Class Matrix3d
- java.lang.Object
-
- org.joml.Matrix3d
-
- All Implemented Interfaces:
java.io.Externalizable
,java.io.Serializable
,java.lang.Cloneable
,Matrix3dc
- Direct Known Subclasses:
Matrix3dStack
public class Matrix3d extends java.lang.Object implements java.io.Externalizable, java.lang.Cloneable, Matrix3dc
Contains the definition of a 3x3 matrix of doubles, and associated functions to transform it. The matrix is column-major to match OpenGL's interpretation, and it looks like this:m00 m10 m20
m01 m11 m21
m02 m12 m22- Author:
- Richard Greenlees, Kai Burjack
- See Also:
- Serialized Form
-
-
Constructor Summary
Constructors Constructor Description Matrix3d()
Matrix3d(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22)
Create a newMatrix3d
and initialize its elements with the given values.Matrix3d(java.nio.DoubleBuffer buffer)
Create a newMatrix3d
by reading its 9 double components from the givenDoubleBuffer
at the buffer's current position.Matrix3d(Matrix2dc mat)
Matrix3d(Matrix2fc mat)
Matrix3d(Matrix3dc mat)
Create a newMatrix3d
and initialize it with the values from the given matrix.Matrix3d(Matrix3fc mat)
Create a newMatrix3d
and initialize it with the values from the given matrix.Matrix3d(Matrix4dc mat)
Matrix3d(Matrix4fc mat)
Matrix3d(Vector3dc col0, Vector3dc col1, Vector3dc col2)
Create a newMatrix3d
and initialize its three columns using the supplied vectors.
-
Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description Matrix3d
add(Matrix3dc other)
Component-wise addthis
andother
.Matrix3d
add(Matrix3dc other, Matrix3d dest)
Component-wise addthis
andother
and store the result indest
.java.lang.Object
clone()
Matrix3d
cofactor()
Compute the cofactor matrix ofthis
.Matrix3d
cofactor(Matrix3d dest)
Compute the cofactor matrix ofthis
and store it intodest
.double
determinant()
Return the determinant of this matrix.boolean
equals(java.lang.Object obj)
boolean
equals(Matrix3dc m, double delta)
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.double[]
get(double[] arr)
Store this matrix into the supplied double array in column-major order.double[]
get(double[] arr, int offset)
Store this matrix into the supplied double array in column-major order at the given offset.float[]
get(float[] arr)
Store the elements of this matrix as float values in column-major order into the supplied float array.float[]
get(float[] arr, int offset)
Store the elements of this matrix as float values in column-major order into the supplied float array at the given offset.double
get(int column, int row)
Get the matrix element value at the given column and row.java.nio.ByteBuffer
get(int index, java.nio.ByteBuffer buffer)
Store this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.DoubleBuffer
get(int index, java.nio.DoubleBuffer buffer)
Store this matrix into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index using column-major order.java.nio.FloatBuffer
get(int index, java.nio.FloatBuffer buffer)
Store this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
get(java.nio.ByteBuffer buffer)
Store this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.java.nio.DoubleBuffer
get(java.nio.DoubleBuffer buffer)
Store this matrix into the suppliedDoubleBuffer
at the current bufferposition
using column-major order.java.nio.FloatBuffer
get(java.nio.FloatBuffer buffer)
Store this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.Matrix3d
get(Matrix3d dest)
Get the current values ofthis
matrix and store them intodest
.Vector3d
getColumn(int column, Vector3d dest)
Get the column at the givencolumn
index, starting with0
.Vector3d
getEulerAnglesXYZ(Vector3d dest)
Extract the Euler angles from the rotation represented bythis
matrix and store the extracted Euler angles indest
.Vector3d
getEulerAnglesZYX(Vector3d dest)
Extract the Euler angles from the rotation represented bythis
matrix and store the extracted Euler angles indest
.java.nio.ByteBuffer
getFloats(int index, java.nio.ByteBuffer buffer)
Store the elements of this matrix as float values in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
getFloats(java.nio.ByteBuffer buffer)
Store the elements of this matrix as float values in column-major order into the suppliedByteBuffer
at the current bufferposition
.Quaterniond
getNormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Quaternionf
getNormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.AxisAngle4f
getRotation(AxisAngle4f dest)
Get the current values ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.Vector3d
getRow(int row, Vector3d dest)
Get the row at the givenrow
index, starting with0
.double
getRowColumn(int row, int column)
Get the matrix element value at the given row and column.Vector3d
getScale(Vector3d dest)
Get the scaling factors ofthis
matrix for the three base axes.Matrix3dc
getToAddress(long address)
Store this matrix in column-major order at the given off-heap address.java.nio.ByteBuffer
getTransposed(int index, java.nio.ByteBuffer buffer)
Store this matrix in row-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.DoubleBuffer
getTransposed(int index, java.nio.DoubleBuffer buffer)
Store this matrix in row-major order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
getTransposed(int index, java.nio.FloatBuffer buffer)
Store this matrix in row-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
getTransposed(java.nio.ByteBuffer buffer)
Store this matrix in row-major order into the suppliedByteBuffer
at the current bufferposition
.java.nio.DoubleBuffer
getTransposed(java.nio.DoubleBuffer buffer)
Store this matrix in row-major order into the suppliedDoubleBuffer
at the current bufferposition
.java.nio.FloatBuffer
getTransposed(java.nio.FloatBuffer buffer)
Store this matrix in row-major order into the suppliedFloatBuffer
at the current bufferposition
.java.nio.ByteBuffer
getTransposedFloats(int index, java.nio.ByteBuffer buffer)
Store this matrix in row-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
getTransposedFloats(java.nio.ByteBuffer buffer)
Store this matrix as float values in row-major order into the suppliedByteBuffer
at the current bufferposition
.Quaterniond
getUnnormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Quaternionf
getUnnormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.int
hashCode()
Matrix3d
identity()
Set this matrix to the identity.Matrix3d
invert()
Invert this matrix.Matrix3d
invert(Matrix3d dest)
Invertthis
matrix and store the result indest
.boolean
isFinite()
Determine whether all matrix elements are finite floating-point values, that is, they are notNaN
and notinfinity
.Matrix3d
lerp(Matrix3dc other, double t)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Matrix3d
lerp(Matrix3dc other, double t, Matrix3d dest)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Matrix3d
lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Apply a rotation transformation to this matrix to make-z
point alongdir
.Matrix3d
lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest)
Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.Matrix3d
lookAlong(Vector3dc dir, Vector3dc up)
Apply a rotation transformation to this matrix to make-z
point alongdir
.Matrix3d
lookAlong(Vector3dc dir, Vector3dc up, Matrix3d dest)
Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.double
m00()
Return the value of the matrix element at column 0 and row 0.Matrix3d
m00(double m00)
Set the value of the matrix element at column 0 and row 0.double
m01()
Return the value of the matrix element at column 0 and row 1.Matrix3d
m01(double m01)
Set the value of the matrix element at column 0 and row 1.double
m02()
Return the value of the matrix element at column 0 and row 2.Matrix3d
m02(double m02)
Set the value of the matrix element at column 0 and row 2.double
m10()
Return the value of the matrix element at column 1 and row 0.Matrix3d
m10(double m10)
Set the value of the matrix element at column 1 and row 0.double
m11()
Return the value of the matrix element at column 1 and row 1.Matrix3d
m11(double m11)
Set the value of the matrix element at column 1 and row 1.double
m12()
Return the value of the matrix element at column 1 and row 2.Matrix3d
m12(double m12)
Set the value of the matrix element at column 1 and row 2.double
m20()
Return the value of the matrix element at column 2 and row 0.Matrix3d
m20(double m20)
Set the value of the matrix element at column 2 and row 0.double
m21()
Return the value of the matrix element at column 2 and row 1.Matrix3d
m21(double m21)
Set the value of the matrix element at column 2 and row 1.double
m22()
Return the value of the matrix element at column 2 and row 2.Matrix3d
m22(double m22)
Set the value of the matrix element at column 2 and row 2.Matrix3d
mapnXnYnZ()
Multiplythis
by the matrixMatrix3d
mapnXnYnZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnXnYZ()
Multiplythis
by the matrixMatrix3d
mapnXnYZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnXnZnY()
Multiplythis
by the matrixMatrix3d
mapnXnZnY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnXnZY()
Multiplythis
by the matrixMatrix3d
mapnXnZY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnXYnZ()
Multiplythis
by the matrixMatrix3d
mapnXYnZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnXZnY()
Multiplythis
by the matrixMatrix3d
mapnXZnY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnXZY()
Multiplythis
by the matrixMatrix3d
mapnXZY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnYnXnZ()
Multiplythis
by the matrixMatrix3d
mapnYnXnZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnYnXZ()
Multiplythis
by the matrixMatrix3d
mapnYnXZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnYnZnX()
Multiplythis
by the matrixMatrix3d
mapnYnZnX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnYnZX()
Multiplythis
by the matrixMatrix3d
mapnYnZX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnYXnZ()
Multiplythis
by the matrixMatrix3d
mapnYXnZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnYXZ()
Multiplythis
by the matrixMatrix3d
mapnYXZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnYZnX()
Multiplythis
by the matrixMatrix3d
mapnYZnX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnYZX()
Multiplythis
by the matrixMatrix3d
mapnYZX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnZnXnY()
Multiplythis
by the matrixMatrix3d
mapnZnXnY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnZnXY()
Multiplythis
by the matrixMatrix3d
mapnZnXY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnZnYnX()
Multiplythis
by the matrixMatrix3d
mapnZnYnX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnZnYX()
Multiplythis
by the matrixMatrix3d
mapnZnYX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnZXnY()
Multiplythis
by the matrixMatrix3d
mapnZXnY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnZXY()
Multiplythis
by the matrixMatrix3d
mapnZXY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnZYnX()
Multiplythis
by the matrixMatrix3d
mapnZYnX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapnZYX()
Multiplythis
by the matrixMatrix3d
mapnZYX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapXnYnZ()
Multiplythis
by the matrixMatrix3d
mapXnYnZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapXnZnY()
Multiplythis
by the matrixMatrix3d
mapXnZnY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapXnZY()
Multiplythis
by the matrixMatrix3d
mapXnZY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapXZnY()
Multiplythis
by the matrixMatrix3d
mapXZnY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapXZY()
Multiplythis
by the matrixMatrix3d
mapXZY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapYnXnZ()
Multiplythis
by the matrixMatrix3d
mapYnXnZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapYnXZ()
Multiplythis
by the matrixMatrix3d
mapYnXZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapYnZnX()
Multiplythis
by the matrixMatrix3d
mapYnZnX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapYnZX()
Multiplythis
by the matrixMatrix3d
mapYnZX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapYXnZ()
Multiplythis
by the matrixMatrix3d
mapYXnZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapYXZ()
Multiplythis
by the matrixMatrix3d
mapYXZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapYZnX()
Multiplythis
by the matrixMatrix3d
mapYZnX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapYZX()
Multiplythis
by the matrixMatrix3d
mapYZX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapZnXnY()
Multiplythis
by the matrixMatrix3d
mapZnXnY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapZnXY()
Multiplythis
by the matrixMatrix3d
mapZnXY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapZnYnX()
Multiplythis
by the matrixMatrix3d
mapZnYnX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapZnYX()
Multiplythis
by the matrixMatrix3d
mapZnYX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapZXnY()
Multiplythis
by the matrixMatrix3d
mapZXnY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapZXY()
Multiplythis
by the matrixMatrix3d
mapZXY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapZYnX()
Multiplythis
by the matrixMatrix3d
mapZYnX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mapZYX()
Multiplythis
by the matrixMatrix3d
mapZYX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
mul(Matrix3dc right)
Multiply this matrix by the supplied matrix.Matrix3d
mul(Matrix3dc right, Matrix3d dest)
Multiply this matrix by the supplied matrix and store the result indest
.Matrix3d
mul(Matrix3fc right)
Multiply this matrix by the supplied matrix.Matrix3d
mul(Matrix3fc right, Matrix3d dest)
Multiply this matrix by the supplied matrix and store the result indest
.Matrix3d
mulComponentWise(Matrix3dc other)
Component-wise multiplythis
byother
.Matrix3d
mulComponentWise(Matrix3dc other, Matrix3d dest)
Component-wise multiplythis
byother
and store the result indest
.Matrix3d
mulLocal(Matrix3dc left)
Pre-multiply this matrix by the suppliedleft
matrix and store the result inthis
.Matrix3d
mulLocal(Matrix3dc left, Matrix3d dest)
Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.Matrix3d
negateX()
Multiplythis
by the matrixMatrix3d
negateX(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
negateY()
Multiplythis
by the matrixMatrix3d
negateY(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
negateZ()
Multiplythis
by the matrixMatrix3d
negateZ(Matrix3d dest)
Multiplythis
by the matrixMatrix3d
normal()
Setthis
matrix to its own normal matrix.Matrix3d
normal(Matrix3d dest)
Compute a normal matrix fromthis
matrix and store it intodest
.Vector3d
normalizedPositiveX(Vector3d dir)
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Vector3d
normalizedPositiveY(Vector3d dir)
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Vector3d
normalizedPositiveZ(Vector3d dir)
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied.Matrix3d
obliqueZ(double a, double b)
Apply an oblique projection transformation to this matrix with the given values fora
andb
.Matrix3d
obliqueZ(double a, double b, Matrix3d dest)
Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.Vector3d
positiveX(Vector3d dir)
