Package org.joml

Interface Matrix3x2fc

  • All Known Implementing Classes:
    Matrix3x2f, Matrix3x2fStack

    public interface Matrix3x2fc
    Interface to a read-only view of a 3x2 matrix of single-precision floats.
    Author:
    Kai Burjack
    • Method Summary

      All Methods Instance Methods Abstract Methods 
      Modifier and Type Method Description
      float determinant()
      Return the determinant of this matrix.
      boolean equals​(Matrix3x2fc m, float delta)
      Compare the matrix elements of this matrix with the given matrix using the given delta and return whether all of them are equal within a maximum difference of delta.
      float[] get​(float[] arr)
      Store this matrix into the supplied float array in column-major order.
      float[] get​(float[] arr, int offset)
      Store this matrix into the supplied float array in column-major order at the given offset.
      java.nio.ByteBuffer get​(int index, java.nio.ByteBuffer buffer)
      Store this matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.
      java.nio.FloatBuffer get​(int index, java.nio.FloatBuffer buffer)
      Store this matrix in column-major order into the supplied FloatBuffer 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 supplied ByteBuffer at the current buffer position.
      java.nio.FloatBuffer get​(java.nio.FloatBuffer buffer)
      Store this matrix in column-major order into the supplied FloatBuffer at the current buffer position.
      Matrix3x2f get​(Matrix3x2f dest)
      Get the current values of this matrix and store them into dest.
      float[] get3x3​(float[] arr)
      Store this matrix as an equivalent 3x3 matrix into the supplied float array in column-major order.
      float[] get3x3​(float[] arr, int offset)
      Store this matrix as an equivalent 3x3 matrix into the supplied float array in column-major order at the given offset.
      java.nio.ByteBuffer get3x3​(int index, java.nio.ByteBuffer buffer)
      Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.
      java.nio.FloatBuffer get3x3​(int index, java.nio.FloatBuffer buffer)
      Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.
      java.nio.ByteBuffer get3x3​(java.nio.ByteBuffer buffer)
      Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied ByteBuffer at the current buffer position.
      java.nio.FloatBuffer get3x3​(java.nio.FloatBuffer buffer)
      Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied FloatBuffer at the current buffer position.
      float[] get4x4​(float[] arr)
      Store this matrix as an equivalent 4x4 matrix into the supplied float array in column-major order.
      float[] get4x4​(float[] arr, int offset)
      Store this matrix as an equivalent 4x4 matrix into the supplied float array in column-major order at the given offset.
      java.nio.ByteBuffer get4x4​(int index, java.nio.ByteBuffer buffer)
      Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.
      java.nio.FloatBuffer get4x4​(int index, java.nio.FloatBuffer buffer)
      Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.
      java.nio.ByteBuffer get4x4​(java.nio.ByteBuffer buffer)
      Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position.
      java.nio.FloatBuffer get4x4​(java.nio.FloatBuffer buffer)
      Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position.
      Matrix3x2fc getToAddress​(long address)
      Store this matrix in column-major order at the given off-heap address.
      Matrix3x2f invert​(Matrix3x2f dest)
      Invert the this matrix by assuming a third row in this matrix of (0, 0, 1) and store the result in dest.
      boolean isFinite()
      Determine whether all matrix elements are finite floating-point values, that is, they are not NaN and not infinity.
      float m00()
      Return the value of the matrix element at column 0 and row 0.
      float m01()
      Return the value of the matrix element at column 0 and row 1.
      float m10()
      Return the value of the matrix element at column 1 and row 0.
      float m11()
      Return the value of the matrix element at column 1 and row 1.
      float m20()
      Return the value of the matrix element at column 2 and row 0.
      float m21()
      Return the value of the matrix element at column 2 and row 1.
      Matrix3x2f mul​(Matrix3x2fc right, Matrix3x2f dest)
      Multiply this matrix by the supplied right matrix by assuming a third row in both matrices of (0, 0, 1) and store the result in dest.
      Matrix3x2f mulLocal​(Matrix3x2fc left, Matrix3x2f dest)
      Pre-multiply this matrix by the supplied left matrix and store the result in dest.
      Vector2f normalizedPositiveX​(Vector2f dir)
      Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied.
      Vector2f normalizedPositiveY​(Vector2f dir)
      Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied.
      Vector2f origin​(Vector2f origin)
      Obtain the position that gets transformed to the origin by this matrix.
      Vector2f positiveX​(Vector2f dir)
      Obtain the direction of +X before the transformation represented by this matrix is applied.
      Vector2f positiveY​(Vector2f dir)
      Obtain the direction of +Y before the transformation represented by this matrix is applied.
      Matrix3x2f rotate​(float ang, Matrix3x2f dest)
      Apply a rotation transformation to this matrix by rotating the given amount of radians and store the result in dest.
      Matrix3x2f rotateAbout​(float ang, float x, float y, Matrix3x2f dest)
      Apply a rotation transformation to this matrix by rotating the given amount of radians about the specified rotation center (x, y) and store the result in dest.
