Class Matrix4f
 java.lang.Object

 org.joml.Matrix4f

 All Implemented Interfaces:
java.io.Externalizable
,java.io.Serializable
,java.lang.Cloneable
,Matrix4fc
 Direct Known Subclasses:
Matrix4fStack
public class Matrix4f extends java.lang.Object implements java.io.Externalizable, java.lang.Cloneable, Matrix4fc
Contains the definition of a 4x4 matrix of floats, and associated functions to transform it. The matrix is columnmajor to match OpenGL's interpretation, and it looks like this:m00 m10 m20 m30
m01 m11 m21 m31
m02 m12 m22 m32
m03 m13 m23 m33 Author:
 Richard Greenlees, Kai Burjack
 See Also:
 Serialized Form


Field Summary

Fields inherited from interface org.joml.Matrix4fc
CORNER_NXNYNZ, CORNER_NXNYPZ, CORNER_NXPYNZ, CORNER_NXPYPZ, CORNER_PXNYNZ, CORNER_PXNYPZ, CORNER_PXPYNZ, CORNER_PXPYPZ, PLANE_NX, PLANE_NY, PLANE_NZ, PLANE_PX, PLANE_PY, PLANE_PZ, PROPERTY_AFFINE, PROPERTY_IDENTITY, PROPERTY_ORTHONORMAL, PROPERTY_PERSPECTIVE, PROPERTY_TRANSLATION


Constructor Summary
Constructors Constructor Description Matrix4f()
Matrix4f(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)
Create a new 4x4 matrix using the supplied float values.Matrix4f(java.nio.FloatBuffer buffer)
Create a newMatrix4f
by reading its 16 float components from the givenFloatBuffer
at the buffer's current position.Matrix4f(Matrix3fc mat)
Matrix4f(Matrix4dc mat)
Create a newMatrix4f
and make it a copy of the given matrix.Matrix4f(Matrix4fc mat)
Create a newMatrix4f
and make it a copy of the given matrix.Matrix4f(Matrix4x3fc mat)
Create a newMatrix4f
and set its upper 4x3 submatrix to the given matrixmat
and all other elements to identity.Matrix4f(Vector4fc col0, Vector4fc col1, Vector4fc col2, Vector4fc col3)
Create a newMatrix4f
and initialize its four columns using the supplied vectors.

