Package org.joml

## Interface Matrix4x3fc

• All Known Implementing Classes:
Matrix4x3f, Matrix4x3fStack

public interface Matrix4x3fc
Interface to a read-only view of a 4x3 matrix of single-precision floats.
Author:
Kai Burjack
• ### Method Summary

All Methods
Modifier and Type Method Description
Component-wise add this and other and store the result in dest.
Matrix4x3f arcball​(float radius, float centerX, float centerY, float centerZ, float angleX, float angleY, Matrix4x3f dest)
Apply an arcball view transformation to this matrix with the given radius and center (centerX, centerY, centerZ) position of the arcball and the specified X and Y rotation angles, and store the result in dest.
Matrix4x3f arcball​(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f dest)
Apply an arcball view transformation to this matrix with the given radius and center position of the arcball and the specified X and Y rotation angles, and store the result in dest.
Matrix3f cofactor3x3​(Matrix3f dest)
Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest.
Matrix4x3f cofactor3x3​(Matrix4x3f dest)
Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest.
float determinant()
Return the determinant of this matrix.
boolean equals​(Matrix4x3fc m, float delta)
Compare the matrix elements of this matrix with the given matrix using the given delta and return whether all of them are equal within a maximum difference of delta.
Matrix4x3f fma​(Matrix4x3fc other, float otherFactor, Matrix4x3f dest)
Component-wise add this and other by first multiplying each component of other by otherFactor, adding that to this and storing the final result in dest.
Vector4f frustumPlane​(int which, Vector4f dest)
Calculate a frustum plane of this matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the given dest.
float[] get​(float[] arr)
Store this matrix into the supplied float array in column-major order.
float[] get​(float[] arr, int offset)
Store this matrix into the supplied float array in column-major order at the given offset.
java.nio.ByteBuffer get​(int index, java.nio.ByteBuffer buffer)
Store this matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.
java.nio.FloatBuffer get​(int index, java.nio.FloatBuffer buffer)
Store this matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.
java.nio.ByteBuffer get​(java.nio.ByteBuffer buffer)
Store this matrix in column-major order into the supplied ByteBuffer at the current buffer position.
java.nio.FloatBuffer get​(java.nio.FloatBuffer buffer)
Store this matrix in column-major order into the supplied FloatBuffer at the current buffer position.
Matrix4d get​(Matrix4d dest)
Get the current values of this matrix and store them into the upper 4x3 submatrix of dest.
Matrix4f get​(Matrix4f dest)
Get the current values of this matrix and store them into the upper 4x3 submatrix of dest.
Matrix4x3d get​(Matrix4x3d dest)
Get the current values of this matrix and store them into dest.
Matrix4x3f get​(Matrix4x3f dest)
Get the current values of this matrix and store them into dest.
java.nio.ByteBuffer get3x4​(int index, java.nio.ByteBuffer buffer)
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.
java.nio.FloatBuffer get3x4​(int index, java.nio.FloatBuffer buffer)
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.
java.nio.ByteBuffer get3x4​(java.nio.ByteBuffer buffer)
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position, with the m03, m13 and m23 components being zero.
java.nio.FloatBuffer get3x4​(java.nio.FloatBuffer buffer)
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position, with the m03, m13 and m23 components being zero.
float[] get4x4​(float[] arr)
Store a 4x4 matrix in column-major order into the supplied array, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
float[] get4x4​(float[] arr, int offset)
Store a 4x4 matrix in column-major order into the supplied array at the given offset, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
java.nio.ByteBuffer get4x4​(int index, java.nio.ByteBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
java.nio.FloatBuffer get4x4​(int index, java.nio.FloatBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
java.nio.ByteBuffer get4x4​(java.nio.ByteBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
java.nio.FloatBuffer get4x4​(java.nio.FloatBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
Vector3f getColumn​(int column, Vector3f dest)
Get the column at the given column index, starting with 0.
Vector3f getEulerAnglesXYZ​(Vector3f dest)
Extract the Euler angles from the rotation represented by the left 3x3 submatrix of this and store the extracted Euler angles in dest.
Vector3f getEulerAnglesZYX​(Vector3f dest)
Extract the Euler angles from the rotation represented by the left 3x3 submatrix of this and store the extracted Euler angles in dest.
Quaterniond getNormalizedRotation​(Quaterniond dest)
Get the current values of this matrix and store the represented rotation into the given Quaterniond.
Quaternionf getNormalizedRotation​(Quaternionf dest)
Get the current values of this matrix and store the represented rotation into the given Quaternionf.
AxisAngle4d getRotation​(AxisAngle4d dest)
Get the rotational component of this matrix and store the represented rotation into the given AxisAngle4d.
AxisAngle4f getRotation​(AxisAngle4f dest)
Get the rotational component of this matrix and store the represented rotation into the given AxisAngle4f.
Vector4f getRow​(int row, Vector4f dest)
Get the row at the given row index, starting with 0.
Vector3f getScale​(Vector3f dest)
Get the scaling factors of this matrix for the three base axes.
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 vector xyz.
float[] getTransposed​(float[] arr)
Store this matrix into the supplied float array in row-major order.
float[] getTransposed​(float[] arr, int offset)
Store this matrix into the supplied float array in row-major order at the given offset.
java.nio.ByteBuffer getTransposed​(int index, java.nio.ByteBuffer buffer)
Store this matrix in row-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index.
java.nio.FloatBuffer getTransposed​(int index, java.nio.FloatBuffer buffer)
Store this matrix in row-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index.
java.nio.ByteBuffer getTransposed​(java.nio.ByteBuffer buffer)
Store this matrix in row-major order into the supplied ByteBuffer at the current buffer position.
java.nio.FloatBuffer getTransposed​(java.nio.FloatBuffer buffer)
Store this matrix in row-major order into the supplied FloatBuffer at the current buffer position.
Quaterniond getUnnormalizedRotation​(Quaterniond dest)
Get the current values of this matrix and store the represented rotation into the given Quaterniond.
Quaternionf getUnnormalizedRotation​(Quaternionf dest)
Get the current values of this matrix and store the represented rotation into the given Quaternionf.
Matrix4f invert​(Matrix4f dest)
Invert this matrix and write the result as the top 4x3 matrix into dest and set all other values of dest to identity..
Matrix4x3f invert​(Matrix4x3f dest)
Invert this matrix and write the result into dest.
Matrix4x3f invertOrtho​(Matrix4x3f dest)
Invert this orthographic projection matrix and store the result into the given dest.
boolean isFinite()
Determine whether all matrix elements are finite floating-point values, that is, they are not NaN and not infinity.
Matrix4x3f lerp​(Matrix4x3fc other, float t, Matrix4x3f dest)
Linearly interpolate this and other using the given interpolation factor t and store the result in dest.
Matrix4x3f lookAlong​(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f dest)
Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.
Matrix4x3f lookAlong​(Vector3fc dir, Vector3fc up, Matrix4x3f dest)
Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.
Matrix4x3f lookAt​(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns -z with center - eye and store the result in dest.
Matrix4x3f lookAt​(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns -z with center - eye and store the result in dest.
Matrix4x3f lookAtLH​(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ, Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns +z with center - eye and store the result in dest.
Matrix4x3f lookAtLH​(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns +z with center - eye and store the result in dest.
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 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 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 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.
Matrix4x3f mapnXnYnZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnXnYZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnXnZnY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnXnZY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnXYnZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnXZnY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnXZY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnYnXnZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnYnXZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnYnZnX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnYnZX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnYXnZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnYXZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnYZnX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnYZX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnZnXnY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnZnXY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnZnYnX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnZnYX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnZXnY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnZXY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnZYnX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapnZYX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapXnYnZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapXnZnY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapXnZY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapXZnY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapXZY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapYnXnZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapYnXZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapYnZnX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapYnZX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapYXnZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapYXZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapYZnX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapYZX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapZnXnY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapZnXY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapZnYnX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapZnYX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapZXnY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapZXY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapZYnX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mapZYX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f mul​(Matrix4x3fc right, Matrix4x3f dest)
Multiply this matrix by the supplied right matrix and store the result in dest.
Matrix4x3f mul3x3​(float rm00, float rm01, float rm02, float rm10, float rm11, float rm12, float rm20, float rm21, float rm22, Matrix4x3f dest)
Multiply this by the 4x3 matrix with the column vectors (rm00, rm01, rm02), (rm10, rm11, rm12), (rm20, rm21, rm22) and (0, 0, 0) and store the result in dest.
Matrix4x3f mulComponentWise​(Matrix4x3fc other, Matrix4x3f dest)
Component-wise multiply this by other and store the result in dest.
Matrix4x3f mulOrtho​(Matrix4x3fc view, Matrix4x3f dest)
Multiply this orthographic projection matrix by the supplied view matrix and store the result in dest.
