| Modifier and Type | Method and Description |
|---|---|
static void |
KeyFrameTransform.multiply(KeyFrame<Transform> keys,
Mat4x4 m,
boolean post) |
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
IViewable.getLookAt(Mat4x4 dst)
| -left.x -left.y -left.z -( left.dot.position) |
| up.x up.y up.z ( up.dot.position) |
| -forward.x -forward.y -forward.z -(forward.dot.position) |
| 0 0 0 1 |
|
Mat4x4 |
VolumeManipulator.getLookAt(Mat4x4 dst) |
Mat4x4 |
Modelview.getMatrix() |
Mat4x4 |
OrthographicProjection.getMatrix() |
Mat4x4 |
PerspectiveProjection.getMatrix() |
Mat4x4 |
Projection.getMatrix() |
Mat4x4 |
Projection.getOrthographicMatrix()
Select the perspective projection
|
Mat4x4 |
Projection.getPerspectiveMatrix()
Select the perspective projection
|
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
IViewable.getLookAt(Mat4x4 dst)
| -left.x -left.y -left.z -( left.dot.position) |
| up.x up.y up.z ( up.dot.position) |
| -forward.x -forward.y -forward.z -(forward.dot.position) |
| 0 0 0 1 |
|
Mat4x4 |
VolumeManipulator.getLookAt(Mat4x4 dst) |
static boolean |
View.project(Vec3 obj,
Mat4x4 model,
Mat4x4 proj,
Viewport viewport,
Vec3 win) |
void |
ICamera.setLookAt(Mat4x4 lookAtMatrix) |
void |
VolumeManipulator.setLookAt(Mat4x4 matrix) |
static boolean |
View.unProject(Mat4x4 model,
Mat4x4 proj,
Viewport viewport,
Vec3 win,
Vec3 obj) |
| Modifier and Type | Method and Description |
|---|---|
static void |
Utils.reflectView(Mat4x4 dst,
View view,
Plane plane) |
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
FreeCamera.getLookAt(Mat4x4 dst) |
Mat4x4 |
Viewer.getLookAt(Mat4x4 dst) |
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
FreeCamera.getLookAt(Mat4x4 dst) |
Mat4x4 |
Viewer.getLookAt(Mat4x4 dst) |
void |
FreeCamera.setLookAt(Mat4x4 src) |
void |
IMovable.setLookAt(Mat4x4 matrix) |
void |
Viewer.setLookAt(Mat4x4 src) |
| Modifier and Type | Method and Description |
|---|---|
static Mat4x4 |
TagUtil.parseMatrix(java.lang.String s) |
| Modifier and Type | Method and Description |
|---|---|
static java.lang.String |
TagUtil.writeMatrix(Mat4x4 m) |
| Modifier and Type | Field and Description |
|---|---|
static Mat4x4 |
Mat4x4.IDENTITY
Don't modify the value.
|
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
Mat4x4.abs3x3() |
static Mat4x4[] |
Mat4x4.allocate(int num) |
Mat4x4 |
Mat4x4.clone() |
Mat4x4 |
Mat4x4Array.get(int index,
Mat4x4 dst) |
Mat4x4 |
Transform.getLookAtMatrix(Mat4x4 dst) |
Mat4x4 |
Quat.getMatrix(Mat4x4 matrix)
Create a 4x4 rotation matrix
|
Mat4x4 |
Transform.getMatrix(Mat4x4 dst) |
static Mat4x4 |
Mat4x4.identity() |
Mat4x4 |
Mat4x4.inverse(Mat4x4 src)
Inverse the source matric in this
|
Mat4x4 |
Mat4x4.inverse3x3(Mat4x4 src)
Inverse the 3x3 block of the source matrix in this
|
Mat4x4 |
Mat4x4.inverseTranspose(Mat4x4 src)
Inverse and transpose the source matrix in this
|
Mat4x4 |
Mat4x4.lookAt(float eyeX,
float eyeY,
float eyeZ,
float refX,
float refY,
float refZ,
float upX,
float upY,
float upZ)
Create a look at matrix, and store in this matrix
|
Mat4x4 |
Mat4x4.lookAt(Quat q,
Vec3 position)
Create a look at matrix, and store in this matrix
|
Mat4x4 |
Mat4x4.lookAt(Vec3 eye,
Vec3 ref,
Vec3 up)
Create a look at matrix, and store in this matrix
|
Mat4x4 |
Mat4x4.lookAt(Vec3 left,
Vec3 up,
Vec3 forward,
Vec3 position)
Create a look at matrix, and store in this matrix
|
Mat4x4 |
Mat4x4.multiply(Mat4x4 mat1,
Mat4x4 mat2)
Multiply two matrices and store the result in
this matrix. |
static Mat4x4 |
Mat4x4.multiply(Mat4x4 dst,
Mat4x4 m1,
Mat4x4 m2) |
static Mat4x4 |
Transform.multiply(Mat4x4 dst,
Mat4x4 src,
Transform t)
dst = src * t
|
Mat4x4 |
Mat4x4.multiply3x3(Mat4x4 mat1,
Mat4x4 mat2)
Multiply the 3x3 block of two matrices and store the result into the 3x3 block of
this matrix. |
Mat4x4 |
Mat4x4.multiply3x4(Mat4x4 mat1,
Mat4x4 mat2)
Multiply the 3x4 block of two matrices and store the result in
this matrix. |
Mat4x4 |
Mat4x4.multiplyProjectionModelview(Mat4x4 proj,
Mat4x4 view)
A fast perspective * modelview multiplication (support Lengyel mperspective matrix).
