Class Matrix4

  • All Implemented Interfaces:
    java.io.Serializable

    public class Matrix4
    extends java.lang.Object
    implements java.io.Serializable
    Encapsulates a column major 4 by 4 matrix. Like the Vector3 class it allows the chaining of methods by returning a reference to itself. For example:
     Matrix4 mat = new Matrix4().trn(position).mul(camera.combined);
     
    See Also:
    Serialized Form
    • Field Summary

      Fields 
      Modifier and Type Field Description
      static int M00
      XX: Typically the unrotated X component for scaling, also the cosine of the angle when rotated on the Y and/or Z axis.
      static int M01
      XY: Typically the negative sine of the angle when rotated on the Z axis.
      static int M02
      XZ: Typically the sine of the angle when rotated on the Y axis.
      static int M03
      XW: Typically the translation of the X component.
      static int M10
      YX: Typically the sine of the angle when rotated on the Z axis.
      static int M11
      YY: Typically the unrotated Y component for scaling, also the cosine of the angle when rotated on the X and/or Z axis.
      static int M12
      YZ: Typically the negative sine of the angle when rotated on the X axis.
      static int M13
      YW: Typically the translation of the Y component.
      static int M20
      ZX: Typically the negative sine of the angle when rotated on the Y axis.
      static int M21
      ZY: Typical the sine of the angle when rotated on the X axis.
      static int M22
      ZZ: Typically the unrotated Z component for scaling, also the cosine of the angle when rotated on the X and/or Y axis.
      static int M23
      ZW: Typically the translation of the Z component.
      static int M30
      WX: Typically the value zero.
      static int M31
      WY: Typically the value zero.
      static int M32
      WZ: Typically the value zero.
      static int M33
      WW: Typically the value one.
      float[] val  
    • Constructor Summary

      Constructors 
      Constructor Description
      Matrix4()
      Constructs an identity matrix
      Matrix4​(float[] values)
      Constructs a matrix from the given float array.
      Matrix4​(Matrix4 matrix)
      Constructs a matrix from the given matrix.
      Matrix4​(Quaternion quaternion)
      Constructs a rotation matrix from the given Quaternion.
      Matrix4​(Vector3 position, Quaternion rotation, Vector3 scale)
      Construct a matrix from the given translation, rotation and scale.
    • Method Summary

