| Modifier and Type | Method and Description |
|---|---|
Matrix4f |
Matrix4f.add(Matrix4f other)
Component-wise add
this and other. |
Matrix4f |
Matrix4f.add(Matrix4f other,
Matrix4f dest)
Component-wise add
this and other and store the result in dest. |
Matrix4f |
Matrix4f.add4x3(Matrix4f other)
Component-wise add the upper 4x3 submatrices of
this and other. |
Matrix4f |
Matrix4f.add4x3(Matrix4f other,
Matrix4f dest)
Component-wise add the upper 4x3 submatrices of
this and other
and store the result in dest. |
Matrix4f |
Matrix4f.arcball(float radius,
float centerX,
float centerY,
float centerZ,
float angleX,
float 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. |
Matrix4f |
Matrix4f.arcball(float radius,
float centerX,
float centerY,
float centerZ,
float angleX,
float angleY,
Matrix4f 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. |
Matrix4f |
Matrix4f.arcball(float radius,
Vector3f center,
float angleX,
float 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. |
Matrix4f |
Matrix4f.arcball(float radius,
Vector3f center,
float angleX,
float angleY,
Matrix4f 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. |
Matrix4f |
Matrix4f.billboardCylindrical(Vector3f objPos,
Vector3f targetPos,
Vector3f 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. |
Matrix4f |
Matrix4f.billboardSpherical(Vector3f objPos,
Vector3f 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. |
Matrix4f |
Matrix4f.billboardSpherical(Vector3f objPos,
Vector3f targetPos,
Vector3f 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. |
Matrix4f |
Matrix4f.fma4x3(Matrix4f other,
float 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. |
Matrix4f |
Matrix4f.fma4x3(Matrix4f other,
float otherFactor,
Matrix4f 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. |
Matrix4f |
Matrix4f.frustum(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system
using OpenGL's NDC z range of [-1..+1] to this matrix.
|
Matrix4f |
Matrix4f.frustum(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne)
Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system
using the given NDC z range to this matrix.
|
Matrix4f |
Matrix4f.frustum(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.frustum(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4f dest)
Apply an arbitrary perspective projection frustum 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. |
Matrix4f |
Matrix4f.frustumAabb(Vector3f min,
Vector3f max)
Compute the axis-aligned bounding box of the frustum described by
this matrix and store the minimum corner
coordinates in the given min and the maximum corner coordinates in the given max vector. |
Matrix4f |
Matrix4f.frustumLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system
using the given NDC z range to this matrix.
|
Matrix4f |
Matrix4f.frustumLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne)
Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system
using the given NDC z range to this matrix.
|
Matrix4f |
Matrix4f.frustumLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.frustumLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4f dest)
Apply an arbitrary perspective projection frustum 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. |
Matrix4f |
Quaternionf.get(Matrix4f dest)
Set the given destination matrix to the rotation represented by
this. |
Matrix4f |
Matrix4f.get(Matrix4f dest)
Get the current values of
this matrix and store them into
dest. |
Matrix4f |
Matrix3f.get(Matrix4f dest)
Get the current values of
this matrix and store them as
the rotational component of dest. |
Matrix4f |
Matrix4f.identity()
Reset this matrix to the identity.
|
Matrix4f |
Matrix4f.invert()
Invert this matrix.
|
Matrix4f |
Matrix4f.invert(Matrix4f dest)
Invert this matrix and write the result into
dest. |
Matrix4f |
Matrix4f.invertAffine()
Invert this matrix by assuming that it is an
affine transformation (i.e. its last row is equal to (0, 0, 0, 1)). |
Matrix4f |
Matrix4f.invertAffine(Matrix4f dest)
Invert this matrix by assuming that it is an
affine transformation (i.e. its last row is equal to (0, 0, 0, 1))
and write the result into dest. |
Matrix4f |
Matrix4f.invertAffineUnitScale()
Invert this matrix by assuming that it is an
affine transformation (i.e. its last row is equal to (0, 0, 0, 1))
and has unit scaling (i.e. |
Matrix4f |
Matrix4f.invertAffineUnitScale(Matrix4f dest)
Invert this matrix by assuming that it is an
affine transformation (i.e. its last row is equal to (0, 0, 0, 1))
and has unit scaling (i.e. |
Matrix4f |
Matrix4f.invertFrustum()
If
this is an arbitrary perspective projection matrix obtained via one of the frustum() methods
or via setFrustum(),
then this method builds the inverse of this. |
Matrix4f |
Matrix4f.invertFrustum(Matrix4f dest)
If
this is an arbitrary perspective projection matrix obtained via one of the frustum() methods
or via setFrustum(),
then this method builds the inverse of this and stores it into the given dest. |
Matrix4f |
Matrix4f.invertLookAt()
Invert this matrix by assuming that it is an
affine transformation (i.e. its last row is equal to (0, 0, 0, 1))
and has unit scaling (i.e. |
Matrix4f |
Matrix4f.invertLookAt(Matrix4f dest)
Invert this matrix by assuming that it is an
affine transformation (i.e. its last row is equal to (0, 0, 0, 1))
and has unit scaling (i.e. |
Matrix4f |
Matrix4f.invertOrtho()
Invert
this orthographic projection matrix. |
Matrix4f |
Matrix4f.invertOrtho(Matrix4f dest)
Invert
this orthographic projection matrix and store the result into the given dest. |
Matrix4f |
Matrix4f.invertPerspective()
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,
then this method builds the inverse of this. |
Matrix4f |
Matrix4f.invertPerspective(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,
then this method builds the inverse of this and stores it into the given dest. |
Matrix4f |
Matrix4f.invertPerspectiveView(Matrix4f 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 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. |
Matrix4f |
Matrix4f.lookAlong(float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Matrix4f |
Matrix4f.lookAlong(float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ,
Matrix4f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4f |
Matrix4f.lookAlong(Vector3f dir,
Vector3f up)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Matrix4f |
