Modifier and Type | Field and Description |
---|---|
Matrix4 |
Camera.combined
the combined projection and view matrix
|
Matrix4 |
Camera.invProjectionView
the inverse combined projection and view matrix
|
Matrix4 |
Camera.projection
the projection matrix
|
Matrix4 |
Camera.view
the view matrix
|
Modifier and Type | Method and Description |
---|---|
BoundingBox |
Mesh.calculateBoundingBox(BoundingBox out,
int offset,
int count,
Matrix4 transform)
Calculate the
BoundingBox of the specified part. |
float |
Mesh.calculateRadius(float centerX,
float centerY,
float centerZ,
int offset,
int count,
Matrix4 transform)
Calculates the radius of the bounding sphere around the specified center for the specified part.
|
float |
Mesh.calculateRadius(Vector3 center,
int offset,
int count,
Matrix4 transform)
Calculates the squared radius of the bounding sphere around the specified center for the specified part.
|
float |
Mesh.calculateRadiusSquared(float centerX,
float centerY,
float centerZ,
int offset,
int count,
Matrix4 transform)
Calculates the squared radius of the bounding sphere around the specified center for the specified part.
|
static Mesh |
Mesh.create(boolean isStatic,
Mesh[] meshes,
Matrix4[] transformations)
Create a new Mesh that is a combination of the supplied meshes.
|
static Mesh |
Mesh.create(boolean isStatic,
Mesh base,
Matrix4[] transformations)
Create a new Mesh that is a combination of transformations of the supplied base mesh.
|
BoundingBox |
Mesh.extendBoundingBox(BoundingBox out,
int offset,
int count,
Matrix4 transform)
Extends the specified
BoundingBox with the specified part. |
void |
Camera.rotate(Matrix4 transform)
Rotates the direction and up vector of this camera by the given rotation matrix.
|
void |
Mesh.transform(Matrix4 matrix)
Method to transform the positions in the mesh.
|
void |
Camera.transform(Matrix4 transform)
Transform the position, direction and up vector by the given matrix
|
static void |
Mesh.transform(Matrix4 matrix,
float[] vertices,
int vertexSize,
int offset,
int dimensions,
int start,
int count)
Method to transform the positions in the float array.
|
void |
Mesh.transform(Matrix4 matrix,
int start,
int count) |
Modifier and Type | Method and Description |
---|---|
Matrix4 |
SpriteCache.getProjectionMatrix() |
Matrix4 |
SpriteBatch.getProjectionMatrix() |
Matrix4 |
PolygonSpriteBatch.getProjectionMatrix() |
Matrix4 |
Batch.getProjectionMatrix()
Returns the current projection matrix.
|
Matrix4 |
SpriteCache.getTransformMatrix() |
Matrix4 |
SpriteBatch.getTransformMatrix() |
Matrix4 |
PolygonSpriteBatch.getTransformMatrix() |
Matrix4 |
CpuSpriteBatch.getTransformMatrix() |
Matrix4 |
Batch.getTransformMatrix()
Returns the current transform matrix.
|
Modifier and Type | Method and Description |
---|---|
void |
SpriteCache.setProjectionMatrix(Matrix4 projection) |
void |
SpriteBatch.setProjectionMatrix(Matrix4 projection) |
void |
PolygonSpriteBatch.setProjectionMatrix(Matrix4 projection) |
void |
Batch.setProjectionMatrix(Matrix4 projection)
Sets the projection matrix to be used by this Batch.
|
void |
SpriteCache.setTransformMatrix(Matrix4 transform) |
void |
SpriteBatch.setTransformMatrix(Matrix4 transform) |
void |
PolygonSpriteBatch.setTransformMatrix(Matrix4 transform) |
void |
CpuSpriteBatch.setTransformMatrix(Matrix4 transform)
Sets the transform matrix to be used by this Batch.
|
void |
Batch.setTransformMatrix(Matrix4 transform)
Sets the transform matrix to be used by this Batch.
|
Modifier and Type | Field and Description |
---|---|
Matrix4[] |
Renderable.bones
The bone transformations used for skinning, or null if not applicable.
|
Matrix4 |
ModelInstance.transform
the world transform
|
Matrix4 |
Renderable.worldTransform
Used to specify the transformations (like translation, scale and rotation) to apply to the shape.