      All Methods Static Methods Instance Methods Concrete Methods 
      Modifier and Type Method Description
      Matrix4 avg​(Matrix4[] t)
      Averages the given transforms and stores the result in this matrix.
      Matrix4 avg​(Matrix4[] t, float[] w)
      Averages the given transforms with the given weights and stores the result in this matrix.
      Matrix4 avg​(Matrix4 other, float w)
      Averages the given transform with this one and stores the result in this matrix.
      Matrix4 cpy()  
      float det()  
      static float det​(float[] values)
      Computes the determinante of the given matrix.
      float det3x3()  
      void extract4x3Matrix​(float[] dst)
      Copies the 4x3 upper-left sub-matrix into float array.
      Quaternion getRotation​(Quaternion rotation)
      Gets the rotation of this matrix.
      Quaternion getRotation​(Quaternion rotation, boolean normalizeAxes)
      Gets the rotation of this matrix.
      Vector3 getScale​(Vector3 scale)  
      float getScaleX()  
      float getScaleXSquared()  
      float getScaleY()  
      float getScaleYSquared()  
      float getScaleZ()  
      float getScaleZSquared()  
      Vector3 getTranslation​(Vector3 position)  
      float[] getValues()  
      boolean hasRotationOrScaling()  
      Matrix4 idt()
      Sets the matrix to an identity matrix.
      Matrix4 inv()
      Inverts the matrix.
      static boolean inv​(float[] values)
      Computes the inverse of the given matrix.
      Matrix4 lerp​(Matrix4 matrix, float alpha)
      Linearly interpolates between this matrix and the given matrix mixing by alpha
      static void mul​(float[] mata, float[] matb)
      Multiplies the matrix mata with matrix matb, storing the result in mata.
      Matrix4 mul​(Matrix4 matrix)
      Postmultiplies this matrix with the given matrix, storing the result in this matrix.
      Matrix4 mulLeft​(Matrix4 matrix)
      Premultiplies this matrix with the given matrix, storing the result in this matrix.
      static void mulVec​(float[] mat, float[] vec)
      Multiplies the vector with the given matrix.
      static void mulVec​(float[] mat, float[] vecs, int offset, int numVecs, int stride)
      Multiplies the vectors with the given matrix.
      static void prj​(float[] mat, float[] vec)
      Multiplies the vector with the given matrix, performing a division by w.
      static void prj​(float[] mat, float[] vecs, int offset, int numVecs, int stride)
      Multiplies the vectors with the given matrix, , performing a division by w.
      static void rot​(float[] mat, float[] vec)
      Multiplies the vector with the top most 3x3 sub-matrix of the given matrix.
      static void rot​(float[] mat, float[] vecs, int offset, int numVecs, int stride)
      Multiplies the vectors with the top most 3x3 sub-matrix of the given matrix.
      Matrix4 rotate​(float axisX, float axisY, float axisZ, float degrees)
      Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
      Matrix4 rotate​(Quaternion rotation)
      Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
      Matrix4 rotate​(Vector3 axis, float degrees)
      Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
      Matrix4 rotate​(Vector3 v1, Vector3 v2)
      Postmultiplies this matrix by the rotation between two vectors.
      Matrix4 rotateRad​(float axisX, float axisY, float axisZ, float radians)
      Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
      Matrix4 rotateRad​(Vector3 axis, float radians)
      Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
      Matrix4 rotateTowardDirection​(Vector3 direction, Vector3 up)
      Post-multiplies this matrix by a rotation toward a direction.
      Matrix4 rotateTowardTarget​(Vector3 target, Vector3 up)
      Post-multiplies this matrix by a rotation toward a target.
      Matrix4 scale​(float scaleX, float scaleY, float scaleZ)
      Postmultiplies this matrix with a scale matrix.
      Matrix4 scl​(float scale)  
      Matrix4 scl​(float x, float y, float z)  
      Matrix4 scl​(Vector3 scale)  
      Matrix4 set​(float[] values)
      Sets the matrix to the given matrix as a float array.
      Matrix4 set​(float quaternionX, float quaternionY, float quaternionZ, float quaternionW)
      Sets the matrix to a rotation matrix representing the quaternion.
      Matrix4 set​(float translationX, float translationY, float translationZ, float quaternionX, float quaternionY, float quaternionZ, float quaternionW)
      Sets the matrix to a rotation matrix representing the translation and quaternion.
      Matrix4 set​(float translationX, float translationY, float translationZ, float quaternionX, float quaternionY, float quaternionZ, float quaternionW, float scaleX, float scaleY, float scaleZ)
      Sets the matrix to a rotation matrix representing the translation and quaternion.
      Matrix4 set​(Affine2 affine)
      Sets this matrix to the given affine matrix.
      Matrix4 set​(Matrix3 mat)
      Sets this matrix to the given 3x3 matrix.
      Matrix4 set​(Matrix4 matrix)
      Sets the matrix to the given matrix.
      Matrix4 set​(Quaternion quaternion)
      Sets the matrix to a rotation matrix representing the quaternion.
      Matrix4 set​(Vector3 position, Quaternion orientation)
      Set this matrix to the specified translation and rotation.
      Matrix4 set​(Vector3 position, Quaternion orientation, Vector3 scale)
      Set this matrix to the specified translation, rotation and scale.
      Matrix4 set​(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 pos)
      Sets the four columns of the matrix which correspond to the x-, y- and z-axis of the vector space this matrix creates as well as the 4th column representing the translation of any point that is multiplied by this matrix.
      Matrix4 setAsAffine​(Affine2 affine)
      Assumes that this matrix is a 2D affine transformation, copying only the relevant components.
      Matrix4 setAsAffine​(Matrix4 mat)
      Assumes that both matrices are 2D affine transformations, copying only the relevant components.
      Matrix4 setFromEulerAngles​(float yaw, float pitch, float roll)
      Sets this matrix to a rotation matrix from the given euler angles.
      Matrix4 setFromEulerAnglesRad​(float yaw, float pitch, float roll)
      Sets this matrix to a rotation matrix from the given euler angles.
      Matrix4 setToLookAt​(Vector3 direction, Vector3 up)
      Sets the matrix to a look at matrix with a direction and an up vector.
      Matrix4 setToLookAt​(Vector3 position, Vector3 target, Vector3 up)
      Sets this matrix to a look at matrix with the given position, target and up vector.
      Matrix4 setToOrtho​(float left, float right, float bottom, float top, float near, float far)
      Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following the OpenGL equivalent
      Matrix4 setToOrtho2D​(float x, float y, float width, float height)
      Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height.
      Matrix4 setToOrtho2D​(float x, float y, float width, float height, float near, float far)
      Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height, having a near and far plane.
      Matrix4 setToProjection​(float near, float far, float fovy, float aspectRatio)
      Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio.
      Matrix4 setToProjection​(float left, float right, float bottom, float top, float near, float far)
      Sets the matrix to a projection matrix with a near/far plane, and left, bottom, right and top specifying the points on the near plane that are mapped to the lower left and upper right corners of the viewport.
      Matrix4 setToRotation​(float axisX, float axisY, float axisZ, float degrees)
      Sets the matrix to a rotation matrix around the given axis.
      Matrix4 setToRotation​(float x1, float y1, float z1, float x2, float y2, float z2)
      Set the matrix to a rotation matrix between two vectors.
      Matrix4 setToRotation​(Vector3 axis, float degrees)
      Sets the matrix to a rotation matrix around the given axis.
      Matrix4 setToRotation​(Vector3 v1, Vector3 v2)
      Set the matrix to a rotation matrix between two vectors.
      Matrix4 setToRotationRad​(float axisX, float axisY, float axisZ, float radians)
      Sets the matrix to a rotation matrix around the given axis.
      Matrix4 setToRotationRad​(Vector3 axis, float radians)
      Sets the matrix to a rotation matrix around the given axis.
      Matrix4 setToScaling​(float x, float y, float z)
      Sets this matrix to a scaling matrix
      Matrix4 setToScaling​(Vector3 vector)
      Sets this matrix to a scaling matrix
      Matrix4 setToTranslation​(float x, float y, float z)
      Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the translation vector.
      Matrix4 setToTranslation​(Vector3 vector)
      Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the translation vector.
      Matrix4 setToTranslationAndScaling​(float translationX, float translationY, float translationZ, float scalingX, float scalingY, float scalingZ)
      Sets this matrix to a translation and scaling matrix by first overwriting it with an identity and then setting the translation vector in the 4th column and the scaling vector in the diagonal.
      Matrix4 setToTranslationAndScaling​(Vector3 translation, Vector3 scaling)
      Sets this matrix to a translation and scaling matrix by first overwriting it with an identity and then setting the translation vector in the 4th column and the scaling vector in the diagonal.
      Matrix4 setToWorld​(Vector3 position, Vector3 forward, Vector3 up)  
      Matrix4 setTranslation​(float x, float y, float z)
      Sets the 4th column to the translation vector.
      Matrix4 setTranslation​(Vector3 vector)
      Sets the 4th column to the translation vector.
      Matrix4 toNormalMatrix()
      removes the translational part and transposes the matrix.
      java.lang.String toString()  
      Matrix4 tra()
      Transposes the matrix.
      Matrix4 translate​(float x, float y, float z)
      Postmultiplies this matrix by a translation matrix.
      Matrix4 translate​(Vector3 translation)
      Postmultiplies this matrix by a translation matrix.
      Matrix4 trn​(float x, float y, float z)
      Adds a translational component to the matrix in the 4th column.
      Matrix4 trn​(Vector3 vector)
      Adds a translational component to the matrix in the 4th column.
      • Methods inherited from class java.lang.Object

        clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
    • Field Detail

      • M00

        public static final int M00
        XX: Typically the unrotated X component for scaling, also the cosine of the angle when rotated on the Y and/or Z axis. On Vector3 multiplication this value is multiplied with the source X component and added to the target X component.
        See Also:
        Constant Field Values
      • M01

        public static final int M01
        XY: Typically the negative sine of the angle when rotated on the Z axis. On Vector3 multiplication this value is multiplied with the source Y component and added to the target X component.
        See Also:
        Constant Field Values
      • M02

        public static final int M02
        XZ: Typically the sine of the angle when rotated on the Y axis. On Vector3 multiplication this value is multiplied with the source Z component and added to the target X component.
        See Also:
        Constant Field Values
      • M03

        public static final int M03
        XW: Typically the translation of the X component. On Vector3 multiplication this value is added to the target X component.
        See Also:
        Constant Field Values
      • M10

        public static final int M10
        YX: Typically the sine of the angle when rotated on the Z axis. On Vector3 multiplication this value is multiplied with the source X component and added to the target Y component.
        See Also:
        Constant Field Values
      • M11

        public static final int M11
        YY: Typically the unrotated Y component for scaling, also the cosine of the angle when rotated on the X and/or Z axis. On Vector3 multiplication this value is multiplied with the source Y component and added to the target Y component.
        See Also:
        Constant Field Values
      • M12

        public static final int M12
        YZ: Typically the negative sine of the angle when rotated on the X axis. On Vector3 multiplication this value is multiplied with the source Z component and added to the target Y component.
        See Also:
        Constant Field Values
      • M13

        public static final int M13
        YW: Typically the translation of the Y component. On Vector3 multiplication this value is added to the target Y component.
        See Also:
        Constant Field Values
      • M20

        public static final int M20
        ZX: Typically the negative sine of the angle when rotated on the Y axis. On Vector3 multiplication this value is multiplied with the source X component and added to the target Z component.
        See Also:
        Constant Field Values
      • M21

        public static final int M21
        ZY: Typical the sine of the angle when rotated on the X axis. On Vector3 multiplication this value is multiplied with the source Y component and added to the target Z component.
        See Also:
        Constant Field Values
      • M22

        public static final int M22
        ZZ: Typically the unrotated Z component for scaling, also the cosine of the angle when rotated on the X and/or Y axis. On Vector3 multiplication this value is multiplied with the source Z component and added to the target Z component.
        See Also:
        Constant Field Values
      • M23

        public static final int M23
        ZW: Typically the translation of the Z component. On Vector3 multiplication this value is added to the target Z component.
        See Also:
        Constant Field Values
      • M30

        public static final int M30
        WX: Typically the value zero. On Vector3 multiplication this value is ignored.
        See Also:
        Constant Field Values
      • M31

        public static final int M31
        WY: Typically the value zero. On Vector3 multiplication this value is ignored.
        See Also:
        Constant Field Values
      • M32

        public static final int M32
        WZ: Typically the value zero. On Vector3 multiplication this value is ignored.
        See Also:
        Constant Field Values
      • M33

        public static final int M33
        WW: Typically the value one. On Vector3 multiplication this value is ignored.
        See Also:
        Constant Field Values
      • val

        public final float[] val
    • Constructor Detail

      • Matrix4

        public Matrix4()
        Constructs an identity matrix
      • Matrix4

        public Matrix4​(Matrix4 matrix)
        Constructs a matrix from the given matrix.
        Parameters:
        matrix - The matrix to copy. (This matrix is not modified)
      • Matrix4

        public Matrix4​(float[] values)
        Constructs a matrix from the given float array. The array must have at least 16 elements; the first 16 will be copied.
        Parameters:
        values - The float array to copy. Remember that this matrix is in column major order. (The float array is not modified)
      • Matrix4

        public Matrix4​(Quaternion quaternion)
        Constructs a rotation matrix from the given Quaternion.
        Parameters:
        quaternion - The quaternion to be copied. (The quaternion is not modified)
      • Matrix4

        public Matrix4​(Vector3 position,
                       Quaternion rotation,
                       Vector3 scale)
        Construct a matrix from the given translation, rotation and scale.
        Parameters:
        position - The translation
        rotation - The rotation, must be normalized
        scale - The scale
    • Method Detail

