the supplied
right matrix and store the result in dest. |
Matrix4x3d |
mul(Matrix4x3fc right)
Multiply this matrix by the supplied
right matrix. |
Matrix4x3d |
mul(Matrix4x3fc right,
Matrix4x3d dest)
Multiply this matrix by the supplied
right matrix and store the result in dest. |
Matrix4x3d |
mulComponentWise(Matrix4x3dc other)
Component-wise multiply
this by other. |
Matrix4x3d |
mulComponentWise(Matrix4x3dc other,
Matrix4x3d dest)
Component-wise multiply
this by other and store the result in dest. |
Matrix4x3d |
mulOrtho(Matrix4x3dc view)
Multiply
this orthographic projection matrix by the supplied view matrix. |
Matrix4x3d |
mulOrtho(Matrix4x3dc view,
Matrix4x3d dest)
Multiply
this orthographic projection matrix by the supplied view matrix
and store the result in dest. |
Matrix4x3d |
mulTranslation(Matrix4x3dc right,
Matrix4x3d dest)
Multiply this matrix, which is assumed to only contain a translation, by the supplied
right matrix and store the result in dest. |
Matrix4x3d |
mulTranslation(Matrix4x3fc right,
Matrix4x3d dest)
Multiply this matrix, which is assumed to only contain a translation, by the supplied
right matrix and store the result in dest. |
Matrix4x3d |
normal()
Compute a normal matrix from the left 3x3 submatrix of
this
and store it into the left 3x3 submatrix of this. |
Matrix3d |
normal(Matrix3d dest)
Compute a normal matrix from the left 3x3 submatrix of
this
and store it into dest. |
Matrix4x3d |
normal(Matrix4x3d dest)
Compute a normal matrix from the left 3x3 submatrix of
this
and store it into the left 3x3 submatrix of dest. |
Matrix4x3d |
normalize3x3()
Normalize the left 3x3 submatrix of this matrix.
|
Matrix3d |
normalize3x3(Matrix3d dest)
Normalize the left 3x3 submatrix of this matrix and store the result in
dest. |
Matrix4x3d |
normalize3x3(Matrix4x3d dest)
Normalize the left 3x3 submatrix of this matrix and store the result in
dest. |
Vector3d |
normalizedPositiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
normalizedPositiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
normalizedPositiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this orthogonal matrix is applied. |
Matrix4x3d |
obliqueZ(double a,
double b)
Apply an oblique projection transformation to this matrix with the given values for
a and
b. |
Matrix4x3d |
obliqueZ(double a,
double b,
Matrix4x3d dest)
Apply an oblique projection transformation to this matrix with the given values for
a and
b and store the result in dest. |
Vector3d |
origin(Vector3d origin)
Obtain the position that gets transformed to the origin by
this matrix. |
Matrix4x3d |
ortho(double left,
double right,
double bottom,
double top,
double zNear,
double zFar)
Apply an orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of
[-1..+1] to this matrix. |
Matrix4x3d |
ortho(double left,
double right,
double bottom,
double top,
double zNear,
double zFar,
boolean zZeroToOne)
Apply an orthographic projection transformation for a right-handed coordinate system
using the given NDC z range to this matrix.
|
Matrix4x3d |
ortho(double left,
double right,
double bottom,
double top,
double zNear,
double zFar,
boolean zZeroToOne,
Matrix4x3d dest)
Apply an orthographic projection transformation for a right-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4x3d |
ortho(double left,
double right,
double bottom,
double top,
double zNear,
double zFar,
Matrix4x3d dest)
Apply an orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of
[-1..+1] to this matrix and store the result in dest. |
Matrix4x3d |
ortho2D(double left,
double right,
double bottom,
double top)
Apply an orthographic projection transformation for a right-handed coordinate system to this matrix.
|
Matrix4x3d |
ortho2D(double left,
double right,
double bottom,
double top,
Matrix4x3d dest)
Apply an orthographic projection transformation for a right-handed coordinate system
to this matrix and store the result in
dest. |
Matrix4x3d |
ortho2DLH(double left,
double right,
double bottom,
double top)
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix.
|
Matrix4x3d |
ortho2DLH(double left,
double right,
double bottom,
double top,
Matrix4x3d dest)
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result in
dest. |
Matrix4x3d |
orthoLH(double left,
double right,
double bottom,
double top,
double zNear,
double zFar)
Apply an orthographic projection transformation for a left-handed coordiante system
using OpenGL's NDC z range of
[-1..+1] to this matrix. |
Matrix4x3d |
orthoLH(double left,
double right,
double bottom,
double top,
double zNear,
double zFar,
boolean zZeroToOne)
Apply an orthographic projection transformation for a left-handed coordiante system
using the given NDC z range to this matrix.
|
Matrix4x3d |
orthoLH(double left,
double right,
double bottom,
double top,
double zNear,
double zFar,
boolean zZeroToOne,
Matrix4x3d dest)
Apply an orthographic projection transformation for a left-handed coordiante system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4x3d |
orthoLH(double left,
double right,
double bottom,
double top,
double zNear,
double zFar,
Matrix4x3d dest)
Apply an orthographic projection transformation for a left-handed coordiante system
using OpenGL's NDC z range of
[-1..+1] to this matrix and store the result in dest. |
Matrix4x3d |
orthoSymmetric(double width,
double height,
double zNear,
double zFar)
Apply a symmetric orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of
[-1..+1] to this matrix. |
Matrix4x3d |
orthoSymmetric(double width,
double height,
double zNear,
double zFar,
boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a right-handed coordinate system
using the given NDC z range to this matrix.
|
Matrix4x3d |
orthoSymmetric(double width,
double height,
double zNear,
double zFar,
boolean zZeroToOne,
Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a right-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4x3d |
orthoSymmetric(double width,
double height,
double zNear,
double zFar,
Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of
[-1..+1] to this matrix and store the result in dest. |
Matrix4x3d |
orthoSymmetricLH(double width,
double height,
double zNear,
double zFar)
Apply a symmetric orthographic projection transformation for a left-handed coordinate system
using OpenGL's NDC z range of
[-1..+1] to this matrix. |
Matrix4x3d |
orthoSymmetricLH(double width,
double height,
double zNear,
double zFar,
boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a left-handed coordinate system
using the given NDC z range to this matrix.
|
Matrix4x3d |
orthoSymmetricLH(double width,
double height,
double zNear,
double zFar,
boolean zZeroToOne,
Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a left-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4x3d |
orthoSymmetricLH(double width,
double height,
double zNear,
double zFar,
Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a left-handed coordinate system
using OpenGL's NDC z range of
[-1..+1] to this matrix and store the result in dest. |
Matrix4x3d |
pick(double x,
double y,
double width,
double height,
int[] viewport)
Apply a picking transformation to this matrix using the given window coordinates
(x, y) as the pick center
and the given (width, height) as the size of the picking region in window coordinates. |
Matrix4x3d |
pick(double x,
double y,
double width,
double height,
int[] viewport,
Matrix4x3d dest)
Apply a picking transformation to this matrix using the given window coordinates
(x, y) as the pick center
and the given (width, height) as the size of the picking region in window coordinates, and store the result
in dest. |
Vector3d |
positiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this matrix is applied. |
Vector3d |
positiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this matrix is applied. |
Vector3d |
positiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this matrix is applied. |
int |
properties() |
void |
readExternal(ObjectInput in) |
Matrix4x3d |
reflect(double a,
double b,
double c,
double d)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the equation
x*a + y*b + z*c + d = 0. |
Matrix4x3d |
reflect(double nx,
double ny,
double nz,
double px,
double py,
double pz)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4x3d |
reflect(double nx,
double ny,
double nz,
double px,
double py,
double pz,
Matrix4x3d dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane, and store the result in
dest. |
Matrix4x3d |
reflect(double a,
double b,
double c,
double d,
Matrix4x3d dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the equation
x*a + y*b + z*c + d = 0 and store the result in dest. |
Matrix4x3d |
reflect(Quaterniondc orientation,
Vector3dc point)
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane.
|
Matrix4x3d |
reflect(Quaterniondc orientation,
Vector3dc point,
Matrix4x3d dest)
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane, and store the result in
dest. |
Matrix4x3d |
reflect(Vector3dc normal,
Vector3dc point)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4x3d |
reflect(Vector3dc normal,
Vector3dc point,
Matrix4x3d dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane, and store the result in
dest. |
Matrix4x3d |
reflection(double a,
double b,
double c,
double d)
Set this matrix to a mirror/reflection transformation that reflects about the given plane
specified via the equation
x*a + y*b + z*c + d = 0. |
Matrix4x3d |
reflection(double nx,
double ny,
double nz,
double px,
double py,
double pz)
Set this matrix to a mirror/reflection transformation that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4x3d |
reflection(Quaterniondc orientation,
Vector3dc point)
Set this matrix to a mirror/reflection transformation that reflects about a plane
specified via the plane orientation and a point on the plane.
|
Matrix4x3d |
reflection(Vector3dc normal,
Vector3dc point)
Set this matrix to a mirror/reflection transformation that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4x3d |
rotate(AxisAngle4d axisAngle)
Apply a rotation transformation, rotating about the given
AxisAngle4d, to this matrix. |
Matrix4x3d |
rotate(AxisAngle4d axisAngle,
Matrix4x3d dest)
Apply a rotation transformation, rotating about the given
AxisAngle4d and store the result in dest. |
Matrix4x3d |
rotate(AxisAngle4f axisAngle)
Apply a rotation transformation, rotating about the given
AxisAngle4f, to this matrix. |
Matrix4x3d |
rotate(AxisAngle4f axisAngle,
Matrix4x3d dest)
Apply a rotation transformation, rotating about the given
AxisAngle4f and store the result in dest. |
Matrix4x3d |
rotate(double ang,
double x,
double y,
double z)
Apply rotation to this matrix by rotating the given amount of radians
about the given axis specified as x, y and z components.
|
Matrix4x3d |
rotate(double ang,
double x,
double y,
double z,
Matrix4x3d dest)
Apply rotation to this matrix by rotating the given amount of radians
about the given axis specified as x, y and z components and store the result in
dest. |
Matrix4x3d |
rotate(double angle,
Vector3dc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix4x3d |
rotate(double angle,
Vector3dc axis,
Matrix4x3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4x3d |
rotate(double angle,
Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix4x3d |
rotate(double angle,
Vector3fc axis,
Matrix4x3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4x3d |
rotate(Quaterniondc quat)
Apply the rotation - and possibly scaling - transformation of the given
Quaterniondc to this matrix. |
Matrix4x3d |
rotate(Quaterniondc quat,
Matrix4x3d dest)
Apply the rotation - and possibly scaling - transformation of the given
Quaterniondc to this matrix and store
the result in dest. |
Matrix4x3d |
rotate(Quaternionfc quat)
Apply the rotation - and possibly scaling - transformation of the given
Quaternionfc to this matrix. |
Matrix4x3d |
rotate(Quaternionfc quat,
Matrix4x3d dest)
Apply the rotation - and possibly scaling - transformation of the given
Quaternionfc to this matrix and store
the result in dest. |
Matrix4x3d |
rotateAround(Quaterniondc quat,
double ox,
double oy,
double oz)
Apply the rotation transformation of the given
Quaterniondc to this matrix while using (ox, oy, oz) as the rotation origin. |
Matrix4x3d |
rotateAround(Quaterniondc quat,
double ox,
double oy,
double oz,
Matrix4x3d dest)
Apply the rotation - and possibly scaling - transformation of the given
Quaterniondc to this matrix while using (ox, oy, oz) as the rotation origin,
and store the result in dest. |
Matrix4x3d |
rotateLocal(double ang,
double x,
double y,
double z)
Pre-multiply a rotation to this matrix by rotating the given amount of radians
about the specified
(x, y, z) axis. |
Matrix4x3d |
rotateLocal(double ang,
double x,
double y,
double z,
Matrix4x3d dest)
Pre-multiply a rotation to this matrix by rotating the given amount of radians
about the specified
(x, y, z) axis and store the result in dest. |
Matrix4x3d |
rotateLocal(Quaterniondc quat)
Pre-multiply the rotation transformation of the given
Quaterniondc to this matrix. |
Matrix4x3d |
rotateLocal(Quaterniondc quat,
Matrix4x3d dest)
Pre-multiply the rotation - and possibly scaling - transformation of the given
Quaterniondc to this matrix and store
the result in dest. |
Matrix4x3d |
rotateLocal(Quaternionfc quat)
Pre-multiply the rotation - and possibly scaling - transformation of the given
Quaternionfc to this matrix. |
Matrix4x3d |
rotateLocal(Quaternionfc quat,
Matrix4x3d dest)
Pre-multiply the rotation - and possibly scaling - transformation of the given
Quaternionfc to this matrix and store
the result in dest. |
Matrix4x3d |
rotateLocalX(double ang)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.
|
Matrix4x3d |
rotateLocalX(double ang,
Matrix4x3d dest)
Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians
about the X axis and store the result in
dest. |
Matrix4x3d |
rotateLocalY(double ang)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.
|
Matrix4x3d |
rotateLocalY(double ang,
Matrix4x3d dest)
Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians
about the Y axis and store the result in
dest. |
Matrix4x3d |
rotateLocalZ(double ang)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.
|
Matrix4x3d |
rotateLocalZ(double ang,
Matrix4x3d dest)
Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians
about the Z axis and store the result in
dest. |
Matrix4x3d |
rotateTowards(double dirX,
double dirY,
double dirZ,
double upX,
double upY,
double upZ)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with (dirX, dirY, dirZ). |
Matrix4x3d |
rotateTowards(double dirX,
double dirY,
double dirZ,
double upX,
double upY,
double upZ,
Matrix4x3d dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with (dirX, dirY, dirZ)
and store the result in dest. |
Matrix4x3d |
rotateTowards(Vector3dc dir,
Vector3dc up)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir. |
Matrix4x3d |
rotateTowards(Vector3dc dir,
Vector3dc up,
Matrix4x3d dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir
and store the result in dest. |
Matrix4x3d |
rotateTranslation(double ang,
double x,
double y,
double z,
Matrix4x3d dest)
Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians
about the specified
(x, y, z) axis and store the result in dest. |
Matrix4x3d |
rotateTranslation(Quaterniondc quat,
Matrix4x3d dest)
Apply the rotation - and possibly scaling - transformation of the given
Quaterniondc to this matrix, which is assumed to only contain a translation, and store
the result in dest. |
Matrix4x3d |
rotateTranslation(Quaternionfc quat,
Matrix4x3d dest)
Apply the rotation - and possibly scaling - transformation of the given
Quaternionfc to this matrix, which is assumed to only contain a translation, and store
the result in dest. |
Matrix4x3d |
rotateX(double ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.
|
Matrix4x3d |
rotateX(double ang,
Matrix4x3d dest)
Apply rotation about the X axis to this matrix by rotating the given amount of radians
and store the result in
dest. |
Matrix4x3d |
rotateXYZ(double angleX,
double angleY,
double angleZ)
Apply rotation of
angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and
followed by a rotation of angleZ radians about the Z axis. |
Matrix4x3d |
rotateXYZ(double angleX,
double angleY,
double angleZ,
Matrix4x3d dest)
Apply rotation of
angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and
followed by a rotation of angleZ radians about the Z axis and store the result in dest. |
Matrix4x3d |
rotateXYZ(Vector3d angles)
Apply rotation of
angles.x radians about the X axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.z radians about the Z axis. |
Matrix4x3d |
rotateY(double ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.
|
Matrix4x3d |
rotateY(double ang,
Matrix4x3d dest)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians
and store the result in
dest. |
Matrix4x3d |
rotateYXZ(double angleY,
double angleX,
double angleZ)
Apply rotation of
angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and
followed by a rotation of angleZ radians about the Z axis. |
Matrix4x3d |
rotateYXZ(double angleY,
double angleX,
double angleZ,
Matrix4x3d dest)
Apply rotation of
angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and
followed by a rotation of angleZ radians about the Z axis and store the result in dest. |
Matrix4x3d |
rotateYXZ(Vector3d angles)
Apply rotation of
angles.y radians about the Y axis, followed by a rotation of angles.x radians about the X axis and
followed by a rotation of angles.z radians about the Z axis. |
Matrix4x3d |
rotateZ(double ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.
|
Matrix4x3d |
rotateZ(double ang,
Matrix4x3d dest)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians
and store the result in
dest. |
Matrix4x3d |
rotateZYX(double angleZ,
double angleY,
double angleX)
Apply rotation of
angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and
followed by a rotation of angleX radians about the X axis. |
Matrix4x3d |
rotateZYX(double angleZ,
double angleY,
double angleX,
Matrix4x3d dest)
Apply rotation of
angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and
followed by a rotation of angleX radians about the X axis and store the result in dest. |
Matrix4x3d |
rotateZYX(Vector3d angles)
Apply rotation of
angles.z radians about the Z axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.x radians about the X axis. |
Matrix4x3d |
rotation(AxisAngle4d angleAxis)
Set this matrix to a rotation transformation using the given
AxisAngle4d. |
Matrix4x3d |
rotation(AxisAngle4f angleAxis)
Set this matrix to a rotation transformation using the given
AxisAngle4f. |
Matrix4x3d |
rotation(double angle,
double x,
double y,
double z)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4x3d |
rotation(double angle,
Vector3dc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4x3d |
rotation(double angle,
Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4x3d |
rotation(Quaterniondc quat)
Set this matrix to the rotation - and possibly scaling - transformation of the given
Quaterniondc. |
Matrix4x3d |
rotation(Quaternionfc quat)
Set this matrix to the rotation - and possibly scaling - transformation of the given
Quaternionfc. |
Matrix4x3d |
rotationAround(Quaterniondc quat,
double ox,
double oy,
double oz)
Set this matrix to a transformation composed of a rotation of the specified
Quaterniondc while using (ox, oy, oz) as the rotation origin. |
Matrix4x3d |
rotationTowards(double dirX,
double dirY,
double dirZ,
double upX,
double upY,
double upZ)
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local
-z axis with (dirX, dirY, dirZ). |
Matrix4x3d |
rotationTowards(Vector3dc dir,
Vector3dc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local
-z axis with dir. |
Matrix4x3d |
rotationX(double ang)
Set this matrix to a rotation transformation about the X axis.