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Vector3d
positiveY(Vector3d dir)
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.Vector3d
positiveZ(Vector3d dir)
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.double
quadraticFormProduct(double x, double y, double z)
Compute(x, y, z)^T * this * (x, y, z)
.double
quadraticFormProduct(Vector3dc v)
Computev^T * this * v
.double
quadraticFormProduct(Vector3fc v)
Computev^T * this * v
.void
readExternal(java.io.ObjectInput in)
Matrix3d
reflect(double nx, double ny, double nz)
Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal.Matrix3d
reflect(double nx, double ny, double nz, Matrix3d dest)
Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal(nx, ny, nz)
, and store the result indest
.Matrix3d
reflect(Quaterniondc orientation)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation.Matrix3d
reflect(Quaterniondc orientation, Matrix3d dest)
Apply a mirror/reflection transformation to this matrix that reflects through a plane specified via the plane orientation, and store the result indest
.Matrix3d
reflect(Vector3dc normal)
Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal.Matrix3d
reflect(Vector3dc normal, Matrix3d dest)
Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal, and store the result indest
.Matrix3d
reflection(double nx, double ny, double nz)
Set this matrix to a mirror/reflection transformation that reflects through the given plane specified via the plane normal.Matrix3d
reflection(Quaterniondc orientation)
Set this matrix to a mirror/reflection transformation that reflects through a plane specified via the plane orientation.Matrix3d
reflection(Vector3dc normal)
Set this matrix to a mirror/reflection transformation that reflects through the given plane specified via the plane normal.Matrix3d
rotate(double ang, double x, double y, double z)
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components.Matrix3d
rotate(double ang, double x, double y, double z, Matrix3d dest)
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components, and store the result indest
.Matrix3d
rotate(double angle, Vector3dc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Matrix3d
rotate(double angle, Vector3dc axis, Matrix3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.Matrix3d
rotate(double angle, Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Matrix3d
rotate(double angle, Vector3fc axis, Matrix3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.Matrix3d
rotate(AxisAngle4d axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4d
, to this matrix.Matrix3d
rotate(AxisAngle4d axisAngle, Matrix3d dest)
Apply a rotation transformation, rotating about the givenAxisAngle4d
and store the result indest
.Matrix3d
rotate(AxisAngle4f axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.Matrix3d
rotate(AxisAngle4f axisAngle, Matrix3d dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.Matrix3d
rotate(Quaterniondc quat)
Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix.Matrix3d
rotate(Quaterniondc quat, Matrix3d dest)
Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.Matrix3d
rotate(Quaternionfc quat)
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.Matrix3d
rotate(Quaternionfc quat, Matrix3d dest)
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix3d
rotateLocal(double ang, double x, double y, double z)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.Matrix3d
rotateLocal(double ang, double x, double y, double z, Matrix3d dest)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Matrix3d
rotateLocal(Quaterniondc quat)
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix.Matrix3d
rotateLocal(Quaterniondc quat, Matrix3d dest)
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.Matrix3d
rotateLocal(Quaternionfc quat)
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.Matrix3d
rotateLocal(Quaternionfc quat, Matrix3d dest)
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix3d
rotateLocalX(double ang)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.Matrix3d
rotateLocalX(double ang, Matrix3d dest)
Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.Matrix3d
rotateLocalY(double ang)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.Matrix3d
rotateLocalY(double ang, Matrix3d dest)
Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.Matrix3d
rotateLocalZ(double ang)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.Matrix3d
rotateLocalZ(double ang, Matrix3d dest)
Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.Matrix3d
rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdirection
.Matrix3d
rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.Matrix3d
rotateTowards(Vector3dc direction, Vector3dc up)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdirection
.Matrix3d
rotateTowards(Vector3dc direction, Vector3dc up, Matrix3d dest)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdirection
and store the result indest
.Matrix3d
rotateX(double ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.Matrix3d
rotateX(double ang, Matrix3d dest)
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix3d
rotateXYZ(double angleX, double angleY, double angleZ)
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix3d
rotateXYZ(double angleX, double angleY, double angleZ, Matrix3d dest)
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.Matrix3d
rotateY(double ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.Matrix3d
rotateY(double ang, Matrix3d dest)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix3d
rotateYXZ(double angleY, double angleX, double angleZ)
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix3d
rotateYXZ(double angleY, double angleX, double angleZ, Matrix3d dest)
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.Matrix3d
rotateYXZ(Vector3d angles)
Apply rotation ofangles.y
radians about the Y axis, followed by a rotation ofangles.x
radians about the X axis and followed by a rotation ofangles.z
radians about the Z axis.Matrix3d
rotateZ(double ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.Matrix3d
rotateZ(double ang, Matrix3d dest)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix3d
rotateZYX(double angleZ, double angleY, double angleX)
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.Matrix3d
rotateZYX(double angleZ, double angleY, double angleX, Matrix3d dest)
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.Matrix3d
rotation(double angle, double x, double y, double z)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix3d
rotation(double angle, Vector3dc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix3d
rotation(double angle, Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix3d
rotation(AxisAngle4d axisAngle)
Set this matrix to a rotation transformation using the givenAxisAngle4d
.Matrix3d
rotation(AxisAngle4f axisAngle)
Set this matrix to a rotation transformation using the givenAxisAngle4f
.Matrix3d
rotation(Quaterniondc quat)
Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaterniondc
.Matrix3d
rotation(Quaternionfc quat)
Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaternionfc
.Matrix3d
rotationTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis withcenter - eye
.Matrix3d
rotationTowards(Vector3dc dir, Vector3dc up)
Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis withcenter - eye
.Matrix3d
rotationX(double ang)
Set this matrix to a rotation transformation about the X axis.Matrix3d
rotationXYZ(double angleX, double angleY, double angleZ)
Set this matrix to a rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix3d
rotationY(double ang)
Set this matrix to a rotation transformation about the Y axis.Matrix3d
rotationYXZ(double angleY, double angleX, double angleZ)
Set this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix3d
rotationZ(double ang)
Set this matrix to a rotation transformation about the Z axis.Matrix3d
rotationZYX(double angleZ, double angleY, double angleX)
Set this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.Matrix3d
scale(double xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor.Matrix3d
scale(double x, double y, double z)
Apply scaling to this matrix by scaling the base axes by the given x, y and z factors.Matrix3d
scale(double x, double y, double z, Matrix3d dest)
Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Matrix3d
scale(double xyz, Matrix3d dest)
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor and store the result indest
.Matrix3d
scale(Vector3dc xyz)
Apply scaling to this matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively.Matrix3d
scale(Vector3dc xyz, Matrix3d dest)
Apply scaling tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively and store the result indest
.Matrix3d
scaleLocal(double x, double y, double z)
Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors.Matrix3d
scaleLocal(double x, double y, double z, Matrix3d dest)
Pre-multiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Matrix3d
scaling(double factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.Matrix3d
scaling(double x, double y, double z)
Set this matrix to be a simple scale matrix.Matrix3d
scaling(Vector3dc xyz)
Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
respectively.Matrix3d
set(double[] m)
Set the values in this matrix based on the supplied double array.Matrix3d
set(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22)
Set the values within this matrix to the supplied double values.Matrix3d
set(float[] m)
Set the values in this matrix based on the supplied double array.Matrix3d
set(int column, int row, double value)
Set the matrix element at the given column and row to the specified value.Matrix3d
set(int index, java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 9 double values from the givenByteBuffer
in column-major order, starting at the specified absolute buffer position/index.Matrix3d
set(int index, java.nio.DoubleBuffer buffer)
Set the values of this matrix by reading 9 double values from the givenDoubleBuffer
in column-major order, starting at the specified absolute buffer position/index.Matrix3d
set(int index, java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 9 float values from the givenFloatBuffer
in column-major order, starting at the specified absolute buffer position/index.Matrix3d
set(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 9 double values from the givenByteBuffer
in column-major order, starting at its current position.Matrix3d
set(java.nio.DoubleBuffer buffer)
Set the values of this matrix by reading 9 double values from the givenDoubleBuffer
in column-major order, starting at its current position.Matrix3d
set(java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 9 float values from the givenFloatBuffer
in column-major order, starting at its current position.Matrix3d
set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
.Matrix3d
set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
.Matrix3d
set(Matrix2dc mat)
Matrix3d
set(Matrix2fc mat)
Matrix3d
set(Matrix3dc m)
Set the values in this matrix to the ones in m.Matrix3d
set(Matrix3fc m)
Set the values in this matrix to the ones in m.Matrix3d
set(Matrix4dc mat)
Set the elements of this matrix to the upper left 3x3 of the givenMatrix4dc
.Matrix3d
set(Matrix4fc mat)
Set the elements of this matrix to the upper left 3x3 of the givenMatrix4fc
.Matrix3d
set(Matrix4x3dc m)
Set the elements of this matrix to the left 3x3 submatrix ofm
.Matrix3d
set(Quaterniondc q)
Set this matrix to a rotation - and possibly scaling - equivalent to the given quaternion.Matrix3d
set(Quaternionfc q)
Set this matrix to a rotation - and possibly scaling - equivalent to the given quaternion.Matrix3d
set(Vector3dc col0, Vector3dc col1, Vector3dc col2)
Set the three columns of this matrix to the supplied vectors, respectively.Matrix3d
setColumn(int column, double x, double y, double z)
Set the column at the givencolumn
index, starting with0
.Matrix3d
setColumn(int column, Vector3dc src)
Set the column at the givencolumn
index, starting with0
.Matrix3d
setFloats(int index, java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 9 float values from the givenByteBuffer
in column-major order, starting at the specified absolute buffer position/index.Matrix3d
setFloats(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 9 float values from the givenByteBuffer
in column-major order, starting at its current position.Matrix3d
setFromAddress(long address)
Set the values of this matrix by reading 9 double values from off-heap memory in column-major order, starting at the given address.Matrix3d
setLookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a rotation transformation to make-z
point alongdir
.Matrix3d
setLookAlong(Vector3dc dir, Vector3dc up)
Set this matrix to a rotation transformation to make-z
point alongdir
.Matrix3d
setRow(int row, double x, double y, double z)
Set the row at the givenrow
index, starting with0
.Matrix3d
setRow(int row, Vector3dc src)
Set the row at the givenrow
index, starting with0
.Matrix3d
setRowColumn(int row, int column, double value)
Set the matrix element at the given row and column to the specified value.Matrix3d
setSkewSymmetric(double a, double b, double c)
Set this matrix to a skew-symmetric matrix using the following layout:Matrix3d
setTransposed(Matrix3dc m)
Store the values of the transpose of the given matrixm
intothis
matrix.Matrix3d
setTransposed(Matrix3fc m)
Store the values of the transpose of the given matrixm
intothis
matrix.Matrix3d
sub(Matrix3dc subtrahend)
Component-wise subtractsubtrahend
fromthis
.Matrix3d
sub(Matrix3dc subtrahend, Matrix3d dest)
Component-wise subtractsubtrahend
fromthis
and store the result indest
.Matrix3d
swap(Matrix3d other)
Exchange the values ofthis
matrix with the givenother
matrix.java.lang.String
toString()
Return a string representation of this matrix.java.lang.String
toString(java.text.NumberFormat formatter)
Return a string representation of this matrix by formatting the matrix elements with the givenNumberFormat
.Vector3d
transform(double x, double y, double z, Vector3d dest)
Transform the vector(x, y, z)
by this matrix and store the result indest
.Vector3d
transform(Vector3d v)
Transform the given vector by this matrix.Vector3d
transform(Vector3dc v, Vector3d dest)
Transform the given vector by this matrix and store the result indest
.Vector3f
transform(Vector3f v)
Transform the given vector by this matrix.Vector3f
transform(Vector3fc v, Vector3f dest)
Transform the given vector by this matrix and store the result indest
.Vector3d
transformTranspose(double x, double y, double z, Vector3d dest)
Transform the vector(x, y, z)
by the transpose of this matrix and store the result indest
.Vector3d
transformTranspose(Vector3d v)
Transform the given vector by the transpose of this matrix.Vector3d
transformTranspose(Vector3dc v, Vector3d dest)
Transform the given vector by the transpose of this matrix and store the result indest
.Matrix3d
transpose()
Transpose this matrix.Matrix3d
transpose(Matrix3d dest)
Transposethis
matrix and store the result indest
.void
writeExternal(java.io.ObjectOutput out)
Matrix3d
zero()
Set all the values within this matrix to 0.
