public class Matrix4f extends Object implements Externalizable, Matrix4fc
m00 m10 m20 m30
m01 m11 m21 m31
m02 m12 m22 m32
m03 m13 m23 m33
CORNER_NXNYNZ, CORNER_NXNYPZ, CORNER_NXPYNZ, CORNER_NXPYPZ, CORNER_PXNYNZ, CORNER_PXNYPZ, CORNER_PXPYNZ, CORNER_PXPYPZ, PLANE_NX, PLANE_NY, PLANE_NZ, PLANE_PX, PLANE_PY, PLANE_PZ, PROPERTY_AFFINE, PROPERTY_IDENTITY, PROPERTY_PERSPECTIVE, PROPERTY_TRANSLATION
Constructor and Description |
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Matrix4f()
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Matrix4f(FloatBuffer buffer)
Create a new
Matrix4f by reading its 16 float components from the given FloatBuffer
at the buffer's current position. |
Matrix4f(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)
Create a new 4x4 matrix using the supplied float values.
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Matrix4f(Matrix3fc mat)
|
Matrix4f(Matrix4dc mat)
Create a new
Matrix4f and make it a copy of the given matrix. |
Matrix4f(Matrix4fc mat)
Create a new
Matrix4f and make it a copy of the given matrix. |
Matrix4f(Matrix4x3fc mat)
Create a new
Matrix4f and set its upper 4x3 submatrix to the given matrix mat
and all other elements to identity. |
Matrix4f(Vector4fc col0,
Vector4fc col1,
Vector4fc col2,
Vector4fc col3)
Create a new
Matrix4f and initialize its four columns using the supplied vectors. |
Modifier and Type | Method and Description |
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Matrix4f |
add(Matrix4fc other)
Component-wise add
this and other . |
Matrix4f |
add(Matrix4fc other,
Matrix4f dest)
Component-wise add
this and other and store the result in dest . |
Matrix4f |
add4x3(Matrix4fc other)
Component-wise add the upper 4x3 submatrices of
this and other . |
Matrix4f |
add4x3(Matrix4fc other,
Matrix4f dest)
Component-wise add the upper 4x3 submatrices of
this and other
and store the result in dest . |
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 |
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 |
arcball(float radius,
Vector3fc 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 |
arcball(float radius,
Vector3fc 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 |
assumeAffine()
Assume that this matrix is
affine . |
Matrix4f |
assumeNothing()
Assume no properties of the matrix.
|
Matrix4f |
assumePerspective()
Assume that this matrix is a perspective transformation.
|
Matrix4f |
billboardCylindrical(Vector3fc objPos,
Vector3fc targetPos,
Vector3fc 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 |
billboardSpherical(Vector3fc objPos,
Vector3fc 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 |
billboardSpherical(Vector3fc objPos,
Vector3fc targetPos,
Vector3fc 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 . |
float |
determinant()
Return the determinant of this matrix.
|
float |
determinant3x3()
Return the determinant of the upper left 3x3 submatrix of this matrix.
|
float |
determinantAffine()
Return the determinant of this matrix by assuming that it represents an
affine transformation and thus
its last row is equal to (0, 0, 0, 1). |
boolean |
equals(Object obj) |
Matrix4f |
fma4x3(Matrix4fc 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 |
fma4x3(Matrix4fc 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 |
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 |
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 |
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 |
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 |
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. |
Vector3f |
frustumCorner(int corner,
Vector3f point)
Compute the corner coordinates of the frustum defined by
this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given point . |
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 |
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 |
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 |
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 . |
Vector4f |
frustumPlane(int plane,
Vector4f planeEquation)
Calculate a frustum plane of
this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given planeEquation . |
Vector3f |
frustumRayDir(float x,
float y,
Vector3f dir)
Obtain the direction of a ray starting at the center of the coordinate system and going
through the near frustum plane.
|
ByteBuffer |
get(ByteBuffer buffer)
Store this matrix in column-major order into the supplied
ByteBuffer at the current
buffer position . |
float[] |
get(float[] arr)
Store this matrix into the supplied float array in column-major order.
|
float[] |
get(float[] arr,
int offset)
Store this matrix into the supplied float array in column-major order at the given offset.
|
FloatBuffer |
get(FloatBuffer buffer)
Store this matrix in column-major order into the supplied
FloatBuffer at the current
buffer position . |
ByteBuffer |
get(int index,
ByteBuffer buffer)
Store this matrix in column-major order into the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
FloatBuffer |
get(int index,
FloatBuffer buffer)
Store this matrix in column-major order into the supplied
FloatBuffer starting at the specified
absolute buffer position/index. |
Matrix4d |
get(Matrix4d dest)
Get the current values of
this matrix and store them into
dest . |
Matrix4f |
get(Matrix4f dest)
Get the current values of
this matrix and store them into
dest . |
Matrix3d |
get3x3(Matrix3d dest)
Get the current values of the upper left 3x3 submatrix of
this matrix and store them into
dest . |
Matrix3f |
get3x3(Matrix3f dest)
Get the current values of the upper left 3x3 submatrix of
this matrix and store them into
dest . |
Matrix4x3f |
get4x3(Matrix4x3f dest)
Get the current values of the upper 4x3 submatrix of
this matrix and store them into
dest . |
ByteBuffer |
get4x3Transposed(ByteBuffer buffer)
Store the upper 4x3 submatrix of
this matrix in row-major order into the supplied ByteBuffer at the current
buffer position . |
FloatBuffer |
get4x3Transposed(FloatBuffer buffer)
Store the upper 4x3 submatrix of
this matrix in row-major order into the supplied FloatBuffer at the current
buffer position . |
ByteBuffer |
get4x3Transposed(int index,
ByteBuffer buffer)
Store the upper 4x3 submatrix of
this matrix in row-major order into the supplied ByteBuffer starting at the specified
absolute buffer position/index. |
FloatBuffer |
get4x3Transposed(int index,
FloatBuffer buffer)
Store the upper 4x3 submatrix of
this matrix in row-major order into the supplied FloatBuffer starting at the specified
absolute buffer position/index. |
Vector4f |
getColumn(int column,
Vector4f dest)
Get the column at the given
column index, starting with 0 . |
Vector3f |
getEulerAnglesZYX(Vector3f dest)
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix of
this
and store the extracted Euler angles in dest . |
Quaterniond |
getNormalizedRotation(Quaterniond dest)
Get the current values of
this matrix and store the represented rotation
into the given Quaterniond . |
Quaternionf |
getNormalizedRotation(Quaternionf dest)
Get the current values of
this matrix and store the represented rotation
into the given Quaternionf . |
AxisAngle4d |
getRotation(AxisAngle4d dest)
Get the rotational component of
this matrix and store the represented rotation
into the given AxisAngle4d . |
AxisAngle4f |
getRotation(AxisAngle4f dest)
Get the rotational component of
this matrix and store the represented rotation
into the given AxisAngle4f . |
Vector4f |
getRow(int row,
Vector4f dest)
Get the row at the given
row index, starting with 0 . |
Vector3f |
getScale(Vector3f dest)
Get the scaling factors of
this matrix for the three base axes. |
Vector3f |
getTranslation(Vector3f dest)
Get only the translation components (m30, m31, m32) of this matrix and store them in the given vector
xyz . |
ByteBuffer |
getTransposed(ByteBuffer buffer)
Store the transpose of this matrix in column-major order into the supplied
ByteBuffer at the current
buffer position . |
FloatBuffer |
getTransposed(FloatBuffer buffer)
Store the transpose of this matrix in column-major order into the supplied
FloatBuffer at the current
buffer position . |
ByteBuffer |
getTransposed(int index,
ByteBuffer buffer)
Store the transpose of this matrix in column-major order into the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
FloatBuffer |
getTransposed(int index,
FloatBuffer buffer)
Store the transpose of this matrix in column-major order into the supplied
FloatBuffer starting at the specified
absolute buffer position/index. |
Quaterniond |
getUnnormalizedRotation(Quaterniond dest)
Get the current values of
this matrix and store the represented rotation
into the given Quaterniond . |
Quaternionf |
getUnnormalizedRotation(Quaternionf dest)
Get the current values of
this matrix and store the represented rotation
into the given Quaternionf . |
int |
hashCode() |
Matrix4f |
identity()
Reset this matrix to the identity.
|
Matrix4f |
invert()
Invert this matrix.
|
Matrix4f |
invert(Matrix4f dest)
Invert this matrix and write the result into
dest . |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
invertOrtho()
Invert
this orthographic projection matrix. |
Matrix4f |
invertOrtho(Matrix4f dest)
Invert
this orthographic projection matrix and store the result into the given dest . |
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 |
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 |
invertPerspectiveView(Matrix4fc 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 |
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 . |
boolean |
isAffine()
Determine whether this matrix describes an affine transformation.
|
Matrix4f |
lerp(Matrix4fc other,
float t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this . |
Matrix4f |
lerp(Matrix4fc other,
float t,
Matrix4f dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest . |
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 |
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 |
lookAlong(Vector3fc dir,
Vector3fc up)
Apply a rotation transformation to this matrix to make
-z point along dir . |
Matrix4f |
lookAlong(Vector3fc dir,
Vector3fc up,
Matrix4f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest . |
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 |
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 |
lookAt(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye . |
Matrix4f |
lookAt(Vector3fc eye,
Vector3fc center,
Vector3fc 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 |
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 |
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 |
lookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye . |
Matrix4f |
lookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc 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 |
lookAtPerspective(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 |
lookAtPerspectiveLH(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 . |
float |
m00()
Return the value of the matrix element at column 0 and row 0.
|
Matrix4f |
m00(float m00)
Set the value of the matrix element at column 0 and row 0
|
float |
m01()
Return the value of the matrix element at column 0 and row 1.
|
Matrix4f |
m01(float m01)
Set the value of the matrix element at column 0 and row 1
|
float |
m02()
Return the value of the matrix element at column 0 and row 2.
|
Matrix4f |
m02(float m02)
Set the value of the matrix element at column 0 and row 2
|
float |
m03()
Return the value of the matrix element at column 0 and row 3.
|
Matrix4f |
m03(float m03)
Set the value of the matrix element at column 0 and row 3
|
float |
m10()
Return the value of the matrix element at column 1 and row 0.
|
Matrix4f |
m10(float m10)
Set the value of the matrix element at column 1 and row 0
|
float |
m11()
Return the value of the matrix element at column 1 and row 1.
|
Matrix4f |
m11(float m11)
Set the value of the matrix element at column 1 and row 1
|
float |
m12()
Return the value of the matrix element at column 1 and row 2.
|
Matrix4f |
m12(float m12)
Set the value of the matrix element at column 1 and row 2
|
float |
m13()
Return the value of the matrix element at column 1 and row 3.
|
Matrix4f |
m13(float m13)
Set the value of the matrix element at column 1 and row 3
|
float |
m20()
Return the value of the matrix element at column 2 and row 0.
|
Matrix4f |
m20(float m20)
Set the value of the matrix element at column 2 and row 0
|
float |
m21()
Return the value of the matrix element at column 2 and row 1.
|
Matrix4f |
m21(float m21)
Set the value of the matrix element at column 2 and row 1
|
float |
m22()
Return the value of the matrix element at column 2 and row 2.
|
Matrix4f |
m22(float m22)
Set the value of the matrix element at column 2 and row 2
|
float |
m23()
Return the value of the matrix element at column 2 and row 3.
|
Matrix4f |
m23(float m23)
Set the value of the matrix element at column 2 and row 3
|
float |
m30()
Return the value of the matrix element at column 3 and row 0.
|
Matrix4f |
m30(float m30)
Set the value of the matrix element at column 3 and row 0
|
float |
m31()
Return the value of the matrix element at column 3 and row 1.
|
Matrix4f |
m31(float m31)
Set the value of the matrix element at column 3 and row 1
|
float |
m32()
Return the value of the matrix element at column 3 and row 2.
|
Matrix4f |
m32(float m32)
Set the value of the matrix element at column 3 and row 2
|
float |
m33()
Return the value of the matrix element at column 3 and row 3.
|
Matrix4f |
m33(float m33)
Set the value of the matrix element at column 3 and row 3
|
Matrix4f |
mul(Matrix4fc right)
Multiply this matrix by the supplied
right matrix and store the result in this . |
Matrix4f |
mul(Matrix4fc right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix and store the result in dest . |
Matrix4f |
mul(Matrix4x3fc right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix and store the result in dest . |
Matrix4f |
mul4x3ComponentWise(Matrix4fc other)
Component-wise multiply the upper 4x3 submatrices of
this by other . |
Matrix4f |
mul4x3ComponentWise(Matrix4fc other,
Matrix4f dest)
Component-wise multiply the upper 4x3 submatrices of
this by other
and store the result in dest . |
Matrix4f |
mulAffine(Matrix4fc right)
Multiply this matrix by the supplied
right matrix, both of which are assumed to be affine , and store the result in this . |
Matrix4f |
mulAffine(Matrix4fc 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 |
mulAffineR(Matrix4fc right)
Multiply this matrix by the supplied
right matrix, which is assumed to be affine , and store the result in this . |
Matrix4f |
mulAffineR(Matrix4fc right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix, which is assumed to be affine , and store the result in dest . |
Matrix4f |
mulAffineR(Matrix4x3fc right)
Multiply this matrix by the supplied
right matrix and store the result in this . |
Matrix4f |
mulAffineR(Matrix4x3fc right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix and store the result in dest . |
Matrix4f |
mulComponentWise(Matrix4fc other)
Component-wise multiply
this by other . |
Matrix4f |
mulComponentWise(Matrix4fc other,
Matrix4f dest)
Component-wise multiply
this by other and store the result in dest . |
Matrix4f |
mulOrthoAffine(Matrix4fc view)
|
Matrix4f |
mulOrthoAffine(Matrix4fc view,
Matrix4f dest)
Multiply
this orthographic projection matrix by the supplied affine view matrix
and store the result in dest . |
Matrix4f |
mulPerspectiveAffine(Matrix4fc view)
|
Matrix4f |
mulPerspectiveAffine(Matrix4fc view,
Matrix4f dest)
Multiply
this symmetric perspective projection matrix by the supplied affine view matrix and store the result in dest . |
Matrix4f |
mulPerspectiveAffine(Matrix4x3fc view)
Multiply
this symmetric perspective projection matrix by the supplied view matrix. |
Matrix4f |
mulPerspectiveAffine(Matrix4x3fc view,
Matrix4f dest)
Multiply
this symmetric perspective projection matrix by the supplied view matrix and store the result in dest . |
Matrix4f |
mulTranslationAffine(Matrix4fc right,
Matrix4f 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 . |
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 . |
Matrix3f |
normal(Matrix3f dest)
Compute a normal matrix from the upper left 3x3 submatrix of
this
and store it into dest . |
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 |
normalize3x3()
Normalize the upper left 3x3 submatrix of this matrix.
|
Matrix3f |
normalize3x3(Matrix3f dest)
Normalize the upper left 3x3 submatrix of this matrix and store the result in
dest . |
Matrix4f |
normalize3x3(Matrix4f dest)
Normalize the upper left 3x3 submatrix of this matrix and store the result in
dest . |
Vector3f |
normalizedPositiveX(Vector3f dir)
Obtain the direction of +X before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
normalizedPositiveY(Vector3f dir)
Obtain the direction of +Y before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
normalizedPositiveZ(Vector3f dir)
Obtain the direction of +Z before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
origin(Vector3f origin)
Obtain the position that gets transformed to the origin by
this matrix. |
Vector3f |
originAffine(Vector3f origin)
Obtain the position that gets transformed to the origin by
this affine matrix. |
Matrix4f |
ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Apply an orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of [-1..+1] to this matrix.
|
Matrix4f |
ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne)
Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix.
|
Matrix4f |
ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply an orthographic projection transformation for a right-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest . |
Matrix4f |
ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4f dest)
Apply an orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of [-1..+1] to this matrix and store the result in
dest . |
Matrix4f |
ortho2D(float left,
float right,
float bottom,
float top)
Apply an orthographic projection transformation for a right-handed coordinate system to this matrix.
|
Matrix4f |
ortho2D(float left,
float right,
float bottom,
float top,
Matrix4f dest)
Apply an orthographic projection transformation for a right-handed coordinate system to this matrix
and store the result in
dest . |
Matrix4f |
ortho2DLH(float left,
float right,
float bottom,
float top)
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix.
|
Matrix4f |
ortho2DLH(float left,
float right,
float bottom,
float top,
Matrix4f dest)
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result in
dest . |
Matrix4f |
orthoCrop(Matrix4fc view,
Matrix4f dest)
Build an ortographic projection transformation that fits the view-projection transformation represented by
this
into the given affine view transformation. |
Matrix4f |
orthoLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Apply an orthographic projection transformation for a left-handed coordiante system
using OpenGL's NDC z range of [-1..+1] to this matrix.
|
Matrix4f |
orthoLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne)
Apply an orthographic projection transformation for a left-handed coordiante system
using the given NDC z range to this matrix.
|
Matrix4f |
orthoLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply an orthographic projection transformation for a left-handed coordiante system
using the given NDC z range to this matrix and store the result in
dest . |
Matrix4f |
orthoLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4f dest)
Apply an orthographic projection transformation for a left-handed coordiante system
using OpenGL's NDC z range of [-1..+1] to this matrix and store the result in
dest . |
Matrix4f |
orthoSymmetric(float width,
float height,
float zNear,
float zFar)
Apply a symmetric orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of [-1..+1] to this matrix.
|
Matrix4f |
orthoSymmetric(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a right-handed coordinate system
using the given NDC z range to this matrix.
|
Matrix4f |
orthoSymmetric(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply a symmetric orthographic projection transformation for a right-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest . |
Matrix4f |
orthoSymmetric(float width,
float height,
float zNear,
float zFar,
Matrix4f dest)
Apply a symmetric orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of [-1..+1] to this matrix and store the result in
dest . |
Matrix4f |
orthoSymmetricLH(float width,
float height,
float zNear,
float zFar)
Apply a symmetric orthographic projection transformation for a left-handed coordinate system
using OpenGL's NDC z range of [-1..+1] to this matrix.
|
Matrix4f |
orthoSymmetricLH(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a left-handed coordinate system
using the given NDC z range to this matrix.
|
Matrix4f |
orthoSymmetricLH(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4f dest)
Apply a symmetric orthographic projection transformation for a left-handed coordinate system
using the given NDC z range to this matrix and store the result in
dest . |
Matrix4f |
orthoSymmetricLH(float width,
float height,
float zNear,
float zFar,
Matrix4f dest)
Apply a symmetric orthographic projection transformation for a left-handed coordinate system
using OpenGL's NDC z range of [-1..+1] to this matrix and store the result in
dest . |
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 |
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 |
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 |
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 . |
float |
perspectiveFar()
Extract the far clip plane distance from
this perspective projection matrix. |
float |
perspectiveFov()
Return the vertical field-of-view angle in radians of this perspective transformation matrix.
|
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 |
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 |
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 |
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 |
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 . |
float |
perspectiveNear()
Extract the near clip plane distance from
this perspective projection matrix. |
Vector3f |
perspectiveOrigin(Vector3f origin)
Compute the eye/origin of the perspective frustum transformation defined by
this matrix,
which can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given origin . |
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 |
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 . |
Vector3f |
positiveX(Vector3f dir)
Obtain the direction of +X before the transformation represented by
this matrix is applied. |
Vector3f |
positiveY(Vector3f dir)
Obtain the direction of +Y before the transformation represented by
this matrix is applied. |
Vector3f |
positiveZ(Vector3f dir)
Obtain the direction of +Z before the transformation represented by
this matrix is applied. |
Vector3f |
project(float x,
float y,
float z,
int[] viewport,
Vector3f winCoordsDest)
Project the given (x, y, z) position via
this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest . |
Vector4f |
project(float x,
float y,
float z,
int[] viewport,
Vector4f winCoordsDest)
Project the given (x, y, z) position via
this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest . |
Vector3f |
project(Vector3fc position,
int[] viewport,
Vector3f winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest . |
Vector4f |
project(Vector3fc position,
int[] viewport,
Vector4f winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest . |
Matrix4f |
projectedGridRange(Matrix4fc 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 . |
byte |
properties() |
void |
readExternal(ObjectInput in) |
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 |
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 |
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 |
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 |
reflect(Quaternionfc orientation,
Vector3fc 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 |
reflect(Quaternionfc orientation,
Vector3fc 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 |
reflect(Vector3fc normal,
Vector3fc 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 |
reflect(Vector3fc normal,
Vector3fc 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 |
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 |
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 |
reflection(Quaternionfc orientation,
Vector3fc 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 |
reflection(Vector3fc normal,
Vector3fc 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 |
rotate(AxisAngle4f axisAngle)
Apply a rotation transformation, rotating about the given
AxisAngle4f , to this matrix. |
Matrix4f |
rotate(AxisAngle4f axisAngle,
Matrix4f dest)
Apply a rotation transformation, rotating about the given
AxisAngle4f and store the result in dest . |
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 |
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 |
rotate(float angle,
Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix4f |
rotate(float angle,
Vector3fc axis,
Matrix4f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest . |
Matrix4f |
rotate(Quaternionfc quat)
Apply the rotation transformation of the given
Quaternionfc to this matrix. |
Matrix4f |
rotate(Quaternionfc quat,
Matrix4f dest)
Apply the rotation transformation of the given
Quaternionfc to this matrix and store
the result in dest . |
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 |
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 |
rotateAffine(Quaternionfc quat)
Apply the rotation transformation of the given
Quaternionfc to this matrix. |
Matrix4f |
rotateAffine(Quaternionfc quat,
Matrix4f dest)
Apply the rotation transformation of the given
Quaternionfc to this affine matrix and store
the result in dest . |
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 |
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 |
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 |
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 |
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 |
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 |
rotateAround(Quaternionfc quat,
float ox,
float oy,
float oz)
Apply the rotation transformation of the given
Quaternionfc to this matrix while using (ox, oy, oz) as the rotation origin. |
Matrix4f |
rotateAround(Quaternionfc quat,
float ox,
float oy,
float oz,
Matrix4f dest)
Apply the rotation transformation of the given
Quaternionfc to this matrix while using (ox, oy, oz) as the rotation origin,
and store the result in dest . |
Matrix4f |
rotateAroundLocal(Quaternionfc quat,
float ox,
float oy,
float oz)
Pre-multiply the rotation transformation of the given
Quaternionfc to this matrix while using (ox, oy, oz)
as the rotation origin. |
Matrix4f |
rotateAroundLocal(Quaternionfc quat,
float ox,
float oy,
float oz,
Matrix4f dest)
Pre-multiply the rotation transformation of the given
Quaternionfc to this matrix while using (ox, oy, oz)
as the rotation origin, and store the result in dest . |
Matrix4f |
rotateLocal(float ang,
float x,
float y,
float z)
Pre-multiply a rotation to this matrix by rotating the given amount of radians
about the specified (x, y, z) axis.