|
Matrix4x3d |
rotationXYZ(double angleX,
double angleY,
double angleZ)
Set this matrix to a rotation of
angleX radians about the X axis, followed by a rotation
of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis. |
Matrix4x3d |
rotationY(double ang)
Set this matrix to a rotation transformation about the Y axis.
|
Matrix4x3d |
rotationYXZ(double angleY,
double angleX,
double angleZ)
Set this matrix to a rotation of
angleY radians about the Y axis, followed by a rotation
of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis. |
Matrix4x3d |
rotationZ(double ang)
Set this matrix to a rotation transformation about the Z axis.
|
Matrix4x3d |
rotationZYX(double angleZ,
double angleY,
double angleX)
Set this matrix to a rotation of
angleZ radians about the Z axis, followed by a rotation
of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis. |
Matrix4x3d |
scale(double xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor.
|
Matrix4x3d |
scale(double x,
double y,
double z)
Apply scaling to
this matrix by scaling the base axes by the given x,
y and z factors. |
Matrix4x3d |
scale(double x,
double y,
double z,
Matrix4x3d dest)
Apply scaling to
this matrix by scaling the base axes by the given x,
y and z factors and store the result in dest. |
Matrix4x3d |
scale(double xyz,
Matrix4x3d dest)
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor
and store the result in
dest. |
Matrix4x3d |
scale(Vector3dc xyz)
Apply scaling to this matrix by scaling the base axes by the given
xyz.x,
xyz.y and xyz.z factors, respectively. |
Matrix4x3d |
scale(Vector3dc xyz,
Matrix4x3d dest)
Apply scaling to
this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively and store the result in dest. |
Matrix4x3d |
scaleLocal(double x,
double y,
double z)
Pre-multiply scaling to this matrix by scaling the base axes by the given x,
y and z factors.
|
Matrix4x3d |
scaleLocal(double x,
double y,
double z,
Matrix4x3d dest)
Pre-multiply scaling to
this matrix by scaling the base axes by the given x,
y and z factors and store the result in dest. |
Matrix4x3d |
scaleXY(double x,
double y)
Apply scaling to this matrix by scaling the X axis by
x and the Y axis by y. |
Matrix4x3d |
scaleXY(double x,
double y,
Matrix4x3d dest)
Apply scaling to this matrix by by scaling the X axis by
x and the Y axis by y
and store the result in dest. |
Matrix4x3d |
scaling(double factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.
|
Matrix4x3d |
scaling(double x,
double y,
double z)
Set this matrix to be a simple scale matrix.
|
Matrix4x3d |
scaling(Vector3dc xyz)
Set this matrix to be a simple scale matrix which scales the base axes by
xyz.x, xyz.y and xyz.z, respectively. |
Matrix4x3d |
set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the given
AxisAngle4d. |
Matrix4x3d |
set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the given
AxisAngle4f. |
Matrix4x3d |
set(ByteBuffer buffer)
Set the values of this matrix by reading 12 double values from the given
ByteBuffer in column-major order,
starting at its current position. |
Matrix4x3d |
set(double[] m)
Set the values in the matrix using a double array that contains the matrix elements in column-major order.
|
Matrix4x3d |
set(double[] m,
int off)
Set the values in the matrix using a double array that contains the matrix elements in column-major order.
|
Matrix4x3d |
set(DoubleBuffer buffer)
Set the values of this matrix by reading 12 double values from the given
DoubleBuffer in column-major order,
starting at its current position. |
Matrix4x3d |
set(double m00,
double m01,
double m02,
double m10,
double m11,
double m12,
double m20,
double m21,
double m22,
double m30,
double m31,
double m32)
Set the values within this matrix to the supplied double values.
|
Matrix4x3d |
set(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in column-major order.
|
Matrix4x3d |
set(float[] m,
int off)
Set the values in the matrix using a float array that contains the matrix elements in column-major order.
|
Matrix4x3d |
set(FloatBuffer buffer)
Set the values of this matrix by reading 12 float values from the given
FloatBuffer in column-major order,
starting at its current position. |
Matrix4x3d |
set(Matrix3dc mat)
Set the left 3x3 submatrix of this
Matrix4x3d to the given Matrix3dc
and the rest to identity. |
Matrix4x3d |
set(Matrix4dc m)
Store the values of the upper 4x3 submatrix of
m into this matrix. |
Matrix4x3d |
set(Matrix4x3dc m)
Store the values of the given matrix
m into this matrix. |
Matrix4x3d |
set(Matrix4x3fc m)
Store the values of the given matrix
m into this matrix. |
Matrix4x3d |
set(Quaterniondc q)
Set this matrix to be equivalent to the rotation - and possibly scaling - specified by the given
Quaterniondc. |
Matrix4x3d |
set(Quaternionfc q)
Set this matrix to be equivalent to the rotation - and possibly scaling - specified by the given
Quaternionfc. |
Matrix4x3d |
set(Vector3dc col0,
Vector3dc col1,
Vector3dc col2,
Vector3dc col3)
Set the four columns of this matrix to the supplied vectors, respectively.
|
Matrix4x3d |
set3x3(Matrix3dc mat)
Set the left 3x3 submatrix of this
Matrix4x3d to the given Matrix3dc and don't change the other elements. |
Matrix4x3d |
set3x3(Matrix3fc mat)
Set the left 3x3 submatrix of this
Matrix4x3d to the given Matrix3fc and don't change the other elements. |
Matrix4x3d |
set3x3(Matrix4x3dc mat)
Set the left 3x3 submatrix of this
Matrix4x3d to that of the given Matrix4x3dc
and don't change the other elements. |
Matrix4x3d |
setColumn(int column,
Vector3dc src)
Set the column at the given
column index, starting with 0. |
Matrix4x3d |
setFloats(ByteBuffer buffer)
Set the values of this matrix by reading 12 float values from the given
ByteBuffer in column-major order,
starting at its current position. |
Matrix4x3d |
setLookAlong(double dirX,
double dirY,
double dirZ,
double upX,
double upY,
double upZ)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix4x3d |
setLookAlong(Vector3dc dir,
Vector3dc up)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix4x3d |
setLookAt(double eyeX,
double eyeY,
double eyeZ,
double centerX,
double centerY,
double centerZ,
double upX,
double upY,
double upZ)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4x3d |
setLookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns
-z with center - eye. |
Matrix4x3d |
setLookAtLH(double eyeX,
double eyeY,
double eyeZ,
double centerX,
double centerY,
double centerZ,
double upX,
double upY,
double upZ)
Set this matrix to be a "lookat" transformation for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4x3d |
setLookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns
+z with center - eye. |
Matrix4x3d |
setOrtho(double left,
double right,
double bottom,
double top,
double zNear,
double zFar)
Set this matrix to be an orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of
[-1..+1]. |
Matrix4x3d |
setOrtho(double left,
double right,
double bottom,
double top,
double zNear,
double zFar,
boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a right-handed coordinate system
using the given NDC z range.
|
Matrix4x3d |
setOrtho2D(double left,
double right,
double bottom,
double top)
Set this matrix to be an orthographic projection transformation for a right-handed coordinate system.
|
Matrix4x3d |
setOrtho2DLH(double left,
double right,
double bottom,
double top)
Set this matrix to be an orthographic projection transformation for a left-handed coordinate system.
|
Matrix4x3d |
setOrthoLH(double left,
double right,
double bottom,
double top,
double zNear,
double zFar)
Set this matrix to be an orthographic projection transformation for a left-handed coordinate system
using OpenGL's NDC z range of
[-1..+1]. |
Matrix4x3d |
setOrthoLH(double left,
double right,
double bottom,
double top,
double zNear,
double zFar,
boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a left-handed coordinate system
using the given NDC z range.
|
Matrix4x3d |
setOrthoSymmetric(double width,
double height,
double zNear,
double zFar)
Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of
[-1..+1]. |
Matrix4x3d |
setOrthoSymmetric(double width,
double height,
double zNear,
double zFar,
boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system
using the given NDC z range.
|
Matrix4x3d |
setOrthoSymmetricLH(double width,
double height,
double zNear,
double zFar)
Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system
using OpenGL's NDC z range of
[-1..+1]. |
Matrix4x3d |
setOrthoSymmetricLH(double width,
double height,
double zNear,
double zFar,
boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range.
|
Matrix4x3d |
setRotationXYZ(double angleX,
double angleY,
double angleZ)
Set only the left 3x3 submatrix of this matrix to a rotation of
angleX radians about the X axis, followed by a rotation
of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis. |
Matrix4x3d |
setRotationYXZ(double angleY,
double angleX,
double angleZ)
Set only the left 3x3 submatrix of this matrix to a rotation of
angleY radians about the Y axis, followed by a rotation
of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis. |
Matrix4x3d |
setRotationZYX(double angleZ,
double angleY,
double angleX)
Set only the left 3x3 submatrix of this matrix to a rotation of
angleZ radians about the Z axis, followed by a rotation
of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis. |
Matrix4x3d |
setRow(int row,
Vector4dc src)
Set the row at the given
row index, starting with 0. |
Matrix4x3d |
setTranslation(double x,
double y,
double z)
Set only the translation components
(m30, m31, m32) of this matrix to the given values (x, y, z). |
Matrix4x3d |
setTranslation(Vector3dc xyz)
Set only the translation components
(m30, m31, m32) of this matrix to the given values (xyz.x, xyz.y, xyz.z). |
Matrix4x3d |
shadow(double lightX,
double lightY,
double lightZ,
double lightW,
double a,
double b,
double c,
double d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW). |
Matrix4x3d |
shadow(double lightX,
double lightY,
double lightZ,
double lightW,
double a,
double b,
double c,
double d,
Matrix4x3d dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW)
and store the result in dest. |
Matrix4x3d |
shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4x3dc planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW). |
Matrix4x3d |
shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4x3dc planeTransform,
Matrix4x3d dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW)
and store the result in dest. |
Matrix4x3d |
shadow(Vector4dc light,
double a,
double b,
double c,
double d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light. |
Matrix4x3d |
shadow(Vector4dc light,
double a,
double b,
double c,
double d,
Matrix4x3d dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light
and store the result in dest. |
Matrix4x3d |
shadow(Vector4dc light,
Matrix4x3dc planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction light. |
Matrix4x3d |
shadow(Vector4dc light,
Matrix4x3dc planeTransform,
Matrix4x3d dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction light
and store the result in dest. |
Matrix4x3d |
sub(Matrix4x3dc subtrahend)
Component-wise subtract
subtrahend from this. |
Matrix4x3d |
sub(Matrix4x3dc subtrahend,
Matrix4x3d dest)
Component-wise subtract
subtrahend from this and store the result in dest. |
Matrix4x3d |
sub(Matrix4x3fc subtrahend)
Component-wise subtract
subtrahend from this. |
Matrix4x3d |
sub(Matrix4x3fc subtrahend,
Matrix4x3d dest)
Component-wise subtract
subtrahend from this and store the result in dest. |
Matrix4x3d |
swap(Matrix4x3d other)
Exchange the values of
this matrix with the given other matrix. |
String |
toString()
Return a string representation of this matrix.
|
String |
toString(NumberFormat formatter)
Return a string representation of this matrix by formatting the matrix elements with the given
NumberFormat. |
Vector4d |
transform(Vector4d v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4d |
transform(Vector4dc v,
Vector4d dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Matrix4x3d |
transformAab(double minX,
double minY,
double minZ,
double maxX,
double maxY,
double maxZ,
Vector3d outMin,
Vector3d outMax)
Transform the axis-aligned box given as the minimum corner
(minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Matrix4x3d |
transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax)
Transform the axis-aligned box given as the minimum corner
min and maximum corner max
by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Vector3d |
transformDirection(Vector3d v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in that vector.
|
Vector3d |
transformDirection(Vector3dc v,
Vector3d dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in
dest. |
Vector3d |
transformPosition(Vector3d v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in that vector.
|
Vector3d |
transformPosition(Vector3dc v,
Vector3d dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in
dest. |
Matrix4x3d |
translate(double x,
double y,
double z)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4x3d |
translate(double x,
double y,
double z,
Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
translate(Vector3dc offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4x3d |
translate(Vector3dc offset,
Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4x3d |
translate(Vector3fc offset,
Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
translateLocal(double x,
double y,
double z)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4x3d |
translateLocal(double x,
double y,
double z,
Matrix4x3d dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
translateLocal(Vector3dc offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4x3d |
translateLocal(Vector3dc offset,
Matrix4x3d dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
translateLocal(Vector3fc offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4x3d |
translateLocal(Vector3fc offset,
Matrix4x3d dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
translation(double x,
double y,
double z)
Set this matrix to be a simple translation matrix.
|
Matrix4x3d |
translation(Vector3dc offset)
Set this matrix to be a simple translation matrix.
|
Matrix4x3d |
translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.
|
Matrix4x3d |
translationRotate(double tx,
double ty,
double tz,
Quaterniondc quat)
Set
this matrix to T * R, where T is a translation by the given (tx, ty, tz) and
R is a rotation transformation specified by the given quaternion. |
Matrix4x3d |
translationRotateMul(double tx,
double ty,
double tz,
double qx,
double qy,
double qz,
double qw,
Matrix4x3dc mat)
Set
this matrix to T * R * M, where T is a translation by the given (tx, ty, tz),
R is a rotation - and possibly scaling - transformation specified by the quaternion (qx, qy, qz, qw) and M is the given matrix mat |
Matrix4x3d |
translationRotateMul(double tx,
double ty,
double tz,
Quaternionfc quat,
Matrix4x3dc mat)
Set
this matrix to T * R * M, where T is a translation by the given (tx, ty, tz),
R is a rotation - and possibly scaling - transformation specified by the given quaternion and M is the given matrix mat. |
Matrix4x3d |
translationRotateScale(double tx,
double ty,
double tz,
double qx,
double qy,
double qz,
double qw,
double sx,
double sy,
double sz)
Set
this matrix to T * R * S, where T is a translation by the given (tx, ty, tz),
R is a rotation transformation specified by the quaternion (qx, qy, qz, qw), and S is a scaling transformation
which scales the three axes x, y and z by (sx, sy, sz). |
Matrix4x3d |
translationRotateScale(Vector3dc translation,
Quaterniondc quat,
Vector3dc scale)
Set
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale. |
Matrix4x3d |
translationRotateScale(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale)
Set
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale. |
Matrix4x3d |
translationRotateScaleMul(double tx,
double ty,
double tz,
double qx,
double qy,
double qz,
double qw,
double sx,
double sy,
double sz,
Matrix4x3dc m)
Set
this matrix to T * R * S * M, where T is a translation by the given (tx, ty, tz),
R is a rotation transformation specified by the quaternion (qx, qy, qz, qw), S is a scaling transformation
which scales the three axes x, y and z by (sx, sy, sz). |
Matrix4x3d |
translationRotateScaleMul(Vector3dc translation,
Quaterniondc quat,
Vector3dc scale,
Matrix4x3dc m)
Set
this matrix to T * R * S * M, where T is the given translation,
R is a rotation transformation specified by the given quaternion, S is a scaling transformation
which scales the axes by scale. |
Matrix4x3d |
translationRotateTowards(double posX,
double posY,
double posZ,
double dirX,
double dirY,
double dirZ,
double upX,
double upY,
double upZ)
Set this matrix to a model transformation for a right-handed coordinate system,
that translates to the given
(posX, posY, posZ) and aligns the local -z
axis with (dirX, dirY, dirZ). |
Matrix4x3d |
translationRotateTowards(Vector3dc pos,
Vector3dc dir,
Vector3dc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that translates to the given
pos and aligns the local -z
axis with dir. |
Matrix4x3d |
transpose3x3()
Transpose only the left 3x3 submatrix of this matrix and set the rest of the matrix elements to identity.
|
Matrix3d |
transpose3x3(Matrix3d dest)
Transpose only the left 3x3 submatrix of this matrix and store the result in
dest. |
Matrix4x3d |
transpose3x3(Matrix4x3d dest)
Transpose only the left 3x3 submatrix of this matrix and store the result in
dest. |
void |
writeExternal(ObjectOutput out) |
Matrix4x3d |
zero()
Set all the values within this matrix to 0.
|
public Matrix4x3d()
Matrix4x3d and set it to identity.public Matrix4x3d(Matrix4x3dc mat)
Matrix4x3d and make it a copy of the given matrix.mat - the Matrix4x3dc to copy the values frompublic Matrix4x3d(Matrix4x3fc mat)
Matrix4x3d and make it a copy of the given matrix.mat - the Matrix4x3fc to copy the values frompublic Matrix4x3d(Matrix3dc mat)
Matrix4x3d by setting its left 3x3 submatrix to the values of the given Matrix3dc
and the rest to identity.mat - the Matrix3dcpublic Matrix4x3d(double m00,
double m01,
double m02,
double m10,
double m11,
double m12,
double m20,
double m21,
double m22,
double m30,
double m31,
double m32)
m00 - the value of m00m01 - the value of m01m02 - the value of m02m10 - the value of m10m11 - the value of m11m12 - the value of m12m20 - the value of m20m21 - the value of m21m22 - the value of m22m30 - the value of m30m31 - the value of m31m32 - the value of m32public Matrix4x3d(DoubleBuffer buffer)
Matrix4x3d by reading its 12 double components from the given DoubleBuffer
at the buffer's current position.
That DoubleBuffer is expected to hold the values in column-major order.
