public class Matrix4f extends Object implements Externalizable
m00 m10 m20 m30
m01 m11 m21 m31
m02 m12 m22 m32
m03 m13 m23 m33
Modifier and Type | Field and Description |
---|---|
static int |
CORNER_NXNYNZ
Argument to the first parameter of
frustumCorner(int, Vector3f)
identifying the corner (-1, -1, -1) when using the identity matrix. |
static int |
CORNER_NXNYPZ
Argument to the first parameter of
frustumCorner(int, Vector3f)
identifying the corner (-1, -1, 1) when using the identity matrix. |
static int |
CORNER_NXPYNZ
Argument to the first parameter of
frustumCorner(int, Vector3f)
identifying the corner (-1, 1, -1) when using the identity matrix. |
static int |
CORNER_NXPYPZ
Argument to the first parameter of
frustumCorner(int, Vector3f)
identifying the corner (-1, 1, 1) when using the identity matrix. |
static int |
CORNER_PXNYNZ
Argument to the first parameter of
frustumCorner(int, Vector3f)
identifying the corner (1, -1, -1) when using the identity matrix. |
static int |
CORNER_PXNYPZ
Argument to the first parameter of
frustumCorner(int, Vector3f)
identifying the corner (1, -1, 1) when using the identity matrix. |
static int |
CORNER_PXPYNZ
Argument to the first parameter of
frustumCorner(int, Vector3f)
identifying the corner (1, 1, -1) when using the identity matrix. |
static int |
CORNER_PXPYPZ
Argument to the first parameter of
frustumCorner(int, Vector3f)
identifying the corner (1, 1, 1) when using the identity matrix. |
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 |
static int |
PLANE_NX
Argument to the first parameter of
frustumPlane(int, Vector4f)
identifying the plane with equation x=-1 when using the identity matrix. |
static int |
PLANE_NY
Argument to the first parameter of
frustumPlane(int, Vector4f)
identifying the plane with equation y=-1 when using the identity matrix. |
static int |
PLANE_NZ
Argument to the first parameter of
frustumPlane(int, Vector4f)
identifying the plane with equation z=-1 when using the identity matrix. |
static int |
PLANE_PX
Argument to the first parameter of
frustumPlane(int, Vector4f)
identifying the plane with equation x=1 when using the identity matrix. |
static int |
PLANE_PY
Argument to the first parameter of
frustumPlane(int, Vector4f)
identifying the plane with equation y=1 when using the identity matrix. |
static int |
PLANE_PZ
Argument to the first parameter of
frustumPlane(int, Vector4f)
identifying the plane with equation z=1 when using the identity matrix. |
Constructor and Description |
---|
Matrix4f()
|
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.
|
Matrix4f(Matrix3f mat)
|
Matrix4f(Matrix4d mat)
Create a new
Matrix4f and make it a copy of the given matrix. |
Matrix4f(Matrix4f mat)
Create a new
Matrix4f and make it a copy of the given matrix. |
Modifier and Type | Method and Description |
---|---|
Matrix4f |
add(Matrix4f other)
Component-wise add
this and other . |
Matrix4f |
add(Matrix4f other,
Matrix4f dest)
Component-wise add
this and other and store the result in dest . |
Matrix4f |
add4x3(Matrix4f other)
Component-wise add the upper 4x3 submatrices of
this and other . |
Matrix4f |
add4x3(Matrix4f other,
Matrix4f dest)
Component-wise add the upper 4x3 submatrices of
this and other
and store the result in dest . |
Matrix4f |
arcball(float radius,
Vector3f center,
float angleX,
float angleY)
Apply an arcball view transformation to this matrix with the given
radius and center
position of the arcball and the specified X and Y rotation angles. |
Matrix4f |
billboardCylindrical(Vector3f objPos,
Vector3f targetPos,
Vector3f up)
Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos while constraining a cylindrical rotation around the given up vector. |
Matrix4f |
billboardSpherical(Vector3f objPos,
Vector3f targetPos)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos using a shortest arc rotation by not preserving any up vector of the object. |
Matrix4f |
billboardSpherical(Vector3f objPos,
Vector3f targetPos,
Vector3f up)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos . |
float |
determinant()
Return the determinant of this matrix.
|
float |
determinant3x3()
Return the determinant of the upper left 3x3 submatrix of this matrix.
|
float |
determinant4x3()
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(Matrix4f other,
float otherFactor)
Component-wise add the upper 4x3 submatrices of
this and other
by first multiplying each component of other 's 4x3 submatrix by otherFactor and
adding that result to this . |
Matrix4f |
fma4x3(Matrix4f other,
float otherFactor,
Matrix4f dest)
Component-wise add the upper 4x3 submatrices of
this and other
by first multiplying each component of other 's 4x3 submatrix by otherFactor ,
adding that to this and storing the final result in dest . |
Matrix4f |
frustum(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Apply an arbitrary perspective projection frustum transformation to this matrix.
|
Matrix4f |
frustum(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation to this matrix
and store the result in
dest . |
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 . |
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 . |
Vector4f |
getColumn(int column,
Vector4f dest)
Get the column at the given
column index, starting with 0 . |
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 |
invert4x3()
Invert this matrix by assuming that it is an
affine transformation (i.e. its last row is equal to (0, 0, 0, 1)). |
Matrix4f |
invert4x3(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 . |
boolean |
isAffine()
Determine whether this matrix describes an affine transformation.
