Interface Matrix4fc
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- All Known Implementing Classes:
Matrix4f
,Matrix4fStack
public interface Matrix4fc
Interface to a read-only view of a 4x4 matrix of single-precision floats.- Author:
- Kai Burjack
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Field Summary
Fields Modifier and Type Field Description static int
CORNER_NXNYNZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(-1, -1, -1)
when using the identity matrix.static int
CORNER_NXNYPZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(-1, -1, 1)
when using the identity matrix.static int
CORNER_NXPYNZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(-1, 1, -1)
when using the identity matrix.static int
CORNER_NXPYPZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(-1, 1, 1)
when using the identity matrix.static int
CORNER_PXNYNZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(1, -1, -1)
when using the identity matrix.static int
CORNER_PXNYPZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(1, -1, 1)
when using the identity matrix.static int
CORNER_PXPYNZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(1, 1, -1)
when using the identity matrix.static int
CORNER_PXPYPZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(1, 1, 1)
when using the identity matrix.static int
PLANE_NX
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationx=-1
when using the identity matrix.static int
PLANE_NY
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationy=-1
when using the identity matrix.static int
PLANE_NZ
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationz=-1
when using the identity matrix.static int
PLANE_PX
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationx=1
when using the identity matrix.static int
PLANE_PY
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationy=1
when using the identity matrix.static int
PLANE_PZ
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationz=1
when using the identity matrix.static byte
PROPERTY_AFFINE
Bit returned byproperties()
to indicate that the matrix represents an affine transformation.static byte
PROPERTY_IDENTITY
Bit returned byproperties()
to indicate that the matrix represents the identity transformation.static byte
PROPERTY_ORTHONORMAL
Bit returned byproperties()
to indicate that the upper-left 3x3 submatrix represents an orthogonal matrix (i.e.static byte
PROPERTY_PERSPECTIVE
Bit returned byproperties()
to indicate that the matrix represents a perspective transformation.static byte
PROPERTY_TRANSLATION
Bit returned byproperties()
to indicate that the matrix represents a pure translation transformation.
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Method Summary
All Methods Instance Methods Abstract Methods Modifier and Type Method Description Matrix4f
add(Matrix4fc other, Matrix4f dest)
Component-wise addthis
andother
and store the result indest
.Matrix4f
add4x3(Matrix4fc other, Matrix4f dest)
Component-wise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.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, 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
.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)
.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, Matrix4f dest)
Component-wise 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, boolean zZeroToOne, Matrix4f dest)
Apply an arbitrary perspective projection frustum transformation for a right-handed 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 right-handed 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 axis-aligned 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 modelview-projection matrix, and store the result in the givenpoint
.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 left-handed 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 left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.Vector4f
frustumPlane(int plane, Vector4f planeEquation)
Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelview-projection 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 column-major order.float[]
get(float[] arr, int offset)
Store this matrix into the supplied float array in column-major order at the given offset.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 column-major 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 column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
get(java.nio.ByteBuffer buffer)
Store this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
get(java.nio.FloatBuffer buffer)
Store this matrix in column-major 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 column-major 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 column-major 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 column-major order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
get3x4(java.nio.FloatBuffer buffer)
Store the left 3x4 submatrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.java.nio.ByteBuffer
get4x3(int index, java.nio.ByteBuffer buffer)
Store the upper 4x3 submatrix in column-major 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 column-major 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 column-major order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
get4x3(java.nio.FloatBuffer buffer)
Store the upper 4x3 submatrix in column-major 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 row-major 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 row-major 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 row-major order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
get4x3Transposed(java.nio.FloatBuffer buffer)
Store the upper 4x3 submatrix ofthis
matrix in row-major 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 column-major order at the given off-heap 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 column-major 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 column-major 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 column-major order into the suppliedByteBuffer
at the current bufferposition
.java.nio.FloatBuffer
getTransposed(java.nio.FloatBuffer buffer)
Store the transpose of this matrix in column-major 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
.Matrix4f
invert(Matrix4f dest)
Invert this matrix and write the result intodest
.Matrix4f
invertAffine(Matrix4f dest)
Invert this matrix by assuming that it is anaffine
transformation (i.e.Matrix4f
invertFrustum(Matrix4f dest)
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods, then this method builds the inverse ofthis
and stores it into the givendest
.Matrix4f
invertOrtho(Matrix4f dest)
Invertthis
orthographic projection matrix and store the result into the givendest
.Matrix4f
invertPerspective(Matrix4f dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, 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, 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, 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 floating-point values, that is, they are notNaN
and notinfinity
.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, Matrix4f dest)
Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.Matrix4f
lookAlong(Vector3fc dir, Vector3fc up, Matrix4f dest)
Apply a rotation transformation to this matrix to make-z
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, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
withcenter - eye
and store the result indest
.Matrix4f
lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
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, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+z
withcenter - eye
and store the result indest
.Matrix4f
lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a left-handed 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 right-handed coordinate system, that aligns-z
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 left-handed 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.float
m01()
Return 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.float
m03()
Return 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.float
m11()
Return 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.float
m13()
Return 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.float
m21()
Return 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.float
m23()
Return 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.float
m31()
Return 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.float
m33()
Return the value of the matrix element at column 3 and row 3.Matrix4f
mapnXnYnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXnYZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXnZnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXnZY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXYnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXZnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnXZY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYnXnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYnXZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYnZnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYnZX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYXnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYXZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYZnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnYZX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZnXnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZnXY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZnYnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZnYX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZXnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZXY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZYnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapnZYX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapXnYnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapXnZnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapXnZY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapXZnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapXZY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYnXnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYnXZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYnZnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYnZX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYXnZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYXZ(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYZnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapYZX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZnXnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZnXY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZnYnX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZnYX(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZXnY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZXY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
mapZYnX(Matrix4f dest)
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, Matrix4f dest)
Multiply this matrix by the matrix with the supplied elements and store the result indest
.Matrix4f
mul(Matrix3x2fc right, Matrix4f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4f
mul(Matrix4fc right, Matrix4f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4f
mul(Matrix4x3fc right, Matrix4f dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.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, 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, Matrix4f dest)
Component-wise multiply the upper 4x3 submatrices ofthis
byother
and store the result indest
.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, Matrix4f dest)
Multiply this matrix by the suppliedright
matrix, which is assumed to beaffine
, and store the result indest
.Matrix4f
mulComponentWise(Matrix4fc other, Matrix4f dest)
Component-wise multiplythis
byother
and store the result indest
.Matrix4f
mulLocal(Matrix4fc left, Matrix4f dest)
Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.Matrix4f
mulLocalAffine(Matrix4fc left, Matrix4f dest)
Pre-multiply this matrix by the suppliedleft
matrix, both of which are assumed to beaffine
, and store the result indest
.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 dest)
Multiplythis
symmetric perspective projection matrix by the suppliedaffine
view
matrix and store the result indest
.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(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
negateY(Matrix4f dest)
Multiplythis
by the matrixMatrix4f
negateZ(Matrix4f dest)
Multiplythis
by the matrixMatrix3f
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
.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, Matrix4f dest)
Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.Vector3f
origin(Vector3f origin)
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, boolean zZeroToOne, Matrix4f dest)
Apply an orthographic projection transformation for a right-handed 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 right-handed 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, Matrix4f dest)
Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result indest
.Matrix4f
ortho2DLH(float left, float right, float bottom, float top, Matrix4f dest)
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result indest
.Matrix4f
orthoCrop(Matrix4fc view, Matrix4f dest)
Build an ortographic projection transformation that fits the view-projection transformation represented bythis
into the given affineview
transformation.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 left-handed 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 left-handed 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, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a right-handed 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 right-handed 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, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a left-handed 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 left-handed 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, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a right-handed 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 right-handed 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 field-of-view 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 modelview-projection matrix, and store the result in the givendest
.Matrix4f
perspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a left-handed 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 left-handed 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, boolean zZeroToOne, Matrix4f dest)
Apply an asymmetric off-center perspective projection frustum transformation for a right-handed 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 off-center perspective projection frustum transformation for a right-handed 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, boolean zZeroToOne, Matrix4f dest)
Apply an asymmetric off-center perspective projection frustum transformation for a right-handed 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 off-center perspective projection frustum transformation for a right-handed 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, boolean zZeroToOne, Matrix4f dest)
Apply an asymmetric off-center perspective projection frustum transformation for a left-handed 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 off-center perspective projection frustum transformation for a left-handed coordinate system using OpenGL's NDC z range of[-1..+1]
to this matrix and store the result indest
.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 modelview-projection matrix, and store the result in the givenorigin
.Matrix4f
perspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a right-handed 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 right-handed 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, 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 Real-time water rendering - Introducing the projected grid concept based on the inverse of the view-projection matrix which is assumed to bethis
, and store that range matrix intodest
.int
properties()
Return the assumed properties of this matrix.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, 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, 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
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, Matrix4f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.Matrix4f
rotate(AxisAngle4f axisAngle, Matrix4f dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.Matrix4f
rotate(Quaternionfc quat, Matrix4f dest)
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.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, Matrix4f dest)
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to thisaffine
matrix and store the result indest
.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, 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, 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, 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, Matrix4f dest)
Pre-multiply 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, Matrix4f dest)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Matrix4f
rotateLocal(Quaternionfc quat, Matrix4f dest)
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix4f
rotateLocalX(float ang, Matrix4f dest)
Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.Matrix4f
rotateLocalY(float ang, Matrix4f dest)
Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.Matrix4f
rotateLocalZ(float ang, Matrix4f dest)
Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.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 right-handed coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
and store the result indest
.Matrix4f
rotateTowards(Vector3fc dir, Vector3fc up, Matrix4f dest)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.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 - and possibly scaling - ransformation of the givenQuaternionfc
to this matrix, which is assumed to only contain a translation, and store the result indest
.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, 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
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, 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
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, 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
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, 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 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 sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest)
Pre-multiply 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)
Pre-multiply 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 x, float y, float z, Matrix4f dest)
Pre-multiply 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)
Pre-multiply scaling tothis
matrix by scaling all base axes by the givenxyz
factor, and store the result indest
.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
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, 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, 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, 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, Matrix4f dest)
Component-wise subtractsubtrahend
fromthis
and store the result indest
.Matrix4f
sub4x3(Matrix4fc subtrahend, Matrix4f dest)
Component-wise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
and store the result indest
.boolean
testAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ)
Test whether the given axis-aligned 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, Matrix4f dest)
This method is equivalent to calling:translate(w-1-2*x, h-1-2*y, 0, dest).scale(w, h, 1)
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 axis-aligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
affine
matrix and compute the axis-aligned 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 axis-aligned box given as the minimum cornermin
and maximum cornermax
bythis
affine
matrix and compute the axis-aligned 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 4D-vector(x, y, z, w)
by assuming thatthis
matrix represents anaffine
transformation (i.e.Vector4f
transformAffine(Vector4f v)
Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.Vector4f
transformAffine(Vector4fc v, Vector4f dest)
Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.Vector3f
transformDirection(float x, float y, float z, Vector3f dest)
Transform/multiply the given 3D-vector(x, y, z)
, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.Vector3f
transformDirection(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.Vector3f
transformDirection(Vector3fc v, Vector3f dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.Vector3f
transformPosition(float x, float y, float z, Vector3f dest)
Transform/multiply the 3D-vector(x, y, z)
, as if it was a 4D-vector with w=1, by this matrix and store the result indest
.Vector3f
transformPosition(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.Vector3f
transformPosition(Vector3fc v, Vector3f dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result 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, 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, 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, Matrix4f dest)
Pre-multiply 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, Matrix4f dest)
Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4f
transpose(Matrix4f dest)
Transpose this matrix and store the result indest
.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
.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, Matrix4f dest)
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)
, and store the result indest
.Matrix4f
withLookAtUp(Vector3fc up, Matrix4f dest)
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
, and store the result indest
.
