Cocos2d-x  v4
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.
 
void add (float scalar)
 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...
 
void add (const Mat4 &mat)
 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...
 
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...
 
void getLeftVector (Vec3 *dst) const
 Gets the left vector of this matrix. More...
 
void getRightVector (Vec3 *dst) const
 Gets the right vector of this matrix. More...
 
void getForwardVector (Vec3 *dst) const
 Gets the forward vector of this matrix. More...
 
void getBackVector (Vec3 *dst) const
 Gets the backward vector of this matrix. More...
 
bool inverse ()
 Inverts this matrix. More...
 
Mat4 getInversed () const
 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...
 
void negate ()
 Negates this matrix.
 
Mat4 getNegated () const
 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...
 
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...
 
void rotateX (float 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...
 
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.
 
void subtract (const Mat4 &mat)
 Subtracts the specified matrix from the current matrix. More...
 
void transformPoint (Vec3 *point) const
 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...
 
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...
 
void transformVector (const Vec4 &vector, Vec4 *dst) const
 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...
 
void translate (const Vec3 &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.
 
Mat4 operator+ (const Mat4 &mat) const
 Calculates the sum of this matrix with the given matrix. More...
 
Mat4operator+= (const Mat4 &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...
 
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...
 

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...
 
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...
 
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...
 
static void createOrthographic (float width, float height, float zNearPlane, float zFarPlane, Mat4 *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...
 
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...
 
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...
 
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...
 
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...
 
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...
 
static void add (const Mat4 &m1, const Mat4 &m2, Mat4 *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...
 
static void multiply (const Mat4 &m1, const Mat4 &m2, Mat4 *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...
 

Public Attributes

float m [16]
 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).

See also
Transform

Constructor & Destructor Documentation

◆ Mat4() [1/4]

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() [2/4]

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
m11The first element of the first row.
m12The second element of the first row.
m13The third element of the first row.
m14The fourth element of the first row.
m21The first element of the second row.
m22The second element of the second row.
m23The third element of the second row.
m24The fourth element of the second row.
m31The first element of the third row.
m32The second element of the third row.
m33The third element of the third row.
m34The fourth element of the third row.
m41The first element of the fourth row.
m42The second element of the fourth row.
m43The third element of the fourth row.
m44The fourth element of the fourth row.

◆ Mat4() [3/4]

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
matAn array containing 16 elements in column-major order.

◆ Mat4() [4/4]

Mat4 ( const Mat4 copy)

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

Parameters
copyThe matrix to copy.

Member Function Documentation

◆ createLookAt() [1/2]

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
eyePositionThe eye position.
targetPositionThe target's center position.
upThe up vector.
dstA matrix to store the result in.

◆ createLookAt() [2/2]

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
eyePositionXThe eye x-coordinate position.
eyePositionYThe eye y-coordinate position.
eyePositionZThe eye z-coordinate position.
targetCenterXThe target's center x-coordinate position.
targetCenterYThe target's center y-coordinate position.
targetCenterZThe target's center z-coordinate position.
upXThe up vector x-coordinate value.
upYThe up vector y-coordinate value.
upZThe up vector z-coordinate value.
dstA matrix to store the result in.

◆ createPerspective()

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
fieldOfViewThe field of view in the y direction (in degrees).
aspectRatioThe aspect ratio, defined as view space width divided by height.
zNearPlaneThe distance to the near view plane.
zFarPlaneThe distance to the far view plane.
dstA matrix to store the result in.

◆ createOrthographic()

static void createOrthographic ( float  width,
float  height,
float  zNearPlane,
float  zFarPlane,
Mat4 dst 
)
static

Creates an orthographic projection matrix.

Parameters
widthThe width of the view.
heightThe height of the view.
zNearPlaneThe minimum z-value of the view volume.
zFarPlaneThe maximum z-value of the view volume.
dstA matrix to store the result in.

◆ createOrthographicOffCenter()

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
leftThe minimum x-value of the view volume.
rightThe maximum x-value of the view volume.
bottomThe minimum y-value of the view volume.
topThe maximum y-value of the view volume.
zNearPlaneThe minimum z-value of the view volume.
zFarPlaneThe maximum z-value of the view volume.
dstA matrix to store the result in.

