| Package | Description |
|---|---|
| org.joml |
Contains all classes of JOML.
|
| Modifier and Type | Class and Description |
|---|---|
class |
Matrix4d
Contains the definition of a 4x4 Matrix of doubles, and associated functions to transform
it.
|
class |
Matrix4dStack
A stack of many
Matrix4d instances. |
| Modifier and Type | Method and Description |
|---|---|
Matrix4d |
Matrix4d.add(Matrix4dc other)
Component-wise add
this and other. |
Matrix4d |
Matrix4dc.add(Matrix4dc other,
Matrix4d dest)
Component-wise add
this and other and store the result in dest. |
Matrix4d |
Matrix4d.add(Matrix4dc other,
Matrix4d dest) |
Matrix4d |
Matrix4d.add4x3(Matrix4dc other)
Component-wise add the upper 4x3 submatrices of
this and other. |
Matrix4d |
Matrix4dc.add4x3(Matrix4dc other,
Matrix4d dest)
Component-wise add the upper 4x3 submatrices of
this and other
and store the result in dest. |
Matrix4d |
Matrix4d.add4x3(Matrix4dc other,
Matrix4d dest) |
boolean |
Matrix4dc.equals(Matrix4dc 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 |
Matrix4d.equals(Matrix4dc m,
double delta) |
Matrix4d |
Matrix4d.fma4x3(Matrix4dc other,
double otherFactor)
Component-wise add the upper 4x3 submatrices of
this and other
by first multiplying each component of other's 4x3 submatrix by otherFactor and
adding that result to this. |
Matrix4d |
Matrix4dc.fma4x3(Matrix4dc other,
double otherFactor,
Matrix4d dest)
Component-wise add the upper 4x3 submatrices of
this and other
by first multiplying each component of other's 4x3 submatrix by otherFactor,
adding that to this and storing the final result in dest. |
Matrix4d |
Matrix4d.fma4x3(Matrix4dc other,
double otherFactor,
Matrix4d dest) |
Matrix4d |
Matrix4dc.invertPerspectiveView(Matrix4dc view,
Matrix4d dest)
If
this is a perspective projection matrix obtained via one of the perspective() methods,
that is, if this is a symmetrical perspective frustum transformation
and the given view matrix is affine and has unit scaling (for example by being obtained via lookAt()),
then this method builds the inverse of this * view and stores it into the given dest. |
Matrix4d |
Matrix4d.invertPerspectiveView(Matrix4dc view,
Matrix4d dest) |
Matrix4d |
Matrix4d.lerp(Matrix4dc other,
double t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Matrix4d |
Matrix4dc.lerp(Matrix4dc other,
double t,
Matrix4d dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Matrix4d |
Matrix4d.lerp(Matrix4dc other,
double t,
Matrix4d dest) |
Matrix4d |
Matrix4d.mul(Matrix4dc right)
Multiply this matrix by the supplied
right matrix. |
Vector4d |
Vector4d.mul(Matrix4dc mat)
Multiply the given matrix
mat with this Vector4d. |
Matrix4d |
Matrix4dc.mul(Matrix4dc right,
Matrix4d dest)
Multiply this matrix by the supplied
right matrix and store the result in dest. |
Matrix4d |
Matrix4d.mul(Matrix4dc right,
Matrix4d dest) |
Vector4d |
Vector4dc.mul(Matrix4dc mat,
Vector4d dest)
Multiply the given matrix mat with this
Vector4d and store the result in dest. |
Vector4d |
Vector4d.mul(Matrix4dc mat,
Vector4d dest) |
Matrix4d |
Matrix4d.mul4x3ComponentWise(Matrix4dc other)
Component-wise multiply the upper 4x3 submatrices of
this by other. |
Matrix4d |
Matrix4dc.mul4x3ComponentWise(Matrix4dc other,
Matrix4d dest)
Component-wise multiply the upper 4x3 submatrices of
this by other
and store the result in dest. |
Matrix4d |
Matrix4d.mul4x3ComponentWise(Matrix4dc other,
Matrix4d dest) |
Matrix4d |
Matrix4d.mulAffine(Matrix4dc right)
Multiply this matrix by the supplied
right matrix, both of which are assumed to be affine, and store the result in this. |
Matrix4d |
Matrix4dc.mulAffine(Matrix4dc right,
Matrix4d dest)
Multiply this matrix by the supplied
right matrix, both of which are assumed to be affine, and store the result in dest. |
Matrix4d |
Matrix4d.mulAffine(Matrix4dc right,
Matrix4d dest) |
Vector4d |
Vector4d.mulAffine(Matrix4dc mat,
Vector4d dest) |
Matrix4d |
Matrix4d.mulAffineR(Matrix4dc right)
Multiply this matrix by the supplied
right matrix, which is assumed to be affine, and store the result in this. |
Matrix4d |
Matrix4dc.mulAffineR(Matrix4dc right,
Matrix4d dest)
Multiply this matrix by the supplied