-
-
-
Field Detail
-
PLANE_NX
static final int PLANE_NX
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationx=-1
when using the identity matrix.- See Also:
- Constant Field Values
-
PLANE_PX
static final int PLANE_PX
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationx=1
when using the identity matrix.- See Also:
- Constant Field Values
-
PLANE_NY
static final int PLANE_NY
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationy=-1
when using the identity matrix.- See Also:
- Constant Field Values
-
PLANE_PY
static final int PLANE_PY
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationy=1
when using the identity matrix.- See Also:
- Constant Field Values
-
PLANE_NZ
static final int PLANE_NZ
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationz=-1
when using the identity matrix.- See Also:
- Constant Field Values
-
PLANE_PZ
static final int PLANE_PZ
Argument to the first parameter offrustumPlane(int, Vector4f)
identifying the plane with equationz=1
when using the identity matrix.- See Also:
- Constant Field Values
-
CORNER_NXNYNZ
static final int CORNER_NXNYNZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(-1, -1, -1)
when using the identity matrix.- See Also:
- Constant Field Values
-
CORNER_PXNYNZ
static final int CORNER_PXNYNZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(1, -1, -1)
when using the identity matrix.- See Also:
- Constant Field Values
-
CORNER_PXPYNZ
static final int CORNER_PXPYNZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(1, 1, -1)
when using the identity matrix.- See Also:
- Constant Field Values
-
CORNER_NXPYNZ
static final int CORNER_NXPYNZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(-1, 1, -1)
when using the identity matrix.- See Also:
- Constant Field Values
-
CORNER_PXNYPZ
static final int CORNER_PXNYPZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(1, -1, 1)
when using the identity matrix.- See Also:
- Constant Field Values
-
CORNER_NXNYPZ
static final int CORNER_NXNYPZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(-1, -1, 1)
when using the identity matrix.- See Also:
- Constant Field Values
-
CORNER_NXPYPZ
static final int CORNER_NXPYPZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(-1, 1, 1)
when using the identity matrix.- See Also:
- Constant Field Values
-
CORNER_PXPYPZ
static final int CORNER_PXPYPZ
Argument to the first parameter offrustumCorner(int, Vector3f)
identifying the corner(1, 1, 1)
when using the identity matrix.- See Also:
- Constant Field Values
-
PROPERTY_PERSPECTIVE
static final byte PROPERTY_PERSPECTIVE
Bit returned byproperties()
to indicate that the matrix represents a perspective transformation.- See Also:
- Constant Field Values
-
PROPERTY_AFFINE
static final byte PROPERTY_AFFINE
Bit returned byproperties()
to indicate that the matrix represents an affine transformation.- See Also:
- Constant Field Values
-
PROPERTY_IDENTITY
static final byte PROPERTY_IDENTITY
Bit returned byproperties()
to indicate that the matrix represents the identity transformation.- See Also:
- Constant Field Values
-
PROPERTY_TRANSLATION
static final byte PROPERTY_TRANSLATION
Bit returned byproperties()
to indicate that the matrix represents a pure translation transformation.- See Also:
- Constant Field Values
-
PROPERTY_ORTHONORMAL
static final byte PROPERTY_ORTHONORMAL
Bit returned byproperties()
to indicate that the upper-left 3x3 submatrix represents an orthogonal matrix (i.e. orthonormal basis). For practical reasons, this property also always impliesPROPERTY_AFFINE
in this implementation.- See Also:
- Constant Field Values
-
-
Method Detail
-
properties
int properties()
Return the assumed properties of this matrix. This is a bit-combination ofPROPERTY_IDENTITY
,PROPERTY_AFFINE
,PROPERTY_TRANSLATION
andPROPERTY_PERSPECTIVE
.- Returns:
- the properties of the matrix
-
m00
float m00()
Return the value of the matrix element at column 0 and row 0.- Returns:
- the value of the matrix element
-
m01
float m01()
Return the value of the matrix element at column 0 and row 1.- Returns:
- the value of the matrix element
-
m02
float m02()
Return the value of the matrix element at column 0 and row 2.- Returns:
- the value of the matrix element
-
m03
float m03()
Return the value of the matrix element at column 0 and row 3.- Returns:
- the value of the matrix element
-
m10
float m10()
Return the value of the matrix element at column 1 and row 0.- Returns:
- the value of the matrix element
-
m11
float m11()
Return the value of the matrix element at column 1 and row 1.- Returns:
- the value of the matrix element
-
m12
float m12()
Return the value of the matrix element at column 1 and row 2.- Returns:
- the value of the matrix element
-
m13
float m13()
Return the value of the matrix element at column 1 and row 3.- Returns:
- the value of the matrix element
-
m20
float m20()
Return the value of the matrix element at column 2 and row 0.- Returns:
- the value of the matrix element
-
m21
float m21()
Return the value of the matrix element at column 2 and row 1.- Returns:
- the value of the matrix element
-
m22
float m22()
Return the value of the matrix element at column 2 and row 2.- Returns:
- the value of the matrix element
-
m23
float m23()
Return the value of the matrix element at column 2 and row 3.- Returns:
- the value of the matrix element
-
m30
float m30()
Return the value of the matrix element at column 3 and row 0.- Returns:
- the value of the matrix element
-
m31
float m31()
Return the value of the matrix element at column 3 and row 1.- Returns:
- the value of the matrix element
-
m32
float m32()
Return the value of the matrix element at column 3 and row 2.- Returns:
- the value of the matrix element
-
m33
float m33()
Return the value of the matrix element at column 3 and row 3.- Returns:
- the value of the matrix element
-
mul
Matrix4f mul(Matrix4fc right, Matrix4f dest)
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!- Parameters:
right
- the right operand of the matrix multiplicationdest
- the destination matrix, which will hold the result- Returns:
- dest
-
mul0
Matrix4f mul0(Matrix4fc right, Matrix4f dest)
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.- Parameters:
right
- the right operand of the matrix multiplicationdest
- the destination matrix, which will hold the result- Returns:
- dest
-
mul
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
.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 matrixdest
- the destination matrix, which will hold the result- Returns:
- dest
-
mul3x3
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
.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 matrixdest
- the destination matrix, which will hold the result- Returns:
- this
-
mulLocal
Matrix4f mulLocal(Matrix4fc left, Matrix4f dest)
Pre-multiply this matrix by the suppliedleft
matrix and store the result indest
.If
M
isthis
matrix andL
theleft
matrix, then the new matrix will beL * M
. So when transforming a vectorv
with the new matrix by usingL * M * v
, the transformation ofthis
matrix will be applied first!- Parameters:
left
- the left operand of the matrix multiplicationdest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulLocalAffine
Matrix4f mulLocalAffine(Matrix4fc left, Matrix4f dest)
Pre-multiply 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!- 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
Matrix4f mul(Matrix3x2fc right, Matrix4f dest)
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!- Parameters:
right
- the right operand of the matrix multiplicationdest
- the destination matrix, which will hold the result- Returns:
- dest
-
mul
Matrix4f mul(Matrix4x3fc right, Matrix4f dest)
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!- Parameters:
right
- the right operand of the matrix multiplicationdest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulPerspectiveAffine
Matrix4f mulPerspectiveAffine(Matrix4fc view, Matrix4f dest)
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!- Parameters:
view
- theaffine
matrix to multiplythis
symmetric perspective projection matrix bydest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulPerspectiveAffine
Matrix4f mulPerspectiveAffine(Matrix4x3fc view, Matrix4f dest)
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!- Parameters:
view
- the matrix to multiplythis
symmetric perspective projection matrix bydest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulAffineR
Matrix4f mulAffineR(Matrix4fc right, Matrix4f dest)
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!- 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
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
.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)
)dest
- the destination matrix, which will hold the result- Returns:
- dest
-
mulTranslationAffine
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
.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!- 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
Matrix4f mulOrthoAffine(Matrix4fc view, Matrix4f dest)
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!- Parameters:
view
- the affine matrix which to multiplythis
withdest
- the destination matrix, which will hold the result- Returns:
- dest
-
fma4x3
Matrix4f fma4x3(Matrix4fc other, float otherFactor, Matrix4f dest)
Component-wise 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.- Parameters:
other
- the other matrixotherFactor
- the factor to multiply each of the other matrix's 4x3 componentsdest
- will hold the result- Returns:
- dest
-
add
Matrix4f add(Matrix4fc other, Matrix4f dest)
Component-wise addthis
andother
and store the result indest
.- Parameters:
other
- the other addenddest
- will hold the result- Returns:
- dest
-
sub
Matrix4f sub(Matrix4fc subtrahend, Matrix4f dest)
Component-wise subtractsubtrahend
fromthis
and store the result indest
.- Parameters:
subtrahend
- the subtrahenddest
- will hold the result- Returns:
- dest
-
mulComponentWise
Matrix4f mulComponentWise(Matrix4fc other, Matrix4f dest)
Component-wise multiplythis
byother
and store the result indest
.- Parameters:
other
- the other matrixdest
- will hold the result- Returns:
- dest
-
add4x3
Matrix4f add4x3(Matrix4fc other, Matrix4f dest)
Component-wise add the upper 4x3 submatrices ofthis
andother
and store the result indest
.The other components of
dest
will be set to the ones ofthis
.- Parameters:
other
- the other addenddest
- will hold the result- Returns:
- dest
-
sub4x3
Matrix4f sub4x3(Matrix4fc subtrahend, Matrix4f dest)
Component-wise subtract the upper 4x3 submatrices ofsubtrahend
fromthis
and store the result indest
.The other components of
dest
will be set to the ones ofthis
.- Parameters:
subtrahend
- the subtrahenddest
- will hold the result- Returns:
- dest
-
mul4x3ComponentWise
Matrix4f mul4x3ComponentWise(Matrix4fc other, Matrix4f dest)
Component-wise multiply the upper 4x3 submatrices ofthis
byother
and store the result indest
.The other components of
dest
will be set to the ones ofthis
.- Parameters:
other
- the other matrixdest
- will hold the result- Returns:
- dest
-
determinant
float determinant()
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)
, thendeterminantAffine()
can be used instead of this method.- Returns:
- the determinant
- See Also:
determinantAffine()
-
determinant3x3
float determinant3x3()
Return the determinant of the upper left 3x3 submatrix of this matrix.- Returns:
- the determinant
-
determinantAffine
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)
.- Returns:
- the determinant
-
invert
Matrix4f invert(Matrix4f dest)
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)
, theninvertAffine(Matrix4f)
can be used instead of this method.- Parameters:
dest
- will hold the result- Returns:
- dest
- See Also:
invertAffine(Matrix4f)
-
invertPerspective
Matrix4f invertPerspective(Matrix4f dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, 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()
.- Parameters:
dest
- will hold the inverse ofthis
- Returns:
- dest
- See Also:
perspective(float, float, float, float, Matrix4f)
-
invertFrustum
Matrix4f invertFrustum(Matrix4f dest)
Ifthis
is an arbitrary perspective projection matrix obtained via one of thefrustum()
methods, 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.- Parameters:
dest
- will hold the inverse ofthis
- Returns:
- dest
- See Also:
frustum(float, float, float, float, float, float, Matrix4f)
,invertPerspective(Matrix4f)
-
invertOrtho
Matrix4f invertOrtho(Matrix4f dest)
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.