|
Constructor and Description |
---|
ModelInstance(ModelInstance copyFrom,
Matrix4 transform)
Constructs a new ModelInstance which is an copy of the specified ModelInstance.
|
ModelInstance(ModelInstance copyFrom,
Matrix4 transform,
boolean shareKeyframes)
Constructs a new ModelInstance which is an copy of the specified ModelInstance.
|
ModelInstance(Model model,
Matrix4 transform)
Constructs a new ModelInstance with the specified transform.
|
ModelInstance(Model model,
Matrix4 transform,
Array<String> rootNodeIds)
Constructs a new ModelInstance with only the specified nodes and materials of the given model.
|
ModelInstance(Model model,
Matrix4 transform,
Array<String> rootNodeIds,
boolean shareKeyframes)
Constructs a new ModelInstance with only the specified nodes and materials of the given model.
|
ModelInstance(Model model,
Matrix4 transform,
String... rootNodeIds)
Constructs a new ModelInstance with only the specified nodes and materials of the given model.
|
ModelInstance(Model model,
Matrix4 transform,
String nodeId,
boolean mergeTransform) |
ModelInstance(Model model,
Matrix4 transform,
String nodeId,
boolean parentTransform,
boolean mergeTransform)
Recursively searches the mode for the specified node.
|
ModelInstance(Model model,
Matrix4 transform,
String nodeId,
boolean recursive,
boolean parentTransform,
boolean mergeTransform) |
ModelInstance(Model model,
Matrix4 transform,
String nodeId,
boolean recursive,
boolean parentTransform,
boolean mergeTransform,
boolean shareKeyframes) |
Modifier and Type | Method and Description |
---|---|
Matrix4 |
ShadowMap.getProjViewTrans() |
Matrix4 |
DirectionalShadowLight.getProjViewTrans()
Deprecated.
|
Modifier and Type | Field and Description |
---|---|
Matrix4[] |
NodePart.bones
The current transformation (relative to the bind pose) of each bone, may be null.
|
Matrix4 |
Node.globalTransform
the global transform, product of local transform and transform of the parent node, calculated via
Node.calculateWorldTransform() |
Matrix4 |
Node.localTransform
the local transform, based on translation/rotation/scale (
Node.calculateLocalTransform() ) or any applied animation |
Modifier and Type | Field and Description |
---|---|
ArrayMap<Node,Matrix4> |
NodePart.invBoneBindTransforms
Mapping to each bone (node) and the inverse transform of the bind pose.
|
Modifier and Type | Method and Description |
---|---|
Matrix4 |
Node.calculateLocalTransform()
Calculates the local transform based on the translation, scale and rotation
|
Matrix4 |
Node.calculateWorldTransform()
Calculates the world transform; the product of local transform and the parent's world transform.
|
Modifier and Type | Field and Description |
---|---|
ArrayMap<String,Matrix4> |
ModelNodePart.bones |
Modifier and Type | Field and Description |
---|---|
Matrix4 |
ParticleController.transform
Current transform of the controller
DO NOT CHANGE MANUALLY
|
Modifier and Type | Method and Description |
---|---|
void |
ParticleController.getTransform(Matrix4 transform)
Set the given matrix to the current transformation matrix.
|
void |
ParticleController.mul(Matrix4 transform)
Postmultiplies the current transformation with the given matrix.
|
void |
ParticleEffect.setTransform(Matrix4 transform)
Sets the given transform matrix on each controller.
|
void |
ParticleController.setTransform(Matrix4 transform)
Sets the current transformation to the given one.
|
Modifier and Type | Method and Description |
---|---|
boolean |
BaseShader.set(int uniform,
Matrix4 value) |
Modifier and Type | Method and Description |
---|---|
Matrix4 |
MeshPartBuilder.getVertexTransform(Matrix4 out)
Get the current vertex transformation matrix.
|
Matrix4 |
MeshBuilder.getVertexTransform(Matrix4 out) |
Matrix4 |
BaseAnimationController.Transform.toMatrix4(Matrix4 out) |
Modifier and Type | Method and Description |
---|---|
void |
MeshPartBuilder.box(Matrix4 transform)
Add a box given the matrix.
|
void |
MeshBuilder.box(Matrix4 transform) |
Matrix4 |
MeshPartBuilder.getVertexTransform(Matrix4 out)
Get the current vertex transformation matrix.