      • set

        public Matrix4 set​(Matrix4 matrix)
        Sets the matrix to the given matrix.
        Parameters:
        matrix - The matrix that is to be copied. (The given matrix is not modified)
        Returns:
        This matrix for the purpose of chaining methods together.
      • set

        public Matrix4 set​(float[] values)
        Sets the matrix to the given matrix as a float array. The float array must have at least 16 elements; the first 16 will be copied.
        Parameters:
        values - The matrix, in float form, that is to be copied. Remember that this matrix is in column major order.
        Returns:
        This matrix for the purpose of chaining methods together.
      • set

        public Matrix4 set​(Quaternion quaternion)
        Sets the matrix to a rotation matrix representing the quaternion.
        Parameters:
        quaternion - The quaternion that is to be used to set this matrix.
        Returns:
        This matrix for the purpose of chaining methods together.
      • set

        public Matrix4 set​(float quaternionX,
                           float quaternionY,
                           float quaternionZ,
                           float quaternionW)
        Sets the matrix to a rotation matrix representing the quaternion.
        Parameters:
        quaternionX - The X component of the quaternion that is to be used to set this matrix.
        quaternionY - The Y component of the quaternion that is to be used to set this matrix.
        quaternionZ - The Z component of the quaternion that is to be used to set this matrix.
        quaternionW - The W component of the quaternion that is to be used to set this matrix.
        Returns:
        This matrix for the purpose of chaining methods together.
      • set

        public Matrix4 set​(Vector3 position,
                           Quaternion orientation)
        Set this matrix to the specified translation and rotation.
        Parameters:
        position - The translation
        orientation - The rotation, must be normalized
        Returns:
        This matrix for chaining
      • set

        public Matrix4 set​(float translationX,
                           float translationY,
                           float translationZ,
                           float quaternionX,
                           float quaternionY,
                           float quaternionZ,
                           float quaternionW)
        Sets the matrix to a rotation matrix representing the translation and quaternion.
        Parameters:
        translationX - The X component of the translation that is to be used to set this matrix.
        translationY - The Y component of the translation that is to be used to set this matrix.
        translationZ - The Z component of the translation that is to be used to set this matrix.
        quaternionX - The X component of the quaternion that is to be used to set this matrix.
        quaternionY - The Y component of the quaternion that is to be used to set this matrix.
        quaternionZ - The Z component of the quaternion that is to be used to set this matrix.
        quaternionW - The W component of the quaternion that is to be used to set this matrix.
        Returns:
        This matrix for the purpose of chaining methods together.
      • set

        public Matrix4 set​(Vector3 position,
                           Quaternion orientation,
                           Vector3 scale)
        Set this matrix to the specified translation, rotation and scale.
        Parameters:
        position - The translation
        orientation - The rotation, must be normalized
        scale - The scale
        Returns:
        This matrix for chaining
      • set

        public Matrix4 set​(float translationX,
                           float translationY,
                           float translationZ,
                           float quaternionX,
                           float quaternionY,
                           float quaternionZ,
                           float quaternionW,
                           float scaleX,
                           float scaleY,
                           float scaleZ)
        Sets the matrix to a rotation matrix representing the translation and quaternion.
        Parameters:
        translationX - The X component of the translation that is to be used to set this matrix.
        translationY - The Y component of the translation that is to be used to set this matrix.
        translationZ - The Z component of the translation that is to be used to set this matrix.
        quaternionX - The X component of the quaternion that is to be used to set this matrix.
        quaternionY - The Y component of the quaternion that is to be used to set this matrix.
        quaternionZ - The Z component of the quaternion that is to be used to set this matrix.
        quaternionW - The W component of the quaternion that is to be used to set this matrix.
        scaleX - The X component of the scaling that is to be used to set this matrix.
        scaleY - The Y component of the scaling that is to be used to set this matrix.
        scaleZ - The Z component of the scaling that is to be used to set this matrix.
        Returns:
        This matrix for the purpose of chaining methods together.
      • set

        public Matrix4 set​(Vector3 xAxis,
                           Vector3 yAxis,
                           Vector3 zAxis,
                           Vector3 pos)
        Sets the four columns of the matrix which correspond to the x-, y- and z-axis of the vector space this matrix creates as well as the 4th column representing the translation of any point that is multiplied by this matrix.
        Parameters:
        xAxis - The x-axis.
        yAxis - The y-axis.
        zAxis - The z-axis.
        pos - The translation vector.
      • cpy

        public Matrix4 cpy()
        Returns:
        a copy of this matrix
      • trn

        public Matrix4 trn​(Vector3 vector)
        Adds a translational component to the matrix in the 4th column. The other columns are untouched.
        Parameters:
        vector - The translation vector to add to the current matrix. (This vector is not modified)
        Returns:
        This matrix for the purpose of chaining methods together.
      • trn

        public Matrix4 trn​(float x,
                           float y,
                           float z)
        Adds a translational component to the matrix in the 4th column. The other columns are untouched.
        Parameters:
        x - The x-component of the translation vector.
        y - The y-component of the translation vector.
        z - The z-component of the translation vector.
        Returns:
        This matrix for the purpose of chaining methods together.
      • getValues

        public float[] getValues()
        Returns:
        the backing float array
      • mul

        public Matrix4 mul​(Matrix4 matrix)
        Postmultiplies this matrix with the given matrix, storing the result in this matrix. For example:
         A.mul(B) results in A := AB.
         