- Parameters:
dest
- will hold the inverse ofthis
- Returns:
- dest
-
invertPerspectiveView
Matrix4f invertPerspectiveView(Matrix4fc view, Matrix4f dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, 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, Matrix4f)
, 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();
- Parameters:
view
- the view transformation (must beaffine
and have unit scaling)dest
- will hold the inverse ofthis * view
- Returns:
- dest
-
invertPerspectiveView
Matrix4f invertPerspectiveView(Matrix4x3fc view, Matrix4f dest)
Ifthis
is a perspective projection matrix obtained via one of theperspective()
methods, 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, Matrix4f)
, 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();
- Parameters:
view
- the view transformation (must have unit scaling)dest
- will hold the inverse ofthis * view
- Returns:
- dest
-
invertAffine
Matrix4f invertAffine(Matrix4f dest)
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
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
transpose
Matrix4f transpose(Matrix4f dest)
Transpose this matrix and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
transpose3x3
Matrix4f transpose3x3(Matrix4f dest)
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.All other matrix elements are left unchanged.
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transpose3x3
Matrix3f transpose3x3(Matrix3f dest)
Transpose only the upper left 3x3 submatrix of this matrix and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
getTranslation
Vector3f getTranslation(Vector3f dest)
Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
.- Parameters:
dest
- will hold the translation components of this matrix- Returns:
- dest
-
getScale
Vector3f getScale(Vector3f dest)
Get the scaling factors ofthis
matrix for the three base axes.- Parameters:
dest
- will hold the scaling factors forx
,y
andz
- Returns:
- dest
-
get
Matrix4f get(Matrix4f dest)
Get the current values ofthis
matrix and store them intodest
.- Parameters:
dest
- the destination matrix- Returns:
- the passed in destination
-
get4x3
Matrix4x3f get4x3(Matrix4x3f dest)
Get the current values of the upper 4x3 submatrix ofthis
matrix and store them intodest
.- Parameters:
dest
- the destination matrix- Returns:
- the passed in destination
- See Also:
Matrix4x3f.set(Matrix4fc)
-
get
Matrix4d get(Matrix4d dest)
Get the current values ofthis
matrix and store them intodest
.- Parameters:
dest
- the destination matrix- Returns:
- the passed in destination
-
get3x3
Matrix3f get3x3(Matrix3f dest)
Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
.- Parameters:
dest
- the destination matrix- Returns:
- the passed in destination
- See Also:
Matrix3f.set(Matrix4fc)
-
get3x3
Matrix3d get3x3(Matrix3d dest)
Get the current values of the upper left 3x3 submatrix ofthis
matrix and store them intodest
.- Parameters:
dest
- the destination matrix- Returns:
- the passed in destination
- See Also:
Matrix3d.set(Matrix4fc)
-
getRotation
AxisAngle4f getRotation(AxisAngle4f dest)
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4f
.- Parameters:
dest
- the destinationAxisAngle4f
- Returns:
- the passed in destination
- See Also:
AxisAngle4f.set(Matrix4fc)
-
getRotation
AxisAngle4d getRotation(AxisAngle4d dest)
Get the rotational component ofthis
matrix and store the represented rotation into the givenAxisAngle4d
.- Parameters:
dest
- the destinationAxisAngle4d
- Returns:
- the passed in destination
- See Also:
AxisAngle4f.set(Matrix4fc)
-
getUnnormalizedRotation
Quaternionf getUnnormalizedRotation(Quaternionf dest)
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.
- Parameters:
dest
- the destinationQuaternionf
- Returns:
- the passed in destination
- See Also:
Quaternionf.setFromUnnormalized(Matrix4fc)
-
getNormalizedRotation
Quaternionf getNormalizedRotation(Quaternionf dest)
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.
- Parameters:
dest
- the destinationQuaternionf
- Returns:
- the passed in destination
- See Also:
Quaternionf.setFromNormalized(Matrix4fc)
-
getUnnormalizedRotation
Quaterniond getUnnormalizedRotation(Quaterniond dest)
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.
- Parameters:
dest
- the destinationQuaterniond
- Returns:
- the passed in destination
- See Also:
Quaterniond.setFromUnnormalized(Matrix4fc)
-
getNormalizedRotation
Quaterniond getNormalizedRotation(Quaterniond dest)
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.
- Parameters:
dest
- the destinationQuaterniond
- Returns:
- the passed in destination
- See Also:
Quaterniond.setFromNormalized(Matrix4fc)
-
get
java.nio.FloatBuffer get(java.nio.FloatBuffer buffer)
Store this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
get(int, FloatBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
get(int, FloatBuffer)
-
get
java.nio.FloatBuffer get(int index, java.nio.FloatBuffer buffer)
Store this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
get
java.nio.ByteBuffer get(java.nio.ByteBuffer buffer)
Store this matrix in column-major order into the 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
get(int, ByteBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
get(int, ByteBuffer)
-
get
java.nio.ByteBuffer get(int index, java.nio.ByteBuffer buffer)
Store this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
get4x3
java.nio.FloatBuffer get4x3(java.nio.FloatBuffer buffer)
Store the upper 4x3 submatrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
get(int, FloatBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of the upper 4x3 submatrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
get(int, FloatBuffer)
-
get4x3
java.nio.FloatBuffer get4x3(int index, java.nio.FloatBuffer buffer)
Store the upper 4x3 submatrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of the upper 4x3 submatrix in column-major order- Returns:
- the passed in buffer
-
get4x3
java.nio.ByteBuffer get4x3(java.nio.ByteBuffer buffer)
Store the upper 4x3 submatrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
get(int, ByteBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of the upper 4x3 submatrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
get(int, ByteBuffer)
-
get4x3
java.nio.ByteBuffer get4x3(int index, java.nio.ByteBuffer buffer)
Store the upper 4x3 submatrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of the upper 4x3 submatrix in column-major order- Returns:
- the passed in buffer
-
get3x4
java.nio.FloatBuffer get3x4(java.nio.FloatBuffer buffer)
Store the left 3x4 submatrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
get3x4(int, FloatBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of the left 3x4 submatrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
get3x4(int, FloatBuffer)
-
get3x4
java.nio.FloatBuffer get3x4(int index, java.nio.FloatBuffer buffer)
Store the left 3x4 submatrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of the left 3x4 submatrix in column-major order- Returns:
- the passed in buffer
-
get3x4
java.nio.ByteBuffer get3x4(java.nio.ByteBuffer buffer)
Store the left 3x4 submatrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
get3x4(int, ByteBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of the left 3x4 submatrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
get3x4(int, ByteBuffer)
-
get3x4
java.nio.ByteBuffer get3x4(int index, java.nio.ByteBuffer buffer)
Store the left 3x4 submatrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of the left 3x4 submatrix in column-major order- Returns:
- the passed in buffer
-
getTransposed
java.nio.FloatBuffer getTransposed(java.nio.FloatBuffer buffer)
Store the transpose of this matrix in column-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
getTransposed(int, FloatBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
getTransposed(int, FloatBuffer)
-
getTransposed
java.nio.FloatBuffer getTransposed(int index, java.nio.FloatBuffer buffer)
Store the transpose of this matrix in column-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
getTransposed
java.nio.ByteBuffer getTransposed(java.nio.ByteBuffer buffer)
Store the transpose of this matrix in column-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
getTransposed(int, ByteBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of this matrix in column-major order at its current position- Returns:
- the passed in buffer
- See Also:
getTransposed(int, ByteBuffer)
-
getTransposed
java.nio.ByteBuffer getTransposed(int index, java.nio.ByteBuffer buffer)
Store the transpose of this matrix in column-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of this matrix in column-major order- Returns:
- the passed in buffer
-
get4x3Transposed
java.nio.FloatBuffer get4x3Transposed(java.nio.FloatBuffer buffer)
Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
get4x3Transposed(int, FloatBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of the upper 4x3 submatrix in row-major order at its current position- Returns:
- the passed in buffer
- See Also:
get4x3Transposed(int, FloatBuffer)
-
get4x3Transposed
java.nio.FloatBuffer get4x3Transposed(int index, java.nio.FloatBuffer buffer)
Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
- Parameters:
index
- the absolute position into the FloatBufferbuffer
- will receive the values of the upper 4x3 submatrix in row-major order- Returns:
- the passed in buffer
-
get4x3Transposed
java.nio.ByteBuffer get4x3Transposed(java.nio.ByteBuffer buffer)
Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
get4x3Transposed(int, ByteBuffer)
, taking the absolute position as parameter.- Parameters:
buffer
- will receive the values of the upper 4x3 submatrix in row-major order at its current position- Returns:
- the passed in buffer
- See Also:
get4x3Transposed(int, ByteBuffer)
-
get4x3Transposed
java.nio.ByteBuffer get4x3Transposed(int index, java.nio.ByteBuffer buffer)
Store the upper 4x3 submatrix ofthis
matrix in row-major order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
- Parameters:
index
- the absolute position into the ByteBufferbuffer
- will receive the values of the upper 4x3 submatrix in row-major order- Returns:
- the passed in buffer
-
getToAddress
Matrix4fc getToAddress(long address)
Store this matrix in column-major order at the given off-heap address.This method will throw an
UnsupportedOperationException
when JOML is used with `-Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
- Parameters:
address
- the off-heap address where to store this matrix- Returns:
- this
-
get
float[] get(float[] arr, int offset)
Store this matrix into the supplied float array in column-major order at the given offset.- Parameters:
arr
- the array to write the matrix values intooffset
- the offset into the array- Returns:
- the passed in array
-
get
float[] get(float[] arr)
Store this matrix into the supplied float array in column-major order.In order to specify an explicit offset into the array, use the method
get(float[], int)
.- Parameters:
arr
- the array to write the matrix values into- Returns:
- the passed in array
- See Also:
get(float[], int)
-
transform
Vector4f transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
Vector4f.mul(Matrix4fc)
-
transform
Vector4f transform(Vector4fc v, Vector4f dest)
Transform/multiply the given vector by this matrix and store the result indest
.- Parameters:
v
- the vector to transformdest
- will contain the result- Returns:
- dest
- See Also:
Vector4f.mul(Matrix4fc, Vector4f)
-
transform
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
.- 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
-
transformTranspose
Vector4f transformTranspose(Vector4f v)
Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
Vector4f.mulTranspose(Matrix4fc)
-
transformTranspose
Vector4f transformTranspose(Vector4fc v, Vector4f dest)
Transform/multiply the given vector by the transpose of this matrix and store the result indest
.- Parameters:
v
- the vector to transformdest
- will contain the result- Returns:
- dest
- See Also:
Vector4f.mulTranspose(Matrix4fc, Vector4f)
-
transformTranspose
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
.- 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
Vector4f transformProject(Vector4f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
Vector4f.mulProject(Matrix4fc)
-
transformProject
Vector4f transformProject(Vector4fc v, Vector4f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.- Parameters:
v
- the vector to transformdest
- will contain the result- Returns:
- dest
- See Also:
Vector4f.mulProject(Matrix4fc, Vector4f)
-
transformProject
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
.- 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
Vector3f transformProject(Vector3f v)
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.- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
Vector3f.mulProject(Matrix4fc)
-
transformProject
Vector3f transformProject(Vector3fc v, Vector3f dest)
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.- Parameters:
v
- the vector to transformdest
- will contain the result- Returns:
- dest
- See Also:
Vector3f.mulProject(Matrix4fc, Vector3f)
-
transformProject
Vector3f transformProject(Vector4fc v, Vector3f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.- 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
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
.This method uses
w=1.0
