public final class PMatrix3D extends Object
Modifier and Type | Field and Description |
---|---|
protected PMatrix3D |
inverseCopy |
static org.slf4j.Logger |
log |
float |
m00 |
float |
m01 |
float |
m02 |
float |
m03 |
float |
m10 |
float |
m11 |
float |
m12 |
float |
m13 |
float |
m20 |
float |
m21 |
float |
m22 |
float |
m23 |
float |
m30 |
float |
m31 |
float |
m32 |
float |
m33 |
Constructor and Description |
---|
PMatrix3D() |
PMatrix3D(float m00,
float m01,
float m02,
float m10,
float m11,
float m12) |
PMatrix3D(float m00,
float m01,
float m02,
float m03,
float m10,
float m11,
float m12,
float m13,
float m20,
float m21,
float m22,
float m23,
float m30,
float m31,
float m32,
float m33) |
PMatrix3D(PMatrix3D matrix) |
Modifier and Type | Method and Description |
---|---|
void |
apply(float n00,
float n01,
float n02,
float n10,
float n11,
float n12) |
void |
apply(float n00,
float n01,
float n02,
float n03,
float n10,
float n11,
float n12,
float n13,
float n20,
float n21,
float n22,
float n23,
float n30,
float n31,
float n32,
float n33) |
void |
apply(PMatrix3D source) |
float |
determinant() |
PMatrix3D |
get() |
float[] |
get(float[] target) |
protected boolean |
invApply(float n00,
float n01,
float n02,
float n03,
float n10,
float n11,
float n12,
float n13,
float n20,
float n21,
float n22,
float n23,
float n30,
float n31,
float n32,
float n33) |
boolean |
invert()
Invert this matrix.
|
protected void |
invRotate(float angle,
float v0,
float v1,
float v2) |
protected void |
invRotateX(float angle) |
protected void |
invRotateY(float angle) |
protected void |
invRotateZ(float angle) |
protected void |
invScale(float x,
float y,
float z) |
protected void |
invTranslate(float tx,
float ty,
float tz) |
float[] |
mult(float[] source,
float[] target) |
PVector |
mult(PVector source,
PVector target) |
float |
multW(float x,
float y,
float z) |
float |
multW(float x,
float y,
float z,
float w) |
float |
multX(float x,
float y) |
float |
multX(float x,
float y,
float z) |
float |
multX(float x,
float y,
float z,
float w) |
float |
multY(float x,
float y) |
float |
multY(float x,
float y,
float z) |
float |
multY(float x,
float y,
float z,
float w) |
float |
multZ(float x,
float y,
float z) |
float |
multZ(float x,
float y,
float z,
float w) |
void |
preApply(float n00,
float n01,
float n02,
float n10,
float n11,
float n12) |
void |
preApply(float n00,
float n01,
float n02,
float n03,
float n10,
float n11,
float n12,
float n13,
float n20,
float n21,
float n22,
float n23,
float n30,
float n31,
float n32,
float n33) |
void |
preApply(PMatrix3D left) |
void |
print() |
void |
reset() |
void |
rotate(float angle) |
void |
rotate(float angle,
float v0,
float v1,
float v2) |
void |
rotateX(float angle) |
void |
rotateY(float angle) |
void |
rotateZ(float angle) |
void |
scale(float s) |
void |
scale(float sx,
float sy) |
void |
scale(float x,
float y,
float z) |
void |
set(float[] source) |
void |
set(float m00,
float m01,
float m02,
float m10,
float m11,
float m12) |
void |
set(float m00,
float m01,
float m02,
float m03,
float m10,
float m11,
float m12,
float m13,
float m20,
float m21,
float m22,
float m23,
float m30,
float m31,
float m32,
float m33) |
void |
set(PMatrix3D matrix) |
void |
shearX(float angle) |
void |
shearY(float angle) |
static float |
sqrt(float a) |
void |
translate(float tx,
float ty) |
void |
translate(float tx,
float ty,
float tz) |
void |
transpose()
Transpose this matrix.
|
public static final org.slf4j.Logger log
public float m00
public float m01
public float m02
public float m03
public float m10
public float m11
public float m12
public float m13
public float m20
public float m21
public float m22
public float m23
public float m30
public float m31
public float m32
public float m33
protected PMatrix3D inverseCopy
public PMatrix3D()
public PMatrix3D(float m00, float m01, float m02, float m10, float m11, float m12)
public PMatrix3D(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)
public PMatrix3D(PMatrix3D matrix)
public static final float sqrt(float a)
public void apply(float n00, float n01, float n02, float n10, float n11, float n12)
public void apply(float n00, float n01, float n02, float n03, float n10, float n11, float n12, float n13, float n20, float n21, float n22, float n23, float n30, float n31, float n32, float n33)
public void apply(PMatrix3D source)
public float determinant()
public PMatrix3D get()
public float[] get(float[] target)
protected boolean invApply(float n00, float n01, float n02, float n03, float n10, float n11, float n12, float n13, float n20, float n21, float n22, float n23, float n30, float n31, float n32, float n33)
public boolean invert()
protected void invRotate(float angle, float v0, float v1, float v2)
protected void invRotateX(float angle)
protected void invRotateY(float angle)
protected void invRotateZ(float angle)
protected void invScale(float x, float y, float z)
protected void invTranslate(float tx, float ty, float tz)
public float[] mult(float[] source, float[] target)
public float multW(float x, float y, float z)
public float multW(float x, float y, float z, float w)
public float multX(float x, float y)
public float multX(float x, float y, float z)
public float multX(float x, float y, float z, float w)
public float multY(float x, float y)
public float multY(float x, float y, float z)
public float multY(float x, float y, float z, float w)
public float multZ(float x, float y, float z)
public float multZ(float x, float y, float z, float w)
public void preApply(float n00, float n01, float n02, float n10, float n11, float n12)
public void preApply(float n00, float n01, float n02, float n03, float n10, float n11, float n12, float n13, float n20, float n21, float n22, float n23, float n30, float n31, float n32, float n33)
public void preApply(PMatrix3D left)
public void print()
public void reset()
public void rotate(float angle)
public void rotate(float angle, float v0, float v1, float v2)
public void rotateX(float angle)
public void rotateY(float angle)
public void rotateZ(float angle)
public void scale(float s)
public void scale(float sx, float sy)
public void scale(float x, float y, float z)
public void set(float m00, float m01, float m02, float m10, float m11, float m12)
public void set(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)
public void set(float[] source)
public void set(PMatrix3D matrix)
public void shearX(float angle)
public void shearY(float angle)
public void translate(float tx, float ty)
public void translate(float tx, float ty, float tz)
public void transpose()
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