-
-
-
Constructor Detail
-
Matrix3d
public Matrix3d()
-
Matrix3d
public Matrix3d(Matrix2dc mat)
Create a newMatrix3d
by setting its uppper left 2x2 submatrix to the values of the givenMatrix2dc
and the rest to identity.- Parameters:
mat
- theMatrix2dc
-
Matrix3d
public Matrix3d(Matrix2fc mat)
Create a newMatrix3d
by setting its uppper left 2x2 submatrix to the values of the givenMatrix2fc
and the rest to identity.- Parameters:
mat
- theMatrix2fc
-
Matrix3d
public Matrix3d(Matrix3dc mat)
Create a newMatrix3d
and initialize it with the values from the given matrix.- Parameters:
mat
- the matrix to initialize this matrix with
-
Matrix3d
public Matrix3d(Matrix3fc mat)
Create a newMatrix3d
and initialize it with the values from the given matrix.- Parameters:
mat
- the matrix to initialize this matrix with
-
Matrix3d
public Matrix3d(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22)
Create a newMatrix3d
and initialize its elements with the given values.- Parameters:
m00
- the value of m00m01
- the value of m01m02
- the value of m02m10
- the value of m10m11
- the value of m11m12
- the value of m12m20
- the value of m20m21
- the value of m21m22
- the value of m22
-
Matrix3d
public Matrix3d(java.nio.DoubleBuffer buffer)
Create a newMatrix3d
by reading its 9 double components from the givenDoubleBuffer
at the buffer's current position.That DoubleBuffer is expected to hold the values in column-major order.
The buffer's position will not be changed by this method.
- Parameters:
buffer
- theDoubleBuffer
to read the matrix values from
-
-
Method Detail
-
m00
public double m00()
Description copied from interface:Matrix3dc
Return the value of the matrix element at column 0 and row 0.
-
m01
public double m01()
Description copied from interface:Matrix3dc
Return the value of the matrix element at column 0 and row 1.
-
m02
public double m02()
Description copied from interface:Matrix3dc
Return the value of the matrix element at column 0 and row 2.
-
m10
public double m10()
Description copied from interface:Matrix3dc
Return the value of the matrix element at column 1 and row 0.
-
m11
public double m11()
Description copied from interface:Matrix3dc
Return the value of the matrix element at column 1 and row 1.
-
m12
public double m12()
Description copied from interface:Matrix3dc
Return the value of the matrix element at column 1 and row 2.
-
m20
public double m20()
Description copied from interface:Matrix3dc
Return the value of the matrix element at column 2 and row 0.
-
m21
public double m21()
Description copied from interface:Matrix3dc
Return the value of the matrix element at column 2 and row 1.
-
m22
public double m22()
Description copied from interface:Matrix3dc
Return the value of the matrix element at column 2 and row 2.
-
m00
public Matrix3d m00(double m00)
Set the value of the matrix element at column 0 and row 0.- Parameters:
m00
- the new value- Returns:
- this
-
m01
public Matrix3d m01(double m01)
Set the value of the matrix element at column 0 and row 1.- Parameters:
m01
- the new value- Returns:
- this
-
m02
public Matrix3d m02(double m02)
Set the value of the matrix element at column 0 and row 2.- Parameters:
m02
- the new value- Returns:
- this
-
m10
public Matrix3d m10(double m10)
Set the value of the matrix element at column 1 and row 0.- Parameters:
m10
- the new value- Returns:
- this
-
m11
public Matrix3d m11(double m11)
Set the value of the matrix element at column 1 and row 1.- Parameters:
m11
- the new value- Returns:
- this
-
m12
public Matrix3d m12(double m12)
Set the value of the matrix element at column 1 and row 2.- Parameters:
m12
- the new value- Returns:
- this
-
m20
public Matrix3d m20(double m20)
Set the value of the matrix element at column 2 and row 0.- Parameters:
m20
- the new value- Returns:
- this
-
m21
public Matrix3d m21(double m21)
Set the value of the matrix element at column 2 and row 1.- Parameters:
m21
- the new value- Returns:
- this
-
m22
public Matrix3d m22(double m22)
Set the value of the matrix element at column 2 and row 2.- Parameters:
m22
- the new value- Returns:
- this
-
set
public Matrix3d set(Matrix3dc m)
Set the values in this matrix to the ones in m.- Parameters:
m
- the matrix whose values will be copied- Returns:
- this
-
setTransposed
public Matrix3d setTransposed(Matrix3dc m)
Store the values of the transpose of the given matrixm
intothis
matrix.- Parameters:
m
- the matrix to copy the transposed values from- Returns:
- this
-
set
public Matrix3d set(Matrix3fc m)
Set the values in this matrix to the ones in m.- Parameters:
m
- the matrix whose values will be copied- Returns:
- this
-
setTransposed
public Matrix3d setTransposed(Matrix3fc m)
Store the values of the transpose of the given matrixm
intothis
matrix.- Parameters:
m
- the matrix to copy the transposed values from- Returns:
- this
-
set
public Matrix3d set(Matrix4x3dc m)
Set the elements of this matrix to the left 3x3 submatrix ofm
.- Parameters:
m
- the matrix to copy the elements from- Returns:
- this
-
set
public Matrix3d set(Matrix4fc mat)
Set the elements of this matrix to the upper left 3x3 of the givenMatrix4fc
.- Parameters:
mat
- theMatrix4fc
to copy the values from- Returns:
- this
-
set
public Matrix3d set(Matrix4dc mat)
Set the elements of this matrix to the upper left 3x3 of the givenMatrix4dc
.- Parameters:
mat
- theMatrix4dc
to copy the values from- Returns:
- this
-
set
public Matrix3d set(Matrix2fc mat)
- Parameters:
mat
- theMatrix2fc
- Returns:
- this
- See Also:
Matrix3d(Matrix2fc)
-
set
public Matrix3d set(Matrix2dc mat)
- Parameters:
mat
- theMatrix2dc
- Returns:
- this
- See Also:
Matrix3d(Matrix2dc)
-
set
public Matrix3d set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
.- Parameters:
axisAngle
- theAxisAngle4f
- Returns:
- this
-
set
public Matrix3d set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
.- Parameters:
axisAngle
- theAxisAngle4d
- Returns:
- this
-
set
public Matrix3d set(Quaternionfc q)
Set this matrix to a rotation - and possibly scaling - equivalent to the given quaternion.This method is equivalent to calling:
rotation(q)
Reference: http://www.euclideanspace.com/
- Parameters:
q
- the quaternion- Returns:
- this
- See Also:
rotation(Quaternionfc)
-
set
public Matrix3d set(Quaterniondc q)
Set this matrix to a rotation - and possibly scaling - equivalent to the given quaternion.This method is equivalent to calling:
rotation(q)
Reference: http://www.euclideanspace.com/
- Parameters:
q
- the quaternion- Returns:
- this
- See Also:
rotation(Quaterniondc)
-
mul
public Matrix3d mul(Matrix3dc right)
Multiply this matrix by the supplied matrix. This matrix will be the left one.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Parameters:
right
- the right operand- Returns:
- this
-
mul
public Matrix3d mul(Matrix3dc right, Matrix3d dest)
Description copied from interface:Matrix3dc
Multiply this matrix by the supplied matrix and store the result indest
. This matrix will be the left one.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!
-
mulLocal
public Matrix3d mulLocal(Matrix3dc left)
Pre-multiply this matrix by the suppliedleft
matrix and store the result inthis
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first!- Parameters:
left
- the left operand of the matrix multiplication- Returns:
- this
-
mulLocal
public Matrix3d mulLocal(Matrix3dc left, Matrix3d dest)
Description copied from interface:Matrix3dc
Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first!
-
mul
public Matrix3d mul(Matrix3fc right)
Multiply this matrix by the supplied matrix. This matrix will be the left one.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!- Parameters:
right
- the right operand- Returns:
- this
-
mul
public Matrix3d mul(Matrix3fc right, Matrix3d dest)
Description copied from interface:Matrix3dc
Multiply this matrix by the supplied matrix and store the result indest
. This matrix will be the left one.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first!
-
set
public Matrix3d set(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22)
Set the values within this matrix to the supplied double values. The result looks like this:m00, m10, m20
m01, m11, m21
m02, m12, m22- Parameters:
m00
- the new value of m00m01
- the new value of m01m02
- the new value of m02m10
- the new value of m10m11
- the new value of m11m12
- the new value of m12m20
- the new value of m20m21
- the new value of m21m22
- the new value of m22- Returns:
- this
-
set
public Matrix3d set(double[] m)
Set the values in this matrix based on the supplied double array. The result looks like this:0, 3, 6
1, 4, 7
2, 5, 8
Only uses the first 9 values, all others are ignored.
- Parameters:
m
- the array to read the matrix values from- Returns:
- this
-
set
public Matrix3d set(float[] m)
Set the values in this matrix based on the supplied double array. The result looks like this:0, 3, 6
1, 4, 7
2, 5, 8
Only uses the first 9 values, all others are ignored
- Parameters:
m
- the array to read the matrix values from- Returns:
- this
-
determinant
public double determinant()
Description copied from interface:Matrix3dc
Return the determinant of this matrix.- Specified by:
determinant
in interfaceMatrix3dc
- Returns:
- the determinant
-
invert
public Matrix3d invert()
Invert this matrix.- Returns:
- this
-
invert
public Matrix3d invert(Matrix3d dest)
Description copied from interface:Matrix3dc
Invertthis
matrix and store the result indest
.
-
transpose
public Matrix3d transpose()
Transpose this matrix.- Returns:
- this
-
transpose
public Matrix3d transpose(Matrix3d dest)
Description copied from interface:Matrix3dc
Transposethis
matrix and store the result indest
.
