Matrix4d |
Matrix4d.add(Matrix4dc other) |
Component-wise add this and other .
|
Matrix4d |
Matrix4d.add(Matrix4dc other,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.add(Matrix4dc other,
Matrix4d dest) |
Component-wise add this and other and store the result in dest .
|
Matrix4d |
Matrix4d.add4x3(Matrix4dc other) |
Component-wise add the upper 4x3 submatrices of this and other .
|
Matrix4d |
Matrix4d.add4x3(Matrix4dc other,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.add4x3(Matrix4dc other,
Matrix4d dest) |
Component-wise add the upper 4x3 submatrices of this and other
and store the result in dest .
|
boolean |
Matrix4d.equals(Matrix4dc m,
double delta) |
|
boolean |
Matrix4dc.equals(Matrix4dc m,
double 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 .
|
Matrix4d |
Matrix4d.fma4x3(Matrix4dc other,
double otherFactor) |
Component-wise add the upper 4x3 submatrices of this and other
by first multiplying each component of other 's 4x3 submatrix by otherFactor and
adding that result to this .
|
Matrix4d |
Matrix4d.fma4x3(Matrix4dc other,
double otherFactor,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.fma4x3(Matrix4dc other,
double otherFactor,
Matrix4d dest) |
Component-wise add the upper 4x3 submatrices of this and other
by first multiplying each component of other 's 4x3 submatrix by otherFactor ,
adding that to this and storing the final result in dest .
|
Matrix4d |
Matrix4d.invertPerspectiveView(Matrix4dc view,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.invertPerspectiveView(Matrix4dc view,
Matrix4d dest) |
If this is a perspective projection matrix obtained via one of the perspective() methods,
that is, if this is a symmetrical perspective frustum transformation
and the given view matrix is affine and has unit scaling (for example by being obtained via lookAt() ),
then this method builds the inverse of this * view and stores it into the given dest .
|
Matrix4d |
Matrix4d.lerp(Matrix4dc other,
double t) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in this .
|
Matrix4d |
Matrix4d.lerp(Matrix4dc other,
double t,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.lerp(Matrix4dc other,
double t,
Matrix4d dest) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in dest .
|
Matrix4d |
Matrix4d.mul(Matrix4dc right) |
Multiply this matrix by the supplied right matrix.
|
Matrix4d |
Matrix4d.mul(Matrix4dc right,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mul(Matrix4dc right,
Matrix4d dest) |
Multiply this matrix by the supplied right matrix and store the result in dest .
|
Vector4d |
Vector4d.mul(Matrix4dc mat) |
Multiply the given matrix mat with this Vector4d .
|
Vector4d |
Vector4d.mul(Matrix4dc mat,
Vector4d dest) |
|
Vector4d |
Vector4dc.mul(Matrix4dc mat,
Vector4d dest) |
Multiply the given matrix mat with this Vector4d and store the result in dest .
|
Matrix4d |
Matrix4d.mul0(Matrix4dc right) |
Multiply this matrix by the supplied right matrix.
|
Matrix4d |
Matrix4d.mul0(Matrix4dc right,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mul0(Matrix4dc right,
Matrix4d dest) |
Multiply this matrix by the supplied right matrix and store the result in dest .
|
Matrix4d |
Matrix4d.mul4x3ComponentWise(Matrix4dc other) |
Component-wise multiply the upper 4x3 submatrices of this by other .
|
Matrix4d |
Matrix4d.mul4x3ComponentWise(Matrix4dc other,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mul4x3ComponentWise(Matrix4dc other,
Matrix4d dest) |
Component-wise multiply the upper 4x3 submatrices of this by other
and store the result in dest .
|
Matrix4d |
Matrix4d.mulAffine(Matrix4dc right) |
Multiply this matrix by the supplied right matrix, both of which are assumed to be affine , and store the result in this .
|
Matrix4d |
Matrix4d.mulAffine(Matrix4dc right,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mulAffine(Matrix4dc right,
Matrix4d dest) |
Multiply this matrix by the supplied right matrix, both of which are assumed to be affine , and store the result in dest .
|
Vector4d |
Vector4d.mulAffine(Matrix4dc mat,
Vector4d dest) |
|
Vector4d |
Vector4dc.mulAffine(Matrix4dc mat,
Vector4d dest) |
Multiply the given affine matrix mat with this Vector4d and store the result in
dest .
|
Matrix4d |
Matrix4d.mulAffineR(Matrix4dc right) |
Multiply this matrix by the supplied right matrix, which is assumed to be affine , and store the result in this .
|
Matrix4d |
Matrix4d.mulAffineR(Matrix4dc right,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mulAffineR(Matrix4dc right,
Matrix4d dest) |
Multiply this matrix by the supplied right matrix, which is assumed to be affine , and store the result in dest .
|
Vector4d |
Vector4d.mulAffineTranspose(Matrix4dc mat,
Vector4d dest) |
|
Vector4d |
Vector4dc.mulAffineTranspose(Matrix4dc mat,
Vector4d dest) |
Multiply the transpose of the given affine matrix mat with this Vector4d and store the result in
dest .