Method Summary
All Methods Static Methods Instance Methods Concrete Methods Modifier and Type Method Description Matrix4f
add(Matrix4fc other)
Componentwise addthis
andother
.Matrix4f
add(Matrix4fc other, Matrix4f dest)
Componentwise addthis
andother
and store the result indest
.Matrix4f
add4x3(Matrix4fc other)
Componentwise add the upper 4x3 submatrices ofthis
andother
.Matrix4f
add4x3(Matrix4fc other, Matrix4f dest)
Componentwise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.Matrix4f
affineSpan(Vector3f corner, Vector3f xDir, Vector3f yDir, Vector3f zDir)
Compute the extents of the coordinate system before thisaffine
transformation was applied and store the resulting corner coordinates incorner
and the span vectors inxDir
,yDir
andzDir
.Matrix4f
arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY)
Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles.Matrix4f
arcball(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4f dest)
Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles, and store the result indest
.Matrix4f
arcball(float radius, Vector3fc center, float angleX, float angleY)
Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles.Matrix4f
arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4f dest)
Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles, and store the result indest
.Matrix4f
assume(int properties)
Assume the given properties about this matrix.Matrix4f
billboardCylindrical(Vector3fc objPos, Vector3fc targetPos, Vector3fc up)
Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
while constraining a cylindrical rotation around the givenup
vector.Matrix4f
billboardSpherical(Vector3fc objPos, Vector3fc targetPos)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
using a shortest arc rotation by not preserving any up vector of the object.Matrix4f
billboardSpherical(Vector3fc objPos, Vector3fc targetPos, Vector3fc up)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
.java.lang.Object
clone()
Matrix4f
cofactor3x3()
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
.Matrix3f
cofactor3x3(Matrix3f dest)
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
.Matrix4f
cofactor3x3(Matrix4f dest)
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
.float
determinant()
Return the determinant of this matrix.float
determinant3x3()
Return the determinant of the upper left 3x3 submatrix of this matrix.float
determinantAffine()
Return the determinant of this matrix by assuming that it represents anaffine
transformation and thus its last row is equal to(0, 0, 0, 1)
.Matrix4f
determineProperties()
Compute and set the matrix properties returned byproperties()
based on the current matrix element values.boolean
equals(java.lang.Object obj)
boolean
equals(Matrix4fc m, float 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
.Matrix4f
fma4x3(Matrix4fc other, float otherFactor)
Componentwise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
and adding that result tothis
.Matrix4f
fma4x3(Matrix4fc other, float otherFactor, Matrix4f dest)
Componentwise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
, adding that tothis
and storing the final result indest
.Matrix4f
frustum(float left, float right, float bottom, float top, float zNear, float zFar)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
frustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix.Matrix4f
frustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
frustum(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4f
frustumAabb(Vector3f min, Vector3f max)
Compute the axisaligned bounding box of the frustum described bythis
matrix and store the minimum corner coordinates in the givenmin
and the maximum corner coordinates in the givenmax
vector.Vector3f
frustumCorner(int corner, Vector3f point)
Compute the corner coordinates of the frustum defined bythis
matrix, which can be a projection matrix or a combined modelviewprojection matrix, and store the result in the givenpoint
.Matrix4f
frustumLH(float left, float right, float bottom, float top, float zNear, float zFar)
Apply an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix.Matrix4f
frustumLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Apply an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix.Matrix4f
frustumLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
frustumLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Vector4f
frustumPlane(int plane, Vector4f dest)
Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelviewprojection matrix, and store the result in the givenplaneEquation
.Vector3f
frustumRayDir(float x, float y, Vector3f dir)
Obtain the direction of a ray starting at the center of the coordinate system and going through the near frustum plane.float[]
get(float[] arr)
Store this matrix into the supplied float array in columnmajor order.float[]
get(float[] arr, int offset)
Store this matrix into the supplied float array in columnmajor order at the given offset.float
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 columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
get(int index, java.nio.FloatBuffer buffer)
Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
get(java.nio.ByteBuffer buffer)
Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
get(java.nio.FloatBuffer buffer)
Store this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.Matrix4d
get(Matrix4d dest)
Get the current values ofthis
matrix and store them intodest
.Matrix4f
get(Matrix4f dest)
Get the current values ofthis
matrix and store them intodest
.Matrix3d
get3x3(Matrix3d dest)
Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
.Matrix3f
get3x3(Matrix3f dest)
Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
.java.nio.ByteBuffer
get3x4(int index, java.nio.ByteBuffer buffer)
Store the left 3x4 submatrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
get3x4(int index, java.nio.FloatBuffer buffer)
Store the left 3x4 submatrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
get3x4(java.nio.ByteBuffer buffer)
Store the left 3x4 submatrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
get3x4(java.nio.FloatBuffer buffer)
Store the left 3x4 submatrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.java.nio.ByteBuffer
get4x3(int index, java.nio.ByteBuffer buffer)
Store the upper 4x3 submatrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
get4x3(int index, java.nio.FloatBuffer buffer)
Store the upper 4x3 submatrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
get4x3(java.nio.ByteBuffer buffer)
Store the upper 4x3 submatrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
get4x3(java.nio.FloatBuffer buffer)
Store the upper 4x3 submatrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.Matrix4x3f
get4x3(Matrix4x3f dest)
Get the current values of the upper 4x3 submatrix ofthis
matrix and store them intodest
.java.nio.ByteBuffer
get4x3Transposed(int index, java.nio.ByteBuffer buffer)
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
get4x3Transposed(int index, java.nio.FloatBuffer buffer)
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
get4x3Transposed(java.nio.ByteBuffer buffer)
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
get4x3Transposed(java.nio.FloatBuffer buffer)
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedFloatBuffer
at the current bufferposition
.Vector3f
getColumn(int column, Vector3f dest)
Get the first three components of the column at the givencolumn
index, starting with0
.Vector4f
getColumn(int column, Vector4f dest)
Get the column at the givencolumn
index, starting with0
.Vector3f
getEulerAnglesXYZ(Vector3f dest)
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.Vector3f
getEulerAnglesZYX(Vector3f dest)
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.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
.AxisAngle4d
getRotation(AxisAngle4d dest)
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4d
.AxisAngle4f
getRotation(AxisAngle4f dest)
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.Vector3f
getRow(int row, Vector3f dest)
Get the first three components of the row at the givenrow
index, starting with0
.Vector4f
getRow(int row, Vector4f dest)
Get the row at the givenrow
index, starting with0
.float
getRowColumn(int row, int column)
Get the matrix element value at the given row and column.Vector3f
getScale(Vector3f dest)
Get the scaling factors ofthis
matrix for the three base axes.Matrix4fc
getToAddress(long address)
Store this matrix in columnmajor order at the given offheap address.Vector3f
getTranslation(Vector3f dest)
Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
.java.nio.ByteBuffer
getTransposed(int index, java.nio.ByteBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
getTransposed(int index, java.nio.FloatBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
getTransposed(java.nio.ByteBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
getTransposed(java.nio.FloatBuffer buffer)
Store the transpose of this matrix in columnmajor order into the suppliedFloatBuffer
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()
Matrix4f
identity()
Reset this matrix to the identity.Matrix4f
invert()
Invert this matrix.Matrix4f
invert(Matrix4f dest)
Invert this matrix and write the result intodest
.Matrix4f
invertAffine()
Invert this matrix by assuming that it is anaffine
transformation (i.e.Matrix4f
invertAffine(Matrix4f dest)
Invert this matrix by assuming that it is anaffine
transformation (i.e.Matrix4f
invertFrustum()
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods or viasetFrustum()
, then this method builds the inverse ofthis
.Matrix4f
invertFrustum(Matrix4f dest)
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods or viasetFrustum()
, then this method builds the inverse ofthis
and stores it into the givendest
.Matrix4f
invertOrtho()
Invertthis
orthographic projection matrix.Matrix4f
invertOrtho(Matrix4f dest)
Invertthis
orthographic projection matrix and store the result into the givendest
.Matrix4f
invertPerspective()
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
.Matrix4f
invertPerspective(Matrix4f dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
and stores it into the givendest
.Matrix4f
invertPerspectiveView(Matrix4fc view, Matrix4f dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix isaffine
and has unit scaling (for example by being obtained vialookAt()
), then this method builds the inverse ofthis * view
and stores it into the givendest
.Matrix4f
invertPerspectiveView(Matrix4x3fc view, Matrix4f dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix has unit scaling, then this method builds the inverse ofthis * view
and stores it into the givendest
.boolean
isAffine()
Determine whether this matrix describes an affine transformation.boolean
isFinite()
Determine whether all matrix elements are finite floatingpoint values, that is, they are notNaN
and notinfinity
.Matrix4f
lerp(Matrix4fc other, float t)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Matrix4f
lerp(Matrix4fc other, float t, Matrix4f dest)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Matrix4f
lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Apply a rotation transformation to this matrix to makez
point alongdir
.Matrix4f
lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.Matrix4f
lookAlong(Vector3fc dir, Vector3fc up)
Apply a rotation transformation to this matrix to makez
point alongdir
.Matrix4f
lookAlong(Vector3fc dir, Vector3fc up, Matrix4f dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.Matrix4f
lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.Matrix4f
lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.Matrix4f
lookAt(Vector3fc eye, Vector3fc center, Vector3fc up)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.Matrix4f
lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.Matrix4f
lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.Matrix4f
lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.Matrix4f
lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.Matrix4f
lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.Matrix4f
lookAtPerspective(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.Matrix4f
lookAtPerspectiveLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.float
m00()
Return the value of the matrix element at column 0 and row 0.Matrix4f
m00(float m00)
Set 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.Matrix4f
m01(float m01)
Set the value of the matrix element at column 0 and row 1.float
m02()
Return the value of the matrix element at column 0 and row 2.Matrix4f
m02(float m02)
Set the value of the matrix element at column 0 and row 2.float
m03()
Return the value of the matrix element at column 0 and row 3.Matrix4f
m03(float m03)
Set the value of the matrix element at column 0 and row 3.float
m10()
Return the value of the matrix element at column 1 and row 0.Matrix4f
m10(float m10)
Set 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.Matrix4f
m11(float m11)
Set the value of the matrix element at column 1 and row 1.float
m12()
Return the value of the matrix element at column 1 and row 2.Matrix4f
m12(float m12)
Set the value of the matrix element at column 1 and row 2.float
m13()
Return the value of the matrix element at column 1 and row 3.Matrix4f
m13(float m13)
Set the value of the matrix element at column 1 and row 3.float
m20()
Return the value of the matrix element at column 2 and row 0.Matrix4f
m20(float m20)
Set 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.Matrix4f
m21(float m21)
Set the value of the matrix element at column 2 and row 1.float
m22()
Return the value of the matrix element at column 2 and row 2.Matrix4f
m22(float m22)
Set the value of the matrix element at column 2 and row 2.float
m23()
Return the value of the matrix element at column 2 and row 3.Matrix4f
m23(float m23)
Set the value of the matrix element at column 2 and row 3.float
m30()
Return the value of the matrix element at column 3 and row 0.Matrix4f
m30(float m30)
Set the value of the matrix element at column 3 and row 0.float
m31()
Return the value of the matrix element at column 3 and row 1.Matrix4f
m31(float m31)
Set the value of the matrix element at column 3 and row 1.float
m32()
Return the value of the matrix element at column 3 and row 2.Matrix4f
m32(float m32)
Set the value of the matrix element at column 3 and row 2.float
m33()
Return the value of the matrix element at column 3 and row 3.Matrix4f
m33(float m33)
Set the value of the matrix element at column 3 and row 3.Matrix4f
mapnXnYnZ()
Multiplythis
by the matrixMatrix4f
mapnXnYnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXnYZ()
Multiplythis
by the matrixMatrix4f
mapnXnYZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXnZnY()
Multiplythis
by the matrixMatrix4f
mapnXnZnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXnZY()
Multiplythis
by the matrixMatrix4f
mapnXnZY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXYnZ()
Multiplythis
by the matrixMatrix4f
mapnXYnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXZnY()
Multiplythis
by the matrixMatrix4f
mapnXZnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXZY()
Multiplythis
by the matrixMatrix4f
mapnXZY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYnXnZ()
Multiplythis
by the matrixMatrix4f
mapnYnXnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYnXZ()
Multiplythis
by the matrixMatrix4f
mapnYnXZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYnZnX()
Multiplythis
by the matrixMatrix4f
mapnYnZnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYnZX()
Multiplythis
by the matrixMatrix4f
mapnYnZX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYXnZ()
Multiplythis
by the matrixMatrix4f
mapnYXnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYXZ()
Multiplythis
by the matrixMatrix4f
mapnYXZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYZnX()
Multiplythis
by the matrixMatrix4f
mapnYZnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYZX()
Multiplythis
by the matrixMatrix4f
mapnYZX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZnXnY()
Multiplythis
by the matrixMatrix4f
mapnZnXnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZnXY()
Multiplythis
by the matrixMatrix4f
mapnZnXY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZnYnX()
Multiplythis
by the matrixMatrix4f
mapnZnYnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZnYX()
Multiplythis
by the matrixMatrix4f
mapnZnYX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZXnY()
Multiplythis
by the matrixMatrix4f
mapnZXnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZXY()
Multiplythis
by the matrixMatrix4f
mapnZXY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZYnX()
Multiplythis
by the matrixMatrix4f
mapnZYnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZYX()
Multiplythis
by the matrixMatrix4f
mapnZYX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapXnYnZ()
Multiplythis
by the matrixMatrix4f
mapXnYnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapXnZnY()
Multiplythis
by the matrixMatrix4f
mapXnZnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapXnZY()
Multiplythis
by the matrixMatrix4f
mapXnZY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapXZnY()
Multiplythis
by the matrixMatrix4f
mapXZnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapXZY()
Multiplythis
by the matrixMatrix4f
mapXZY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYnXnZ()
Multiplythis
by the matrixMatrix4f
mapYnXnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYnXZ()
Multiplythis
by the matrixMatrix4f
mapYnXZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYnZnX()
Multiplythis
by the matrixMatrix4f
mapYnZnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYnZX()
Multiplythis
by the matrixMatrix4f
mapYnZX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYXnZ()
Multiplythis
by the matrixMatrix4f
mapYXnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYXZ()
Multiplythis
by the matrixMatrix4f
mapYXZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYZnX()
Multiplythis
by the matrixMatrix4f
mapYZnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYZX()
Multiplythis
by the matrixMatrix4f
mapYZX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZnXnY()
Multiplythis
by the matrixMatrix4f
mapZnXnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZnXY()
Multiplythis
by the matrixMatrix4f
mapZnXY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZnYnX()
Multiplythis
by the matrixMatrix4f
mapZnYnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZnYX()
Multiplythis
by the matrixMatrix4f
mapZnYX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZXnY()
Multiplythis
by the matrixMatrix4f
mapZXnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZXY()
Multiplythis
by the matrixMatrix4f
mapZXY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZYnX()
Multiplythis
by the matrixMatrix4f
mapZYnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZYX()
Multiplythis
by the matrixMatrix4f
mapZYX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mul(float r00, float r01, float r02, float r03, float r10, float r11, float r12, float r13, float r20, float r21, float r22, float r23, float r30, float r31, float r32, float r33)
Multiply this matrix by the matrix with the supplied elements.Matrix4f
mul(float r00, float r01, float r02, float r03, float r10, float r11, float r12, float r13, float r20, float r21, float r22, float r23, float r30, float r31, float r32, float r33, Matrix4f dest)
Multiply this matrix by the matrix with the supplied elements and store the result indest
.Matrix4f
mul(Matrix3x2fc right)
Multiply this matrix by the suppliedright
matrix and store the result inthis
.Matrix4f
mul(Matrix3x2fc right, Matrix4f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4f
mul(Matrix4fc right)
Multiply this matrix by the suppliedright
matrix and store the result inthis
.Matrix4f
mul(Matrix4fc right, Matrix4f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4f
mul(Matrix4x3fc right)
Multiply this matrix by the suppliedright
matrix and store the result inthis
.Matrix4f
mul(Matrix4x3fc right, Matrix4f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4f
mul0(Matrix4fc right)
Multiply this matrix by the suppliedright
matrix.Matrix4f
mul0(Matrix4fc right, Matrix4f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4f
mul3x3(float r00, float r01, float r02, float r10, float r11, float r12, float r20, float r21, float r22)
Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity.Matrix4f
mul3x3(float r00, float r01, float r02, float r10, float r11, float r12, float r20, float r21, float r22, Matrix4f dest)
Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity, and store the result indest
.Matrix4f
mul4x3ComponentWise(Matrix4fc other)
Componentwise multiply the upper 4x3 submatrices ofthis
byother
.Matrix4f
mul4x3ComponentWise(Matrix4fc other, Matrix4f dest)
Componentwise multiply the upper 4x3 submatrices ofthis
byother
and store the result indest
.Matrix4f
mulAffine(Matrix4fc right)
Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result inthis
.Matrix4f
mulAffine(Matrix4fc right, Matrix4f dest)
Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result indest
.Matrix4f
mulAffineR(Matrix4fc right)
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result inthis
.Matrix4f
mulAffineR(Matrix4fc right, Matrix4f dest)
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.Matrix4f
mulComponentWise(Matrix4fc other)
Componentwise multiplythis
byother
.Matrix4f
mulComponentWise(Matrix4fc other, Matrix4f dest)
Componentwise multiplythis
byother
and store the result indest
.Matrix4f
mulLocal(Matrix4fc left)
Premultiply this matrix by the suppliedleft
matrix and store the result inthis
.Matrix4f
mulLocal(Matrix4fc left, Matrix4f dest)
Premultiply this matrix by the suppliedleft
matrix and store the result indest
.Matrix4f
mulLocalAffine(Matrix4fc left)
Premultiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result inthis
.Matrix4f
mulLocalAffine(Matrix4fc left, Matrix4f dest)
Premultiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result indest
.Matrix4f
mulOrthoAffine(Matrix4fc view)
Matrix4f
mulOrthoAffine(Matrix4fc view, Matrix4f dest)
Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix and store the result indest
.Matrix4f
mulPerspectiveAffine(Matrix4fc view)
Matrix4f
mulPerspectiveAffine(Matrix4fc view, Matrix4f dest)
Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix and store the result indest
.Matrix4f
mulPerspectiveAffine(Matrix4x3fc view)
Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix.Matrix4f
mulPerspectiveAffine(Matrix4x3fc view, Matrix4f dest)
Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix and store the result indest
.Matrix4f
mulTranslationAffine(Matrix4fc right, Matrix4f dest)
Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.Matrix4f
negateX()
Multiplythis
by the matrixMatrix4f
negateX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
negateY()
Multiplythis
by the matrixMatrix4f
negateY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
negateZ()
Multiplythis
by the matrixMatrix4f
negateZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
normal()
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it into the upper left 3x3 submatrix ofthis
.Matrix3f
normal(Matrix3f dest)
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it intodest
.Matrix4f
normal(Matrix4f dest)
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it into the upper left 3x3 submatrix ofdest
.Matrix4f
normalize3x3()
Normalize the upper left 3x3 submatrix of this matrix.Matrix3f
normalize3x3(Matrix3f dest)
Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.Matrix4f
normalize3x3(Matrix4f dest)
Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.Vector3f
normalizedPositiveX(Vector3f dir)
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Vector3f
normalizedPositiveY(Vector3f dir)
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Vector3f
normalizedPositiveZ(Vector3f dir)
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied.Matrix4f
obliqueZ(float a, float b)
Apply an oblique projection transformation to this matrix with the given values fora
andb
.Matrix4f
obliqueZ(float a, float b, Matrix4f dest)
Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.Vector3f
origin(Vector3f dest)
Obtain the position that gets transformed to the origin bythis
matrix.Vector3f
originAffine(Vector3f origin)
Obtain the position that gets transformed to the origin bythis
affine
matrix.Matrix4f
ortho(float left, float right, float bottom, float top, float zNear, float zFar)
Apply an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Apply an orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix.Matrix4f
ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
Apply an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4f
ortho2D(float left, float right, float bottom, float top)
Apply an orthographic projection transformation for a righthanded coordinate system to this matrix.Matrix4f
ortho2D(float left, float right, float bottom, float top, Matrix4f dest)
Apply an orthographic projection transformation for a righthanded coordinate system to this matrix and store the result indest
.Matrix4f
ortho2DLH(float left, float right, float bottom, float top)
Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix.Matrix4f
ortho2DLH(float left, float right, float bottom, float top, Matrix4f dest)
Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix and store the result indest
.Matrix4f
orthoCrop(Matrix4fc view, Matrix4f dest)
Build an ortographic projection transformation that fits the viewprojection transformation represented bythis
into the given affineview
transformation.Matrix4f
orthoLH(float left, float right, float bottom, float top, float zNear, float zFar)
Apply an orthographic projection transformation for a lefthanded coordiante system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Apply an orthographic projection transformation for a lefthanded coordiante system using the given NDC z range to this matrix.Matrix4f
orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an orthographic projection transformation for a lefthanded coordiante system using the given NDC z range to this matrix and store the result indest
.Matrix4f
orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
Apply an orthographic projection transformation for a lefthanded coordiante system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4f
orthoSymmetric(float width, float height, float zNear, float zFar)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix.Matrix4f
orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4f
orthoSymmetricLH(float width, float height, float zNear, float zFar)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range to this matrix.Matrix4f
orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4f
perspective(float fovy, float aspect, float zNear, float zFar)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
perspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation using for a righthanded coordinate system using the given NDC z range to this matrix.Matrix4f
perspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
perspective(float fovy, float aspect, float zNear, float zFar, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.float
perspectiveFar()
Extract the far clip plane distance fromthis
perspective projection matrix.float
perspectiveFov()
Return the vertical fieldofview angle in radians of this perspective transformation matrix.Matrix4f
perspectiveFrustumSlice(float near, float far, Matrix4f dest)
Change the near and far clip plane distances ofthis
perspective frustum transformation matrix and store the result indest
.Vector3f
perspectiveInvOrigin(Vector3f dest)
Compute the eye/origin of the inverse of the perspective frustum transformation defined bythis
matrix, which can be the inverse of a projection matrix or the inverse of a combined modelviewprojection matrix, and store the result in the givendest
.Matrix4f
perspectiveLH(float fovy, float aspect, float zNear, float zFar)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
perspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix.Matrix4f
perspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
perspectiveLH(float fovy, float aspect, float zNear, float zFar, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.float
perspectiveNear()
Extract the near clip plane distance fromthis
perspective projection matrix.Matrix4f
perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne)
Apply an asymmetric offcenter perspective projection frustum transformation using for a righthanded coordinate system using the given NDC z range to this matrix.Matrix4f
perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, Matrix4f dest)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4f
perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix.Matrix4f
perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, Matrix4f dest)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4f
perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar)
Apply an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne)
Apply an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix.Matrix4f
perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, Matrix4f dest)
Apply an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.static void
perspectiveOffCenterViewFromRectangle(Vector3f eye, Vector3f p, Vector3f x, Vector3f y, float nearFarDist, boolean zeroToOne, Matrix4f projDest, Matrix4f viewDest)
Create a view and offcenter perspective projection matrix from a giveneye
position, a given bottom left corner positionp
of the near plane rectangle and the extents of the near plane rectangle along its localx
andy
axes, and store the resulting matrices inprojDest
andviewDest
.Vector3f
perspectiveOrigin(Vector3f origin)
Compute the eye/origin of the perspective frustum transformation defined bythis
matrix, which can be a projection matrix or a combined modelviewprojection matrix, and store the result in the givenorigin
.Matrix4f
perspectiveRect(float width, float height, float zNear, float zFar)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4f
perspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation using for a righthanded coordinate system using the given NDC z range to this matrix.Matrix4f
perspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4f
perspectiveRect(float width, float height, float zNear, float zFar, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4f
pick(float x, float y, float width, float height, int[] viewport)
Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates.Matrix4f
pick(float x, float y, float width, float height, int[] viewport, Matrix4f dest)
Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates, and store the result indest
.Vector3f
positiveX(Vector3f dir)
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Vector3f
positiveY(Vector3f dir)
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.Vector3f
positiveZ(Vector3f dir)
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.Vector3f
project(float x, float y, float z, int[] viewport, Vector3f winCoordsDest)
Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Vector4f
project(float x, float y, float z, int[] viewport, Vector4f winCoordsDest)
Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Vector3f
project(Vector3fc position, int[] viewport, Vector3f winCoordsDest)
Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Vector4f
project(Vector3fc position, int[] viewport, Vector4f winCoordsDest)
Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Matrix4f
projectedGridRange(Matrix4fc projector, float sLower, float sUpper, Matrix4f dest)
Compute the range matrix for the Projected Grid transformation as described in chapter "2.4.2 Creating the range conversion matrix" of the paper Realtime water rendering  Introducing the projected grid concept based on the inverse of the viewprojection matrix which is assumed to bethis
, and store that range matrix intodest
.int
properties()
Return the assumed properties of this matrix.void
readExternal(java.io.ObjectInput in)
Matrix4f
reflect(float a, float b, float c, float d)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.Matrix4f
reflect(float nx, float ny, float nz, float px, float py, float pz)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4f
reflect(float nx, float ny, float nz, float px, float py, float pz, Matrix4f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.Matrix4f
reflect(float a, float b, float c, float d, Matrix4f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
and store the result indest
.Matrix4f
reflect(Quaternionfc orientation, Vector3fc point)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane.Matrix4f
reflect(Quaternionfc orientation, Vector3fc point, Matrix4f dest)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest
.Matrix4f
reflect(Vector3fc normal, Vector3fc point)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4f
reflect(Vector3fc normal, Vector3fc point, Matrix4f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.Matrix4f
reflection(float a, float b, float c, float d)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.Matrix4f
reflection(float nx, float ny, float nz, float px, float py, float pz)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4f
reflection(Quaternionfc orientation, Vector3fc point)
Set this matrix to a mirror/reflection transformation that reflects about a plane specified via the plane orientation and a point on the plane.Matrix4f
reflection(Vector3fc normal, Vector3fc point)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4f
rotate(float ang, float x, float y, float z)
Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.Matrix4f
rotate(float ang, float x, float y, float z, Matrix4f dest)
Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Matrix4f
rotate(float angle, Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Matrix4f
rotate(float angle, Vector3fc axis, Matrix4f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.Matrix4f
rotate(AxisAngle4f axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.Matrix4f
rotate(AxisAngle4f axisAngle, Matrix4f dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.Matrix4f
rotate(Quaternionfc quat)
Apply the rotation transformation of the givenQuaternionfc
to this matrix.Matrix4f
rotate(Quaternionfc quat, Matrix4f dest)
Apply the rotation transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix4f
rotateAffine(float ang, float x, float y, float z)
Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis.Matrix4f
rotateAffine(float ang, float x, float y, float z, Matrix4f dest)
Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Matrix4f
rotateAffine(Quaternionfc quat)
Apply the rotation transformation of the givenQuaternionfc
to this matrix.Matrix4f
rotateAffine(Quaternionfc quat, Matrix4f dest)
Apply the rotation transformation of the givenQuaternionfc
to thisaffine
matrix and store the result indest
.Matrix4f
rotateAffineXYZ(float angleX, float angleY, float 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.Matrix4f
rotateAffineXYZ(float angleX, float angleY, float angleZ, Matrix4f 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
.Matrix4f
rotateAffineYXZ(float angleY, float angleX, float 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.Matrix4f
rotateAffineYXZ(float angleY, float angleX, float angleZ, Matrix4f 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
.Matrix4f
rotateAffineZYX(float angleZ, float angleY, float 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.Matrix4f
rotateAffineZYX(float angleZ, float angleY, float angleX, Matrix4f 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
.Matrix4f
rotateAround(Quaternionfc quat, float ox, float oy, float oz)
Apply the rotation transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin.Matrix4f
rotateAround(Quaternionfc quat, float ox, float oy, float oz, Matrix4f dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.Matrix4f
rotateAroundAffine(Quaternionfc quat, float ox, float oy, float oz, Matrix4f dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to thisaffine
matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.Matrix4f
rotateAroundLocal(Quaternionfc quat, float ox, float oy, float oz)
Premultiply the rotation transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin.Matrix4f
rotateAroundLocal(Quaternionfc quat, float ox, float oy, float oz, Matrix4f dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.Matrix4f
rotateLocal(float ang, float x, float y, float z)
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.Matrix4f
rotateLocal(float ang, float x, float y, float z, Matrix4f dest)
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Matrix4f
rotateLocal(Quaternionfc quat)
Premultiply the rotation transformation of the givenQuaternionfc
to this matrix.Matrix4f
rotateLocal(Quaternionfc quat, Matrix4f dest)
Premultiply the rotation transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix4f
rotateLocalX(float ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the X axis.Matrix4f
rotateLocalX(float ang, Matrix4f dest)
Premultiply 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
.Matrix4f
rotateLocalY(float ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Y axis.Matrix4f
rotateLocalY(float ang, Matrix4f dest)
Premultiply 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
.Matrix4f
rotateLocalZ(float ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Z axis.Matrix4f
rotateLocalZ(float ang, Matrix4f dest)
Premultiply 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
.Matrix4f
rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
.Matrix4f
rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
and store the result indest
.Matrix4f
rotateTowards(Vector3fc dir, Vector3fc up)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdir
.Matrix4f
rotateTowards(Vector3fc dir, Vector3fc up, Matrix4f dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.Matrix4f
rotateTowardsXY(float dirX, float dirY)
Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
.Matrix4f
rotateTowardsXY(float dirX, float dirY, Matrix4f dest)
Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
and store the result indest
.Matrix4f
rotateTranslation(float ang, float x, float y, float z, Matrix4f dest)
Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Matrix4f
rotateTranslation(Quaternionfc quat, Matrix4f dest)
Apply the rotation transformation of the givenQuaternionfc
to this matrix, which is assumed to only contain a translation, and store the result indest
.Matrix4f
rotateX(float ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.Matrix4f
rotateX(float ang, Matrix4f dest)
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix4f
rotateXYZ(float angleX, float angleY, float 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.Matrix4f
rotateXYZ(float angleX, float angleY, float angleZ, Matrix4f 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
.Matrix4f
rotateXYZ(Vector3fc angles)
Apply rotation ofangles.x
radians about the X axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.z
radians about the Z axis.Matrix4f
rotateY(float ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.Matrix4f
rotateY(float ang, Matrix4f dest)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix4f
rotateYXZ(float angleY, float angleX, float 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.Matrix4f
rotateYXZ(float angleY, float angleX, float angleZ, Matrix4f 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
.Matrix4f
rotateYXZ(Vector3f 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.Matrix4f
rotateZ(float ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.Matrix4f
rotateZ(float ang, Matrix4f dest)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix4f
rotateZYX(float angleZ, float angleY, float 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.Matrix4f
rotateZYX(float angleZ, float angleY, float angleX, Matrix4f 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
.Matrix4f
rotateZYX(Vector3f angles)
Apply rotation ofangles.z
radians about the Z axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.x
radians about the X axis.Matrix4f
rotation(float angle, float x, float y, float z)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix4f
rotation(float angle, Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix4f
rotation(AxisAngle4f axisAngle)
Set this matrix to a rotation transformation using the givenAxisAngle4f
.Matrix4f
rotation(Quaternionfc quat)
Set this matrix to the rotation transformation of the givenQuaternionfc
.Matrix4f
rotationAround(Quaternionfc quat, float ox, float oy, float oz)
Set this matrix to a transformation composed of a rotation of the specifiedQuaternionfc
while using(ox, oy, oz)
as the rotation origin.Matrix4f
rotationTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
axis with(dirX, dirY, dirZ)
.Matrix4f
rotationTowards(Vector3fc dir, Vector3fc up)
Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
axis withdir
.Matrix4f
rotationTowardsXY(float dirX, float dirY)
Set this matrix to a rotation transformation about the Z axis to align the local+X
towards(dirX, dirY)
.Matrix4f
rotationX(float ang)
Set this matrix to a rotation transformation about the X axis.Matrix4f
rotationXYZ(float angleX, float angleY, float angleZ)
Set this matrix to a rotation 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.Matrix4f
rotationY(float ang)
Set this matrix to a rotation transformation about the Y axis.Matrix4f
rotationYXZ(float angleY, float angleX, float angleZ)
Set this matrix to a rotation 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.Matrix4f
rotationZ(float ang)
Set this matrix to a rotation transformation about the Z axis.Matrix4f
rotationZYX(float angleZ, float angleY, float angleX)
Set this matrix to a rotation 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.Matrix4f
scale(float xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor.Matrix4f
scale(float x, float y, float z)
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors.Matrix4f
scale(float x, float y, float z, Matrix4f dest)
Apply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Matrix4f
scale(float xyz, Matrix4f dest)
Apply scaling to this matrix by uniformly scaling all base axes by the givenxyz
factor and store the result indest
.Matrix4f
scale(Vector3fc xyz)
Apply scaling to this matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively.Matrix4f
scale(Vector3fc xyz, Matrix4f 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
.Matrix4f
scaleAround(float factor, float ox, float oy, float oz)
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.Matrix4f
scaleAround(float sx, float sy, float sz, float ox, float oy, float oz)
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.Matrix4f
scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest)
Apply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin, and store the result indest
.Matrix4f
scaleAround(float factor, float ox, float oy, float oz, Matrix4f dest)
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, and store the result indest
.Matrix4f
scaleAroundLocal(float factor, float ox, float oy, float oz)
Premultiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.Matrix4f
scaleAroundLocal(float sx, float sy, float sz, float ox, float oy, float oz)
Premultiply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.Matrix4f
scaleAroundLocal(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest)
Premultiply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using the given(ox, oy, oz)
as the scaling origin, and store the result indest
.Matrix4f
scaleAroundLocal(float factor, float ox, float oy, float oz, Matrix4f dest)
Premultiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, and store the result indest
.Matrix4f
scaleLocal(float xyz)
Premultiply scaling to this matrix by scaling the base axes by the given xyz factor.Matrix4f
scaleLocal(float x, float y, float z)
Premultiply scaling to this matrix by scaling the base axes by the given x, y and z factors.Matrix4f
scaleLocal(float x, float y, float z, Matrix4f dest)
Premultiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Matrix4f
scaleLocal(float xyz, Matrix4f dest)
Premultiply scaling tothis
matrix by scaling all base axes by the givenxyz
factor, and store the result indest
.Matrix4f
scaleXY(float x, float y)
Apply scaling to this matrix by scaling the X axis byx
and the Y axis byy
.Matrix4f
scaleXY(float x, float y, Matrix4f dest)
Apply scaling to this matrix by by scaling the X axis byx
and the Y axis byy
and store the result indest
.Matrix4f
scaling(float factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.Matrix4f
scaling(float x, float y, float z)
Set this matrix to be a simple scale matrix.Matrix4f
scaling(Vector3fc xyz)
Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
respectively.Matrix4f
set(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.Matrix4f
set(float[] m, int off)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.Matrix4f
set(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)
Set the values within this matrix to the supplied float values.Matrix4f
set(int column, int row, float value)
Set the matrix element at the given column and row to the specified value.Matrix4f
set(int index, java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.Matrix4f
set(int index, java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in columnmajor order, starting at the specified absolute buffer position/index.Matrix4f
set(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in columnmajor order, starting at its current position.Matrix4f
set(java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in columnmajor order, starting at its current position.Matrix4f
set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
.Matrix4f
set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
.Matrix4f
set(Matrix3fc mat)
Matrix4f
set(Matrix4dc m)
Store the values of the given matrixm
intothis
matrix.Matrix4f
set(Matrix4fc m)
Store the values of the given matrixm
intothis
matrix.Matrix4f
set(Matrix4x3fc m)
Store the values of the given matrixm
intothis
matrix and set the other matrix elements to identity.Matrix4f
set(Quaterniondc q)
Set this matrix to be equivalent to the rotation specified by the givenQuaterniondc
.Matrix4f
set(Quaternionfc q)
Set this matrix to be equivalent to the rotation specified by the givenQuaternionfc
.Matrix4f
set(Vector4fc col0, Vector4fc col1, Vector4fc col2, Vector4fc col3)
Set the four columns of this matrix to the supplied vectors, respectively.Matrix4f
set3x3(Matrix3fc mat)
Matrix4f
set3x3(Matrix4f mat)
Matrix4f
set4x3(Matrix4f mat)
Matrix4f
set4x3(Matrix4x3fc mat)
Set the upper 4x3 submatrix of thisMatrix4f
to the givenMatrix4x3fc
and don't change the other elements.Matrix4f
setColumn(int column, Vector4fc src)
Set the column at the givencolumn
index, starting with0
.Matrix4f
setFromAddress(long address)
Set the values of this matrix by reading 16 float values from offheap memory in columnmajor order, starting at the given address.Matrix4f
setFromIntrinsic(float alphaX, float alphaY, float gamma, float u0, float v0, int imgWidth, int imgHeight, float near, float far)
Set this matrix to represent a perspective projection equivalent to the given intrinsic camera calibration parameters.Matrix4f
setFrustum(float left, float right, float bottom, float top, float zNear, float zFar)
Set this matrix to be an arbitrary perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setFrustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an arbitrary perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.Matrix4f
setFrustumLH(float left, float right, float bottom, float top, float zNear, float zFar)
Set this matrix to be an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setFrustumLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setLookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Set this matrix to a rotation transformation to makez
point alongdir
.Matrix4f
setLookAlong(Vector3fc dir, Vector3fc up)
Set this matrix to a rotation transformation to makez
point alongdir
.Matrix4f
setLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.Matrix4f
setLookAt(Vector3fc eye, Vector3fc center, Vector3fc up)
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.Matrix4f
setLookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
Set this matrix to be a "lookat" transformation for a lefthanded coordinate system, that aligns+z
withcenter  eye
.Matrix4f
setLookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up)
Set this matrix to be a "lookat" transformation for a lefthanded coordinate system, that aligns+z
withcenter  eye
.Matrix4f
setOrtho(float left, float right, float bottom, float top, float zNear, float zFar)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setOrtho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system using the given NDC z range.Matrix4f
setOrtho2D(float left, float right, float bottom, float top)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system.Matrix4f
setOrtho2DLH(float left, float right, float bottom, float top)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system.Matrix4f
setOrthoLH(float left, float right, float bottom, float top, float zNear, float zFar)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setOrthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system using the given NDC z range.Matrix4f
setOrthoSymmetric(float width, float height, float zNear, float zFar)
Set this matrix to be a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setOrthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range.Matrix4f
setOrthoSymmetricLH(float width, float height, float zNear, float zFar)
Set this matrix to be a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setOrthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range.Matrix4f
setPerspective(float fovy, float aspect, float zNear, float zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setPerspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.Matrix4f
setPerspectiveLH(float fovy, float aspect, float zNear, float zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setPerspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range of[1..+1]
.Matrix4f
setPerspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setPerspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.Matrix4f
setPerspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setPerspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.Matrix4f
setPerspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setPerspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range.Matrix4f
setPerspectiveRect(float width, float height, float zNear, float zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4f
setPerspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.Matrix4f
setRotationXYZ(float angleX, float angleY, float angleZ)
Set only the upper left 3x3 submatrix of 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.Matrix4f
setRotationYXZ(float angleY, float angleX, float angleZ)
Set only the upper left 3x3 submatrix of 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.Matrix4f
setRotationZYX(float angleZ, float angleY, float angleX)
Set only the upper left 3x3 submatrix of 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.Matrix4f
setRow(int row, Vector4fc src)
Set the row at the givenrow
index, starting with0
.Matrix4f
setRowColumn(int row, int column, float value)
Set the matrix element at the given row and column to the specified value.Matrix4f
setTranslation(float x, float y, float z)
Set only the translation components(m30, m31, m32)
of this matrix to the given values(x, y, z)
.Matrix4f
setTranslation(Vector3fc xyz)
Set only the translation components(m30, m31, m32)
of this matrix to the values(xyz.x, xyz.y, xyz.z)
.Matrix4f
setTransposed(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in rowmajor order.Matrix4f
setTransposed(float[] m, int off)
Set the values in the matrix using a float array that contains the matrix elements in rowmajor order.Matrix4f
setTransposed(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in rowmajor order, starting at its current position.Matrix4f
setTransposed(java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in rowmajor order, starting at its current position.Matrix4f
setTransposed(Matrix4fc m)
Store the values of the transpose of the given matrixm
intothis
matrix.Matrix4f
setTransposedFromAddress(long address)
Set the values of this matrix by reading 16 float values from offheap memory in rowmajor order, starting at the given address.Matrix4f
shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.Matrix4f
shadow(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4f dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.Matrix4f
shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4f planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.Matrix4f
shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4fc planeTransform, Matrix4f dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.Matrix4f
shadow(Vector4f light, float a, float b, float c, float d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
.Matrix4f
shadow(Vector4f light, float a, float b, float c, float d, Matrix4f dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Matrix4f
shadow(Vector4f light, Matrix4f planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
.Matrix4f
shadow(Vector4f light, Matrix4fc planeTransform, Matrix4f dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Matrix4f
sub(Matrix4fc subtrahend)
Componentwise subtractsubtrahend
fromthis
.Matrix4f
sub(Matrix4fc subtrahend, Matrix4f dest)
Componentwise subtractsubtrahend
fromthis
and store the result indest
.Matrix4f
sub4x3(Matrix4f subtrahend)
Componentwise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
.Matrix4f
sub4x3(Matrix4fc subtrahend, Matrix4f dest)
Componentwise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
and store the result indest
.Matrix4f
swap(Matrix4f other)
Exchange the values ofthis
matrix with the givenother
matrix.boolean
testAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ)
Test whether the given axisaligned box is partly or completely within or outside of the frustum defined bythis
matrix.boolean
testPoint(float x, float y, float z)
Test whether the given point(x, y, z)
is within the frustum defined bythis
matrix.boolean
testSphere(float x, float y, float z, float r)
Test whether the given sphere is partly or completely within or outside of the frustum defined bythis
matrix.Matrix4f
tile(int x, int y, int w, int h)
This method is equivalent to calling:translate(w12*x, h12*y, 0).scale(w, h, 1)
Matrix4f
tile(int x, int y, int w, int h, Matrix4f dest)
This method is equivalent to calling:translate(w12*x, h12*y, 0, dest).scale(w, h, 1)
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
.Vector4f
transform(float x, float y, float z, float w, Vector4f dest)
Transform/multiply the vector(x, y, z, w)
by this matrix and store the result indest
.Vector4f
transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.Vector4f
transform(Vector4fc v, Vector4f dest)
Transform/multiply the given vector by this matrix and store the result indest
.Matrix4f
transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax)
Transform the axisaligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
affine
matrix and compute the axisaligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.Matrix4f
transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax)
Transform the axisaligned box given as the minimum cornermin
and maximum cornermax
bythis
affine
matrix and compute the axisaligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.Vector4f
transformAffine(float x, float y, float z, float w, Vector4f dest)
Transform/multiply the 4Dvector(x, y, z, w)
by assuming thatthis
matrix represents anaffine
transformation (i.e.Vector4f
transformAffine(Vector4f v)
Transform/multiply the given 4Dvector by assuming thatthis
matrix represents anaffine
transformation (i.e.Vector4f
transformAffine(Vector4fc v, Vector4f dest)
Transform/multiply the given 4Dvector by assuming thatthis
matrix represents anaffine
transformation (i.e.Vector3f
transformDirection(float x, float y, float z, Vector3f dest)
Transform/multiply the given 3Dvector(x, y, z)
, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.Vector3f
transformDirection(Vector3f v)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.Vector3f
transformDirection(Vector3fc v, Vector3f dest)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.Vector3f
transformPosition(float x, float y, float z, Vector3f dest)
Transform/multiply the 3Dvector(x, y, z)
, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.Vector3f
transformPosition(Vector3f v)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result in that vector.Vector3f
transformPosition(Vector3fc v, Vector3f dest)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.Vector3f
transformProject(float x, float y, float z, float w, Vector3f dest)
Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store(x, y, z)
of the result indest
.Vector4f
transformProject(float x, float y, float z, float w, Vector4f dest)
Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store the result indest
.Vector3f
transformProject(float x, float y, float z, Vector3f dest)
Transform/multiply the vector(x, y, z)
by this matrix, perform perspective divide and store the result indest
.Vector3f
transformProject(Vector3f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.Vector3f
transformProject(Vector3fc v, Vector3f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.Vector4f
transformProject(Vector4f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.Vector3f
transformProject(Vector4fc v, Vector3f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.Vector4f
transformProject(Vector4fc v, Vector4f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.Vector4f
transformTranspose(float x, float y, float z, float w, Vector4f dest)
Transform/multiply the vector(x, y, z, w)
by the transpose of this matrix and store the result indest
.Vector4f
transformTranspose(Vector4f v)
Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.Vector4f
transformTranspose(Vector4fc v, Vector4f dest)
Transform/multiply the given vector by the transpose of this matrix and store the result indest
.Matrix4f
translate(float x, float y, float z)
Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4f
translate(float x, float y, float z, Matrix4f dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4f
translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4f
translate(Vector3fc offset, Matrix4f dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4f
translateLocal(float x, float y, float z)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4f
translateLocal(float x, float y, float z, Matrix4f dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4f
translateLocal(Vector3fc offset)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4f
translateLocal(Vector3fc offset, Matrix4f dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4f
translation(float x, float y, float z)
Set this matrix to be a simple translation matrix.Matrix4f
translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.Matrix4f
translationRotate(float tx, float ty, float tz, float qx, float qy, float qz, float qw)
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
.Matrix4f
translationRotate(float tx, float ty, float tz, Quaternionfc quat)
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation  and possibly scaling  transformation specified by the given quaternion.Matrix4f
translationRotate(Vector3fc translation, Quaternionfc quat)
Setthis
matrix toT * R
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.Matrix4f
translationRotateInvert(float tx, float ty, float tz, float qx, float qy, float qz, float qw)
Setthis
matrix to(T * R)^{1}
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
.Matrix4f
translationRotateInvert(Vector3fc translation, Quaternionfc quat)
Setthis
matrix to(T * R)^{1}
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.Matrix4f
translationRotateScale(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float scale)
Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales all three axes byscale
.Matrix4f
translationRotateScale(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz)
Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.Matrix4f
translationRotateScale(Vector3fc translation, Quaternionfc quat, float scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.Matrix4f
translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.Matrix4f
translationRotateScaleInvert(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz)
Setthis
matrix to(T * R * S)^{1}
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.Matrix4f
translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, float scale)
Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.Matrix4f
translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.Matrix4f
translationRotateScaleMulAffine(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz, Matrix4f m)
Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
,S
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
andM
is anaffine
matrix.Matrix4f
translationRotateScaleMulAffine(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4f m)
Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation  and possibly scaling  transformation specified by the given quaternion,S
is a scaling transformation which scales the axes byscale
andM
is anaffine
matrix.Matrix4f
translationRotateTowards(float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Set this matrix to a model transformation for a righthanded coordinate system, that translates to the given(posX, posY, posZ)
and aligns the localz
axis with(dirX, dirY, dirZ)
.Matrix4f
translationRotateTowards(Vector3fc pos, Vector3fc dir, Vector3fc up)
Set this matrix to a model transformation for a righthanded coordinate system, that translates to the givenpos
and aligns the localz
axis withdir
.Matrix4f
transpose()
Transpose this matrix.Matrix4f
transpose(Matrix4f dest)
Transpose this matrix and store the result indest
.Matrix4f
transpose3x3()
Transpose only the upper left 3x3 submatrix of this matrix.Matrix3f
transpose3x3(Matrix3f dest)
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.Matrix4f
transpose3x3(Matrix4f dest)
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.Matrix4f
trapezoidCrop(float p0x, float p0y, float p1x, float p1y, float p2x, float p2y, float p3x, float p3y)
Setthis
matrix to a perspective transformation that maps the trapezoid spanned by the four corner coordinates(p0x, p0y)
,(p1x, p1y)
,(p2x, p2y)
and(p3x, p3y)
to the unit square[(1, 1)..(+1, +1)]
.Vector3f
unproject(float winX, float winY, float winZ, int[] viewport, Vector3f dest)
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Vector4f
unproject(float winX, float winY, float winZ, int[] viewport, Vector4f dest)
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Vector3f
unproject(Vector3fc winCoords, int[] viewport, Vector3f dest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.Vector4f
unproject(Vector3fc winCoords, int[] viewport, Vector4f dest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.Vector3f
unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector3f dest)
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Vector4f
unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector4f dest)
Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Vector3f
unprojectInv(Vector3fc winCoords, int[] viewport, Vector3f dest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.Vector4f
unprojectInv(Vector3fc winCoords, int[] viewport, Vector4f dest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.Matrix4f
unprojectInvRay(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f dirDest)
Unproject the given 2D window coordinates(winX, winY)
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.Matrix4f
unprojectInvRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.Matrix4f
unprojectRay(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f dirDest)
Unproject the given 2D window coordinates(winX, winY)
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.Matrix4f
unprojectRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest)
Unproject the given 2D window coordinateswinCoords
bythis
matrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = 1.0
and goes through NDCz = +1.0
.Matrix4f
withLookAtUp(float upX, float upY, float upZ)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)
) and the given vector(upX, upY, upZ)
.Matrix4f
withLookAtUp(float upX, float upY, float upZ, Matrix4f dest)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4fc.positiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4fc.positiveZ(Vector3f)
) and the given vector(upX, upY, upZ)
, and store the result indest
.Matrix4f
withLookAtUp(Vector3fc up)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained bypositiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained bypositiveZ(Vector3f)
) and the given vectorup
.Matrix4f
withLookAtUp(Vector3fc up, Matrix4f dest)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4fc.positiveY(Vector3f)
) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4fc.positiveZ(Vector3f)
) and the given vectorup
, and store the result indest
.void
writeExternal(java.io.ObjectOutput out)
Matrix4f
zero()
Set all the values within this matrix to0
.