Matrix4f.lookAlong(Vector3f dir,
Vector3f up,
Matrix4f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4f |
Matrix4f.lookAt(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4f |
Matrix4f.lookAt(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.lookAt(Vector3f eye,
Vector3f center,
Vector3f up)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4f |
Matrix4f.lookAt(Vector3f eye,
Vector3f center,
Vector3f up,
Matrix4f 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. |
Matrix4f |
Matrix4f.lookAtLH(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4f |
Matrix4f.lookAtLH(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.lookAtLH(Vector3f eye,
Vector3f center,
Vector3f up)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4f |
Matrix4f.lookAtLH(Vector3f eye,
Vector3f center,
Vector3f up,
Matrix4f 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. |
Matrix4f |
Matrix4f.m00(float m00)
Set the value of the matrix element at column 0 and row 0
|
Matrix4f |
Matrix4f.m01(float m01)
Set the value of the matrix element at column 0 and row 1
|
Matrix4f |
Matrix4f.m02(float m02)
Set the value of the matrix element at column 0 and row 2
|
Matrix4f |
Matrix4f.m03(float m03)
Set the value of the matrix element at column 0 and row 3
|
Matrix4f |
Matrix4f.m10(float m10)
Set the value of the matrix element at column 1 and row 0
|
Matrix4f |
Matrix4f.m11(float m11)
Set the value of the matrix element at column 1 and row 1
|
Matrix4f |
Matrix4f.m12(float m12)
Set the value of the matrix element at column 1 and row 2
|
Matrix4f |
Matrix4f.m13(float m13)
Set the value of the matrix element at column 1 and row 3
|
Matrix4f |
Matrix4f.m20(float m20)
Set the value of the matrix element at column 2 and row 0
|
Matrix4f |
Matrix4f.m21(float m21)
Set the value of the matrix element at column 2 and row 1
|
Matrix4f |
Matrix4f.m22(float m22)
Set the value of the matrix element at column 2 and row 2
|
Matrix4f |
Matrix4f.m23(float m23)
Set the value of the matrix element at column 2 and row 3
|
Matrix4f |
Matrix4f.m30(float m30)
Set the value of the matrix element at column 3 and row 0
|
Matrix4f |
Matrix4f.m31(float m31)
Set the value of the matrix element at column 3 and row 1
|
Matrix4f |
Matrix4f.m32(float m32)
Set the value of the matrix element at column 3 and row 2
|
Matrix4f |
Matrix4f.m33(float m33)
Set the value of the matrix element at column 3 and row 3
|
Matrix4f |
Matrix4f.mul(Matrix4f right)
Multiply this matrix by the supplied
right matrix and store the result in this. |
Matrix4f |
Matrix4f.mul(Matrix4f right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix and store the result in dest. |
Matrix4f |
Matrix4f.mul4x3ComponentWise(Matrix4f other)
Component-wise multiply the upper 4x3 submatrices of
this by other. |
Matrix4f |
Matrix4f.mul4x3ComponentWise(Matrix4f other,
Matrix4f dest)
Component-wise multiply the upper 4x3 submatrices of
this by other
and store the result in dest. |
Matrix4f |
Matrix4f.mulAffine(Matrix4f right)
Multiply this matrix by the supplied
right matrix, both of which are assumed to be affine, and store the result in this. |
Matrix4f |
Matrix4f.mulAffine(Matrix4f right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix, both of which are assumed to be affine, and store the result in dest. |
Matrix4f |
Matrix4f.mulAffineR(Matrix4f right)
Multiply this matrix by the supplied
right matrix, which is assumed to be affine, and store the result in this. |
Matrix4f |
Matrix4f.mulAffineR(Matrix4f right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix, which is assumed to be affine, and store the result in dest. |
Matrix4f |
Matrix4f.mulComponentWise(Matrix4f other)
Component-wise multiply
this by other. |
Matrix4f |
Matrix4f.mulComponentWise(Matrix4f other,
Matrix4f dest)
Component-wise multiply
this by other and store the result in dest. |
Matrix4f |
Matrix4f.mulOrthoAffine(Matrix4f view)
|
Matrix4f |
Matrix4f.mulOrthoAffine(Matrix4f view,
Matrix4f dest)
Multiply
this orthographic projection matrix by the supplied affine view matrix
and store the result in dest. |
Matrix4f |
Matrix4f.mulPerspectiveAffine(Matrix4f view)
|
Matrix4f |
Matrix4f.mulPerspectiveAffine(Matrix4f view,
Matrix4f dest)
Multiply
this symmetric perspective projection matrix by the supplied affine view matrix and store the result in dest. |
Matrix4f |
Matrix4f.normal()
Compute a normal matrix from the upper left 3x3 submatrix of
this
and store it into the upper left 3x3 submatrix of this. |
Matrix4f |
Matrix4f.normal(Matrix4f dest)
Compute a normal matrix from the upper left 3x3 submatrix of
this
and store it into the upper left 3x3 submatrix of dest. |
Matrix4f |
Matrix4f.normalize3x3()
Normalize the upper left 3x3 submatrix of this matrix.
|
Matrix4f |
Matrix4f.normalize3x3(Matrix4f dest)
Normalize the upper left 3x3 submatrix of this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Apply an orthographic projection transformation using OpenGL's NDC z range of [-1..+1] to this matrix.
|
Matrix4f |
Matrix4f.ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne)
Apply an orthographic projection transformation using the given NDC z range to this matrix.
|
Matrix4f |
Matrix4f.ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply an orthographic projection transformation using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4f dest)
Apply an orthographic projection transformation using OpenGL's NDC z range of [-1..+1] to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.ortho2D(float left,
float right,
float bottom,
float top)
Apply an orthographic projection transformation to this matrix.
|
Matrix4f |
Matrix4f.ortho2D(float left,
float right,
float bottom,
float top,
Matrix4f dest)
Apply an orthographic projection transformation to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.orthoCrop(Matrix4f view,
Matrix4f dest)
Build an ortographic projection transformation that fits the view-projection transformation represented by
this
into the given affine view transformation. |
Matrix4f |
Matrix4f.orthoSymmetric(float width,
float height,
float zNear,
float zFar)
Apply a symmetric orthographic projection transformation using OpenGL's NDC z range of [-1..+1] to this matrix.
|
Matrix4f |
Matrix4f.orthoSymmetric(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne)
Apply a symmetric orthographic projection transformation using the given NDC z range to this matrix.