as the fourth vector component.- 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
-
transformProject
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
.- 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
-
transformPosition
Vector3f transformPosition(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection usetransform(Vector4f)
ortransformProject(Vector3f)
when perspective divide should be applied, too.In order to store the result in another vector, use
transformPosition(Vector3fc, Vector3f)
.- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
transformPosition(Vector3fc, Vector3f)
,transform(Vector4f)
,transformProject(Vector3f)
-
transformPosition
Vector3f transformPosition(Vector3fc v, Vector3f dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection usetransform(Vector4fc, Vector4f)
ortransformProject(Vector3fc, Vector3f)
when perspective divide should be applied, too.In order to store the result in the same vector, use
transformPosition(Vector3f)
.- Parameters:
v
- the vector to transformdest
- will hold the result- Returns:
- dest
- See Also:
transformPosition(Vector3f)
,transform(Vector4fc, Vector4f)
,transformProject(Vector3fc, Vector3f)
-
transformPosition
Vector3f transformPosition(float x, float y, float z, Vector3f dest)
Transform/multiply the 3D-vector(x, y, z)
, as if it was a 4D-vector with w=1, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space rather than a direction. This method is therefore not suited for perspective projection transformations as it will not save the
w
component of the transformed vector. For perspective projection usetransform(float, float, float, float, Vector4f)
ortransformProject(float, float, float, Vector3f)
when perspective divide should be applied, too.- 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:
transform(float, float, float, float, Vector4f)
,transformProject(float, float, float, Vector3f)
-
transformDirection
Vector3f transformDirection(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in another vector, use
transformDirection(Vector3fc, Vector3f)
.- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
transformDirection(Vector3fc, Vector3f)
-
transformDirection
Vector3f transformDirection(Vector3fc v, Vector3f dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in the same vector, use
transformDirection(Vector3f)
.- Parameters:
v
- the vector to transform and to hold the final resultdest
- will hold the result- Returns:
- dest
- See Also:
transformDirection(Vector3f)
-
transformDirection
Vector3f transformDirection(float x, float y, float z, Vector3f dest)
Transform/multiply the given 3D-vector(x, y, z)
, as if it was a 4D-vector with w=0, by this matrix and store the result indest
.The given 3D-vector is treated as a 4D-vector with its w-component being
0.0
, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.- 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
Vector4f transformAffine(Vector4f v)
Transform/multiply the given 4D-vector 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
transformAffine(Vector4fc, Vector4f)
.- Parameters:
v
- the vector to transform and to hold the final result- Returns:
- v
- See Also:
transformAffine(Vector4fc, Vector4f)
-
transformAffine
Vector4f transformAffine(Vector4fc v, Vector4f dest)
Transform/multiply the given 4D-vector 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
transformAffine(Vector4f)
.- Parameters:
v
- the vector to transform and to hold the final resultdest
- will hold the result- Returns:
- dest
- See Also:
transformAffine(Vector4f)
-
transformAffine
Vector4f transformAffine(float x, float y, float z, float w, Vector4f dest)
Transform/multiply the 4D-vector(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
.- 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
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
.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, respectivelydest
- will hold the result- Returns:
- dest
-
scale
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
.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, Matrix4f)
.- Parameters:
xyz
- the factor for all componentsdest
- will hold the result- Returns:
- dest
- See Also:
scale(float, float, float, Matrix4f)
-
scaleXY
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
.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 componentdest
- will hold the result- Returns:
- dest
-
scale
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
.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 componentdest
- will hold the result- Returns:
- dest
-
scaleAround
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
.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)
- 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
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
.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)
- 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
Matrix4f scaleLocal(float xyz, Matrix4f dest)
Pre-multiply 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!- Parameters:
xyz
- the factor to scale all three base axes bydest
- will hold the result- Returns:
- dest
-
scaleLocal
Matrix4f scaleLocal(float x, float y, float z, Matrix4f dest)
Pre-multiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last!- 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
-
scaleAroundLocal
Matrix4f scaleAroundLocal(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4f dest)
Pre-multiply 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)
- 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
Matrix4f scaleAroundLocal(float factor, float ox, float oy, float oz, Matrix4f dest)
Pre-multiply 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)
- 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
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansdest
- will hold the result- Returns:
- dest
-
rotateY
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansdest
- will hold the result- Returns:
- dest
-
rotateZ
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansdest
- will hold the result- Returns:
- dest
-
rotateTowardsXY
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
.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 directiondest
- will hold the result- Returns:
- this
-
rotateXYZ
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
- 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
-
rotateAffineXYZ
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method 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:
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
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
- 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
-
rotateAffineZYX
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method 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 Xdest
- will hold the result- Returns:
- dest
-
rotateYXZ
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
- 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
-
rotateAffineYXZ
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
This method 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 Zdest
- will hold the result- Returns:
- dest
-
rotate
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisdest
- will hold the result- Returns:
- dest
-
rotateTranslation
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisdest
- will hold the result- Returns:
- dest
-
rotateAffine
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 right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radiansx
- the x component of the axisy
- the y component of the axisz
- the z component of the axisdest
- will hold the result- Returns:
- dest
-
rotateLocal
Matrix4f rotateLocal(float ang, float x, float y, float z, Matrix4f dest)
Pre-multiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!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 axisdest
- will hold the result- Returns:
- dest
-
rotateLocalX
Matrix4f rotateLocalX(float ang, Matrix4f dest)
Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the X axisdest
- will hold the result- Returns:
- dest
-
rotateLocalY
Matrix4f rotateLocalY(float ang, Matrix4f dest)
Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the Y axisdest
- will hold the result- Returns:
- dest
-
rotateLocalZ
Matrix4f rotateLocalZ(float ang, Matrix4f dest)
Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!Reference: http://en.wikipedia.org
- Parameters:
ang
- the angle in radians to rotate about the Z axisdest
- will hold the result- Returns:
- dest
-
translate
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!- Parameters:
offset
- the number of units in x, y and z by which to translatedest
- will hold the result- Returns:
- dest
-
translate
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!- 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
-
translateLocal
Matrix4f translateLocal(Vector3fc offset, Matrix4f dest)
Pre-multiply 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!- Parameters:
offset
- the number of units in x, y and z by which to translatedest
- will hold the result- Returns:
- dest
-
translateLocal
Matrix4f translateLocal(float x, float y, float z, Matrix4f dest)
Pre-multiply 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!- 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
-
ortho
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 right-handed 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! 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
dest
- will hold the result- Returns:
- dest
-
ortho
Matrix4f ortho(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
Apply an orthographic projection transformation for a right-handed 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!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 distancedest
- will hold the result- Returns:
- dest
-
orthoLH
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 left-handed 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!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
dest
- will hold the result- Returns:
- dest
-
orthoLH
Matrix4f orthoLH(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4f dest)
Apply an orthographic projection transformation for a left-handed 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!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 distancedest
- will hold the result- Returns:
- dest
-
orthoSymmetric
Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a right-handed 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!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 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
-
orthoSymmetric
Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a right-handed 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!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 distancedest
- will hold the result- Returns:
- dest
-
orthoSymmetricLH
Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a left-handed 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!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 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
-
orthoSymmetricLH
Matrix4f orthoSymmetricLH(float width, float height, float zNear, float zFar, Matrix4f dest)
Apply a symmetric orthographic projection transformation for a left-handed 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!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 distancedest
- will hold the result- Returns:
- dest
-
ortho2D
Matrix4f ortho2D(float left, float right, float bottom, float top, Matrix4f dest)
Apply an orthographic projection transformation for a right-handed 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!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 edgedest
- will hold the result- Returns:
- dest
- See Also:
ortho(float, float, float, float, float, float, Matrix4f)
-
ortho2DLH
Matrix4f ortho2DLH(float left, float right, float bottom, float top, Matrix4f dest)
Apply an orthographic projection transformation for a left-handed 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!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 edgedest
- will hold the result- Returns:
- dest
- See Also:
orthoLH(float, float, float, float, float, float, Matrix4f)
-
lookAlong
Matrix4f lookAlong(Vector3fc dir, Vector3fc up, Matrix4f dest)
Apply a rotation transformation to this matrix to make-z
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt
witheye = (0, 0, 0)
andcenter = dir
.- 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, Matrix4f)
,lookAt(Vector3fc, Vector3fc, Vector3fc, Matrix4f)
-
lookAlong
Matrix4f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a rotation transformation to this matrix to make-z
point 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
.- Parameters:
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
lookAt(float, float, float, float, float, float, float, float, float, Matrix4f)
-
lookAt
Matrix4f lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a right-handed 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!- 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, Matrix4f)
-
lookAt
Matrix4f lookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-z
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!- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
lookAt(Vector3fc, Vector3fc, Vector3fc, Matrix4f)
-
lookAtPerspective