-
toString
public java.lang.String toString()
Return a string representation of this matrix.This method creates a new
DecimalFormat
on every invocation with the format string "0.000E0;-
".- Overrides:
toString
in classjava.lang.Object
- Returns:
- the string representation
-
toString
public java.lang.String toString(java.text.NumberFormat formatter)
Return a string representation of this matrix by formatting the matrix elements with the givenNumberFormat
.- Parameters:
formatter
- theNumberFormat
used to format the matrix values with- Returns:
- the string representation
-
get
public Matrix3d get(Matrix3d dest)
Get the current values ofthis
matrix and store them intodest
.This is the reverse method of
set(Matrix3dc)
and allows to obtain intermediate calculation results when chaining multiple transformations.- Specified by:
get
in interfaceMatrix3dc
- Parameters:
dest
- the destination matrix- Returns:
- the passed in destination
- See Also:
set(Matrix3dc)
-
getRotation
public AxisAngle4f getRotation(AxisAngle4f dest)
Description copied from interface:Matrix3dc
Get the current values ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.- Specified by:
getRotation
in interfaceMatrix3dc
- Parameters:
dest
- the destinationAxisAngle4f
- Returns:
- the passed in destination
- See Also:
AxisAngle4f.set(Matrix3dc)
-
getUnnormalizedRotation
public Quaternionf getUnnormalizedRotation(Quaternionf dest)
Description copied from interface:Matrix3dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the three column vectors of this matrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
- Specified by:
getUnnormalizedRotation
in interfaceMatrix3dc
- Parameters:
dest
- the destinationQuaternionf
- Returns:
- the passed in destination
- See Also:
Quaternionf.setFromUnnormalized(Matrix3dc)
-
getNormalizedRotation
public Quaternionf getNormalizedRotation(Quaternionf dest)
Description copied from interface:Matrix3dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the three column vectors of this matrix are normalized.
- Specified by:
getNormalizedRotation
in interfaceMatrix3dc
- Parameters:
dest
- the destinationQuaternionf
- Returns:
- the passed in destination
- See Also:
Quaternionf.setFromNormalized(Matrix3dc)
-
getUnnormalizedRotation
public Quaterniond getUnnormalizedRotation(Quaterniond dest)
Description copied from interface:Matrix3dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the three column vectors of this matrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
- Specified by:
getUnnormalizedRotation
in interfaceMatrix3dc
- Parameters:
dest
- the destinationQuaterniond
- Returns:
- the passed in destination
- See Also:
Quaterniond.setFromUnnormalized(Matrix3dc)
-
getNormalizedRotation
public Quaterniond getNormalizedRotation(Quaterniond dest)
Description copied from interface:Matrix3dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the three column vectors of this matrix are normalized.
- Specified by:
getNormalizedRotation
in interfaceMatrix3dc
- Parameters:
dest
- the destinationQuaterniond
- Returns:
- the passed in destination
- See Also:
Quaterniond.setFromNormalized(Matrix3dc)
-
get
public java.nio.DoubleBuffer get(java.nio.DoubleBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix into the suppliedDoubleBuffer
at the current bufferposition
using column-major order.This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer} at which the matrix is stored, use
Matrix3dc.get(int, DoubleBuffer)
, taking the absolute position as parameter.- Specified by:
get
in interfaceMatrix3dc
- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
Matrix3dc.get(int, DoubleBuffer)
-
get
public java.nio.DoubleBuffer get(int index, java.nio.DoubleBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index using column-major order.This method will not increment the position of the given
DoubleBuffer
.
-
get
public java.nio.FloatBuffer get(java.nio.FloatBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.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
Matrix3dc.get(int, FloatBuffer)
, taking the absolute position as parameter.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
- Specified by:
get
in interfaceMatrix3dc
- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
Matrix3dc.get(int, FloatBuffer)
-
get
public java.nio.FloatBuffer get(int index, java.nio.FloatBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
-
get
public java.nio.ByteBuffer get(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.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
Matrix3dc.get(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
get
in interfaceMatrix3dc
- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
Matrix3dc.get(int, ByteBuffer)
-
get
public java.nio.ByteBuffer get(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
-
getFloats
public java.nio.ByteBuffer getFloats(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix3dc
Store the elements of this matrix as float values in column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix3dc.getFloats(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
getFloats
in interfaceMatrix3dc
- Parameters:
buffer
- will receive the elements of this matrix as float values in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
Matrix3dc.getFloats(int, ByteBuffer)
-
getFloats
public java.nio.ByteBuffer getFloats(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix3dc
Store the elements of this matrix as float values in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given ByteBuffer.
-
getTransposed
public java.nio.DoubleBuffer getTransposed(java.nio.DoubleBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in row-major order into the suppliedDoubleBuffer
at the current bufferposition
.This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which the matrix is stored, use
Matrix3dc.getTransposed(int, DoubleBuffer)
, taking the absolute position as parameter.- Specified by:
getTransposed
in interfaceMatrix3dc
- Parameters:
buffer
- will receive the values of this matrix in row-major order at its current position- Returns:
- the passed in buffer
- See Also:
Matrix3dc.getTransposed(int, DoubleBuffer)
-
getTransposed
public java.nio.DoubleBuffer getTransposed(int index, java.nio.DoubleBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in row-major order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given DoubleBuffer.
- Specified by:
getTransposed
in interfaceMatrix3dc
- Parameters:
index
- the absolute position into the DoubleBufferbuffer
- will receive the values of this matrix in row-major order- Returns:
- the passed in buffer
-
getTransposed
public java.nio.FloatBuffer getTransposed(java.nio.FloatBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in row-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix3dc.getTransposed(int, FloatBuffer)
, taking the absolute position as parameter.- Specified by:
getTransposed
in interfaceMatrix3dc
- Parameters:
buffer
- will receive the values of this matrix in row-major order at its current position- Returns:
- the passed in buffer
- See Also:
Matrix3dc.getTransposed(int, FloatBuffer)
-
getTransposed
public java.nio.FloatBuffer getTransposed(int index, java.nio.FloatBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in row-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
- Specified by:
getTransposed
in interfaceMatrix3dc
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in row-major order- Returns:
- the passed in buffer
-
getTransposed
public java.nio.ByteBuffer getTransposed(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in row-major order into the suppliedByteBuffer
at the current bufferposition
.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
Matrix3dc.getTransposed(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
getTransposed
in interfaceMatrix3dc
- Parameters:
buffer
- will receive the values of this matrix in row-major order at its current position- Returns:
- the passed in buffer
- See Also:
Matrix3dc.getTransposed(int, ByteBuffer)
-
getTransposed
public java.nio.ByteBuffer getTransposed(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in row-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
- Specified by:
getTransposed
in interfaceMatrix3dc
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in row-major order- Returns:
- the passed in buffer
-
getTransposedFloats
public java.nio.ByteBuffer getTransposedFloats(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix as float values in row-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix3dc.getTransposedFloats(int, ByteBuffer)
, taking the absolute position as parameter.- Specified by:
getTransposedFloats
in interfaceMatrix3dc
- Parameters:
buffer
- will receive the values of this matrix as float values in row-major order at its current position- Returns:
- the passed in buffer
- See Also:
Matrix3dc.getTransposedFloats(int, ByteBuffer)
-
getTransposedFloats
public java.nio.ByteBuffer getTransposedFloats(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix3dc
Store this matrix in row-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
- Specified by:
getTransposedFloats
in interfaceMatrix3dc
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix as float values in row-major order- Returns:
- the passed in buffer
-
getToAddress
public Matrix3dc getToAddress(long address)
Description copied from interface:Matrix3dc
Store this matrix in column-major order at the given off-heap address.This method will throw an
UnsupportedOperationException
when JOML is used with `-Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
- Specified by:
getToAddress
in interfaceMatrix3dc
- Parameters:
address
- the off-heap address where to store this matrix- Returns:
- this
-
get
public double[] get(double[] arr, int offset)
Description copied from interface:Matrix3dc
Store this matrix into the supplied double array in column-major order at the given offset.
-
get
public double[] get(double[] arr)
Description copied from interface:Matrix3dc
Store this matrix into the supplied double array in column-major order.In order to specify an explicit offset into the array, use the method
Matrix3dc.get(double[], int)
.- Specified by:
get
in interfaceMatrix3dc
- Parameters:
arr
- the array to write the matrix values into- Returns:
- the passed in array
- See Also:
Matrix3dc.get(double[], int)
-
get
public float[] get(float[] arr, int offset)
Description copied from interface:Matrix3dc
Store the elements of this matrix as float values in column-major order into the supplied float array at the given offset.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
-
get
public float[] get(float[] arr)
Description copied from interface:Matrix3dc
Store the elements of this matrix as float values in column-major order into the supplied float array.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
In order to specify an explicit offset into the array, use the method
Matrix3dc.get(float[], int)
.- Specified by:
get
in interfaceMatrix3dc
- Parameters:
arr
- the array to write the matrix values into- Returns:
- the passed in array
- See Also:
Matrix3dc.get(float[], int)
-
set
public Matrix3d set(java.nio.DoubleBuffer buffer)
Set the values of this matrix by reading 9 double values from the givenDoubleBuffer
in column-major order, starting at its current position.The DoubleBuffer is expected to contain the values in column-major order.
The position of the DoubleBuffer will not be changed by this method.
- Parameters:
buffer
- the DoubleBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
public Matrix3d set(java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 9 float values from the givenFloatBuffer
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.
- Parameters:
buffer
- the FloatBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
public Matrix3d set(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 9 double values from the givenByteBuffer
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.
- Parameters:
buffer
- the ByteBuffer to read the matrix values from in column-major order- Returns:
- this
-
setFloats
public Matrix3d setFloats(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 9 float values from the givenByteBuffer
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.
- Parameters:
buffer
- the ByteBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
public Matrix3d set(int index, java.nio.DoubleBuffer buffer)
Set the values of this matrix by reading 9 double values from the givenDoubleBuffer
in column-major order, starting at the specified absolute buffer position/index.The DoubleBuffer is expected to contain the values in column-major order.
The position of the DoubleBuffer will not be changed by this method.
- Parameters:
index
- the absolute position into the DoubleBufferbuffer
- the DoubleBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
public Matrix3d set(int index, java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 9 float values from the givenFloatBuffer
in column-major order, starting at the specified absolute buffer position/index.The FloatBuffer is expected to contain the values in column-major order.
The position of the FloatBuffer will not be changed by this method.
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- the FloatBuffer to read the matrix values from in column-major order- Returns:
- this
-
set
public Matrix3d set(int index, java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 9 double values from the givenByteBuffer
in column-major order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in column-major order.
The position of the ByteBuffer will not be changed by this method.
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- the ByteBuffer to read the matrix values from in column-major order- Returns:
- this
-
setFloats
public Matrix3d setFloats(int index, java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 9 float values from the givenByteBuffer
in column-major order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in column-major order.
The position of the ByteBuffer will not be changed by this method.
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- the ByteBuffer to read the matrix values from in column-major order- Returns:
- this
-
setFromAddress
public Matrix3d setFromAddress(long address)
Set the values of this matrix by reading 9 double values from off-heap memory in column-major order, starting at the given address.This method will throw an
UnsupportedOperationException
when JOML is used with `-Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
- Parameters:
address
- the off-heap memory address to read the matrix values from in column-major order- Returns:
- this
-
set
public Matrix3d set(Vector3dc col0, Vector3dc col1, Vector3dc col2)
Set the three columns of this matrix to the supplied vectors, respectively.- Parameters:
col0
- the first columncol1
- the second columncol2
- the third column- Returns:
- this
-
zero
public Matrix3d zero()
Set all the values within this matrix to 0.- Returns:
- this
-
identity
public Matrix3d identity()
Set this matrix to the identity.- Returns:
- this
-
scaling
public Matrix3d scaling(double factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given 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.- Parameters:
factor
- the scale factor in x, y and z- Returns:
- this
- See Also:
scale(double)
-
scaling
public Matrix3d scaling(double x, double y, double z)
Set this matrix to be a simple scale matrix.- Parameters:
x
- the scale in xy
- the scale in yz
- the scale in z- Returns:
- this
-
scaling
public Matrix3d scaling(Vector3dc xyz)
Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
respectively.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.- Parameters:
xyz
- the scale in x, y and z respectively- Returns:
- this
- See Also:
scale(Vector3dc)
-
scale
public Matrix3d scale(Vector3dc xyz, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply scaling tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!
-
scale
public Matrix3d scale(Vector3dc xyz)
Apply scaling to this matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!- Parameters:
xyz
- the factors of the x, y and z component, respectively- Returns:
- this
-
scale
public Matrix3d scale(double x, double y, double z, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!