|
Mat4x4 |
Mat4x4.rotate(Quat q)
Multiply the 3x3 matrix block o this matrix with the specified quaternion.
|
Mat4x4 |
Mat4x4.scale(Vec3 scale)
Scale the 4x3 block of this matrix.
|
Mat4x4 |
Mat4x4.scale3x3(Vec3 scale)
Scale the 3x3 block of this matrix.
|
Mat4x4 |
Mat4x4.set(Mat4x4 src) |
Mat4x4 |
Mat4x4.set3x3(Mat4x4 src) |
Mat4x4 |
Mat4x4.setAnglesXYZ(float angleXInRadians,
float angleYInRadians,
float angleZInRadians)
Create a matrix from angles, as defined by the order: x, y, z
This method is equivalent to (code has been optimized): final Mat4x4 m_ = new Mat4x4(); setIdentity3x3(); multiply3x3(this, m_.setXRotation(angleXInRadians)); multiply3x3(this, m_.setYRotation(angleYInRadians)); multiply3x3(this, m_.setZRotation(angleZInRadians)); |
Mat4x4 |
Mat4x4.setAnglesZYX(float angleXInRadians,
float angleYInRadians,
float angleZInRadians)
Create a matrix from angles, as defined by the order: z, y, x
This method is equivalent to (code has been optimized): final Mat4x4 m_ = new Mat4x4(); setIdentity3x3(); multiply3x3(this, m_.setZRotation(angleZInRadians)); multiply3x3(this, m_.setYRotation(angleYInRadians)); multiply3x3(this, m_.setXRotation(angleXInRadians)); |
Mat4x4 |
Mat4x4.setAxisAngle(Vec3 axis,
float angleInRadians)
Set 3x3 matrix block to represent the specified rotation.
|
Mat4x4 |
Mat4x4.setFrustumProjection(float left,
float right,
float bottom,
float top,
float zNear,
float zFar)
Set this matrix as a frustum matrix
|
Mat4x4 |
Mat4x4.setIdentity()
Set this matrix as the identity matrix
|
Mat4x4 |
Mat4x4.setIdentity3x3()
Set this matrix as the identity matrix
|
Mat4x4 |
Mat4x4.setOrthographicProjection(float left,
float right,
float bottom,
float top,
float near,
float far)
Set this matrix as an orthographic matrix
|
Mat4x4 |
Mat4x4.setPerspectiveProjection(float fovYInDegrees,
float aspect,
float zNear,
float zFar)
Set this matrix as a perspective matrix
|
Mat4x4 |
Mat4x4.setPickMatrix(float x,
float y,
float width,
float height,
Viewport viewport)
Create a matrix equivalent to gluPickMatrix
|
Mat4x4 |
Mat4x4.setRotation(Quat q)
Set 3x3 matrix block to represent the specified rotation.
|
Mat4x4 |
Mat4x4.setRotation(Vec3 axisX,
Vec3 axisY,
Vec3 axisZ)
Set 3x3 matrix block to represent the specified rotation.
|
Mat4x4 |
Mat4x4.setRotationX(float angleInRadians)
Set 3x3 matrix block to represent the specified rotation.
|
Mat4x4 |
Mat4x4.setRotationY(float angleInRadians)
Set 3x3 matrix block to represent the specified rotation.
|
Mat4x4 |
Mat4x4.setRotationZ(float angleInRadians)
Set 3x3 matrix block to represent the specified rotation.