Matrix4x3f mulTranslation​(Matrix4x3fc right, Matrix4x3f dest)
Multiply this matrix, which is assumed to only contain a translation, by the supplied right matrix and store the result in dest.
Matrix4x3f negateX​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f negateY​(Matrix4x3f dest)
Multiply this by the matrix
Matrix4x3f negateZ​(Matrix4x3f dest)
Multiply this by the matrix
Matrix3f normal​(Matrix3f dest)
Compute a normal matrix from the left 3x3 submatrix of this and store it into dest.
Matrix4x3f normal​(Matrix4x3f dest)
Compute a normal matrix from the left 3x3 submatrix of this and store it into the left 3x3 submatrix of dest.
Matrix3f normalize3x3​(Matrix3f dest)
Normalize the left 3x3 submatrix of this matrix and store the result in dest.
Matrix4x3f normalize3x3​(Matrix4x3f dest)
Normalize the left 3x3 submatrix of this matrix and store the result in dest.
Vector3f normalizedPositiveX​(Vector3f dir)
Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied.
Vector3f normalizedPositiveY​(Vector3f dir)
Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied.
Vector3f normalizedPositiveZ​(Vector3f dir)
Obtain the direction of +Z before the transformation represented by this orthogonal matrix is applied.
Matrix4x3f obliqueZ​(float a, float b, Matrix4x3f dest)
Apply an oblique projection transformation to this matrix with the given values for a and b and store the result in dest.
Vector3f origin​(Vector3f origin)
Obtain the position that gets transformed to the origin by this matrix.
Matrix4x3f ortho​(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.
Matrix4x3f ortho​(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f 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 in dest.
Matrix4x3f ortho2D​(float left, float right, float bottom, float top, Matrix4x3f dest)
Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result in dest.
Matrix4x3f ortho2DLH​(float left, float right, float bottom, float top, Matrix4x3f dest)
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result in dest.
Matrix4x3f orthoLH​(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.
Matrix4x3f orthoLH​(float left, float right, float bottom, float top, float zNear, float zFar, Matrix4x3f 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 in dest.
Matrix4x3f orthoSymmetric​(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.
Matrix4x3f orthoSymmetric​(float width, float height, float zNear, float zFar, Matrix4x3f 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 in dest.
Matrix4x3f orthoSymmetricLH​(float width, float height, float zNear, float zFar, boolean zZeroToOne, Matrix4x3f 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 in dest.
Matrix4x3f orthoSymmetricLH​(float width, float height, float zNear, float zFar, Matrix4x3f 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 in dest.
Matrix4x3f pick​(float x, float y, float width, float height, int[] viewport, Matrix4x3f dest)
Apply a picking transformation to this matrix using the given window coordinates (x, y) as the pick center and the given (width, height) as the size of the picking region in window coordinates, and store the result in dest.
Vector3f positiveX​(Vector3f dir)
Obtain the direction of +X before the transformation represented by this matrix is applied.
Vector3f positiveY​(Vector3f dir)
Obtain the direction of +Y before the transformation represented by this matrix is applied.
Vector3f positiveZ​(Vector3f dir)
Obtain the direction of +Z before the transformation represented by this matrix is applied.
int properties()
Matrix4x3f reflect​(float nx, float ny, float nz, float px, float py, float pz, Matrix4x3f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result in dest.
Matrix4x3f reflect​(float a, float b, float c, float d, Matrix4x3f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equation x*a + y*b + z*c + d = 0 and store the result in dest.
Matrix4x3f reflect​(Quaternionfc orientation, Vector3fc point, Matrix4x3f dest)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result in dest.
Matrix4x3f reflect​(Vector3fc normal, Vector3fc point, Matrix4x3f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result in dest.
Matrix4x3f rotate​(float ang, float x, float y, float z, Matrix4x3f dest)
Apply rotation to this matrix by rotating the given amount of radians about the specified (x, y, z) axis and store the result in dest.
Matrix4x3f rotate​(float angle, Vector3fc axis, Matrix4x3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest.
Matrix4x3f rotate​(AxisAngle4f axisAngle, Matrix4x3f dest)
Apply a rotation transformation, rotating about the given AxisAngle4f and store the result in dest.
Matrix4x3f rotate​(Quaternionfc quat, Matrix4x3f dest)
Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
Matrix4x3f rotateAround​(Quaternionfc quat, float ox, float oy, float oz, Matrix4x3f dest)
Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix while using (ox, oy, oz) as the rotation origin, and store the result in dest.
Matrix4x3f rotateLocal​(float ang, float x, float y, float z, Matrix4x3f 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 in dest.
Matrix4x3f rotateLocal​(Quaternionfc quat, Matrix4x3f dest)
Pre-multiply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.
Matrix4x3f rotateTowards​(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix4x3f 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 in dest.
Matrix4x3f rotateTowards​(Vector3fc dir, Vector3fc up, Matrix4x3f dest)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local +Z axis with dir and store the result in dest.
Matrix4x3f rotateTranslation​(float ang, float x, float y, float z, Matrix4x3f 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 in dest.
Matrix4x3f rotateTranslation​(Quaternionfc quat, Matrix4x3f dest)
Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix, which is assumed to only contain a translation, and store the result in dest.
Matrix4x3f rotateX​(float ang, Matrix4x3f dest)
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result in dest.
Matrix4x3f rotateXYZ​(float angleX, float angleY, float angleZ, Matrix4x3f dest)
Apply rotation of angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.
Matrix4x3f rotateY​(float ang, Matrix4x3f dest)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result in dest.
Matrix4x3f rotateYXZ​(float angleY, float angleX, float angleZ, Matrix4x3f dest)
Apply rotation of angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.
Matrix4x3f rotateZ​(float ang, Matrix4x3f dest)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result in dest.
Matrix4x3f rotateZYX​(float angleZ, float angleY, float angleX, Matrix4x3f dest)
Apply rotation of angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis and store the result in dest.
Matrix4x3f scale​(float x, float y, float z, Matrix4x3f dest)
Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.
Matrix4x3f scale​(float xyz, Matrix4x3f dest)
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor and store the result in dest.
Matrix4x3f scale​(Vector3fc xyz, Matrix4x3f dest)
Apply scaling to this matrix by scaling the base axes by the given xyz.x, xyz.y and xyz.z factors, respectively and store the result in dest.
Matrix4x3f scaleAround​(float sx, float sy, float sz, float ox, float oy, float oz, Matrix4x3f dest)
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using (ox, oy, oz) as the scaling origin, and store the result in dest.
Matrix4x3f scaleAround​(float factor, float ox, float oy, float oz, Matrix4x3f dest)
Apply scaling to this matrix by scaling all three base axes by the given factor while using (ox, oy, oz) as the scaling origin, and store the result in dest.
Matrix4x3f scaleLocal​(float x, float y, float z, Matrix4x3f dest)
Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.
Matrix4x3f scaleXY​(float x, float y, Matrix4x3f dest)
Apply scaling to this matrix by by scaling the X axis by x and the Y axis by y and store the result in dest.
Matrix4x3f shadow​(float lightX, float lightY, float lightZ, float lightW, float a, float b, float c, float d, Matrix4x3f dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW) and store the result in dest.
Matrix4x3f shadow​(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW) and store the result in dest.
Matrix4x3f shadow​(Vector4fc light, float a, float b, float c, float d, Matrix4x3f dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light and store the result in dest.
Matrix4x3f shadow​(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation y = 0 as if casting a shadow from a given light position/direction light and store the result in dest.
Matrix4x3f sub​(Matrix4x3fc subtrahend, Matrix4x3f dest)
Component-wise subtract subtrahend from this and store the result in dest.
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 in dest.
Matrix4x3f 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) by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin and maximum corner stored in outMax.
Matrix4x3f transformAab​(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax)
Transform the axis-aligned box given as the minimum corner min and maximum corner max by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin and maximum corner stored in outMax.
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 in dest.
Vector3f transformPosition​(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.
Vector3f transformPosition​(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 in dest.
Matrix4x3f translate​(float x, float y, float z, Matrix4x3f dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result in dest.
Matrix4x3f translate​(Vector3fc offset, Matrix4x3f dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result in dest.
Matrix4x3f translateLocal​(float x, float y, float z, Matrix4x3f 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 in dest.
Matrix4x3f translateLocal​(Vector3fc offset, Matrix4x3f 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 in dest.
Matrix3f transpose3x3​(Matrix3f dest)
Transpose only the left 3x3 submatrix of this matrix and store the result in dest.
Matrix4x3f transpose3x3​(Matrix4x3f dest)
Transpose only the left 3x3 submatrix of this matrix and store the result in dest.
Matrix4x3f withLookAtUp​(float upX, float upY, float upZ, Matrix4x3f dest)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained by positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained by positiveZ(Vector3f)) and the given vector (upX, upY, upZ), and store the result in dest.
Matrix4x3f withLookAtUp​(Vector3fc up, Matrix4x3f dest)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained by positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained by positiveZ(Vector3f)) and the given vector up, and store the result in dest.
• ### Field Detail

• #### PROPERTY_IDENTITY

static final byte PROPERTY_IDENTITY
Bit returned by properties() to indicate that the matrix represents the identity transformation.
Constant Field Values
• #### PROPERTY_TRANSLATION

static final byte PROPERTY_TRANSLATION
Bit returned by properties() to indicate that the matrix represents a pure translation transformation.
Constant Field Values
• #### PROPERTY_ORTHONORMAL

static final byte PROPERTY_ORTHONORMAL
Bit returned by properties() to indicate that the left 3x3 submatrix represents an orthogonal matrix (i.e. orthonormal basis).
Constant Field Values
• ### Method Detail

• #### properties

int properties()
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
• #### 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
• #### 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
• #### 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
• #### get

Matrix4f get​(Matrix4f dest)
Get the current values of this matrix and store them into the upper 4x3 submatrix of dest.