The buffer's position will not be changed by this method.
buffer - the DoubleBuffer to read the matrix values frompublic Matrix4x3d assume(int properties)
Use one or multiple of 0, Matrix4x3dc.PROPERTY_IDENTITY,
Matrix4x3dc.PROPERTY_TRANSLATION, Matrix4x3dc.PROPERTY_ORTHONORMAL.
properties - bitset of the properties to assume about this matrixpublic Matrix4x3d determineProperties()
properties() based
on the current matrix element values.public int properties()
properties in interface Matrix4x3dcpublic double m00()
Matrix4x3dcm00 in interface Matrix4x3dcpublic double m01()
Matrix4x3dcm01 in interface Matrix4x3dcpublic double m02()
Matrix4x3dcm02 in interface Matrix4x3dcpublic double m10()
Matrix4x3dcm10 in interface Matrix4x3dcpublic double m11()
Matrix4x3dcm11 in interface Matrix4x3dcpublic double m12()
Matrix4x3dcm12 in interface Matrix4x3dcpublic double m20()
Matrix4x3dcm20 in interface Matrix4x3dcpublic double m21()
Matrix4x3dcm21 in interface Matrix4x3dcpublic double m22()
Matrix4x3dcm22 in interface Matrix4x3dcpublic double m30()
Matrix4x3dcm30 in interface Matrix4x3dcpublic double m31()
Matrix4x3dcm31 in interface Matrix4x3dcpublic double m32()
Matrix4x3dcm32 in interface Matrix4x3dcpublic Matrix4x3d _m00(double m00)
m00 - the new valuepublic Matrix4x3d _m01(double m01)
m01 - the new valuepublic Matrix4x3d _m02(double m02)
m02 - the new valuepublic Matrix4x3d _m10(double m10)
m10 - the new valuepublic Matrix4x3d _m11(double m11)
m11 - the new valuepublic Matrix4x3d _m12(double m12)
m12 - the new valuepublic Matrix4x3d _m20(double m20)
m20 - the new valuepublic Matrix4x3d _m21(double m21)
m21 - the new valuepublic Matrix4x3d _m22(double m22)
m22 - the new valuepublic Matrix4x3d _m30(double m30)
m30 - the new valuepublic Matrix4x3d _m31(double m31)
m31 - the new valuepublic Matrix4x3d _m32(double m32)
m32 - the new valuepublic Matrix4x3d m00(double m00)
m00 - the new valuepublic Matrix4x3d m01(double m01)
m01 - the new valuepublic Matrix4x3d m02(double m02)
m02 - the new valuepublic Matrix4x3d m10(double m10)
m10 - the new valuepublic Matrix4x3d m11(double m11)
m11 - the new valuepublic Matrix4x3d m12(double m12)
m12 - the new valuepublic Matrix4x3d m20(double m20)
m20 - the new valuepublic Matrix4x3d m21(double m21)
m21 - the new valuepublic Matrix4x3d m22(double m22)
m22 - the new valuepublic Matrix4x3d m30(double m30)
m30 - the new valuepublic Matrix4x3d m31(double m31)
m31 - the new valuepublic Matrix4x3d m32(double m32)
m32 - the new valuepublic Matrix4x3d identity()
Please note that if a call to identity() is immediately followed by a call to:
translate,
rotate,
scale,
ortho,
ortho2D,
lookAt,
lookAlong,
or any of their overloads, then the call to identity() can be omitted and the subsequent call replaced with:
translation,
rotation,
scaling,
setOrtho,
setOrtho2D,
setLookAt,
setLookAlong,
or any of their overloads.
public Matrix4x3d set(Matrix4x3dc m)
m into this matrix.m - the matrix to copy the values frompublic Matrix4x3d set(Matrix4x3fc m)
m into this matrix.m - the matrix to copy the values frompublic Matrix4x3d set(Matrix4dc m)
m into this matrix.m - the matrix to copy the values fromMatrix4dc.get4x3(Matrix4x3d)public Matrix4d get(Matrix4d dest)
Matrix4x3dcthis matrix and store them into the upper 4x3 submatrix of dest.
The other elements of dest will not be modified.
get in interface Matrix4x3dcdest - the destination matrixMatrix4d.set4x3(Matrix4x3dc)public Matrix4x3d set(Matrix3dc mat)
Matrix4x3d to the given Matrix3dc
and the rest to identity.mat - the Matrix3dcMatrix4x3d(Matrix3dc)public Matrix4x3d set(Vector3dc col0, Vector3dc col1, Vector3dc col2, Vector3dc col3)
col0 - the first columncol1 - the second columncol2 - the third columncol3 - the fourth columnpublic Matrix4x3d set3x3(Matrix4x3dc mat)
Matrix4x3d to that of the given Matrix4x3dc
and don't change the other elements.mat - the Matrix4x3dcpublic Matrix4x3d set(AxisAngle4f axisAngle)
AxisAngle4f.axisAngle - the AxisAngle4fpublic Matrix4x3d set(AxisAngle4d axisAngle)
AxisAngle4d.axisAngle - the AxisAngle4dpublic Matrix4x3d set(Quaternionfc q)
Quaternionfc.
This method is equivalent to calling: rotation(q)
q - the Quaternionfcrotation(Quaternionfc)public Matrix4x3d set(Quaterniondc q)
Quaterniondc.
This method is equivalent to calling: rotation(q)
q - the Quaterniondcpublic Matrix4x3d mul(Matrix4x3dc right)
right matrix.
If M is this matrix and R the right matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
transformation of the right matrix will be applied first!
right - the right operand of the multiplicationpublic Matrix4x3d mul(Matrix4x3dc right, Matrix4x3d dest)
Matrix4x3dcright matrix and store the result in dest.
If M is this matrix and R the right matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
transformation of the right matrix will be applied first!
mul in interface Matrix4x3dcright - the right operand of the multiplicationdest - will hold the resultpublic Matrix4x3d mul(Matrix4x3fc right)
right matrix.
If M is this matrix and R the right matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
transformation of the right matrix will be applied first!
right - the right operand of the multiplicationpublic Matrix4x3d mul(Matrix4x3fc right, Matrix4x3d dest)
Matrix4x3dcright matrix and store the result in dest.
If M is this matrix and R the right matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
transformation of the right matrix will be applied first!
mul in interface Matrix4x3dcright - the right operand of the multiplicationdest - will hold the resultpublic Matrix4x3d mulTranslation(Matrix4x3dc right, Matrix4x3d dest)
Matrix4x3dcright matrix and store the result in dest.
This method assumes that this matrix only contains a translation.
This method will not modify either the last row of this or the last row of right.
If M is this matrix and R the right matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
transformation of the right matrix will be applied first!
mulTranslation in interface Matrix4x3dcright - the right operand of the matrix multiplicationdest - the destination matrix, which will hold the resultpublic Matrix4x3d mulTranslation(Matrix4x3fc right, Matrix4x3d dest)
Matrix4x3dcright matrix and store the result in dest.
This method assumes that this matrix only contains a translation.
This method will not modify either the last row of this or the last row of right.
If M is this matrix and R the right matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
transformation of the right matrix will be applied first!
mulTranslation in interface Matrix4x3dcright - the right operand of the matrix multiplicationdest - the destination matrix, which will hold the resultpublic Matrix4x3d mulOrtho(Matrix4x3dc view)
this orthographic projection matrix by the supplied view matrix.
If M is this matrix and V the view matrix,
then the new matrix will be M * V. So when transforming a
vector v with the new matrix by using M * V * v, the
transformation of the view matrix will be applied first!
view - the matrix which to multiply this withpublic Matrix4x3d mulOrtho(Matrix4x3dc view, Matrix4x3d dest)
Matrix4x3dcthis orthographic projection matrix by the supplied view matrix
and store the result in dest.
If M is this matrix and V the view matrix,
then the new matrix will be M * V. So when transforming a
vector v with the new matrix by using M * V * v, the
transformation of the view matrix will be applied first!
mulOrtho in interface Matrix4x3dcview - the matrix which to multiply this withdest - the destination matrix, which will hold the resultpublic Matrix4x3d fma(Matrix4x3dc other, double otherFactor)
this and other
by first multiplying each component of other by otherFactor and
adding that result to this.
The matrix other will not be changed.
other - the other matrixotherFactor - the factor to multiply each of the other matrix's componentspublic Matrix4x3d fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest)
Matrix4x3dcthis and other
by first multiplying each component of other by otherFactor,
adding that to this and storing the final result in dest.
The other components of dest will be set to the ones of this.
The matrices this and other will not be changed.
fma in interface Matrix4x3dcother - the other matrixotherFactor - the factor to multiply each of the other matrix's componentsdest - will hold the resultpublic Matrix4x3d fma(Matrix4x3fc other, double otherFactor)
this and other
by first multiplying each component of other by otherFactor and
adding that result to this.
The matrix other will not be changed.
other - the other matrixotherFactor - the factor to multiply each of the other matrix's componentspublic Matrix4x3d fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest)
Matrix4x3dcthis and other
by first multiplying each component of other by otherFactor,
adding that to this and storing the final result in dest.
The other components of dest will be set to the ones of this.
The matrices this and other will not be changed.
fma in interface Matrix4x3dcother - the other matrixotherFactor - the factor to multiply each of the other matrix's componentsdest - will hold the resultpublic Matrix4x3d add(Matrix4x3dc other)
this and other.other - the other addendpublic Matrix4x3d add(Matrix4x3dc other, Matrix4x3d dest)
Matrix4x3dcthis and other and store the result in dest.add in interface Matrix4x3dcother - the other addenddest - will hold the resultpublic Matrix4x3d add(Matrix4x3fc other)
this and other.other - the other addendpublic Matrix4x3d add(Matrix4x3fc other, Matrix4x3d dest)
Matrix4x3dcthis and other and store the result in dest.add in interface Matrix4x3dcother - the other addenddest - will hold the resultpublic Matrix4x3d sub(Matrix4x3dc subtrahend)
subtrahend from this.subtrahend - the subtrahendpublic Matrix4x3d sub(Matrix4x3dc subtrahend, Matrix4x3d dest)
Matrix4x3dcsubtrahend from this and store the result in dest.sub in interface Matrix4x3dcsubtrahend - the subtrahenddest - will hold the resultpublic Matrix4x3d sub(Matrix4x3fc subtrahend)
subtrahend from this.subtrahend - the subtrahendpublic Matrix4x3d sub(Matrix4x3fc subtrahend, Matrix4x3d dest)
Matrix4x3dcsubtrahend from this and store the result in dest.sub in interface Matrix4x3dcsubtrahend - the subtrahenddest - will hold the resultpublic Matrix4x3d mulComponentWise(Matrix4x3dc other)
this by other.other - the other matrixpublic Matrix4x3d mulComponentWise(Matrix4x3dc other, Matrix4x3d dest)
Matrix4x3dcthis by other and store the result in dest.mulComponentWise in interface Matrix4x3dcother - the other matrixdest - will hold the resultpublic Matrix4x3d set(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22, double m30, double m31, double m32)
m00 - the new value of m00m01 - the new value of m01m02 - the new value of m02m10 - the new value of m10m11 - the new value of m11m12 - the new value of m12m20 - the new value of m20m21 - the new value of m21m22 - the new value of m22m30 - the new value of m30m31 - the new value of m31m32 - the new value of m32public Matrix4x3d set(double[] m, int off)
The results will look like this:
0, 3, 6, 9
1, 4, 7, 10
2, 5, 8, 11
m - the array to read the matrix values fromoff - the offset into the arrayset(double[])public Matrix4x3d set(double[] m)
The results will look like this:
0, 3, 6, 9
1, 4, 7, 10
2, 5, 8, 11
m - the array to read the matrix values fromset(double[], int)public Matrix4x3d set(float[] m, int off)
The results will look like this:
0, 3, 6, 9
1, 4, 7, 10
2, 5, 8, 11
m - the array to read the matrix values fromoff - the offset into the arrayset(float[])public Matrix4x3d set(float[] m)
The results will look like this:
0, 3, 6, 9
1, 4, 7, 10
2, 5, 8, 11
m - the array to read the matrix values fromset(float[], int)public Matrix4x3d set(DoubleBuffer buffer)
DoubleBuffer in column-major order,
starting at its current position.
The DoubleBuffer is expected to contain the values in column-major order.
The position of the DoubleBuffer will not be changed by this method.
buffer - the DoubleBuffer to read the matrix values from in column-major orderpublic Matrix4x3d set(FloatBuffer buffer)
FloatBuffer in column-major order,
starting at its current position.
The FloatBuffer is expected to contain the values in column-major order.
The position of the FloatBuffer will not be changed by this method.
buffer - the FloatBuffer to read the matrix values from in column-major orderpublic Matrix4x3d set(ByteBuffer buffer)
ByteBuffer in column-major order,
starting at its current position.
The ByteBuffer is expected to contain the values in column-major order.
The position of the ByteBuffer will not be changed by this method.
buffer - the ByteBuffer to read the matrix values from in column-major orderpublic Matrix4x3d setFloats(ByteBuffer buffer)
ByteBuffer in column-major order,
starting at its current position.
The ByteBuffer is expected to contain the values in column-major order.
The position of the ByteBuffer will not be changed by this method.
buffer - the ByteBuffer to read the matrix values from in column-major orderpublic double determinant()
Matrix4x3dcdeterminant in interface Matrix4x3dcpublic Matrix4x3d invert()
public Matrix4x3d invert(Matrix4x3d dest)
Matrix4x3dcthis matrix and store the result in dest.invert in interface Matrix4x3dcdest - will hold the resultpublic Matrix4x3d invertOrtho(Matrix4x3d dest)
Matrix4x3dcthis orthographic projection matrix and store the result into the given dest.
This method can be used to quickly obtain the inverse of an orthographic projection matrix.
invertOrtho in interface Matrix4x3dcdest - will hold the inverse of thispublic Matrix4x3d invertOrtho()
this orthographic projection matrix.
This method can be used to quickly obtain the inverse of an orthographic projection matrix.
public Matrix4x3d transpose3x3()
public Matrix4x3d transpose3x3(Matrix4x3d dest)
Matrix4x3dcdest.
All other matrix elements are left unchanged.
transpose3x3 in interface Matrix4x3dcdest - will hold the resultpublic Matrix3d transpose3x3(Matrix3d dest)
Matrix4x3dcdest.transpose3x3 in interface Matrix4x3dcdest - will hold the resultpublic Matrix4x3d translation(double x, double y, double z)
The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
x - the offset to translate in xy - the offset to translate in yz - the offset to translate in zpublic Matrix4x3d translation(Vector3fc offset)
The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
offset - the offsets in x, y and z to translatepublic Matrix4x3d translation(Vector3dc offset)
The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
offset - the offsets in x, y and z to translatepublic Matrix4x3d setTranslation(double x, double y, double z)
(m30, m31, m32) of this matrix to the given values (x, y, z).
To build a translation matrix instead, use translation(double, double, double).
To apply a translation, use translate(double, double, double).
x - the units to translate in xy - the units to translate in yz - the units to translate in ztranslation(double, double, double),
translate(double, double, double)public Matrix4x3d setTranslation(Vector3dc xyz)
(m30, m31, m32) of this matrix to the given values (xyz.x, xyz.y, xyz.z).
To build a translation matrix instead, use translation(Vector3dc).
To apply a translation, use translate(Vector3dc).
xyz - the units to translate in (x, y, z)translation(Vector3dc),
translate(Vector3dc)public Vector3d getTranslation(Vector3d dest)
Matrix4x3dc(m30, m31, m32) of this matrix and store them in the given vector xyz.getTranslation in interface Matrix4x3dcdest - will hold the translation components of this matrixpublic Vector3d getScale(Vector3d dest)
Matrix4x3dcthis matrix for the three base axes.getScale in interface Matrix4x3dcdest - will hold the scaling factors for x, y and zpublic String toString()
This method creates a new DecimalFormat on every invocation with the format string "0.000E0;-".
public String toString(NumberFormat formatter)
NumberFormat.formatter - the NumberFormat used to format the matrix values withpublic Matrix4x3d get(Matrix4x3d dest)
this matrix and store them into
dest.
This is the reverse method of set(Matrix4x3dc) and allows to obtain
intermediate calculation results when chaining multiple transformations.
get in interface Matrix4x3dcdest - the destination matrixset(Matrix4x3dc)public Quaternionf getUnnormalizedRotation(Quaternionf dest)
Matrix4x3dcthis matrix and store the represented rotation
into the given Quaternionf.
This method assumes that the first three column vectors of the left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
getUnnormalizedRotation in interface Matrix4x3dcdest - the destination QuaternionfQuaternionf.setFromUnnormalized(Matrix4x3dc)public Quaternionf getNormalizedRotation(Quaternionf dest)
Matrix4x3dcthis matrix and store the represented rotation
into the given Quaternionf.
This method assumes that the first three column vectors of the left 3x3 submatrix are normalized.
getNormalizedRotation in interface Matrix4x3dcdest - the destination QuaternionfQuaternionf.setFromNormalized(Matrix4x3dc)public Quaterniond getUnnormalizedRotation(Quaterniond dest)
Matrix4x3dcthis matrix and store the represented rotation
into the given Quaterniond.
This method assumes that the first three column vectors of the left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
getUnnormalizedRotation in interface Matrix4x3dcdest - the destination QuaterniondQuaterniond.setFromUnnormalized(Matrix4x3dc)public Quaterniond getNormalizedRotation(Quaterniond dest)
Matrix4x3dcthis matrix and store the represented rotation
into the given Quaterniond.
This method assumes that the first three column vectors of the left 3x3 submatrix are normalized.
getNormalizedRotation in interface Matrix4x3dcdest - the destination QuaterniondQuaterniond.setFromNormalized(Matrix4x3dc)public DoubleBuffer get(DoubleBuffer buffer)
Matrix4x3dcDoubleBuffer at the current
buffer position.
This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which
the matrix is stored, use Matrix4x3dc.get(int, DoubleBuffer), taking
the absolute position as parameter.
get in interface Matrix4x3dcbuffer - will receive the values of this matrix in column-major order at its current positionMatrix4x3dc.get(int, DoubleBuffer)public DoubleBuffer get(int index, DoubleBuffer buffer)
Matrix4x3dcDoubleBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given DoubleBuffer.
get in interface Matrix4x3dcindex - the absolute position into the DoubleBufferbuffer - will receive the values of this matrix in column-major orderpublic FloatBuffer get(FloatBuffer buffer)
Matrix4x3dcFloatBuffer at the current
buffer position.
This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which
the matrix is stored, use Matrix4x3dc.get(int, FloatBuffer), taking
the absolute position as parameter.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
get in interface Matrix4x3dcbuffer - will receive the values of this matrix in column-major order at its current positionMatrix4x3dc.get(int, FloatBuffer)public FloatBuffer get(int index, FloatBuffer buffer)
Matrix4x3dcFloatBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given FloatBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
get in interface Matrix4x3dcindex - the absolute position into the FloatBufferbuffer - will receive the values of this matrix in column-major orderpublic ByteBuffer get(ByteBuffer buffer)
Matrix4x3dcByteBuffer at the current
buffer position.