      Matrix3x2f rotateLocal​(float ang, Matrix3x2f dest)
      Pre-multiply a rotation to this matrix by rotating the given amount of radians and store the result in dest.
      Matrix3x2f rotateTo​(Vector2fc fromDir, Vector2fc toDir, Matrix3x2f dest)
      Apply a rotation transformation to this matrix that rotates the given normalized fromDir direction vector to point along the normalized toDir, and store the result in dest.
      Matrix3x2f scale​(float x, float y, Matrix3x2f dest)
      Apply scaling to this matrix by scaling the unit axes by the given x and y and store the result in dest.
      Matrix3x2f scale​(float xy, Matrix3x2f dest)
      Apply scaling to this matrix by uniformly scaling the two base axes by the given xy factor and store the result in dest.
      Matrix3x2f scale​(Vector2fc xy, Matrix3x2f dest)
      Apply scaling to this matrix by scaling the base axes by the given xy factors and store the result in dest.
      Matrix3x2f scaleAround​(float sx, float sy, float ox, float oy, Matrix3x2f dest)
      Apply scaling to this matrix by scaling the base axes by the given sx and sy factors while using (ox, oy) as the scaling origin, and store the result in dest.
      Matrix3x2f scaleAround​(float factor, float ox, float oy, Matrix3x2f dest)
      Apply scaling to this matrix by scaling the base axes by the given factor while using (ox, oy) as the scaling origin, and store the result in dest.
      Matrix3x2f scaleAroundLocal​(float sx, float sy, float ox, float oy, Matrix3x2f dest)
      Pre-multiply scaling to this matrix by scaling the base axes by the given sx and sy factors while using the given (ox, oy) as the scaling origin, and store the result in dest.
      Matrix3x2f scaleAroundLocal​(float factor, float ox, float oy, Matrix3x2f dest)
      Pre-multiply scaling to this matrix by scaling the base axes by the given factor while using (ox, oy) as the scaling origin, and store the result in dest.
      Matrix3x2f scaleLocal​(float x, float y, Matrix3x2f dest)
      Pre-multiply scaling to this matrix by scaling the base axes by the given x and y factors and store the result in dest.
      Matrix3x2f scaleLocal​(float xy, Matrix3x2f dest)
      Pre-multiply scaling to this matrix by scaling the two base axes by the given xy factor, and store the result in dest.
      boolean testAar​(float minX, float minY, float maxX, float maxY)
      Test whether the given axis-aligned rectangle is partly or completely within or outside of the frustum defined by this matrix.
      boolean testCircle​(float x, float y, float r)
      Test whether the given circle is partly or completely within or outside of the frustum defined by this matrix.
      boolean testPoint​(float x, float y)
      Test whether the given point (x, y) is within the frustum defined by this matrix.
      Vector3f transform​(float x, float y, float z, Vector3f dest)
      Transform/multiply the given vector (x, y, z) by this matrix and store the result in dest.
      Vector3f transform​(Vector3f v)
      Transform/multiply the given vector by this matrix by assuming a third row in this matrix of (0, 0, 1) and store the result in that vector.
      Vector3f transform​(Vector3f v, Vector3f dest)
      Transform/multiply the given vector by this matrix and store the result in dest.
      Vector2f transformDirection​(float x, float y, Vector2f dest)
      Transform/multiply the given 2D-vector (x, y), as if it was a 3D-vector with z=0, by this matrix and store the result in dest.
      Vector2f transformDirection​(Vector2f v)
      Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result in that vector.
      Vector2f transformDirection​(Vector2fc v, Vector2f dest)
      Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result in dest.
      Vector2f transformPosition​(float x, float y, Vector2f dest)
      Transform/multiply the given 2D-vector (x, y), as if it was a 3D-vector with z=1, by this matrix and store the result in dest.
      Vector2f transformPosition​(Vector2f v)
      Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result in that vector.
      Vector2f transformPosition​(Vector2fc v, Vector2f dest)
      Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result in dest.
      Matrix3x2f translate​(float x, float y, Matrix3x2f dest)
      Apply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.
      Matrix3x2f translate​(Vector2fc offset, Matrix3x2f dest)
      Apply a translation to this matrix by translating by the given number of units in x and y, and store the result in dest.
      Matrix3x2f translateLocal​(float x, float y, Matrix3x2f dest)
      Pre-multiply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.
      Matrix3x2f translateLocal​(Vector2fc offset, Matrix3x2f dest)
      Pre-multiply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.
      Vector2f unproject​(float winX, float winY, int[] viewport, Vector2f dest)
      Unproject the given window coordinates (winX, winY) by this matrix using the specified viewport.
      Vector2f unprojectInv​(float winX, float winY, int[] viewport, Vector2f dest)
      Unproject the given window coordinates (winX, winY) by this matrix using the specified viewport.
      Matrix3x2f view​(float left, float right, float bottom, float top, Matrix3x2f dest)
      Apply a "view" transformation to this matrix that maps the given (left, bottom) and (right, top) corners to (-1, -1) and (1, 1) respectively and store the result in dest.
      float[] viewArea​(float[] area)
      Obtain the extents of the view transformation of this matrix and store it in area.
    • Method Detail

