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@@ -135,50 +135,6 @@
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Flattens this matrix into supplied *flat* array starting from *offset* position in the array.
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</div>
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- <h3>.setTranslation( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
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- <div>
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- Sets this matrix as translation transform.
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- </div>
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-
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- <h3>.setScale( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
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- <div>
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- Sets this matrix as scale transform.
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- </div>
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-
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- <h3>.makeRotationX( [page:Float theta] ) [page:Matrix4]</h3>
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- <div>
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- theta — Rotation angle in radians.
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- </div>
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- <div>
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- Sets this matrix as rotation transform around x axis by *theta* radians.
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- </div>
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-
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- <h3>.makeRotationY( [page:Float theta] ) [page:Matrix4]</h3>
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- <div>
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- theta — Rotation angle in radians.
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- </div>
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- <div>
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- Sets this matrix as rotation transform around y axis by *theta* radians.
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- </div>
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-
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- <h3>.makeRotationZ( [page:Float theta] ) [page:Matrix4]</h3>
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- <div>
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- theta — Rotation angle in radians.
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- </div>
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- <div>
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- Sets this matrix as rotation transform around z axis by *theta* radians.
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- </div>
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-
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- <h3>.makeRotationAxis( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4]</h3>
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- <div>
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- axis — Rotation axis.
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- theta — Rotation angle in radians.
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- </div>
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- <div>
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- Sets this matrix as rotation transform around *axis* by *angle* radians.<br />
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- Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
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- </div>
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-
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<h3>.setPosition( [page:Vector3 v] ) [page:Matrix4]</h3>
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<div>
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Sets the position component for this matrix from vector *v*.
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@@ -280,19 +236,48 @@
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Translates this matrix by vector *v*.
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</div>
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- <h3>.clone() [page:Matrix4]</h3>
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+ <h3>.makeTranslation( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
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<div>
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- Clones this matrix.
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+ Sets this matrix as translation transform.
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</div>
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+ <h3>.makeRotationX( [page:Float theta] ) [page:Matrix4]</h3>
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+ <div>
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+ theta — Rotation angle in radians.
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+ </div>
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+ <div>
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+ Sets this matrix as rotation transform around x axis by *theta* radians.
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+ </div>
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- <h2>Static methods</h2>
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+ <h3>.makeRotationY( [page:Float theta] ) [page:Matrix4]</h3>
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+ <div>
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+ theta — Rotation angle in radians.
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+ </div>
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+ <div>
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+ Sets this matrix as rotation transform around y axis by *theta* radians.
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+ </div>
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- <h3>.makeInvert3x3( [page:Matrix4 m] ) [page:Matrix3]</h3>
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+ <h3>.makeRotationZ( [page:Float theta] ) [page:Matrix4]</h3>
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<div>
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- Inverts just the rotation submatrix of matrix *m*.<br />
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- Note: this method returns a reference to the internal 3x3 matrix, make a copy or clone it if you don't use it right away.<br />
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- Based on [link:http://code.google.com/p/webgl-mjs/].
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+ theta — Rotation angle in radians.
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+ </div>
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+ <div>
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+ Sets this matrix as rotation transform around z axis by *theta* radians.
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+ </div>
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+
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+ <h3>.makeRotationAxis( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4]</h3>
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+ <div>
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+ axis — Rotation axis.
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+ theta — Rotation angle in radians.
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+ </div>
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+ <div>
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+ Sets this matrix as rotation transform around *axis* by *angle* radians.<br />
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+ Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
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+ </div>
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+
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+ <h3>.makeScale( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
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+ <div>
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+ Sets this matrix as scale transform.
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</div>
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<h3>.makeFrustum( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
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@@ -305,11 +290,16 @@
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Creates a perspective projection matrix.
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</div>
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- <h3>.makeOrtho( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
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+ <h3>.makeOrthographic( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
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<div>
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Creates an orthographic projection matrix.
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</div>
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+ <h3>.clone() [page:Matrix4]</h3>
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+ <div>
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+ Clones this matrix.
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+ </div>
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+
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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