|
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(Vector3f dir,
Vector3f up)
Apply a rotation transformation to this matrix to make
-z point along dir . |
Matrix4f |
lookAlong(Vector3f dir,
Vector3f up,
Matrix4f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest . |
Matrix4f |
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(Vector3f eye,
Vector3f center,
Vector3f up)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye . |
Matrix4f |
lookAt(Vector3f eye,
Vector3f center,
Vector3f up,
Matrix4f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye and store the result in dest . |
Matrix4f |
mul(Matrix4f right)
Multiply this matrix by the supplied
right matrix and store the result in this . |
Matrix4f |
mul(Matrix4f right,
Matrix4f dest)
Multiply this matrix by the supplied
right matrix and store the result in dest . |
Matrix4f |
mul4x3(Matrix4f right)
Multiply the top 4x3 submatrix of this matrix by the top 4x3 submatrix of the supplied
right matrix and store the result in this . |
Matrix4f |
mul4x3(Matrix4f right,
Matrix4f dest)
Multiply the top 4x3 submatrix of this matrix by the top 4x3 submatrix of the supplied
right matrix and store the result in dest . |
Matrix4f |
mul4x3ComponentWise(Matrix4f other)
Component-wise multiply the upper 4x3 submatrices of
this by other . |
Matrix4f |
mul4x3ComponentWise(Matrix4f other,
Matrix4f dest)
Component-wise multiply the upper 4x3 submatrices of
this by other
and store the result in dest . |
Matrix4f |
mul4x3r(Matrix4f right)
Multiply this matrix by the top 4x3 submatrix of the supplied
right matrix and store the result in this . |
Matrix4f |
mul4x3r(Matrix4f right,
Matrix4f dest)
Multiply this matrix by the top 4x3 submatrix of the supplied
right matrix and store the result in dest . |
Matrix4f |
mulComponentWise(Matrix4f other)
Component-wise multiply
this by other . |
Matrix4f |
mulComponentWise(Matrix4f other,
Matrix4f dest)
Component-wise multiply
this by other 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 |
origin(Vector3f origin)
Obtain the position that gets transformed to the origin by
this matrix. |
Matrix4f |
ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Apply an orthographic projection transformation to this matrix.
|
Matrix4f |
ortho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4f dest)
Apply an orthographic projection transformation to this matrix and store the result in
dest . |
Matrix4f |
ortho2D(float left,
float right,
float bottom,
float top)
Apply an orthographic projection transformation to this matrix.
|
Matrix4f |
ortho2D(float left,
float right,
float bottom,
float top,
Matrix4f dest)
Apply an orthographic projection transformation to this matrix and store the result in
dest . |
Matrix4f |
orthoSymmetric(float width,
float height,
float zNear,
float zFar)
Apply a symmetric orthographic projection transformation to this matrix.
|
Matrix4f |
orthoSymmetric(float width,
float height,
float zNear,
float zFar,
Matrix4f dest)
Apply a symmetric orthographic projection transformation 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 to this matrix.
|
Matrix4f |
perspective(float fovy,
float aspect,
float zNear,
float zFar,
Matrix4f dest)
Apply a symmetric perspective projection frustum transformation to this matrix and store the result in
dest . |
float |
perspectiveFov()
Return the vertical field-of-view angle in radians of this perspective transformation 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 . |
static void |
project(float x,
float y,
float z,
Matrix4f projection,
Matrix4f view,
int[] viewport,
Vector4f winCoordsDest)
Project the given (x, y, z) position via the given
view and projection matrices using the specified viewport
and store the resulting window coordinates in winCoordsDest . |
Vector3f |
project(Vector3f 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(Vector3f position,
int[] viewport,
Vector4f winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest . |
static void |
project(Vector3f position,
Matrix4f projection,
Matrix4f view,
int[] viewport,
Vector4f winCoordsDest)
Project the given
position via the given view and projection matrices using the specified viewport
and store the resulting window coordinates in winCoordsDest . |
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(Quaternionf orientation,
Vector3f point)
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane.
|
Matrix4f |
reflect(Quaternionf orientation,
Vector3f point,
Matrix4f dest)
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane, and store the result in
dest . |
Matrix4f |
reflect(Vector3f normal,
Vector3f point)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4f |
reflect(Vector3f normal,
Vector3f point,
Matrix4f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane, and store the result in
dest . |
Matrix4f |
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(Quaternionf orientation,
Vector3f point)
Set this matrix to a mirror/reflection transformation that reflects about a plane
specified via the plane orientation and a point on the plane.
|
Matrix4f |
reflection(Vector3f normal,
Vector3f point)
Set this matrix to a mirror/reflection transformation that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4f |
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,
Vector3f axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix4f |
rotate(float angle,
Vector3f axis,
Matrix4f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest . |
Matrix4f |
rotate(Quaternionf quat)
Apply the rotation transformation of the given
Quaternionf to this matrix. |
Matrix4f |
rotate(Quaternionf quat,
Matrix4f dest)
Apply the rotation transformation of the given
Quaternionf to this matrix 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 |
rotateXYZ4x3(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 |
rotateXYZ4x3(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 |
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 |
rotateYXZ4x3(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 |
rotateYXZ4x3(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 |
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 |
rotateZYX4x3(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 |
rotateZYX4x3(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 |
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,
Vector3f axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4f |
rotation(Quaternionf quat)
Set this matrix to the rotation transformation of the given
Quaternionf . |
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 x,
y and z factors.
|
Matrix4f |
scale(float x,
float y,
float z,
Matrix4f dest)
Apply scaling to the this matrix by scaling the base axes by the given x,
y and z factors and store the result in
dest . |
Matrix4f |
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(Vector3f xyz)
Apply scaling to this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively.
|
Matrix4f |
scale(Vector3f xyz,
Matrix4f dest)
Apply scaling to the this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively and store the result in
dest . |
Matrix4f |
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(Vector3f xyz)
Set this matrix to be a simple scale matrix which scales the base axes by xyz.x, xyz.y and xyz.z respectively.