|
Matrix4f |
rotateLocal(float ang,
float x,
float y,
float z,
Matrix4f dest)
Pre-multiply a rotation to this matrix by rotating the given amount of radians
about the specified (x, y, z) axis and store the result in
dest . |
Matrix4f |
rotateLocal(Quaternionfc quat)
Pre-multiply the rotation transformation of the given
Quaternionfc to this matrix. |
Matrix4f |
rotateLocal(Quaternionfc quat,
Matrix4f dest)
Pre-multiply the rotation transformation of the given
Quaternionfc to this matrix and store
the result in dest . |
Matrix4f |
rotateTowards(float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with (dirX, dirY, dirZ) . |
Matrix4f |
rotateTowards(float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ,
Matrix4f dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with (dirX, dirY, dirZ)
and store the result in dest . |
Matrix4f |
rotateTowards(Vector3fc dir,
Vector3fc up)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir . |
Matrix4f |
rotateTowards(Vector3fc dir,
Vector3fc up,
Matrix4f dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir
and store the result in dest . |
Matrix4f |
rotateTranslation(float ang,
float x,
float y,
float z,
Matrix4f dest)
Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians
about the specified (x, y, z) axis and store the result in
dest . |
Matrix4f |
rotateTranslation(Quaternionfc quat,
Matrix4f dest)
Apply the rotation transformation of the given
Quaternionfc to this matrix, which is assumed to only contain a translation, and store
the result in dest . |
Matrix4f |
rotateX(float ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.
|
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 |
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 |
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 |
rotateXYZ(Vector3f angles)
Apply rotation of
angles.x radians about the X axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.z radians about the Z axis. |
Matrix4f |
rotateY(float ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.
|
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 |
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 |
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 |
rotateYXZ(Vector3f angles)
Apply rotation of
angles.y radians about the Y axis, followed by a rotation of angles.x radians about the X axis and
followed by a rotation of angles.z radians about the Z axis. |
Matrix4f |
rotateZ(float ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.
|
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 |
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 |
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 |
rotateZYX(Vector3f angles)
Apply rotation of
angles.z radians about the Z axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.x radians about the X axis. |
Matrix4f |
rotation(AxisAngle4f axisAngle)
Set this matrix to a rotation transformation using the given
AxisAngle4f . |
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 |
rotation(float angle,
Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4f |
rotation(Quaternionfc quat)
Set this matrix to the rotation transformation of the given
Quaternionfc . |
Matrix4f |
rotationTowards(float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ)
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local
-z axis with (dirX, dirY, dirZ) . |
Matrix4f |
rotationTowards(Vector3fc dir,
Vector3fc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local
-z axis with dir . |
Matrix4f |
rotationX(float ang)
Set this matrix to a rotation transformation about the X axis.
|
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 |
rotationY(float ang)
Set this matrix to a rotation transformation about the Y axis.
|
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 |
rotationZ(float ang)
Set this matrix to a rotation transformation about the Z axis.
|
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 |
scale(float xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the given
xyz factor. |
Matrix4f |
scale(float x,
float y,
float z)
Apply scaling to this matrix by scaling the base axes by the given sx,
sy and sz factors.
|
Matrix4f |
scale(float x,
float y,
float z,
Matrix4f dest)
Apply scaling to
this matrix by scaling the base axes by the given x,
y and z factors and store the result in dest . |
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 |
scale(Vector3fc xyz)
Apply scaling to this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively.
|
Matrix4f |
scale(Vector3fc xyz,
Matrix4f dest)
Apply scaling to
this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively and store the result in dest . |
Matrix4f |
scaleAround(float factor,
float ox,
float oy,
float oz)
Apply scaling to this matrix by scaling all three base axes by the given
factor
while using (ox, oy, oz) as the scaling origin. |
Matrix4f |
scaleAround(float sx,
float sy,
float sz,
float ox,
float oy,
float oz)
Apply scaling to this matrix by scaling the base axes by the given sx,
sy and sz factors while using (ox, oy, oz) as the scaling origin.
|
Matrix4f |
scaleAround(float sx,
float sy,
float sz,
float ox,
float oy,
float oz,
Matrix4f dest)
Apply scaling to
this matrix by scaling the base axes by the given sx,
sy and sz factors while using (ox, oy, oz) as the scaling origin,
and store the result in dest . |
Matrix4f |
scaleAround(float factor,
float ox,
float oy,
float oz,
Matrix4f dest)
Apply scaling to this matrix by scaling all three base axes by the given
factor
while using (ox, oy, oz) as the scaling origin,
and store the result in dest . |
Matrix4f |
scaleAroundLocal(float factor,
float ox,
float oy,
float oz)
Pre-multiply scaling to this matrix by scaling all three base axes by the given
factor
while using (ox, oy, oz) as the scaling origin. |
Matrix4f |
scaleAroundLocal(float sx,
float sy,
float sz,
float ox,
float oy,
float oz)
Pre-multiply scaling to this matrix by scaling the base axes by the given sx,
sy and sz factors while using (ox, oy, oz) as the scaling origin.
|
Matrix4f |
scaleAroundLocal(float sx,
float sy,
float sz,
float ox,
float oy,
float oz,
Matrix4f dest)
Pre-multiply scaling to
this matrix by scaling the base axes by the given sx,
sy and sz factors while using the given (ox, oy, oz) as the scaling origin,
and store the result in dest . |
Matrix4f |
scaleAroundLocal(float factor,
float ox,
float oy,
float oz,
Matrix4f dest)
Pre-multiply scaling to this matrix by scaling all three base axes by the given
factor
while using (ox, oy, oz) as the scaling origin,
and store the result in dest . |
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 |
scaleLocal(float x,
float y,
float z,
Matrix4f dest)
Pre-multiply scaling to
this matrix by scaling the base axes by the given x,
y and z factors and store the result in dest . |
Matrix4f |
scaling(float factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.
|
Matrix4f |
scaling(float x,
float y,
float z)
Set this matrix to be a simple scale matrix.
|
Matrix4f |
scaling(Vector3fc 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 |
set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the given
AxisAngle4d . |
Matrix4f |
set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the given
AxisAngle4f . |
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 |
set(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in column-major order.
|
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 |
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 |
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 |
set(Matrix3fc mat)
|
Matrix4f |
set(Matrix4dc m)
Store the values of the given matrix
m into this matrix. |
Matrix4f |
set(Matrix4fc m)
Store the values of the given matrix
m into this matrix. |
Matrix4f |
set(Matrix4x3fc m)
Store the values of the given matrix
m into this matrix
and set the other matrix elements to identity. |
Matrix4f |
set(Quaterniondc q)
Set this matrix to be equivalent to the rotation specified by the given
Quaterniondc . |
Matrix4f |
set(Quaternionfc q)
Set this matrix to be equivalent to the rotation specified by the given
Quaternionfc . |
Matrix4f |
set(Vector4fc col0,
Vector4fc col1,
Vector4fc col2,
Vector4fc col3)
Set the four columns of this matrix to the supplied vectors, respectively.
|
Matrix4f |
set3x3(Matrix3fc mat)
|
Matrix4f |
set3x3(Matrix4f mat)
|
Matrix4f |
set4x3(Matrix4f mat)
|
Matrix4f |
set4x3(Matrix4x3fc mat)
Set the upper 4x3 submatrix of this
Matrix4f to the given Matrix4x3fc
and don't change the other elements. |
Matrix4f |
setColumn(int column,
Vector4fc src)
Set the column at the given
column index, starting with 0 . |
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 |
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 |
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 |
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 |
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 |
setLookAlong(Vector3fc dir,
Vector3fc up)
Set this matrix to a rotation transformation to make
-z
point along dir . |
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 |
setLookAt(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns
-z with center - eye . |
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 |
setLookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns
+z with center - eye . |
Matrix4f |
setOrtho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Set this matrix to be an orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of [-1..+1].
|
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 for a right-handed coordinate system
using the given NDC z range.
|
Matrix4f |
setOrtho2D(float left,
float right,
float bottom,
float top)
Set this matrix to be an orthographic projection transformation for a right-handed coordinate system.
|
Matrix4f |
setOrtho2DLH(float left,
float right,
float bottom,
float top)
Set this matrix to be an orthographic projection transformation for a left-handed coordinate system.
|
Matrix4f |
setOrthoLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Set this matrix to be an orthographic projection transformation for a left-handed coordinate system
using OpenGL's NDC z range of [-1..+1].
|
Matrix4f |
setOrthoLH(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a left-handed coordinate system
using the given NDC z range.
|
Matrix4f |
setOrthoSymmetric(float width,
float height,
float zNear,
float zFar)
Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of [-1..+1].
|
Matrix4f |
setOrthoSymmetric(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range.
|
Matrix4f |
setOrthoSymmetricLH(float width,
float height,
float zNear,
float zFar)
Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system
using OpenGL's NDC z range of [-1..+1].
|
Matrix4f |
setOrthoSymmetricLH(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range.
|
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 |
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 |
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 |
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 |
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 |
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 |
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 |
setRow(int row,
Vector4fc src)
Set the row at the given
row index, starting with 0 . |
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 |
setTranslation(Vector3fc xyz)
Set only the translation components (m30, m31, m32) of this matrix to the values (xyz.x, xyz.y, xyz.z).
|
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 |
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 |
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 |
shadow(float lightX,
float lightY,
float lightZ,
float lightW,
Matrix4fc 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 |
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 |
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 |
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 |
shadow(Vector4f light,
Matrix4fc 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 |
sub(Matrix4f subtrahend)
Component-wise subtract
subtrahend from this . |
Matrix4f |
sub(Matrix4fc subtrahend,
Matrix4f dest)
Component-wise subtract
subtrahend from this and store the result in dest . |
Matrix4f |
sub4x3(Matrix4f subtrahend)
Component-wise subtract the upper 4x3 submatrices of
subtrahend from this . |
Matrix4f |
sub4x3(Matrix4fc subtrahend,
Matrix4f dest)
Component-wise subtract the upper 4x3 submatrices of
subtrahend from this
and store the result in dest . |
Matrix4f |
swap(Matrix4f other)
Exchange the values of
this matrix with the given other matrix. |
Matrix4fc |
toImmutable()
Create a new immutable view of this
Matrix4f . |
String |
toString()
Return a string representation of this matrix.
|
String |
toString(NumberFormat formatter)
Return a string representation of this matrix by formatting the matrix elements with the given
NumberFormat . |
Vector4f |
transform(float x,
float y,
float z,
float w,
Vector4f dest)
Transform/multiply the vector (x, y, z, w) by this matrix and store the result in
dest . |
Vector4f |
transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4f |
transform(Vector4fc v,
Vector4f dest)
Transform/multiply the given vector by this matrix and store the result in
dest . |
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 |
transformAab(Vector3fc min,
Vector3fc 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 . |
Vector4f |
transformAffine(float x,
float y,
float z,
float w,
Vector4f dest)
Transform/multiply the 4D-vector (x, y, z, w) by assuming that
this matrix represents an affine transformation
(i.e. its last row is equal to (0, 0, 0, 1)) and store the result in dest . |
Vector4f |
transformAffine(Vector4f v)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. its last row is equal to (0, 0, 0, 1)). |
Vector4f |
transformAffine(Vector4fc v,
Vector4f dest)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. its last row is equal to (0, 0, 0, 1)) and store the result in dest . |
Vector3f |
transformDirection(float x,
float y,
float z,
Vector3f dest)
Transform/multiply the given 3D-vector (x, y, z), as if it was a 4D-vector with w=0, by
this matrix and store the result in
dest . |
Vector3f |
transformDirection(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in that vector.
|
Vector3f |
transformDirection(Vector3fc v,
Vector3f dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in
dest . |
Vector3f |
transformPosition(float x,
float y,
float z,
Vector3f dest)
Transform/multiply the 3D-vector (x, y, z), as if it was a 4D-vector with w=1, by
this matrix and store the result in
dest . |
Vector3f |
transformPosition(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in that vector.
|
Vector3f |
transformPosition(Vector3fc v,
Vector3f dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in
dest . |
Vector4f |
transformProject(float x,
float y,
float z,
float w,
Vector4f dest)
Transform/multiply the vector (x, y, z, w) by this matrix, perform perspective divide and store the result in
dest . |
Vector3f |
transformProject(float x,
float y,
float z,
Vector3f dest)
Transform/multiply the vector (x, y, z) by this matrix, perform perspective divide and store the result in
dest . |
Vector3f |
transformProject(Vector3f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector3f |
transformProject(Vector3fc v,
Vector3f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest . |
Vector4f |
transformProject(Vector4f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector4f |
transformProject(Vector4fc v,
Vector4f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest . |
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 |
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 |
translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
translate(Vector3fc 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 |
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 |
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 |
translateLocal(Vector3fc offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
translateLocal(Vector3fc 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 |
translation(float x,
float y,
float z)
Set this matrix to be a simple translation matrix.
|
Matrix4f |
translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.
|
Matrix4f |
translationRotate(float tx,
float ty,
float tz,
float qx,
float qy,
float qz,
float qw)
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 quaternion (qx, qy, qz, qw). |
Matrix4f |
translationRotate(float tx,
float ty,
float tz,
Quaternionfc 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 |
translationRotateScale(float tx,
float ty,
float tz,
float qx,
float qy,
float qz,
float qw,
float scale)
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 all three axes by scale . |
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 |
translationRotateScale(Vector3fc translation,
Quaternionfc quat,
float 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 all three axes by scale . |
Matrix4f |
translationRotateScale(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale)
Set
this matrix to T * R * S, where T is the given translation ,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale . |
Matrix4f |
translationRotateScaleInvert(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)-1, 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 |
translationRotateScaleInvert(Vector3fc translation,
Quaternionfc quat,
float scale)
Set
this matrix to (T * R * S)-1, where T is the given translation ,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales all three axes by scale . |
Matrix4f |
translationRotateScaleInvert(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale)
Set
this matrix to (T * R * S)-1, 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 |
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 |
translationRotateScaleMulAffine(Vector3fc translation,
Quaternionfc quat,
Vector3fc 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 |
translationRotateTowards(float posX,
float posY,
float posZ,
float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ)
Set this matrix to a model transformation for a right-handed coordinate system,
that translates to the given
(posX, posY, posZ) and aligns the local -z
axis with (dirX, dirY, dirZ) . |
Matrix4f |
translationRotateTowards(Vector3fc pos,
Vector3fc dir,
Vector3fc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that translates to the given
pos and aligns the local -z
axis with dir . |
Matrix4f |
transpose()
Transpose this matrix.
|
Matrix4f |
transpose(Matrix4f dest)
Transpose this matrix and store the result in
dest . |
Matrix4f |
transpose3x3()
Transpose only the upper left 3x3 submatrix of this matrix.
|
Matrix3f |
transpose3x3(Matrix3f dest)
Transpose only the upper left 3x3 submatrix of this matrix and store the result in
dest . |
Matrix4f |
transpose3x3(Matrix4f dest)
Transpose only the upper left 3x3 submatrix of this matrix and store the result in
dest . |
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)]. |
Vector3f |
unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector4f |
unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector3f |
unproject(Vector3fc winCoords,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
unproject(Vector3fc winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3f |
unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector4f |
unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector3f |
unprojectInv(Vector3fc winCoords,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
unprojectInv(Vector3fc winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
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 |
unprojectInvRay(Vector2fc winCoords,
int[] viewport,
Vector3f originDest,
Vector3f dirDest)
Unproject the given window coordinates
winCoords 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 |
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 |
unprojectRay(Vector2fc winCoords,
int[] viewport,
Vector3f originDest,
Vector3f dirDest)
Unproject the given 2D window coordinates
winCoords 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. |
void |
writeExternal(ObjectOutput out) |
Matrix4f |
zero()
Set all the values within this matrix to
0 . |
public Matrix4f()
public Matrix4f(Matrix3fc mat)
Matrix4f
by setting its uppper left 3x3 submatrix to the values of the given Matrix3fc
and the rest to identity.mat
- the Matrix3fc
public Matrix4f(Matrix4fc mat)
Matrix4f
and make it a copy of the given matrix.mat
- the Matrix4fc
to copy the values frompublic Matrix4f(Matrix4x3fc mat)
Matrix4f
and set its upper 4x3 submatrix to the given matrix mat
and all other elements to identity.mat
- the Matrix4x3fc
to copy the values frompublic Matrix4f(Matrix4dc mat)
Matrix4f
and make it a copy of the given matrix.
Note that due to the given Matrix4dc
storing values in double-precision and the constructed Matrix4f
storing them
in single-precision, there is the possibility of losing precision.
mat
- the Matrix4dc
to copy the values frompublic Matrix4f(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)
The matrix layout will be:
m00, m10, m20, m30
m01, m11, m21, m31
m02, m12, m22, m32
m03, m13, m23, m33
m00
- the value of m00m01
- the value of m01m02
- the value of m02m03
- the value of m03m10
- the value of m10m11
- the value of m11m12
- the value of m12m13
- the value of m13m20
- the value of m20m21
- the value of m21m22
- the value of m22m23
- the value of m23m30
- the value of m30m31
- the value of m31m32
- the value of m32m33
- the value of m33public Matrix4f(FloatBuffer buffer)
Matrix4f
by reading its 16 float components from the given FloatBuffer
at the buffer's current position.
That FloatBuffer is expected to hold the values in column-major order.
The buffer's position will not be changed by this method.
buffer
- the FloatBuffer
to read the matrix values frompublic Matrix4f assumeNothing()
public Matrix4f assumePerspective()
public byte properties()
properties
in interface Matrix4fc
public float m00()
Matrix4fc
public float m01()
Matrix4fc
public float m02()
Matrix4fc
public float m03()
Matrix4fc
public float m10()
Matrix4fc
public float m11()
Matrix4fc
public float m12()
Matrix4fc
public float m13()
Matrix4fc
public float m20()
Matrix4fc
public float m21()
Matrix4fc
public float m22()
Matrix4fc
public float m23()
Matrix4fc
public float m30()
Matrix4fc
public float m31()
Matrix4fc
public float m32()
Matrix4fc
public float m33()
Matrix4fc
public Matrix4f m00(float m00)
m00
- the new valuepublic Matrix4f m01(float m01)
m01
- the new valuepublic Matrix4f m02(float m02)
m02
- the new valuepublic Matrix4f m03(float m03)
m03
- the new valuepublic Matrix4f m10(float m10)
m10
- the new valuepublic Matrix4f m11(float m11)
m11
- the new valuepublic Matrix4f m12(float m12)
m12
- the new valuepublic Matrix4f m13(float m13)
m13
- the new valuepublic Matrix4f m20(float m20)
m20
- the new valuepublic Matrix4f m21(float m21)
m21
- the new valuepublic Matrix4f m22(float m22)
m22
- the new valuepublic Matrix4f m23(float m23)
m23
- the new valuepublic Matrix4f m30(float m30)
m30
- the new valuepublic Matrix4f m31(float m31)
m31
- the new valuepublic Matrix4f m32(float m32)
m32
- the new valuepublic Matrix4f m33(float m33)
m33
- the new valuepublic Matrix4f identity()
Please note that if a call to identity()
is immediately followed by a call to:
translate
,
rotate
,
scale
,
perspective
,
frustum
,
ortho
,
ortho2D
,
lookAt
,
lookAlong
,
or any of their overloads, then the call to identity()
can be omitted and the subsequent call replaced with:
translation
,
rotation
,
scaling
,
setPerspective
,
setFrustum
,
setOrtho
,
setOrtho2D
,
setLookAt
,
setLookAlong
,
or any of their overloads.
public Matrix4f set(Matrix4fc m)
m
into this
matrix.m
- the matrix to copy the values fromMatrix4f(Matrix4fc)
,
get(Matrix4f)
public Matrix4f set(Matrix4x3fc m)
m
into this
matrix
and set the other matrix elements to identity.m
- the matrix to copy the values fromMatrix4f(Matrix4x3fc)
public Matrix4f set(Matrix4dc m)
m
into this
matrix.