The other elements of dest will not be modified.

Parameters:
dest - the destination matrix
Returns:
dest
Matrix4f.set4x3(Matrix4x3fc)
• #### get

Matrix4d get​(Matrix4d dest)
Get the current values of this matrix and store them into the upper 4x3 submatrix of dest.

The other elements of dest will not be modified.

Parameters:
dest - the destination matrix
Returns:
dest
Matrix4d.set4x3(Matrix4x3fc)
• #### mul

Matrix4x3f mul​(Matrix4x3fc right,
Matrix4x3f dest)
Multiply this matrix by the supplied right matrix and store the result in dest.

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

Parameters:
right - the right operand of the matrix multiplication
dest - the destination matrix, which will hold the result
Returns:
dest
• #### mulTranslation

Matrix4x3f mulTranslation​(Matrix4x3fc right,
Matrix4x3f dest)
Multiply this matrix, which is assumed to only contain a translation, by the supplied right matrix and store the result in dest.

This method assumes that this matrix only contains a translation.

This method will not modify either the last row of this or the last row of right.

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

Parameters:
right - the right operand of the matrix multiplication
dest - the destination matrix, which will hold the result
Returns:
dest
• #### mulOrtho

Matrix4x3f mulOrtho​(Matrix4x3fc view,
Matrix4x3f dest)
Multiply this orthographic projection matrix by the supplied view matrix and store the result in dest.

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

Parameters:
view - the matrix which to multiply this with
dest - the destination matrix, which will hold the result
Returns:
dest
• #### mul3x3

Matrix4x3f mul3x3​(float rm00,
float rm01,
float rm02,
float rm10,
float rm11,
float rm12,
float rm20,
float rm21,
float rm22,
Matrix4x3f dest)
Multiply this by the 4x3 matrix with the column vectors (rm00, rm01, rm02), (rm10, rm11, rm12), (rm20, rm21, rm22) and (0, 0, 0) and store the result in dest.

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

Parameters:
rm00 - the value of the m00 element
rm01 - the value of the m01 element
rm02 - the value of the m02 element
rm10 - the value of the m10 element
rm11 - the value of the m11 element
rm12 - the value of the m12 element
rm20 - the value of the m20 element
rm21 - the value of the m21 element
rm22 - the value of the m22 element
dest - will hold the result
Returns:
dest
• #### fma

Matrix4x3f fma​(Matrix4x3fc other,
float otherFactor,
Matrix4x3f dest)
Component-wise add this and other by first multiplying each component of other by otherFactor, adding that to this and storing the final result in dest.

The other components of dest will be set to the ones of this.

The matrices this and other will not be changed.

Parameters:
other - the other matrix
otherFactor - the factor to multiply each of the other matrix's components
dest - will hold the result
Returns:
dest

Matrix4x3f dest)
Component-wise add this and other and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### sub

Matrix4x3f sub​(Matrix4x3fc subtrahend,
Matrix4x3f dest)
Component-wise subtract subtrahend from this and store the result in dest.
Parameters:
subtrahend - the subtrahend
dest - will hold the result
Returns:
dest
• #### mulComponentWise

Matrix4x3f mulComponentWise​(Matrix4x3fc other,
Matrix4x3f dest)
Component-wise multiply this by other and store the result in dest.
Parameters:
other - the other matrix
dest - will hold the result
Returns:
dest
• #### determinant

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

Matrix4x3f invert​(Matrix4x3f dest)
Invert this matrix and write the result into dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### invert

Matrix4f invert​(Matrix4f dest)
Invert this matrix and write the result as the top 4x3 matrix into dest and set all other values of dest to identity..
Parameters:
dest - will hold the result
Returns:
dest
• #### invertOrtho

Matrix4x3f invertOrtho​(Matrix4x3f dest)
Invert this orthographic projection matrix and store the result into the given dest.

This method can be used to quickly obtain the inverse of an orthographic projection matrix.

Parameters:
dest - will hold the inverse of this
Returns:
dest
• #### transpose3x3

Matrix4x3f transpose3x3​(Matrix4x3f dest)
Transpose only the left 3x3 submatrix of this matrix and store the result in dest.

All other matrix elements are left unchanged.

Parameters:
dest - will hold the result
Returns:
dest
• #### transpose3x3

Matrix3f transpose3x3​(Matrix3f dest)
Transpose only the left 3x3 submatrix of this matrix and store the result in dest.
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 vector xyz.
Parameters:
dest - will hold the translation components of this matrix
Returns:
dest
• #### getScale

Vector3f getScale​(Vector3f dest)
Get the scaling factors of this matrix for the three base axes.
Parameters:
dest - will hold the scaling factors for x, y and z
Returns:
dest
• #### get

Matrix4x3f get​(Matrix4x3f dest)
Get the current values of this matrix and store them into dest.
Parameters:
dest - the destination matrix
Returns:
the passed in destination
• #### get

Matrix4x3d get​(Matrix4x3d dest)
Get the current values of this matrix and store them into dest.
Parameters:
dest - the destination matrix
Returns:
the passed in destination
• #### getUnnormalizedRotation

Quaternionf getUnnormalizedRotation​(Quaternionf dest)
Get the current values of this matrix and store the represented rotation into the given Quaternionf.

This method assumes that the first three column vectors of the left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.

Parameters:
dest - the destination Quaternionf
Returns:
the passed in destination
Quaternionf.setFromUnnormalized(Matrix4x3fc)
• #### getNormalizedRotation

Quaternionf getNormalizedRotation​(Quaternionf dest)
Get the current values of this matrix and store the represented rotation into the given Quaternionf.

This method assumes that the first three column vectors of the left 3x3 submatrix are normalized.

Parameters:
dest - the destination Quaternionf
Returns:
the passed in destination
Quaternionf.setFromNormalized(Matrix4x3fc)
• #### getUnnormalizedRotation

Quaterniond getUnnormalizedRotation​(Quaterniond dest)
Get the current values of this matrix and store the represented rotation into the given Quaterniond.

This method assumes that the first three column vectors of the left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.

Parameters:
dest - the destination Quaterniond
Returns:
the passed in destination
Quaterniond.setFromUnnormalized(Matrix4x3fc)
• #### getNormalizedRotation

Quaterniond getNormalizedRotation​(Quaterniond dest)
Get the current values of this matrix and store the represented rotation into the given Quaterniond.

This method assumes that the first three column vectors of the left 3x3 submatrix are normalized.

Parameters:
dest - the destination Quaterniond
Returns:
the passed in destination
Quaterniond.setFromNormalized(Matrix4x3fc)
• #### get

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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:
Returns:
this
• #### get

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

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

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

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

float[] get4x4​(float[] arr,
int offset)
Store a 4x4 matrix in column-major order into the supplied array at the given offset, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).
Parameters:
arr - the array to write the matrix values into
offset - the offset into the array
Returns:
the passed in array
• #### get4x4

float[] get4x4​(float[] arr)
Store a 4x4 matrix in column-major order into the supplied array, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).

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

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

java.nio.FloatBuffer get4x4​(java.nio.FloatBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).

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

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

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

java.nio.FloatBuffer get4x4​(int index,
java.nio.FloatBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).

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

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

java.nio.ByteBuffer get4x4​(java.nio.ByteBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).

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

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

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

java.nio.ByteBuffer get4x4​(int index,
java.nio.ByteBuffer buffer)
Store a 4x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index, where the upper 4x3 submatrix is this and the last row is (0, 0, 0, 1).

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

Parameters:
index - the absolute position into the ByteBuffer
buffer - will receive the values of this matrix in column-major order
Returns:
the passed in buffer
• #### get3x4

java.nio.FloatBuffer get3x4​(java.nio.FloatBuffer buffer)
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied FloatBuffer at the current buffer position, with the m03, m13 and m23 components being zero.

