Cocos2d-x  v3.17
Mat4 Class Reference

Defines a 4 x 4 floating point matrix representing a 3D transformation. More...

## Public Member Functions

Mat4 ()
Default constructor. More...

Mat4 (float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)
Constructs a matrix initialized to the specified value. More...

Mat4 (const float *mat)
Creates a matrix initialized to the specified column-major array. More...

Mat4 (const Mat4 &copy)
Constructs a new matrix by copying the values from the specified matrix. More...

~Mat4 ()
Destructor.

Adds a scalar value to each component of this matrix. More...

void add (float scalar, Mat4 *dst)
Adds a scalar value to each component of this matrix and stores the result in dst. More...

Adds the specified matrix to this matrix. More...

Adds the specified matrix to this matrix. More...

Adds the specified matrix to this matrix. More...

bool decompose (Vec3 *scale, Quaternion *rotation, Vec3 *translation) const
Decomposes the scale, rotation and translation components of this matrix. More...

float determinant () const
Computes the determinant of this matrix. More...

var determinant ()
Computes the determinant of this matrix. More...

local determinant ()
Computes the determinant of this matrix. More...

void getScale (Vec3 *scale) const
Gets the scalar component of this matrix in the specified vector. More...

bool getRotation (Quaternion *rotation) const
Gets the rotational component of this matrix in the specified quaternion. More...

void getTranslation (Vec3 *translation) const
Gets the translational component of this matrix in the specified vector. More...

void getUpVector (Vec3 *dst) const
Gets the up vector of this matrix. More...

void getDownVector (Vec3 *dst) const
Gets the down vector of this matrix. More...

var getDownVector ( var dst)
Gets the down vector of this matrix. More...

local getDownVector ( local dst)
Gets the down vector of this matrix. More...

void getLeftVector (Vec3 *dst) const
Gets the left vector of this matrix. More...

var getLeftVector ( var dst)
Gets the left vector of this matrix. More...

local getLeftVector ( local dst)
Gets the left vector of this matrix. More...

void getRightVector (Vec3 *dst) const
Gets the right vector of this matrix. More...

var getRightVector ( var dst)
Gets the right vector of this matrix. More...

local getRightVector ( local dst)
Gets the right vector of this matrix. More...

void getForwardVector (Vec3 *dst) const
Gets the forward vector of this matrix. More...

var getForwardVector ( var dst)
Gets the forward vector of this matrix. More...

local getForwardVector ( local dst)
Gets the forward vector of this matrix. More...

void getBackVector (Vec3 *dst) const
Gets the backward vector of this matrix. More...

var getBackVector ( var dst)
Gets the backward vector of this matrix. More...

local getBackVector ( local dst)
Gets the backward vector of this matrix. More...

bool inverse ()
Inverts this matrix. More...

var inverse ()
Inverts this matrix. More...

local inverse ()
Inverts this matrix. More...

Mat4 getInversed () const
Get the inversed matrix.

var getInversed ()
Get the inversed matrix.

local getInversed ()
Get the inversed matrix.

bool isIdentity () const
Determines if this matrix is equal to the identity matrix. More...

void multiply (float scalar)
Multiplies the components of this matrix by the specified scalar. More...

void multiply (float scalar, Mat4 *dst) const
Multiplies the components of this matrix by a scalar and stores the result in dst. More...

void multiply (const Mat4 &mat)
Multiplies this matrix by the specified one. More...

var multiply ( var mat)
Multiplies this matrix by the specified one. More...

local multiply ( local mat)
Multiplies this matrix by the specified one. More...

void negate ()
Negates this matrix.

Mat4 getNegated () const
Get the Negated matrix.

var getNegated ()
Get the Negated matrix.

local getNegated ()
Get the Negated matrix.

void rotate (const Quaternion &q)
Post-multiplies this matrix by the matrix corresponding to the specified quaternion rotation. More...

void rotate (const Quaternion &q, Mat4 *dst) const
Post-multiplies this matrix by the matrix corresponding to the specified quaternion rotation and stores the result in dst. More...

var rotate ( var q, var dst)
Post-multiplies this matrix by the matrix corresponding to the specified quaternion rotation and stores the result in dst. More...

local rotate ( local q, local dst)
Post-multiplies this matrix by the matrix corresponding to the specified quaternion rotation and stores the result in dst. More...

void rotate (const Vec3 &axis, float angle)
Post-multiplies this matrix by the matrix corresponding to the specified rotation about the specified axis. More...

void rotate (const Vec3 &axis, float angle, Mat4 *dst) const
Post-multiplies this matrix by the matrix corresponding to the specified rotation about the specified axis and stores the result in dst. More...

var rotate ( var axis, var angle, var dst)
Post-multiplies this matrix by the matrix corresponding to the specified rotation about the specified axis and stores the result in dst. More...

local rotate ( local axis, local angle, local dst)
Post-multiplies this matrix by the matrix corresponding to the specified rotation about the specified axis and stores the result in dst. More...

void rotateX (float angle)
Post-multiplies this matrix by the matrix corresponding to the specified rotation around the x-axis. More...

var rotateX ( var angle)
Post-multiplies this matrix by the matrix corresponding to the specified rotation around the x-axis. More...

local rotateX ( local angle)
Post-multiplies this matrix by the matrix corresponding to the specified rotation around the x-axis. More...

void rotateX (float angle, Mat4 *dst) const
Post-multiplies this matrix by the matrix corresponding to the specified rotation around the x-axis and stores the result in dst. More...

void rotateY (float angle)
Post-multiplies this matrix by the matrix corresponding to the specified rotation around the y-axis. More...

void rotateY (float angle, Mat4 *dst) const
Post-multiplies this matrix by the matrix corresponding to the specified rotation around the y-axis and stores the result in dst. More...

void rotateZ (float angle)
Post-multiplies this matrix by the matrix corresponding to the specified rotation around the z-axis. More...

void rotateZ (float angle, Mat4 *dst) const
Post-multiplies this matrix by the matrix corresponding to the specified rotation around the z-axis and stores the result in dst. More...

void scale (float value)
Post-multiplies this matrix by the matrix corresponding to the specified scale transformation. More...

void scale (float value, Mat4 *dst) const
Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst. More...

void scale (float xScale, float yScale, float zScale)
Post-multiplies this matrix by the matrix corresponding to the specified scale transformation. More...

void scale (float xScale, float yScale, float zScale, Mat4 *dst) const
Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst. More...

void scale (const Vec3 &s)
Post-multiplies this matrix by the matrix corresponding to the specified scale transformation. More...

void scale (const Vec3 &s, Mat4 *dst) const
Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst. More...

void set (float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)
Sets the values of this matrix. More...

local set ( local m11, local m12, local m13, local m14, local m21, local m22, local m23, local m24, local m31, local m32, local m33, local m34, local m41, local m42, local m43, local m44)
Sets the values of this matrix. More...

void set (const float *mat)
Sets the values of this matrix to those in the specified column-major array. More...

void set (const Mat4 &mat)
Sets the values of this matrix to those of the specified matrix. More...

void setIdentity ()
Sets this matrix to the identity matrix.

void setZero ()
Sets all elements of the current matrix to zero.

var setZero ()
Sets all elements of the current matrix to zero.

local setZero ()
Sets all elements of the current matrix to zero.

void subtract (const Mat4 &mat)
Subtracts the specified matrix from the current matrix. More...

var subtract ( var mat)
Subtracts the specified matrix from the current matrix. More...

local subtract ( local mat)
Subtracts the specified matrix from the current matrix. More...

void transformPoint (Vec3 *point) const
Transforms the specified point by this matrix. More...

var transformPoint ( var point)
Transforms the specified point by this matrix. More...

local transformPoint ( local point)
Transforms the specified point by this matrix. More...

void transformPoint (const Vec3 &point, Vec3 *dst) const
Transforms the specified point by this matrix, and stores the result in dst. More...

void transformVector (Vec3 *vector) const
Transforms the specified vector by this matrix by treating the fourth (w) coordinate as zero. More...

var transformVector ( var vector)
Transforms the specified vector by this matrix by treating the fourth (w) coordinate as zero. More...

local transformVector ( local vector)
Transforms the specified vector by this matrix by treating the fourth (w) coordinate as zero. More...

void transformVector (const Vec3 &vector, Vec3 *dst) const
Transforms the specified vector by this matrix by treating the fourth (w) coordinate as zero, and stores the result in dst. More...

void transformVector (float x, float y, float z, float w, Vec3 *dst) const
Transforms the specified vector by this matrix. More...

void transformVector (Vec4 *vector) const
Transforms the specified vector by this matrix. More...

var transformVector ( var vector)
Transforms the specified vector by this matrix. More...

local transformVector ( local vector)
Transforms the specified vector by this matrix. More...

void transformVector (const Vec4 &vector, Vec4 *dst) const
Transforms the specified vector by this matrix. More...

var transformVector ( var vector, var dst)
Transforms the specified vector by this matrix. More...

void translate (float x, float y, float z)
Post-multiplies this matrix by the matrix corresponding to the specified translation. More...

void translate (float x, float y, float z, Mat4 *dst) const
Post-multiplies this matrix by the matrix corresponding to the specified translation and stores the result in dst. More...

var translate ( var x, var y, var z, var dst)
Post-multiplies this matrix by the matrix corresponding to the specified translation and stores the result in dst. More...

local translate ( local x, local y, local z, local dst)
Post-multiplies this matrix by the matrix corresponding to the specified translation and stores the result in dst. More...

void translate (const Vec3 &t)
Post-multiplies this matrix by the matrix corresponding to the specified translation. More...

local translate ( local t)
Post-multiplies this matrix by the matrix corresponding to the specified translation. More...

void translate (const Vec3 &t, Mat4 *dst) const
Post-multiplies this matrix by the matrix corresponding to the specified translation and stores the result in dst. More...

void transpose ()
Transposes this matrix.