Note that due to the given matrix m
storing values in double-precision and this
matrix storing
them in single-precision, there is the possibility to lose precision.
m
- the matrix to copy the values fromMatrix4f(Matrix4dc)
,
get(Matrix4d)
public Matrix4f set(Matrix3fc mat)
mat
- the Matrix3fc
Matrix4f(Matrix3fc)
public Matrix4f set(AxisAngle4f axisAngle)
AxisAngle4f
.axisAngle
- the AxisAngle4f
public Matrix4f set(AxisAngle4d axisAngle)
AxisAngle4d
.axisAngle
- the AxisAngle4d
public Matrix4f set(Quaternionfc q)
Quaternionfc
.
This method is equivalent to calling: rotation(q)
Reference: http://www.euclideanspace.com/
q
- the Quaternionfc
rotation(Quaternionfc)
public Matrix4f set(Quaterniondc q)
Quaterniondc
.
Reference: http://www.euclideanspace.com/
q
- the Quaterniondc
public Matrix4f set3x3(Matrix4f mat)
Matrix4f
to that of the given Matrix4f
and don't change the other elements.mat
- the Matrix4f
public Matrix4f set4x3(Matrix4x3fc mat)
Matrix4f
to the given Matrix4x3fc
and don't change the other elements.mat
- the Matrix4x3fc
Matrix4x3f.get(Matrix4f)
public Matrix4f set4x3(Matrix4f mat)
Matrix4f
to the upper 4x3 submatrix of the given Matrix4f
and don't change the other elements.mat
- the Matrix4f
public Matrix4f mul(Matrix4fc right)
right
matrix and store the result in this
.
If M
is this
matrix and R
the right
matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
transformation of the right matrix will be applied first!
right
- the right operand of the matrix multiplicationpublic Matrix4f mul(Matrix4fc right, Matrix4f dest)
Matrix4fc
right
matrix and store the result in dest
.
If M
is this
matrix and R
the right
matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
transformation of the right matrix will be applied first!
public Matrix4f mul(Matrix4x3fc right, Matrix4f dest)
Matrix4fc
right
matrix and store the result in dest
.
The last row of the right
matrix is assumed to be (0, 0, 0, 1).
If M
is this
matrix and R
the right
matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
transformation of the right matrix will be applied first!
public Matrix4f mulPerspectiveAffine(Matrix4fc view)
this
symmetric perspective projection matrix by the supplied affine
view
matrix.
If P
is this
matrix and V
the view
matrix,
then the new matrix will be P * V
. So when transforming a
vector v
with the new matrix by using P * V * v
, the
transformation of the view
matrix will be applied first!
view
- the affine
matrix to multiply this
symmetric perspective projection matrix bypublic Matrix4f mulPerspectiveAffine(Matrix4fc view, Matrix4f dest)
Matrix4fc
this
symmetric perspective projection matrix by the supplied affine
view
matrix and store the result in dest
.
If P
is this
matrix and V
the view
matrix,
then the new matrix will be P * V
. So when transforming a
vector v
with the new matrix by using P * V * v
, the
transformation of the view
matrix will be applied first!
mulPerspectiveAffine
in interface Matrix4fc
view
- the affine
matrix to multiply this
symmetric perspective projection matrix bydest
- the destination matrix, which will hold the resultpublic Matrix4f mulPerspectiveAffine(Matrix4x3fc view)
this
symmetric perspective projection matrix by the supplied view
matrix.
If P
is this
matrix and V
the view
matrix,
then the new matrix will be P * V
. So when transforming a
vector v
with the new matrix by using P * V * v
, the
transformation of the view
matrix will be applied first!
view
- the matrix to multiply this
symmetric perspective projection matrix bypublic Matrix4f mulPerspectiveAffine(Matrix4x3fc view, Matrix4f dest)
Matrix4fc
this
symmetric perspective projection matrix by the supplied view
matrix and store the result in dest
.
If P
is this
matrix and V
the view
matrix,
then the new matrix will be P * V
. So when transforming a
vector v
with the new matrix by using P * V * v
, the
transformation of the view
matrix will be applied first!
mulPerspectiveAffine
in interface Matrix4fc
view
- the matrix to multiply this
symmetric perspective projection matrix bydest
- the destination matrix, which will hold the resultpublic Matrix4f mulAffineR(Matrix4fc right)
right
matrix, which is assumed to be affine
, and store the result in this
.
This method assumes that the given right
matrix represents an affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).
If M
is this
matrix and R
the right
matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
transformation of the right matrix will be applied first!
right
- the right operand of the matrix multiplication (the last row is assumed to be (0, 0, 0, 1))public Matrix4f mulAffineR(Matrix4fc right, Matrix4f dest)
Matrix4fc
right
matrix, which is assumed to be affine
, and store the result in dest
.
This method assumes that the given right
matrix represents an affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).
If M
is this
matrix and R
the right
matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
transformation of the right matrix will be applied first!
mulAffineR
in interface Matrix4fc
right
- the right operand of the matrix multiplication (the last row is assumed to be (0, 0, 0, 1))dest
- the destination matrix, which will hold the resultpublic Matrix4f mulAffineR(Matrix4x3fc right)
right
matrix and store the result in this
.
The last row of the right
matrix is assumed to be (0, 0, 0, 1).
If M
is this
matrix and R
the right
matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
transformation of the right matrix will be applied first!
right
- the right operand of the matrix multiplicationpublic Matrix4f mulAffineR(Matrix4x3fc right, Matrix4f dest)
Matrix4fc
right
matrix and store the result in dest
.
If M
is this
matrix and R
the right
matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
transformation of the right matrix will be applied first!
mulAffineR
in interface Matrix4fc
right
- the right operand of the matrix multiplicationdest
- the destination matrix, which will hold the resultpublic Matrix4f mulAffine(Matrix4fc right)
right
matrix, both of which are assumed to be affine
, and store the result in this
.
This method assumes that this
matrix and the given right
matrix both represent an affine
transformation
(i.e. their last rows are equal to (0, 0, 0, 1))
and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).
This method will not modify either the last row of this
or the last row of right
.
If M
is this
matrix and R
the right
matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
transformation of the right matrix will be applied first!
right
- the right operand of the matrix multiplication (the last row is assumed to be (0, 0, 0, 1))public Matrix4f mulAffine(Matrix4fc right, Matrix4f dest)
Matrix4fc
right
matrix, both of which are assumed to be affine
, and store the result in dest
.
This method assumes that this
matrix and the given right
matrix both represent an affine
transformation
(i.e. their last rows are equal to (0, 0, 0, 1))
and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).
This method will not modify either the last row of this
or the last row of right
.
If M
is this
matrix and R
the right
matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
transformation of the right matrix will be applied first!
public Matrix4f mulTranslationAffine(Matrix4fc right, Matrix4f dest)
Matrix4fc
right
matrix, which is assumed to be affine
, and store the result in dest
.
This method assumes that this
matrix only contains a translation, and that the given right
matrix represents an affine
transformation
(i.e. its last row is equal to (0, 0, 0, 1)).
This method will not modify either the last row of this
or the last row of right
.
If M
is this
matrix and R
the right
matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
transformation of the right matrix will be applied first!
mulTranslationAffine
in interface Matrix4fc
right
- the right operand of the matrix multiplication (the last row is assumed to be (0, 0, 0, 1))dest
- the destination matrix, which will hold the resultpublic Matrix4f mulOrthoAffine(Matrix4fc view)
this
orthographic projection matrix by the supplied affine
view
matrix.
If M
is this
matrix and V
the view
matrix,
then the new matrix will be M * V
. So when transforming a
vector v
with the new matrix by using M * V * v
, the
transformation of the view
matrix will be applied first!
view
- the affine matrix which to multiply this
withpublic Matrix4f mulOrthoAffine(Matrix4fc view, Matrix4f dest)
Matrix4fc
this
orthographic projection matrix by the supplied affine
view
matrix
and store the result in dest
.
If M
is this
matrix and V
the view
matrix,
then the new matrix will be M * V
. So when transforming a
vector v
with the new matrix by using M * V * v
, the
transformation of the view
matrix will be applied first!
mulOrthoAffine
in interface Matrix4fc
view
- the affine matrix which to multiply this
withdest
- the destination matrix, which will hold the resultpublic Matrix4f fma4x3(Matrix4fc other, float otherFactor)
this
and other
by first multiplying each component of other
's 4x3 submatrix by otherFactor
and
adding that result to this
.
The matrix other
will not be changed.
other
- the other matrixotherFactor
- the factor to multiply each of the other matrix's 4x3 componentspublic Matrix4f fma4x3(Matrix4fc other, float otherFactor, Matrix4f dest)
Matrix4fc
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
.
The other components of dest
will be set to the ones of this
.
The matrices this
and other
will not be changed.
public Matrix4f add(Matrix4fc other)
this
and other
.other
- the other addendpublic Matrix4f add(Matrix4fc other, Matrix4f dest)
Matrix4fc
this
and other
and store the result in dest
.public Matrix4f sub(Matrix4f subtrahend)
subtrahend
from this
.subtrahend
- the subtrahendpublic Matrix4f sub(Matrix4fc subtrahend, Matrix4f dest)
Matrix4fc
subtrahend
from this
and store the result in dest
.public Matrix4f mulComponentWise(Matrix4fc other)
this
by other
.other
- the other matrixpublic Matrix4f mulComponentWise(Matrix4fc other, Matrix4f dest)
Matrix4fc
this
by other
and store the result in dest
.mulComponentWise
in interface Matrix4fc
other
- the other matrixdest
- will hold the resultpublic Matrix4f add4x3(Matrix4fc other)
this
and other
.other
- the other addendpublic Matrix4f add4x3(Matrix4fc other, Matrix4f dest)
Matrix4fc
this
and other
and store the result in dest
.
The other components of dest
will be set to the ones of this
.
public Matrix4f sub4x3(Matrix4f subtrahend)
subtrahend
from this
.subtrahend
- the subtrahendpublic Matrix4f sub4x3(Matrix4fc subtrahend, Matrix4f dest)
Matrix4fc
subtrahend
from this
and store the result in dest
.
The other components of dest
will be set to the ones of this
.
public Matrix4f mul4x3ComponentWise(Matrix4fc other)
this
by other
.other
- the other matrixpublic Matrix4f mul4x3ComponentWise(Matrix4fc other, Matrix4f dest)
Matrix4fc
this
by other
and store the result in dest
.
The other components of dest
will be set to the ones of this
.
mul4x3ComponentWise
in interface Matrix4fc
other
- the other matrixdest
- will hold the resultpublic 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)
m00
- the new value of m00m01
- the new value of m01m02
- the new value of m02m03
- the new value of m03m10
- the new value of m10m11
- the new value of m11m12
- the new value of m12m13
- the new value of m13m20
- the new value of m20m21
- the new value of m21m22
- the new value of m22m23
- the new value of m23m30
- the new value of m30m31
- the new value of m31m32
- the new value of m32m33
- the new value of m33public Matrix4f set(float[] m, int off)
The results will look like this:
0, 4, 8, 12
1, 5, 9, 13
2, 6, 10, 14
3, 7, 11, 15
m
- the array to read the matrix values fromoff
- the offset into the arrayset(float[])
public Matrix4f set(float[] m)
The results will look like this:
0, 4, 8, 12
1, 5, 9, 13
2, 6, 10, 14
3, 7, 11, 15
m
- the array to read the matrix values fromset(float[], int)
public Matrix4f set(FloatBuffer buffer)
FloatBuffer
in column-major order,
starting at its current position.
The FloatBuffer is expected to contain the values in column-major order.
The position of the FloatBuffer will not be changed by this method.
buffer
- the FloatBuffer to read the matrix values from in column-major orderpublic Matrix4f set(ByteBuffer buffer)
ByteBuffer
in column-major order,
starting at its current position.
The ByteBuffer is expected to contain the values in column-major order.
The position of the ByteBuffer will not be changed by this method.
buffer
- the ByteBuffer to read the matrix values from in column-major orderpublic Matrix4f set(Vector4fc col0, Vector4fc col1, Vector4fc col2, Vector4fc col3)
col0
- the first columncol1
- the second columncol2
- the third columncol3
- the fourth columnpublic float determinant()
Matrix4fc
If this
matrix represents an affine
transformation, such as translation, rotation, scaling and shearing,
and thus its last row is equal to (0, 0, 0, 1), then Matrix4fc.determinantAffine()
can be used instead of this method.
determinant
in interface Matrix4fc
Matrix4fc.determinantAffine()
public float determinant3x3()
Matrix4fc
determinant3x3
in interface Matrix4fc
public float determinantAffine()
Matrix4fc
affine
transformation and thus
its last row is equal to (0, 0, 0, 1).determinantAffine
in interface Matrix4fc
public Matrix4f invert(Matrix4f dest)
Matrix4fc
dest
.
If this
matrix represents an affine
transformation, such as translation, rotation, scaling and shearing,
and thus its last row is equal to (0, 0, 0, 1), then Matrix4fc.invertAffine(Matrix4f)
can be used instead of this method.
invert
in interface Matrix4fc
dest
- will hold the resultMatrix4fc.invertAffine(Matrix4f)
public Matrix4f invert()
If this
matrix represents an affine
transformation, such as translation, rotation, scaling and shearing,
and thus its last row is equal to (0, 0, 0, 1), then invertAffine()
can be used instead of this method.
invertAffine()
public Matrix4f invertPerspective(Matrix4f dest)
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
.
This method can be used to quickly obtain the inverse of a perspective projection matrix when being obtained via perspective()
.
invertPerspective
in interface Matrix4fc
dest
- will hold the inverse of this
perspective(float, float, float, float)
public Matrix4f invertPerspective()
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
.
This method can be used to quickly obtain the inverse of a perspective projection matrix when being obtained via perspective()
.
perspective(float, float, float, float)
public Matrix4f invertFrustum(Matrix4f dest)
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
.
This method can be used to quickly obtain the inverse of a perspective projection matrix.
If this matrix represents a symmetric perspective frustum transformation, as obtained via perspective()
, then
invertPerspective(Matrix4f)
should be used instead.
invertFrustum
in interface Matrix4fc
dest
- will hold the inverse of this
frustum(float, float, float, float, float, float)
,
invertPerspective(Matrix4f)
public Matrix4f invertFrustum()
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
.
This method can be used to quickly obtain the inverse of a perspective projection matrix.
If this matrix represents a symmetric perspective frustum transformation, as obtained via perspective()
, then
invertPerspective()
should be used instead.
frustum(float, float, float, float, float, float)
,
invertPerspective()
public Matrix4f invertOrtho(Matrix4f dest)
Matrix4fc
this
orthographic projection matrix and store the result into the given dest
.
This method can be used to quickly obtain the inverse of an orthographic projection matrix.
invertOrtho
in interface Matrix4fc
dest
- will hold the inverse of this
public Matrix4f invertOrtho()
this
orthographic projection matrix.
This method can be used to quickly obtain the inverse of an orthographic projection matrix.
public Matrix4f invertPerspectiveView(Matrix4fc view, Matrix4f dest)
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
.
This method can be used to quickly obtain the inverse of the combination of the view and projection matrices, when both were obtained
via the common methods perspective()
and lookAt()
or
other methods, that build affine matrices, such as translate
and rotate(float, float, float, float)
, except for scale()
.
For the special cases of the matrices this
and view
mentioned above this method, this method is equivalent to the following code:
dest.set(this).mul(view).invert();
invertPerspectiveView
in interface Matrix4fc
view
- the view transformation (must be affine
and have unit scaling)dest
- will hold the inverse of this * viewpublic Matrix4f invertPerspectiveView(Matrix4x3fc view, Matrix4f dest)
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
.
This method can be used to quickly obtain the inverse of the combination of the view and projection matrices, when both were obtained
via the common methods perspective()
and lookAt()
or
other methods, that build affine matrices, such as translate
and rotate(float, float, float, float)
, except for scale()
.
For the special cases of the matrices this
and view
mentioned above this method, this method is equivalent to the following code:
dest.set(this).mul(view).invert();
invertPerspectiveView
in interface Matrix4fc
view
- the view transformation (must have unit scaling)dest
- will hold the inverse of this * viewpublic Matrix4f invertAffine(Matrix4f dest)
Matrix4fc
affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and write the result into dest
.
Note that if this
matrix also has unit scaling, then the method Matrix4fc.invertAffineUnitScale(Matrix4f)
should be used instead.
invertAffine
in interface Matrix4fc
dest
- will hold the resultMatrix4fc.invertAffineUnitScale(Matrix4f)
public Matrix4f invertAffine()
affine
transformation (i.e. its last row is equal to (0, 0, 0, 1)).
Note that if this
matrix also has unit scaling, then the method invertAffineUnitScale()
should be used instead.
invertAffineUnitScale()
public Matrix4f invertAffineUnitScale(Matrix4f dest)
Matrix4fc
affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and has unit scaling (i.e. transformDirection
does not change the length
of the vector)
and write the result into dest
.
Reference: http://www.gamedev.net/
invertAffineUnitScale
in interface Matrix4fc
dest
- will hold the resultpublic Matrix4f invertAffineUnitScale()
affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and has unit scaling (i.e. transformDirection
does not change the length
of the vector).
Reference: http://www.gamedev.net/
public Matrix4f invertLookAt(Matrix4f dest)
affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and has unit scaling (i.e. transformDirection
does not change the length
of the vector),
as is the case for matrices built via lookAt(Vector3fc, Vector3fc, Vector3fc)
and their overloads, and write the result into dest
.
This method is equivalent to calling invertAffineUnitScale(Matrix4f)
Reference: http://www.gamedev.net/
invertLookAt
in interface Matrix4fc
dest
- will hold the resultinvertAffineUnitScale(Matrix4f)
public Matrix4f invertLookAt()
affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and has unit scaling (i.e. transformDirection
does not change the length
of the vector),
as is the case for matrices built via lookAt(Vector3fc, Vector3fc, Vector3fc)
and their overloads.
This method is equivalent to calling invertAffineUnitScale()
Reference: http://www.gamedev.net/
invertAffineUnitScale()
public Matrix4f transpose(Matrix4f dest)
Matrix4fc
dest
.public Matrix4f transpose3x3()
All other matrix elements are left unchanged.
public Matrix4f transpose3x3(Matrix4f dest)
Matrix4fc
dest
.
All other matrix elements are left unchanged.
transpose3x3
in interface Matrix4fc
dest
- will hold the resultpublic Matrix3f transpose3x3(Matrix3f dest)
Matrix4fc
dest
.transpose3x3
in interface Matrix4fc
dest
- will hold the resultpublic Matrix4f transpose()
public Matrix4f translation(float x, float y, float z)
The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
In order to post-multiply a translation transformation directly to a
matrix, use translate()
instead.
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in ztranslate(float, float, float)
public Matrix4f translation(Vector3fc offset)
The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
In order to post-multiply a translation transformation directly to a
matrix, use translate()
instead.
offset
- the offsets in x, y and z to translatetranslate(float, float, float)
public Matrix4f setTranslation(float x, float y, float z)
Note that this will only work properly for orthogonal matrices (without any perspective).
To build a translation matrix instead, use translation(float, float, float)
.
To apply a translation, use translate(float, float, float)
.
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in ztranslation(float, float, float)
,
translate(float, float, float)
public Matrix4f setTranslation(Vector3fc xyz)
Note that this will only work properly for orthogonal matrices (without any perspective).
To build a translation matrix instead, use translation(Vector3fc)
.
To apply a translation, use translate(Vector3fc)
.
xyz
- the units to translate in (x, y, z)translation(Vector3fc)
,
translate(Vector3fc)
public Vector3f getTranslation(Vector3f dest)
Matrix4fc
xyz
.getTranslation
in interface Matrix4fc
dest
- will hold the translation components of this matrixpublic Vector3f getScale(Vector3f dest)
Matrix4fc
this
matrix for the three base axes.public String toString()
This method creates a new DecimalFormat
on every invocation with the format string " 0.000E0; -".
public String toString(NumberFormat formatter)
NumberFormat
.formatter
- the NumberFormat
used to format the matrix values withpublic Matrix4f get(Matrix4f dest)
this
matrix and store them into
dest
.
This is the reverse method of set(Matrix4fc)
and allows to obtain
intermediate calculation results when chaining multiple transformations.
get
in interface Matrix4fc
dest
- the destination matrixset(Matrix4fc)
public Matrix4x3f get4x3(Matrix4x3f dest)
Matrix4fc
this
matrix and store them into
dest
.get4x3
in interface Matrix4fc
dest
- the destination matrixMatrix4x3f.set(Matrix4fc)
public Matrix4d get(Matrix4d dest)
this
matrix and store them into
dest
.
This is the reverse method of set(Matrix4dc)
and allows to obtain
intermediate calculation results when chaining multiple transformations.
get
in interface Matrix4fc
dest
- the destination matrixset(Matrix4dc)
public Matrix3f get3x3(Matrix3f dest)
Matrix4fc
this
matrix and store them into
dest
.get3x3
in interface Matrix4fc
dest
- the destination matrixMatrix3f.set(Matrix4fc)
public Matrix3d get3x3(Matrix3d dest)
Matrix4fc
this
matrix and store them into
dest
.get3x3
in interface Matrix4fc
dest
- the destination matrixMatrix3d.set(Matrix4fc)
public AxisAngle4f getRotation(AxisAngle4f dest)
Matrix4fc
this
matrix and store the represented rotation
into the given AxisAngle4f
.getRotation
in interface Matrix4fc
dest
- the destination AxisAngle4f
AxisAngle4f.set(Matrix4fc)
public AxisAngle4d getRotation(AxisAngle4d dest)
Matrix4fc
this
matrix and store the represented rotation
into the given AxisAngle4d
.getRotation
in interface Matrix4fc
dest
- the destination AxisAngle4d
AxisAngle4f.set(Matrix4fc)
public Quaternionf getUnnormalizedRotation(Quaternionf dest)
Matrix4fc
this
matrix and store the represented rotation
into the given Quaternionf
.