This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the matrix is stored, use Matrix4x3dc.get(int, ByteBuffer), taking
the absolute position as parameter.
get in interface Matrix4x3dcbuffer - will receive the values of this matrix in column-major order at its current positionMatrix4x3dc.get(int, ByteBuffer)public ByteBuffer get(int index, ByteBuffer buffer)
Matrix4x3dcByteBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
get in interface Matrix4x3dcindex - the absolute position into the ByteBufferbuffer - will receive the values of this matrix in column-major orderpublic ByteBuffer getFloats(ByteBuffer buffer)
Matrix4x3dcByteBuffer at the current
buffer position.
This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the matrix is stored, use Matrix4x3dc.getFloats(int, ByteBuffer), taking
the absolute position as parameter.
getFloats in interface Matrix4x3dcbuffer - will receive the elements of this matrix as float values in column-major order at its current positionMatrix4x3dc.getFloats(int, ByteBuffer)public ByteBuffer getFloats(int index, ByteBuffer buffer)
Matrix4x3dcByteBuffer
starting at the specified absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given ByteBuffer.
getFloats in interface Matrix4x3dcindex - the absolute position into the ByteBufferbuffer - will receive the elements of this matrix as float values in column-major orderpublic double[] get(double[] arr,
int offset)
Matrix4x3dcget in interface Matrix4x3dcarr - the array to write the matrix values intooffset - the offset into the arraypublic double[] get(double[] arr)
Matrix4x3dc
In order to specify an explicit offset into the array, use the method Matrix4x3dc.get(double[], int).
get in interface Matrix4x3dcarr - the array to write the matrix values intoMatrix4x3dc.get(double[], int)public float[] get(float[] arr,
int offset)
Matrix4x3dcPlease note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
get in interface Matrix4x3dcarr - the array to write the matrix values intooffset - the offset into the arraypublic float[] get(float[] arr)
Matrix4x3dcPlease note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
In order to specify an explicit offset into the array, use the method Matrix4x3dc.get(float[], int).
get in interface Matrix4x3dcarr - the array to write the matrix values intoMatrix4x3dc.get(float[], int)public float[] get4x4(float[] arr,
int offset)
Matrix4x3dcthis and the last row is (0, 0, 0, 1).
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
get4x4 in interface Matrix4x3dcarr - the array to write the matrix values intooffset - the offset into the arraypublic float[] get4x4(float[] arr)
Matrix4x3dcthis and the last row is (0, 0, 0, 1).
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
In order to specify an explicit offset into the array, use the method Matrix4x3dc.get4x4(float[], int).
get4x4 in interface Matrix4x3dcarr - the array to write the matrix values intoMatrix4x3dc.get4x4(float[], int)public double[] get4x4(double[] arr,
int offset)
Matrix4x3dcthis and the last row is (0, 0, 0, 1).get4x4 in interface Matrix4x3dcarr - the array to write the matrix values intooffset - the offset into the arraypublic double[] get4x4(double[] arr)
Matrix4x3dcthis and the last row is (0, 0, 0, 1).
In order to specify an explicit offset into the array, use the method Matrix4x3dc.get4x4(double[], int).
get4x4 in interface Matrix4x3dcarr - the array to write the matrix values intoMatrix4x3dc.get4x4(double[], int)public DoubleBuffer get4x4(DoubleBuffer buffer)
Matrix4x3dcDoubleBuffer at the current
buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which
the matrix is stored, use Matrix4x3dc.get4x4(int, DoubleBuffer), taking
the absolute position as parameter.
get4x4 in interface Matrix4x3dcbuffer - will receive the values of this matrix in column-major order at its current positionMatrix4x3dc.get4x4(int, DoubleBuffer)public DoubleBuffer get4x4(int index, DoubleBuffer buffer)
Matrix4x3dcDoubleBuffer starting at the specified
absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
This method will not increment the position of the given DoubleBuffer.
get4x4 in interface Matrix4x3dcindex - the absolute position into the DoubleBufferbuffer - will receive the values of this matrix in column-major orderpublic ByteBuffer get4x4(ByteBuffer buffer)
Matrix4x3dcByteBuffer at the current
buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the matrix is stored, use Matrix4x3dc.get4x4(int, ByteBuffer), taking
the absolute position as parameter.
get4x4 in interface Matrix4x3dcbuffer - will receive the values of this matrix in column-major order at its current positionMatrix4x3dc.get4x4(int, ByteBuffer)public ByteBuffer get4x4(int index, ByteBuffer buffer)
Matrix4x3dcByteBuffer starting at the specified
absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
This method will not increment the position of the given ByteBuffer.
get4x4 in interface Matrix4x3dcindex - the absolute position into the ByteBufferbuffer - will receive the values of this matrix in column-major orderpublic DoubleBuffer getTransposed(DoubleBuffer buffer)
Matrix4x3dcDoubleBuffer at the current
buffer position.
This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which
the matrix is stored, use Matrix4x3dc.getTransposed(int, DoubleBuffer), taking
the absolute position as parameter.
getTransposed in interface Matrix4x3dcbuffer - will receive the values of this matrix in row-major order at its current positionMatrix4x3dc.getTransposed(int, DoubleBuffer)public DoubleBuffer getTransposed(int index, DoubleBuffer buffer)
Matrix4x3dcDoubleBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given DoubleBuffer.
getTransposed in interface Matrix4x3dcindex - the absolute position into the DoubleBufferbuffer - will receive the values of this matrix in row-major orderpublic ByteBuffer getTransposed(ByteBuffer buffer)
Matrix4x3dcByteBuffer at the current
buffer position.
This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the matrix is stored, use Matrix4x3dc.getTransposed(int, ByteBuffer), taking
the absolute position as parameter.
getTransposed in interface Matrix4x3dcbuffer - will receive the values of this matrix in row-major order at its current positionMatrix4x3dc.getTransposed(int, ByteBuffer)public ByteBuffer getTransposed(int index, ByteBuffer buffer)
Matrix4x3dcByteBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
getTransposed in interface Matrix4x3dcindex - the absolute position into the ByteBufferbuffer - will receive the values of this matrix in row-major orderpublic FloatBuffer getTransposed(FloatBuffer buffer)
Matrix4x3dcFloatBuffer at the current
buffer position.
This method will not increment the position of the given FloatBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which
the matrix is stored, use Matrix4x3dc.getTransposed(int, FloatBuffer), taking
the absolute position as parameter.
getTransposed in interface Matrix4x3dcbuffer - will receive the values of this matrix in row-major order at its current positionMatrix4x3dc.getTransposed(int, FloatBuffer)public FloatBuffer getTransposed(int index, FloatBuffer buffer)
Matrix4x3dcFloatBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given FloatBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
getTransposed in interface Matrix4x3dcindex - the absolute position into the FloatBufferbuffer - will receive the values of this matrix in row-major orderpublic ByteBuffer getTransposedFloats(ByteBuffer buffer)
Matrix4x3dcByteBuffer at the current
buffer position.
This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
In order to specify the offset into the ByteBuffer at which
the matrix is stored, use Matrix4x3dc.getTransposedFloats(int, ByteBuffer), taking
the absolute position as parameter.
getTransposedFloats in interface Matrix4x3dcbuffer - will receive the values of this matrix as float values in row-major order at its current positionMatrix4x3dc.getTransposedFloats(int, ByteBuffer)public ByteBuffer getTransposedFloats(int index, ByteBuffer buffer)
Matrix4x3dcByteBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
getTransposedFloats in interface Matrix4x3dcindex - the absolute position into the ByteBufferbuffer - will receive the values of this matrix as float values in row-major orderpublic double[] getTransposed(double[] arr,
int offset)
Matrix4x3dcgetTransposed in interface Matrix4x3dcarr - the array to write the matrix values intooffset - the offset into the arraypublic double[] getTransposed(double[] arr)
Matrix4x3dc
In order to specify an explicit offset into the array, use the method Matrix4x3dc.getTransposed(double[], int).
getTransposed in interface Matrix4x3dcarr - the array to write the matrix values intoMatrix4x3dc.getTransposed(double[], int)public Matrix4x3d zero()
public Matrix4x3d scaling(double factor)
The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to post-multiply a scaling transformation directly to a
matrix, use scale() instead.
factor - the scale factor in x, y and zscale(double)public Matrix4x3d scaling(double x, double y, double z)
x - the scale in xy - the scale in yz - the scale in zpublic Matrix4x3d scaling(Vector3dc xyz)
xyz.x, xyz.y and xyz.z, respectively.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to post-multiply a scaling transformation directly to a
matrix use scale() instead.
xyz - the scale in x, y and z, respectivelyscale(Vector3dc)public Matrix4x3d rotation(double angle, double x, double y, double z)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
From Wikipedia
angle - the angle in radiansx - the x-coordinate of the axis to rotate abouty - the y-coordinate of the axis to rotate aboutz - the z-coordinate of the axis to rotate aboutpublic Matrix4x3d rotationX(double ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
ang - the angle in radianspublic Matrix4x3d rotationY(double ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
ang - the angle in radianspublic Matrix4x3d rotationZ(double ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
ang - the angle in radianspublic Matrix4x3d rotationXYZ(double angleX, double angleY, double angleZ)
angleX radians about the X axis, followed by a rotation
of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: rotationX(angleX).rotateY(angleY).rotateZ(angleZ)
angleX - the angle to rotate about XangleY - the angle to rotate about YangleZ - the angle to rotate about Zpublic Matrix4x3d rotationZYX(double angleZ, double angleY, double angleX)
angleZ radians about the Z axis, followed by a rotation
of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: rotationZ(angleZ).rotateY(angleY).rotateX(angleX)
angleZ - the angle to rotate about ZangleY - the angle to rotate about YangleX - the angle to rotate about Xpublic Matrix4x3d rotationYXZ(double angleY, double angleX, double angleZ)
angleY radians about the Y axis, followed by a rotation
of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: rotationY(angleY).rotateX(angleX).rotateZ(angleZ)
angleY - the angle to rotate about YangleX - the angle to rotate about XangleZ - the angle to rotate about Zpublic Matrix4x3d setRotationXYZ(double angleX, double angleY, double angleZ)
angleX radians about the X axis, followed by a rotation
of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
angleX - the angle to rotate about XangleY - the angle to rotate about YangleZ - the angle to rotate about Zpublic Matrix4x3d setRotationZYX(double angleZ, double angleY, double angleX)
angleZ radians about the Z axis, followed by a rotation
of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
angleZ - the angle to rotate about ZangleY - the angle to rotate about YangleX - the angle to rotate about Xpublic Matrix4x3d setRotationYXZ(double angleY, double angleX, double angleZ)
angleY radians about the Y axis, followed by a rotation
of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
angleY - the angle to rotate about YangleX - the angle to rotate about XangleZ - the angle to rotate about Zpublic Matrix4x3d rotation(double angle, Vector3dc axis)
The axis described by the axis vector needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
angle - the angle in radiansaxis - the axis to rotate aboutpublic Matrix4x3d rotation(double angle, Vector3fc axis)
The axis described by the axis vector needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
angle - the angle in radiansaxis - the axis to rotate aboutpublic Vector4d transform(Vector4d v)
Matrix4x3dctransform in interface Matrix4x3dcv - the vector to transform and to hold the final resultVector4d.mul(Matrix4x3dc)public Vector4d transform(Vector4dc v, Vector4d dest)
Matrix4x3dcdest.transform in interface Matrix4x3dcv - the vector to transformdest - will contain the resultVector4d.mul(Matrix4x3dc, Vector4d)public Vector3d transformPosition(Vector3d v)
Matrix4x3dcThe given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space rather than a direction.
In order to store the result in another vector, use Matrix4x3dc.transformPosition(Vector3dc, Vector3d).
transformPosition in interface Matrix4x3dcv - the vector to transform and to hold the final resultMatrix4x3dc.transformPosition(Vector3dc, Vector3d),
Matrix4x3dc.transform(Vector4d)public Vector3d transformPosition(Vector3dc v, Vector3d dest)
Matrix4x3dcdest.
The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space rather than a direction.
In order to store the result in the same vector, use Matrix4x3dc.transformPosition(Vector3d).
transformPosition in interface Matrix4x3dcv - the vector to transformdest - will hold the resultMatrix4x3dc.transformPosition(Vector3d),
Matrix4x3dc.transform(Vector4dc, Vector4d)public Vector3d transformDirection(Vector3d v)
Matrix4x3dc
The given 3D-vector is treated as a 4D-vector with its w-component being 0.0, so it
will represent a direction in 3D-space rather than a position. This method will therefore
not take the translation part of the matrix into account.
In order to store the result in another vector, use Matrix4x3dc.transformDirection(Vector3dc, Vector3d).
transformDirection in interface Matrix4x3dcv - the vector to transform and to hold the final resultpublic Vector3d transformDirection(Vector3dc v, Vector3d dest)
Matrix4x3dcdest.
The given 3D-vector is treated as a 4D-vector with its w-component being 0.0, so it
will represent a direction in 3D-space rather than a position. This method will therefore
not take the translation part of the matrix into account.
In order to store the result in the same vector, use Matrix4x3dc.transformDirection(Vector3d).
transformDirection in interface Matrix4x3dcv - the vector to transform and to hold the final resultdest - will hold the resultpublic Matrix4x3d set3x3(Matrix3dc mat)
Matrix4x3d to the given Matrix3dc and don't change the other elements.mat - the 3x3 matrixpublic Matrix4x3d set3x3(Matrix3fc mat)
Matrix4x3d to the given Matrix3fc and don't change the other elements.mat - the 3x3 matrixpublic Matrix4x3d scale(Vector3dc xyz, Matrix4x3d dest)
Matrix4x3dcthis matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively and store the result in dest.
If M is this matrix and S the scaling matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v
, the scaling will be applied first!
scale in interface Matrix4x3dcxyz - the factors of the x, y and z component, respectivelydest - will hold the resultpublic Matrix4x3d scale(Vector3dc xyz)
xyz.x,
xyz.y and xyz.z factors, respectively.
If M is this matrix and S the scaling matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
scaling will be applied first!
xyz - the factors of the x, y and z component, respectivelypublic Matrix4x3d scale(double x, double y, double z, Matrix4x3d dest)
Matrix4x3dcthis matrix by scaling the base axes by the given x,
y and z factors and store the result in dest.
If M is this matrix and S the scaling matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v
, the scaling will be applied first!
scale in interface Matrix4x3dcx - the factor of the x componenty - the factor of the y componentz - the factor of the z componentdest - will hold the resultpublic Matrix4x3d scale(double x, double y, double z)
this matrix by scaling the base axes by the given x,
y and z factors.
If M is this matrix and S the scaling matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v
, the scaling will be applied first!
x - the factor of the x componenty - the factor of the y componentz - the factor of the z componentpublic Matrix4x3d scale(double xyz, Matrix4x3d dest)
Matrix4x3dcdest.
If M is this matrix and S the scaling matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v
, the scaling will be applied first!
scale in interface Matrix4x3dcxyz - the factor for all componentsdest - will hold the resultMatrix4x3dc.scale(double, double, double, Matrix4x3d)public Matrix4x3d scale(double xyz)
If M is this matrix and S the scaling matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v
, the scaling will be applied first!
xyz - the factor for all componentsscale(double, double, double)public Matrix4x3d scaleXY(double x, double y, Matrix4x3d dest)
Matrix4x3dcx and the Y axis by y
and store the result in dest.
If M is this matrix and S the scaling matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
scaling will be applied first!
scaleXY in interface Matrix4x3dcx - the factor of the x componenty - the factor of the y componentdest - will hold the resultpublic Matrix4x3d scaleXY(double x, double y)
x and the Y axis by y.
If M is this matrix and S the scaling matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
scaling will be applied first!
x - the factor of the x componenty - the factor of the y componentpublic Matrix4x3d scaleLocal(double x, double y, double z, Matrix4x3d dest)
Matrix4x3dcthis matrix by scaling the base axes by the given x,
y and z factors and store the result in dest.
If M is this matrix and S the scaling matrix,
then the new matrix will be S * M. So when transforming a
vector v with the new matrix by using S * M * v
, the scaling will be applied last!
scaleLocal in interface Matrix4x3dcx - the factor of the x componenty - the factor of the y componentz - the factor of the z componentdest - will hold the resultpublic Matrix4x3d scaleLocal(double x, double y, double z)
If M is this matrix and S the scaling matrix,
then the new matrix will be S * M. So when transforming a
vector v with the new matrix by using S * M * v, the
scaling will be applied last!
x - the factor of the x componenty - the factor of the y componentz - the factor of the z componentpublic Matrix4x3d rotate(double ang, double x, double y, double z, Matrix4x3d dest)
Matrix4x3dcdest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v
, the rotation will be applied first!
rotate in interface Matrix4x3dcang - the angle is in radiansx - the x component of the axisy - the y component of the axisz - the z component of the axisdest - will hold the resultpublic Matrix4x3d rotate(double ang, double x, double y, double z)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v
, the rotation will be applied first!
In order to set the matrix to a rotation matrix without post-multiplying the rotation
transformation, use rotation().
ang - the angle is in radiansx - the x component of the axisy - the y component of the axisz - the z component of the axisrotation(double, double, double, double)public Matrix4x3d rotateTranslation(double ang, double x, double y, double z, Matrix4x3d dest)
(x, y, z) axis and store the result in dest.
This method assumes this to only contain a translation.
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
In order to set the matrix to a rotation matrix without post-multiplying the rotation
transformation, use rotation().
Reference: http://en.wikipedia.org
rotateTranslation in interface Matrix4x3dcang - the angle in radiansx - the x component of the axisy - the y component of the axisz - the z component of the axisdest - will hold the resultrotation(double, double, double, double)public Matrix4x3d rotateAround(Quaterniondc quat, double ox, double oy, double oz)
Quaterniondc to this matrix while using (ox, oy, oz) as the rotation origin.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q. So when transforming a
vector v with the new matrix by using M * Q * v,
the quaternion rotation will be applied first!
