scryetek.vecmath

Mat4

object Mat4

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  1. final def !=(arg0: AnyRef): Boolean

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  2. final def !=(arg0: Any): Boolean

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  3. final def ##(): Int

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  4. final def ==(arg0: AnyRef): Boolean

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  5. final def ==(arg0: Any): Boolean

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  6. def apply(): Mat4

  7. def apply(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: Float): Mat4

  8. final def asInstanceOf[T0]: T0

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  9. def clone(): AnyRef

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  10. final def eq(arg0: AnyRef): Boolean

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  11. def equals(arg0: Any): Boolean

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  12. def finalize(): Unit

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  13. def frustum(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Mat4

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    @inline()
  14. final def getClass(): Class[_]

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  15. def hashCode(): Int

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  16. final def isInstanceOf[T0]: Boolean

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  17. def lookAt(eye: Vec3, center: Vec3, up: Vec3): Mat4

    Constructs a rotation and trnslation matrix that positions at the eye vector, looking at the center vector, with the given up vector.

    Constructs a rotation and trnslation matrix that positions at the eye vector, looking at the center vector, with the given up vector.

    None of these vectors need normalization.

    eye

    the eye vector - the position we are at.

    center

    the center vector - the point we are looking at.

    up

    the up vector - which direction points up.

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    @inline()
  18. final def ne(arg0: AnyRef): Boolean

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  19. final def notify(): Unit

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  20. final def notifyAll(): Unit

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  21. def ortho(left: Float, right: Float, bottom: Float, top: Float, zNear: Float = 1, zFar: Float = 1): Mat4

    Constructs an orthographic projection martix

    Constructs an orthographic projection martix

    left

    the left plane position

    right

    the right plane position

    bottom

    the bottom plane position

    top

    the top plane position

    zNear

    the near plane position

    zFar

    the far plane position

    Annotations
    @inline()
  22. def perspective(fovy: Float, aspect: Float, zNear: Float, zFar: Float): Mat4

    Construct a perspective projection matrix

    Construct a perspective projection matrix

    fovy

    the fov of the y, in radians.

    aspect

    the aspect ratio of the viewport

    zNear

    the near plane position

    zFar

    the far plane position

    Annotations
    @inline()
    Note

    as the near plane approaches 0, depth buffer precision approaches 0.

  23. def rotate(angle: Float, axis: Vec3): Mat4

    Returns the rotation matrix about the given angle and axis.

    Returns the rotation matrix about the given angle and axis.

    angle

    the angle to rotate, in radians.

    axis

    the axis vector to rotate around, must be normalized.

    Annotations
    @inline()
  24. def rotate(angle: Float, x: Float, y: Float, z: Float): Mat4

    Returns the rotation matrix about the given angle and axis.

    Returns the rotation matrix about the given angle and axis.

    angle

    the angle to rotate, in radians.

    x

    the x-component of the axis vector to rotate around, must be normalized.

    y

    the y-component of the axis vector to rotate around, must be normalized.

    z

    the z-component of the axis vector to rotate around, must be normalized.

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    @inline()
  25. def rotateQuat(x: Float, y: Float, z: Float, w: Float): Mat4

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    @inline()
  26. def rotateQuat(q: Quat): Mat4

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    @inline()
  27. def rotateX(angle: Float): Mat4

    Returns the rotation matrix rotating around the X-axis.

    Returns the rotation matrix rotating around the X-axis.

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    @inline()
  28. def rotateY(angle: Float): Mat4

    Returns the rotation matrix rotating around the Y-axis.

    Returns the rotation matrix rotating around the Y-axis.

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    @inline()
  29. def rotateZ(angle: Float): Mat4

    Returns the rotation matrix rotating around the Z-axis.

    Returns the rotation matrix rotating around the Z-axis.

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    @inline()
  30. def scale(s: Vec3): Mat4

    Returns a scale matrix

    Returns a scale matrix

    s

    the scale vector

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    @inline()
  31. def scale(x: Float, y: Float, z: Float): Mat4

    Returns a scale matrix

    Returns a scale matrix

    x

    the x-scale

    y

    the y-scale

    z

    the z-scale

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    @inline()
  32. final def synchronized[T0](arg0: ⇒ T0): T0

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  33. def toString(): String

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  34. def translate(t: Vec3): Mat4

    Returns a translate matrix

    Returns a translate matrix

    t

    the translation vector

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    @inline()
  35. def translate(x: Float, y: Float, z: Float): Mat4

    Returns a translate matrix

    Returns a translate matrix

    x

    the x-translation

    y

    the y-translation

    z

    the z-translation

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    @inline()
  36. final def wait(): Unit

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  37. final def wait(arg0: Long, arg1: Int): Unit

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  38. final def wait(arg0: Long): Unit

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