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 3x3 submatrix as 3x4 matrix in column-major order at its current position
Returns:
the passed in buffer
get3x4(int, FloatBuffer)
• #### get3x4

java.nio.FloatBuffer get3x4​(int index,
java.nio.FloatBuffer buffer)
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied FloatBuffer starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.

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

Parameters:
index - the absolute position into the FloatBuffer
buffer - will receive the values of the left 3x3 submatrix as 3x4 matrix in column-major order
Returns:
the passed in buffer
• #### get3x4

java.nio.ByteBuffer get3x4​(java.nio.ByteBuffer buffer)
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied ByteBuffer at the current buffer position, with the m03, m13 and m23 components being zero.

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 3x3 submatrix as 3x4 matrix in column-major order at its current position
Returns:
the passed in buffer
get3x4(int, ByteBuffer)
• #### get3x4

java.nio.ByteBuffer get3x4​(int index,
java.nio.ByteBuffer buffer)
Store the left 3x3 submatrix as 3x4 matrix in column-major order into the supplied ByteBuffer starting at the specified absolute buffer position/index, with the m03, m13 and m23 components being zero.

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

Parameters:
index - the absolute position into the ByteBuffer
buffer - will receive the values of the left 3x3 submatrix as 3x4 matrix in column-major order
Returns:
the passed in buffer
• #### getTransposed

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

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

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

Parameters:
buffer - will receive the values of this matrix in row-major order at its current position
Returns:
the passed in buffer
getTransposed(int, FloatBuffer)
• #### getTransposed

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

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

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

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

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

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

Parameters:
buffer - will receive the values of this matrix in row-major order at its current position
Returns:
the passed in buffer
getTransposed(int, ByteBuffer)
• #### getTransposed

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

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

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

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

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

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

Parameters:
arr - the array to write the matrix values into
Returns:
the passed in array
getTransposed(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
Vector4f.mul(Matrix4x3fc)
• #### 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.

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
transformPosition(Vector3fc, Vector3f), transform(Vector4f)
• #### 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 in dest.

The given 3D-vector is treated as a 4D-vector with its w-component being 1.0, so it will represent a position/location in 3D-space rather than a direction.

In order to store the result in the same vector, use transformPosition(Vector3f).

Parameters:
v - the vector to transform
dest - will hold the result
Returns:
dest
transformPosition(Vector3f), transform(Vector4fc, Vector4f)
• #### 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
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 in dest.

The given 3D-vector is treated as a 4D-vector with its w-component being 0.0, so it will represent a direction in 3D-space rather than a position. This method will therefore not take the translation part of the matrix into account.

In order to store the result in the same vector, use transformDirection(Vector3f).

Parameters:
v - the vector to transform and to hold the final result
dest - will hold the result
Returns:
dest
transformDirection(Vector3f)
• #### scale

Matrix4x3f scale​(Vector3fc xyz,
Matrix4x3f dest)
Apply scaling to this matrix by scaling the base axes by the given xyz.x, xyz.y and xyz.z factors, respectively and store the result in dest.

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

Parameters:
xyz - the factors of the x, y and z component, respectively
dest - will hold the result
Returns:
dest
• #### scale

Matrix4x3f scale​(float xyz,
Matrix4x3f dest)
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor and store the result in dest.

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

Individual scaling of all three axes can be applied using scale(float, float, float, Matrix4x3f).

Parameters:
xyz - the factor for all components
dest - will hold the result
Returns:
dest
scale(float, float, float, Matrix4x3f)
• #### scaleXY

Matrix4x3f scaleXY​(float x,
float y,
Matrix4x3f dest)
Apply scaling to this matrix by by scaling the X axis by x and the Y axis by y and store the result in dest.

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

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

Matrix4x3f scaleAround​(float sx,
float sy,
float sz,
float ox,
float oy,
float oz,
Matrix4x3f dest)
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using (ox, oy, oz) as the scaling origin, and store the result in dest.

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

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

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

Matrix4x3f scaleAround​(float factor,
float ox,
float oy,
float oz,
Matrix4x3f dest)
Apply scaling to this matrix by scaling all three base axes by the given factor while using (ox, oy, oz) as the scaling origin, and store the result in dest.

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

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

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

Matrix4x3f scale​(float x,
float y,
float z,
Matrix4x3f dest)
Apply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.

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

Parameters:
x - the factor of the x component
y - the factor of the y component
z - the factor of the z component
dest - will hold the result
Returns:
dest
• #### scaleLocal

Matrix4x3f scaleLocal​(float x,
float y,
float z,
Matrix4x3f dest)
Pre-multiply scaling to this matrix by scaling the base axes by the given x, y and z factors and store the result in dest.

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

Parameters:
x - the factor of the x component
y - the factor of the y component
z - the factor of the z component
dest - will hold the result
Returns:
dest
• #### rotateX

Matrix4x3f rotateX​(float ang,
Matrix4x3f dest)
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result in dest.

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

Reference: http://en.wikipedia.org

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

Matrix4x3f rotateY​(float ang,
Matrix4x3f dest)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result in dest.

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

Reference: http://en.wikipedia.org

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

Matrix4x3f rotateZ​(float ang,
Matrix4x3f dest)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result in dest.

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

Reference: http://en.wikipedia.org

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

Matrix4x3f rotateXYZ​(float angleX,
float angleY,
float angleZ,
Matrix4x3f dest)
Apply rotation of angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.

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

This method is equivalent to calling: rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)

Parameters:
angleX - the angle to rotate about X
angleY - the angle to rotate about Y
angleZ - the angle to rotate about Z
dest - will hold the result
Returns:
dest
• #### rotateZYX

Matrix4x3f rotateZYX​(float angleZ,
float angleY,
float angleX,
Matrix4x3f dest)
Apply rotation of angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and followed by a rotation of angleX radians about the X axis and store the result in dest.

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

This method is equivalent to calling: rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)

Parameters:
angleZ - the angle to rotate about Z
angleY - the angle to rotate about Y
angleX - the angle to rotate about X
dest - will hold the result
Returns:
dest
• #### rotateYXZ

Matrix4x3f rotateYXZ​(float angleY,
float angleX,
float angleZ,
Matrix4x3f dest)
Apply rotation of angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and followed by a rotation of angleZ radians about the Z axis and store the result in dest.

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

This method is equivalent to calling: rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)

Parameters:
angleY - the angle to rotate about Y
angleX - the angle to rotate about X
angleZ - the angle to rotate about Z
dest - will hold the result
Returns:
dest
• #### rotate

Matrix4x3f rotate​(float ang,
float x,
float y,
float z,
Matrix4x3f dest)
Apply rotation to this matrix by rotating the given amount of radians about the specified (x, y, z) axis and store the result in dest.

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

Reference: http://en.wikipedia.org

Parameters:
ang - the angle in radians
x - the x component of the axis
y - the y component of the axis
z - the z component of the axis
dest - will hold the result
Returns:
dest
• #### rotateTranslation

Matrix4x3f rotateTranslation​(float ang,
float x,
float y,
float z,
Matrix4x3f 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 in dest.

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

Reference: http://en.wikipedia.org

Parameters:
ang - the angle in radians
x - the x component of the axis
y - the y component of the axis
z - the z component of the axis
dest - will hold the result
Returns:
dest
• #### rotateAround

Matrix4x3f rotateAround​(Quaternionfc quat,
float ox,
float oy,
float oz,
Matrix4x3f dest)
Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix while using (ox, oy, oz) as the rotation origin, and store the result in dest.

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 is this matrix and Q the rotation matrix obtained from the given quaternion, then the new matrix will be M * Q. So when transforming a vector v with the new matrix by using M * Q * v, the quaternion rotation will be applied first!

This method is equivalent to calling: translate(ox, oy, oz, dest).rotate(quat).translate(-ox, -oy, -oz)

Reference: http://en.wikipedia.org

Parameters:
quat - the Quaternionfc
ox - the x coordinate of the rotation origin
oy - the y coordinate of the rotation origin
oz - the z coordinate of the rotation origin
dest - will hold the result
Returns:
dest
• #### rotateLocal

Matrix4x3f rotateLocal​(float ang,
float x,
float y,
float z,
Matrix4x3f 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 in dest.

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

Reference: http://en.wikipedia.org

Parameters:
ang - the angle in radians
x - the x component of the axis
y - the y component of the axis
z - the z component of the axis
dest - will hold the result
Returns:
dest
• #### translate

Matrix4x3f translate​(Vector3fc offset,
Matrix4x3f dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result in dest.

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

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

Matrix4x3f translate​(float x,
float y,
float z,
Matrix4x3f dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result in dest.

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

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

Matrix4x3f translateLocal​(Vector3fc offset,
Matrix4x3f 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 in dest.

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

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

Matrix4x3f translateLocal​(float x,
float y,
float z,
Matrix4x3f 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 in dest.