|
Matrix4f |
Matrix4f.orthoSymmetric(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply a symmetric orthographic projection transformation using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.orthoSymmetric(float width,
float height,
float zNear,
float zFar,
Matrix4f dest)
Apply a symmetric orthographic projection transformation using OpenGL's NDC z range of [-1..+1] to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.perspective(float fovy,
float aspect,
float zNear,
float zFar)
Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system
using OpenGL's NDC z range of [-1..+1] to this matrix.
|
Matrix4f |
Matrix4f.perspective(float fovy,
float aspect,
float zNear,
float zFar,
boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation using for a right-handed coordinate system
the given NDC z range to this matrix.
|
Matrix4f |
Matrix4f.perspective(float fovy,
float aspect,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.perspective(float fovy,
float aspect,
float zNear,
float zFar,
Matrix4f dest)
Apply a symmetric perspective projection frustum 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. |
Matrix4f |
Matrix4f.perspectiveFrustumSlice(float near,
float far,
Matrix4f dest)
Change the near and far clip plane distances of
this perspective frustum transformation matrix
and store the result in dest. |
Matrix4f |
Matrix4f.perspectiveLH(float fovy,
float aspect,
float zNear,
float zFar)
Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system
using OpenGL's NDC z range of [-1..+1] to this matrix.
|
Matrix4f |
Matrix4f.perspectiveLH(float fovy,
float aspect,
float zNear,
float zFar,
boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system
using the given NDC z range to this matrix.
|
Matrix4f |
Matrix4f.perspectiveLH(float fovy,
float aspect,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.perspectiveLH(float fovy,
float aspect,
float zNear,
float zFar,
Matrix4f dest)
Apply a symmetric perspective projection frustum 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. |
Matrix4f |
Matrix4f.pick(float x,
float y,
float width,
float height,
int[] viewport)
Apply a picking transformation to this matrix using the given window coordinates (x, y) as the pick center
and the given (width, height) as the size of the picking region in window coordinates.
|
Matrix4f |
Matrix4f.pick(float x,
float y,
float width,
float height,
int[] viewport,
Matrix4f 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. |
Matrix4f |
Matrix4f.projectedGridRange(Matrix4f projector,
float sLower,
float sUpper,
Matrix4f 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. |
Matrix4f |
Matrix4f.reflect(float a,
float b,
float c,
float d)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the equation x*a + y*b + z*c + d = 0.
|
Matrix4f |
Matrix4f.reflect(float nx,
float ny,
float nz,
float px,
float py,
float pz)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4f |
Matrix4f.reflect(float nx,
float ny,
float nz,
float px,
float py,
float pz,
Matrix4f 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. |
Matrix4f |
Matrix4f.reflect(float a,
float b,
float c,
float d,
Matrix4f 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. |
Matrix4f |
Matrix4f.reflect(Quaternionf orientation,
Vector3f 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.
|
Matrix4f |
Matrix4f.reflect(Quaternionf orientation,
Vector3f point,
Matrix4f 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. |
Matrix4f |
Matrix4f.reflect(Vector3f normal,
Vector3f 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.
|
Matrix4f |
Matrix4f.reflect(Vector3f normal,
Vector3f point,
Matrix4f 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. |
Matrix4f |
Matrix4f.reflection(float a,
float b,
float c,
float d)
Set this matrix to a mirror/reflection transformation that reflects about the given plane
specified via the equation x*a + y*b + z*c + d = 0.
|
Matrix4f |
Matrix4f.reflection(float nx,
float ny,
float nz,
float px,
float py,
float pz)
Set this matrix to a mirror/reflection transformation that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4f |
Matrix4f.reflection(Quaternionf orientation,
Vector3f 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.
|
Matrix4f |
Matrix4f.reflection(Vector3f normal,
Vector3f 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.
|
Matrix4f |
Matrix4f.rotate(float ang,
float x,
float y,
float z)
Apply rotation to this matrix by rotating the given amount of radians
about the specified (x, y, z) axis.
|
Matrix4f |
Matrix4f.rotate(float ang,
float x,
float y,
float z,
Matrix4f dest)
Apply rotation to this matrix by rotating the given amount of radians
about the specified (x, y, z) axis and store the result in
dest. |
Matrix4f |
Matrix4f.rotate(float angle,
Vector3f axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix4f |
Matrix4f.rotate(float angle,
Vector3f axis,
Matrix4f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4f |
Matrix4f.rotate(Quaternionf quat)
Apply the rotation transformation of the given
Quaternionf to this matrix. |
Matrix4f |
Matrix4f.rotate(Quaternionf quat,
Matrix4f dest)
Apply the rotation transformation of the given
Quaternionf to this matrix and store
the result in dest. |
Matrix4f |
Matrix4f.rotateAffine(float ang,
float x,
float y,
float z)
Apply rotation to this
affine matrix by rotating the given amount of radians
about the specified (x, y, z) axis. |
Matrix4f |
Matrix4f.rotateAffine(float ang,
float x,
float y,
float z,
Matrix4f dest)
Apply rotation to this
affine matrix by rotating the given amount of radians
about the specified (x, y, z) axis and store the result in dest. |
Matrix4f |
Matrix4f.rotateAffine(Quaternionf quat)
Apply the rotation transformation of the given
Quaternionf to this matrix. |
Matrix4f |
Matrix4f.rotateAffine(Quaternionf quat,
Matrix4f dest)
Apply the rotation transformation of the given
Quaternionf to this affine matrix and store
the result in dest. |
Matrix4f |
Matrix4f.rotateAffineLocal(float ang,
float x,
float y,
float z)
Pre-multiply a rotation to this
affine matrix by rotating the given amount of radians
about the specified (x, y, z) axis. |
Matrix4f |
Matrix4f.rotateAffineLocal(float ang,
float x,
float y,
float z,
Matrix4f dest)
Pre-multiply a rotation to this
affine matrix by rotating the given amount of radians
about the specified (x, y, z) axis and store the result in dest. |
Matrix4f |
Matrix4f.rotateAffineLocal(Quaternionf quat)
Pre-multiply the rotation transformation of the given
Quaternionf to this matrix. |
Matrix4f |
Matrix4f.rotateAffineLocal(Quaternionf quat,
Matrix4f dest)
Pre-multiply the rotation transformation of the given
Quaternionf to this affine matrix and store
the result in dest. |
Matrix4f |
Matrix4f.rotateAffineXYZ(float angleX,
float angleY,
float 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. |
Matrix4f |
Matrix4f.rotateAffineXYZ(float angleX,
float angleY,
float angleZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotateAffineYXZ(float angleY,
float angleX,
float 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. |
Matrix4f |
Matrix4f.rotateAffineYXZ(float angleY,
float angleX,
float angleZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotateAffineZYX(float angleZ,
float angleY,
float 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. |
Matrix4f |
Matrix4f.rotateAffineZYX(float angleZ,
float angleY,
float angleX,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotateX(float ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.