Constructor Detail

Matrix4f
public Matrix4f()

Matrix4f
public Matrix4f(Matrix3fc mat)
Create a newMatrix4f
by setting its uppper left 3x3 submatrix to the values of the givenMatrix3fc
and the rest to identity. Parameters:
mat
 theMatrix3fc

Matrix4f
public Matrix4f(Matrix4fc mat)
Create a newMatrix4f
and make it a copy of the given matrix. Parameters:
mat
 theMatrix4fc
to copy the values from

Matrix4f
public Matrix4f(Matrix4x3fc mat)
Create a newMatrix4f
and set its upper 4x3 submatrix to the given matrixmat
and all other elements to identity. Parameters:
mat
 theMatrix4x3fc
to copy the values from

Matrix4f
public Matrix4f(Matrix4dc mat)
Create a newMatrix4f
and make it a copy of the given matrix.Note that due to the given
Matrix4dc
storing values in doubleprecision and the constructedMatrix4f
storing them in singleprecision, there is the possibility of losing precision. Parameters:
mat
 theMatrix4dc
to copy the values from

Matrix4f
public Matrix4f(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)
Create a new 4x4 matrix using the supplied float values.The matrix layout will be:
m00, m10, m20, m30
m01, m11, m21, m31
m02, m12, m22, m32
m03, m13, m23, m33 Parameters:
m00
 the value of m00m01
 the value of m01m02
 the value of m02m03
 the value of m03m10
 the value of m10m11
 the value of m11m12
 the value of m12m13
 the value of m13m20
 the value of m20m21
 the value of m21m22
 the value of m22m23
 the value of m23m30
 the value of m30m31
 the value of m31m32
 the value of m32m33
 the value of m33

Matrix4f
public Matrix4f(java.nio.FloatBuffer buffer)
Create a newMatrix4f
by reading its 16 float components from the givenFloatBuffer
at the buffer's current position.That FloatBuffer is expected to hold the values in columnmajor order.
The buffer's position will not be changed by this method.
 Parameters:
buffer
 theFloatBuffer
to read the matrix values from


Method Detail

assume
public Matrix4f assume(int properties)
Assume the given properties about this matrix.Use one or multiple of 0,
Matrix4fc.PROPERTY_IDENTITY
,Matrix4fc.PROPERTY_TRANSLATION
,Matrix4fc.PROPERTY_AFFINE
,Matrix4fc.PROPERTY_PERSPECTIVE
,Matrix4fc.PROPERTY_ORTHONORMAL
. Parameters:
properties
 bitset of the properties to assume about this matrix Returns:
 this

determineProperties
public Matrix4f determineProperties()
Compute and set the matrix properties returned byproperties()
based on the current matrix element values. Returns:
 this

properties
public int properties()
Description copied from interface:Matrix4fc
Return the assumed properties of this matrix. This is a bitcombination ofMatrix4fc.PROPERTY_IDENTITY
,Matrix4fc.PROPERTY_AFFINE
,Matrix4fc.PROPERTY_TRANSLATION
andMatrix4fc.PROPERTY_PERSPECTIVE
. Specified by:
properties
in interfaceMatrix4fc
 Returns:
 the properties of the matrix

m00
public float m00()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 0 and row 0.

m01
public float m01()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 0 and row 1.

m02
public float m02()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 0 and row 2.

m03
public float m03()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 0 and row 3.

m10
public float m10()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 1 and row 0.

m11
public float m11()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 1 and row 1.

m12
public float m12()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 1 and row 2.

m13
public float m13()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 1 and row 3.

m20
public float m20()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 2 and row 0.

m21
public float m21()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 2 and row 1.

m22
public float m22()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 2 and row 2.

m23
public float m23()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 2 and row 3.

m30
public float m30()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 3 and row 0.

m31
public float m31()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 3 and row 1.

m32
public float m32()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 3 and row 2.

m33
public float m33()
Description copied from interface:Matrix4fc
Return the value of the matrix element at column 3 and row 3.