Mat4 getTransposed () const
Get the Transposed matrix.

var getTransposed ()
Get the Transposed matrix.

local getTransposed ()
Get the Transposed matrix.

Mat4 operator+ (const Mat4 &mat) const
Calculates the sum of this matrix with the given matrix. More...

var operator+ ( var mat)
Calculates the sum of this matrix with the given matrix. More...

local operator+ ( local mat)
Calculates the sum of this matrix with the given matrix. More...

Mat4operator+= (const Mat4 &mat)
Adds the given matrix to this matrix. More...

var operator+= ( var mat)
Adds the given matrix to this matrix. More...

local operator+= ( local mat)
Adds the given matrix to this matrix. More...

Mat4 operator- (const Mat4 &mat) const
Calculates the difference of this matrix with the given matrix. More...

Mat4operator-= (const Mat4 &mat)
Subtracts the given matrix from this matrix. More...

var operator-= ( var mat)
Subtracts the given matrix from this matrix. More...

local operator-= ( local mat)
Subtracts the given matrix from this matrix. More...

Mat4 operator- () const
Calculates the negation of this matrix. More...

Mat4 operator* (const Mat4 &mat) const
Calculates the matrix product of this matrix with the given matrix. More...

Mat4operator*= (const Mat4 &mat)
Right-multiplies this matrix by the given matrix. More...

var operator*= ( var mat)
Right-multiplies this matrix by the given matrix. More...

local operator*= ( local mat)
Right-multiplies this matrix by the given matrix. More...

## Static Public Member Functions

static void createLookAt (const Vec3 &eyePosition, const Vec3 &targetPosition, const Vec3 &up, Mat4 *dst)
Creates a view matrix based on the specified input parameters. More...

local createLookAt ( local eyePosition, local targetPosition, local up, local dst)
Creates a view matrix based on the specified input parameters. More...

static void createLookAt (float eyePositionX, float eyePositionY, float eyePositionZ, float targetCenterX, float targetCenterY, float targetCenterZ, float upX, float upY, float upZ, Mat4 *dst)
Creates a view matrix based on the specified input parameters. More...

local createLookAt ( local eyePositionX, local eyePositionY, local eyePositionZ, local targetCenterX, local targetCenterY, local targetCenterZ, local upX, local upY, local upZ, local dst)
Creates a view matrix based on the specified input parameters. More...

static void createPerspective (float fieldOfView, float aspectRatio, float zNearPlane, float zFarPlane, Mat4 *dst)
Builds a perspective projection matrix based on a field of view and returns by value. More...

local createPerspective ( local fieldOfView, local aspectRatio, local zNearPlane, local zFarPlane, local dst)
Builds a perspective projection matrix based on a field of view and returns by value. More...

static void createOrthographic (float width, float height, float zNearPlane, float zFarPlane, Mat4 *dst)
Creates an orthographic projection matrix. More...

local createOrthographic ( local width, local height, local zNearPlane, local zFarPlane, local dst)
Creates an orthographic projection matrix. More...

static void createOrthographicOffCenter (float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, Mat4 *dst)
Creates an orthographic projection matrix. More...

local createOrthographicOffCenter ( local left, local right, local bottom, local top, local zNearPlane, local zFarPlane, local dst)
Creates an orthographic projection matrix. More...

static void createBillboard (const Vec3 &objectPosition, const Vec3 &cameraPosition, const Vec3 &cameraUpVector, Mat4 *dst)
Creates a spherical billboard that rotates around a specified object position. More...

var createBillboard ( var objectPosition, var cameraPosition, var cameraUpVector, var dst)
Creates a spherical billboard that rotates around a specified object position. More...

local createBillboard ( local objectPosition, local cameraPosition, local cameraUpVector, local dst)
Creates a spherical billboard that rotates around a specified object position. More...

static void createBillboard (const Vec3 &objectPosition, const Vec3 &cameraPosition, const Vec3 &cameraUpVector, const Vec3 &cameraForwardVector, Mat4 *dst)
Creates a spherical billboard that rotates around a specified object position with provision for a safe default orientation. More...

local createBillboard ( local objectPosition, local cameraPosition, local cameraUpVector, local cameraForwardVector, local dst)
Creates a spherical billboard that rotates around a specified object position with provision for a safe default orientation. More...

static void createScale (const Vec3 &scale, Mat4 *dst)
Creates a scale matrix. More...

static void createScale (float xScale, float yScale, float zScale, Mat4 *dst)
Creates a scale matrix. More...

local createScale ( local xScale, local yScale, local zScale, local dst)
Creates a scale matrix. More...

static void createRotation (const Quaternion &quat, Mat4 *dst)
Creates a rotation matrix from the specified quaternion. More...

static void createRotation (const Vec3 &axis, float angle, Mat4 *dst)
Creates a rotation matrix from the specified axis and angle. More...

local createRotation ( local axis, local angle, local dst)
Creates a rotation matrix from the specified axis and angle. More...

static void createRotationX (float angle, Mat4 *dst)
Creates a matrix describing a rotation around the x-axis. More...

static void createRotationY (float angle, Mat4 *dst)
Creates a matrix describing a rotation around the y-axis. More...

static void createRotationZ (float angle, Mat4 *dst)
Creates a matrix describing a rotation around the z-axis. More...

static void createTranslation (const Vec3 &translation, Mat4 *dst)
Creates a translation matrix. More...

static void createTranslation (float xTranslation, float yTranslation, float zTranslation, Mat4 *dst)
Creates a translation matrix. More...

local createTranslation ( local xTranslation, local yTranslation, local zTranslation, local dst)
Creates a translation matrix. More...

static void add (const Mat4 &m1, const Mat4 &m2, Mat4 *dst)
Adds the specified matrices and stores the result in dst. More...

local add ( local m1, local m2, local dst)
Adds the specified matrices and stores the result in dst. More...

static void multiply (const Mat4 &mat, float scalar, Mat4 *dst)
Multiplies the components of the specified matrix by a scalar and stores the result in dst. More...

local multiply ( local mat, local scalar, local dst)
Multiplies the components of the specified matrix by a scalar and stores the result in dst. More...

static void multiply (const Mat4 &m1, const Mat4 &m2, Mat4 *dst)
Multiplies m1 by m2 and stores the result in dst. More...

local multiply ( local m1, local m2, local dst)
Multiplies m1 by m2 and stores the result in dst. More...

static void subtract (const Mat4 &m1, const Mat4 &m2, Mat4 *dst)
Subtracts the specified matrix from the current matrix. More...

local subtract ( local m1, local m2, local dst)
Subtracts the specified matrix from the current matrix. More...

## Public Attributes

float m [16]
Stores the columns of this 4x4 matrix.

var m ()
Stores the columns of this 4x4 matrix.

local m ()
Stores the columns of this 4x4 matrix.

## Static Public Attributes

static const Mat4 ZERO
equals to a matrix full of zeros

static const Mat4 IDENTITY
equals to the identity matrix

## Detailed Description

Defines a 4 x 4 floating point matrix representing a 3D transformation.

Vectors are treated as columns, resulting in a matrix that is represented as follows, where x, y and z are the translation components of the matrix:

1  0  0  x
0  1  0  y
0  0  1  z
0  0  0  1


This matrix class is directly compatible with OpenGL since its elements are laid out in memory exactly as they are expected by OpenGL. The matrix uses column-major format such that array indices increase down column first. Since matrix multiplication is not commutative, multiplication must be done in the correct order when combining transformations. Suppose we have a translation matrix T and a rotation matrix R. To first rotate an object around the origin and then translate it, you would multiply the two matrices as TR.

Likewise, to first translate the object and then rotate it, you would do RT. So generally, matrices must be multiplied in the reverse order in which you want the transformations to take place (this also applies to the scale, rotate, and translate methods below; these methods are convenience methods for post-multiplying by a matrix representing a scale, rotation, or translation).

In the case of repeated local transformations (i.e. rotate around the Z-axis by 0.76 radians, then translate by 2.1 along the X-axis, then ...), it is better to use the Transform class (which is optimized for that kind of usage).