|
Matrix4f |
Matrix4f.rotateX(float ang,
Matrix4f dest)
Apply rotation about the X axis to this matrix by rotating the given amount of radians
and store the result in
dest. |
Matrix4f |
Matrix4f.rotateXYZ(float angleX,
float angleY,
float 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. |
Matrix4f |
Matrix4f.rotateXYZ(float angleX,
float angleY,
float angleZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotateY(float ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.
|
Matrix4f |
Matrix4f.rotateY(float ang,
Matrix4f dest)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians
and store the result in
dest. |
Matrix4f |
Matrix4f.rotateYXZ(float angleY,
float angleX,
float 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. |
Matrix4f |
Matrix4f.rotateYXZ(float angleY,
float angleX,
float angleZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotateZ(float ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.
|
Matrix4f |
Matrix4f.rotateZ(float ang,
Matrix4f dest)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians
and store the result in
dest. |
Matrix4f |
Matrix4f.rotateZYX(float angleZ,
float angleY,
float 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. |
Matrix4f |
Matrix4f.rotateZYX(float angleZ,
float angleY,
float angleX,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotation(float angle,
float x,
float y,
float z)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4f |
Matrix4f.rotation(float angle,
Vector3f axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4f |
Matrix4f.rotation(Quaternionf quat)
Set this matrix to the rotation transformation of the given
Quaternionf. |
Matrix4f |
Matrix4f.rotationX(float ang)
Set this matrix to a rotation transformation about the X axis.
|
Matrix4f |
Matrix4f.rotationXYZ(float angleX,
float angleY,
float 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. |
Matrix4f |
Matrix4f.rotationY(float ang)
Set this matrix to a rotation transformation about the Y axis.
|
Matrix4f |
Matrix4f.rotationYXZ(float angleY,
float angleX,
float 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. |
Matrix4f |
Matrix4f.rotationZ(float ang)
Set this matrix to a rotation transformation about the Z axis.
|
Matrix4f |
Matrix4f.rotationZYX(float angleZ,
float angleY,
float 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. |
Matrix4f |
Matrix4f.scale(float xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the given
xyz factor. |
Matrix4f |
Matrix4f.scale(float x,
float y,
float z)
Apply scaling to this matrix by scaling the base axes by the given x,
y and z factors.
|
Matrix4f |
Matrix4f.scale(float x,
float y,
float z,
Matrix4f dest)
Apply scaling to the this matrix by scaling the base axes by the given x,
y and z factors and store the result in
dest. |
Matrix4f |
Matrix4f.scale(float xyz,
Matrix4f dest)
Apply scaling to this matrix by uniformly scaling all base axes by the given
xyz factor
and store the result in dest. |
Matrix4f |
Matrix4f.scale(Vector3f xyz)
Apply scaling to this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively.
|
Matrix4f |
Matrix4f.scale(Vector3f xyz,
Matrix4f dest)
Apply scaling to the 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. |
Matrix4f |
Matrix4f.scaleLocal(float x,
float y,
float z)
Pre-multiply scaling to this matrix by scaling the base axes by the given x,
y and z factors.
|
Matrix4f |
Matrix4f.scaleLocal(float x,
float y,
float z,
Matrix4f dest)
Pre-multiply scaling to the this matrix by scaling the base axes by the given x,
y and z factors and store the result in
dest. |
Matrix4f |
Matrix4f.scaling(float factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.
|
Matrix4f |
Matrix4f.scaling(float x,
float y,
float z)
Set this matrix to be a simple scale matrix.
|
Matrix4f |
Matrix4f.scaling(Vector3f xyz)
Set this matrix to be a simple scale matrix which scales the base axes by xyz.x, xyz.y and xyz.z respectively.
|
Matrix4f |
Matrix4f.set(ByteBuffer buffer)
Set the values of this matrix by reading 16 float values from the given
ByteBuffer in column-major order,
starting at its current position. |
Matrix4f |
Matrix4f.set(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in column-major order.
|
Matrix4f |
Matrix4f.set(float[] m,
int off)
Set the values in the matrix using a float array that contains the matrix elements in column-major order.
|
Matrix4f |
Matrix4f.set(FloatBuffer buffer)
Set the values of this matrix by reading 16 float values from the given
FloatBuffer in column-major order,
starting at its current position. |
Matrix4f |
Matrix4f.set(float m00,
float m01,
float m02,
float m03,
float m10,
float m11,
float m12,
float m13,
float m20,
float m21,
float m22,
float m23,
float m30,
float m31,
float m32,
float m33)
Set the values within this matrix to the supplied float values.
|
Matrix4f |
Matrix4f.set(Matrix3f mat)
|
Matrix4f |
Matrix4f.set(Matrix4f m)
Store the values of the given matrix
m into this matrix. |
Matrix4f |
Matrix4f.set(Quaternionf q)
Set this matrix to be equivalent to the rotation specified by the given
Quaternionf. |
Matrix4f |
Matrix4f.set3x3(Matrix3f mat)
|
Matrix4f |
Matrix4f.set3x3(Matrix4f mat)
|
Matrix4f |
Matrix4f.setFrustum(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Set this matrix to be an arbitrary perspective projection frustum transformation for a right-handed coordinate system
using OpenGL's NDC z range of [-1..+1].
|
Matrix4f |
Matrix4f.setFrustum(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne)
Set this matrix to be an arbitrary perspective projection frustum transformation for a right-handed coordinate system
using the given NDC z range.
|
Matrix4f |
Matrix4f.setFrustumLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Set this matrix to be an arbitrary perspective projection frustum transformation for a left-handed coordinate system
using OpenGL's NDC z range of [-1..+1].