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

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

Matrix4x3f ortho​(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4x3f 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 in dest.

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

Reference: http://www.songho.ca

Parameters:
left - the distance from the center to the left frustum edge
right - the distance from the center to the right frustum edge
bottom - the distance from the center to the bottom frustum edge
top - the distance from the center to the top frustum edge
zNear - near clipping plane distance
zFar - far clipping plane distance
zZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true or whether to use OpenGL's NDC z range of [-1..+1] when false
dest - will hold the result
Returns:
dest
• #### ortho

Matrix4x3f ortho​(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4x3f 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 in dest.

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

Reference: http://www.songho.ca

Parameters:
left - the distance from the center to the left frustum edge
right - the distance from the center to the right frustum edge
bottom - the distance from the center to the bottom frustum edge
top - the distance from the center to the top frustum edge
zNear - near clipping plane distance
zFar - far clipping plane distance
dest - will hold the result
Returns:
dest
• #### orthoLH

Matrix4x3f orthoLH​(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4x3f 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 in dest.

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

Reference: http://www.songho.ca

Parameters:
left - the distance from the center to the left frustum edge
right - the distance from the center to the right frustum edge
bottom - the distance from the center to the bottom frustum edge
top - the distance from the center to the top frustum edge
zNear - near clipping plane distance
zFar - far clipping plane distance
zZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true or whether to use OpenGL's NDC z range of [-1..+1] when false
dest - will hold the result
Returns:
dest
• #### orthoLH

Matrix4x3f orthoLH​(float left,
float right,
float bottom,
float top,
float zNear,
float zFar,
Matrix4x3f 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 in dest.

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

Reference: http://www.songho.ca

Parameters:
left - the distance from the center to the left frustum edge
right - the distance from the center to the right frustum edge
bottom - the distance from the center to the bottom frustum edge
top - the distance from the center to the top frustum edge
zNear - near clipping plane distance
zFar - far clipping plane distance
dest - will hold the result
Returns:
dest
• #### orthoSymmetric

Matrix4x3f orthoSymmetric​(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4x3f 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 in dest.

This method is equivalent to calling ortho() with left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.

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

Reference: http://www.songho.ca

Parameters:
width - the distance between the right and left frustum edges
height - the distance between the top and bottom frustum edges
zNear - near clipping plane distance
zFar - far clipping plane distance
dest - will hold the result
zZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true or whether to use OpenGL's NDC z range of [-1..+1] when false
Returns:
dest
• #### orthoSymmetric

Matrix4x3f orthoSymmetric​(float width,
float height,
float zNear,
float zFar,
Matrix4x3f 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 in dest.

This method is equivalent to calling ortho() with left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.

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

Reference: http://www.songho.ca

Parameters:
width - the distance between the right and left frustum edges
height - the distance between the top and bottom frustum edges
zNear - near clipping plane distance
zFar - far clipping plane distance
dest - will hold the result
Returns:
dest
• #### orthoSymmetricLH

Matrix4x3f orthoSymmetricLH​(float width,
float height,
float zNear,
float zFar,
boolean zZeroToOne,
Matrix4x3f 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 in dest.

This method is equivalent to calling orthoLH() with left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.

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

Reference: http://www.songho.ca

Parameters:
width - the distance between the right and left frustum edges
height - the distance between the top and bottom frustum edges
zNear - near clipping plane distance
zFar - far clipping plane distance
dest - will hold the result
zZeroToOne - whether to use Vulkan's and Direct3D's NDC z range of [0..+1] when true or whether to use OpenGL's NDC z range of [-1..+1] when false
Returns:
dest
• #### orthoSymmetricLH

Matrix4x3f orthoSymmetricLH​(float width,
float height,
float zNear,
float zFar,
Matrix4x3f 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 in dest.

This method is equivalent to calling orthoLH() with left=-width/2, right=+width/2, bottom=-height/2 and top=+height/2.

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

Reference: http://www.songho.ca

Parameters:
width - the distance between the right and left frustum edges
height - the distance between the top and bottom frustum edges
zNear - near clipping plane distance
zFar - far clipping plane distance
dest - will hold the result
Returns:
dest
• #### ortho2D

Matrix4x3f ortho2D​(float left,
float right,
float bottom,
float top,
Matrix4x3f dest)
Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result in dest.

This method is equivalent to calling ortho() with zNear=-1 and zFar=+1.

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

Reference: http://www.songho.ca

Parameters:
left - the distance from the center to the left frustum edge
right - the distance from the center to the right frustum edge
bottom - the distance from the center to the bottom frustum edge
top - the distance from the center to the top frustum edge
dest - will hold the result
Returns:
dest
ortho(float, float, float, float, float, float, Matrix4x3f)
• #### ortho2DLH

Matrix4x3f ortho2DLH​(float left,
float right,
float bottom,
float top,
Matrix4x3f dest)
Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result in dest.

This method is equivalent to calling orthoLH() with zNear=-1 and zFar=+1.

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

Reference: http://www.songho.ca

Parameters:
left - the distance from the center to the left frustum edge
right - the distance from the center to the right frustum edge
bottom - the distance from the center to the bottom frustum edge
top - the distance from the center to the top frustum edge
dest - will hold the result
Returns:
dest
orthoLH(float, float, float, float, float, float, Matrix4x3f)
• #### lookAlong

Matrix4x3f lookAlong​(float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ,
Matrix4x3f dest)
Apply a rotation transformation to this matrix to make -z point along dir and store the result in dest.

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

This is equivalent to calling lookAt() with eye = (0, 0, 0) and center = dir.

Parameters:
dirX - the x-coordinate of the direction to look along
dirY - the y-coordinate of the direction to look along
dirZ - the z-coordinate of the direction to look along
upX - the x-coordinate of the up vector
upY - the y-coordinate of the up vector
upZ - the z-coordinate of the up vector
dest - will hold the result
Returns:
dest
lookAt(float, float, float, float, float, float, float, float, float, Matrix4x3f)
• #### lookAt

Matrix4x3f lookAt​(Vector3fc eye,
Vector3fc center,
Vector3fc up,
Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns -z with center - eye and store the result in dest.

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

Parameters:
eye - the position of the camera
center - the point in space to look at
up - the direction of 'up'
dest - will hold the result
Returns:
dest
lookAt(float, float, float, float, float, float, float, float, float, Matrix4x3f)
• #### lookAt

Matrix4x3f lookAt​(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ,
Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns -z with center - eye and store the result in dest.

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

Parameters:
eyeX - the x-coordinate of the eye/camera location
eyeY - the y-coordinate of the eye/camera location
eyeZ - the z-coordinate of the eye/camera location
centerX - the x-coordinate of the point to look at
centerY - the y-coordinate of the point to look at
centerZ - the z-coordinate of the point to look at
upX - the x-coordinate of the up vector
upY - the y-coordinate of the up vector
upZ - the z-coordinate of the up vector
dest - will hold the result
Returns:
dest
lookAt(Vector3fc, Vector3fc, Vector3fc, Matrix4x3f)
• #### lookAtLH

Matrix4x3f lookAtLH​(Vector3fc eye,
Vector3fc center,
Vector3fc up,
Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns +z with center - eye and store the result in dest.

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

Parameters:
eye - the position of the camera
center - the point in space to look at
up - the direction of 'up'
dest - will hold the result
Returns:
dest
lookAtLH(float, float, float, float, float, float, float, float, float, Matrix4x3f)
• #### lookAtLH

Matrix4x3f lookAtLH​(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ,
Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns +z with center - eye and store the result in dest.

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

Parameters:
eyeX - the x-coordinate of the eye/camera location
eyeY - the y-coordinate of the eye/camera location
eyeZ - the z-coordinate of the eye/camera location
centerX - the x-coordinate of the point to look at
centerY - the y-coordinate of the point to look at
centerZ - the z-coordinate of the point to look at
upX - the x-coordinate of the up vector
upY - the y-coordinate of the up vector
upZ - the z-coordinate of the up vector
dest - will hold the result
Returns:
dest
lookAtLH(Vector3fc, Vector3fc, Vector3fc, Matrix4x3f)
• #### rotate

Matrix4x3f rotate​(Quaternionfc quat,
Matrix4x3f dest)
Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.

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 is this matrix and Q the rotation matrix obtained from the given quaternion, then the new matrix will be M * Q. So when transforming a vector v with the new matrix by using M * Q * v, the quaternion rotation will be applied first!

Reference: http://en.wikipedia.org

Parameters:
quat - the Quaternionfc
dest - will hold the result
Returns:
dest
• #### rotateTranslation

Matrix4x3f rotateTranslation​(Quaternionfc quat,
Matrix4x3f dest)
Apply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix, which is assumed to only contain a translation, and store the result in dest.

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 is this matrix and Q the rotation matrix obtained from the given quaternion, then the new matrix will be M * Q. So when transforming a vector v with the new matrix by using M * Q * v, the quaternion rotation will be applied first!