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 right-handed coordinate system, that aligns-z
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!- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
-
lookAtLH
Matrix4f lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4f dest)
Apply a "lookat" transformation to this matrix for a left-handed 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!- 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, Matrix4f)
-
lookAtLH
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 left-handed 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!- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
lookAtLH(Vector3fc, Vector3fc, Vector3fc, Matrix4f)
-
lookAtPerspectiveLH
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 left-handed 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!- Parameters:
eyeX
- the x-coordinate of the eye/camera locationeyeY
- the y-coordinate of the eye/camera locationeyeZ
- the z-coordinate of the eye/camera locationcenterX
- the x-coordinate of the point to look atcenterY
- the y-coordinate of the point to look atcenterZ
- the z-coordinate of the point to look atupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
-
tile
Matrix4f tile(int x, int y, int w, int h, Matrix4f dest)
This method is equivalent to calling:translate(w-1-2*x, h-1-2*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!- 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 axisdest
- will hold the result- Returns:
- dest
-
perspective
Matrix4f perspective(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a right-handed 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!- 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. 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. 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
-
perspective
Matrix4f perspective(float fovy, float aspect, float zNear, float zFar, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a right-handed 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!- 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. 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. 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
-
perspectiveRect
Matrix4f perspectiveRect(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a right-handed 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!- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. 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. 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
-
perspectiveRect
Matrix4f perspectiveRect(float width, float height, float zNear, float zFar, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a right-handed 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!- Parameters:
width
- the width of the near frustum planeheight
- the height of the near frustum planezNear
- near clipping plane distance. 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. 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
-
perspectiveOffCenter
Matrix4f perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an asymmetric off-center perspective projection frustum transformation for a right-handed 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 XZ-plane.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!- 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. 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. 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
-
perspectiveOffCenter
Matrix4f perspectiveOffCenter(float fovy, float offAngleX, float offAngleY, float aspect, float zNear, float zFar, Matrix4f dest)
Apply an asymmetric off-center perspective projection frustum transformation for a right-handed 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 XZ-plane.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!- 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. 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. 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
-
perspectiveOffCenterFov
Matrix4f perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an asymmetric off-center perspective projection frustum transformation for a right-handed 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!- 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
Matrix4f perspectiveOffCenterFov(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, Matrix4f dest)
Apply an asymmetric off-center perspective projection frustum transformation for a right-handed 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!- 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
Matrix4f perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply an asymmetric off-center perspective projection frustum transformation for a left-handed 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!- 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
Matrix4f perspectiveOffCenterFovLH(float angleLeft, float angleRight, float angleDown, float angleUp, float zNear, float zFar, Matrix4f dest)
Apply an asymmetric off-center perspective projection frustum transformation for a left-handed 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!- 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
-
perspectiveLH
Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar, boolean zZeroToOne, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a left-handed 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!- 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. 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. 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
-
perspectiveLH
Matrix4f perspectiveLH(float fovy, float aspect, float zNear, float zFar, Matrix4f dest)
Apply a symmetric perspective projection frustum transformation for a left-handed 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!- 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. 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. 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
-
frustum
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 right-handed 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!Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- 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
-
frustum
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 right-handed 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!Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- 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
-
frustumLH
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 left-handed 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!Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- 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
-
frustumLH
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 left-handed 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!Reference: http://www.songho.ca
- Parameters:
left
- the distance along the x-axis to the left frustum edgeright
- the distance along the x-axis to the right frustum edgebottom
- the distance along the y-axis to the bottom frustum edgetop
- the distance along the y-axis to the top frustum edgezNear
- 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
-
rotate
Matrix4f rotate(Quaternionfc quat, Matrix4f dest)
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
-
rotateAffine
Matrix4f rotateAffine(Quaternionfc quat, Matrix4f dest)
Apply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to thisaffine
matrix and store the result indest
.This method assumes
this
to beaffine
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
-
rotateTranslation
Matrix4f rotateTranslation(Quaternionfc quat, Matrix4f dest)
Apply the rotation - and possibly scaling - ransformation of the givenQuaternionfc
to this matrix, which is assumed to only contain a translation, and store the result indest
.This method assumes
this
to only contain a translation.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
-
rotateAroundAffine
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is only applicable if
this
is anaffine
matrix.This method is equivalent to calling:
translate(ox, oy, oz, dest).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origindest
- will hold the result- Returns:
- dest
-
rotateAround
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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is equivalent to calling:
translate(ox, oy, oz, dest).rotate(quat).translate(-ox, -oy, -oz)
Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origindest
- will hold the result- Returns:
- dest
-
rotateLocal
Matrix4f rotateLocal(Quaternionfc quat, Matrix4f dest)
Pre-multiply the rotation - and possibly scaling - transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
dest
- will hold the result- Returns:
- dest
-
rotateAroundLocal
Matrix4f rotateAroundLocal(Quaternionfc quat, float ox, float oy, float oz, Matrix4f dest)
Pre-multiply 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
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!This method is equivalent to calling:
translateLocal(-ox, -oy, -oz, dest).rotateLocal(quat).translateLocal(ox, oy, oz)
Reference: http://en.wikipedia.org
- Parameters:
quat
- theQuaternionfc
ox
- the x coordinate of the rotation originoy
- the y coordinate of the rotation originoz
- the z coordinate of the rotation origindest
- will hold the result- Returns:
- dest
-
rotate
Matrix4f rotate(AxisAngle4f axisAngle, Matrix4f dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
axisAngle
- theAxisAngle4f
(needs to benormalized
)dest
- will hold the result- Returns:
- dest
- See Also:
rotate(float, float, float, float, Matrix4f)
-
rotate
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
.The axis described by the
axis
vector needs to be a unit vector.When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given axis-angle, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axis-angle rotation will be applied first!Reference: http://en.wikipedia.org
- Parameters:
angle
- the angle in radiansaxis
- the rotation axis (needs to benormalized
)dest
- will hold the result- Returns:
- dest
- See Also:
rotate(float, float, float, float, Matrix4f)
-
unproject
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.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usinginvert(Matrix4f)
and then the methodunprojectInv()
can be invoked on it.- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in[0..1]
viewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
unprojectInv(float, float, float, int[], Vector4f)
,invert(Matrix4f)
-
unproject
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.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usinginvert(Matrix4f)
and then the methodunprojectInv()
can be invoked on it.- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in[0..1]
viewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
unprojectInv(float, float, float, int[], Vector3f)
,invert(Matrix4f)
-
unproject
Vector4f unproject(Vector3fc winCoords, int[] viewport, Vector4f dest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usinginvert(Matrix4f)
and then the methodunprojectInv()
can be invoked on it.- Parameters:
winCoords
- the window coordinates to unprojectviewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
unprojectInv(float, float, float, int[], Vector4f)
,unproject(float, float, float, int[], Vector4f)
,invert(Matrix4f)
-
unproject
Vector3f unproject(Vector3fc winCoords, int[] viewport, Vector3f dest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usinginvert(Matrix4f)
and then the methodunprojectInv()
can be invoked on it.- Parameters:
winCoords
- the window coordinates to unprojectviewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
unprojectInv(float, float, float, int[], Vector3f)
,unproject(float, float, float, int[], Vector3f)
,invert(Matrix4f)
-
unprojectRay
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
.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usinginvert(Matrix4f)
and then the methodunprojectInvRay()
can be invoked on it.- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)viewport
- the viewport described by[x, y, width, height]
originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray direction- Returns:
- this
- See Also:
unprojectInvRay(float, float, int[], Vector3f, Vector3f)
,invert(Matrix4f)
-
unprojectRay
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
.This method first converts the given window coordinates to normalized device coordinates in the range
[-1..1]
and then transforms those NDC coordinates by the inverse ofthis
matrix.As a necessary computation step for unprojecting, this method computes the inverse of
this
matrix. In order to avoid computing the matrix inverse with every invocation, the inverse ofthis
matrix can be built once outside usinginvert(Matrix4f)
and then the methodunprojectInvRay()
can be invoked on it.- Parameters:
winCoords
- the window coordinates to unprojectviewport
- the viewport described by[x, y, width, height]
originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray direction- Returns:
- this
- See Also:
unprojectInvRay(float, float, int[], Vector3f, Vector3f)
,unprojectRay(float, float, int[], Vector3f, Vector3f)
,invert(Matrix4f)
-
unprojectInv
Vector4f unprojectInv(Vector3fc winCoords, int[] viewport, Vector4f dest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default.This method reads the four viewport parameters from the given int[].