This method assumes that the first three column vectors of the upper left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
getUnnormalizedRotation
in interface Matrix4fc
dest
- the destination Quaternionf
Quaternionf.setFromUnnormalized(Matrix4fc)
public Quaternionf getNormalizedRotation(Quaternionf dest)
Matrix4fc
this
matrix and store the represented rotation
into the given Quaternionf
.
This method assumes that the first three column vectors of the upper left 3x3 submatrix are normalized.
getNormalizedRotation
in interface Matrix4fc
dest
- the destination Quaternionf
Quaternionf.setFromNormalized(Matrix4fc)
public Quaterniond getUnnormalizedRotation(Quaterniond dest)
Matrix4fc
this
matrix and store the represented rotation
into the given Quaterniond
.
This method assumes that the first three column vectors of the upper left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
getUnnormalizedRotation
in interface Matrix4fc
dest
- the destination Quaterniond
Quaterniond.setFromUnnormalized(Matrix4fc)
public Quaterniond getNormalizedRotation(Quaterniond dest)
Matrix4fc
this
matrix and store the represented rotation
into the given Quaterniond
.
This method assumes that the first three column vectors of the upper left 3x3 submatrix are normalized.
getNormalizedRotation
in interface Matrix4fc
dest
- the destination Quaterniond
Quaterniond.setFromNormalized(Matrix4fc)
public FloatBuffer get(FloatBuffer buffer)
Matrix4fc
FloatBuffer
at the current
buffer position
.
This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which
the matrix is stored, use Matrix4fc.get(int, FloatBuffer)
, taking
the absolute position as parameter.
get
in interface Matrix4fc
buffer
- will receive the values of this matrix in column-major order at its current positionMatrix4fc.get(int, FloatBuffer)
public FloatBuffer get(int index, FloatBuffer buffer)
Matrix4fc
FloatBuffer
starting at the specified
absolute buffer position/index.
This method will not increment the position of the given FloatBuffer.
public ByteBuffer get(ByteBuffer buffer)
Matrix4fc
ByteBuffer
at the current
buffer position
.
This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the matrix is stored, use Matrix4fc.get(int, ByteBuffer)
, taking
the absolute position as parameter.
get
in interface Matrix4fc
buffer
- will receive the values of this matrix in column-major order at its current positionMatrix4fc.get(int, ByteBuffer)
public ByteBuffer get(int index, ByteBuffer buffer)
Matrix4fc
ByteBuffer
starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
public FloatBuffer getTransposed(FloatBuffer buffer)
Matrix4fc
FloatBuffer
at the current
buffer position
.
This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which
the matrix is stored, use Matrix4fc.getTransposed(int, FloatBuffer)
, taking
the absolute position as parameter.
getTransposed
in interface Matrix4fc
buffer
- will receive the values of this matrix in column-major order at its current positionMatrix4fc.getTransposed(int, FloatBuffer)
public FloatBuffer getTransposed(int index, FloatBuffer buffer)
Matrix4fc
FloatBuffer
starting at the specified
absolute buffer position/index.
This method will not increment the position of the given FloatBuffer.
getTransposed
in interface Matrix4fc
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in column-major orderpublic ByteBuffer getTransposed(ByteBuffer buffer)
Matrix4fc
ByteBuffer
at the current
buffer position
.
This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the matrix is stored, use Matrix4fc.getTransposed(int, ByteBuffer)
, taking
the absolute position as parameter.
getTransposed
in interface Matrix4fc
buffer
- will receive the values of this matrix in column-major order at its current positionMatrix4fc.getTransposed(int, ByteBuffer)
public ByteBuffer getTransposed(int index, ByteBuffer buffer)
Matrix4fc
ByteBuffer
starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
getTransposed
in interface Matrix4fc
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in column-major orderpublic FloatBuffer get4x3Transposed(FloatBuffer buffer)
Matrix4fc
this
matrix in row-major order into the supplied FloatBuffer
at the current
buffer position
.
This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which
the matrix is stored, use Matrix4fc.get4x3Transposed(int, FloatBuffer)
, taking
the absolute position as parameter.
get4x3Transposed
in interface Matrix4fc
buffer
- will receive the values of the upper 4x3 submatrix in row-major order at its current positionMatrix4fc.get4x3Transposed(int, FloatBuffer)
public FloatBuffer get4x3Transposed(int index, FloatBuffer buffer)
Matrix4fc
this
matrix in row-major order into the supplied FloatBuffer
starting at the specified
absolute buffer position/index.
This method will not increment the position of the given FloatBuffer.
get4x3Transposed
in interface Matrix4fc
index
- the absolute position into the FloatBufferbuffer
- will receive the values of the upper 4x3 submatrix in row-major orderpublic ByteBuffer get4x3Transposed(ByteBuffer buffer)
Matrix4fc
this
matrix in row-major order into the supplied ByteBuffer
at the current
buffer position
.
This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the matrix is stored, use Matrix4fc.get4x3Transposed(int, ByteBuffer)
, taking
the absolute position as parameter.
get4x3Transposed
in interface Matrix4fc
buffer
- will receive the values of the upper 4x3 submatrix in row-major order at its current positionMatrix4fc.get4x3Transposed(int, ByteBuffer)
public ByteBuffer get4x3Transposed(int index, ByteBuffer buffer)
Matrix4fc
this
matrix in row-major order into the supplied ByteBuffer
starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
get4x3Transposed
in interface Matrix4fc
index
- the absolute position into the ByteBufferbuffer
- will receive the values of the upper 4x3 submatrix in row-major orderpublic float[] get(float[] arr, int offset)
Matrix4fc
public float[] get(float[] arr)
Matrix4fc
In order to specify an explicit offset into the array, use the method Matrix4fc.get(float[], int)
.
get
in interface Matrix4fc
arr
- the array to write the matrix values intoMatrix4fc.get(float[], int)
public Matrix4f zero()
0
.public Matrix4f scaling(float factor)
The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to post-multiply a scaling transformation directly to a
matrix, use scale()
instead.
factor
- the scale factor in x, y and zscale(float)
public Matrix4f scaling(float x, float y, float z)
The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to post-multiply a scaling transformation directly to a
matrix, use scale()
instead.
x
- the scale in xy
- the scale in yz
- the scale in zscale(float, float, float)
public Matrix4f scaling(Vector3fc xyz)
The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to post-multiply a scaling transformation directly to a
matrix use scale()
instead.
xyz
- the scale in x, y and z respectivelyscale(Vector3fc)
public Matrix4f rotation(float angle, Vector3fc axis)
The axis described by the axis
vector needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to post-multiply a rotation transformation directly to a
matrix, use rotate()
instead.
angle
- the angle in radiansaxis
- the axis to rotate about (needs to be normalized
)rotate(float, Vector3fc)
public Matrix4f rotation(AxisAngle4f axisAngle)
AxisAngle4f
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation,
use rotate()
instead.
Reference: http://en.wikipedia.org
axisAngle
- the AxisAngle4f
(needs to be normalized
)rotate(AxisAngle4f)
public Matrix4f rotation(float angle, float x, float y, float z)
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation,
use rotate()
instead.
Reference: http://en.wikipedia.org
angle
- the angle in radiansx
- the x-component of the rotation axisy
- the y-component of the rotation axisz
- the z-component of the rotation axisrotate(float, float, float, float)
public Matrix4f rotationX(float ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
ang
- the angle in radianspublic Matrix4f rotationY(float ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
ang
- the angle in radianspublic Matrix4f rotationZ(float ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
ang
- the angle in radianspublic Matrix4f rotationXYZ(float angleX, float angleY, float angleZ)
angleX
radians about the X axis, followed by a rotation
of angleY
radians about the Y axis and followed by a rotation of angleZ
radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: rotationX(angleX).rotateY(angleY).rotateZ(angleZ)
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Zpublic Matrix4f rotationZYX(float angleZ, float angleY, float angleX)
angleZ
radians about the Z axis, followed by a rotation
of angleY
radians about the Y axis and followed by a rotation of angleX
radians about the X axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: rotationZ(angleZ).rotateY(angleY).rotateX(angleX)
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about Xpublic Matrix4f rotationYXZ(float angleY, float angleX, float angleZ)
angleY
radians about the Y axis, followed by a rotation
of angleX
radians about the X axis and followed by a rotation of angleZ
radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: rotationY(angleY).rotateX(angleX).rotateZ(angleZ)
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Zpublic Matrix4f setRotationXYZ(float angleX, float angleY, float angleZ)
angleX
radians about the X axis, followed by a rotation
of angleY
radians about the Y axis and followed by a rotation of angleZ
radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Zpublic Matrix4f setRotationZYX(float angleZ, float angleY, float angleX)
angleZ
radians about the Z axis, followed by a rotation
of angleY
radians about the Y axis and followed by a rotation of angleX
radians about the X axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about Xpublic Matrix4f setRotationYXZ(float angleY, float angleX, float angleZ)
angleY
radians about the Y axis, followed by a rotation
of angleX
radians about the X axis and followed by a rotation of angleZ
radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Zpublic Matrix4f rotation(Quaternionfc quat)
Quaternionfc
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation,
use rotate()
instead.
Reference: http://en.wikipedia.org
quat
- the Quaternionfc
rotate(Quaternionfc)
public Matrix4f translationRotateScale(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz)
this
matrix to T * R * S, where T is a translation by the given (tx, ty, tz),
R is a rotation transformation specified by the quaternion (qx, qy, qz, qw), and S is a scaling transformation
which scales the three axes x, y and z by (sx, sy, sz).
When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz)
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionsx
- the scaling factor for the x-axissy
- the scaling factor for the y-axissz
- the scaling factor for the z-axistranslation(float, float, float)
,
rotate(Quaternionfc)
,
scale(float, float, float)
public Matrix4f translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
this
matrix to T * R * S, where T is the given translation
,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale
.
When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(translation).rotate(quat).scale(scale)
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factorstranslation(Vector3fc)
,
rotate(Quaternionfc)
,
scale(Vector3fc)
public Matrix4f translationRotateScale(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float scale)
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 all three axes by scale
.
When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(tx, ty, tz).rotate(quat).scale(scale)
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionscale
- the scaling factor for all three axestranslation(float, float, float)
,
rotate(Quaternionfc)
,
scale(float)
public Matrix4f translationRotateScale(Vector3fc translation, Quaternionfc quat, float scale)
this
matrix to T * R * S, where T is the given translation
,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales all three axes by scale
.
When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(translation).rotate(quat).scale(scale)
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factorstranslation(Vector3fc)
,
rotate(Quaternionfc)
,
scale(float)
public Matrix4f translationRotateScaleInvert(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz)
this
matrix to (T * R * S)-1, 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).
This method is equivalent to calling: translationRotateScale(...).invert()
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionsx
- the scaling factor for the x-axissy
- the scaling factor for the y-axissz
- the scaling factor for the z-axistranslationRotateScale(float, float, float, float, float, float, float, float, float, float)
,
invert()
public Matrix4f translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
this
matrix to (T * R * S)-1, 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
.
This method is equivalent to calling: translationRotateScale(...).invert()
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factorstranslationRotateScale(Vector3fc, Quaternionfc, Vector3fc)
,
invert()
public Matrix4f translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, float scale)
this
matrix to (T * R * S)-1, where T is the given translation
,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales all three axes by scale
.
This method is equivalent to calling: translationRotateScale(...).invert()
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factorstranslationRotateScale(Vector3fc, Quaternionfc, float)
,
invert()
public Matrix4f translationRotateScaleMulAffine(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz, Matrix4f m)
this
matrix to T * R * S * M, where T is a translation by the given (tx, ty, tz),
R is a rotation transformation specified by the quaternion (qx, qy, qz, qw), S is a scaling transformation
which scales the three axes x, y and z by (sx, sy, sz) and M
is an affine
matrix.
When transforming a vector by the resulting matrix the transformation described by M
will be applied first, then the scaling, then rotation and
at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz).mulAffine(m)
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaternionsx
- the scaling factor for the x-axissy
- the scaling factor for the y-axissz
- the scaling factor for the z-axism
- the affine
matrix to multiply bytranslation(float, float, float)
,
rotate(Quaternionfc)
,
scale(float, float, float)
,
mulAffine(Matrix4fc)
public Matrix4f translationRotateScaleMulAffine(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4f m)
this
matrix to T * R * S * M, where T is the given translation
,
R is a rotation transformation specified by the given quaternion, S is a scaling transformation
which scales the axes by scale
and M
is an affine
matrix.
When transforming a vector by the resulting matrix the transformation described by M
will be applied first, then the scaling, then rotation and
at last the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(translation).rotate(quat).scale(scale).mulAffine(m)
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factorsm
- the affine
matrix to multiply bytranslation(Vector3fc)
,
rotate(Quaternionfc)
,
mulAffine(Matrix4fc)
public Matrix4f translationRotate(float tx, float ty, float tz, float qx, float qy, float qz, float qw)
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 quaternion (qx, qy, qz, qw).
When transforming a vector by the resulting matrix the rotation transformation will be applied first and then the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(tx, ty, tz).rotate(quat)
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentqx
- the x-coordinate of the vector part of the quaternionqy
- the y-coordinate of the vector part of the quaternionqz
- the z-coordinate of the vector part of the quaternionqw
- the scalar part of the quaterniontranslation(float, float, float)
,
rotate(Quaternionfc)
public Matrix4f translationRotate(float tx, float ty, float tz, Quaternionfc quat)
this
matrix to T * R, where T is a translation by the given (tx, ty, tz) and
R is a rotation transformation specified by the given quaternion.
When transforming a vector by the resulting matrix the rotation transformation will be applied first and then the translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling: translation(tx, ty, tz).rotate(quat)
tx
- the number of units by which to translate the x-componentty
- the number of units by which to translate the y-componenttz
- the number of units by which to translate the z-componentquat
- the quaternion representing a rotationtranslation(float, float, float)
,
rotate(Quaternionfc)
public Matrix4f set3x3(Matrix3fc mat)
Matrix4f
to the given Matrix3fc
and don't change the other elements.mat
- the 3x3 matrixpublic Vector4f transform(Vector4f v)
Matrix4fc
transform
in interface Matrix4fc
v
- the vector to transform and to hold the final resultVector4f.mul(Matrix4fc)
public Vector4f transform(Vector4fc v, Vector4f dest)
Matrix4fc
dest
.transform
in interface Matrix4fc
v
- the vector to transformdest
- will contain the resultVector4f.mul(Matrix4fc, Vector4f)
public Vector4f transform(float x, float y, float z, float w, Vector4f dest)
Matrix4fc
dest
.public Vector4f transformProject(Vector4f v)
Matrix4fc
transformProject
in interface Matrix4fc
v
- the vector to transform and to hold the final resultVector4f.mulProject(Matrix4fc)
public Vector4f transformProject(Vector4fc v, Vector4f dest)
Matrix4fc
dest
.transformProject
in interface Matrix4fc
v
- the vector to transformdest
- will contain the resultVector4f.mulProject(Matrix4fc, Vector4f)
public Vector4f transformProject(float x, float y, float z, float w, Vector4f dest)
Matrix4fc
dest
.transformProject
in interface Matrix4fc
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformw
- the w coordinate of the vector to transformdest
- will contain the resultpublic Vector3f transformProject(Vector3f v)
Matrix4fc
This method uses w=1.0 as the fourth vector component.
transformProject
in interface Matrix4fc
v
- the vector to transform and to hold the final resultVector3f.mulProject(Matrix4fc)
public Vector3f transformProject(Vector3fc v, Vector3f dest)
Matrix4fc
dest
.
This method uses w=1.0 as the fourth vector component.
transformProject
in interface Matrix4fc
v
- the vector to transformdest
- will contain the resultVector3f.mulProject(Matrix4fc, Vector3f)
public Vector3f transformProject(float x, float y, float z, Vector3f dest)
Matrix4fc
dest
.
This method uses w=1.0 as the fourth vector component.
transformProject
in interface Matrix4fc
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will contain the resultpublic Vector3f transformPosition(Vector3f v)
Matrix4fc
The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it
will represent a position/location in 3D-space rather than a direction. This method is therefore
not suited for perspective projection transformations as it will not save the
w component of the transformed vector.
For perspective projection use Matrix4fc.transform(Vector4f)
or Matrix4fc.transformProject(Vector3f)
when perspective divide should be applied, too.
In order to store the result in another vector, use Matrix4fc.transformPosition(Vector3fc, Vector3f)
.
transformPosition
in interface Matrix4fc
v
- the vector to transform and to hold the final resultMatrix4fc.transformPosition(Vector3fc, Vector3f)
,
Matrix4fc.transform(Vector4f)
,
Matrix4fc.transformProject(Vector3f)
public Vector3f transformPosition(Vector3fc v, Vector3f dest)
Matrix4fc
dest
.
The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it
will represent a position/location in 3D-space rather than a direction. This method is therefore
not suited for perspective projection transformations as it will not save the
w component of the transformed vector.
For perspective projection use Matrix4fc.transform(Vector4fc, Vector4f)
or
Matrix4fc.transformProject(Vector3fc, Vector3f)
when perspective divide should be applied, too.
In order to store the result in the same vector, use Matrix4fc.transformPosition(Vector3f)
.
transformPosition
in interface Matrix4fc
v
- the vector to transformdest
- will hold the resultMatrix4fc.transformPosition(Vector3f)
,
Matrix4fc.transform(Vector4fc, Vector4f)
,
Matrix4fc.transformProject(Vector3fc, Vector3f)
public Vector3f transformPosition(float x, float y, float z, Vector3f dest)
Matrix4fc
dest
.
The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it
will represent a position/location in 3D-space rather than a direction. This method is therefore
not suited for perspective projection transformations as it will not save the
w component of the transformed vector.
For perspective projection use Matrix4fc.transform(float, float, float, float, Vector4f)
or
Matrix4fc.transformProject(float, float, float, Vector3f)
when perspective divide should be applied, too.
transformPosition
in interface Matrix4fc
x
- the x coordinate of the positiony
- the y coordinate of the positionz
- the z coordinate of the positiondest
- will hold the resultMatrix4fc.transform(float, float, float, float, Vector4f)
,
Matrix4fc.transformProject(float, float, float, Vector3f)
public Vector3f transformDirection(Vector3f v)
Matrix4fc
The given 3D-vector is treated as a 4D-vector with its w-component being 0.0, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.
In order to store the result in another vector, use Matrix4fc.transformDirection(Vector3fc, Vector3f)
.
transformDirection
in interface Matrix4fc
v
- the vector to transform and to hold the final resultMatrix4fc.transformDirection(Vector3fc, Vector3f)
public Vector3f transformDirection(Vector3fc v, Vector3f dest)
Matrix4fc
dest
.
The given 3D-vector is treated as a 4D-vector with its w-component being 0.0, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.
In order to store the result in the same vector, use Matrix4fc.transformDirection(Vector3f)
.
transformDirection
in interface Matrix4fc
v
- the vector to transform and to hold the final resultdest
- will hold the resultMatrix4fc.transformDirection(Vector3f)
public Vector3f transformDirection(float x, float y, float z, Vector3f dest)
Matrix4fc
dest
.
The given 3D-vector is treated as a 4D-vector with its w-component being 0.0, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.
transformDirection
in interface Matrix4fc
x
- the x coordinate of the direction to transformy
- the y coordinate of the direction to transformz
- the z coordinate of the direction to transformdest
- will hold the resultpublic Vector4f transformAffine(Vector4f v)
Matrix4fc
this
matrix represents an affine
transformation
(i.e. its last row is equal to (0, 0, 0, 1)).
In order to store the result in another vector, use Matrix4fc.transformAffine(Vector4fc, Vector4f)
.
transformAffine
in interface Matrix4fc
v
- the vector to transform and to hold the final resultMatrix4fc.transformAffine(Vector4fc, Vector4f)
public Vector4f transformAffine(Vector4fc v, Vector4f dest)
Matrix4fc
this
matrix represents an affine
transformation
(i.e. its last row is equal to (0, 0, 0, 1)) and store the result in dest
.
In order to store the result in the same vector, use Matrix4fc.transformAffine(Vector4f)
.
transformAffine
in interface Matrix4fc
v
- the vector to transform and to hold the final resultdest
- will hold the resultMatrix4fc.transformAffine(Vector4f)
public Vector4f transformAffine(float x, float y, float z, float w, Vector4f dest)
Matrix4fc
this
matrix represents an affine
transformation
(i.e. its last row is equal to (0, 0, 0, 1)) and store the result in dest
.transformAffine
in interface Matrix4fc
x
- the x coordinate of the direction to transformy
- the y coordinate of the direction to transformz
- the z coordinate of the direction to transformw
- the w coordinate of the direction to transformdest
- will hold the resultpublic Matrix4f scale(Vector3fc xyz, Matrix4f dest)
Matrix4fc
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
.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the scaling will be applied first!
public Matrix4f scale(Vector3fc xyz)
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
scaling will be applied first!
xyz
- the factors of the x, y and z component, respectivelypublic Matrix4f scale(float xyz, Matrix4f dest)
Matrix4fc
xyz
factor
and store the result in dest
.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
scaling will be applied first!
Individual scaling of all three axes can be applied using Matrix4fc.scale(float, float, float, Matrix4f)
.
scale
in interface Matrix4fc
xyz
- the factor for all componentsdest
- will hold the resultMatrix4fc.scale(float, float, float, Matrix4f)
public Matrix4f scale(float xyz)
xyz
factor.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
scaling will be applied first!