Reference: http://en.wikipedia.org

Parameters:
quat - the Quaternionfc
dest - will hold the result
Returns:
dest
• #### rotateLocal

Matrix4x3f rotateLocal​(Quaternionfc quat,
Matrix4x3f dest)
Pre-multiply the rotation - and possibly scaling - transformation of the given Quaternionfc to this matrix and store the result in dest.

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 is this matrix and Q the rotation matrix obtained from the given quaternion, then the new matrix will be Q * M. So when transforming a vector v with the new matrix by using Q * M * v, the quaternion rotation will be applied last!

Reference: http://en.wikipedia.org

Parameters:
quat - the Quaternionfc
dest - will hold the result
Returns:
dest
• #### rotate

Matrix4x3f rotate​(AxisAngle4f axisAngle,
Matrix4x3f dest)
Apply a rotation transformation, rotating about the given AxisAngle4f and store the result in dest.

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 is this matrix and A the rotation matrix obtained from the given AxisAngle4f, then the new matrix will be M * A. So when transforming a vector v with the new matrix by using M * A * v, the AxisAngle4f rotation will be applied first!

Reference: http://en.wikipedia.org

Parameters:
axisAngle - the AxisAngle4f (needs to be normalized)
dest - will hold the result
Returns:
dest
rotate(float, float, float, float, Matrix4x3f)
• #### rotate

Matrix4x3f rotate​(float angle,
Vector3fc axis,
Matrix4x3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest.

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 is this matrix and A the rotation matrix obtained from the given axis-angle, then the new matrix will be M * A. So when transforming a vector v with the new matrix by using M * A * v, the axis-angle rotation will be applied first!

Reference: http://en.wikipedia.org

Parameters:
angle - the angle in radians
axis - the rotation axis (needs to be normalized)
dest - will hold the result
Returns:
dest
rotate(float, float, float, float, Matrix4x3f)
• #### reflect

Matrix4x3f reflect​(float a,
float b,
float c,
float d,
Matrix4x3f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equation x*a + y*b + z*c + d = 0 and store the result in dest.

The vector (a, b, c) must be a unit vector.

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

Reference: msdn.microsoft.com

Parameters:
a - the x factor in the plane equation
b - the y factor in the plane equation
c - the z factor in the plane equation
d - the constant in the plane equation
dest - will hold the result
Returns:
dest
• #### reflect

Matrix4x3f reflect​(float nx,
float ny,
float nz,
float px,
float py,
float pz,
Matrix4x3f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result in dest.

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

Parameters:
nx - the x-coordinate of the plane normal
ny - the y-coordinate of the plane normal
nz - the z-coordinate of the plane normal
px - the x-coordinate of a point on the plane
py - the y-coordinate of a point on the plane
pz - the z-coordinate of a point on the plane
dest - will hold the result
Returns:
dest
• #### reflect

Matrix4x3f reflect​(Quaternionfc orientation,
Vector3fc point,
Matrix4x3f dest)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result in dest.

This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is (0, 0, 1). So, if the given Quaternionfc is the identity (does not apply any additional rotation), the reflection plane will be z=0, offset by the given point.

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

Parameters:
orientation - the plane orientation relative to an implied normal vector of (0, 0, 1)
point - a point on the plane
dest - will hold the result
Returns:
dest
• #### reflect

Matrix4x3f reflect​(Vector3fc normal,
Vector3fc point,
Matrix4x3f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result in dest.

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

Parameters:
normal - the plane normal
point - a point on the plane
dest - will hold the result
Returns:
dest
• #### getRow

Vector4f getRow​(int row,
Vector4f dest)
throws java.lang.IndexOutOfBoundsException
Get the row at the given row index, starting with 0.
Parameters:
row - the row index in [0..2]
dest - will hold the row components
Returns:
the passed in destination
Throws:
java.lang.IndexOutOfBoundsException - if row is not in [0..2]
• #### getColumn

Vector3f getColumn​(int column,
Vector3f dest)
throws java.lang.IndexOutOfBoundsException
Get the column at the given column index, starting with 0.
Parameters:
column - the column index in [0..2]
dest - will hold the column components
Returns:
the passed in destination
Throws:
java.lang.IndexOutOfBoundsException - if column is not in [0..2]
• #### normal

Matrix4x3f normal​(Matrix4x3f dest)
Compute a normal matrix from the left 3x3 submatrix of this and store it into the left 3x3 submatrix of dest. All other values of dest will be set to identity.

The normal matrix of m is the transpose of the inverse of m.

Parameters:
dest - will hold the result
Returns:
dest
• #### normal

Matrix3f normal​(Matrix3f dest)
Compute a normal matrix from the left 3x3 submatrix of this and store it into dest.

The normal matrix of m is the transpose of the inverse of m.

Parameters:
dest - will hold the result
Returns:
dest
• #### cofactor3x3

Matrix3f cofactor3x3​(Matrix3f dest)
Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest.

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

Matrix4x3f cofactor3x3​(Matrix4x3f dest)
Compute the cofactor matrix of the left 3x3 submatrix of this and store it into dest. All other values of dest will be set to identity.

The cofactor matrix can be used instead of normal(Matrix4x3f) 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

Matrix4x3f normalize3x3​(Matrix4x3f dest)
Normalize the left 3x3 submatrix of this matrix and store the result in dest.

The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).

Parameters:
dest - will hold the result
Returns:
dest
• #### normalize3x3

Matrix3f normalize3x3​(Matrix3f dest)
Normalize the left 3x3 submatrix of this matrix and store the result in dest.

The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).

Parameters:
dest - will hold the result
Returns:
dest
• #### frustumPlane

Vector4f frustumPlane​(int which,
Vector4f dest)
Calculate a frustum plane of this matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the given dest.

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 plane normal, which is (a, b, c), is directed "inwards" of the frustum. Any plane/point test using a*x + b*y + c*z + d therefore will yield a result greater than zero if the point is within the frustum (i.e. at the positive side of the frustum plane).

Parameters:
which - one of the six possible planes, given as numeric constants PLANE_NX, PLANE_PX, PLANE_NY, PLANE_PY, PLANE_NZ and PLANE_PZ
dest - will hold the computed plane equation. The plane equation will be normalized, meaning that (a, b, c) will be a unit vector
Returns:
dest
• #### positiveZ

Vector3f positiveZ​(Vector3f dir)
Obtain the direction of +Z before the transformation represented by this matrix is applied.

This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +Z by this matrix.

This method is equivalent to the following code:

Matrix4x3f inv = new Matrix4x3f(this).invert();
inv.transformDirection(dir.set(0, 0, 1)).normalize();

If this is already an orthogonal matrix, then consider using normalizedPositiveZ(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 by this orthogonal matrix is applied. This method only produces correct results if this is an orthogonal matrix.

This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +Z by this matrix.

This method is equivalent to the following code:

Matrix4x3f inv = new Matrix4x3f(this).transpose();
inv.transformDirection(dir.set(0, 0, 1)).normalize();

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 by this matrix is applied.

This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +X by this matrix.

This method is equivalent to the following code:

Matrix4x3f inv = new Matrix4x3f(this).invert();
inv.transformDirection(dir.set(1, 0, 0)).normalize();

If this is already an orthogonal matrix, then consider using normalizedPositiveX(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 by this orthogonal matrix is applied. This method only produces correct results if this is an orthogonal matrix.

This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +X by this matrix.

This method is equivalent to the following code:

Matrix4x3f inv = new Matrix4x3f(this).transpose();
inv.transformDirection(dir.set(1, 0, 0)).normalize();

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 by this matrix is applied.

This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +Y by this matrix.

This method is equivalent to the following code:

Matrix4x3f inv = new Matrix4x3f(this).invert();
inv.transformDirection(dir.set(0, 1, 0)).normalize();

If this is already an orthogonal matrix, then consider using normalizedPositiveY(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 by this orthogonal matrix is applied. This method only produces correct results if this is an orthogonal matrix.

This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to +Y by this matrix.

This method is equivalent to the following code:

Matrix4x3f inv = new Matrix4x3f(this).transpose();
inv.transformDirection(dir.set(0, 1, 0)).normalize();

Reference: http://www.euclideanspace.com

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

Vector3f origin​(Vector3f origin)
Obtain the position that gets transformed to the origin by this matrix. This can be used to get the position of the "camera" from a given view transformation matrix.

This method is equivalent to the following code:

Matrix4x3f inv = new Matrix4x3f(this).invert();
inv.transformPosition(origin.set(0, 0, 0));

Parameters:
origin - will hold the position transformed to the origin
Returns:
origin

float a,
float b,
float c,
float d,
Matrix4x3f dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light and store the result in dest.

If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.