|
Matrix4f |
Matrix4f.setFrustumLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne)
Set this matrix to be an arbitrary perspective projection frustum transformation for a left-handed coordinate system
using OpenGL's NDC z range of [-1..+1].
|
Matrix4f |
Matrix4f.setLookAlong(float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix4f |
Matrix4f.setLookAlong(Vector3f dir,
Vector3f up)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix4f |
Matrix4f.setLookAt(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4f |
Matrix4f.setLookAt(Vector3f eye,
Vector3f center,
Vector3f up)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns
-z with center - eye. |
Matrix4f |
Matrix4f.setLookAtLH(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ)
Set this matrix to be a "lookat" transformation for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4f |
Matrix4f.setLookAtLH(Vector3f eye,
Vector3f center,
Vector3f up)
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns
+z with center - eye. |
Matrix4f |
Matrix4f.setOrtho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Set this matrix to be an orthographic projection transformation using OpenGL's NDC z range of [-1..+1].
|
Matrix4f |
Matrix4f.setOrtho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation using the given NDC z range.
|
Matrix4f |
Matrix4f.setOrtho2D(float left,
float right,
float bottom,
float top)
Set this matrix to be an orthographic projection transformation.
|
Matrix4f |
Matrix4f.setOrthoSymmetric(float width,
float height,
float zNear,
float zFar)
Set this matrix to be a symmetric orthographic projection transformation using OpenGL's NDC z range of [-1..+1].
|
Matrix4f |
Matrix4f.setOrthoSymmetric(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation using the given NDC z range.
|
Matrix4f |
Matrix4f.setPerspective(float fovy,
float aspect,
float zNear,
float zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system
using OpenGL's NDC z range of [-1..+1].
|
Matrix4f |
Matrix4f.setPerspective(float fovy,
float aspect,
float zNear,
float zFar,
boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system
using the given NDC z range.
|
Matrix4f |
Matrix4f.setPerspectiveLH(float fovy,
float aspect,
float zNear,
float zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a left-handed coordinate system
using OpenGL's NDC z range of [-1..+1].
|
Matrix4f |
Matrix4f.setPerspectiveLH(float fovy,
float aspect,
float zNear,
float zFar,
boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a left-handed coordinate system
using the given NDC z range of [-1..+1].
|
Matrix4f |
Matrix4f.setRotationXYZ(float angleX,
float angleY,
float angleZ)
Set only the upper 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. |
Matrix4f |
Matrix4f.setRotationYXZ(float angleY,
float angleX,
float angleZ)
Set only the upper 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. |
Matrix4f |
Matrix4f.setRotationZYX(float angleZ,
float angleY,
float angleX)
Set only the upper 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. |
Matrix4f |
Matrix4f.setTranslation(float x,
float y,
float z)
Set only the translation components (m30, m31, m32) of this matrix to the given values (x, y, z).
|
Matrix4f |
Matrix4f.setTranslation(Vector3f xyz)
Set only the translation components (m30, m31, m32) of this matrix to the values (xyz.x, xyz.y, xyz.z).
|
Matrix4f |
Matrix4f.shadow(float lightX,
float lightY,
float lightZ,
float lightW,
float a,
float b,
float c,
float d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW).
|
Matrix4f |
Matrix4f.shadow(float lightX,
float lightY,
float lightZ,
float lightW,
float a,
float b,
float c,
float d,
Matrix4f 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. |
Matrix4f |
Matrix4f.shadow(float lightX,
float lightY,
float lightZ,
float lightW,
Matrix4f 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).
|
Matrix4f |
Matrix4f.shadow(float lightX,
float lightY,
float lightZ,
float lightW,
Matrix4f planeTransform,
Matrix4f 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. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
float a,
float b,
float c,
float d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction
light. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
float a,
float b,
float c,
float d,
Matrix4f 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. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
Matrix4f 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. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
Matrix4f planeTransform,
Matrix4f 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. |
Matrix4f |
Matrix4f.sub(Matrix4f subtrahend)
Component-wise subtract
subtrahend from this. |
Matrix4f |
Matrix4f.sub(Matrix4f subtrahend,
Matrix4f dest)
Component-wise subtract
subtrahend from this and store the result in dest. |
Matrix4f |
Matrix4f.sub4x3(Matrix4f subtrahend)
Component-wise subtract the upper 4x3 submatrices of
subtrahend from this. |
Matrix4f |
Matrix4f.sub4x3(Matrix4f subtrahend,
Matrix4f dest)
Component-wise subtract the upper 4x3 submatrices of
subtrahend from this
and store the result in dest. |
Matrix4f |
Matrix4f.swap(Matrix4f other)
Exchange the values of
this matrix with the given other matrix. |
Matrix4f |
Matrix4f.transformAab(float minX,
float minY,
float minZ,
float maxX,
float maxY,
float maxZ,
Vector3f outMin,
Vector3f outMax)
Transform the axis-aligned box given as the minimum corner (minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
by
this affine matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Matrix4f |
Matrix4f.transformAab(Vector3f min,
Vector3f max,
Vector3f outMin,
Vector3f outMax)
Transform the axis-aligned box given as the minimum corner
min and maximum corner max
by this affine matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Matrix4f |
Matrix4f.translate(float x,
float y,
float z)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
Matrix4f.translate(float x,
float y,
float z,
Matrix4f 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. |
Matrix4f |
Matrix4f.translate(Vector3f offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
Matrix4f.translate(Vector3f offset,
Matrix4f 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. |
Matrix4f |
Matrix4f.translateLocal(float x,
float y,
float z)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
Matrix4f.translateLocal(float x,
float y,
float z,
Matrix4f 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. |
Matrix4f |
Matrix4f.translateLocal(Vector3f offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
Matrix4f.translateLocal(Vector3f offset,
Matrix4f 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. |
Matrix4f |
Matrix4f.translation(float x,
float y,
float z)
Set this matrix to be a simple translation matrix.
|
Matrix4f |
Matrix4f.translation(Vector3f offset)
Set this matrix to be a simple translation matrix.