|
Matrix4f |
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(Matrix3f mat)
|
Matrix4f |
set(Matrix4d m)
Store the values of the given matrix
m into this matrix. |
Matrix4f |
set(Matrix4f m)
Store the values of the given matrix
m into this matrix. |
Matrix4f |
set(Quaterniond q)
Set this matrix to be equivalent to the rotation specified by the given
Quaterniond . |
Matrix4f |
set(Quaternionf q)
Set this matrix to be equivalent to the rotation specified by the given
Quaternionf . |
Matrix4f |
set3x3(Matrix3f mat)
|
Matrix4f |
set3x3(Matrix4f mat)
|
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.
|
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(Vector3f dir,
Vector3f 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(Vector3f eye,
Vector3f center,
Vector3f up)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns
-z with center - eye . |
Matrix4f |
setOrtho(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Set this matrix to be an orthographic projection transformation.
|
Matrix4f |
setOrtho2D(float left,
float right,
float bottom,
float top)
Set this matrix to be an orthographic projection transformation.
|
Matrix4f |
setOrthoSymmetric(float width,
float height,
float zNear,
float zFar)
Set this matrix to be a symmetric orthographic projection transformation.
|
Matrix4f |
setPerspective(float fovy,
float aspect,
float zNear,
float zFar)
Set this matrix to be a symmetric perspective projection frustum transformation.
|
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 |
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(Vector3f 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,
Matrix4f planeTransform,
Matrix4f dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW)
and store the result in
dest . |
Matrix4f |
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,
Matrix4f planeTransform,
Matrix4f dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction
light
and store the result in dest . |
Matrix4f |
sub(Matrix4f subtrahend)
Component-wise subtract
subtrahend from this . |
Matrix4f |
sub(Matrix4f 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(Matrix4f 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. |
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(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4f |
transform(Vector4f v,
Vector4f dest)
Transform/multiply the given vector by this matrix 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(Vector4f 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(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(Vector3f 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(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(Vector3f 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 . |
Vector3f |
transformProject(Vector3f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector3f |
transformProject(Vector3f 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(Vector4f 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(Vector3f offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
translate(Vector3f offset,
Matrix4f dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest . |
Matrix4f |
translation(float x,
float y,
float z)
Set this matrix to be a simple translation matrix.
|
Matrix4f |
translation(Vector3f offset)
Set this matrix to be a simple translation matrix.
|
Matrix4f |
translationRotate(float tx,
float ty,
float tz,
Quaternionf quat)
Set
this matrix to T * R, where T is a translation by the given (tx, ty, tz) and
R is a rotation transformation specified by the given quaternion. |
Matrix4f |
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(Vector3f translation,
Quaternionf quat,
Vector3f scale)
Set
this matrix to T * R * S, where T is the given translation ,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale . |
Matrix4f |
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 and set the rest of the matrix elements to identity.
|
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 . |
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. |
static void |
unproject(float winX,
float winY,
float winZ,
Matrix4f projection,
Matrix4f view,
int[] viewport,
Matrix4f inverseOut,
Vector4f dest)
Unproject the given window coordinates (winX, winY, winZ) by the given
view and projection matrices using the specified viewport. |
Vector3f |
unproject(Vector3f winCoords,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
unproject(Vector3f winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
static void |
unproject(Vector3f winCoords,
Matrix4f projection,
Matrix4f view,
int[] viewport,
Matrix4f inverseOut,
Vector4f dest)
Unproject the given window coordinates
winCoords by the given view and projection matrices 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(Vector3f winCoords,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
unprojectInv(Vector3f winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
void |
writeExternal(ObjectOutput out) |
Matrix4f |
zero()
Set all the values within this matrix to
0 . |
public static final int PLANE_NX
frustumPlane(int, Vector4f)
identifying the plane with equation x=-1 when using the identity matrix.public static final int PLANE_PX
frustumPlane(int, Vector4f)
identifying the plane with equation x=1 when using the identity matrix.public static final int PLANE_NY
frustumPlane(int, Vector4f)
identifying the plane with equation y=-1 when using the identity matrix.public static final int PLANE_PY
frustumPlane(int, Vector4f)
identifying the plane with equation y=1 when using the identity matrix.public static final int PLANE_NZ
frustumPlane(int, Vector4f)
identifying the plane with equation z=-1 when using the identity matrix.public static final int PLANE_PZ
frustumPlane(int, Vector4f)
identifying the plane with equation z=1 when using the identity matrix.public static final int CORNER_NXNYNZ
frustumCorner(int, Vector3f)
identifying the corner (-1, -1, -1) when using the identity matrix.public static final int CORNER_PXNYNZ
frustumCorner(int, Vector3f)
identifying the corner (1, -1, -1) when using the identity matrix.public static final int CORNER_PXPYNZ
frustumCorner(int, Vector3f)
identifying the corner (1, 1, -1) when using the identity matrix.public static final int CORNER_NXPYNZ
frustumCorner(int, Vector3f)
identifying the corner (-1, 1, -1) when using the identity matrix.public static final int CORNER_PXNYPZ
frustumCorner(int, Vector3f)
identifying the corner (1, -1, 1) when using the identity matrix.public static final int CORNER_NXNYPZ
frustumCorner(int, Vector3f)
identifying the corner (-1, -1, 1) when using the identity matrix.public static final int CORNER_NXPYPZ
frustumCorner(int, Vector3f)
identifying the corner (-1, 1, 1) when using the identity matrix.public static final int CORNER_PXPYPZ
frustumCorner(int, Vector3f)
identifying the corner (1, 1, 1) when using the identity matrix.public float m00
public float m10
public float m20
public float m30
public float m01
public float m11
public float m21
public float m31
public float m02
public float m12
public float m22
public float m32
public float m03
public float m13
public float m23
public float m33
public Matrix4f()
public Matrix4f(Matrix3f mat)
Matrix4f
by setting its uppper left 3x3 submatrix to the values of the given Matrix3f
and the rest to identity.mat
- the Matrix3f
public Matrix4f(Matrix4f mat)
Matrix4f
and make it a copy of the given matrix.mat
- the Matrix4f
to copy the values frompublic Matrix4f(Matrix4d mat)
Matrix4f
and make it a copy of the given matrix.