|
Matrix4 |
MeshBuilder.getVertexTransform(Matrix4 out) |
void |
MeshPartBuilder.setVertexTransform(Matrix4 transform)
Set the current vertex transformation matrix and enables vertex transformation.
|
void |
MeshBuilder.setVertexTransform(Matrix4 transform) |
void |
MeshPartBuilder.sphere(Matrix4 transform,
float width,
float height,
float depth,
int divisionsU,
int divisionsV)
Add a sphere
|
void |
MeshBuilder.sphere(Matrix4 transform,
float width,
float height,
float depth,
int divisionsU,
int divisionsV) |
void |
MeshPartBuilder.sphere(Matrix4 transform,
float width,
float height,
float depth,
int divisionsU,
int divisionsV,
float angleUFrom,
float angleUTo,
float angleVFrom,
float angleVTo)
Add a sphere
|
void |
MeshBuilder.sphere(Matrix4 transform,
float width,
float height,
float depth,
int divisionsU,
int divisionsV,
float angleUFrom,
float angleUTo,
float angleVFrom,
float angleVTo) |
Matrix4 |
BaseAnimationController.Transform.toMatrix4(Matrix4 out) |
Modifier and Type | Method and Description |
---|---|
Matrix4 |
ShapeRenderer.getProjectionMatrix()
If the matrix is modified,
ShapeRenderer.updateMatrices() must be called. |
Matrix4 |
ShapeRenderer.getTransformMatrix()
If the matrix is modified,
ShapeRenderer.updateMatrices() must be called. |
Modifier and Type | Method and Description |
---|---|
void |
ImmediateModeRenderer20.begin(Matrix4 projModelView,
int primitiveType) |
void |
ImmediateModeRenderer.begin(Matrix4 projModelView,
int primitiveType) |
void |
ShapeRenderer.setProjectionMatrix(Matrix4 matrix)
Sets the projection matrix to be used for rendering.
|
void |
ShapeRenderer.setTransformMatrix(Matrix4 matrix) |
void |
ShaderProgram.setUniformMatrix(int location,
Matrix4 matrix) |
void |
ShaderProgram.setUniformMatrix(int location,
Matrix4 matrix,
boolean transpose) |
void |
ShaderProgram.setUniformMatrix(String name,
Matrix4 matrix)
Sets the uniform matrix with the given name.
|
void |
ShaderProgram.setUniformMatrix(String name,
Matrix4 matrix,
boolean transpose)
Sets the uniform matrix with the given name.
|
Modifier and Type | Method and Description |
---|---|
void |
MapRenderer.setView(Matrix4 projectionMatrix,
float viewboundsX,
float viewboundsY,
float viewboundsWidth,
float viewboundsHeight)
Sets the projection matrix for rendering, as well as the bounds of the map which should be rendered.
|
Modifier and Type | Method and Description |
---|---|
void |
OrthoCachedTiledMapRenderer.setView(Matrix4 projection,
float x,
float y,
float width,
float height) |
void |
BatchTiledMapRenderer.setView(Matrix4 projection,
float x,
float y,
float width,
float height) |
Modifier and Type | Method and Description |
---|---|
Matrix4 |
Matrix4.avg(Matrix4[] t)
Averages the given transforms and stores the result in this matrix.
|
Matrix4 |
Matrix4.avg(Matrix4[] t,
float[] w)
Averages the given transforms with the given weights and stores the result in this matrix.
|
Matrix4 |
Matrix4.avg(Matrix4 other,
float w)
Averages the given transform with this one and stores the result in this matrix.
|
Matrix4 |
Matrix4.cpy() |
Matrix4 |
Matrix4.idt()
Sets the matrix to an identity matrix.
|
Matrix4 |
Matrix4.inv()
Inverts the matrix.
|
Matrix4 |
Matrix4.lerp(Matrix4 matrix,
float alpha)
Linearly interpolates between this matrix and the given matrix mixing by alpha
|
Matrix4 |
Matrix4.mul(Matrix4 matrix)
Postmultiplies this matrix with the given matrix, storing the result in this matrix.
|
Matrix4 |
Matrix4.mulLeft(Matrix4 matrix)
Premultiplies this matrix with the given matrix, storing the result in this matrix.