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

Reference: ftp.sgi.com

Parameters:
light - the light's vector
a - the x factor in the plane equation
b - the y factor in the plane equation
c - the z factor in the plane equation
d - the constant in the plane equation
dest - will hold the result
Returns:
dest

float lightY,
float lightZ,
float lightW,
float a,
float b,
float c,
float d,
Matrix4x3f dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW) and store the result in dest.

If lightW is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.

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

Reference: ftp.sgi.com

Parameters:
lightX - the x-component of the light's vector
lightY - the y-component of the light's vector
lightZ - the z-component of the light's vector
lightW - the w-component of the light's vector
a - the x factor in the plane equation
b - the y factor in the plane equation
c - the z factor in the plane equation
d - the constant in the plane equation
dest - will hold the result
Returns:
dest

Matrix4x3fc planeTransform,
Matrix4x3f dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation y = 0 as if casting a shadow from a given light position/direction light and store the result in dest.

Before the shadow projection is applied, the plane is transformed via the specified planeTransformation.

If light.w is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.

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

Parameters:
light - the light's vector
planeTransform - the transformation to transform the implied plane y = 0 before applying the projection
dest - will hold the result
Returns:
dest

float lightY,
float lightZ,
float lightW,
Matrix4x3fc planeTransform,
Matrix4x3f dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation y = 0 as if casting a shadow from a given light position/direction (lightX, lightY, lightZ, lightW) and store the result in dest.

Before the shadow projection is applied, the plane is transformed via the specified planeTransformation.

If lightW is 0.0 the light is being treated as a directional light; if it is 1.0 it is a point light.

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

Parameters:
lightX - the x-component of the light vector
lightY - the y-component of the light vector
lightZ - the z-component of the light vector
lightW - the w-component of the light vector
planeTransform - the transformation to transform the implied plane y = 0 before applying the projection
dest - will hold the result
Returns:
dest
• #### pick

Matrix4x3f pick​(float x,
float y,
float width,
float height,
int[] viewport,
Matrix4x3f dest)
Apply a picking transformation to this matrix using the given window coordinates (x, y) as the pick center and the given (width, height) as the size of the picking region in window coordinates, and store the result in dest.
Parameters:
x - the x coordinate of the picking region center in window coordinates
y - the y coordinate of the picking region center in window coordinates
width - the width of the picking region in window coordinates
height - the height of the picking region in window coordinates
viewport - the viewport described by [x, y, width, height]
dest - the destination matrix, which will hold the result
Returns:
dest
• #### arcball

float centerX,
float centerY,
float centerZ,
float angleX,
float angleY,
Matrix4x3f dest)
Apply an arcball view transformation to this matrix with the given radius and center (centerX, centerY, centerZ) position of the arcball and the specified X and Y rotation angles, and store the result in dest.

This method is equivalent to calling: translate(0, 0, -radius, dest).rotateX(angleX).rotateY(angleY).translate(-centerX, -centerY, -centerZ)

Parameters:
centerX - the x coordinate of the center position of the arcball
centerY - the y coordinate of the center position of the arcball
centerZ - the z coordinate of the center position of the arcball
angleX - the rotation angle around the X axis in radians
angleY - the rotation angle around the Y axis in radians
dest - will hold the result
Returns:
dest
• #### arcball

Vector3fc center,
float angleX,
float angleY,
Matrix4x3f dest)
Apply an arcball view transformation to this matrix with the given radius and center position of the arcball and the specified X and Y rotation angles, and store the result in dest.

This method is equivalent to calling: translate(0, 0, -radius).rotateX(angleX).rotateY(angleY).translate(-center.x, -center.y, -center.z)

Parameters:
center - the center position of the arcball
angleX - the rotation angle around the X axis in radians
angleY - the rotation angle around the Y axis in radians
dest - will hold the result
Returns:
dest
• #### transformAab

Matrix4x3f 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) by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin and maximum corner stored in outMax.

Parameters:
minX - the x coordinate of the minimum corner of the axis-aligned box
minY - the y coordinate of the minimum corner of the axis-aligned box
minZ - the z coordinate of the minimum corner of the axis-aligned box
maxX - the x coordinate of the maximum corner of the axis-aligned box
maxY - the y coordinate of the maximum corner of the axis-aligned box
maxZ - the y coordinate of the maximum corner of the axis-aligned box
outMin - will hold the minimum corner of the resulting axis-aligned box
outMax - will hold the maximum corner of the resulting axis-aligned box
Returns:
this
• #### transformAab

Matrix4x3f transformAab​(Vector3fc min,
Vector3fc max,
Vector3f outMin,
Vector3f outMax)
Transform the axis-aligned box given as the minimum corner min and maximum corner max by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin and maximum corner stored in outMax.
Parameters:
min - the minimum corner of the axis-aligned box
max - the maximum corner of the axis-aligned box
outMin - will hold the minimum corner of the resulting axis-aligned box
outMax - will hold the maximum corner of the resulting axis-aligned box
Returns:
this
• #### lerp

Matrix4x3f lerp​(Matrix4x3fc other,
float t,
Matrix4x3f dest)
Linearly interpolate this and other using the given interpolation factor t and store the result in dest.

If t is 0.0 then the result is this. If the interpolation factor is 1.0 then the result is other.

Parameters:
other - the other matrix
t - the interpolation factor between 0.0 and 1.0
dest - will hold the result
Returns:
dest
• #### rotateTowards

Matrix4x3f rotateTowards​(Vector3fc dir,
Vector3fc up,
Matrix4x3f dest)
Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local +Z axis with dir and store the result in dest.

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

This method is equivalent to calling: mul(new Matrix4x3f().lookAt(new Vector3f(), new Vector3f(dir).negate(), up).invert(), dest)

Parameters:
dir - the direction to rotate towards
up - the up vector
dest - will hold the result
Returns:
dest
rotateTowards(float, float, float, float, float, float, Matrix4x3f)
• #### rotateTowards

Matrix4x3f rotateTowards​(float dirX,
float dirY,
float dirZ,
float upX,
float upY,
float upZ,
Matrix4x3f 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 in dest.

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

This method is equivalent to calling: mul(new Matrix4x3f().lookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invert(), dest)

Parameters:
dirX - the x-coordinate of the direction to rotate towards
dirY - the y-coordinate of the direction to rotate towards
dirZ - the z-coordinate of the direction to rotate towards
upX - the x-coordinate of the up vector
upY - the y-coordinate of the up vector
upZ - the z-coordinate of the up vector
dest - will hold the result
Returns:
dest
rotateTowards(Vector3fc, Vector3fc, Matrix4x3f)
• #### getEulerAnglesXYZ

Vector3f getEulerAnglesXYZ​(Vector3f dest)
Extract the Euler angles from the rotation represented by the left 3x3 submatrix of this and store the extracted Euler angles in dest.

This method assumes that the left 3x3 submatrix 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 the Vector3f.y field and the angle around Z in the Vector3f.z field of the supplied Vector3f instance.

Note that the returned Euler angles must be applied in the order X * Y * Z to obtain the identical matrix. This means that calling rotateXYZ(float, float, float, Matrix4x3f) 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 matrix m2 should be identical to m (disregarding possible floating-point inaccuracies).

Matrix4x3f m = ...; // <- matrix only representing rotation
Matrix4x3f n = new Matrix4x3f();
n.rotateXYZ(m.getEulerAnglesXYZ(new Vector3f()));

Reference: http://nghiaho.com/

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 left 3x3 submatrix of this and store the extracted Euler angles in dest.

This method assumes that the left 3x3 submatrix 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 the Vector3f.y field and the angle around Z in the Vector3f.z field of the supplied Vector3f instance.

Note that the returned Euler angles must be applied in the order Z * Y * X to obtain the identical matrix. This means that calling rotateZYX(float, float, float, Matrix4x3f) 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 matrix m2 should be identical to m (disregarding possible floating-point inaccuracies).

Matrix4x3f m = ...; // <- matrix only representing rotation
Matrix4x3f n = new Matrix4x3f();
n.rotateZYX(m.getEulerAnglesZYX(new Vector3f()));

Reference: http://nghiaho.com/

Parameters:
dest - will hold the extracted Euler angles
Returns:
dest
• #### obliqueZ

Matrix4x3f obliqueZ​(float a,
float b,
Matrix4x3f dest)
Apply an oblique projection transformation to this matrix with the given values for a and b and store the result in dest.

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

Parameters:
a - the value for the z factor that applies to x
b - the value for the z factor that applies to y
dest - will hold the result
Returns:
dest
• #### withLookAtUp

Matrix4x3f withLookAtUp​(Vector3fc up,
Matrix4x3f dest)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained by positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained by positiveZ(Vector3f)) and the given vector up, and store the result in dest.

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 by origin(Vector3f)), the sum of this position and the negated local Z axis as well as the given vector up.