|
Mat4x4 |
Mat4x4.setTranslationWorld(Vec3 translate) |
Mat4x4 |
Mat4x4.translateLocal(Vec3 translate) |
Mat4x4 |
Mat4x4.translateWorld(Vec3 translate) |
Mat4x4 |
Mat4x4.transpose()
Transpose this matrix
This is an optimized version of #transpose(Mat4x4),
in the case of the source and destination matrix are identical |
Mat4x4 |
Mat4x4.transpose(Mat4x4 src)
Transpose the
src matrix into this matrix. |
Mat4x4 |
Mat4x4.transpose3x3()
Transpose the 3x3 block of this matrix.
|
Mat4x4 |
Mat4x4.transpose3x3(Mat4x4 src)
Transpose the 3x3 block of the specified matrix into this
|
Mat4x4 |
Mat4x4.unscale()
Unscale the 4x3 block of this matrix.
|
Mat4x4 |
Mat4x4.unscale3x3()
Unscale the 3x3 block of this matrix.
|
| Modifier and Type | Method and Description |
|---|---|
float |
Mat4x4.distance(Mat4x4 m) |
Mat4x4 |
Mat4x4Array.get(int index,
Mat4x4 dst) |
protected void |
Quat.getLookAtMatrix(Mat4x4 matrix) |
Mat4x4 |
Transform.getLookAtMatrix(Mat4x4 dst) |
Mat4x4 |
Quat.getMatrix(Mat4x4 matrix)
Create a 4x4 rotation matrix
|
Mat4x4 |
Transform.getMatrix(Mat4x4 dst) |
void |
Quat.getMatrix3x3(Mat4x4 matrix) |
Mat4x4 |
Mat4x4.inverse(Mat4x4 src)
Inverse the source matric in this
|
Mat4x4 |
Mat4x4.inverse3x3(Mat4x4 src)
Inverse the 3x3 block of the source matrix in this
|
Mat4x4 |
Mat4x4.inverseTranspose(Mat4x4 src)
Inverse and transpose the source matrix in this
|
void |
Vec3Array.multiply(Mat4x4 matrix,
boolean normalize) |
Mat4x4 |
Mat4x4.multiply(Mat4x4 mat1,
Mat4x4 mat2)
Multiply two matrices and store the result in
this matrix. |
static Mat4x4 |
Mat4x4.multiply(Mat4x4 dst,
Mat4x4 m1,
Mat4x4 m2) |
protected static void |
Quat.multiply(Mat4x4 dst,
Mat4x4 src,
Quat q) |
static Mat4x4 |
Transform.multiply(Mat4x4 dst,
Mat4x4 src,
Transform t)
dst = src * t
|
Plane |
Plane.multiply(Mat4x4 matrix,
Plane src) |
Transform |
Transform.multiply(Mat4x4 m1,
Transform t2) |
Transform |
Transform.multiply(Transform t1,
Mat4x4 m2) |
Mat4x4 |
Mat4x4.multiply3x3(Mat4x4 mat1,
Mat4x4 mat2)
Multiply the 3x3 block of two matrices and store the result into the 3x3 block of
this matrix. |
Mat4x4 |
Mat4x4.multiply3x4(Mat4x4 mat1,
Mat4x4 mat2)
Multiply the 3x4 block of two matrices and store the result in
this matrix. |
Plane |
Plane.multiplyInv(Mat4x4 matrix,
Plane src) |
Mat4x4 |
Mat4x4.multiplyProjectionModelview(Mat4x4 proj,
Mat4x4 view)
A fast perspective * modelview multiplication (support Lengyel mperspective matrix).
|
void |
Mat4x4.obliqueClipPlane(Mat4x4 proj,
Mat4x4 view,
Plane clipPlane)
References:
[1] http://www.nvidia.fr/object/oblique_frustum_clipping.html [2] Modifying the Projection Matrix to Perform Oblique Near-Plane Clipping (Lengyel’s Frustum) http://www.terathon.com/code/oblique.html Lengyel, Eric. |
void |
Mat4x4Array.set(int index,
Mat4x4 src) |
Mat4x4 |
Mat4x4.set(Mat4x4 src) |
Mat4x4 |
Mat4x4.set3x3(Mat4x4 src) |
protected Quat |
Quat.setLookAtMatrix(Mat4x4 m) |
Transform |
Transform.setLookAtMatrix(Mat4x4 matrix)
Set this Transform to be identical to the look at matrix
|
Transform |
Transform.setMatrix(Mat4x4 matrix)
Set this Transform to be identical to the matrix.