      • m00

        float m00()
        Return the value of the matrix element at column 0 and row 0.
        Returns:
        the value of the matrix element
      • m01

        float m01()
        Return the value of the matrix element at column 0 and row 1.
        Returns:
        the value of the matrix element
      • m10

        float m10()
        Return the value of the matrix element at column 1 and row 0.
        Returns:
        the value of the matrix element
      • m11

        float m11()
        Return the value of the matrix element at column 1 and row 1.
        Returns:
        the value of the matrix element
      • m20

        float m20()
        Return the value of the matrix element at column 2 and row 0.
        Returns:
        the value of the matrix element
      • m21

        float m21()
        Return the value of the matrix element at column 2 and row 1.
        Returns:
        the value of the matrix element
      • mul

        Matrix3x2f mul​(Matrix3x2fc right,
                       Matrix3x2f dest)
        Multiply this matrix by the supplied right matrix by assuming a third row in both matrices of (0, 0, 1) and store the result in dest.

        If M is this matrix and R the right matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the transformation of the right matrix will be applied first!

        Parameters:
        right - the right operand of the matrix multiplication
        dest - will hold the result
        Returns:
        dest
      • mulLocal

        Matrix3x2f mulLocal​(Matrix3x2fc left,
                            Matrix3x2f dest)
        Pre-multiply this matrix by the supplied left matrix and store the result in dest.

        If M is this matrix and L the left matrix, then the new matrix will be L * M. So when transforming a vector v with the new matrix by using L * M * v, the transformation of this matrix will be applied first!

        Parameters:
        left - the left operand of the matrix multiplication
        dest - the destination matrix, which will hold the result
        Returns:
        dest
      • determinant

        float determinant()
        Return the determinant of this matrix.
        Returns:
        the determinant
      • invert

        Matrix3x2f invert​(Matrix3x2f dest)
        Invert the this matrix by assuming a third row in this matrix of (0, 0, 1) and store the result in dest.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • translate

        Matrix3x2f translate​(float x,
                             float y,
                             Matrix3x2f dest)
        Apply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.

        If M is this matrix and T the translation matrix, then the new matrix will be M * T. So when transforming a vector v with the new matrix by using M * T * v, the translation will be applied first!

        Parameters:
        x - the offset to translate in x
        y - the offset to translate in y
        dest - will hold the result
        Returns:
        dest
      • translate

        Matrix3x2f translate​(Vector2fc offset,
                             Matrix3x2f dest)
        Apply a translation to this matrix by translating by the given number of units in x and y, and store the result in dest.

        If M is this matrix and T the translation matrix, then the new matrix will be M * T. So when transforming a vector v with the new matrix by using M * T * v, the translation will be applied first!

        Parameters:
        offset - the offset to translate
        dest - will hold the result
        Returns:
        dest
      • translateLocal

        Matrix3x2f translateLocal​(Vector2fc offset,
                                  Matrix3x2f dest)
        Pre-multiply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.

        If M is this matrix and T the translation matrix, then the new matrix will be T * M. So when transforming a vector v with the new matrix by using T * M * v, the translation will be applied last!

        Parameters:
        offset - the number of units in x and y by which to translate
        dest - will hold the result
        Returns:
        dest
      • translateLocal

        Matrix3x2f translateLocal​(float x,
                                  float y,
                                  Matrix3x2f dest)
        Pre-multiply a translation to this matrix by translating by the given number of units in x and y and store the result in dest.

        If M is this matrix and T the translation matrix, then the new matrix will be T * M. So when transforming a vector v with the new matrix by using T * M * v, the translation will be applied last!

        Parameters:
        x - the offset to translate in x
        y - the offset to translate in y
        dest - will hold the result
        Returns:
        dest
      • get

        Matrix3x2f get​(Matrix3x2f dest)
        Get the current values of this matrix and store them into dest.
        Parameters:
        dest - the destination matrix
        Returns:
        dest
      • get

        java.nio.FloatBuffer get​(java.nio.FloatBuffer buffer)
        Store this matrix in column-major order into the supplied FloatBuffer at the current buffer position.

        This method will not increment the position of the given FloatBuffer.

        In order to specify the offset into the FloatBuffer at which the matrix is stored, use get(int, FloatBuffer), taking the absolute position as parameter.

        Parameters:
        buffer - will receive the values of this matrix in column-major order at its current position
        Returns:
        the passed in buffer
        See Also:
        get(int, FloatBuffer)
      • get

        java.nio.FloatBuffer get​(int index,
                                 java.nio.FloatBuffer buffer)
        Store this matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.

        This method will not increment the position of the given FloatBuffer.

        Parameters:
        index - the absolute position into the FloatBuffer
        buffer - will receive the values of this matrix in column-major order
        Returns:
        the passed in buffer
      • get

        java.nio.ByteBuffer get​(java.nio.ByteBuffer buffer)
        Store this matrix in column-major order into the supplied ByteBuffer at the current buffer position.

        This method will not increment the position of the given ByteBuffer.

        In order to specify the offset into the ByteBuffer at which the matrix is stored, use get(int, ByteBuffer), taking the absolute position as parameter.

