| Package | Description |
|---|---|
| org.joml |
Contains all classes of JOML.
|
| Modifier and Type | Class and Description |
|---|---|
class |
Matrix4x3f
Contains the definition of an affine 4x3 matrix (4 columns, 3 rows) of floats, and associated functions to transform
it.
|
class |
Matrix4x3fStack
A stack of many
Matrix4x3f instances. |
| Modifier and Type | Method and Description |
|---|---|
Matrix4x3d |
Matrix4x3d.add(Matrix4x3fc other)
Component-wise add
this and other. |
Matrix4x3f |
Matrix4x3f.add(Matrix4x3fc other)
Component-wise add
this and other. |
Matrix4x3d |
Matrix4x3dc.add(Matrix4x3fc other,
Matrix4x3d dest)
Component-wise add
this and other and store the result in dest. |
Matrix4x3d |
Matrix4x3d.add(Matrix4x3fc other,
Matrix4x3d dest) |
Matrix4x3f |
Matrix4x3fc.add(Matrix4x3fc other,
Matrix4x3f dest)
Component-wise add
this and other and store the result in dest. |
Matrix4x3f |
Matrix4x3f.add(Matrix4x3fc other,
Matrix4x3f dest) |
boolean |
Matrix4x3fc.equals(Matrix4x3fc m,
float 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 |
Matrix4x3f.equals(Matrix4x3fc m,
float delta) |
Matrix4x3d |
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 |
Matrix4x3dc.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. |
Matrix4x3d |
Matrix4x3d.fma(Matrix4x3fc other,
double otherFactor,
Matrix4x3d dest) |
Matrix4x3f |
Matrix4x3f.fma(Matrix4x3fc other,
float otherFactor)
Component-wise add
this and other
by first multiplying each component of other by otherFactor and
adding that result to this. |
Matrix4x3f |
Matrix4x3fc.fma(Matrix4x3fc other,
float otherFactor,
Matrix4x3f 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. |
Matrix4x3f |
Matrix4x3f.fma(Matrix4x3fc other,
float otherFactor,
Matrix4x3f dest) |
Matrix4f |
Matrix4fc.invertPerspectiveView(Matrix4x3fc view,
Matrix4f dest)
If
this is a perspective projection matrix obtained via one of the perspective() methods,
that is, if this is a symmetrical perspective frustum transformation
and the given view matrix has unit scaling,
then this method builds the inverse of this * view and stores it into the given dest. |
Matrix4f |
Matrix4f.invertPerspectiveView(Matrix4x3fc view,
Matrix4f dest)
If
this is a perspective projection matrix obtained via one of the perspective() methods
or via setPerspective(), that is, if this is a symmetrical perspective frustum transformation
and the given view matrix has unit scaling,
then this method builds the inverse of this * view and stores it into the given dest. |
Matrix4x3f |
Matrix4x3f.lerp(Matrix4x3fc other,
float t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Matrix4x3f |
Matrix4x3fc.lerp(Matrix4x3fc other,
float t,
Matrix4x3f dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Matrix4x3f |
Matrix4x3f.lerp(Matrix4x3fc other,
float t,
Matrix4x3f dest) |
Matrix4x3d |
Matrix4x3d.mul(Matrix4x3fc right)
Multiply this matrix by the supplied
right matrix. |
Matrix4f |
Matrix4f.mul(Matrix4x3fc right)
Multiply this matrix by the supplied
right matrix and store the result in this. |
Vector4d |
Vector4d.mul(Matrix4x3fc mat)
Multiply the given matrix mat with this Vector4d and store the result in
this. |
Matrix4x3f |
Matrix4x3f.mul(Matrix4x3fc right)
Multiply this matrix by the supplied
right matrix and store the result in this. |
Vector4f |
Vector4f.mul(Matrix4x3fc mat)
Multiply the given matrix mat with this Vector4f and store the result in
this. |
Matrix4d |
Matrix4dc.mul(Matrix4x3fc right,
Matrix4d dest)
Multiply this matrix by the supplied
right matrix and store the result in dest. |
Matrix4d |
Matrix4d.mul(Matrix4x3fc right,
Matrix4d dest) |
Matrix4f |
Matrix4fc.mul(Matrix4x3fc right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix and store the result in dest. |
