Matrix4x3d |
Matrix4x3d.add(Matrix4x3dc other) |
Component-wise add this and other .
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Matrix4x3d |
Matrix4x3d.add(Matrix4x3dc other,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3dc.add(Matrix4x3dc other,
Matrix4x3d dest) |
Component-wise add this and other and store the result in dest .
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boolean |
Matrix4x3d.equals(Matrix4x3dc m,
double delta) |
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boolean |
Matrix4x3dc.equals(Matrix4x3dc 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 .
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Matrix4x3d |
Matrix4x3d.fma(Matrix4x3dc other,
double otherFactor) |
Component-wise add this and other
by first multiplying each component of other by otherFactor and
adding that result to this .
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Matrix4x3d |
Matrix4x3d.fma(Matrix4x3dc other,
double otherFactor,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3dc.fma(Matrix4x3dc other,
double otherFactor,
Matrix4x3d 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 .
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Matrix4d |
Matrix4d.invertPerspectiveView(Matrix4x3dc view,
Matrix4d dest) |
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Matrix4d |
Matrix4dc.invertPerspectiveView(Matrix4x3dc 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 has unit scaling,
then this method builds the inverse of this * view and stores it into the given dest .
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Matrix4x3d |
Matrix4x3d.lerp(Matrix4x3dc other,
double t) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in this .
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Matrix4x3d |
Matrix4x3d.lerp(Matrix4x3dc other,
double t,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3dc.lerp(Matrix4x3dc other,
double t,
Matrix4x3d dest) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in dest .
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Matrix4d |
Matrix4d.mul(Matrix4x3dc right) |
Multiply this matrix by the supplied right matrix.
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Matrix4d |
Matrix4d.mul(Matrix4x3dc right,
Matrix4d dest) |
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Matrix4d |
Matrix4dc.mul(Matrix4x3dc right,
Matrix4d dest) |
Multiply this matrix by the supplied right matrix and store the result in dest .
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Matrix4x3d |
Matrix4x3d.mul(Matrix4x3dc right) |
Multiply this matrix by the supplied right matrix.
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Matrix4x3d |
Matrix4x3d.mul(Matrix4x3dc right,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3dc.mul(Matrix4x3dc right,
Matrix4x3d dest) |
Multiply this matrix by the supplied right matrix and store the result in dest .
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Vector4d |
Vector4d.mul(Matrix4x3dc mat) |
Multiply the given matrix mat with this Vector4d and store the result in
this .
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Vector4d |
Vector4d.mul(Matrix4x3dc mat,
Vector4d dest) |
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Vector4d |
Vector4dc.mul(Matrix4x3dc mat,
Vector4d dest) |
Multiply the given matrix mat with this Vector4d and store the result in
dest .
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Matrix4x3d |
Matrix4x3d.mulComponentWise(Matrix4x3dc other) |
Component-wise multiply this by other .
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Matrix4x3d |
Matrix4x3d.mulComponentWise(Matrix4x3dc other,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3dc.mulComponentWise(Matrix4x3dc other,
Matrix4x3d dest) |
Component-wise multiply this by other and store the result in dest .
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Vector3d |
Vector3d.mulDirection(Matrix4x3dc mat) |
Multiply the given 4x3 matrix mat with this .
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Vector3d |
Vector3d.mulDirection(Matrix4x3dc mat,
Vector3d dest) |
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Vector3d |
Vector3dc.mulDirection(Matrix4x3dc mat,
Vector3d dest) |
Multiply the given 4x3 matrix mat with this and store the
result in dest .
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Matrix4x3d |
Matrix4x3d.mulOrtho(Matrix4x3dc view) |
Multiply this orthographic projection matrix by the supplied view matrix.
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Matrix4x3d |
Matrix4x3d.mulOrtho(Matrix4x3dc view,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3dc.mulOrtho(Matrix4x3dc view,
Matrix4x3d dest) |
Multiply this orthographic projection matrix by the supplied view matrix
and store the result in dest .
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Matrix4d |
Matrix4d.mulPerspectiveAffine(Matrix4x3dc view,
Matrix4d dest) |
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Matrix4d |
Matrix4dc.mulPerspectiveAffine(Matrix4x3dc view,
Matrix4d dest) |
Multiply this symmetric perspective projection matrix by the supplied view matrix and store the result in dest .
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Vector3d |
Vector3d.mulPosition(Matrix4x3dc mat) |
Multiply the given 4x3 matrix mat with this .
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Vector3d |
Vector3d.mulPosition(Matrix4x3dc mat,
Vector3d dest) |
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Vector3d |
Vector3dc.mulPosition(Matrix4x3dc mat,
Vector3d dest) |
Multiply the given 4x3 matrix mat with this and store the
result in dest .