- Parameters:
winCoords
- the window coordinates to unprojectviewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
unproject(Vector3fc, int[], Vector4f)
-
unprojectInv
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.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default.- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in[0..1]
viewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
unproject(float, float, float, int[], Vector4f)
-
unprojectInvRay
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
.This method differs from
unprojectRay()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.- Parameters:
winCoords
- the window coordinates to unprojectviewport
- the viewport described by[x, y, width, height]
originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray direction- Returns:
- this
- See Also:
unprojectRay(Vector2fc, int[], Vector3f, Vector3f)
-
unprojectInvRay
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
.This method differs from
unprojectRay()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)viewport
- the viewport described by[x, y, width, height]
originDest
- will hold the ray origindirDest
- will hold the (unnormalized) ray direction- Returns:
- this
- See Also:
unprojectRay(float, float, int[], Vector3f, Vector3f)
-
unprojectInv
Vector3f unprojectInv(Vector3fc winCoords, int[] viewport, Vector3f dest)
Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.The depth range of
winCoords.z
is assumed to be[0..1]
, which is also the OpenGL default.- Parameters:
winCoords
- the window coordinates to unprojectviewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
unproject(Vector3fc, int[], Vector3f)
-
unprojectInv
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.This method differs from
unproject()
in that it assumes thatthis
is already the inverse matrix of the original projection matrix. It exists to avoid recomputing the matrix inverse with every invocation.The depth range of
winZ
is assumed to be[0..1]
, which is also the OpenGL default.- Parameters:
winX
- the x-coordinate in window coordinates (pixels)winY
- the y-coordinate in window coordinates (pixels)winZ
- the z-coordinate, which is the depth value in[0..1]
viewport
- the viewport described by[x, y, width, height]
dest
- will hold the unprojected position- Returns:
- dest
- See Also:
unproject(float, float, float, int[], Vector3f)
-
project
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
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default.- Parameters:
x
- the x-coordinate of the position to projecty
- the y-coordinate of the position to projectz
- the z-coordinate of the position to projectviewport
- the viewport described by[x, y, width, height]
winCoordsDest
- will hold the projected window coordinates- Returns:
- winCoordsDest
-
project
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
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default.- Parameters:
x
- the x-coordinate of the position to projecty
- the y-coordinate of the position to projectz
- the z-coordinate of the position to projectviewport
- the viewport described by[x, y, width, height]
winCoordsDest
- will hold the projected window coordinates- Returns:
- winCoordsDest
-
project
Vector4f project(Vector3fc position, int[] viewport, Vector4f winCoordsDest)
Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default.- Parameters:
position
- the position to project into window coordinatesviewport
- the viewport described by[x, y, width, height]
winCoordsDest
- will hold the projected window coordinates- Returns:
- winCoordsDest
- See Also:
project(float, float, float, int[], Vector4f)
-
project
Vector3f project(Vector3fc position, int[] viewport, Vector3f winCoordsDest)
Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.This method transforms the given coordinates by
this
matrix including perspective division to obtain normalized device coordinates, and then translates these into window coordinates by using the givenviewport
settings[x, y, width, height]
.The depth range of the returned
winCoordsDest.z
will be[0..1]
, which is also the OpenGL default.- Parameters:
position
- the position to project into window coordinatesviewport
- the viewport described by[x, y, width, height]
winCoordsDest
- will hold the projected window coordinates- Returns:
- winCoordsDest
- See Also:
project(float, float, float, int[], Vector4f)
-
reflect
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
.The vector
(a, b, c)
must be a unit vector.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!Reference: msdn.microsoft.com
- Parameters:
a
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equationdest
- will hold the result- Returns:
- dest
-
reflect
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
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
nx
- the x-coordinate of the plane normalny
- the y-coordinate of the plane normalnz
- the z-coordinate of the plane normalpx
- the x-coordinate of a point on the planepy
- the y-coordinate of a point on the planepz
- the z-coordinate of a point on the planedest
- will hold the result- Returns:
- dest
-
reflect
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
.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaternionfc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
orientation
- the plane orientation relative to an implied normal vector of(0, 0, 1)
point
- a point on the planedest
- will hold the result- Returns:
- dest
-
reflect
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
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!- Parameters:
normal
- the plane normalpoint
- a point on the planedest
- will hold the result- Returns:
- dest
-
getRow
Vector4f getRow(int row, Vector4f dest) throws java.lang.IndexOutOfBoundsException
Get the row at the givenrow
index, starting with0
.- Parameters:
row
- the row index in[0..3]
dest
- will hold the row components- Returns:
- the passed in destination
- Throws:
java.lang.IndexOutOfBoundsException
- ifrow
is not in[0..3]
-
getRow
Vector3f getRow(int row, Vector3f dest) throws java.lang.IndexOutOfBoundsException
Get the first three components of the row at the givenrow
index, starting with0
.- Parameters:
row
- the row index in[0..3]
dest
- will hold the first three row components- Returns:
- the passed in destination
- Throws:
java.lang.IndexOutOfBoundsException
- ifrow
is not in[0..3]
-
getColumn
Vector4f getColumn(int column, Vector4f dest) throws java.lang.IndexOutOfBoundsException
Get the column at the givencolumn
index, starting with0
.- Parameters:
column
- the column index in[0..3]
dest
- will hold the column components- Returns:
- the passed in destination
- Throws:
java.lang.IndexOutOfBoundsException
- ifcolumn
is not in[0..3]
-
getColumn
Vector3f getColumn(int column, Vector3f dest) throws java.lang.IndexOutOfBoundsException
Get the first three components of the column at the givencolumn
index, starting with0
.- Parameters:
column
- the column index in[0..3]
dest
- will hold the first three column components- Returns:
- the passed in destination
- Throws:
java.lang.IndexOutOfBoundsException
- ifcolumn
is not in[0..3]
-
get
float get(int column, int row)
Get the matrix element value at the given column and row.- Parameters:
column
- the colum index in[0..3]
row
- the row index in[0..3]
- Returns:
- the element value
-
getRowColumn
float getRowColumn(int row, int column)
Get the matrix element value at the given row and column.- Parameters:
row
- the row index in[0..3]
column
- the colum index in[0..3]
- Returns:
- the element value
-
normal
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
. All other values ofdest
will be set to identity.The normal matrix of
m
is the transpose of the inverse ofm
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
normal
Matrix3f normal(Matrix3f dest)
Compute a normal matrix from the upper left 3x3 submatrix ofthis
and store it intodest
.The normal matrix of
m
is the transpose of the inverse ofm
.- Parameters:
dest
- will hold the result- Returns:
- dest
- See Also:
Matrix3f.set(Matrix4fc)
,get3x3(Matrix3f)
-
cofactor3x3
Matrix3f cofactor3x3(Matrix3f dest)
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
.The cofactor matrix can be used instead of
normal(Matrix3f)
to transform normals when the orientation of the normals with respect to the surface should be preserved.- Parameters:
dest
- will hold the result- Returns:
- dest
-
cofactor3x3
Matrix4f cofactor3x3(Matrix4f dest)
Compute the cofactor matrix of the upper left 3x3 submatrix ofthis
and store it intodest
. All other values ofdest
will be set to identity.The cofactor matrix can be used instead of
normal(Matrix4f)
to transform normals when the orientation of the normals with respect to the surface should be preserved.- Parameters:
dest
- will hold the result- Returns:
- dest
-
normalize3x3
Matrix4f normalize3x3(Matrix4f dest)
Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
- Parameters:
dest
- will hold the result- Returns:
- dest
-
normalize3x3
Matrix3f normalize3x3(Matrix3f dest)
Normalize the upper left 3x3 submatrix of this matrix and store the result indest
.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
- Parameters:
dest
- will hold the result- Returns:
- dest
-
frustumPlane
Vector4f frustumPlane(int plane, Vector4f planeEquation)
Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenplaneEquation
.Generally, this method computes the frustum plane in the local frame of any coordinate system that existed before
this
transformation was applied to it in order to yield homogeneous clipping space.The frustum plane will be given in the form of a general plane equation:
a*x + b*y + c*z + d = 0
, where the givenVector4f
components will hold the(a, b, c, d)
values of the equation.The plane normal, which is
(a, b, c)
, is directed "inwards" of the frustum. Any plane/point test usinga*x + b*y + c*z + d
therefore will yield a result greater than zero if the point is within the frustum (i.e. at the positive side of the frustum plane).For performing frustum culling, the class
FrustumIntersection
should be used instead of manually obtaining the frustum planes and testing them against points, spheres or axis-aligned boxes.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Parameters:
plane
- one of the six possible planes, given as numeric constantsPLANE_NX
,PLANE_PX
,PLANE_NY
,PLANE_PY
,PLANE_NZ
andPLANE_PZ
planeEquation
- will hold the computed plane equation. The plane equation will be normalized, meaning that(a, b, c)
will be a unit vector- Returns:
- planeEquation
-
frustumCorner
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 modelview-projection matrix, and store the result in the givenpoint
.Generally, this method computes the frustum corners in the local frame of any coordinate system that existed before
this
transformation was applied to it in order to yield homogeneous clipping space.Reference: http://geomalgorithms.com
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Parameters:
corner
- one of the eight possible corners, given as numeric constantsCORNER_NXNYNZ
,CORNER_PXNYNZ
,CORNER_PXPYNZ
,CORNER_NXPYNZ
,CORNER_PXNYPZ
,CORNER_NXNYPZ
,CORNER_NXPYPZ
,CORNER_PXPYPZ
point
- will hold the resulting corner point coordinates- Returns:
- point
-
perspectiveOrigin
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 modelview-projection matrix, and store the result in the givenorigin
.Note that this method will only work using perspective projections obtained via one of the perspective methods, such as
perspective()
orfrustum()
.Generally, this method computes the origin in the local frame of any coordinate system that existed before
this
transformation was applied to it in order to yield homogeneous clipping space.This method is equivalent to calling:
invert(new Matrix4f()).transformProject(0, 0, -1, 0, origin)
and in the case of an already available inverse ofthis
matrix, the methodperspectiveInvOrigin(Vector3f)
on the inverse of the matrix should be used instead.Reference: http://geomalgorithms.com
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Parameters:
origin
- will hold the origin of the coordinate system before applyingthis
perspective projection transformation- Returns:
- origin
-
perspectiveInvOrigin
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 modelview-projection matrix, and store the result in the givendest
.Note that this method will only work using perspective projections obtained via one of the perspective methods, such as
perspective()
orfrustum()
.If the inverse of the modelview-projection matrix is not available, then calling
perspectiveOrigin(Vector3f)
on the original modelview-projection matrix is preferred.- Parameters:
dest
- will hold the result- Returns:
- dest
- See Also:
perspectiveOrigin(Vector3f)
-
perspectiveFov
float perspectiveFov()