        Parameters:
        matrix - The other matrix to multiply by.
        Returns:
        This matrix for the purpose of chaining operations together.
      • mulLeft

        public Matrix4 mulLeft​(Matrix4 matrix)
        Premultiplies this matrix with the given matrix, storing the result in this matrix. For example:
         A.mulLeft(B) results in A := BA.
         
        Parameters:
        matrix - The other matrix to multiply by.
        Returns:
        This matrix for the purpose of chaining operations together.
      • tra

        public Matrix4 tra()
        Transposes the matrix.
        Returns:
        This matrix for the purpose of chaining methods together.
      • idt

        public Matrix4 idt()
        Sets the matrix to an identity matrix.
        Returns:
        This matrix for the purpose of chaining methods together.
      • inv

        public Matrix4 inv()
        Inverts the matrix. Stores the result in this matrix.
        Returns:
        This matrix for the purpose of chaining methods together.
        Throws:
        java.lang.RuntimeException - if the matrix is singular (not invertible)
      • det

        public float det()
        Returns:
        The determinant of this matrix
      • det3x3

        public float det3x3()
        Returns:
        The determinant of the 3x3 upper left matrix
      • setToProjection

        public Matrix4 setToProjection​(float near,
                                       float far,
                                       float fovy,
                                       float aspectRatio)
        Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio. Note that the field of view specified is the angle in degrees for the height, the field of view for the width will be calculated according to the aspect ratio.
        Parameters:
        near - The near plane
        far - The far plane
        fovy - The field of view of the height in degrees
        aspectRatio - The "width over height" aspect ratio
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToProjection

        public Matrix4 setToProjection​(float left,
                                       float right,
                                       float bottom,
                                       float top,
                                       float near,
                                       float far)
        Sets the matrix to a projection matrix with a near/far plane, and left, bottom, right and top specifying the points on the near plane that are mapped to the lower left and upper right corners of the viewport. This allows to create projection matrix with off-center vanishing point.
        Parameters:
        left -
        right -
        bottom -
        top -
        near - The near plane
        far - The far plane
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToOrtho2D

        public Matrix4 setToOrtho2D​(float x,
                                    float y,
                                    float width,
                                    float height)
        Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height. The near plane is set to 0, the far plane is set to 1.
        Parameters:
        x - The x-coordinate of the origin
        y - The y-coordinate of the origin
        width - The width
        height - The height
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToOrtho2D

        public Matrix4 setToOrtho2D​(float x,
                                    float y,
                                    float width,
                                    float height,
                                    float near,
                                    float far)
        Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height, having a near and far plane.
        Parameters:
        x - The x-coordinate of the origin
        y - The y-coordinate of the origin
        width - The width
        height - The height
        near - The near plane
        far - The far plane
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToOrtho

        public Matrix4 setToOrtho​(float left,
                                  float right,
                                  float bottom,
                                  float top,
                                  float near,
                                  float far)
        Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following the OpenGL equivalent
        Parameters:
        left - The left clipping plane
        right - The right clipping plane
        bottom - The bottom clipping plane
        top - The top clipping plane
        near - The near clipping plane
        far - The far clipping plane
        Returns:
        This matrix for the purpose of chaining methods together.
      • setTranslation

        public Matrix4 setTranslation​(Vector3 vector)
        Sets the 4th column to the translation vector.
        Parameters:
        vector - The translation vector
        Returns:
        This matrix for the purpose of chaining methods together.
      • setTranslation

        public Matrix4 setTranslation​(float x,
                                      float y,
                                      float z)
        Sets the 4th column to the translation vector.
        Parameters:
        x - The X coordinate of the translation vector
        y - The Y coordinate of the translation vector
        z - The Z coordinate of the translation vector
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToTranslation

        public Matrix4 setToTranslation​(Vector3 vector)
        Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the translation vector.
        Parameters:
        vector - The translation vector
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToTranslation

        public Matrix4 setToTranslation​(float x,
                                        float y,
                                        float z)
        Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the translation vector.
        Parameters:
        x - The x-component of the translation vector.
        y - The y-component of the translation vector.
        z - The z-component of the translation vector.
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToTranslationAndScaling

        public Matrix4 setToTranslationAndScaling​(Vector3 translation,
                                                  Vector3 scaling)
        Sets this matrix to a translation and scaling matrix by first overwriting it with an identity and then setting the translation vector in the 4th column and the scaling vector in the diagonal.
        Parameters:
        translation - The translation vector
        scaling - The scaling vector
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToTranslationAndScaling

        public Matrix4 setToTranslationAndScaling​(float translationX,
                                                  float translationY,
                                                  float translationZ,
                                                  float scalingX,
                                                  float scalingY,
                                                  float scalingZ)
        Sets this matrix to a translation and scaling matrix by first overwriting it with an identity and then setting the translation vector in the 4th column and the scaling vector in the diagonal.
        Parameters:
        translationX - The x-component of the translation vector
        translationY - The y-component of the translation vector
        translationZ - The z-component of the translation vector
        scalingX - The x-component of the scaling vector
        scalingY - The x-component of the scaling vector
        scalingZ - The x-component of the scaling vector
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToRotation

        public Matrix4 setToRotation​(Vector3 axis,
                                     float degrees)
        Sets the matrix to a rotation matrix around the given axis.
        Parameters:
        axis - The axis
        degrees - The angle in degrees
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToRotationRad

        public Matrix4 setToRotationRad​(Vector3 axis,
                                        float radians)
        Sets the matrix to a rotation matrix around the given axis.
        Parameters:
        axis - The axis
        radians - The angle in radians
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToRotation

        public Matrix4 setToRotation​(float axisX,
                                     float axisY,
                                     float axisZ,
                                     float degrees)
        Sets the matrix to a rotation matrix around the given axis.
        Parameters:
        axisX - The x-component of the axis
        axisY - The y-component of the axis
        axisZ - The z-component of the axis
        degrees - The angle in degrees
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToRotationRad

        public Matrix4 setToRotationRad​(float axisX,
                                        float axisY,
                                        float axisZ,
                                        float radians)
        Sets the matrix to a rotation matrix around the given axis.
        Parameters:
        axisX - The x-component of the axis
        axisY - The y-component of the axis
        axisZ - The z-component of the axis
        radians - The angle in radians
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToRotation

        public Matrix4 setToRotation​(Vector3 v1,
                                     Vector3 v2)
        Set the matrix to a rotation matrix between two vectors.
        Parameters:
        v1 - The base vector
        v2 - The target vector
        Returns:
        This matrix for the purpose of chaining methods together
      • setToRotation

        public Matrix4 setToRotation​(float x1,
                                     float y1,
                                     float z1,
                                     float x2,
                                     float y2,
                                     float z2)
        Set the matrix to a rotation matrix between two vectors.
        Parameters:
        x1 - The base vectors x value
        y1 - The base vectors y value
        z1 - The base vectors z value
        x2 - The target vector x value
        y2 - The target vector y value
        z2 - The target vector z value
        Returns:
        This matrix for the purpose of chaining methods together
      • setFromEulerAngles

        public Matrix4 setFromEulerAngles​(float yaw,
                                          float pitch,
                                          float roll)
        Sets this matrix to a rotation matrix from the given euler angles.
        Parameters:
        yaw - the yaw in degrees
        pitch - the pitch in degrees
        roll - the roll in degrees
        Returns:
        This matrix
      • setFromEulerAnglesRad

        public Matrix4 setFromEulerAnglesRad​(float yaw,
                                             float pitch,
                                             float roll)
        Sets this matrix to a rotation matrix from the given euler angles.
        Parameters:
        yaw - the yaw in radians
        pitch - the pitch in radians
        roll - the roll in radians
        Returns:
        This matrix
      • setToScaling

        public Matrix4 setToScaling​(Vector3 vector)
        Sets this matrix to a scaling matrix
        Parameters:
        vector - The scaling vector
        Returns:
        This matrix for chaining.
      • setToScaling

        public Matrix4 setToScaling​(float x,
                                    float y,
                                    float z)
        Sets this matrix to a scaling matrix
        Parameters:
        x - The x-component of the scaling vector
        y - The y-component of the scaling vector
        z - The z-component of the scaling vector
        Returns:
        This matrix for chaining.
      • setToLookAt

        public Matrix4 setToLookAt​(Vector3 direction,
                                   Vector3 up)
        Sets the matrix to a look at matrix with a direction and an up vector. Multiply with a translation matrix to get a camera model view matrix.
        Parameters:
        direction - The direction vector
        up - The up vector
        Returns:
        This matrix for the purpose of chaining methods together.
      • setToLookAt

        public Matrix4 setToLookAt​(Vector3 position,
                                   Vector3 target,
                                   Vector3 up)
        Sets this matrix to a look at matrix with the given position, target and up vector.
        Parameters:
        position - the position
        target - the target
        up - the up vector
        Returns:
        This matrix
      • lerp

        public Matrix4 lerp​(Matrix4 matrix,
                            float alpha)
        Linearly interpolates between this matrix and the given matrix mixing by alpha
        Parameters:
        matrix - the matrix
        alpha - the alpha value in the range [0,1]
        Returns:
        This matrix for the purpose of chaining methods together.
      • avg

        public Matrix4 avg​(Matrix4 other,
                           float w)
        Averages the given transform with this one and stores the result in this matrix. Translations and scales are lerped while rotations are slerped.
        Parameters:
        other - The other transform
        w - Weight of this transform; weight of the other transform is (1 - w)
        Returns:
        This matrix for chaining
      • avg

        public Matrix4 avg​(Matrix4[] t)
        Averages the given transforms and stores the result in this matrix. Translations and scales are lerped while rotations are slerped. Does not destroy the data contained in t.
        Parameters:
        t - List of transforms
        Returns:
        This matrix for chaining
      • avg

        public Matrix4 avg​(Matrix4[] t,
                           float[] w)
        Averages the given transforms with the given weights and stores the result in this matrix. Translations and scales are lerped while rotations are slerped. Does not destroy the data contained in t or w; Sum of w_i must be equal to 1, or unexpected results will occur.
        Parameters:
        t - List of transforms
        w - List of weights
        Returns:
        This matrix for chaining
      • set

        public Matrix4 set​(Matrix3 mat)
        Sets this matrix to the given 3x3 matrix. The third column of this matrix is set to (0,0,1,0).
        Parameters:
        mat - the matrix
      • set

        public Matrix4 set​(Affine2 affine)
        Sets this matrix to the given affine matrix. The values are mapped as follows:
              [  M00  M01   0   M02  ]
              [  M10  M11   0   M12  ]
              [   0    0    1    0   ]
              [   0    0    0    1   ]
         