Transform

## Constructor & Destructor Documentation

 Mat4 ( )

Default constructor.

Constructs a matrix initialized to the identity matrix:

1  0  0  0
0  1  0  0
0  0  1  0
0  0  0  1
 var Mat4 ( )

Default constructor.

Constructs a matrix initialized to the identity matrix:

1  0  0  0
0  1  0  0
0  0  1  0
0  0  0  1
 local Mat4 ( )

Default constructor.

Constructs a matrix initialized to the identity matrix:

1  0  0  0
0  1  0  0
0  0  1  0
0  0  0  1
 Mat4 ( float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44 )

Constructs a matrix initialized to the specified value.

Parameters
 m11 The first element of the first row. m12 The second element of the first row. m13 The third element of the first row. m14 The fourth element of the first row. m21 The first element of the second row. m22 The second element of the second row. m23 The third element of the second row. m24 The fourth element of the second row. m31 The first element of the third row. m32 The second element of the third row. m33 The third element of the third row. m34 The fourth element of the third row. m41 The first element of the fourth row. m42 The second element of the fourth row. m43 The third element of the fourth row. m44 The fourth element of the fourth row.
 var Mat4 ( var m11, var m12, var m13, var m14, var m21, var m22, var m23, var m24, var m31, var m32, var m33, var m34, var m41, var m42, var m43, var m44 )

Constructs a matrix initialized to the specified value.

Parameters
 m11 The first element of the first row. m12 The second element of the first row. m13 The third element of the first row. m14 The fourth element of the first row. m21 The first element of the second row. m22 The second element of the second row. m23 The third element of the second row. m24 The fourth element of the second row. m31 The first element of the third row. m32 The second element of the third row. m33 The third element of the third row. m34 The fourth element of the third row. m41 The first element of the fourth row. m42 The second element of the fourth row. m43 The third element of the fourth row. m44 The fourth element of the fourth row.
 local Mat4 ( local m11, local m12, local m13, local m14, local m21, local m22, local m23, local m24, local m31, local m32, local m33, local m34, local m41, local m42, local m43, local m44 )

Constructs a matrix initialized to the specified value.

Parameters
 m11 The first element of the first row. m12 The second element of the first row. m13 The third element of the first row. m14 The fourth element of the first row. m21 The first element of the second row. m22 The second element of the second row. m23 The third element of the second row. m24 The fourth element of the second row. m31 The first element of the third row. m32 The second element of the third row. m33 The third element of the third row. m34 The fourth element of the third row. m41 The first element of the fourth row. m42 The second element of the fourth row. m43 The third element of the fourth row. m44 The fourth element of the fourth row.
 Mat4 ( const float * mat )

Creates a matrix initialized to the specified column-major array.

The passed-in array is in column-major order, so the memory layout of the array is as follows:

0   4   8   12
1   5   9   13
2   6   10  14
3   7   11  15

Parameters
 mat An array containing 16 elements in column-major order.
 var Mat4 ( var mat )

Creates a matrix initialized to the specified column-major array.

The passed-in array is in column-major order, so the memory layout of the array is as follows:

0   4   8   12
1   5   9   13
2   6   10  14
3   7   11  15

Parameters
 mat An array containing 16 elements in column-major order.
 local Mat4 ( local mat )

Creates a matrix initialized to the specified column-major array.

The passed-in array is in column-major order, so the memory layout of the array is as follows:

0   4   8   12
1   5   9   13
2   6   10  14
3   7   11  15

Parameters
 mat An array containing 16 elements in column-major order.
 Mat4 ( const Mat4 & copy )

Constructs a new matrix by copying the values from the specified matrix.

Parameters
 copy The matrix to copy.
 var Mat4 ( var copy )

Constructs a new matrix by copying the values from the specified matrix.

Parameters
 copy The matrix to copy.
 local Mat4 ( local copy )

Constructs a new matrix by copying the values from the specified matrix.

Parameters
 copy The matrix to copy.

## Member Function Documentation

 static void createLookAt ( const Vec3 & eyePosition, const Vec3 & targetPosition, const Vec3 & up, Mat4 * dst )
static

Creates a view matrix based on the specified input parameters.

Parameters
 eyePosition The eye position. targetPosition The target's center position. up The up vector. dst A matrix to store the result in.
 var createLookAt ( var eyePosition, var targetPosition, var up, var dst )
static

Creates a view matrix based on the specified input parameters.

Parameters
 eyePosition The eye position. targetPosition The target's center position. up The up vector. dst A matrix to store the result in.
 local createLookAt ( local eyePosition, local targetPosition, local up, local dst )
static

Creates a view matrix based on the specified input parameters.

Parameters
 eyePosition The eye position. targetPosition The target's center position. up The up vector. dst A matrix to store the result in.
 static void createLookAt ( float eyePositionX, float eyePositionY, float eyePositionZ, float targetCenterX, float targetCenterY, float targetCenterZ, float upX, float upY, float upZ, Mat4 * dst )
static

Creates a view matrix based on the specified input parameters.

Parameters
 eyePositionX The eye x-coordinate position. eyePositionY The eye y-coordinate position. eyePositionZ The eye z-coordinate position. targetCenterX The target's center x-coordinate position. targetCenterY The target's center y-coordinate position. targetCenterZ The target's center z-coordinate position. upX The up vector x-coordinate value. upY The up vector y-coordinate value. upZ The up vector z-coordinate value. dst A matrix to store the result in.
 var createLookAt ( var eyePositionX, var eyePositionY, var eyePositionZ, var targetCenterX, var targetCenterY, var targetCenterZ, var upX, var upY, var upZ, var dst )
static

Creates a view matrix based on the specified input parameters.

Parameters
 eyePositionX The eye x-coordinate position. eyePositionY The eye y-coordinate position. eyePositionZ The eye z-coordinate position. targetCenterX The target's center x-coordinate position. targetCenterY The target's center y-coordinate position. targetCenterZ The target's center z-coordinate position. upX The up vector x-coordinate value. upY The up vector y-coordinate value. upZ The up vector z-coordinate value. dst A matrix to store the result in.
 local createLookAt ( local eyePositionX, local eyePositionY, local eyePositionZ, local targetCenterX, local targetCenterY, local targetCenterZ, local upX, local upY, local upZ, local dst )
static

Creates a view matrix based on the specified input parameters.

Parameters
 eyePositionX The eye x-coordinate position. eyePositionY The eye y-coordinate position. eyePositionZ The eye z-coordinate position. targetCenterX The target's center x-coordinate position. targetCenterY The target's center y-coordinate position. targetCenterZ The target's center z-coordinate position. upX The up vector x-coordinate value. upY The up vector y-coordinate value. upZ The up vector z-coordinate value. dst A matrix to store the result in.
 static void createPerspective ( float fieldOfView, float aspectRatio, float zNearPlane, float zFarPlane, Mat4 * dst )
static

Builds a perspective projection matrix based on a field of view and returns by value.

Projection space refers to the space after applying projection transformation from view space. After the projection transformation, visible content has x- and y-coordinates ranging from -1 to 1, and a z-coordinate ranging from 0 to 1. To obtain the viewable area (in world space) of a scene, create a BoundingFrustum and pass the combined view and projection matrix to the constructor.

Parameters
 fieldOfView The field of view in the y direction (in degrees). aspectRatio The aspect ratio, defined as view space width divided by height. zNearPlane The distance to the near view plane. zFarPlane The distance to the far view plane. dst A matrix to store the result in.
 var createPerspective ( var fieldOfView, var aspectRatio, var zNearPlane, var zFarPlane, var dst )
static

Builds a perspective projection matrix based on a field of view and returns by value.

Projection space refers to the space after applying projection transformation from view space. After the projection transformation, visible content has x- and y-coordinates ranging from -1 to 1, and a z-coordinate ranging from 0 to 1. To obtain the viewable area (in world space) of a scene, create a BoundingFrustum and pass the combined view and projection matrix to the constructor.

Parameters
 fieldOfView The field of view in the y direction (in degrees). aspectRatio The aspect ratio, defined as view space width divided by height. zNearPlane The distance to the near view plane. zFarPlane The distance to the far view plane. dst A matrix to store the result in.
 local createPerspective ( local fieldOfView, local aspectRatio, local zNearPlane, local zFarPlane, local dst )
static

Builds a perspective projection matrix based on a field of view and returns by value.

Projection space refers to the space after applying projection transformation from view space. After the projection transformation, visible content has x- and y-coordinates ranging from -1 to 1, and a z-coordinate ranging from 0 to 1. To obtain the viewable area (in world space) of a scene, create a BoundingFrustum and pass the combined view and projection matrix to the constructor.

Parameters
 fieldOfView The field of view in the y direction (in degrees). aspectRatio The aspect ratio, defined as view space width divided by height. zNearPlane The distance to the near view plane. zFarPlane The distance to the far view plane. dst A matrix to store the result in.
 static void createOrthographic ( float width, float height, float zNearPlane, float zFarPlane, Mat4 * dst )
static

Creates an orthographic projection matrix.