Return the vertical field-of-view angle in radians of this perspective transformation matrix.Note that this method will only work using perspective projections obtained via one of the perspective methods, such as
perspective()
orfrustum()
.For orthogonal transformations this method will return
0.0
.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Returns:
- the vertical field-of-view angle in radians
-
perspectiveNear
float perspectiveNear()
Extract the near clip plane distance fromthis
perspective projection matrix.This method only works if
this
is a perspective projection matrix, for example obtained viaperspective(float, float, float, float, Matrix4f)
.- Returns:
- the near clip plane distance
-
perspectiveFar
float perspectiveFar()
Extract the far clip plane distance fromthis
perspective projection matrix.This method only works if
this
is a perspective projection matrix, for example obtained viaperspective(float, float, float, float, Matrix4f)
.- Returns:
- the far clip plane distance
-
frustumRayDir
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.This method computes the
dir
vector in the local frame of any coordinate system that existed beforethis
transformation was applied to it in order to yield homogeneous clipping space.The parameters
x
andy
are used to interpolate the generated ray direction from the bottom-left to the top-right frustum corners.For optimal efficiency when building many ray directions over the whole frustum, it is recommended to use this method only in order to compute the four corner rays at
(0, 0)
,(1, 0)
,(0, 1)
and(1, 1)
and then bilinearly interpolating between them; or to use theFrustumRayBuilder
.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Parameters:
x
- the interpolation factor along the left-to-right frustum planes, within[0..1]
y
- the interpolation factor along the bottom-to-top frustum planes, within[0..1]
dir
- will hold the normalized ray direction in the local frame of the coordinate system before transforming to homogeneous clipping space usingthis
matrix- Returns:
- dir
-
positiveZ
Vector3f positiveZ(Vector3f dir)
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Z
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformDirection(dir.set(0, 0, 1)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingnormalizedPositiveZ(Vector3f)
instead.Reference: http://www.euclideanspace.com
- Parameters:
dir
- will hold the direction of+Z
- Returns:
- dir
-
normalizedPositiveZ
Vector3f normalizedPositiveZ(Vector3f dir)
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Z
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).transpose(); inv.transformDirection(dir.set(0, 0, 1));
Reference: http://www.euclideanspace.com
- Parameters:
dir
- will hold the direction of+Z
- Returns:
- dir
-
positiveX
Vector3f positiveX(Vector3f dir)
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+X
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformDirection(dir.set(1, 0, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingnormalizedPositiveX(Vector3f)
instead.Reference: http://www.euclideanspace.com
- Parameters:
dir
- will hold the direction of+X
- Returns:
- dir
-
normalizedPositiveX
Vector3f normalizedPositiveX(Vector3f dir)
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+X
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).transpose(); inv.transformDirection(dir.set(1, 0, 0));
Reference: http://www.euclideanspace.com
- Parameters:
dir
- will hold the direction of+X
- Returns:
- dir
-
positiveY
Vector3f positiveY(Vector3f dir)
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Y
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformDirection(dir.set(0, 1, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingnormalizedPositiveY(Vector3f)
instead.Reference: http://www.euclideanspace.com
- Parameters:
dir
- will hold the direction of+Y
- Returns:
- dir
-
normalizedPositiveY
Vector3f normalizedPositiveY(Vector3f dir)
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the upper left 3x3 submatrix to obtain the direction that is transformed to
+Y
bythis
matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).transpose(); inv.transformDirection(dir.set(0, 1, 0));
Reference: http://www.euclideanspace.com
- Parameters:
dir
- will hold the direction of+Y
- Returns:
- dir
-
originAffine
Vector3f originAffine(Vector3f origin)
Obtain the position that gets transformed to the origin bythis
affine
matrix. This can be used to get the position of the "camera" from a given view transformation matrix.This method only works with
affine
matrices.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invertAffine(); inv.transformPosition(origin.set(0, 0, 0));
- Parameters:
origin
- will hold the position transformed to the origin- Returns:
- origin
-
origin
Vector3f origin(Vector3f origin)
Obtain the position that gets transformed to the origin bythis
matrix. This can be used to get the position of the "camera" from a given view/projection transformation matrix.This method is equivalent to the following code:
Matrix4f inv = new Matrix4f(this).invert(); inv.transformPosition(origin.set(0, 0, 0));
- Parameters:
origin
- will hold the position transformed to the origin- Returns:
- origin
-
shadow
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
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
- Parameters:
light
- the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equationdest
- will hold the result- Returns:
- dest
-
shadow
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
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
- Parameters:
lightX
- the x-component of the light's vectorlightY
- the y-component of the light's vectorlightZ
- the z-component of the light's vectorlightW
- the w-component of the light's vectora
- the x factor in the plane equationb
- the y factor in the plane equationc
- the z factor in the plane equationd
- the constant in the plane equationdest
- will hold the result- Returns:
- dest
-
shadow
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
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!- Parameters:
light
- the light's vectorplaneTransform
- the transformation to transform the implied planey = 0
before applying the projectiondest
- will hold the result- Returns:
- dest
-
shadow
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
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!- Parameters:
lightX
- the x-component of the light vectorlightY
- the y-component of the light vectorlightZ
- the z-component of the light vectorlightW
- the w-component of the light vectorplaneTransform
- the transformation to transform the implied planey = 0
before applying the projectiondest
- will hold the result- Returns:
- dest
-
pick
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
.- Parameters:
x
- the x coordinate of the picking region center in window coordinatesy
- the y coordinate of the picking region center in window coordinateswidth
- the width of the picking region in window coordinatesheight
- the height of the picking region in window coordinatesviewport
- the viewport described by[x, y, width, height]
dest
- the destination matrix, which will hold the result- Returns:
- dest
-
isAffine
boolean isAffine()
Determine whether this matrix describes an affine transformation. This is the case iff its last row is equal to(0, 0, 0, 1)
.- Returns:
true
iff this matrix is affine;false
otherwise
-
arcball
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
.This method is equivalent to calling:
translate(0, 0, -radius, dest).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)
- Parameters:
radius
- the arcball radiuscenterX
- the x coordinate of the center position of the arcballcenterY
- the y coordinate of the center position of the arcballcenterZ
- the z coordinate of the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radiansdest
- will hold the result- Returns:
- dest
-
arcball
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
.This method is equivalent to calling:
translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-center.x, -center.y, -center.z)
- Parameters:
radius
- the arcball radiuscenter
- the center position of the arcballangleX
- the rotation angle around the X axis in radiansangleY
- the rotation angle around the Y axis in radiansdest
- will hold the result- Returns:
- dest
-
frustumAabb
Matrix4f frustumAabb(Vector3f min, Vector3f max)
Compute the axis-aligned 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.The matrix
this
is assumed to be theinverse
of the origial view-projection matrix for which to compute the axis-aligned bounding box in world-space.The axis-aligned bounding box of the unit frustum is
(-1, -1, -1)
,(1, 1, 1)
.- Parameters:
min
- will hold the minimum corner coordinates of the axis-aligned bounding boxmax
- will hold the maximum corner coordinates of the axis-aligned bounding box- Returns:
- this
-
projectedGridRange
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 Real-time water rendering - Introducing the projected grid concept based on the inverse of the view-projection matrix which is assumed to bethis
, and store that range matrix intodest
.If the projected grid will not be visible then this method returns
null
.This method uses the
y = 0
plane for the projection.- Parameters:
projector
- the projector view-projection transformationsLower
- the lower (smallest) Y-coordinate which any transformed vertex might have while still being visible on the projected gridsUpper
- the upper (highest) Y-coordinate which any transformed vertex might have while still being visible on the projected griddest
- will hold the resulting range matrix- Returns:
- the computed range matrix; or
null
if the projected grid will not be visible
-
perspectiveFrustumSlice
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
.This method only works if
this
is a perspective projection frustum transformation, for example obtained viaperspective()
orfrustum()
.- Parameters:
near
- the new near clip plane distancefar
- the new far clip plane distancedest
- will hold the resulting matrix- Returns:
- dest
- See Also:
perspective(float, float, float, float, Matrix4f)
,frustum(float, float, float, float, float, float, Matrix4f)
-
orthoCrop
Matrix4f orthoCrop(Matrix4fc view, Matrix4f dest)
Build an ortographic projection transformation that fits the view-projection transformation represented bythis
into the given affineview
transformation.The transformation represented by
this
must be given as theinverse
of a typical combined camera view-projection transformation, whose projection can be either orthographic or perspective.The
view
must be anaffine
transformation which in the application of Cascaded Shadow Maps is usually the light view transformation. It be obtained via any affine transformation or for example vialookAt()
.Reference: OpenGL SDK - Cascaded Shadow Maps
- Parameters:
view
- the view transformation to build a corresponding orthographic projection to fit the frustum ofthis
dest
- will hold the crop projection transformation- Returns:
- dest
-
transformAab
Matrix4f transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax)
Transform the axis-aligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
affine
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.Reference: http://dev.theomader.com
- Parameters:
minX
- the x coordinate of the minimum corner of the axis-aligned boxminY
- the y coordinate of the minimum corner of the axis-aligned boxminZ
- the z coordinate of the minimum corner of the axis-aligned boxmaxX
- the x coordinate of the maximum corner of the axis-aligned boxmaxY
- the y coordinate of the maximum corner of the axis-aligned boxmaxZ
- the y coordinate of the maximum corner of the axis-aligned boxoutMin
- will hold the minimum corner of the resulting axis-aligned boxoutMax
- will hold the maximum corner of the resulting axis-aligned box- Returns:
- this
-
transformAab
Matrix4f transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax)
Transform the axis-aligned box given as the minimum cornermin
and maximum cornermax
bythis
affine
matrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.- Parameters:
min
- the minimum corner of the axis-aligned boxmax
- the maximum corner of the axis-aligned boxoutMin
- will hold the minimum corner of the resulting axis-aligned boxoutMax
- will hold the maximum corner of the resulting axis-aligned box- Returns:
- this
-
lerp
Matrix4f lerp(Matrix4fc other, float t, Matrix4f dest)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
.- Parameters:
other
- the other matrixt
- the interpolation factor between 0.0 and 1.0dest
- will hold the result- Returns:
- dest
-
rotateTowards
Matrix4f rotateTowards(Vector3fc dir, Vector3fc up, Matrix4f dest)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!This method is equivalent to calling:
mulAffine(new Matrix4f().lookAt(new Vector3f(), new Vector3f(dir).negate(), up).invertAffine(), dest)
- Parameters:
dir
- the direction to rotate towardsup