m00
public Matrix4f m00(float m00)
Set the value of the matrix element at column 0 and row 0. Parameters:
m00
 the new value Returns:
 this

m01
public Matrix4f m01(float m01)
Set the value of the matrix element at column 0 and row 1. Parameters:
m01
 the new value Returns:
 this

m02
public Matrix4f m02(float m02)
Set the value of the matrix element at column 0 and row 2. Parameters:
m02
 the new value Returns:
 this

m03
public Matrix4f m03(float m03)
Set the value of the matrix element at column 0 and row 3. Parameters:
m03
 the new value Returns:
 this

m10
public Matrix4f m10(float m10)
Set the value of the matrix element at column 1 and row 0. Parameters:
m10
 the new value Returns:
 this

m11
public Matrix4f m11(float m11)
Set the value of the matrix element at column 1 and row 1. Parameters:
m11
 the new value Returns:
 this

m12
public Matrix4f m12(float m12)
Set the value of the matrix element at column 1 and row 2. Parameters:
m12
 the new value Returns:
 this

m13
public Matrix4f m13(float m13)
Set the value of the matrix element at column 1 and row 3. Parameters:
m13
 the new value Returns:
 this

m20
public Matrix4f m20(float m20)
Set the value of the matrix element at column 2 and row 0. Parameters:
m20
 the new value Returns:
 this

m21
public Matrix4f m21(float m21)
Set the value of the matrix element at column 2 and row 1. Parameters:
m21
 the new value Returns:
 this

m22
public Matrix4f m22(float m22)
Set the value of the matrix element at column 2 and row 2. Parameters:
m22
 the new value Returns:
 this

m23
public Matrix4f m23(float m23)
Set the value of the matrix element at column 2 and row 3. Parameters:
m23
 the new value Returns:
 this

m30
public Matrix4f m30(float m30)
Set the value of the matrix element at column 3 and row 0. Parameters:
m30
 the new value Returns:
 this

m31
public Matrix4f m31(float m31)
Set the value of the matrix element at column 3 and row 1. Parameters:
m31
 the new value Returns:
 this

m32
public Matrix4f m32(float m32)
Set the value of the matrix element at column 3 and row 2. Parameters:
m32
 the new value Returns:
 this

m33
public Matrix4f m33(float m33)
Set the value of the matrix element at column 3 and row 3. Parameters:
m33
 the new value Returns:
 this

identity
public Matrix4f identity()
Reset this matrix to the identity.Please note that if a call to
identity()
is immediately followed by a call to:translate
,rotate
,scale
,perspective
,frustum
,ortho
,ortho2D
,lookAt
,lookAlong
, or any of their overloads, then the call toidentity()
can be omitted and the subsequent call replaced with:translation
,rotation
,scaling
,setPerspective
,setFrustum
,setOrtho
,setOrtho2D
,setLookAt
,setLookAlong
, or any of their overloads. Returns:
 this

set
public Matrix4f set(Matrix4fc m)
Store the values of the given matrixm
intothis
matrix. Parameters:
m
 the matrix to copy the values from Returns:
 this
 See Also:
Matrix4f(Matrix4fc)
,get(Matrix4f)

setTransposed
public Matrix4f setTransposed(Matrix4fc 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 Matrix4f set(Matrix4x3fc m)
Store the values of the given matrixm
intothis
matrix and set the other matrix elements to identity. Parameters:
m
 the matrix to copy the values from Returns:
 this
 See Also:
Matrix4f(Matrix4x3fc)

set
public Matrix4f set(Matrix4dc m)
Store the values of the given matrixm
intothis
matrix.Note that due to the given matrix
m
storing values in doubleprecision andthis
matrix storing them in singleprecision, there is the possibility to lose precision. Parameters:
m
 the matrix to copy the values from Returns:
 this
 See Also:
Matrix4f(Matrix4dc)
,get(Matrix4d)

set
public Matrix4f set(Matrix3fc mat)
 Parameters:
mat
 theMatrix3fc
 Returns:
 this
 See Also:
Matrix4f(Matrix3fc)

set
public Matrix4f set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
. Parameters:
axisAngle
 theAxisAngle4f
 Returns:
 this

set
public Matrix4f set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
. Parameters:
axisAngle
 theAxisAngle4d
 Returns:
 this

set
public Matrix4f set(Quaternionfc q)
Set this matrix to be equivalent to the rotation specified by the givenQuaternionfc
.This method is equivalent to calling:
rotation(q)
Reference: http://www.euclideanspace.com/
 Parameters:
q
 theQuaternionfc
 Returns:
 this
 See Also:
rotation(Quaternionfc)

set
public Matrix4f set(Quaterniondc q)
Set this matrix to be equivalent to the rotation specified by the givenQuaterniondc
.Reference: http://www.euclideanspace.com/
 Parameters:
q
 theQuaterniondc
 Returns:
 this

set3x3
public Matrix4f set3x3(Matrix4f mat)
Set the upper left 3x3 submatrix of thisMatrix4f
to that of the givenMatrix4f
and don't change the other elements. Parameters:
mat
 theMatrix4f
 Returns:
 this

set4x3
public Matrix4f set4x3(Matrix4x3fc mat)
Set the upper 4x3 submatrix of thisMatrix4f
to the givenMatrix4x3fc
and don't change the other elements. Parameters:
mat
 theMatrix4x3fc
 Returns:
 this
 See Also:
Matrix4x3f.get(Matrix4f)

set4x3
public Matrix4f set4x3(Matrix4f mat)
Set the upper 4x3 submatrix of thisMatrix4f
to the upper 4x3 submatrix of the givenMatrix4f
and don't change the other elements. Parameters:
mat
 theMatrix4f
 Returns:
 this

mul
public Matrix4f mul(Matrix4fc right)
Multiply this matrix by the suppliedright
matrix and store the result inthis
.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 of the matrix multiplication Returns:
 this

mul
public Matrix4f mul(Matrix4fc right, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix and store the result indest
.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!

mul0
public Matrix4f mul0(Matrix4fc right)
Multiply this matrix by the suppliedright
matrix.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!This method neither assumes nor checks for any matrix properties of
this
orright
and will always perform a complete 4x4 matrix multiplication. This method should only be used whenever the multiplied matrices do not have any properties for which there are optimized multiplication methods available. Parameters:
right
 the right operand of the matrix multiplication Returns:
 this

mul0
public Matrix4f mul0(Matrix4fc right, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix and store the result indest
.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!This method neither assumes nor checks for any matrix properties of
this
orright
and will always perform a complete 4x4 matrix multiplication. This method should only be used whenever the multiplied matrices do not have any properties for which there are optimized multiplication methods available.

mul
public Matrix4f mul(float r00, float r01, float r02, float r03, float r10, float r11, float r12, float r13, float r20, float r21, float r22, float r23, float r30, float r31, float r32, float r33)
Multiply this matrix by the matrix with the supplied elements.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, 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:
r00
 the m00 element of the right matrixr01
 the m01 element of the right matrixr02
 the m02 element of the right matrixr03
 the m03 element of the right matrixr10
 the m10 element of the right matrixr11
 the m11 element of the right matrixr12
 the m12 element of the right matrixr13
 the m13 element of the right matrixr20
 the m20 element of the right matrixr21
 the m21 element of the right matrixr22
 the m22 element of the right matrixr23
 the m23 element of the right matrixr30
 the m30 element of the right matrixr31
 the m31 element of the right matrixr32
 the m32 element of the right matrixr33
 the m33 element of the right matrix Returns:
 this

mul
public Matrix4f mul(float r00, float r01, float r02, float r03, float r10, float r11, float r12, float r13, float r20, float r21, float r22, float r23, float r30, float r31, float r32, float r33, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiply this matrix by the matrix with the supplied elements and store the result indest
.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, 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! Specified by:
mul
in interfaceMatrix4fc
 Parameters:
r00
 the m00 element of the right matrixr01
 the m01 element of the right matrixr02
 the m02 element of the right matrixr03
 the m03 element of the right matrixr10
 the m10 element of the right matrixr11
 the m11 element of the right matrixr12
 the m12 element of the right matrixr13
 the m13 element of the right matrixr20
 the m20 element of the right matrixr21
 the m21 element of the right matrixr22
 the m22 element of the right matrixr23
 the m23 element of the right matrixr30
 the m30 element of the right matrixr31
 the m31 element of the right matrixr32
 the m32 element of the right matrixr33
 the m33 element of the right matrixdest
 the destination matrix, which will hold the result Returns:
 dest

mul3x3
public Matrix4f mul3x3(float r00, float r01, float r02, float r10, float r11, float r12, float r20, float r21, float r22)
Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, 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:
r00
 the m00 element of the right matrixr01
 the m01 element of the right matrixr02
 the m02 element of the right matrixr10
 the m10 element of the right matrixr11
 the m11 element of the right matrixr12
 the m12 element of the right matrixr20
 the m20 element of the right matrixr21
 the m21 element of the right matrixr22
 the m22 element of the right matrix Returns:
 this

mul3x3
public Matrix4f mul3x3(float r00, float r01, float r02, float r10, float r11, float r12, float r20, float r21, float r22, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiply this matrix by the 3x3 matrix with the supplied elements expanded to a 4x4 matrix with all other matrix elements set to identity, and store the result indest
.If
M
isthis
matrix andR
theright
matrix whose elements are supplied via the parameters, 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! Specified by:
mul3x3
in interfaceMatrix4fc
 Parameters:
r00
 the m00 element of the right matrixr01
 the m01 element of the right matrixr02
 the m02 element of the right matrixr10
 the m10 element of the right matrixr11
 the m11 element of the right matrixr12
 the m12 element of the right matrixr20
 the m20 element of the right matrixr21
 the m21 element of the right matrixr22
 the m22 element of the right matrixdest
 the destination matrix, which will hold the result Returns:
 this

mulLocal
public Matrix4f mulLocal(Matrix4fc left)
Premultiply 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 Matrix4f mulLocal(Matrix4fc left, Matrix4f dest)
Description copied from interface:Matrix4fc
Premultiply 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!

mulLocalAffine
public Matrix4f mulLocalAffine(Matrix4fc left)
Premultiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result inthis
.This method assumes that
this
matrix and the givenleft
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofleft
.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 (the last row is assumed to be(0, 0, 0, 1)
) Returns:
 this

mulLocalAffine
public Matrix4f mulLocalAffine(Matrix4fc left, Matrix4f dest)
Description copied from interface:Matrix4fc
Premultiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result indest
.This method assumes that
this
matrix and the givenleft
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofleft
.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! Specified by:
mulLocalAffine
in interfaceMatrix4fc
 Parameters:
left
 the left operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)dest
 the destination matrix, which will hold the result Returns:
 dest

mul
public Matrix4f mul(Matrix4x3fc right)
Multiply this matrix by the suppliedright
matrix and store the result inthis
.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 of the matrix multiplication Returns:
 this

mul
public Matrix4f mul(Matrix4x3fc right, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix and store the result indest
.The last row of the
right
matrix is assumed to be(0, 0, 0, 1)
.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!

mul
public Matrix4f mul(Matrix3x2fc right)
Multiply this matrix by the suppliedright
matrix and store the result inthis
.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 of the matrix multiplication Returns:
 this

mul
public Matrix4f mul(Matrix3x2fc right, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix and store the result indest
.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!

mulPerspectiveAffine
public Matrix4f mulPerspectiveAffine(Matrix4fc view)
Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first! Parameters:
view
 theaffine
matrix to multiplythis
symmetric perspective projection matrix by Returns:
 this

mulPerspectiveAffine
public Matrix4f mulPerspectiveAffine(Matrix4fc view, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix and store the result indest
.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first! Specified by:
mulPerspectiveAffine
in interfaceMatrix4fc
 Parameters:
view
 theaffine
matrix to multiplythis
symmetric perspective projection matrix bydest
 the destination matrix, which will hold the result Returns:
 dest

mulPerspectiveAffine
public Matrix4f mulPerspectiveAffine(Matrix4x3fc view)
Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first! Parameters:
view
 the matrix to multiplythis
symmetric perspective projection matrix by Returns:
 this

mulPerspectiveAffine
public Matrix4f mulPerspectiveAffine(Matrix4x3fc view, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiplythis
symmetric perspective projection matrix by the suppliedview
matrix and store the result indest
.If
P
isthis
matrix andV
theview
matrix, then the new matrix will beP * V
. So when transforming a vectorv
with the new matrix by usingP * V * v
, the transformation of theview
matrix will be applied first! Specified by:
mulPerspectiveAffine
in interfaceMatrix4fc
 Parameters:
view
 the matrix to multiplythis
symmetric perspective projection matrix bydest
 the destination matrix, which will hold the result Returns:
 dest

mulAffineR
public Matrix4f mulAffineR(Matrix4fc right)
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result inthis
.This method assumes that the given
right
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
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 of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
) Returns:
 this

mulAffineR
public Matrix4f mulAffineR(Matrix4fc right, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.This method assumes that the given
right
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
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! Specified by:
mulAffineR
in interfaceMatrix4fc
 Parameters:
right
 the right operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)dest
 the destination matrix, which will hold the result Returns:
 dest

mulAffine
public Matrix4f mulAffine(Matrix4fc right)
Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result inthis
.This method assumes that
this
matrix and the givenright
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofright
.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 of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
) Returns:
 this

mulAffine
public Matrix4f mulAffine(Matrix4fc right, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiply this matrix by the suppliedright
matrix, both of which are assumed to beaffine
, and store the result indest
.This method assumes that
this
matrix and the givenright
matrix both represent anaffine
transformation (i.e. their last rows are equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrices only represent affine transformations, such as translation, rotation, scaling and shearing (in any combination).This method will not modify either the last row of
this
or the last row ofright
.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!

mulTranslationAffine
public Matrix4f mulTranslationAffine(Matrix4fc right, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.This method assumes that
this
matrix only contains a translation, and that the givenright
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
).This method will not modify either the last row of
this
or the last row ofright
.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! Specified by:
mulTranslationAffine
in interfaceMatrix4fc
 Parameters:
right
 the right operand of the matrix multiplication (the last row is assumed to be(0, 0, 0, 1)
)dest
 the destination matrix, which will hold the result Returns:
 dest

mulOrthoAffine
public Matrix4f mulOrthoAffine(Matrix4fc view)
Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix.If
M
isthis
matrix andV
theview
matrix, then the new matrix will beM * V
. So when transforming a vectorv
with the new matrix by usingM * V * v
, the transformation of theview
matrix will be applied first! Parameters:
view
 the affine matrix which to multiplythis
with Returns:
 this

mulOrthoAffine
public Matrix4f mulOrthoAffine(Matrix4fc view, Matrix4f dest)
Description copied from interface:Matrix4fc
Multiplythis
orthographic projection matrix by the suppliedaffine
view
matrix and store the result indest
.If
M
isthis
matrix andV
theview
matrix, then the new matrix will beM * V
. So when transforming a vectorv
with the new matrix by usingM * V * v
, the transformation of theview
matrix will be applied first! Specified by:
mulOrthoAffine
in interfaceMatrix4fc
 Parameters:
view
 the affine matrix which to multiplythis
withdest
 the destination matrix, which will hold the result Returns:
 dest

fma4x3
public Matrix4f fma4x3(Matrix4fc other, float otherFactor)
Componentwise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
and adding that result tothis
.The matrix
other
will not be changed. Parameters:
other
 the other matrixotherFactor
 the factor to multiply each of the other matrix's 4x3 components Returns:
 this

fma4x3
public Matrix4f fma4x3(Matrix4fc other, float otherFactor, Matrix4f dest)
Description copied from interface:Matrix4fc
Componentwise add the upper 4x3 submatrices ofthis
andother
by first multiplying each component ofother
's 4x3 submatrix byotherFactor
, adding that tothis
and storing the final result indest
.The other components of
dest
will be set to the ones ofthis
.The matrices
this
andother
will not be changed.

add
public Matrix4f add(Matrix4fc other)
Componentwise addthis
andother
. Parameters:
other
 the other addend Returns:
 this

add
public Matrix4f add(Matrix4fc other, Matrix4f dest)
Description copied from interface:Matrix4fc
Componentwise addthis
andother
and store the result indest
.

sub
public Matrix4f sub(Matrix4fc subtrahend)
Componentwise subtractsubtrahend
fromthis
. Parameters:
subtrahend
 the subtrahend Returns:
 this

sub
public Matrix4f sub(Matrix4fc subtrahend, Matrix4f dest)
Description copied from interface:Matrix4fc
Componentwise subtractsubtrahend
fromthis
and store the result indest
.

mulComponentWise
public Matrix4f mulComponentWise(Matrix4fc other)
Componentwise multiplythis
byother
. Parameters:
other
 the other matrix Returns:
 this

mulComponentWise
public Matrix4f mulComponentWise(Matrix4fc other, Matrix4f dest)
Description copied from interface:Matrix4fc
Componentwise multiplythis
byother
and store the result indest
. Specified by:
mulComponentWise
in interfaceMatrix4fc
 Parameters:
other
 the other matrixdest
 will hold the result Returns:
 dest

add4x3
public Matrix4f add4x3(Matrix4fc other)
Componentwise add the upper 4x3 submatrices ofthis
andother
. Parameters:
other
 the other addend Returns:
 this

add4x3
public Matrix4f add4x3(Matrix4fc other, Matrix4f dest)
Description copied from interface:Matrix4fc
Componentwise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.The other components of
dest
will be set to the ones ofthis
.

sub4x3
public Matrix4f sub4x3(Matrix4f subtrahend)
Componentwise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
. Parameters:
subtrahend
 the subtrahend Returns:
 this

sub4x3
public Matrix4f sub4x3(Matrix4fc subtrahend, Matrix4f dest)
Description copied from interface:Matrix4fc
Componentwise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
and store the result indest
.The other components of
dest
will be set to the ones ofthis
.

mul4x3ComponentWise
public Matrix4f mul4x3ComponentWise(Matrix4fc other)
Componentwise multiply the upper 4x3 submatrices ofthis
byother
. Parameters:
other
 the other matrix Returns:
 this

mul4x3ComponentWise
public Matrix4f mul4x3ComponentWise(Matrix4fc other, Matrix4f dest)
Description copied from interface:Matrix4fc
Componentwise multiply the upper 4x3 submatrices ofthis
byother
and store the result indest
.The other components of
dest
will be set to the ones ofthis
. Specified by:
mul4x3ComponentWise
in interfaceMatrix4fc
 Parameters:
other
 the other matrixdest
 will hold the result Returns:
 dest

set
public Matrix4f set(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)
Set the values within this matrix to the supplied float values. The matrix will look like this:
m00, m10, m20, m30
m01, m11, m21, m31
m02, m12, m22, m32
m03, m13, m23, m33 Parameters:
m00
 the new value of m00m01
 the new value of m01m02
 the new value of m02m03
 the new value of m03m10
 the new value of m10m11
 the new value of m11m12
 the new value of m12m13
 the new value of m13m20
 the new value of m20m21
 the new value of m21m22
 the new value of m22m23
 the new value of m23m30
 the new value of m30m31
 the new value of m31m32
 the new value of m32m33
 the new value of m33 Returns:
 this

set
public Matrix4f set(float[] m, int off)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.The results will look like this:
0, 4, 8, 12
1, 5, 9, 13
2, 6, 10, 14
3, 7, 11, 15 Parameters:
m
 the array to read the matrix values fromoff
 the offset into the array Returns:
 this
 See Also:
set(float[])

set
public Matrix4f set(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.The results will look like this:
0, 4, 8, 12
1, 5, 9, 13
2, 6, 10, 14
3, 7, 11, 15 Parameters:
m
 the array to read the matrix values from Returns:
 this
 See Also:
set(float[], int)

setTransposed
public Matrix4f setTransposed(float[] m, int off)
Set the values in the matrix using a float array that contains the matrix elements in rowmajor order.The results will look like this:
0, 1, 2, 3
4, 5, 6, 7
8, 9, 10, 11
12, 13, 14, 15 Parameters:
m
 the array to read the matrix values fromoff
 the offset into the array Returns:
 this
 See Also:
setTransposed(float[])

setTransposed
public Matrix4f setTransposed(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in rowmajor order.The results will look like this:
0, 1, 2, 3
4, 5, 6, 7
8, 9, 10, 11
12, 13, 14, 15 Parameters:
m
 the array to read the matrix values from Returns:
 this
 See Also:
setTransposed(float[], int)

set
public Matrix4f set(java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in columnmajor order, starting at its current position.The FloatBuffer is expected to contain the values in columnmajor order.
The position of the FloatBuffer will not be changed by this method.
 Parameters:
buffer
 the FloatBuffer to read the matrix values from in columnmajor order Returns:
 this

set
public Matrix4f set(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in columnmajor order, starting at its current position.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
buffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

set
public Matrix4f set(int index, java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The FloatBuffer is expected to contain the values in columnmajor 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 columnmajor order Returns:
 this

set
public Matrix4f set(int index, java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in columnmajor 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 columnmajor order Returns:
 this

setTransposed
public Matrix4f setTransposed(java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenFloatBuffer
in rowmajor order, starting at its current position.The FloatBuffer is expected to contain the values in rowmajor order.
The position of the FloatBuffer will not be changed by this method.
 Parameters:
buffer
 the FloatBuffer to read the matrix values from in rowmajor order Returns:
 this