-
scale
public Matrix3d scale(double x, double y, double z)
Apply scaling to this matrix by scaling the base axes by the given x, y and z factors.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!- Parameters:
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z component- Returns:
- this
-
scale
public Matrix3d scale(double xyz, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!- Specified by:
scale
in interfaceMatrix3dc
- Parameters:
xyz
- the factor for all componentsdest
- will hold the result- Returns:
- dest
- See Also:
Matrix3dc.scale(double, double, double, Matrix3d)
-
scale
public Matrix3d scale(double xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!- Parameters:
xyz
- the factor for all components- Returns:
- this
- See Also:
scale(double, double, double)
-
scaleLocal
public Matrix3d scaleLocal(double x, double y, double z, Matrix3d dest)
Description copied from interface:Matrix3dc
Pre-multiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!- Specified by:
scaleLocal
in interfaceMatrix3dc
- Parameters:
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z componentdest
- will hold the result- Returns:
- dest
-
scaleLocal
public Matrix3d scaleLocal(double x, double y, double z)
Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!- Parameters:
x
- the factor of the x componenty
- the factor of the y componentz
- the factor of the z component- Returns:
- this
-
rotation
public Matrix3d rotation(double angle, Vector3dc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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.- Parameters:
angle
- the angle in radiansaxis
- the axis to rotate about (needs to benormalized
)- Returns:
- this
- See Also:
rotate(double, Vector3dc)
-
rotation
public Matrix3d rotation(double angle, Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
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.- Parameters:
angle
- the angle in radiansaxis
- the axis to rotate about (needs to benormalized
)- Returns:
- this
- See Also:
rotate(double, Vector3fc)
-
rotation
public Matrix3d rotation(AxisAngle4f axisAngle)
Set this matrix to a rotation transformation using the givenAxisAngle4f
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
- Parameters:
axisAngle
- theAxisAngle4f
(needs to benormalized
)- Returns:
- this
- See Also:
rotate(AxisAngle4f)
-
rotation
public Matrix3d rotation(AxisAngle4d axisAngle)
Set this matrix to a rotation transformation using the givenAxisAngle4d
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
- Parameters:
axisAngle
- theAxisAngle4d
(needs to benormalized
)- Returns:
- this
- See Also:
rotate(AxisAngle4d)
-
rotation
public Matrix3d rotation(double angle, double x, double y, double z)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
- Parameters:
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 axis- Returns:
- this
- See Also:
rotate(double, double, double, double)
-
rotationX
public Matrix3d rotationX(double ang)
Set this matrix to a rotation transformation about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotationY
public Matrix3d rotationY(double ang)
Set this matrix to a rotation transformation about the Y axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotationZ
public Matrix3d rotationZ(double ang)
Set this matrix to a rotation transformation about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotationXYZ
public Matrix3d rotationXYZ(double angleX, double angleY, double angleZ)
Set this matrix to a rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationX(angleX).rotateY(angleY).rotateZ(angleZ)
- Parameters:
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Z- Returns:
- this
-
rotationZYX
public Matrix3d rotationZYX(double angleZ, double angleY, double angleX)
Set this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationZ(angleZ).rotateY(angleY).rotateX(angleX)
- Parameters:
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about X- Returns:
- this
-
rotationYXZ
public Matrix3d rotationYXZ(double angleY, double angleX, double angleZ)
Set this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationY(angleY).rotateX(angleX).rotateZ(angleZ)
- Parameters:
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Z- Returns:
- this
-
rotation
public Matrix3d rotation(Quaterniondc quat)
Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaterniondc
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaterniondc
- Returns:
- this
- See Also:
rotate(Quaterniondc)
-
rotation
public Matrix3d rotation(Quaternionfc quat)
Set this matrix to the rotation - and possibly scaling - transformation of the givenQuaternionfc
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
- Returns:
- this
- See Also:
rotate(Quaternionfc)
-
transform
public Vector3d transform(Vector3d v)
Description copied from interface:Matrix3dc
Transform the given vector by this matrix.
-
transform
public Vector3d transform(Vector3dc v, Vector3d dest)
Description copied from interface:Matrix3dc
Transform the given vector by this matrix and store the result indest
.
-
transform
public Vector3f transform(Vector3f v)
Description copied from interface:Matrix3dc
Transform the given vector by this matrix.
-
transform
public Vector3f transform(Vector3fc v, Vector3f dest)
Description copied from interface:Matrix3dc
Transform the given vector by this matrix and store the result indest
.
-
transform
public Vector3d transform(double x, double y, double z, Vector3d dest)
Description copied from interface:Matrix3dc
Transform the vector(x, y, z)
by this matrix and store the result indest
.
-
transformTranspose
public Vector3d transformTranspose(Vector3d v)
Description copied from interface:Matrix3dc
Transform the given vector by the transpose of this matrix.- Specified by:
transformTranspose
in interfaceMatrix3dc
- Parameters:
v
- the vector to transform- Returns:
- v
-
transformTranspose
public Vector3d transformTranspose(Vector3dc v, Vector3d dest)
Description copied from interface:Matrix3dc
Transform the given vector by the transpose of this matrix and store the result indest
.- Specified by:
transformTranspose
in interfaceMatrix3dc
- Parameters:
v
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformTranspose
public Vector3d transformTranspose(double x, double y, double z, Vector3d dest)
Description copied from interface:Matrix3dc
Transform the vector(x, y, z)
by the transpose of this matrix and store the result indest
.- Specified by:
transformTranspose
in interfaceMatrix3dc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
writeExternal
public void writeExternal(java.io.ObjectOutput out) throws java.io.IOException
- Specified by:
writeExternal
in interfacejava.io.Externalizable
- Throws:
java.io.IOException
-
readExternal
public void readExternal(java.io.ObjectInput in) throws java.io.IOException
- Specified by:
readExternal
in interfacejava.io.Externalizable
- Throws:
java.io.IOException
-
rotateX
public Matrix3d rotateX(double ang, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
-
rotateX
public Matrix3d rotateX(double ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotateY
public Matrix3d rotateY(double ang, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
-
rotateY
public Matrix3d rotateY(double ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotateZ
public Matrix3d rotateZ(double ang, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
-
rotateZ
public Matrix3d rotateZ(double ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians- Returns:
- this
-
rotateXYZ
public Matrix3d rotateXYZ(double angleX, double angleY, double angleZ)
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX).rotateY(angleY).rotateZ(angleZ)
- Parameters:
angleX
- the angle to rotate about XangleY
- the angle to rotate about YangleZ
- the angle to rotate about Z- Returns:
- this
-
rotateXYZ
public Matrix3d rotateXYZ(double angleX, double angleY, double angleZ, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
-
rotateZYX
public Matrix3d rotateZYX(double angleZ, double angleY, double angleX)
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ).rotateY(angleY).rotateX(angleX)
- Parameters:
angleZ
- the angle to rotate about ZangleY
- the angle to rotate about YangleX
- the angle to rotate about X- Returns:
- this
-
rotateZYX
public Matrix3d rotateZYX(double angleZ, double angleY, double angleX, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
-
rotateYXZ
public Matrix3d rotateYXZ(Vector3d angles)
Apply rotation ofangles.y
radians about the Y axis, followed by a rotation ofangles.x
radians about the X axis and followed by a rotation ofangles.z
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angles.y).rotateX(angles.x).rotateZ(angles.z)
- Parameters:
angles
- the Euler angles- Returns:
- this
-
rotateYXZ
public Matrix3d rotateYXZ(double angleY, double angleX, double angleZ)
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY).rotateX(angleX).rotateZ(angleZ)
- Parameters:
angleY
- the angle to rotate about YangleX
- the angle to rotate about XangleZ
- the angle to rotate about Z- Returns:
- this
-
rotateYXZ
public Matrix3d rotateYXZ(double angleY, double angleX, double angleZ, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
-
rotate
public Matrix3d rotate(double ang, double x, double y, double z)
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axis- Returns:
- this
-
rotate
public Matrix3d rotate(double ang, double x, double y, double z, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components, and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
-
rotateLocal
public Matrix3d rotateLocal(double ang, double x, double y, double z, Matrix3d dest)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocal
in interfaceMatrix3dc
- Parameters:
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 result- Returns:
- dest
- See Also:
rotation(double, double, double, double)
-
rotateLocal
public Matrix3d rotateLocal(double ang, double x, double y, double z)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axis- Returns:
- this
- See Also:
rotation(double, double, double, double)
-
rotateLocalX
public Matrix3d rotateLocalX(double ang, Matrix3d dest)
Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationX()
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocalX
in interfaceMatrix3dc
- Parameters:
ang
- the angle in radians to rotate about the X axisdest
- will hold the result- Returns:
- dest
- See Also:
rotationX(double)
-
rotateLocalX
public Matrix3d rotateLocalX(double ang)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the X axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationX()
.Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the X axis- Returns:
- this
- See Also:
rotationX(double)
-
rotateLocalY
public Matrix3d rotateLocalY(double ang, Matrix3d dest)
Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocalY
in interfaceMatrix3dc
- Parameters:
ang
- the angle in radians to rotate about the Y axisdest
- will hold the result- Returns:
- dest
- See Also:
rotationY(double)
-
rotateLocalY
public Matrix3d rotateLocalY(double ang)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Y axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the Y axis- Returns:
- this
- See Also:
rotationY(double)
-
rotateLocalZ
public Matrix3d rotateLocalZ(double ang, Matrix3d dest)
Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationZ()
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocalZ
in interfaceMatrix3dc
- Parameters:
ang
- the angle in radians to rotate about the Z axisdest
- will hold the result- Returns:
- dest
- See Also:
rotationZ(double)
-
rotateLocalZ
public Matrix3d rotateLocalZ(double ang)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the Z axis.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the Z axis- Returns:
- this
- See Also:
rotationY(double)
-
rotateLocal
public Matrix3d rotateLocal(Quaterniondc quat, Matrix3d dest)
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without pre-multiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocal
in interfaceMatrix3dc
- Parameters:
quat
- theQuaterniondc
dest
- will hold the result- Returns:
- dest
- See Also:
rotation(Quaterniondc)
-
rotateLocal
public Matrix3d rotateLocal(Quaterniondc quat)
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without pre-multiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaterniondc
- Returns:
- this
- See Also:
rotation(Quaterniondc)
-
rotateLocal
public Matrix3d rotateLocal(Quaternionfc quat, Matrix3d dest)
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without pre-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Specified by:
rotateLocal
in interfaceMatrix3dc
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
- See Also:
rotation(Quaternionfc)
-
rotateLocal
public Matrix3d rotateLocal(Quaternionfc quat)
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without pre-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
- Returns:
- this
- See Also:
rotation(Quaternionfc)
-
rotate
public Matrix3d rotate(Quaterniondc quat)
Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaterniondc
- Returns:
- this
- See Also:
rotation(Quaterniondc)
-
rotate
public Matrix3d rotate(Quaterniondc quat, Matrix3d dest)
Apply the rotation - and possibly scaling - transformation of the givenQuaterniondc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
- Specified by:
rotate
in interfaceMatrix3dc
- Parameters:
quat
- theQuaterniondc
dest
- will hold the result- Returns:
- dest
- See Also:
rotation(Quaterniondc)
-
rotate
public Matrix3d rotate(Quaternionfc quat)
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
- Returns:
- this
- See Also:
rotation(Quaternionfc)
-
rotate
public Matrix3d rotate(Quaternionfc quat, Matrix3d dest)
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
- Specified by:
rotate
in interfaceMatrix3dc
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
- See Also:
rotation(Quaternionfc)
-
rotate
public Matrix3d rotate(AxisAngle4f axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
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
- Parameters:
axisAngle
- theAxisAngle4f
(needs to benormalized
)- Returns:
- this
- See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4f)
-
rotate
public Matrix3d rotate(AxisAngle4f axisAngle, Matrix3d dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
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
- Specified by:
rotate
in interfaceMatrix3dc
- Parameters:
axisAngle
- theAxisAngle4f
(needs to benormalized
)dest
- will hold the result- Returns:
- dest
- See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4f)
-
rotate
public Matrix3d rotate(AxisAngle4d axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4d
, to this matrix.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4d
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4d
rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(AxisAngle4d)
.Reference: http://en.wikipedia.org
- Parameters:
axisAngle
- theAxisAngle4d
(needs to benormalized
)- Returns:
- this
- See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4d)
-
rotate
public Matrix3d rotate(AxisAngle4d axisAngle, Matrix3d dest)
Apply a rotation transformation, rotating about the givenAxisAngle4d
and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4d
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4d
rotation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying, use
rotation(AxisAngle4d)
.Reference: http://en.wikipedia.org
- Specified by:
rotate
in interfaceMatrix3dc
- Parameters:
axisAngle
- theAxisAngle4d
(needs to benormalized
)dest
- will hold the result- Returns:
- dest
- See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4d)
-
rotate
public Matrix3d rotate(double angle, Vector3dc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.The axis described by the
axis
vector needs to be a unit vector.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * 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(double, Vector3dc)
.Reference: http://en.wikipedia.org
- Parameters:
angle
- the angle in radiansaxis
- the rotation axis (needs to benormalized
)- Returns:
- this
- See Also:
rotate(double, double, double, double)
,rotation(double, Vector3dc)
-
rotate
public Matrix3d rotate(double angle, Vector3dc axis, Matrix3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.The axis described by the
axis
vector needs to be a unit vector.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given axis and angle, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * 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(double, Vector3dc)
.Reference: http://en.wikipedia.org
- Specified by:
rotate
in interfaceMatrix3dc
- Parameters:
angle
- the angle in radiansaxis
- the rotation axis (needs to benormalized
)dest
- will hold the result- Returns:
- dest
- See Also:
rotate(double, double, double, double)
,rotation(double, Vector3dc)
-
rotate
public Matrix3d rotate(double angle, Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.The axis described by the
axis
vector needs to be a unit vector.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * 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(double, Vector3fc)
.Reference: http://en.wikipedia.org
- Parameters:
angle
- the angle in radiansaxis
- the rotation axis (needs to benormalized
)- Returns:
- this
- See Also:
rotate(double, double, double, double)
,rotation(double, Vector3fc)
-
rotate
public Matrix3d rotate(double angle, Vector3fc axis, Matrix3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.The axis described by the
axis
vector needs to be a unit vector.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given axis and angle, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * 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(double, Vector3fc)
.Reference: http://en.wikipedia.org
- Specified by:
rotate
in interfaceMatrix3dc
- Parameters:
angle
- the angle in radiansaxis
- the rotation axis (needs to benormalized
)dest
- will hold the result- Returns:
- dest
- See Also:
rotate(double, double, double, double)
,rotation(double, Vector3fc)
-
getRow
public Vector3d getRow(int row, Vector3d dest) throws java.lang.IndexOutOfBoundsException
Description copied from interface:Matrix3dc
Get the row at the givenrow
index, starting with0
.