◆ createBillboard() [1/2]

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
objectPositionThe position of the object the billboard will rotate around.
cameraPositionThe position of the camera.
cameraUpVectorThe up vector of the camera.
dstA matrix to store the result in.

◆ createBillboard() [2/2]

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
objectPositionThe position of the object the billboard will rotate around.
cameraPositionThe position of the camera.
cameraUpVectorThe up vector of the camera.
cameraForwardVectorThe forward vector of the camera, used if the positions are too close.
dstA matrix to store the result in.

◆ createScale() [1/2]

static void createScale ( const Vec3 scale,
Mat4 dst 
)
static

Creates a scale matrix.

Parameters
scaleThe amount to scale.
dstA matrix to store the result in.

◆ createScale() [2/2]

static void createScale ( float  xScale,
float  yScale,
float  zScale,
Mat4 dst 
)
static

Creates a scale matrix.

Parameters
xScaleThe amount to scale along the x-axis.
yScaleThe amount to scale along the y-axis.
zScaleThe amount to scale along the z-axis.
dstA matrix to store the result in.

◆ createRotation() [1/2]

static void createRotation ( const Quaternion quat,
Mat4 dst 
)
static

Creates a rotation matrix from the specified quaternion.

Parameters
quatA quaternion describing a 3D orientation.
dstA matrix to store the result in.

◆ createRotation() [2/2]

static void createRotation ( const Vec3 axis,
float  angle,
Mat4 dst 
)
static

Creates a rotation matrix from the specified axis and angle.

Parameters
axisA vector describing the axis to rotate about.
angleThe angle (in radians).
dstA matrix to store the result in.

◆ createRotationX()

static void createRotationX ( float  angle,
Mat4 dst 
)
static

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

Parameters
angleThe angle of rotation (in radians).
dstA matrix to store the result in.

◆ createRotationY()

static void createRotationY ( float  angle,
Mat4 dst 
)
static

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

Parameters
angleThe angle of rotation (in radians).
dstA matrix to store the result in.

◆ createRotationZ()

static void createRotationZ ( float  angle,
Mat4 dst 
)
static

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

Parameters
angleThe angle of rotation (in radians).
dstA matrix to store the result in.

◆ createTranslation() [1/2]

static void createTranslation ( const Vec3 translation,
Mat4 dst 
)
static

Creates a translation matrix.

Parameters
translationThe translation.
dstA matrix to store the result in.

◆ createTranslation() [2/2]

static void createTranslation ( float  xTranslation,
float  yTranslation,
float  zTranslation,
Mat4 dst 
)
static

Creates a translation matrix.

Parameters
xTranslationThe translation on the x-axis.
yTranslationThe translation on the y-axis.
zTranslationThe translation on the z-axis.
dstA matrix to store the result in.

◆ add() [1/4]

void add ( float  scalar)

Adds a scalar value to each component of this matrix.

Parameters
scalarThe scalar to add.

◆ add() [2/4]

void add ( float  scalar,
Mat4 dst 
)

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

Parameters
scalarThe scalar value to add.
dstA matrix to store the result in.

◆ add() [3/4]

void add ( const Mat4 mat)

Adds the specified matrix to this matrix.

Parameters
matThe matrix to add.

◆ add() [4/4]

static void add ( const Mat4 m1,
const Mat4 m2,
Mat4 dst 
)
static

Adds the specified matrices and stores the result in dst.

Parameters
m1The first matrix.
m2The second matrix.
dstThe destination matrix to add to.

◆ decompose()

bool decompose ( Vec3 scale,
Quaternion rotation,
Vec3 translation 
) const

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

Parameters
scaleThe scale.
rotationThe rotation.
translationThe translation.

◆ determinant()

float determinant ( ) const

Computes the determinant of this matrix.

Returns
The determinant.

◆ getScale()

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
scaleA vector to receive the scale.

◆ getRotation()

bool getRotation ( Quaternion rotation) const

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

Parameters
rotationA quaternion to receive the rotation.
Returns
true if the rotation is successfully extracted, false otherwise.

◆ getTranslation()

void getTranslation ( Vec3 translation) const

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

Parameters
translationA vector to receive the translation.

◆ getUpVector()

void getUpVector ( Vec3 dst) const

Gets the up vector of this matrix.