right matrix, which is assumed to be affine, and store the result in dest. |
Matrix4d |
Matrix4d.mulAffineR(Matrix4dc right,
Matrix4d dest) |
Matrix4d |
Matrix4d.mulComponentWise(Matrix4dc other)
Component-wise multiply
this by other. |
Matrix4d |
Matrix4dc.mulComponentWise(Matrix4dc other,
Matrix4d dest)
Component-wise multiply
this by other and store the result in dest. |
Matrix4d |
Matrix4d.mulComponentWise(Matrix4dc other,
Matrix4d dest) |
Vector3d |
Vector3d.mulDirection(Matrix4dc mat)
Multiply the given 4x4 matrix
mat with this. |
Vector3f |
Vector3f.mulDirection(Matrix4dc mat)
Multiply the given 4x4 matrix
mat with this. |
Vector3d |
Vector3d.mulDirection(Matrix4dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulDirection(Matrix4dc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3f |
Vector3fc.mulDirection(Matrix4dc mat,
Vector3f dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3f |
Vector3f.mulDirection(Matrix4dc mat,
Vector3f dest) |
Matrix4d |
Matrix4d.mulLocal(Matrix4dc left)
Pre-multiply this matrix by the supplied
left matrix and store the result in this. |
Matrix4d |
Matrix4dc.mulLocal(Matrix4dc left,
Matrix4d dest)
Pre-multiply this matrix by the supplied
left matrix and store the result in dest. |
Matrix4d |
Matrix4d.mulLocal(Matrix4dc left,
Matrix4d dest) |
Matrix4d |
Matrix4d.mulLocalAffine(Matrix4dc left)
Pre-multiply this matrix by the supplied
left matrix, both of which are assumed to be affine, and store the result in this. |
Matrix4d |
Matrix4dc.mulLocalAffine(Matrix4dc left,
Matrix4d dest)
Pre-multiply this matrix by the supplied
left matrix, both of which are assumed to be affine, and store the result in dest. |
Matrix4d |
Matrix4d.mulLocalAffine(Matrix4dc left,
Matrix4d dest) |
Matrix4d |
Matrix4d.mulOrthoAffine(Matrix4dc view)
|
Matrix4d |
Matrix4dc.mulOrthoAffine(Matrix4dc view,
Matrix4d dest)
Multiply
this orthographic projection matrix by the supplied affine view matrix
and store the result in dest. |
Matrix4d |
Matrix4d.mulOrthoAffine(Matrix4dc view,
Matrix4d dest) |
Matrix4d |
Matrix4d.mulPerspectiveAffine(Matrix4dc view)
|
Matrix4d |
Matrix4dc.mulPerspectiveAffine(Matrix4dc view,
Matrix4d dest)
Multiply
this symmetric perspective projection matrix by the supplied affine view matrix and store the result in dest. |
Matrix4d |
Matrix4d.mulPerspectiveAffine(Matrix4dc view,
Matrix4d dest) |
Vector3d |
Vector3d.mulPosition(Matrix4dc mat)
Multiply the given 4x4 matrix
mat with this. |
Vector3d |
Vector3d.mulPosition(Matrix4dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulPosition(Matrix4dc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
double |
Vector3d.mulPositionW(Matrix4dc mat)
Multiply the given 4x4 matrix
mat with this and return the w component
of the resulting 4D vector. |
double |
Vector3d.mulPositionW(Matrix4dc mat,
Vector3d dest) |
double |
Vector3dc.mulPositionW(Matrix4dc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this, store the
result in dest and return the w component of the resulting 4D vector. |
Vector3d |
Vector3d.mulProject(Matrix4dc mat)
Multiply the given matrix
mat this Vector3d, perform perspective division. |
Vector4d |
Vector4d.mulProject(Matrix4dc mat)
Multiply the given matrix
mat with this Vector4d, perform perspective division. |
Vector3d |
Vector3d.mulProject(Matrix4dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulProject(Matrix4dc mat,
Vector3d dest)
Multiply the given matrix
mat with this Vector3d, perform perspective division
and store the result in dest. |
Vector4d |
Vector4dc.mulProject(Matrix4dc mat,
Vector4d dest)
Multiply the given matrix
mat with this Vector4d, perform perspective division
and store the result in dest. |
Vector4d |
Vector4d.mulProject(Matrix4dc mat,
Vector4d dest) |
Matrix4d |
Matrix4dc.mulTranslationAffine(Matrix4dc right,
Matrix4d dest)
Multiply this matrix, which is assumed to only contain a translation, by the supplied
right matrix, which is assumed to be affine, and store the result in dest. |
Matrix4d |
Matrix4d.mulTranslationAffine(Matrix4dc right,
Matrix4d dest) |
Vector3d |
Vector3d.mulTransposeDirection(Matrix4dc mat)
Multiply the transpose of the given 4x4 matrix
mat with this. |
Vector3d |