|
Matrix4f |
Matrix4f.translationRotate(float tx,
float ty,
float tz,
Quaternionf 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. |
Matrix4f |
Matrix4f.translationRotateScale(float tx,
float ty,
float tz,
float qx,
float qy,
float qz,
float qw,
float sx,
float sy,
float 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). |
Matrix4f |
Matrix4f.translationRotateScale(Vector3f translation,
Quaternionf quat,
Vector3f 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. |
Matrix4f |
Matrix4f.translationRotateScaleMulAffine(float tx,
float ty,
float tz,
float qx,
float qy,
float qz,
float qw,
float sx,
float sy,
float sz,
Matrix4f 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) and M is an affine matrix. |
Matrix4f |
Matrix4f.translationRotateScaleMulAffine(Vector3f translation,
Quaternionf quat,
Vector3f scale,
Matrix4f 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 and M is an affine matrix. |
Matrix4f |
Matrix4f.transpose()
Transpose this matrix.
|
Matrix4f |
Matrix4f.transpose(Matrix4f dest)
Transpose this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.transpose3x3()
Transpose only the upper left 3x3 submatrix of this matrix and set the rest of the matrix elements to identity.
|
Matrix4f |
Matrix4f.transpose3x3(Matrix4f dest)
Transpose only the upper left 3x3 submatrix of this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.trapezoidCrop(float p0x,
float p0y,
float p1x,
float p1y,
float p2x,
float p2y,
float p3x,
float p3y)
Set
this matrix to a perspective transformation that maps the trapezoid spanned by the four corner coordinates
(p0x, p0y), (p1x, p1y), (p2x, p2y) and (p3x, p3y) to the unit square [(-1, -1)..(+1, +1)]. |
Matrix4f |
Matrix4f.unprojectInvRay(float winX,
float winY,
int[] viewport,
Vector3f originDest,
Vector3f dirDest)
Unproject the given 2D window coordinates (winX, winY) by
this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0. |
Matrix4f |
Matrix4f.unprojectRay(float winX,
float winY,
int[] viewport,
Vector3f originDest,
Vector3f dirDest)
Unproject the given 2D window coordinates (winX, winY) by
this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0. |
Matrix4f |
Matrix4f.zero()
Set all the values within this matrix to
0. |
| Modifier and Type | Method and Description |
|---|---|
Matrix4f |
Matrix4f.add(Matrix4f other)
Component-wise add
this and other. |
Matrix4f |
Matrix4f.add(Matrix4f other,
Matrix4f dest)
Component-wise add
this and other and store the result in dest. |
Matrix4f |
Matrix4f.add4x3(Matrix4f other)
Component-wise add the upper 4x3 submatrices of
this and other. |
Matrix4f |
Matrix4f.add4x3(Matrix4f other,
Matrix4f dest)
Component-wise add the upper 4x3 submatrices of
this and other
and store the result in dest. |
Matrix4f |
Matrix4f.arcball(float radius,
float centerX,
float centerY,
float centerZ,
float angleX,
float angleY,
Matrix4f 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. |
Matrix4f |
Matrix4f.arcball(float radius,
Vector3f center,
float angleX,
float angleY,
Matrix4f 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. |
Matrix4f |
Matrix4f.fma4x3(Matrix4f other,
float 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. |
Matrix4f |
Matrix4f.fma4x3(Matrix4f other,
float otherFactor,
Matrix4f 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. |
Matrix4f |
Matrix4f.frustum(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a right-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.frustum(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4f dest)
Apply an arbitrary perspective projection frustum 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. |
Matrix4f |
Matrix4f.frustumLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a left-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.frustumLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4f dest)
Apply an arbitrary perspective projection frustum 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. |
Matrix4f |
Quaternionf.get(Matrix4f dest)
Set the given destination matrix to the rotation represented by
this. |
Matrix4f |
Matrix4f.get(Matrix4f dest)
Get the current values of
this matrix and store them into
dest. |
Matrix4f |
Matrix3f.get(Matrix4f dest)
Get the current values of
this matrix and store them as
the rotational component of dest. |
Matrix4f |
Matrix4f.invert(Matrix4f dest)
Invert this matrix and write the result into
dest. |
Matrix4f |
Matrix4f.invertAffine(Matrix4f dest)
Invert this matrix by assuming that it is an
affine transformation (i.e. its last row is equal to (0, 0, 0, 1))
and write the result into dest. |
Matrix4f |
Matrix4f.invertAffineUnitScale(Matrix4f dest)
Invert this matrix by assuming that it is an
affine transformation (i.e. its last row is equal to (0, 0, 0, 1))
and has unit scaling (i.e. |
Matrix4f |
Matrix4f.invertFrustum(Matrix4f dest)
If
this is an arbitrary perspective projection matrix obtained via one of the frustum() methods
or via setFrustum(),
then this method builds the inverse of this and stores it into the given dest. |
Matrix4f |
Matrix4f.invertLookAt(Matrix4f dest)
Invert this matrix by assuming that it is an
affine transformation (i.e. its last row is equal to (0, 0, 0, 1))
and has unit scaling (i.e. |
Matrix4f |
Matrix4f.invertOrtho(Matrix4f dest)
Invert
this orthographic projection matrix and store the result into the given dest. |
Matrix4f |
Matrix4f.invertPerspective(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,
then this method builds the inverse of this and stores it into the given dest. |
Matrix4f |
Matrix4f.invertPerspectiveView(Matrix4f 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 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. |
Matrix4f |
Matrix4f.lookAlong(float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ,
Matrix4f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4f |
Matrix4f.lookAlong(Vector3f dir,
Vector3f up,
Matrix4f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4f |
Matrix4f.lookAt(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.lookAt(Vector3f eye,
Vector3f center,
Vector3f up,
Matrix4f 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. |
Matrix4f |
Matrix4f.lookAtLH(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.lookAtLH(Vector3f eye,
Vector3f center,
Vector3f up,
Matrix4f 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. |
Vector4f |
Vector4f.mul(Matrix4f mat)
Multiply this Vector4f by the given matrix mat and store the result in
this. |
Matrix4f |
Matrix4f.mul(Matrix4f right)