        Parameters:
        buffer - will receive the values of this matrix in column-major order at its current position
        Returns:
        the passed in buffer
        See Also:
        get(int, ByteBuffer)
      • get

        java.nio.ByteBuffer get​(int index,
                                java.nio.ByteBuffer buffer)
        Store this matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.

        This method will not increment the position of the given ByteBuffer.

        Parameters:
        index - the absolute position into the ByteBuffer
        buffer - will receive the values of this matrix in column-major order
        Returns:
        the passed in buffer
      • get3x3

        java.nio.FloatBuffer get3x3​(java.nio.FloatBuffer buffer)
        Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied FloatBuffer at the current buffer position.

        This method will not increment the position of the given FloatBuffer.

        In order to specify the offset into the FloatBuffer at which the matrix is stored, use get3x3(int, FloatBuffer), taking the absolute position as parameter.

        Parameters:
        buffer - will receive the values of this matrix in column-major order at its current position
        Returns:
        the passed in buffer
        See Also:
        get3x3(int, FloatBuffer)
      • get3x3

        java.nio.FloatBuffer get3x3​(int index,
                                    java.nio.FloatBuffer buffer)
        Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.

        This method will not increment the position of the given FloatBuffer.

        Parameters:
        index - the absolute position into the FloatBuffer
        buffer - will receive the values of this matrix in column-major order
        Returns:
        the passed in buffer
      • get3x3

        java.nio.ByteBuffer get3x3​(java.nio.ByteBuffer buffer)
        Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied ByteBuffer at the current buffer position.

        This method will not increment the position of the given ByteBuffer.

        In order to specify the offset into the ByteBuffer at which the matrix is stored, use get3x3(int, ByteBuffer), taking the absolute position as parameter.

        Parameters:
        buffer - will receive the values of this matrix in column-major order at its current position
        Returns:
        the passed in buffer
        See Also:
        get3x3(int, ByteBuffer)
      • get3x3

        java.nio.ByteBuffer get3x3​(int index,
                                   java.nio.ByteBuffer buffer)
        Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.

        This method will not increment the position of the given ByteBuffer.

        Parameters:
        index - the absolute position into the ByteBuffer
        buffer - will receive the values of this matrix in column-major order
        Returns:
        the passed in buffer
      • get4x4

        java.nio.FloatBuffer get4x4​(java.nio.FloatBuffer buffer)
        Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position.

        This method will not increment the position of the given FloatBuffer.

        In order to specify the offset into the FloatBuffer at which the matrix is stored, use get4x4(int, FloatBuffer), taking the absolute position as parameter.

        Parameters:
        buffer - will receive the values of this matrix in column-major order at its current position
        Returns:
        the passed in buffer
        See Also:
        get4x4(int, FloatBuffer)
      • get4x4

        java.nio.FloatBuffer get4x4​(int index,
                                    java.nio.FloatBuffer buffer)
        Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.

        This method will not increment the position of the given FloatBuffer.

        Parameters:
        index - the absolute position into the FloatBuffer
        buffer - will receive the values of this matrix in column-major order
        Returns:
        the passed in buffer
      • get4x4

        java.nio.ByteBuffer get4x4​(java.nio.ByteBuffer buffer)
        Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position.

        This method will not increment the position of the given ByteBuffer.

        In order to specify the offset into the ByteBuffer at which the matrix is stored, use get4x4(int, ByteBuffer), taking the absolute position as parameter.

        Parameters:
        buffer - will receive the values of this matrix in column-major order at its current position
        Returns:
        the passed in buffer
        See Also:
        get4x4(int, ByteBuffer)
      • get4x4

        java.nio.ByteBuffer get4x4​(int index,
                                   java.nio.ByteBuffer buffer)
        Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.

        This method will not increment the position of the given ByteBuffer.

        Parameters:
        index - the absolute position into the ByteBuffer
        buffer - will receive the values of this matrix in column-major order
        Returns:
        the passed in buffer
      • getToAddress

        Matrix3x2fc getToAddress​(long address)
        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.

        Parameters:
        address - the off-heap address where to store this matrix
        Returns:
        this
      • get

        float[] get​(float[] arr,
                    int offset)
        Store this matrix into the supplied float array in column-major order at the given offset.
        Parameters:
        arr - the array to write the matrix values into
        offset - the offset into the array
        Returns:
        the passed in array
      • get

        float[] get​(float[] arr)
        Store this matrix into the supplied float array in column-major order.

        In order to specify an explicit offset into the array, use the method get(float[], int).

        Parameters:
        arr - the array to write the matrix values into
        Returns:
        the passed in array
        See Also:
        get(float[], int)
      • get3x3

        float[] get3x3​(float[] arr,
                       int offset)
        Store this matrix as an equivalent 3x3 matrix into the supplied float array in column-major order at the given offset.
        Parameters:
        arr - the array to write the matrix values into
        offset - the offset into the array
        Returns:
        the passed in array
      • get3x3

        float[] get3x3​(float[] arr)
        Store this matrix as an equivalent 3x3 matrix into the supplied float array in column-major order.

