id: smat4f title: SMat4F
A standard Float backed 4x4 transformation matrix.
Method New(a:Float, b:Float, c:Float, d:Float, e:Float, f:Float, g:Float, h:Float, i:Float, j:Float, k:Float, l:Float, m:Float, n:Float, o:Float, p:Float)Creates a new SMat4F from the supplied arguments.
Method Operator+:SMat4F(z:SMat4F Var)Adds z to the matrix, returning a new matrix.
Method Operator-:SMat4F(z:SMat4F Var)Subtracts z from the matrix, returning a new matrix.
Method Operator*:SMat4F(z:SMat4F Var)Multiplies the matrix by z, the dot product, returning a new matrix.
Method Apply:SVec2F(v:SVec2F)Applies the matrix to the vector v, returning a new vector.
Method Apply:SVec3F(v:SVec3F)Applies the 4x4 matrix b to the vector, returning a new vector.
Method Apply:SVec4F(v:SVec4F)Applies the 4x4 matrix b to the vector, returning a new vector.
Method Adjoint:SMat4F()Returns the transposition of the cofactor matrix.
Method CompMul:SMat4F(z:SMat4F Var)Multiplies the matrix by z by its components, returning a new matrix.
Method Determinant:Float()Returns the determinant of the matrix.
Method Invert:SMat4F()The inverse of this matrix.
An inverted matrix is such that if multiplied by the original would result in identity matrix. If some matrix transforms vectors in a particular way, then the inverse matrix can transform them back.
Method Rotate:SMat4F(axis:SVec3F, angle:Double)Creates a rotation matrix, rotated angle degrees around the point axis.
Method Scale:SMat4F(s:SVec3F)Scales the matrix, return the new scaled matrix.
Method Scale:SMat4F(s:SVec3D)Scales the matrix, return the new scaled matrix.
Method Transpose:SMat4F()Returns the transpose of this matrix.
The transposed matrix is the one that has the columns exchanged with its rows.
Method Translate:SMat4F(s:SVec3F)Translates the matrix to s.
Method Translate:SMat4F(s:SVec3D)Translates the matrix To s.
Method ToString:String() OverrideReturns a String representation of the matrix.
Function Identity:SMat4F()Returns the identity matrix.
Function Frustum:SMat4F(l:Float, r:Float, b:Float, t:Float, n:Float, f:Float)Returns a projection matrix with a viewing frustum defined by the plane coordinates passed in.
Function LookAt:SMat4F(eye:SVec3F, pos:SVec3F, upDir:SVec3F)Computes a transformation matrix that corresponds to a camera viewing the eye from the pos.
The right-hand vector is perpendicular to the up vector.
Function Orthogonal:SMat4F(width:Float, height:Float, zNear:Float, zFar:Float)Creates an orthogonal projection matrix.
The returned matrix, when used as a Camera's projection matrix, creates a view showing the area between width and height, with zNear and zFar as the near and far depth clipping planes.
Function Perspective:SMat4F(fov:Float, w:Float, h:Float, n:Float, f:Float)Creates a perspective projection matrix.
Function Rotation:SMat4F(axis:SVec3F, angle:Double)Returns a rotation matrix on the given axis and angle degrees.
Function Scaling:SMat4F(s:SVec3F)Creates a scaling matrix.
Function Scaling:SMat4F(s:SVec3D)Creates a Scaling matrix.
Function Translation:SMat4F(s:SVec3F)Creates a translation matrix.
Function Translation:SMat4F(s:SVec3D)Creates a translation matrix.