Multiply this matrix by the supplied
right matrix and store the result in this. |
Matrix4f |
Matrix4f.mul(Matrix4f right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix and store the result in dest. |
Vector4f |
Vector4f.mul(Matrix4f mat,
Vector4f dest)
Multiply this Vector4f by the given matrix mat and store the result in
dest. |
Matrix4f |
Matrix4f.mul4x3ComponentWise(Matrix4f other)
Component-wise multiply the upper 4x3 submatrices of
this by other. |
Matrix4f |
Matrix4f.mul4x3ComponentWise(Matrix4f other,
Matrix4f dest)
Component-wise multiply the upper 4x3 submatrices of
this by other
and store the result in dest. |
Matrix4f |
Matrix4f.mulAffine(Matrix4f right)
Multiply this matrix by the supplied
right matrix, both of which are assumed to be affine, and store the result in this. |
Matrix4f |
Matrix4f.mulAffine(Matrix4f right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix, both of which are assumed to be affine, and store the result in dest. |
Matrix4f |
Matrix4f.mulAffineR(Matrix4f right)
Multiply this matrix by the supplied
right matrix, which is assumed to be affine, and store the result in this. |
Matrix4f |
Matrix4f.mulAffineR(Matrix4f right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix, which is assumed to be affine, and store the result in dest. |
Matrix4f |
Matrix4f.mulComponentWise(Matrix4f other)
Component-wise multiply
this by other. |
Matrix4f |
Matrix4f.mulComponentWise(Matrix4f other,
Matrix4f dest)
Component-wise multiply
this by other and store the result in dest. |
Vector3f |
Vector3f.mulDirection(Matrix4f mat)
Multiply
this by the given 4x4 matrix mat. |
Vector3f |
Vector3f.mulDirection(Matrix4f mat,
Vector3f dest)
Multiply
this by the given 4x4 matrix mat and store the
result in dest. |
Matrix4f |
Matrix4f.mulOrthoAffine(Matrix4f view)
|
Matrix4f |
Matrix4f.mulOrthoAffine(Matrix4f view,
Matrix4f dest)
Multiply
this orthographic projection matrix by the supplied affine view matrix
and store the result in dest. |
Matrix4f |
Matrix4f.mulPerspectiveAffine(Matrix4f view)
|
Matrix4f |
Matrix4f.mulPerspectiveAffine(Matrix4f view,
Matrix4f dest)
Multiply
this symmetric perspective projection matrix by the supplied affine view matrix and store the result in dest. |
Vector3f |
Vector3f.mulPosition(Matrix4f mat)
Multiply
this by the given 4x4 matrix mat. |
Vector3f |
Vector3f.mulPosition(Matrix4f mat,
Vector3f dest)
Multiply
this by the given 4x4 matrix mat and store the
result in dest. |
float |
Vector3f.mulPositionW(Matrix4f mat)
Multiply
this by the given 4x4 matrix mat and return the w component
of the resulting 4D vector. |
float |
Vector3f.mulPositionW(Matrix4f mat,
Vector3f dest)
Multiply
this by the given 4x4 matrix mat, store the
result in dest and return the w component of the resulting 4D vector. |
Vector4f |
Vector4f.mulProject(Matrix4f mat)
Multiply this Vector4f by the given matrix
mat, perform perspective division. |
Vector3f |
Vector3f.mulProject(Matrix4f mat)
Multiply this Vector3f by the given matrix
mat, perform perspective division. |
Vector3f |
Vector3f.mulProject(Matrix4f mat,
Vector3f dest)
Multiply this Vector3f by the given matrix
mat, perform perspective division
and store the result in dest. |
Vector4f |
Vector4f.mulProject(Matrix4f mat,
Vector4f dest)
Multiply this Vector4f by the given matrix
mat, perform perspective division
and store the result in dest. |
Matrix4f |
Matrix4f.normal(Matrix4f dest)
Compute a normal matrix from the upper left 3x3 submatrix of
this
and store it into the upper left 3x3 submatrix of dest. |
Matrix4f |
Matrix4f.normalize3x3(Matrix4f dest)
Normalize the upper left 3x3 submatrix of this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply an orthographic projection transformation using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4f dest)
Apply an orthographic projection transformation using OpenGL's NDC z range of [-1..+1] to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.ortho2D(float left,
float right,
float bottom,
float top,
Matrix4f dest)
Apply an orthographic projection transformation to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.orthoCrop(Matrix4f view,
Matrix4f dest)
Build an ortographic projection transformation that fits the view-projection transformation represented by
this
into the given affine view transformation. |
Matrix4f |
Matrix4f.orthoSymmetric(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply a symmetric orthographic projection transformation using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.orthoSymmetric(float width,
float height,
float zNear,
float zFar,
Matrix4f dest)
Apply a symmetric orthographic projection transformation using OpenGL's NDC z range of [-1..+1] to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.perspective(float fovy,
float aspect,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.perspective(float fovy,
float aspect,
float zNear,
float zFar,
Matrix4f dest)
Apply a symmetric perspective projection frustum 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. |
Matrix4f |
Matrix4f.perspectiveFrustumSlice(float near,
float far,
Matrix4f dest)
Change the near and far clip plane distances of
this perspective frustum transformation matrix
and store the result in dest. |
Matrix4f |
Matrix4f.perspectiveLH(float fovy,
float aspect,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a left-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.perspectiveLH(float fovy,
float aspect,
float zNear,
float zFar,
Matrix4f dest)
Apply a symmetric perspective projection frustum 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. |
Matrix4f |
Matrix4f.pick(float x,
float y,
float width,
float height,
int[] viewport,
Matrix4f 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. |
Matrix4f |
Matrix4f.projectedGridRange(Matrix4f projector,
float sLower,
float sUpper,
Matrix4f 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. |
Matrix4f |
Matrix4f.reflect(float nx,
float ny,
float nz,
float px,
float py,
float pz,
Matrix4f 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. |
Matrix4f |
Matrix4f.reflect(float a,
float b,
float c,
float d,
Matrix4f 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. |
Matrix4f |
Matrix4f.reflect(Quaternionf orientation,
Vector3f point,
Matrix4f 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. |
Matrix4f |
Matrix4f.reflect(Vector3f normal,
Vector3f point,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotate(float ang,
float x,
float y,
float z,
Matrix4f dest)