Note that due to the given Matrix4d
storing values in double-precision and the constructed Matrix4f
storing them
in single-precision, there is the possibility of losing precision.
mat
- the Matrix4d
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)
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 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(Matrix4f m)
m
into this
matrix.m
- the matrix to copy the values fromMatrix4f(Matrix4f)
,
get(Matrix4f)
public Matrix4f set(Matrix4d 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(Matrix4d)
,
get(Matrix4d)
public Matrix4f set(Matrix3f mat)
mat
- the Matrix3f
Matrix4f(Matrix3f)
public Matrix4f set(AxisAngle4f axisAngle)
AxisAngle4f
.axisAngle
- the AxisAngle4f
public Matrix4f set(AxisAngle4d axisAngle)
AxisAngle4d
.axisAngle
- the AxisAngle4d
public Matrix4f set(Quaternionf q)
Quaternionf
.q
- the Quaternionf
Quaternionf.get(Matrix4f)
public Matrix4f set(Quaterniond q)
Quaterniond
.q
- the Quaterniond
Quaterniond.get(Matrix4f)
public Matrix4f set3x3(Matrix4f mat)
Matrix4f
to that of the given Matrix4f
and the rest to identity.mat
- the Matrix4f
public Matrix4f mul(Matrix4f 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(Matrix4f right, Matrix4f dest)
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!
right
- the right operand of the matrix multiplicationdest
- the destination matrix, which will hold the resultpublic Matrix4f mul4x3r(Matrix4f right)
right
matrix 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 mul4x3r(Matrix4f right, Matrix4f dest)
right
matrix 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!
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 mul4x3(Matrix4f right)
right
matrix 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 mul4x3(Matrix4f right, Matrix4f dest)
right
matrix 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!
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 fma4x3(Matrix4f 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(Matrix4f other, float otherFactor, Matrix4f dest)
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.
other
- the other matrixotherFactor
- the factor to multiply each of the other matrix's 4x3 componentsdest
- will hold the resultpublic Matrix4f add(Matrix4f other)
this
and other
.other
- the other addendpublic Matrix4f add(Matrix4f other, Matrix4f dest)
this
and other
and store the result in dest
.other
- the other addenddest
- will hold the resultpublic Matrix4f sub(Matrix4f subtrahend)
subtrahend
from this
.subtrahend
- the subtrahendpublic Matrix4f sub(Matrix4f subtrahend, Matrix4f dest)
subtrahend
from this
and store the result in dest
.subtrahend
- the subtrahenddest
- will hold the resultpublic Matrix4f mulComponentWise(Matrix4f other)
this
by other
.other
- the other matrixpublic Matrix4f mulComponentWise(Matrix4f other, Matrix4f dest)
this
by other
and store the result in dest
.other
- the other matrixdest
- will hold the resultpublic Matrix4f add4x3(Matrix4f other)
this
and other
.other
- the other addendpublic Matrix4f add4x3(Matrix4f other, Matrix4f dest)
this
and other
and store the result in dest
.
The other components of dest
will be set to the ones of this
.
other
- the other addenddest
- will hold the resultpublic Matrix4f sub4x3(Matrix4f subtrahend)
subtrahend
from this
.subtrahend
- the subtrahendpublic Matrix4f sub4x3(Matrix4f subtrahend, Matrix4f dest)
subtrahend
from this
and store the result in dest
.
The other components of dest
will be set to the ones of this
.
subtrahend
- the subtrahenddest
- will hold the resultpublic Matrix4f mul4x3ComponentWise(Matrix4f other)
this
by other
.other
- the other matrixpublic Matrix4f mul4x3ComponentWise(Matrix4f other, Matrix4f dest)
this
by other
and store the result in dest
.
The other components of dest
will be set to the ones of this
.
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 float determinant()
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 determinant4x3()
can be used instead of this method.
determinant4x3()
public float determinant3x3()
public float determinant4x3()
affine
transformation and thus
its last row is equal to (0, 0, 0, 1).public Matrix4f invert(Matrix4f dest)
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 invert4x3(Matrix4f)
can be used instead of this method.
dest
- will hold the resultinvert4x3(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 invert4x3()
can be used instead of this method.
invert4x3()
public Matrix4f invert4x3(Matrix4f dest)
affine
transformation (i.e. its last row is equal to (0, 0, 0, 1))
and write the result into dest
.dest
- will hold the resultpublic Matrix4f invert4x3()
affine
transformation (i.e. its last row is equal to (0, 0, 0, 1)).public Matrix4f transpose(Matrix4f dest)
dest
.dest
- will hold the resultpublic Matrix4f transpose3x3()
public Matrix4f transpose3x3(Matrix4f dest)
dest
.
All other matrix elements of dest
will be set to identity.
dest
- will hold the resultpublic Matrix3f transpose3x3(Matrix3f dest)
dest
.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(Vector3f 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 to another matrix, 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(Vector3f xyz)
Note that this will only work properly for orthogonal matrices (without any perspective).
To build a translation matrix instead, use translation(Vector3f)
.