Matrix4f |
Matrix4f.mul(Matrix4x3fc right,
Matrix4f dest) |
Matrix4x3d |
Matrix4x3dc.mul(Matrix4x3fc right,
Matrix4x3d dest)
Multiply this matrix by the supplied
right matrix and store the result in dest. |
Matrix4x3d |
Matrix4x3d.mul(Matrix4x3fc right,
Matrix4x3d dest) |
Matrix4x3f |
Matrix4x3fc.mul(Matrix4x3fc right,
Matrix4x3f dest)
Multiply this matrix by the supplied
right matrix and store the result in dest. |
Matrix4x3f |
Matrix4x3f.mul(Matrix4x3fc right,
Matrix4x3f dest) |
Vector4d |
Vector4dc.mul(Matrix4x3fc mat,
Vector4d dest)
Multiply the given matrix mat with this Vector4d and store the result in
dest. |
Vector4d |
Vector4d.mul(Matrix4x3fc mat,
Vector4d dest) |
Vector4f |
Vector4fc.mul(Matrix4x3fc mat,
Vector4f dest)
Multiply the given matrix mat with this Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mul(Matrix4x3fc mat,
Vector4f dest) |
Matrix4x3f |
Matrix4x3f.mulComponentWise(Matrix4x3fc other)
Component-wise multiply
this by other. |
Matrix4x3f |
Matrix4x3fc.mulComponentWise(Matrix4x3fc other,
Matrix4x3f dest)
Component-wise multiply
this by other and store the result in dest. |
Matrix4x3f |
Matrix4x3f.mulComponentWise(Matrix4x3fc other,
Matrix4x3f dest) |
Vector3d |
Vector3d.mulDirection(Matrix4x3fc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3f |
Vector3f.mulDirection(Matrix4x3fc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3d |
Vector3d.mulDirection(Matrix4x3fc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulDirection(Matrix4x3fc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3f |
Vector3fc.mulDirection(Matrix4x3fc mat,
Vector3f dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3f |
Vector3f.mulDirection(Matrix4x3fc mat,
Vector3f dest) |
Matrix4x3f |
Matrix4x3f.mulOrtho(Matrix4x3fc view)
Multiply
this orthographic projection matrix by the supplied view matrix. |
Matrix4x3f |
Matrix4x3fc.mulOrtho(Matrix4x3fc view,
Matrix4x3f dest)
Multiply
this orthographic projection matrix by the supplied view matrix
and store the result in dest. |
Matrix4x3f |
Matrix4x3f.mulOrtho(Matrix4x3fc view,
Matrix4x3f dest) |
Matrix4f |
Matrix4f.mulPerspectiveAffine(Matrix4x3fc view)
Multiply
this symmetric perspective projection matrix by the supplied view matrix. |
Matrix4f |
Matrix4fc.mulPerspectiveAffine(Matrix4x3fc view,
Matrix4f dest)
Multiply
this symmetric perspective projection matrix by the supplied view matrix and store the result in dest. |
Matrix4f |
Matrix4f.mulPerspectiveAffine(Matrix4x3fc view,
Matrix4f dest) |
Vector3d |
Vector3d.mulPosition(Matrix4x3fc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3f |
Vector3f.mulPosition(Matrix4x3fc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3d |
Vector3d.mulPosition(Matrix4x3fc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulPosition(Matrix4x3fc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3f |
Vector3fc.mulPosition(Matrix4x3fc mat,
Vector3f dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3f |
Vector3f.mulPosition(Matrix4x3fc mat,
Vector3f dest) |
Matrix4x3d |
Matrix4x3dc.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 |
Matrix4x3d.mulTranslation(Matrix4x3fc right,
Matrix4x3d dest) |
Matrix4x3f |
Matrix4x3fc.mulTranslation(Matrix4x3fc right,
Matrix4x3f dest)
Multiply this matrix, which is assumed to only contain a translation, by the supplied
right matrix and store the result in dest. |
Matrix4x3f |
Matrix4x3f.mulTranslation(Matrix4x3fc right,
Matrix4x3f dest) |
Matrix4x3d |
Matrix4x3d.set(Matrix4x3fc m)
Store the values of the given matrix
m into this matrix. |
AxisAngle4f |
AxisAngle4f.set(Matrix4x3fc m)
Set this
AxisAngle4f to be equivalent to the rotational component
of the given Matrix4x3fc. |
Matrix4f |
Matrix4f.set(Matrix4x3fc m)