|
Transform |
Transform.setMatrixTRS(Mat4x4 matrix)
WARNING:
This method is only valid for matrix created from a combination of a Translation, a Rotation and a Scale matrix. |
Transform |
Transform.setRotationAroundPivot(Mat4x4 m,
Vec3 pivot,
Vec3 axis,
float angleInRadians)
Deprecated.
|
Quat |
Quat.setRotationMatrix(Mat4x4 m)
Warning: This is only valid for normalized matrix, right handed with no scaling.
|
void |
Vec3Array.transform(Mat4x4 matrix,
boolean normalize) |
Mat4x4 |
Mat4x4.transpose(Mat4x4 src)
Transpose the
src matrix into this matrix. |
Mat4x4 |
Mat4x4.transpose3x3(Mat4x4 src)
Transpose the 3x3 block of the specified matrix into this
|
| Modifier and Type | Method and Description |
|---|---|
void |
Mat4x4Array.setElements(java.lang.Iterable<Mat4x4> iterable) |
| Modifier and Type | Field and Description |
|---|---|
Mat4x4 |
LocalMemory.mtx_1 |
Mat4x4 |
LocalMemory.mtx_2 |
| Modifier and Type | Method and Description |
|---|---|
static Mat4x4 |
MemoryStack.useMat() |
| Modifier and Type | Method and Description |
|---|---|
static void |
MemoryStack.freeMat(Mat4x4 m) |
| Modifier and Type | Field and Description |
|---|---|
Mat4x4[] |
Model.skeletonAbsoluteMatrices
Managed internally.
|
Mat4x4[] |
Model.skinMatrices
Managed internally.
|
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
Mesh.getMatrix() |
Mat4x4 |
Model.getMatrix() |
Mat4x4 |
Mesh.getMatrix(Mat4x4 dst) |
Mat4x4 |
Model.getMatrix(Mat4x4 dst) |
Mat4x4 |
ModelInstance.getMatrix(Mat4x4 m) |
| Modifier and Type | Method and Description |
|---|---|
void |
JointMotion.getAbsoluteMatrices(Mat4x4[] matrices,
float time) |
void |
JointMotion.getAbsoluteMatrix(Mat4x4 dst,
int jointIndex,
float time) |
void |
Skeleton.getBindPoseMatrixInv(int index,
Mat4x4 dst) |
Mat4x4 |
Mesh.getMatrix(Mat4x4 dst) |
Mat4x4 |
Model.getMatrix(Mat4x4 dst) |
Mat4x4 |
ModelInstance.getMatrix(Mat4x4 m) |
boolean |
MorphData.multiply(Mat4x4 matrix) |
boolean |
MorphTargets.multiply(Mat4x4 matrix) |
boolean |
VertexData.multiply(Mat4x4 matrix) |
void |
Skeleton.transform(Mat4x4 matrix)
Deprecated.
|
| Modifier and Type | Method and Description |
|---|---|
static float |
Utils.getDistanceToViewAlongForwardAxis(Mat4x4 lookAt,
Vec3 point) |
| Modifier and Type | Method and Description |
|---|---|
void |
GLc.syncFromMatrices(Mat4x4 projectionMatrix,
Mat4x4 modelviewMatrix)
Synchronize engine matrix stack (
GLc.getModelview() and GLc.getProjection())
other matrix stack implementation. |
java.nio.FloatBuffer |
GLc.wrapMat3(Mat4x4 mat) |
java.nio.FloatBuffer |
GLc.wrapMat4(Mat4x4 mat) |
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
MatrixStack.multiply(Mat4x4 matrix)
Multiply the top matrix by
matrix |
Mat4x4 |
MatrixStack.multiply3x4(Mat4x4 matrix)
Multiply the top matrix by
matrix |
Mat4x4 |
MatrixStack.peek() |
Mat4x4 |
MatrixStack.pop()
Pop
|
Mat4x4 |
MatrixStack.push()
Push a copy of the current matrix on top of the stack
|
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
MatrixStack.multiply(Mat4x4 matrix)
Multiply the top matrix by
matrix |
Mat4x4 |
MatrixStack.multiply3x4(Mat4x4 matrix)
Multiply the top matrix by
matrix |
void |
MatrixStack.push(Mat4x4 matrix)
Push the specified matrix on top of the stack
|
void |
MatrixStack.set(Mat4x4 matrix)
Set the top matrix value by
matrix |
void |
Billboard.setView(Mat4x4 lookAt_) |
| Modifier and Type | Method and Description |
|---|---|
void |
DelegatePipelineRenderable.Viewable.view(SceneView sceneView,
Mat4x4 proj,
Mat4x4 mv) |
| Modifier and Type | Field and Description |
|---|---|
Mat4x4 |
RotateDomain.matrix |
| Constructor and Description |
|---|
RotateDomain(IFunction function,
Mat4x4 matrix) |
| Modifier and Type | Field and Description |
|---|---|
Mat4x4 |
BatchUtil.m |
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
ShadowMap.getLightProj(int partition) |
Mat4x4 |
ShadowMap.getLightView(int partition) |
| Modifier and Type | Method and Description |
|---|---|
void |
ShadowMap.accumulate(Renderer renderer,
Mat4x4 cameraProj,
Mat4x4 cameraMv,
Framebuffer gBuffer,
int id) |
boolean |
ShadowMap.init(IGLApi glApi,
Light light,
Mat4x4 cameraProj) |
| Modifier and Type | Method and Description |
|---|---|
void |
Visibility.update(ICamera view,
Mat4x4 projection)
Deprecated.