To apply a translation to another matrix, use translate(Vector3f)
.
xyz
- the units to translate in (x, y, z)translation(Vector3f)
,
translate(Vector3f)
public Vector3f getTranslation(Vector3f dest)
xyz
.dest
- will hold the translation components of this matrixpublic Vector3f getScale(Vector3f dest)
this
matrix for the three base axes.dest
- will hold the scaling factors for x, y and zpublic 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(Matrix4f)
and allows to obtain
intermediate calculation results when chaining multiple transformations.
dest
- the destination matrixset(Matrix4f)
public Matrix4d get(Matrix4d dest)
this
matrix and store them into
dest
.
This is the reverse method of set(Matrix4d)
and allows to obtain
intermediate calculation results when chaining multiple transformations.
dest
- the destination matrixset(Matrix4d)
public Matrix3f get3x3(Matrix3f dest)
this
matrix and store them into
dest
.dest
- the destination matrixpublic Matrix3d get3x3(Matrix3d dest)
this
matrix and store them into
dest
.dest
- the destination matrixpublic AxisAngle4f getRotation(AxisAngle4f dest)
this
matrix and store the represented rotation
into the given AxisAngle4f
.dest
- the destination AxisAngle4f
AxisAngle4f.set(Matrix4f)
public AxisAngle4d getRotation(AxisAngle4d dest)
this
matrix and store the represented rotation
into the given AxisAngle4d
.dest
- the destination AxisAngle4d
AxisAngle4f.set(Matrix4d)
public Quaternionf getUnnormalizedRotation(Quaternionf dest)
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.
dest
- the destination Quaternionf
Quaternionf.setFromUnnormalized(Matrix4f)
public Quaternionf getNormalizedRotation(Quaternionf dest)
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.
dest
- the destination Quaternionf
Quaternionf.setFromNormalized(Matrix4f)
public Quaterniond getUnnormalizedRotation(Quaterniond dest)
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.
dest
- the destination Quaterniond
Quaterniond.setFromUnnormalized(Matrix4f)
public Quaterniond getNormalizedRotation(Quaterniond dest)
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.
dest
- the destination Quaterniond
Quaterniond.setFromNormalized(Matrix4f)
public FloatBuffer get(FloatBuffer buffer)
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 get(int, FloatBuffer)
, taking
the absolute position as parameter.
buffer
- will receive the values of this matrix in column-major order at its current positionget(int, FloatBuffer)
public FloatBuffer get(int index, FloatBuffer buffer)
FloatBuffer
starting at the specified
absolute buffer position/index.
This method will not increment the position of the given FloatBuffer.
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in column-major orderpublic ByteBuffer get(ByteBuffer buffer)
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 get(int, ByteBuffer)
, taking
the absolute position as parameter.
buffer
- will receive the values of this matrix in column-major order at its current positionget(int, ByteBuffer)
public ByteBuffer get(int index, ByteBuffer buffer)
ByteBuffer
starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in column-major orderpublic FloatBuffer getTransposed(FloatBuffer buffer)
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 getTransposed(int, FloatBuffer)
, taking
the absolute position as parameter.
buffer
- will receive the values of this matrix in column-major order at its current positiongetTransposed(int, FloatBuffer)
public FloatBuffer getTransposed(int index, FloatBuffer buffer)
FloatBuffer
starting at the specified
absolute buffer position/index.
This method will not increment the position of the given FloatBuffer.
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in column-major orderpublic ByteBuffer getTransposed(ByteBuffer buffer)
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 getTransposed(int, ByteBuffer)
, taking
the absolute position as parameter.
buffer
- will receive the values of this matrix in column-major order at its current positiongetTransposed(int, ByteBuffer)
public ByteBuffer getTransposed(int index, ByteBuffer buffer)
ByteBuffer
starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in column-major orderpublic float[] get(float[] arr, int offset)
arr
- the array to write the matrix values intooffset
- the offset into the arraypublic float[] get(float[] arr)
In order to specify an explicit offset into the array, use the method get(float[], int)
.
arr
- the array to write the matrix values intoget(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(Vector3f 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(Vector3f)
public Matrix4f rotation(float angle, Vector3f axis)
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, Vector3f)
public Matrix4f rotation(AxisAngle4f axisAngle)
AxisAngle4f
.
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.
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)
Reference: http://en.wikipedia.org
ang
- the angle in radianspublic Matrix4f rotationY(float ang)
Reference: http://en.wikipedia.org
ang
- the angle in radianspublic Matrix4f rotationZ(float ang)
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.
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.
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.
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.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.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.angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Zpublic Matrix4f rotation(Quaternionf quat)
Quaternionf
.
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 Quaternionf
rotate(Quaternionf)
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.
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(Quaternionf)
,
scale(float, float, float)
public Matrix4f translationRotateScale(Vector3f translation, Quaternionf quat, Vector3f 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.
This method is equivalent to calling: translation(translation).rotate(quat).scale(scale)
translation
- the translationquat
- the quaternion representing a rotationscale
- the scaling factorstranslation(Vector3f)
,
rotate(Quaternionf)
public Matrix4f translationRotate(float tx, float ty, float tz, Quaternionf 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.
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(Quaternionf)
public Vector4f transform(Vector4f v)
v
- the vector to transform and to hold the final resultVector4f.mul(Matrix4f)
public Vector4f transform(Vector4f v, Vector4f dest)
dest
.v
- the vector to transformdest
- will contain the resultVector4f.mul(Matrix4f, Vector4f)
public Vector4f transformProject(Vector4f v)
v
- the vector to transform and to hold the final resultVector4f.mulProject(Matrix4f)
public Vector4f transformProject(Vector4f v, Vector4f dest)
dest
.v
- the vector to transformdest
- will contain the resultVector4f.mulProject(Matrix4f, Vector4f)
public Vector3f transformProject(Vector3f v)
This method uses w=1.0 as the fourth vector component.
v
- the vector to transform and to hold the final resultVector3f.mulProject(Matrix4f)
public Vector3f transformProject(Vector3f v, Vector3f dest)
dest
.