|
Matrix4d |
Matrix4d.mulComponentWise(Matrix4dc other) |
Component-wise multiply this by other .
|
Matrix4d |
Matrix4d.mulComponentWise(Matrix4dc other,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mulComponentWise(Matrix4dc other,
Matrix4d dest) |
Component-wise multiply this by other and store the result in dest .
|
Vector3d |
Vector3d.mulDirection(Matrix4dc mat) |
Multiply the given 4x4 matrix mat with this .
|
Vector3d |
Vector3d.mulDirection(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulDirection(Matrix4dc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest .
|
Vector3f |
Vector3f.mulDirection(Matrix4dc mat) |
Multiply the given 4x4 matrix mat with this .
|
Vector3f |
Vector3f.mulDirection(Matrix4dc mat,
Vector3f dest) |
|
Vector3f |
Vector3fc.mulDirection(Matrix4dc mat,
Vector3f dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest .
|
Matrix4d |
Matrix4d.mulLocal(Matrix4dc left) |
Pre-multiply this matrix by the supplied left matrix and store the result in this .
|
Matrix4d |
Matrix4d.mulLocal(Matrix4dc left,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mulLocal(Matrix4dc left,
Matrix4d dest) |
Pre-multiply this matrix by the supplied left matrix and store the result in dest .
|
Matrix4d |
Matrix4d.mulLocalAffine(Matrix4dc left) |
Pre-multiply this matrix by the supplied left matrix, both of which are assumed to be affine , and store the result in this .
|
Matrix4d |
Matrix4d.mulLocalAffine(Matrix4dc left,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mulLocalAffine(Matrix4dc left,
Matrix4d dest) |
Pre-multiply this matrix by the supplied left matrix, both of which are assumed to be affine , and store the result in dest .
|
Matrix4d |
Matrix4d.mulOrthoAffine(Matrix4dc view) |
Multiply this orthographic projection matrix by the supplied affine view matrix.
|
Matrix4d |
Matrix4d.mulOrthoAffine(Matrix4dc view,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mulOrthoAffine(Matrix4dc view,
Matrix4d dest) |
Multiply this orthographic projection matrix by the supplied affine view matrix
and store the result in dest .
|
Matrix4d |
Matrix4d.mulPerspectiveAffine(Matrix4dc view) |
Multiply this symmetric perspective projection matrix by the supplied affine view matrix.
|
Matrix4d |
Matrix4d.mulPerspectiveAffine(Matrix4dc view,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mulPerspectiveAffine(Matrix4dc view,
Matrix4d dest) |
Multiply this symmetric perspective projection matrix by the supplied affine view matrix and store the result in dest .
|
Vector3d |
Vector3d.mulPosition(Matrix4dc mat) |
Multiply the given 4x4 matrix mat with this .
|
Vector3d |
Vector3d.mulPosition(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulPosition(Matrix4dc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest .
|
double |
Vector3d.mulPositionW(Matrix4dc mat) |
Multiply the given 4x4 matrix mat with this and return the w component
of the resulting 4D vector.
|
double |
Vector3d.mulPositionW(Matrix4dc mat,
Vector3d dest) |
|
double |
Vector3dc.mulPositionW(Matrix4dc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this , store the
result in dest and return the w component of the resulting 4D vector.
|
Vector3d |
Vector3d.mulProject(Matrix4dc mat) |
Multiply the given matrix mat this Vector3d, perform perspective division.
|
Vector3d |
Vector3d.mulProject(Matrix4dc mat,
double w,
Vector3d dest) |
|
Vector3d |
Vector3d.mulProject(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulProject(Matrix4dc mat,
double w,
Vector3d dest) |
Multiply the given matrix mat with this Vector3d, perform perspective division
and store the result in dest .
|
Vector3d |
Vector3dc.mulProject(Matrix4dc mat,
Vector3d dest) |
Multiply the given matrix mat with this Vector3d, perform perspective division
and store the result in dest .
|
Vector4d |
Vector4d.mulProject(Matrix4dc mat) |
Multiply the given matrix mat with this Vector4d, perform perspective division.
|
Vector3d |
Vector4d.mulProject(Matrix4dc mat,
Vector3d dest) |
|
Vector4d |
Vector4d.mulProject(Matrix4dc mat,
Vector4d dest) |
|
Vector3d |
Vector4dc.mulProject(Matrix4dc mat,
Vector3d dest) |
Multiply the given matrix mat with this Vector4d, perform perspective division
and store the (x, y, z) result in dest .
|
Vector4d |
Vector4dc.mulProject(Matrix4dc mat,
Vector4d dest) |
Multiply the given matrix mat with this Vector4d, perform perspective division
and store the result in dest .
|
Matrix4d |
Matrix4d.mulTranslationAffine(Matrix4dc right,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.mulTranslationAffine(Matrix4dc right,
Matrix4d dest) |
Multiply this matrix, which is assumed to only contain a translation, by the supplied right matrix, which is assumed to be affine , and store the result in dest .