Individual scaling of all three axes can be applied using scale(float, float, float)
.
xyz
- the factor for all componentsscale(float, float, float)
public Matrix4f scale(float x, float y, float z, Matrix4f dest)
Matrix4fc
this
matrix by scaling the base axes by the given x,
y and z factors and store the result in dest
.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the scaling will be applied first!
public Matrix4f scale(float x, float y, float z)
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
scaling will be applied first!
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z componentpublic Matrix4f scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest)
Matrix4fc
this
matrix by scaling the base axes by the given sx,
sy and sz factors while using (ox, oy, oz) as the scaling origin,
and store the result in dest
.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the scaling will be applied first!
This method is equivalent to calling: translate(ox, oy, oz, dest).scale(sx, sy, sz).translate(-ox, -oy, -oz)
scaleAround
in interface Matrix4fc
sx
- the scaling factor of the x componentsy
- the scaling factor of the y componentsz
- the scaling factor of the z componentox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origindest
- will hold the resultpublic Matrix4f scaleAround(float sx, float sy, float sz, float ox, float oy, float oz)
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
scaling will be applied first!
This method is equivalent to calling: translate(ox, oy, oz).scale(sx, sy, sz).translate(-ox, -oy, -oz)
sx
- the scaling factor of the x componentsy
- the scaling factor of the y componentsz
- the scaling factor of the z componentox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling originpublic Matrix4f scaleAround(float factor, float ox, float oy, float oz)
factor
while using (ox, oy, oz) as the scaling origin.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
scaling will be applied first!
This method is equivalent to calling: translate(ox, oy, oz).scale(factor).translate(-ox, -oy, -oz)
factor
- the scaling factor for all three axesox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling originpublic Matrix4f scaleAround(float factor, float ox, float oy, float oz, Matrix4f dest)
Matrix4fc
factor
while using (ox, oy, oz) as the scaling origin,
and store the result in dest
.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
scaling will be applied first!
This method is equivalent to calling: translate(ox, oy, oz, dest).scale(factor).translate(-ox, -oy, -oz)
scaleAround
in interface Matrix4fc
factor
- the scaling factor for all three axesox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origindest
- will hold the resultpublic Matrix4f scaleLocal(float x, float y, float z, Matrix4f dest)
Matrix4fc
this
matrix by scaling the base axes by the given x,
y and z factors and store the result in dest
.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be S * M
. So when transforming a
vector v
with the new matrix by using S * M * v
, the scaling will be applied last!
scaleLocal
in interface Matrix4fc
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z componentdest
- will hold the resultpublic Matrix4f scaleLocal(float x, float y, float z)
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be S * M
. So when transforming a
vector v
with the new matrix by using S * M * v
, the
scaling will be applied last!
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z componentpublic Matrix4f scaleAroundLocal(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest)
Matrix4fc
this
matrix by scaling the base axes by the given sx,
sy and sz factors while using the given (ox, oy, oz) as the scaling origin,
and store the result in dest
.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be S * M
. So when transforming a
vector v
with the new matrix by using S * M * v
, the scaling will be applied last!
This method is equivalent to calling: new Matrix4f().translate(ox, oy, oz).scale(sx, sy, sz).translate(-ox, -oy, -oz).mul(this, dest)
scaleAroundLocal
in interface Matrix4fc
sx
- the scaling factor of the x componentsy
- the scaling factor of the y componentsz
- the scaling factor of the z componentox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origindest
- will hold the resultpublic Matrix4f scaleAroundLocal(float sx, float sy, float sz, float ox, float oy, float oz)
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be S * M
. So when transforming a
vector v
with the new matrix by using S * M * v
, the
scaling will be applied last!
This method is equivalent to calling: new Matrix4f().translate(ox, oy, oz).scale(sx, sy, sz).translate(-ox, -oy, -oz).mul(this, this)
sx
- the scaling factor of the x componentsy
- the scaling factor of the y componentsz
- the scaling factor of the z componentox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling originpublic Matrix4f scaleAroundLocal(float factor, float ox, float oy, float oz)
factor
while using (ox, oy, oz) as the scaling origin.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be S * M
. So when transforming a
vector v
with the new matrix by using S * M * v
, the
scaling will be applied last!
This method is equivalent to calling: new Matrix4f().translate(ox, oy, oz).scale(factor).translate(-ox, -oy, -oz).mul(this, this)
factor
- the scaling factor for all three axesox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling originpublic Matrix4f scaleAroundLocal(float factor, float ox, float oy, float oz, Matrix4f dest)
Matrix4fc
factor
while using (ox, oy, oz) as the scaling origin,
and store the result in dest
.
If M
is this
matrix and S
the scaling matrix,
then the new matrix will be S * M
. So when transforming a
vector v
with the new matrix by using S * M * v
, the
scaling will be applied last!
This method is equivalent to calling: new Matrix4f().translate(ox, oy, oz).scale(factor).translate(-ox, -oy, -oz).mul(this, dest)
scaleAroundLocal
in interface Matrix4fc
factor
- the scaling factor for all three axesox
- the x coordinate of the scaling originoy
- the y coordinate of the scaling originoz
- the z coordinate of the scaling origindest
- will hold the resultpublic Matrix4f rotateX(float ang, Matrix4f dest)
Matrix4fc
dest
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
Reference: http://en.wikipedia.org
public Matrix4f rotateX(float ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
Reference: http://en.wikipedia.org
ang
- the angle in radianspublic Matrix4f rotateY(float ang, Matrix4f dest)
Matrix4fc
dest
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
Reference: http://en.wikipedia.org
public Matrix4f rotateY(float ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
Reference: http://en.wikipedia.org
ang
- the angle in radianspublic Matrix4f rotateZ(float ang, Matrix4f dest)
Matrix4fc
dest
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
Reference: http://en.wikipedia.org
public Matrix4f rotateZ(float ang)
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
Reference: http://en.wikipedia.org
ang
- the angle in radianspublic Matrix4f rotateXYZ(Vector3f angles)
angles.x
radians about the X axis, followed by a rotation of angles.y
radians about the Y axis and
followed by a rotation of angles.z
radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
This method is equivalent to calling: rotateX(angles.x).rotateY(angles.y).rotateZ(angles.z)
angles
- the Euler anglespublic Matrix4f rotateXYZ(float angleX, float angleY, float angleZ)
angleX
radians about the X axis, followed by a rotation of angleY
radians about the Y axis and
followed by a rotation of angleZ
radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
This method is equivalent to calling: rotateX(angleX).rotateY(angleY).rotateZ(angleZ)
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Zpublic Matrix4f rotateXYZ(float angleX, float angleY, float angleZ, Matrix4f dest)
Matrix4fc
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
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
This method is equivalent to calling: rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
public Matrix4f rotateAffineXYZ(float angleX, float angleY, float angleZ)
angleX
radians about the X axis, followed by a rotation of angleY
radians about the Y axis and
followed by a rotation of angleZ
radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that this
matrix represents an affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
This method is equivalent to calling: rotateX(angleX).rotateY(angleY).rotateZ(angleZ)
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Zpublic Matrix4f rotateAffineXYZ(float angleX, float angleY, float angleZ, Matrix4f dest)
Matrix4fc
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
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that this
matrix represents an affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
rotateAffineXYZ
in interface Matrix4fc
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Zdest
- will hold the resultpublic Matrix4f rotateZYX(Vector3f angles)
angles.z
radians about the Z axis, followed by a rotation of angles.y
radians about the Y axis and
followed by a rotation of angles.x
radians about the X axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
This method is equivalent to calling: rotateZ(angles.z).rotateY(angles.y).rotateX(angles.x)
angles
- the Euler anglespublic Matrix4f rotateZYX(float angleZ, float angleY, float angleX)
angleZ
radians about the Z axis, followed by a rotation of angleY
radians about the Y axis and
followed by a rotation of angleX
radians about the X axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
This method is equivalent to calling: rotateZ(angleZ).rotateY(angleY).rotateX(angleX)
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about Xpublic Matrix4f rotateZYX(float angleZ, float angleY, float angleX, Matrix4f dest)
Matrix4fc
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
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
This method is equivalent to calling: rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
public Matrix4f rotateAffineZYX(float angleZ, float angleY, float angleX)
angleZ
radians about the Z axis, followed by a rotation of angleY
radians about the Y axis and
followed by a rotation of angleX
radians about the X axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that this
matrix represents an affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about Xpublic Matrix4f rotateAffineZYX(float angleZ, float angleY, float angleX, Matrix4f dest)
Matrix4fc
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
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that this
matrix represents an affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
rotateAffineZYX
in interface Matrix4fc
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about Xdest
- will hold the resultpublic Matrix4f rotateYXZ(Vector3f angles)
angles.y
radians about the Y axis, followed by a rotation of angles.x
radians about the X axis and
followed by a rotation of angles.z
radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
This method is equivalent to calling: rotateY(angles.y).rotateX(angles.x).rotateZ(angles.z)
angles
- the Euler anglespublic Matrix4f rotateYXZ(float angleY, float angleX, float angleZ)
angleY
radians about the Y axis, followed by a rotation of angleX
radians about the X axis and
followed by a rotation of angleZ
radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
This method is equivalent to calling: rotateY(angleY).rotateX(angleX).rotateZ(angleZ)
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Zpublic Matrix4f rotateYXZ(float angleY, float angleX, float angleZ, Matrix4f dest)
Matrix4fc
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
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
This method is equivalent to calling: rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
public Matrix4f rotateAffineYXZ(float angleY, float angleX, float angleZ)
angleY
radians about the Y axis, followed by a rotation of angleX
radians about the X axis and
followed by a rotation of angleZ
radians about the Z axis.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that this
matrix represents an affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Zpublic Matrix4f rotateAffineYXZ(float angleY, float angleX, float angleZ, Matrix4f dest)
Matrix4fc
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
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method assumes that this
matrix represents an affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
rotateAffineYXZ
in interface Matrix4fc
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Zdest
- will hold the resultpublic Matrix4f rotate(float ang, float x, float y, float z, Matrix4f dest)
dest
.
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
In order to set the matrix to a rotation matrix without post-multiplying the rotation
transformation, use rotation()
.
Reference: http://en.wikipedia.org
rotate
in interface Matrix4fc
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisdest
- will hold the resultrotation(float, float, float, float)
public Matrix4f rotate(float ang, float x, float y, float z)
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
In order to set the matrix to a rotation matrix without post-multiplying the rotation
transformation, use rotation()
.
Reference: http://en.wikipedia.org
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisrotation(float, float, float, float)
public Matrix4f rotateTranslation(float ang, float x, float y, float z, Matrix4f dest)
dest
.
This method assumes this
to only contain a translation.
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
In order to set the matrix to a rotation matrix without post-multiplying the rotation
transformation, use rotation()
.
Reference: http://en.wikipedia.org
rotateTranslation
in interface Matrix4fc
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisdest
- will hold the resultrotation(float, float, float, float)
public Matrix4f rotateAffine(float ang, float x, float y, float z, Matrix4f dest)
affine
matrix by rotating the given amount of radians
about the specified (x, y, z) axis and store the result in dest
.
This method assumes this
to be affine
.
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
In order to set the matrix to a rotation matrix without post-multiplying the rotation
transformation, use rotation()
.
Reference: http://en.wikipedia.org
rotateAffine
in interface Matrix4fc
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisdest
- will hold the resultrotation(float, float, float, float)
public Matrix4f rotateAffine(float ang, float x, float y, float z)
affine
matrix by rotating the given amount of radians
about the specified (x, y, z) axis.
This method assumes this
to be affine
.
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
rotation will be applied first!
In order to set the matrix to a rotation matrix without post-multiplying the rotation
transformation, use rotation()
.
Reference: http://en.wikipedia.org
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisrotation(float, float, float, float)
public Matrix4f rotateLocal(float ang, float x, float y, float z, Matrix4f dest)
dest
.
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be R * M
. So when transforming a
vector v
with the new matrix by using R * M * v
, the
rotation will be applied last!
In order to set the matrix to a rotation matrix without pre-multiplying the rotation
transformation, use rotation()
.
Reference: http://en.wikipedia.org
rotateLocal
in interface Matrix4fc
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisdest
- will hold the resultrotation(float, float, float, float)
public Matrix4f rotateLocal(float ang, float x, float y, float z)
The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and R
the rotation matrix,
then the new matrix will be R * M
. So when transforming a
vector v
with the new matrix by using R * M * v
, the
rotation will be applied last!
In order to set the matrix to a rotation matrix without pre-multiplying the rotation
transformation, use rotation()
.
Reference: http://en.wikipedia.org
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisrotation(float, float, float, float)
public Matrix4f translate(Vector3fc offset)
If M
is this
matrix and T
the translation
matrix, then the new matrix will be M * T
. So when
transforming a vector v
with the new matrix by using
M * T * v
, the translation will be applied first!
In order to set the matrix to a translation transformation without post-multiplying
it, use translation(Vector3fc)
.
offset
- the number of units in x, y and z by which to translatetranslation(Vector3fc)
public Matrix4f translate(Vector3fc offset, Matrix4f dest)
dest
.
If M
is this
matrix and T
the translation
matrix, then the new matrix will be M * T
. So when
transforming a vector v
with the new matrix by using
M * T * v
, the translation will be applied first!
In order to set the matrix to a translation transformation without post-multiplying
it, use translation(Vector3fc)
.
translate
in interface Matrix4fc
offset
- the number of units in x, y and z by which to translatedest
- will hold the resulttranslation(Vector3fc)
public Matrix4f translate(float x, float y, float z, Matrix4f dest)
dest
.
If M
is this
matrix and T
the translation
matrix, then the new matrix will be M * T
. So when
transforming a vector v
with the new matrix by using
M * T * v
, the translation will be applied first!
In order to set the matrix to a translation transformation without post-multiplying
it, use translation(float, float, float)
.
translate
in interface Matrix4fc
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in zdest
- will hold the resulttranslation(float, float, float)
public Matrix4f translate(float x, float y, float z)
If M
is this
matrix and T
the translation
matrix, then the new matrix will be M * T
. So when
transforming a vector v
with the new matrix by using
M * T * v
, the translation will be applied first!
In order to set the matrix to a translation transformation without post-multiplying
it, use translation(float, float, float)
.
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in ztranslation(float, float, float)
public Matrix4f translateLocal(Vector3fc offset)
If M
is this
matrix and T
the translation
matrix, then the new matrix will be T * M
. So when
transforming a vector v
with the new matrix by using
T * M * v
, the translation will be applied last!
In order to set the matrix to a translation transformation without pre-multiplying
it, use translation(Vector3fc)
.
offset
- the number of units in x, y and z by which to translatetranslation(Vector3fc)
public Matrix4f translateLocal(Vector3fc offset, Matrix4f dest)
dest
.
If M
is this
matrix and T
the translation
matrix, then the new matrix will be T * M
. So when
transforming a vector v
with the new matrix by using
T * M * v
, the translation will be applied last!
In order to set the matrix to a translation transformation without pre-multiplying
it, use translation(Vector3fc)
.
translateLocal
in interface Matrix4fc
offset
- the number of units in x, y and z by which to translatedest
- will hold the resulttranslation(Vector3fc)
public Matrix4f translateLocal(float x, float y, float z, Matrix4f dest)
dest
.
If M
is this
matrix and T
the translation
matrix, then the new matrix will be T * M
. So when
transforming a vector v
with the new matrix by using
T * M * v
, the translation will be applied last!
In order to set the matrix to a translation transformation without pre-multiplying
it, use translation(float, float, float)
.
translateLocal
in interface Matrix4fc
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in zdest
- will hold the resulttranslation(float, float, float)
public Matrix4f translateLocal(float x, float y, float z)
If M
is this
matrix and T
the translation
matrix, then the new matrix will be T * M
. So when
transforming a vector v
with the new matrix by using
T * M * v
, the translation will be applied last!
In order to set the matrix to a translation transformation without pre-multiplying
it, use translation(float, float, float)
.
x
- the offset to translate in xy
- the offset to translate in yz
- the offset to translate in ztranslation(float, float, float)
public void writeExternal(ObjectOutput out) throws IOException
writeExternal
in interface Externalizable
IOException
public void readExternal(ObjectInput in) throws IOException, ClassNotFoundException
readExternal
in interface Externalizable
IOException
ClassNotFoundException
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
dest
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho()
.
Reference: http://www.songho.ca
ortho
in interface Matrix4fc
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
dest
- will hold the resultsetOrtho(float, float, float, float, float, float, boolean)
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
dest
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho()
.
Reference: http://www.songho.ca
ortho
in interface Matrix4fc
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the resultsetOrtho(float, float, float, float, float, float)
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setOrtho(float, float, float, float, float, float, boolean)
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar)
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancesetOrtho(float, float, float, float, float, float)
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
dest
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrthoLH()
.
Reference: http://www.songho.ca
orthoLH
in interface Matrix4fc
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
dest
- will hold the resultsetOrthoLH(float, float, float, float, float, float, boolean)
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
dest
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrthoLH()
.
Reference: http://www.songho.ca
orthoLH
in interface Matrix4fc
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the resultsetOrthoLH(float, float, float, float, float, float)
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrthoLH()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setOrthoLH(float, float, float, float, float, float, boolean)
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar)
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrthoLH()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancesetOrthoLH(float, float, float, float, float, float)
public Matrix4f setOrtho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
In order to apply the orthographic projection to an already existing transformation,
use ortho()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
ortho(float, float, float, float, float, float, boolean)
public Matrix4f setOrtho(float left, float right, float bottom, float top, float zNear, float zFar)
In order to apply the orthographic projection to an already existing transformation,
use ortho()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distanceortho(float, float, float, float, float, float)
public Matrix4f setOrthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
In order to apply the orthographic projection to an already existing transformation,
use orthoLH()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
orthoLH(float, float, float, float, float, float, boolean)
public Matrix4f setOrthoLH(float left, float right, float bottom, float top, float zNear, float zFar)
In order to apply the orthographic projection to an already existing transformation,
use orthoLH()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgezNear
- near clipping plane distancezFar
- far clipping plane distanceorthoLH(float, float, float, float, float, float)
public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
dest
.
This method is equivalent to calling ortho()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetric()
.
Reference: http://www.songho.ca
orthoSymmetric
in interface Matrix4fc
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setOrthoSymmetric(float, float, float, float, boolean)
public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4f dest)
dest
.
This method is equivalent to calling ortho()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetric()
.
Reference: http://www.songho.ca
orthoSymmetric
in interface Matrix4fc
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the resultsetOrthoSymmetric(float, float, float, float)
public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne)
This method is equivalent to calling ortho()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetric()
.
Reference: http://www.songho.ca
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setOrthoSymmetric(float, float, float, float, boolean)
public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar)
This method is equivalent to calling ortho()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetric()
.
Reference: http://www.songho.ca
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancesetOrthoSymmetric(float, float, float, float)
public Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
dest
.
This method is equivalent to calling orthoLH()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetricLH()
.
Reference: http://www.songho.ca
orthoSymmetricLH
in interface Matrix4fc
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setOrthoSymmetricLH(float, float, float, float, boolean)
public Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4f dest)
dest
.
This method is equivalent to calling orthoLH()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetricLH()
.
Reference: http://www.songho.ca
orthoSymmetricLH
in interface Matrix4fc
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancedest
- will hold the resultsetOrthoSymmetricLH(float, float, float, float)
public Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne)
This method is equivalent to calling orthoLH()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetricLH()
.
Reference: http://www.songho.ca
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setOrthoSymmetricLH(float, float, float, float, boolean)
public Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar)
This method is equivalent to calling orthoLH()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use setOrthoSymmetricLH()
.
Reference: http://www.songho.ca
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancesetOrthoSymmetricLH(float, float, float, float)
public Matrix4f setOrthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne)
This method is equivalent to calling setOrtho()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
In order to apply the symmetric orthographic projection to an already existing transformation,
use orthoSymmetric()
.
Reference: http://www.songho.ca
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
orthoSymmetric(float, float, float, float, boolean)
public Matrix4f setOrthoSymmetric(float width, float height, float zNear, float zFar)
This method is equivalent to calling setOrtho()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
In order to apply the symmetric orthographic projection to an already existing transformation,
use orthoSymmetric()
.
Reference: http://www.songho.ca
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distanceorthoSymmetric(float, float, float, float)
public Matrix4f setOrthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne)
This method is equivalent to calling setOrtho()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
In order to apply the symmetric orthographic projection to an already existing transformation,
use orthoSymmetricLH()
.
Reference: http://www.songho.ca
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distancezZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
orthoSymmetricLH(float, float, float, float, boolean)
public Matrix4f setOrthoSymmetricLH(float width, float height, float zNear, float zFar)
This method is equivalent to calling setOrthoLH()
with
left=-width/2
, right=+width/2
, bottom=-height/2
and top=+height/2
.
In order to apply the symmetric orthographic projection to an already existing transformation,
use orthoSymmetricLH()
.
Reference: http://www.songho.ca
width
- the distance between the right and left frustum edgesheight
- the distance between the top and bottom frustum edgeszNear
- near clipping plane distancezFar
- far clipping plane distanceorthoSymmetricLH(float, float, float, float)
public Matrix4f ortho2D(float left, float right, float bottom, float top, Matrix4f dest)
dest
.
This method is equivalent to calling ortho()
with
zNear=-1
and zFar=+1
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho()
.