|
Matrix4 |
Matrix4.rotate(float axisX,
float axisY,
float axisZ,
float degrees)
Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
|
Matrix4 |
Matrix4.rotate(Quaternion rotation)
Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
|
Matrix4 |
Matrix4.rotate(Vector3 axis,
float degrees)
Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
|
Matrix4 |
Matrix4.rotate(Vector3 v1,
Vector3 v2)
Postmultiplies this matrix by the rotation between two vectors.
|
Matrix4 |
Matrix4.rotateRad(float axisX,
float axisY,
float axisZ,
float radians)
Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
|
Matrix4 |
Matrix4.rotateRad(Vector3 axis,
float radians)
Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
|
Matrix4 |
Matrix4.scale(float scaleX,
float scaleY,
float scaleZ)
Postmultiplies this matrix with a scale matrix.
|
Matrix4 |
Matrix4.scl(float scale) |
Matrix4 |
Matrix4.scl(float x,
float y,
float z) |
Matrix4 |
Matrix4.scl(Vector3 scale) |
Matrix4 |
Matrix4.set(Affine2 affine)
Sets this matrix to the given affine matrix.
|
Matrix4 |
Matrix4.set(float[] values)
Sets the matrix to the given matrix as a float array.
|
Matrix4 |
Matrix4.set(float quaternionX,
float quaternionY,
float quaternionZ,
float quaternionW)
Sets the matrix to a rotation matrix representing the quaternion.
|
Matrix4 |
Matrix4.set(float translationX,
float translationY,
float translationZ,
float quaternionX,
float quaternionY,
float quaternionZ,
float quaternionW)
Sets the matrix to a rotation matrix representing the translation and quaternion.
|
Matrix4 |
Matrix4.set(float translationX,
float translationY,
float translationZ,
float quaternionX,
float quaternionY,
float quaternionZ,
float quaternionW,
float scaleX,
float scaleY,
float scaleZ)
Sets the matrix to a rotation matrix representing the translation and quaternion.
|
Matrix4 |
Matrix4.set(Matrix3 mat)
Sets this matrix to the given 3x3 matrix.
|
Matrix4 |
Matrix4.set(Matrix4 matrix)
Sets the matrix to the given matrix.
|
Matrix4 |
Matrix4.set(Quaternion quaternion)
Sets the matrix to a rotation matrix representing the quaternion.
|
Matrix4 |
Matrix4.set(Vector3 position,
Quaternion orientation)
Set this matrix to the specified translation and rotation.
|
Matrix4 |
Matrix4.set(Vector3 position,
Quaternion orientation,
Vector3 scale)
Set this matrix to the specified translation, rotation and scale.
|
Matrix4 |
Matrix4.set(Vector3 xAxis,
Vector3 yAxis,
Vector3 zAxis,
Vector3 pos)
Sets the four columns of the matrix which correspond to the x-, y- and z-axis of the vector space this matrix creates as
well as the 4th column representing the translation of any point that is multiplied by this matrix.
|
Matrix4 |
Matrix4.setAsAffine(Affine2 affine)
Assumes that this matrix is a 2D affine transformation, copying only the relevant components.
|
Matrix4 |
Matrix4.setAsAffine(Matrix4 mat)
Assumes that both matrices are 2D affine transformations, copying only the relevant components.
|
Matrix4 |
Matrix4.setFromEulerAngles(float yaw,
float pitch,
float roll)
Sets this matrix to a rotation matrix from the given euler angles.
|
Matrix4 |
Matrix4.setToLookAt(Vector3 direction,
Vector3 up)
Sets the matrix to a look at matrix with a direction and an up vector.
|
Matrix4 |
Matrix4.setToLookAt(Vector3 position,
Vector3 target,
Vector3 up)
Sets this matrix to a look at matrix with the given position, target and up vector.
|
Matrix4 |
Matrix4.setToOrtho(float left,
float right,
float bottom,
float top,
float near,
float far)
Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following
the OpenGL equivalent
|
Matrix4 |
Matrix4.setToOrtho2D(float x,
float y,
float width,
float height)
Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height.
|
Matrix4 |
Matrix4.setToOrtho2D(float x,
float y,
float width,
float height,
float near,
float far)
Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height, having a near
and far plane.
|
Matrix4 |
Matrix4.setToProjection(float near,
float far,
float fovy,
float aspectRatio)
Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio.