setTransposed
public Matrix4f setTransposed(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 16 float values from the givenByteBuffer
in rowmajor order, starting at its current position.The ByteBuffer is expected to contain the values in rowmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
buffer
 the ByteBuffer to read the matrix values from in rowmajor order Returns:
 this

setFromAddress
public Matrix4f setFromAddress(long address)
Set the values of this matrix by reading 16 float values from offheap memory in columnmajor 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 offheap memory address to read the matrix values from in columnmajor order Returns:
 this

setTransposedFromAddress
public Matrix4f setTransposedFromAddress(long address)
Set the values of this matrix by reading 16 float values from offheap memory in rowmajor 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 offheap memory address to read the matrix values from in rowmajor order Returns:
 this

set
public Matrix4f set(Vector4fc col0, Vector4fc col1, Vector4fc col2, Vector4fc col3)
Set the four columns of this matrix to the supplied vectors, respectively. Parameters:
col0
 the first columncol1
 the second columncol2
 the third columncol3
 the fourth column Returns:
 this

determinant
public float determinant()
Description copied from interface:Matrix4fc
Return the determinant of this matrix.If
this
matrix represents anaffine
transformation, such as translation, rotation, scaling and shearing, and thus its last row is equal to(0, 0, 0, 1)
, thenMatrix4fc.determinantAffine()
can be used instead of this method. Specified by:
determinant
in interfaceMatrix4fc
 Returns:
 the determinant
 See Also:
Matrix4fc.determinantAffine()

determinant3x3
public float determinant3x3()
Description copied from interface:Matrix4fc
Return the determinant of the upper left 3x3 submatrix of this matrix. Specified by:
determinant3x3
in interfaceMatrix4fc
 Returns:
 the determinant

determinantAffine
public float determinantAffine()
Description copied from interface:Matrix4fc
Return the determinant of this matrix by assuming that it represents anaffine
transformation and thus its last row is equal to(0, 0, 0, 1)
. Specified by:
determinantAffine
in interfaceMatrix4fc
 Returns:
 the determinant

invert
public Matrix4f invert(Matrix4f dest)
Description copied from interface:Matrix4fc
Invert this matrix and write the result intodest
.If
this
matrix represents anaffine
transformation, such as translation, rotation, scaling and shearing, and thus its last row is equal to(0, 0, 0, 1)
, thenMatrix4fc.invertAffine(Matrix4f)
can be used instead of this method. Specified by:
invert
in interfaceMatrix4fc
 Parameters:
dest
 will hold the result Returns:
 dest
 See Also:
Matrix4fc.invertAffine(Matrix4f)

invert
public Matrix4f invert()
Invert this matrix.If
this
matrix represents anaffine
transformation, such as translation, rotation, scaling and shearing, and thus its last row is equal to(0, 0, 0, 1)
, theninvertAffine()
can be used instead of this method. Returns:
 this
 See Also:
invertAffine()

invertPerspective
public Matrix4f invertPerspective(Matrix4f dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
and stores it into the givendest
.This method can be used to quickly obtain the inverse of a perspective projection matrix when being obtained via
perspective()
. Specified by:
invertPerspective
in interfaceMatrix4fc
 Parameters:
dest
 will hold the inverse ofthis
 Returns:
 dest
 See Also:
perspective(float, float, float, float)

invertPerspective
public Matrix4f invertPerspective()
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation, then this method builds the inverse ofthis
.This method can be used to quickly obtain the inverse of a perspective projection matrix when being obtained via
perspective()
. Returns:
 this
 See Also:
perspective(float, float, float, float)

invertFrustum
public Matrix4f invertFrustum(Matrix4f dest)
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods or viasetFrustum()
, then this method builds the inverse ofthis
and stores it into the givendest
.This method can be used to quickly obtain the inverse of a perspective projection matrix.
If this matrix represents a symmetric perspective frustum transformation, as obtained via
perspective()
, theninvertPerspective(Matrix4f)
should be used instead. Specified by:
invertFrustum
in interfaceMatrix4fc
 Parameters:
dest
 will hold the inverse ofthis
 Returns:
 dest
 See Also:
frustum(float, float, float, float, float, float)
,invertPerspective(Matrix4f)

invertFrustum
public Matrix4f invertFrustum()
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods or viasetFrustum()
, then this method builds the inverse ofthis
.This method can be used to quickly obtain the inverse of a perspective projection matrix.
If this matrix represents a symmetric perspective frustum transformation, as obtained via
perspective()
, theninvertPerspective()
should be used instead. Returns:
 this
 See Also:
frustum(float, float, float, float, float, float)
,invertPerspective()

invertOrtho
public Matrix4f invertOrtho(Matrix4f dest)
Description copied from interface:Matrix4fc
Invertthis
orthographic projection matrix and store the result into the givendest
.This method can be used to quickly obtain the inverse of an orthographic projection matrix.
 Specified by:
invertOrtho
in interfaceMatrix4fc
 Parameters:
dest
 will hold the inverse ofthis
 Returns:
 dest

invertOrtho
public Matrix4f invertOrtho()
Invertthis
orthographic projection matrix.This method can be used to quickly obtain the inverse of an orthographic projection matrix.
 Returns:
 this

invertPerspectiveView
public Matrix4f invertPerspectiveView(Matrix4fc view, Matrix4f dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix isaffine
and has unit scaling (for example by being obtained vialookAt()
), then this method builds the inverse ofthis * view
and stores it into the givendest
.This method can be used to quickly obtain the inverse of the combination of the view and projection matrices, when both were obtained via the common methods
perspective()
andlookAt()
or other methods, that build affine matrices, such astranslate
androtate(float, float, float, float)
, except forscale()
.For the special cases of the matrices
this
andview
mentioned above, this method is equivalent to the following code:dest.set(this).mul(view).invert();
 Specified by:
invertPerspectiveView
in interfaceMatrix4fc
 Parameters:
view
 the view transformation (must beaffine
and have unit scaling)dest
 will hold the inverse ofthis * view
 Returns:
 dest

invertPerspectiveView
public Matrix4f invertPerspectiveView(Matrix4x3fc view, Matrix4f dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods or viasetPerspective()
, that is, ifthis
is a symmetrical perspective frustum transformation and the givenview
matrix has unit scaling, then this method builds the inverse ofthis * view
and stores it into the givendest
.This method can be used to quickly obtain the inverse of the combination of the view and projection matrices, when both were obtained via the common methods
perspective()
andlookAt()
or other methods, that build affine matrices, such astranslate
androtate(float, float, float, float)
, except forscale()
.For the special cases of the matrices
this
andview
mentioned above, this method is equivalent to the following code:dest.set(this).mul(view).invert();
 Specified by:
invertPerspectiveView
in interfaceMatrix4fc
 Parameters:
view
 the view transformation (must have unit scaling)dest
 will hold the inverse ofthis * view
 Returns:
 dest

invertAffine
public Matrix4f invertAffine(Matrix4f dest)
Description copied from interface:Matrix4fc
Invert this matrix by assuming that it is anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and write the result intodest
. Specified by:
invertAffine
in interfaceMatrix4fc
 Parameters:
dest
 will hold the result Returns:
 dest

invertAffine
public Matrix4f invertAffine()
Invert this matrix by assuming that it is anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
). Returns:
 this

transpose
public Matrix4f transpose(Matrix4f dest)
Description copied from interface:Matrix4fc
Transpose this matrix and store the result indest
.

transpose3x3
public Matrix4f transpose3x3()
Transpose only the upper left 3x3 submatrix of this matrix.All other matrix elements are left unchanged.
 Returns:
 this

transpose3x3
public Matrix4f transpose3x3(Matrix4f dest)
Description copied from interface:Matrix4fc
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.All other matrix elements are left unchanged.
 Specified by:
transpose3x3
in interfaceMatrix4fc
 Parameters:
dest
 will hold the result Returns:
 dest

transpose3x3
public Matrix3f transpose3x3(Matrix3f dest)
Description copied from interface:Matrix4fc
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
. Specified by:
transpose3x3
in interfaceMatrix4fc
 Parameters:
dest
 will hold the result Returns:
 dest

transpose
public Matrix4f transpose()
Transpose this matrix. Returns:
 this

translation
public Matrix4f translation(float x, float y, float z)
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
In order to postmultiply a translation transformation directly to a matrix, use
translate()
instead. Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in z Returns:
 this
 See Also:
translate(float, float, float)

translation
public Matrix4f translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
In order to postmultiply a translation transformation directly to a matrix, use
translate()
instead. Parameters:
offset
 the offsets in x, y and z to translate Returns:
 this
 See Also:
translate(float, float, float)

setTranslation
public Matrix4f setTranslation(float x, float y, float z)
Set only the translation components(m30, m31, m32)
of this matrix to the given values(x, y, z)
.Note that this will only work properly for orthogonal matrices (without any perspective).
To build a translation matrix instead, use
translation(float, float, float)
. To apply a translation, usetranslate(float, float, float)
. Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in z Returns:
 this
 See Also:
translation(float, float, float)
,translate(float, float, float)

setTranslation
public Matrix4f setTranslation(Vector3fc xyz)
Set only the translation components(m30, m31, m32)
of this matrix to the values(xyz.x, xyz.y, xyz.z)
.Note that this will only work properly for orthogonal matrices (without any perspective).
To build a translation matrix instead, use
translation(Vector3fc)
. To apply a translation, usetranslate(Vector3fc)
. Parameters:
xyz
 the units to translate in(x, y, z)
 Returns:
 this
 See Also:
translation(Vector3fc)
,translate(Vector3fc)

getTranslation
public Vector3f getTranslation(Vector3f dest)
Description copied from interface:Matrix4fc
Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
. Specified by:
getTranslation
in interfaceMatrix4fc
 Parameters:
dest
 will hold the translation components of this matrix Returns:
 dest

getScale
public Vector3f getScale(Vector3f dest)
Description copied from interface:Matrix4fc
Get the scaling factors ofthis
matrix for the three base axes.

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 Matrix4f get(Matrix4f dest)
Get the current values ofthis
matrix and store them intodest
.This is the reverse method of
set(Matrix4fc)
and allows to obtain intermediate calculation results when chaining multiple transformations. Specified by:
get
in interfaceMatrix4fc
 Parameters:
dest
 the destination matrix Returns:
 the passed in destination
 See Also:
set(Matrix4fc)

get4x3
public Matrix4x3f get4x3(Matrix4x3f dest)
Description copied from interface:Matrix4fc
Get the current values of the upper 4x3 submatrix ofthis
matrix and store them intodest
. Specified by:
get4x3
in interfaceMatrix4fc
 Parameters:
dest
 the destination matrix Returns:
 the passed in destination
 See Also:
Matrix4x3f.set(Matrix4fc)

get
public Matrix4d get(Matrix4d dest)
Get the current values ofthis
matrix and store them intodest
.This is the reverse method of
set(Matrix4dc)
and allows to obtain intermediate calculation results when chaining multiple transformations. Specified by:
get
in interfaceMatrix4fc
 Parameters:
dest
 the destination matrix Returns:
 the passed in destination
 See Also:
set(Matrix4dc)

get3x3
public Matrix3f get3x3(Matrix3f dest)
Description copied from interface:Matrix4fc
Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
. Specified by:
get3x3
in interfaceMatrix4fc
 Parameters:
dest
 the destination matrix Returns:
 the passed in destination
 See Also:
Matrix3f.set(Matrix4fc)

get3x3
public Matrix3d get3x3(Matrix3d dest)
Description copied from interface:Matrix4fc
Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
. Specified by:
get3x3
in interfaceMatrix4fc
 Parameters:
dest
 the destination matrix Returns:
 the passed in destination
 See Also:
Matrix3d.set(Matrix4fc)

getRotation
public AxisAngle4f getRotation(AxisAngle4f dest)
Description copied from interface:Matrix4fc
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4f
. Specified by:
getRotation
in interfaceMatrix4fc
 Parameters:
dest
 the destinationAxisAngle4f
 Returns:
 the passed in destination
 See Also:
AxisAngle4f.set(Matrix4fc)

getRotation
public AxisAngle4d getRotation(AxisAngle4d dest)
Description copied from interface:Matrix4fc
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4d
. Specified by:
getRotation
in interfaceMatrix4fc
 Parameters:
dest
 the destinationAxisAngle4d
 Returns:
 the passed in destination
 See Also:
AxisAngle4f.set(Matrix4fc)

getUnnormalizedRotation
public Quaternionf getUnnormalizedRotation(Quaternionf dest)
Description copied from interface:Matrix4fc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
 Specified by:
getUnnormalizedRotation
in interfaceMatrix4fc
 Parameters:
dest
 the destinationQuaternionf
 Returns:
 the passed in destination
 See Also:
Quaternionf.setFromUnnormalized(Matrix4fc)

getNormalizedRotation
public Quaternionf getNormalizedRotation(Quaternionf dest)
Description copied from interface:Matrix4fc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are normalized.
 Specified by:
getNormalizedRotation
in interfaceMatrix4fc
 Parameters:
dest
 the destinationQuaternionf
 Returns:
 the passed in destination
 See Also:
Quaternionf.setFromNormalized(Matrix4fc)

getUnnormalizedRotation
public Quaterniond getUnnormalizedRotation(Quaterniond dest)
Description copied from interface:Matrix4fc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
 Specified by:
getUnnormalizedRotation
in interfaceMatrix4fc
 Parameters:
dest
 the destinationQuaterniond
 Returns:
 the passed in destination
 See Also:
Quaterniond.setFromUnnormalized(Matrix4fc)

getNormalizedRotation
public Quaterniond getNormalizedRotation(Quaterniond dest)
Description copied from interface:Matrix4fc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the first three column vectors of the upper left 3x3 submatrix are normalized.
 Specified by:
getNormalizedRotation
in interfaceMatrix4fc
 Parameters:
dest
 the destinationQuaterniond
 Returns:
 the passed in destination
 See Also:
Quaterniond.setFromNormalized(Matrix4fc)

get
public java.nio.FloatBuffer get(java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4fc
Store this matrix in columnmajor 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
Matrix4fc.get(int, FloatBuffer)
, taking the absolute position as parameter. Specified by:
get
in interfaceMatrix4fc
 Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4fc.get(int, FloatBuffer)

get
public java.nio.FloatBuffer get(int index, java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4fc
Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.

get
public java.nio.ByteBuffer get(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4fc
Store this matrix in columnmajor 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
Matrix4fc.get(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
get
in interfaceMatrix4fc
 Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4fc.get(int, ByteBuffer)

get
public java.nio.ByteBuffer get(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4fc
Store this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.

get4x3
public java.nio.FloatBuffer get4x3(java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix in columnmajor 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
Matrix4fc.get(int, FloatBuffer)
, taking the absolute position as parameter. Specified by:
get4x3
in interfaceMatrix4fc
 Parameters:
buffer
 will receive the values of the upper 4x3 submatrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4fc.get(int, FloatBuffer)

get4x3
public java.nio.FloatBuffer get4x3(int index, java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.

get4x3
public java.nio.ByteBuffer get4x3(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix in columnmajor 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
Matrix4fc.get(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
get4x3
in interfaceMatrix4fc
 Parameters:
buffer
 will receive the values of the upper 4x3 submatrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4fc.get(int, ByteBuffer)

get4x3
public java.nio.ByteBuffer get4x3(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.

get3x4
public java.nio.FloatBuffer get3x4(java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4fc
Store the left 3x4 submatrix in columnmajor 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
Matrix4fc.get3x4(int, FloatBuffer)
, taking the absolute position as parameter. Specified by:
get3x4
in interfaceMatrix4fc
 Parameters:
buffer
 will receive the values of the left 3x4 submatrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4fc.get3x4(int, FloatBuffer)

get3x4
public java.nio.FloatBuffer get3x4(int index, java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4fc
Store the left 3x4 submatrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.

get3x4
public java.nio.ByteBuffer get3x4(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4fc
Store the left 3x4 submatrix in columnmajor 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
Matrix4fc.get3x4(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
get3x4
in interfaceMatrix4fc
 Parameters:
buffer
 will receive the values of the left 3x4 submatrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4fc.get3x4(int, ByteBuffer)

get3x4
public java.nio.ByteBuffer get3x4(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4fc
Store the left 3x4 submatrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.

getTransposed
public java.nio.FloatBuffer getTransposed(java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4fc
Store the transpose of this matrix in columnmajor 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
Matrix4fc.getTransposed(int, FloatBuffer)
, taking the absolute position as parameter. Specified by:
getTransposed
in interfaceMatrix4fc
 Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4fc.getTransposed(int, FloatBuffer)

getTransposed
public java.nio.FloatBuffer getTransposed(int index, java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4fc
Store the transpose of this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
 Specified by:
getTransposed
in interfaceMatrix4fc
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

getTransposed
public java.nio.ByteBuffer getTransposed(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4fc
Store the transpose of this matrix in columnmajor 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
Matrix4fc.getTransposed(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
getTransposed
in interfaceMatrix4fc
 Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4fc.getTransposed(int, ByteBuffer)

getTransposed
public java.nio.ByteBuffer getTransposed(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4fc
Store the transpose of this matrix in columnmajor 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 interfaceMatrix4fc
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

get4x3Transposed
public java.nio.FloatBuffer get4x3Transposed(java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix ofthis
matrix in rowmajor 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
Matrix4fc.get4x3Transposed(int, FloatBuffer)
, taking the absolute position as parameter. Specified by:
get4x3Transposed
in interfaceMatrix4fc
 Parameters:
buffer
 will receive the values of the upper 4x3 submatrix in rowmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4fc.get4x3Transposed(int, FloatBuffer)

get4x3Transposed
public java.nio.FloatBuffer get4x3Transposed(int index, java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix ofthis
matrix in rowmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
 Specified by:
get4x3Transposed
in interfaceMatrix4fc
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 will receive the values of the upper 4x3 submatrix in rowmajor order Returns:
 the passed in buffer

get4x3Transposed
public java.nio.ByteBuffer get4x3Transposed(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix ofthis
matrix in rowmajor 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
Matrix4fc.get4x3Transposed(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
get4x3Transposed
in interfaceMatrix4fc
 Parameters:
buffer
 will receive the values of the upper 4x3 submatrix in rowmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4fc.get4x3Transposed(int, ByteBuffer)

get4x3Transposed
public java.nio.ByteBuffer get4x3Transposed(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4fc
Store the upper 4x3 submatrix ofthis
matrix in rowmajor 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:
get4x3Transposed
in interfaceMatrix4fc
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of the upper 4x3 submatrix in rowmajor order Returns:
 the passed in buffer

getToAddress
public Matrix4fc getToAddress(long address)
Description copied from interface:Matrix4fc
Store this matrix in columnmajor order at the given offheap 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 interfaceMatrix4fc
 Parameters:
address
 the offheap address where to store this matrix Returns:
 this

get
public float[] get(float[] arr, int offset)
Description copied from interface:Matrix4fc
Store this matrix into the supplied float array in columnmajor order at the given offset.