|
| Modifier and Type | Method and Description |
|---|---|
default IShapeRepresentation<?> |
IShapeRepresentation.at(Mat4x4 matrix) |
void |
IShapeBuilder.push(Mat4x4 matrix) |
void |
IShapeCuller.push(Mat4x4 matrix) |
| Modifier and Type | Method and Description |
|---|---|
void |
BatchShapeBuilder.push(Mat4x4 matrix) |
void |
MeshShapeBuilder.push(Mat4x4 matrix) |
void |
VolumeShapeBuilder.push(Mat4x4 matrix) |
| Constructor and Description |
|---|
Frustum(Mat4x4 proj,
Mat4x4 view) |
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
CameraSplineFollower.getLookAt(Mat4x4 dst) |
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
CameraSplineFollower.getLookAt(Mat4x4 dst) |
void |
CameraSplineFollower.setLookAt(Mat4x4 matrix) |
| Modifier and Type | Method and Description |
|---|---|
Mat4x4 |
ICullableNode.getMatrix(Mat4x4 dst) |
static Mat4x4 |
Volumes.multiply(Mat4x4 tmpOrDst,
Mat4x4 matrix,
ITransformable transformable) |
| Modifier and Type | Method and Description |
|---|---|
static IVolume |
Volumes.concatenate(IVolume v,
IVolume v2,
Mat4x4 matrix2)
This utility methods handles null and
OrientedVolume |
Mat4x4 |
ICullableNode.getMatrix(Mat4x4 dst) |
void |
Frustum.getProjexction(Mat4x4 dst) |
void |
Frustum.getView(Mat4x4 dst) |
void |
MOrientedVolume.internalSet(IVolume volume,
Mat4x4 matrix) |
static Mat4x4 |
Volumes.multiply(Mat4x4 tmpOrDst,
Mat4x4 matrix,
ITransformable transformable) |
static IVolume |
OrientedVolume.of(IVolume volume,
Mat4x4 matrix) |
Box |
Box.transform(Box bb,
Mat4x4 matrix) |
Capsule |
Capsule.transform(Capsule bc,
Mat4x4 matrix) |
Cylinder |
Cylinder.transform(Cylinder bc,
Mat4x4 matrix) |
OrientedVolume |
OrientedVolume.transform(OrientedVolume volume,
Mat4x4 matrix) |
Sphere |
Sphere.transform(Sphere bs,
Mat4x4 matrix) |
T |
IVolume.transform(T volume,
Mat4x4 matrix) |
void |
Frustum.update(Mat4x4 proj,
Mat4x4 view)
Update frustum planes.
|
| Modifier and Type | Method and Description |
|---|---|
static void |
PolarDecomposition.decomp_affine(Mat4x4 M,
Transform dst)
Decompose 4x4 affine matrix A as TFRUK(U transpose), where t contains the
translation components, q contains the rotation R, u contains U, k contains
scale factors, and f contains the sign of the determinant.
|
protected static float |
PolarDecomposition.polar_decomp(Mat4x4 M,
Mat4x4 Q,
Mat4x4 S)
Polar Decomposition of 3x3 matrix in 4x4, M = QS.
|
protected static void |
PolarDecomposition.spect_decomp(Vec3 dst,
Mat4x4 S,
Mat4x4 U)
Compute the spectral decomposition of symmetric positive semi-definite S.
|
Bonzai Engine 1.4.1-20200831 - A Java OpenGL engine and tools for Windows/Mac/Linux/Android
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