Vector3d.mulTransposeDirection(Matrix4dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulTransposeDirection(Matrix4dc mat,
Vector3d dest)
Multiply the transpose of the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulTransposePosition(Matrix4dc mat)
Multiply the transpose of the given 4x4 matrix
mat with this. |
Vector3d |
Vector3d.mulTransposePosition(Matrix4dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulTransposePosition(Matrix4dc mat,
Vector3d dest)
Multiply the transpose of the given 4x4 matrix
mat with this and store the
result in dest. |
Matrix4d |
Matrix4dc.orthoCrop(Matrix4dc view,
Matrix4d dest)
Build an ortographic projection transformation that fits the view-projection transformation represented by
this
into the given affine view transformation. |
Matrix4d |
Matrix4d.orthoCrop(Matrix4dc view,
Matrix4d dest) |
Matrix4d |
Matrix4dc.projectedGridRange(Matrix4dc projector,
double sLower,
double sUpper,
Matrix4d dest)
Compute the range matrix for the Projected Grid transformation as described in chapter "2.4.2 Creating the range conversion matrix"
of the paper Real-time water rendering - Introducing the projected grid concept
based on the inverse of the view-projection matrix which is assumed to be
this, and store that range matrix into dest. |
Matrix4d |
Matrix4d.projectedGridRange(Matrix4dc projector,
double sLower,
double sUpper,
Matrix4d dest) |
Matrix4x3d |
Matrix4x3d.set(Matrix4dc m)
Store the values of the upper 4x3 submatrix of
m into this matrix. |
Matrix3d |
Matrix3d.set(Matrix4dc mat)
Set the elements of this matrix to the upper left 3x3 of the given
Matrix4dc. |
AxisAngle4f |
AxisAngle4f.set(Matrix4dc m)
Set this
AxisAngle4f to be equivalent to the rotational component
of the given Matrix4dc. |
Matrix4f |
Matrix4f.set(Matrix4dc m)
Store the values of the given matrix
m into this matrix. |
AxisAngle4d |
AxisAngle4d.set(Matrix4dc m)
Set this
AxisAngle4d to be equivalent to the rotational component
of the given Matrix4dc. |
Matrix4d |
Matrix4d.set(Matrix4dc m)
Store the values of the given matrix
m into this matrix. |
Matrix4d |
Matrix4d.set3x3(Matrix4dc mat)
|
Matrix4d |
Matrix4d.set4x3(Matrix4dc mat)
|
Quaterniond |
Quaterniond.setFromNormalized(Matrix4dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Quaternionf |
Quaternionf.setFromNormalized(Matrix4dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Quaterniond |
Quaterniond.setFromUnnormalized(Matrix4dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Quaternionf |
Quaternionf.setFromUnnormalized(Matrix4dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Matrix4d |
Matrix4d.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4dc 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). |
Matrix4d |
Matrix4dc.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4dc planeTransform,
Matrix4d 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. |
Matrix4d |
Matrix4d.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4dc planeTransform,
Matrix4d dest) |
Matrix4d |
Matrix4dc.shadow(Vector4dc light,
Matrix4dc planeTransform,
Matrix4d 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. |
Matrix4d |
Matrix4d.shadow(Vector4dc light,
Matrix4dc planeTransform,
Matrix4d dest) |
Matrix4d |
Matrix4d.sub(Matrix4dc subtrahend)
Component-wise subtract
subtrahend from this. |
Matrix4d |
Matrix4dc.sub(Matrix4dc subtrahend,
Matrix4d dest)
Component-wise subtract
subtrahend from this and store the result in dest. |
Matrix4d |
Matrix4d.sub(Matrix4dc subtrahend,
Matrix4d dest) |
Matrix4d |
Matrix4d.sub4x3(Matrix4dc subtrahend)
Component-wise subtract the upper 4x3 submatrices of
subtrahend from this. |
Matrix4d |
Matrix4dc.sub4x3(Matrix4dc subtrahend,
Matrix4d dest)
Component-wise subtract the upper 4x3 submatrices of
subtrahend from this
and store the result in dest. |
Matrix4d |
Matrix4d.sub4x3(Matrix4dc subtrahend,
Matrix4d dest) |
| Constructor and Description |
|---|
Matrix3d(Matrix4dc mat)
|
Matrix4d(Matrix4dc mat)
Create a new
Matrix4d and make it a copy of the given matrix. |
Matrix4f(Matrix4dc mat)
Create a new
Matrix4f and make it a copy of the given matrix. |
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