-
setRow
public Matrix3d setRow(int row, Vector3dc src) throws java.lang.IndexOutOfBoundsException
Set the row at the givenrow
index, starting with0
.- Parameters:
row
- the row index in[0..2]
src
- the row components to set- Returns:
- this
- Throws:
java.lang.IndexOutOfBoundsException
- ifrow
is not in[0..2]
-
setRow
public Matrix3d setRow(int row, double x, double y, double z) throws java.lang.IndexOutOfBoundsException
Set the row at the givenrow
index, starting with0
.- Parameters:
row
- the column index in[0..2]
x
- the first element in the rowy
- the second element in the rowz
- the third element in the row- Returns:
- this
- Throws:
java.lang.IndexOutOfBoundsException
- ifrow
is not in[0..2]
-
getColumn
public Vector3d getColumn(int column, Vector3d dest) throws java.lang.IndexOutOfBoundsException
Description copied from interface:Matrix3dc
Get the column at the givencolumn
index, starting with0
.
-
setColumn
public Matrix3d setColumn(int column, Vector3dc src) throws java.lang.IndexOutOfBoundsException
Set the column at the givencolumn
index, starting with0
.- Parameters:
column
- the column index in[0..2]
src
- the column components to set- Returns:
- this
- Throws:
java.lang.IndexOutOfBoundsException
- ifcolumn
is not in[0..2]
-
setColumn
public Matrix3d setColumn(int column, double x, double y, double z) throws java.lang.IndexOutOfBoundsException
Set the column at the givencolumn
index, starting with0
.- Parameters:
column
- the column index in[0..2]
x
- the first element in the columny
- the second element in the columnz
- the third element in the column- Returns:
- this
- Throws:
java.lang.IndexOutOfBoundsException
- ifcolumn
is not in[0..2]
-
get
public double get(int column, int row)
Description copied from interface:Matrix3dc
Get the matrix element value at the given column and row.
-
set
public Matrix3d set(int column, int row, double value)
Set the matrix element at the given column and row to the specified value.- Parameters:
column
- the colum index in[0..2]
row
- the row index in[0..2]
value
- the value- Returns:
- this
-
getRowColumn
public double getRowColumn(int row, int column)
Description copied from interface:Matrix3dc
Get the matrix element value at the given row and column.- Specified by:
getRowColumn
in interfaceMatrix3dc
- Parameters:
row
- the row index in[0..2]
column
- the colum index in[0..2]
- Returns:
- the element value
-
setRowColumn
public Matrix3d setRowColumn(int row, int column, double value)
Set the matrix element at the given row and column to the specified value.- Parameters:
row
- the row index in[0..2]
column
- the colum index in[0..2]
value
- the value- Returns:
- this
-
normal
public Matrix3d normal()
Setthis
matrix to its own normal matrix.The normal matrix of
m
is the transpose of the inverse ofm
.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 casethis
itself is its normal matrix. In this case, useset(Matrix3dc)
to set a given Matrix3f to this matrix.- Returns:
- this
- See Also:
set(Matrix3dc)
-
normal
public Matrix3d normal(Matrix3d dest)
Compute a normal matrix fromthis
matrix and store it intodest
.The normal matrix of
m
is the transpose of the inverse ofm
.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 casethis
itself is its normal matrix. In this case, useset(Matrix3dc)
to set a given Matrix3d to this matrix.- Specified by:
normal
in interfaceMatrix3dc
- Parameters:
dest
- will hold the result- Returns:
- dest
- See Also:
set(Matrix3dc)
-
cofactor
public Matrix3d cofactor()
Compute the cofactor matrix ofthis
.The cofactor matrix can be used instead of
normal()
to transform normals when the orientation of the normals with respect to the surface should be preserved.- Returns:
- this
-
cofactor
public Matrix3d cofactor(Matrix3d dest)
Compute the cofactor matrix ofthis
and store it intodest
.The cofactor matrix can be used instead of
normal(Matrix3d)
to transform normals when the orientation of the normals with respect to the surface should be preserved.
-
lookAlong
public Matrix3d lookAlong(Vector3dc dir, Vector3dc up)
Apply a rotation transformation to this matrix to make-z
point alongdir
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
.- Parameters:
dir
- the direction in space to look alongup
- the direction of 'up'- Returns:
- this
- See Also:
lookAlong(double, double, double, double, double, double)
,setLookAlong(Vector3dc, Vector3dc)
-
lookAlong
public Matrix3d lookAlong(Vector3dc dir, Vector3dc up, Matrix3d dest)
Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
.- Specified by:
lookAlong
in interfaceMatrix3dc
- Parameters:
dir
- the direction in space to look alongup
- the direction of 'up'dest
- will hold the result- Returns:
- dest
- See Also:
lookAlong(double, double, double, double, double, double)
,setLookAlong(Vector3dc, Vector3dc)
-
lookAlong
public Matrix3d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest)
Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
- Specified by:
lookAlong
in interfaceMatrix3dc
- Parameters:
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 result- Returns:
- dest
- See Also:
setLookAlong(double, double, double, double, double, double)
-
lookAlong
public Matrix3d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Apply a rotation transformation to this matrix to make-z
point alongdir
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!In order to set the matrix to a lookalong transformation without post-multiplying it, use
setLookAlong()
- Parameters:
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 vector- Returns:
- this
- See Also:
setLookAlong(double, double, double, double, double, double)
-
setLookAlong
public Matrix3d setLookAlong(Vector3dc dir, Vector3dc up)
Set this matrix to a rotation transformation to make-z
point alongdir
.In order to apply the lookalong transformation to any previous existing transformation, use
lookAlong(Vector3dc, Vector3dc)
.- Parameters:
dir
- the direction in space to look alongup
- the direction of 'up'- Returns:
- this
- See Also:
setLookAlong(Vector3dc, Vector3dc)
,lookAlong(Vector3dc, Vector3dc)
-
setLookAlong
public Matrix3d setLookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a rotation transformation to make-z
point alongdir
.In order to apply the lookalong transformation to any previous existing transformation, use
lookAlong()
- Parameters:
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 vector- Returns:
- this
- See Also:
setLookAlong(double, double, double, double, double, double)
,lookAlong(double, double, double, double, double, double)
-
getScale
public Vector3d getScale(Vector3d dest)
Description copied from interface:Matrix3dc
Get the scaling factors ofthis
matrix for the three base axes.
-
positiveZ
public Vector3d positiveZ(Vector3d dir)
Description copied from interface:Matrix3dc
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.This method is equivalent to the following code:
Matrix3d inv = new Matrix3d(this).invert(); inv.transform(dir.set(0, 0, 1)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix3dc.normalizedPositiveZ(Vector3d)
instead.Reference: http://www.euclideanspace.com
-
normalizedPositiveZ
public Vector3d normalizedPositiveZ(Vector3d dir)
Description copied from interface:Matrix3dc
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method is equivalent to the following code:
Matrix3d inv = new Matrix3d(this).transpose(); inv.transform(dir.set(0, 0, 1));
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveZ
in interfaceMatrix3dc
- Parameters:
dir
- will hold the direction of+Z
- Returns:
- dir
-
positiveX
public Vector3d positiveX(Vector3d dir)
Description copied from interface:Matrix3dc
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.This method is equivalent to the following code:
Matrix3d inv = new Matrix3d(this).invert(); inv.transform(dir.set(1, 0, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix3dc.normalizedPositiveX(Vector3d)
instead.Reference: http://www.euclideanspace.com
-
normalizedPositiveX
public Vector3d normalizedPositiveX(Vector3d dir)
Description copied from interface:Matrix3dc
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method is equivalent to the following code:
Matrix3d inv = new Matrix3d(this).transpose(); inv.transform(dir.set(1, 0, 0));
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveX
in interfaceMatrix3dc
- Parameters:
dir
- will hold the direction of+X
- Returns:
- dir
-
positiveY
public Vector3d positiveY(Vector3d dir)
Description copied from interface:Matrix3dc
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.This method is equivalent to the following code:
Matrix3d inv = new Matrix3d(this).invert(); inv.transform(dir.set(0, 1, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix3dc.normalizedPositiveY(Vector3d)
instead.Reference: http://www.euclideanspace.com
-
normalizedPositiveY
public Vector3d normalizedPositiveY(Vector3d dir)
Description copied from interface:Matrix3dc
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method is equivalent to the following code:
Matrix3d inv = new Matrix3d(this).transpose(); inv.transform(dir.set(0, 1, 0));
Reference: http://www.euclideanspace.com
- Specified by:
normalizedPositiveY
in interfaceMatrix3dc
- Parameters:
dir
- will hold the direction of+Y
- Returns:
- dir
-
hashCode
public int hashCode()
- Overrides:
hashCode
in classjava.lang.Object
-
equals
public boolean equals(java.lang.Object obj)
- Overrides:
equals
in classjava.lang.Object
-
equals
public boolean equals(Matrix3dc m, double delta)
Description copied from interface:Matrix3dc
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Please note that this method is not used by any data structure such as
ArrayList
HashSet
orHashMap
and their operations, such asArrayList.contains(Object)
orHashSet.remove(Object)
, since those data structures only use theObject.equals(Object)
andObject.hashCode()
methods.