Apply rotation to this matrix by rotating the given amount of radians
about the specified (x, y, z) axis and store the result in
dest. |
Matrix4f |
Matrix4f.rotate(float angle,
Vector3f axis,
Matrix4f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4f |
Matrix4f.rotate(Quaternionf quat,
Matrix4f dest)
Apply the rotation transformation of the given
Quaternionf to this matrix and store
the result in dest. |
Matrix4f |
Matrix4f.rotateAffine(float ang,
float x,
float y,
float z,
Matrix4f dest)
Apply rotation to this
affine matrix by rotating the given amount of radians
about the specified (x, y, z) axis and store the result in dest. |
Matrix4f |
Matrix4f.rotateAffine(Quaternionf quat,
Matrix4f dest)
Apply the rotation transformation of the given
Quaternionf to this affine matrix and store
the result in dest. |
Matrix4f |
Matrix4f.rotateAffineLocal(float ang,
float x,
float y,
float z,
Matrix4f dest)
Pre-multiply a rotation to this
affine matrix by rotating the given amount of radians
about the specified (x, y, z) axis and store the result in dest. |
Matrix4f |
Matrix4f.rotateAffineLocal(Quaternionf quat,
Matrix4f dest)
Pre-multiply the rotation transformation of the given
Quaternionf to this affine matrix and store
the result in dest. |
Matrix4f |
Matrix4f.rotateAffineXYZ(float angleX,
float angleY,
float angleZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotateAffineYXZ(float angleY,
float angleX,
float angleZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotateAffineZYX(float angleZ,
float angleY,
float angleX,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotateX(float ang,
Matrix4f dest)
Apply rotation about the X axis to this matrix by rotating the given amount of radians
and store the result in
dest. |
Matrix4f |
Matrix4f.rotateXYZ(float angleX,
float angleY,
float angleZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotateY(float ang,
Matrix4f dest)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians
and store the result in
dest. |
Matrix4f |
Matrix4f.rotateYXZ(float angleY,
float angleX,
float angleZ,
Matrix4f 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. |
Matrix4f |
Matrix4f.rotateZ(float ang,
Matrix4f dest)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians
and store the result in
dest. |
Matrix4f |
Matrix4f.rotateZYX(float angleZ,
float angleY,
float angleX,
Matrix4f 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. |
Matrix4f |
Matrix4f.scale(float x,
float y,
float z,
Matrix4f dest)
Apply scaling to the this matrix by scaling the base axes by the given x,
y and z factors and store the result in
dest. |
Matrix4f |
Matrix4f.scale(float xyz,
Matrix4f dest)
Apply scaling to this matrix by uniformly scaling all base axes by the given
xyz factor
and store the result in dest. |
Matrix4f |
Matrix4f.scale(Vector3f xyz,
Matrix4f dest)
Apply scaling to the 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. |
Matrix4f |
Matrix4f.scaleLocal(float x,
float y,
float z,
Matrix4f dest)
Pre-multiply scaling to the this matrix by scaling the base axes by the given x,
y and z factors and store the result in
dest. |
Matrix4f |
Matrix4f.set(Matrix4f m)
Store the values of the given matrix
m into this matrix. |
Matrix3f |
Matrix3f.set(Matrix4f mat)
Set the elements of this matrix to the upper left 3x3 of the given
Matrix4f. |
Matrix4f |
Matrix4f.set3x3(Matrix4f mat)
|
Quaternionf |
Quaternionf.setFromNormalized(Matrix4f mat)
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Quaternionf |
Quaternionf.setFromUnnormalized(Matrix4f mat)
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Matrix4f |
Matrix4f.shadow(float lightX,
float lightY,
float lightZ,
float lightW,
float a,
float b,
float c,
float d,
Matrix4f 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. |
Matrix4f |
Matrix4f.shadow(float lightX,
float lightY,
float lightZ,
float lightW,
Matrix4f 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).
|
Matrix4f |
Matrix4f.shadow(float lightX,
float lightY,
float lightZ,
float lightW,
Matrix4f planeTransform,
Matrix4f 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. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
float a,
float b,
float c,
float d,
Matrix4f 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. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
Matrix4f 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. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
Matrix4f planeTransform,
Matrix4f 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. |
Matrix4f |
Matrix4f.sub(Matrix4f subtrahend)
Component-wise subtract
subtrahend from this. |
Matrix4f |
Matrix4f.sub(Matrix4f subtrahend,
Matrix4f dest)
Component-wise subtract
subtrahend from this and store the result in dest. |
Matrix4f |
Matrix4f.sub4x3(Matrix4f subtrahend)
Component-wise subtract the upper 4x3 submatrices of
subtrahend from this. |
Matrix4f |
Matrix4f.sub4x3(Matrix4f subtrahend,
Matrix4f dest)
Component-wise subtract the upper 4x3 submatrices of
subtrahend from this
and store the result in dest. |
Matrix4f |
Matrix4f.swap(Matrix4f other)
Exchange the values of
this matrix with the given other matrix. |
Matrix4f |
Matrix4f.translate(float x,
float y,
float z,
Matrix4f 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. |
Matrix4f |
Matrix4f.translate(Vector3f offset,
Matrix4f 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. |
Matrix4f |
Matrix4f.translateLocal(float x,
float y,
float z,
Matrix4f 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. |
Matrix4f |
Matrix4f.translateLocal(Vector3f offset,
Matrix4f 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. |
Matrix4f |
Matrix4f.translationRotateScaleMulAffine(float tx,
float ty,
float tz,
float qx,
float qy,
float qz,
float qw,
float sx,
float sy,
float sz,
Matrix4f 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) and M is an affine matrix. |
Matrix4f |
Matrix4f.translationRotateScaleMulAffine(Vector3f translation,
Quaternionf quat,
Vector3f scale,
Matrix4f 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 and M is an affine matrix. |
Matrix4f |
Matrix4f.transpose(Matrix4f dest)
Transpose this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.transpose3x3(Matrix4f dest)
Transpose only the upper left 3x3 submatrix of this matrix and store the result in
dest. |
| Constructor and Description |
|---|
Matrix3f(Matrix4f mat)
|
Matrix4f(Matrix4f mat)
Create a new
Matrix4f and make it a copy of the given matrix. |
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