- the up vectordest
- will hold the result- Returns:
- dest
- See Also:
rotateTowards(float, float, float, float, float, float, Matrix4f)
-
rotateTowards
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 right-handed coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
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!This method is equivalent to calling:
mulAffine(new Matrix4f().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invertAffine(), dest)
- Parameters:
dirX
- the x-coordinate of the direction to rotate towardsdirY
- the y-coordinate of the direction to rotate towardsdirZ
- the z-coordinate of the direction to rotate towardsupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
- See Also:
rotateTowards(Vector3fc, Vector3fc, Matrix4f)
-
getEulerAnglesXYZ
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
.This method assumes that the upper left of
this
only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.Note that the returned Euler angles must be applied in the order
X * Y * Z
to obtain the identical matrix. This means that callingrotateXYZ(float, float, float, Matrix4f)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floating-point inaccuracies).Matrix4f m = ...; // <- matrix only representing rotation Matrix4f n = new Matrix4f(); n.rotateXYZ(m.getEulerAnglesXYZ(new Vector3f()));
Reference: http://en.wikipedia.org/
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
getEulerAnglesZYX
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
.This method assumes that the upper left of
this
only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.Note that the returned Euler angles must be applied in the order
Z * Y * X
to obtain the identical matrix. This means that callingrotateZYX(float, float, float, Matrix4f)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floating-point inaccuracies).Matrix4f m = ...; // <- matrix only representing rotation Matrix4f n = new Matrix4f(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3f()));
Reference: http://nghiaho.com/
- Parameters:
dest
- will hold the extracted Euler angles- Returns:
- dest
-
testPoint
boolean testPoint(float x, float y, float z)
Test whether the given point(x, y, z)
is within the frustum defined bythis
matrix.This method assumes
this
matrix to be a transformation from any arbitrary coordinate system/spaceM
into standard OpenGL clip space and tests whether the given point with the coordinates(x, y, z)
given in spaceM
is within the clip space.When testing multiple points using the same transformation matrix,
FrustumIntersection
should be used instead.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Parameters:
x
- the x-coordinate of the pointy
- the y-coordinate of the pointz
- the z-coordinate of the point- Returns:
true
if the given point is inside the frustum;false
otherwise
-
testSphere
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.This method assumes
this
matrix to be a transformation from any arbitrary coordinate system/spaceM
into standard OpenGL clip space and tests whether the given sphere with the coordinates(x, y, z)
given in spaceM
is within the clip space.When testing multiple spheres using the same transformation matrix, or more sophisticated/optimized intersection algorithms are required,
FrustumIntersection
should be used instead.The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive can occur, when the method returns
true
for spheres that are actually not visible. See iquilezles.org for an examination of this problem.Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Parameters:
x
- the x-coordinate of the sphere's centery
- the y-coordinate of the sphere's centerz
- the z-coordinate of the sphere's centerr
- the sphere's radius- Returns:
true
if the given sphere is partly or completely inside the frustum;false
otherwise
-
testAab
boolean testAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ)
Test whether the given axis-aligned box is partly or completely within or outside of the frustum defined bythis
matrix. The box is specified via its min and max corner coordinates.This method assumes
this
matrix to be a transformation from any arbitrary coordinate system/spaceM
into standard OpenGL clip space and tests whether the given axis-aligned box with its minimum corner coordinates(minX, minY, minZ)
and maximum corner coordinates(maxX, maxY, maxZ)
given in spaceM
is within the clip space.When testing multiple axis-aligned boxes using the same transformation matrix, or more sophisticated/optimized intersection algorithms are required,
FrustumIntersection
should be used instead.The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive can occur, when the method returns
-1
for boxes that are actually not visible/do not intersect the frustum. See iquilezles.org for an examination of this problem.Reference: Efficient View Frustum Culling
Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix- Parameters:
minX
- the x-coordinate of the minimum cornerminY
- the y-coordinate of the minimum cornerminZ
- the z-coordinate of the minimum cornermaxX
- the x-coordinate of the maximum cornermaxY
- the y-coordinate of the maximum cornermaxZ
- the z-coordinate of the maximum corner- Returns:
true
if the axis-aligned box is completely or partly inside of the frustum;false
otherwise
-
obliqueZ
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
.If
M
isthis
matrix andO
the oblique transformation matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the oblique transformation will be applied first!The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = z
or in matrix form:1 0 a 0 0 1 b 0 0 0 1 0 0 0 0 1
- Parameters:
a
- the value for the z factor that applies to xb
- the value for the z factor that applies to ydest
- will hold the result- Returns:
- dest
-
withLookAtUp
Matrix4f withLookAtUp(Vector3fc up, Matrix4f dest)
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
, and store the result indest
.This effectively ensures that the resulting matrix will be equal to the one obtained from calling
Matrix4f.setLookAt(Vector3fc, Vector3fc, Vector3fc)
with the current local origin of this matrix (as obtained byoriginAffine(Vector3f)
), the sum of this position and the negated local Z axis as well as the given vectorup
.This method must only be called on
isAffine()
matrices.- Parameters:
up
- the up vectordest
- will hold the result- Returns:
- this
-
withLookAtUp
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 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)
, and store the result indest
.This effectively ensures that the resulting matrix will be equal to the one obtained from calling
Matrix4f.setLookAt(float, float, float, float, float, float, float, float, float)
called with the current local origin of this matrix (as obtained byoriginAffine(Vector3f)
), the sum of this position and the negated local Z axis as well as the given vector(upX, upY, upZ)
.This method must only be called on
isAffine()
matrices.- Parameters:
upX
- the x coordinate of the up vectorupY
- the y coordinate of the up vectorupZ
- the z coordinate of the up vectordest
- will hold the result- Returns:
- this
-
mapXZY
Matrix4f mapXZY(Matrix4f dest)
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXZnY
Matrix4f mapXZnY(Matrix4f dest)
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXnYnZ
Matrix4f mapXnYnZ(Matrix4f dest)
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXnZY
Matrix4f mapXnZY(Matrix4f dest)
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapXnZnY
Matrix4f mapXnZnY(Matrix4f dest)
Multiplythis
by the matrix1 0 0 0 0 0 -1 0 0 -1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYXZ
Matrix4f mapYXZ(Matrix4f dest)
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYXnZ
Matrix4f mapYXnZ(Matrix4f dest)
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYZX
Matrix4f mapYZX(Matrix4f dest)
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYZnX
Matrix4f mapYZnX(Matrix4f dest)
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnXZ
Matrix4f mapYnXZ(Matrix4f dest)
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnXnZ
Matrix4f mapYnXnZ(Matrix4f dest)
Multiplythis
by the matrix0 -1 0 0 1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnZX
Matrix4f mapYnZX(Matrix4f dest)
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapYnZnX
Matrix4f mapYnZnX(Matrix4f dest)
Multiplythis
by the matrix0 0 -1 0 1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZXY
Matrix4f mapZXY(Matrix4f dest)
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZXnY
Matrix4f mapZXnY(Matrix4f dest)
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZYX
Matrix4f mapZYX(Matrix4f dest)
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZYnX
Matrix4f mapZYnX(Matrix4f dest)
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnXY
Matrix4f mapZnXY(Matrix4f dest)
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnXnY
Matrix4f mapZnXnY(Matrix4f dest)
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnYX
Matrix4f mapZnYX(Matrix4f dest)
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapZnYnX
Matrix4f mapZnYnX(Matrix4f dest)
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXYnZ
Matrix4f mapnXYnZ(Matrix4f dest)
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXZY
Matrix4f mapnXZY(Matrix4f dest)
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXZnY
Matrix4f mapnXZnY(Matrix4f dest)
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnYZ
Matrix4f mapnXnYZ(Matrix4f dest)
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnYnZ
Matrix4f mapnXnYnZ(Matrix4f dest)
Multiplythis
by the matrix-1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnZY
Matrix4f mapnXnZY(Matrix4f dest)
Multiplythis
by the matrix-1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnXnZnY
Matrix4f mapnXnZnY(Matrix4f dest)
Multiplythis
by the matrix-1 0 0 0 0 0 -1 0 0 -1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYXZ
Matrix4f mapnYXZ(Matrix4f dest)
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYXnZ
Matrix4f mapnYXnZ(Matrix4f dest)
Multiplythis
by the matrix0 1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYZX
Matrix4f mapnYZX(Matrix4f dest)
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYZnX
Matrix4f mapnYZnX(Matrix4f dest)
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnXZ
Matrix4f mapnYnXZ(Matrix4f dest)
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnXnZ
Matrix4f mapnYnXnZ(Matrix4f dest)
Multiplythis
by the matrix0 -1 0 0 -1 0 0 0 0 0 -1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnZX
Matrix4f mapnYnZX(Matrix4f dest)
Multiplythis
by the matrix0 0 1 0 -1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnYnZnX
Matrix4f mapnYnZnX(Matrix4f dest)
Multiplythis
by the matrix0 0 -1 0 -1 0 0 0 0 -1 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZXY
Matrix4f mapnZXY(Matrix4f dest)
Multiplythis
by the matrix0 1 0 0 0 0 1 0 -1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZXnY
Matrix4f mapnZXnY(Matrix4f dest)
Multiplythis
by the matrix0 1 0 0 0 0 -1 0 -1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZYX
Matrix4f mapnZYX(Matrix4f dest)
Multiplythis
by the matrix0 0 1 0 0 1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZYnX
Matrix4f mapnZYnX(Matrix4f dest)
Multiplythis
by the matrix0 0 -1 0 0 1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnXY
Matrix4f mapnZnXY(Matrix4f dest)
Multiplythis
by the matrix0 -1 0 0 0 0 1 0 -1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnXnY
Matrix4f mapnZnXnY(Matrix4f dest)
Multiplythis
by the matrix0 -1 0 0 0 0 -1 0 -1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnYX
Matrix4f mapnZnYX(Matrix4f dest)
Multiplythis
by the matrix0 0 1 0 0 -1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
mapnZnYnX
Matrix4f mapnZnYnX(Matrix4f dest)
Multiplythis
by the matrix0 0 -1 0 0 -1 0 0 -1 0 0 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
negateX
Matrix4f negateX(Matrix4f dest)
Multiplythis
by the matrix-1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
negateY
Matrix4f negateY(Matrix4f dest)
Multiplythis
by the matrix1 0 0 0 0 -1 0 0 0 0 1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
negateZ
Matrix4f negateZ(Matrix4f dest)
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
equals
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
.Please note that this method is not used by any data structure such as
ArrayList
HashSet
orHashMap
and their operations, such asArrayList.contains(Object)
orHashSet.remove(Object)
, since those data structures only use theObject.equals(Object)
andObject.hashCode()
methods.- Parameters:
m
- the other matrixdelta
- the allowed maximum difference- Returns:
true
whether all of the matrix elements are equal;false
otherwise
-
isFinite
boolean isFinite()
Determine whether all matrix elements are finite floating-point values, that is, they are notNaN
and notinfinity
.- Returns:
true
if all components are finite floating-point values;false
otherwise
-
-