This method uses w=1.0 as the fourth vector component.
v
- the vector to transformdest
- will contain the resultVector3f.mulProject(Matrix4f, Vector3f)
public Vector3f transformPosition(Vector3f v)
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 transform(Vector4f)
or transformProject(Vector3f)
when perspective divide should be applied, too.
In order to store the result in another vector, use transformPosition(Vector3f, Vector3f)
.
v
- the vector to transform and to hold the final resulttransformPosition(Vector3f, Vector3f)
,
transform(Vector4f)
,
transformProject(Vector3f)
public Vector3f transformPosition(Vector3f v, Vector3f dest)
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 transform(Vector4f, Vector4f)
or
transformProject(Vector3f, Vector3f)
when perspective divide should be applied, too.
In order to store the result in the same vector, use transformPosition(Vector3f)
.
v
- the vector to transformdest
- will hold the resulttransformPosition(Vector3f)
,
transform(Vector4f, Vector4f)
,
transformProject(Vector3f, Vector3f)
public Vector3f transformDirection(Vector3f v)
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 transformDirection(Vector3f, Vector3f)
.
v
- the vector to transform and to hold the final resulttransformDirection(Vector3f, Vector3f)
public Vector3f transformDirection(Vector3f v, Vector3f dest)
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 transformDirection(Vector3f)
.
v
- the vector to transform and to hold the final resultdest
- will hold the resulttransformDirection(Vector3f)
public Vector4f transformAffine(Vector4f v)
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 transformAffine(Vector4f, Vector4f)
.
v
- the vector to transform and to hold the final resulttransformAffine(Vector4f, Vector4f)
public Vector4f transformAffine(Vector4f v, Vector4f dest)
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 transformAffine(Vector4f)
.
v
- the vector to transform and to hold the final resultdest
- will hold the resulttransformAffine(Vector4f)
public Matrix4f scale(Vector3f xyz, Matrix4f dest)
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!
xyz
- the factors of the x, y and z component, respectivelydest
- will hold the resultpublic Matrix4f scale(Vector3f 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)
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 scale(float, float, float, Matrix4f)
.
xyz
- the factor for all componentsdest
- will hold the resultscale(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)
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!
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z componentdest
- will hold the resultpublic 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 rotateX(float ang, Matrix4f dest)
dest
.
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 radiansdest
- will hold the resultpublic Matrix4f rotateX(float ang)
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)
dest
.
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 radiansdest
- will hold the resultpublic Matrix4f rotateY(float ang)
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)
dest
.
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 radiansdest
- will hold the resultpublic Matrix4f rotateZ(float ang)
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(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.
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)
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
.
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)
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Zdest
- will hold the resultpublic Matrix4f rotateXYZ4x3(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.
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 rotateXYZ4x3(float angleX, float angleY, float angleZ, Matrix4f dest)
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
.
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!
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(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.
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)
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
.
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)
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about Xdest
- will hold the resultpublic Matrix4f rotateZYX4x3(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.
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 rotateZYX4x3(float angleZ, float angleY, float angleX, Matrix4f dest)
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
.
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 Xdest
- will hold the resultpublic 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.
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)
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
.
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)
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Zdest
- will hold the resultpublic Matrix4f rotateYXZ4x3(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.
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 rotateYXZ4x3(float angleY, float angleX, float angleZ, Matrix4f dest)
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
.
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 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.
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 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.
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 translate(Vector3f 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(Vector3f)
.
offset
- the number of units in x, y and z by which to translatetranslation(Vector3f)
public Matrix4f translate(Vector3f 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(Vector3f)
.
offset
- the number of units in x, y and z by which to translatedest
- will hold the resulttranslation(Vector3f)
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)
.
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 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, 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
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)
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 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 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
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)
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 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 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
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 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 lookAlong(Vector3f dir, Vector3f 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(Vector3f, Vector3f, Vector3f)
,
setLookAlong(Vector3f, Vector3f)
public Matrix4f lookAlong(Vector3f dir, Vector3f 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()
.
dir
- the direction in space to look alongup
- the direction of 'up'dest
- will hold the resultlookAlong(float, float, float, float, float, float)
,
lookAt(Vector3f, Vector3f, Vector3f)
,
setLookAlong(Vector3f, Vector3f)
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()
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(Vector3f dir, Vector3f 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(Vector3f, Vector3f)
.
dir
- the direction in space to look alongup
- the direction of 'up'setLookAlong(Vector3f, Vector3f)
,
lookAlong(Vector3f, Vector3f)
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(Vector3f eye, Vector3f center, Vector3f 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(Vector3f, Vector3f, Vector3f)
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(Vector3f, Vector3f, Vector3f)
,
lookAt(float, float, float, float, float, float, float, float, float)
public Matrix4f lookAt(Vector3f eye, Vector3f center, Vector3f 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(Vector3f, Vector3f, Vector3f)
.
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(Vector3f, Vector3f)
public Matrix4f lookAt(Vector3f eye, Vector3f center, Vector3f 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(Vector3f, Vector3f, Vector3f)
.
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(Vector3f, Vector3f)
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()
.
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(Vector3f, Vector3f, Vector3f)
,
setLookAt(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(Vector3f, Vector3f, Vector3f)
,
setLookAt(float, float, float, float, float, float, float, float, float)
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
.