-
swap
public Matrix3d swap(Matrix3d other)
Exchange the values ofthis
matrix with the givenother
matrix.- Parameters:
other
- the other matrix to exchange the values with- Returns:
- this
-
add
public Matrix3d add(Matrix3dc other)
Component-wise addthis
andother
.- Parameters:
other
- the other addend- Returns:
- this
-
add
public Matrix3d add(Matrix3dc other, Matrix3d dest)
Description copied from interface:Matrix3dc
Component-wise addthis
andother
and store the result indest
.
-
sub
public Matrix3d sub(Matrix3dc subtrahend)
Component-wise subtractsubtrahend
fromthis
.- Parameters:
subtrahend
- the subtrahend- Returns:
- this
-
sub
public Matrix3d sub(Matrix3dc subtrahend, Matrix3d dest)
Description copied from interface:Matrix3dc
Component-wise subtractsubtrahend
fromthis
and store the result indest
.
-
mulComponentWise
public Matrix3d mulComponentWise(Matrix3dc other)
Component-wise multiplythis
byother
.- Parameters:
other
- the other matrix- Returns:
- this
-
mulComponentWise
public Matrix3d mulComponentWise(Matrix3dc other, Matrix3d dest)
Description copied from interface:Matrix3dc
Component-wise multiplythis
byother
and store the result indest
.- Specified by:
mulComponentWise
in interfaceMatrix3dc
- Parameters:
other
- the other matrixdest
- will hold the result- Returns:
- dest
-
setSkewSymmetric
public Matrix3d setSkewSymmetric(double a, double b, double c)
Set this matrix to a skew-symmetric matrix using the following layout:0, a, -b -a, 0, c b, -c, 0
Reference: https://en.wikipedia.org- Parameters:
a
- the value used for the matrix elements m01 and m10b
- the value used for the matrix elements m02 and m20c
- the value used for the matrix elements m12 and m21- Returns:
- this
-
lerp
public Matrix3d lerp(Matrix3dc other, double t)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
.- Parameters:
other
- the other matrixt
- the interpolation factor between 0.0 and 1.0- Returns:
- this
-
lerp
public Matrix3d lerp(Matrix3dc other, double t, Matrix3d dest)
Description copied from interface:Matrix3dc
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
.
-
rotateTowards
public Matrix3d rotateTowards(Vector3dc direction, Vector3dc up, Matrix3d dest)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdirection
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mul(new Matrix3d().lookAlong(new Vector3d(dir).negate(), up).invert(), dest)
- Specified by:
rotateTowards
in interfaceMatrix3dc
- Parameters:
direction
- the direction to rotate towardsup
- the model's up vectordest
- will hold the result- Returns:
- dest
- See Also:
rotateTowards(double, double, double, double, double, double, Matrix3d)
,rotationTowards(Vector3dc, Vector3dc)
-
rotateTowards
public Matrix3d rotateTowards(Vector3dc direction, Vector3dc up)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdirection
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mul(new Matrix3d().lookAlong(new Vector3d(dir).negate(), up).invert())
- Parameters:
direction
- the direction to orient towardsup
- the up vector- Returns:
- this
- See Also:
rotateTowards(double, double, double, double, double, double)
,rotationTowards(Vector3dc, Vector3dc)
-
rotateTowards
public Matrix3d rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdirection
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mul(new Matrix3d().lookAlong(-dirX, -dirY, -dirZ, upX, upY, upZ).invert())
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
rotateTowards(Vector3dc, Vector3dc)
,rotationTowards(double, double, double, double, double, double)
-
rotateTowards
public Matrix3d rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix3d dest)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without post-multiplying it, use
rotationTowards()
.This method is equivalent to calling:
mul(new Matrix3d().lookAlong(-dirX, -dirY, -dirZ, upX, upY, upZ).invert(), dest)
- Specified by:
rotateTowards
in interfaceMatrix3dc
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
rotateTowards(Vector3dc, Vector3dc)
,rotationTowards(double, double, double, double, double, double)
-
rotationTowards
public Matrix3d rotationTowards(Vector3dc dir, Vector3dc up)
Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis withcenter - eye
.In order to apply the rotation transformation to a previous existing transformation, use
rotateTowards
.This method is equivalent to calling:
setLookAlong(new Vector3d(dir).negate(), up).invert()
- Parameters:
dir
- the direction to orient the local -z axis towardsup
- the up vector- Returns:
- this
- See Also:
rotationTowards(Vector3dc, Vector3dc)
,rotateTowards(double, double, double, double, double, double)
-
rotationTowards
public Matrix3d rotationTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-z
axis withcenter - eye
.In order to apply the rotation transformation to a previous existing transformation, use
rotateTowards
.This method is equivalent to calling:
setLookAlong(-dirX, -dirY, -dirZ, upX, upY, upZ).invert()
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
rotateTowards(Vector3dc, Vector3dc)
,rotationTowards(double, double, double, double, double, double)
-
getEulerAnglesZYX
public Vector3d getEulerAnglesZYX(Vector3d dest)
Description copied from interface:Matrix3dc
Extract the Euler angles from the rotation represented bythis
matrix and store the extracted Euler angles indest
.This method assumes that
this
matrix only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3d.x
field, the angle around Y in theVector3d.y
field and the angle around Z in theVector3d.z
field of the suppliedVector3d
instance.Note that the returned Euler angles must be applied in the order
Z * Y * X
to obtain the identical matrix. This means that callingMatrix3dc.rotateZYX(double, double, double, Matrix3d)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floating-point inaccuracies).Matrix3d m = ...; // <- matrix only representing rotation Matrix3d n = new Matrix3d(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3d()));
Reference: http://en.wikipedia.org/
- Specified by:
getEulerAnglesZYX
in interfaceMatrix3dc
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
getEulerAnglesXYZ
public Vector3d getEulerAnglesXYZ(Vector3d dest)
Description copied from interface:Matrix3dc
Extract the Euler angles from the rotation represented bythis
matrix and store the extracted Euler angles indest
.This method assumes that
this
matrix only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3d.x
field, the angle around Y in theVector3d.y
field and the angle around Z in theVector3d.z
field of the suppliedVector3d
instance.Note that the returned Euler angles must be applied in the order
X * Y * Z
to obtain the identical matrix. This means that callingMatrix3dc.rotateXYZ(double, double, double, Matrix3d)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floating-point inaccuracies).Matrix3d m = ...; // <- matrix only representing rotation Matrix3d n = new Matrix3d(); n.rotateXYZ(m.getEulerAnglesXYZ(new Vector3d()));
Reference: http://en.wikipedia.org/
- Specified by:
getEulerAnglesXYZ
in interfaceMatrix3dc
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
obliqueZ
public Matrix3d obliqueZ(double a, double b)
Apply an oblique projection transformation to this matrix with the given values fora
andb
.If
M
isthis
matrix andO
the oblique transformation matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the oblique transformation will be applied first!The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = z
or in matrix form:1 0 a 0 1 b 0 0 1
- Parameters:
a
- the value for the z factor that applies to xb
- the value for the z factor that applies to y- Returns:
- this
-
obliqueZ
public Matrix3d obliqueZ(double a, double b, Matrix3d dest)
Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.If
M
isthis
matrix andO
the oblique transformation matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the oblique transformation will be applied first!The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = z
or in matrix form:1 0 a 0 1 b 0 0 1
-
reflect
public Matrix3d reflect(double nx, double ny, double nz, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal(nx, ny, nz)
, and store the result indest
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!
-
reflect
public Matrix3d reflect(double nx, double ny, double nz)
Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normal- Returns:
- this
-
reflect
public Matrix3d reflect(Vector3dc normal)
Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
normal
- the plane normal- Returns:
- this
-
reflect
public Matrix3d reflect(Quaterniondc orientation)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation.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 givenQuaterniondc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
orientation
- the plane orientation- Returns:
- this
-
reflect
public Matrix3d reflect(Quaterniondc orientation, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply a mirror/reflection transformation to this matrix that reflects through a plane specified via the plane orientation, and store the result indest
.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 givenQuaterniondc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!
-
reflect
public Matrix3d reflect(Vector3dc normal, Matrix3d dest)
Description copied from interface:Matrix3dc
Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal, and store the result indest
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!
-
reflection
public Matrix3d reflection(double nx, double ny, double nz)
Set this matrix to a mirror/reflection transformation that reflects through the given plane specified via the plane normal.- Parameters:
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normal- Returns:
- this
-
reflection
public Matrix3d reflection(Vector3dc normal)
Set this matrix to a mirror/reflection transformation that reflects through the given plane specified via the plane normal.- Parameters:
normal
- the plane normal- Returns:
- this
-
reflection
public Matrix3d reflection(Quaterniondc orientation)
Set this matrix to a mirror/reflection transformation that reflects through a plane specified via the plane orientation.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 givenQuaterniondc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
.- Parameters:
orientation
- the plane orientation- Returns:
- this
-
isFinite
public boolean isFinite()
Description copied from interface:Matrix3dc
Determine whether all matrix elements are finite floating-point values, that is, they are notNaN
and notinfinity
.
-
quadraticFormProduct
public double quadraticFormProduct(double x, double y, double z)
Description copied from interface:Matrix3dc
Compute(x, y, z)^T * this * (x, y, z)
.- Specified by:
quadraticFormProduct
in interfaceMatrix3dc
- Parameters:
x
- the x coordinate of the vector to multiplyy
- the y coordinate of the vector to multiplyz
- the z coordinate of the vector to multiply- Returns:
- the result
-
quadraticFormProduct
public double quadraticFormProduct(Vector3dc v)
Description copied from interface:Matrix3dc
Computev^T * this * v
.- Specified by:
quadraticFormProduct
in interfaceMatrix3dc
- Parameters:
v
- the vector to multiply- Returns:
- the result
-
quadraticFormProduct
public double quadraticFormProduct(Vector3fc v)
Description copied from interface:Matrix3dc
Computev^T * this * v
.- Specified by:
quadraticFormProduct
in interfaceMatrix3dc
- Parameters:
v
- the vector to multiply- Returns:
- the result
-
mapXZY
public Matrix3d mapXZY()
Multiplythis
by the matrix1 0 0 0 0 1 0 1 0
- Returns:
- this
-
mapXZY
public Matrix3d mapXZY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix1 0 0 0 0 1 0 1 0
and store the result indest
.
-
mapXZnY
public Matrix3d mapXZnY()
Multiplythis
by the matrix1 0 0 0 0 -1 0 1 0
- Returns:
- this
-
mapXZnY
public Matrix3d mapXZnY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix1 0 0 0 0 -1 0 1 0
and store the result indest
.
-
mapXnYnZ
public Matrix3d mapXnYnZ()
Multiplythis
by the matrix1 0 0 0 -1 0 0 0 -1
- Returns:
- this
-
mapXnYnZ
public Matrix3d mapXnYnZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix1 0 0 0 -1 0 0 0 -1
and store the result indest
.
-
mapXnZY
public Matrix3d mapXnZY()
Multiplythis
by the matrix1 0 0 0 0 1 0 -1 0
- Returns:
- this
-
mapXnZY
public Matrix3d mapXnZY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix1 0 0 0 0 1 0 -1 0
and store the result indest
.
-
mapXnZnY
public Matrix3d mapXnZnY()
Multiplythis
by the matrix1 0 0 0 0 -1 0 -1 0
- Returns:
- this
-
mapXnZnY
public Matrix3d mapXnZnY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix1 0 0 0 0 -1 0 -1 0
and store the result indest
.
-
mapYXZ
public Matrix3d mapYXZ()
Multiplythis
by the matrix0 1 0 1 0 0 0 0 1
- Returns:
- this
-
mapYXZ
public Matrix3d mapYXZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 1 0 1 0 0 0 0 1
and store the result indest
.
-
mapYXnZ
public Matrix3d mapYXnZ()
Multiplythis
by the matrix0 1 0 1 0 0 0 0 -1
- Returns:
- this
-
mapYXnZ
public Matrix3d mapYXnZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 1 0 1 0 0 0 0 -1
and store the result indest
.