Parameters
 width The width of the view. height The height of the view. zNearPlane The minimum z-value of the view volume. zFarPlane The maximum z-value of the view volume. dst A matrix to store the result in.
 var createOrthographic ( var width, var height, var zNearPlane, var zFarPlane, var dst )
static

Creates an orthographic projection matrix.

Parameters
 width The width of the view. height The height of the view. zNearPlane The minimum z-value of the view volume. zFarPlane The maximum z-value of the view volume. dst A matrix to store the result in.
 local createOrthographic ( local width, local height, local zNearPlane, local zFarPlane, local dst )
static

Creates an orthographic projection matrix.

Parameters
 width The width of the view. height The height of the view. zNearPlane The minimum z-value of the view volume. zFarPlane The maximum z-value of the view volume. dst A matrix to store the result in.
 static void createOrthographicOffCenter ( float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, Mat4 * dst )
static

Creates an orthographic projection matrix.

Projection space refers to the space after applying projection transformation from view space. After the projection transformation, visible content has x and y coordinates ranging from -1 to 1, and z coordinates ranging from 0 to 1.

Unlike perspective projection, in orthographic projection there is no perspective foreshortening.

The viewable area of this orthographic projection extends from left to right on the x-axis, bottom to top on the y-axis, and zNearPlane to zFarPlane on the z-axis. These values are relative to the position and x, y, and z-axes of the view. To obtain the viewable area (in world space) of a scene, create a BoundingFrustum and pass the combined view and projection matrix to the constructor.

Parameters
 left The minimum x-value of the view volume. right The maximum x-value of the view volume. bottom The minimum y-value of the view volume. top The maximum y-value of the view volume. zNearPlane The minimum z-value of the view volume. zFarPlane The maximum z-value of the view volume. dst A matrix to store the result in.
 var createOrthographicOffCenter ( var left, var right, var bottom, var top, var zNearPlane, var zFarPlane, var dst )
static

Creates an orthographic projection matrix.

Projection space refers to the space after applying projection transformation from view space. After the projection transformation, visible content has x and y coordinates ranging from -1 to 1, and z coordinates ranging from 0 to 1.

Unlike perspective projection, in orthographic projection there is no perspective foreshortening.

The viewable area of this orthographic projection extends from left to right on the x-axis, bottom to top on the y-axis, and zNearPlane to zFarPlane on the z-axis. These values are relative to the position and x, y, and z-axes of the view. To obtain the viewable area (in world space) of a scene, create a BoundingFrustum and pass the combined view and projection matrix to the constructor.

Parameters
 left The minimum x-value of the view volume. right The maximum x-value of the view volume. bottom The minimum y-value of the view volume. top The maximum y-value of the view volume. zNearPlane The minimum z-value of the view volume. zFarPlane The maximum z-value of the view volume. dst A matrix to store the result in.
 local createOrthographicOffCenter ( local left, local right, local bottom, local top, local zNearPlane, local zFarPlane, local dst )
static

Creates an orthographic projection matrix.

Projection space refers to the space after applying projection transformation from view space. After the projection transformation, visible content has x and y coordinates ranging from -1 to 1, and z coordinates ranging from 0 to 1.

Unlike perspective projection, in orthographic projection there is no perspective foreshortening.

The viewable area of this orthographic projection extends from left to right on the x-axis, bottom to top on the y-axis, and zNearPlane to zFarPlane on the z-axis. These values are relative to the position and x, y, and z-axes of the view. To obtain the viewable area (in world space) of a scene, create a BoundingFrustum and pass the combined view and projection matrix to the constructor.

Parameters
 left The minimum x-value of the view volume. right The maximum x-value of the view volume. bottom The minimum y-value of the view volume. top The maximum y-value of the view volume. zNearPlane The minimum z-value of the view volume. zFarPlane The maximum z-value of the view volume. dst A matrix to store the result in.
 static void createBillboard ( const Vec3 & objectPosition, const Vec3 & cameraPosition, const Vec3 & cameraUpVector, Mat4 * dst )
static

Creates a spherical billboard that rotates around a specified object position.

This method computes the facing direction of the billboard from the object position and camera position. When the object and camera positions are too close, the matrix will not be accurate. To avoid this problem, this method defaults to the identity rotation if the positions are too close. (See the other overload of createBillboard for an alternative approach).

Parameters
 objectPosition The position of the object the billboard will rotate around. cameraPosition The position of the camera. cameraUpVector The up vector of the camera. dst A matrix to store the result in.
 var createBillboard ( var objectPosition, var cameraPosition, var cameraUpVector, var dst )
static

Creates a spherical billboard that rotates around a specified object position.

This method computes the facing direction of the billboard from the object position and camera position. When the object and camera positions are too close, the matrix will not be accurate. To avoid this problem, this method defaults to the identity rotation if the positions are too close. (See the other overload of createBillboard for an alternative approach).

Parameters
 objectPosition The position of the object the billboard will rotate around. cameraPosition The position of the camera. cameraUpVector The up vector of the camera. dst A matrix to store the result in.
 local createBillboard ( local objectPosition, local cameraPosition, local cameraUpVector, local dst )
static

Creates a spherical billboard that rotates around a specified object position.

This method computes the facing direction of the billboard from the object position and camera position. When the object and camera positions are too close, the matrix will not be accurate. To avoid this problem, this method defaults to the identity rotation if the positions are too close. (See the other overload of createBillboard for an alternative approach).

Parameters
 objectPosition The position of the object the billboard will rotate around. cameraPosition The position of the camera. cameraUpVector The up vector of the camera. dst A matrix to store the result in.
 static void createBillboard ( const Vec3 & objectPosition, const Vec3 & cameraPosition, const Vec3 & cameraUpVector, const Vec3 & cameraForwardVector, Mat4 * dst )
static

Creates a spherical billboard that rotates around a specified object position with provision for a safe default orientation.

This method computes the facing direction of the billboard from the object position and camera position. When the object and camera positions are too close, the matrix will not be accurate. To avoid this problem, this method uses the specified camera forward vector if the positions are too close. (See the other overload of createBillboard for an alternative approach).

Parameters
 objectPosition The position of the object the billboard will rotate around. cameraPosition The position of the camera. cameraUpVector The up vector of the camera. cameraForwardVector The forward vector of the camera, used if the positions are too close. dst A matrix to store the result in.
 var createBillboard ( var objectPosition, var cameraPosition, var cameraUpVector, var cameraForwardVector, var dst )
static

Creates a spherical billboard that rotates around a specified object position with provision for a safe default orientation.

This method computes the facing direction of the billboard from the object position and camera position. When the object and camera positions are too close, the matrix will not be accurate. To avoid this problem, this method uses the specified camera forward vector if the positions are too close. (See the other overload of createBillboard for an alternative approach).

Parameters
 objectPosition The position of the object the billboard will rotate around. cameraPosition The position of the camera. cameraUpVector The up vector of the camera. cameraForwardVector The forward vector of the camera, used if the positions are too close. dst A matrix to store the result in.
 local createBillboard ( local objectPosition, local cameraPosition, local cameraUpVector, local cameraForwardVector, local dst )
static

Creates a spherical billboard that rotates around a specified object position with provision for a safe default orientation.

This method computes the facing direction of the billboard from the object position and camera position. When the object and camera positions are too close, the matrix will not be accurate. To avoid this problem, this method uses the specified camera forward vector if the positions are too close. (See the other overload of createBillboard for an alternative approach).

Parameters
 objectPosition The position of the object the billboard will rotate around. cameraPosition The position of the camera. cameraUpVector The up vector of the camera. cameraForwardVector The forward vector of the camera, used if the positions are too close. dst A matrix to store the result in.
 static void createScale ( const Vec3 & scale, Mat4 * dst )
static

Creates a scale matrix.

Parameters
 scale The amount to scale. dst A matrix to store the result in.
 var createScale ( var scale, var dst )
static

Creates a scale matrix.

Parameters
 scale The amount to scale. dst A matrix to store the result in.
 local createScale ( local scale, local dst )
static

Creates a scale matrix.

Parameters
 scale The amount to scale. dst A matrix to store the result in.
 static void createScale ( float xScale, float yScale, float zScale, Mat4 * dst )
static

Creates a scale matrix.

Parameters
 xScale The amount to scale along the x-axis. yScale The amount to scale along the y-axis. zScale The amount to scale along the z-axis. dst A matrix to store the result in.
 var createScale ( var xScale, var yScale, var zScale, var dst )
static

Creates a scale matrix.

Parameters
 xScale The amount to scale along the x-axis. yScale The amount to scale along the y-axis. zScale The amount to scale along the z-axis. dst A matrix to store the result in.
 local createScale ( local xScale, local yScale, local zScale, local dst )
static

Creates a scale matrix.

Parameters
 xScale The amount to scale along the x-axis. yScale The amount to scale along the y-axis. zScale The amount to scale along the z-axis. dst A matrix to store the result in.
 static void createRotation ( const Quaternion & quat, Mat4 * dst )
static

Creates a rotation matrix from the specified quaternion.