|
Matrix4 |
Matrix4.setToRotation(float axisX,
float axisY,
float axisZ,
float degrees)
Sets the matrix to a rotation matrix around the given axis.
|
Matrix4 |
Matrix4.setToRotation(float x1,
float y1,
float z1,
float x2,
float y2,
float z2)
Set the matrix to a rotation matrix between two vectors.
|
Matrix4 |
Matrix4.setToRotation(Vector3 axis,
float degrees)
Sets the matrix to a rotation matrix around the given axis.
|
Matrix4 |
Matrix4.setToRotation(Vector3 v1,
Vector3 v2)
Set the matrix to a rotation matrix between two vectors.
|
Matrix4 |
Matrix4.setToRotationRad(float axisX,
float axisY,
float axisZ,
float radians)
Sets the matrix to a rotation matrix around the given axis.
|
Matrix4 |
Matrix4.setToRotationRad(Vector3 axis,
float radians)
Sets the matrix to a rotation matrix around the given axis.
|
Matrix4 |
Matrix4.setToScaling(float x,
float y,
float z)
Sets this matrix to a scaling matrix
|
Matrix4 |
Matrix4.setToScaling(Vector3 vector)
Sets this matrix to a scaling matrix
|
Matrix4 |
Matrix4.setToTranslation(float x,
float y,
float z)
Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
translation vector.
|
Matrix4 |
Matrix4.setToTranslation(Vector3 vector)
Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
translation vector.
|
Matrix4 |
Matrix4.setToTranslationAndScaling(float translationX,
float translationY,
float translationZ,
float scalingX,
float scalingY,
float scalingZ)
Sets this matrix to a translation and scaling matrix by first overwriting it with an identity and then setting the
translation vector in the 4th column and the scaling vector in the diagonal.
|
Matrix4 |
Matrix4.setToTranslationAndScaling(Vector3 translation,
Vector3 scaling)
Sets this matrix to a translation and scaling matrix by first overwriting it with an identity and then setting the
translation vector in the 4th column and the scaling vector in the diagonal.
|
Matrix4 |
Matrix4.setToWorld(Vector3 position,
Vector3 forward,
Vector3 up) |
Matrix4 |
Matrix4.setTranslation(float x,
float y,
float z)
Sets the 4th column to the translation vector.
|
Matrix4 |
Matrix4.setTranslation(Vector3 vector)
Sets the 4th column to the translation vector.
|
Matrix4 |
Matrix4.toNormalMatrix()
removes the translational part and transposes the matrix.
|
Matrix4 |
Matrix4.tra()
Transposes the matrix.
|
Matrix4 |
Matrix4.translate(float x,
float y,
float z)
Postmultiplies this matrix by a translation matrix.
|
Matrix4 |
Matrix4.translate(Vector3 translation)
Postmultiplies this matrix by a translation matrix.
|
Matrix4 |
Matrix4.trn(float x,
float y,
float z)
Adds a translational component to the matrix in the 4th column.
|
Matrix4 |
Matrix4.trn(Vector3 vector)
Adds a translational component to the matrix in the 4th column.
|
Modifier and Type | Method and Description |
---|---|
Matrix4 |
Matrix4.avg(Matrix4[] t)
Averages the given transforms and stores the result in this matrix.
|
Matrix4 |
Matrix4.avg(Matrix4[] t,
float[] w)
Averages the given transforms with the given weights and stores the result in this matrix.
|
Matrix4 |
Matrix4.avg(Matrix4 other,
float w)
Averages the given transform with this one and stores the result in this matrix.
|
Matrix4 |
Matrix4.lerp(Matrix4 matrix,
float alpha)
Linearly interpolates between this matrix and the given matrix mixing by alpha
|
Vector3 |
Vector3.mul(Matrix4 matrix)
Left-multiplies the vector by the given matrix, assuming the fourth (w) component of the vector is 1.
|
Matrix4 |
Matrix4.mul(Matrix4 matrix)
Postmultiplies this matrix with the given matrix, storing the result in this matrix.
|
Matrix4 |
Matrix4.mulLeft(Matrix4 matrix)
Premultiplies this matrix with the given matrix, storing the result in this matrix.
|
Vector3 |
Vector3.prj(Matrix4 matrix)
Multiplies this vector by the given matrix dividing by w, assuming the fourth (w) component of the vector is 1.