-
mapYZX
public Matrix3d mapYZX()
Multiplythis
by the matrix0 0 1 1 0 0 0 1 0
- Returns:
- this
-
mapYZX
public Matrix3d mapYZX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 1 1 0 0 0 1 0
and store the result indest
.
-
mapYZnX
public Matrix3d mapYZnX()
Multiplythis
by the matrix0 0 -1 1 0 0 0 1 0
- Returns:
- this
-
mapYZnX
public Matrix3d mapYZnX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 -1 1 0 0 0 1 0
and store the result indest
.
-
mapYnXZ
public Matrix3d mapYnXZ()
Multiplythis
by the matrix0 -1 0 1 0 0 0 0 1
- Returns:
- this
-
mapYnXZ
public Matrix3d mapYnXZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 -1 0 1 0 0 0 0 1
and store the result indest
.
-
mapYnXnZ
public Matrix3d mapYnXnZ()
Multiplythis
by the matrix0 -1 0 1 0 0 0 0 -1
- Returns:
- this
-
mapYnXnZ
public Matrix3d mapYnXnZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 -1 0 1 0 0 0 0 -1
and store the result indest
.
-
mapYnZX
public Matrix3d mapYnZX()
Multiplythis
by the matrix0 0 1 1 0 0 0 -1 0
- Returns:
- this
-
mapYnZX
public Matrix3d mapYnZX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 1 1 0 0 0 -1 0
and store the result indest
.
-
mapYnZnX
public Matrix3d mapYnZnX()
Multiplythis
by the matrix0 0 -1 1 0 0 0 -1 0
- Returns:
- this
-
mapYnZnX
public Matrix3d mapYnZnX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 -1 1 0 0 0 -1 0
and store the result indest
.
-
mapZXY
public Matrix3d mapZXY()
Multiplythis
by the matrix0 1 0 0 0 1 1 0 0
- Returns:
- this
-
mapZXY
public Matrix3d mapZXY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 1 0 0 0 1 1 0 0
and store the result indest
.
-
mapZXnY
public Matrix3d mapZXnY()
Multiplythis
by the matrix0 1 0 0 0 -1 1 0 0
- Returns:
- this
-
mapZXnY
public Matrix3d mapZXnY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 1 0 0 0 -1 1 0 0
and store the result indest
.
-
mapZYX
public Matrix3d mapZYX()
Multiplythis
by the matrix0 0 1 0 1 0 1 0 0
- Returns:
- this
-
mapZYX
public Matrix3d mapZYX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 1 0 1 0 1 0 0
and store the result indest
.
-
mapZYnX
public Matrix3d mapZYnX()
Multiplythis
by the matrix0 0 -1 0 1 0 1 0 0
- Returns:
- this
-
mapZYnX
public Matrix3d mapZYnX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 -1 0 1 0 1 0 0
and store the result indest
.
-
mapZnXY
public Matrix3d mapZnXY()
Multiplythis
by the matrix0 -1 0 0 0 1 1 0 0
- Returns:
- this
-
mapZnXY
public Matrix3d mapZnXY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 -1 0 0 0 1 1 0 0
and store the result indest
.
-
mapZnXnY
public Matrix3d mapZnXnY()
Multiplythis
by the matrix0 -1 0 0 0 -1 1 0 0
- Returns:
- this
-
mapZnXnY
public Matrix3d mapZnXnY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 -1 0 0 0 -1 1 0 0
and store the result indest
.
-
mapZnYX
public Matrix3d mapZnYX()
Multiplythis
by the matrix0 0 1 0 -1 0 1 0 0
- Returns:
- this
-
mapZnYX
public Matrix3d mapZnYX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 1 0 -1 0 1 0 0
and store the result indest
.
-
mapZnYnX
public Matrix3d mapZnYnX()
Multiplythis
by the matrix0 0 -1 0 -1 0 1 0 0
- Returns:
- this
-
mapZnYnX
public Matrix3d mapZnYnX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 -1 0 -1 0 1 0 0
and store the result indest
.
-
mapnXYnZ
public Matrix3d mapnXYnZ()
Multiplythis
by the matrix-1 0 0 0 1 0 0 0 -1
- Returns:
- this
-
mapnXYnZ
public Matrix3d mapnXYnZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix-1 0 0 0 1 0 0 0 -1
and store the result indest
.
-
mapnXZY
public Matrix3d mapnXZY()
Multiplythis
by the matrix-1 0 0 0 0 1 0 1 0
- Returns:
- this
-
mapnXZY
public Matrix3d mapnXZY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix-1 0 0 0 0 1 0 1 0
and store the result indest
.
-
mapnXZnY
public Matrix3d mapnXZnY()
Multiplythis
by the matrix-1 0 0 0 0 -1 0 1 0
- Returns:
- this
-
mapnXZnY
public Matrix3d mapnXZnY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix-1 0 0 0 0 -1 0 1 0
and store the result indest
.
-
mapnXnYZ
public Matrix3d mapnXnYZ()
Multiplythis
by the matrix-1 0 0 0 -1 0 0 0 1
- Returns:
- this
-
mapnXnYZ
public Matrix3d mapnXnYZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix-1 0 0 0 -1 0 0 0 1
and store the result indest
.
-
mapnXnYnZ
public Matrix3d mapnXnYnZ()
Multiplythis
by the matrix-1 0 0 0 -1 0 0 0 -1
- Returns:
- this
-
mapnXnYnZ
public Matrix3d mapnXnYnZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix-1 0 0 0 -1 0 0 0 -1
and store the result indest
.
-
mapnXnZY
public Matrix3d mapnXnZY()
Multiplythis
by the matrix-1 0 0 0 0 1 0 -1 0
- Returns:
- this
-
mapnXnZY
public Matrix3d mapnXnZY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix-1 0 0 0 0 1 0 -1 0
and store the result indest
.
-
mapnXnZnY
public Matrix3d mapnXnZnY()
Multiplythis
by the matrix-1 0 0 0 0 -1 0 -1 0
- Returns:
- this
-
mapnXnZnY
public Matrix3d mapnXnZnY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix-1 0 0 0 0 -1 0 -1 0
and store the result indest
.
-
mapnYXZ
public Matrix3d mapnYXZ()
Multiplythis
by the matrix0 1 0 -1 0 0 0 0 1
- Returns:
- this
-
mapnYXZ
public Matrix3d mapnYXZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 1 0 -1 0 0 0 0 1
and store the result indest
.
-
mapnYXnZ
public Matrix3d mapnYXnZ()
Multiplythis
by the matrix0 1 0 -1 0 0 0 0 -1
- Returns:
- this
-
mapnYXnZ
public Matrix3d mapnYXnZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 1 0 -1 0 0 0 0 -1
and store the result indest
.
-
mapnYZX
public Matrix3d mapnYZX()
Multiplythis
by the matrix0 0 1 -1 0 0 0 1 0
- Returns:
- this
-
mapnYZX
public Matrix3d mapnYZX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 1 -1 0 0 0 1 0
and store the result indest
.
-
mapnYZnX
public Matrix3d mapnYZnX()
Multiplythis
by the matrix0 0 -1 -1 0 0 0 1 0
- Returns:
- this
-
mapnYZnX
public Matrix3d mapnYZnX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 -1 -1 0 0 0 1 0
and store the result indest
.
-
mapnYnXZ
public Matrix3d mapnYnXZ()
Multiplythis
by the matrix0 -1 0 -1 0 0 0 0 1
- Returns:
- this
-
mapnYnXZ
public Matrix3d mapnYnXZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 -1 0 -1 0 0 0 0 1
and store the result indest
.
-
mapnYnXnZ
public Matrix3d mapnYnXnZ()
Multiplythis
by the matrix0 -1 0 -1 0 0 0 0 -1
- Returns:
- this
-
mapnYnXnZ
public Matrix3d mapnYnXnZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 -1 0 -1 0 0 0 0 -1
and store the result indest
.
-
mapnYnZX
public Matrix3d mapnYnZX()
Multiplythis
by the matrix0 0 1 -1 0 0 0 -1 0
- Returns:
- this
-
mapnYnZX
public Matrix3d mapnYnZX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 1 -1 0 0 0 -1 0
and store the result indest
.
-
mapnYnZnX
public Matrix3d mapnYnZnX()
Multiplythis
by the matrix0 0 -1 -1 0 0 0 -1 0
- Returns:
- this
-
mapnYnZnX
public Matrix3d mapnYnZnX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 -1 -1 0 0 0 -1 0
and store the result indest
.
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mapnZXY
public Matrix3d mapnZXY()
Multiplythis
by the matrix0 1 0 0 0 1 -1 0 0
- Returns:
- this
-
mapnZXY
public Matrix3d mapnZXY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 1 0 0 0 1 -1 0 0
and store the result indest
.
-
mapnZXnY
public Matrix3d mapnZXnY()
Multiplythis
by the matrix0 1 0 0 0 -1 -1 0 0
- Returns:
- this
-
mapnZXnY
public Matrix3d mapnZXnY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 1 0 0 0 -1 -1 0 0
and store the result indest
.
-
mapnZYX
public Matrix3d mapnZYX()
Multiplythis
by the matrix0 0 1 0 1 0 -1 0 0
- Returns:
- this
-
mapnZYX
public Matrix3d mapnZYX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 1 0 1 0 -1 0 0
and store the result indest
.
-
mapnZYnX
public Matrix3d mapnZYnX()
Multiplythis
by the matrix0 0 -1 0 1 0 -1 0 0
- Returns:
- this
-
mapnZYnX
public Matrix3d mapnZYnX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 -1 0 1 0 -1 0 0
and store the result indest
.
-
mapnZnXY
public Matrix3d mapnZnXY()
Multiplythis
by the matrix0 -1 0 0 0 1 -1 0 0
- Returns:
- this
-
mapnZnXY
public Matrix3d mapnZnXY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 -1 0 0 0 1 -1 0 0
and store the result indest
.
-
mapnZnXnY
public Matrix3d mapnZnXnY()
Multiplythis
by the matrix0 -1 0 0 0 -1 -1 0 0
- Returns:
- this
-
mapnZnXnY
public Matrix3d mapnZnXnY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 -1 0 0 0 -1 -1 0 0
and store the result indest
.
-
mapnZnYX
public Matrix3d mapnZnYX()
Multiplythis
by the matrix0 0 1 0 -1 0 -1 0 0
- Returns:
- this
-
mapnZnYX
public Matrix3d mapnZnYX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 1 0 -1 0 -1 0 0
and store the result indest
.
-
mapnZnYnX
public Matrix3d mapnZnYnX()
Multiplythis
by the matrix0 0 -1 0 -1 0 -1 0 0
- Returns:
- this
-
mapnZnYnX
public Matrix3d mapnZnYnX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix0 0 -1 0 -1 0 -1 0 0
and store the result indest
.
-
negateX
public Matrix3d negateX()
Multiplythis
by the matrix-1 0 0 0 1 0 0 0 1
- Returns:
- this
-
negateX
public Matrix3d negateX(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix-1 0 0 0 1 0 0 0 1
and store the result indest
.
-
negateY
public Matrix3d negateY()
Multiplythis
by the matrix1 0 0 0 -1 0 0 0 1
- Returns:
- this
-
negateY
public Matrix3d negateY(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix1 0 0 0 -1 0 0 0 1
and store the result indest
.
-
negateZ
public Matrix3d negateZ()
Multiplythis
by the matrix1 0 0 0 1 0 0 0 -1
- Returns:
- this
-
negateZ
public Matrix3d negateZ(Matrix3d dest)
Description copied from interface:Matrix3dc
Multiplythis
by the matrix1 0 0 0 1 0 0 0 -1
and store the result indest
.
-
clone
public java.lang.Object clone() throws java.lang.CloneNotSupportedException
- Overrides:
clone
in classjava.lang.Object
- Throws:
java.lang.CloneNotSupportedException
-
-