This method is equivalent to calling: translate(ox, oy, oz).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
quat - the Quaterniondcox - the x coordinate of the rotation originoy - the y coordinate of the rotation originoz - the z coordinate of the rotation originpublic Matrix4x3d rotateAround(Quaterniondc quat, double ox, double oy, double oz, Matrix4x3d dest)
Matrix4x3dcQuaterniondc to this matrix while using (ox, oy, oz) as the rotation origin,
and store the result in dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q. So when transforming a
vector v with the new matrix by using M * Q * v,
the quaternion rotation will be applied first!
This method is equivalent to calling: translate(ox, oy, oz, dest).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
rotateAround in interface Matrix4x3dcquat - the Quaterniondcox - the x coordinate of the rotation originoy - the y coordinate of the rotation originoz - the z coordinate of the rotation origindest - will hold the resultpublic Matrix4x3d rotationAround(Quaterniondc quat, double ox, double oy, double oz)
Quaterniondc while using (ox, oy, oz) as the rotation origin.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(ox, oy, oz).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
quat - the Quaterniondcox - the x coordinate of the rotation originoy - the y coordinate of the rotation originoz - the z coordinate of the rotation originpublic Matrix4x3d rotateLocal(double ang, double x, double y, double z, Matrix4x3d dest)
(x, y, z) axis and store the result in dest.
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be R * M. So when transforming a
vector v with the new matrix by using R * M * v, the
rotation will be applied last!
In order to set the matrix to a rotation matrix without pre-multiplying the rotation
transformation, use rotation().
Reference: http://en.wikipedia.org
rotateLocal in interface Matrix4x3dcang - the angle in radiansx - the x component of the axisy - the y component of the axisz - the z component of the axisdest - will hold the resultrotation(double, double, double, double)public Matrix4x3d rotateLocal(double ang, double x, double y, double z)
(x, y, z) axis.
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be R * M. So when transforming a
vector v with the new matrix by using R * M * v, the
rotation will be applied last!
In order to set the matrix to a rotation matrix without pre-multiplying the rotation
transformation, use rotation().
Reference: http://en.wikipedia.org
ang - the angle in radiansx - the x component of the axisy - the y component of the axisz - the z component of the axisrotation(double, double, double, double)public Matrix4x3d rotateLocalX(double ang, Matrix4x3d dest)
dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be R * M. So when transforming a
vector v with the new matrix by using R * M * v, the
rotation will be applied last!
In order to set the matrix to a rotation matrix without pre-multiplying the rotation
transformation, use rotationX().
Reference: http://en.wikipedia.org
ang - the angle in radians to rotate about the X axisdest - will hold the resultrotationX(double)public Matrix4x3d rotateLocalX(double ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be R * M. So when transforming a
vector v with the new matrix by using R * M * v, the
rotation will be applied last!
In order to set the matrix to a rotation matrix without pre-multiplying the rotation
transformation, use rotationX().
Reference: http://en.wikipedia.org
ang - the angle in radians to rotate about the X axisrotationX(double)public Matrix4x3d rotateLocalY(double ang, Matrix4x3d dest)
dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be R * M. So when transforming a
vector v with the new matrix by using R * M * v, the
rotation will be applied last!
In order to set the matrix to a rotation matrix without pre-multiplying the rotation
transformation, use rotationY().
Reference: http://en.wikipedia.org
ang - the angle in radians to rotate about the Y axisdest - will hold the resultrotationY(double)public Matrix4x3d rotateLocalY(double ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be R * M. So when transforming a
vector v with the new matrix by using R * M * v, the
rotation will be applied last!
In order to set the matrix to a rotation matrix without pre-multiplying the rotation
transformation, use rotationY().
Reference: http://en.wikipedia.org
ang - the angle in radians to rotate about the Y axisrotationY(double)public Matrix4x3d rotateLocalZ(double ang, Matrix4x3d dest)
dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be R * M. So when transforming a
vector v with the new matrix by using R * M * v, the
rotation will be applied last!
In order to set the matrix to a rotation matrix without pre-multiplying the rotation
transformation, use rotationZ().
Reference: http://en.wikipedia.org
ang - the angle in radians to rotate about the Z axisdest - will hold the resultrotationZ(double)public Matrix4x3d rotateLocalZ(double ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be R * M. So when transforming a
vector v with the new matrix by using R * M * v, the
rotation will be applied last!
In order to set the matrix to a rotation matrix without pre-multiplying the rotation
transformation, use rotationY().
Reference: http://en.wikipedia.org
ang - the angle in radians to rotate about the Z axisrotationY(double)public Matrix4x3d translate(Vector3dc offset)
If M is this matrix and T the translation
matrix, then the new matrix will be M * T. So when
transforming a vector v with the new matrix by using
M * T * v, the translation will be applied first!
In order to set the matrix to a translation transformation without post-multiplying
it, use translation(Vector3dc).
offset - the number of units in x, y and z by which to translatetranslation(Vector3dc)public Matrix4x3d translate(Vector3dc offset, Matrix4x3d dest)
dest.
If M is this matrix and T the translation
matrix, then the new matrix will be M * T. So when
transforming a vector v with the new matrix by using
M * T * v, the translation will be applied first!
In order to set the matrix to a translation transformation without post-multiplying
it, use translation(Vector3dc).
translate in interface Matrix4x3dcoffset - the number of units in x, y and z by which to translatedest - will hold the resulttranslation(Vector3dc)public Matrix4x3d translate(Vector3fc offset)
If M is this matrix and T the translation
matrix, then the new matrix will be M * T. So when
transforming a vector v with the new matrix by using
M * T * v, the translation will be applied first!
In order to set the matrix to a translation transformation without post-multiplying
it, use translation(Vector3fc).
offset - the number of units in x, y and z by which to translatetranslation(Vector3fc)public Matrix4x3d translate(Vector3fc offset, Matrix4x3d dest)
dest.
If M is this matrix and T the translation
matrix, then the new matrix will be M * T. So when
transforming a vector v with the new matrix by using
M * T * v, the translation will be applied first!
In order to set the matrix to a translation transformation without post-multiplying
it, use translation(Vector3fc).
translate in interface Matrix4x3dcoffset - the number of units in x, y and z by which to translatedest - will hold the resulttranslation(Vector3fc)public Matrix4x3d translate(double x, double y, double z, Matrix4x3d dest)
dest.
If M is this matrix and T the translation
matrix, then the new matrix will be M * T. So when
transforming a vector v with the new matrix by using
M * T * v, the translation will be applied first!
In order to set the matrix to a translation transformation without post-multiplying
it, use translation(double, double, double).
translate in interface Matrix4x3dcx - the offset to translate in xy - the offset to translate in yz - the offset to translate in zdest - will hold the resulttranslation(double, double, double)public Matrix4x3d translate(double x, double y, double z)
If M is this matrix and T the translation
matrix, then the new matrix will be M * T. So when
transforming a vector v with the new matrix by using
M * T * v, the translation will be applied first!
In order to set the matrix to a translation transformation without post-multiplying
it, use translation(double, double, double).
x - the offset to translate in xy - the offset to translate in yz - the offset to translate in ztranslation(double, double, double)public Matrix4x3d translateLocal(Vector3fc offset)
If M is this matrix and T the translation
matrix, then the new matrix will be T * M. So when
transforming a vector v with the new matrix by using
T * M * v, the translation will be applied last!
In order to set the matrix to a translation transformation without pre-multiplying
it, use translation(Vector3fc).
offset - the number of units in x, y and z by which to translatetranslation(Vector3fc)public Matrix4x3d translateLocal(Vector3fc offset, Matrix4x3d dest)
dest.
If M is this matrix and T the translation
matrix, then the new matrix will be T * M. So when
transforming a vector v with the new matrix by using
T * M * v, the translation will be applied last!
In order to set the matrix to a translation transformation without pre-multiplying
it, use translation(Vector3fc).
translateLocal in interface Matrix4x3dcoffset - the number of units in x, y and z by which to translatedest - will hold the resulttranslation(Vector3fc)public Matrix4x3d translateLocal(Vector3dc offset)
If M is this matrix and T the translation
matrix, then the new matrix will be T * M. So when
transforming a vector v with the new matrix by using
T * M * v, the translation will be applied last!
In order to set the matrix to a translation transformation without pre-multiplying
it, use translation(Vector3dc).
offset - the number of units in x, y and z by which to translatetranslation(Vector3dc)public Matrix4x3d translateLocal(Vector3dc offset, Matrix4x3d dest)
dest.
If M is this matrix and T the translation
matrix, then the new matrix will be T * M. So when
transforming a vector v with the new matrix by using
T * M * v, the translation will be applied last!
In order to set the matrix to a translation transformation without pre-multiplying
it, use translation(Vector3dc).
translateLocal in interface Matrix4x3dcoffset - the number of units in x, y and z by which to translatedest - will hold the resulttranslation(Vector3dc)public Matrix4x3d translateLocal(double x, double y, double z, Matrix4x3d dest)
dest.
If M is this matrix and T the translation
matrix, then the new matrix will be T * M. So when
transforming a vector v with the new matrix by using
T * M * v, the translation will be applied last!
In order to set the matrix to a translation transformation without pre-multiplying
it, use translation(double, double, double).
translateLocal in interface Matrix4x3dcx - the offset to translate in xy - the offset to translate in yz - the offset to translate in zdest - will hold the resulttranslation(double, double, double)public Matrix4x3d translateLocal(double x, double y, double z)
If M is this matrix and T the translation
matrix, then the new matrix will be T * M. So when
transforming a vector v with the new matrix by using
T * M * v, the translation will be applied last!
In order to set the matrix to a translation transformation without pre-multiplying
it, use translation(double, double, double).
x - the offset to translate in xy - the offset to translate in yz - the offset to translate in ztranslation(double, double, double)public void writeExternal(ObjectOutput out) throws IOException
writeExternal in interface ExternalizableIOExceptionpublic void readExternal(ObjectInput in) throws IOException
readExternal in interface ExternalizableIOExceptionpublic Matrix4x3d rotateX(double ang, Matrix4x3d dest)
Matrix4x3dcdest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
Reference: http://en.wikipedia.org
rotateX in interface Matrix4x3dcang - the angle in radiansdest - will hold the resultpublic Matrix4x3d rotateX(double ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
Reference: http://en.wikipedia.org
ang - the angle in radianspublic Matrix4x3d rotateY(double ang, Matrix4x3d dest)
Matrix4x3dcdest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
Reference: http://en.wikipedia.org
rotateY in interface Matrix4x3dcang - the angle in radiansdest - will hold the resultpublic Matrix4x3d rotateY(double ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
Reference: http://en.wikipedia.org
ang - the angle in radianspublic Matrix4x3d rotateZ(double ang, Matrix4x3d dest)
Matrix4x3dcdest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
Reference: http://en.wikipedia.org
rotateZ in interface Matrix4x3dcang - the angle in radiansdest - will hold the resultpublic Matrix4x3d rotateZ(double ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
Reference: http://en.wikipedia.org
ang - the angle in radianspublic Matrix4x3d rotateXYZ(Vector3d angles)
angles.x radians about the X axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.z radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
This method is equivalent to calling: rotateX(angles.x).rotateY(angles.y).rotateZ(angles.z)
angles - the Euler anglespublic Matrix4x3d rotateXYZ(double angleX, double angleY, double angleZ)
angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and
followed by a rotation of angleZ radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
This method is equivalent to calling: rotateX(angleX).rotateY(angleY).rotateZ(angleZ)
angleX - the angle to rotate about XangleY - the angle to rotate about YangleZ - the angle to rotate about Zpublic Matrix4x3d rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest)
Matrix4x3dcangleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and
followed by a rotation of angleZ radians about the Z axis and store the result in dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
This method is equivalent to calling: rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
rotateXYZ in interface Matrix4x3dcangleX - the angle to rotate about XangleY - the angle to rotate about YangleZ - the angle to rotate about Zdest - will hold the resultpublic Matrix4x3d rotateZYX(Vector3d angles)
angles.z radians about the Z axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.x radians about the X axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
This method is equivalent to calling: rotateZ(angles.z).rotateY(angles.y).rotateX(angles.x)
angles - the Euler anglespublic Matrix4x3d rotateZYX(double angleZ, double angleY, double angleX)
angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and
followed by a rotation of angleX radians about the X axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
This method is equivalent to calling: rotateZ(angleZ).rotateY(angleY).rotateX(angleX)
angleZ - the angle to rotate about ZangleY - the angle to rotate about YangleX - the angle to rotate about Xpublic Matrix4x3d rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest)
Matrix4x3dcangleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and
followed by a rotation of angleX radians about the X axis and store the result in dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
This method is equivalent to calling: rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
rotateZYX in interface Matrix4x3dcangleZ - the angle to rotate about ZangleY - the angle to rotate about YangleX - the angle to rotate about Xdest - will hold the resultpublic Matrix4x3d rotateYXZ(Vector3d angles)
angles.y radians about the Y axis, followed by a rotation of angles.x radians about the X axis and
followed by a rotation of angles.z radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
This method is equivalent to calling: rotateY(angles.y).rotateX(angles.x).rotateZ(angles.z)
angles - the Euler anglespublic Matrix4x3d rotateYXZ(double angleY, double angleX, double angleZ)
angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and
followed by a rotation of angleZ radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
This method is equivalent to calling: rotateY(angleY).rotateX(angleX).rotateZ(angleZ)
angleY - the angle to rotate about YangleX - the angle to rotate about XangleZ - the angle to rotate about Zpublic Matrix4x3d rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest)
Matrix4x3dcangleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and
followed by a rotation of angleZ radians about the Z axis and store the result in dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and R the rotation matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
rotation will be applied first!
This method is equivalent to calling: rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
rotateYXZ in interface Matrix4x3dcangleY - the angle to rotate about YangleX - the angle to rotate about XangleZ - the angle to rotate about Zdest - will hold the resultpublic Matrix4x3d rotation(AxisAngle4f angleAxis)
AxisAngle4f.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation,
use rotate() instead.
Reference: http://en.wikipedia.org
angleAxis - the AxisAngle4f (needs to be normalized)rotate(AxisAngle4f)public Matrix4x3d rotation(AxisAngle4d angleAxis)
AxisAngle4d.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation,
use rotate() instead.
Reference: http://en.wikipedia.org
angleAxis - the AxisAngle4d (needs to be normalized)rotate(AxisAngle4d)public Matrix4x3d rotation(Quaterniondc quat)
Quaterniondc.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation,
use rotate() instead.
Reference: http://en.wikipedia.org
quat - the Quaterniondcrotate(Quaterniondc)public Matrix4x3d rotation(Quaternionfc quat)
Quaternionfc.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation,
use rotate() instead.
Reference: http://en.wikipedia.org
quat - the Quaternionfcrotate(Quaternionfc)public Matrix4x3d translationRotateScale(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz)
this matrix to T * R * S, where T is a translation by the given (tx, ty, tz),
R is a rotation transformation specified by the quaternion (qx, qy, qz, qw), and S is a scaling transformation
which scales the three axes x, y and z by (sx, sy, sz).
When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz)
tx - the number of units by which to translate the x-componentty - the number of units by which to translate the y-componenttz - the number of units by which to translate the z-componentqx - the x-coordinate of the vector part of the quaternionqy - the y-coordinate of the vector part of the quaternionqz - the z-coordinate of the vector part of the quaternionqw - the scalar part of the quaternionsx - the scaling factor for the x-axissy - the scaling factor for the y-axissz - the scaling factor for the z-axistranslation(double, double, double),
rotate(Quaterniondc),
scale(double, double, double)public Matrix4x3d translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale.
When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(translation).rotate(quat).scale(scale)
translation - the translationquat - the quaternion representing a rotationscale - the scaling factorstranslation(Vector3fc),
rotate(Quaternionfc)public Matrix4x3d translationRotateScale(Vector3dc translation, Quaterniondc quat, Vector3dc scale)
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale.
When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(translation).rotate(quat).scale(scale)
translation - the translationquat - the quaternion representing a rotationscale - the scaling factorstranslation(Vector3dc),
rotate(Quaterniondc)public Matrix4x3d translationRotateScaleMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz, Matrix4x3dc m)
this matrix to T * R * S * M, where T is a translation by the given (tx, ty, tz),
R is a rotation transformation specified by the quaternion (qx, qy, qz, qw), S is a scaling transformation
which scales the three axes x, y and z by (sx, sy, sz).
When transforming a vector by the resulting matrix the transformation described by M will be applied first, then the scaling, then rotation and
at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz).mul(m)
tx - the number of units by which to translate the x-componentty - the number of units by which to translate the y-componenttz - the number of units by which to translate the z-componentqx - the x-coordinate of the vector part of the quaternionqy - the y-coordinate of the vector part of the quaternionqz - the z-coordinate of the vector part of the quaternionqw - the scalar part of the quaternionsx - the scaling factor for the x-axissy - the scaling factor for the y-axissz - the scaling factor for the z-axism - the matrix to multiply bytranslation(double, double, double),
rotate(Quaterniondc),
scale(double, double, double),
mul(Matrix4x3dc)public Matrix4x3d translationRotateScaleMul(Vector3dc translation, Quaterniondc quat, Vector3dc scale, Matrix4x3dc m)
this matrix to T * R * S * M, where T is the given translation,
R is a rotation transformation specified by the given quaternion, S is a scaling transformation
which scales the axes by scale.
When transforming a vector by the resulting matrix the transformation described by M will be applied first, then the scaling, then rotation and
at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(translation).rotate(quat).scale(scale).mul(m)
translation - the translationquat - the quaternion representing a rotationscale - the scaling factorsm - the matrix to multiply bytranslation(Vector3dc),
rotate(Quaterniondc),
mul(Matrix4x3dc)public Matrix4x3d translationRotate(double tx, double ty, double tz, Quaterniondc quat)
this matrix to T * R, where T is a translation by the given (tx, ty, tz) and
R is a rotation transformation specified by the given quaternion.
When transforming a vector by the resulting matrix the rotation transformation will be applied first and then the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(tx, ty, tz).rotate(quat)
tx - the number of units by which to translate the x-componentty - the number of units by which to translate the y-componenttz - the number of units by which to translate the z-componentquat - the quaternion representing a rotationtranslation(double, double, double),
rotate(Quaterniondc)public Matrix4x3d translationRotateMul(double tx, double ty, double tz, Quaternionfc quat, Matrix4x3dc mat)
this matrix to T * R * M, where T is a translation by the given (tx, ty, tz),
R is a rotation - and possibly scaling - transformation specified by the given quaternion and M is the given matrix mat.