        In order to specify an explicit offset into the array, use the method get3x3(float[], int).

        Parameters:
        arr - the array to write the matrix values into
        Returns:
        the passed in array
        See Also:
        get3x3(float[], int)
      • get4x4

        float[] get4x4​(float[] arr,
                       int offset)
        Store this matrix as an equivalent 4x4 matrix into the supplied float array in column-major order at the given offset.
        Parameters:
        arr - the array to write the matrix values into
        offset - the offset into the array
        Returns:
        the passed in array
      • get4x4

        float[] get4x4​(float[] arr)
        Store this matrix as an equivalent 4x4 matrix into the supplied float array in column-major order.

        In order to specify an explicit offset into the array, use the method get4x4(float[], int).

        Parameters:
        arr - the array to write the matrix values into
        Returns:
        the passed in array
        See Also:
        get4x4(float[], int)
      • scale

        Matrix3x2f scale​(float x,
                         float y,
                         Matrix3x2f dest)
        Apply scaling to this matrix by scaling the unit axes by the given x and y and store the result in dest.

        If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v, the scaling will be applied first!

        Parameters:
        x - the factor of the x component
        y - the factor of the y component
        dest - will hold the result
        Returns:
        dest
      • scale

        Matrix3x2f scale​(Vector2fc xy,
                         Matrix3x2f dest)
        Apply scaling to this matrix by scaling the base axes by the given xy factors and store the result in dest.

        If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v, the scaling will be applied first!

        Parameters:
        xy - the factors of the x and y component, respectively
        dest - will hold the result
        Returns:
        dest
      • scaleAroundLocal

        Matrix3x2f scaleAroundLocal​(float sx,
                                    float sy,
                                    float ox,
                                    float oy,
                                    Matrix3x2f dest)
        Pre-multiply scaling to this matrix by scaling the base axes by the given sx and sy factors while using the given (ox, oy) as the scaling origin, and store the result in dest.

        If M is this matrix and S the scaling matrix, then the new matrix will be S * M. So when transforming a vector v with the new matrix by using S * M * v , the scaling will be applied last!

        This method is equivalent to calling: new Matrix3x2f().translate(ox, oy).scale(sx, sy).translate(-ox, -oy).mul(this, dest)

        Parameters:
        sx - the scaling factor of the x component
        sy - the scaling factor of the y component
        ox - the x coordinate of the scaling origin
        oy - the y coordinate of the scaling origin
        dest - will hold the result
        Returns:
        dest
      • scaleAroundLocal

        Matrix3x2f scaleAroundLocal​(float factor,
                                    float ox,
                                    float oy,
                                    Matrix3x2f dest)
        Pre-multiply scaling to this matrix by scaling the base axes by the given factor while using (ox, oy) as the scaling origin, and store the result in dest.

        If M is this matrix and S the scaling matrix, then the new matrix will be S * M. So when transforming a vector v with the new matrix by using S * M * v, the scaling will be applied last!

        This method is equivalent to calling: new Matrix3x2f().translate(ox, oy).scale(factor).translate(-ox, -oy).mul(this, dest)

        Parameters:
        factor - the scaling factor for all three axes
        ox - the x coordinate of the scaling origin
        oy - the y coordinate of the scaling origin
        dest - will hold the result
        Returns:
        this
      • scale

        Matrix3x2f scale​(float xy,
                         Matrix3x2f dest)
        Apply scaling to this matrix by uniformly scaling the two base axes by the given xy factor and store the result in dest.

        If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v, the scaling will be applied first!

        Parameters:
        xy - the factor for the two components
        dest - will hold the result
        Returns:
        dest
        See Also:
        scale(float, float, Matrix3x2f)
      • scaleLocal

        Matrix3x2f scaleLocal​(float xy,
                              Matrix3x2f dest)
        Pre-multiply scaling to this matrix by scaling the two base axes by the given xy factor, and store the result in dest.

        If M is this matrix and S the scaling matrix, then the new matrix will be S * M. So when transforming a vector v with the new matrix by using S * M * v , the scaling will be applied last!

        Parameters:
        xy - the factor to scale all two base axes by
        dest - will hold the result
        Returns:
        dest
      • scaleLocal

        Matrix3x2f scaleLocal​(float x,
                              float y,
                              Matrix3x2f dest)
        Pre-multiply scaling to this matrix by scaling the base axes by the given x and y factors and store the result in dest.

        If M is this matrix and S the scaling matrix, then the new matrix will be S * M. So when transforming a vector v with the new matrix by using S * M * v , the scaling will be applied last!

        Parameters:
        x - the factor of the x component
        y - the factor of the y component
        dest - will hold the result
        Returns:
        dest
      • scaleAround

        Matrix3x2f scaleAround​(float sx,
                               float sy,
                               float ox,
                               float oy,
                               Matrix3x2f dest)
        Apply scaling to this matrix by scaling the base axes by the given sx and sy factors while using (ox, oy) as the scaling origin, and store the result in dest.

        If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v , the scaling will be applied first!