        Parameters:
        affine - the affine matrix
        Returns:
        This matrix for chaining
      • setAsAffine

        public Matrix4 setAsAffine​(Affine2 affine)
        Assumes that this matrix is a 2D affine transformation, copying only the relevant components. The values are mapped as follows:
              [  M00  M01   _   M02  ]
              [  M10  M11   _   M12  ]
              [   _    _    _    _   ]
              [   _    _    _    _   ]
         
        Parameters:
        affine - the source matrix
        Returns:
        This matrix for chaining
      • setAsAffine

        public Matrix4 setAsAffine​(Matrix4 mat)
        Assumes that both matrices are 2D affine transformations, copying only the relevant components. The copied values are:
              [  M00  M01   _   M03  ]
              [  M10  M11   _   M13  ]
              [   _    _    _    _   ]
              [   _    _    _    _   ]
         
        Parameters:
        mat - the source matrix
        Returns:
        This matrix for chaining
      • scl

        public Matrix4 scl​(float x,
                           float y,
                           float z)
      • scl

        public Matrix4 scl​(float scale)
      • getTranslation

        public Vector3 getTranslation​(Vector3 position)
      • getRotation

        public Quaternion getRotation​(Quaternion rotation,
                                      boolean normalizeAxes)
        Gets the rotation of this matrix.
        Parameters:
        rotation - The Quaternion to receive the rotation
        normalizeAxes - True to normalize the axes, necessary when the matrix might also include scaling.
        Returns:
        The provided Quaternion for chaining.
      • getRotation

        public Quaternion getRotation​(Quaternion rotation)
        Gets the rotation of this matrix.
        Parameters:
        rotation - The Quaternion to receive the rotation
        Returns:
        The provided Quaternion for chaining.
      • getScaleXSquared

        public float getScaleXSquared()
        Returns:
        the squared scale factor on the X axis
      • getScaleYSquared

        public float getScaleYSquared()
        Returns:
        the squared scale factor on the Y axis
      • getScaleZSquared

        public float getScaleZSquared()
        Returns:
        the squared scale factor on the Z axis
      • getScaleX

        public float getScaleX()
        Returns:
        the scale factor on the X axis (non-negative)
      • getScaleY

        public float getScaleY()
        Returns:
        the scale factor on the Y axis (non-negative)
      • getScaleZ

        public float getScaleZ()
        Returns:
        the scale factor on the X axis (non-negative)
      • getScale

        public Vector3 getScale​(Vector3 scale)
        Parameters:
        scale - The vector which will receive the (non-negative) scale components on each axis.
        Returns:
        The provided vector for chaining.
      • toNormalMatrix

        public Matrix4 toNormalMatrix()
        removes the translational part and transposes the matrix.
      • toString

        public java.lang.String toString()
        Overrides:
        toString in class java.lang.Object
      • mulVec

        public static void mulVec​(float[] mat,
                                  float[] vecs,
                                  int offset,
                                  int numVecs,
                                  int stride)
        Multiplies the vectors with the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get from val. The vectors array is assumed to hold 3-component vectors. Offset specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter specifies the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between subsequent vectors and must be >= 3. This is the same as Vector3.mul(Matrix4) applied to multiple vectors.
        Parameters:
        mat - the matrix
        vecs - the vectors
        offset - the offset into the vectors array
        numVecs - the number of vectors
        stride - the stride between vectors in floats
      • prj

        public static void prj​(float[] mat,
                               float[] vecs,
                               int offset,
                               int numVecs,
                               int stride)
        Multiplies the vectors with the given matrix, , performing a division by w. The matrix array is assumed to hold a 4x4 column major matrix as you can get from val. The vectors array is assumed to hold 3-component vectors. Offset specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter specifies the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between subsequent vectors and must be >= 3. This is the same as Vector3.prj(Matrix4) applied to multiple vectors.
        Parameters:
        mat - the matrix
        vecs - the vectors
        offset - the offset into the vectors array
        numVecs - the number of vectors
        stride - the stride between vectors in floats
      • rot

        public static void rot​(float[] mat,
                               float[] vecs,
                               int offset,
                               int numVecs,
                               int stride)
        Multiplies the vectors with the top most 3x3 sub-matrix of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get from val. The vectors array is assumed to hold 3-component vectors. Offset specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter specifies the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between subsequent vectors and must be >= 3. This is the same as Vector3.rot(Matrix4) applied to multiple vectors.
        Parameters:
        mat - the matrix
        vecs - the vectors
        offset - the offset into the vectors array
        numVecs - the number of vectors
        stride - the stride between vectors in floats
      • mul

        public static void mul​(float[] mata,
                               float[] matb)
        Multiplies the matrix mata with matrix matb, storing the result in mata. The arrays are assumed to hold 4x4 column major matrices as you can get from val. This is the same as mul(Matrix4).
        Parameters:
        mata - the first matrix.
        matb - the second matrix.
      • mulVec