|
Vector4d |
Vector4d.mulTranspose(Matrix4dc mat) |
Multiply the transpose of the given matrix mat with this Vector4f and store the result in
this .
|
Vector4d |
Vector4d.mulTranspose(Matrix4dc mat,
Vector4d dest) |
|
Vector4d |
Vector4dc.mulTranspose(Matrix4dc mat,
Vector4d dest) |
Multiply the transpose of the given matrix mat with this Vector4d and store the result in
dest .
|
Vector3d |
Vector3d.mulTransposeDirection(Matrix4dc mat) |
Multiply the transpose of the given 4x4 matrix mat with this .
|
Vector3d |
Vector3d.mulTransposeDirection(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulTransposeDirection(Matrix4dc mat,
Vector3d dest) |
Multiply the transpose of the given 4x4 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3d.mulTransposePosition(Matrix4dc mat) |
Multiply the transpose of the given 4x4 matrix mat with this .
|
Vector3d |
Vector3d.mulTransposePosition(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulTransposePosition(Matrix4dc mat,
Vector3d dest) |
Multiply the transpose of the given 4x4 matrix mat with this and store the
result in dest .
|
Matrix4d |
Matrix4d.orthoCrop(Matrix4dc view,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.orthoCrop(Matrix4dc view,
Matrix4d dest) |
Build an ortographic projection transformation that fits the view-projection transformation represented by this
into the given affine view transformation.
|
Matrix4d |
Matrix4d.projectedGridRange(Matrix4dc projector,
double sLower,
double sUpper,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.projectedGridRange(Matrix4dc projector,
double sLower,
double sUpper,
Matrix4d dest) |
Compute the range matrix for the Projected Grid transformation as described in chapter "2.4.2 Creating the range conversion matrix"
of the paper Real-time water rendering - Introducing the projected grid concept
based on the inverse of the view-projection matrix which is assumed to be this , and store that range matrix into dest .
|
AxisAngle4d |
AxisAngle4d.set(Matrix4dc m) |
|
AxisAngle4f |
AxisAngle4f.set(Matrix4dc m) |
|
Matrix3d |
Matrix3d.set(Matrix4dc mat) |
Set the elements of this matrix to the upper left 3x3 of the given Matrix4dc .
|
Matrix4d |
Matrix4d.set(Matrix4dc m) |
Store the values of the given matrix m into this matrix.
|
Matrix4f |
Matrix4f.set(Matrix4dc m) |
Store the values of the given matrix m into this matrix.
|
Matrix4x3d |
Matrix4x3d.set(Matrix4dc m) |
Store the values of the upper 4x3 submatrix of m into this matrix.
|
Matrix4d |
Matrix4d.set3x3(Matrix4dc mat) |
Set the upper left 3x3 submatrix of this Matrix4d to that of the given Matrix4dc
and don't change the other elements.
|
Matrix4d |
Matrix4d.set4x3(Matrix4dc mat) |
Set the upper 4x3 submatrix of this Matrix4d to the upper 4x3 submatrix of the given Matrix4dc
and don't change the other elements.
|
Quaterniond |
Quaterniond.setFromNormalized(Matrix4dc mat) |
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Quaternionf |
Quaternionf.setFromNormalized(Matrix4dc mat) |
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Quaterniond |
Quaterniond.setFromUnnormalized(Matrix4dc mat) |
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Quaternionf |
Quaternionf.setFromUnnormalized(Matrix4dc mat) |
Set this quaternion to be a representation of the rotational component of the given matrix.
|
Matrix4d |
Matrix4d.setTransposed(Matrix4dc m) |
Store the values of the transpose of the given matrix m into this matrix.
|
Matrix4d |
Matrix4d.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4dc planeTransform) |
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) .
|
Matrix4d |
Matrix4d.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4dc planeTransform,
Matrix4d dest) |
|
Matrix4d |
Matrix4d.shadow(Vector4dc light,
Matrix4dc planeTransform,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4dc planeTransform,
Matrix4d 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 .
|
Matrix4d |
Matrix4dc.shadow(Vector4dc light,
Matrix4dc planeTransform,
Matrix4d 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 .
|
Matrix4d |
Matrix4d.sub(Matrix4dc subtrahend) |
Component-wise subtract subtrahend from this .
|
Matrix4d |
Matrix4d.sub(Matrix4dc subtrahend,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.sub(Matrix4dc subtrahend,
Matrix4d dest) |
Component-wise subtract subtrahend from this and store the result in dest .
|
Matrix4d |
Matrix4d.sub4x3(Matrix4dc subtrahend) |
Component-wise subtract the upper 4x3 submatrices of subtrahend from this .
|
Matrix4d |
Matrix4d.sub4x3(Matrix4dc subtrahend,
Matrix4d dest) |
|
Matrix4d |
Matrix4dc.sub4x3(Matrix4dc subtrahend,
Matrix4d dest) |
Component-wise subtract the upper 4x3 submatrices of subtrahend from this
and store the result in dest .
|