        This method is equivalent to calling: translate(ox, oy, dest).scale(sx, sy).translate(-ox, -oy)

        Parameters:
        sx - the scaling factor of the x component
        sy - the scaling factor of the y component
        ox - the x coordinate of the scaling origin
        oy - the y coordinate of the scaling origin
        dest - will hold the result
        Returns:
        dest
      • scaleAround

        Matrix3x2f scaleAround​(float factor,
                               float ox,
                               float oy,
                               Matrix3x2f dest)
        Apply scaling to this matrix by scaling the base axes by the given factor while using (ox, oy) as the scaling origin, and store the result in dest.

        If M is this matrix and S the scaling matrix, then the new matrix will be M * S. So when transforming a vector v with the new matrix by using M * S * v, the scaling will be applied first!

        This method is equivalent to calling: translate(ox, oy, dest).scale(factor).translate(-ox, -oy)

        Parameters:
        factor - the scaling factor for all three axes
        ox - the x coordinate of the scaling origin
        oy - the y coordinate of the scaling origin
        dest - will hold the result
        Returns:
        this
      • transform

        Vector3f transform​(Vector3f v)
        Transform/multiply the given vector by this matrix by assuming a third row in this matrix of (0, 0, 1) and store the result in that vector.
        Parameters:
        v - the vector to transform and to hold the final result
        Returns:
        v
        See Also:
        Vector3f.mul(Matrix3x2fc)
      • transform

        Vector3f transform​(float x,
                           float y,
                           float z,
                           Vector3f dest)
        Transform/multiply the given vector (x, y, z) by this matrix and store the result in dest.
        Parameters:
        x - the x component of the vector to transform
        y - the y component of the vector to transform
        z - the z component of the vector to transform
        dest - will contain the result
        Returns:
        dest
      • transformPosition

        Vector2f transformPosition​(Vector2f v)
        Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result in that vector.

        The given 2D-vector is treated as a 3D-vector with its z-component being 1.0, so it will represent a position/location in 2D-space rather than a direction.

        In order to store the result in another vector, use transformPosition(Vector2fc, Vector2f).

        Parameters:
        v - the vector to transform and to hold the final result
        Returns:
        v
        See Also:
        transformPosition(Vector2fc, Vector2f), transform(Vector3f)
      • transformPosition

        Vector2f transformPosition​(Vector2fc v,
                                   Vector2f dest)
        Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result in dest.

        The given 2D-vector is treated as a 3D-vector with its z-component being 1.0, so it will represent a position/location in 2D-space rather than a direction.

        In order to store the result in the same vector, use transformPosition(Vector2f).

        Parameters:
        v - the vector to transform
        dest - will hold the result
        Returns:
        dest
        See Also:
        transformPosition(Vector2f), transform(Vector3f, Vector3f)
      • transformPosition

        Vector2f transformPosition​(float x,
                                   float y,
                                   Vector2f dest)
        Transform/multiply the given 2D-vector (x, y), as if it was a 3D-vector with z=1, by this matrix and store the result in dest.

        The given 2D-vector is treated as a 3D-vector with its z-component being 1.0, so it will represent a position/location in 2D-space rather than a direction.

        In order to store the result in the same vector, use transformPosition(Vector2f).

        Parameters:
        x - the x component of the vector to transform
        y - the y component of the vector to transform
        dest - will hold the result
        Returns:
        dest
        See Also:
        transformPosition(Vector2f), transform(Vector3f, Vector3f)
      • transformDirection

        Vector2f transformDirection​(Vector2f v)
        Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result in that vector.

        The given 2D-vector is treated as a 3D-vector with its z-component being 0.0, so it will represent a direction in 2D-space rather than a position. This method will therefore not take the translation part of the matrix into account.

        In order to store the result in another vector, use transformDirection(Vector2fc, Vector2f).

        Parameters:
        v - the vector to transform and to hold the final result
        Returns:
        v
        See Also:
        transformDirection(Vector2fc, Vector2f)
      • transformDirection

        Vector2f transformDirection​(Vector2fc v,
                                    Vector2f dest)
        Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result in dest.

        The given 2D-vector is treated as a 3D-vector with its z-component being 0.0, so it will represent a direction in 2D-space rather than a position. This method will therefore not take the translation part of the matrix into account.

        In order to store the result in the same vector, use transformDirection(Vector2f).

        Parameters:
        v - the vector to transform
        dest - will hold the result
        Returns:
        dest
        See Also:
        transformDirection(Vector2f)
      • transformDirection

        Vector2f transformDirection​(float x,
                                    float y,
                                    Vector2f dest)
        Transform/multiply the given 2D-vector (x, y), as if it was a 3D-vector with z=0, by this matrix and store the result in dest.

        The given 2D-vector is treated as a 3D-vector with its z-component being 0.0, so it will represent a direction in 2D-space rather than a position. This method will therefore not take the translation part of the matrix into account.

        In order to store the result in the same vector, use transformDirection(Vector2f).

        Parameters:
        x - the x component of the vector to transform
        y - the y component of the vector to transform
        dest - will hold the result
        Returns:
        dest
        See Also:
        transformDirection(Vector2f)
      • rotate

        Matrix3x2f rotate​(float ang,
                          Matrix3x2f dest)
        Apply a rotation transformation to this matrix by rotating the given amount of radians and store the result in dest.