Parameters:
up - the up vector
dest - will hold the result
Returns:
this
• #### withLookAtUp

Matrix4x3f withLookAtUp​(float upX,
float upY,
float upZ,
Matrix4x3f dest)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained by positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained by positiveZ(Vector3f)) and the given vector (upX, upY, upZ), and store the result in dest.

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 by origin(Vector3f)), the sum of this position and the negated local Z axis as well as the given vector (upX, upY, upZ).

Parameters:
upX - the x coordinate of the up vector
upY - the y coordinate of the up vector
upZ - the z coordinate of the up vector
dest - will hold the result
Returns:
this
• #### mapXZY

Matrix4x3f mapXZY​(Matrix4x3f dest)
Multiply this by the matrix
1 0 0 0
0 0 1 0
0 1 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapXZnY

Matrix4x3f mapXZnY​(Matrix4x3f dest)
Multiply this by the matrix
1 0  0 0
0 0 -1 0
0 1  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapXnYnZ

Matrix4x3f mapXnYnZ​(Matrix4x3f dest)
Multiply this by the matrix
1  0  0 0
0 -1  0 0
0  0 -1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapXnZY

Matrix4x3f mapXnZY​(Matrix4x3f dest)
Multiply this by the matrix
1  0 0 0
0  0 1 0
0 -1 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapXnZnY

Matrix4x3f mapXnZnY​(Matrix4x3f dest)
Multiply this by the matrix
1  0  0 0
0  0 -1 0
0 -1  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapYXZ

Matrix4x3f mapYXZ​(Matrix4x3f dest)
Multiply this by the matrix
0 1 0 0
1 0 0 0
0 0 1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapYXnZ

Matrix4x3f mapYXnZ​(Matrix4x3f dest)
Multiply this by the matrix
0 1  0 0
1 0  0 0
0 0 -1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapYZX

Matrix4x3f mapYZX​(Matrix4x3f dest)
Multiply this by the matrix
0 0 1 0
1 0 0 0
0 1 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapYZnX

Matrix4x3f mapYZnX​(Matrix4x3f dest)
Multiply this by the matrix
0 0 -1 0
1 0  0 0
0 1  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapYnXZ

Matrix4x3f mapYnXZ​(Matrix4x3f dest)
Multiply this by the matrix
0 -1 0 0
1  0 0 0
0  0 1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapYnXnZ

Matrix4x3f mapYnXnZ​(Matrix4x3f dest)
Multiply this by the matrix
0 -1  0 0
1  0  0 0
0  0 -1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapYnZX

Matrix4x3f mapYnZX​(Matrix4x3f dest)
Multiply this by the matrix
0  0 1 0
1  0 0 0
0 -1 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapYnZnX

Matrix4x3f mapYnZnX​(Matrix4x3f dest)
Multiply this by the matrix
0  0 -1 0
1  0  0 0
0 -1  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapZXY

Matrix4x3f mapZXY​(Matrix4x3f dest)
Multiply this by the matrix
0 1 0 0
0 0 1 0
1 0 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapZXnY

Matrix4x3f mapZXnY​(Matrix4x3f dest)
Multiply this by the matrix
0 1  0 0
0 0 -1 0
1 0  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapZYX

Matrix4x3f mapZYX​(Matrix4x3f dest)
Multiply this by the matrix
0 0 1 0
0 1 0 0
1 0 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapZYnX

Matrix4x3f mapZYnX​(Matrix4x3f dest)
Multiply this by the matrix
0 0 -1 0
0 1  0 0
1 0  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapZnXY

Matrix4x3f mapZnXY​(Matrix4x3f dest)
Multiply this by the matrix
0 -1 0 0
0  0 1 0
1  0 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapZnXnY

Matrix4x3f mapZnXnY​(Matrix4x3f dest)
Multiply this by the matrix
0 -1  0 0
0  0 -1 0
1  0  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapZnYX

Matrix4x3f mapZnYX​(Matrix4x3f dest)
Multiply this by the matrix
0  0 1 0
0 -1 0 0
1  0 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapZnYnX

Matrix4x3f mapZnYnX​(Matrix4x3f dest)
Multiply this by the matrix
0  0 -1 0
0 -1  0 0
1  0  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnXYnZ

Matrix4x3f mapnXYnZ​(Matrix4x3f dest)
Multiply this by the matrix
-1 0  0 0
0 1  0 0
0 0 -1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnXZY

Matrix4x3f mapnXZY​(Matrix4x3f dest)
Multiply this by the matrix
-1 0 0 0
0 0 1 0
0 1 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnXZnY

Matrix4x3f mapnXZnY​(Matrix4x3f dest)
Multiply this by the matrix
-1 0  0 0
0 0 -1 0
0 1  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnXnYZ

Matrix4x3f mapnXnYZ​(Matrix4x3f dest)
Multiply this by the matrix
-1  0 0 0
0 -1 0 0
0  0 1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnXnYnZ

Matrix4x3f mapnXnYnZ​(Matrix4x3f dest)
Multiply this by the matrix
-1  0  0 0
0 -1  0 0
0  0 -1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnXnZY

Matrix4x3f mapnXnZY​(Matrix4x3f dest)
Multiply this by the matrix
-1  0 0 0
0  0 1 0
0 -1 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnXnZnY

Matrix4x3f mapnXnZnY​(Matrix4x3f dest)
Multiply this by the matrix
-1  0  0 0
0  0 -1 0
0 -1  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnYXZ

Matrix4x3f mapnYXZ​(Matrix4x3f dest)
Multiply this by the matrix
0 1 0 0
-1 0 0 0
0 0 1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnYXnZ

Matrix4x3f mapnYXnZ​(Matrix4x3f dest)
Multiply this by the matrix
0 1  0 0
-1 0  0 0
0 0 -1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnYZX

Matrix4x3f mapnYZX​(Matrix4x3f dest)
Multiply this by the matrix
0 0 1 0
-1 0 0 0
0 1 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnYZnX

Matrix4x3f mapnYZnX​(Matrix4x3f dest)
Multiply this by the matrix
0 0 -1 0
-1 0  0 0
0 1  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnYnXZ

Matrix4x3f mapnYnXZ​(Matrix4x3f dest)
Multiply this by the matrix
0 -1 0 0
-1  0 0 0
0  0 1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnYnXnZ

Matrix4x3f mapnYnXnZ​(Matrix4x3f dest)
Multiply this by the matrix
0 -1  0 0
-1  0  0 0
0  0 -1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnYnZX

Matrix4x3f mapnYnZX​(Matrix4x3f dest)
Multiply this by the matrix
0  0 1 0
-1  0 0 0
0 -1 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnYnZnX

Matrix4x3f mapnYnZnX​(Matrix4x3f dest)
Multiply this by the matrix
0  0 -1 0
-1  0  0 0
0 -1  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnZXY

Matrix4x3f mapnZXY​(Matrix4x3f dest)
Multiply this by the matrix
0 1 0 0
0 0 1 0
-1 0 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnZXnY

Matrix4x3f mapnZXnY​(Matrix4x3f dest)
Multiply this by the matrix
0 1  0 0
0 0 -1 0
-1 0  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnZYX

Matrix4x3f mapnZYX​(Matrix4x3f dest)
Multiply this by the matrix
0 0 1 0
0 1 0 0
-1 0 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnZYnX

Matrix4x3f mapnZYnX​(Matrix4x3f dest)
Multiply this by the matrix
0 0 -1 0
0 1  0 0
-1 0  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnZnXY

Matrix4x3f mapnZnXY​(Matrix4x3f dest)
Multiply this by the matrix
0 -1 0 0
0  0 1 0
-1  0 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnZnXnY

Matrix4x3f mapnZnXnY​(Matrix4x3f dest)
Multiply this by the matrix
0 -1  0 0
0  0 -1 0
-1  0  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnZnYX

Matrix4x3f mapnZnYX​(Matrix4x3f dest)
Multiply this by the matrix
0  0 1 0
0 -1 0 0
-1  0 0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### mapnZnYnX

Matrix4x3f mapnZnYnX​(Matrix4x3f dest)
Multiply this by the matrix
0  0 -1 0
0 -1  0 0
-1  0  0 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### negateX

Matrix4x3f negateX​(Matrix4x3f dest)
Multiply this by the matrix
-1 0 0 0
0 1 0 0
0 0 1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### negateY

Matrix4x3f negateY​(Matrix4x3f dest)
Multiply this by the matrix
1  0 0 0
0 -1 0 0
0  0 1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### negateZ

Matrix4x3f negateZ​(Matrix4x3f dest)
Multiply this by the matrix
1 0  0 0
0 1  0 0
0 0 -1 0

and store the result in dest.
Parameters:
dest - will hold the result
Returns:
dest
• #### equals

boolean equals​(Matrix4x3fc m,
float delta)
Compare the matrix elements of this matrix with the given matrix using the given delta and return whether all of them are equal within a maximum difference of delta.

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

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

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