Parameters
 quat A quaternion describing a 3D orientation. dst A matrix to store the result in.
 var createRotation ( var quat, var dst )
static

Creates a rotation matrix from the specified quaternion.

Parameters
 quat A quaternion describing a 3D orientation. dst A matrix to store the result in.
 local createRotation ( local quat, local dst )
static

Creates a rotation matrix from the specified quaternion.

Parameters
 quat A quaternion describing a 3D orientation. dst A matrix to store the result in.
 static void createRotation ( const Vec3 & axis, float angle, Mat4 * dst )
static

Creates a rotation matrix from the specified axis and angle.

Parameters
 axis A vector describing the axis to rotate about. angle The angle (in radians). dst A matrix to store the result in.
 var createRotation ( var axis, var angle, var dst )
static

Creates a rotation matrix from the specified axis and angle.

Parameters
 axis A vector describing the axis to rotate about. angle The angle (in radians). dst A matrix to store the result in.
 local createRotation ( local axis, local angle, local dst )
static

Creates a rotation matrix from the specified axis and angle.

Parameters
 axis A vector describing the axis to rotate about. angle The angle (in radians). dst A matrix to store the result in.
 static void createRotationX ( float angle, Mat4 * dst )
static

Creates a matrix describing a rotation around the x-axis.

Parameters
 angle The angle of rotation (in radians). dst A matrix to store the result in.
 var createRotationX ( var angle, var dst )
static

Creates a matrix describing a rotation around the x-axis.

Parameters
 angle The angle of rotation (in radians). dst A matrix to store the result in.
 local createRotationX ( local angle, local dst )
static

Creates a matrix describing a rotation around the x-axis.

Parameters
 angle The angle of rotation (in radians). dst A matrix to store the result in.
 static void createRotationY ( float angle, Mat4 * dst )
static

Creates a matrix describing a rotation around the y-axis.

Parameters
 angle The angle of rotation (in radians). dst A matrix to store the result in.
 var createRotationY ( var angle, var dst )
static

Creates a matrix describing a rotation around the y-axis.

Parameters
 angle The angle of rotation (in radians). dst A matrix to store the result in.
 local createRotationY ( local angle, local dst )
static

Creates a matrix describing a rotation around the y-axis.

Parameters
 angle The angle of rotation (in radians). dst A matrix to store the result in.
 static void createRotationZ ( float angle, Mat4 * dst )
static

Creates a matrix describing a rotation around the z-axis.

Parameters
 angle The angle of rotation (in radians). dst A matrix to store the result in.
 var createRotationZ ( var angle, var dst )
static

Creates a matrix describing a rotation around the z-axis.

Parameters
 angle The angle of rotation (in radians). dst A matrix to store the result in.
 local createRotationZ ( local angle, local dst )
static

Creates a matrix describing a rotation around the z-axis.

Parameters
 angle The angle of rotation (in radians). dst A matrix to store the result in.
 static void createTranslation ( const Vec3 & translation, Mat4 * dst )
static

Creates a translation matrix.

Parameters
 translation The translation. dst A matrix to store the result in.
 var createTranslation ( var translation, var dst )
static

Creates a translation matrix.

Parameters
 translation The translation. dst A matrix to store the result in.
 local createTranslation ( local translation, local dst )
static

Creates a translation matrix.

Parameters
 translation The translation. dst A matrix to store the result in.
 static void createTranslation ( float xTranslation, float yTranslation, float zTranslation, Mat4 * dst )
static

Creates a translation matrix.

Parameters
 xTranslation The translation on the x-axis. yTranslation The translation on the y-axis. zTranslation The translation on the z-axis. dst A matrix to store the result in.
 var createTranslation ( var xTranslation, var yTranslation, var zTranslation, var dst )
static

Creates a translation matrix.

Parameters
 xTranslation The translation on the x-axis. yTranslation The translation on the y-axis. zTranslation The translation on the z-axis. dst A matrix to store the result in.
 local createTranslation ( local xTranslation, local yTranslation, local zTranslation, local dst )
static

Creates a translation matrix.

Parameters
 xTranslation The translation on the x-axis. yTranslation The translation on the y-axis. zTranslation The translation on the z-axis. dst A matrix to store the result in.
 void add ( float scalar )

Adds a scalar value to each component of this matrix.

Parameters
 var add ( var scalar )

Adds a scalar value to each component of this matrix.

Parameters
 local add ( local scalar )

Adds a scalar value to each component of this matrix.

Parameters
 void add ( float scalar, Mat4 * dst )

Adds a scalar value to each component of this matrix and stores the result in dst.

Parameters
 scalar The scalar value to add. dst A matrix to store the result in.
 var add ( var scalar, var dst )

Adds a scalar value to each component of this matrix and stores the result in dst.

Parameters
 scalar The scalar value to add. dst A matrix to store the result in.
 local add ( local scalar, local dst )

Adds a scalar value to each component of this matrix and stores the result in dst.

Parameters
 scalar The scalar value to add. dst A matrix to store the result in.
 void add ( const Mat4 & mat )

Adds the specified matrix to this matrix.

Parameters
 var add ( var mat )

Adds the specified matrix to this matrix.

Parameters
 local add ( local mat )

Adds the specified matrix to this matrix.

Parameters
 static void add ( const Mat4 & m1, const Mat4 & m2, Mat4 * dst )
static

Adds the specified matrices and stores the result in dst.

Parameters
 m1 The first matrix. m2 The second matrix. dst The destination matrix to add to.
 var add ( var m1, var m2, var dst )
static

Adds the specified matrices and stores the result in dst.

Parameters
 m1 The first matrix. m2 The second matrix. dst The destination matrix to add to.
 local add ( local m1, local m2, local dst )
static

Adds the specified matrices and stores the result in dst.

Parameters
 m1 The first matrix. m2 The second matrix. dst The destination matrix to add to.
 bool decompose ( Vec3 * scale, Quaternion * rotation, Vec3 * translation ) const

Decomposes the scale, rotation and translation components of this matrix.

Parameters
 scale The scale. rotation The rotation. translation The translation.
 var decompose ( var scale, var rotation, var translation )

Decomposes the scale, rotation and translation components of this matrix.

Parameters
 scale The scale. rotation The rotation. translation The translation.
 local decompose ( local scale, local rotation, local translation )

Decomposes the scale, rotation and translation components of this matrix.

Parameters
 scale The scale. rotation The rotation. translation The translation.
 float determinant ( ) const

Computes the determinant of this matrix.

Returns
The determinant.
 var determinant ( )

Computes the determinant of this matrix.

Returns
The determinant.
 local determinant ( )

Computes the determinant of this matrix.

Returns
The determinant.
 void getScale ( Vec3 * scale ) const

Gets the scalar component of this matrix in the specified vector.

If the scalar component of this matrix has negative parts, it is not possible to always extract the exact scalar component; instead, a scale vector that is mathematically equivalent to the original scale vector is extracted and returned.

Parameters
 scale A vector to receive the scale.
 var getScale ( var scale )

Gets the scalar component of this matrix in the specified vector.

If the scalar component of this matrix has negative parts, it is not possible to always extract the exact scalar component; instead, a scale vector that is mathematically equivalent to the original scale vector is extracted and returned.

Parameters
 scale A vector to receive the scale.
 local getScale ( local scale )

Gets the scalar component of this matrix in the specified vector.

If the scalar component of this matrix has negative parts, it is not possible to always extract the exact scalar component; instead, a scale vector that is mathematically equivalent to the original scale vector is extracted and returned.

Parameters
 scale A vector to receive the scale.
 bool getRotation ( Quaternion * rotation ) const

Gets the rotational component of this matrix in the specified quaternion.

Parameters
 rotation A quaternion to receive the rotation.
Returns
true if the rotation is successfully extracted, false otherwise.
 var getRotation ( var rotation )

Gets the rotational component of this matrix in the specified quaternion.

Parameters
 rotation A quaternion to receive the rotation.
Returns
true if the rotation is successfully extracted, false otherwise.
 local getRotation ( local rotation )

Gets the rotational component of this matrix in the specified quaternion.

Parameters
 rotation A quaternion to receive the rotation.
Returns
true if the rotation is successfully extracted, false otherwise.
 void getTranslation ( Vec3 * translation ) const

Gets the translational component of this matrix in the specified vector.

Parameters
 translation A vector to receive the translation.
 var getTranslation ( var translation )

Gets the translational component of this matrix in the specified vector.

Parameters
 translation A vector to receive the translation.
 local getTranslation ( local translation )

Gets the translational component of this matrix in the specified vector.

Parameters
 translation A vector to receive the translation.
 void getUpVector ( Vec3 * dst ) const

Gets the up vector of this matrix.

Parameters
 dst The destination vector.
 var getUpVector ( var dst )

Gets the up vector of this matrix.

Parameters
 dst The destination vector.
 local getUpVector ( local dst )

Gets the up vector of this matrix.