        If M is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

        Parameters:
        ang - the angle in radians
        dest - will hold the result
        Returns:
        dest
      • rotateLocal

        Matrix3x2f rotateLocal​(float ang,
                               Matrix3x2f dest)
        Pre-multiply a rotation to this matrix by rotating the given amount of radians and store the result in dest.

        If M is this matrix and R the rotation matrix, then the new matrix will be R * M. So when transforming a vector v with the new matrix by using R * M * v, the rotation will be applied last!

        Reference: http://en.wikipedia.org

        Parameters:
        ang - the angle in radians
        dest - will hold the result
        Returns:
        dest
      • rotateAbout

        Matrix3x2f rotateAbout​(float ang,
                               float x,
                               float y,
                               Matrix3x2f dest)
        Apply a rotation transformation to this matrix by rotating the given amount of radians about the specified rotation center (x, y) and store the result in dest.

        This method is equivalent to calling: translate(x, y, dest).rotate(ang).translate(-x, -y)

        If M is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

        Parameters:
        ang - the angle in radians
        x - the x component of the rotation center
        y - the y component of the rotation center
        dest - will hold the result
        Returns:
        dest
        See Also:
        translate(float, float, Matrix3x2f), rotate(float, Matrix3x2f)
      • rotateTo

        Matrix3x2f rotateTo​(Vector2fc fromDir,
                            Vector2fc toDir,
                            Matrix3x2f dest)
        Apply a rotation transformation to this matrix that rotates the given normalized fromDir direction vector to point along the normalized toDir, and store the result in dest.

        If M is this matrix and R the rotation matrix, then the new matrix will be M * R. So when transforming a vector v with the new matrix by using M * R * v, the rotation will be applied first!

        Parameters:
        fromDir - the normalized direction which should be rotate to point along toDir
        toDir - the normalized destination direction
        dest - will hold the result
        Returns:
        dest
      • view

        Matrix3x2f view​(float left,
                        float right,
                        float bottom,
                        float top,
                        Matrix3x2f dest)
        Apply a "view" transformation to this matrix that maps the given (left, bottom) and (right, top) corners to (-1, -1) and (1, 1) respectively and store the result in dest.

        If M is this matrix and O the orthographic projection matrix, then the new matrix will be M * O. So when transforming a vector v with the new matrix by using M * O * v, the orthographic projection transformation will be applied first!

        Parameters:
        left - the distance from the center to the left view edge
        right - the distance from the center to the right view edge
        bottom - the distance from the center to the bottom view edge
        top - the distance from the center to the top view edge
        dest - will hold the result
        Returns:
        dest
      • origin

        Vector2f origin​(Vector2f origin)
        Obtain the position that gets transformed to the origin by this matrix. This can be used to get the position of the "camera" from a given view transformation matrix.

        This method is equivalent to the following code:

         Matrix3x2f inv = new Matrix3x2f(this).invertAffine();
         inv.transform(origin.set(0, 0));
         
        Parameters:
        origin - will hold the position transformed to the origin
        Returns:
        origin
      • viewArea

        float[] viewArea​(float[] area)
        Obtain the extents of the view transformation of this matrix and store it in area. This can be used to determine which region of the screen (i.e. the NDC space) is covered by the view.
        Parameters:
        area - will hold the view area as [minX, minY, maxX, maxY]
        Returns:
        area
      • positiveX

        Vector2f positiveX​(Vector2f dir)
        Obtain the direction of +X before the transformation represented by this matrix is applied.

        This method uses the rotation component of the left 2x2 submatrix to obtain the direction that is transformed to +X by this matrix.

        This method is equivalent to the following code:

         Matrix3x2f inv = new Matrix3x2f(this).invert();
         inv.transformDirection(dir.set(1, 0)).normalize();
         
        If this is already an orthogonal matrix, then consider using normalizedPositiveX(Vector2f) instead.

        Reference: http://www.euclideanspace.com

        Parameters:
        dir - will hold the direction of +X
        Returns:
        dir
      • normalizedPositiveX

        Vector2f normalizedPositiveX​(Vector2f dir)
        Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied. This method only produces correct results if this is an orthogonal matrix.

        This method uses the rotation component of the left 2x2 submatrix to obtain the direction that is transformed to +X by this matrix.

        This method is equivalent to the following code:

         Matrix3x2f inv = new Matrix3x2f(this).transpose();
         inv.transformDirection(dir.set(1, 0));
         

        Reference: http://www.euclideanspace.com

        Parameters:
        dir - will hold the direction of +X
        Returns:
        dir
      • positiveY

        Vector2f positiveY​(Vector2f dir)
        Obtain the direction of +Y before the transformation represented by this matrix is applied.

        This method uses the rotation component of the left 2x2 submatrix to obtain the direction that is transformed to +Y by this matrix.

        This method is equivalent to the following code:

         Matrix3x2f inv = new Matrix3x2f(this).invert();
         inv.transformDirection(dir.set(0, 1)).normalize();
         
        If this is already an orthogonal matrix, then consider using normalizedPositiveY(Vector2f) instead.