Reference: http://www.songho.ca
ortho2D
in interface Matrix4fc
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgedest
- will hold the resultortho(float, float, float, float, float, float, Matrix4f)
,
setOrtho2D(float, float, float, float)
public Matrix4f ortho2D(float left, float right, float bottom, float top)
This method is equivalent to calling ortho()
with
zNear=-1
and zFar=+1
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho2D()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgeortho(float, float, float, float, float, float)
,
setOrtho2D(float, float, float, float)
public Matrix4f ortho2DLH(float left, float right, float bottom, float top, Matrix4f dest)
dest
.
This method is equivalent to calling orthoLH()
with
zNear=-1
and zFar=+1
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrthoLH()
.
Reference: http://www.songho.ca
ortho2DLH
in interface Matrix4fc
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgedest
- will hold the resultorthoLH(float, float, float, float, float, float, Matrix4f)
,
setOrtho2DLH(float, float, float, float)
public Matrix4f ortho2DLH(float left, float right, float bottom, float top)
This method is equivalent to calling orthoLH()
with
zNear=-1
and zFar=+1
.
If M
is this
matrix and O
the orthographic projection matrix,
then the new matrix will be M * O
. So when transforming a
vector v
with the new matrix by using M * O * v
, the
orthographic projection transformation will be applied first!
In order to set the matrix to an orthographic projection without post-multiplying it,
use setOrtho2DLH()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgeorthoLH(float, float, float, float, float, float)
,
setOrtho2DLH(float, float, float, float)
public Matrix4f setOrtho2D(float left, float right, float bottom, float top)
This method is equivalent to calling setOrtho()
with
zNear=-1
and zFar=+1
.
In order to apply the orthographic projection to an already existing transformation,
use ortho2D()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgesetOrtho(float, float, float, float, float, float)
,
ortho2D(float, float, float, float)
public Matrix4f setOrtho2DLH(float left, float right, float bottom, float top)
This method is equivalent to calling setOrthoLH()
with
zNear=-1
and zFar=+1
.
In order to apply the orthographic projection to an already existing transformation,
use ortho2DLH()
.
Reference: http://www.songho.ca
left
- the distance from the center to the left frustum edgeright
- the distance from the center to the right frustum edgebottom
- the distance from the center to the bottom frustum edgetop
- the distance from the center to the top frustum edgesetOrthoLH(float, float, float, float, float, float)
,
ortho2DLH(float, float, float, float)
public Matrix4f lookAlong(Vector3fc dir, Vector3fc up)
-z
point along dir
.
If M
is this
matrix and L
the lookalong rotation matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
, the
lookalong rotation transformation will be applied first!
This is equivalent to calling
lookAt
with eye = (0, 0, 0)
and center = dir
.
In order to set the matrix to a lookalong transformation without post-multiplying it,
use setLookAlong()
.
dir
- the direction in space to look alongup
- the direction of 'up'lookAlong(float, float, float, float, float, float)
,
lookAt(Vector3fc, Vector3fc, Vector3fc)
,
setLookAlong(Vector3fc, Vector3fc)
public Matrix4f lookAlong(Vector3fc dir, Vector3fc up, Matrix4f dest)
-z
point along dir
and store the result in dest
.
If M
is this
matrix and L
the lookalong rotation matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
, the
lookalong rotation transformation will be applied first!
This is equivalent to calling
lookAt
with eye = (0, 0, 0)
and center = dir
.
In order to set the matrix to a lookalong transformation without post-multiplying it,
use setLookAlong()
.
lookAlong
in interface Matrix4fc
dir
- the direction in space to look alongup
- the direction of 'up'dest
- will hold the resultlookAlong(float, float, float, float, float, float)
,
lookAt(Vector3fc, Vector3fc, Vector3fc)
,
setLookAlong(Vector3fc, Vector3fc)
public Matrix4f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4f dest)
-z
point along dir
and store the result in dest
.
If M
is this
matrix and L
the lookalong rotation matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
, the
lookalong rotation transformation will be applied first!
This is equivalent to calling
lookAt()
with eye = (0, 0, 0)
and center = dir
.
In order to set the matrix to a lookalong transformation without post-multiplying it,
use setLookAlong()
lookAlong
in interface Matrix4fc
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the resultlookAt(float, float, float, float, float, float, float, float, float)
,
setLookAlong(float, float, float, float, float, float)
public Matrix4f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
-z
point along dir
.
If M
is this
matrix and L
the lookalong rotation matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
, the
lookalong rotation transformation will be applied first!
This is equivalent to calling
lookAt()
with eye = (0, 0, 0)
and center = dir
.
In order to set the matrix to a lookalong transformation without post-multiplying it,
use setLookAlong()
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectorlookAt(float, float, float, float, float, float, float, float, float)
,
setLookAlong(float, float, float, float, float, float)
public Matrix4f setLookAlong(Vector3fc dir, Vector3fc up)
-z
point along dir
.
This is equivalent to calling
setLookAt()
with eye = (0, 0, 0)
and center = dir
.
In order to apply the lookalong transformation to any previous existing transformation,
use lookAlong(Vector3fc, Vector3fc)
.
dir
- the direction in space to look alongup
- the direction of 'up'setLookAlong(Vector3fc, Vector3fc)
,
lookAlong(Vector3fc, Vector3fc)
public Matrix4f setLookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
-z
point along dir
.
This is equivalent to calling
setLookAt()
with eye = (0, 0, 0)
and center = dir
.
In order to apply the lookalong transformation to any previous existing transformation,
use lookAlong()
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectorsetLookAlong(float, float, float, float, float, float)
,
lookAlong(float, float, float, float, float, float)
public Matrix4f setLookAt(Vector3fc eye, Vector3fc center, Vector3fc up)
-z
with center - eye
.
In order to not make use of vectors to specify eye
, center
and up
but use primitives,
like in the GLU function, use setLookAt()
instead.
In order to apply the lookat transformation to a previous existing transformation,
use lookAt()
.
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'setLookAt(float, float, float, float, float, float, float, float, float)
,
lookAt(Vector3fc, Vector3fc, Vector3fc)
public Matrix4f setLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
-z
with center - eye
.
In order to apply the lookat transformation to a previous existing transformation,
use lookAt
.
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectorsetLookAt(Vector3fc, Vector3fc, Vector3fc)
,
lookAt(float, float, float, float, float, float, float, float, float)
public Matrix4f lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4f dest)
-z
with center - eye
and store the result in dest
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAt(Vector3fc, Vector3fc, Vector3fc)
.
lookAt
in interface Matrix4fc
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'dest
- will hold the resultlookAt(float, float, float, float, float, float, float, float, float)
,
setLookAlong(Vector3fc, Vector3fc)
public Matrix4f lookAt(Vector3fc eye, Vector3fc center, Vector3fc up)
-z
with center - eye
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAt(Vector3fc, Vector3fc, Vector3fc)
.
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'lookAt(float, float, float, float, float, float, float, float, float)
,
setLookAlong(Vector3fc, Vector3fc)
public Matrix4f lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
-z
with center - eye
and store the result in dest
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAt()
.
lookAt
in interface Matrix4fc
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the resultlookAt(Vector3fc, Vector3fc, Vector3fc)
,
setLookAt(float, float, float, float, float, float, float, float, float)
public Matrix4f lookAtPerspective(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
-z
with center - eye
and store the result in dest
.
This method assumes this
to be a perspective transformation, obtained via
frustum()
or perspective()
or
one of their overloads.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAt()
.
lookAtPerspective
in interface Matrix4fc
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the resultsetLookAt(float, float, float, float, float, float, float, float, float)
public Matrix4f lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
-z
with center - eye
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAt()
.
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectorlookAt(Vector3fc, Vector3fc, Vector3fc)
,
setLookAt(float, float, float, float, float, float, float, float, float)
public Matrix4f setLookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up)
+z
with center - eye
.
In order to not make use of vectors to specify eye
, center
and up
but use primitives,
like in the GLU function, use setLookAtLH()
instead.
In order to apply the lookat transformation to a previous existing transformation,
use lookAt()
.
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'setLookAtLH(float, float, float, float, float, float, float, float, float)
,
lookAtLH(Vector3fc, Vector3fc, Vector3fc)
public Matrix4f setLookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
+z
with center - eye
.
In order to apply the lookat transformation to a previous existing transformation,
use lookAtLH
.
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectorsetLookAtLH(Vector3fc, Vector3fc, Vector3fc)
,
lookAtLH(float, float, float, float, float, float, float, float, float)
public Matrix4f lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4f dest)
+z
with center - eye
and store the result in dest
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAtLH(Vector3fc, Vector3fc, Vector3fc)
.
lookAtLH
in interface Matrix4fc
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'dest
- will hold the resultlookAtLH(float, float, float, float, float, float, float, float, float)
public Matrix4f lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up)
+z
with center - eye
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAtLH(Vector3fc, Vector3fc, Vector3fc)
.
eye
- the position of the cameracenter
- the point in space to look atup
- the direction of 'up'lookAtLH(float, float, float, float, float, float, float, float, float)
public Matrix4f lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
+z
with center - eye
and store the result in dest
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAtLH()
.
lookAtLH
in interface Matrix4fc
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the resultlookAtLH(Vector3fc, Vector3fc, Vector3fc)
,
setLookAtLH(float, float, float, float, float, float, float, float, float)
public Matrix4f lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
+z
with center - eye
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAtLH()
.
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectorlookAtLH(Vector3fc, Vector3fc, Vector3fc)
,
setLookAtLH(float, float, float, float, float, float, float, float, float)
public Matrix4f lookAtPerspectiveLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
+z
with center - eye
and store the result in dest
.
This method assumes this
to be a perspective transformation, obtained via
frustumLH()
or perspectiveLH()
or
one of their overloads.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a lookat transformation without post-multiplying it,
use setLookAtLH()
.
lookAtPerspectiveLH
in interface Matrix4fc
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the resultsetLookAtLH(float, float, float, float, float, float, float, float, float)
public Matrix4f perspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
dest
.
If M
is this
matrix and P
the perspective projection matrix,
then the new matrix will be M * P
. So when transforming a
vector v
with the new matrix by using M * P * v
,
the perspective projection will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setPerspective
.
perspective
in interface Matrix4fc
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.dest
- will hold the resultzZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setPerspective(float, float, float, float, boolean)
public Matrix4f perspective(float fovy, float aspect, float zNear, float zFar, Matrix4f dest)
dest
.
If M
is this
matrix and P
the perspective projection matrix,
then the new matrix will be M * P
. So when transforming a
vector v
with the new matrix by using M * P * v
,
the perspective projection will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setPerspective
.
perspective
in interface Matrix4fc
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.dest
- will hold the resultsetPerspective(float, float, float, float)
public Matrix4f perspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
If M
is this
matrix and P
the perspective projection matrix,
then the new matrix will be M * P
. So when transforming a
vector v
with the new matrix by using M * P * v
,
the perspective projection will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setPerspective
.
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setPerspective(float, float, float, float, boolean)
public Matrix4f perspective(float fovy, float aspect, float zNear, float zFar)
If M
is this
matrix and P
the perspective projection matrix,
then the new matrix will be M * P
. So when transforming a
vector v
with the new matrix by using M * P * v
,
the perspective projection will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setPerspective
.
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.setPerspective(float, float, float, float)
public Matrix4f setPerspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
In order to apply the perspective projection transformation to an existing transformation,
use perspective()
.
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
perspective(float, float, float, float, boolean)
public Matrix4f setPerspective(float fovy, float aspect, float zNear, float zFar)
In order to apply the perspective projection transformation to an existing transformation,
use perspective()
.
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.perspective(float, float, float, float)
public Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
dest
.
If M
is this
matrix and P
the perspective projection matrix,
then the new matrix will be M * P
. So when transforming a
vector v
with the new matrix by using M * P * v
,
the perspective projection will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setPerspectiveLH
.
perspectiveLH
in interface Matrix4fc
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
dest
- will hold the resultsetPerspectiveLH(float, float, float, float, boolean)
public Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
If M
is this
matrix and P
the perspective projection matrix,
then the new matrix will be M * P
. So when transforming a
vector v
with the new matrix by using M * P * v
,
the perspective projection will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setPerspectiveLH
.
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setPerspectiveLH(float, float, float, float, boolean)
public Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar, Matrix4f dest)
dest
.
If M
is this
matrix and P
the perspective projection matrix,
then the new matrix will be M * P
. So when transforming a
vector v
with the new matrix by using M * P * v
,
the perspective projection will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setPerspectiveLH
.
perspectiveLH
in interface Matrix4fc
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.dest
- will hold the resultsetPerspectiveLH(float, float, float, float)
public Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar)
If M
is this
matrix and P
the perspective projection matrix,
then the new matrix will be M * P
. So when transforming a
vector v
with the new matrix by using M * P * v
,
the perspective projection will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setPerspectiveLH
.
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.setPerspectiveLH(float, float, float, float)
public Matrix4f setPerspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
In order to apply the perspective projection transformation to an existing transformation,
use perspectiveLH()
.
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
perspectiveLH(float, float, float, float, boolean)
public Matrix4f setPerspectiveLH(float fovy, float aspect, float zNear, float zFar)
In order to apply the perspective projection transformation to an existing transformation,
use perspectiveLH()
.
fovy
- the vertical field of view in radians (must be greater than zero and less than PI
)aspect
- the aspect ratio (i.e. width / height; must be greater than zero)zNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.perspectiveLH(float, float, float, float)
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
dest
.
If M
is this
matrix and F
the frustum matrix,
then the new matrix will be M * F
. So when transforming a
vector v
with the new matrix by using M * F * v
,
the frustum transformation will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setFrustum()
.
Reference: http://www.songho.ca
frustum
in interface Matrix4fc
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
dest
- will hold the resultsetFrustum(float, float, float, float, float, float, boolean)
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
dest
.
If M
is this
matrix and F
the frustum matrix,
then the new matrix will be M * F
. So when transforming a
vector v
with the new matrix by using M * F * v
,
the frustum transformation will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setFrustum()
.
Reference: http://www.songho.ca
frustum
in interface Matrix4fc
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.dest
- will hold the resultsetFrustum(float, float, float, float, float, float)
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
If M
is this
matrix and F
the frustum matrix,
then the new matrix will be M * F
. So when transforming a
vector v
with the new matrix by using M * F * v
,
the frustum transformation will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setFrustum()
.
Reference: http://www.songho.ca
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setFrustum(float, float, float, float, float, float, boolean)
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar)
If M
is this
matrix and F
the frustum matrix,
then the new matrix will be M * F
. So when transforming a
vector v
with the new matrix by using M * F * v
,
the frustum transformation will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setFrustum()
.
Reference: http://www.songho.ca
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.setFrustum(float, float, float, float, float, float)
public Matrix4f setFrustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
In order to apply the perspective frustum transformation to an existing transformation,
use frustum()
.
Reference: http://www.songho.ca
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
frustum(float, float, float, float, float, float, boolean)
public Matrix4f setFrustum(float left, float right, float bottom, float top, float zNear, float zFar)
In order to apply the perspective frustum transformation to an existing transformation,
use frustum()
.
Reference: http://www.songho.ca
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.frustum(float, float, float, float, float, float)
public Matrix4f frustumLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
dest
.
If M
is this
matrix and F
the frustum matrix,
then the new matrix will be M * F
. So when transforming a
vector v
with the new matrix by using M * F * v
,
the frustum transformation will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setFrustumLH()
.
Reference: http://www.songho.ca
frustumLH
in interface Matrix4fc
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
dest
- will hold the resultsetFrustumLH(float, float, float, float, float, float, boolean)
public Matrix4f frustumLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
If M
is this
matrix and F
the frustum matrix,
then the new matrix will be M * F
. So when transforming a
vector v
with the new matrix by using M * F * v
,
the frustum transformation will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setFrustumLH()
.
Reference: http://www.songho.ca
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
setFrustumLH(float, float, float, float, float, float, boolean)
public Matrix4f frustumLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
dest
.
If M
is this
matrix and F
the frustum matrix,
then the new matrix will be M * F
. So when transforming a
vector v
with the new matrix by using M * F * v
,
the frustum transformation will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setFrustumLH()
.
Reference: http://www.songho.ca
frustumLH
in interface Matrix4fc
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.dest
- will hold the resultsetFrustumLH(float, float, float, float, float, float)
public Matrix4f frustumLH(float left, float right, float bottom, float top, float zNear, float zFar)
If M
is this
matrix and F
the frustum matrix,
then the new matrix will be M * F
. So when transforming a
vector v
with the new matrix by using M * F * v
,
the frustum transformation will be applied first!
In order to set the matrix to a perspective frustum transformation without post-multiplying,
use setFrustumLH()
.
Reference: http://www.songho.ca
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.setFrustumLH(float, float, float, float, float, float)
public Matrix4f setFrustumLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
In order to apply the perspective frustum transformation to an existing transformation,
use frustumLH()
.
Reference: http://www.songho.ca
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.zZeroToOne
- whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true
or whether to use OpenGL's NDC z range of [-1..+1] when false
frustumLH(float, float, float, float, float, float, boolean)
public Matrix4f setFrustumLH(float left, float right, float bottom, float top, float zNear, float zFar)
In order to apply the perspective frustum transformation to an existing transformation,
use frustumLH()
.
Reference: http://www.songho.ca
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- near clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity.
In that case, zFar
may not also be Float.POSITIVE_INFINITY
.zFar
- far clipping plane distance. If the special value Float.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity.
In that case, zNear
may not also be Float.POSITIVE_INFINITY
.frustumLH(float, float, float, float, float, float)
public Matrix4f rotate(Quaternionfc quat, Matrix4f dest)
Quaternionfc
to this matrix and store
the result in dest
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q
. So when transforming a
vector v
with the new matrix by using M * Q * v
,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaternionfc)
.
Reference: http://en.wikipedia.org
rotate
in interface Matrix4fc
quat
- the Quaternionfc
dest
- will hold the resultrotation(Quaternionfc)
public Matrix4f rotate(Quaternionfc quat)
Quaternionfc
to this matrix.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q
. So when transforming a
vector v
with the new matrix by using M * Q * v
,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaternionfc)
.
Reference: http://en.wikipedia.org
quat
- the Quaternionfc
rotation(Quaternionfc)
public Matrix4f rotateAffine(Quaternionfc quat, Matrix4f dest)
Quaternionfc
to this affine
matrix and store
the result in dest
.
This method assumes this
to be affine
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q
. So when transforming a
vector v
with the new matrix by using M * Q * v
,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaternionfc)
.
Reference: http://en.wikipedia.org
rotateAffine
in interface Matrix4fc
quat
- the Quaternionfc
dest
- will hold the resultrotation(Quaternionfc)
public Matrix4f rotateAffine(Quaternionfc quat)
Quaternionfc
to this matrix.
This method assumes this
to be affine
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q
. So when transforming a
vector v
with the new matrix by using M * Q * v
,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaternionfc)
.
Reference: http://en.wikipedia.org
quat
- the Quaternionfc
rotation(Quaternionfc)
public Matrix4f rotateTranslation(Quaternionfc quat, Matrix4f dest)
Quaternionfc
to this matrix, which is assumed to only contain a translation, and store
the result in dest
.
This method assumes this
to only contain a translation.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q
. So when transforming a
vector v
with the new matrix by using M * Q * v
,
the quaternion rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(Quaternionfc)
.
Reference: http://en.wikipedia.org
rotateTranslation
in interface Matrix4fc
quat
- the Quaternionfc
dest
- will hold the resultrotation(Quaternionfc)
public Matrix4f rotateAround(Quaternionfc quat, float ox, float oy, float oz)
Quaternionfc
to this matrix while using (ox, oy, oz) as the rotation origin.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q
. So when transforming a
vector v
with the new matrix by using M * Q * v
,
the quaternion rotation will be applied first!
This method is equivalent to calling: translate(ox, oy, oz).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
quat
- the Quaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation originpublic Matrix4f rotateAround(Quaternionfc quat, float ox, float oy, float oz, Matrix4f dest)
Matrix4fc
Quaternionfc
to this matrix while using (ox, oy, oz) as the rotation origin,
and store the result in dest
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be M * Q
. So when transforming a
vector v
with the new matrix by using M * Q * v
,
the quaternion rotation will be applied first!
This method is equivalent to calling: translate(ox, oy, oz, dest).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
rotateAround
in interface Matrix4fc
quat
- the Quaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origindest
- will hold the resultpublic Matrix4f rotateLocal(Quaternionfc quat, Matrix4f dest)
Quaternionfc
to this matrix and store
the result in dest
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be Q * M
. So when transforming a
vector v
with the new matrix by using Q * M * v
,
the quaternion rotation will be applied last!
In order to set the matrix to a rotation transformation without pre-multiplying,
use rotation(Quaternionfc)
.
Reference: http://en.wikipedia.org
rotateLocal
in interface Matrix4fc
quat
- the Quaternionfc
dest
- will hold the resultrotation(Quaternionfc)
public Matrix4f rotateLocal(Quaternionfc quat)
Quaternionfc
to this matrix.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be Q * M
. So when transforming a
vector v
with the new matrix by using Q * M * v
,
the quaternion rotation will be applied last!
In order to set the matrix to a rotation transformation without pre-multiplying,
use rotation(Quaternionfc)
.
Reference: http://en.wikipedia.org
quat
- the Quaternionfc
rotation(Quaternionfc)
public Matrix4f rotateAroundLocal(Quaternionfc quat, float ox, float oy, float oz, Matrix4f dest)
Matrix4fc
Quaternionfc
to this matrix while using (ox, oy, oz)
as the rotation origin, and store the result in dest
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be Q * M
. So when transforming a
vector v
with the new matrix by using Q * M * v
,
the quaternion rotation will be applied last!