Parameters
 dst The destination vector.
 void getDownVector ( Vec3 * dst ) const

Gets the down vector of this matrix.

Parameters
 dst The destination vector.
 var getDownVector ( var dst )

Gets the down vector of this matrix.

Parameters
 dst The destination vector.
 local getDownVector ( local dst )

Gets the down vector of this matrix.

Parameters
 dst The destination vector.
 void getLeftVector ( Vec3 * dst ) const

Gets the left vector of this matrix.

Parameters
 dst The destination vector.
 var getLeftVector ( var dst )

Gets the left vector of this matrix.

Parameters
 dst The destination vector.
 local getLeftVector ( local dst )

Gets the left vector of this matrix.

Parameters
 dst The destination vector.
 void getRightVector ( Vec3 * dst ) const

Gets the right vector of this matrix.

Parameters
 dst The destination vector.
 var getRightVector ( var dst )

Gets the right vector of this matrix.

Parameters
 dst The destination vector.
 local getRightVector ( local dst )

Gets the right vector of this matrix.

Parameters
 dst The destination vector.
 void getForwardVector ( Vec3 * dst ) const

Gets the forward vector of this matrix.

Parameters
 dst The destination vector.
 var getForwardVector ( var dst )

Gets the forward vector of this matrix.

Parameters
 dst The destination vector.
 local getForwardVector ( local dst )

Gets the forward vector of this matrix.

Parameters
 dst The destination vector.
 void getBackVector ( Vec3 * dst ) const

Gets the backward vector of this matrix.

Parameters
 dst The destination vector.
 var getBackVector ( var dst )

Gets the backward vector of this matrix.

Parameters
 dst The destination vector.
 local getBackVector ( local dst )

Gets the backward vector of this matrix.

Parameters
 dst The destination vector.
 bool inverse ( )

Inverts this matrix.

Returns
true if the matrix can be inverted, false otherwise.
 var inverse ( )

Inverts this matrix.

Returns
true if the matrix can be inverted, false otherwise.
 local inverse ( )

Inverts this matrix.

Returns
true if the matrix can be inverted, false otherwise.
 bool isIdentity ( ) const

Determines if this matrix is equal to the identity matrix.

Returns
true if the matrix is an identity matrix, false otherwise.
 var isIdentity ( )

Determines if this matrix is equal to the identity matrix.

Returns
true if the matrix is an identity matrix, false otherwise.
 local isIdentity ( )

Determines if this matrix is equal to the identity matrix.

Returns
true if the matrix is an identity matrix, false otherwise.
 void multiply ( float scalar )

Multiplies the components of this matrix by the specified scalar.

Parameters
 scalar The scalar value.
 var multiply ( var scalar )

Multiplies the components of this matrix by the specified scalar.

Parameters
 scalar The scalar value.
 local multiply ( local scalar )

Multiplies the components of this matrix by the specified scalar.

Parameters
 scalar The scalar value.
 void multiply ( float scalar, Mat4 * dst ) const

Multiplies the components of this matrix by a scalar and stores the result in dst.

Parameters
 scalar The scalar value. dst A matrix to store the result in.
 var multiply ( var scalar, var dst )

Multiplies the components of this matrix by a scalar and stores the result in dst.

Parameters
 scalar The scalar value. dst A matrix to store the result in.
 local multiply ( local scalar, local dst )

Multiplies the components of this matrix by a scalar and stores the result in dst.

Parameters
 scalar The scalar value. dst A matrix to store the result in.
 static void multiply ( const Mat4 & mat, float scalar, Mat4 * dst )
static

Multiplies the components of the specified matrix by a scalar and stores the result in dst.

Parameters
 mat The matrix. scalar The scalar value. dst A matrix to store the result in.
 var multiply ( var mat, var scalar, var dst )
static

Multiplies the components of the specified matrix by a scalar and stores the result in dst.

Parameters
 mat The matrix. scalar The scalar value. dst A matrix to store the result in.
 local multiply ( local mat, local scalar, local dst )
static

Multiplies the components of the specified matrix by a scalar and stores the result in dst.

Parameters
 mat The matrix. scalar The scalar value. dst A matrix to store the result in.
 void multiply ( const Mat4 & mat )

Multiplies this matrix by the specified one.

Parameters
 mat The matrix to multiply.
 var multiply ( var mat )

Multiplies this matrix by the specified one.

Parameters
 mat The matrix to multiply.
 local multiply ( local mat )

Multiplies this matrix by the specified one.

Parameters
 mat The matrix to multiply.
 static void multiply ( const Mat4 & m1, const Mat4 & m2, Mat4 * dst )
static

Multiplies m1 by m2 and stores the result in dst.

Parameters
 m1 The first matrix to multiply. m2 The second matrix to multiply. dst A matrix to store the result in.
 var multiply ( var m1, var m2, var dst )
static

Multiplies m1 by m2 and stores the result in dst.

Parameters
 m1 The first matrix to multiply. m2 The second matrix to multiply. dst A matrix to store the result in.
 local multiply ( local m1, local m2, local dst )
static

Multiplies m1 by m2 and stores the result in dst.

Parameters
 m1 The first matrix to multiply. m2 The second matrix to multiply. dst A matrix to store the result in.
 void rotate ( const Quaternion & q )

Post-multiplies this matrix by the matrix corresponding to the specified quaternion rotation.

Parameters
 q The quaternion to rotate by.
 var rotate ( var q )

Post-multiplies this matrix by the matrix corresponding to the specified quaternion rotation.

Parameters
 q The quaternion to rotate by.
 local rotate ( local q )

Post-multiplies this matrix by the matrix corresponding to the specified quaternion rotation.

Parameters
 q The quaternion to rotate by.
 void rotate ( const Quaternion & q, Mat4 * dst ) const

Post-multiplies this matrix by the matrix corresponding to the specified quaternion rotation and stores the result in dst.

Parameters
 q The quaternion to rotate by. dst A matrix to store the result in.
 var rotate ( var q, var dst )

Post-multiplies this matrix by the matrix corresponding to the specified quaternion rotation and stores the result in dst.

Parameters
 q The quaternion to rotate by. dst A matrix to store the result in.
 local rotate ( local q, local dst )

Post-multiplies this matrix by the matrix corresponding to the specified quaternion rotation and stores the result in dst.

Parameters
 q The quaternion to rotate by. dst A matrix to store the result in.
 void rotate ( const Vec3 & axis, float angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation about the specified axis.

Parameters
 var rotate ( var axis, var angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation about the specified axis.

Parameters
 local rotate ( local axis, local angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation about the specified axis.

Parameters
 void rotate ( const Vec3 & axis, float angle, Mat4 * dst ) const

Post-multiplies this matrix by the matrix corresponding to the specified rotation about the specified axis and stores the result in dst.

Parameters
 axis The axis to rotate about. angle The angle (in radians). dst A matrix to store the result in.
 var rotate ( var axis, var angle, var dst )

Post-multiplies this matrix by the matrix corresponding to the specified rotation about the specified axis and stores the result in dst.

Parameters
 axis The axis to rotate about. angle The angle (in radians). dst A matrix to store the result in.
 local rotate ( local axis, local angle, local dst )

Post-multiplies this matrix by the matrix corresponding to the specified rotation about the specified axis and stores the result in dst.

Parameters
 axis The axis to rotate about. angle The angle (in radians). dst A matrix to store the result in.
 void rotateX ( float angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the x-axis.

Parameters
 var rotateX ( var angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the x-axis.

Parameters
 local rotateX ( local angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the x-axis.

Parameters
 void rotateX ( float angle, Mat4 * dst ) const

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the x-axis and stores the result in dst.

Parameters
 angle The angle (in radians). dst A matrix to store the result in.
 var rotateX ( var angle, var dst )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the x-axis and stores the result in dst.

Parameters
 angle The angle (in radians). dst A matrix to store the result in.
 local rotateX ( local angle, local dst )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the x-axis and stores the result in dst.

Parameters
 angle The angle (in radians). dst A matrix to store the result in.
 void rotateY ( float angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the y-axis.

Parameters
 var rotateY ( var angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the y-axis.

Parameters
 local rotateY ( local angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the y-axis.

Parameters
 void rotateY ( float angle, Mat4 * dst ) const

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the y-axis and stores the result in dst.

Parameters
 angle The angle (in radians). dst A matrix to store the result in.
 var rotateY ( var angle, var dst )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the y-axis and stores the result in dst.

Parameters
 angle The angle (in radians). dst A matrix to store the result in.
 local rotateY ( local angle, local dst )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the y-axis and stores the result in dst.

Parameters
 angle The angle (in radians). dst A matrix to store the result in.
 void rotateZ ( float angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the z-axis.

Parameters
 var rotateZ ( var angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the z-axis.

Parameters
 local rotateZ ( local angle )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the z-axis.

Parameters
 void rotateZ ( float angle, Mat4 * dst ) const

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the z-axis and stores the result in dst.