Store the values of the given matrix
m into this matrix
and set the other matrix elements to identity. |
AxisAngle4d |
AxisAngle4d.set(Matrix4x3fc m)
Set this
AxisAngle4d to be equivalent to the rotational component
of the given Matrix4x3fc. |
Matrix3f |
Matrix3f.set(Matrix4x3fc m)
Set the elements of this matrix to the left 3x3 submatrix of
m. |
Matrix4d |
Matrix4d.set(Matrix4x3fc m)
Store the values of the given matrix
m into this matrix
and set the other matrix elements to identity. |
Matrix4x3f |
Matrix4x3f.set(Matrix4x3fc m)
Store the values of the given matrix
m into this matrix. |
Matrix4x3f |
Matrix4x3f.set3x3(Matrix4x3fc mat)
Set the left 3x3 submatrix of this
Matrix4x3f to that of the given Matrix4x3fc
and don't change the other elements. |
Matrix4f |
Matrix4f.set4x3(Matrix4x3fc mat)
Set the upper 4x3 submatrix of this
Matrix4f to the given Matrix4x3fc
and don't change the other elements. |
Matrix4d |
Matrix4d.set4x3(Matrix4x3fc mat)
Set the upper 4x3 submatrix of this
Matrix4d to the given Matrix4x3fc
and don't change the other elements. |
Quaterniond |
Quaterniond.setFromNormalized(Matrix4x3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Quaternionf |
Quaternionf.setFromNormalized(Matrix4x3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Quaterniond |
Quaterniond.setFromUnnormalized(Matrix4x3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Quaternionf |
Quaternionf.setFromUnnormalized(Matrix4x3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Matrix4x3f |
Matrix4x3fc.shadow(float lightX,
float lightY,
float lightZ,
float lightW,
Matrix4x3fc planeTransform,
Matrix4x3f dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW)
and store the result in dest. |
Matrix4x3f |
Matrix4x3f.shadow(float lightX,
float lightY,
float lightZ,
float lightW,
Matrix4x3fc planeTransform,
Matrix4x3f dest) |
Matrix4x3f |
Matrix4x3f.shadow(Vector4fc light,
Matrix4x3fc 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. |
Matrix4x3f |
Matrix4x3fc.shadow(Vector4fc light,
Matrix4x3fc planeTransform,
Matrix4x3f 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. |
Matrix4x3f |
Matrix4x3f.shadow(Vector4fc light,
Matrix4x3fc planeTransform,
Matrix4x3f dest) |
Matrix4x3d |
Matrix4x3d.sub(Matrix4x3fc subtrahend)
Component-wise subtract
subtrahend from this. |
Matrix4x3f |
Matrix4x3f.sub(Matrix4x3fc subtrahend)
Component-wise subtract
subtrahend from this. |
Matrix4x3d |
Matrix4x3dc.sub(Matrix4x3fc subtrahend,
Matrix4x3d dest)
Component-wise subtract
subtrahend from this and store the result in dest. |
Matrix4x3d |
Matrix4x3d.sub(Matrix4x3fc subtrahend,
Matrix4x3d dest) |
Matrix4x3f |
Matrix4x3fc.sub(Matrix4x3fc subtrahend,
Matrix4x3f dest)
Component-wise subtract
subtrahend from this and store the result in dest. |
Matrix4x3f |
Matrix4x3f.sub(Matrix4x3fc subtrahend,
Matrix4x3f dest) |
Matrix4x3f |
Matrix4x3f.translationRotateMul(float tx,
float ty,
float tz,
float qx,
float qy,
float qz,
float qw,
Matrix4x3fc 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 |
Matrix4x3f |
Matrix4x3f.translationRotateMul(float tx,
float ty,
float tz,
Quaternionfc quat,
Matrix4x3fc 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. |
| Constructor and Description |
|---|
Matrix4d(Matrix4x3fc mat)
Create a new
Matrix4d and set its upper 4x3 submatrix to the given matrix mat
and all other elements to identity. |
Matrix4f(Matrix4x3fc mat)
Create a new
Matrix4f and set its upper 4x3 submatrix to the given matrix mat
and all other elements to identity. |
Matrix4x3d(Matrix4x3fc mat)
Create a new
Matrix4x3d and make it a copy of the given matrix. |
Matrix4x3f(Matrix4x3fc mat)
Create a new
Matrix4x3f and make it a copy of the given matrix. |
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