get
public float[] get(float[] arr)
Description copied from interface:Matrix4fc
Store this matrix into the supplied float array in columnmajor order.In order to specify an explicit offset into the array, use the method
Matrix4fc.get(float[], int)
. Specified by:
get
in interfaceMatrix4fc
 Parameters:
arr
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
Matrix4fc.get(float[], int)

zero
public Matrix4f zero()
Set all the values within this matrix to0
. Returns:
 this

scaling
public Matrix4f scaling(float 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 postmultiply 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(float)

scaling
public Matrix4f scaling(float x, float y, float z)
Set this matrix to be a simple scale matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to postmultiply a scaling transformation directly to a matrix, use
scale()
instead. Parameters:
x
 the scale in xy
 the scale in yz
 the scale in z Returns:
 this
 See Also:
scale(float, float, float)

scaling
public Matrix4f scaling(Vector3fc 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 postmultiply 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(Vector3fc)

rotation
public Matrix4f rotation(float angle, Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.The axis described by the
axis
vector needs to be a unit vector.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to postmultiply 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(float, Vector3fc)

rotation
public Matrix4f rotation(AxisAngle4f axisAngle)
Set this matrix to a rotation transformation using the givenAxisAngle4f
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotation(float angle, float x, float y, float z)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 xcomponent of the rotation axisy
 the ycomponent of the rotation axisz
 the zcomponent of the rotation axis Returns:
 this
 See Also:
rotate(float, float, float, float)

rotationX
public Matrix4f rotationX(float ang)
Set this matrix to a rotation transformation about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotationY
public Matrix4f rotationY(float ang)
Set this matrix to a rotation transformation about the Y axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotationZ
public Matrix4f rotationZ(float ang)
Set this matrix to a rotation transformation about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotationTowardsXY
public Matrix4f rotationTowardsXY(float dirX, float dirY)
Set this matrix to a rotation transformation about the Z axis to align the local+X
towards(dirX, dirY)
.The vector
(dirX, dirY)
must be a unit vector. Parameters:
dirX
 the x component of the normalized directiondirY
 the y component of the normalized direction Returns:
 this

rotationXYZ
public Matrix4f rotationXYZ(float angleX, float angleY, float 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotationZYX(float angleZ, float angleY, float 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotationYXZ(float angleY, float angleX, float 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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

setRotationXYZ
public Matrix4f setRotationXYZ(float angleX, float angleY, float angleZ)
Set only the upper left 3x3 submatrix of 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Z Returns:
 this

setRotationZYX
public Matrix4f setRotationZYX(float angleZ, float angleY, float angleX)
Set only the upper left 3x3 submatrix of 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about X Returns:
 this

setRotationYXZ
public Matrix4f setRotationYXZ(float angleY, float angleX, float angleZ)
Set only the upper left 3x3 submatrix of 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Z Returns:
 this

rotation
public Matrix4f rotation(Quaternionfc quat)
Set this matrix to the rotation transformation of the givenQuaternionfc
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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)

translationRotateScale
public Matrix4f translationRotateScale(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz)
Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionsx
 the scaling factor for the xaxissy
 the scaling factor for the yaxissz
 the scaling factor for the zaxis Returns:
 this
 See Also:
translation(float, float, float)
,rotate(Quaternionfc)
,scale(float, float, float)

translationRotateScale
public Matrix4f translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translation(Vector3fc)
,rotate(Quaternionfc)
,scale(Vector3fc)

translationRotateScale
public Matrix4f translationRotateScale(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float scale)
Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales all three axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(scale)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionscale
 the scaling factor for all three axes Returns:
 this
 See Also:
translation(float, float, float)
,rotate(Quaternionfc)
,scale(float)

translationRotateScale
public Matrix4f translationRotateScale(Vector3fc translation, Quaternionfc quat, float scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translation(Vector3fc)
,rotate(Quaternionfc)
,scale(float)

translationRotateScaleInvert
public Matrix4f translationRotateScaleInvert(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz)
Setthis
matrix to(T * R * S)^{1}
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.This method is equivalent to calling:
translationRotateScale(...).invert()
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionsx
 the scaling factor for the xaxissy
 the scaling factor for the yaxissz
 the scaling factor for the zaxis Returns:
 this
 See Also:
translationRotateScale(float, float, float, float, float, float, float, float, float, float)
,invert()

translationRotateScaleInvert
public Matrix4f translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.This method is equivalent to calling:
translationRotateScale(...).invert()
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translationRotateScale(Vector3fc, Quaternionfc, Vector3fc)
,invert()

translationRotateScaleInvert
public Matrix4f translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, float scale)
Setthis
matrix to(T * R * S)^{1}
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales all three axes byscale
.This method is equivalent to calling:
translationRotateScale(...).invert()
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translationRotateScale(Vector3fc, Quaternionfc, float)
,invert()

translationRotateScaleMulAffine
public Matrix4f translationRotateScaleMulAffine(float tx, float ty, float tz, float qx, float qy, float qz, float qw, float sx, float sy, float sz, Matrix4f m)
Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
,S
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
andM
is anaffine
matrix.When transforming a vector by the resulting matrix the transformation described by
M
will be applied first, then the scaling, then rotation and at last the translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz).mulAffine(m)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionsx
 the scaling factor for the xaxissy
 the scaling factor for the yaxissz
 the scaling factor for the zaxism
 theaffine
matrix to multiply by Returns:
 this
 See Also:
translation(float, float, float)
,rotate(Quaternionfc)
,scale(float, float, float)
,mulAffine(Matrix4fc)

translationRotateScaleMulAffine
public Matrix4f translationRotateScaleMulAffine(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4f m)
Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation  and possibly scaling  transformation specified by the given quaternion,S
is a scaling transformation which scales the axes byscale
andM
is anaffine
matrix.When transforming a vector by the resulting matrix the transformation described by
M
will be applied first, then the scaling, then rotation and at last the translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale).mulAffine(m)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factorsm
 theaffine
matrix to multiply by Returns:
 this
 See Also:
translation(Vector3fc)
,rotate(Quaternionfc)
,mulAffine(Matrix4fc)

translationRotate
public Matrix4f translationRotate(float tx, float ty, float tz, float qx, float qy, float qz, float qw)
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
.When transforming a vector by the resulting matrix the rotation  and possibly scaling  transformation will be applied first and then the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternion Returns:
 this
 See Also:
translation(float, float, float)
,rotate(Quaternionfc)

translationRotate
public Matrix4f translationRotate(float tx, float ty, float tz, Quaternionfc quat)
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation  and possibly scaling  transformation specified by the given quaternion.When transforming a vector by the resulting matrix the rotation  and possibly scaling  transformation will be applied first and then the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentquat
 the quaternion representing a rotation Returns:
 this
 See Also:
translation(float, float, float)
,rotate(Quaternionfc)

translationRotate
public Matrix4f translationRotate(Vector3fc translation, Quaternionfc quat)
Setthis
matrix toT * R
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotation Returns:
 this
 See Also:
translation(Vector3fc)
,rotate(Quaternionfc)

translationRotateInvert
public Matrix4f translationRotateInvert(float tx, float ty, float tz, float qx, float qy, float qz, float qw)
Setthis
matrix to(T * R)^{1}
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
.This method is equivalent to calling:
translationRotate(...).invert()
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternion Returns:
 this
 See Also:
translationRotate(float, float, float, float, float, float, float)
,invert()

translationRotateInvert
public Matrix4f translationRotateInvert(Vector3fc translation, Quaternionfc quat)
Setthis
matrix to(T * R)^{1}
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.This method is equivalent to calling:
translationRotate(...).invert()
 Parameters:
translation
 the translationquat
 the quaternion representing a rotation Returns:
 this
 See Also:
translationRotate(Vector3fc, Quaternionfc)
,invert()

set3x3
public Matrix4f set3x3(Matrix3fc mat)
Set the upper left 3x3 submatrix of thisMatrix4f
to the givenMatrix3fc
and don't change the other elements. Parameters:
mat
 the 3x3 matrix Returns:
 this

transform
public Vector4f transform(Vector4f v)
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix and store the result in that vector. Specified by:
transform
in interfaceMatrix4fc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Vector4f.mul(Matrix4fc)

transform
public Vector4f transform(Vector4fc v, Vector4f dest)
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix and store the result indest
. Specified by:
transform
in interfaceMatrix4fc
 Parameters:
v
 the vector to transformdest
 will contain the result Returns:
 dest
 See Also:
Vector4f.mul(Matrix4fc, Vector4f)

transform
public Vector4f transform(float x, float y, float z, float w, Vector4f dest)
Description copied from interface:Matrix4fc
Transform/multiply the vector(x, y, z, w)
by this matrix and store the result indest
.

transformTranspose
public Vector4f transformTranspose(Vector4f v)
Description copied from interface:Matrix4fc
Transform/multiply the given vector by the transpose of this matrix and store the result in that vector. Specified by:
transformTranspose
in interfaceMatrix4fc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Vector4f.mulTranspose(Matrix4fc)

transformTranspose
public Vector4f transformTranspose(Vector4fc v, Vector4f dest)
Description copied from interface:Matrix4fc
Transform/multiply the given vector by the transpose of this matrix and store the result indest
. Specified by:
transformTranspose
in interfaceMatrix4fc
 Parameters:
v
 the vector to transformdest
 will contain the result Returns:
 dest
 See Also:
Vector4f.mulTranspose(Matrix4fc, Vector4f)

transformTranspose
public Vector4f transformTranspose(float x, float y, float z, float w, Vector4f dest)
Description copied from interface:Matrix4fc
Transform/multiply the vector(x, y, z, w)
by the transpose of this matrix and store the result indest
. Specified by:
transformTranspose
in interfaceMatrix4fc
 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 transformw
 the w coordinate of the vector to transformdest
 will contain the result Returns:
 dest

transformProject
public Vector4f transformProject(Vector4f v)
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector. Specified by:
transformProject
in interfaceMatrix4fc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Vector4f.mulProject(Matrix4fc)

transformProject
public Vector4f transformProject(Vector4fc v, Vector4f dest)
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
. Specified by:
transformProject
in interfaceMatrix4fc
 Parameters:
v
 the vector to transformdest
 will contain the result Returns:
 dest
 See Also:
Vector4f.mulProject(Matrix4fc, Vector4f)

transformProject
public Vector4f transformProject(float x, float y, float z, float w, Vector4f dest)
Description copied from interface:Matrix4fc
Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store the result indest
. Specified by:
transformProject
in interfaceMatrix4fc
 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 transformw
 the w coordinate of the vector to transformdest
 will contain the result Returns:
 dest

transformProject
public Vector3f transformProject(Vector4fc v, Vector3f dest)
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
. Specified by:
transformProject
in interfaceMatrix4fc
 Parameters:
v
 the vector to transformdest
 will contain the(x, y, z)
components of the result Returns:
 dest
 See Also:
Vector4f.mulProject(Matrix4fc, Vector4f)

transformProject
public Vector3f transformProject(float x, float y, float z, float w, Vector3f dest)
Description copied from interface:Matrix4fc
Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store(x, y, z)
of the result indest
. Specified by:
transformProject
in interfaceMatrix4fc
 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 transformw
 the w coordinate of the vector to transformdest
 will contain the(x, y, z)
components of the result Returns:
 dest

transformProject
public Vector3f transformProject(Vector3f v)
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.This method uses
w=1.0
as the fourth vector component. Specified by:
transformProject
in interfaceMatrix4fc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Vector3f.mulProject(Matrix4fc)

transformProject
public Vector3f transformProject(Vector3fc v, Vector3f dest)
Description copied from interface:Matrix4fc
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.This method uses
w=1.0
as the fourth vector component. Specified by:
transformProject
in interfaceMatrix4fc
 Parameters:
v
 the vector to transformdest
 will contain the result Returns:
 dest
 See Also:
Vector3f.mulProject(Matrix4fc, Vector3f)

transformProject
public Vector3f transformProject(float x, float y, float z, Vector3f dest)
Description copied from interface:Matrix4fc
Transform/multiply the vector(x, y, z)
by this matrix, perform perspective divide and store the result indest
.This method uses
w=1.0
as the fourth vector component. Specified by:
transformProject
in interfaceMatrix4fc
 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 contain the result Returns:
 dest

transformPosition
public Vector3f transformPosition(Vector3f v)
Description copied from interface:Matrix4fc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result in that vector.The given 3Dvector is treated as a 4Dvector with its wcomponent being 1.0, so it will represent a position/location in 3Dspace rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection useMatrix4fc.transform(Vector4f)
orMatrix4fc.transformProject(Vector3f)
when perspective divide should be applied, too.In order to store the result in another vector, use
Matrix4fc.transformPosition(Vector3fc, Vector3f)
. Specified by:
transformPosition
in interfaceMatrix4fc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Matrix4fc.transformPosition(Vector3fc, Vector3f)
,Matrix4fc.transform(Vector4f)
,Matrix4fc.transformProject(Vector3f)

transformPosition
public Vector3f transformPosition(Vector3fc v, Vector3f dest)
Description copied from interface:Matrix4fc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being 1.0, so it will represent a position/location in 3Dspace rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection useMatrix4fc.transform(Vector4fc, Vector4f)
orMatrix4fc.transformProject(Vector3fc, Vector3f)
when perspective divide should be applied, too.In order to store the result in the same vector, use
Matrix4fc.transformPosition(Vector3f)
. Specified by:
transformPosition
in interfaceMatrix4fc
 Parameters:
v
 the vector to transformdest
 will hold the result Returns:
 dest
 See Also:
Matrix4fc.transformPosition(Vector3f)
,Matrix4fc.transform(Vector4fc, Vector4f)
,Matrix4fc.transformProject(Vector3fc, Vector3f)

transformPosition
public Vector3f transformPosition(float x, float y, float z, Vector3f dest)
Description copied from interface:Matrix4fc
Transform/multiply the 3Dvector(x, y, z)
, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being 1.0, so it will represent a position/location in 3Dspace rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection useMatrix4fc.transform(float, float, float, float, Vector4f)
orMatrix4fc.transformProject(float, float, float, Vector3f)
when perspective divide should be applied, too. Specified by:
transformPosition
in interfaceMatrix4fc
 Parameters:
x
 the x coordinate of the positiony
 the y coordinate of the positionz
 the z coordinate of the positiondest
 will hold the result Returns:
 dest
 See Also:
Matrix4fc.transform(float, float, float, float, Vector4f)
,Matrix4fc.transformProject(float, float, float, Vector3f)

transformDirection
public Vector3f transformDirection(Vector3f v)
Description copied from interface:Matrix4fc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace 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
Matrix4fc.transformDirection(Vector3fc, Vector3f)
. Specified by:
transformDirection
in interfaceMatrix4fc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Matrix4fc.transformDirection(Vector3fc, Vector3f)

transformDirection
public Vector3f transformDirection(Vector3fc v, Vector3f dest)
Description copied from interface:Matrix4fc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace 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
Matrix4fc.transformDirection(Vector3f)
. Specified by:
transformDirection
in interfaceMatrix4fc
 Parameters:
v
 the vector to transform and to hold the final resultdest
 will hold the result Returns:
 dest
 See Also:
Matrix4fc.transformDirection(Vector3f)

transformDirection
public Vector3f transformDirection(float x, float y, float z, Vector3f dest)
Description copied from interface:Matrix4fc
Transform/multiply the given 3Dvector(x, y, z)
, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace rather than a position. This method will therefore not take the translation part of the matrix into account. Specified by:
transformDirection
in interfaceMatrix4fc
 Parameters:
x
 the x coordinate of the direction to transformy
 the y coordinate of the direction to transformz
 the z coordinate of the direction to transformdest
 will hold the result Returns:
 dest

transformAffine
public Vector4f transformAffine(Vector4f v)
Description copied from interface:Matrix4fc
Transform/multiply the given 4Dvector by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
).In order to store the result in another vector, use
Matrix4fc.transformAffine(Vector4fc, Vector4f)
. Specified by:
transformAffine
in interfaceMatrix4fc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Matrix4fc.transformAffine(Vector4fc, Vector4f)

transformAffine
public Vector4f transformAffine(Vector4fc v, Vector4f dest)
Description copied from interface:Matrix4fc
Transform/multiply the given 4Dvector by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and store the result indest
.In order to store the result in the same vector, use
Matrix4fc.transformAffine(Vector4f)
. Specified by:
transformAffine
in interfaceMatrix4fc
 Parameters:
v
 the vector to transform and to hold the final resultdest
 will hold the result Returns:
 dest
 See Also:
Matrix4fc.transformAffine(Vector4f)

transformAffine
public Vector4f transformAffine(float x, float y, float z, float w, Vector4f dest)
Description copied from interface:Matrix4fc
Transform/multiply the 4Dvector(x, y, z, w)
by assuming thatthis
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and store the result indest
. Specified by:
transformAffine
in interfaceMatrix4fc
 Parameters:
x
 the x coordinate of the direction to transformy
 the y coordinate of the direction to transformz
 the z coordinate of the direction to transformw
 the w coordinate of the direction to transformdest
 will hold the result Returns:
 dest

scale
public Matrix4f scale(Vector3fc xyz, Matrix4f dest)
Description copied from interface:Matrix4fc
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 Matrix4f scale(Vector3fc 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 Matrix4f scale(float xyz, Matrix4f dest)
Description copied from interface:Matrix4fc
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!Individual scaling of all three axes can be applied using
Matrix4fc.scale(float, float, float, Matrix4f)
. Specified by:
scale
in interfaceMatrix4fc
 Parameters:
xyz
 the factor for all componentsdest
 will hold the result Returns:
 dest
 See Also:
Matrix4fc.scale(float, float, float, Matrix4f)

scale
public Matrix4f scale(float 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!Individual scaling of all three axes can be applied using
scale(float, float, float)
. Parameters:
xyz
 the factor for all components Returns:
 this
 See Also:
scale(float, float, float)

scaleXY
public Matrix4f scaleXY(float x, float y, Matrix4f dest)
Description copied from interface:Matrix4fc
Apply scaling to this matrix by by scaling the X axis byx
and the Y axis byy
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!

scaleXY
public Matrix4f scaleXY(float x, float y)
Apply scaling to this matrix by scaling the X axis byx
and the Y axis byy
.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 component Returns:
 this

scale
public Matrix4f scale(float x, float y, float z, Matrix4f dest)
Description copied from interface:Matrix4fc
Apply 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 beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!