Parameters
 angle The angle (in radians). dst A matrix to store the result in.
 var rotateZ ( var angle, var dst )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the z-axis and stores the result in dst.

Parameters
 angle The angle (in radians). dst A matrix to store the result in.
 local rotateZ ( local angle, local dst )

Post-multiplies this matrix by the matrix corresponding to the specified rotation around the z-axis and stores the result in dst.

Parameters
 angle The angle (in radians). dst A matrix to store the result in.
 void scale ( float value )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation.

Parameters
 value The amount to scale along all axes.
 var scale ( var value )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation.

Parameters
 value The amount to scale along all axes.
 local scale ( local value )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation.

Parameters
 value The amount to scale along all axes.
 void scale ( float value, Mat4 * dst ) const

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst.

Parameters
 value The amount to scale along all axes. dst A matrix to store the result in.
 var scale ( var value, var dst )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst.

Parameters
 value The amount to scale along all axes. dst A matrix to store the result in.
 local scale ( local value, local dst )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst.

Parameters
 value The amount to scale along all axes. dst A matrix to store the result in.
 void scale ( float xScale, float yScale, float zScale )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation.

Parameters
 xScale The amount to scale along the x-axis. yScale The amount to scale along the y-axis. zScale The amount to scale along the z-axis.
 var scale ( var xScale, var yScale, var zScale )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation.

Parameters
 xScale The amount to scale along the x-axis. yScale The amount to scale along the y-axis. zScale The amount to scale along the z-axis.
 local scale ( local xScale, local yScale, local zScale )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation.

Parameters
 xScale The amount to scale along the x-axis. yScale The amount to scale along the y-axis. zScale The amount to scale along the z-axis.
 void scale ( float xScale, float yScale, float zScale, Mat4 * dst ) const

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst.

Parameters
 xScale The amount to scale along the x-axis. yScale The amount to scale along the y-axis. zScale The amount to scale along the z-axis. dst A matrix to store the result in.
 var scale ( var xScale, var yScale, var zScale, var dst )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst.

Parameters
 xScale The amount to scale along the x-axis. yScale The amount to scale along the y-axis. zScale The amount to scale along the z-axis. dst A matrix to store the result in.
 local scale ( local xScale, local yScale, local zScale, local dst )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst.

Parameters
 xScale The amount to scale along the x-axis. yScale The amount to scale along the y-axis. zScale The amount to scale along the z-axis. dst A matrix to store the result in.
 void scale ( const Vec3 & s )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation.

Parameters
 s The scale values along the x, y and z axes.
 var scale ( var s )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation.

Parameters
 s The scale values along the x, y and z axes.
 local scale ( local s )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation.

Parameters
 s The scale values along the x, y and z axes.
 void scale ( const Vec3 & s, Mat4 * dst ) const

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst.

Parameters
 s The scale values along the x, y and z axes. dst A matrix to store the result in.
 var scale ( var s, var dst )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst.

Parameters
 s The scale values along the x, y and z axes. dst A matrix to store the result in.
 local scale ( local s, local dst )

Post-multiplies this matrix by the matrix corresponding to the specified scale transformation and stores the result in dst.

Parameters
 s The scale values along the x, y and z axes. dst A matrix to store the result in.
 void set ( float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44 )

Sets the values of this matrix.

Parameters
 m11 The first element of the first row. m12 The second element of the first row. m13 The third element of the first row. m14 The fourth element of the first row. m21 The first element of the second row. m22 The second element of the second row. m23 The third element of the second row. m24 The fourth element of the second row. m31 The first element of the third row. m32 The second element of the third row. m33 The third element of the third row. m34 The fourth element of the third row. m41 The first element of the fourth row. m42 The second element of the fourth row. m43 The third element of the fourth row. m44 The fourth element of the fourth row.
 var set ( var m11, var m12, var m13, var m14, var m21, var m22, var m23, var m24, var m31, var m32, var m33, var m34, var m41, var m42, var m43, var m44 )

Sets the values of this matrix.

Parameters
 m11 The first element of the first row. m12 The second element of the first row. m13 The third element of the first row. m14 The fourth element of the first row. m21 The first element of the second row. m22 The second element of the second row. m23 The third element of the second row. m24 The fourth element of the second row. m31 The first element of the third row. m32 The second element of the third row. m33 The third element of the third row. m34 The fourth element of the third row. m41 The first element of the fourth row. m42 The second element of the fourth row. m43 The third element of the fourth row. m44 The fourth element of the fourth row.
 local set ( local m11, local m12, local m13, local m14, local m21, local m22, local m23, local m24, local m31, local m32, local m33, local m34, local m41, local m42, local m43, local m44 )

Sets the values of this matrix.

Parameters
 m11 The first element of the first row. m12 The second element of the first row. m13 The third element of the first row. m14 The fourth element of the first row. m21 The first element of the second row. m22 The second element of the second row. m23 The third element of the second row. m24 The fourth element of the second row. m31 The first element of the third row. m32 The second element of the third row. m33 The third element of the third row. m34 The fourth element of the third row. m41 The first element of the fourth row. m42 The second element of the fourth row. m43 The third element of the fourth row. m44 The fourth element of the fourth row.
 void set ( const float * mat )

Sets the values of this matrix to those in the specified column-major array.

Parameters
 mat An array containing 16 elements in column-major format.
 var set ( var mat )

Sets the values of this matrix to those in the specified column-major array.

Parameters
 mat An array containing 16 elements in column-major format.
 local set ( local mat )

Sets the values of this matrix to those in the specified column-major array.

Parameters
 mat An array containing 16 elements in column-major format.
 void set ( const Mat4 & mat )

Sets the values of this matrix to those of the specified matrix.

Parameters
 mat The source matrix.
 var set ( var mat )

Sets the values of this matrix to those of the specified matrix.

Parameters
 mat The source matrix.
 local set ( local mat )

Sets the values of this matrix to those of the specified matrix.

Parameters
 mat The source matrix.
 void subtract ( const Mat4 & mat )

Subtracts the specified matrix from the current matrix.

Parameters
 mat The matrix to subtract.
 var subtract ( var mat )

Subtracts the specified matrix from the current matrix.

Parameters
 mat The matrix to subtract.
 local subtract ( local mat )

Subtracts the specified matrix from the current matrix.

Parameters
 mat The matrix to subtract.
 static void subtract ( const Mat4 & m1, const Mat4 & m2, Mat4 * dst )
static

Subtracts the specified matrix from the current matrix.

Parameters
 m1 The first matrix. m2 The second matrix. dst A matrix to store the result in.
 var subtract ( var m1, var m2, var dst )
static

Subtracts the specified matrix from the current matrix.

Parameters
 m1 The first matrix. m2 The second matrix. dst A matrix to store the result in.
 local subtract ( local m1, local m2, local dst )
static

Subtracts the specified matrix from the current matrix.

Parameters
 m1 The first matrix. m2 The second matrix. dst A matrix to store the result in.
 void transformPoint ( Vec3 * point ) const
inline

Transforms the specified point by this matrix.

The result of the transformation is stored directly into point.

Parameters
 point The point to transform and also a vector to hold the result in.
 var transformPoint ( var point )
inline

Transforms the specified point by this matrix.

The result of the transformation is stored directly into point.

Parameters
 point The point to transform and also a vector to hold the result in.
 local transformPoint ( local point )
inline

Transforms the specified point by this matrix.

The result of the transformation is stored directly into point.

Parameters
 point The point to transform and also a vector to hold the result in.
 void transformPoint ( const Vec3 & point, Vec3 * dst ) const
inline

Transforms the specified point by this matrix, and stores the result in dst.

Parameters
 point The point to transform. dst A vector to store the transformed point in.
 var transformPoint ( var point, var dst )
inline

Transforms the specified point by this matrix, and stores the result in dst.

Parameters
 point The point to transform. dst A vector to store the transformed point in.
 local transformPoint ( local point, local dst )
inline

Transforms the specified point by this matrix, and stores the result in dst.

Parameters
 point The point to transform. dst A vector to store the transformed point in.
 void transformVector ( Vec3 * vector ) const

Transforms the specified vector by this matrix by treating the fourth (w) coordinate as zero.

The result of the transformation is stored directly into vector.

Parameters
 vector The vector to transform and also a vector to hold the result in.
 var transformVector ( var vector )

Transforms the specified vector by this matrix by treating the fourth (w) coordinate as zero.

The result of the transformation is stored directly into vector.

Parameters
 vector The vector to transform and also a vector to hold the result in.
 local transformVector ( local vector )

Transforms the specified vector by this matrix by treating the fourth (w) coordinate as zero.

The result of the transformation is stored directly into vector.

Parameters
 vector The vector to transform and also a vector to hold the result in.
 void transformVector ( const Vec3 & vector, Vec3 * dst ) const

Transforms the specified vector by this matrix by treating the fourth (w) coordinate as zero, and stores the result in dst.