|
Vector3 |
Vector3.rot(Matrix4 matrix)
Multiplies this vector by the first three columns of the matrix, essentially only applying rotation and scaling.
|
Matrix4 |
Matrix4.set(Matrix4 matrix)
Sets the matrix to the given matrix.
|
Matrix3 |
Matrix3.set(Matrix4 mat)
Sets this 3x3 matrix to the top left 3x3 corner of the provided 4x4 matrix.
|
Affine2 |
Affine2.set(Matrix4 matrix)
Copies the 2D transformation components from the provided 4x4 matrix.
|
Matrix4 |
Matrix4.setAsAffine(Matrix4 mat)
Assumes that both matrices are 2D affine transformations, copying only the relevant components.
|
Quaternion |
Quaternion.setFromMatrix(boolean normalizeAxes,
Matrix4 matrix)
Sets the Quaternion from the given matrix, optionally removing any scaling.
|
Quaternion |
Quaternion.setFromMatrix(Matrix4 matrix)
Sets the Quaternion from the given rotation matrix, which must not contain scaling.
|
Vector3 |
Vector3.traMul(Matrix4 matrix)
Multiplies the vector by the transpose of the given matrix, assuming the fourth (w) component of the vector is 1.
|
Vector3 |
Vector3.unrotate(Matrix4 matrix)
Multiplies this vector by the transpose of the first three columns of the matrix.
|
Vector3 |
Vector3.untransform(Matrix4 matrix)
Translates this vector in the direction opposite to the translation of the matrix and the multiplies this vector by the
transpose of the first three columns of the matrix.
|
void |
Frustum.update(Matrix4 inverseProjectionView)
Updates the clipping plane's based on the given inverse combined projection and view matrix, e.g.
|
Constructor and Description |
---|
Matrix4(Matrix4 matrix)
Constructs a matrix from the given matrix.
|
Modifier and Type | Method and Description |
---|---|
BoundingBox |
BoundingBox.ext(BoundingBox bounds,
Matrix4 transform)
Extends this bounding box by the given transformed bounding box.
|
Ray |
Ray.mul(Matrix4 matrix)
Multiplies the ray by the given matrix.
|
BoundingBox |
BoundingBox.mul(Matrix4 transform)
Multiplies the bounding box by the given matrix.
|
Modifier and Type | Method and Description |
---|---|
Vector2 |
Stage.toScreenCoordinates(Vector2 coords,
Matrix4 transformMatrix)
Transforms the coordinates to screen coordinates.
|
Modifier and Type | Method and Description |
---|---|
static void |
ScissorStack.calculateScissors(Camera camera,
float viewportX,
float viewportY,
float viewportWidth,
float viewportHeight,
Matrix4 batchTransform,
Rectangle area,
Rectangle scissor)
|
static void |
ScissorStack.calculateScissors(Camera camera,
Matrix4 batchTransform,
Rectangle area,
Rectangle scissor)
Calculates a scissor rectangle using 0,0,Gdx.graphics.getWidth(),Gdx.graphics.getHeight() as the viewport.
|
Modifier and Type | Method and Description |
---|---|
static void |
BufferUtils.transform(Buffer data,
int dimensions,
int strideInBytes,
int count,
Matrix4 matrix)
Multiply float vector components within the buffer with the specified matrix.
|
static void |
BufferUtils.transform(Buffer data,
int dimensions,
int strideInBytes,
int count,
Matrix4 matrix,
int offset)
Multiply float vector components within the buffer with the specified matrix.
|
static void |
BufferUtils.transform(float[] data,
int dimensions,
int strideInBytes,
int count,
Matrix4 matrix)
Multiply float vector components within the buffer with the specified matrix.
|
static void |
BufferUtils.transform(float[] data,
int dimensions,
int strideInBytes,
int count,
Matrix4 matrix,
int offset)
Multiply float vector components within the buffer with the specified matrix.
|
Modifier and Type | Method and Description |
---|---|
void |
Viewport.calculateScissors(Matrix4 batchTransform,
Rectangle area,
Rectangle scissor) |
Vector2 |
Viewport.toScreenCoordinates(Vector2 worldCoords,
Matrix4 transformMatrix)
Transforms a point to real screen coordinates (as opposed to OpenGL ES window coordinates), where the origin is in the top
left and the the y-axis is pointing downwards.
|
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