scale
public Matrix4f scale(float x, float y, float z)
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz 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

scaleAround
public Matrix4f scaleAround(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest)
Description copied from interface:Matrix4fc
Apply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin, 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!This method is equivalent to calling:
translate(ox, oy, oz, dest).scale(sx, sy, sz).translate(ox, oy, oz)
 Specified by:
scaleAround
in interfaceMatrix4fc
 Parameters:
sx
 the scaling factor of the x componentsy
 the scaling factor of the y componentsz
 the scaling factor of the z componentox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origindest
 will hold the result Returns:
 dest

scaleAround
public Matrix4f scaleAround(float sx, float sy, float sz, float ox, float oy, float oz)
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.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!This method is equivalent to calling:
translate(ox, oy, oz).scale(sx, sy, sz).translate(ox, oy, oz)
 Parameters:
sx
 the scaling factor of the x componentsy
 the scaling factor of the y componentsz
 the scaling factor of the z componentox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origin Returns:
 this

scaleAround
public Matrix4f scaleAround(float factor, float ox, float oy, float oz)
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.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!This method is equivalent to calling:
translate(ox, oy, oz).scale(factor).translate(ox, oy, oz)
 Parameters:
factor
 the scaling factor for all three axesox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origin Returns:
 this

scaleAround
public Matrix4f scaleAround(float factor, float ox, float oy, float oz, Matrix4f dest)
Description copied from interface:Matrix4fc
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, 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!This method is equivalent to calling:
translate(ox, oy, oz, dest).scale(factor).translate(ox, oy, oz)
 Specified by:
scaleAround
in interfaceMatrix4fc
 Parameters:
factor
 the scaling factor for all three axesox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origindest
 will hold the result Returns:
 this

scaleLocal
public Matrix4f scaleLocal(float x, float y, float z, Matrix4f dest)
Description copied from interface:Matrix4fc
Premultiply 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 interfaceMatrix4fc
 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 Matrix4f scaleLocal(float xyz, Matrix4f dest)
Description copied from interface:Matrix4fc
Premultiply scaling tothis
matrix by 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 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 interfaceMatrix4fc
 Parameters:
xyz
 the factor to scale all three base axes bydest
 will hold the result Returns:
 dest

scaleLocal
public Matrix4f scaleLocal(float xyz)
Premultiply scaling to this matrix by scaling the base axes by the given xyz factor.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:
xyz
 the factor of the x, y and z component Returns:
 this

scaleLocal
public Matrix4f scaleLocal(float x, float y, float z)
Premultiply 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

scaleAroundLocal
public Matrix4f scaleAroundLocal(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest)
Description copied from interface:Matrix4fc
Premultiply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using the given(ox, oy, oz)
as the scaling origin, 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!This method is equivalent to calling:
new Matrix4f().translate(ox, oy, oz).scale(sx, sy, sz).translate(ox, oy, oz).mul(this, dest)
 Specified by:
scaleAroundLocal
in interfaceMatrix4fc
 Parameters:
sx
 the scaling factor of the x componentsy
 the scaling factor of the y componentsz
 the scaling factor of the z componentox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origindest
 will hold the result Returns:
 dest

scaleAroundLocal
public Matrix4f scaleAroundLocal(float sx, float sy, float sz, float ox, float oy, float oz)
Premultiply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.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!This method is equivalent to calling:
new Matrix4f().translate(ox, oy, oz).scale(sx, sy, sz).translate(ox, oy, oz).mul(this, this)
 Parameters:
sx
 the scaling factor of the x componentsy
 the scaling factor of the y componentsz
 the scaling factor of the z componentox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origin Returns:
 this

scaleAroundLocal
public Matrix4f scaleAroundLocal(float factor, float ox, float oy, float oz)
Premultiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.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!This method is equivalent to calling:
new Matrix4f().translate(ox, oy, oz).scale(factor).translate(ox, oy, oz).mul(this, this)
 Parameters:
factor
 the scaling factor for all three axesox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origin Returns:
 this

scaleAroundLocal
public Matrix4f scaleAroundLocal(float factor, float ox, float oy, float oz, Matrix4f dest)
Description copied from interface:Matrix4fc
Premultiply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, 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!This method is equivalent to calling:
new Matrix4f().translate(ox, oy, oz).scale(factor).translate(ox, oy, oz).mul(this, dest)
 Specified by:
scaleAroundLocal
in interfaceMatrix4fc
 Parameters:
factor
 the scaling factor for all three axesox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origindest
 will hold the result Returns:
 this

rotateX
public Matrix4f rotateX(float ang, Matrix4f dest)
Description copied from interface:Matrix4fc
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotateX(float ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotateY(float ang, Matrix4f dest)
Description copied from interface:Matrix4fc
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotateY(float ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotateZ(float ang, Matrix4f dest)
Description copied from interface:Matrix4fc
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotateZ(float ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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

rotateTowardsXY
public Matrix4f rotateTowardsXY(float dirX, float dirY)
Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
.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!The vector
(dirX, dirY)
must be a unit vector. Parameters:
dirX
 the x component of the normalized directiondirY
 the y component of the normalized direction Returns:
 this

rotateTowardsXY
public Matrix4f rotateTowardsXY(float dirX, float dirY, Matrix4f dest)
Description copied from interface:Matrix4fc
Apply rotation about the Z axis to align the local+X
towards(dirX, dirY)
and store the result indest
.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!The vector
(dirX, dirY)
must be a unit vector. Specified by:
rotateTowardsXY
in interfaceMatrix4fc
 Parameters:
dirX
 the x component of the normalized directiondirY
 the y component of the normalized directiondest
 will hold the result Returns:
 this

rotateXYZ
public Matrix4f rotateXYZ(Vector3fc angles)
Apply rotation ofangles.x
radians about the X axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.z
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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(angles.x()).rotateY(angles.y()).rotateZ(angles.z())
 Parameters:
angles
 the Euler angles Returns:
 this

rotateXYZ
public Matrix4f rotateXYZ(float angleX, float angleY, float 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotateXYZ(float angleX, float angleY, float angleZ, Matrix4f dest)
Description copied from interface:Matrix4fc
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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)

rotateAffineXYZ
public Matrix4f rotateAffineXYZ(float angleX, float angleY, float 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
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

rotateAffineXYZ
public Matrix4f rotateAffineXYZ(float angleX, float angleY, float angleZ, Matrix4f dest)
Description copied from interface:Matrix4fc
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
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! Specified by:
rotateAffineXYZ
in interfaceMatrix4fc
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Zdest
 will hold the result Returns:
 dest

rotateZYX
public Matrix4f rotateZYX(Vector3f angles)
Apply rotation ofangles.z
radians about the Z axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.x
radians about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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(angles.z).rotateY(angles.y).rotateX(angles.x)
 Parameters:
angles
 the Euler angles Returns:
 this

rotateZYX
public Matrix4f rotateZYX(float angleZ, float angleY, float 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotateZYX(float angleZ, float angleY, float angleX, Matrix4f dest)
Description copied from interface:Matrix4fc
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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)

rotateAffineZYX
public Matrix4f rotateAffineZYX(float angleZ, float angleY, float 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
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! Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about X Returns:
 this

rotateAffineZYX
public Matrix4f rotateAffineZYX(float angleZ, float angleY, float angleX, Matrix4f dest)
Description copied from interface:Matrix4fc
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
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! Specified by:
rotateAffineZYX
in interfaceMatrix4fc
 Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about Xdest
 will hold the result Returns:
 dest

rotateYXZ
public Matrix4f rotateYXZ(Vector3f 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotateYXZ(float angleY, float angleX, float 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 Matrix4f rotateYXZ(float angleY, float angleX, float angleZ, Matrix4f dest)
Description copied from interface:Matrix4fc
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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)

rotateAffineYXZ
public Matrix4f rotateAffineYXZ(float angleY, float angleX, float 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
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! Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Z Returns:
 this

rotateAffineYXZ
public Matrix4f rotateAffineYXZ(float angleY, float angleX, float angleZ, Matrix4f dest)
Description copied from interface:Matrix4fc
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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method assumes that
this
matrix represents anaffine
transformation (i.e. its last row is equal to(0, 0, 0, 1)
) and can be used to speed up matrix multiplication if the matrix only represents affine transformations, such as translation, rotation, scaling and shearing (in any combination).If
M
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! Specified by:
rotateAffineYXZ
in interfaceMatrix4fc
 Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Zdest
 will hold the result Returns:
 dest

rotate
public Matrix4f rotate(float ang, float x, float y, float z, Matrix4f dest)
Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4fc
 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(float, float, float, float)

rotate
public Matrix4f rotate(float ang, float x, float y, float z)
Apply rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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!In order to set the matrix to a rotation matrix without postmultiplying 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(float, float, float, float)

rotateTranslation
public Matrix4f rotateTranslation(float ang, float x, float y, float z, Matrix4f dest)
Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.This method assumes
this
to only contain a translation.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotateTranslation
in interfaceMatrix4fc
 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(float, float, float, float)

rotateAffine
public Matrix4f rotateAffine(float ang, float x, float y, float z, Matrix4f dest)
Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.This method assumes
this
to beaffine
.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotateAffine
in interfaceMatrix4fc
 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(float, float, float, float)

rotateAffine
public Matrix4f rotateAffine(float ang, float x, float y, float z)
Apply rotation to thisaffine
matrix by rotating the given amount of radians about the specified(x, y, z)
axis.This method assumes
this
to beaffine
.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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!In order to set the matrix to a rotation matrix without postmultiplying 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(float, float, float, float)

rotateLocal
public Matrix4f rotateLocal(float ang, float x, float y, float z, Matrix4f dest)
Premultiply 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 premultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocal
in interfaceMatrix4fc
 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(float, float, float, float)

rotateLocal
public Matrix4f rotateLocal(float ang, float x, float y, float z)
Premultiply 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 premultiplying 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(float, float, float, float)

rotateLocalX
public Matrix4f rotateLocalX(float ang, Matrix4f dest)
Premultiply 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 premultiplying the rotation transformation, use
rotationX()
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocalX
in interfaceMatrix4fc
 Parameters:
ang
 the angle in radians to rotate about the X axisdest
 will hold the result Returns:
 dest
 See Also:
rotationX(float)

rotateLocalX
public Matrix4f rotateLocalX(float ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 premultiplying 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(float)

rotateLocalY
public Matrix4f rotateLocalY(float ang, Matrix4f dest)
Premultiply 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 premultiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocalY
in interfaceMatrix4fc
 Parameters:
ang
 the angle in radians to rotate about the Y axisdest
 will hold the result Returns:
 dest
 See Also:
rotationY(float)

rotateLocalY
public Matrix4f rotateLocalY(float ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Y axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 premultiplying 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(float)

rotateLocalZ
public Matrix4f rotateLocalZ(float ang, Matrix4f dest)
Premultiply 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 righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 premultiplying the rotation transformation, use
rotationZ()
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocalZ
in interfaceMatrix4fc
 Parameters:
ang
 the angle in radians to rotate about the Z axisdest
 will hold the result Returns:
 dest
 See Also:
rotationZ(float)

rotateLocalZ
public Matrix4f rotateLocalZ(float ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded 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 premultiplying 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(float)

translate
public Matrix4f translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3fc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3fc)

translate
public Matrix4f translate(Vector3fc offset, Matrix4f dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3fc)
. Specified by:
translate
in interfaceMatrix4fc
 Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest
 See Also:
translation(Vector3fc)

translate
public Matrix4f translate(float x, float y, float z, Matrix4f dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(float, float, float)
. Specified by:
translate
in interfaceMatrix4fc
 Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in zdest
 will hold the result Returns:
 dest
 See Also:
translation(float, float, float)

translate
public Matrix4f translate(float x, float y, float z)
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(float, float, float)
. Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in z Returns:
 this
 See Also:
translation(float, float, float)

translateLocal
public Matrix4f translateLocal(Vector3fc offset)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3fc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3fc)

translateLocal
public Matrix4f translateLocal(Vector3fc offset, Matrix4f dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3fc)
. Specified by:
translateLocal
in interfaceMatrix4fc
 Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest
 See Also:
translation(Vector3fc)

translateLocal
public Matrix4f translateLocal(float x, float y, float z, Matrix4f dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(float, float, float)
. Specified by:
translateLocal
in interfaceMatrix4fc
 Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in zdest
 will hold the result Returns:
 dest
 See Also:
translation(float, float, float)

translateLocal
public Matrix4f translateLocal(float x, float y, float z)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(float, float, float)
. Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in z Returns:
 this
 See Also:
translation(float, float, float)

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

ortho
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho()
.Reference: http://www.songho.ca
 Specified by:
ortho
in interfaceMatrix4fc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
dest
 will hold the result Returns:
 dest
 See Also:
setOrtho(float, float, float, float, float, float, boolean)

ortho
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
Apply an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho()
.Reference: http://www.songho.ca
 Specified by:
ortho
in interfaceMatrix4fc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the result Returns:
 dest
 See Also:
setOrtho(float, float, float, float, float, float)

ortho
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Apply an orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setOrtho(float, float, float, float, float, float, boolean)

ortho
public Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar)
Apply an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
setOrtho(float, float, float, float, float, float)

orthoLH
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an orthographic projection transformation for a lefthanded coordiante system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
 Specified by:
orthoLH
in interfaceMatrix4fc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
dest
 will hold the result Returns:
 dest
 See Also:
setOrthoLH(float, float, float, float, float, float, boolean)

orthoLH
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
Apply an orthographic projection transformation for a lefthanded coordiante system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
 Specified by:
orthoLH
in interfaceMatrix4fc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the result Returns:
 dest
 See Also:
setOrthoLH(float, float, float, float, float, float)

orthoLH
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Apply an orthographic projection transformation for a lefthanded coordiante system using the given NDC z range to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setOrthoLH(float, float, float, float, float, float, boolean)

orthoLH
public Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar)
Apply an orthographic projection transformation for a lefthanded coordiante system using OpenGL's NDC z range of[1..+1]
to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
setOrthoLH(float, float, float, float, float, float)

setOrtho
public Matrix4f setOrtho(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system using the given NDC z range.In order to apply the orthographic projection to an already existing transformation, use
ortho()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
ortho(float, float, float, float, float, float, boolean)

setOrtho
public Matrix4f setOrtho(float left, float right, float bottom, float top, float zNear, float zFar)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.In order to apply the orthographic projection to an already existing transformation, use
ortho()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
ortho(float, float, float, float, float, float)

setOrthoLH
public Matrix4f setOrthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system using the given NDC z range.In order to apply the orthographic projection to an already existing transformation, use
orthoLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
orthoLH(float, float, float, float, float, float, boolean)

setOrthoLH
public Matrix4f setOrthoLH(float left, float right, float bottom, float top, float zNear, float zFar)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.In order to apply the orthographic projection to an already existing transformation, use
orthoLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
orthoLH(float, float, float, float, float, float)

orthoSymmetric
public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
 Specified by:
orthoSymmetric
in interfaceMatrix4fc
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the resultzZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 dest
 See Also:
setOrthoSymmetric(float, float, float, float, boolean)

orthoSymmetric
public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
 Specified by:
orthoSymmetric
in interfaceMatrix4fc
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the result Returns:
 dest
 See Also:
setOrthoSymmetric(float, float, float, float)

orthoSymmetric
public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix.This method is equivalent to calling
ortho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setOrthoSymmetric(float, float, float, float, boolean)

orthoSymmetric
public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.This method is equivalent to calling
ortho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
setOrthoSymmetric(float, float, float, float)

orthoSymmetricLH
public Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
 Specified by:
orthoSymmetricLH
in interfaceMatrix4fc
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the resultzZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 dest
 See Also:
setOrthoSymmetricLH(float, float, float, float, boolean)

orthoSymmetricLH
public Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
 Specified by:
orthoSymmetricLH
in interfaceMatrix4fc
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the result Returns:
 dest
 See Also:
setOrthoSymmetricLH(float, float, float, float)

orthoSymmetricLH
public Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range to this matrix.This method is equivalent to calling
orthoLH()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setOrthoSymmetricLH(float, float, float, float, boolean)

orthoSymmetricLH
public Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.This method is equivalent to calling
orthoLH()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
setOrthoSymmetricLH(float, float, float, float)

setOrthoSymmetric
public Matrix4f setOrthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range.This method is equivalent to calling
setOrtho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetric()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
orthoSymmetric(float, float, float, float, boolean)

setOrthoSymmetric
public Matrix4f setOrthoSymmetric(float width, float height, float zNear, float zFar)
Set this matrix to be a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.This method is equivalent to calling
setOrtho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetric()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
orthoSymmetric(float, float, float, float)

setOrthoSymmetricLH
public Matrix4f setOrthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range.This method is equivalent to calling
setOrtho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetricLH()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
orthoSymmetricLH(float, float, float, float, boolean)

setOrthoSymmetricLH
public Matrix4f setOrthoSymmetricLH(float width, float height, float zNear, float zFar)
Set this matrix to be a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.This method is equivalent to calling
setOrthoLH()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetricLH()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
orthoSymmetricLH(float, float, float, float)

ortho2D
public Matrix4f ortho2D(float left, float right, float bottom, float top, Matrix4f dest)
Apply an orthographic projection transformation for a righthanded coordinate system to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withzNear=1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho()
.Reference: http://www.songho.ca
 Specified by:
ortho2D
in interfaceMatrix4fc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgedest
 will hold the result Returns:
 dest
 See Also:
ortho(float, float, float, float, float, float, Matrix4f)
,setOrtho2D(float, float, float, float)

ortho2D
public Matrix4f ortho2D(float left, float right, float bottom, float top)
Apply an orthographic projection transformation for a righthanded coordinate system to this matrix.This method is equivalent to calling
ortho()
withzNear=1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho2D()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edge Returns:
 this
 See Also:
ortho(float, float, float, float, float, float)
,setOrtho2D(float, float, float, float)

ortho2DLH
public Matrix4f ortho2DLH(float left, float right, float bottom, float top, Matrix4f dest)
Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withzNear=1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
 Specified by:
ortho2DLH
in interfaceMatrix4fc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgedest
 will hold the result Returns:
 dest
 See Also:
orthoLH(float, float, float, float, float, float, Matrix4f)
,setOrtho2DLH(float, float, float, float)

ortho2DLH
public Matrix4f ortho2DLH(float left, float right, float bottom, float top)
Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix.This method is equivalent to calling
orthoLH()
withzNear=1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho2DLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edge Returns:
 this
 See Also:
orthoLH(float, float, float, float, float, float)
,setOrtho2DLH(float, float, float, float)

setOrtho2D
public Matrix4f setOrtho2D(float left, float right, float bottom, float top)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system.This method is equivalent to calling
setOrtho()
withzNear=1
andzFar=+1
.In order to apply the orthographic projection to an already existing transformation, use
ortho2D()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edge Returns:
 this
 See Also:
setOrtho(float, float, float, float, float, float)
,ortho2D(float, float, float, float)

setOrtho2DLH
public Matrix4f setOrtho2DLH(float left, float right, float bottom, float top)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system.This method is equivalent to calling
setOrthoLH()
withzNear=1
andzFar=+1
.In order to apply the orthographic projection to an already existing transformation, use
ortho2DLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edge Returns:
 this
 See Also:
setOrthoLH(float, float, float, float, float, float)
,ortho2DLH(float, float, float, float)

lookAlong
public Matrix4f lookAlong(Vector3fc dir, Vector3fc up)
Apply a rotation transformation to this matrix to makez
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!This is equivalent to calling
lookAt
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without postmultiplying it, use
setLookAlong()
. Parameters:
dir
 the direction in space to look alongup
 the direction of 'up' Returns:
 this
 See Also:
lookAlong(float, float, float, float, float, float)
,lookAt(Vector3fc, Vector3fc, Vector3fc)
,setLookAlong(Vector3fc, Vector3fc)

lookAlong
public Matrix4f lookAlong(Vector3fc dir, Vector3fc up, Matrix4f dest)
Apply a rotation transformation to this matrix to makez
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!This is equivalent to calling
lookAt
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without postmultiplying it, use
setLookAlong()
. Specified by:
lookAlong
in interfaceMatrix4fc
 Parameters:
dir
 the direction in space to look alongup
 the direction of 'up'dest
 will hold the result Returns:
 dest
 See Also:
lookAlong(float, float, float, float, float, float)
,lookAt(Vector3fc, Vector3fc, Vector3fc)
,setLookAlong(Vector3fc, Vector3fc)

lookAlong
public Matrix4f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a rotation transformation to this matrix to makez
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!This is equivalent to calling
lookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without postmultiplying it, use
setLookAlong()
 Specified by:
lookAlong
in interfaceMatrix4fc
 Parameters:
dirX
 the xcoordinate of the direction to look alongdirY
 the ycoordinate of the direction to look alongdirZ
 the zcoordinate of the direction to look alongupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:
lookAt(float, float, float, float, float, float, float, float, float)
,setLookAlong(float, float, float, float, float, float)