When transforming a vector by the resulting matrix the transformation described by M will be applied first, then the scaling, then rotation and
at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(tx, ty, tz).rotate(quat).mul(mat)
tx - the number of units by which to translate the x-componentty - the number of units by which to translate the y-componenttz - the number of units by which to translate the z-componentquat - the quaternion representing a rotationmat - the matrix to multiply withtranslation(double, double, double),
rotate(Quaternionfc),
mul(Matrix4x3dc)public Matrix4x3d translationRotateMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, Matrix4x3dc mat)
this matrix to T * R * M, where T is a translation by the given (tx, ty, tz),
R is a rotation - and possibly scaling - transformation specified by the quaternion (qx, qy, qz, qw) and M is the given matrix mat
When transforming a vector by the resulting matrix the transformation described by M will be applied first, then the scaling, then rotation and
at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(tx, ty, tz).rotate(quat).mul(mat)
tx - the number of units by which to translate the x-componentty - the number of units by which to translate the y-componenttz - the number of units by which to translate the z-componentqx - the x-coordinate of the vector part of the quaternionqy - the y-coordinate of the vector part of the quaternionqz - the z-coordinate of the vector part of the quaternionqw - the scalar part of the quaternionmat - the matrix to multiply withtranslation(double, double, double),
rotate(Quaternionfc),
mul(Matrix4x3dc)public Matrix4x3d rotate(Quaterniondc quat, Matrix4x3d dest)
Quaterniondc to this matrix and store
the result in dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q. So when transforming a
vector v with the new matrix by using M * Q * v,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaterniondc).
Reference: http://en.wikipedia.org
rotate in interface Matrix4x3dcquat - the Quaterniondcdest - will hold the resultrotation(Quaterniondc)public Matrix4x3d rotate(Quaternionfc quat, Matrix4x3d dest)
Quaternionfc to this matrix and store
the result in dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q. So when transforming a
vector v with the new matrix by using M * Q * v,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaternionfc).
Reference: http://en.wikipedia.org
rotate in interface Matrix4x3dcquat - the Quaternionfcdest - will hold the resultrotation(Quaternionfc)public Matrix4x3d rotate(Quaterniondc quat)
Quaterniondc to this matrix.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q. So when transforming a
vector v with the new matrix by using M * Q * v,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaterniondc).
Reference: http://en.wikipedia.org
quat - the Quaterniondcrotation(Quaterniondc)public Matrix4x3d rotate(Quaternionfc quat)
Quaternionfc to this matrix.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q. So when transforming a
vector v with the new matrix by using M * Q * v,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaternionfc).
Reference: http://en.wikipedia.org
quat - the Quaternionfcrotation(Quaternionfc)public Matrix4x3d rotateTranslation(Quaterniondc quat, Matrix4x3d dest)
Quaterniondc to this matrix, which is assumed to only contain a translation, and store
the result in dest.
This method assumes this to only contain a translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q. So when transforming a
vector v with the new matrix by using M * Q * v,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaterniondc).
Reference: http://en.wikipedia.org
rotateTranslation in interface Matrix4x3dcquat - the Quaterniondcdest - will hold the resultrotation(Quaterniondc)public Matrix4x3d rotateTranslation(Quaternionfc quat, Matrix4x3d dest)
Quaternionfc to this matrix, which is assumed to only contain a translation, and store
the result in dest.
This method assumes this to only contain a translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q. So when transforming a
vector v with the new matrix by using M * Q * v,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaternionfc).
Reference: http://en.wikipedia.org
rotateTranslation in interface Matrix4x3dcquat - the Quaternionfcdest - will hold the resultrotation(Quaternionfc)public Matrix4x3d rotateLocal(Quaterniondc quat, Matrix4x3d dest)
Quaterniondc to this matrix and store
the result in dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be Q * M. So when transforming a
vector v with the new matrix by using Q * M * v,
the quaternion rotation will be applied last!
In order to set the matrix to a rotation transformation without pre-multiplying,
use rotation(Quaterniondc).
Reference: http://en.wikipedia.org
rotateLocal in interface Matrix4x3dcquat - the Quaterniondcdest - will hold the resultrotation(Quaterniondc)public Matrix4x3d rotateLocal(Quaterniondc quat)
Quaterniondc to this matrix.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be Q * M. So when transforming a
vector v with the new matrix by using Q * M * v,
the quaternion rotation will be applied last!
In order to set the matrix to a rotation transformation without pre-multiplying,
use rotation(Quaterniondc).
Reference: http://en.wikipedia.org
quat - the Quaterniondcrotation(Quaterniondc)public Matrix4x3d rotateLocal(Quaternionfc quat, Matrix4x3d dest)
Quaternionfc to this matrix and store
the result in dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be Q * M. So when transforming a
vector v with the new matrix by using Q * M * v,
the quaternion rotation will be applied last!
In order to set the matrix to a rotation transformation without pre-multiplying,
use rotation(Quaternionfc).
Reference: http://en.wikipedia.org
rotateLocal in interface Matrix4x3dcquat - the Quaternionfcdest - will hold the resultrotation(Quaternionfc)public Matrix4x3d rotateLocal(Quaternionfc quat)
Quaternionfc to this matrix.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and Q the rotation matrix obtained from the given quaternion,
then the new matrix will be Q * M. So when transforming a
vector v with the new matrix by using Q * M * v,
the quaternion rotation will be applied last!
In order to set the matrix to a rotation transformation without pre-multiplying,
use rotation(Quaternionfc).
Reference: http://en.wikipedia.org
quat - the Quaternionfcrotation(Quaternionfc)public Matrix4x3d rotate(AxisAngle4f axisAngle)
AxisAngle4f, to this matrix.
The axis described by the axis vector needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and A the rotation matrix obtained from the given AxisAngle4f,
then the new matrix will be M * A. So when transforming a
vector v with the new matrix by using M * A * v,
the AxisAngle4f rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(AxisAngle4f).
Reference: http://en.wikipedia.org
axisAngle - the AxisAngle4f (needs to be normalized)rotate(double, double, double, double),
rotation(AxisAngle4f)public Matrix4x3d rotate(AxisAngle4f axisAngle, Matrix4x3d dest)
AxisAngle4f and store the result in dest.
The axis described by the axis vector needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and A the rotation matrix obtained from the given AxisAngle4f,
then the new matrix will be M * A. So when transforming a
vector v with the new matrix by using M * A * v,
the AxisAngle4f rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(AxisAngle4f).
Reference: http://en.wikipedia.org
rotate in interface Matrix4x3dcaxisAngle - the AxisAngle4f (needs to be normalized)dest - will hold the resultrotate(double, double, double, double),
rotation(AxisAngle4f)public Matrix4x3d rotate(AxisAngle4d axisAngle)
AxisAngle4d, to this matrix.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and A the rotation matrix obtained from the given AxisAngle4d,
then the new matrix will be M * A. So when transforming a
vector v with the new matrix by using M * A * v,
the AxisAngle4d rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(AxisAngle4d).
Reference: http://en.wikipedia.org
axisAngle - the AxisAngle4d (needs to be normalized)rotate(double, double, double, double),
rotation(AxisAngle4d)public Matrix4x3d rotate(AxisAngle4d axisAngle, Matrix4x3d dest)
AxisAngle4d and store the result in dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and A the rotation matrix obtained from the given AxisAngle4d,
then the new matrix will be M * A. So when transforming a
vector v with the new matrix by using M * A * v,
the AxisAngle4d rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(AxisAngle4d).
Reference: http://en.wikipedia.org
rotate in interface Matrix4x3dcaxisAngle - the AxisAngle4d (needs to be normalized)dest - will hold the resultrotate(double, double, double, double),
rotation(AxisAngle4d)public Matrix4x3d rotate(double angle, Vector3dc axis)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and A the rotation matrix obtained from the given angle and axis,
then the new matrix will be M * A. So when transforming a
vector v with the new matrix by using M * A * v,
the axis-angle rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(double, Vector3dc).
Reference: http://en.wikipedia.org
angle - the angle in radiansaxis - the rotation axis (needs to be normalized)rotate(double, double, double, double),
rotation(double, Vector3dc)public Matrix4x3d rotate(double angle, Vector3dc axis, Matrix4x3d dest)
dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and A the rotation matrix obtained from the given angle and axis,
then the new matrix will be M * A. So when transforming a
vector v with the new matrix by using M * A * v,
the axis-angle rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(double, Vector3dc).
Reference: http://en.wikipedia.org
rotate in interface Matrix4x3dcangle - the angle in radiansaxis - the rotation axis (needs to be normalized)dest - will hold the resultrotate(double, double, double, double),
rotation(double, Vector3dc)public Matrix4x3d rotate(double angle, Vector3fc axis)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and A the rotation matrix obtained from the given angle and axis,
then the new matrix will be M * A. So when transforming a
vector v with the new matrix by using M * A * v,
the axis-angle rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(double, Vector3fc).
Reference: http://en.wikipedia.org
angle - the angle in radiansaxis - the rotation axis (needs to be normalized)rotate(double, double, double, double),
rotation(double, Vector3fc)public Matrix4x3d rotate(double angle, Vector3fc axis, Matrix4x3d dest)
dest.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M is this matrix and A the rotation matrix obtained from the given angle and axis,
then the new matrix will be M * A. So when transforming a
vector v with the new matrix by using M * A * v,
the axis-angle rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(double, Vector3fc).
Reference: http://en.wikipedia.org
rotate in interface Matrix4x3dcangle - the angle in radiansaxis - the rotation axis (needs to be normalized)dest - will hold the resultrotate(double, double, double, double),
rotation(double, Vector3fc)public Vector4d getRow(int row, Vector4d dest) throws IndexOutOfBoundsException
Matrix4x3dcrow index, starting with 0.getRow in interface Matrix4x3dcrow - the row index in [0..2]dest - will hold the row componentsIndexOutOfBoundsException - if row is not in [0..2]public Matrix4x3d setRow(int row, Vector4dc src) throws IndexOutOfBoundsException
row index, starting with 0.row - the row index in [0..2]src - the row components to setIndexOutOfBoundsException - if row is not in [0..2]public Vector3d getColumn(int column, Vector3d dest) throws IndexOutOfBoundsException
Matrix4x3dccolumn index, starting with 0.getColumn in interface Matrix4x3dccolumn - the column index in [0..3]dest - will hold the column componentsIndexOutOfBoundsException - if column is not in [0..3]public Matrix4x3d setColumn(int column, Vector3dc src) throws IndexOutOfBoundsException
column index, starting with 0.column - the column index in [0..3]src - the column components to setIndexOutOfBoundsException - if column is not in [0..3]public Matrix4x3d normal()
this
and store it into the left 3x3 submatrix of this.
All other values of this will be set to identity.
The normal matrix of m is the transpose of the inverse of m.
Please note that, if this is an orthogonal matrix or a matrix whose columns are orthogonal vectors,
then this method need not be invoked, since in that case this itself is its normal matrix.
In that case, use set3x3(Matrix4x3dc) to set a given Matrix4x3d to only the left 3x3 submatrix
of this matrix.
set3x3(Matrix4x3dc)public Matrix4x3d normal(Matrix4x3d dest)
this
and store it into the left 3x3 submatrix of dest.
All other values of dest will be set to identity.
The normal matrix of m is the transpose of the inverse of m.
Please note that, if this is an orthogonal matrix or a matrix whose columns are orthogonal vectors,
then this method need not be invoked, since in that case this itself is its normal matrix.
In that case, use set3x3(Matrix4x3dc) to set a given Matrix4x3d to only the left 3x3 submatrix
of a given matrix.
normal in interface Matrix4x3dcdest - will hold the resultset3x3(Matrix4x3dc)public Matrix3d normal(Matrix3d dest)
Matrix4x3dcthis
and store it into dest.
The normal matrix of m is the transpose of the inverse of m.
normal in interface Matrix4x3dcdest - will hold the resultpublic Matrix4x3d normalize3x3()
The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
public Matrix4x3d normalize3x3(Matrix4x3d dest)
Matrix4x3dcdest.
The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
normalize3x3 in interface Matrix4x3dcdest - will hold the resultpublic Matrix3d normalize3x3(Matrix3d dest)
Matrix4x3dcdest.
The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
normalize3x3 in interface Matrix4x3dcdest - will hold the resultpublic Matrix4x3d reflect(double a, double b, double c, double d, Matrix4x3d dest)
Matrix4x3dcx*a + y*b + z*c + d = 0 and store the result in dest.
The vector (a, b, c) must be a unit vector.
If M is this matrix and R the reflection matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
reflection will be applied first!
Reference: msdn.microsoft.com
reflect in interface Matrix4x3dca - the x factor in the plane equationb - the y factor in the plane equationc - the z factor in the plane equationd - the constant in the plane equationdest - will hold the resultpublic Matrix4x3d reflect(double a, double b, double c, double d)
x*a + y*b + z*c + d = 0.
The vector (a, b, c) must be a unit vector.
If M is this matrix and R the reflection matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
reflection will be applied first!
Reference: msdn.microsoft.com
a - the x factor in the plane equationb - the y factor in the plane equationc - the z factor in the plane equationd - the constant in the plane equationpublic Matrix4x3d reflect(double nx, double ny, double nz, double px, double py, double pz)
If M is this matrix and R the reflection matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
reflection will be applied first!
nx - the x-coordinate of the plane normalny - the y-coordinate of the plane normalnz - the z-coordinate of the plane normalpx - the x-coordinate of a point on the planepy - the y-coordinate of a point on the planepz - the z-coordinate of a point on the planepublic Matrix4x3d reflect(double nx, double ny, double nz, double px, double py, double pz, Matrix4x3d dest)
Matrix4x3dcdest.
If M is this matrix and R the reflection matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
reflection will be applied first!
reflect in interface Matrix4x3dcnx - the x-coordinate of the plane normalny - the y-coordinate of the plane normalnz - the z-coordinate of the plane normalpx - the x-coordinate of a point on the planepy - the y-coordinate of a point on the planepz - the z-coordinate of a point on the planedest - will hold the resultpublic Matrix4x3d reflect(Vector3dc normal, Vector3dc point)
If M is this matrix and R the reflection matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
reflection will be applied first!
normal - the plane normalpoint - a point on the planepublic Matrix4x3d reflect(Quaterniondc orientation, Vector3dc point)
This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene.
It is assumed that the default mirror plane's normal is (0, 0, 1). So, if the given Quaterniondc is
the identity (does not apply any additional rotation), the reflection plane will be z=0, offset by the given point.
If M is this matrix and R the reflection matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
reflection will be applied first!
orientation - the plane orientation relative to an implied normal vector of (0, 0, 1)point - a point on the planepublic Matrix4x3d reflect(Quaterniondc orientation, Vector3dc point, Matrix4x3d dest)
Matrix4x3dcdest.
This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene.
It is assumed that the default mirror plane's normal is (0, 0, 1). So, if the given Quaterniondc is
the identity (does not apply any additional rotation), the reflection plane will be z=0, offset by the given point.
If M is this matrix and R the reflection matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
reflection will be applied first!
reflect in interface Matrix4x3dcorientation - the plane orientationpoint - a point on the planedest - will hold the resultpublic Matrix4x3d reflect(Vector3dc normal, Vector3dc point, Matrix4x3d dest)
Matrix4x3dcdest.
If M is this matrix and R the reflection matrix,
then the new matrix will be M * R. So when transforming a
vector v with the new matrix by using M * R * v, the
reflection will be applied first!
reflect in interface Matrix4x3dcnormal - the plane normalpoint - a point on the planedest - will hold the resultpublic Matrix4x3d reflection(double a, double b, double c, double d)
x*a + y*b + z*c + d = 0.
The vector (a, b, c) must be a unit vector.
Reference: msdn.microsoft.com
a - the x factor in the plane equationb - the y factor in the plane equationc - the z factor in the plane equationd - the constant in the plane equationpublic Matrix4x3d reflection(double nx, double ny, double nz, double px, double py, double pz)
nx - the x-coordinate of the plane normalny - the y-coordinate of the plane normalnz - the z-coordinate of the plane normalpx - the x-coordinate of a point on the planepy - the y-coordinate of a point on the planepz - the z-coordinate of a point on the planepublic Matrix4x3d reflection(Vector3dc normal, Vector3dc point)
normal - the plane normalpoint - a point on the planepublic Matrix4x3d reflection(Quaterniondc orientation, Vector3dc point)
This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene.
It is assumed that the default mirror plane's normal is (0, 0, 1). So, if the given Quaterniondc is
the identity (does not apply any additional rotation), the reflection plane will be z=0, offset by the given point.
orientation - the plane orientationpoint - a point on the planepublic Matrix4x3d ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
dest.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho().
Reference: http://www.songho.ca
ortho in interface Matrix4x3dcleft - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distancezZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falsedest - will hold the resultsetOrtho(double, double, double, double, double, double, boolean)public Matrix4x3d ortho(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest)
[-1..+1] to this matrix and store the result in dest.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho().
Reference: http://www.songho.ca
ortho in interface Matrix4x3dcleft - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distancedest - will hold the resultsetOrtho(double, double, double, double, double, double)public Matrix4x3d ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distancezZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falsesetOrtho(double, double, double, double, double, double, boolean)public Matrix4x3d ortho(double left, double right, double bottom, double top, double zNear, double zFar)
[-1..+1] to this matrix.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distancesetOrtho(double, double, double, double, double, double)public Matrix4x3d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
dest.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrthoLH().
Reference: http://www.songho.ca
orthoLH in interface Matrix4x3dcleft - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distancezZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falsedest - will hold the resultsetOrthoLH(double, double, double, double, double, double, boolean)public Matrix4x3d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest)
[-1..+1] to this matrix and store the result in dest.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrthoLH().
Reference: http://www.songho.ca
orthoLH in interface Matrix4x3dcleft - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distancedest - will hold the resultsetOrthoLH(double, double, double, double, double, double)public Matrix4x3d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrthoLH().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distancezZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falsesetOrthoLH(double, double, double, double, double, double, boolean)public Matrix4x3d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar)
[-1..+1] to this matrix.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrthoLH().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distancesetOrthoLH(double, double, double, double, double, double)public Matrix4x3d setOrtho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
In order to apply the orthographic projection to an already existing transformation,
use ortho().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distancezZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falseortho(double, double, double, double, double, double, boolean)public Matrix4x3d setOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
[-1..+1].