        public static void mulVec​(float[] mat,
                                  float[] vec)
        Multiplies the vector with the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get from val. The vector array is assumed to hold a 3-component vector, with x being the first element, y being the second and z being the last component. The result is stored in the vector array. This is the same as Vector3.mul(Matrix4).
        Parameters:
        mat - the matrix
        vec - the vector.
      • prj

        public static void prj​(float[] mat,
                               float[] vec)
        Multiplies the vector with the given matrix, performing a division by w. The matrix array is assumed to hold a 4x4 column major matrix as you can get from val. The vector array is assumed to hold a 3-component vector, with x being the first element, y being the second and z being the last component. The result is stored in the vector array. This is the same as Vector3.prj(Matrix4).
        Parameters:
        mat - the matrix
        vec - the vector.
      • rot

        public static void rot​(float[] mat,
                               float[] vec)
        Multiplies the vector with the top most 3x3 sub-matrix of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get from val. The vector array is assumed to hold a 3-component vector, with x being the first element, y being the second and z being the last component. The result is stored in the vector array. This is the same as Vector3.rot(Matrix4).
        Parameters:
        mat - the matrix
        vec - the vector.
      • inv

        public static boolean inv​(float[] values)
        Computes the inverse of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get from val.
        Parameters:
        values - the matrix values.
        Returns:
        false in case the inverse could not be calculated, true otherwise.
      • det

        public static float det​(float[] values)
        Computes the determinante of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get from val.
        Parameters:
        values - the matrix values.
        Returns:
        the determinante.
      • translate

        public Matrix4 translate​(Vector3 translation)
        Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' glTranslate/glRotate/glScale
        Parameters:
        translation -
        Returns:
        This matrix for the purpose of chaining methods together.
      • translate

        public Matrix4 translate​(float x,
                                 float y,
                                 float z)
        Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' 1.x glTranslate/glRotate/glScale.
        Parameters:
        x - Translation in the x-axis.
        y - Translation in the y-axis.
        z - Translation in the z-axis.
        Returns:
        This matrix for the purpose of chaining methods together.
      • rotate

        public Matrix4 rotate​(Vector3 axis,
                              float degrees)
        Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x glTranslate/glRotate/glScale.
        Parameters:
        axis - The vector axis to rotate around.
        degrees - The angle in degrees.
        Returns:
        This matrix for the purpose of chaining methods together.
      • rotateRad

        public Matrix4 rotateRad​(Vector3 axis,
                                 float radians)
        Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x glTranslate/glRotate/glScale.
        Parameters:
        axis - The vector axis to rotate around.
        radians - The angle in radians.
        Returns:
        This matrix for the purpose of chaining methods together.
      • rotate

        public Matrix4 rotate​(float axisX,
                              float axisY,
                              float axisZ,
                              float degrees)
        Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x glTranslate/glRotate/glScale
        Parameters:
        axisX - The x-axis component of the vector to rotate around.
        axisY - The y-axis component of the vector to rotate around.
        axisZ - The z-axis component of the vector to rotate around.
        degrees - The angle in degrees
        Returns:
        This matrix for the purpose of chaining methods together.
      • rotateRad

        public Matrix4 rotateRad​(float axisX,
                                 float axisY,
                                 float axisZ,
                                 float radians)
        Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x glTranslate/glRotate/glScale
        Parameters:
        axisX - The x-axis component of the vector to rotate around.
        axisY - The y-axis component of the vector to rotate around.
        axisZ - The z-axis component of the vector to rotate around.
        radians - The angle in radians
        Returns:
        This matrix for the purpose of chaining methods together.
      • rotate

        public Matrix4 rotate​(Quaternion rotation)
        Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x glTranslate/glRotate/glScale.
        Parameters:
        rotation -
        Returns:
        This matrix for the purpose of chaining methods together.
      • rotate

        public Matrix4 rotate​(Vector3 v1,
                              Vector3 v2)
        Postmultiplies this matrix by the rotation between two vectors.
        Parameters:
        v1 - The base vector
        v2 - The target vector
        Returns:
        This matrix for the purpose of chaining methods together
      • rotateTowardDirection

        public Matrix4 rotateTowardDirection​(Vector3 direction,
                                             Vector3 up)
        Post-multiplies this matrix by a rotation toward a direction.
        Parameters:
        direction - direction to rotate toward
        up - up vector
        Returns:
        This matrix for chaining
      • rotateTowardTarget

        public Matrix4 rotateTowardTarget​(Vector3 target,
                                          Vector3 up)
        Post-multiplies this matrix by a rotation toward a target.
        Parameters:
        target - the target to rotate to
        up - the up vector
        Returns:
        This matrix for chaining
      • scale

        public Matrix4 scale​(float scaleX,
                             float scaleY,
                             float scaleZ)
        Postmultiplies this matrix with a scale matrix. Postmultiplication is also used by OpenGL ES' 1.x glTranslate/glRotate/glScale.
        Parameters:
        scaleX - The scale in the x-axis.
        scaleY - The scale in the y-axis.
        scaleZ - The scale in the z-axis.
        Returns:
        This matrix for the purpose of chaining methods together.
      • extract4x3Matrix

        public void extract4x3Matrix​(float[] dst)
        Copies the 4x3 upper-left sub-matrix into float array. The destination array is supposed to be a column major matrix.
        Parameters:
        dst - the destination matrix
      • hasRotationOrScaling

        public boolean hasRotationOrScaling()
        Returns:
        True if this matrix has any rotation or scaling, false otherwise