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Matrix4x3d |
Matrix4x3d.mulTranslation(Matrix4x3dc right,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3dc.mulTranslation(Matrix4x3dc right,
Matrix4x3d dest) |
Multiply this matrix, which is assumed to only contain a translation, by the supplied right matrix and store the result in dest .
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Matrix3d |
Matrix3d.set(Matrix4x3dc m) |
Set the elements of this matrix to the left 3x3 submatrix of m .
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Matrix4d |
Matrix4d.set(Matrix4x3dc m) |
Store the values of the given matrix m into this matrix
and set the other matrix elements to identity.
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Matrix4x3d |
Matrix4x3d.set(Matrix4x3dc m) |
Store the values of the given matrix m into this matrix.
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Matrix4x3d |
Matrix4x3d.set3x3(Matrix4x3dc mat) |
Set the left 3x3 submatrix of this Matrix4x3d to that of the given Matrix4x3dc
and don't change the other elements.
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Matrix4d |
Matrix4d.set4x3(Matrix4x3dc mat) |
Set the upper 4x3 submatrix of this Matrix4d to the given Matrix4x3dc
and don't change the other elements.
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Quaterniond |
Quaterniond.setFromNormalized(Matrix4x3dc mat) |
Set this quaternion to be a representation of the rotational component of the given matrix.
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Quaternionf |
Quaternionf.setFromNormalized(Matrix4x3dc mat) |
Set this quaternion to be a representation of the rotational component of the given matrix.
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Quaterniond |
Quaterniond.setFromUnnormalized(Matrix4x3dc mat) |
Set this quaternion to be a representation of the rotational component of the given matrix.
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Quaternionf |
Quaternionf.setFromUnnormalized(Matrix4x3dc mat) |
Set this quaternion to be a representation of the rotational component of the given matrix.
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Matrix4x3d |
Matrix4x3d.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4x3dc 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) .
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Matrix4x3d |
Matrix4x3d.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4x3dc planeTransform,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3d.shadow(Vector4dc light,
Matrix4x3dc 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 light .
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Matrix4x3d |
Matrix4x3d.shadow(Vector4dc light,
Matrix4x3dc planeTransform,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3dc.shadow(double lightX,
double lightY,
double lightZ,
double lightW,
Matrix4x3dc planeTransform,
Matrix4x3d 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 .
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Matrix4x3d |
Matrix4x3dc.shadow(Vector4dc light,
Matrix4x3dc planeTransform,
Matrix4x3d 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 .
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Matrix4x3d |
Matrix4x3d.sub(Matrix4x3dc subtrahend) |
Component-wise subtract subtrahend from this .
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Matrix4x3d |
Matrix4x3d.sub(Matrix4x3dc subtrahend,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3dc.sub(Matrix4x3dc subtrahend,
Matrix4x3d dest) |
Component-wise subtract subtrahend from this and store the result in dest .
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Matrix4x3d |
Matrix4x3d.translationRotateMul(double tx,
double ty,
double tz,
double qx,
double qy,
double qz,
double qw,
Matrix4x3dc mat) |
Set this matrix to T * R * M , where T is a translation by the given (tx, ty, tz) ,
R is a rotation - and possibly scaling - transformation specified by the quaternion (qx, qy, qz, qw) and M is the given matrix mat
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Matrix4x3d |
Matrix4x3d.translationRotateMul(double tx,
double ty,
double tz,
Quaternionfc quat,
Matrix4x3dc mat) |
Set this matrix to T * R * M , where T is a translation by the given (tx, ty, tz) ,
R is a rotation - and possibly scaling - transformation specified by the given quaternion and M is the given matrix mat .
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Matrix4x3d |
Matrix4x3d.translationRotateScaleMul(double tx,
double ty,
double tz,
double qx,
double qy,
double qz,
double qw,
double sx,
double sy,
double sz,
Matrix4x3dc m) |
Set this matrix to T * R * S * M , where T is a translation by the given (tx, ty, tz) ,
R is a rotation transformation specified by the quaternion (qx, qy, qz, qw) , S is a scaling transformation
which scales the three axes x, y and z by (sx, sy, sz) .
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Matrix4x3d |
Matrix4x3d.translationRotateScaleMul(Vector3dc translation,
Quaterniondc quat,
Vector3dc scale,
Matrix4x3dc m) |
Set this matrix to T * R * S * M , where T is the given translation ,
R is a rotation transformation specified by the given quaternion, S is a scaling transformation
which scales the axes by scale .
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