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 (must be greater than zero)zFar
- far clipping plane distance (must be greater than zero and greater than zNear
)dest
- will hold the resultsetPerspective(float, float, float, float)
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 (must be greater than zero)zFar
- far clipping plane distance (must be greater than zero and greater than zNear
)setPerspective(float, float, float, float)
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 (must be greater than zero)zFar
- far clipping plane distance (must be greater than zero and greater than zNear
)perspective(float, float, float, float)
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
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
- the distance along the z-axis to the near clipping planezFar
- the distance along the z-axis to the far clipping planedest
- 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)
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
- the distance along the z-axis to the near clipping planezFar
- the distance along the z-axis to the far clipping planesetFrustum(float, float, float, float, float, float)
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
- the distance along the z-axis to the near clipping planezFar
- the distance along the z-axis to the far clipping planefrustum(float, float, float, float, float, float)
public Matrix4f rotate(Quaternionf quat, Matrix4f dest)
Quaternionf
to this matrix and store
the result in dest
.
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(Quaternionf)
.
Reference: http://en.wikipedia.org
quat
- the Quaternionf
dest
- will hold the resultrotation(Quaternionf)
public Matrix4f rotate(Quaternionf quat)
Quaternionf
to this matrix.
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(Quaternionf)
.
Reference: http://en.wikipedia.org
quat
- the Quaternionf
rotation(Quaternionf)
public Matrix4f rotate(AxisAngle4f axisAngle)
AxisAngle4f
, to this matrix.
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
.
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
)dest
- will hold the resultrotate(float, float, float, float)
,
rotation(AxisAngle4f)
public Matrix4f rotate(float angle, Vector3f axis)
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, Vector3f)
.
Reference: http://en.wikipedia.org
angle
- the angle in radiansaxis
- the rotation axis (needs to be normalized
)rotate(float, float, float, float)
,
rotation(float, Vector3f)
public Matrix4f rotate(float angle, Vector3f axis, Matrix4f dest)
dest
.
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, Vector3f)
.
Reference: http://en.wikipedia.org
angle
- the angle in radiansaxis
- the rotation axis (needs to be normalized
)dest
- will hold the resultrotate(float, float, float, float)
,
rotation(float, Vector3f)
public Vector4f unproject(float winX, float winY, float winZ, int[] viewport, Vector4f dest)
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 invert(Matrix4f)
and then the method unprojectInv()
can be invoked on it.
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 positionunprojectInv(float, float, float, int[], Vector4f)
,
invert(Matrix4f)
public Vector3f unproject(float winX, float winY, float winZ, int[] viewport, Vector3f dest)
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 invert(Matrix4f)
and then the method unprojectInv()
can be invoked on it.
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 positionunprojectInv(float, float, float, int[], Vector3f)
,
invert(Matrix4f)
public Vector4f unproject(Vector3f winCoords, int[] viewport, Vector4f dest)
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 invert(Matrix4f)
and then the method unprojectInv()
can be invoked on it.
winCoords
- the window coordinates to unprojectviewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionunprojectInv(float, float, float, int[], Vector4f)
,
unproject(float, float, float, int[], Vector4f)
,
invert(Matrix4f)
public Vector3f unproject(Vector3f winCoords, int[] viewport, Vector3f dest)
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 invert(Matrix4f)
and then the method unprojectInv()
can be invoked on it.
winCoords
- the window coordinates to unprojectviewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionunprojectInv(float, float, float, int[], Vector3f)
,
unproject(float, float, float, int[], Vector3f)
,
invert(Matrix4f)
public Vector4f unprojectInv(Vector3f winCoords, int[] viewport, Vector4f dest)
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.
winCoords
- the window coordinates to unprojectviewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionunproject(Vector3f, int[], Vector4f)
public Vector4f unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector4f dest)
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.
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 positionunproject(float, float, float, int[], Vector4f)
public Vector3f unprojectInv(Vector3f winCoords, int[] viewport, Vector3f dest)
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.
winCoords
- the window coordinates to unprojectviewport
- the viewport described by [x, y, width, height]dest
- will hold the unprojected positionunproject(Vector3f, int[], Vector3f)
public Vector3f unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector3f dest)
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.
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 positionunproject(float, float, float, int[], Vector3f)
public static void unproject(float winX, float winY, float winZ, Matrix4f projection, Matrix4f view, int[] viewport, Matrix4f inverseOut, Vector4f dest)
view
and projection
matrices 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 projection * view
.
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 projection * view
and stores
it into the inverseOut
parameter matrix. In order to avoid computing the matrix inverse with every
invocation, the inverse of both matrices can be built once outside and then the method unprojectInv()
can be invoked on it.
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]projection
- the projection matrixview
- the view matrixviewport
- the viewport described by [x, y, width, height]inverseOut
- will hold the inverse of projection * view
after the method returnsdest
- will hold the unprojected positionunprojectInv(float, float, float, int[], Vector4f)
public static void unproject(Vector3f winCoords, Matrix4f projection, Matrix4f view, int[] viewport, Matrix4f inverseOut, Vector4f dest)
winCoords
by the given view
and projection
matrices 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 projection * view
.
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 projection * view
and stores
it into the inverseOut
parameter matrix. In order to avoid computing the matrix inverse with every
invocation, the inverse of both matrices can be built once outside and then the method unprojectInv()
can be invoked on it.
winCoords
- the window coordinate to unprojectprojection
- the projection matrixview
- the view matrixviewport
- the viewport described by [x, y, width, height]inverseOut
- will hold the inverse of projection * view
after the method returnsdest
- will hold the unprojected positionunprojectInv(float, float, float, int[], Vector4f)
public Vector4f project(float x, float y, float z, int[] viewport, Vector4f winCoordsDest)
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.