Parameters
 vector The vector to transform. dst A vector to store the transformed vector in.
 var transformVector ( var vector, var dst )

Transforms the specified vector by this matrix by treating the fourth (w) coordinate as zero, and stores the result in dst.

Parameters
 vector The vector to transform. dst A vector to store the transformed vector in.
 local transformVector ( local vector, local dst )

Transforms the specified vector by this matrix by treating the fourth (w) coordinate as zero, and stores the result in dst.

Parameters
 vector The vector to transform. dst A vector to store the transformed vector in.
 void transformVector ( float x, float y, float z, float w, Vec3 * dst ) const

Transforms the specified vector by this matrix.

Parameters
 x The vector x-coordinate to transform by. y The vector y-coordinate to transform by. z The vector z-coordinate to transform by. w The vector w-coordinate to transform by. dst A vector to store the transformed point in.
 var transformVector ( var x, var y, var z, var w, var dst )

Transforms the specified vector by this matrix.

Parameters
 x The vector x-coordinate to transform by. y The vector y-coordinate to transform by. z The vector z-coordinate to transform by. w The vector w-coordinate to transform by. dst A vector to store the transformed point in.
 local transformVector ( local x, local y, local z, local w, local dst )

Transforms the specified vector by this matrix.

Parameters
 x The vector x-coordinate to transform by. y The vector y-coordinate to transform by. z The vector z-coordinate to transform by. w The vector w-coordinate to transform by. dst A vector to store the transformed point in.
 void transformVector ( Vec4 * vector ) const

Transforms the specified vector by this matrix.

The result of the transformation is stored directly into vector.

Parameters
 vector The vector to transform.
 var transformVector ( var vector )

Transforms the specified vector by this matrix.

The result of the transformation is stored directly into vector.

Parameters
 vector The vector to transform.
 local transformVector ( local vector )

Transforms the specified vector by this matrix.

The result of the transformation is stored directly into vector.

Parameters
 vector The vector to transform.
 void transformVector ( const Vec4 & vector, Vec4 * dst ) const

Transforms the specified vector by this matrix.

Parameters
 vector The vector to transform. dst A vector to store the transformed point in.
 var transformVector ( var vector, var dst )

Transforms the specified vector by this matrix.

Parameters
 vector The vector to transform. dst A vector to store the transformed point in.
 local transformVector ( local vector, local dst )

Transforms the specified vector by this matrix.

Parameters
 vector The vector to transform. dst A vector to store the transformed point in.
 void translate ( float x, float y, float z )

Post-multiplies this matrix by the matrix corresponding to the specified translation.

Parameters
 x The amount to translate along the x-axis. y The amount to translate along the y-axis. z The amount to translate along the z-axis.
 var translate ( var x, var y, var z )

Post-multiplies this matrix by the matrix corresponding to the specified translation.

Parameters
 x The amount to translate along the x-axis. y The amount to translate along the y-axis. z The amount to translate along the z-axis.
 local translate ( local x, local y, local z )

Post-multiplies this matrix by the matrix corresponding to the specified translation.

Parameters
 x The amount to translate along the x-axis. y The amount to translate along the y-axis. z The amount to translate along the z-axis.
 void translate ( float x, float y, float z, Mat4 * dst ) const

Post-multiplies this matrix by the matrix corresponding to the specified translation and stores the result in dst.

Parameters
 x The amount to translate along the x-axis. y The amount to translate along the y-axis. z The amount to translate along the z-axis. dst A matrix to store the result in.
 var translate ( var x, var y, var z, var dst )

Post-multiplies this matrix by the matrix corresponding to the specified translation and stores the result in dst.

Parameters
 x The amount to translate along the x-axis. y The amount to translate along the y-axis. z The amount to translate along the z-axis. dst A matrix to store the result in.
 local translate ( local x, local y, local z, local dst )

Post-multiplies this matrix by the matrix corresponding to the specified translation and stores the result in dst.

Parameters
 x The amount to translate along the x-axis. y The amount to translate along the y-axis. z The amount to translate along the z-axis. dst A matrix to store the result in.
 void translate ( const Vec3 & t )

Post-multiplies this matrix by the matrix corresponding to the specified translation.

Parameters
 t The translation values along the x, y and z axes.
 var translate ( var t )

Post-multiplies this matrix by the matrix corresponding to the specified translation.

Parameters
 t The translation values along the x, y and z axes.
 local translate ( local t )

Post-multiplies this matrix by the matrix corresponding to the specified translation.

Parameters
 t The translation values along the x, y and z axes.
 void translate ( const Vec3 & t, Mat4 * dst ) const

Post-multiplies this matrix by the matrix corresponding to the specified translation and stores the result in dst.

Parameters
 t The translation values along the x, y and z axes. dst A matrix to store the result in.
 var translate ( var t, var dst )

Post-multiplies this matrix by the matrix corresponding to the specified translation and stores the result in dst.

Parameters
 t The translation values along the x, y and z axes. dst A matrix to store the result in.
 local translate ( local t, local dst )

Post-multiplies this matrix by the matrix corresponding to the specified translation and stores the result in dst.

Parameters
 t The translation values along the x, y and z axes. dst A matrix to store the result in.
 Mat4 operator+ ( const Mat4 & mat ) const
inline

Calculates the sum of this matrix with the given matrix.

Note: this does not modify this matrix.

Parameters
Returns
The matrix sum.
 Mat4 operator+ ( var mat )
inline

Calculates the sum of this matrix with the given matrix.

Note: this does not modify this matrix.

Parameters
Returns
The matrix sum.
 Mat4 operator+ ( local mat )
inline

Calculates the sum of this matrix with the given matrix.

Note: this does not modify this matrix.

Parameters
Returns
The matrix sum.
 Mat4& operator+= ( const Mat4 & mat )
inline

Adds the given matrix to this matrix.

Parameters
Returns
This matrix, after the addition occurs.
 Mat4& operator+= ( var mat )
inline

Adds the given matrix to this matrix.

Parameters
Returns
This matrix, after the addition occurs.
 Mat4& operator+= ( local mat )
inline

Adds the given matrix to this matrix.

Parameters
Returns
This matrix, after the addition occurs.
 Mat4 operator- ( const Mat4 & mat ) const
inline

Calculates the difference of this matrix with the given matrix.

Note: this does not modify this matrix.

Parameters
 mat The matrix to subtract.
Returns
The matrix difference.
 Mat4 operator- ( var mat )
inline

Calculates the difference of this matrix with the given matrix.

Note: this does not modify this matrix.

Parameters
 mat The matrix to subtract.
Returns
The matrix difference.
 Mat4 operator- ( local mat )
inline

Calculates the difference of this matrix with the given matrix.

Note: this does not modify this matrix.

Parameters
 mat The matrix to subtract.
Returns
The matrix difference.
 Mat4& operator-= ( const Mat4 & mat )
inline

Subtracts the given matrix from this matrix.

Parameters
 mat The matrix to subtract.
Returns
This matrix, after the subtraction occurs.
 Mat4& operator-= ( var mat )
inline

Subtracts the given matrix from this matrix.

Parameters
 mat The matrix to subtract.
Returns
This matrix, after the subtraction occurs.
 Mat4& operator-= ( local mat )
inline

Subtracts the given matrix from this matrix.

Parameters
 mat The matrix to subtract.
Returns
This matrix, after the subtraction occurs.
 Mat4 operator- ( ) const
inline

Calculates the negation of this matrix.

Note: this does not modify this matrix.

Returns
The negation of this matrix.
 Mat4 operator- ( )
inline

Calculates the negation of this matrix.

Note: this does not modify this matrix.

Returns
The negation of this matrix.
 Mat4 operator- ( )
inline

Calculates the negation of this matrix.

Note: this does not modify this matrix.

Returns
The negation of this matrix.
 Mat4 operator* ( const Mat4 & mat ) const
inline

Calculates the matrix product of this matrix with the given matrix.

Note: this does not modify this matrix.

Parameters
 mat The matrix to multiply by.
Returns
The matrix product.
 Mat4 operator* ( var mat )
inline

Calculates the matrix product of this matrix with the given matrix.

Note: this does not modify this matrix.

Parameters
 mat The matrix to multiply by.
Returns
The matrix product.
 Mat4 operator* ( local mat )
inline

Calculates the matrix product of this matrix with the given matrix.

Note: this does not modify this matrix.

Parameters
 mat The matrix to multiply by.
Returns
The matrix product.
 Mat4& operator*= ( const Mat4 & mat )
inline

Right-multiplies this matrix by the given matrix.

Parameters
 mat The matrix to multiply by.
Returns
This matrix, after the multiplication occurs.
 Mat4& operator*= ( var mat )
inline

Right-multiplies this matrix by the given matrix.

Parameters
 mat The matrix to multiply by.
Returns
This matrix, after the multiplication occurs.
 Mat4& operator*= ( local mat )
inline

Right-multiplies this matrix by the given matrix.

Parameters
 mat The matrix to multiply by.
Returns
This matrix, after the multiplication occurs.

The documentation for this class was generated from the following file:
• Mat4.h