This method is equivalent to calling: translateLocal(-ox, -oy, -oz, dest).rotateLocal(quat).translateLocal(ox, oy, oz)
Reference: http://en.wikipedia.org
rotateAroundLocal
in interface Matrix4fc
quat
- the Quaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origindest
- will hold the resultpublic Matrix4f rotateAroundLocal(Quaternionfc quat, float ox, float oy, float oz)
Quaternionfc
to this matrix while using (ox, oy, oz)
as the rotation origin.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and Q
the rotation matrix obtained from the given quaternion,
then the new matrix will be Q * M
. So when transforming a
vector v
with the new matrix by using Q * M * v
,
the quaternion rotation will be applied last!
This method is equivalent to calling: translateLocal(-ox, -oy, -oz).rotateLocal(quat).translateLocal(ox, oy, oz)
Reference: http://en.wikipedia.org
quat
- the Quaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation originpublic Matrix4f rotate(AxisAngle4f axisAngle)
AxisAngle4f
, to this matrix.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and A
the rotation matrix obtained from the given AxisAngle4f
,
then the new matrix will be M * A
. So when transforming a
vector v
with the new matrix by using M * A * v
,
the AxisAngle4f
rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(AxisAngle4f)
.
Reference: http://en.wikipedia.org
axisAngle
- the AxisAngle4f
(needs to be normalized
)rotate(float, float, float, float)
,
rotation(AxisAngle4f)
public Matrix4f rotate(AxisAngle4f axisAngle, Matrix4f dest)
AxisAngle4f
and store the result in dest
.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and A
the rotation matrix obtained from the given AxisAngle4f
,
then the new matrix will be M * A
. So when transforming a
vector v
with the new matrix by using M * A * v
,
the AxisAngle4f
rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(AxisAngle4f)
.
Reference: http://en.wikipedia.org
rotate
in interface Matrix4fc
axisAngle
- the AxisAngle4f
(needs to be normalized
)dest
- will hold the resultrotate(float, float, float, float)
,
rotation(AxisAngle4f)
public Matrix4f rotate(float angle, Vector3fc axis)
The axis described by the axis
vector needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and A
the rotation matrix obtained from the given axis-angle,
then the new matrix will be M * A
. So when transforming a
vector v
with the new matrix by using M * A * v
,
the axis-angle rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(float, Vector3fc)
.
Reference: http://en.wikipedia.org
angle
- the angle in radiansaxis
- the rotation axis (needs to be normalized
)rotate(float, float, float, float)
,
rotation(float, Vector3fc)
public Matrix4f rotate(float angle, Vector3fc axis, Matrix4f dest)
dest
.
The axis described by the axis
vector needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If M
is this
matrix and A
the rotation matrix obtained from the given axis-angle,
then the new matrix will be M * A
. So when transforming a
vector v
with the new matrix by using M * A * v
,
the axis-angle rotation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying,
use rotation(float, Vector3fc)
.
Reference: http://en.wikipedia.org
rotate
in interface Matrix4fc
angle
- the angle in radiansaxis
- the rotation axis (needs to be normalized
)dest
- will hold the resultrotate(float, float, float, float)
,
rotation(float, Vector3fc)
public Vector4f unproject(float winX, float winY, float winZ, int[] viewport, Vector4f dest)
Matrix4fc
this
matrix using the specified viewport.
This method first converts the given window coordinates to normalized device coordinates in the range [-1..1]
and then transforms those NDC coordinates by the inverse of this
matrix.
The depth range of winZ is assumed to be [0..1], which is also the OpenGL default.
As a necessary computation step for unprojecting, this method computes the inverse of this
matrix.
In order to avoid computing the matrix inverse with every invocation, the inverse of this
matrix can be built
once outside using Matrix4fc.invert(Matrix4f)
and then the method unprojectInv()
can be invoked on it.
unproject
in interface Matrix4fc
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in [0..1]viewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionMatrix4fc.unprojectInv(float, float, float, int[], Vector4f)
,
Matrix4fc.invert(Matrix4f)
public Vector3f unproject(float winX, float winY, float winZ, int[] viewport, Vector3f dest)
Matrix4fc
this
matrix using the specified viewport.
This method first converts the given window coordinates to normalized device coordinates in the range [-1..1]
and then transforms those NDC coordinates by the inverse of this
matrix.
The depth range of winZ is assumed to be [0..1], which is also the OpenGL default.
As a necessary computation step for unprojecting, this method computes the inverse of this
matrix.
In order to avoid computing the matrix inverse with every invocation, the inverse of this
matrix can be built
once outside using Matrix4fc.invert(Matrix4f)
and then the method unprojectInv()
can be invoked on it.
unproject
in interface Matrix4fc
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in [0..1]viewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionMatrix4fc.unprojectInv(float, float, float, int[], Vector3f)
,
Matrix4fc.invert(Matrix4f)
public Vector4f unproject(Vector3fc winCoords, int[] viewport, Vector4f dest)
Matrix4fc
winCoords
by this
matrix using the specified viewport.
This method first converts the given window coordinates to normalized device coordinates in the range [-1..1]
and then transforms those NDC coordinates by the inverse of this
matrix.
The depth range of winCoords.z is assumed to be [0..1], which is also the OpenGL default.
As a necessary computation step for unprojecting, this method computes the inverse of this
matrix.
In order to avoid computing the matrix inverse with every invocation, the inverse of this
matrix can be built
once outside using Matrix4fc.invert(Matrix4f)
and then the method unprojectInv()
can be invoked on it.
unproject
in interface Matrix4fc
winCoords
- the window coordinates to unprojectviewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionMatrix4fc.unprojectInv(float, float, float, int[], Vector4f)
,
Matrix4fc.unproject(float, float, float, int[], Vector4f)
,
Matrix4fc.invert(Matrix4f)
public Vector3f unproject(Vector3fc winCoords, int[] viewport, Vector3f dest)
Matrix4fc
winCoords
by this
matrix using the specified viewport.
This method first converts the given window coordinates to normalized device coordinates in the range [-1..1]
and then transforms those NDC coordinates by the inverse of this
matrix.
The depth range of winCoords.z is assumed to be [0..1], which is also the OpenGL default.
As a necessary computation step for unprojecting, this method computes the inverse of this
matrix.
In order to avoid computing the matrix inverse with every invocation, the inverse of this
matrix can be built
once outside using Matrix4fc.invert(Matrix4f)
and then the method unprojectInv()
can be invoked on it.
unproject
in interface Matrix4fc
winCoords
- the window coordinates to unprojectviewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionMatrix4fc.unprojectInv(float, float, float, int[], Vector3f)
,
Matrix4fc.unproject(float, float, float, int[], Vector3f)
,
Matrix4fc.invert(Matrix4f)
public Matrix4f unprojectRay(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f dirDest)
Matrix4fc
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.
This method first converts the given window coordinates to normalized device coordinates in the range [-1..1]
and then transforms those NDC coordinates by the inverse of this
matrix.
As a necessary computation step for unprojecting, this method computes the inverse of this
matrix.
In order to avoid computing the matrix inverse with every invocation, the inverse of this
matrix can be built
once outside using Matrix4fc.invert(Matrix4f)
and then the method unprojectInvRay()
can be invoked on it.
unprojectRay
in interface Matrix4fc
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)viewport
- the viewport described by [x, y, width, height]originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray directionMatrix4fc.unprojectInvRay(float, float, int[], Vector3f, Vector3f)
,
Matrix4fc.invert(Matrix4f)
public Matrix4f unprojectRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest)
Matrix4fc
winCoords
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.
This method first converts the given window coordinates to normalized device coordinates in the range [-1..1]
and then transforms those NDC coordinates by the inverse of this
matrix.
As a necessary computation step for unprojecting, this method computes the inverse of this
matrix.
In order to avoid computing the matrix inverse with every invocation, the inverse of this
matrix can be built
once outside using Matrix4fc.invert(Matrix4f)
and then the method unprojectInvRay()
can be invoked on it.
unprojectRay
in interface Matrix4fc
winCoords
- the window coordinates to unprojectviewport
- the viewport described by [x, y, width, height]originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray directionMatrix4fc.unprojectInvRay(float, float, int[], Vector3f, Vector3f)
,
Matrix4fc.unprojectRay(float, float, int[], Vector3f, Vector3f)
,
Matrix4fc.invert(Matrix4f)
public Vector4f unprojectInv(Vector3fc winCoords, int[] viewport, Vector4f dest)
Matrix4fc
winCoords
by this
matrix using the specified viewport.
This method differs from unproject()
in that it assumes that this
is already the inverse matrix of the original projection matrix.
It exists to avoid recomputing the matrix inverse with every invocation.
The depth range of winCoords.z is assumed to be [0..1], which is also the OpenGL default.
This method reads the four viewport parameters from the current int[]'s position
and does not modify the buffer's position.
unprojectInv
in interface Matrix4fc
winCoords
- the window coordinates to unprojectviewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionMatrix4fc.unproject(Vector3fc, int[], Vector4f)
public Vector4f unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector4f dest)
Matrix4fc
this
matrix using the specified viewport.
This method differs from unproject()
in that it assumes that this
is already the inverse matrix of the original projection matrix.
It exists to avoid recomputing the matrix inverse with every invocation.
The depth range of winZ is assumed to be [0..1], which is also the OpenGL default.
unprojectInv
in interface Matrix4fc
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in [0..1]viewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionMatrix4fc.unproject(float, float, float, int[], Vector4f)
public Matrix4f unprojectInvRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest)
Matrix4fc
winCoords
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.
This method differs from unprojectRay()
in that it assumes that this
is already the inverse matrix of the original projection matrix.
It exists to avoid recomputing the matrix inverse with every invocation.
unprojectInvRay
in interface Matrix4fc
winCoords
- the window coordinates to unprojectviewport
- the viewport described by [x, y, width, height]originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray directionMatrix4fc.unprojectRay(Vector2fc, int[], Vector3f, Vector3f)
public Matrix4f unprojectInvRay(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f dirDest)
Matrix4fc
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.
This method differs from unprojectRay()
in that it assumes that this
is already the inverse matrix of the original projection matrix.
It exists to avoid recomputing the matrix inverse with every invocation.
unprojectInvRay
in interface Matrix4fc
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)viewport
- the viewport described by [x, y, width, height]originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray directionMatrix4fc.unprojectRay(float, float, int[], Vector3f, Vector3f)
public Vector3f unprojectInv(Vector3fc winCoords, int[] viewport, Vector3f dest)
Matrix4fc
winCoords
by this
matrix using the specified viewport.
This method differs from unproject()
in that it assumes that this
is already the inverse matrix of the original projection matrix.
It exists to avoid recomputing the matrix inverse with every invocation.
The depth range of winCoords.z is assumed to be [0..1], which is also the OpenGL default.
unprojectInv
in interface Matrix4fc
winCoords
- the window coordinates to unprojectviewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionMatrix4fc.unproject(Vector3fc, int[], Vector3f)
public Vector3f unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector3f dest)
Matrix4fc
this
matrix using the specified viewport.
This method differs from unproject()
in that it assumes that this
is already the inverse matrix of the original projection matrix.
It exists to avoid recomputing the matrix inverse with every invocation.
The depth range of winZ is assumed to be [0..1], which is also the OpenGL default.
unprojectInv
in interface Matrix4fc
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in [0..1]viewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionMatrix4fc.unproject(float, float, float, int[], Vector3f)
public Vector4f project(float x, float y, float z, int[] viewport, Vector4f winCoordsDest)
Matrix4fc
this
matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest
.
This method transforms the given coordinates by this
matrix including perspective division to
obtain normalized device coordinates, and then translates these into window coordinates by using the
given viewport
settings [x, y, width, height].
The depth range of the returned winCoordsDest.z
will be [0..1], which is also the OpenGL default.
project
in interface Matrix4fc
x
- the x-coordinate of the position to projecty
- the y-coordinate of the position to projectz
- the z-coordinate of the position to projectviewport
- the viewport described by [x, y, width, height]winCoordsDest
- will hold the projected window coordinatespublic Vector3f project(float x, float y, float z, int[] viewport, Vector3f winCoordsDest)
Matrix4fc
this
matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest
.
This method transforms the given coordinates by this
matrix including perspective division to
obtain normalized device coordinates, and then translates these into window coordinates by using the
given viewport
settings [x, y, width, height].
The depth range of the returned winCoordsDest.z
will be [0..1], which is also the OpenGL default.
project
in interface Matrix4fc
x
- the x-coordinate of the position to projecty
- the y-coordinate of the position to projectz
- the z-coordinate of the position to projectviewport
- the viewport described by [x, y, width, height]winCoordsDest
- will hold the projected window coordinatespublic Vector4f project(Vector3fc position, int[] viewport, Vector4f winCoordsDest)
Matrix4fc
position
via this
matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest
.
This method transforms the given coordinates by this
matrix including perspective division to
obtain normalized device coordinates, and then translates these into window coordinates by using the
given viewport
settings [x, y, width, height].
The depth range of the returned winCoordsDest.z
will be [0..1], which is also the OpenGL default.
project
in interface Matrix4fc
position
- the position to project into window coordinatesviewport
- the viewport described by [x, y, width, height]winCoordsDest
- will hold the projected window coordinatesMatrix4fc.project(float, float, float, int[], Vector4f)
public Vector3f project(Vector3fc position, int[] viewport, Vector3f winCoordsDest)
Matrix4fc
position
via this
matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest
.
This method transforms the given coordinates by this
matrix including perspective division to
obtain normalized device coordinates, and then translates these into window coordinates by using the
given viewport
settings [x, y, width, height].
The depth range of the returned winCoordsDest.z
will be [0..1], which is also the OpenGL default.
project
in interface Matrix4fc
position
- the position to project into window coordinatesviewport
- the viewport described by [x, y, width, height]winCoordsDest
- will hold the projected window coordinatesMatrix4fc.project(float, float, float, int[], Vector4f)
public Matrix4f reflect(float a, float b, float c, float d, Matrix4f dest)
Matrix4fc
dest
.
The vector (a, b, c) must be a unit vector.
If M
is this
matrix and R
the reflection matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
reflection will be applied first!
Reference: msdn.microsoft.com
public Matrix4f reflect(float a, float b, float c, float d)
The vector (a, b, c) must be a unit vector.
If M
is this
matrix and R
the reflection matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
reflection will be applied first!
Reference: msdn.microsoft.com
a
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equationpublic Matrix4f reflect(float nx, float ny, float nz, float px, float py, float pz)
If M
is this
matrix and R
the reflection matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
reflection will be applied first!
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normalpx
- the x-coordinate of a point on the planepy
- the y-coordinate of a point on the planepz
- the z-coordinate of a point on the planepublic Matrix4f reflect(float nx, float ny, float nz, float px, float py, float pz, Matrix4f dest)
Matrix4fc
dest
.
If M
is this
matrix and R
the reflection matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
reflection will be applied first!
reflect
in interface Matrix4fc
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normalpx
- the x-coordinate of a point on the planepy
- the y-coordinate of a point on the planepz
- the z-coordinate of a point on the planedest
- will hold the resultpublic Matrix4f reflect(Vector3fc normal, Vector3fc point)
If M
is this
matrix and R
the reflection matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
reflection will be applied first!
normal
- the plane normalpoint
- a point on the planepublic Matrix4f reflect(Quaternionfc orientation, Vector3fc point)
This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene.
It is assumed that the default mirror plane's normal is (0, 0, 1). So, if the given Quaternionfc
is
the identity (does not apply any additional rotation), the reflection plane will be z=0, offset by the given point
.
If M
is this
matrix and R
the reflection matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
reflection will be applied first!
orientation
- the plane orientationpoint
- a point on the planepublic Matrix4f reflect(Quaternionfc orientation, Vector3fc point, Matrix4f dest)
Matrix4fc
dest
.
This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene.
It is assumed that the default mirror plane's normal is (0, 0, 1). So, if the given Quaternionfc
is
the identity (does not apply any additional rotation), the reflection plane will be z=0, offset by the given point
.
If M
is this
matrix and R
the reflection matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
reflection will be applied first!
public Matrix4f reflect(Vector3fc normal, Vector3fc point, Matrix4f dest)
Matrix4fc
dest
.
If M
is this
matrix and R
the reflection matrix,
then the new matrix will be M * R
. So when transforming a
vector v
with the new matrix by using M * R * v
, the
reflection will be applied first!
public Matrix4f reflection(float a, float b, float c, float d)
The vector (a, b, c) must be a unit vector.
Reference: msdn.microsoft.com
a
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equationpublic Matrix4f reflection(float nx, float ny, float nz, float px, float py, float pz)
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normalpx
- the x-coordinate of a point on the planepy
- the y-coordinate of a point on the planepz
- the z-coordinate of a point on the planepublic Matrix4f reflection(Vector3fc normal, Vector3fc point)
normal
- the plane normalpoint
- a point on the planepublic Matrix4f reflection(Quaternionfc orientation, Vector3fc point)
This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene.
It is assumed that the default mirror plane's normal is (0, 0, 1). So, if the given Quaternionfc
is
the identity (does not apply any additional rotation), the reflection plane will be z=0, offset by the given point
.
orientation
- the plane orientationpoint
- a point on the planepublic Vector4f getRow(int row, Vector4f dest) throws IndexOutOfBoundsException
Matrix4fc
row
index, starting with 0
.getRow
in interface Matrix4fc
row
- the row index in [0..3]dest
- will hold the row componentsIndexOutOfBoundsException
- if row
is not in [0..3]public Matrix4f setRow(int row, Vector4fc src) throws IndexOutOfBoundsException
row
index, starting with 0
.row
- the row index in [0..3]src
- the row components to setIndexOutOfBoundsException
- if row
is not in [0..3]public Vector4f getColumn(int column, Vector4f dest) throws IndexOutOfBoundsException
Matrix4fc
column
index, starting with 0
.getColumn
in interface Matrix4fc
column
- the column index in [0..3]dest
- will hold the column componentsIndexOutOfBoundsException
- if column
is not in [0..3]public Matrix4f setColumn(int column, Vector4fc src) throws IndexOutOfBoundsException
column
index, starting with 0
.column
- the column index in [0..3]src
- the column components to setIndexOutOfBoundsException
- if column
is not in [0..3]public Matrix4f normal()
this
and store it into the upper left 3x3 submatrix of this
.
All other values of this
will be set to identity
.
The normal matrix of m is the transpose of the inverse of m.
Please note that, if this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors,
then this method need not be invoked, since in that case this
itself is its normal matrix.
In that case, use set3x3(Matrix4f)
to set a given Matrix4f to only the upper left 3x3 submatrix
of this matrix.
set3x3(Matrix4f)
public Matrix4f normal(Matrix4f dest)
this
and store it into the upper left 3x3 submatrix of dest
.
All other values of dest
will be set to identity
.
The normal matrix of m is the transpose of the inverse of m.
Please note that, if this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors,
then this method need not be invoked, since in that case this
itself is its normal matrix.
In that case, use set3x3(Matrix4f)
to set a given Matrix4f to only the upper left 3x3 submatrix
of this matrix.
normal
in interface Matrix4fc
dest
- will hold the resultset3x3(Matrix4f)
public Matrix3f normal(Matrix3f dest)
this
and store it into dest
.
The normal matrix of m is the transpose of the inverse of m.
Please note that, if this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors,
then this method need not be invoked, since in that case this
itself is its normal matrix.
In that case, use Matrix3f.set(Matrix4fc)
to set a given Matrix3f to only the upper left 3x3 submatrix
of this matrix.
normal
in interface Matrix4fc
dest
- will hold the resultMatrix3f.set(Matrix4fc)
,
get3x3(Matrix3f)
public Matrix4f normalize3x3()
The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
public Matrix4f normalize3x3(Matrix4f dest)
Matrix4fc
dest
.
The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
normalize3x3
in interface Matrix4fc
dest
- will hold the resultpublic Matrix3f normalize3x3(Matrix3f dest)
Matrix4fc
dest
.
The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
normalize3x3
in interface Matrix4fc
dest
- will hold the resultpublic Vector4f frustumPlane(int plane, Vector4f planeEquation)
Matrix4fc
this
matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given planeEquation
.
Generally, this method computes the frustum plane in the local frame of
any coordinate system that existed before this
transformation was applied to it in order to yield homogeneous clipping space.
The frustum plane will be given in the form of a general plane equation:
a*x + b*y + c*z + d = 0, where the given Vector4f
components will
hold the (a, b, c, d) values of the equation.
The plane normal, which is (a, b, c), is directed "inwards" of the frustum. Any plane/point test using a*x + b*y + c*z + d therefore will yield a result greater than zero if the point is within the frustum (i.e. at the positive side of the frustum plane).
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
frustumPlane
in interface Matrix4fc
plane
- one of the six possible planes, given as numeric constants
Matrix4fc.PLANE_NX
, Matrix4fc.PLANE_PX
,
Matrix4fc.PLANE_NY
, Matrix4fc.PLANE_PY
,
Matrix4fc.PLANE_NZ
and Matrix4fc.PLANE_PZ
planeEquation
- will hold the computed plane equation.
The plane equation will be normalized, meaning that (a, b, c) will be a unit vectorpublic Vector3f frustumCorner(int corner, Vector3f point)
Matrix4fc
this
matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given point
.
Generally, this method computes the frustum corners in the local frame of
any coordinate system that existed before this
transformation was applied to it in order to yield homogeneous clipping space.