Parameters
dstThe destination vector.

◆ getDownVector()

void getDownVector ( Vec3 dst) const

Gets the down vector of this matrix.

Parameters
dstThe destination vector.

◆ getLeftVector()

void getLeftVector ( Vec3 dst) const

Gets the left vector of this matrix.

Parameters
dstThe destination vector.

◆ getRightVector()

void getRightVector ( Vec3 dst) const

Gets the right vector of this matrix.

Parameters
dstThe destination vector.

◆ getForwardVector()

void getForwardVector ( Vec3 dst) const

Gets the forward vector of this matrix.

Parameters
dstThe destination vector.

◆ getBackVector()

void getBackVector ( Vec3 dst) const

Gets the backward vector of this matrix.

Parameters
dstThe destination vector.

◆ inverse()

bool inverse ( )

Inverts this matrix.

Returns
true if the matrix can be inverted, false otherwise.

◆ isIdentity()

bool isIdentity ( ) const

Determines if this matrix is equal to the identity matrix.

Returns
true if the matrix is an identity matrix, false otherwise.

◆ multiply() [1/5]

void multiply ( float  scalar)

Multiplies the components of this matrix by the specified scalar.

Parameters
scalarThe scalar value.

◆ multiply() [2/5]

void multiply ( float  scalar,
Mat4 dst 
) const

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

Parameters
scalarThe scalar value.
dstA matrix to store the result in.

◆ multiply() [3/5]

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
matThe matrix.
scalarThe scalar value.
dstA matrix to store the result in.

◆ multiply() [4/5]

void multiply ( const Mat4 mat)

Multiplies this matrix by the specified one.

Parameters
matThe matrix to multiply.

◆ multiply() [5/5]

static void multiply ( const Mat4 m1,
const Mat4 m2,
Mat4 dst 
)
static

Multiplies m1 by m2 and stores the result in dst.

Parameters
m1The first matrix to multiply.
m2The second matrix to multiply.
dstA matrix to store the result in.

◆ rotate() [1/4]

void rotate ( const Quaternion q)

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

Parameters
qThe quaternion to rotate by.

◆ rotate() [2/4]

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
qThe quaternion to rotate by.
dstA matrix to store the result in.

◆ rotate() [3/4]

void rotate ( const Vec3 axis,
float  angle 
)

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

Parameters
axisThe axis to rotate about.
angleThe angle (in radians).

◆ rotate() [4/4]

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
axisThe axis to rotate about.
angleThe angle (in radians).
dstA matrix to store the result in.

◆ rotateX() [1/2]

void rotateX ( float  angle)

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

Parameters
angleThe angle (in radians).

◆ rotateX() [2/2]

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
angleThe angle (in radians).
dstA matrix to store the result in.

◆ rotateY() [1/2]

void rotateY ( float  angle)

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

Parameters
angleThe angle (in radians).

◆ rotateY() [2/2]

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
angleThe angle (in radians).
dstA matrix to store the result in.

◆ rotateZ() [1/2]

void rotateZ ( float  angle)

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

Parameters
angleThe angle (in radians).

◆ rotateZ() [2/2]

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
angleThe angle (in radians).
dstA matrix to store the result in.

◆ scale() [1/6]

void scale ( float  value)

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

Parameters
valueThe amount to scale along all axes.

◆ scale() [2/6]

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
valueThe amount to scale along all axes.
dstA matrix to store the result in.

◆ scale() [3/6]

void scale ( float  xScale,
float  yScale,
float  zScale 
)

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

Parameters
xScaleThe amount to scale along the x-axis.
yScaleThe amount to scale along the y-axis.
zScaleThe amount to scale along the z-axis.

◆ scale() [4/6]

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
xScaleThe amount to scale along the x-axis.
yScaleThe amount to scale along the y-axis.
zScaleThe amount to scale along the z-axis.
dstA matrix to store the result in.

◆ scale() [5/6]

void scale ( const Vec3 s)

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

Parameters
sThe scale values along the x, y and z axes.

◆ scale() [6/6]

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
sThe scale values along the x, y and z axes.
dstA matrix to store the result in.