In order to apply the orthographic projection to an already existing transformation,
use ortho().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distanceortho(double, double, double, double, double, double)public Matrix4x3d setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
In order to apply the orthographic projection to an already existing transformation,
use orthoLH().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distancezZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falseorthoLH(double, double, double, double, double, double, boolean)public Matrix4x3d setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar)
[-1..+1].
In order to apply the orthographic projection to an already existing transformation,
use orthoLH().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgezNear - near clipping plane distancezFar - far clipping plane distanceorthoLH(double, double, double, double, double, double)public Matrix4x3d orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
dest.
This method is equivalent to calling ortho() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetric().
Reference: http://www.songho.ca
orthoSymmetric in interface Matrix4x3dcwidth - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distancedest - will hold the resultzZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falsesetOrthoSymmetric(double, double, double, double, boolean)public Matrix4x3d orthoSymmetric(double width, double height, double zNear, double zFar, Matrix4x3d dest)
[-1..+1] to this matrix and store the result in dest.
This method is equivalent to calling ortho() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetric().
Reference: http://www.songho.ca
orthoSymmetric in interface Matrix4x3dcwidth - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distancedest - will hold the resultsetOrthoSymmetric(double, double, double, double)public Matrix4x3d orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne)
This method is equivalent to calling ortho() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetric().
Reference: http://www.songho.ca
width - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distancezZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falsesetOrthoSymmetric(double, double, double, double, boolean)public Matrix4x3d orthoSymmetric(double width, double height, double zNear, double zFar)
[-1..+1] to this matrix.
This method is equivalent to calling ortho() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetric().
Reference: http://www.songho.ca
width - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distancesetOrthoSymmetric(double, double, double, double)public Matrix4x3d orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
dest.
This method is equivalent to calling orthoLH() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetricLH().
Reference: http://www.songho.ca
orthoSymmetricLH in interface Matrix4x3dcwidth - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distancedest - will hold the resultzZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falsesetOrthoSymmetricLH(double, double, double, double, boolean)public Matrix4x3d orthoSymmetricLH(double width, double height, double zNear, double zFar, Matrix4x3d dest)
[-1..+1] to this matrix and store the result in dest.
This method is equivalent to calling orthoLH() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetricLH().
Reference: http://www.songho.ca
orthoSymmetricLH in interface Matrix4x3dcwidth - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distancedest - will hold the resultsetOrthoSymmetricLH(double, double, double, double)public Matrix4x3d orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne)
This method is equivalent to calling orthoLH() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetricLH().
Reference: http://www.songho.ca
width - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distancezZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falsesetOrthoSymmetricLH(double, double, double, double, boolean)public Matrix4x3d orthoSymmetricLH(double width, double height, double zNear, double zFar)
[-1..+1] to this matrix.
This method is equivalent to calling orthoLH() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetricLH().
Reference: http://www.songho.ca
width - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distancesetOrthoSymmetricLH(double, double, double, double)public Matrix4x3d setOrthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne)
This method is equivalent to calling setOrtho() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
In order to apply the symmetric orthographic projection to an already existing transformation,
use orthoSymmetric().
Reference: http://www.songho.ca
width - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distancezZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falseorthoSymmetric(double, double, double, double, boolean)public Matrix4x3d setOrthoSymmetric(double width, double height, double zNear, double zFar)
[-1..+1].
This method is equivalent to calling setOrtho() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
In order to apply the symmetric orthographic projection to an already existing transformation,
use orthoSymmetric().
Reference: http://www.songho.ca
width - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distanceorthoSymmetric(double, double, double, double)public Matrix4x3d setOrthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne)
This method is equivalent to calling setOrtho() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
In order to apply the symmetric orthographic projection to an already existing transformation,
use orthoSymmetricLH().
Reference: http://www.songho.ca
width - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distancezZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when falseorthoSymmetricLH(double, double, double, double, boolean)public Matrix4x3d setOrthoSymmetricLH(double width, double height, double zNear, double zFar)
[-1..+1].
This method is equivalent to calling setOrthoLH() with
left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.
In order to apply the symmetric orthographic projection to an already existing transformation,
use orthoSymmetricLH().
Reference: http://www.songho.ca
width - the distance between the right and left frustum edgesheight - the distance between the top and bottom frustum edgeszNear - near clipping plane distancezFar - far clipping plane distanceorthoSymmetricLH(double, double, double, double)public Matrix4x3d ortho2D(double left, double right, double bottom, double top, Matrix4x3d dest)
dest.
This method is equivalent to calling ortho() with
zNear=-1 and zFar=+1.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho().
Reference: http://www.songho.ca
ortho2D in interface Matrix4x3dcleft - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgedest - will hold the resultortho(double, double, double, double, double, double, Matrix4x3d),
setOrtho2D(double, double, double, double)public Matrix4x3d ortho2D(double left, double right, double bottom, double top)
This method is equivalent to calling ortho() with
zNear=-1 and zFar=+1.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho2D().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgeortho(double, double, double, double, double, double),
setOrtho2D(double, double, double, double)public Matrix4x3d ortho2DLH(double left, double right, double bottom, double top, Matrix4x3d dest)
dest.
This method is equivalent to calling orthoLH() with
zNear=-1 and zFar=+1.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrthoLH().
Reference: http://www.songho.ca
ortho2DLH in interface Matrix4x3dcleft - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgedest - will hold the resultorthoLH(double, double, double, double, double, double, Matrix4x3d),
setOrtho2DLH(double, double, double, double)public Matrix4x3d ortho2DLH(double left, double right, double bottom, double top)
This method is equivalent to calling orthoLH() with
zNear=-1 and zFar=+1.
If M is this matrix and O the orthographic projection matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho2DLH().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgeorthoLH(double, double, double, double, double, double),
setOrtho2DLH(double, double, double, double)public Matrix4x3d setOrtho2D(double left, double right, double bottom, double top)
This method is equivalent to calling setOrtho() with
zNear=-1 and zFar=+1.
In order to apply the orthographic projection to an already existing transformation,
use ortho2D().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgesetOrtho(double, double, double, double, double, double),
ortho2D(double, double, double, double)public Matrix4x3d setOrtho2DLH(double left, double right, double bottom, double top)
This method is equivalent to calling setOrthoLH() with
zNear=-1 and zFar=+1.
In order to apply the orthographic projection to an already existing transformation,
use ortho2DLH().
Reference: http://www.songho.ca
left - the distance from the center to the left frustum edgeright - the distance from the center to the right frustum edgebottom - the distance from the center to the bottom frustum edgetop - the distance from the center to the top frustum edgesetOrthoLH(double, double, double, double, double, double),
ortho2DLH(double, double, double, double)public Matrix4x3d lookAlong(Vector3dc dir, Vector3dc up)
-z point along dir.
If M is this matrix and L the lookalong rotation matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v, the
lookalong rotation transformation will be applied first!
This is equivalent to calling
lookAt
with eye = (0, 0, 0) and center = dir.
In order to set the matrix to a lookalong transformation without post-multiplying it,
use setLookAlong().
dir - the direction in space to look alongup - the direction of 'up'lookAlong(double, double, double, double, double, double),
lookAt(Vector3dc, Vector3dc, Vector3dc),
setLookAlong(Vector3dc, Vector3dc)public Matrix4x3d lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest)
-z point along dir
and store the result in dest.
If M is this matrix and L the lookalong rotation matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v, the
lookalong rotation transformation will be applied first!
This is equivalent to calling
lookAt
with eye = (0, 0, 0) and center = dir.
In order to set the matrix to a lookalong transformation without post-multiplying it,
use setLookAlong().
lookAlong in interface Matrix4x3dcdir - the direction in space to look alongup - the direction of 'up'dest - will hold the resultlookAlong(double, double, double, double, double, double),
lookAt(Vector3dc, Vector3dc, Vector3dc),
setLookAlong(Vector3dc, Vector3dc)public Matrix4x3d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest)
-z point along dir
and store the result in dest.
If M is this matrix and L the lookalong rotation matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v, the
lookalong rotation transformation will be applied first!
This is equivalent to calling
lookAt()
with eye = (0, 0, 0) and center = dir.
In order to set the matrix to a lookalong transformation without post-multiplying it,
use setLookAlong()
lookAlong in interface Matrix4x3dcdirX - the x-coordinate of the direction to look alongdirY - the y-coordinate of the direction to look alongdirZ - the z-coordinate of the direction to look alongupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectordest - will hold the resultlookAt(double, double, double, double, double, double, double, double, double),
setLookAlong(double, double, double, double, double, double)public Matrix4x3d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
-z point along dir.
If M is this matrix and L the lookalong rotation matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v, the
lookalong rotation transformation will be applied first!
This is equivalent to calling
lookAt()
with eye = (0, 0, 0) and center = dir.
In order to set the matrix to a lookalong transformation without post-multiplying it,
use setLookAlong()
dirX - the x-coordinate of the direction to look alongdirY - the y-coordinate of the direction to look alongdirZ - the z-coordinate of the direction to look alongupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectorlookAt(double, double, double, double, double, double, double, double, double),
setLookAlong(double, double, double, double, double, double)public Matrix4x3d setLookAlong(Vector3dc dir, Vector3dc up)
-z
point along dir.
This is equivalent to calling
setLookAt()
with eye = (0, 0, 0) and center = dir.
In order to apply the lookalong transformation to any previous existing transformation,
use lookAlong(Vector3dc, Vector3dc).
dir - the direction in space to look alongup - the direction of 'up'setLookAlong(Vector3dc, Vector3dc),
lookAlong(Vector3dc, Vector3dc)public Matrix4x3d setLookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
-z
point along dir.
This is equivalent to calling
setLookAt() with eye = (0, 0, 0) and center = dir.
In order to apply the lookalong transformation to any previous existing transformation,
use lookAlong()
dirX - the x-coordinate of the direction to look alongdirY - the y-coordinate of the direction to look alongdirZ - the z-coordinate of the direction to look alongupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectorsetLookAlong(double, double, double, double, double, double),
lookAlong(double, double, double, double, double, double)public Matrix4x3d setLookAt(Vector3dc eye, Vector3dc center, Vector3dc up)
-z with center - eye.
In order to not make use of vectors to specify eye, center and up but use primitives,
like in the GLU function, use setLookAt()
instead.
In order to apply the lookat transformation to a previous existing transformation,
use lookAt().
eye - the position of the cameracenter - the point in space to look atup - the direction of 'up'setLookAt(double, double, double, double, double, double, double, double, double),
lookAt(Vector3dc, Vector3dc, Vector3dc)public Matrix4x3d setLookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
-z with center - eye.
In order to apply the lookat transformation to a previous existing transformation,
use lookAt.
eyeX - the x-coordinate of the eye/camera locationeyeY - the y-coordinate of the eye/camera locationeyeZ - the z-coordinate of the eye/camera locationcenterX - the x-coordinate of the point to look atcenterY - the y-coordinate of the point to look atcenterZ - the z-coordinate of the point to look atupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectorsetLookAt(Vector3dc, Vector3dc, Vector3dc),
lookAt(double, double, double, double, double, double, double, double, double)public Matrix4x3d lookAt(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest)
-z with center - eye and store the result in dest.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAt(Vector3dc, Vector3dc, Vector3dc).
lookAt in interface Matrix4x3dceye - the position of the cameracenter - the point in space to look atup - the direction of 'up'dest - will hold the resultlookAt(double, double, double, double, double, double, double, double, double),
setLookAlong(Vector3dc, Vector3dc)public Matrix4x3d lookAt(Vector3dc eye, Vector3dc center, Vector3dc up)
-z with center - eye.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAt(Vector3dc, Vector3dc, Vector3dc).
eye - the position of the cameracenter - the point in space to look atup - the direction of 'up'lookAt(double, double, double, double, double, double, double, double, double),
setLookAlong(Vector3dc, Vector3dc)public Matrix4x3d lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest)
-z with center - eye and store the result in dest.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAt().
lookAt in interface Matrix4x3dceyeX - the x-coordinate of the eye/camera locationeyeY - the y-coordinate of the eye/camera locationeyeZ - the z-coordinate of the eye/camera locationcenterX - the x-coordinate of the point to look atcenterY - the y-coordinate of the point to look atcenterZ - the z-coordinate of the point to look atupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectordest - will hold the resultlookAt(Vector3dc, Vector3dc, Vector3dc),
setLookAt(double, double, double, double, double, double, double, double, double)public Matrix4x3d lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
-z with center - eye.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAt().
eyeX - the x-coordinate of the eye/camera locationeyeY - the y-coordinate of the eye/camera locationeyeZ - the z-coordinate of the eye/camera locationcenterX - the x-coordinate of the point to look atcenterY - the y-coordinate of the point to look atcenterZ - the z-coordinate of the point to look atupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectorlookAt(Vector3dc, Vector3dc, Vector3dc),
setLookAt(double, double, double, double, double, double, double, double, double)public Matrix4x3d setLookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up)
+z with center - eye.
In order to not make use of vectors to specify eye, center and up but use primitives,
like in the GLU function, use setLookAtLH()
instead.
In order to apply the lookat transformation to a previous existing transformation,
use lookAt().
eye - the position of the cameracenter - the point in space to look atup - the direction of 'up'setLookAtLH(double, double, double, double, double, double, double, double, double),
lookAtLH(Vector3dc, Vector3dc, Vector3dc)public Matrix4x3d setLookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
+z with center - eye.
In order to apply the lookat transformation to a previous existing transformation,
use lookAtLH.
eyeX - the x-coordinate of the eye/camera locationeyeY - the y-coordinate of the eye/camera locationeyeZ - the z-coordinate of the eye/camera locationcenterX - the x-coordinate of the point to look atcenterY - the y-coordinate of the point to look atcenterZ - the z-coordinate of the point to look atupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectorsetLookAtLH(Vector3dc, Vector3dc, Vector3dc),
lookAtLH(double, double, double, double, double, double, double, double, double)public Matrix4x3d lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest)
+z with center - eye and store the result in dest.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAtLH(Vector3dc, Vector3dc, Vector3dc).
lookAtLH in interface Matrix4x3dceye - the position of the cameracenter - the point in space to look atup - the direction of 'up'dest - will hold the resultlookAtLH(double, double, double, double, double, double, double, double, double)public Matrix4x3d lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up)
+z with center - eye.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAtLH(Vector3dc, Vector3dc, Vector3dc).
eye - the position of the cameracenter - the point in space to look atup - the direction of 'up'lookAtLH(double, double, double, double, double, double, double, double, double)public Matrix4x3d lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest)
+z with center - eye and store the result in dest.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAtLH().
lookAtLH in interface Matrix4x3dceyeX - the x-coordinate of the eye/camera locationeyeY - the y-coordinate of the eye/camera locationeyeZ - the z-coordinate of the eye/camera locationcenterX - the x-coordinate of the point to look atcenterY - the y-coordinate of the point to look atcenterZ - the z-coordinate of the point to look atupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectordest - will hold the resultlookAtLH(Vector3dc, Vector3dc, Vector3dc),
setLookAtLH(double, double, double, double, double, double, double, double, double)public Matrix4x3d lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
+z with center - eye.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAtLH().
eyeX - the x-coordinate of the eye/camera locationeyeY - the y-coordinate of the eye/camera locationeyeZ - the z-coordinate of the eye/camera locationcenterX - the x-coordinate of the point to look atcenterY - the y-coordinate of the point to look atcenterZ - the z-coordinate of the point to look atupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectorlookAtLH(Vector3dc, Vector3dc, Vector3dc),
setLookAtLH(double, double, double, double, double, double, double, double, double)public Planed frustumPlane(int which, Planed plane)
Matrix4x3dcthis matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given plane.
Generally, this method computes the frustum plane in the local frame of
any coordinate system that existed before this
transformation was applied to it in order to yield homogeneous clipping space.
The plane normal, which is (a, b, c), is directed "inwards" of the frustum.
Any plane/point test using a*x + b*y + c*z + d therefore will yield a result greater than zero
if the point is within the frustum (i.e. at the positive side of the frustum plane).
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
frustumPlane in interface Matrix4x3dcwhich - one of the six possible planes, given as numeric constants
Matrix4x3dc.PLANE_NX, Matrix4x3dc.PLANE_PX,
Matrix4x3dc.PLANE_NY, Matrix4x3dc.PLANE_PY,
Matrix4x3dc.PLANE_NZ and Matrix4x3dc.PLANE_PZplane - will hold the computed plane equation.
The plane equation will be normalized, meaning that (a, b, c) will be a unit vectorpublic Vector3d positiveZ(Vector3d dir)
Matrix4x3dc+Z before the transformation represented by this matrix is applied.
This method uses the rotation component of the left 3x3 submatrix to obtain the direction
that is transformed to +Z by this matrix.
This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).invert(); inv.transformDirection(dir.set(0, 0, 1)).normalize();If
this is already an orthogonal matrix, then consider using Matrix4x3dc.normalizedPositiveZ(Vector3d) instead.
Reference: http://www.euclideanspace.com
positiveZ in interface Matrix4x3dcdir - will hold the direction of +Zpublic Vector3d normalizedPositiveZ(Vector3d dir)
Matrix4x3dc+Z before the transformation represented by this orthogonal matrix is applied.
This method only produces correct results if this is an orthogonal matrix.
This method uses the rotation component of the left 3x3 submatrix to obtain the direction
that is transformed to +Z by this matrix.
This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).transpose(); inv.transformDirection(dir.set(0, 0, 1)).normalize();
Reference: http://www.euclideanspace.com
normalizedPositiveZ in interface Matrix4x3dcdir - will hold the direction of +Zpublic Vector3d positiveX(Vector3d dir)
Matrix4x3dc+X before the transformation represented by this matrix is applied.
This method uses the rotation component of the left 3x3 submatrix to obtain the direction
that is transformed to +X by this matrix.
This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).invert(); inv.transformDirection(dir.set(1, 0, 0)).normalize();If
this is already an orthogonal matrix, then consider using Matrix4x3dc.normalizedPositiveX(Vector3d) instead.
Reference: http://www.euclideanspace.com
positiveX in interface Matrix4x3dcdir - will hold the direction of +Xpublic Vector3d normalizedPositiveX(Vector3d dir)
Matrix4x3dc+X before the transformation represented by this orthogonal matrix is applied.
This method only produces correct results if this is an orthogonal matrix.
This method uses the rotation component of the left 3x3 submatrix to obtain the direction
that is transformed to +X by this matrix.
This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).transpose(); inv.transformDirection(dir.set(1, 0, 0)).normalize();
Reference: http://www.euclideanspace.com
normalizedPositiveX in interface Matrix4x3dcdir - will hold the direction of +Xpublic Vector3d positiveY(Vector3d dir)
Matrix4x3dc+Y before the transformation represented by this matrix is applied.
This method uses the rotation component of the left 3x3 submatrix to obtain the direction
that is transformed to +Y by this matrix.
This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).invert(); inv.transformDirection(dir.set(0, 1, 0)).normalize();If
this is already an orthogonal matrix, then consider using Matrix4x3dc.normalizedPositiveY(Vector3d) instead.
Reference: http://www.euclideanspace.com
positiveY in interface Matrix4x3dcdir - will hold the direction of +Ypublic Vector3d normalizedPositiveY(Vector3d dir)
Matrix4x3dc+Y before the transformation represented by this orthogonal matrix is applied.
This method only produces correct results if this is an orthogonal matrix.
This method uses the rotation component of the left 3x3 submatrix to obtain the direction
that is transformed to +Y by this matrix.
This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).transpose(); inv.transformDirection(dir.set(0, 1, 0)).normalize();
Reference: http://www.euclideanspace.com
normalizedPositiveY in interface Matrix4x3dcdir - will hold the direction of +Ypublic Vector3d origin(Vector3d origin)
Matrix4x3dcthis matrix.
This can be used to get the position of the "camera" from a given view transformation matrix.
This method is equivalent to the following code:
Matrix4x3f inv = new Matrix4x3f(this).invert(); inv.transformPosition(origin.set(0, 0, 0));
origin in interface Matrix4x3dcorigin - will hold the position transformed to the originpublic Matrix4x3d shadow(Vector4dc light, double a, double b, double c, double d)
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light.
If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M is this matrix and S the shadow matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
reflection will be applied first!
Reference: ftp.sgi.com
light - the light's vectora - the x factor in the plane equationb - the y factor in the plane equationc - the z factor in the plane equationd - the constant in the plane equationpublic Matrix4x3d shadow(Vector4dc light, double a, double b, double c, double d, Matrix4x3d dest)
Matrix4x3dcx*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light
and store the result in dest.
If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M is this matrix and S the shadow matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
reflection will be applied first!
Reference: ftp.sgi.com
shadow in interface Matrix4x3dclight - the light's vectora - the x factor in the plane equationb - the y factor in the plane equationc - the z factor in the plane equationd - the constant in the plane equationdest - will hold the resultpublic Matrix4x3d shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d)
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW).
If lightW is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M is this matrix and S the shadow matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
reflection will be applied first!
Reference: ftp.sgi.com
lightX - the x-component of the light's vectorlightY - the y-component of the light's vectorlightZ - the z-component of the light's vectorlightW - the w-component of the light's vectora - the x factor in the plane equationb - the y factor in the plane equationc - the z factor in the plane equationd - the constant in the plane equationpublic Matrix4x3d shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d, Matrix4x3d dest)
Matrix4x3dcx*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW)
and store the result in dest.
If lightW is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M is this matrix and S the shadow matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
reflection will be applied first!
Reference: ftp.sgi.com
shadow in interface Matrix4x3dclightX - the x-component of the light's vectorlightY - the y-component of the light's vectorlightZ - the z-component of the light's vectorlightW - the w-component of the light's vectora - the x factor in the plane equationb - the y factor in the plane equationc - the z factor in the plane equationd - the constant in the plane equationdest - will hold the resultpublic Matrix4x3d shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest)
Matrix4x3dcy = 0 as if casting a shadow from a given light position/direction light
and store the result in dest.
Before the shadow projection is applied, the plane is transformed via the specified planeTransformation.
If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M is this matrix and S the shadow matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
reflection will be applied first!
shadow in interface Matrix4x3dclight - the light's vectorplaneTransform - the transformation to transform the implied plane y = 0 before applying the projectiondest - will hold the resultpublic Matrix4x3d shadow(Vector4dc light, Matrix4x3dc planeTransform)
y = 0 as if casting a shadow from a given light position/direction light.
Before the shadow projection is applied, the plane is transformed via the specified planeTransformation.
If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M is this matrix and S the shadow matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
reflection will be applied first!
light - the light's vectorplaneTransform - the transformation to transform the implied plane y = 0 before applying the projectionpublic Matrix4x3d shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform, Matrix4x3d dest)
Matrix4x3dcy = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW)
and store the result in dest.
Before the shadow projection is applied, the plane is transformed via the specified planeTransformation.
If lightW is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M is this matrix and S the shadow matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
reflection will be applied first!
shadow in interface Matrix4x3dclightX - the x-component of the light vectorlightY - the y-component of the light vectorlightZ - the z-component of the light vectorlightW - the w-component of the light vectorplaneTransform - the transformation to transform the implied plane y = 0 before applying the projectiondest - will hold the resultpublic Matrix4x3d shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform)
y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW).
Before the shadow projection is applied, the plane is transformed via the specified planeTransformation.
If lightW is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M is this matrix and S the shadow matrix,
then the new matrix will be M * S. So when transforming a
vector v with the new matrix by using M * S * v, the
reflection will be applied first!
lightX - the x-component of the light vectorlightY - the y-component of the light vectorlightZ - the z-component of the light vectorlightW - the w-component of the light vectorplaneTransform - the transformation to transform the implied plane y = 0 before applying the projectionpublic Matrix4x3d billboardCylindrical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up)
objPos towards
a target position at targetPos while constraining a cylindrical rotation around the given up vector.
This method can be used to create the complete model transformation for a given object, including the translation of the object to
its position objPos.
objPos - the position of the object to rotate towards targetPostargetPos - the position of the target (for example the camera) towards which to rotate the objectup - the rotation axis (must be normalized)public Matrix4x3d billboardSpherical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up)
objPos towards
a target position at targetPos.
This method can be used to create the complete model transformation for a given object, including the translation of the object to
its position objPos.
If preserving an up vector is not necessary when rotating the +Z axis, then a shortest arc rotation can be obtained
using billboardSpherical(Vector3dc, Vector3dc).
objPos - the position of the object to rotate towards targetPostargetPos - the position of the target (for example the camera) towards which to rotate the objectup - the up axis used to orient the objectbillboardSpherical(Vector3dc, Vector3dc)public Matrix4x3d billboardSpherical(Vector3dc objPos, Vector3dc targetPos)
objPos towards
a target position at targetPos using a shortest arc rotation by not preserving any up vector of the object.
This method can be used to create the complete model transformation for a given object, including the translation of the object to
its position objPos.
In order to specify an up vector which needs to be maintained when rotating the +Z axis of the object,
use billboardSpherical(Vector3dc, Vector3dc, Vector3dc).
objPos - the position of the object to rotate towards targetPostargetPos - the position of the target (for example the camera) towards which to rotate the objectbillboardSpherical(Vector3dc, Vector3dc, Vector3dc)public boolean equals(Matrix4x3dc m, double delta)
Matrix4x3dcthis matrix with the given matrix using the given delta
and return whether all of them are equal within a maximum difference of delta.
Please note that this method is not used by any data structure such as ArrayList HashSet or HashMap
and their operations, such as ArrayList.contains(Object) or HashSet.remove(Object), since those
data structures only use the Object.equals(Object) and Object.hashCode() methods.
equals in interface Matrix4x3dcm - the other matrixdelta - the allowed maximum differencetrue whether all of the matrix elements are equal; false otherwisepublic Matrix4x3d pick(double x, double y, double width, double height, int[] viewport, Matrix4x3d dest)
Matrix4x3dc(x, y) as the pick center
and the given (width, height) as the size of the picking region in window coordinates, and store the result
in dest.pick in interface Matrix4x3dcx - the x coordinate of the picking region center in window coordinatesy - the y coordinate of the picking region center in window coordinateswidth - the width of the picking region in window coordinatesheight - the height of the picking region in window coordinatesviewport - the viewport described by [x, y, width, height]dest - the destination matrix, which will hold the resultpublic Matrix4x3d pick(double x, double y, double width, double height, int[] viewport)
(x, y) as the pick center
and the given (width, height) as the size of the picking region in window coordinates.x - the x coordinate of the picking region center in window coordinatesy - the y coordinate of the picking region center in window coordinateswidth - the width of the picking region in window coordinatesheight - the height of the picking region in window coordinatesviewport - the viewport described by [x, y, width, height]public Matrix4x3d swap(Matrix4x3d other)
this matrix with the given other matrix.other - the other matrix to exchange the values withpublic Matrix4x3d arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY, Matrix4x3d dest)
Matrix4x3dcradius and center (centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles, and store the result in dest.
This method is equivalent to calling: translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)
arcball in interface Matrix4x3dcradius - the arcball radiuscenterX - the x coordinate of the center position of the arcballcenterY - the y coordinate of the center position of the arcballcenterZ - the z coordinate of the center position of the arcballangleX - the rotation angle around the X axis in radiansangleY - the rotation angle around the Y axis in radiansdest - will hold the resultpublic Matrix4x3d arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest)
Matrix4x3dcradius and center
position of the arcball and the specified X and Y rotation angles, and store the result in dest.
This method is equivalent to calling: translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-center.x, -center.y, -center.z)
arcball in interface Matrix4x3dcradius - the arcball radiuscenter - the center position of the arcballangleX - the rotation angle around the X axis in radiansangleY - the rotation angle around the Y axis in radiansdest - will hold the resultpublic Matrix4x3d arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY)
radius and center (centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles.
This method is equivalent to calling: translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)
radius - the arcball radiuscenterX - the x coordinate of the center position of the arcballcenterY - the y coordinate of the center position of the arcballcenterZ - the z coordinate of the center position of the arcballangleX - the rotation angle around the X axis in radiansangleY - the rotation angle around the Y axis in radianspublic Matrix4x3d arcball(double radius, Vector3dc center, double angleX, double angleY)
radius and center
position of the arcball and the specified X and Y rotation angles.
This method is equivalent to calling: translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-center.x, -center.y, -center.z)
radius - the arcball radiuscenter - the center position of the arcballangleX - the rotation angle around the X axis in radiansangleY - the rotation angle around the Y axis in radianspublic Matrix4x3d transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax)
Matrix4x3dc(minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax.
Reference: http://dev.theomader.com
transformAab in interface Matrix4x3dcminX - the x coordinate of the minimum corner of the axis-aligned boxminY - the y coordinate of the minimum corner of the axis-aligned boxminZ - the z coordinate of the minimum corner of the axis-aligned boxmaxX - the x coordinate of the maximum corner of the axis-aligned boxmaxY - the y coordinate of the maximum corner of the axis-aligned boxmaxZ - the y coordinate of the maximum corner of the axis-aligned boxoutMin - will hold the minimum corner of the resulting axis-aligned boxoutMax - will hold the maximum corner of the resulting axis-aligned boxpublic Matrix4x3d transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax)
Matrix4x3dcmin and maximum corner max
by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax.transformAab in interface Matrix4x3dcmin - the minimum corner of the axis-aligned boxmax - the maximum corner of the axis-aligned boxoutMin - will hold the minimum corner of the resulting axis-aligned boxoutMax - will hold the maximum corner of the resulting axis-aligned boxpublic Matrix4x3d lerp(Matrix4x3dc other, double t)
this and other using the given interpolation factor t
and store the result in this.
If t is 0.0 then the result is this. If the interpolation factor is 1.0
then the result is other.
other - the other matrixt - the interpolation factor between 0.0 and 1.0public Matrix4x3d lerp(Matrix4x3dc other, double t, Matrix4x3d dest)
Matrix4x3dcthis and other using the given interpolation factor t
and store the result in dest.
If t is 0.0 then the result is this. If the interpolation factor is 1.0
then the result is other.
lerp in interface Matrix4x3dcother - the other matrixt - the interpolation factor between 0.0 and 1.0dest - will hold the resultpublic Matrix4x3d rotateTowards(Vector3dc dir, Vector3dc up, Matrix4x3d dest)
+Z axis with dir
and store the result in dest.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying it,
use rotationTowards().
This method is equivalent to calling: mul(new Matrix4x3d().lookAt(new Vector3d(), new Vector3d(dir).negate(), up).invert(), dest)
rotateTowards in interface Matrix4x3dcdir - the direction to rotate towardsup - the up vectordest - will hold the resultrotateTowards(double, double, double, double, double, double, Matrix4x3d),
rotationTowards(Vector3dc, Vector3dc)public Matrix4x3d rotateTowards(Vector3dc dir, Vector3dc up)
+Z axis with dir.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying it,
use rotationTowards().
This method is equivalent to calling: mul(new Matrix4x3d().lookAt(new Vector3d(), new Vector3d(dir).negate(), up).invert())
dir - the direction to orient towardsup - the up vectorrotateTowards(double, double, double, double, double, double),
rotationTowards(Vector3dc, Vector3dc)public Matrix4x3d rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
+Z axis with (dirX, dirY, dirZ).
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying it,
use rotationTowards().
This method is equivalent to calling: mul(new Matrix4x3d().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invert())
dirX - the x-coordinate of the direction to rotate towardsdirY - the y-coordinate of the direction to rotate towardsdirZ - the z-coordinate of the direction to rotate towardsupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectorrotateTowards(Vector3dc, Vector3dc),
rotationTowards(double, double, double, double, double, double)public Matrix4x3d rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest)
+Z axis with (dirX, dirY, dirZ)
and store the result in dest.
If M is this matrix and L the lookat matrix,
then the new matrix will be M * L. So when transforming a
vector v with the new matrix by using M * L * v,
the lookat transformation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying it,
use rotationTowards().
This method is equivalent to calling: mul(new Matrix4x3d().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invert(), dest)
rotateTowards in interface Matrix4x3dcdirX - the x-coordinate of the direction to rotate towardsdirY - the y-coordinate of the direction to rotate towardsdirZ - the z-coordinate of the direction to rotate towardsupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectordest - will hold the resultrotateTowards(Vector3dc, Vector3dc),
rotationTowards(double, double, double, double, double, double)public Matrix4x3d rotationTowards(Vector3dc dir, Vector3dc up)
-z axis with dir.
In order to apply the rotation transformation to a previous existing transformation,
use rotateTowards.
This method is equivalent to calling: setLookAt(new Vector3d(), new Vector3d(dir).negate(), up).invert()
dir - the direction to orient the local -z axis towardsup - the up vectorrotationTowards(Vector3dc, Vector3dc),
rotateTowards(double, double, double, double, double, double)public Matrix4x3d rotationTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
-z axis with (dirX, dirY, dirZ).
In order to apply the rotation transformation to a previous existing transformation,
use rotateTowards.
This method is equivalent to calling: setLookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invert()
dirX - the x-coordinate of the direction to rotate towardsdirY - the y-coordinate of the direction to rotate towardsdirZ - the z-coordinate of the direction to rotate towardsupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectorrotateTowards(Vector3dc, Vector3dc),
rotationTowards(double, double, double, double, double, double)public Matrix4x3d translationRotateTowards(Vector3dc pos, Vector3dc dir, Vector3dc up)
pos and aligns the local -z
axis with dir.
This method is equivalent to calling: translation(pos).rotateTowards(dir, up)
pos - the position to translate todir - the direction to rotate towardsup - the up vectortranslation(Vector3dc),
rotateTowards(Vector3dc, Vector3dc)public Matrix4x3d translationRotateTowards(double posX, double posY, double posZ, double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
(posX, posY, posZ) and aligns the local -z
axis with (dirX, dirY, dirZ).
This method is equivalent to calling: translation(posX, posY, posZ).rotateTowards(dirX, dirY, dirZ, upX, upY, upZ)
posX - the x-coordinate of the position to translate toposY - the y-coordinate of the position to translate toposZ - the z-coordinate of the position to translate todirX - the x-coordinate of the direction to rotate towardsdirY - the y-coordinate of the direction to rotate towardsdirZ - the z-coordinate of the direction to rotate towardsupX - the x-coordinate of the up vectorupY - the y-coordinate of the up vectorupZ - the z-coordinate of the up vectortranslation(double, double, double),
rotateTowards(double, double, double, double, double, double)public Vector3d getEulerAnglesZYX(Vector3d dest)
Matrix4x3dcthis
and store the extracted Euler angles in dest.
This method assumes that the upper left of this only represents a rotation without scaling.
Note that the returned Euler angles must be applied in the order Z * Y * X to obtain the identical matrix.
This means that calling rotateZYX(double, double, double) using the obtained Euler angles will yield
the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrix
m2 should be identical to m (disregarding possible floating-point inaccuracies).
Matrix4x3d m = ...; // <- matrix only representing rotation Matrix4x3d n = new Matrix4x3d(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3d()));
Reference: http://nghiaho.com/
getEulerAnglesZYX in interface Matrix4x3dcdest - will hold the extracted Euler anglespublic Matrix4x3d obliqueZ(double a, double b)
a and
b.
If M is this matrix and O the oblique transformation matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
oblique transformation will be applied first!
The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = zor in matrix form:
1 0 a 0 0 1 b 0 0 0 1 0
a - the value for the z factor that applies to xb - the value for the z factor that applies to ypublic Matrix4x3d obliqueZ(double a, double b, Matrix4x3d dest)
a and
b and store the result in dest.
If M is this matrix and O the oblique transformation matrix,
then the new matrix will be M * O. So when transforming a
vector v with the new matrix by using M * O * v, the
oblique transformation will be applied first!
The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = zor in matrix form:
1 0 a 0 0 1 b 0 0 0 1 0
obliqueZ in interface Matrix4x3dca - the value for the z factor that applies to xb - the value for the z factor that applies to ydest - will hold the resultCopyright © 2015–2019 JOML. All rights reserved.