lookAlong
public Matrix4f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Apply a rotation transformation to this matrix to makez
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!This is equivalent to calling
lookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without postmultiplying it, use
setLookAlong()
 Parameters:
dirX
 the xcoordinate of the direction to look alongdirY
 the ycoordinate of the direction to look alongdirZ
 the zcoordinate of the direction to look alongupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
lookAt(float, float, float, float, float, float, float, float, float)
,setLookAlong(float, float, float, float, float, float)

setLookAlong
public Matrix4f setLookAlong(Vector3fc dir, Vector3fc up)
Set this matrix to a rotation transformation to makez
point alongdir
.This is equivalent to calling
setLookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to apply the lookalong transformation to any previous existing transformation, use
lookAlong(Vector3fc, Vector3fc)
. Parameters:
dir
 the direction in space to look alongup
 the direction of 'up' Returns:
 this
 See Also:
setLookAlong(Vector3fc, Vector3fc)
,lookAlong(Vector3fc, Vector3fc)

setLookAlong
public Matrix4f setLookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Set this matrix to a rotation transformation to makez
point alongdir
.This is equivalent to calling
setLookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to apply the lookalong transformation to any previous existing transformation, use
lookAlong()
 Parameters:
dirX
 the xcoordinate of the direction to look alongdirY
 the ycoordinate of the direction to look alongdirZ
 the zcoordinate of the direction to look alongupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
setLookAlong(float, float, float, float, float, float)
,lookAlong(float, float, float, float, float, float)

setLookAt
public Matrix4f setLookAt(Vector3fc eye, Vector3fc center, Vector3fc up)
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.In order to not make use of vectors to specify
eye
,center
andup
but use primitives, like in the GLU function, usesetLookAt()
instead.In order to apply the lookat transformation to a previous existing transformation, use
lookAt()
. Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up' Returns:
 this
 See Also:
setLookAt(float, float, float, float, float, float, float, float, float)
,lookAt(Vector3fc, Vector3fc, Vector3fc)

setLookAt
public Matrix4f setLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.In order to apply the lookat transformation to a previous existing transformation, use
lookAt
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
setLookAt(Vector3fc, Vector3fc, Vector3fc)
,lookAt(float, float, float, float, float, float, float, float, float)

lookAt
public Matrix4f lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
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 lookat transformation without postmultiplying it, use
setLookAt(Vector3fc, Vector3fc, Vector3fc)
. Specified by:
lookAt
in interfaceMatrix4fc
 Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up'dest
 will hold the result Returns:
 dest
 See Also:
lookAt(float, float, float, float, float, float, float, float, float)
,setLookAlong(Vector3fc, Vector3fc)

lookAt
public Matrix4f lookAt(Vector3fc eye, Vector3fc center, Vector3fc up)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.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 lookat transformation without postmultiplying it, use
setLookAt(Vector3fc, Vector3fc, Vector3fc)
. Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up' Returns:
 this
 See Also:
lookAt(float, float, float, float, float, float, float, float, float)
,setLookAlong(Vector3fc, Vector3fc)

lookAt
public Matrix4f lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
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 lookat transformation without postmultiplying it, use
setLookAt()
. Specified by:
lookAt
in interfaceMatrix4fc
 Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:
lookAt(Vector3fc, Vector3fc, Vector3fc)
,setLookAt(float, float, float, float, float, float, float, float, float)

lookAtPerspective
public Matrix4f lookAtPerspective(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.This method assumes
this
to be a perspective transformation, obtained viafrustum()
orperspective()
or one of their overloads.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 lookat transformation without postmultiplying it, use
setLookAt()
. Specified by:
lookAtPerspective
in interfaceMatrix4fc
 Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:
setLookAt(float, float, float, float, float, float, float, float, float)

lookAt
public Matrix4f lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.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 lookat transformation without postmultiplying it, use
setLookAt()
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
lookAt(Vector3fc, Vector3fc, Vector3fc)
,setLookAt(float, float, float, float, float, float, float, float, float)

setLookAtLH
public Matrix4f setLookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up)
Set this matrix to be a "lookat" transformation for a lefthanded coordinate system, that aligns+z
withcenter  eye
.In order to not make use of vectors to specify
eye
,center
andup
but use primitives, like in the GLU function, usesetLookAtLH()
instead.In order to apply the lookat transformation to a previous existing transformation, use
lookAt()
. Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up' Returns:
 this
 See Also:
setLookAtLH(float, float, float, float, float, float, float, float, float)
,lookAtLH(Vector3fc, Vector3fc, Vector3fc)

setLookAtLH
public Matrix4f setLookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
Set this matrix to be a "lookat" transformation for a lefthanded coordinate system, that aligns+z
withcenter  eye
.In order to apply the lookat transformation to a previous existing transformation, use
lookAtLH
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
setLookAtLH(Vector3fc, Vector3fc, Vector3fc)
,lookAtLH(float, float, float, float, float, float, float, float, float)

lookAtLH
public Matrix4f lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
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 lookat transformation without postmultiplying it, use
setLookAtLH(Vector3fc, Vector3fc, Vector3fc)
. Specified by:
lookAtLH
in interfaceMatrix4fc
 Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up'dest
 will hold the result Returns:
 dest
 See Also:
lookAtLH(float, float, float, float, float, float, float, float, float)

lookAtLH
public Matrix4f lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.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 lookat transformation without postmultiplying it, use
setLookAtLH(Vector3fc, Vector3fc, Vector3fc)
. Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up' Returns:
 this
 See Also:
lookAtLH(float, float, float, float, float, float, float, float, float)

lookAtLH
public Matrix4f lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
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 lookat transformation without postmultiplying it, use
setLookAtLH()
. Specified by:
lookAtLH
in interfaceMatrix4fc
 Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:
lookAtLH(Vector3fc, Vector3fc, Vector3fc)
,setLookAtLH(float, float, float, float, float, float, float, float, float)

lookAtLH
public Matrix4f lookAtLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.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 lookat transformation without postmultiplying it, use
setLookAtLH()
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
lookAtLH(Vector3fc, Vector3fc, Vector3fc)
,setLookAtLH(float, float, float, float, float, float, float, float, float)

lookAtPerspectiveLH
public Matrix4f lookAtPerspectiveLH(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.This method assumes
this
to be a perspective transformation, obtained viafrustumLH()
orperspectiveLH()
or one of their overloads.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 lookat transformation without postmultiplying it, use
setLookAtLH()
. Specified by:
lookAtPerspectiveLH
in interfaceMatrix4fc
 Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:
setLookAtLH(float, float, float, float, float, float, float, float, float)

tile
public Matrix4f tile(int x, int y, int w, int h)
This method is equivalent to calling:translate(w12*x, h12*y, 0).scale(w, h, 1)
If
M
isthis
matrix andT
the created transformation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the created transformation will be applied first! Parameters:
x
 the tile's x coordinate/index (should be in[0..w)
)y
 the tile's y coordinate/index (should be in[0..h)
)w
 the number of tiles along the x axish
 the number of tiles along the y axis Returns:
 this

tile
public Matrix4f tile(int x, int y, int w, int h, Matrix4f dest)
Description copied from interface:Matrix4fc
This method is equivalent to calling:translate(w12*x, h12*y, 0, dest).scale(w, h, 1)
If
M
isthis
matrix andT
the created transformation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the created transformation will be applied first!

perspective
public Matrix4f perspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspective
. Specified by:
perspective
in interfaceMatrix4fc
 Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
 will hold the resultzZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 dest
 See Also:
setPerspective(float, float, float, float, boolean)

perspective
public Matrix4f perspective(float fovy, float aspect, float zNear, float zFar, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspective
. Specified by:
perspective
in interfaceMatrix4fc
 Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
 will hold the result Returns:
 dest
 See Also:
setPerspective(float, float, float, float)

perspective
public Matrix4f perspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation using for a righthanded coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspective
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setPerspective(float, float, float, float, boolean)

perspective
public Matrix4f perspective(float fovy, float aspect, float zNear, float zFar)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspective
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
setPerspective(float, float, float, float)

perspectiveRect
public Matrix4f perspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveRect
. Specified by:
perspectiveRect
in interfaceMatrix4fc
 Parameters:
width
 the width of the near frustum planeheight
 the height of the near frustum planezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
 will hold the resultzZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 dest
 See Also:
setPerspectiveRect(float, float, float, float, boolean)

perspectiveRect
public Matrix4f perspectiveRect(float width, float height, float zNear, float zFar, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveRect
. Specified by:
perspectiveRect
in interfaceMatrix4fc
 Parameters:
width
 the width of the near frustum planeheight
 the height of the near frustum planezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
 will hold the result Returns:
 dest
 See Also:
setPerspectiveRect(float, float, float, float)

perspectiveRect
public Matrix4f perspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation using for a righthanded coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveRect
. Parameters:
width
 the width of the near frustum planeheight
 the height of the near frustum planezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setPerspectiveRect(float, float, float, float, boolean)

perspectiveRect
public Matrix4f perspectiveRect(float width, float height, float zNear, float zFar)
Apply a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveRect
. Parameters:
width
 the width of the near frustum planeheight
 the height of the near frustum planezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
setPerspectiveRect(float, float, float, float)

perspectiveOffCenter
public Matrix4f perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZplane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveOffCenter
. Specified by:
perspectiveOffCenter
in interfaceMatrix4fc
 Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
 the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
 the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
 will hold the resultzZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 dest
 See Also:
setPerspectiveOffCenter(float, float, float, float, float, float, boolean)

perspectiveOffCenter
public Matrix4f perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, Matrix4f dest)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZplane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveOffCenter
. Specified by:
perspectiveOffCenter
in interfaceMatrix4fc
 Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
 the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
 the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
 will hold the result Returns:
 dest
 See Also:
setPerspectiveOffCenter(float, float, float, float, float, float)

perspectiveOffCenter
public Matrix4f perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne)
Apply an asymmetric offcenter perspective projection frustum transformation using for a righthanded coordinate system using the given NDC z range to this matrix.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZplane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveOffCenter
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
 the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
 the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setPerspectiveOffCenter(float, float, float, float, float, float, boolean)

perspectiveOffCenter
public Matrix4f perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZplane.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveOffCenter
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
 the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
 the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
setPerspectiveOffCenter(float, float, float, float, float, float)

perspectiveOffCenterFov
public Matrix4f perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveOffCenterFov
. Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setPerspectiveOffCenterFov(float, float, float, float, float, float, boolean)

perspectiveOffCenterFov
public Matrix4f perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Description copied from interface:Matrix4fc
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first! Specified by:
perspectiveOffCenterFov
in interfaceMatrix4fc
 Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
dest
 will hold the result Returns:
 dest

perspectiveOffCenterFov
public Matrix4f perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar)
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveOffCenterFov
. Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
setPerspectiveOffCenterFov(float, float, float, float, float, float)

perspectiveOffCenterFov
public Matrix4f perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, Matrix4f dest)
Description copied from interface:Matrix4fc
Apply an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first! Specified by:
perspectiveOffCenterFov
in interfaceMatrix4fc
 Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
 will hold the result Returns:
 dest

perspectiveOffCenterFovLH
public Matrix4f perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne)
Apply an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveOffCenterFovLH
. Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setPerspectiveOffCenterFovLH(float, float, float, float, float, float, boolean)

perspectiveOffCenterFovLH
public Matrix4f perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Description copied from interface:Matrix4fc
Apply an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first! Specified by:
perspectiveOffCenterFovLH
in interfaceMatrix4fc
 Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
dest
 will hold the result Returns:
 dest

perspectiveOffCenterFovLH
public Matrix4f perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar)
Apply an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveOffCenterFovLH
. Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
setPerspectiveOffCenterFovLH(float, float, float, float, float, float)

perspectiveOffCenterFovLH
public Matrix4f perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, Matrix4f dest)
Description copied from interface:Matrix4fc
Apply an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first! Specified by:
perspectiveOffCenterFovLH
in interfaceMatrix4fc
 Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
 will hold the result Returns:
 dest

setPerspective
public Matrix4f setPerspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.In order to apply the perspective projection transformation to an existing transformation, use
perspective()
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
perspective(float, float, float, float, boolean)

setPerspective
public Matrix4f setPerspective(float fovy, float aspect, float zNear, float zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspective()
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
perspective(float, float, float, float)

setPerspectiveRect
public Matrix4f setPerspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveRect()
. Parameters:
width
 the width of the near frustum planeheight
 the height of the near frustum planezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
perspectiveRect(float, float, float, float, boolean)

setPerspectiveRect
public Matrix4f setPerspectiveRect(float width, float height, float zNear, float zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveRect()
. Parameters:
width
 the width of the near frustum planeheight
 the height of the near frustum planezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
perspectiveRect(float, float, float, float)

setPerspectiveOffCenter
public Matrix4f setPerspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZplane.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenter()
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
 the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
 the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
perspectiveOffCenter(float, float, float, float, float, float)

setPerspectiveOffCenter
public Matrix4f setPerspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.The given angles
offAngleX
andoffAngleY
are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, whenoffAngleY
is justfovy/2
then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZplane.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenter()
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)offAngleX
 the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planesoffAngleY
 the vertical angle between the line of sight and the line crossing the center of the near and far frustum planesaspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
perspectiveOffCenter(float, float, float, float, float, float)

setPerspectiveOffCenterFov
public Matrix4f setPerspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFov()
. Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
perspectiveOffCenterFov(float, float, float, float, float, float)

setPerspectiveOffCenterFov
public Matrix4f setPerspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFov()
. Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
perspectiveOffCenterFov(float, float, float, float, float, float, boolean)

setPerspectiveOffCenterFovLH
public Matrix4f setPerspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFovLH()
. Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
perspectiveOffCenterFovLH(float, float, float, float, float, float)

setPerspectiveOffCenterFovLH
public Matrix4f setPerspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an asymmetric offcenter perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range.The given angles
angleLeft
andangleRight
are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The anglesangleDown
andangleUp
are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveOffCenterFovLH()
. Parameters:
angleLeft
 the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleRight
 the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planesangleDown
 the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative.angleUp
 the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planeszNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
perspectiveOffCenterFovLH(float, float, float, float, float, float, boolean)

perspectiveLH
public Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveLH
. Specified by:
perspectiveLH
in interfaceMatrix4fc
 Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
dest
 will hold the result Returns:
 dest
 See Also:
setPerspectiveLH(float, float, float, float, boolean)

perspectiveLH
public Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveLH
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setPerspectiveLH(float, float, float, float, boolean)

perspectiveLH
public Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveLH
. Specified by:
perspectiveLH
in interfaceMatrix4fc
 Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
 will hold the result Returns:
 dest
 See Also:
setPerspectiveLH(float, float, float, float)

perspectiveLH
public Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar)
Apply a symmetric perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.If
M
isthis
matrix andP
the perspective projection matrix, then the new matrix will beM * P
. So when transforming a vectorv
with the new matrix by usingM * P * v
, the perspective projection will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setPerspectiveLH
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
setPerspectiveLH(float, float, float, float)

setPerspectiveLH
public Matrix4f setPerspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be a symmetric perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range of[1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveLH()
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
perspectiveLH(float, float, float, float, boolean)

setPerspectiveLH
public Matrix4f setPerspectiveLH(float fovy, float aspect, float zNear, float zFar)
Set this matrix to be a symmetric perspective projection frustum transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.In order to apply the perspective projection transformation to an existing transformation, use
perspectiveLH()
. Parameters:
fovy
 the vertical field of view in radians (must be greater than zero and less thanPI
)aspect
 the aspect ratio (i.e. width / height; must be greater than zero)zNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
perspectiveLH(float, float, float, float)

frustum
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setFrustum()
.Reference: http://www.songho.ca
 Specified by:
frustum
in interfaceMatrix4fc
 Parameters:
left
 the distance along the xaxis to the left frustum edgeright
 the distance along the xaxis to the right frustum edgebottom
 the distance along the yaxis to the bottom frustum edgetop
 the distance along the yaxis to the top frustum edgezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
dest
 will hold the result Returns:
 dest
 See Also:
setFrustum(float, float, float, float, float, float, boolean)

frustum
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setFrustum()
.Reference: http://www.songho.ca
 Specified by:
frustum
in interfaceMatrix4fc
 Parameters:
left
 the distance along the xaxis to the left frustum edgeright
 the distance along the xaxis to the right frustum edgebottom
 the distance along the yaxis to the bottom frustum edgetop
 the distance along the yaxis to the top frustum edgezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.dest
 will hold the result Returns:
 dest
 See Also:
setFrustum(float, float, float, float, float, float)

frustum
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setFrustum()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance along the xaxis to the left frustum edgeright
 the distance along the xaxis to the right frustum edgebottom
 the distance along the yaxis to the bottom frustum edgetop
 the distance along the yaxis to the top frustum edgezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setFrustum(float, float, float, float, float, float, boolean)

frustum
public Matrix4f frustum(float left, float right, float bottom, float top, float zNear, float zFar)
Apply an arbitrary perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setFrustum()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance along the xaxis to the left frustum edgeright
 the distance along the xaxis to the right frustum edgebottom
 the distance along the yaxis to the bottom frustum edgetop
 the distance along the yaxis to the top frustum edgezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
setFrustum(float, float, float, float, float, float)

setFrustum
public Matrix4f setFrustum(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne)
Set this matrix to be an arbitrary perspective projection frustum transformation for a righthanded coordinate system using the given NDC z range.In order to apply the perspective frustum transformation to an existing transformation, use
frustum()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance along the xaxis to the left frustum edgeright
 the distance along the xaxis to the right frustum edgebottom
 the distance along the yaxis to the bottom frustum edgetop
 the distance along the yaxis to the top frustum edgezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
.zZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
frustum(float, float, float, float, float, float, boolean)

setFrustum
public Matrix4f setFrustum(float left, float right, float bottom, float top, float zNear, float zFar)
Set this matrix to be an arbitrary perspective projection frustum transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.In order to apply the perspective frustum transformation to an existing transformation, use
frustum()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance along the xaxis to the left frustum edgeright
 the distance along the xaxis to the right frustum edgebottom
 the distance along the yaxis to the bottom frustum edgetop
 the distance along the yaxis to the top frustum edgezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINITY
. Returns:
 this
 See Also:
frustum(float, float, float, float, float, float)

frustumLH
public Matrix4f frustumLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andF
the frustum matrix, then the new matrix will beM * F
. So when transforming a vectorv
with the new matrix by usingM * F * v
, the frustum transformation will be applied first!In order to set the matrix to a perspective frustum transformation without postmultiplying, use
setFrustumLH()
.Reference: http://www.songho.ca
 Specified by:
frustumLH
in interfaceMatrix4fc
 Parameters:
left
 the distance along the xaxis to the left frustum edgeright
 the distance along the xaxis to the right frustum edgebottom
 the distance along the yaxis to the bottom frustum edgetop
 the distance along the yaxis to the top frustum edgezNear
 near clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the near clipping plane will be at positive infinity. In that case,zFar
may not also beFloat.POSITIVE_INFINITY
.zFar
 far clipping plane distance. This value must be greater than zero. If the special valueFloat.POSITIVE_INFINITY
is used, the far clipping plane will be at positive infinity. In that case,zNear
may not also beFloat.POSITIVE_INFINIT