Reference: http://geomalgorithms.com
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
frustumCorner
in interface Matrix4fc
corner
- one of the eight possible corners, given as numeric constants
Matrix4fc.CORNER_NXNYNZ
, Matrix4fc.CORNER_PXNYNZ
, Matrix4fc.CORNER_PXPYNZ
, Matrix4fc.CORNER_NXPYNZ
,
Matrix4fc.CORNER_PXNYPZ
, Matrix4fc.CORNER_NXNYPZ
, Matrix4fc.CORNER_NXPYPZ
, Matrix4fc.CORNER_PXPYPZ
point
- will hold the resulting corner point coordinatespublic Vector3f perspectiveOrigin(Vector3f origin)
this
matrix,
which can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given origin
.
Note that this method will only work using perspective projections obtained via one of the
perspective methods, such as perspective()
or frustum()
.
Generally, this method computes the origin in the local frame of
any coordinate system that existed before this
transformation was applied to it in order to yield homogeneous clipping space.
Reference: http://geomalgorithms.com
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
perspectiveOrigin
in interface Matrix4fc
origin
- will hold the origin of the coordinate system before applying this
perspective projection transformationpublic float perspectiveFov()
Note that this method will only work using perspective projections obtained via one of the
perspective methods, such as perspective()
or frustum()
.
For orthogonal transformations this method will return 0.0.
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
perspectiveFov
in interface Matrix4fc
public float perspectiveNear()
this
perspective projection matrix.
This method only works if this
is a perspective projection matrix, for example obtained via perspective(float, float, float, float)
.
perspectiveNear
in interface Matrix4fc
public float perspectiveFar()
this
perspective projection matrix.
This method only works if this
is a perspective projection matrix, for example obtained via perspective(float, float, float, float)
.
perspectiveFar
in interface Matrix4fc
public Vector3f frustumRayDir(float x, float y, Vector3f dir)
Matrix4fc
This method computes the dir
vector in the local frame of
any coordinate system that existed before this
transformation was applied to it in order to yield homogeneous clipping space.
The parameters x
and y
are used to interpolate the generated ray direction
from the bottom-left to the top-right frustum corners.
For optimal efficiency when building many ray directions over the whole frustum,
it is recommended to use this method only in order to compute the four corner rays at
(0, 0), (1, 0), (0, 1) and (1, 1)
and then bilinearly interpolating between them; or to use the FrustumRayBuilder
.
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
frustumRayDir
in interface Matrix4fc
x
- the interpolation factor along the left-to-right frustum planes, within [0..1]y
- the interpolation factor along the bottom-to-top frustum planes, within [0..1]dir
- will hold the normalized ray direction in the local frame of the coordinate system before
transforming to homogeneous clipping space using this
matrixpublic Vector3f positiveZ(Vector3f dir)
Matrix4fc
this
matrix is applied.
This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction
that is transformed to +Z by this
matrix.
This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformDirection(dir.set(0, 0, 1)).normalize();If
this
is already an orthogonal matrix, then consider using Matrix4fc.normalizedPositiveZ(Vector3f)
instead.
Reference: http://www.euclideanspace.com
public Vector3f normalizedPositiveZ(Vector3f dir)
Matrix4fc
this
orthogonal matrix is applied.
This method only produces correct results if this
is an orthogonal matrix.
This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction
that is transformed to +Z by this
matrix.
This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).transpose(); inv.transformDirection(dir.set(0, 0, 1));
Reference: http://www.euclideanspace.com
normalizedPositiveZ
in interface Matrix4fc
dir
- will hold the direction of +Zpublic Vector3f positiveX(Vector3f dir)
Matrix4fc
this
matrix is applied.
This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction
that is transformed to +X by this
matrix.
This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformDirection(dir.set(1, 0, 0)).normalize();If
this
is already an orthogonal matrix, then consider using Matrix4fc.normalizedPositiveX(Vector3f)
instead.
Reference: http://www.euclideanspace.com
public Vector3f normalizedPositiveX(Vector3f dir)
Matrix4fc
this
orthogonal matrix is applied.
This method only produces correct results if this
is an orthogonal matrix.
This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction
that is transformed to +X by this
matrix.
This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).transpose(); inv.transformDirection(dir.set(1, 0, 0));
Reference: http://www.euclideanspace.com
normalizedPositiveX
in interface Matrix4fc
dir
- will hold the direction of +Xpublic Vector3f positiveY(Vector3f dir)
Matrix4fc
this
matrix is applied.
This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction
that is transformed to +Y by this
matrix.
This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformDirection(dir.set(0, 1, 0)).normalize();If
this
is already an orthogonal matrix, then consider using Matrix4fc.normalizedPositiveY(Vector3f)
instead.
Reference: http://www.euclideanspace.com
public Vector3f normalizedPositiveY(Vector3f dir)
Matrix4fc
this
orthogonal matrix is applied.
This method only produces correct results if this
is an orthogonal matrix.
This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction
that is transformed to +Y by this
matrix.
This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).transpose(); inv.transformDirection(dir.set(0, 1, 0));
Reference: http://www.euclideanspace.com
normalizedPositiveY
in interface Matrix4fc
dir
- will hold the direction of +Ypublic Vector3f originAffine(Vector3f origin)
Matrix4fc
this
affine
matrix.
This can be used to get the position of the "camera" from a given view transformation matrix.
This method only works with affine
matrices.
This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invertAffine(); inv.transformPosition(origin.set(0, 0, 0));
originAffine
in interface Matrix4fc
origin
- will hold the position transformed to the originpublic Vector3f origin(Vector3f origin)
Matrix4fc
this
matrix.
This can be used to get the position of the "camera" from a given view/projection transformation matrix.
This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformPosition(origin.set(0, 0, 0));
public Matrix4f shadow(Vector4f light, float a, float b, float c, float d)
light
.
If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M
is this
matrix and S
the shadow matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
reflection will be applied first!
Reference: ftp.sgi.com
light
- the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equationpublic Matrix4f shadow(Vector4f light, float a, float b, float c, float d, Matrix4f dest)
Matrix4fc
light
and store the result in dest
.
If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M
is this
matrix and S
the shadow matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
reflection will be applied first!
Reference: ftp.sgi.com
public Matrix4f shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d)
If lightW
is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M
is this
matrix and S
the shadow matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
reflection will be applied first!
Reference: ftp.sgi.com
lightX
- the x-component of the light's vectorlightY
- the y-component of the light's vectorlightZ
- the z-component of the light's vectorlightW
- the w-component of the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equationpublic Matrix4f shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4f dest)
Matrix4fc
dest
.
If lightW
is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M
is this
matrix and S
the shadow matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
reflection will be applied first!
Reference: ftp.sgi.com
shadow
in interface Matrix4fc
lightX
- the x-component of the light's vectorlightY
- the y-component of the light's vectorlightZ
- the z-component of the light's vectorlightW
- the w-component of the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equationdest
- will hold the resultpublic Matrix4f shadow(Vector4f light, Matrix4fc planeTransform, Matrix4f dest)
Matrix4fc
light
and store the result in dest
.
Before the shadow projection is applied, the plane is transformed via the specified planeTransformation
.
If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M
is this
matrix and S
the shadow matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
reflection will be applied first!
public Matrix4f shadow(Vector4f light, Matrix4f planeTransform)
light
.
Before the shadow projection is applied, the plane is transformed via the specified planeTransformation
.
If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M
is this
matrix and S
the shadow matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
reflection will be applied first!
light
- the light's vectorplaneTransform
- the transformation to transform the implied plane y = 0 before applying the projectionpublic Matrix4f shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4fc planeTransform, Matrix4f dest)
Matrix4fc
dest
.
Before the shadow projection is applied, the plane is transformed via the specified planeTransformation
.
If lightW
is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M
is this
matrix and S
the shadow matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
reflection will be applied first!
shadow
in interface Matrix4fc
lightX
- the x-component of the light vectorlightY
- the y-component of the light vectorlightZ
- the z-component of the light vectorlightW
- the w-component of the light vectorplaneTransform
- the transformation to transform the implied plane y = 0 before applying the projectiondest
- will hold the resultpublic Matrix4f shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4f planeTransform)
Before the shadow projection is applied, the plane is transformed via the specified planeTransformation
.
If lightW
is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.
If M
is this
matrix and S
the shadow matrix,
then the new matrix will be M * S
. So when transforming a
vector v
with the new matrix by using M * S * v
, the
reflection will be applied first!
lightX
- the x-component of the light vectorlightY
- the y-component of the light vectorlightZ
- the z-component of the light vectorlightW
- the w-component of the light vectorplaneTransform
- the transformation to transform the implied plane y = 0 before applying the projectionpublic Matrix4f billboardCylindrical(Vector3fc objPos, Vector3fc targetPos, Vector3fc up)
objPos
towards
a target position at targetPos
while constraining a cylindrical rotation around the given up
vector.
This method can be used to create the complete model transformation for a given object, including the translation of the object to
its position objPos
.
objPos
- the position of the object to rotate towards targetPos
targetPos
- the position of the target (for example the camera) towards which to rotate the objectup
- the rotation axis (must be normalized
)public Matrix4f billboardSpherical(Vector3fc objPos, Vector3fc targetPos, Vector3fc up)
objPos
towards
a target position at targetPos
.
This method can be used to create the complete model transformation for a given object, including the translation of the object to
its position objPos
.
If preserving an up vector is not necessary when rotating the +Z axis, then a shortest arc rotation can be obtained
using billboardSpherical(Vector3fc, Vector3fc)
.
objPos
- the position of the object to rotate towards targetPos
targetPos
- the position of the target (for example the camera) towards which to rotate the objectup
- the up axis used to orient the objectbillboardSpherical(Vector3fc, Vector3fc)
public Matrix4f billboardSpherical(Vector3fc objPos, Vector3fc targetPos)
objPos
towards
a target position at targetPos
using a shortest arc rotation by not preserving any up vector of the object.
This method can be used to create the complete model transformation for a given object, including the translation of the object to
its position objPos
.
In order to specify an up vector which needs to be maintained when rotating the +Z axis of the object,
use billboardSpherical(Vector3fc, Vector3fc, Vector3fc)
.
objPos
- the position of the object to rotate towards targetPos
targetPos
- the position of the target (for example the camera) towards which to rotate the objectbillboardSpherical(Vector3fc, Vector3fc, Vector3fc)
public Matrix4f pick(float x, float y, float width, float height, int[] viewport, Matrix4f dest)
Matrix4fc
dest
.pick
in interface Matrix4fc
x
- the x coordinate of the picking region center in window coordinatesy
- the y coordinate of the picking region center in window coordinateswidth
- the width of the picking region in window coordinatesheight
- the height of the picking region in window coordinatesviewport
- the viewport described by [x, y, width, height]dest
- the destination matrix, which will hold the resultpublic Matrix4f pick(float x, float y, float width, float height, int[] viewport)
x
- the x coordinate of the picking region center in window coordinatesy
- the y coordinate of the picking region center in window coordinateswidth
- the width of the picking region in window coordinatesheight
- the height of the picking region in window coordinatesviewport
- the viewport described by [x, y, width, height]public boolean isAffine()
Matrix4fc
public Matrix4f swap(Matrix4f other)
this
matrix with the given other
matrix.other
- the other matrix to exchange the values withpublic Matrix4f arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4f dest)
Matrix4fc
radius
and center (centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles, and store the result in dest
.
This method is equivalent to calling: translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)
arcball
in interface Matrix4fc
radius
- the arcball radiuscenterX
- the x coordinate of the center position of the arcballcenterY
- the y coordinate of the center position of the arcballcenterZ
- the z coordinate of the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radiansdest
- will hold the resultpublic Matrix4f arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4f dest)
Matrix4fc
radius
and center
position of the arcball and the specified X and Y rotation angles, and store the result in dest
.
This method is equivalent to calling: translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-center.x, -center.y, -center.z)
public Matrix4f arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY)
radius
and center (centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles.
This method is equivalent to calling: translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)
radius
- the arcball radiuscenterX
- the x coordinate of the center position of the arcballcenterY
- the y coordinate of the center position of the arcballcenterZ
- the z coordinate of the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radianspublic Matrix4f arcball(float radius, Vector3fc center, float angleX, float angleY)
radius
and center
position of the arcball and the specified X and Y rotation angles.
This method is equivalent to calling: translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-center.x, -center.y, -center.z)
radius
- the arcball radiuscenter
- the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radianspublic Matrix4f frustumAabb(Vector3f min, Vector3f max)
this
matrix and store the minimum corner
coordinates in the given min
and the maximum corner coordinates in the given max
vector.
The matrix this
is assumed to be the inverse
of the origial view-projection matrix
for which to compute the axis-aligned bounding box in world-space.
The axis-aligned bounding box of the unit frustum is (-1, -1, -1), (1, 1, 1).
frustumAabb
in interface Matrix4fc
min
- will hold the minimum corner coordinates of the axis-aligned bounding boxmax
- will hold the maximum corner coordinates of the axis-aligned bounding boxpublic Matrix4f projectedGridRange(Matrix4fc projector, float sLower, float sUpper, Matrix4f dest)
Matrix4fc
this
, and store that range matrix into dest
.
If the projected grid will not be visible then this method returns null
.
This method uses the y = 0 plane for the projection.
projectedGridRange
in interface Matrix4fc
projector
- the projector view-projection transformationsLower
- the lower (smallest) Y-coordinate which any transformed vertex might have while still being visible on the projected gridsUpper
- the upper (highest) Y-coordinate which any transformed vertex might have while still being visible on the projected griddest
- will hold the resulting range matrixnull
if the projected grid will not be visiblepublic Matrix4f perspectiveFrustumSlice(float near, float far, Matrix4f dest)
this
perspective frustum transformation matrix
and store the result in dest
.
This method only works if this
is a perspective projection frustum transformation, for example obtained
via perspective()
or frustum()
.
perspectiveFrustumSlice
in interface Matrix4fc
near
- the new near clip plane distancefar
- the new far clip plane distancedest
- will hold the resulting matrixperspective(float, float, float, float)
,
frustum(float, float, float, float, float, float)
public Matrix4f orthoCrop(Matrix4fc view, Matrix4f dest)
this
into the given affine view
transformation.
The transformation represented by this
must be given as the inverse
of a typical combined camera view-projection
transformation, whose projection can be either orthographic or perspective.
The view
must be an affine
transformation which in the application of Cascaded Shadow Maps is usually the light view transformation.
It be obtained via any affine transformation or for example via lookAt()
.
Reference: OpenGL SDK - Cascaded Shadow Maps
public Matrix4f trapezoidCrop(float p0x, float p0y, float p1x, float p1y, float p2x, float p2y, float p3x, float p3y)
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)].
The corner coordinates are given in counter-clockwise order starting from the left corner on the smaller parallel side of the trapezoid seen when looking at the trapezoid oriented with its shorter parallel edge at the bottom and its longer parallel edge at the top.
Reference: Notes On Implementation Of Trapezoidal Shadow Maps
p0x
- the x coordinate of the left corner at the shorter edge of the trapezoidp0y
- the y coordinate of the left corner at the shorter edge of the trapezoidp1x
- the x coordinate of the right corner at the shorter edge of the trapezoidp1y
- the y coordinate of the right corner at the shorter edge of the trapezoidp2x
- the x coordinate of the right corner at the longer edge of the trapezoidp2y
- the y coordinate of the right corner at the longer edge of the trapezoidp3x
- the x coordinate of the left corner at the longer edge of the trapezoidp3y
- the y coordinate of the left corner at the longer edge of the trapezoidpublic Matrix4f transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax)
Matrix4fc
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
.
Reference: http://dev.theomader.com
transformAab
in interface Matrix4fc
minX
- the x coordinate of the minimum corner of the axis-aligned boxminY
- the y coordinate of the minimum corner of the axis-aligned boxminZ
- the z coordinate of the minimum corner of the axis-aligned boxmaxX
- the x coordinate of the maximum corner of the axis-aligned boxmaxY
- the y coordinate of the maximum corner of the axis-aligned boxmaxZ
- the y coordinate of the maximum corner of the axis-aligned boxoutMin
- will hold the minimum corner of the resulting axis-aligned boxoutMax
- will hold the maximum corner of the resulting axis-aligned boxpublic Matrix4f transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax)
Matrix4fc
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
.transformAab
in interface Matrix4fc
min
- the minimum corner of the axis-aligned boxmax
- the maximum corner of the axis-aligned boxoutMin
- will hold the minimum corner of the resulting axis-aligned boxoutMax
- will hold the maximum corner of the resulting axis-aligned boxpublic Matrix4f lerp(Matrix4fc other, float t)
this
and other
using the given interpolation factor t
and store the result in this
.
If t
is 0.0 then the result is this
. If the interpolation factor is 1.0
then the result is other
.
other
- the other matrixt
- the interpolation factor between 0.0 and 1.0public Matrix4f lerp(Matrix4fc other, float t, Matrix4f dest)
Matrix4fc
this
and other
using the given interpolation factor t
and store the result in dest
.
If t
is 0.0 then the result is this
. If the interpolation factor is 1.0
then the result is other
.
public Matrix4f rotateTowards(Vector3fc dir, Vector3fc up, Matrix4f dest)
+Z
axis with dir
and store the result in dest
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying it,
use rotationTowards()
.
This method is equivalent to calling: mulAffine(new Matrix4f().lookAt(new Vector3f(), new Vector3f(dir).negate(), up).invertAffine(), dest)
rotateTowards
in interface Matrix4fc
dir
- the direction to rotate towardsup
- the up vectordest
- will hold the resultrotateTowards(float, float, float, float, float, float, Matrix4f)
,
rotationTowards(Vector3fc, Vector3fc)
public Matrix4f rotateTowards(Vector3fc dir, Vector3fc up)
+Z
axis with dir
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying it,
use rotationTowards()
.
This method is equivalent to calling: mulAffine(new Matrix4f().lookAt(new Vector3f(), new Vector3f(dir).negate(), up).invertAffine())
dir
- the direction to orient towardsup
- the up vectorrotateTowards(float, float, float, float, float, float)
,
rotationTowards(Vector3fc, Vector3fc)
public Matrix4f rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
+Z
axis with (dirX, dirY, dirZ)
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying it,
use rotationTowards()
.
This method is equivalent to calling: mulAffine(new Matrix4f().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invertAffine())
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectorrotateTowards(Vector3fc, Vector3fc)
,
rotationTowards(float, float, float, float, float, float)
public Matrix4f rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4f dest)
+Z
axis with (dirX, dirY, dirZ)
and store the result in dest
.
If M
is this
matrix and L
the lookat matrix,
then the new matrix will be M * L
. So when transforming a
vector v
with the new matrix by using M * L * v
,
the lookat transformation will be applied first!
In order to set the matrix to a rotation transformation without post-multiplying it,
use rotationTowards()
.
This method is equivalent to calling: mulAffine(new Matrix4f().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invertAffine(), dest)
rotateTowards
in interface Matrix4fc
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the resultrotateTowards(Vector3fc, Vector3fc)
,
rotationTowards(float, float, float, float, float, float)
public Matrix4f rotationTowards(Vector3fc dir, Vector3fc up)
-z
axis with dir
.
In order to apply the rotation transformation to a previous existing transformation,
use rotateTowards
.
This method is equivalent to calling: setLookAt(new Vector3f(), new Vector3f(dir).negate(), up).invertAffine()
dir
- the direction to orient the local -z axis towardsup
- the up vectorrotationTowards(Vector3fc, Vector3fc)
,
rotateTowards(float, float, float, float, float, float)
public Matrix4f rotationTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
-z
axis with (dirX, dirY, dirZ)
.
In order to apply the rotation transformation to a previous existing transformation,
use rotateTowards
.
This method is equivalent to calling: setLookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invertAffine()
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectorrotateTowards(Vector3fc, Vector3fc)
,
rotationTowards(float, float, float, float, float, float)
public Matrix4f translationRotateTowards(Vector3fc pos, Vector3fc dir, Vector3fc up)
pos
and aligns the local -z
axis with dir
.
This method is equivalent to calling: translation(pos).rotateTowards(dir, up)
pos
- the position to translate todir
- the direction to rotate towardsup
- the up vectortranslation(Vector3fc)
,
rotateTowards(Vector3fc, Vector3fc)
public Matrix4f translationRotateTowards(float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
(posX, posY, posZ)
and aligns the local -z
axis with (dirX, dirY, dirZ)
.
This method is equivalent to calling: translation(posX, posY, posZ).rotateTowards(dirX, dirY, dirZ, upX, upY, upZ)
posX
- the x-coordinate of the position to translate toposY
- the y-coordinate of the position to translate toposZ
- the z-coordinate of the position to translate todirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectortranslation(float, float, float)
,
rotateTowards(float, float, float, float, float, float)
public Vector3f getEulerAnglesZYX(Vector3f dest)
this
and store the extracted Euler angles in dest
.
This method assumes that the upper left of this
only represents a rotation without scaling.
Note that the returned Euler angles must be applied in the order Z * Y * X to obtain the identical matrix.
This means that calling rotateZYX(float, float, float)
using the obtained Euler angles will yield
the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrix
m2 should be identical to m (disregarding possible floating-point inaccuracies).
Matrix4f m = ...; // <- matrix only representing rotation Matrix4f n = new Matrix4f(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3f()));
Reference: http://nghiaho.com/
getEulerAnglesZYX
in interface Matrix4fc
dest
- will hold the extracted Euler anglespublic Matrix4fc toImmutable()
Matrix4f
.
The observable state of the returned object is the same as that of this
, but casting
the returned object to Matrix4f will not be possible.
This method allocates a new instance of a class implementing Matrix4fc on every call.
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