        Reference: http://www.euclideanspace.com

        Parameters:
        dir - will hold the direction of +Y
        Returns:
        dir
      • normalizedPositiveY

        Vector2f normalizedPositiveY​(Vector2f dir)
        Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied. This method only produces correct results if this is an orthogonal matrix.

        This method uses the rotation component of the left 2x2 submatrix to obtain the direction that is transformed to +Y by this matrix.

        This method is equivalent to the following code:

         Matrix3x2f inv = new Matrix3x2f(this).transpose();
         inv.transformDirection(dir.set(0, 1));
         

        Reference: http://www.euclideanspace.com

        Parameters:
        dir - will hold the direction of +Y
        Returns:
        dir
      • unproject

        Vector2f unproject​(float winX,
                           float winY,
                           int[] viewport,
                           Vector2f dest)
        Unproject the given window coordinates (winX, winY) by this matrix using the specified viewport.

        This method first converts the given window coordinates to normalized device coordinates in the range [-1..1] and then transforms those NDC coordinates by the inverse of this matrix.

        As a necessary computation step for unprojecting, this method computes the inverse of this matrix. In order to avoid computing the matrix inverse with every invocation, the inverse of this matrix can be built once outside using invert(Matrix3x2f) and then the method unprojectInv() can be invoked on it.

        Parameters:
        winX - the x-coordinate in window coordinates (pixels)
        winY - the y-coordinate in window coordinates (pixels)
        viewport - the viewport described by [x, y, width, height]
        dest - will hold the unprojected position
        Returns:
        dest
        See Also:
        unprojectInv(float, float, int[], Vector2f), invert(Matrix3x2f)
      • unprojectInv

        Vector2f unprojectInv​(float winX,
                              float winY,
                              int[] viewport,
                              Vector2f dest)
        Unproject the given window coordinates (winX, winY) by this matrix using the specified viewport.

        This method differs from unproject() in that it assumes that this is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.

        Parameters:
        winX - the x-coordinate in window coordinates (pixels)
        winY - the y-coordinate in window coordinates (pixels)
        viewport - the viewport described by [x, y, width, height]
        dest - will hold the unprojected position
        Returns:
        dest
        See Also:
        unproject(float, float, int[], Vector2f)
      • testPoint

        boolean testPoint​(float x,
                          float y)
        Test whether the given point (x, y) is within the frustum defined by this matrix.

        This method assumes this matrix to be a transformation from any arbitrary coordinate system/space M into standard OpenGL clip space and tests whether the given point with the coordinates (x, y, z) given in space M is within the clip space.

        Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix

        Parameters:
        x - the x-coordinate of the point
        y - the y-coordinate of the point
        Returns:
        true if the given point is inside the frustum; false otherwise
      • testCircle

        boolean testCircle​(float x,
                           float y,
                           float r)
        Test whether the given circle is partly or completely within or outside of the frustum defined by this matrix.

        This method assumes this matrix to be a transformation from any arbitrary coordinate system/space M into standard OpenGL clip space and tests whether the given sphere with the coordinates (x, y, z) given in space M is within the clip space.

        Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix

        Parameters:
        x - the x-coordinate of the circle's center
        y - the y-coordinate of the circle's center
        r - the circle's radius
        Returns:
        true if the given circle is partly or completely inside the frustum; false otherwise
      • testAar

        boolean testAar​(float minX,
                        float minY,
                        float maxX,
                        float maxY)
        Test whether the given axis-aligned rectangle is partly or completely within or outside of the frustum defined by this matrix. The rectangle is specified via its min and max corner coordinates.

        This method assumes this matrix to be a transformation from any arbitrary coordinate system/space M into standard OpenGL clip space and tests whether the given axis-aligned rectangle with its minimum corner coordinates (minX, minY, minZ) and maximum corner coordinates (maxX, maxY, maxZ) given in space M is within the clip space.

        Reference: Efficient View Frustum Culling
        Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix

        Parameters:
        minX - the x-coordinate of the minimum corner
        minY - the y-coordinate of the minimum corner
        maxX - the x-coordinate of the maximum corner
        maxY - the y-coordinate of the maximum corner
        Returns:
        true if the axis-aligned box is completely or partly inside of the frustum; false otherwise
      • equals

        boolean equals​(Matrix3x2fc m,
                       float delta)
        Compare the matrix elements of this matrix with the given matrix using the given delta and return whether all of them are equal within a maximum difference of delta.

        Please note that this method is not used by any data structure such as ArrayList HashSet or HashMap and their operations, such as ArrayList.contains(Object) or HashSet.remove(Object), since those data structures only use the Object.equals(Object) and Object.hashCode() methods.

        Parameters:
        m - the other matrix
        delta - the allowed maximum difference
        Returns:
        true whether all of the matrix elements are equal; false otherwise
      • isFinite

        boolean isFinite()
        Determine whether all matrix elements are finite floating-point values, that is, they are not NaN and not infinity.
        Returns:
        true if all components are finite floating-point values; false otherwise