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)
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.
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(Vector3f position, int[] viewport, Vector4f winCoordsDest)
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.
position
- the position to project into window coordinatesviewport
- the viewport described by [x, y, width, height]winCoordsDest
- will hold the projected window coordinatesproject(float, float, float, int[], Vector4f)
public Vector3f project(Vector3f position, int[] viewport, Vector3f winCoordsDest)
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.
position
- the position to project into window coordinatesviewport
- the viewport described by [x, y, width, height]winCoordsDest
- will hold the projected window coordinatesproject(float, float, float, int[], Vector4f)
public static void project(float x, float y, float z, Matrix4f projection, Matrix4f view, int[] viewport, Vector4f winCoordsDest)
view
and projection
matrices using the specified viewport
and store the resulting window coordinates in winCoordsDest
.
This method transforms the given coordinates by projection * view
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.
x
- the x-coordinate of the position to projecty
- the y-coordinate of the position to projectz
- the z-coordinate of the position to projectprojection
- the projection matrixview
- the view matrixviewport
- the viewport described by [x, y, width, height]winCoordsDest
- will hold the projected window coordinatespublic static void project(Vector3f position, Matrix4f projection, Matrix4f view, int[] viewport, Vector4f winCoordsDest)
position
via the given view
and projection
matrices using the specified viewport
and store the resulting window coordinates in winCoordsDest
.
This method transforms the given coordinates by projection * view
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.
position
- the position to project into window coordinatesprojection
- the projection matrixview
- the view matrixviewport
- the viewport described by [x, y, width, height]winCoordsDest
- will hold the projected window coordinatesproject(float, float, float, Matrix4f, Matrix4f, int[], Vector4f)
public Matrix4f reflect(float a, float b, float c, float d, Matrix4f dest)
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
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 equationdest
- will hold the resultpublic 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)
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!
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(Vector3f normal, Vector3f 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(Quaternionf orientation, Vector3f 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 Quaternionf
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(Quaternionf orientation, Vector3f point, Matrix4f dest)
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 Quaternionf
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 orientation relative to an implied normal vector of (0, 0, 1)point
- a point on the planedest
- will hold the resultpublic Matrix4f reflect(Vector3f normal, Vector3f point, Matrix4f dest)
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!
normal
- the plane normalpoint
- a point on the planedest
- will hold the resultpublic 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(Vector3f normal, Vector3f point)
normal
- the plane normalpoint
- a point on the planepublic Matrix4f reflection(Quaternionf orientation, Vector3f 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 Quaternionf
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
row
index, starting with 0
.row
- the row index in [0..3]dest
- will hold the row componentsIndexOutOfBoundsException
- if row
is not in [0..3]public Vector4f getColumn(int column, Vector4f dest) throws IndexOutOfBoundsException
column
index, starting with 0
.column
- the column index in [0..3]dest
- will hold the column componentsIndexOutOfBoundsException
- 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.
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(Matrix4f)
to set a given Matrix3f to only the upper left 3x3 submatrix
of this matrix.
dest
- will hold the resultMatrix3f.set(Matrix4f)
,
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)
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).
dest
- will hold the resultpublic Matrix3f normalize3x3(Matrix3f dest)
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).
dest
- will hold the resultpublic Vector4f frustumPlane(int plane, Vector4f planeEquation)
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
plane
- one of the six possible planes, given as numeric constants
PLANE_NX
, PLANE_PX
,
PLANE_NY
, PLANE_PY
,
PLANE_NZ
and 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)
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
corner
- one of the eight possible corners, given as numeric constants
CORNER_NXNYNZ
, CORNER_PXNYNZ
, CORNER_PXPYNZ
, CORNER_NXPYNZ
,
CORNER_PXNYPZ
, CORNER_NXNYPZ
, CORNER_NXPYPZ
, 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
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
public Vector3f frustumRayDir(float x, float y, Vector3f dir)
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
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)
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();
Reference: http://www.euclideanspace.com
dir
- will hold the direction of +Zpublic Vector3f positiveX(Vector3f dir)
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();
Reference: http://www.euclideanspace.com
dir
- will hold the direction of +Xpublic Vector3f positiveY(Vector3f dir)
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();
Reference: http://www.euclideanspace.com
dir
- will hold the direction of +Ypublic Vector3f origin(Vector3f origin)
this
matrix.
This can be used to get the position of the "camera" from a given view transformation matrix.
This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformPosition(origin.set(0, 0, 0));
origin
- will hold the position transformed to the originpublic 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)
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
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 equationdest
- will hold the resultpublic 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)
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
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, Matrix4f planeTransform, Matrix4f dest)
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!
light
- the light's vectorplaneTransform
- the transformation to transform the implied plane y = 0 before applying the projectiondest
- will hold the resultpublic 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, Matrix4f planeTransform, Matrix4f dest)
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!
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(Vector3f objPos, Vector3f targetPos, Vector3f 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(Vector3f objPos, Vector3f targetPos, Vector3f 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(Vector3f, Vector3f)
.
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(Vector3f, Vector3f)
public Matrix4f billboardSpherical(Vector3f objPos, Vector3f 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(Vector3f, Vector3f, Vector3f)
.
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(Vector3f, Vector3f, Vector3f)
public Matrix4f pick(float x, float y, float width, float height, int[] viewport, Matrix4f dest)
dest
.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()
true
iff this matrix is affine; false
otherwisepublic Matrix4f swap(Matrix4f other)
this
matrix with the given other
matrix.other
- the other matrix to exchange the values withpublic Matrix4f arcball(float radius, Vector3f 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 radiansCopyright © 2015–2016 JOML. All rights reserved.