◆ set() [1/3]

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
m11The first element of the first row.
m12The second element of the first row.
m13The third element of the first row.
m14The fourth element of the first row.
m21The first element of the second row.
m22The second element of the second row.
m23The third element of the second row.
m24The fourth element of the second row.
m31The first element of the third row.
m32The second element of the third row.
m33The third element of the third row.
m34The fourth element of the third row.
m41The first element of the fourth row.
m42The second element of the fourth row.
m43The third element of the fourth row.
m44The fourth element of the fourth row.

◆ set() [2/3]

void set ( const float *  mat)

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

Parameters
matAn array containing 16 elements in column-major format.

◆ set() [3/3]

void set ( const Mat4 mat)

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

Parameters
matThe source matrix.

◆ subtract() [1/2]

void subtract ( const Mat4 mat)

Subtracts the specified matrix from the current matrix.

Parameters
matThe matrix to subtract.

◆ subtract() [2/2]

static void subtract ( const Mat4 m1,
const Mat4 m2,
Mat4 dst 
)
static

Subtracts the specified matrix from the current matrix.

Parameters
m1The first matrix.
m2The second matrix.
dstA matrix to store the result in.

◆ transformPoint() [1/2]

void transformPoint ( Vec3 point) const
inline

Transforms the specified point by this matrix.

The result of the transformation is stored directly into point.

Parameters
pointThe point to transform and also a vector to hold the result in.

◆ transformPoint() [2/2]

void transformPoint ( const Vec3 point,
Vec3 dst 
) const
inline

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

Parameters
pointThe point to transform.
dstA vector to store the transformed point in.

◆ transformVector() [1/5]

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
vectorThe vector to transform and also a vector to hold the result in.

◆ transformVector() [2/5]

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
vectorThe vector to transform.
dstA vector to store the transformed vector in.

◆ transformVector() [3/5]

void transformVector ( float  x,
float  y,
float  z,
float  w,
Vec3 dst 
) const

Transforms the specified vector by this matrix.

Parameters
xThe vector x-coordinate to transform by.
yThe vector y-coordinate to transform by.
zThe vector z-coordinate to transform by.
wThe vector w-coordinate to transform by.
dstA vector to store the transformed point in.

◆ transformVector() [4/5]

void transformVector ( Vec4 vector) const

Transforms the specified vector by this matrix.

The result of the transformation is stored directly into vector.

Parameters
vectorThe vector to transform.

◆ transformVector() [5/5]

void transformVector ( const Vec4 vector,
Vec4 dst 
) const

Transforms the specified vector by this matrix.

Parameters
vectorThe vector to transform.
dstA vector to store the transformed point in.

◆ translate() [1/4]

void translate ( float  x,
float  y,
float  z 
)

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

Parameters
xThe amount to translate along the x-axis.
yThe amount to translate along the y-axis.
zThe amount to translate along the z-axis.

◆ translate() [2/4]

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
xThe amount to translate along the x-axis.
yThe amount to translate along the y-axis.
zThe amount to translate along the z-axis.
dstA matrix to store the result in.

◆ translate() [3/4]

void translate ( const Vec3 t)

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

Parameters
tThe translation values along the x, y and z axes.

◆ translate() [4/4]

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
tThe translation values along the x, y and z axes.
dstA matrix to store the result in.

◆ operator+()

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
matThe matrix to add.
Returns
The matrix sum.

◆ operator+=()

Mat4& operator+= ( const Mat4 mat)
inline

Adds the given matrix to this matrix.

Parameters
matThe matrix to add.
Returns
This matrix, after the addition occurs.

◆ operator-() [1/2]

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
matThe matrix to subtract.
Returns
The matrix difference.

◆ operator-=()

Mat4& operator-= ( const Mat4 mat)
inline

Subtracts the given matrix from this matrix.

Parameters
matThe matrix to subtract.
Returns
This matrix, after the subtraction occurs.

◆ operator-() [2/2]

Mat4 operator- ( ) const
inline

Calculates the negation of this matrix.

Note: this does not modify this matrix.

Returns
The negation of this matrix.

◆ operator*()

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
matThe matrix to multiply by.
Returns
The matrix product.

◆ operator*=()

Mat4& operator*= ( const Mat4 mat)
inline

Right-multiplies this matrix by the given matrix.

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

The documentation for this class was generated from the following file: